If you're looking for other versions of the map, you might want to check Recurring maps#Orbital Station.
Overview |
CTF-Orbital2 is a Capture the Flag map for Unreal Tournament 2003 and Unreal Tournament 2004. In both games, it's one of the stock maps, and it was later added to the demo version 2206 of 2003.
Map description[]
A darker version of CTF-Orbital. Like the original, it takes place aboard a ship in an enclosed space, but there are several layout changes in the different areas.
The Red and Blue bases are located at both extremes of the map, Blue at South and Red at North. Red/Blue Flag Base is still a two-floor area, with the lower level going to a chamber with a bridge over it (Red/Blue Lower Halls) and an exit to the central area, and the upper level going to a hall (Red/Blue Upper Halls) with two exits (Red/Blue Minigun Hall and Red/Blue Linkgun Hall) to the central area, one of them leading to a buffer room (Red/Blue Flak Room). The Middle Area, meanwhile, is a series of interconnected roads allowing attackers to switch floors either while attacking or defending.
But that's where the similarities end. For once, there's no Redeemer (even though UT2003 and UT2004 have the weapon), there's no sniper perch, in the (former) UDamage Room.
Weapons and pickups[]
Weapons[]
Weapon | Count | Location |
---|---|---|
W: - A: 4 |
Weapon: - Ammo: 2x Blue Flag Base, atop of an ammo ledge. 2x Red Flag Base, atop of an ammo ledge. | |
W: 2 A: 6 |
Weapon: 1x Blue Lower Halls, above the entrance from Middle Area. 1x Red Lower Halls, above the entrance from Middle Area. Ammo: 2x Near the Blue Lower Halls weapon. 2x Near the Red Lower Halls weapon. 1x Blue Flag Base, atop of an ammo ledge. 1x Red Flag Base, atop of an ammo ledge. | |
W: 2 A: 10 |
Weapon: 1x Corridor between the Blue Flag Base and the Blue Lower Halls. 1x Corridor between the Red Flag Base and the Red Lower Halls. Ammo: 4x Near the Blue side weapon. 4x Near the Red side weapon. 1x Middle area, mid level, red side ledge. 1x Middle area, mid level, blue side ledge. | |
W: 4 A: 6 |
Weapon: 1x Blue Linkgun Hall, near the exit to the Middle Area. 1x Red Linkgun Hall, near the exit to the Middle Area. 1x Blue Flag Base, near the flag. 1x Red Flag Base, near the flag. Ammo: 2x Near the Blue Flag Base weapon. 2x Near the Red Flag Base weapon. 2x Middle area, mid level, blue side ledge. | |
W: 2 A: 6 |
Weapon: 1x Blue Minigun Hall, near the exit to the Middle Area. 1x Red Minigun Hall, near the exit to the Middle Area. 1x Blue Flag Base, near the flag. 1x Red Flag Base, near the flag. Ammo: 2x Near the Blue Flag Base weapon. 2x Near the Red Flag Base weapon. 2x Middle area, mid level, red side ledge. | |
W: 2 A: 6 |
Weapon: 1x Blue Flak Room, upper level, near exit to the Minigun Hall. 1x Red Flak Room, upper level, near exit to the Minigun Hall. Ammo: 2x Near the Blue Flak Room weapon. 2x Near the Red Flak Room weapon. 1x Blue Flag Base, atop of an ammo ledge. 1x Red Flag Base, atop of an ammo ledge. | |
W: 3 A: 5 |
Weapon: 1x Blue Flag Base, upper level walkway. 1x Red Flag Base, upper level walkway. 1x Middle Area, upper level, at the blue side walkway. Ammo: 2x Near the Red Flag Base weapon. 2x Near the Blue Flag Base weapon. 1x Near the Middle Area weapon. | |
W: 3 A: 7 |
Weapon: 1x Blue Upper Halls, at the intersection. 1x Red Upper Halls, at the intersection. 1x Middle Area, upper level, at the red side walkway. Ammo: 2x Near the Blue Upper Halls weapon. 2x Near the Red Upper Halls weapon. 1x Blue Flag Base, atop of an ammo ledge. 1x Red Flag Base, atop of an ammo ledge. 1x Near the Middle Area weapon. |
Weapon | Count | Location |
---|---|---|
W: - A: 4 |
Weapon: - Ammo: 2x Blue Flag Base, atop of an ammo ledge. 2x Red Flag Base, atop of an ammo ledge. | |
W: 2 A: 6 |
Weapon: 1x Blue Lower Halls, above the entrance from Middle Area. 1x Red Lower Halls, above the entrance from Middle Area. Ammo: 2x Near the Blue Lower Halls weapon. 2x Near the Red Lower Halls weapon. 1x Blue Flag Base, atop of an ammo ledge. 1x Red Flag Base, atop of an ammo ledge. | |
W: 2 A: 10 |
Weapon: 1x Corridor between the Blue Flag Base and the Blue Lower Halls. 1x Corridor between the Red Flag Base and the Red Lower Halls. Ammo: 4x Near the Blue side weapon. 4x Near the Red side weapon. 1x Middle area, mid level, red side ledge. 1x Middle area, mid level, blue side ledge. | |
W: 4 A: 6 |
Weapon: 1x Blue Linkgun Hall, near the exit to the Middle Area. 1x Red Linkgun Hall, near the exit to the Middle Area. 1x Blue Flag Base, near the flag. 1x Red Flag Base, near the flag. Ammo: 2x Near the Blue Flag Base weapon. 2x Near the Red Flag Base weapon. 2x Middle area, mid level, blue side ledge. | |
W: 2 A: 6 |
Weapon: 1x Blue Minigun Hall, near the exit to the Middle Area. 1x Red Minigun Hall, near the exit to the Middle Area. 1x Blue Flag Base, near the flag. 1x Red Flag Base, near the flag. Ammo: 2x Near the Blue Flag Base weapon. 2x Near the Red Flag Base weapon. 2x Middle area, mid level, red side ledge. | |
W: 2 A: 6 |
Weapon: 1x Blue Flak Room, upper level, near exit to the Minigun Hall. 1x Red Flak Room, upper level, near exit to the Minigun Hall. Ammo: 2x Near the Blue Flak Room weapon. 2x Near the Red Flak Room weapon. 1x Blue Flag Base, atop of an ammo ledge. 1x Red Flag Base, atop of an ammo ledge. | |
W: 3 A: 5 |
Weapon: 1x Blue Flag Base, upper level walkway. 1x Red Flag Base, upper level walkway. 1x Middle Area, upper level, at the blue side walkway. Ammo: 2x Near the Red Flag Base weapon. 2x Near the Blue Flag Base weapon. 1x Near the Middle Area weapon. | |
W: 3 A: 7 |
Weapon: 1x Blue Upper Halls, at the intersection. 1x Red Upper Halls, at the intersection. 1x Middle Area, upper level, at the red side walkway. Ammo: 2x Near the Blue Upper Halls weapon. 2x Near the Red Upper Halls weapon. 1x Blue Flag Base, atop of an ammo ledge. 1x Red Flag Base, atop of an ammo ledge. 1x Near the Middle Area weapon. |
Pickups[]
Pickup | Count | Location |
---|---|---|
10 |
5x Blue Upper Halls. 5x Red Upper Halls. | |
19 |
2x Corridor between the Blue Lower Halls and the Blue Flak Room. 2x Corridor between the Red Lower Halls and the Red Flak Room. 2x Blue Flag Base, lower level, near entrance from Blue Lower Halls. 2x Red Flag Base, lower level, near entrance from Red Lower Halls. 2x Blue Linkgun Halls. 2x Red Linkgun Halls. 2x Blue Minigun Halls. 2x Red Minigun Halls. 3x Middle Area, lower level, in the middle. | |
4 |
1x Blue Flak Room, lower level. 1x Red Flak Room, lower level. 1x Blue Lower Halls, at a deadend. 1x Red Lower Halls, at a deadend. | |
1 |
1x Middle area, mid level, at the center. | |
1 |
1x Middle area, upper level, at the center of the walkway. | |
4 |
4x Blue Lower Halls, upper level. 4x Red Lower Halls, upper level. |
Pickup | Count | Location |
---|---|---|
10 |
5x Blue Upper Halls. 5x Red Upper Halls. | |
19 |
2x Corridor between the Blue Lower Halls and the Blue Flak Room. 2x Corridor between the Red Lower Halls and the Red Flak Room. 2x Blue Flag Base, lower level, near entrance from Blue Lower Halls. 2x Red Flag Base, lower level, near entrance from Red Lower Halls. 2x Blue Linkgun Halls. 2x Red Linkgun Halls. 2x Blue Minigun Halls. 2x Red Minigun Halls. 3x Middle Area, lower level, in the middle. | |
4 |
1x Blue Flak Room, lower level. 1x Red Flak Room, lower level. 1x Blue Lower Halls, at a deadend. 1x Red Lower Halls, at a deadend. | |
1 |
1x Middle area, mid level, at the center. | |
1 |
1x Middle area, upper level, at the center of the walkway. | |
4 |
4x Blue Lower Halls, upper level. 4x Red Lower Halls, upper level. |
Walkthrough[]
Unreal Tournament 2004[]
Before playing this match, you're given the option to switch to CTF-MoonDragon by paying 275 game units.
Tips & tricks[]
Prima Official Guide[]
Near Base: As with just about every CTF level, the team bases are virtually identical. If you memorize one, you've got them both. The team flag is at the very end, near enormous windows that look out over the starry void of space. Fortunately, you cannot fall out of these windows.
Along the ground to the left of the flag (as you face the enemy base) is a Link Gun. Past the Link Gun, an elevator takes you to the upper level of the arena.
To the right of the flag is a Minigun. Again, you can continue past the Minigun to reach an elevator that leads to the upper level.
On the upper level directly in front of the flag is a Rocket Launcher. The easiest way to reach it is to take the elevators near the Minigun or Link Gun.
In front of the Rocket Launcher is a narrow balcony that you can reach only via the Translocator or a very carefully executed elevator jump. It holds some ammunition for the Lightning Gun, Bio-Rifle, Assault Rifle, and Flak Cannon. More important, it's a fantastic defensive location.
Along the ground in front of the flag are two Health Packs +25. Just past them is a drop-off that begins the lower path to the enemy base.
Lower Path Continue past the two Health Packs +25 in front of the flag to find a Shock Rifle and plenty of ammo. Past the Shock Rifle is a small elevator that allows you to continue along the lower path. You can also run up the ramps on either side of the elevator.
After the Shock Rifle, the arena widens. Two ramps take you to the upper level. If you want to continue moving along the lower area, run between them and underneath the catwalk that they lead to.
Continue moving forward to another small elevator and two ramps that lead up to an area in the center of the arena, between the two team's sides.
The upper and lower paths merge dead center in the arena, where you can pick up a Shield Pack +100.
To the right and left of the Shield Pack, ramps lead to the upper level of the arena. To the front and back of the Shield Pack, paths lead to the lower route between the two bases.
Above the arena's center, which you can reach only by translocating or by making a precise leap from an elevator, is a platform with a Lightning Gun, a Rocket Launcher, and a Double Damage modifier.
Upper Path: The upper path between the team bases is more complex, but it also has more goodies. From the team flag, the easiest way to reach the upper level is to run along the right or left paths and take the elevators found there. You can also reach the upper level from the lower level with an elevator jump, or by translocating up to it.
From the Rocket Launcher above the flag, the right and left upper pathways merge into a single hallway with a row of five Health Vials +5 that leads directly to a Lightning Gun.
The path splits at the Lightning Gun. Go left to reach an elevator leading down to a Shield Pack +50 and a pathway that returns you to the upper path above the Shock Rifle.
Two Health Packs +25 are along this route. At the end are a Bio-Rifle, three Adrenaline capsules, and a Shield Pack +50.
If you choose not to descend the elevator that takes you to the Shield Pack +50, you can head along a path that takes you to a Flak Cannon, two Health Packs +25, and a Minigun.
This pathway spits you out on the left side of the upper pathway of the level's center.
Take a right where the main upper path splits at the Lightning Gun to pick up two Health Packs +25 and a Link Gun.
This pathway continues into the right side of the upper pathway of the level's center.
The upper pathway at the center is a series of catwalks that encircle the room. The catwalks don't offer much aside from some ammunition for the Link Gun and Shock Rifle.
The catwalks span to the center of the arena, where they connect with the lower pathway and hold the aforementioned Shield Pack +100.
Game Plan
Offense: Your Translocator is essential on most CTF levels, but spend most of your time running through Orbital II. Don't miss the abundant pick-ups, and the close quarters demand a close-range weapon.
The Translocator is handy for reaching the upper level when you're on the lower level. Also, leap off j elevators to hop up to the upper pathways.
Take advantage of the generous number of Shield and Health Packs. As you close in on the enemy base, the arena narrows, offering fewer ways to avoid enemy fire.
Attacking with a group of teammates is good strategy, but a Rocket Launcher is near each team's flag (there's probably a defender near the flag who's not afraid to use it). Getting your offensive team killed in a rocket attack isn't good for your score—or for morale.
Take advantage of a Double Damage modifier at the top-center of the level. Entrenched defenders are hard to root out, so you'll need every advantage.
When you have the flag, return to your base along one of the topside paths. These pathways have more Health Packs to replenish health. They also have more twists and turns, keeping your foes from seeing you from a distance.
Use all elevator jumping opportunities along the return trip. When you make it back to the center, run along the ground and elevator jump whenever possible. It's harder for your enemies to track you when you're bouncing around.
Defense: Concentrate your defense around your base, which has several excellent camping spots.
The first prime campsite is the small balcony in front of the catwalk with the Rocket Launcher. Camping up here with a Rocket Launcher or Lightning Gun allows you to fire down on most enemies that make it to your base. Even better, they won't be able to see you up there until they've entered your field of fire, because there's nothing behind you but a solid wall.
Another good campsite is the catwalk with the Rocket Launcher. You can set up a nice defensive crossfire by putting one defender on that catwalk facing the enemy base and another on the balcony in front of the catwalk facing your flag.
With both of these areas covered, you have the majority of your turf guarded. The only other locations that need to be watched are the sides, because your defenders can't watch the center and the sides at the same time.
If you jump off the small elevators to the right and left of your flag, you'll reach shadowy corners that make excellent hidden campsites. From these, watch the entire length of the catwalk with the Rocket Launcher. No enemy will penetrate too far into your base without your knowledge."
Capture tips[]
The following tips come from a defunct site called "Capture":
Learning to lift-jump is the process of double-jumping at the peak of a lift’s ascent. The lift-jump gives you the ability to gain extra height in the jump. This ability can be a key to success in this map. For example, by lift-jumping the lift outside each base in the middle, a player can get up to the higher level, allowing access to the Double Damage.
Lift-jumping one of the side lifts in the flag room can give flag carriers access to either of the side alcoves in the wall or the tops of the large pipes that run along the ceiling.
Two more lift jumping opportunities present themselves in the room with the Flak Cannon. The first is a simple lift-jump directly forward off the lift, onto the small ledges protruding from the static mesh in the wall above it. The second involves jumping onto the same static mesh; only this mesh is positioned to the left of the lift. You'll need to rotate mid-air to face the mesh while making sure to complete the second jump at the apex of the flight. It will take some practice, but most players won't look up there to find the flag carrier.
The long trip back to the base will be very difficult with less than two people. If you're organized enough, it would be worthwhile to send two on offense, two on defense, and one in the middle, which can swing back to offense in order to assist the flag carrier on their return.
Defenders can benefit from this “middle-man” too. If the middle player can report which entrance the attackers are using (high, low, or both), the defenders at the flag base can move to intercept them more easily. Two defenders, one positioned on each side, can be quite deadly when firing rockets, shock combos, and flak into the upper hallway. The Lightning Gun will prove useful when standing on the Rocket Launcher platform while taking on those who use the lower route. Defenders need to make sure to control the shields outside the flag room (one in the Flak Cannon room and one in the alcove above the main entrance with the Biorifle) to denny the attackers the recharge they'll most likely need after clearing the center room.
Orbital2's size will take a lot of teamwork in order to succeed, but any team can master it after enough practice. Keep your eyes open, your gun out, and happy fragging!"
Trivia[]
- The map started with a circular version, with both flags being few meters from each other, but separated with glassed walls.
External links and references[]
- ↑ ThRaWn70 (July 18, 2003). "ThRaWn70 Holds Your Hand Through CTF-Orbital2". Capture. Archived from the original on December 16, 2003. Retrieved April 17, 2019.
See also[]
Unreal Tournament 2003 (Demo) maps |
---|
Deathmatch: DM-Antalus • DM-Asbestos Bombing Run: BR-Anubis Capture the Flag: CTF-Citadel • CTF-Orbital2 |
Unreal Tournament 2003 Capture the Flag maps |
---|
CTF-Chrome • CTF-Citadel • CTF-December • CTF-Face3 • CTF-Geothermal • CTF-LostFaith • CTF-Magma • CTF-Maul • CTF-Orbital2 Epic Bonus Pack maps: CTF-Avaris • CTF-DoubleDammage DE Bonus Pack maps: CTF-DE-ElecFields • CTF-DE-LavaGiant2 |
Unreal Tournament 2004 Capture the Flag maps |
---|
CTF-1on1-Joust • CTF-AbsoluteZero • CTF-Avaris • CTF-BridgeOfFate • CTF-Chrome • CTF-Citadel • CTF-Colossus • CTF-DE-ElecFields • CTF-December • CTF-DoubleDammage • CTF-Face3 • CTF-FaceClassic • CTF-Geothermal • CTF-Grassyknoll • CTF-Grendelkeep • CTF-January • CTF-LostFaith • CTF-Magma • CTF-Maul • CTF-MoonDragon • CTF-Orbital2 • CTF-Smote • CTF-TwinTombs Mega Bonus Pack maps: CTF-BP2-Concentrate • CTF-BP2-Pistola |