Meta article |
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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. |
"Unreal Tournament 2003: The best looking first-person shooter ever? You bet, but it's about more than good looks. These maps have got it all! Looks, connectivity, item placement, gameplay... you don't get here without all of that and more. These maps 0wn. Period."
– Cliff Bleszinski
Community Bonus Pack[]
"Name: COMMUNITY BONUS PACK
Author: Multiple Authors
Game: Other
The 0wnage website is easy to maintain whenever talented developers get together and compile a compilation such as this!
The Community Bonus Pack is a top notch, retail quality bunch of levels made by some of the best and brightest mapping minds in the Unreal community. Every map in here is AAA stuff!
I'm especially fond of DM-CPB-ARKANOS; it reminds me of the original DM-RADIKUS from Unreal. Also of note is the tight DM-CBP-DOWNGRAVE by our old pal Clawfist. Looks like Clawfist has really come into his own with the new tech. Finally, CTF-CBP-BETRAYAL is a medium sized, good looking, fun CTF arena.
People are going to get hired because of this release, mark my words!"
Author: Multiple Authors
Game: Other
The 0wnage website is easy to maintain whenever talented developers get together and compile a compilation such as this!
The Community Bonus Pack is a top notch, retail quality bunch of levels made by some of the best and brightest mapping minds in the Unreal community. Every map in here is AAA stuff!
I'm especially fond of DM-CPB-ARKANOS; it reminds me of the original DM-RADIKUS from Unreal. Also of note is the tight DM-CBP-DOWNGRAVE by our old pal Clawfist. Looks like Clawfist has really come into his own with the new tech. Finally, CTF-CBP-BETRAYAL is a medium sized, good looking, fun CTF arena.
People are going to get hired because of this release, mark my words!"
– CliffyB[1]
BR-AnimaExMachina[]
"Name: BR-AnimaExMachina
Author: Ed Duke-Cox
Game: Bombing Run
Ed Duke-Cox has done it AGAIN!
Can anyone stop the man? He's out of CONTROL! Every map is better than the last. AnimaExMachina is a solid Bombing Run map; not too big, not too small, it delivers a visual punch without compromising gameplay.
Ed's lighting is a bit better - Ed used illumination crystals to create some nice hotspots in the caves around the main play area. The beams in each base are a nice touch too!
I still think the lighting could use a bit of work in the interior areas. The map is still a bit "muddy" looking and could use more hotspots on the interior. Perhaps less saturation on some of the lights?
I digress! So, what are you waiting for? Get your cracker ass going and go download the thing already!"
Author: Ed Duke-Cox
Game: Bombing Run
Ed Duke-Cox has done it AGAIN!
Can anyone stop the man? He's out of CONTROL! Every map is better than the last. AnimaExMachina is a solid Bombing Run map; not too big, not too small, it delivers a visual punch without compromising gameplay.
Ed's lighting is a bit better - Ed used illumination crystals to create some nice hotspots in the caves around the main play area. The beams in each base are a nice touch too!
I still think the lighting could use a bit of work in the interior areas. The map is still a bit "muddy" looking and could use more hotspots on the interior. Perhaps less saturation on some of the lights?
I digress! So, what are you waiting for? Get your cracker ass going and go download the thing already!"
– CliffyB[2]
CTF-Arrakis[]
"Name: CTF-Arrakis
Author: Edward Duke-Cox
Game: Capture The Flag
I am proud to present the first UT2003 CTF 0wnage map.
From the looks of it, Ed has been working on his technique and lighting and has built this top notch map to show off his updated skillz.
This map is medium to large sized; the terrain between the bases is fairly expansive and capturing proves to be a challenge. Luckily there's enough cover outside so it is still possible.
The setting is excellent. Clearly inspired by the DUNE universe, Arrakis really feels like a chilly desert at night. Have you ever wanted to run through a dead sandworm? You can now! You can almost smell the rotting flesh! Ed's exterior lighting is solid and the new static meshes that he has built add quite a bit to the map.
Oh, I'm always a sucker for a wrecked bulldog, BTW. :-)
Good job, Ed! Are you going to go for a hat trick now?"
Author: Edward Duke-Cox
Game: Capture The Flag
I am proud to present the first UT2003 CTF 0wnage map.
From the looks of it, Ed has been working on his technique and lighting and has built this top notch map to show off his updated skillz.
This map is medium to large sized; the terrain between the bases is fairly expansive and capturing proves to be a challenge. Luckily there's enough cover outside so it is still possible.
The setting is excellent. Clearly inspired by the DUNE universe, Arrakis really feels like a chilly desert at night. Have you ever wanted to run through a dead sandworm? You can now! You can almost smell the rotting flesh! Ed's exterior lighting is solid and the new static meshes that he has built add quite a bit to the map.
Oh, I'm always a sucker for a wrecked bulldog, BTW. :-)
Good job, Ed! Are you going to go for a hat trick now?"
– CliffyB[3]
CTF-BollwerkRuins[]
"Name: CTF-BollwerkRuins
Author: Nathan Overman
Game: Capture The Flag
NC is in the hizouse biznitches!
Nathan has delivered a very solid, very cool CTF map that, to some extent, reminds me of CTF-Gauntlet...but next-generation (and symmetrical).
The flag bases are nice - they feel like flag BASES, not flag CLOSETS. Note to designers: Make the flagbases defendable, medium sized, with multiple levels - and the flag in the center!
Nathan's color use in this map is great. Warm reds, oranges, and browns come across looking more like UT than that other series of brown-heavy games. The map is good looking without being cluttered, detailed without being busy.
Hey, should Nate continue to crank out solid stuff and we have an LD opening it'll be the least expensive relocation we've ever done! "
Author: Nathan Overman
Game: Capture The Flag
NC is in the hizouse biznitches!
Nathan has delivered a very solid, very cool CTF map that, to some extent, reminds me of CTF-Gauntlet...but next-generation (and symmetrical).
The flag bases are nice - they feel like flag BASES, not flag CLOSETS. Note to designers: Make the flagbases defendable, medium sized, with multiple levels - and the flag in the center!
Nathan's color use in this map is great. Warm reds, oranges, and browns come across looking more like UT than that other series of brown-heavy games. The map is good looking without being cluttered, detailed without being busy.
Hey, should Nate continue to crank out solid stuff and we have an LD opening it'll be the least expensive relocation we've ever done! "
– CliffyB[2]
CTF-Raw[]
"Name: CTF-Raw
Author: Magnus Olin
Game: Capture The Flag
I always thought BR-LionsGap was a good map but it never quite felt like 0wnage material. From the author of that map comes CTF-Raw.
This map is pure, raw, in-your-face CTF gameplay. It was suggested to me in the official UT forums by a user and I've got to say it is some nice stuff.
The map plays best with 2 on 2. 3 on 3 is a bit crowded. The AI handles the level fairly well and the framerate is smooth. Visually the map is pretty average looking. The textures on the walls are blurry and the map is really friggin' dark.
CTF-Raw deserves to be on your server NOW."
Author: Magnus Olin
Game: Capture The Flag
I always thought BR-LionsGap was a good map but it never quite felt like 0wnage material. From the author of that map comes CTF-Raw.
This map is pure, raw, in-your-face CTF gameplay. It was suggested to me in the official UT forums by a user and I've got to say it is some nice stuff.
The map plays best with 2 on 2. 3 on 3 is a bit crowded. The AI handles the level fairly well and the framerate is smooth. Visually the map is pretty average looking. The textures on the walls are blurry and the map is really friggin' dark.
CTF-Raw deserves to be on your server NOW."
– CliffyB[2]
CTF-Sahagin[]
"Name: CTF-Sahagin
Author: Ulukai
Game: Capture The Flag
Damn near commercial quality, many of these maps be!
Ulukai has created a very compelling level in Sahagin. From the interior to the exterior, you've got to get your posterior in this level. The outside is picturesque and serene, and the indoor area evokes memories of Chizra from Unreal 1. Lovely torches and light beams serve as a great backdrop for carnage.
The only thing that I really dislike about this map is the teleporter hack between the bases. I kind of get the vibe that Ulukai was building this great level and then said "Wait, how is this going to play? Screw it, I'll just flip it and add a teleporter." It's a hack, I tell you!
Check it out anyways. The custom static meshes add to the map and the experience is worthwhile."
Author: Ulukai
Game: Capture The Flag
Damn near commercial quality, many of these maps be!
Ulukai has created a very compelling level in Sahagin. From the interior to the exterior, you've got to get your posterior in this level. The outside is picturesque and serene, and the indoor area evokes memories of Chizra from Unreal 1. Lovely torches and light beams serve as a great backdrop for carnage.
The only thing that I really dislike about this map is the teleporter hack between the bases. I kind of get the vibe that Ulukai was building this great level and then said "Wait, how is this going to play? Screw it, I'll just flip it and add a teleporter." It's a hack, I tell you!
Check it out anyways. The custom static meshes add to the map and the experience is worthwhile."
– CliffyB[2]
CTF-Unearthed[]
"Name: CTF-Unearthed
Author: Chris 'Plutonic' Blundell
Game: Capture The Flag
Plutonic bursts onto the 2003 scene with a stellar effort. Unearthed is a great CTF map that belongs on your PC and the servers out there NOW!
Visually, the map is great stuff. Here's what learning a 3d application can do for your level designs guys, take note! Plutonic's new brushes add quite a bit to the map; they really enhance the overall feel and make it seem like a real environment. Lighting is good, could be a bit better, and the texturing is nice.
Gameplay wise, the map isn't that large or complex. Depending on your CTF needs, this could be a good thing or a bad thing. 2 on 2 or 3 on 3 work well in this level. I saw an earlier version of this map that was filled with water on the lower level and it sucked. Swimming is for fishes, luckily Plutonic yanked it out.
Great stuff Chris! How's about a Bombing Run map next?"
Author: Chris 'Plutonic' Blundell
Game: Capture The Flag
Plutonic bursts onto the 2003 scene with a stellar effort. Unearthed is a great CTF map that belongs on your PC and the servers out there NOW!
Visually, the map is great stuff. Here's what learning a 3d application can do for your level designs guys, take note! Plutonic's new brushes add quite a bit to the map; they really enhance the overall feel and make it seem like a real environment. Lighting is good, could be a bit better, and the texturing is nice.
Gameplay wise, the map isn't that large or complex. Depending on your CTF needs, this could be a good thing or a bad thing. 2 on 2 or 3 on 3 work well in this level. I saw an earlier version of this map that was filled with water on the lower level and it sucked. Swimming is for fishes, luckily Plutonic yanked it out.
Great stuff Chris! How's about a Bombing Run map next?"
– CliffyB[3]
DM-1on1-Alpu2[]
"Name: DM-1on1-Alpu2
Author: Paul
Game: Deathmatch
Ladies and Gentlemen, I am proud to present the best OldSchool One on One DM map for UT2003 yet.
Alpu (isn't that a dog food?) is a top notch map. This is 1 on 1 at its best, if you're having a tournament you should use this map. I could learn a thing or two from Paul's layout and flow; here's a designer that really "gets" it!
To be honest, the visuals are good - not great. Lighting is top notch, true, but by and large the level fits within the "random industrial locale" setting which never impresses the n00bs out there. But, for those of you who could care less about fighting on a volcano or a pirate ship - go grab this map NOW!
On a side note, I WANT MORE CTF and other game mode maps to put up here! Where are they, guys? Where are the 0wnage CTF/BR/DOM maps? Do not let me down, my in-box eagerly awaits the fruits of your work."
Author: Paul
Game: Deathmatch
Ladies and Gentlemen, I am proud to present the best OldSchool One on One DM map for UT2003 yet.
Alpu (isn't that a dog food?) is a top notch map. This is 1 on 1 at its best, if you're having a tournament you should use this map. I could learn a thing or two from Paul's layout and flow; here's a designer that really "gets" it!
To be honest, the visuals are good - not great. Lighting is top notch, true, but by and large the level fits within the "random industrial locale" setting which never impresses the n00bs out there. But, for those of you who could care less about fighting on a volcano or a pirate ship - go grab this map NOW!
On a side note, I WANT MORE CTF and other game mode maps to put up here! Where are they, guys? Where are the 0wnage CTF/BR/DOM maps? Do not let me down, my in-box eagerly awaits the fruits of your work."
– CliffyB[3]
DM-1on1-Ilarnek[]
"Name: DM-1on1-Ilarnek
Author: Guilhem "Gui" Bedos
Game: Deathmatch
Yeah, it's DM. Shut the hell up. Yeah, it looks kind of "Quakey." Eat me. This map rules. Plain and simple. I feel like a god damned ballerina dancing around in this level, gliding effortlessly as I smear my foes across the walls.
This is DM, kids. Pure one on one ecstacy, mano y mano. Put up or shut up.
Kind of ironic to come back to the office to find this map submitted right after I just started reading "Masters of Doom" (Kushner's book about Romero and Carmack...)
Oh, one gripe - Gui, make sure you use PICKUP BASES for your health, amp, and shield pickups. The AI may have issues if you do not.
Still, a great map. E3 is coming up and I'm STOKED!"
Author: Guilhem "Gui" Bedos
Game: Deathmatch
Yeah, it's DM. Shut the hell up. Yeah, it looks kind of "Quakey." Eat me. This map rules. Plain and simple. I feel like a god damned ballerina dancing around in this level, gliding effortlessly as I smear my foes across the walls.
This is DM, kids. Pure one on one ecstacy, mano y mano. Put up or shut up.
Kind of ironic to come back to the office to find this map submitted right after I just started reading "Masters of Doom" (Kushner's book about Romero and Carmack...)
Oh, one gripe - Gui, make sure you use PICKUP BASES for your health, amp, and shield pickups. The AI may have issues if you do not.
Still, a great map. E3 is coming up and I'm STOKED!"
– CliffyB[1]
DM-1on1-Lighthouse[]
"Name: DM-1on1-Lighthouse
Author: Paul M'Biaka
Game: Deathmatch
Sweet one on one loving coming your way courtesy of Paul M'Biaka. Clean, well lit, well composited and generally a joy to play, Lighthouse belongs in everyone's in-box.
I have nothing more to add. It's a cool map!"
Author: Paul M'Biaka
Game: Deathmatch
Sweet one on one loving coming your way courtesy of Paul M'Biaka. Clean, well lit, well composited and generally a joy to play, Lighthouse belongs in everyone's in-box.
I have nothing more to add. It's a cool map!"
– CliffyB[1]
DM-AlpsDawnDuel[]
"Name: DM-AlpsDawnDuel
Author: Emanuel 'Krolizard' Da Roit
Game: Deathmatch
At first, the scale of this map almost felt too large. Almost like I had too much elbow room... I then fired up the map with some bots and started trick jumping all over the place and quickly realized that I was quite wrong.
Emanuel has made a great medium to large sized map. The middle room with the shield is a great mixer of Z axis action and the lower area uses terrain smartly to make natural looking ramps. I also like the rocket launcher room - high risk area there!
The map could afford to run a few FPS faster and there's a BSP hole on the floor in the Biorifle room.
Still, it belongs in your collection. Download it now baby!"
Author: Emanuel 'Krolizard' Da Roit
Game: Deathmatch
At first, the scale of this map almost felt too large. Almost like I had too much elbow room... I then fired up the map with some bots and started trick jumping all over the place and quickly realized that I was quite wrong.
Emanuel has made a great medium to large sized map. The middle room with the shield is a great mixer of Z axis action and the lower area uses terrain smartly to make natural looking ramps. I also like the rocket launcher room - high risk area there!
The map could afford to run a few FPS faster and there's a BSP hole on the floor in the Biorifle room.
Still, it belongs in your collection. Download it now baby!"
– CliffyB[1]
DM-Aristocracy[]
"Name: DM-Aristocracy
Author: Paul Mader
Game: Deathmatch
I love custom static meshes. They really help a map stand out above the crowd. Paul Mader clearly has some ability and this map shows the results of his hard work.
Artistocracy feels like it is right out of the THIEF series. The atmosphere is great, the visuals are tight, and the map plays well.
Go baby go!"
Author: Paul Mader
Game: Deathmatch
I love custom static meshes. They really help a map stand out above the crowd. Paul Mader clearly has some ability and this map shows the results of his hard work.
Artistocracy feels like it is right out of the THIEF series. The atmosphere is great, the visuals are tight, and the map plays well.
Go baby go!"
– CliffyB[1]
DM-Chainer[]
"Name: DM-Chainer
Author: Elia Maccorin
Game: Deathmatch
You know, there are times on this page when I let eye candy get in the way of gameplay.
When Elia sent me a shot of this map my first impression was "looks kind of uninteresting, maybe I won't bother checking it out..." Something inside of me said "Download it anyways you m0." And I did. And it was good.
This map is, by and large, free of crap. Crap to get caught up on, crap that clutters your view... it manages to look like a next generation level without going "HEY MISTER WE HAVE SOME POLYS IN YOUR FACE, CHECK US OUT!"
It's almost like Asbestos meets some of your old favorite Quake maps. Good stuff here!"
Author: Elia Maccorin
Game: Deathmatch
You know, there are times on this page when I let eye candy get in the way of gameplay.
When Elia sent me a shot of this map my first impression was "looks kind of uninteresting, maybe I won't bother checking it out..." Something inside of me said "Download it anyways you m0." And I did. And it was good.
This map is, by and large, free of crap. Crap to get caught up on, crap that clutters your view... it manages to look like a next generation level without going "HEY MISTER WE HAVE SOME POLYS IN YOUR FACE, CHECK US OUT!"
It's almost like Asbestos meets some of your old favorite Quake maps. Good stuff here!"
– CliffyB[2]
DM-Frozen[]
"Name: DM-Frozen
Author: Warbeast
Game: Deathmatch
I'm a jaded son of a bitch. You all know this. It really takes a lot to get me excited.
When this map was submitted I clicked on the link to the shots and, for the first time in a long time, actually said "wow" when the shot loaded. Visually, this map is that cool.
Crippled skyscrapers surround a bizarre ice pillar which, for some reason, has some crumbled castle bits on it, a huge bird's nest, and a stegosaurus skeleton. Don't ask. I think Warbeast has been hitting the hookah or somethin.
The name? Not very unique. Frozen. Wow. Luckily, the map is. Unique static meshes everywhere, mostly textured and composed nicely. Warbeast sure has dotted his i's and crossed his t's here.
The map plays decently. I think it will fail to impress some hardcore guys in this area. But UT was always about the mix between the gimmick maps that play OK and the hardcore flow maps that play amazingly well, so this map fits right in.
Download it NOW biznitches!"
Author: Warbeast
Game: Deathmatch
I'm a jaded son of a bitch. You all know this. It really takes a lot to get me excited.
When this map was submitted I clicked on the link to the shots and, for the first time in a long time, actually said "wow" when the shot loaded. Visually, this map is that cool.
Crippled skyscrapers surround a bizarre ice pillar which, for some reason, has some crumbled castle bits on it, a huge bird's nest, and a stegosaurus skeleton. Don't ask. I think Warbeast has been hitting the hookah or somethin.
The name? Not very unique. Frozen. Wow. Luckily, the map is. Unique static meshes everywhere, mostly textured and composed nicely. Warbeast sure has dotted his i's and crossed his t's here.
The map plays decently. I think it will fail to impress some hardcore guys in this area. But UT was always about the mix between the gimmick maps that play OK and the hardcore flow maps that play amazingly well, so this map fits right in.
Download it NOW biznitches!"
– CliffyB[2]
DM-Hardcore[]
"Name: DM-Hardcore
Author: Guilhem Bedos
Game: Deathmatch
The name of this map says it all - DM-HARDCORE. This is some hardcore shit we're looking at right here.
This is one of the most enjoyable DM maps I've played for UT2003 yet - period. Good looks mixed with a tight layout add up to some great fun for all.
We're now entering that sweet spot with UT2003 - the part where all of the truly great maps, mods, and player meshes begin to emerge. Enjoy it - it's part of the UT experience.
Oh, and the Epic Bonus Pack, of course. Any moment now. "
Author: Guilhem Bedos
Game: Deathmatch
The name of this map says it all - DM-HARDCORE. This is some hardcore shit we're looking at right here.
This is one of the most enjoyable DM maps I've played for UT2003 yet - period. Good looks mixed with a tight layout add up to some great fun for all.
We're now entering that sweet spot with UT2003 - the part where all of the truly great maps, mods, and player meshes begin to emerge. Enjoy it - it's part of the UT experience.
Oh, and the Epic Bonus Pack, of course. Any moment now. "
– CliffyB[2]
DM-Hygog[]
"Name: DM-Hygog
Author: David Spalinski
Game: Deathmatch
Straight outta nowhere comes David with "Hygog Cells," a very cool and creepy DM map.
Hygog is a lot of fun - David has provided enough elbow room for combat with enough "danger spots" to keep things risky and exciting. Overall, the weapon and item placements are well done and thought out. I can't help but wonder if some of the ammo is haphazardly placed in some spots.
Some nice touches add ambience to the map; the jail cells, the skeletons, the lava pit - all help add up to a spooky experience. The addition of these details means that Hygog is not the fastest 0wnage map, but it is worth checking out regardless because it is a great balance of play and visuals.
Let's see another gametype next, eh, David? "
Author: David Spalinski
Game: Deathmatch
Straight outta nowhere comes David with "Hygog Cells," a very cool and creepy DM map.
Hygog is a lot of fun - David has provided enough elbow room for combat with enough "danger spots" to keep things risky and exciting. Overall, the weapon and item placements are well done and thought out. I can't help but wonder if some of the ammo is haphazardly placed in some spots.
Some nice touches add ambience to the map; the jail cells, the skeletons, the lava pit - all help add up to a spooky experience. The addition of these details means that Hygog is not the fastest 0wnage map, but it is worth checking out regardless because it is a great balance of play and visuals.
Let's see another gametype next, eh, David? "
– CliffyB[3]
DM-Hypsophobia[]
"Name: DM-Hypsophobia
Author: Ed Duke-Cox
Game: Deathmatch
Upon viewing the shots of this map I thought "Well, it looks OK, nothing amazing. I'll download it and give it a go regardless."
Well, I'm really glad that I did, because this is a good looking, solid, fun map that everyone out there should check out. Ed has taken the static mesh set used in Orbital and bent, twisted, and rearranged it into a medium sized house of fragging fun.
The layout is very much the classic DM "figure 8" setup, with looping hallways and catwalks that provide a nice amount of vertical gameplay. That's a plus +10 in the CliffyB book of Deathmatching, my friends, take note. Any time you give me a map where I can hang above the n00bs and spray flak death on their still-wet-behind-the-ears heads I'm happy.
Visually, the map is above average, nothing amazing. Ed does use color well, the blue hues with the amber lower corridors work well. However, some of the light is simply too "blasted" out and white to the point where it looks oversampled and, well, nasty. Also, some of the composition on some of the walls is a tad busy. Sure, I'm all for detailed surfaces, but man, you don't need crazy detail on every surface.
The other minor issue I have with the map is in regards to high risk areas. The levels beneath the catwalks, naturally, are high risk and should be rewarded as such with nice weapons or armor. There are merely a couple of adrenaline pills down there. Bummer!
Looking past any minor issues this is a solid, good looking, oldskool fun DM map that everyone there should check out.
Ed, I'm looking forward to your next batch of work!"
Author: Ed Duke-Cox
Game: Deathmatch
Upon viewing the shots of this map I thought "Well, it looks OK, nothing amazing. I'll download it and give it a go regardless."
Well, I'm really glad that I did, because this is a good looking, solid, fun map that everyone out there should check out. Ed has taken the static mesh set used in Orbital and bent, twisted, and rearranged it into a medium sized house of fragging fun.
The layout is very much the classic DM "figure 8" setup, with looping hallways and catwalks that provide a nice amount of vertical gameplay. That's a plus +10 in the CliffyB book of Deathmatching, my friends, take note. Any time you give me a map where I can hang above the n00bs and spray flak death on their still-wet-behind-the-ears heads I'm happy.
Visually, the map is above average, nothing amazing. Ed does use color well, the blue hues with the amber lower corridors work well. However, some of the light is simply too "blasted" out and white to the point where it looks oversampled and, well, nasty. Also, some of the composition on some of the walls is a tad busy. Sure, I'm all for detailed surfaces, but man, you don't need crazy detail on every surface.
The other minor issue I have with the map is in regards to high risk areas. The levels beneath the catwalks, naturally, are high risk and should be rewarded as such with nice weapons or armor. There are merely a couple of adrenaline pills down there. Bummer!
Looking past any minor issues this is a solid, good looking, oldskool fun DM map that everyone there should check out.
Ed, I'm looking forward to your next batch of work!"
– CliffyB[3]
DM-IronMaiden[]
"Name: DM-IronMaiden
Author: Muhammad Ahmed
Game: Deathmatch
WARNING: Standard Industrial DM map ahead. If you're sick of this shit, go back to playing Postal 2.
This is, like, the 4th revision of this map that Mozi has sent me. The first time I saw it I thought "Wow, this has a lot of potential." However, the map had tons of problems, from misaligned textures to BSP errors to collision issues.
Well, Mozi stuck with it and ironed out most of the problems to bring us a map that is worthy to recieve 0wnage!
Granted, it IS standard industrial lava brick stuff, but god dammit, it is GOOD standard industrial lava brick stuff. The dodge jumps are spaced well and the map is composed well without being too cluttered. Each gun is placed as if it came out of a crate and the new particles that are in the map add to the visuals."
Author: Muhammad Ahmed
Game: Deathmatch
WARNING: Standard Industrial DM map ahead. If you're sick of this shit, go back to playing Postal 2.
This is, like, the 4th revision of this map that Mozi has sent me. The first time I saw it I thought "Wow, this has a lot of potential." However, the map had tons of problems, from misaligned textures to BSP errors to collision issues.
Well, Mozi stuck with it and ironed out most of the problems to bring us a map that is worthy to recieve 0wnage!
Granted, it IS standard industrial lava brick stuff, but god dammit, it is GOOD standard industrial lava brick stuff. The dodge jumps are spaced well and the map is composed well without being too cluttered. Each gun is placed as if it came out of a crate and the new particles that are in the map add to the visuals."
– CliffyB[1]
DM-Liandri_v02[]
"Name: DM-Liandri_v02
Author: Iso6
Game: Deathmatch
Out of Japan comes the best remake of a previous UT map. Iso6 has taken the original layout of DM-LIANDRI and transferred it perfectly to the visual style and play of UT2003.
The map lends itself well to dodging and dodge-jumping, and the flow changes that have been implemented improve the flow quite a bit. The extra lift that takes you to the top prevents camping on the previous center lift, and the change in the location of the Redeemer works well. Risky proposition now, that gun is!
Liandri v02 is the best way to do a remake - graphically it holds up extremely well against any other UT2003 map without being bogged down with clutter and collision "stickiness."
Iso6 informs me via email "I didn't play the game since I spent time on making the map. I want to play the game!" Well, Akira, go take a break and play the game a bit. Then please dabble again in map making, because you're good at it!"
Author: Iso6
Game: Deathmatch
Out of Japan comes the best remake of a previous UT map. Iso6 has taken the original layout of DM-LIANDRI and transferred it perfectly to the visual style and play of UT2003.
The map lends itself well to dodging and dodge-jumping, and the flow changes that have been implemented improve the flow quite a bit. The extra lift that takes you to the top prevents camping on the previous center lift, and the change in the location of the Redeemer works well. Risky proposition now, that gun is!
Liandri v02 is the best way to do a remake - graphically it holds up extremely well against any other UT2003 map without being bogged down with clutter and collision "stickiness."
Iso6 informs me via email "I didn't play the game since I spent time on making the map. I want to play the game!" Well, Akira, go take a break and play the game a bit. Then please dabble again in map making, because you're good at it!"
– CliffyB[3]
DM-LightFalls/NightFalls[]
"Name: DM-LightFalls
Author: Tynan Sylvester
Game: Deathmatch
LightFalls is the most visually compelling user map that I have seen to date. It shows what a talented user can do when he sits down, digs in, and produces his own meshes.
Tynan won the level design contest that was held recently at Fragapalooza, and with good reason. The map is stunning and plays decently. It is hard to ignore a map like this when it comes along, it really looks head and shoulders above the majority of maps out there. It is nearly commercial quality.
That said, I do feel that the map plays *decently* - it isn't an amazing playing map. It even feels cramped in one on one. A talented player will beat the everloving shit out of a medicore player on this map because there's no where to run.
I hope Tynan's future work will be as compelling to play as they are to look at. I anticipate he will be scooped up by a company very soon!"
Author: Tynan Sylvester
Game: Deathmatch
LightFalls is the most visually compelling user map that I have seen to date. It shows what a talented user can do when he sits down, digs in, and produces his own meshes.
Tynan won the level design contest that was held recently at Fragapalooza, and with good reason. The map is stunning and plays decently. It is hard to ignore a map like this when it comes along, it really looks head and shoulders above the majority of maps out there. It is nearly commercial quality.
That said, I do feel that the map plays *decently* - it isn't an amazing playing map. It even feels cramped in one on one. A talented player will beat the everloving shit out of a medicore player on this map because there's no where to run.
I hope Tynan's future work will be as compelling to play as they are to look at. I anticipate he will be scooped up by a company very soon!"
DM-Nirvana][[]
"Name: DM-Nirvana][
Author: Rogelio Olguin Hernandez
Game: Deathmatch
Best 0wnage map yet!
Rogelio has released his first UT2K3 map and it is a doozy. Custom static meshes and textures abound and help make one of the most visually compelling maps I've seen for UT2K3 yet.
The map manages to remain pretty while still maintaining some great old school style flow. Good Z axis fighting with multiple entry and exit points to every room add up to sure fire fun.
It is hard to explain the feeling that one has while playing this map. It almost feels like a spiritual successor to the Shane's original DM-Gothic...only, of course, with 10x more detail.
Great stuff!"
Author: Rogelio Olguin Hernandez
Game: Deathmatch
Best 0wnage map yet!
Rogelio has released his first UT2K3 map and it is a doozy. Custom static meshes and textures abound and help make one of the most visually compelling maps I've seen for UT2K3 yet.
The map manages to remain pretty while still maintaining some great old school style flow. Good Z axis fighting with multiple entry and exit points to every room add up to sure fire fun.
It is hard to explain the feeling that one has while playing this map. It almost feels like a spiritual successor to the Shane's original DM-Gothic...only, of course, with 10x more detail.
Great stuff!"
– CliffyB[2]
DM-Peak2003[]
"Name: DM-Peak2003
Author: Teddie "teddabod" Tapawan
Game: Deathmatch
Yes, the original gimmick map returns.
Yes, I said no redux maps would make 0wnage.
Sorry. I couldn't help it here. It has been a dry few weeks and then this fun little gem lights up my in-box...what's a guy to do?
Some people like the tight, fall to your death insanity that is PEAK. Others hate it. Regardless of what you think of the map you can't argue the fact the map has atmosphere.
See, it's all about the little things. The wind chimes. The individual wooden boards on the walkways. The audio. The "Book of Nali..." I love this stuff and it is worth checking out, just for that."
Author: Teddie "teddabod" Tapawan
Game: Deathmatch
Yes, the original gimmick map returns.
Yes, I said no redux maps would make 0wnage.
Sorry. I couldn't help it here. It has been a dry few weeks and then this fun little gem lights up my in-box...what's a guy to do?
Some people like the tight, fall to your death insanity that is PEAK. Others hate it. Regardless of what you think of the map you can't argue the fact the map has atmosphere.
See, it's all about the little things. The wind chimes. The individual wooden boards on the walkways. The audio. The "Book of Nali..." I love this stuff and it is worth checking out, just for that."
– CliffyB[1]
DM-Purisma[]
"Name: DM-Purisma
Author: William Cloutier
Game: Deathmatch
Time for a pretty map!
Well, actually, this map isn't really pretty in the conventional "Jennifer Garner" pretty, it is more pretty in a "Helen Hunt" sort of way. An unconventional beauty, if you will. But hot nonetheless.
Purisma feels like an abandoned New England dungeon location. It OOZES atmosphere around every twist and turn. From the nasty discarded junk to the knocked out bricks it really looks like William spent some time on this level.
To be fair, the map does have a few flaws. The location of the lift is a bit goofy (in the middle of a high traffic hallway, you have to sidestep to get around it) and the water is too "flubber" like... flow could be a bit better too.
Regardless of my nitpicking, this map belongs in your collection!"
Author: William Cloutier
Game: Deathmatch
Time for a pretty map!
Well, actually, this map isn't really pretty in the conventional "Jennifer Garner" pretty, it is more pretty in a "Helen Hunt" sort of way. An unconventional beauty, if you will. But hot nonetheless.
Purisma feels like an abandoned New England dungeon location. It OOZES atmosphere around every twist and turn. From the nasty discarded junk to the knocked out bricks it really looks like William spent some time on this level.
To be fair, the map does have a few flaws. The location of the lift is a bit goofy (in the middle of a high traffic hallway, you have to sidestep to get around it) and the water is too "flubber" like... flow could be a bit better too.
Regardless of my nitpicking, this map belongs in your collection!"
– CliffyB[1]
DM-Reigncaster[]
"Name: DM-Reigncaster
Author: Hayden Wilkinson
Game: Deathmatch
Well, it didn't take long for a talented user to create the first 0wnage 2.0 map for UT2003!
Reigncaster is a solid looking map. The ruin set of static meshes is used extremely well to suggest a crumbled fortress; spires reach to the sky and eerie trees cast ominous shadows on the rolling terrain.
Gameplay is solid; with the wacky physics that the play of UT2003 encourages I'm sure the gamers out there will discover all sorts of tricks to zip up and around the hills of this map.
I did have some minor issues with the map, however! First and foremost the sky is a bit bland. I can appreciate the foggy approach but really, fog is somewhat overused in 2003. Would love to see a few maps that are fog-less.
Also, when adding armor and health make sure you use the weapon BASES and not the actual pickups. The AI will navigate the level better and the players will have an idea about where to find the goodies when they have already been taken.
Finally, I would have preferred a little less generosity with ammo and armor in this map. You can't swing a dead Nali Cow without hitting a pile of weapons, armor, and ammo!
Overall, good work Hayden! I'm eager to see more of your 2003 work. "
Author: Hayden Wilkinson
Game: Deathmatch
Well, it didn't take long for a talented user to create the first 0wnage 2.0 map for UT2003!
Reigncaster is a solid looking map. The ruin set of static meshes is used extremely well to suggest a crumbled fortress; spires reach to the sky and eerie trees cast ominous shadows on the rolling terrain.
Gameplay is solid; with the wacky physics that the play of UT2003 encourages I'm sure the gamers out there will discover all sorts of tricks to zip up and around the hills of this map.
I did have some minor issues with the map, however! First and foremost the sky is a bit bland. I can appreciate the foggy approach but really, fog is somewhat overused in 2003. Would love to see a few maps that are fog-less.
Also, when adding armor and health make sure you use the weapon BASES and not the actual pickups. The AI will navigate the level better and the players will have an idea about where to find the goodies when they have already been taken.
Finally, I would have preferred a little less generosity with ammo and armor in this map. You can't swing a dead Nali Cow without hitting a pile of weapons, armor, and ammo!
Overall, good work Hayden! I'm eager to see more of your 2003 work. "
– CliffyB[3]
DM-ShudderCreek[]
"Name: DM-ShudderCreek
Author: Hayden Wilkinson
Game: Deathmatch
Well, my boy Hayden is back again, this time returning with a tight DM map that will chill you to the bone.
Hayden's previous offering was a bit tight for many of the users out there, and I think he probably caught a lot of shit for it. In his new map there's a lot more elbow room and players are a bit easier to spot. Hayden adds his own brushes where needed - the tombstones, bridge, and fencing are simple yet they manage to get the point across.
That's an important point to note for those would-be mappers out there - unless you're a max nut and a true artist you should stick with existing brushes as you learn. Then, slowly start to switch over to your own brushes as you learn 3d apps and before long you'll have a style that is all your own.
Still, I can't help but hanker for some old-skool DM or teamplay maps. Some of the gamers out there have complained that UT2003 didn't ship with enough classic Tempest style flow maps - perhaps we focused on the team modes too much? Regardless, the bonus pack will have more of that old skool flow that you're looking for and in the meantime I'd love to see more users maps that are less focused on terrain and more on vertical combat and interior action.
Nevertheless, this map is worth your time and attention. Go download it now!"
Author: Hayden Wilkinson
Game: Deathmatch
Well, my boy Hayden is back again, this time returning with a tight DM map that will chill you to the bone.
Hayden's previous offering was a bit tight for many of the users out there, and I think he probably caught a lot of shit for it. In his new map there's a lot more elbow room and players are a bit easier to spot. Hayden adds his own brushes where needed - the tombstones, bridge, and fencing are simple yet they manage to get the point across.
That's an important point to note for those would-be mappers out there - unless you're a max nut and a true artist you should stick with existing brushes as you learn. Then, slowly start to switch over to your own brushes as you learn 3d apps and before long you'll have a style that is all your own.
Still, I can't help but hanker for some old-skool DM or teamplay maps. Some of the gamers out there have complained that UT2003 didn't ship with enough classic Tempest style flow maps - perhaps we focused on the team modes too much? Regardless, the bonus pack will have more of that old skool flow that you're looking for and in the meantime I'd love to see more users maps that are less focused on terrain and more on vertical combat and interior action.
Nevertheless, this map is worth your time and attention. Go download it now!"
– CliffyB[3]
DM-Slam[]
"Name: DM-Slam
Author: Peter Respondek
Game: Deathmatch
(Insert witty pun about this map being "slammin'")
Tuesdays have been a mixed bag for me lately. Buffy has been pretty uneven this season, and we're running low on the good coffee in the kitchen. It is cold outside and the bonus pack ain't done yet. Just when my mood couldn't get any worse along comes DM-Slam to make me a happy fellow.
Well, that and the fact that UNREAL 2 IS GOLD BABY!
Ahem. Back to the map. Some great Z axis fighting, and a great mix of custom with existing static meshes punch up the visuals a notch. This map is like the evolution of the Asbestos "factory" formula.
Go Aussie mappers! w00t "
Author: Peter Respondek
Game: Deathmatch
(Insert witty pun about this map being "slammin'")
Tuesdays have been a mixed bag for me lately. Buffy has been pretty uneven this season, and we're running low on the good coffee in the kitchen. It is cold outside and the bonus pack ain't done yet. Just when my mood couldn't get any worse along comes DM-Slam to make me a happy fellow.
Well, that and the fact that UNREAL 2 IS GOLD BABY!
Ahem. Back to the map. Some great Z axis fighting, and a great mix of custom with existing static meshes punch up the visuals a notch. This map is like the evolution of the Asbestos "factory" formula.
Go Aussie mappers! w00t "
– CliffyB[2]
DM-SomberEve[]
"Name: DM-SomberEve
Author: Len Bradley
Game: Deathmatch
Map player count in the README is listed as 2-6 but I think this map plays rather well as one on one.
Somber Eve is a tight little map that gives a good sense of place without letting it interfere with the gameflow. The lightning is a nice touch - too many LD's forget about the audio these days!
Small, fun, simple - worth downloading. Check it out! "
Author: Len Bradley
Game: Deathmatch
Map player count in the README is listed as 2-6 but I think this map plays rather well as one on one.
Somber Eve is a tight little map that gives a good sense of place without letting it interfere with the gameflow. The lightning is a nice touch - too many LD's forget about the audio these days!
Small, fun, simple - worth downloading. Check it out! "
– CliffyB[1]
DM-TreeOfAges[]
"Name: DM-TreeOFAges
Author: Vorlon
Game: Deathmatch
This is one of the best looking UT2003 maps I've seen yet. Vorlon has seamlessly melded multiple static mesh and texture sets into a consistent fantasy environment. Fighting your enemies around an enormous and beautiful tree is truly a sight to behold!
I'm surprised at how well the map runs also; it hauls ass! Vorlon really has a handle on how to make a map that looks great without compromising framerate.
The map plays well, with lots of Z axis fighting. Vorlon solves the problem of "What happens when I reach the top of the hill?" with a well placed teleporter. I'm not a big fan of teleporters but I understand why he chose to use one here. I would have liked for the walkways to have been a bit wider in some areas, but I'm nitpicking.
Any self respecting UT2003 owner owes it to himself to go grab this map NOW! "
Author: Vorlon
Game: Deathmatch
This is one of the best looking UT2003 maps I've seen yet. Vorlon has seamlessly melded multiple static mesh and texture sets into a consistent fantasy environment. Fighting your enemies around an enormous and beautiful tree is truly a sight to behold!
I'm surprised at how well the map runs also; it hauls ass! Vorlon really has a handle on how to make a map that looks great without compromising framerate.
The map plays well, with lots of Z axis fighting. Vorlon solves the problem of "What happens when I reach the top of the hill?" with a well placed teleporter. I'm not a big fan of teleporters but I understand why he chose to use one here. I would have liked for the walkways to have been a bit wider in some areas, but I'm nitpicking.
Any self respecting UT2003 owner owes it to himself to go grab this map NOW! "
– CliffyB[2]
DOM-Aphrodite[]
"Name: DOM-Aphrodite
Author: Tynan Sylvester
Game: Domination
Tynan returns with his latest map and boy, it sure is lovely. And, might I add, about TIME someone did another DOM map! We need more of these levels people!
Aphrodite is the result of when a focused designer figures out how to model and texture his own shit. This map looks nothing like any level that shiped with 2003; it is a refreshing change from the egyptian and industrial looks that so many people go for.
The map plays well, not amazingly... falling to your death is seldom fun as we all know. The map doesn't seem to scale very well; with a lot of players you find yourself quite cramped.
Finally, I just wanted to add that I love the big statues. Good stuff!"
Author: Tynan Sylvester
Game: Domination
Tynan returns with his latest map and boy, it sure is lovely. And, might I add, about TIME someone did another DOM map! We need more of these levels people!
Aphrodite is the result of when a focused designer figures out how to model and texture his own shit. This map looks nothing like any level that shiped with 2003; it is a refreshing change from the egyptian and industrial looks that so many people go for.
The map plays well, not amazingly... falling to your death is seldom fun as we all know. The map doesn't seem to scale very well; with a lot of players you find yourself quite cramped.
Finally, I just wanted to add that I love the big statues. Good stuff!"
– CliffyB[1]
DOM-MayanRuins[]
"Name: DOM-MayanRuins
Author: Ed Duke-Cox
Game: Domination
Third time is the charm for Ed, as Mayan Ruins (real original name there bro!) scores 0wnage.
The design and layout and overall "feel" of the map kind of take me back to the oldschool Nali Ruins of Unreal 1. Good stuff here. Ed has taken the Egyptian content and some of the Ruination set and spun it into a whole new look and feel.
The map plays nicely, lots of vertical combat and a good flow are both high points. The domination points and spawn points are also placed well.
I'm not a big fan of the lighting - Ed used zone ambient brigthness to lighten the map and it makes the map look washed out. The actual lights that are used in the level are very "muddy" looking and they also hurt the visuals a bit.
Still, the map is worth downloading and checking out. Ed, work on your lighting or I'll chase you down and pour sugar in your gas tank! "
Author: Ed Duke-Cox
Game: Domination
Third time is the charm for Ed, as Mayan Ruins (real original name there bro!) scores 0wnage.
The design and layout and overall "feel" of the map kind of take me back to the oldschool Nali Ruins of Unreal 1. Good stuff here. Ed has taken the Egyptian content and some of the Ruination set and spun it into a whole new look and feel.
The map plays nicely, lots of vertical combat and a good flow are both high points. The domination points and spawn points are also placed well.
I'm not a big fan of the lighting - Ed used zone ambient brigthness to lighten the map and it makes the map look washed out. The actual lights that are used in the level are very "muddy" looking and they also hurt the visuals a bit.
Still, the map is worth downloading and checking out. Ed, work on your lighting or I'll chase you down and pour sugar in your gas tank! "
– CliffyB[3]
External links and references[]
- ↑ 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 UT2003". CliffyB's Ownage. Archived from the original on June 29, 2007. Retrieved April 23, 2019.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 Bleszinski, Cliff. "CliffyB's Ownage UT2003". CliffyB's Ownage. Archived from the original on June 29, 2007. Retrieved April 23, 2019.
- ↑ 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 UT2003". CliffyB's Ownage. Archived from the original on June 26, 2007. Retrieved April 23, 2019.
- ↑ hal (December 09, 2002). "DM-Lightfalls/Nightfalls Owns!". BeyondUnreal. Retrieved April 23, 2019.