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

Unreal

DmDeck16 (a.k.a. Deck 16) is a Deathmatch map for Unreal.

Map description[]

!Unreal-DmDeck16-Pickups

The map that started the popular series, DmDeck16 has the same layout as the other Deck maps. The large hall with several levels is largely surrounded by an U-shaped corridor. The multiple levels in the main halls are connected by a series of 3 slopes, which give the map its identity.

There are a few differences with later versions of the map. Though all of the weapon pickups didn't change positions, the Toxin Suit did.

Weapons and pickups[]

Weapons[]

Weapon Count Location
W: 1
A: 5
Weapon: On top of box in main hangar.
Ammo: All 5 behind boxes in the area of the pickup.
W: 2
A: 5
Weapon: 1x on raised platform just below the elevator, 1x behind box in main walkway.
Ammo: 2x next to each pickup, 1x behind box near Flak Cannon.
W: 2
A: 8
Weapon: 1x at the middle of the normal floor, 1x at end of Tarydium courtyard on the first floor.
Ammo: 2x next to each pickup, 3x on boxes near lifts, 1x behind box near Flak.
W: 2
A: 4
Weapon: 1x at the end of a Tarydium sludge filled hallway, 1x at end of hallway or the opposite end of the Rifle by the elevator.
Ammo: 2x, next to each weapon pickup.
W: 1
A: 2
Weapon: Near the elevator, opposite side of the room from the raised platform holding the Rifle.
Ammo: Next to the weapon pickup.
W: 1
A: 4
Weapon: On the right of the balcony accessed by ramps in the hangar.
Ammo: 2x next to the weapon pickup, 2x on same floor, 1x end of the hall.
W: 2
A: 7
Weapon: 1x on another balcony to the left of the GES Bio Rifle balcony, 1x on raised platform near the elevator.
Ammo: 4x next to sniper ledge pickup, 2x next to other, 1x behind box near Flak.
W: 1
A: 2
Weapon: A sunken area near the main walkway.
Ammo: Near the pickup, at the other side of the main walkway.


Pickups[]

Pickup Count Location
Health
6
2x near each Flak Cannon, 2x on boxes near lifts.
1
On top of boxes, below the sniper ledge.
Armor
1
On a box near the lifts, lower level.
1
On a beam above the slime pool, below the walkway.
2
1x on top level of hall, 1x near Flak Cannon in corridor.

Tips and tricks[]

  • It's possible to do lift-jumps at the Cargo area and bypass the small bridge upon the area. This is mostly used for surprise.
  • The lack of Jump Boots make descending to the lower level a fatal trap, since the only way to return to the upper level is through the platforms at the Cargo Area.

Trivia[]

Development[]

  • An early version of this map had an Invisibility item located where the Shield Belt is, but without a beam to walk. This evidently made the power-up impossible to obtain.
  • Levelshots and player counts for the map were added in the OldUnreal version 227j patch.

Author's Notes[]

"Glad so many people have fun in that map. I was huge Deathmatch player in DOOM2 on Compuserve Modem to Modem games forum and Quake on Gamespy. Deck 16 was made in the Unreal days in half a day for an ECTS trade show in the UK. I was lightning fast mapper, which I chalk up to having been in Architecture for 10 years before joining Cliff on the Level Design team.
I updated it for UT99 for new weapons, better bot pathfinding and tweaks.
I think its biggest fun factor is the variety of line of sight from long rang, tight halls, and wider halls and other fun shit. ;)"
"When I started making the map, I had this quasi science fiction *.utx file (textures) to work with. I knew I wanted to create something that had a huge main volume, like you'd expect to see in a starshio [sic] tanker that would be filled with ore or shipping crates, etc. Big lifts, wide passageway to drive loaders through etc.
Of course it had to feel messed up, overflowing with coolant on the lower levels, no way to get to the next area, and no dumb office doors or people furniture.
When I was a kid we loved Star Trek the original series and even had the technical manuals in the early 70s. They were always zipping up and turbo lifts to deck this or that.
Bridge was always 1 and bigger numbers were lower down in the gritty belly.
16 sounded fine when I filled in the level properties field.
Professional RNG. ;)"


Gallery[]

External links and references[]

  1. Cannon, T. Elliott (May 8, 2025). ""Glad so many people have fun in that map." (comment)". Reddit. Retrieved Jun 5, 2025.
  2. Cannon, T. Elliott (May 8, 2025). ""When I started making the map..." (comment)". Reddit. Retrieved Jun 5, 2025.

See also[]

Unreal Deathmatch maps
DmArizaDmCurseDmDeathFanDmDeck16DmElsinoreDMfithDmHealPodDmMorbiasDmRadikusDmTundra
Fusion Mappack maps: DM-CybrosisDM-LettingDM-LoxiDM-MojoDM-ShrapnelDM-Twilight
Unreal Special Edition maps: DmBayCDmCreekDmKrazy
GW Press Addon maps: DmLockeDmScruularDmVilla2
OldUnreal v227 maps: DmBeyondTheSunDmExarDmRetrospectiveDmRiot