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The following is a meta-article, which explains a concept which usually falls out of one of the wiki's categorizations, yet it's still important to explain something.

Maps[]

AS-Asthenosphere[]

"Name: AS-Asthenosphere
Author: Willhaven
Game: Assault

This is some top-notch work courtesy of that long haired rocker boy himself, Willhaven.

When you first enter this map, you'll appreciate the attention to detail. It feels like a heavy research vessel. You first ask yourself "Where is this ship?" Upon seeing the first window to the outside you notice ... lava. You strain to get a better look, but you just quite can't figure out what is outside. As you progress further and further in the map, you finally realize that this ship is located in the heart of a magma flow, deep beneath the surface of a planet. The effect of the observation deck opening is jaw-dropping!

The structure of the Assault layout works well...not quite as well as AS-Bridge, but it certainly holds its own against many of the retail UT Assault maps. In the initial release Willhaven didn't really use triggerable playerstarts, which can be very frustrating. He promises to update it, which should make the map play even better.

The end sequence alone is worth the price of admission. Download it NOW!"
CliffyB[1]


AS-Bridge[]

"Name: AS-Bridge
Author: Claude Meyer
Game: Assault

Okay, stop what you're doing. If you've ever liked any game that I've worked on then you'll trust my opinion and go download this map now. Go, get it, play it, laugh like a kid, and then come back and read what you'll already know.

This is just about one of the coolest god damned maps I have ever seen. It is the pinnacle of UT's Assault mode. You feel like you're in a friggin action movie.

The AI works extremely well in this map, Claude has obviously put some serious work into tweaking and testing the bots, and it shows. If I was killed, then I'd wait a second and one of my bots would lead the way to the next objective. You know that feeling you had when you were a kid and you were playing war, running through the woods towards your invisible enemies' base, toy gun in hand, ready to whup some ass? Yup, that's what this map makes you feel.

When I downloaded this map I thought "could be cool, shots looked good." I then did a dry-run through it. I spawned as an attacker, and proceeded to make my way towards the base. I hit F3 to see my objectives- there they were. I busted open the first doors- they exploded in a cacophony of falling parts and explosions. I knew I was in for something special.

Make sure you have an ass-kicking machine, though, otherwise this map is going to kick your ass. It really needs 16+ players in order to maximize its playability. From the first moment where that door collapses and the turret is spitting out grenades at you to the final collapsing of the bridge, there is only one way to describe this map.

Magical.

I do NOT get this excited over much. This map is the current pinnacle of what UT's Assault is about. Claude has single-handedly shown up every Epic designer.

Now, there are a few misaligned textures here and there, and the poly/node count is kind of nuts in some areas but I'm willing to just throw out that crap because the map works so well. Also, there aren't enough playerstarts! Kind of a huge shame, as this map is meant to be played with GOBS of players...you spawn and telefrag people. A glaringly goofy oversight in an otherwise incredible map.

Stop reading, already. Go play it and be a kid again."
CliffyB[1]


CTF-Aquamarina_X32[]

"Name: CTF-Aquamarina][
Author: El Chicoverde
Game: Capture the Flag

My lord, this is a behemoth of a map. The file size is 16+ megs!

This map could have easily turned into a run on sentence of architecture, but CHICOVERDE has managed to wrangle all of these brushes into a cohesive, good looking, and fun arena.

He's also harassed me and held me hostage so I would give him map input before the release. So if it didn't own then he'd have some explaining to do.

A couple of little goofy things here and there. The map runs a tad slow and I saw one floating ammo box and 3 pylon cones that were stuck in the ground. Make sure to dot those I's and cross those T's, kids!"
CliffyB[2]


CTF-Baranco[]

"Name: CTF-Baranco
Author: Rogelio Olguin
Game: Capture The Flag

This is one ass kicking CTF map! There are several key things that I look for when I'm trying to figure out whether or not a CTF map 0wns or not.

First, at any point in the map can I figure out what side I'm on just by looking around a little? If the answer is yes, then add one point.
Second, can I find my way to and from the flag base easily without getting lost? If the answer is yes, then add another point.
Third, are there multiple paths to the flagbase? If the answer is yes, then chalk up another point!
Finally, does the flag BASE look like a BASE or a flag CLOSET? If the base is roomy and feels like a base, add another point!

If you got all four points then your map might 0wn. Baranco got all four points and 0wned. Look, listen and learn!

Oh, a few minor gripes- the map is a little bit slow and there is some "lift wackiness." (one lift goes down and you fall off of it often and another lift is butt-ugly with orange crap on it.)"
CliffyB[2]


CTF-Gazpacho[]

"Name: CTF-Gazpacho
Author: Sidney 'Clawfist' Rauchberger
Game: Capture The Flag

Make no mistake, Clawfist's latest CTF map rocks and rocks well.

It is also extremely small. I shudder to think of the guys out there who will run this map on a server with 32 player limits. Yikes!

Clawfist's lighting, texturing, and composition are all up to his usual standards of quality. The flagbases are large enough for good action and are lovely to look at and the bases are nice and imposing. He's added gun turrets into each respawn area of each base to prevent spawn killing, which is an excellent touch.

Gazpacho provides a great balance between close quarters action and camping fun! "
CliffyB[3]


CTF-Horus[]

"Name: CTF-Horus
Author: Arjan 'Evil Atje' Vroegop
Game: Capture The Flag

Arjan Vroegop has put together a truly fantastic capture the flag arena.

This map literally feels like an ancient Egyptian city; you're constantly traveling inside and outside on your way to the flag base. Arjan's lighting has really come into its own, the walls soak up the colored lighting and you can almost feel the hot sun bearing down on your neck. There are several ways in and out of each flagbase, either the higher route where you're in danger of snipers or the lower watery route where the Almighty Flak will 0wn j00.

Couple of weird points...I seem to get "snagged" at many spots in this map, which can get very frustrating when I'm trying to open the big ol' can of whup ass on the opposing team. A note to all aspiring mappers out there: run along all your walls in your maps and try to avoid areas where you can get stuck!"
CliffyB[1]


CTF-LocustWind[]

"Name: CTF-LocustWind
Author: Gareth 'Ulukai' Spring
Game: Capture the Flag

CTF-LocustWind, by Gareth 'Ulukai' Spring, is an excellent CTF map. The style seems like a mix of Myscha's and Inoxx's best industrial work.

Lighting, overall, is good, and the layout is smart. There are plenty of spots to snipe from, and the AI navigates the map extremely well.

This map has the best lighting of Gareth's other efforts, which seemed to lack a lot of contrast. The nice contrast in lighting in this map is what has earned it its 0wnage."
CliffyB[2]


CTF-Lucius[]

"Name: CTF-Lucius
Author: Peter "Clay" Nederlof
Game: Capture The Flag

What is it with those Dutch designers? They've got the mad skills, I'm surprised there aren't more great Dutch development teams that crank out million selling titles. Peter "Clay" Nederlof has put together a map that reminds me of the great playability of some of the best
Quake 2 Capture the Flag maps but with the great atmosphere of the best Tournament maps.

Running around in the map with full gravity and then leaping like superman across the central low-gravity tube is a very exciting experience. The texturing works well, and the lighting is very good (if a bit flat in some areas.) The Flag Bases feel like just the right size (not too small, not too large) and there's plenty of room to dodge and dance with your enemies in the spacious corridors."
CliffyB[3]


CTF-Terra[]

"Name: CTF-Terra
Author: Rich 'Akuma' Eastwood
Game: Capture The Flag

Approximately two months ago I was finally able to go to Ruth's Chris Steak House. Now, for those of you who don't know about this Steak House or if you do not live near one, it is just about the most fantastic steak you can get anywhere on this planet. The steak is seasoned so well that you don't need any sort of steak sauce, you just cut it and eat it. The meat is served on a plate that's 500 degrees, so as you're eating your steak it is *still cooking.* You can cut a piece of your steak off, and if it is red or pink you can rub it on your plate and watch it get cooked right there. Too cool. Order a nice, garlic drenched appetizer of escargots and you've got yourself a meal fit for a king.

Now, you're probably asking yourself "Cliff, what does this fine dining experience have to do with this map?"

Well, my guppies, let me tell you- just like Ruth's puts every bit of care into the dining experience at their steak house, Rich "Akuma" Eastwood has taken the high road and lovingly crafted just about the most professional UT CTF map I've ever seen.

The textures all go together flawlessly. The lighting is immaculate. The bots WILL own you. The layout is fresh and exciting, a perfect mix of close-quarters combat and wide-open sniper fests.

Rich Eastwood, you're the man!"
CliffyB[3]


DM-Affinity[]

"Name: DM-Affinity
Author: Richard 'Lord Heisher' Black
Game: Deathmatch

Heisher has managed to make textures that I'm thoroughly tired of seeing look fresh. He's mixed bit of the industrial sets together to make a very enjoyable and attractive frag pit.

Bots seem to handle the map well, and colored lighting is used well without becoming gratuitous.

The Shield Belt is placed in a high risk area, and it works well. Not only are you vulnerable to enemy attacks because you're in water, there's an added risk of falling over the edge of the waterfall.

The level does have one irritating problem - a funky collision error that occurs while heading down a ramp towards the bottom waterfall area.

Overall, good work!"
CliffyB[2]


DM-Agio[]

"Name: DM-Agio
Author: DavidM
Game: Deathmatch

This map is pimp.

DavidM has a great sense of composition and his lighting is great. Just look at his lifts...they're not your typical boring square deals, they're carved and they extend into slots into the walls. Everything just feels solid and right.

Style-wise, it reminds me of a hybrid between Codex and Agony. However, this map has a better sense of scale than those maps, and it works really well. I expect that DavidM will be doing contract work shortly, or at the very least doing great work on a very popular UT mod."
CliffyB[4]


DM-Alcatraz[]

"Name: DM-Alcatraz
Author: DavidM
Game: Deathmatch

DavidM used to be one of those "decent young guys from some European country" who was an old standby of the community. He makes good, above average maps, but nothing really seemed to stand out from the traditional UT style.

Well, here's David's opus! This map is amazingly cool; the style is fresh, the layout is smart and the lighting is bordering on Rich Eastwood quality.

David has done an excellent job of making sure the level feels like a real location without having it dictate or impair the flow of the map. The electric chair is a perfect touch. Go for the shield belt and you might get a jolt!

I love this texture set, too! I wish more mappers would use it."
CliffyB[2]


DM-Anubis[]

"Name: DM-Anubis
Author: Mark 'Oz' Austin
Game: Deathmatch

Anubis owns! Damn this map is slick.

Mark Austin has put together a fantastic layout that is sure to please the most hardcore of the hardcore deathmatch players.

Multiple combat levels, great lighting, and a wonderfully dusty feel really enhance the appeal of this arena.

Some of the texturing is a little gratuitous, such as the hieroglyphics that are pretty much everywhere, and I'm not sure what's going on with those huge glass windows, and there are a couple spots where a staircase gets in the way of combat but those are minor issues.

Let's see some more teamplay maps, Oz! Ownage!"
CliffyB[5]


DM-Brutality][[]

"Name: DM-Brutality][
Author: Rich 'Akuma' Eastwood
Game: Deathmatch

Sure, it looks like a
Quake 3 map, but the sheer novelty of those curvy surfaces and textures make this highly entertaining to play. Even if you didn't use the Q3 textures, the map would still play well as a cool one-on-one map. We need more hardcore tourney maps like this!"
CliffyB[5]


DM-Chronos[]

"Name: DM-Chronos
Author: AcidPablo
Game: Deathmatch

Imagine taking the best parts of DM-Conveyor and DM-Shrapnel and putting them all together into one professional quality, top notch deathmatch map. You'd then have DM-Chronos, which is a fantastic example of top notch mapmaking abilities. I had not heard of "Acidpablo" yet, but when he sent me a link to screenshots of his map I knew he had something really special going on. This map strikes a perfect balance between good looks and playability; the scale is great, the lighting is nice, the texture usage is perfect, and it flows seamlessly.

The ultimate kind of Deathmatch flow is one that avoids the tired "Room, corridor, room" syndrome. Well, if you're looking for an example of a map that does this you'd be hard pressed to find a map that does it better than Chronos."
CliffyB[4]


DM-Distinctive[]

"Name: DM-Distinctive
Author: Bastiaan Frank
Game: Deathmatch

This is a cool map by Bastiaan Frank. I think he's Dutch. You know, the amount of mapping talent overseas is both encouraging and upsetting at once. It's encouraging because it means the UT craze is global, but it is discouraging because if any shop in the states wants to hire these guys they'll have to go through the BS that is immigration.

I digress. Back to the map.

Distinctive Temptations reminds me of some of Rich Eastwood's best work. The architecture and flow blend together extremely well; the map feels like a real place but it seems like it was built for gameplay over gimmick. Which is A Good Thing, in the Book O' CliffyB.

The lighting is good but it needs some work. Rich Eastwood still owns Bastiaan in the lighting department; there are a few lights that are oversampled and start to "green out" (those of you who have used the editor and lit levels know what I'm talking about.) I'd suggest using lights that are a bit softer next time, Bastiaan. It's tricky finding a balance between good contrast and smoothness.

Finally, I like the skylight in the center of the map. It is a nice landmark that prevents the player from getting lost, and it gives the player a good sense of there being more cool stuff outside.

It's getting hard to keep up with the quality stuff that's out there! Let's see more CTF and Assault maps, guys!"
CliffyB[3]


DM-Essence[]

"Name: DM-Essence
Author: RuineR
Game: Deathmatch

I never used to like the Crypt series of textures very much. They always seemed like they were trying a little bit too hard to be scary and spooky.

However, Ruiner has taken this texture set and, with proper lighting and care, has made it into a lovely battleground of death. His attention to detail is extraordinary; various stones are offset and disheveled, and nearly every edge is nicely edged off with trim.

I especially like the spiky symbol in the center of the map. It says "This place is evil, but lovely." :-)

The map plays exceedingly well in a one on one situation and could become quite crowded with any more players, so if you're going to run this map on your server try to keep the player count low."
CliffyB[3]


DM-Fool'sBravado[]

"Name: DM-Fool'sBravado
Author: Chris Blundell
Game: Deathmatch

This is an ass-kicking one on one map that also plays well in FFA with a few folks.

Chris Blundell has taken many textures that weren't even used in the retail release of UT and made them work extremely well in an industrial environment. His item placement is quite good and his attention to detail is top notch. Cracked pipes, out of place blocks, and missing glass panes are just a few of the things that he's taken the time and effort to create.

His lighting is very sterile and white but it works well in the areas he's built. Some might feel that this map is a bit tight for their tastes, but I've always been a sucker for maps where you cannot run from HOT FLAK!

I'm not very fond of the skybox that he's built onto this map, it barely works enough to suggest a city with rain. Chris, next time you should use a real skybox for stuff like that!

Regardless of my nitpicking, I'm looking forward to his next work as should you! "
CliffyB[1]


DM-ForWhomTheBellTolls[]

"Name: DM-ForWhomTheBellTolls
Author: Peter "Clay" Nederlof
Game: Deathmatch

Wow. What a long map name. I usually run maps by typing "open whatever" and just typing this map name was exhausting. I had to go outside and take a break after typing it. What a pain in the ass.

Ahem. Wasn't there a map with the same name as this done by some cool 3drealms mapper a while back? I'm going to assume the map was named after that lame Metallica song.

But, I'm not going to judge this map based upon Peter Nederlof's bad taste in music. Rather, I'm going to judge it based upon his cool mapping skills, which he seems to have many of! Peter's got a great sense of SCALE. The hallways, doors, and platforms in this map feel great, they're not too tight (like Turbine) or too large (like Deck16...) they're perfect for just about any UT weapon you can get your grubby little hands on. I really like the main courtyard, there are some crazy battles that happen in there. Learn how to lift-jump and you'll be able to spray rocket death all over the enemies below!

The lighting is competent but not great; I found the map to be a little bit dark on my monitor and a little bit washed out. One thing that surprised me was the texture usage in the map, Peter has that ability to take textures that I think are nasty and make them work well. I should know, I painted the brick texture he used on his walls and I hate my work on it!

Overall a great map for 2-6 players and I'd recommend downloading it!"
CliffyB[3]


DM-Gen][[]

"Name: DM-Gen][
Author: Inoxx
Game: Deathmatch

What did you think I was going to say? Inoxx did it! Of course it's going to own. Would you expect anything less from the mastermind behind CTF-Face?"
CliffyB[1]


DM-HyperBoreal[]

"Name: DM-HyperBoreal
Author: Faceless
Game: Deathmatch

Where do I start?

On one hand, we have theme maps. These are maps that the casual gamer loves; they look great and they really give you a sense of fighting in an exciting, one of a kind location. However, the hard-core gamer loathes them. The hardcore gamer loves hardcore levels, maps where the gameflow defines the architecture, instead of the architecture defining the gameflow.

Faceless is like one of those rare flowers that only blooms every so often. Usually, he's not around much... he vanishes into the background and you forget all about him. Then, out of nowhere, he drops a bomb on the collective UT design community and shakes things up. You either love or hate his work; there are a lot of player haters out there who don't like his style, or they think he uses too much detail...

I'm not going to go into specifics on this map. I'm just going to leave it at this - HyperBoreal is the best fusion of theme map with hardcore map that this designer has yet seen. This is the New Standard that all other Ownage maps will be judged against."
CliffyB[4]


DM-Iceotoxin[]

"Name: DM-Iceotoxin
Author: MaxModule
Game: Deathmatch

This map used to be called "Real World Gone Bad" or somesuch; I remember playing it quite a while back. Back then it was very slow and dark, yet it showed promise. MaxModule has done a killer job with remixing this map, from the new textures to the updated lighting it just oozes quality. I think my feet actually got chilly playing this one."
CliffyB[4]


DM-Kinetica[]

"Name: DM-Kinetica
Author: Nick 'Kruel' Herres
Game: Deathmatch

Well, now.

Someone emailed me a link to this map and some screenshots from it. Initially I didn't have very high hopes for it... the color usage was a little bit garish and the shots were a little dark. I figured "What the hell," though, and I downloaded it anyway.

This is a solid piece of mapmaking. Nick Herres has made a map that has all the feel of a "gimmick" map but none of it draws away from the core Deathmatch action. One thing that I especially like about the map is that you can usually figure out where you're at; there are landmarks in nearly every room. Extra touches such as the plasma "torch" light fixtures and the
Sonic the Hedgehog style "loop" add a lot to the maps originality and feel.

Nick still has a ways to go until he's in the same league as a Willhaven, however. His color usage is very off and on; some rooms are almost disco-like in their decor while others are stark and bland, and his composition and structure feel a little rushed at times.

However, the bots do play decently and the frame times are low. It is a FUN map and I recommend it wholeheartedly; check it out!"
CliffyB[1]


DM-Meldrak][[]

"Name: DM-Meldrak][
Author: Sidney Rauchberger
Game: Deathmatch

I had played the original Meldrak when Clawfist had built it with Unreal1
weapons. It was cool but it just didn't seem as fun as it could be... now, the updated Meldrak with the UT weaponry and goodies just rocks! There are some great sniping points that all focus around the central courtyard. It is extremely fun to climb to a high spot and lay waste to all of the fools below.

Some of the lighting is a bit flat in a few areas but the flow and layout are just superb. Good stuff!"
CliffyB[5]


DM-Nitro[]

"Name: DM-Nitro
Author: Ebolt
Game: Deathmatch

Ebolt returns with a vengeance!

This map reminds me quite a bit of Faceless' cool industrial map that was entered into the Make Something Unreal Contest. However, this map runs a lot better and is a lot more enjoyable for smaller battles. I'd strongly suggest this map be used at your local LAN UT competition as the tourney arena.

Wanna be level designers take note: This is how to avoid "Room, corridor, room" well, by creating a map that continues to spiral into itself without ever seeming forced or boring."
CliffyB[3]


DM-Organic[]

"Name: DM-Organic
Author: CyberA(rtist)
Game: Deathmatch

CyberArtist sent me an early version of this map a few weeks ago and I didn't like it that much. I'm not sure what it was; perhaps the map was a bit too strange, or the weapon layout wasn't jiving right. Regardless of what my problem was I dismissed the map at the time. However, the release version of the map came out and I gave it another go and I have to confess I dig it.

This map is a breath of fresh air in the traditional Castle/Industrial/Space/City type arenas. Just look at the attention to detail in the area I call "the valley of thorns." And if you don't lose your breath just a tad when you enter the lavafall room then you need to check your pulse. The lighting throughout the entire map is flawless, it is nice and rich when it needs to be and subtle when it is called for.

I'm not a huge fan of the noisy lava texture CyberA chose, it looks like Pixel Soup. And although the map is designed for and around the teleporters, they still seem a little bit tacked on.

Still, this is Ass Kicking Stuff, CyberA. Now where the hell is WickedMansion][?"
CliffyB[1]


DM-Pah[]

"Name: DM-Pah
Author: DavidM
Game: Deathmatch

DavidM is rapidly becoming one of the superstars of
Unreal Tournament map design. Upon initial inspection of this map, you think "I've seen this style before." The textures and lighting feel quite a bit like Turbine or November, but once you hop in and play the map you'll really understand the genius of the design. Criss-crossing platforms and just the right amount of open areas and cover really help make this map Deathmatch Heaven. David lit the map well, he avoided over-using colors and let the architecture speak for itself. A top-notch effort!"
CliffyB[4]


DM-RideTheDragon[]

"Name: DM-RideTheDragon
Author: Warren Marshall
Game: Deathmatch

The first thing that strikes me as being great about this map is the lighting. Warren's use of lighting is second to none, he knows when to apply color and when to keep things subtle, and the end result is a very realistic looking map.

Warren also has smart and careful texture usage, good item layout (you have to put your neck out for that Damage Amp!) and great composition. The middle room is a little bit slow but the attention to detail makes it worthwhile. I especially love the broken wall with the cinder blocks scattered everywhere. "
CliffyB[1]


DM-Seraphim[]

"Name: DM-Seraphim
Author: Faceless
Game: Deathmatch

Faceless returns with a vengeance with an extremely hardcore old school deathmatch map.

This map reminds me of my own Shrapnel][, but much, much cooler. I think Faceless has it in for me and is trying to show me up! Well, go for it, because the more cool maps the merrier!

The flow in this map is near perfect. The weapons and items are placed perfectly around the map to draw you through it, and the map doesn't feel forced or contrived. It's almost like there's a hook in your mouth and a fishing line drawing you through the map.

Wow, that was a dumb analogy.

Anyways, I'm eager to see a CTF map from good ol' Face. How's about Faceless Worlds?

Wow, that was a dumb joke.

Back to work."
CliffyB[2]


DM-Synapse[]

"Name: DM-Synapse
Author: RuineR
Game: Deathmatch

Ah, fall. It's such a lovely time. In nature, bears get ready to go into hibernation and the leaves turn color. In the UT mapping community, it means that talented mappers that everyone thought were dead resurface with top notch content.

I'll be honest. I've never been a big fan of the Skaarj texture set. It always looked too busy, cluttered, and muddy for my tastes. Ruiner has taken this set about as far as it can go, and the results are impressive. He has made me a believer in this set.

The level of detail in this map is excellent. Teleporters actually look like teleport devices, instead of some mysterious floating ball of energy that you're just supposed to walk into. Enormous pipes loom overhead as green energy shoots through them.

The fall from the death trap is excellent. It's just long enough to piss people off at the person that caught them in the trap without pissing them off at the map's designer.

From putting the armor in an open room at the bottom of a pool to the well placed Redeemer (over the trap) Ruiner proves that he understands the idea of Risk Incentive. Some quality work here, kids!"
CliffyB[4]


DM-Synergy[]

"Name: DM-Synergy
Author: Jeremy 'Faceless' Graves
Game: Deathmatch

Faceless is one of those mappers like CyberArtist. He doesn't release a lot of stuff but when he does he usually cranks out some quality content. Maybe if some of these guys spent less time on IRC and more time in the editor we'd have more fantastic maps to play from them!

I'm not sure if it is the
Wheel of Time textures that are used in this level, or the great lighting, or the nice curves, but it all flows together very well. It actually reminds me of a Medieval version of my "DM-Tempest" map. It's large but not too cumbersome to control, and the weapon layout is top notch. I especially like the pools of water that are located at the lower areas of the map; they provide nice audio cues to the location of your enemy.

Synergy achieves dangerously high levels of testicular rockage!"
CliffyB[1]


DM-Unreality][[]

"Name: DM-Unreality][
Author: Faceless
Game: Deathmatch

If Jeremy "Faceless" Graves was jewish, this would be his Bar-Mitzvah. This is his coming out map, his 'I am here, please hire me, I'm over 18 years old and I live in the states' map.

I always liked Synergy (his previous map) but I felt it suffered a bit much from the "room, hallway, room, repeat" syndrome that many designers fight with. Lord knows I do!

But this map is one big collection of ramps, rooms, towers, and mayhem. And it works extremely well. And I'm not just saying this because he's got a fine freak of a sister who likes to hang out in Gameslink #unrealed and is all over my jock.

I wouldn't really call this map a gimmick map. I'd call it a hardcore, big DM map that fits really well in its industrial setting.

Now, there are a few little things that could have been improved or polished. The scale of the map is a little large, so it feels like it takes forever to get from point A to point B, and as a result you feel like your movement speed is a little slow. However, many users have been clamoring for less 'tight' maps online, so I think this one will go over extremely well with them. Second, I'm not a huge fan of teleporters in DM. I believe that teleporters are for designers who paint themselves into a corner architecturally and are more needed for Teamplay games than DM. Finally, the occlusion time is very high all over the map, probably due to its "open" nature. You need a machine that has some horsepower if you're going to play against the wad of players that the arena demands.

Enjoy this map while you can, as I anticipate this guy getting snatched up by a development studio soon and you'll have to pay for his work."
CliffyB[5]


DM-UrbanArena][[]

"Name: DM-UrbanArena][
Author: Rich 'Akuma' Eastwood
Game: Deathmatch

This map rocks my nuts! Rich Eastwood has painstakingly put together a great urban deathmatch map. The redeemer is perfectly placed in here, it requires a lot of time to get but when you do you're going to spooge yourself flying it through the city. I've just got one gripe - why can't I hang out in any buildings and snipe at the streets below? Come on, Rich! Let's see an Assault or CTF map in this setting!"
CliffyB[5]


DM-UT-Tourney-][[]

"Name: DM-UTTourney-][
Author: Olav Gjerde
Game: Deathmatch

There's something bizarre about making a map and creating a style and then having someone at a later date emulate that style. It's both unsettling and flattering at the same time.

UT Tourney][ is a tight and fast deathmatch map built in the style of DM-Turbine. In this instance, I think this is a good thing. The map isn't quite as tight as Turbine, which is probably A Good Thing. You can play the map in one on one or in a larger FFA situation and it holds up well. The addition of pipes that are emptying water is a nice touch, and the architecture is good.

Colored lighting is a bit gratuitous, but I'm just nitpicking. Great map!"
CliffyB[4]


DM-WeaponsOfWar[]

"Name: DM-WeaponsOfWar
Author: SnowDog
Game: Deathmatch

Weapons Of War continues the ongoing trend of realistic themed maps. The map takes place in a small military outpost that's chock full of hardcore weaponry, from missiles to a giant tank and everything in-between you'll see it all while blowing up your pals.

The layout of the arena reminds me quite a bit of Myscha's
Unreal map "Tundra," with the central tower and courtyard as well as adjacent buildings. I don't know if this was intentional or not but Tundra had a great design, and the same design themes work well here.

The map plays best in a one on one situation but two on two will work as well (if you don't mind things being a little bit tight.) I'd really like to see a map like this for one of the great realistic themed UT mods, such as SWAT, Strike Force, or Infiltration!"
CliffyB[3]


Mods[]

Chaos: UT[]

"Name: ChaosUT
Author: Chaotic Dreams
Game: Modification

This mod is pure and total...well, Chaos! Just like the name says this mod is the epitome of chaotic combat. From the moment you pick up the (very badass looking) Bastard Sword and run someone through, you'll know you're in for a great time.

With the recent excitement about "real world" mods, it's nice to see these kinds of "insane weapon" mods still being built.

I'm surprised at the quality of the weapon models in this mod. They're near commercial quality, especially the crossbow. The Proximity Mines show a great sense of humor on the part of the developers. These evil little grenades laugh and bounce and chase your foes - and are a hell of a lot of fun!

I've only seen one level that was built for this mod and, while the layout is good, the lighting and architecture are a bit bland. I hope more people are able to make maps for this ass-kicking mod!"
CliffyB[2]


Mr. Pants' Excessive Overkill[]

"Name: Mr. Pants' Excessive Overkill
Author: Mr. Pants
Game: Modification

I thought Unreal 4 Ever was crazy. I thought Chaos UT was Chaotic.

I used to think a lot of things. Then I saw this mod.

Imagine giving everyone godlike attack abilities. Miniguns that cause explosions wherever they hit. A Flak Cannon that fires twice as fast (in regular AND alternate fire.) A Shock Rifle Combo that causes a ring of EXTRA explosions on top of the regular combo.

Then, to restore a bit of balance, give everyone 300 health. Wackiness ensues.

WARNING: This mod is great, but from my experience it can be hell on your framerate and bandwidth. Do not attempt to use if you have a lowly machine and connection."
CliffyB[4]


Strangelove[]

"Name: Strangelove
Author: 0FUS
Game: Modification

This mod is hysterical!

I remember seeing the film
Dr. Strangelove a long time ago; I was too young to understand half of what was going on but one image that always stuck with me was the general on the nuke at the end.

Strangelove replaces all Redeemers with the "Strangelove" missiles. Launch it with your alternate fire and the rocket will take YOU with it for the ride. Yeehaw! Press fire and you'll drop off. This changes your strategy in Capture the Flag completely, and it is a hell of a lot of fun.

Give it a try today, especially in maps like Facing Worlds!"
CliffyB[3]


Tetris! for UWindows[]

"Name: Tetris! for UWindows
Author: JbP
Game: Modification

The first new 0wnage award goes to Tetris for Uwindows.

I sure hope JbP doesn't get in trouble for this. It totally owns. There's something thoroughly bizarre about running UT and playing Tetris from within it. It's like seeing a reflection of a reflection of a reflection.

I love the various "themes" that are selectable, as well as the sound schemes. There's something satisfying about getting a Tetris and hearing "M M M MONSTER KILLL KILLL KILLLL!""
CliffyB[1]


Unreal 4 Ever[]

"Name: Unreal4Ever
Author: Holger Huck & MaxSMoke
Game: Deathmatch

Unreal 4 Ever (U4E) has been around forever; I remember seeing it back during the days of the original
Unreal. I had checked it out way back when and it seemed okay, but it didn't really grab me as anything exciting. I recently took another look at it and it blew me away. There is more insane weaponry and fun packed into this mod than a whole canister of ferrets in heat.

To be honest, I don't really like many of the weapon models. They look kind of goofy and unfinished. However, once you fire each weapon the effects are so damned neat that it completely overpowers the lackluster models. The effects are insane, loud, and colorful and they make the weapons extremely enjoyable! The sounds really help as well, they're generally very well done and help the overall feel of the mod.

Highlights from U4E include freezing people and shattering them, shrinking them and stepping on them (or inflating them and watching them pop!) as well as hanging onto the entire front end of a jet as the blades grind through your foes, spraying body parts everywhere. I laughed dozens of times while checking out this mod, as will you. Grab it today!"
CliffyB[3]


External links and references[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 Bleszinski, Cliff. "CliffyB's Ownage Archive". CliffyB's Ownage. Archived from the original on November 1, 2006. Retrieved April 23, 2019.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Bleszinski, Cliff. "CliffyB's Ownage Archive". CliffyB's Ownage. Archived from the original on June 24, 2007. Retrieved April 23, 2019.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 Bleszinski, Cliff. "CliffyB's Ownage Archive". CliffyB's Ownage. Archived from the original on November 1, 2006. Retrieved April 23, 2019.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Bleszinski, Cliff. "CliffyB's Ownage Archive". CliffyB's Ownage. Archived from the original on November 1, 2006. Retrieved April 23, 2019.
  5. 5.0 5.1 5.2 5.3 5.4 Bleszinski, Cliff. "CliffyB's Ownage Archive". CliffyB's Ownage. Archived from the original on November 1, 2006. Retrieved April 23, 2019.
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