FANDOM


Overview

If you're looking for other versions of the map, you might want to check Recurring maps#Orbital Station.

UT2003IconUT2004Icon

"In the silence of space the planets dance to a song far beyond the comprehension of mortal beings. Aboard the orbital station Alexandria autonav systems attempt to echo the graceful movement of the surrounding planetary bodies, as its living cargo dances to a different song altogether."
Map description

CTF-Orbital2 (UT200X map) (whose full name is Orbital 2) is a map appearing in Unreal Tournament 2003 and Unreal Tournament 2004 . It comes with the UT2003 Demo.



Map description Edit

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 Edit

Weapons Edit

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
A: 4
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 Edit

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 Edit

Unreal Tournament 2004 Edit

"In the silence of space the planets dance to a song far beyond the comprehension of mortal beings. Aboard the orbital station Alexandria autonav systems attempt to echo the graceful movement of the surrounding planetary bodies, as its living cargo dances to a different song altogether."
Mission description

Before playing this match, you're given the option to switch to CTF-MoonDragon by paying 275 game units.

Tips & tricks Edit

Capture tips Edit

The following tips come from a defunct site called "Capture":

"The massive space station that is CTF-Orbital2 can be a very difficult arena to capture the flag. The sheer size of it makes the journey from one flag to the other a very dangerous one for flag runners. However, the large size creates many good hiding spots for a flag carrier while he waits to capture the flag.

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!"
ThRaWn70[1]

Trivia Edit

  • This is one of the maps that shipped with the latest UT2003 demo, the other being BR-Anubis, CTF-Citadel, DM-Antalus and DM-Asbestos.
  • 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 Edit

  1. 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 Edit

Capture the Flag maps for Unreal Tournament 2003
CTF-AvarisCTF-Chrome (UT200X map)CTF-Citadel (UT200X map)CTF-DE-ElecFieldsCTF-DE-LavaGiant2CTF-DecemberCTF-DoubleDammageCTF-Face3CTF-Geothermal (UT200X map)CTF-LostFaith (UT200X map)CTF-MagmaCTF-Maul (UT200X map)
Capture the Flag maps for Unreal Tournament 2004
CTF-1on1-JoustCTF-AbsoluteZeroCTF-AvarisCTF-BP2-ConcentrateCTF-BP2-PistolaCTF-BridgeOfFateCTF-Chrome (UT200X map)CTF-Citadel (UT200X map)CTF-ColossusCTF-DE-ElecFieldsCTF-DecemberCTF-DoubleDammageCTF-Face3CTF-FaceClassicCTF-Geothermal (UT200X map)CTF-GrassyknollCTF-GrendelkeepCTF-JanuaryCTF-LostFaith (UT200X map)CTF-MagmaCTF-Maul (UT200X map)CTF-MoonDragonCTF-Smote (UT2004 map)CTF-TwinTombs