Deathmatch maps

UT DEATHMATCH

Unreal Tournament Deathmatch was undoubtedly the most popular product game-type for years (if you look at numbers of custom maps). I'm not sure DM was the game-type most often played online, though :) I've made a few good DM maps over the years (I know this because many players have told me so :)

IMO most of my DM map designs were generally okay, good for large FFA matches, including the conversions. Some of the maps designed specifically for deathmatch were pretty decent, while a few were considered top-shelf (SimpleX, UP4E, TDC). Regardless of how they were received, there is certainly a lot of variety here :)

Released ( 23 maps )

UT DEATHMATCH / TEAM-DM

VERY Large layout supports 16-24+ players (max 32) - Normal weapons.

Designed for the UT99.org 2012 XMas contest. This map is a huge tribute mash-up that merges together the layouts of these Epic Games maps: HIGH, CRANES, CIDOM, CONDEMNED, FETID and STALWART-XL. Includes tons of custom map geometry, meshes, and texture artwork created by FraGnBraG.

NOTE: This was never intended for online play and thus was NOT tested on UT servers. As is it pushes the limits of all aspects of Unreal Engine 1 and thus Admins would need to lighten the map considerably in order for it to work properly online. If you really want it on your server and have the requisite mapping skills then by all means you are free to have at it :) Cheers!

FINAL - Released January 2013

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Epic Town was my contibution to the UT99.org 2012 Xmas mapping contest. This is essentially a tribute mash-up of Epic Games product maps: CTF-High, DM-Cranes, DOM-CiDom, DOM-Condemned, DM-Fetid, and DM-Stalwart-XL with lots of additional stuff added in by me :D This download gives you Version 2A of the map, a very much fixed up build. If you have the "contest" version 1, you should delete it and replace it with this map.

This is a pretty huge map, although the detailing is moderate across the entire map there are some pretty huge zones and could experience some lagging on occasion. The map works fairly well with around 20 BOTs. Relics and XPickups seem to have no negative affect on performance however NaliWeapons 3 will lag you out if you load them all in... oh well.

CREDITS: Many thanks to UT99.org for having a fun mapping contest in these later years of Unreal Tournament 99 :) Thanks of course to the Epic mappers because they contributed to one of the greatest video games ever made! Note regarding imported MyLevel textures: The texture names actually have the authors ID in them, so hopefully that covers anyone I forget to credit.

CONTENT: Many thanks to Chris Plutonic Blundell, Rich Akuma Eastwood, PhotoRealistic web-site, Creavion, KingMango, AngelHeart for the "LP" and bstreet stuff, and PaperCoffee for Contest graphics.

TESTERS: Nick 'Tomcat' Burns, Swanky, MEAT, Jaypeezy, and extreme tahnk you goes to DeathoX8 (aka xyz8000).

DISCLAIMER: This map merges together UT99 game content in a fun Tribute to the developers of UT. Epic Town was created with no collaboration with or endorsement by Epic Games or any of their former or current employees or contractors. Any custom textures or modified versions of UT product textures that are presented in Epic Town as corporate logos are entirely ficticious work and are not meant to represent any real companies.


UT DEATHMATCH / TEAM-DM

VERY Large layout supports 10-24 Players - Features UTR XPickups.

Zippy Low Gravity Multi-elevation Liandri Orbital Resort Complex. Very old bizarre design dating back to year 2000 iirc. Decided to just fix it up and release it after all these years. I find this map ideal for 4 team DM matches. There are also DOM and CTF versions of this map as well.

FINAL - Released September 2012

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Liandri Orbital Resort Complex. Well, sorta looks like it could be a spaceport if you don't think about it too much :). Multi-elevation Deathmatch action for up to 24 players (or up to 6 players per team if you choose to play 4-Team Deathmatch mode) . With BOTs it's best to use Masterful or Adept skill setting otherwise fragging may be too easy.

The map features slight Low-gravity so it feels more zippy than floaty, and when combined with jumpboots and a XPickup double speed powerup you can launch like a freakin' rocket! In fact, you can launch yourself right off into space if you like! However, I recommend against doing that (unless you like watching a slide show due to massive poly counts visible from out in space!)

Many thanks to UT99.org and the makers of UTR XPickups!

Overall, it's never too hard to get to where the action is - and there are Lots of guns! Enjoy!


UT DEATHMATCH / TEAM-DM

Medium layout supports 6-12 Players - Features UTR XPickups from UT99.org.

Speedy Deathmatch action set in a futuristic sci fi industrial facility. Based on the FNB-OrionsRevenge domination map layout. For team matches IMO best with teams of 5 or 6.

FINAL - Released January 2012

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Section-22 - Auxilliary Control and Communication Center, DELTA-144 Terrestrial Fuel Processing and Storage Facility Operator: PlasmaCorp Processing Ltd., a subsidiary of Liandri Corp. Yada yada yada - there's DEATHMATCH matches to play ;) Okay, so that's a rather stupid idea of a story so would you kindly just ignore it :)

This is a deathmatch conversion of the original CTF-FNB-OrionsRevenge map. One base plus the base's outer middle and middle section form a highly connected circuit layout. Good for FFA or even team deathmatch matches.

Construction history:

The base area of this map came originally from a discarded section of the middle of CTF-FNB-SpaceJunk (2003), which was integrated into the original Orions Curse assault contest map, which was later split into 3 smaller maps, which after further downsizing left this section once again discarded (2004). So, I modified it for CTF, adding side routes, upper areas, lots of curves, a new skybox and consistant moderate detail.

I added ShockSystems textures into the mix and modified several for CTF to give the new map a bit more flavor. Fell down on the lighting a bit, but methinks it's pretty good looking anyway :) I really focused on making this map run well, so the scenes are lower polys, there's no HSD, and I used fewer coronas than usual. Improving Frame Rates was a high priority.

Music is Resurrection by Toxeen (NPResurrect.umx).


UT DEATHMATCH / TEAM-DM

Medium layout supports 6-12 Players - Features UTR XPickups from UT99.org.

Speedy Deathmatch action set in a Futuristic Sci Fi Mideaval Egyptian themed facility. Based on the FNB-TDC-2374 domination map layout. For team matches IMO best with teams of 5 or 6.

FINAL - Released November 2011

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In Feb 2006, UT mapper and NaliCIty reviewer Nahand held a Theme Design contest at Unreal Playground. Open to all mappers, the idea was to take a DM layout (by Nahand) and then modify the map for any theme you liked. I asked Nahand if I could do a CTF instead and he said okay, as long as the bases matched the DM layout. So the resulting map was a hybrid of some gothic forms and Egypt-Tech ideas, and released long after the contest was over. At the time I couldn't think of a map name so I called it "2374" - the year mentioned in the UT-99 intro city movie. The map is a temple of sorts, in some futuristic alien city, somewhere in the UT-99 universe.

This is a DM / TDM version of that TDC-2374 CTF map. The 2006 TDC contest layout was originally intended for Deathmatch maps, so in a weird way, here's the DM layout - plus the middle from the CTF. In addition to removing one base and replacing it with a new smaller section, I re-worked the bots and placements, added Xpickups, and tweaked and tested the hell out of it. All this took about 6 hours for the DM version.

The result is a pretty big FFA DM with lots of Z-axis and some variety in fighting areas. Good for 6 - 12 players. Note that there is also a speedy 3 control point DOM version that uses this same layout.

The music track is T.Y.R.A. for Team Vortex (NP-ty.umx) by Toxeen.


UT DEATHMATCH / TEAM-DM

Medium layout supports 4-8 Players - Features UTR XPickups from UT99.org

Speedy DM action in a fixed up version of Deadly Worship medieval gothic fantasy arena. The Originally developed for the Unreal Playground Thunderstrike 400 Poly mapping contest held during late 2004, the map layout was expanded in version 2 which was released in the Community Tribute Classic (CTC) Volume 2 map pack.

This latest modification was to improve framerate performance by removing the FireFly actors and add in UTR XPickups (new weapon versions and cool powerups) from UT99.org.

FINAL - Released November 2011

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This version of Deadly Worship features UTR XPickups and a few other changes. The SlickWilly Firefly actors have been removed (so no more exploding lava) and as a result has better framerates. Pickup locations and BOT paths have been simplified and tweaked for better jumping as well. Two double speed Xpickups and a WildCard pickup base have been added for some speedy FRAGs. Altogether this took about 4 hours to convert and test.

Music is Journey from the game Unreal: Return To NaPali.


UT DEATHMATCH / TEAM-DM

Large layout supports 8-16 Players - Features UTR XPickups from UT99.org.

Speedy DM action in a Futuristic Sci Fi Battle cruiser starship. This map is a modification of DOM-FNB-HyperFrag, adapted for FFA deathmatch and Team deathmatch.

FINAL - Released November 2011

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Large DM / TDM map based on DOM-FNB-HyperFrag, good for 8 -16 players. Features UTR XPickups from UT99.org. In addition to XPickup Doublespeed powerups, this map includes some Wildcard pickup bases for a random variety of goodies.

When I converted the original CTF into a DOM map, I removed one of the bases and made a few modifications. After adding XPickups, I adjusted the path network and tweaked placements, and then tested tested tested - Altogether took about 4 hours of hard work. For the DM, time was spent mainly testing and tweaking bots and powerups, and this took an extra 3 hours.

Paid off though, because in a FFA match with 16 masterful BOTs it can be tough to stay on top (or even to keep up).

Music is Philisophical Yellow by ixupi (Sub2.umx).


UT DEATHMATCH / TEAM-DM

Large layout supports 6-12 Players - Features UTR XPickups from UT99.org.

Large speedy deathmatch map based on CTC-Warpcore.

FINAL - Released October 2011

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DM / TDM version of CTF-CTC-WarpcoreSE. While this is not a purpose-built DM map, I found the gameplay interesting and pretty intense against Adept+ BOTs in matches of 6 to 12 players - you can judge for yourself. The UTR XPickups package from UT99.org is included.

For this one I removed one of the bases, made some modifications, repathed, added the XPickups and adjusted placements, tested etc etc - Took about 4 hours.

Music is Totalizator by PsykkoPhobia Bros./Mr.STEWE (pb_totalizator.umx).


UT DEATHMATCH / TEAM-DM

Large layout supports 6-16 Players - Features UTR XPickups from UT99.org.

Large but fast Deathmatch or Team deathmatch in an Ancient Nordic temple.

FINAL - Released October 2011

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"Thädaus Lament"

As night decends upon this place, The dampness chills my bones,

Eternal stone both cold and dark, The North wind calls this home.

In long ago forgotten times, This land the sword did rule,

These tortured walls still tell of it, The barbarous and cruel.

Infidels, who took this land, In gods name, shed our blood,

Our fathers fought them, gave their lives, upon this frozen mud.

Many came, and many went, And many paid the cost,

Of freedom, for the vanquished souls, Our spirit, never lost.

The cold North wind she weeps and moans, Remembering the past,

No Sentinal will come again, In death, I am the last.

Thädaus


This is a UT-DM / TDM / Sniper map based on the CTF-CTC-Thadaus map, and features UTR XPickups. Quite a nice large playspace to speed around in. This map was a conversion project, so it didn't take too long to do everything. Removed a base, added XPickups, retuned the BOTS and placements, tested and tweaked. About 5 hours total. Note that a 4 Control Point DOM version is also available.

Music is Winter by Rickard Sviestins.


UT DEATHMATCH / TEAM-DM

Large layout supports 6-16 Players - Features UTR XPickups from UT99.org.

Large speedy deathmatch or Team deathmatch map based on FNB-Spacepods.

FINAL - Released October 2011

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DM / TDM map adapted from CTF-FNB-Spacepods and good for 6-16 players. Lots of "Death-from-above" in this one. For the DM version I removed one of the CTF bases and weapon placements and BOT pathing were also completely re-done.

All the custom textures are now in MyLevel so the external UTX file is no longer needed. UTR XPickups are used including a few double-speeds and some other powerups. Altogether the map took about 2 hours to modify and test for DM, TDM and sniping.

The music track is NYCStreets_Music from the game DeusEx.


UT DEATHMATCH / DUEL-MAP

Small layout supports 2-4 Players - Features UTR XPickups from UT99.org

Really Small Speedy Cave/Cavern Duel map.

FINAL - Released June 2010

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Good for 2 to 4 players, this fun little DUEL map uses UTR XPickups and features two double-speed chargers. Yep, I really did make this map just for "shits and giggles", so it's not really a "serious" high-detail map. It is speedy as hell and good for getting your, erm, aggression out :) Basically, a nice looking 300K map with game play centered around one whacky concept:

*** SPEED IS LIFE ***

The idea for this kind of cave was originally explored in a small map that I built in early 2001 called DM-Craggy (by MouthFullOfLips). Of course I was a rather crappy mapper back then and the cave ended up a loopy hom-filled mess :P

Later on in 2008 I was looking for something to convert into 300K so I revisited the small cave, and re-brushed the map (pretty much rebuilt the thing from scratch (and properly, too :) for the Blito3 300K 2008 contest. I used a small terrain and the old tesselated cubes method and managed to come up with a stable low-poly cave but the map was 390K in the end and I could not get it smaller, so I shelved it again.

During 2010, I was working on some other large and complex map projects, and the old heavy workload boredom was starting to set in - I decided I'd blow off some steam and fiddle around with the UTR XPickup chargers. So I pulled out the little cave map from 2008 and plunked in a UTR double speed XPickup.

After a few matches where I totally dominated 3 BOTs, I decided to add in a second DS charger at the other side of the map and increased the BOT skill to Masterful. OMG! Totally different result - I was hard-pressed at times to stay ahead of the damned BOTs!! So that's when the tweaking began. So now here's a nasty little DUEL map with a double-speedy twist!

Altogether it took me about 8 hours to make this version including the time it took to build the 2008 300K map.

Thanks go to UT99.org and the makers of UTR XPickups and especially the XReplacer mutator :)

And of course many thanks to Tom_caT for great BETA testing and for good suggestions on placements.


UT DEATHMATCH / TEAM-DM

Large layout supports 8-20 Players - Features UTR XPickups.

Speedy deathmatch action in an urban multi-level Liandri Corporation warehouse. This map is based on the previous CTF Boxes-R-uS map. The map features UTR Xpickups which provides the double speed powerup that allows for some cool high-speed fragging!!!

FINAL - Released June 2010

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This is a DM / TDM / Sniper map set in a huge Liandri Corp warehouse. It is a specially modified version of the current CTF map but configured for DM, and features the UTR Xpickups (from UT99.org) for a cool experience.

To begin with, this map is VERY OLD!! So it's not a super great looking map. DM-BoxesRuS was a large sniper deathmatch map I built originally in early 2002 after playing a few months on sniper servers. I'd always liked urban environments, especially if they were convincingly done. I thought I'd try one of my own and so decided on a urban warehouse locale where I had the building as the center surrounded by buildings from which players could snipe.

Boxes-R-uS was my first map design to use more than 1000 brushes,but it suffered from some nasty HOMs and overall poor framerates when inside the warehouse (one huge zone). Remember that computers in 2002 were not good at rendering large polycounts without lagging - I think the map had about 600-800 polys when you were up high in a corner and looking out across the warehouse. I eventually fixed most of the bugs in the map, and deleted most of the outside areas to get more flow into the gameplay, which did improve a bit but the map was still pretty big for a regular DM map. A that point I reconfigured the layout for CTF, which the map seemed at the time to be better suited for.

The CTF version was built in April 2002 and was eventually released as a BETA at Unreal Playground in November 2002. I did get a some feedback which led me to modify the map layout slightly and added more deco and detail for a second version. This final CTF version pushed the brush-count to over 2000 brushes, however, the improved CTF was never released since it still had less than optimal performance, (adding more brushes into the map was NOT really a good idea) and I wasn't happy with the results so it went on to the shelf for later.

I think the next time I loaded the map into UED was sometime during 2005. I had decided to check out Hourances Pitores and HourIndus texture sets to use in other projects, so I essentially re-textured the CTF-FNB-BoxesRuS-v2 map using the Hourances sets to play with them and at the same time I made a few layout optimizations before I retired the map again.

Fast forward to today - Earlier in 2010 I was spending a lot of time working on the very complexed DOM Fallen Angel map and really needed a break from that one - so I switched gears and decided to try and finish the Boxes-R-uS map once and for all. Well now it's as finished as I'm willing to make it :)


UT DEATHMATCH / TEAM-DM

Medium layout supports 4-8 Players - Normal weapons

Deathmatch action in a Future Urban Industrial Pumping Station. Based on the DOM map I submitted to the SuperChaz Unreal Playground October 2009 Mapping Contest (OMC).

FINAL - Released November 2009

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DEATHMATCH conversion of DOM-OMC-UP4EVER in an urban Industrial pumping station. Good for 4-8 players (possibly more). The original DOMINATION map was designed for SuperChaz UP October 2009 Mapping Contest, and during development it occurred to me the layout would be okay for DeathMatch/Team deathmatch with some minor tweaking.

Well here is the DM - although 8 players is almost too many for a map this size, I thought 2 to 6 for DM was good, and no more than 4 per team for TDM. The original DOM map took around 30 hours in the month of October plus another 10 in November.So after about two hours of tweaks I released this deathmatch version.

Thanks to SuperChaz for holding the October 2009 Mapping contest, although (AS USUAL) I somehow missed the contest deadline, but it was fun to participate anyways.

Thanks to all the folks at Unreal Playground who looked in on the contest and to the other mappers who participated - It is nice to see some folks are still intesrested in good old UT99.

Thanks to Tom_CaT for helping play test this map and for providing some good suggestions.

Thanks to Epic for the UT2004 textures, I several as texture bases from various tech and mech/industrial packages.

Thanks to the usual bunch for several textures I've used in many of my maps, some of which are used again here... thanks guys!

The map features a custom music track which I created a few years back using ModPlug tracker: RezZonatioN_OverDrive.


UT DEATHMATCH

Medium layout supports 4-8 Players - Normal weapons.

Medieval Lava-filled Castle Fortress. This is a fixed-up version of a BETA map I produced back in early 2003. It's a bit silly (skybox cows) in concept, but is essentially a working map, and somewhat unique DM arena. While it's not super great by recent UT standards, it can be amusing to play for someone. Okay, go ahead and kill as many Nali rabbits as you like - they don't count as frags... :P

FINAL - Released May 2009

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STORY:

Once upon a time in a land called NewL

There was a mean king called, er, mean King Fewl,

A real nasty bugger very twisted and cruel

He'd round up complainers and drown them in gruel

Now every so often the king would get bored

He'd order a deathmatch and unleash a hoard,

of bloodthirsty knights having shields and swords

against poor hungry peasants having only small boards

The Deathmatch of Newl was gruesome and fierce

With ShockRifles, Rockets, and Rippers that pierce,

But there's something more deadly than toxic green gloop

Keep an eye on the sky and watch out for cow poop

-=FnB=-

Once upon a time was a mix of ideas I had at the time, one of which was the ramped platform thing I explored in one of my first DM maps in 2001, DM-Platforms, where players would have to ascend to a platform in order to get a weapon or health. This map is not solely based on that idea, and there's plenty of useful geometry besides. It can become confusing when there's a lot of players in the map, so familiarity leads to success. I won't comment on the business with the cows in the skybox, but let's just say they were part of the original story which I had lost at the time of release, but I eventually found afterwards - otherwise the readme would have the story included.

DM "Once upon a time" is a slightly fixed-up version of a BETA map I produced back in early 2003. It's a bit silly in concept, but is essentially a working map, and somewhat unique DM arena. While it's not super great by recent UT standards, it might be amusing to play for someone. No guarantees here, the original from 2003 had been shelved mainly due to a loss of interest (well, that and a bad overall framerate and very buggy bots). Most of the bugs have been fixed now.

Note that there was also a DOM conversion of this map (see DOM-FNB-OnceUponATime ) and a little while later a CTF project was started based on the DOM (see CTF-FNB-HolyGrail) but that one was a big FAIL.

In dusting this off, I worked for few hours on the original, mainly on the bots and placements, and fixed a few other minor things with the build. I also added the TechnoJF monster-no-kill script so killing the critters won't count in the scores. The original lag was caused by over-use of the High Shadow Detail setting on textures and also having flicker on all the lava lights and torches, really killed the FR. Turns out the map's high poly/node counts were actually LESS of a contibuting factor to the original bad performance.

So just to help the old engine along, I shut off all costly lighting effects and killed HSD. Now it runs better without looking much different (at least on my current PC). Thanks to the folks at Unreal Playground who tested this map and provided feedback back in April 2003, and thanks to TechnoJF for the Monster no score script.

The music track is Lock from Unreal Tournament.


UT DEATHMATCH

Small layout supports 2-6 Players - Normal weapons.

Deathmatch action in a compact Medieval Gothic Arena with a vertical gameplay twist ( lots of death from above! ) Designed for the UP 2008 Blito3 300K mapping contest.

FINAL - Released December 2008

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Map #6 for Blito3's Annual 300k Contest, Nov-Dec 2008. Run and gun in a Gothic Temple of sorts. This layout was originally made in a 2002 map that I called DM-ShockPit, which was for InstaGib. I did a number of layouts around that time but did not release ShockPit back then because I thought it was too simple - another IG layout from that time led to DM-FNB-RingOfStones which was extremely huge and complex compared to the tiny little IG maps.

Anyways I was sifting through a bunch of old map projects to see if there were any suitable for a "300K reduction" and voila - this actually worked out really well - with careful rebuilding it went from around 2000K down to 300K (and the 300K version is actually looks a lot better made!) The original ShockPit had only warpzones for changing levels - these were replaced by teleporters for 300k because it saved a lot of K and warpzones are glitchy anyways...

The gameplay, meh, no real improvement either way - it's one of those up/down potshot/runaway IG matches - I was able to add some trim brushes though, lol! So here it is - the 'ol Shock Pit - yeah, the name's kinda dumb :P but there _is_ a shock rifle, and also a pit! So we'll go with that :) Good luck against Lokai!! Notes: This map was originally from summer 2002, iirc, probably took me a few days back then. The rebuild for 300K took around 4 hours altogether... Gameplay's not that great, but not that bad either, imo. If you go 1vs1 against an inhuman bot, you might find it a bit tough!

Many thanks to Blito3, for the FUN contest, also Tom_caT for testing. Music is Lock from the gameUnreal Tournament.


UT DEATHMATCH

Small layout supports 2-6 Players - Normal weapons.

Deathmatch action in an Ancient Egyptian Temple. Designed for the UP 2008 Blito3 300K mapping contest.

FINAL - Released November 2008

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Map #3 for Blito3's Annual 300k Contest, Nov-Dec 2008. Parched is set in an Ancient Egyptian Temple, with a few visual elements right out of my Egyptian architecture books! The upper areas are blocked from access, otherwise game play would invariably turn into a hide and seek sniper match, which would spoil the otherwise decent flow.

As it is, In this type of map, you have some room to move and dodge, you have enough cover, and retreat is often possible, giving you a slight chance to think of your next move (unless you're up against Lokai... Unlike most of my projects I actually like this map! I hope you do too! Notes: This one took around 8 hours altogether to make - had to do a lot of things more than once to get the optimal build. I think it was worth all the effort though :)

This layout idea has been around in a few of my other projects for a while - it's essentially the same layout as a UT2004 DM map, which I ported into UT3 in late 2007. There the layout became quite a bit more complex and the theme is definitely NOT Egyptian. Several optimizations were necessary for 300k, including using low shadow detail, too bad, but the shadows do look okay, imo. The 2k4 map has the potential to look much better. We'll have to see how that one pans out :)

Many thanks to Blito3 of course, for having the contest and to Tom_caT for testing and suggestions! Music is Cannon from the game Unreal Tournament.


UT DEATHMATCH / DUEL-MAP

Small layout supports 2-4 Players - Normal weapons

Duel map 1 vs 1 version of the prior Dante's Arena DM map. Designed for the UP 2006 Blito3 300K mapping contest.

FINAL - Released December 2006

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Map #2 for Blito3's 300K Mapping contest, held at Unreal Playground Nov-Dec 2006. After playing the original Dante's Arena for a while I got the idea the layout might be good for a duel map, but as it was, it was bit too big. So I decided to do a quick conversion using MapScale 2.0 to downsize the map by 50%, and see how it played.

After about 2 hours of making the necesary adjustments, I had a nice little 1 vs 1 map. This smaller version is actually more fun than the original, IMO, and good for up to 4 players. The look and feel of the map is pretty much the same as the larger version, but the gameplay is more frantic and the flow is better.

The music is the same, UnWorld2 from the game Unreal Tournament.


UT DEATHMATCH

Medium layout supports 4-8 Players - Normal weapons.

Ancient Medieval Arena designed for the UP 2006 Blito3 300K mapping contest.

FINAL - Released December 2006

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Map #1 for Blito3's 300K Mapping contest, held at Unreal Playground Nov-Dec 2006. After spending so much time buried in SimpleX, then project re-starts for a TDC map development, the massive TempleOfDragons, CTF TrekWooT, FallenAngel and yet ANOTHER round of Orions Curse Assault, I think I snapped a bit! I really needed a break from these complex projects.

The 300k contest seemed like a good way to blow off some steam and accomplish something in the short term! Sounds like some kind of therapy, lol! Dante's Arena is a smallish but open arena set in a psuedo gothic marble temple of sorts, located somewhere in the UT universe. Sorry, but that's all I got :P It's a bit colorful and pristene, but looks rather nice IMO. Couldn't afford any arches, but there are a few pillars. Gameplay is okay, 8 players max, I like it with 4 inhumans. Just regular old run and gun.

Thanks to TarnationSauce for suggesting the texture change on the wall-light borders. The map looks a better for that :) Special thanks to Blito3 for having the 300K challenge and to all the other mappers making maps for the comp!! And to Epic for creating UT in the first place! This one took about 6 hours to make altogether. You wouldn't think it could take that long because it's a pretty simple layout and there's not much in the way of deco in there, but cryypz aalmighty it is freakin' hard to make a 300k map that doesn't look like a PoC! It is actually a lot of work to control the size of everything.

Luckily, for this competition the mappers were allowed to delete the brushes as long as the final submission was 300k or less. In a really small map that is a significant amount of K. So, not surprisingly, many of the maps by skilled mappers are quite good looking while still low poly enough to run on your cell-phone.

Music is UnWorld2 from the game Unreal Tournament.


UT DEATHMATCH

Medium layout supports 4-8 Players - Normal weapons.

Future Tech Gas Processing Station (on Mars). This map is the original high-poly SimpleX map. SimpleX was a very popular map for me, and was well received by UT reviewers. I was very flattered when some highly respected UT mappers acknowledged the map. At last, I'd made a worthy map. The "Full" map was the featured map at NaliCity for a few months in fall 2006. That was a very satisfying experience, considering the huge effort I put into making the map.

FINAL - Released May 2006

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Simply put, this is an Industrial Gas Refinery Rig located on Mars (heh, I made a pun :). There's a story in the readme that explains the locale and details. This is the original SimpleX design, the "Full" map, and it was never meant to be played on anything less than my old P4! Still, some people complained about bad performance, because it wouldn't run on their shitty old P3 or whatever. Fast forward to today, current hardware, and you have no issues at all. In fact, it runs great on my "old" core duo, lol!

DM-FNB-SimpleX is the map I'd wanted to make since I began mapping. In my past, I had a job that gave me opportunities to see locales like power generating stations, pulp and paper mills, and industrial steel plants - up close and personal. On the insides, these places impress! You see huge, gigantic machinery, massive boilers, turbines, tanks, steel tubes, concrete forms, girders, rigging, all sorts of pipes, some very huge pipes! Some plants are very clean and spacious, and some are the opposite - neglected, rusty, dangerous. Perhaps this is why my tech maps usually feature some kind of huge reactor or other gizmo as a deco piece.

In the beginning, SimpleX was an new design developed for the CyberSerious "Low Poly Map Contest" held during mid 2005. The maps were to have no more than 107 polys per scene. After starting a simple map using some Unreal2 based textures, I bailed out of the contest because I wanted to do more with the map, like add in curves everywhere, huge equipment, rigging, massive pipes, and a much higher level of detail. So raising my poly-budget from 107 to 400 polys per scene, I began adding on the good stuff! Later on, as the map progressed, I has to boost the budget to 500.

I got the idea of releasing SimpleX in CTC v3, but decided I didn't want to rush it and instead finished two CTF maps (Warpcore, Thadaus) for that mappack. When FoT started up again, this time for DM, Swanky suggested I finish it for Frags-Of-Time. In the end I submitted a slightly simplified version, DM-FoT-SimpleX, which had the high detail perimeter deco and some of the large overhead pipes removed to shave off polys. This "Lite" version was the first SimpleX map to be released. The original "Full" version followed a month or so after the mappack release. There was also a 3-CP DOM-FNB-SimpleX (a version of the "Lite" map) which I banged out at the same time.

SimpleX was a very popular map for me, and was well received by UT reviewers. I was very flattered when some highly respected UT mappers acknowledged the map. At last, I'd made a worthy map. The "Full" map was the featured map at NaliCity for a few months in fall 2006. That was a very satisfying experience, considering the huge effort I put into making the map. Altogether, the map(s) took about 100-120 hours to make, with much of that time spent on artwork.

Many thanks to the UP folks who gave me so much feedback and BETA-tested during Feb 2006; Special thanks to Derdak2rot for the music track, and big thanks to Milb and Swanky for inviting me to include SimpleX in the FoT mappack collection! For additional credits and information, please read the Readme file.

Music is Kalydon-EX (Remixed by Derdak2Rot) from the game Unreal II.


UT DEATHMATCH

Medium layout supports 4-8 Players - Normal weapons.

Future Tech Gas Processing Station (on Mars). This map is a lower-poly development of the original higher-poly DM-FNB-SimpleX map, with reduced high-detail geometry overall. This "Lite" version was originally released in the Timewarp crew Frags-Of-Time Volume 2 map pack.

FINAL - Released April 2006

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This is the "Lite" version of DM-FNB-SimpleX that was included in the Frags-Of-Time Volume.2 mappack by TimeWarp crew. It is a slightly simplified version that had the high detail perimeter deco and some of the large overhead pipes removed to shave off polys. DM-FoT-SimpleX was the first SimpleX map to be released to the public, with DM-FNB-SimpleX and DOM-FNB-SimpleX following a month or so later.

Essentially this is the same layout, same gameplay, just with some extraneous detail removed around the outer edge areas. You do get a generally better view of the skybox that in the Full version, and there is a small bsp bug in sky in the skybox, which only appeared in the mappack version. Since I'd already submitted the map when it was discovered I never bothered to fix it.

This map was a bit hard on older machine when it was first released, but safe to say on current hardware there are no performance issues. So if you have never played SimpleX before and are intersted in trying it, I would suggest downloading the Full version first. If the Full version runs well on your computer then there's no point to having the Lite version. If neither work and you get lagging then I affraid your machine is not up to snuff... Sorry, but my old P4 is the absolute minimum spec, and the map always ran fine for me on that box.

Music is Kalydon-EX (Remixed by Derdak2Rot) from the game Unreal II.


UT DEATHMATCH

Medium layout supports 4-8 Players - Normal weapons.

Medieval Gothic Fantasy Arena. Originally developed for the Unreal Playground Thunderstrike 400 Poly mapping contest held during late 2004. This larger version 2 map was completed for the Community Tribute Classic (CTC) Volume 2 map pack.

As with some of my other maps, this one features a short fiction story that explains how you have a mideaval european castle and a gothic romanesque cathedral combined together in the same place along with deadly lava pools - and somehow also having Liandri in the picture!

FINAL - Released November 2004

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DeadlyWorship was my contribution to the CTC map-pack Vol.2, and was a development of DM-FNB-DeadlyWorshipLP, a map made for the ThunderStrike 400 poly contest Aug-Sep 2004. The idea was to make a map where no scene exceeded 400 polys.

Well, I came close but my map was "BUSTED" since I went over in at least two spots. L.J.Paranoid, HortonsWho and Nix finished in the top spots. I did well though, because my map was very ambitious compared to the others and i almost pulled it off. Afterwards, I expanded the layout to support more players, and polished things up (the contest map was a bit of a rush job).

The maps took about 60-70 hours in total to make from the beginning. While the Belgian Castle and Romanesque Cathedral building fronts are straight out of architecture books, very few people noticed this. A reviewer at NaliCity called it a Nali Castle, which I'll admit annoyed me a bit. Oh well, as per usual there were a lot of different reactions to this one, some negative, some positive, all the experts got a quip in, lol!. I like it like that - a lot of head scratching :D

The map was a bit hard on old machines when first released, due mainly to the Firefly FX. However, on current hardware there are no performance issues at all. This map also did very well as far as downloads go (quite a few thousand). I hope you find it a fun and interesting map :)

Special thanks to Thunderstrike for having the 400-poly contest. Needless to say, if not for the contest there would be no DeadlyWorship map. I would like to thank the Beta and Beta2 testers at UP. Also thanks to Steve Nabors (Slick Willy) for the FireFly script, Music is Journey from the game Unreal: Return To NaPali.


UT2004 DEATHMATCH / DUEL-MAP

Small layout supports 2-4 Players - Normal UT2004 weapons.

Future Tech Industrial Facility. This is a UT2004 duel-map remake of the famous "secret" Quake2 level designed by American McGee when he was a member of Id Software. A lot of work and testing went into making the BOT so good you always be dead dead dead ;)

FINAL - Released August 2004

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With UT2004 still fresh on my disk I decided to bang out a map to see if I should make the jump into UED3 editing. So I burned thru some tuts and set a two week time limit for the project. Now, what to make? I'd been fiddling around with QERadiant and EF2 UberTools during the past year and thus had an ability to study/edit Quake3 maps. One thing led to another and I found myself looking at Quake II maps, like The Edge. So I decided I'd port a Quake II map, but not the Edge - it already existed in the UT World. I settled on a small aggressive map I remembered from my Q2 days - fact3.

This Ut2004 conversion is a scale remake of the inFamous Quake II Sudden Death level (fact3) designed by American McGee when he was a member of ID Software. Many thanks to AM for granting permission to remake this map.

For the player, if you played Q2 beyond the single player game, you'll instantly recognize this map, and setting the difference in themes aside and considering the few changes I made, you should feel right at home in it. I certainly did. It is a faster pace, the map is full of UT pickup, and of course it has UT bots :)

Here was a rather nice mini-review of my little Quake2 remake (shortly after it was released):

From Unreal.FR -

Description : Si comme moi vous êtes un inconditionnel de Quake2, vous devez vous souvenir de ce niveau secret où on n'a qu'un temps limite pour ramasser les items, celui qu'on trouve dans le map où on obtient le Railgun... C'est vrai que ce n'est pas le meilleur gameplay du monde, surtout pour un map de duel, ni même les visuels les plus réussis, mais la conversion reste néammoins trés bien éxécutée et l'aspect nostalgique ne devrait pas vous laisser indifférent si comme moi vous êtes plutôt oldskool.

Les 10 derniers fichiers (hors FTP)

  • DM-1on1-Q2SuddenDeath (Maps DM)

  • DM-Sudokan (Maps DM)

  • DM-Saugus (Maps DM)

  • DM-Quench (Maps DM)

  • DM-1on1-Sequator (Maps DM)

  • ONS-LoneSomeGlen-SE (Maps ONS)

  • CTF-Moria (Maps CTF)

  • DM-1on1-Ankh (Maps DM)

  • AS-Osaka (Maps AS)

  • ONS-Ascendancy_ECE (Maps ONS)

Those kind words were from Guilhem "Gui" Bedos, the UE author extrordinaire :)

This is a small and tight map, and it's not a forgiving layout. You have few choices so you make the right decision quickly or you die - so it's not suitable for all play styles. If you don't like that, or think it's just too small, go play another map you find more fun (there's thousands around). If you're up to it, try and win against one godlike bot - I expect you'll have your a$$ handed to you ;) That's okay, you can just blame the map! Music track is KR-Metallurgy from the game UT2004.


UT DEATHMATCH / TEAM-DM

Medium-Large layout supports 6-16 Players - Normal weapons.

FFA or team DM action in a Large Future Tech Industrial Facility. Features several gameplay areas in a vertical layout that has floaty low-gravity at the top which increases to normal gravity at the bottom. There are a lot of hazards in the map besides falling damage so tread carefully!

Features pickup base meshes from SabbathCat and whenever you venture outside you'll see a nice Terragen-generated sky courtesy of King Mango. With 16 players this map a crazy frag-fest!

FINAL - Released March 2004

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This is an installation of sorts where someone is brewing up some nasty caustic slop. Located on a desolate peak somewhere in a desert valley or canyon in the mountains, it's hazy and hot outside with the sun setting in the west... There's also a lack of Gravity on the roof for some unexplainable reason :P Watch out for the spinning parts of the big machine - they can GIB you - and be warned some of the Jump Pads are a bit on the tricky side - you have to hit them just right or you can smash your head on the ramps overhead.

The oldest map I've released, BoF sat for 3 years before I finally put it out. Originally, it was simpler but jam packed with stuff around the spinning machine. Lifts and framing were on the inside of the drum and no walls to occlude meant low FR. In 2002, I merged BoF into "Conical-beta", but that proved too big. Reworked BoF to use ColdSteel tex and added deco detailing beyond most ut99 maps of the time. Bots were ok, but warpzones and the complex layout meant BoF was not for everyone. Some nice emails afterwards from players vindicated my decision to release it.

The map is not really that physically big, but the levels are interconnected by Warp zones, so it seems like a huge map. When played on typical current hardware, there are NO performance issues at all. The skybox Terragen images were provided by Jim 'King Mango' Castile, and the pickup base meshes by John 'SabbathCat' Martin. The music track is IsoToxin from the game Unreal.

Note: Once BoF was released, I completed both CTF and DOM conversions of the map, but didn't release them at the time since the game play (being more-or-less vertical) seemed a bit on the quirky side. In 2009, I decided to just release these two extra maps anyways, since they were essentially completed maps.


UT DEATHMATCH / TEAM-DM

Large layout supports 10-20 players - Normal weapons.

FFA or team DM action in a Stonehenge like ancient temple arena perched atop a mountain in a valley on an ancient alien world recently discovered by an Earth (Liandri Corp) planetary expedition. Now that's a mouthful! The package features a short fiction background story that explains the situation, and the map contains loads of ancient warrior fantasy art from various sources.

FINAL - Released January 2003

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When earth exploration teams discovered the ancient civilizations of planet Sigma Epsilon 4, colonization soon followed - and with it Liandri Corporation. Wherever humans settle in the cosmos, there is the tournament. In the valley of DRAK'D'GKOR stand several ancient temples built by alien warrior races. Four of the temples have been converted into arenas by Liandri, where you must do battle. Be wary gladiators, the humans have committed a sacrilidge, and the ancients will have your blood for it...

This map was my first Official map release, and to my surprise it attracted a fair bit of attention for a first map (actually, a bit more attention than I expected, or even wanted for that matter). The idea of RoS started a year earlier in January 2002 when I build a small instaGib map called DM-RingOfStones. That one looked like crap but was fun to play.

DM-TempleGib was a slightly larger higher detail development that followed about six months later, it had caves, ponds, trees, rock, normal scaled texturing, and nice color blended lighting, with collapsed ruins strewn about. Yes this was the one I would have released then, in summer 2002, if it weren't for some nagging 400 poly scenes. The FrameRate was lower than most other UT maps of the time, so I felt I had to kill it. A short while later I built yet another one, which evolved into the giant alien temple that was finally released.

In the end Ring-Of-Stonesis just a big atmospheric map with a very unique theme. Good for a look. The story I wrote and included in the readme file was actually a high point. In hindsight, perhaps I should have released the little instaGib map, because it's fun bouncy game play did not translate at all to the final behemoth. To be honest, I wasn't too worried about that, because I was now committed to mapping :) Special thanks to Christian "COBRA" Trepanier for reworking the bots. Music track is Neve's Crossing from the game Unreal: Return to NaPali.


Boneyard ( 8 maps )