https://liandri.beyondunreal.com/w/index.php?feed=atom&deletedOnly=&limit=50&target=Death_to_u&topOnly=&year=&month=Liandri Archives - User contributions [en]2016-03-14T14:48:08ZFrom Liandri ArchivesMediaWiki 1.17.0https://liandri.beyondunreal.com/CTF-OmicronDawnCTF-OmicronDawn2009-11-24T02:43:06Z<p>Death to u: New page: {{stub}} {{Infobox Map | title = Omicron Dawn | author = | description = | mapimage = | imagedesc = | players = | music = LockDown | game = Unreal Tou...</p>
<hr />
<div>{{stub}}<br />
{{Infobox Map<br />
| title = Omicron Dawn<br />
| author = <br />
| description = <br />
| mapimage = <br />
| imagedesc = <br />
| players = <br />
| music = LockDown<br />
| game = Unreal Tournament 3<br />
| gametype = Capture the Flag<br />
}}<br />
<br />
<br />
==Pickups==<br />
*[[Helmet#Unreal_Tournament_3|Helmet]] x2 - Under each sniper window. <br />
*[[Armor Vest]] x2 - One by each flag.<br />
*[[Health Pack]] and [[Health Vial]] - There's so much health all over the map, it's crazy; mostly the paths between the bases and midfield.<br />
{{sectstub}}<br />
<br />
==Weapons==<br />
*[[Rocket Launcher]] x2 - one straight out of each base (low) with ammo.<br />
*[[Link Gun]] x2 - take a right at the Rocket Launcher or take the bridge on your right flank.<br />
*[[Sniper Rifle]] x2 - at each sniper window overlooking the midfield. There is ammo nearby behind a wall.<br />
{{sectstub}}<br />
<br />
==Tips & Tricks==<br />
* "Hmm...[[Sniper Rifle]]...overlooking midfield...kinda like [[CTF-FacingWorlds|Facing Worlds]] where I just sat there and blew the heads off everyone."<br />
* There are many paths to take to the flag. If you are carrying the flag, your paths are limited to an extent.<br />
<br />
==Single Player==<br />
Omicron Dawn is the first map of the final chapter.<br />
<br />
===Briefing===<br />
Akasha bugged out planetside, and our ship wasn't meant for landing in an atmosphere, so we'll need to obtain a couple power cells to boost the shields. We've been disavowed by the Izanagi, and we're already breaking every law in the books, so hell, we might as well stop here and steal a few power cells. I wouldn't be surprised if Loque's waiting for us...with a death squad.<br />
<br />
===In-game===<br />
* [[Reaper]] (upon visual of [[Loque]]): There's Loque! Now's our chance, let's take that bastard down!<br />
* [[Bishop]]: We shall take revenge on all who oppose us!</div>Death to uhttps://liandri.beyondunreal.com/Unreal_Tournament_3Unreal Tournament 32009-11-24T02:00:22Z<p>Death to u: /* Reception */</p>
<hr />
<div>'''Unreal Tournament 3''', also known as '''UT3''' (previously codenamed '''Envy''' and also formerly named '''Unreal Tournament 2007''', '''UT2007''', or '''UT2k7''') is [[Epic Games]]' sequel to [[Unreal Tournament 2004]]. Published by [[Midway Games]], UT3 is powered by Epic's new [[Unreal Engine 3]]. The game was released in late November 2007 for the PC, December 2007 (NA) and February 2008 (EU) for PS3, and July 2008 for XBox 360. The Mac/Linux versions are currently scheduled for an undetermined date in 2009.<br />
<br />
[[Image:UT3 box.jpg|thumb|right|225px|UT3 Box Art]]<br />
<div style="float: left;">__TOC__</div><br />
{| class="wikitable" style="font-size: 88%; margin: 0 auto;"<br />
|-<br />
! PC<br />
| Nov 12, 2007 (GER)<br />Nov 19, 2007 (US)<br />Nov 22, 2007 (EU/CAN)<br />
|-<br />
! PS3<br />
| Dec 10, 2007 (US/CAN)<br />January 18, 2008 (KOR)<br />February 22, 2008 (EU)<br />
|-<br />
! Xbox 360<br />
| Jul 4, 2008 (EU)<br />Jul 7, 2008 (US/CAN)<br />
|-<br />
! Macintosh<br />
| TBA 2009<br />
|-<br />
! Linux<br />
| TBA 2009<br />
|-<br />
! Engine Version<br />
| Unreal Engine 3<br />
|-<br />
! Epic Games Builds<br />
| 3464-?<br />
|}<br />
{{clear}}<br />
<br />
==History==<br />
UT3 was revealed to the world in the May 2005 issue of Computer Gaming World magazine. The first news of it began to appear on or around March 27, 2005. The game was originally codenamed UT "Envy", but later, around May 29, 2005, it was revealed that the name had been changed to '''Unreal Tournament 2007'''. It was not until January 25, 2007 at the Midway Gamer's Day event in Las Vegas that it was revealed that the game's name had been changed to '''Unreal Tournament 3'''. This change was met with great enthusiasm from the Unreal fan base.<br />
<br />
Many changes have been made to the originally announced design of the game. For example, a game mode named Conquest that was originally announced was later complemented by [[Unreal Warfare]] and then replaced by it altogether. There was also an Onslaught 2.0 announcement which has also been rolled into the all-encompassing [[Warfare]] gametype.<br />
<br />
Unreal Tournament 3 promises a return to the "feel" of the original Unreal Tournament. Epic aims to make the game more in-your-face, fast-paced, and less "floaty". To accomplish this, gravity has been increased and dodge-jumping has been removed. However, dodging, double jumps, and wall dodging will remain with their effect somewhat diminished due to the newly increased gravity. Gameplay in UT3 stresses close combat more than its predecessors UT2003 and UT2004. Many of the weapons are more effective up close. Epic stresses that the aim of UT3 is to create a whole new - and better - game, rather than merely a prettier UT2004. In addition to this, old favorites from the original UT such as jump boots and the ability to feign death returned in UT3.<br />
<br />
===Beta Demo===<br />
At Midnight on Friday, October 12th, 2007, Fileplanet began preloading the game to its subscribers.<br />
<br />
The demo was unlocked and released on FilePlanet at 12:35 PM on Friday, October 12th. The release was apparently several hours earlier than intended, probably in response to a Norwegian site, "IT Avisen", leaking the demo approximately 5 hours earlier than FilePlanet.<br />
<br />
The demo, which is Version 3464 according to the startup logs, comes with 3 maps: [[DM-ShangriLa]], [[DM-HeatRay]], and [[VCTF-Suspense]]. Of note is that DM-HeatRay was the first taste of the [[Necris#Technology|Necris vehicles]], specifically, the [[Darkwalker]].<br />
<br />
Epic called the release an "Open Beta Demo", and thus it represents just a glimpse of how the game will play. At the release of the demo, Epic promised to fix issues based on user feedback. Many issues that were reported during the beta demo period were fixed or began to be fixed in the first patch.<br />
<br />
===Final Demo===<br />
It is possible that Epic might not release an updated demo, as their current plans do not include one at this time. If it does occur it will likely be after the expansion at the earliest.<br />
<br />
===Release Details===<br />
On November 12th, 2007 (a full seven days prior to the NA release), the German version of the game was released to German retailers. In order to comply with German regulations for public game sales, the game has had blood, gibs and headshots removed from the game. Very little else was changed except for the localization to German.<br />
<br />
The US retail release came on November 19th, 2007. This, however, was the "ship" date, and thus many stores did not receive physical product until November 20th, 2007. The Canadian release came on November 20, and stores put it on shelves the very next day. The European release came on November 23, 2007.<br />
<br />
===Reception===<br />
Reception to the beta demo was generally positive, with most people agreeing that Epic has "got it right." There is some notable dissension from the crowd who enjoyed UT2003 and UT2004 though, particularly about the removal of dodge-jumping. Unreal Tournament players, which Epic were targeting, didn't switch to UT3 too as it requires hardware upgrades for older machines which run UT successfully, and also the community being a rather small and addictive one didn't want to leave an already stable game.<br />
<br />
Reception to the game on PC has been mostly favorable from the community and reasonably warm from reviewers, with an average score somewhere around 9/10. Warfare in particular has been praised for being a more strategic version of [[Onslaught]]. There were, however, several key complaints about the game.<br />
<br />
* Lackluster Single-Player and no Tournament mode<br />
*: While the Single-Player was hyped a lot, it failed to deliver. It was too long and it completely replaced the old Tournament mode. It also had awkward explanations for classic arena gametypes, like '''[[FLaG]]s''' ('''F'''ield '''La'''ttice '''G'''enerators) and that scoring points ran out enemy [[respawner]]s. <br />
* Awkward and simple UI<br />
*: The UI felt very awkward and was very simple compared to previous UT games. There were very little options available for common settings, and overall the UI felt very unfinished. Many settings can be changed via INI, however often these settings do not save, revert, or appear to have no effect. As of Patch 2.0, the UI has been reworked with a new color scheme and more advanced options, fixing many of the prior complaints.<br />
* Astoundingly bad Server Admin launch<br />
*: Perhaps the worst problem, UT3 being a multiplayer game primarily, are the problems with the server admin tools. The initial release of the Windows dedicated server package was littered with bugs preventing a significant number of hosts from running servers. The Linux dedicated server was released a month after the retail game, on December 18, 2007 which left many hosts without any UT3 package to offer. Web Admin was also missing from both the original release and the first patch, though it was released alongside Patch 2 and has recieved steady updates since.<br />
* Modding support simplified<br />
*: Another key complaint with the game is that much of what used to be done in UnrealScript has been moved to native code, supposedly as a way to improve performance on consoles. This, however, has made it increasingly difficult to develop proper mods and mutators for the game in many instances. As of Patch 2.0, modding support has been said to have been improved.<br />
<br />
===Collectors Edition===<br />
On October 26, 2007, a limited collector's edition of the game was announced to be released on PC. This version of the game features an exclusive collector's edition tin and a hardcover art book. A bonus DVD is also included, featuring more than 20 hours of Unreal Engine 3 Toolkit video tutorials, containing anti-WarHawK software (disabling video playback in isolated cases), the history of the Unreal Tournament series, and behind-the-scenes footage of the making of Unreal Tournament 3. The Limited Collector's Edition is being sold in the United States, Europe, South Africa, Australia and most other territories.<br />
<br />
===Linux===<br />
Epic has promised to release a Linux installer for the game in the future that would work with the standard Windows disc.<br />
<br />
===Expansion===<br />
On October 20th, 2008, Mark Rein announced via email that Midway and Epic are working on a "major expansion" for UT3.<br />
<br />
On January 26th, 2009, the first part of this expansion was revealed in the form of a major patch. This information was first revealed publically [http://www.beyondunreal.com/view_story.php?id=12466 by BeyondUnreal].<br />
<br />
The second part of this expansion is being called the "Titan Pack" by Epic. On February 19th, 2009, the contents of the Titan Pack were revealed to the world. Two new gametypes (Greed and Betrayal), one new Mutator (Titans), 2 new characters (Nova and Kana, from the 360), and 16 new maps, including the five 360 maps. The Titan Pack, along with Patch 2.0, was released March 5th, 2009.<br />
<br />
===System Requirements===<br />
;Minimum System Requirements: Windows XP SP2 or Windows Vista, 2.0+ GHZ Single Core Processor, 512 Mbytes of System RAM, NVIDIA 6200+ or ATI Radeon 9600+ Video Card, 8 GB of Free Hard Drive Space<br />
;Recommended System Requirements: 2.4+ GHZ Dual Core Processor, 1 GBytes of System RAM, NVIDIA 7800GTX+ or ATIx13000+ Video Card, 8 GB of Free Hard Drive Space<br />
<br />
===Popularity in the PC Market===<br />
<br />
Using the data collected from '''Xfire users''', as of June 21st 2008, UT2004 is ranked 50th in the list of most played PC games in the world; with a combined total of over 250,000 minutes played per day by a total of over 2,500 Xfire users. On 21st March 2004, soon after release, UT2004's ranked peaked at 3rd place. <br />
<br />
<br />
Interestingly, these statistics show that Unreal Tournament 2004 is more popular than its successor UT3; with UT3, as of June 21st 2008, being ranked the 94th most played PC game in the world, with over 1,600 players per day playing for a combined total of over 110,000 minutes. Recently, UT3's rank usually remains between 90th and 100th.<br />
<br />
Although, due to the release of the Titan Pack for UT3, in the first weekend it had substantially risen in popularity overtaking UT2004, with UT3 being ranked 72nd most played PC game in the world in comparison with UT2004 being ranked 75th, using Xfire's statistics.<br />
<br />
<br />
As of 21st June 2008:<br />
UT2004: 50th, 4167 hours per day. -- UT3: 94th, 1833 hours per day.<br />
<br />
As of 15th April 2009:<br />
UT2004: 68th, 3405 hours per day. -- UT3: 105th, 1820 hours per day.<br />
<br />
As of 15th May 2009:<br />
UT2004: 76th, 2557 hours per day. -- UT3: 107th, 1512 hours per day.<br />
<br />
As of 21st July 2009:<br />
UT2004: 83rd, 2881 hours per day. -- UT3: 126th, 1475 hours per day.<br />
<br />
As of 21st August 2009:<br />
UT2004: 75th, 2345 hours per day. -- UT3: 123rd, 1261 hours per day.<br />
<br />
As of 21st October 2009:<br />
UT2004: 77th, 2044 hours per day. -- UT3: 143rd, 944 hours per day.<br />
<br />
As of 21st November 2009: <br />
UT2004: 77th, 1638 hours per day. -- UT3: 138th, 819 hours per day.<br />
<br />
==Game Content==<br />
===Engine===<br />
'''Unreal Tournament 3''' uses [[Unreal Engine 3]]. <br />
<br />
===Version History===<br />
Currently (May 5th, 2009) the latest official version of UT3 is Version 2.1, AKA Version 3809.<br />
<br />
As a new patch was recently released, there is no current beta patch. The last beta patch was Patch 5 Beta 3, AKA Version 3809, which is identical to the latest released patch. Please do not ask Epic about support for these betas; they are given only to specific testers and are not intended for wide-scale usage. Beta patches may have bugs which could cause many unknown side effects. Unless you are very comfortable with your PC and your knowledge of UT3's inner workings, it is strongly advised that you await the full patches.<br />
<br />
As of January 29th, 2009, users of the retail copy of UT3 were able to use their CD Keys to convert their copy into a Steam version of UT3. This will allow those copies access to the Steam-only features, like the achievements that will be coming in Patch 2.0.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Game Version !! Engine Number !! Date !! Reported Version<br />
|-<br />
| Beta Demo || 3464 || October 12th, 2007 || N/A<ref>The demo, of course, has no version number.</ref><br />
|-<br />
| Game Release || 3487 || November 19th, 2007 || N/A<ref>Version 1.0 of the game does not mention the game version in the menu.</ref><br />
|-<br />
| Patch 1 Beta 1 || 3508 || November 22nd, 2007 || Version 1.1 Beta 1<ref>As of Version 1.1 Beta 1, the game version is listed in the upper left corner of the main menu.</ref><br />
|- <br />
| Patch 1 Beta 2 || 3512 || November 29th, 2007 || Version 1.1 Beta 2<br />
|-<br />
| Patch 1 Beta 3 || 3518 || December 5th, 2007 || Version 1.1 Beta 3<br />
|-<br />
| Patch 1 Beta 4 || 3521 || December 8th, 2007 || Version 1.1 Beta 4<br />
|-<br />
| Patch 1 || 3521 || December 10th, 2007 || Version 1.1<br />
|-<br />
| Patch 2 Beta 1 || 3537 || February 7th, 2008 || Version 1.2 Beta 1<br />
|-<br />
| Patch 2 Beta 2 || 3538 || February 12th, 2008 || Version 1.2 Beta 2<br />
|-<br />
| Patch 2 Beta 4 || 3543 || February 15th, 2008 || Version 1.2 Beta 3<ref>Patch 2 Beta 3 was never released; Epic went straight from Beta 2 to Beta 4, and released Patch 2 Beta 4 as 1.2 Beta 3.</ref><br />
|-<br />
| Patch 2 || 3543 || February 21st, 2008 || Version 1.2<br />
|-<br />
| Patch 3 Beta 1 || 3547 || June 4th, 2008 || Version 1.3 Beta 1<br />
|-<br />
| Patch 3 Beta 2 || 3548 || June 19th, 2008 || Version 1.3 Beta 2<br />
|-<br />
| Patch 3 Beta 3 || 3574 || July 10th, 2008 || Version 1.3 Beta 1<ref>Patch 3 Beta 3 appears to have been mislabeled in the game as Patch 3 Beta 1; currently the only way to tell these two patches apart is to check the internal version number in Launch.log, located in My Documents\My Games\Unreal Tournament 3\UTGame\Logs\. The second line down (Init: Version: nnnn) will give the game's engine number. Patch 3 Beta 1 is 3547, Patch 3 Beta 3 is 3574.</ref><br />
|-<br />
| Patch 3 Beta 4 || 3590 || July 25th, 2008 || Version 1.3 Beta 4<br />
|-<br />
| Patch 3 Beta 5 || 3601 || August 4th, 2008 || Version 1.3 Beta 5<br />
|-<br />
| Patch 3 || 3601 || August 13th, 2008 || Version 1.3<br />
|-<br />
| Leaked Patch 4 Beta || 3783 || February 6th, 2009 || Version 2.0 Beta 1<ref>NOTE: This patch was '''LEAKED.''' It was not supported by Epic at all, and did not work properly online.</ref><br />
|-<br />
| Patch 4 Beta 1 || 3786 || February 20th, 2009 || Version 2.0 Beta 1<ref>This patch was not leaked, unlike the previous leaked beta. Note that those of you who download the beta version through Steam will '''NOT''' be able to connect to 1.3 servers, only 2.0 servers! Non-Steam versions will still connect to 1.3 servers, however.</ref> <br />
|-<br />
| Patch 4 Beta 2 || 3787 || February 24th, 2009 || Version 2.0 Beta 2<br />
|-<br />
| Patch 4 Beta 3 || 3790 || February 27th, 2009 || Version 2.0 Beta 3<br />
|-<br />
| Patch 4 || 3797 || March 5th, 2009 || Version 2.0<br />
|-<br />
| Patch 5 Beta 1 || 3803 || March 20th, 2009 || Version 2.1 Beta 1<ref>This version had an issue allowing 2.0 clients to connect. This issue was fixed in the next beta.</ref><br />
|-<br />
| Patch 5 Beta 2 || 3805 || March 21st, 2009 || Version 2.1 Beta 1<ref>This version fixed the ability of 2.0 clients to connect, but did no other changes. Epic appears to have skipped calling this patch Beta 2, and called the next patch Beta 3 in the menu.</ref><br />
|-<br />
| Patch 5 Beta 3 || 3809 || March 26th, 2009 || Version 2.1 Beta 3<br />
|-<br />
| Patch 5 || 3809 || May 4th, 2009 || Version 2.1<br />
|}<br />
<br />
<references/><br />
<br />
====A bit about Patch 2.0====<br />
Patch 2.0 changes the game in many drastic ways. Among the multitude of changes are:<br />
* The UI has been changed. It has a new look. Offline settings (Instant Action) are now saved. More options, especially graphics-related options, are available for tweaking, reducing the need to edit the INI.<br />
* Clientside demorecs now work fully.<br />
* The netcode has been improved.<br />
* The game now features Mapvoting, Gametype voting, and kickvoting.<br />
* Ammo pickup amounts have mostly been reduced a bit: Shock, Sniper, and Flak pickups have been reduced from 10 ammo to 8 ammo, Rocket ammo has been reduced from 9 to 6, and the Stinger and Link Gun have been reduced from 50 ammo to 40. <br />
** This is counterbalanced, however, by the new "Weaponstay" scheme which allows you to re-pickup weapons at a weapon base for more ammo, as opposed to the old one which kept the weapon there at all times and you couldn't pick it back up. Instead, the weapon will disappear (locally) for a player who picks it up, only to respawn 27.5 seconds later for them, similarly to how weapon lockers work.<br />
* In Warfare and VCTF game modes, players will spawn with weapons from the nearest weapon locker.<br />
* The Goliath got an armor boost, from 800 to 900 armor.<br />
<br />
===Music===<br />
[[Rom Di Prisco]] and [[Jesper Kyd]] composed the UT3 soundtrack. [[Kevin Riepl]] also had a major hand in music production for the game, scoring the cutscenes as well as a few in-game music tracks.<br />
<br />
An official game soundtrack was released November 20, 2007. The 2-CD set contains the ingame music, done by Kyd and DiPrisco, which feature a number of remixes from previous Unreal Tournament games.<br />
Not every track are present in the soundtrack. All cutscene music is missing, as are the themes to WAR-Downtown and CTF-Coret are missing, due to those tracks being composed by Kevin Riepl. These tracks are, however, [http://kevinriepl.com/ut.htm available from his site], along with some songs from E3 videos and other early demonstrations.<br />
<br />
{| class="wikitable"<br />
|+ CD 1<br />
|-<br />
! Track # !! Title !! Duration !! Author !! Example Use<br />
|-<br />
| 1 || Unreal Tournament Theme (UT3 Remix) || 2:02 || Rom Di Prisco || Unused<br />
|-<br />
| 2 || Unreal Tournament Title (UT3 Remix) || 3:34 || Rom Di Prisco || Main Menu<br />
|-<br />
| 3 || Tactical Agenda || 4:48 || Rom Di Prisco || Mission Select Screen<br />
|-<br />
| 4 || ONS01 (UT3 Remix) || 4:27 || Rom Di Prisco || [[WAR-TankCrossing]]<br />
|-<br />
| 5 || Mekalopolis || 5:36 || Rom Di Prisco || Unused<br />
|-<br />
| 6 || Skyward Fire (UT3 Remix) || 5:04 || Rom Di Prisco || [[WAR-Torlan]]<br />
|-<br />
| 7 || Afterburn || 4:06 || Rom Di Prisco || [[DM-Biohazard]]<br />
|-<br />
| 8 || Go Down (UT3 Remix) || 3:11 || Rom Di Prisco || [[DM-Deck]]<br />
|-<br />
| 9 || Quantum Velocity || 4:58 || Rom Di Prisco || [[DM-Fearless]]<br />
|-<br />
| 10 || Foregone Destruction (UT3 Remix) || 5:02 || Rom Di Prisco || [[CTF-FacingWorlds]]<br />
|-<br />
| 11 || Suborbital Graviton || 3:23 || Rom Di Prisco || Unused<br />
|-<br />
| 12 || Skylab 9000 || 4:04 || Rom Di Prisco || [[DM-Deimos]]<br />
|-<br />
| 13 || Deploy And Assault || 3:52 || Rom Di Prisco || Unused<br />
|-<br />
| 14 || Defector || 4:34 || Rom Di Prisco || [[VCTF-Kargo]]<br />
|-<br />
| 15 || Firestorm || 5:13 || Rom Di Prisco || [[VCTF-Containment]]<br />
|-<br />
| 16 || Mechanism Eight (UT3 Remix) || 3:32 || Rom Di Prisco || [[DM-Arsenal]]<br />
|-<br />
| 17 || Plasma Oscillator || 3:50 || Rom Di Prisco || [[VCTF-Suspense]]<br />
|-<br />
| 18 || Frozen Babylon || 3:37 || Rom Di Prisco || [[DM-Gateway]]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ CD 2<br />
|-<br />
! Track # !! Title !! Duration !! Author !! Example Use<br />
|-<br />
| 1 || Unreal Tournament Title (UT3 Reconstruction) || 2:51 || Jesper Kyd || Unused<br />
|-<br />
| 2 || LockDown || 4:48 || Jesper Kyd || [[CTF-OmicronDawn]]<br />
|-<br />
| 3 || To The Death || 6:00 || Jesper Kyd || [[DM-Diesel]]<br />
|-<br />
| 4 || Robo Mall || 8:55 || Jesper Kyd || [[DM-CarbonFire]]<br />
|-<br />
| 5 || Necris Attacks || 4:03 || Jesper Kyd || [[DM-Sentinel]]<br />
|-<br />
| 6 || Outpost || 4:55 || Jesper Kyd || [[DM-Defiance]]<br />
|-<br />
| 7 || Tactical Agenda (Nanoblack Remix) || 3:42 || Rom Di Prisco || Unused<br />
|-<br />
| 8 || Necrimanci || 4:37 || Rom Di Prisco || [[DM-HeatRay]]<br />
|-<br />
| 9 || Sanktuary || 4:26 || Rom Di Prisco || [[WAR-Floodgate]]<br />
|-<br />
| 10 || Necris Attacks (Extended Version) || 6:20 || Jesper Kyd || [[VCTF-Necropolis]]<br />
|-<br />
| 11 || Outpost (Extended Version) || 6:34 || Jesper Kyd || [[VCTF-Corruption]]<br />
|-<br />
| 12 || Tactical Agenda (Jade Dragon Remix) || 4:12 || Rom Di Prisco || Unused<br />
|-<br />
| 13 || Bushido || 4:02 || Rom Di Prisco || [[DM-Sanctuary]]<br />
|-<br />
| 14 || Temple Of Shambhala || 4:04 || Rom DiPrisco || [[DM-RisingSun]]<br />
|-<br />
| 15 || World Of Liandri || 4:49 || Jesper Kyd || [[DM-ShangriLa]]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Other Tracks<br />
|-<br />
! Title !! Duration !! Author !! Example Use<br />
|-<br />
| Intro Music || 3:43 || Kevin Riepl || Intro cutscene<br />
|-<br />
| Intro Alternate || 3:37 || Kevin Riepl || Unused<br />
|-<br />
| Tutorial Music || 1:57 || Kevin Riepl || Tutorial cutscene<br />
|-<br />
| Necris Attack || 3:06 || Kevin Riepl || Necris Attack cutscene<br />
|-<br />
| NEG Intercedes || 1:52 || Kevin Riepl || NEG Intercedes cutscene<br />
|-<br />
| Malcolm Betrayal || 1:37 || Kevin Riepl || Malcolm Betrayal cutscene<br />
|-<br />
| Conclusion || 2:44 || Kevin Riepl || Conclusion cutscene<br />
|-<br />
| KR-UT3-Coret || 6:51 || Kevin Riepl || [[CTF-Coret (UT3 map)|CTF-Coret]]<br />
|-<br />
| KR-UT3-Strident || 6:58 || Kevin Riepl || [[WAR-Downtown]]<br />
|}<br />
<br />
==Gametypes==<br />
*[[UT3 Single Player|Single Player]]<br />
*: A five act storyline takes the place of the old tournament ladder system from previous games. The campaign contains in-engine rendered cutscenes along with the ability to gather "cards" that can be used to gain certain advantages in maps by completing side objectives. Online four player co-op is available for the campaign. <br />
*[[Deathmatch]]<br />
*: Free-for-all kill or be killed. The player with the most frags wins.<br />
*[[Team Deathmatch]]<br />
*: Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins.<br />
*[[Capture the Flag]]<br />
*: Your team must capture the enemy flag by taking it from the enemy base and returning it to their own. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned (by touching it after it is dropped) before your team can score a flag capture.<br />
*[[Vehicle Capture the Flag]]<br />
*: Traditional Capture The Flag with vehicles and Hoverboards instead of Translocators. The Flag may not be carried in any vehicle but the Hoverboard.<br />
*[[Warfare]]<br />
*: Create a power chain to the enemy Core by capturing Nodes in a 'connect the dots' fashion. Nodes at the end of a chain may be controlled by either team. Control Nodes for your team by touching them to start the build process (use the Link Gun alt-fire to speed things up). Once your team has a link to the enemy Core, attack and destroy it.<br />
*[[Duel]]<br />
*: 1 vs. 1 Dueling Mode.<br />
*[[Greed]]<br />
*: Collect Skulls by defeating opponents, and return them to the opposing team's base.<br />
*[[Betrayal]]<br />
*: Work together to earn bonus points. Betray your team to keep them.<br />
<br />
==Weapons==<br />
*[[Deployables#Unreal Tournament 3|Deployables]]<br />
*: Strategy-themed devices. These are the Stasis Field, Energy Shield, Spidermine Trap, EMP, Shaped Charge, X-Ray Field, and the Link Station. These are dropped by the [[Necris]] [[Nightshade]], the [[Axon]] [[Stealthbender]], or are carried by hand.<br />
*[[Translocator]]<br />
*: This [[Unreal series]] favorite returns to the [[Capture the Flag]] gametype, except for maps that contain vehicles, in which the hoverboard becomes the secondary method of transportation. There are more charges than UT2004 (7 compared to 6) and they refill faster. (About one per second.) Also, the disc has a flatter trajectory than UT2004 and it fires farther than UT, but not quite as far at UT2004. <br />
*[[Impact Hammer]]<br />
*: This favorite from [[Unreal Tournament]] makes a comeback with an EMP alt-fire that severely damages vehicles and can remove powerups from other players. One of the newer effects of the Impact Hammer is that if you get several kills with it, blood and gore smear over the hammer - eventually making it more red than orange.<br />
*[[Enforcer]]<br />
*: Your starting weapon, the Enforcer is a pistol with rapid fire. Secondary fire shoots a less accurate triple burst. You spawn with one enforcer, though if a player is killed while holding the weapon it is dropped, and picking up a second enforcer allows you to hold two at a time. As a homage to the original Enforcer's alternate fire, they now turn sideways when you are close to an opponent.<br />
*[[Bio Rifle]]<br />
*: This weapon fires a big slow arcing gob of sludge that can instantly take out a heavily armed opponent or stick to floors and walls, then break apart into smaller pieces creating an instant minefield. Players with a large amount of slime attached to them will get rapidly "chipped" in damage, but they will have a second or two to fight back before dying, giving them a chance to take out the enemy who hit them.<br />
*[[Shock Rifle]]<br />
*: A classic weapon, the Shock Rifle fires an instant-hit beam of energy when primary fire is used, and a floating ball of energy when secondary fire is used. Players can also shoot the ball of energy with the beam to create a shock combo, dealing intense amounts of damage in a small radius (enough to kill a player wearing even medium armor). When compared to past titles, the shock balls have been sped up from [[UT2004]] to be more closely match the rate of the original [[UT]]. The primary rate of fire has also been reduced. Shock combos will now suck up ragdolls in a small vortex, and gib them if it does so.<br />
*[[Link Gun]]<br />
*: The link gun shoots small fast moving plasma balls similar to those in the original [[UT]]. The secondary shoots a straight beam of energy that can skeletize foes, heal vehicles and charge power nodes.<br />
*[[Minigun|Stinger Minigun]]<br />
*: The stinger from the original [[Unreal]] replaces the [[Minigun]] as a fast firing semi-projectile weapon. The gun has two modes, a fast but inaccurate spread of [[Tarydium]] crystal shards that hits instantly, and a slower firing more powerful projectile shot that uses two shards and can also sometimes nail opponents to the wall with the killing blow.<br />
*[[Flak Cannon]]<br />
*: Primary fire for this weapon releases a number of chunks of metal, tearing enemies into shreds. The secondary fire releases an undetonated flak shell that detonates and turns to shrapnel on impact. Compared to past titles, the primary fire bounces more and has a much tighter spread, while the flak shell does not travel as far as it did in [[UT2004]], but it has a much higher upward arc.<br />
*[[Rocket Launcher]]<br />
*: The new rocket launcher combines the instant rockets ability from [[UT2004]], and the grenades from [[UT]]. As in [[UT2004]] primary fire shoots instant rockets, secondary fire loads rockets, and hitting primary while holding secondary will switch to spiral fire mode with a single tap, grenades with two, or back to a spread with three. As in UT2004, rockets can lock onto vehicles. This feature has been visibly improved to help take out vehicles, with much better locking and turning ability.<br />
*[[Sniper Rifle]]<br />
*: The classic sniper rifle has returned to replace the [[Lightning Gun]] as the primary long range weapon. It now features a orange-colored tracer, and Bolt Action reloading.<br />
*[[AVRiL|Longbow AVRiL]]<br />
*: The AVRiL is now hand loaded. Its tracking beam can be used to "herd" [[Deployables#Spidermine_Trap|Spider Mines]], much like the alt-fire on the [[Mine Layer]] in [[UT2004]], and the tracking beam is also visible to combat problems where a person could get shot with AVRiLs and not know where the enemy is. If a friendly teammate fires an AVRiL and they have not locked onto a target after a few seconds, it is possible to use your own AVRiL to lock onto a target with the targeting beam, which will actually cause the missile to come flying back towards its new target!<br />
*[[Redeemer]]<br />
*: Acting as the sole super weapon in this title, the redeemer fires a small nuclear warhead, capable of killing anybody within range regardless of how they are protected, and destroying all but the most heavily armored vehicles. It takes a few seconds to fully prepare and arm, and it takes up a large portion of your visibility as it is doing so. Primary fire just releases the warhead, while secondary fire gives you the ability to guide it. If you are close to the epicenter, but not directly exposed to damage, you may be knocked off your feet for a moment, as if you had fallen off the hoverboard. As always, a good shot can take the redeemer down, giving both the firing player and the sharpshooter a "Denied!" award.<br />
<br />
==Pickups==<br />
===Powerups===<br />
All Powerups are dropped when the player is killed, or if they are knocked off of the player with the Altfire of the Impact Hammer.<br />
*[[Jump Boots]]<br />
*:The Jump Boots return from UT, and are activated by double jumping. It is possible to dodgejump as you could in UT2004, if and only if you have these boots.<br />
*[[Berserk]]<br />
*:Increases weapon rate of fire speed. Combined with the Damage Amplifier, the game will give you a "Juggernaut" award. Additionally, it will also supply full ammo for all the weapons you currently have. Weapons whose rate of fire is not increased (such as the Stinger's primary fire) will act as if they have a damage amplifier, instead.<br />
*[[Damage Amplifier]]<br />
*:Gives double damage. Combined with the Berserk, the game will give you a "Juggernaut" award.<br />
*[[Invulnerability]]<br />
*:Grants you total invincibility from all things except for falling off the map or otherwise instant kill zones. Watch out for players who use the Impact Hammer's altfire to knock it off you!<br />
*[[Invisibility]]<br />
*:Makes the player very difficult/impossible to see. Note that on Detail Level 1, players literally <i>ARE</i> completely invisible!<br />
*[[Slow Field]]<br />
*:Just like the Stasis Field deployable, except this sucker's portable.<br />
<br />
===Health===<br />
*[[Health Vial]] - Small and Green. Heals 5 Health, up to a maximum of 199.<br />
*[[Health Pack]] - Large, White Health Packs that somewhat resemble UT2004's Kegs, but a bit more rounded and without the blue. Heals 25 Health, up to a maximum of 100.<br />
*[[Big Keg O' Health]] - As always, the Keg of health provides an instant +100 Health boost, up to 199 health.<br />
<br />
===Armor===<br />
*[[Shield Belt]]<br />
*:The Shield Belt returns, although it provides only 100 points of protection. However, unlike the UT200x shields, the shield belt will absorb 100% of damage, until it is destroyed. If you are wearing a shield belt and in a vehicle when it is destroyed, you will not die instantly - instead, you will be ejected from the vehicle like in UT2004 assault maps while in Vehicles, but it will cost the Shield Belt. You will also not fall from your Hoverboard if you have a Shield belt.<br />
*[[Armor Vest]]<br />
*:The Armor Vest provides 50 points of protection, and absorbs 75% of taken damage.<br />
*[[Thigh Pads]]<br />
*:The Thigh Pads provide 30 points of protection, and absorbs 50% of taken damage.<br />
*[[Helmet]]<br />
*:The Helmet provides 20 points of protection, and absorbs 50% of taken damage. One feature this piece of armor has that is unique, is its ability to block headshots. Assuming you have at least 1 point of Helmet Armor on, if your character suffers a headshot, it will not affect him or damage him at all - however, the helmet will be destroyed.<br />
<br />
==Vehicles==<br />
===Axon===<br />
*[[Scorpion]] <br />
*: The primary fire shoots high steel carbo-fragment balls that explode on contact; these are particularly effective against other vehicles, but especially against the [[Manta]], [[Viper]], and [[Hoverboard]], upon which they home in on. It also now features a speed boost feature. You can eject from the Scorpion when using it in this manner, and it will blow up and detonate upon impact. If it kills someone due to the explosion, the game will reward you with a "Bullseye!" award.<br />
*[[Hellbender]] <br />
*: The new rendition of the hellbender places the driver in control over the skymine turret, while the rear turret functions differently from [[UT2004]], being more like a standard turret instead of the twin-beam configuration. The rear turret can either be rapidly fired for low damage or given a brief moment to recharge for more power.<br />
*[[Manta]] <br />
*: In addition to a visual update, players will no longer be able to ride on top of the side fans. The Manta is also unable to hit players without crouching down anymore unless the player is on a hoverboard or a slope.<br />
*[[Raptor]]<br />
*: Besides the visual update, the Raptor now seems to be a bit more responsive to maneuvering, and both the rate of fire and locking ability for its missiles have dramatically improved.<br />
*[[Cicada]]<br />
*: Sporting a much bulkier and boxier look, the Cicada is mostly unchanged, however, ascending and descending seems even faster than before. Missiles can still be charged and held with the Altfire.<br />
*[[Paladin]]<br />
*: Visually much improved from it's UT 2004 debut. The shield will no longer remain deployed if it goes through buildings or other level geometry, and it will get dimmer with sustained damage to allow visual estimation of how charged the shield is. Furthermore, using the shield combo to knock away nearby infantry is now instantaneous, as well as depleting the shield slightly, taking about six combos before the shield is down. It seems to be slightly faster, as well.<br />
*[[SPMA|Hellfire SPMA]]<br />
*: The skymine turret is now controlled by the driver when the paladin is undeployed. There is no longer a passanger/gunner seat. The camera can now crush and kill people if it hits them (or even if they simply run into it!) and it also cannot be launched as far upward - however, to compensate, the bombing is considerably more tightly packed. There is now a visual arc that shows what path the shell will roughly take, assuming that the area is strikeable - an area that cannot be bombed will not show this targeting arc.<br />
*[[Goliath]]<br />
*: The Goliath tank works effectively the same to its UT2004 equivalent. It can climb over small obstacles now, such as other vehicles, and has a much higher upward firing range than its UT2004 counterpart. Its shell range has been decreased somewhat, but they also have less randomness in each shot.<br />
*[[Leviathan]]<br />
*: This mobile fortress still features its devastating main cannon and has added distinct weapon fire to each of its four turrets rather than UT2004's link-like projectile. Each turret also has an alternate shield function. It has considerably more armor and the Ion Cannon takes nearly twice as long to deploy, compared to the UT2004 version. Each turret can be individually destroyed as well.<br />
*[[Stealthbender]]<br />
*: Axon's Stealth Research Division managed to get some of the early specs for the Necris Nightshade vehicle and have been attempting to retrofit that technology onto their own.<br />
<br />
===Necris===<br />
The Necris have six vehicles at their disposal:<br />
*[[Viper]]<br />
*: A single passenger speeder. The primary gun fires projectiles that bounce off walls, similar to [[Ripper]] projectiles in the original [[UT]]. The vehicle can also spread out like a real life viper to hover high in the sky. Like the Scorpion, it can be used on kamikaze missions, and ram vehicles or targets from the air.<br />
*[[Darkwalker]]<br />
*: This lumbering tripod has tendril-like legs that allow them to climb a wider variety of terrain compared to other vehicles. The primary weapon is an extremely powerful twin laser beam that shoots out a line of plasma. The secondary fire "screams" knocking players off their feet and out of some vehicles (Manta, Viper) or force others out of the way (Scavenger). The vehicle also features a secondary gunner position that functions similar to a Plasma Turret.<br />
*[[Nemesis]]<br />
*: The Nemesis is the Necris answer to the Goliath, and it features an instant hit twin laser beam with zoom. The vehicle also supports different modes. When you crouch down the vehicle moves faster, but it will completely lock your aim forward, with no motion at all except for vehicular manipulation. You can also rise up to attack, but this makes you more of a target. You can also rise up even more to increase the beams' rate of fire... but this makes you nearly immobile, roughly on par with the Leviathan, as well as a very large and obvious target.<br />
*[[Fury]]<br />
*: The Fury is a single-seated flying vehicle that specializes in shooting down other air units. This vehicle can dodge, allowing you to barrel roll out of the way. Primary fire is a hitscan beam attack, similar in nature to the Darkwalker but with less range, and with a lock-on ability once struck as well as a very quick recharge time. Altfire allows a quick burst of speed to get out of the way of missiles or shots heading your way. It was planned to hold 2 passengers, who could control small guns like the Dark Walker passenger gun, this was cancelled due to the size.<br />
*[[Nightshade]]<br />
*: Seemingly the Necris answer to the Axon's Hellbender, this stealth-based vehicle primarily has [[Deployables#Unreal Tournament 3|deployables]] as weapons: [[Deployables#Spidermine_Trap|Spider Mines]], [[Deployables#EMP|EMP Mines]], [[Deployables#Shield_Generator|Shield Generators]], and the [[Deployables#Stasis_Field|Stasis Field]], commonly called the "Slow Volume." Its only other weapon is a short-range beam similar to the Link Gun's, with very limited range that heals vehicles and nodes at a greatly accelerated speed. It can uncloak to go faster, toggled with Altfire.<br />
*[[Scavenger]]<br />
*: This spherical vehicle can extend its legs and pull itself up terrain or retract them and roll on the ground like a ball. It also has a spinning attack that is effective against infantry. A small ball hovers around the vehicle; it is this orb that attacks directly and not the Scavenger, which acts more like a targeting device for this orb to attack. It can move at great speeds while rolling on the ground, but has little control as a result. Ramming into other vehicles at great speed while rolling as a ball damages them considerably.<br />
<br />
===Other===<br />
*[[Hoverboard]]<br />
*: Pressing the translocator button will cause the player to hop on a hovering skate-board like device that is used mainly for transportation and is present only in Warfare and Vehicle Capture the Flag maps. The flag or orb may be carried on the Hoverboard, but any amount of damage, even one point, will send the player tumbling (this includes falling damage) in addition to dropping the orb or flag, if they carried it, unless the player is currently wearing a Shieldbelt. A player who falls off will be prone for a moment before being able to get up, which could naturally be fatal if there's opposition in the area. This also extends to grappling onto a vehicle, so if the carrier is shot from high up as they're attached to a raptor or other flying vehicle, it is generally lethal unless the player has lots of armor and health.<br />
*[[Turrets#Unreal Tournament 3|Turrets]]<br />
*: These formerly stationary one-man laser cannons are now equipped with rails, offering the turret limited mobility in order to help prevent attackers from taking advantage of the terrain by obtaining angles of shot that cannot be avoided. These come in four delicious flavors: Energy Turrets, Shock Turrets, Rocket Turrets, and Stinger Turrets.<br />
*[[Eradicator]]<br />
*: The Eradicator is rather like a SPMA, except completely stationary. That doesn't make it any less deadly, though, since it can hit you regardless of where you are.<br />
<br />
==Teams==<br />
Teams present in UT3 are the following:<br />
*[[Ronin]]<br />
*: The only survivors of the infamous Twin Souls massacre, bound together out of a sense of duty, honor, and revenge.<br />
*[[Iron Guard]]<br />
*: A group of highly skilled and well trained mercenaries, experts in virtually any combat scenario.<br />
*[[Krall]] <br />
*: The Necris use these formidable reptilian beasts for the pacification of newly conquered planets.<br />
*[[Necris]] <br />
*: The secretive Phayder Corporation developed the Necris process to produce this elite group of assassins.<br />
*[[The Corrupt|Liandri]] <br />
*: Combat modified versions of the Liandri Mining Corporation's world-class security drones.<br />
<br />
These teams have probably been in the game at one point, but appear to have been cut:<br />
*[[Thunder Crash]] <br />
*: Even though Malcolm is present in the game, he and his team of experienced fighters do not participate as opponents in the storyline.<br />
*[[Juggernauts]] <br />
*: These heavily armored, gene-boosted combatants would have returned from [[UT2004]]. They mostly consist of disgruntled prisoners and criminals.<br />
*[[Nakhti]]<br />
*: The Nakhti possess far advanced technology and are well skilled in fighting. They are featured in [[UC2]].<br />
<br />
===Characters===<br />
New to the Unreal Tournament games, UT3 now includes the option to fully customize your character. Players are able to switch out several armor pieces: <br />
* Facemask<br />
* Helmet<br />
* Goggles<br />
* Shoulderpads<br />
* Torso<br />
* Arms<br />
* Thighs<br />
* Boots<br />
<br />
Included are the following characters:<br />
{| class="list" width="100%"<br />
|-<br />
|<br />
====[[Iron Guard]]====<br />
* [[Lauren]] (Leader)<br />
* [[Iron Guard#Barktooth|Barktooth]]<br />
* [[Iron Guard#Harlin 2|Harlin]]<br />
* [[Iron Guard#Slain|Slain]]<br />
* [[Iron Guard#Johnson|Johnson]]<br />
* [[Iron Guard#Ariel|Ariel]]<br />
* [[Iron Guard#Blackjack|BlackJack]]<br />
|<br />
<br />
====[[Ronin|Izanagi / Ronin]]====<br />
* [[Reaper]]<br />
* [[Bishop]]<br />
* [[Othello]]<br />
* [[Jester]]<br />
* [[Kensai]]<br />
* [[Ronin#Kai|Kai]]<br />
* [[Kana]] (Patch 2.0)<br />
|<br />
<br />
====[[Krall]]====<br />
* [[Scythe]] (Leader)<br />
* [[Cerberus]]<br />
* [[Gnasher]]<br />
* [[Scorn]]<br />
|-<br />
|<br />
====[[Necris]]====<br />
* [[Akasha]] (Leader)<br />
* [[Necris Black Legion#Loque 2|Loque]]<br />
* [[Necris Black Legion#Damian|Damian]]<br />
* [[Necris Black Legion#Kragoth 3|Kragoth]]<br />
* [[Necris Black Legion#Malakai 2|Malakai]]<br />
* [[Necris Black Legion#Alanna|Alanna]]<br />
|<br />
<br />
====[[The Corrupt|Liandri / The Corrupt]]====<br />
* [[Matrix]] (Leader)<br />
* [[Aspect]]<br />
* [[The Corrupt#Cathode|Cathode]]<br />
* [[The Corrupt#Enigma|Enigma]]<br />
* [[Nova]] (Patch 2.0)<br />
|}<br />
<br />
''Note: You can unlock 'Leaders' by beating them in the Singeplayer Campaign. All of the Necris characters are unlockables. '''Ariel''' and '''Alanna''' are special characters unlocked by a code.''<br />
<br />
==Maps==<br />
This time around, Epic chose to step away from the wildly different maps seen in previous tournaments, and instead create a few cohesive worlds and tie them together with their level design. 40 maps shipped with the game and 13 of them are [[Warfare]] maps. As of the Titan Pack, the total map count will raise to a staggering 57 maps.<br />
{| class="list" width="100%"<br />
|-<br />
! colspan="3" |<br />
==== Capture the Flag ====<br />
|-<br />
|<br />
* [[CTF-Coret (UT3 map)|CTF-Coret]]<br />
* [[CTF-FacingWorlds]] (Bonus pack)<br />
* [[CTF-Hydrosis]]<br />
|<br />
* [[CTF-LostCause]] (Titan pack)<br />
* [[CTF-Morbid]] (Titan pack & Titans mutator recommended)<br />
* [[CTF-Nanoblack]] (Titan pack)<br />
|<br />
* [[CTF-OmicronDawn]]<br />
* [[CTF-Reflection]]<br />
* [[CTF-Searchlight]] (Bonus pack)<br />
|<br />
* [[CTF-Shaft]] (Titan pack)<br />
* [[CTF-Strident]]<br />
* [[CTF-Vertebrae]]<br />
|-<br />
! colspan="4" |<br />
==== Deathmatch ====<br />
|-<br />
|<br />
* [[DM-Arsenal]]<br />
* [[DM-Biohazard]]<br />
* [[DM-CarbonFire]]<br />
* [[DM-DarkMatch]] (Titan pack)<br />
* [[DM-Deck]]<br />
|<br />
* [[DM-Defiance]]<br />
* [[DM-Deimos]]<br />
* [[DM-Diesel]]<br />
* [[DM-EdenInc]] (Titan pack)<br />
|<br />
* [[DM-Fearless]]<br />
* [[DM-Gateway]]<br />
* [[DM-HeatRay]]<br />
* [[DM-KBarge]] (Titan pack)<br />
|<br />
* [[DM-OceanRelic]] (Titan pack)<br />
* [[DM-Morbias]] (Bonus pack)<br />
* [[DM-RisingSun]]<br />
* [[DM-Sanctuary]]<br />
|<br />
* [[DM-Sentinel]]<br />
* [[DM-ShangriLa]]<br />
* [[DM-Turbine (UT3 map)|DM-Turbine]] (Titan pack)<br />
|-<br />
! colspan="4" |<br />
==== Vehicle Capture the Flag ====<br />
|-<br />
|<br />
* [[VCTF-Containment]]<br />
* [[VCTF-Corruption]]<br />
* [[VCTF-Kargo]]<br />
|<br />
* [[VCTF-Necropolis]]<br />
* [[VCTF-Sandstorm]]<br />
* [[VCTF-Stranded]] (Titan pack)<br />
|<br />
* [[VCTF-Suspense]]<br />
* [[VCTF-Suspense_Necris]] (Titan pack)<br />
* [[VCTF-Rails]] (Titan pack)<br />
|-<br />
! colspan="4" |<br />
==== Warfare ====<br />
|-<br />
|<br />
* [[WAR-Avalanche]]<br />
* [[WAR-ColdHarbor]] (Titan pack)<br />
* [[WAR-Confrontation]] (Titan pack)<br />
* [[WAR-Downtown]]<br />
|<br />
* [[WAR-Downtown_Necris]] (Titan pack)<br />
* [[WAR-Dusk]]<br />
* [[WAR-Floodgate]]<br />
* [[WAR-Hostile]] (Titan pack)<br />
|<br />
* [[WAR-Islander]]<br />
* [[WAR-MarketDistrict]]<br />
* [[WAR-OnyxCoast]]<br />
* [[WAR-PowerSurge]]<br />
|<br />
* [[WAR-Serenity]]<br />
* [[WAR-Sinkhole]]<br />
* [[WAR-TankCrossing]]<br />
* [[WAR-Torlan]]<br />
|-<br />
! colspan="3" |<br />
|}<br />
<br />
==Mutators==<br />
The following mutators either come with the game or have been added in later bonus packs.<br />
<br />
*Arena<br />
*: Default weapon pickups in a level can be substituted with a single weapon.<br />
*Big Head<br />
*: Head size depends on ratio of kills to deaths.<br />
*No Orbs<br />
*: No Orbs in Warfare.<br />
*Friendly Fire<br />
*: Friendly fire damages teammates (50 percent of full damage taken).<br />
*Handicap<br />
*: Provides armor and weapon bonuses to losing players.<br />
*Instagib<br />
*: Players are equipped with a one shot kill instagib rifle, and all pickups are removed from the game.<br />
*Low Gravity<br />
*: Gravity is reduced.<br />
*No Hoverboard<br />
*: Hoverboard is removed.<br />
*No Super Pickups<br />
*: Removes all super pickups (Shieldbelt, Power Ups, Megahealth, Redeemer) from the game.<br />
*No Translocator<br />
*: The Translocator device is removed from the player's inventory.<br />
*Slow Mo<br />
*: Slows the game down.<br />
*Kills Slow Time<br />
*: Time slows down for a moment every time you kill an enemy (instant action only).<br />
*Speed Freak<br />
*: Speeds the game up.<br />
*Super Berserk<br />
*: Players fire at Berserk speed for the entire match.<br />
*Survival<br />
*: Spectating players spawn into the match after current players are killed (for the Duel gametype only).<br />
*Weapon Replacement<br />
*: Default weapon pickups in a level can be substituted with different weapons.<br />
*Weapon Respawn<br />
*: Weapons respawn instead of always being available. (Obsolete as of 2.0?)<br />
*Titans<br />
*: Allow players to become Titans.<br />
<br />
==Bonus Content==<br />
Before any official bonus content was released, Epic "cooked" a few user created maps and mutators for use with the PS3 version to give those users something to play with. (All custom content must be created on a PC.)<br />
<br />
On the 27th of March 2008, Epic released their first bonus pack, which contains three maps: [[DM-Morbias]], [[CTF-FacingWorlds]] and [[CTF-Searchlight]].<br />
<br />
The Xbox 360 version of the game has 2 new characters (Kana of the Twin Souls and Nova of the Liandri) as well as the Bonus Pack maps and 5 exclusive maps, which are: [[WAR-ColdHarbor]], [[DM-KBarge]], [[VCTF-Rails]], [[WAR-DownTown_Necris]] and [[VCTF-Suspense_Necris]].<br />
<br />
The Titan Pack is the second bonus pack. The pack includes two new game modes, one new mutator, Kana and Nova from the XBox 360, two new deployables, a new powerup, a new vehicle, two new weapons, and 16 new maps, five of which are the former XBox 360 exclusive maps. It was released March 5th, 2009.<br />
<br />
==Additional Information==<br />
<br />
===In-Game Awards===<br />
<br />
====Sprees====<br />
Awarded for making a certain number of kills without dying. Sprees are reset upon death.<br />
* Killing Spree: 5 kills.<br />
* Dominating: 10 kills.<br />
* Rampage: 15 kills.<br />
* Unstoppable: 20 kills.<br />
* Godlike: 25 kills.<br />
* Massacre: 30 kills or more.<br />
<br />
====Multikills====<br />
Awarded for making the amount of kills within 3-4 seconds of the previous kill.<br />
* Double Kill: 2 kills.<br />
* Multi Kill: 3 kills.<br />
* Mega Kill: 4 kills.<br />
* Ultra Kill: 5 kills.<br />
* Monster Kill: 6 kills or more.<br />
<br />
====Weapon Awards====<br />
Awarded for getting the amount of kills with the said weapon.<br />
* Jack Hammer: 15 kills with [[Impact Hammer]].<br />
* Gun Slinger: 15 kills with [[Enforcer]].<br />
* Bio hazard: 15 kills with [[Bio-Rifle]].<br />
* Combo king: 15 kills with the [[Shock Rifle]]'s combo.<br />
* Shaft Master: 15 kills with [[Link Gun]]'s alt fire.<br />
* Blue Streak: 15 kills with [[Minigun|Stinger Minigun]].<br />
* Flak Master: 15 kills with [[Flak Cannon]].<br />
* Rocket Scientist: 15 kills with [[Rocket Launcher]].<br />
* Head Hunter: 15 Headshots with the [[Sniper Rifle]].<br />
* Big Game Hunter: 15 kills with the [[AVRiL|Longbow AVRiL]].<br />
<br />
====Other Awards====<br />
* Eagle Eye: Destroying a flying vehicle ([[Raptor]], [[Cicada]], [[Fury]]), a speeding [[Scorpion]], or a [[Viper]] ready to self-destruct with the [[Goliath]] or [[Paladin]].<br />
* Bullseye: Killing an enemy with the kamikaze feature of the [[Scorpion]] or [[Viper]]. This does NOT have to be an enemy in a vehicle - killing an enemy on foot will still give you the Bullseye.<br />
* Top Gun: Destroying a flying vehicle with a Raptor's missiles.<br />
* Pancake: Using a vehicle to crush an enemy player, either onto the ground or against a wall. (Easiest to do with a [[Manta]].)<br />
* Road Rampage: Running over 15 people with a vehicle.<br />
* Hijacked and Carjacked: Stealing an abandoned enemy vehicle. (Stealing a [[Scorpion]] or [[Hellbender]] results in a "Carjacked!" announcement, but they are technically the same award)<br />
* Juggernaut: Having two or more of the following powerups at the same time: [[Berserk]], [[Double Damage]], and [[Invulnerability]]. Also conferred upon you when you become a Titan or a Behemoth.<br />
* First Blood: Be the first to make a kill in a match.<br />
* Hat Trick: 3 successful flag captures in a match. They do not need to be consecutive.<br />
* Denied: Destroying an enemy redeemer before it blows up, killing an enemy orb runner within close range of a powernode before they can capture it, or killing an enemy flag carrier within close range of their flag before they can capture it.<br />
* Assassin: Betray one of your teammates in [[Betrayal]] or kill a Titan.<br />
* Payback: Kill a rogue who betrayed your team in [[Betrayal]].<br />
* Rejected: Kill an enemy skull carrier just before he captures skulls in [[Greed]].<br />
<br />
====Achievements====<br />
Achievements (called ''trophies'' in the PS3 version and ''awards'' in the game log) have been added to the game as of Patch 2.0. Even if you have already met the criteria for the achievement prior to this patch, you will not unlock the achievement. You must meet the criteria after Patch 2.0 to earn it.<br />
<br />
* Lock and Load: Complete Chapter 1.<br />
* Soldier's Blood: Complete Chapter 2.<br />
* Does Not Compute: Complete Chapter 3.<br />
* Not in Kansas Anymore: Complete Chapter 4.<br />
* I'm Not on a Holy War: Defeat Akasha and complete the campaign.<br />
* Just Business: Complete Chapter 2 in Insane.<br />
* Bag of Bolts: Complete Chapter 3 in Insane.<br />
* Open War: Complete Chapter 4 in Insane.<br />
* Fear the Reaper: Defeat Akasha and complete the campaign in Insane.<br />
* I Need Some Backup: Complete 1 mission in co-op.<br />
* Got Your Back: Complete 10 missions in co-op.<br />
* Thanks To All the Little People: Complete a campaign in co-op.<br />
* I See How It Is: Complete an Instant Action match in every game mode.<br />
* Untouchable: Reach 20 kills against a god-like bot in instant action without dying.<br />
* Like the Back of My Hand: Collect every power up on every map.<br />
* Spice of Life: Play a match with every mutator, using only 1 per match.<br />
* Brain Surgeon: Get the "Head Hunter" award in 10 matches.<br />
* Don't Taze Me Bro!: Get the "Combo King" award in 10 matches.<br />
* Goo God: Get the "Biohazard" award in 10 matches.<br />
* Pistolero: Get the "Gun Slinger" award in 10 matches.<br />
* Shard-o-matic: Get the "Blue Streak" award in 10 matches.<br />
* Hammerhead: Get the "JackHammer" award in 10 matches.<br />
* Strongest Link: Get the "Shaft Master" award in 10 matches.<br />
* Have a Nice Day: Get the "Rocket Scientist" award in 10 matches and "Flak Master" award in 10 matches.<br />
* Big Game Hunter: Get the "Big Game Hunter" award in 10 matches.<br />
* Armadillo: Get the "Roadkill" award in 10 matches.<br />
* Jack of All Trades: Kill an enemy with every vehicle (except hoverboard).<br />
* Ace: Get the "Top Gun" award in 20 matches.<br />
* Deathwish: Get "Bullseye" (self-destruct to destroy an enemy) award in 20 matches.<br />
* Seeing Red: Have over 20 minutes of "Berserk Time".<br />
* Never Saw It Coming: Have over 20 minutes of "Invisibility Time".<br />
* Survival of the Fittest: Have over 10 minutes of "Invulnerable Time".<br />
* Delivering the Hurt: Have over 20 minutes of "UDamage Time".<br />
* Hat Trick: Achieve a Hat Trick in 10 CTF or VCTF matches.<br />
* Being a Hero: Return 100 Orbs in Warfare matches.<br />
* Flag Waver: Completed 100 CTF matches played to at least 3 captures.<br />
* Thirty Minutes or Less: Complete 100 VCTF matches played to at least 3 captures.<br />
* Paint the Town Red: Complete 100 Deathmatch or Duel matches played to at least 20 kills.<br />
* Connect the Dots: Complete 100 Warfare matches played to at least 3 points.<br />
* Serial Killer: Get the "Killing Spree" award in 20 matches.<br />
* Sir Slays-a-Lot: Get the "Monster Kill" award in 20 matches.<br />
* Killjoy: End sprees in 20 matches.<br />
* Off To a Good Start: Get the "First Blood" award in 40 matches.<br />
* Let's Get It On: Complete a multiplayer match in every game type.<br />
* Around the World: Win a multiplayer match on every map.<br />
* Get a Life: Get 200 kills in multiplayer on 50 different days.<br />
* Online Champion: Win 500 online matches.<br />
* Can't Be Trusted: Grab 200 points worth of betrayal pots.<br />
* Avenger: 20 successful retributions against a betrayer.<br />
* Bag of Bones: Deliver 50 skulls in one score in Greed against adept or higher skilled bots.<br />
* Skull Collector: Score 500 skulls in Greed.<br />
* Titanic: Become a titan 20 times.<br />
* Behemoth: Become a Behemoth 10 times.<br />
* Unholy: 10 kills with every Titan weapon in one Titan transformation.<br />
* The Slow Lane: Use the Slow Field power-up for over 10 minutes total.<br />
* Eradication: Get 100 kills with the Eradicator.<br />
* Arachnophobia: Kill 10 people with spidermines in deathmatch.<br />
* Unreal! (PS3 version): Collect all above trophies.<br />
<br />
===Community===<br />
Epic planned to use UT3 to bring more and more people into the Unreal community, with strong community integration out of the box. In-game lobbies were planned for Warfare, and game stats integration would have allowed you to find similarly-skilled opponents via the UT3 server browser. However, none of these elements shipped with the final game.<br />
<br />
A global rankings system does exist to allow clans and other players to compare scores.<br />
<br />
UT3 mod teams will, of course, be able to take advantage of the improvements in Unreal Engine 3's UnrealEd content creation tool, including the new UnrealKismet scripting environment, visual material editor and UnrealCascade particle engine. <br />
<br />
PS3 users can now download specially cooked versions of various maps and mutators, provided the author supplies them. However, there are some limitations, and custom sounds or music cannot be supported in PS3 versions of the maps due to a proprietary sound codec being used.<br />
<br />
The XBox 360 version does not appear to support custom content, but Epic might try to provide certain user-created content in the future. It does, however, currently have exclusive maps and characters not on the PC or PS3 versions, as well as a split-screen mode. As of Patch 2.0 and the Titan Pack, these features are no longer exclusive to the 360.<br />
<br />
===AI & Voice===<br />
{{cleanup|Section|This is still written in future tense. If you have any information about the AI & voice now, please rewrite this section.}}<br />
UT3 will bring major advances in the artificial intelligence that controls UT bots, as well as the way in which players communicate with them. UT3 players will be able to give bots specific orders using their own voices. Whereas in UT or UT2004 you'd use the voice menu to tell your bots to "attack", you can now give orders like "There's a sniper on the tower, go get him". Bots will also respond to particular questions. For example, if you asked "Is there anyone in the cave?", they might reply "No, the cave is clear".<br />
<br />
Apparently, this feature is quite buggy however. It is reported to work best for users who have a clear North American accent.<br />
<br />
UT3 bots' personalities will also make them better suited to different in-game tasks.<br />
<br />
==Previews and Reviews==<br />
* [http://www.beyondunreal.com/content/articles/220_1.php BeyondUnreal Reviews: Unreal Tournament 3]<br />
<br />
==References==<br />
*[http://forums.beyondunreal.com/showpost.php?p=2329199&postcount=2 Interview with Mark Rein, English translation]<br />
<br />
==See Also==<br />
*[[:Category:Unreal Tournament 3 media|Unreal Tournament 3 media]]<br />
*[[:Category:Unreal Tournament 3 maps|Unreal Tournament 3 maps]]<br />
*[[Unreal Tournament 2004]]<br />
*[[Unreal Tournament]]<br />
<br />
<br />
[[Category:Games]]</div>Death to uhttps://liandri.beyondunreal.com/WAR-AvalancheWAR-Avalanche2009-11-18T23:43:21Z<p>Death to u: /* Mission Briefing */</p>
<hr />
<div>{{Infobox Map<br />
| title = Avalanche<br />
| description = [[Necris]] troops flood down to [[Taryd]] every day through a massive Orbital Jumpgate. They've begun the process of terraforming the once barren lands of northern Taryd into a Necris stronghold. Strange structures are literally growing out of the snow, and nanoblack is pouring down from orbit to infect and change the landscape.<br />
| mapimage = WAR-Avalanche.jpg<br />
| author = [[Epic Games]]<br />
| players = 8-12<br />
| music = <br />
| game = Unreal Tournament 3<br />
| gametype = Warfare<br />
}}<br />
<br />
{{stub}}<br />
<br />
== Campaign Objectives ==<br />
* Nodes inside the cavern are crucial to controlling the battlefield.<br />
* Simultaneously control both Cave Nodes to summon an infection tube that drains the Enemy Prime Node.<br />
* A shaped charge is available in emergency situations.<br />
* Use the shaped charge to release an avalanche that buries enemies and unlocks your Prime Node.<br />
<br />
== Secondary Objectives ==<br />
<br />
* The east and west nodes, when captured by the same team, cause a massive tentacle to latch on to the opposing team's Prime Node, slowly sapping its health away. If the other team is not paying attention, they could be forced back to their prime node, which can be devastating to their offense if they're currently at the enemy prime node and attacking your core.<br />
<br />
* The Shaped Charge in this map can be used to destroy a barricade holding back a mountain of snow. When this happens an avalanche will occur (Hence the map name) and will wipe out the prime node, support nodes, and anyone in its path. Each base has one of these barricades, and they can only be used once per round each, so use them wisely. This objective only becomes available when the enemy team controls your prime node and your core is vulnerable. When this happens, the shaped charge spawns in your base. Keep in mind you cannot fire any other weapons while carrying the shaped charge. Even after the avalanche has been used, the shaped charge will spawn again if the enemy team captures the prime node again. While you cannot cause another avalanche, you can still use the Shaped Charge to great effect with careful placement- It can instantly destroy nodes, kill players in a small area, and even the powercore, if you should manage to be able to get close enough to it with one.<br />
<br />
== Weapons ==<br />
<br />
== PickUps ==<br />
<br />
== Single Player ==<br />
<br />
===Mission Briefing===<br />
Alright, listen up. We're winning this war, Ronin. We've pushed the Necris back to their Ingress, that huge infection tube in the mountains. It connects to an orbital platform and a jumpgate to Omicron 6. Our dearest friend, the High Inquisitor Akasha, recalled all troops for a delaying action while she heads home. Hah! Not on our watch. We're gonna break ranks and take out their core before that bitch bugs out on us.<br />
<br />
===Mid-game===<br />
* [[Othello]]: Sweet! We're going snowboarding!<br />
* [[Jester]]: And the snowbunnies are waiting for you at the lodge...<br />
* [[Reaper]]: Yeah, the big BLUE lodge. We'll meet you there.</div>Death to uhttps://liandri.beyondunreal.com/WAR-AvalancheWAR-Avalanche2009-11-18T23:41:51Z<p>Death to u: /* Single Player Mission Chat */</p>
<hr />
<div>{{Infobox Map<br />
| title = Avalanche<br />
| description = [[Necris]] troops flood down to [[Taryd]] every day through a massive Orbital Jumpgate. They've begun the process of terraforming the once barren lands of northern Taryd into a Necris stronghold. Strange structures are literally growing out of the snow, and nanoblack is pouring down from orbit to infect and change the landscape.<br />
| mapimage = WAR-Avalanche.jpg<br />
| author = [[Epic Games]]<br />
| players = 8-12<br />
| music = <br />
| game = Unreal Tournament 3<br />
| gametype = Warfare<br />
}}<br />
<br />
{{stub}}<br />
<br />
== Campaign Objectives ==<br />
* Nodes inside the cavern are crucial to controlling the battlefield.<br />
* Simultaneously control both Cave Nodes to summon an infection tube that drains the Enemy Prime Node.<br />
* A shaped charge is available in emergency situations.<br />
* Use the shaped charge to release an avalanche that buries enemies and unlocks your Prime Node.<br />
<br />
== Secondary Objectives ==<br />
<br />
* The east and west nodes, when captured by the same team, cause a massive tentacle to latch on to the opposing team's Prime Node, slowly sapping its health away. If the other team is not paying attention, they could be forced back to their prime node, which can be devastating to their offense if they're currently at the enemy prime node and attacking your core.<br />
<br />
* The Shaped Charge in this map can be used to destroy a barricade holding back a mountain of snow. When this happens an avalanche will occur (Hence the map name) and will wipe out the prime node, support nodes, and anyone in its path. Each base has one of these barricades, and they can only be used once per round each, so use them wisely. This objective only becomes available when the enemy team controls your prime node and your core is vulnerable. When this happens, the shaped charge spawns in your base. Keep in mind you cannot fire any other weapons while carrying the shaped charge. Even after the avalanche has been used, the shaped charge will spawn again if the enemy team captures the prime node again. While you cannot cause another avalanche, you can still use the Shaped Charge to great effect with careful placement- It can instantly destroy nodes, kill players in a small area, and even the powercore, if you should manage to be able to get close enough to it with one.<br />
<br />
== Weapons ==<br />
<br />
== PickUps ==<br />
<br />
== Single Player ==<br />
<br />
===Mission Briefing===<br />
Alright, listen up. We're winning this war, Ronin. We've pushed the Necris back to their Ingress, that huge infection tube in the Mountains. It connects to an orbital platform and a jumpgate to Omicron 6. Our dearest friend, the High Inquisitor Akasha, recalled all troops for a delaying action while she heads home. Hah! Not on our watch. We're gonna break ranks and take out their core before that bitch bugs out on us.<br />
<br />
===Mid-game===<br />
* [[Othello]]: Sweet! We're going snowboarding!<br />
* [[Jester]]: And the snowbunnies are waiting for you at the lodge...<br />
* [[Reaper]]: Yeah, the big BLUE lodge. We'll meet you there.</div>Death to uhttps://liandri.beyondunreal.com/WAR-TorlanWAR-Torlan2009-11-18T23:04:26Z<p>Death to u: New page: {{For|other versions of this map|Recurring maps#Torlan}} {{stub}} {{Infobox Map | title = Torlan, Torlan Double Prime, Torlan Short, Torlan Classic | players = 8-12 | music ...</p>
<hr />
<div>{{For|other versions of this map|Recurring maps#Torlan}}<br />
{{stub}}<br />
{{Infobox Map<br />
| title = Torlan, Torlan Double Prime, Torlan Short, Torlan Classic<br />
| players = 8-12<br />
| music = Skyward<br />
| game = Unreal Tournament 3<br />
| gametype = Warfare<br />
}}<br />
<br />
Torlan in Unreal Tournament III looks almost nothing like [[ONS-Torlan]] from [[Unreal Tournament 2004]]; while many things were kept the same, such as but not limited to the placement of vehicles at each Core and for the most part every Node as well as the weapons at the weapon lockers, it was completely rebuilt from<br />
square one, and has a few new things of note.<br />
<br />
* New East Road and West Road Nodes<br />
Perhaps the most significant addition would be the East and West Road nodes. While the West Road node is north of the South Tank Node (PowerNode 4 in UT2004), the East Road Node is on the opposite side of the map.<br />
<br />
* Cicada replaces Manta, HellBender and Raptor<br />
Instead of the extra vehicles on/nearby the bridge by the Center Road Node, there is now a Cicada. The Cicada can be driven by whoever controls the Node.<br />
<br />
* Berserk replaces Damage Amplifier<br />
There is now a berserk at the Center Road Node instead of a Double Damage powerup (Damage Amp in UT3). The berserk is on top of the bridge by tremendous amounts of ammunition for various weapons.<br />
<br />
* Tropical Desert theme dropped<br />
The Tropical Desert theme that was present in UT2004 was dropped and replaced with a more lush, rocky theme that saw an increase in foliage and water flow; water was significantly present, flowing from the south Prime Node, past the Center Road Node, and to the north Prime Node. Players could swim in the water at each Prime Node, which allowed for better tactical defence. As a result from all of these changes, the map was obviously much larger than the UT2004 version.<br />
<br />
==Pickups==<br />
*[[Armor Vest]] - one at each Prime Node<br />
*[[Shield Belt]] - One at the top of the tower <br />
*[[Berserk]] - One at the bridge over the river where the Center Road Node is located; a.k.a under the tower<br />
*[[Big Keg O' Health]] - one at each Core by jump-pad to the Sniper Rifle and Jump Boots<br />
*[[Health Pack]] - numerous at each Core and Prime Node as well as the Center Road node<br />
*[[Jump Boots]] - accessible by Jump Pad at each Core<br />
<br />
==Weapons==<br />
*Weapon Lockers - many present by each Node and Core, usually holding a [[Shock Rifle]], [[Link Gun]] and [[Flak Cannon]]; the locker at the top holds a [[Longbow AVRiL]] instead of a Flak Cannon<br />
*[[Longbow AVRiL]] - one at each Core; ammo at each Prime Node<br />
*[[Sniper Rifle]] - accessible by Jump Pad at each Core (with ammo); beside Jump Boots<br />
*[[Redeemer]] - one at the top of the tower <br />
<br />
==Vehicles==<br />
*[[Manta]] - One each at each Core, each Prime Node, each Tank Node, and (not in Torlan Classic) at the West and East Road Nodes <br />
*[[HellBender]] - one at each Core<br />
*[[Raptor]] - one at each Core<br />
*[[Scorpion]] - one at each Prime Node, 2 at the Center Road Node<br />
*[[Goliath]] - one at each Tank Node<br />
*[[Hellfire SPMA]] - one at the West and East Road Nodes (not in Torlan Classic)<br />
*[[Cicada]] - one at the bridge over the Center Road Node<br />
<br />
==Tips & Tricks==<br />
* If you get the Redeemer and plan to destroy a Node with it, do not fire it from the tower; it is highly noticeable and gives sharpshooters ample time to take it out.</div>Death to uhttps://liandri.beyondunreal.com/AS-BP2-OutbackAS-BP2-Outback2009-09-28T15:39:48Z<p>Death to u: </p>
<hr />
<div>{{Infobox Map<br />
| title = Outback<br />
| description = City slickers just took over the outback's top brewery. They've dumped your favorite beverage, replacing it with piss poor Zero Beer. The grog's got no alcohol and tastes like a Bondi cigar! Get over there pronto and sort this thing out... before it takes over OZ!!<br />
| mapimage = AS-BP2-Outback.gif<br />
| imagedesc = Outback<br />
| author = Lord Simeon ([[http://www.unrealplayground.com/forums/member.php?u=302]])<br />
| players = 8-12<br />
| music = APubWithNoBeer<br />
| game = UT2004<br />
| gametype = Assault<br />
}}<br />
<br />
<br />
==Map Description==<br />
This gimmicky map is set in the Australian desert, where the local population wants to get rid of the non-alcoholic "Zero Beer" and replace it with ordinary beer. The first 4 objectives are outside where the attacking team must either open/close a valve or destroy a set of targets using a set of vehicles. The rest of the mission takes place inside the brewery where more valves have to be opened in its 2 main halls.<br />
<br />
==Objectives==<br />
;Destroy the Pub's Zero Beer Drainage Valve<br />
: The attackers start inside the pub and must close a valve outside of the pub to stop the flow of Zero Beer to the pub. When exiting the pub the valve can be found on the right, just next to the pub. The defending team spawns on the other side of the large clearing, making it an easy job for the attackers to turn the valve. This objective should only take a few seconds. When the objective is completed the attackers will be rewarded with a [[Scorpion]], 2 [[Hellbender]]s, an [[SPMA]] and a [[Goliath]].<br />
<br />
: As mentioned before: The defending team spawns on the other side of a large clearing. They do get a [[Lightning Gun]] in their weapon loadout, but even then only a very skilled or very lucky team of snipers will be able to stall the attackers here.<br />
<br />
;Stop the Zero Beer Marketing Campaign<br />
: Now the attacking team must destroy a set of 5 billboards promoting Zero Beer. The first 3 can be found on or near the clearing, and should be easy to destroy with the help of the various vehicles. The 2 other billboards, however, are placed along the road leading to the brewery and will take more time to destroy. The vehicles (especially the Goliath and SPMA) are crucial for this objective. Attackers who are left walking can pick up a [[Armor#Unreal Tournament 2003 and 2004|Super Shield pack]] and a [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]] on the cricket field on the left of the clearing. The SPMA enables the attackers to destroy the billboards without having to go through the canyon, although it may take longer.<br />
<br />
: The first 2-3 of the billboards are hard to defend, as the attackers can destroy them from a long distance using the Goliath and SPMA. The defenders do have an [[AVRiL]] to help fight the vehicles and 2 [[Turrets#Unreal_Tournament_2004|Minigun Turrets]] to fight the attackers on foot. These are all located near the defenders' first spawnpoints. When the attacking team has completed the first objective the defenders respawn at the other end of the road, near the last billboard, after dying. There they can use 2 [[Manta]]'s, a [[Raptor]] and a [[Cicada]]. When the defending team needs more vehicles to help in their defense, they can choose to press Q (by default) to respawn next to this set of vehicles. When needed they can also pick up a [[UDamage]] along the way. <br />
<br />
;Pump the Fresh Water to the Brewery<br />
: After completing the previous objective both teams respawn. The situation and objective are similar to the first objective. The attacking team spawns near a lake, where they must open a valve. The defending team spawns on the other side of the canyon, near the brewery, making this objective as easy and quick as the first one. After the valve has been opened another Scorpion and 2 Hellbenders will spawn at the start of the road to the next objective and a Goliath will spawn next to the lake, opposite to the large red Zero Beer sign. Another Keg O' Health and Super Shield Pack can be found next to this tank.<br />
<br />
: Since the defending team is spawned so far away, they'd have to be very quick and lucky to stall the attackers. This time is probably best spent gearing up for the next objective.<br />
<br />
;Destroy the Brewery Gate Locks<br />
: With these new vehicles the attacking team must make their way through a canyon and destroy 2 Gate Locks that lock the Main Gate to the Brewery. There are 2 routes leading from the lake, right next to each other. The high road leads to a vantage point for snipers, with a clear view on the Gate Locks. Players using vehicles will have to follow the pipeline to get to the gate. 1 shot from the Goliath's main cannon is enough to destroy a lock, so 3 shots should complete this objective. Another tactic the attackers can use is using the alt-fire of the [[Redeemer]] (which can be found in the middle of the lake) to guide a rocket to the Gate Locks and destroy all 3 of them at once. <br />
<br />
: The defending team has plenty of recourses to help them in this fight. Not only are there 3 Minigun Turrets, but the defending team also has 2 Scorpions and a [[Paladin]]. The Paladin's alt-fire can be used to shield the gate locks. The vehicles from the previous objective can still be used, but the defenders will have to drive through the attacker's base to reach them. However, the Cicada and Raptor also enable the defenders to reach any place in the map quickly. They could even go to the brewery and snatch the UDamage there. It may take a while, but with the little means they have to fend off the Goliath, it might be well worth it.<br />
<br />
;Open the Brew Tank Water Valve<br />
: Now the attackers will respawn near the gates, outside of the brewery where the remaining 5 objectives are located. The entrance to the brewery is on the left, where the attackers will find 2 weapon lockers and some "Healthmite". The valve is placed inside the brewery, against the left wall, behind the large group of boxes. Attackers can also double-jump onto the forklift and then onto the pile of boxes to reach the objective quicker.<br />
<br />
: There are plenty of useful pickups hidden between the piles of boxes, such as a UDamage and a Shield pack. Since the defenders spawn closer to the objective than the attackers they will likely walk away with the pickups, giving them a slight advantage in 1-on-1 combat. There's also another forklift that can take the defenders on top of the piles of boxes, which can help them ambush the attackers. Another tool that's very useful for an ambush is the [[Bio-Rifle]] in the weapon loadout. There's also a Keg O'Health and a Super Shield Pack near the huge tanks near the defenders' spawnpoints, outside of the brewery. Last but not least the defenders can also use a Redeemer that's on top of the pile of boxes near the 2nd forklift (the moving one).<br />
<br />
;Find and Deliver the missing Hops Canisters<br />
: The missing Hops Canister can be found further down the hall, on the left side in between 2 large boiler tanks. Most of the defenders will be waiting in this area, either on the conveyor belt to the right or near the door up ahead. If any member of the attacking team walks over the Hops Canister the objective is completed.<br />
<br />
;Insert the Hops Canister into the Addition Module<br />
: The Canister must now be carried to the Addition Module, which is located in the next hall. There are 2 opened doors in the back of the hall. The door on the left leads to the objective, while the door on the right will lead to the defending team's spawnpoints and a quick death by their [[Turrets#Unreal_Tournament_2004|Sentinels]]. Attackers must turn right after entering the next hall. There the attackers can either double-jump over the conveyor belt or take the stairs. The Addition Module is on the right wall behind a set of 2 large tanks. When the carrier of the Hops Canister reaches the Module the objective is completed. If the carrier dies along the way another attacker can pick up the Canister from his/her corpse and continue the journey to the objective.<br />
<br />
: This route features a series of narrow passages, such as the door to the 2nd hall and the stairs over the conveyor belt. These passages make excellent chokepoints and the defending team would be wise to focus their attention on these passages. The Bio-Rifle, [[Shock Rifle]] and [[Rocket Launcher]] are the most valuable weapons for this kind of defense.<br />
<br />
;Activate the Brew Kettles<br />
: This is another quick objective. The switch to activate the Brew Kettles is located on the wall opposite to the previous objective. Not only does it take only a few seconds to get there from the previous objective, it's also completed instantly when any member of the attacking team is near it. When 2 attackers have made it into the hall they can thus complete 2 objectives almost simultaneously. <br />
<br />
: Because this objective is reached almost instantly, it's very hard to defend. Any attacker can just jump over the conveyor, dodge-jump to the switch and complete the objective. The best that the defenders can do is to use the tactics described in the previous objective and prevent any attacker from walking through the doorway. <br />
<br />
;Get the New Beer into the Fermentation Tanks<br />
: There's just one more valve that has to be opened now. Further down the hall one will find 3 large tanks on the left (all inserted in the ground) with a walkway hovering over them. The valve is on the end of this walkway and the stair leading to it is next to a tank, next to the switch for the Brew Kettles. The walkway itself is narrow and exposed to enemy fire. This makes it easier for the defending team to defend this objective and harder for the attackers to stay close to the valve. When the valve is opened the tank will fill up and both teams can enjoy a live performance of The Bush Boys to celebrate the attackers' victory.<br />
<br />
: This objective is slightly easier to defend, since the walkway itself is another chokepoint. Rockets and shock combo's will either throw the attackers off of the walkway, or kill them instantly. A good shot of the Bio Rifle's alt-fire also ought to stall the attackers a bit.<br />
<br />
==Pickups==<br />
*2x [[Redeemer]]<br />
*: 1 at the bottom of the lake and a second one on top of a pile of boxes inside the brewery<br />
*2x [[UDamage]]<br />
*: On a higher road near billboard #5, and in between piles of boxes near the Brew Tank Water Valve<br />
*3x [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]]<br />
*: On the cricket field on the first clearing, next to the Goliath near the lake and in between the huge tanks outside the brewery.<br />
*3x [[Armor#Unreal Tournament 2003 and 2004|Shield pack]]<br />
*: Same locations as the Keg O' Health<br />
<br />
==Strategies==<br />
;Offensive<br />
: The vehicles are all-important for the outside-objectives. Both Goliaths and the SPMA should be well-protected at all times. The SPMA can be particularly crucial when trying to destroy the billboards. The Redeemer in the lake can be very handy for destroying the Gate Locks in 1 shot. Once inside the factory both teams can try to get on top of the piles of Zero Beer to surprise their opponents. Swift movement is probably the attacker's best weapon here, especially since 2 of the 3 final objectives take only a few seconds to reach. Also keep an eye out for the Shield Pack and UDamage even later on, as they might respawn in time to still be of good use. <br />
<br />
;Defensive <br />
: A few of the objectives are hard to near-impossible to defend (such as #1, #3 and #8). This, however, gives the defending team the chance to gear up and, maybe more importantly, take the time to get to a few valuable pickups. The defending team can snatch quite a few of these items before the attacking teams reaches them. An example is the Redeemer in the lake with the Super Shield Pack and Keg O'Health nearby. When a defender dies during the 2nd objective he will respawn very close to these pickups. Not only do these pickups give the defender an advantage during the 2nd objective, but it also could give the attackers a disadvantage in the 3rd objective when they spawn without the pickups. The same can be done with the UDamage in the brewery. <br />
<br />
==Notes==<br />
*AS-Outback won the 3rd prize in the "Best Assault Level" category in Phase IV of the Make Something Unreal Contest<br />
*The fire extinguishers in the brewery will explode when shot at, though it doesn't do any damage.<br />
*The pictures on the walls in the pub include a few of the author's friends (such as King Mango and SuperApe) as well as himself<br />
*Near the entrance of the brewery a large picture is hanging on the wall, portraying [[CliffyB]] as the "Employee of the Month".</div>Death to uhttps://liandri.beyondunreal.com/AS-BP2-OutbackAS-BP2-Outback2009-09-28T15:39:01Z<p>Death to u: </p>
<hr />
<div>{{Infobox Map<br />
| title = Outback<br />
| description = City slickers just took over the outback's top brewery. They've dumped your favorite beverage, replacing it with piss poor Zero Beer. The grog's got no alcohol and tastes like a Bondi cigar! Get over there pronto and sort this thing out... before it takes over OZ!!<br />
| mapimage = AS-BP2-Outback.gif<br />
| imagedesc = Outback<br />
| author = Lord Simeon (see UP profile|http://www.unrealplayground.com/forums/member.php?u=302)<br />
| players = 8-12<br />
| music = APubWithNoBeer<br />
| game = UT2004<br />
| gametype = Assault<br />
}}<br />
<br />
<br />
==Map Description==<br />
This gimmicky map is set in the Australian desert, where the local population wants to get rid of the non-alcoholic "Zero Beer" and replace it with ordinary beer. The first 4 objectives are outside where the attacking team must either open/close a valve or destroy a set of targets using a set of vehicles. The rest of the mission takes place inside the brewery where more valves have to be opened in its 2 main halls.<br />
<br />
==Objectives==<br />
;Destroy the Pub's Zero Beer Drainage Valve<br />
: The attackers start inside the pub and must close a valve outside of the pub to stop the flow of Zero Beer to the pub. When exiting the pub the valve can be found on the right, just next to the pub. The defending team spawns on the other side of the large clearing, making it an easy job for the attackers to turn the valve. This objective should only take a few seconds. When the objective is completed the attackers will be rewarded with a [[Scorpion]], 2 [[Hellbender]]s, an [[SPMA]] and a [[Goliath]].<br />
<br />
: As mentioned before: The defending team spawns on the other side of a large clearing. They do get a [[Lightning Gun]] in their weapon loadout, but even then only a very skilled or very lucky team of snipers will be able to stall the attackers here.<br />
<br />
;Stop the Zero Beer Marketing Campaign<br />
: Now the attacking team must destroy a set of 5 billboards promoting Zero Beer. The first 3 can be found on or near the clearing, and should be easy to destroy with the help of the various vehicles. The 2 other billboards, however, are placed along the road leading to the brewery and will take more time to destroy. The vehicles (especially the Goliath and SPMA) are crucial for this objective. Attackers who are left walking can pick up a [[Armor#Unreal Tournament 2003 and 2004|Super Shield pack]] and a [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]] on the cricket field on the left of the clearing. The SPMA enables the attackers to destroy the billboards without having to go through the canyon, although it may take longer.<br />
<br />
: The first 2-3 of the billboards are hard to defend, as the attackers can destroy them from a long distance using the Goliath and SPMA. The defenders do have an [[AVRiL]] to help fight the vehicles and 2 [[Turrets#Unreal_Tournament_2004|Minigun Turrets]] to fight the attackers on foot. These are all located near the defenders' first spawnpoints. When the attacking team has completed the first objective the defenders respawn at the other end of the road, near the last billboard, after dying. There they can use 2 [[Manta]]'s, a [[Raptor]] and a [[Cicada]]. When the defending team needs more vehicles to help in their defense, they can choose to press Q (by default) to respawn next to this set of vehicles. When needed they can also pick up a [[UDamage]] along the way. <br />
<br />
;Pump the Fresh Water to the Brewery<br />
: After completing the previous objective both teams respawn. The situation and objective are similar to the first objective. The attacking team spawns near a lake, where they must open a valve. The defending team spawns on the other side of the canyon, near the brewery, making this objective as easy and quick as the first one. After the valve has been opened another Scorpion and 2 Hellbenders will spawn at the start of the road to the next objective and a Goliath will spawn next to the lake, opposite to the large red Zero Beer sign. Another Keg O' Health and Super Shield Pack can be found next to this tank.<br />
<br />
: Since the defending team is spawned so far away, they'd have to be very quick and lucky to stall the attackers. This time is probably best spent gearing up for the next objective.<br />
<br />
;Destroy the Brewery Gate Locks<br />
: With these new vehicles the attacking team must make their way through a canyon and destroy 2 Gate Locks that lock the Main Gate to the Brewery. There are 2 routes leading from the lake, right next to each other. The high road leads to a vantage point for snipers, with a clear view on the Gate Locks. Players using vehicles will have to follow the pipeline to get to the gate. 1 shot from the Goliath's main cannon is enough to destroy a lock, so 3 shots should complete this objective. Another tactic the attackers can use is using the alt-fire of the [[Redeemer]] (which can be found in the middle of the lake) to guide a rocket to the Gate Locks and destroy all 3 of them at once. <br />
<br />
: The defending team has plenty of recourses to help them in this fight. Not only are there 3 Minigun Turrets, but the defending team also has 2 Scorpions and a [[Paladin]]. The Paladin's alt-fire can be used to shield the gate locks. The vehicles from the previous objective can still be used, but the defenders will have to drive through the attacker's base to reach them. However, the Cicada and Raptor also enable the defenders to reach any place in the map quickly. They could even go to the brewery and snatch the UDamage there. It may take a while, but with the little means they have to fend off the Goliath, it might be well worth it.<br />
<br />
;Open the Brew Tank Water Valve<br />
: Now the attackers will respawn near the gates, outside of the brewery where the remaining 5 objectives are located. The entrance to the brewery is on the left, where the attackers will find 2 weapon lockers and some "Healthmite". The valve is placed inside the brewery, against the left wall, behind the large group of boxes. Attackers can also double-jump onto the forklift and then onto the pile of boxes to reach the objective quicker.<br />
<br />
: There are plenty of useful pickups hidden between the piles of boxes, such as a UDamage and a Shield pack. Since the defenders spawn closer to the objective than the attackers they will likely walk away with the pickups, giving them a slight advantage in 1-on-1 combat. There's also another forklift that can take the defenders on top of the piles of boxes, which can help them ambush the attackers. Another tool that's very useful for an ambush is the [[Bio-Rifle]] in the weapon loadout. There's also a Keg O'Health and a Super Shield Pack near the huge tanks near the defenders' spawnpoints, outside of the brewery. Last but not least the defenders can also use a Redeemer that's on top of the pile of boxes near the 2nd forklift (the moving one).<br />
<br />
;Find and Deliver the missing Hops Canisters<br />
: The missing Hops Canister can be found further down the hall, on the left side in between 2 large boiler tanks. Most of the defenders will be waiting in this area, either on the conveyor belt to the right or near the door up ahead. If any member of the attacking team walks over the Hops Canister the objective is completed.<br />
<br />
;Insert the Hops Canister into the Addition Module<br />
: The Canister must now be carried to the Addition Module, which is located in the next hall. There are 2 opened doors in the back of the hall. The door on the left leads to the objective, while the door on the right will lead to the defending team's spawnpoints and a quick death by their [[Turrets#Unreal_Tournament_2004|Sentinels]]. Attackers must turn right after entering the next hall. There the attackers can either double-jump over the conveyor belt or take the stairs. The Addition Module is on the right wall behind a set of 2 large tanks. When the carrier of the Hops Canister reaches the Module the objective is completed. If the carrier dies along the way another attacker can pick up the Canister from his/her corpse and continue the journey to the objective.<br />
<br />
: This route features a series of narrow passages, such as the door to the 2nd hall and the stairs over the conveyor belt. These passages make excellent chokepoints and the defending team would be wise to focus their attention on these passages. The Bio-Rifle, [[Shock Rifle]] and [[Rocket Launcher]] are the most valuable weapons for this kind of defense.<br />
<br />
;Activate the Brew Kettles<br />
: This is another quick objective. The switch to activate the Brew Kettles is located on the wall opposite to the previous objective. Not only does it take only a few seconds to get there from the previous objective, it's also completed instantly when any member of the attacking team is near it. When 2 attackers have made it into the hall they can thus complete 2 objectives almost simultaneously. <br />
<br />
: Because this objective is reached almost instantly, it's very hard to defend. Any attacker can just jump over the conveyor, dodge-jump to the switch and complete the objective. The best that the defenders can do is to use the tactics described in the previous objective and prevent any attacker from walking through the doorway. <br />
<br />
;Get the New Beer into the Fermentation Tanks<br />
: There's just one more valve that has to be opened now. Further down the hall one will find 3 large tanks on the left (all inserted in the ground) with a walkway hovering over them. The valve is on the end of this walkway and the stair leading to it is next to a tank, next to the switch for the Brew Kettles. The walkway itself is narrow and exposed to enemy fire. This makes it easier for the defending team to defend this objective and harder for the attackers to stay close to the valve. When the valve is opened the tank will fill up and both teams can enjoy a live performance of The Bush Boys to celebrate the attackers' victory.<br />
<br />
: This objective is slightly easier to defend, since the walkway itself is another chokepoint. Rockets and shock combo's will either throw the attackers off of the walkway, or kill them instantly. A good shot of the Bio Rifle's alt-fire also ought to stall the attackers a bit.<br />
<br />
==Pickups==<br />
*2x [[Redeemer]]<br />
*: 1 at the bottom of the lake and a second one on top of a pile of boxes inside the brewery<br />
*2x [[UDamage]]<br />
*: On a higher road near billboard #5, and in between piles of boxes near the Brew Tank Water Valve<br />
*3x [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]]<br />
*: On the cricket field on the first clearing, next to the Goliath near the lake and in between the huge tanks outside the brewery.<br />
*3x [[Armor#Unreal Tournament 2003 and 2004|Shield pack]]<br />
*: Same locations as the Keg O' Health<br />
<br />
==Strategies==<br />
;Offensive<br />
: The vehicles are all-important for the outside-objectives. Both Goliaths and the SPMA should be well-protected at all times. The SPMA can be particularly crucial when trying to destroy the billboards. The Redeemer in the lake can be very handy for destroying the Gate Locks in 1 shot. Once inside the factory both teams can try to get on top of the piles of Zero Beer to surprise their opponents. Swift movement is probably the attacker's best weapon here, especially since 2 of the 3 final objectives take only a few seconds to reach. Also keep an eye out for the Shield Pack and UDamage even later on, as they might respawn in time to still be of good use. <br />
<br />
;Defensive <br />
: A few of the objectives are hard to near-impossible to defend (such as #1, #3 and #8). This, however, gives the defending team the chance to gear up and, maybe more importantly, take the time to get to a few valuable pickups. The defending team can snatch quite a few of these items before the attacking teams reaches them. An example is the Redeemer in the lake with the Super Shield Pack and Keg O'Health nearby. When a defender dies during the 2nd objective he will respawn very close to these pickups. Not only do these pickups give the defender an advantage during the 2nd objective, but it also could give the attackers a disadvantage in the 3rd objective when they spawn without the pickups. The same can be done with the UDamage in the brewery. <br />
<br />
==Notes==<br />
*AS-Outback won the 3rd prize in the "Best Assault Level" category in Phase IV of the Make Something Unreal Contest<br />
*The fire extinguishers in the brewery will explode when shot at, though it doesn't do any damage.<br />
*The pictures on the walls in the pub include a few of the author's friends (such as King Mango and SuperApe) as well as himself<br />
*Near the entrance of the brewery a large picture is hanging on the wall, portraying [[CliffyB]] as the "Employee of the Month".</div>Death to uhttps://liandri.beyondunreal.com/AS-BP2-OutbackAS-BP2-Outback2009-09-28T05:37:07Z<p>Death to u: </p>
<hr />
<div>{{Infobox Map<br />
| title = Outback<br />
| description = City slickers just took over the outback's top brewery. They've dumped your favorite beverage, replacing it with piss poor Zero Beer. The grog's got no alcohol and tastes like a Bondi cigar! Get over there pronto and sort this thing out... before it takes over OZ!!<br />
| mapimage = AS-BP2-Outback.gif<br />
| imagedesc = Outback<br />
| author = Lord Simeon ([[see UP profile|http://www.unrealplayground.com/forums/member.php?u=302]])<br />
| players = 8-12<br />
| music = APubWithNoBeer<br />
| game = UT2004<br />
| gametype = Assault<br />
}}<br />
<br />
<br />
==Map Description==<br />
This gimmicky map is set in the Australian desert, where the local population wants to get rid of the non-alcoholic "Zero Beer" and replace it with ordinary beer. The first 4 objectives are outside where the attacking team must either open/close a valve or destroy a set of targets using a set of vehicles. The rest of the mission takes place inside the brewery where more valves have to be opened in its 2 main halls.<br />
<br />
==Objectives==<br />
;Destroy the Pub's Zero Beer Drainage Valve<br />
: The attackers start inside the pub and must close a valve outside of the pub to stop the flow of Zero Beer to the pub. When exiting the pub the valve can be found on the right, just next to the pub. The defending team spawns on the other side of the large clearing, making it an easy job for the attackers to turn the valve. This objective should only take a few seconds. When the objective is completed the attackers will be rewarded with a [[Scorpion]], 2 [[Hellbender]]s, an [[SPMA]] and a [[Goliath]].<br />
<br />
: As mentioned before: The defending team spawns on the other side of a large clearing. They do get a [[Lightning Gun]] in their weapon loadout, but even then only a very skilled or very lucky team of snipers will be able to stall the attackers here.<br />
<br />
;Stop the Zero Beer Marketing Campaign<br />
: Now the attacking team must destroy a set of 5 billboards promoting Zero Beer. The first 3 can be found on or near the clearing, and should be easy to destroy with the help of the various vehicles. The 2 other billboards, however, are placed along the road leading to the brewery and will take more time to destroy. The vehicles (especially the Goliath and SPMA) are crucial for this objective. Attackers who are left walking can pick up a [[Armor#Unreal Tournament 2003 and 2004|Super Shield pack]] and a [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]] on the cricket field on the left of the clearing. The SPMA enables the attackers to destroy the billboards without having to go through the canyon, although it may take longer.<br />
<br />
: The first 2-3 of the billboards are hard to defend, as the attackers can destroy them from a long distance using the Goliath and SPMA. The defenders do have an [[AVRiL]] to help fight the vehicles and 2 [[Turrets#Unreal_Tournament_2004|Minigun Turrets]] to fight the attackers on foot. These are all located near the defenders' first spawnpoints. When the attacking team has completed the first objective the defenders respawn at the other end of the road, near the last billboard, after dying. There they can use 2 [[Manta]]'s, a [[Raptor]] and a [[Cicada]]. When the defending team needs more vehicles to help in their defense, they can choose to press Q (by default) to respawn next to this set of vehicles. When needed they can also pick up a [[UDamage]] along the way. <br />
<br />
;Pump the Fresh Water to the Brewery<br />
: After completing the previous objective both teams respawn. The situation and objective are similar to the first objective. The attacking team spawns near a lake, where they must open a valve. The defending team spawns on the other side of the canyon, near the brewery, making this objective as easy and quick as the first one. After the valve has been opened another Scorpion and 2 Hellbenders will spawn at the start of the road to the next objective and a Goliath will spawn next to the lake, opposite to the large red Zero Beer sign. Another Keg O' Health and Super Shield Pack can be found next to this tank.<br />
<br />
: Since the defending team is spawned so far away, they'd have to be very quick and lucky to stall the attackers. This time is probably best spent gearing up for the next objective.<br />
<br />
;Destroy the Brewery Gate Locks<br />
: With these new vehicles the attacking team must make their way through a canyon and destroy 2 Gate Locks that lock the Main Gate to the Brewery. There are 2 routes leading from the lake, right next to each other. The high road leads to a vantage point for snipers, with a clear view on the Gate Locks. Players using vehicles will have to follow the pipeline to get to the gate. 1 shot from the Goliath's main cannon is enough to destroy a lock, so 3 shots should complete this objective. Another tactic the attackers can use is using the alt-fire of the [[Redeemer]] (which can be found in the middle of the lake) to guide a rocket to the Gate Locks and destroy all 3 of them at once. <br />
<br />
: The defending team has plenty of recourses to help them in this fight. Not only are there 3 Minigun Turrets, but the defending team also has 2 Scorpions and a [[Paladin]]. The Paladin's alt-fire can be used to shield the gate locks. The vehicles from the previous objective can still be used, but the defenders will have to drive through the attacker's base to reach them. However, the Cicada and Raptor also enable the defenders to reach any place in the map quickly. They could even go to the brewery and snatch the UDamage there. It may take a while, but with the little means they have to fend off the Goliath, it might be well worth it.<br />
<br />
;Open the Brew Tank Water Valve<br />
: Now the attackers will respawn near the gates, outside of the brewery where the remaining 5 objectives are located. The entrance to the brewery is on the left, where the attackers will find 2 weapon lockers and some "Healthmite". The valve is placed inside the brewery, against the left wall, behind the large group of boxes. Attackers can also double-jump onto the forklift and then onto the pile of boxes to reach the objective quicker.<br />
<br />
: There are plenty of useful pickups hidden between the piles of boxes, such as a UDamage and a Shield pack. Since the defenders spawn closer to the objective than the attackers they will likely walk away with the pickups, giving them a slight advantage in 1-on-1 combat. There's also another forklift that can take the defenders on top of the piles of boxes, which can help them ambush the attackers. Another tool that's very useful for an ambush is the [[Bio-Rifle]] in the weapon loadout. There's also a Keg O'Health and a Super Shield Pack near the huge tanks near the defenders' spawnpoints, outside of the brewery. Last but not least the defenders can also use a Redeemer that's on top of the pile of boxes near the 2nd forklift (the moving one).<br />
<br />
;Find and Deliver the missing Hops Canisters<br />
: The missing Hops Canister can be found further down the hall, on the left side in between 2 large boiler tanks. Most of the defenders will be waiting in this area, either on the conveyor belt to the right or near the door up ahead. If any member of the attacking team walks over the Hops Canister the objective is completed.<br />
<br />
;Insert the Hops Canister into the Addition Module<br />
: The Canister must now be carried to the Addition Module, which is located in the next hall. There are 2 opened doors in the back of the hall. The door on the left leads to the objective, while the door on the right will lead to the defending team's spawnpoints and a quick death by their [[Turrets#Unreal_Tournament_2004|Sentinels]]. Attackers must turn right after entering the next hall. There the attackers can either double-jump over the conveyor belt or take the stairs. The Addition Module is on the right wall behind a set of 2 large tanks. When the carrier of the Hops Canister reaches the Module the objective is completed. If the carrier dies along the way another attacker can pick up the Canister from his/her corpse and continue the journey to the objective.<br />
<br />
: This route features a series of narrow passages, such as the door to the 2nd hall and the stairs over the conveyor belt. These passages make excellent chokepoints and the defending team would be wise to focus their attention on these passages. The Bio-Rifle, [[Shock Rifle]] and [[Rocket Launcher]] are the most valuable weapons for this kind of defense.<br />
<br />
;Activate the Brew Kettles<br />
: This is another quick objective. The switch to activate the Brew Kettles is located on the wall opposite to the previous objective. Not only does it take only a few seconds to get there from the previous objective, it's also completed instantly when any member of the attacking team is near it. When 2 attackers have made it into the hall they can thus complete 2 objectives almost simultaneously. <br />
<br />
: Because this objective is reached almost instantly, it's very hard to defend. Any attacker can just jump over the conveyor, dodge-jump to the switch and complete the objective. The best that the defenders can do is to use the tactics described in the previous objective and prevent any attacker from walking through the doorway. <br />
<br />
;Get the New Beer into the Fermentation Tanks<br />
: There's just one more valve that has to be opened now. Further down the hall one will find 3 large tanks on the left (all inserted in the ground) with a walkway hovering over them. The valve is on the end of this walkway and the stair leading to it is next to a tank, next to the switch for the Brew Kettles. The walkway itself is narrow and exposed to enemy fire. This makes it easier for the defending team to defend this objective and harder for the attackers to stay close to the valve. When the valve is opened the tank will fill up and both teams can enjoy a live performance of The Bush Boys to celebrate the attackers' victory.<br />
<br />
: This objective is slightly easier to defend, since the walkway itself is another chokepoint. Rockets and shock combo's will either throw the attackers off of the walkway, or kill them instantly. A good shot of the Bio Rifle's alt-fire also ought to stall the attackers a bit.<br />
<br />
==Pickups==<br />
*2x [[Redeemer]]<br />
*: 1 at the bottom of the lake and a second one on top of a pile of boxes inside the brewery<br />
*2x [[UDamage]]<br />
*: On a higher road near billboard #5, and in between piles of boxes near the Brew Tank Water Valve<br />
*3x [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]]<br />
*: On the cricket field on the first clearing, next to the Goliath near the lake and in between the huge tanks outside the brewery.<br />
*3x [[Armor#Unreal Tournament 2003 and 2004|Shield pack]]<br />
*: Same locations as the Keg O' Health<br />
<br />
==Strategies==<br />
;Offensive<br />
: The vehicles are all-important for the outside-objectives. Both Goliaths and the SPMA should be well-protected at all times. The SPMA can be particularly crucial when trying to destroy the billboards. The Redeemer in the lake can be very handy for destroying the Gate Locks in 1 shot. Once inside the factory both teams can try to get on top of the piles of Zero Beer to surprise their opponents. Swift movement is probably the attacker's best weapon here, especially since 2 of the 3 final objectives take only a few seconds to reach. Also keep an eye out for the Shield Pack and UDamage even later on, as they might respawn in time to still be of good use. <br />
<br />
;Defensive <br />
: A few of the objectives are hard to near-impossible to defend (such as #1, #3 and #8). This, however, gives the defending team the chance to gear up and, maybe more importantly, take the time to get to a few valuable pickups. The defending team can snatch quite a few of these items before the attacking teams reaches them. An example is the Redeemer in the lake with the Super Shield Pack and Keg O'Health nearby. When a defender dies during the 2nd objective he will respawn very close to these pickups. Not only do these pickups give the defender an advantage during the 2nd objective, but it also could give the attackers a disadvantage in the 3rd objective when they spawn without the pickups. The same can be done with the UDamage in the brewery. <br />
<br />
==Notes==<br />
*AS-Outback won the 3rd prize in the "Best Assault Level" category in Phase IV of the Make Something Unreal Contest<br />
*The fire extinguishers in the brewery will explode when shot at, though it doesn't do any damage.<br />
*The pictures on the walls in the pub include a few of the author's friends (such as King Mango and SuperApe) as well as himself<br />
*Near the entrance of the brewery a large picture is hanging on the wall, portraying [[CliffyB]] as the "Employee of the Month".</div>Death to uhttps://liandri.beyondunreal.com/AS-BP2-OutbackAS-BP2-Outback2009-09-28T05:35:35Z<p>Death to u: </p>
<hr />
<div>{{Infobox Map<br />
| title = Outback<br />
| description = City slickers just took over the outback's top brewery. They've dumped your favorite beverage, replacing it with piss poor Zero Beer. The grog's got no alcohol and tastes like a Bondi cigar! Get over there pronto and sort this thing out... before it takes over OZ!!<br />
| mapimage = AS-BP2-Outback.gif<br />
| imagedesc = Outback<br />
| author = Lord Simeon (http://www.unrealplayground.com/forums/member.php?u=302|See U.P. profile)<br />
| players = 8-12<br />
| music = APubWithNoBeer<br />
| game = UT2004<br />
| gametype = Assault<br />
}}<br />
<br />
<br />
==Map Description==<br />
This gimmicky map is set in the Australian desert, where the local population wants to get rid of the non-alcoholic "Zero Beer" and replace it with ordinary beer. The first 4 objectives are outside where the attacking team must either open/close a valve or destroy a set of targets using a set of vehicles. The rest of the mission takes place inside the brewery where more valves have to be opened in its 2 main halls.<br />
<br />
==Objectives==<br />
;Destroy the Pub's Zero Beer Drainage Valve<br />
: The attackers start inside the pub and must close a valve outside of the pub to stop the flow of Zero Beer to the pub. When exiting the pub the valve can be found on the right, just next to the pub. The defending team spawns on the other side of the large clearing, making it an easy job for the attackers to turn the valve. This objective should only take a few seconds. When the objective is completed the attackers will be rewarded with a [[Scorpion]], 2 [[Hellbender]]s, an [[SPMA]] and a [[Goliath]].<br />
<br />
: As mentioned before: The defending team spawns on the other side of a large clearing. They do get a [[Lightning Gun]] in their weapon loadout, but even then only a very skilled or very lucky team of snipers will be able to stall the attackers here.<br />
<br />
;Stop the Zero Beer Marketing Campaign<br />
: Now the attacking team must destroy a set of 5 billboards promoting Zero Beer. The first 3 can be found on or near the clearing, and should be easy to destroy with the help of the various vehicles. The 2 other billboards, however, are placed along the road leading to the brewery and will take more time to destroy. The vehicles (especially the Goliath and SPMA) are crucial for this objective. Attackers who are left walking can pick up a [[Armor#Unreal Tournament 2003 and 2004|Super Shield pack]] and a [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]] on the cricket field on the left of the clearing. The SPMA enables the attackers to destroy the billboards without having to go through the canyon, although it may take longer.<br />
<br />
: The first 2-3 of the billboards are hard to defend, as the attackers can destroy them from a long distance using the Goliath and SPMA. The defenders do have an [[AVRiL]] to help fight the vehicles and 2 [[Turrets#Unreal_Tournament_2004|Minigun Turrets]] to fight the attackers on foot. These are all located near the defenders' first spawnpoints. When the attacking team has completed the first objective the defenders respawn at the other end of the road, near the last billboard, after dying. There they can use 2 [[Manta]]'s, a [[Raptor]] and a [[Cicada]]. When the defending team needs more vehicles to help in their defense, they can choose to press Q (by default) to respawn next to this set of vehicles. When needed they can also pick up a [[UDamage]] along the way. <br />
<br />
;Pump the Fresh Water to the Brewery<br />
: After completing the previous objective both teams respawn. The situation and objective are similar to the first objective. The attacking team spawns near a lake, where they must open a valve. The defending team spawns on the other side of the canyon, near the brewery, making this objective as easy and quick as the first one. After the valve has been opened another Scorpion and 2 Hellbenders will spawn at the start of the road to the next objective and a Goliath will spawn next to the lake, opposite to the large red Zero Beer sign. Another Keg O' Health and Super Shield Pack can be found next to this tank.<br />
<br />
: Since the defending team is spawned so far away, they'd have to be very quick and lucky to stall the attackers. This time is probably best spent gearing up for the next objective.<br />
<br />
;Destroy the Brewery Gate Locks<br />
: With these new vehicles the attacking team must make their way through a canyon and destroy 2 Gate Locks that lock the Main Gate to the Brewery. There are 2 routes leading from the lake, right next to each other. The high road leads to a vantage point for snipers, with a clear view on the Gate Locks. Players using vehicles will have to follow the pipeline to get to the gate. 1 shot from the Goliath's main cannon is enough to destroy a lock, so 3 shots should complete this objective. Another tactic the attackers can use is using the alt-fire of the [[Redeemer]] (which can be found in the middle of the lake) to guide a rocket to the Gate Locks and destroy all 3 of them at once. <br />
<br />
: The defending team has plenty of recourses to help them in this fight. Not only are there 3 Minigun Turrets, but the defending team also has 2 Scorpions and a [[Paladin]]. The Paladin's alt-fire can be used to shield the gate locks. The vehicles from the previous objective can still be used, but the defenders will have to drive through the attacker's base to reach them. However, the Cicada and Raptor also enable the defenders to reach any place in the map quickly. They could even go to the brewery and snatch the UDamage there. It may take a while, but with the little means they have to fend off the Goliath, it might be well worth it.<br />
<br />
;Open the Brew Tank Water Valve<br />
: Now the attackers will respawn near the gates, outside of the brewery where the remaining 5 objectives are located. The entrance to the brewery is on the left, where the attackers will find 2 weapon lockers and some "Healthmite". The valve is placed inside the brewery, against the left wall, behind the large group of boxes. Attackers can also double-jump onto the forklift and then onto the pile of boxes to reach the objective quicker.<br />
<br />
: There are plenty of useful pickups hidden between the piles of boxes, such as a UDamage and a Shield pack. Since the defenders spawn closer to the objective than the attackers they will likely walk away with the pickups, giving them a slight advantage in 1-on-1 combat. There's also another forklift that can take the defenders on top of the piles of boxes, which can help them ambush the attackers. Another tool that's very useful for an ambush is the [[Bio-Rifle]] in the weapon loadout. There's also a Keg O'Health and a Super Shield Pack near the huge tanks near the defenders' spawnpoints, outside of the brewery. Last but not least the defenders can also use a Redeemer that's on top of the pile of boxes near the 2nd forklift (the moving one).<br />
<br />
;Find and Deliver the missing Hops Canisters<br />
: The missing Hops Canister can be found further down the hall, on the left side in between 2 large boiler tanks. Most of the defenders will be waiting in this area, either on the conveyor belt to the right or near the door up ahead. If any member of the attacking team walks over the Hops Canister the objective is completed.<br />
<br />
;Insert the Hops Canister into the Addition Module<br />
: The Canister must now be carried to the Addition Module, which is located in the next hall. There are 2 opened doors in the back of the hall. The door on the left leads to the objective, while the door on the right will lead to the defending team's spawnpoints and a quick death by their [[Turrets#Unreal_Tournament_2004|Sentinels]]. Attackers must turn right after entering the next hall. There the attackers can either double-jump over the conveyor belt or take the stairs. The Addition Module is on the right wall behind a set of 2 large tanks. When the carrier of the Hops Canister reaches the Module the objective is completed. If the carrier dies along the way another attacker can pick up the Canister from his/her corpse and continue the journey to the objective.<br />
<br />
: This route features a series of narrow passages, such as the door to the 2nd hall and the stairs over the conveyor belt. These passages make excellent chokepoints and the defending team would be wise to focus their attention on these passages. The Bio-Rifle, [[Shock Rifle]] and [[Rocket Launcher]] are the most valuable weapons for this kind of defense.<br />
<br />
;Activate the Brew Kettles<br />
: This is another quick objective. The switch to activate the Brew Kettles is located on the wall opposite to the previous objective. Not only does it take only a few seconds to get there from the previous objective, it's also completed instantly when any member of the attacking team is near it. When 2 attackers have made it into the hall they can thus complete 2 objectives almost simultaneously. <br />
<br />
: Because this objective is reached almost instantly, it's very hard to defend. Any attacker can just jump over the conveyor, dodge-jump to the switch and complete the objective. The best that the defenders can do is to use the tactics described in the previous objective and prevent any attacker from walking through the doorway. <br />
<br />
;Get the New Beer into the Fermentation Tanks<br />
: There's just one more valve that has to be opened now. Further down the hall one will find 3 large tanks on the left (all inserted in the ground) with a walkway hovering over them. The valve is on the end of this walkway and the stair leading to it is next to a tank, next to the switch for the Brew Kettles. The walkway itself is narrow and exposed to enemy fire. This makes it easier for the defending team to defend this objective and harder for the attackers to stay close to the valve. When the valve is opened the tank will fill up and both teams can enjoy a live performance of The Bush Boys to celebrate the attackers' victory.<br />
<br />
: This objective is slightly easier to defend, since the walkway itself is another chokepoint. Rockets and shock combo's will either throw the attackers off of the walkway, or kill them instantly. A good shot of the Bio Rifle's alt-fire also ought to stall the attackers a bit.<br />
<br />
==Pickups==<br />
*2x [[Redeemer]]<br />
*: 1 at the bottom of the lake and a second one on top of a pile of boxes inside the brewery<br />
*2x [[UDamage]]<br />
*: On a higher road near billboard #5, and in between piles of boxes near the Brew Tank Water Valve<br />
*3x [[Health#Unreal Tournament 2003 and 2004|Big Keg O' Health]]<br />
*: On the cricket field on the first clearing, next to the Goliath near the lake and in between the huge tanks outside the brewery.<br />
*3x [[Armor#Unreal Tournament 2003 and 2004|Shield pack]]<br />
*: Same locations as the Keg O' Health<br />
<br />
==Strategies==<br />
;Offensive<br />
: The vehicles are all-important for the outside-objectives. Both Goliaths and the SPMA should be well-protected at all times. The SPMA can be particularly crucial when trying to destroy the billboards. The Redeemer in the lake can be very handy for destroying the Gate Locks in 1 shot. Once inside the factory both teams can try to get on top of the piles of Zero Beer to surprise their opponents. Swift movement is probably the attacker's best weapon here, especially since 2 of the 3 final objectives take only a few seconds to reach. Also keep an eye out for the Shield Pack and UDamage even later on, as they might respawn in time to still be of good use. <br />
<br />
;Defensive <br />
: A few of the objectives are hard to near-impossible to defend (such as #1, #3 and #8). This, however, gives the defending team the chance to gear up and, maybe more importantly, take the time to get to a few valuable pickups. The defending team can snatch quite a few of these items before the attacking teams reaches them. An example is the Redeemer in the lake with the Super Shield Pack and Keg O'Health nearby. When a defender dies during the 2nd objective he will respawn very close to these pickups. Not only do these pickups give the defender an advantage during the 2nd objective, but it also could give the attackers a disadvantage in the 3rd objective when they spawn without the pickups. The same can be done with the UDamage in the brewery. <br />
<br />
==Notes==<br />
*AS-Outback won the 3rd prize in the "Best Assault Level" category in Phase IV of the Make Something Unreal Contest<br />
*The fire extinguishers in the brewery will explode when shot at, though it doesn't do any damage.<br />
*The pictures on the walls in the pub include a few of the author's friends (such as King Mango and SuperApe) as well as himself<br />
*Near the entrance of the brewery a large picture is hanging on the wall, portraying [[CliffyB]] as the "Employee of the Month".</div>Death to uhttps://liandri.beyondunreal.com/DM-HeatRayDM-HeatRay2009-09-28T04:44:27Z<p>Death to u: /* Single Player Mission Chat */</p>
<hr />
<div>{{Infobox Map<br />
| title = HeatRay<br />
| description = As [[Liandri]] operations on [[Taryd]] became more and more automated, the surface sectors of Hyperion were neglected and never received the technological upgrades available to the upper strata of the city. This maze of ground level buildings is now the slums of Taryd, still inhabited by the humans that maintain the largely automated Liandri workforce.<br />
| mapimage = DM-HeatRay.jpg<br />
| imagedesc = <br />
| author = <br />
| players = 4-8<br />
| music = RomNecris01 (DM)<br />
| game = Unreal Tournament 3<br />
| gametype = Deathmatch<br />
}}<br />
<br />
== Pickups ==<br />
* 17x [[Health Vial]]<br />
* 6x [[Health Pack]]:<br />
** 2x below the [[Flak Cannon]]<br />
** 2x on a platform below the [[Shield Belt]] ledge<br />
** 1x on a wooden ramp from in the passage from the [[Rocket Launcher]] area to the outside [[Bio Rifle]]<br />
** 1x near the jump pad to the [[Armor Vest]]<br />
* [[Helmet]]<br />
* [[Armor Vest]] - on a roof reachable via a jump pad<br />
* [[Shield Belt]] - on a ledge above the [[Rocket Launcher]]<br />
* [[Invisibility]] - on a small ledge in the passage way between the [[Rocket Launcher]] area and the outside [[Bio Rifle]], reachable via a small corridor that starts with some stairs near the [[Stinger Minigun]]<br />
* [[Damage Amp]] - drops from the [[Darkwalker]] husk<br />
* [[Berserk]] - drops from the Darkwalker turret<br />
<br />
== Weapons ==<br />
* 2x [[Bio Rifle]] (4x ammo)<br />
* 2x [[Shock Rifle]] (8x ammo)<br />
* 2x [[Link Gun]] (5x ammo)<br />
* 1x [[Stinger Minigun]] (6x ammo)<br />
* 1x [[Flak Cannon]] (5x ammo)<br />
* 1x [[Rocket Launcher]] (5x ammo)<br />
* 1x [[Sniper Rifle]] (3x ammo)<br />
<br />
== The Darkwalker ==<br />
Two minutes after the match has started and two minutes after the [[Darkwalker]] has been destroyed, a flying transport shuttle arrives in the map, accompanied by a warning beep. The transporter enters the map above the Helmet/Shock rifle area, proceedes to the Rocket Launcher arena, turns around to pass over the corridor to the Invisibility, flies along over the old train station and finally hovers over the round platform to spawn a (new) [[Darkwalker]].<br />
<br />
When the Darkwalker is destroyed, it's lower part drops the [[Damage Amp]] and its upper part drops the [[Berserk]]. Often Darkwalker drivers decide to stay near its spawn area, so the upper part often ends up dropping into the water on either side of the Darkwalker spawn platform and no Berserk power-up drops.<br />
<br />
The Darkwalker is disabled in the various single player missions unless you choose [[WAR-Islander|Islander]] over HeatRay in Chapter III: The Liandri Conflict. After completion of Islander, Malcolm will alert you that the [[Krall]] have caught up with you, and that vehicle reinforcements are on the way. That leads up to your first fight against the [[Necris]] (though only one, [[Loque]]; the rest are Krall). If you choose HeatRay over Islander, you will fight Liandri bots instead of Loque and the Krall.<br />
<br />
In Team Deathmatch, only the Blue Team will have access to the DarkWalker unless the Red Team seizes an opportunity to hijack it. However in Deathmatch and Duel, the DarkWalker is accessible to all.<br />
<br />
== Tips and Tricks ==<br />
* With a double-jump and a wall-dodge and some practice you can get from the Armor Vest platform into the corridor that leads to the Invisibility.<br />
* The warning beep for the incoming transport shuttle is an ambient sound, so you may want to keep those enabled when playing HeatRay. If you disable ambient sounds you will have too keep track of the match time and/or often look up so you don't miss the transporter's arrival.<br />
* Stay in the train station area when you have the Darkwalker. The other areas of the map are too tight and give other players an advantage over the slow-turning Darkwalker.<br />
<br />
== Trivia ==<br />
* The hologram changes its animation when the Darkwalker arrives and returns to its original animation when the Darkwalker is destroyed. Additionally it plays the humping taunt animation when shooting at the red "TD4" sign below it.<br />
<br />
* On one of the walls of the city is a ripped dirty poster, and, if examined closely, you can see its a poster for the first Unreal Tournament.<br />
<br />
== Single Player Mission Chat ==<br />
<br />
Against the Necris/Krall in Chapter III only.<br />
<br />
(upon visual contact of DarkWalker by [[Reaper]])<br />
*[[Reaper]]: Got eyes on a Walker...<br />
*[[Othello]]: What? I thought this was supposed to be an infantry fight.<br />
*[[Jester]]: Maybe the next time we get the opportunity to capture a DarkWalker, we take it.<br />
<br />
<br />
(upon destruction of DarkWalker)<br />
*[[Othello]]: The DarkWalker blew, and powerups flew everywhere!!!<br />
*[[Jester]]: It's like...It's like...a power pinata?</div>Death to uhttps://liandri.beyondunreal.com/DM-HeatRayDM-HeatRay2009-09-28T04:42:00Z<p>Death to u: /* Trivia */</p>
<hr />
<div>{{Infobox Map<br />
| title = HeatRay<br />
| description = As [[Liandri]] operations on [[Taryd]] became more and more automated, the surface sectors of Hyperion were neglected and never received the technological upgrades available to the upper strata of the city. This maze of ground level buildings is now the slums of Taryd, still inhabited by the humans that maintain the largely automated Liandri workforce.<br />
| mapimage = DM-HeatRay.jpg<br />
| imagedesc = <br />
| author = <br />
| players = 4-8<br />
| music = RomNecris01 (DM)<br />
| game = Unreal Tournament 3<br />
| gametype = Deathmatch<br />
}}<br />
<br />
== Pickups ==<br />
* 17x [[Health Vial]]<br />
* 6x [[Health Pack]]:<br />
** 2x below the [[Flak Cannon]]<br />
** 2x on a platform below the [[Shield Belt]] ledge<br />
** 1x on a wooden ramp from in the passage from the [[Rocket Launcher]] area to the outside [[Bio Rifle]]<br />
** 1x near the jump pad to the [[Armor Vest]]<br />
* [[Helmet]]<br />
* [[Armor Vest]] - on a roof reachable via a jump pad<br />
* [[Shield Belt]] - on a ledge above the [[Rocket Launcher]]<br />
* [[Invisibility]] - on a small ledge in the passage way between the [[Rocket Launcher]] area and the outside [[Bio Rifle]], reachable via a small corridor that starts with some stairs near the [[Stinger Minigun]]<br />
* [[Damage Amp]] - drops from the [[Darkwalker]] husk<br />
* [[Berserk]] - drops from the Darkwalker turret<br />
<br />
== Weapons ==<br />
* 2x [[Bio Rifle]] (4x ammo)<br />
* 2x [[Shock Rifle]] (8x ammo)<br />
* 2x [[Link Gun]] (5x ammo)<br />
* 1x [[Stinger Minigun]] (6x ammo)<br />
* 1x [[Flak Cannon]] (5x ammo)<br />
* 1x [[Rocket Launcher]] (5x ammo)<br />
* 1x [[Sniper Rifle]] (3x ammo)<br />
<br />
== The Darkwalker ==<br />
Two minutes after the match has started and two minutes after the [[Darkwalker]] has been destroyed, a flying transport shuttle arrives in the map, accompanied by a warning beep. The transporter enters the map above the Helmet/Shock rifle area, proceedes to the Rocket Launcher arena, turns around to pass over the corridor to the Invisibility, flies along over the old train station and finally hovers over the round platform to spawn a (new) [[Darkwalker]].<br />
<br />
When the Darkwalker is destroyed, it's lower part drops the [[Damage Amp]] and its upper part drops the [[Berserk]]. Often Darkwalker drivers decide to stay near its spawn area, so the upper part often ends up dropping into the water on either side of the Darkwalker spawn platform and no Berserk power-up drops.<br />
<br />
The Darkwalker is disabled in the various single player missions unless you choose [[WAR-Islander|Islander]] over HeatRay in Chapter III: The Liandri Conflict. After completion of Islander, Malcolm will alert you that the [[Krall]] have caught up with you, and that vehicle reinforcements are on the way. That leads up to your first fight against the [[Necris]] (though only one, [[Loque]]; the rest are Krall). If you choose HeatRay over Islander, you will fight Liandri bots instead of Loque and the Krall.<br />
<br />
In Team Deathmatch, only the Blue Team will have access to the DarkWalker unless the Red Team seizes an opportunity to hijack it. However in Deathmatch and Duel, the DarkWalker is accessible to all.<br />
<br />
== Tips and Tricks ==<br />
* With a double-jump and a wall-dodge and some practice you can get from the Armor Vest platform into the corridor that leads to the Invisibility.<br />
* The warning beep for the incoming transport shuttle is an ambient sound, so you may want to keep those enabled when playing HeatRay. If you disable ambient sounds you will have too keep track of the match time and/or often look up so you don't miss the transporter's arrival.<br />
* Stay in the train station area when you have the Darkwalker. The other areas of the map are too tight and give other players an advantage over the slow-turning Darkwalker.<br />
<br />
== Trivia ==<br />
* The hologram changes its animation when the Darkwalker arrives and returns to its original animation when the Darkwalker is destroyed. Additionally it plays the humping taunt animation when shooting at the red "TD4" sign below it.<br />
<br />
* On one of the walls of the city is a ripped dirty poster, and, if examined closely, you can see its a poster for the first Unreal Tournament.<br />
<br />
== Single Player Mission Chat ==<br />
<br />
Against the Necris/Krall in Chapter III only.<br />
<br />
(upon visual contact of DarkWalker by [[Reaper]])<br />
<br />
[[Reaper]]: Got eyes on a Walker...<br />
[[Othello]]: What? I thought this was supposed to be an infantry fight.<br />
[[Jester]]: Maybe the next time we get the opportunity to capture a DarkWalker, we take it.<br />
<br />
(upon destruction of DarkWalker)<br />
<br />
[[Othello]]: The DarkWalker blew, and powerups flew everywhere!!!<br />
[[Jester]]: It's like...It's like...a power pinata?</div>Death to uhttps://liandri.beyondunreal.com/DM-HeatRayDM-HeatRay2009-09-28T04:35:57Z<p>Death to u: /* The Darkwalker */</p>
<hr />
<div>{{Infobox Map<br />
| title = HeatRay<br />
| description = As [[Liandri]] operations on [[Taryd]] became more and more automated, the surface sectors of Hyperion were neglected and never received the technological upgrades available to the upper strata of the city. This maze of ground level buildings is now the slums of Taryd, still inhabited by the humans that maintain the largely automated Liandri workforce.<br />
| mapimage = DM-HeatRay.jpg<br />
| imagedesc = <br />
| author = <br />
| players = 4-8<br />
| music = RomNecris01 (DM)<br />
| game = Unreal Tournament 3<br />
| gametype = Deathmatch<br />
}}<br />
<br />
== Pickups ==<br />
* 17x [[Health Vial]]<br />
* 6x [[Health Pack]]:<br />
** 2x below the [[Flak Cannon]]<br />
** 2x on a platform below the [[Shield Belt]] ledge<br />
** 1x on a wooden ramp from in the passage from the [[Rocket Launcher]] area to the outside [[Bio Rifle]]<br />
** 1x near the jump pad to the [[Armor Vest]]<br />
* [[Helmet]]<br />
* [[Armor Vest]] - on a roof reachable via a jump pad<br />
* [[Shield Belt]] - on a ledge above the [[Rocket Launcher]]<br />
* [[Invisibility]] - on a small ledge in the passage way between the [[Rocket Launcher]] area and the outside [[Bio Rifle]], reachable via a small corridor that starts with some stairs near the [[Stinger Minigun]]<br />
* [[Damage Amp]] - drops from the [[Darkwalker]] husk<br />
* [[Berserk]] - drops from the Darkwalker turret<br />
<br />
== Weapons ==<br />
* 2x [[Bio Rifle]] (4x ammo)<br />
* 2x [[Shock Rifle]] (8x ammo)<br />
* 2x [[Link Gun]] (5x ammo)<br />
* 1x [[Stinger Minigun]] (6x ammo)<br />
* 1x [[Flak Cannon]] (5x ammo)<br />
* 1x [[Rocket Launcher]] (5x ammo)<br />
* 1x [[Sniper Rifle]] (3x ammo)<br />
<br />
== The Darkwalker ==<br />
Two minutes after the match has started and two minutes after the [[Darkwalker]] has been destroyed, a flying transport shuttle arrives in the map, accompanied by a warning beep. The transporter enters the map above the Helmet/Shock rifle area, proceedes to the Rocket Launcher arena, turns around to pass over the corridor to the Invisibility, flies along over the old train station and finally hovers over the round platform to spawn a (new) [[Darkwalker]].<br />
<br />
When the Darkwalker is destroyed, it's lower part drops the [[Damage Amp]] and its upper part drops the [[Berserk]]. Often Darkwalker drivers decide to stay near its spawn area, so the upper part often ends up dropping into the water on either side of the Darkwalker spawn platform and no Berserk power-up drops.<br />
<br />
The Darkwalker is disabled in the various single player missions unless you choose [[WAR-Islander|Islander]] over HeatRay in Chapter III: The Liandri Conflict. After completion of Islander, Malcolm will alert you that the [[Krall]] have caught up with you, and that vehicle reinforcements are on the way. That leads up to your first fight against the [[Necris]] (though only one, [[Loque]]; the rest are Krall). If you choose HeatRay over Islander, you will fight Liandri bots instead of Loque and the Krall.<br />
<br />
In Team Deathmatch, only the Blue Team will have access to the DarkWalker unless the Red Team seizes an opportunity to hijack it. However in Deathmatch and Duel, the DarkWalker is accessible to all.<br />
<br />
== Tips and Tricks ==<br />
* With a double-jump and a wall-dodge and some practice you can get from the Armor Vest platform into the corridor that leads to the Invisibility.<br />
* The warning beep for the incoming transport shuttle is an ambient sound, so you may want to keep those enabled when playing HeatRay. If you disable ambient sounds you will have too keep track of the match time and/or often look up so you don't miss the transporter's arrival.<br />
* Stay in the train station area when you have the Darkwalker. The other areas of the map are too tight and give other players an advantage over the slow-turning Darkwalker.<br />
<br />
== Trivia ==<br />
* The hologram changes its animation when the Darkwalker arrives and returns to its original animation when the Darkwalker is destroyed. Additionally it plays the humping taunt animation when shooting at the red "TD4" sign below it.<br />
<br />
* On one of the walls of the city is a ripped dirty poster, and, if examined closely, you can see its a poster for the first Unreal Tournament.</div>Death to uhttps://liandri.beyondunreal.com/DM-SentinelDM-Sentinel2009-09-18T23:03:07Z<p>Death to u: New page: {{stub}} {{Infobox Map |title = Sentinel |players = 2-6 |music = NecrisAttacks |game = Unreal Tournament 3 |gametype = Deathmatch }} Sentinel is the final leve...</p>
<hr />
<div>{{stub}}<br />
<br />
<br />
{{Infobox Map<br />
|title = Sentinel<br />
|players = 2-6<br />
|music = NecrisAttacks<br />
|game = Unreal Tournament 3<br />
|gametype = Deathmatch<br />
}}<br />
<br />
Sentinel is the final level in the Campaign mode of [[Unreal Tournament 3]], which occurs after [[Reaper]] and his [[Ronin]] have [[Akasha]] trapped without support from the [[Necris]] military or the [[Phayder Corporation]]. Although [[Bishop]] comes up with an idea ("Four ways. Four of us. Each eye shall see her."), Reaper declines and says that he will take care of Akasha alone.<br />
<br />
==Pickups==<br />
*1x [[Shield Belt]]<br />
*1x [[Armor Vest]]<br />
*1x [[Damage Amp]]<br />
<br />
==Story==<br />
===Briefing Objectives===<br />
*Kill Akasha.<br />
<br />
===Briefing Speech===<br />
"Akasha's been using this area as a safehouse, hiding from us, the [[Necris]] priests, even the [[Phayder Corporation|Phayder]] who sent her to [[Taryd]] in the first place. Now she's trapped. No support, no hope of escape. This is where it ends."<br />
<br />
===In-game Character comments===<br />
*[[Reaper]]: No escape this time. You answer to me!<br />
*[[Akasha]]: My patience for games has worn thin.</div>Death to uhttps://liandri.beyondunreal.com/DM-Turbine_(UT3)DM-Turbine (UT3)2009-05-25T01:42:24Z<p>Death to u: New page: {{stub}} {{For|other versions of this map|Recurring maps#Turbine}} {{Infobox Map | title = Turbine | author = | players = 2-7 | music = | game = Unreal Tourn...</p>
<hr />
<div>{{stub}}<br />
<br />
{{For|other versions of this map|Recurring maps#Turbine}}<br />
{{Infobox Map<br />
| title = Turbine<br />
| author = <br />
| players = 2-7<br />
| music = <br />
| game = Unreal Tournament 3<br />
| gametype = Deathmatch<br />
}}<br />
<br />
==Pickups==<br />
* Health Vials:<br />
** 5x near the lift to the [[Rocket Launcher]]<br />
** 2x3x near the lift to the [[Link Gun]]<br />
** 5x beside invisibility<br />
* Health Packs:<br />
** 2x near the Damage Amp behind the roof supports<br />
** 2x under the ledge with the [[Biorifle]]<br />
** 2x under bridge with the [[Thigh Pads]]<br />
** 2x near the [[Stinger Minigun]]<br />
* [[Armor Vest]] near the [[Stinger Minigun]]<br />
* [[UDamage]] on top of a crate near the [[Flak Cannon]]<br />
* [[Invisibility]] on a ledge overlooking the [[Stinger Minigun]] and the lift near the [[Link Gun]]<br />
* [[Shield Belt]] behind a door on the ledge with the [[Biorifle]]<br />
<br />
==Weapons==<br />
(all with ammo nearby)<br />
<br />
* [[Biorifle]]<br />
* [[Shock Rifle]]<br />
* [[Link Gun]]<br />
* [[Stinger Minigun]]<br />
* [[Flak Cannon]]<br />
* [[Rocket Launcher]]</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2009-05-25T01:22:16Z<p>Death to u: </p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Eventually, this map appears in the PS2 and SDC versions of the game. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
Phobos was unique because of the gameplay, as combatants can use any kind of strategy to their advantage. This unique perk that also appeared in most maps by [[Cedric 'Inoxx' Fiorentino]] eventually made him well-known in the UT world. In UT3, Phobos was combined with HyperBlast to create the map DM-Deimos (unknown author).<br />
<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
Shrapnel, like Mojo and Cybrosis, came from the [[Unreal]] [[Fusion Map Pack]]. The original map wasn't too large, but so many places were expanded in the Unreal Tournament version that the gameplay significantly changed.<br />
<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
Tempest was one of those medium sized maps that retained good gameplay even when the match had lots of players. Keeping this in mind, Epic added this map to [[Unreal Championship 2]]. It seemed to be a perfect fit, since Unreal Championship 2 had a lot of small and very huge battles, in terms of players.<br />
<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Turbine==<br />
DM-Turbine was one of the six maps included in the [[UT]] demo. It was unquestionably unpopular, but nevertheless it was remade for Unreal Tournament 3 and placed in the Titan Map Pack, formerly part of a formerly in-the-works expansion. Turbine's layour in UT3 remains largely the same, with the pulse ammo being replaced by the Armored Helmet, and the [[Biorifle]] replacing the [[Ripper]].<br />
<br />
*[[DM-Turbine]], Turbine (UT)<br />
*[[DM-Turbine (UT3)]], Turbine (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.<br />
*Some maps, including but not limited to [[DM-Liandri]], [[DM-Tempest]] and [[DM-Deck16II|DM-Deck16][]], were included in [[Rocket Arena: UT]] maps as clan arenas.</div>Death to uhttps://liandri.beyondunreal.com/Unreal_Tournament_3Unreal Tournament 32009-05-25T01:04:14Z<p>Death to u: /* Achievements */</p>
<hr />
<div>'''Unreal Tournament 3''', also known as '''UT3''' (previously codenamed '''Envy''' and also formerly named '''Unreal Tournament 2007''', '''UT2007''', or '''UT2k7''') is [[Epic Games]]' sequel to [[Unreal Tournament 2004]]. Published by [[Midway Games]], UT3 is powered by Epic's new [[Unreal Engine 3]]. The game was released in late November 2007 for the PC, December 2007 (NA) and February 2008 (EU) for PS3, and July 2008 for XBox 360. The Mac/Linux versions are currently scheduled for an undetermined date in 2009.<br />
<br />
[[Image:UT3 box.jpg|thumb|right|225px|UT3 Box Art]]<br />
<div style="float: left;">__TOC__</div><br />
{| class="wikitable" style="font-size: 88%; margin: 0 auto;"<br />
|-<br />
! PC<br />
| Nov 12, 2007 (GER)<br />Nov 19, 2007 (US)<br />Nov 22, 2007 (EU/CAN)<br />
|-<br />
! PS3<br />
| Dec 10, 2007 (US/CAN)<br />January 18, 2008 (KOR)<br />February 22, 2008 (EU)<br />
|-<br />
! Xbox 360<br />
| Jul 4, 2008 (EU)<br />Jul 7, 2008 (US/CAN)<br />
|-<br />
! Macintosh<br />
| TBA 2009<br />
|-<br />
! Linux<br />
| TBA 2009<br />
|-<br />
! Engine Version<br />
| Unreal Engine 3<br />
|-<br />
! Epic Games Builds<br />
| 3464-?<br />
|}<br />
{{clear}}<br />
<br />
==History==<br />
UT3 was revealed to the world in the May 2005 issue of Computer Gaming World magazine. The first news of it began to appear on or around March 27, 2005. The game was originally codenamed UT "Envy", but later, around May 29, 2005, it was revealed that the name had been changed to '''Unreal Tournament 2007'''. It was not until January 25, 2007 at the Midway Gamer's Day event in Las Vegas that it was revealed that the game's name had been changed to '''Unreal Tournament 3'''. This change was met with great enthusiasm from the Unreal fan base.<br />
<br />
Many changes have been made to the originally announced design of the game. For example, a game mode named Conquest that was originally announced was later complemented by [[Unreal Warfare]] and then replaced by it altogether. There was also an Onslaught 2.0 announcement which has also been rolled into the all-encompassing [[Warfare]] gametype.<br />
<br />
Unreal Tournament 3 promises a return to the "feel" of the original Unreal Tournament. Epic aims to make the game more in-your-face, fast-paced, and less "floaty". To accomplish this, gravity has been increased and dodge-jumping has been removed. However, dodging, double jumps, and wall dodging will remain with their effect somewhat diminished due to the newly increased gravity. Gameplay in UT3 stresses close combat more than its predecessors UT2003 and UT2004. Many of the weapons are more effective up close. Epic stresses that the aim of UT3 is to create a whole new - and better - game, rather than merely a prettier UT2004. In addition to this, old favorites from the original UT such as jump boots and the ability to feign death returned in UT3.<br />
<br />
===Beta Demo===<br />
At Midnight on Friday, October 12th, 2007, Fileplanet began preloading the game to its subscribers.<br />
<br />
The demo was unlocked and released on FilePlanet at 12:35 PM on Friday, October 12th. The release was apparently several hours earlier than intended, probably in response to a Norwegian site, "IT Avisen", leaking the demo approximately 5 hours earlier than FilePlanet.<br />
<br />
The demo, which is Version 3464 according to the startup logs, comes with 3 maps: [[DM-ShangriLa]], [[DM-HeatRay]], and [[VCTF-Suspense]]. Of note is that DM-HeatRay was the first taste of the [[Necris#Technology|Necris vehicles]], specifically, the [[Darkwalker]].<br />
<br />
Epic called the release an "Open Beta Demo", and thus it represents just a glimpse of how the game will play. At the release of the demo, Epic promised to fix issues based on user feedback. Many issues that were reported during the beta demo period were fixed or began to be fixed in the first patch.<br />
<br />
===Final Demo===<br />
It is possible that Epic might not release an updated demo, as their current plans do not include one at this time. If it does occur it will likely be after the expansion at the earliest.<br />
<br />
===Release Details===<br />
On November 12th, 2007 (a full seven days prior to the NA release), the German version of the game was released to German retailers. In order to comply with German regulations for public game sales, the game has had blood, gibs and headshots removed from the game. Very little else was changed except for the localization to German.<br />
<br />
The US retail release came on November 19th, 2007. This, however, was the "ship" date, and thus many stores did not receive physical product until November 20th, 2007. The Canadian release came on November 20, and stores put it on shelves the very next day. The European release came on November 23, 2007.<br />
<br />
===Reception===<br />
Reception to the beta demo was generally positive, with most people agreeing that Epic has "got it right." There is some notable dissension from the crowd who enjoyed UT2003 and UT2004 though, particularly about the removal of dodge-jumping. Unreal Tournament players, which Epic were targeting, didn't switch to UT3 too as it requires hardware upgrades for older machines which run UT successfully, and also the community being a rather small and addictive one didn't want to leave an already stable game.<br />
<br />
Reception to the game on PC has been mostly favorable from the community and reasonably warm from reviewers, with an average score somewhere around 9/10. Warfare in particular has been praised for being a more strategic version of [[Onslaught]]. There were, however, several key complaints about the game.<br />
<br />
* Lackluster Single-Player and no Tournament mode<br />
*: While the Single-Player was hyped a lot, it failed to deliver. It was too long and it completely replaced the old Tournament mode. It also had awkward explanations for classic arena gametypes, like '''[[FLaG]]s''' ('''F'''ield '''La'''ttice '''G'''enerators) and that scoring points ran out enemy [[respawner]]s.<br />
* Awkward and simple UI<br />
*: The UI felt very awkward and was very simple compared to previous UT games. There were very little options available for common settings, and overall the UI felt very unfinished. Many settings can be changed via INI, however often these settings do not save, revert, or appear to have no effect. As of Patch 2.0, the UI has been reworked with a new color scheme and more advanced options, fixing many of the prior complaints.<br />
* Astoundingly bad Server Admin launch<br />
*: Perhaps the worst problem, UT3 being a multiplayer game primarily, are the problems with the server admin tools. The initial release of the Windows dedicated server package was littered with bugs preventing a significant number of hosts from running servers. The Linux dedicated server was released a month after the retail game, on December 18, 2007 which left many hosts without any UT3 package to offer. Web Admin was also missing from both the original release and the first patch, though it was released alongside Patch 2 and has recieved steady updates since.<br />
* Modding support simplified<br />
*: Another key complaint with the game is that much of what used to be done in UnrealScript has been moved to native code, supposedly as a way to improve performance on consoles. This, however, has made it increasingly difficult to develop proper mods and mutators for the game in many instances. As of Patch 2.0, modding support has been said to have been improved.<br />
<br />
===Collectors Edition===<br />
On October 26, 2007, a limited collector's edition of the game was announced to be released on PC. This version of the game features an exclusive collector's edition tin and a hardcover art book. A bonus DVD is also included, featuring more than 20 hours of Unreal Engine 3 Toolkit video tutorials, containing anti-WarHawK software (disabling video playback in isolated cases), the history of the Unreal Tournament series, and behind-the-scenes footage of the making of Unreal Tournament 3. The Limited Collector's Edition is being sold in the United States, Europe, South Africa, Australia and most other territories.<br />
<br />
===Linux===<br />
Epic has promised to release a Linux installer for the game in the future that would work with the standard Windows disc.<br />
<br />
===Expansion===<br />
On October 20th, 2008, Mark Rein announced via email that Midway and Epic are working on a "major expansion" for UT3.<br />
<br />
On January 26th, 2009, the first part of this expansion was revealed in the form of a major patch. This information was first revealed publically [http://www.beyondunreal.com/view_story.php?id=12466 by BeyondUnreal].<br />
<br />
The second part of this expansion is being called the "Titan Pack" by Epic. On February 19th, 2009, the contents of the Titan Pack were revealed to the world. Two new gametypes (Greed and Betrayal), one new Mutator (Titans), 2 new characters (Nova and Kana, from the 360), and 16 new maps, including the five 360 maps. The Titan Pack, along with Patch 2.0, was released March 5th, 2009.<br />
<br />
===System Requirements===<br />
;Minimum System Requirements: Windows XP SP2 or Windows Vista, 2.0+ GHZ Single Core Processor, 512 Mbytes of System RAM, NVIDIA 6200+ or ATI Radeon 9600+ Video Card, 8 GB of Free Hard Drive Space<br />
;Recommended System Requirements: 2.4+ GHZ Dual Core Processor, 1 GBytes of System RAM, NVIDIA 7800GTX+ or ATIx13000+ Video Card, 8 GB of Free Hard Drive Space<br />
<br />
===Popularity in the PC Market===<br />
<br />
Using the data collected from Xfire users, as of June 21st 2008, UT3 is ranked 94th in the list of most played PC games in the world; with a combined total of over 110,000 minutes played per day by a total of over 1,600 Xfire users. On 13th October 2007, UT3's rank peaked at 19th.<br />
<br />
Interestingly, these statistics show that Unreal Tournament 2004 is more popular than its successor UT3; with UT2004, as of June 21st 2008, being ranked the 50th most played PC game in the world, with over 2,500 players per day playing for a combined total of over 250,000 minutes. On 21st March 2004, soon after release, UT2004's ranked peaked at 3rd place.<br />
<br />
<br />
Although, due to the release of the Titan Pack for UT3, in the first weekend it had substantially risen in popularity overtaking UT2004, with UT3 being ranked 72nd most played PC game in the world in comparison with UT2004 being ranked 75th, using Xfire's statistics.<br />
<br />
<br />
As of 21st June 2008: UT2004: 50th, 4167 hours per day -- UT3: 94th, 1833 hours per day<br />
<br />
As of 15th April 2009: UT2004: 68th, 3405 hours per day -- UT3: 105th, 1820 hours per day<br />
<br />
As of 15th May 2009: UT2004: 76th, 2557 hours per day -- UT3: 107th, 1512 hours per day<br />
<br />
==Game Content==<br />
===Engine===<br />
'''Unreal Tournament 3''' uses [[Unreal Engine 3]]. <br />
<br />
===Version History===<br />
Currently (May 5th, 2009) the latest official version of UT3 is Version 2.1, AKA Version 3809.<br />
<br />
As a new patch was recently released, there is no current beta patch. The last beta patch was Patch 5 Beta 3, AKA Version 3809, which is identical to the latest released patch. Please do not ask Epic about support for these betas; they are given only to specific testers and are not intended for wide-scale usage. Beta patches may have bugs which could cause many unknown side effects. Unless you are very comfortable with your PC and your knowledge of UT3's inner workings, it is strongly advised that you await the full patches.<br />
<br />
As of January 29th, 2009, users of the retail copy of UT3 were able to use their CD Keys to convert their copy into a Steam version of UT3. This will allow those copies access to the Steam-only features, like the achievements that will be coming in Patch 2.0.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Game Version !! Engine Number !! Date !! Reported Version<br />
|-<br />
| Beta Demo || 3464 || October 12th, 2007 || N/A<ref>The demo, of course, has no version number.</ref><br />
|-<br />
| Game Release || 3487 || November 19th, 2007 || N/A<ref>Version 1.0 of the game does not mention the game version in the menu.</ref><br />
|-<br />
| Patch 1 Beta 1 || 3508 || November 22nd, 2007 || Version 1.1 Beta 1<ref>As of Version 1.1 Beta 1, the game version is listed in the upper left corner of the main menu.</ref><br />
|- <br />
| Patch 1 Beta 2 || 3512 || November 29th, 2007 || Version 1.1 Beta 2<br />
|-<br />
| Patch 1 Beta 3 || 3518 || December 5th, 2007 || Version 1.1 Beta 3<br />
|-<br />
| Patch 1 Beta 4 || 3521 || December 8th, 2007 || Version 1.1 Beta 4<br />
|-<br />
| Patch 1 || 3521 || December 10th, 2007 || Version 1.1<br />
|-<br />
| Patch 2 Beta 1 || 3537 || February 7th, 2008 || Version 1.2 Beta 1<br />
|-<br />
| Patch 2 Beta 2 || 3538 || February 12th, 2008 || Version 1.2 Beta 2<br />
|-<br />
| Patch 2 Beta 4 || 3543 || February 15th, 2008 || Version 1.2 Beta 3<ref>Patch 2 Beta 3 was never released; Epic went straight from Beta 2 to Beta 4, and released Patch 2 Beta 4 as 1.2 Beta 3.</ref><br />
|-<br />
| Patch 2 || 3543 || February 21st, 2008 || Version 1.2<br />
|-<br />
| Patch 3 Beta 1 || 3547 || June 4th, 2008 || Version 1.3 Beta 1<br />
|-<br />
| Patch 3 Beta 2 || 3548 || June 19th, 2008 || Version 1.3 Beta 2<br />
|-<br />
| Patch 3 Beta 3 || 3574 || July 10th, 2008 || Version 1.3 Beta 1<ref>Patch 3 Beta 3 appears to have been mislabeled in the game as Patch 3 Beta 1; currently the only way to tell these two patches apart is to check the internal version number in Launch.log, located in My Documents\My Games\Unreal Tournament 3\UTGame\Logs\. The second line down (Init: Version: nnnn) will give the game's engine number. Patch 3 Beta 1 is 3547, Patch 3 Beta 3 is 3574.</ref><br />
|-<br />
| Patch 3 Beta 4 || 3590 || July 25th, 2008 || Version 1.3 Beta 4<br />
|-<br />
| Patch 3 Beta 5 || 3601 || August 4th, 2008 || Version 1.3 Beta 5<br />
|-<br />
| Patch 3 || 3601 || August 13th, 2008 || Version 1.3<br />
|-<br />
| Leaked Patch 4 Beta || 3783 || February 6th, 2009 || Version 2.0 Beta 1<ref>NOTE: This patch was '''LEAKED.''' It was not supported by Epic at all, and did not work properly online.</ref><br />
|-<br />
| Patch 4 Beta 1 || 3786 || February 20th, 2009 || Version 2.0 Beta 1<ref>This patch was not leaked, unlike the previous leaked beta. Note that those of you who download the beta version through Steam will '''NOT''' be able to connect to 1.3 servers, only 2.0 servers! Non-Steam versions will still connect to 1.3 servers, however.</ref> <br />
|-<br />
| Patch 4 Beta 2 || 3787 || February 24th, 2009 || Version 2.0 Beta 2<br />
|-<br />
| Patch 4 Beta 3 || 3790 || February 27th, 2009 || Version 2.0 Beta 3<br />
|-<br />
| Patch 4 || 3797 || March 5th, 2009 || Version 2.0<br />
|-<br />
| Patch 5 Beta 1 || 3803 || March 20th, 2009 || Version 2.1 Beta 1<ref>This version had an issue allowing 2.0 clients to connect. This issue was fixed in the next beta.</ref><br />
|-<br />
| Patch 5 Beta 2 || 3805 || March 21st, 2009 || Version 2.1 Beta 1<ref>This version fixed the ability of 2.0 clients to connect, but did no other changes. Epic appears to have skipped calling this patch Beta 2, and called the next patch Beta 3 in the menu.</ref><br />
|-<br />
| Patch 5 Beta 3 || 3809 || March 26th, 2009 || Version 2.1 Beta 3<br />
|-<br />
| Patch 5 || 3809 || May 4th, 2009 || Version 2.1<br />
|}<br />
<br />
<references/><br />
<br />
====A bit about Patch 2.0====<br />
Patch 2.0 changes the game in many drastic ways. Among the multitude of changes are:<br />
* The UI has been changed. It has a new look. Offline settings (Instant Action) are now saved. More options, especially graphics-related options, are available for tweaking, reducing the need to edit the INI.<br />
* Clientside demorecs now work fully.<br />
* The netcode has been improved.<br />
* The game now features Mapvoting, Gametype voting, and kickvoting.<br />
* Ammo pickup amounts have mostly been reduced a bit: Shock, Sniper, and Flak pickups have been reduced from 10 ammo to 8 ammo, Rocket ammo has been reduced from 9 to 6, and the Stinger and Link Gun have been reduced from 50 ammo to 40. <br />
** This is counterbalanced, however, by the new "Weaponstay" scheme which allows you to re-pickup weapons at a weapon base for more ammo, as opposed to the old one which kept the weapon there at all times and you couldn't pick it back up. Instead, the weapon will disappear (locally) for a player who picks it up, only to respawn 27.5 seconds later for them, similarly to how weapon lockers work.<br />
* In Warfare and VCTF game modes, players will spawn with weapons from the nearest weapon locker.<br />
* The Goliath got an armor boost, from 800 to 900 armor.<br />
<br />
===Music===<br />
[[Rom Di Prisco]] and [[Jesper Kyd]] composed the UT3 soundtrack. [[Kevin Riepl]] also had a major hand in music production for the game, scoring the cutscenes as well as a few in-game music tracks.<br />
<br />
An official game soundtrack was released November 20, 2007. The 2-CD set contains the ingame music, done by Kyd and DiPrisco, which feature a number of remixes from previous Unreal Tournament games.<br />
Not every track are present in the soundtrack. All cutscene music is missing, as are the themes to WAR-Downtown and CTF-Coret are missing, due to those tracks being composed by Kevin Riepl. These tracks are, however, [http://kevinriepl.com/ut.htm available from his site], along with some songs from E3 videos and other early demonstrations.<br />
<br />
{| class="wikitable"<br />
|+ CD 1<br />
|-<br />
! Track # !! Title !! Duration !! Author !! Example Use<br />
|-<br />
| 1 || Unreal Tournament Theme (UT3 Remix) || 2:02 || Rom Di Prisco || Unused<br />
|-<br />
| 2 || Unreal Tournament Title (UT3 Remix) || 3:34 || Rom Di Prisco || Main Menu<br />
|-<br />
| 3 || Tactical Agenda || 4:48 || Rom Di Prisco || Mission Select Screen<br />
|-<br />
| 4 || ONS01 (UT3 Remix) || 4:27 || Rom Di Prisco || [[WAR-TankCrossing]]<br />
|-<br />
| 5 || Mekalopolis || 5:36 || Rom Di Prisco || Unused<br />
|-<br />
| 6 || Skyward Fire (UT3 Remix) || 5:04 || Rom Di Prisco || [[WAR-Torlan]]<br />
|-<br />
| 7 || Afterburn || 4:06 || Rom Di Prisco || [[DM-Biohazard]]<br />
|-<br />
| 8 || Go Down (UT3 Remix) || 3:11 || Rom Di Prisco || [[DM-Deck]]<br />
|-<br />
| 9 || Quantum Velocity || 4:58 || Rom Di Prisco || [[DM-Fearless]]<br />
|-<br />
| 10 || Foregone Destruction (UT3 Remix) || 5:02 || Rom Di Prisco || [[CTF-FacingWorlds]]<br />
|-<br />
| 11 || Suborbital Graviton || 3:23 || Rom Di Prisco || Unused<br />
|-<br />
| 12 || Skylab 9000 || 4:04 || Rom Di Prisco || [[DM-Deimos]]<br />
|-<br />
| 13 || Deploy And Assault || 3:52 || Rom Di Prisco || Unused<br />
|-<br />
| 14 || Defector || 4:34 || Rom Di Prisco || [[VCTF-Kargo]]<br />
|-<br />
| 15 || Firestorm || 5:13 || Rom Di Prisco || [[VCTF-Containment]]<br />
|-<br />
| 16 || Mechanism Eight (UT3 Remix) || 3:32 || Rom Di Prisco || [[DM-Arsenal]]<br />
|-<br />
| 17 || Plasma Oscillator || 3:50 || Rom Di Prisco || [[VCTF-Suspense]]<br />
|-<br />
| 18 || Frozen Babylon || 3:37 || Rom Di Prisco || [[DM-Gateway]]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ CD 2<br />
|-<br />
! Track # !! Title !! Duration !! Author !! Example Use<br />
|-<br />
| 1 || Unreal Tournament Title (UT3 Reconstruction) || 2:51 || Jesper Kyd || Unused<br />
|-<br />
| 2 || LockDown || 4:48 || Jesper Kyd || [[CTF-OmicronDawn]]<br />
|-<br />
| 3 || To The Death || 6:00 || Jesper Kyd || [[DM-Diesel]]<br />
|-<br />
| 4 || Robo Mall || 8:55 || Jesper Kyd || [[DM-CarbonFire]]<br />
|-<br />
| 5 || Necris Attacks || 4:03 || Jesper Kyd || [[DM-Sentinel]]<br />
|-<br />
| 6 || Outpost || 4:55 || Jesper Kyd || [[DM-Defiance]]<br />
|-<br />
| 7 || Tactical Agenda (Nanoblack Remix) || 3:42 || Rom Di Prisco || Unused<br />
|-<br />
| 8 || Necrimanci || 4:37 || Rom Di Prisco || [[DM-HeatRay]]<br />
|-<br />
| 9 || Sanktuary || 4:26 || Rom Di Prisco || [[WAR-Floodgate]]<br />
|-<br />
| 10 || Necris Attacks (Extended Version) || 6:20 || Jesper Kyd || [[VCTF-Necropolis]]<br />
|-<br />
| 11 || Outpost (Extended Version) || 6:34 || Jesper Kyd || [[VCTF-Corruption]]<br />
|-<br />
| 12 || Tactical Agenda (Jade Dragon Remix) || 4:12 || Rom Di Prisco || Unused<br />
|-<br />
| 13 || Bushido || 4:02 || Rom Di Prisco || [[DM-Sanctuary]]<br />
|-<br />
| 14 || Temple Of Shambhala || 4:04 || Rom DiPrisco || [[DM-RisingSun]]<br />
|-<br />
| 15 || World Of Liandri || 4:49 || Jesper Kyd || [[DM-ShangriLa]]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Other Tracks<br />
|-<br />
! Title !! Duration !! Author !! Example Use<br />
|-<br />
| Intro Music || 3:43 || Kevin Riepl || Intro cutscene<br />
|-<br />
| Intro Alternate || 3:37 || Kevin Riepl || Unused<br />
|-<br />
| Tutorial Music || 1:57 || Kevin Riepl || Tutorial cutscene<br />
|-<br />
| Necris Attack || 3:06 || Kevin Riepl || Necris Attack cutscene<br />
|-<br />
| NEG Intercedes || 1:52 || Kevin Riepl || NEG Intercedes cutscene<br />
|-<br />
| Malcolm Betrayal || 1:37 || Kevin Riepl || Malcolm Betrayal cutscene<br />
|-<br />
| Conclusion || 2:44 || Kevin Riepl || Conclusion cutscene<br />
|-<br />
| KR-UT3-Coret || 6:51 || Kevin Riepl || [[CTF-Coret (UT3 map)|CTF-Coret]]<br />
|-<br />
| KR-UT3-Strident || 6:58 || Kevin Riepl || [[WAR-Downtown]]<br />
|}<br />
<br />
==Gametypes==<br />
*[[UT3 Single Player|Single Player]]<br />
*: A five act storyline takes the place of the old tournament ladder system from previous games. The campaign contains in-engine rendered cutscenes along with the ability to gather "cards" that can be used to gain certain advantages in maps by completing side objectives. Online four player co-op is available for the campaign. <br />
*[[Deathmatch]]<br />
*: Free-for-all kill or be killed. The player with the most frags wins.<br />
*[[Team Deathmatch]]<br />
*: Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins.<br />
*[[Capture the Flag]]<br />
*: Your team must capture the enemy flag by taking it from the enemy base and returning it to their own. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned (by touching it after it is dropped) before your team can score a flag capture.<br />
*[[Vehicle Capture the Flag]]<br />
*: Traditional Capture The Flag with vehicles and Hoverboards instead of Translocators. The Flag may not be carried in any vehicle but the Hoverboard.<br />
*[[Warfare]]<br />
*: Create a power chain to the enemy Core by capturing Nodes in a 'connect the dots' fashion. Nodes at the end of a chain may be controlled by either team. Control Nodes for your team by touching them to start the build process (use the Link Gun alt-fire to speed things up). Once your team has a link to the enemy Core, attack and destroy it.<br />
*[[Duel]]<br />
*: 1 vs. 1 Dueling Mode.<br />
*[[Greed]]<br />
*: Collect Skulls by defeating opponents, and return them to the opposing team's base.<br />
*[[Betrayal]]<br />
*: Work together to earn bonus points. Betray your team to keep them.<br />
<br />
==Weapons==<br />
*[[Deployables#Unreal Tournament 3|Deployables]]<br />
*: Strategy-themed devices. These are the Stasis Field, Energy Shield, Spidermine Trap, EMP, Shaped Charge, X-Ray Field, and the Link Station. These are dropped by the [[Necris]] [[Nightshade]], the [[Axon]] [[Stealthbender]], or are carried by hand.<br />
*[[Translocator]]<br />
*: This [[Unreal series]] favorite returns to the [[Capture the Flag]] gametype, except for maps that contain vehicles, in which the hoverboard becomes the secondary method of transportation. There are more charges than UT2004 (7 compared to 6) and they refill faster. (About one per second.) Also, the disc has a flatter trajectory than UT2004 and it fires farther than UT, but not quite as far at UT2004. <br />
*[[Impact Hammer]]<br />
*: This favorite from [[Unreal Tournament]] makes a comeback with an EMP alt-fire that severely damages vehicles and can remove powerups from other players. One of the newer effects of the Impact Hammer is that if you get several kills with it, blood and gore smear over the hammer - eventually making it more red than orange.<br />
*[[Enforcer]]<br />
*: Your starting weapon, the Enforcer is a pistol with rapid fire. Secondary fire shoots a less accurate triple burst. You spawn with one enforcer, though if a player is killed while holding the weapon it is dropped, and picking up a second enforcer allows you to hold two at a time. As a homage to the original Enforcer's alternate fire, they now turn sideways when you are close to an opponent.<br />
*[[Bio Rifle]]<br />
*: This weapon fires a big slow arcing gob of sludge that can instantly take out a heavily armed opponent or stick to floors and walls, then break apart into smaller pieces creating an instant minefield. Players with a large amount of slime attached to them will get rapidly "chipped" in damage, but they will have a second or two to fight back before dying, giving them a chance to take out the enemy who hit them.<br />
*[[Shock Rifle]]<br />
*: A classic weapon, the Shock Rifle fires an instant-hit beam of energy when primary fire is used, and a floating ball of energy when secondary fire is used. Players can also shoot the ball of energy with the beam to create a shock combo, dealing intense amounts of damage in a small radius (enough to kill a player wearing even medium armor). When compared to past titles, the shock balls have been sped up from [[UT2004]] to be more closely match the rate of the original [[UT]]. The primary rate of fire has also been reduced. Shock combos will now suck up ragdolls in a small vortex, and gib them if it does so.<br />
*[[Link Gun]]<br />
*: The link gun shoots small fast moving plasma balls similar to those in the original [[UT]]. The secondary shoots a straight beam of energy that can skeletize foes, heal vehicles and charge power nodes.<br />
*[[Minigun|Stinger Minigun]]<br />
*: The stinger from the original [[Unreal]] replaces the [[Minigun]] as a fast firing semi-projectile weapon. The gun has two modes, a fast but inaccurate spread of [[Tarydium]] crystal shards that hits instantly, and a slower firing more powerful projectile shot that uses two shards and can also sometimes nail opponents to the wall with the killing blow.<br />
*[[Flak Cannon]]<br />
*: Primary fire for this weapon releases a number of chunks of metal, tearing enemies into shreds. The secondary fire releases an undetonated flak shell that detonates and turns to shrapnel on impact. Compared to past titles, the primary fire bounces more and has a much tighter spread, while the flak shell does not travel as far as it did in [[UT2004]], but it has a much higher upward arc.<br />
*[[Rocket Launcher]]<br />
*: The new rocket launcher combines the instant rockets ability from [[UT2004]], and the grenades from [[UT]]. As in [[UT2004]] primary fire shoots instant rockets, secondary fire loads rockets, and hitting primary while holding secondary will switch to spiral fire mode with a single tap, grenades with two, or back to a spread with three. As in UT2004, rockets can lock onto vehicles. This feature has been visibly improved to help take out vehicles, with much better locking and turning ability.<br />
*[[Sniper Rifle]]<br />
*: The classic sniper rifle has returned to replace the [[Lightning Gun]] as the primary long range weapon. It now features a orange-colored tracer, and Bolt Action reloading.<br />
*[[AVRiL|Longbow AVRiL]]<br />
*: The AVRiL is now hand loaded. Its tracking beam can be used to "herd" [[Deployables#Spidermine_Trap|Spider Mines]], much like the alt-fire on the [[Mine Layer]] in [[UT2004]], and the tracking beam is also visible to combat problems where a person could get shot with AVRiLs and not know where the enemy is. If a friendly teammate fires an AVRiL and they have not locked onto a target after a few seconds, it is possible to use your own AVRiL to lock onto a target with the targeting beam, which will actually cause the missile to come flying back towards its new target!<br />
*[[Redeemer]]<br />
*: Acting as the sole super weapon in this title, the redeemer fires a small nuclear warhead, capable of killing anybody within range regardless of how they are protected, and destroying all but the most heavily armored vehicles. It takes a few seconds to fully prepare and arm, and it takes up a large portion of your visibility as it is doing so. Primary fire just releases the warhead, while secondary fire gives you the ability to guide it. If you are close to the epicenter, but not directly exposed to damage, you may be knocked off your feet for a moment, as if you had fallen off the hoverboard. As always, a good shot can take the redeemer down, giving both the firing player and the sharpshooter a "Denied!" award.<br />
<br />
==Pickups==<br />
===Powerups===<br />
All Powerups are dropped when the player is killed, or if they are knocked off of the player with the Altfire of the Impact Hammer.<br />
*[[Jump Boots]]<br />
*:The Jump Boots return from UT, and are activated by double jumping. It is possible to dodgejump as you could in UT2004, if and only if you have these boots.<br />
*[[Berserk]]<br />
*:Increases weapon rate of fire speed. Combined with the Damage Amplifier, the game will give you a "Juggernaut" award. Additionally, it will also supply full ammo for all the weapons you currently have. Weapons whose rate of fire is not increased (such as the Stinger's primary fire) will act as if they have a damage amplifier, instead.<br />
*[[Damage Amplifier]]<br />
*:Gives double damage. Combined with the Berserk, the game will give you a "Juggernaut" award.<br />
*[[Invulnerability]]<br />
*:Grants you total invincibility from all things except for falling off the map or otherwise instant kill zones. Watch out for players who use the Impact Hammer's altfire to knock it off you!<br />
*[[Invisibility]]<br />
*:Makes the player very difficult/impossible to see. Note that on Detail Level 1, players literally <i>ARE</i> completely invisible!<br />
*[[Slow Field]]<br />
*:Just like the Stasis Field deployable, except this sucker's portable.<br />
<br />
===Health===<br />
*[[Health Vial]] - Small and Green. Heals 5 Health, up to a maximum of 199.<br />
*[[Health Pack]] - Large, White Health Packs that somewhat resemble UT2004's Kegs, but a bit more rounded and without the blue. Heals 25 Health, up to a maximum of 100.<br />
*[[Big Keg O' Health]] - As always, the Keg of health provides an instant +100 Health boost, up to 199 health.<br />
<br />
===Armor===<br />
*[[Shield Belt]]<br />
*:The Shield Belt returns, although it provides only 100 points of protection. However, unlike the UT200x shields, the shield belt will absorb 100% of damage, until it is destroyed. If you are wearing a shield belt and in a vehicle when it is destroyed, you will not die instantly - instead, you will be ejected from the vehicle like in UT2004 assault maps while in Vehicles, but it will cost the Shield Belt. You will also not fall from your Hoverboard if you have a Shield belt.<br />
*[[Armor Vest]]<br />
*:The Armor Vest provides 50 points of protection, and absorbs 75% of taken damage.<br />
*[[Thigh Pads]]<br />
*:The Thigh Pads provide 30 points of protection, and absorbs 50% of taken damage.<br />
*[[Helmet]]<br />
*:The Helmet provides 20 points of protection, and absorbs 50% of taken damage. One feature this piece of armor has that is unique, is its ability to block headshots. Assuming you have at least 1 point of Helmet Armor on, if your character suffers a headshot, it will not affect him or damage him at all - however, the helmet will be destroyed.<br />
<br />
==Vehicles==<br />
===Axon===<br />
*[[Scorpion]] <br />
*: The primary fire shoots high steel carbo-fragment balls that explode on contact; these are particularly effective against other vehicles, but especially against the [[Manta]], [[Viper]], and [[Hoverboard]], upon which they home in on. It also now features a speed boost feature. You can eject from the Scorpion when using it in this manner, and it will blow up and detonate upon impact. If it kills someone due to the explosion, the game will reward you with a "Bullseye!" award.<br />
*[[Hellbender]] <br />
*: The new rendition of the hellbender places the driver in control over the skymine turret, while the rear turret functions differently from [[UT2004]], being more like a standard turret instead of the twin-beam configuration. The rear turret can either be rapidly fired for low damage or given a brief moment to recharge for more power.<br />
*[[Manta]] <br />
*: In addition to a visual update, players will no longer be able to ride on top of the side fans. The Manta is also unable to hit players without crouching down anymore unless the player is on a hoverboard or a slope.<br />
*[[Raptor]]<br />
*: Besides the visual update, the Raptor now seems to be a bit more responsive to maneuvering, and both the rate of fire and locking ability for its missiles have dramatically improved.<br />
*[[Cicada]]<br />
*: Sporting a much bulkier and boxier look, the Cicada is mostly unchanged, however, ascending and descending seems even faster than before. Missiles can still be charged and held with the Altfire.<br />
*[[Paladin]]<br />
*: Visually much improved from it's UT 2004 debut. The shield will no longer remain deployed if it goes through buildings or other level geometry, and it will get dimmer with sustained damage to allow visual estimation of how charged the shield is. Furthermore, using the shield combo to knock away nearby infantry is now instantaneous, as well as depleting the shield slightly, taking about six combos before the shield is down. It seems to be slightly faster, as well.<br />
*[[SPMA|Hellfire SPMA]]<br />
*: The skymine turret is now controlled by the driver when the paladin is undeployed. There is no longer a passanger/gunner seat. The camera can now crush and kill people if it hits them (or even if they simply run into it!) and it also cannot be launched as far upward - however, to compensate, the bombing is considerably more tightly packed. There is now a visual arc that shows what path the shell will roughly take, assuming that the area is strikeable - an area that cannot be bombed will not show this targeting arc.<br />
*[[Goliath]]<br />
*: The Goliath tank works effectively the same to its UT2004 equivalent. It can climb over small obstacles now, such as other vehicles, and has a much higher upward firing range than its UT2004 counterpart. Its shell range has been decreased somewhat, but they also have less randomness in each shot.<br />
*[[Leviathan]]<br />
*: This mobile fortress still features its devastating main cannon and has added distinct weapon fire to each of its four turrets rather than UT2004's link-like projectile. Each turret also has an alternate shield function. It has considerably more armor and the Ion Cannon takes nearly twice as long to deploy, compared to the UT2004 version. Each turret can be individually destroyed as well.<br />
*[[Stealthbender]]<br />
*: Axon's Stealth Research Division managed to get some of the early specs for the Necris Nightshade vehicle and have been attempting to retrofit that technology onto their own.<br />
<br />
===Necris===<br />
The Necris have six vehicles at their disposal:<br />
*[[Viper]]<br />
*: A single passenger speeder. The primary gun fires projectiles that bounce off walls, similar to [[Ripper]] projectiles in the original [[UT]]. The vehicle can also spread out like a real life viper to hover high in the sky. Like the Scorpion, it can be used on kamikaze missions, and ram vehicles or targets from the air.<br />
*[[Darkwalker]]<br />
*: This lumbering tripod has tendril-like legs that allow them to climb a wider variety of terrain compared to other vehicles. The primary weapon is an extremely powerful twin laser beam that shoots out a line of plasma. The secondary fire "screams" knocking players off their feet and out of some vehicles (Manta, Viper) or force others out of the way (Scavenger). The vehicle also features a secondary gunner position that functions similar to a Plasma Turret.<br />
*[[Nemesis]]<br />
*: The Nemesis is the Necris answer to the Goliath, and it features an instant hit twin laser beam with zoom. The vehicle also supports different modes. When you crouch down the vehicle moves faster, but it will completely lock your aim forward, with no motion at all except for vehicular manipulation. You can also rise up to attack, but this makes you more of a target. You can also rise up even more to increase the beams' rate of fire... but this makes you nearly immobile, roughly on par with the Leviathan, as well as a very large and obvious target.<br />
*[[Fury]]<br />
*: The Fury is a single-seated flying vehicle that specializes in shooting down other air units. This vehicle can dodge, allowing you to barrel roll out of the way. Primary fire is a hitscan beam attack, similar in nature to the Darkwalker but with less range, and with a lock-on ability once struck as well as a very quick recharge time. Altfire allows a quick burst of speed to get out of the way of missiles or shots heading your way. It was planned to hold 2 passengers, who could control small guns like the Dark Walker passenger gun, this was cancelled due to the size.<br />
*[[Nightshade]]<br />
*: Seemingly the Necris answer to the Axon's Hellbender, this stealth-based vehicle primarily has [[Deployables#Unreal Tournament 3|deployables]] as weapons: [[Deployables#Spidermine_Trap|Spider Mines]], [[Deployables#EMP|EMP Mines]], [[Deployables#Shield_Generator|Shield Generators]], and the [[Deployables#Stasis_Field|Stasis Field]], commonly called the "Slow Volume." Its only other weapon is a short-range beam similar to the Link Gun's, with very limited range that heals vehicles and nodes at a greatly accelerated speed. It can uncloak to go faster, toggled with Altfire.<br />
*[[Scavenger]]<br />
*: This spherical vehicle can extend its legs and pull itself up terrain or retract them and roll on the ground like a ball. It also has a spinning attack that is effective against infantry. A small ball hovers around the vehicle; it is this orb that attacks directly and not the Scavenger, which acts more like a targeting device for this orb to attack. It can move at great speeds while rolling on the ground, but has little control as a result. Ramming into other vehicles at great speed while rolling as a ball damages them considerably.<br />
<br />
===Other===<br />
*[[Hoverboard]]<br />
*: Pressing the translocator button will cause the player to hop on a hovering skate-board like device that is used mainly for transportation and is present only in Warfare and Vehicle Capture the Flag maps. The flag or orb may be carried on the Hoverboard, but any amount of damage, even one point, will send the player tumbling (this includes falling damage) in addition to dropping the orb or flag, if they carried it, unless the player is currently wearing a Shieldbelt. A player who falls off will be prone for a moment before being able to get up, which could naturally be fatal if there's opposition in the area. This also extends to grappling onto a vehicle, so if the carrier is shot from high up as they're attached to a raptor or other flying vehicle, it is generally lethal unless the player has lots of armor and health.<br />
*[[Turrets#Unreal Tournament 3|Turrets]]<br />
*: These formerly stationary one-man laser cannons are now equipped with rails, offering the turret limited mobility in order to help prevent attackers from taking advantage of the terrain by obtaining angles of shot that cannot be avoided. These come in four delicious flavors: Energy Turrets, Shock Turrets, Rocket Turrets, and Stinger Turrets.<br />
*[[Eradicator]]<br />
*: The Eradicator is rather like a SPMA, except completely stationary. That doesn't make it any less deadly, though, since it can hit you regardless of where you are.<br />
<br />
==Teams==<br />
Teams present in UT3 are the following:<br />
*[[Ronin]]<br />
*: The only survivors of the infamous Twin Souls massacre, bound together out of a sense of duty, honor, and revenge.<br />
*[[Iron Guard]]<br />
*: A group of highly skilled and well trained mercenaries, experts in virtually any combat scenario.<br />
*[[Krall]] <br />
*: The Necris use these formidable reptilian beasts for the pacification of newly conquered planets.<br />
*[[Necris]] <br />
*: The secretive Phayder Corporation developed the Necris process to produce this elite group of assassins.<br />
*[[The Corrupt|Liandri]] <br />
*: Combat modified versions of the Liandri Mining Corporation's world-class security drones.<br />
<br />
These teams have probably been in the game at one point, but appear to have been cut:<br />
*[[Thunder Crash]] <br />
*: Even though Malcolm is present in the game, he and his team of experienced fighters do not participate as opponents in the storyline.<br />
*[[Juggernauts]] <br />
*: These heavily armored, gene-boosted combatants would have returned from [[UT2004]]. They mostly consist of disgruntled prisoners and criminals.<br />
*[[Nakhti]]<br />
*: The Nakhti possess far advanced technology and are well skilled in fighting. They are featured in [[UC2]].<br />
<br />
===Characters===<br />
New to the Unreal Tournament games, UT3 now includes the option to fully customize your character. Players are able to switch out several armor pieces: <br />
* Facemask<br />
* Helmet<br />
* Goggles<br />
* Shoulderpads<br />
* Torso<br />
* Arms<br />
* Thighs<br />
* Boots<br />
<br />
Included are the following characters:<br />
{| class="list" width="100%"<br />
|-<br />
|<br />
====[[Iron Guard]]====<br />
* [[Lauren]] (Leader)<br />
* [[Iron Guard#Barktooth|Barktooth]]<br />
* [[Iron Guard#Harlin 2|Harlin]]<br />
* [[Iron Guard#Slain|Slain]]<br />
* [[Iron Guard#Johnson|Johnson]]<br />
* [[Iron Guard#Ariel|Ariel]]<br />
* [[Iron Guard#Blackjack|BlackJack]]<br />
|<br />
<br />
====[[Ronin|Izanagi / Ronin]]====<br />
* [[Reaper]]<br />
* [[Bishop]]<br />
* [[Othello]]<br />
* [[Jester]]<br />
* [[Kensai]]<br />
* [[Ronin#Kai|Kai]]<br />
* [[Kana]] (Patch 2.0)<br />
|<br />
<br />
====[[Krall]]====<br />
* [[Scythe]] (Leader)<br />
* [[Cerberus]]<br />
* [[Gnasher]]<br />
* [[Scorn]]<br />
|-<br />
|<br />
====[[Necris]]====<br />
* [[Akasha]] (Leader)<br />
* [[Necris Black Legion#Loque 2|Loque]]<br />
* [[Necris Black Legion#Damian|Damian]]<br />
* [[Necris Black Legion#Kragoth 3|Kragoth]]<br />
* [[Necris Black Legion#Malakai 2|Malakai]]<br />
* [[Necris Black Legion#Alanna|Alanna]]<br />
|<br />
<br />
====[[The Corrupt|Liandri / The Corrupt]]====<br />
* [[Matrix]] (Leader)<br />
* [[Aspect]]<br />
* [[The Corrupt#Cathode|Cathode]]<br />
* [[The Corrupt#Enigma|Enigma]]<br />
* [[Nova]] (Patch 2.0)<br />
|}<br />
<br />
''Note: You can unlock 'Leaders' by beating them in the Singeplayer Campaign. All of the Necris characters are unlockables. '''Ariel''' and '''Alanna''' are special characters unlocked by a code.''<br />
<br />
==Maps==<br />
This time around, Epic chose to step away from the wildly different maps seen in previous tournaments, and instead create a few cohesive worlds and tie them together with their level design. 40 maps shipped with the game and 13 of them are [[Warfare]] maps. As of the Titan Pack, the total map count will raise to a staggering 57 maps.<br />
{| class="list" width="100%"<br />
|-<br />
! colspan="3" |<br />
==== Capture the Flag ====<br />
|-<br />
|<br />
* [[CTF-Coret (UT3 map)|CTF-Coret]]<br />
* [[CTF-FacingWorlds]] (Bonus pack)<br />
* [[CTF-Hydrosis]]<br />
|<br />
* [[CTF-Morbid]] (Titan pack & Titans mutator recommended)<br />
* [[CTF-Nanoblack]] (Titan pack)<br />
* [[CTF-OmicronDawn]]<br />
|<br />
* [[CTF-Reflection]]<br />
* [[CTF-Searchlight]] (Bonus pack)<br />
* [[CTF-Shaft]] (Titan pack)<br />
|<br />
* [[CTF-Strident]]<br />
* [[CTF-Vertebrae]]<br />
|-<br />
! colspan="4" |<br />
==== Deathmatch ====<br />
|-<br />
|<br />
* [[DM-Arsenal]]<br />
* [[DM-Biohazard]]<br />
* [[DM-CarbonFire]]<br />
* [[DM-DarkMatch]] (Titan pack)<br />
* [[DM-Deck]]<br />
|<br />
* [[DM-Defiance]]<br />
* [[DM-Deimos]]<br />
* [[DM-Diesel]]<br />
* [[DM-EdenInc]] (Titan pack)<br />
|<br />
* [[DM-Fearless]]<br />
* [[DM-Gateway]]<br />
* [[DM-HeatRay]]<br />
* [[DM-KBarge]] (Titan pack)<br />
* [[DM-LostCause]] (Titan pack)<br />
|<br />
* [[DM-OceanRelic]] (Titan pack)<br />
* [[DM-Morbias]] (Bonus pack)<br />
* [[DM-RisingSun]]<br />
* [[DM-Sanctuary]]<br />
|<br />
* [[DM-Sentinel]]<br />
* [[DM-ShangriLa]]<br />
* [[DM-Turbine (UT3 map)|DM-Turbine]] (Titan pack)<br />
|-<br />
! colspan="4" |<br />
==== Vehicle Capture the Flag ====<br />
|-<br />
|<br />
* [[VCTF-Containment]]<br />
* [[VCTF-Corruption]]<br />
* [[VCTF-Kargo]]<br />
|<br />
* [[VCTF-Necropolis]]<br />
* [[VCTF-Sandstorm]]<br />
* [[VCTF-Stranded]] (Titan pack)<br />
|<br />
* [[VCTF-Suspense]]<br />
* [[VCTF-Suspense_Necris]] (Titan pack)<br />
* [[VCTF-Rails]] (Titan pack)<br />
|-<br />
! colspan="4" |<br />
==== Warfare ====<br />
|-<br />
|<br />
* [[WAR-Avalanche]]<br />
* [[WAR-ColdHarbor]] (Titan pack)<br />
* [[WAR-Confrontation]] (Titan pack)<br />
* [[WAR-Downtown]]<br />
|<br />
* [[WAR-Downtown_Necris]] (Titan pack)<br />
* [[WAR-Dusk]]<br />
* [[WAR-Floodgate]]<br />
* [[WAR-Hostile]] (Titan pack)<br />
|<br />
* [[WAR-Islander]]<br />
* [[WAR-MarketDistrict]]<br />
* [[WAR-OnyxCoast]]<br />
* [[WAR-PowerSurge]]<br />
|<br />
* [[WAR-Serenity]]<br />
* [[WAR-Sinkhole]]<br />
* [[WAR-TankCrossing]]<br />
* [[WAR-Torlan]]<br />
|-<br />
! colspan="3" |<br />
|}<br />
<br />
==Mutators==<br />
The following mutators either come with the game or have been added in later bonus packs.<br />
<br />
*Arena<br />
*: Default weapon pickups in a level can be substituted with a single weapon.<br />
*Big Head<br />
*: Head size depends on ratio of kills to deaths.<br />
*No Orbs<br />
*: No Orbs in Warfare.<br />
*Friendly Fire<br />
*: Friendly fire damages teammates (50 percent of full damage taken).<br />
*Handicap<br />
*: Provides armor and weapon bonuses to losing players.<br />
*Instagib<br />
*: Players are equipped with a one shot kill instagib rifle, and all pickups are removed from the game.<br />
*Low Gravity<br />
*: Gravity is reduced.<br />
*No Hoverboard<br />
*: Hoverboard is removed.<br />
*No Super Pickups<br />
*: Removes all super pickups (Shieldbelt, Power Ups, Megahealth, Redeemer) from the game.<br />
*No Translocator<br />
*: The Translocator device is removed from the player's inventory.<br />
*Slow Mo<br />
*: Slows the game down.<br />
*Kills Slow Time<br />
*: Time slows down for a moment every time you kill an enemy (instant action only).<br />
*Speed Freak<br />
*: Speeds the game up.<br />
*Super Berserk<br />
*: Players fire at Berserk speed for the entire match.<br />
*Survival<br />
*: Spectating players spawn into the match after current players are killed (for the Duel gametype only).<br />
*Weapon Replacement<br />
*: Default weapon pickups in a level can be substituted with different weapons.<br />
*Weapon Respawn<br />
*: Weapons respawn instead of always being available. (Obsolete as of 2.0?)<br />
*Titans<br />
*: Allow players to become Titans.<br />
<br />
==Bonus Content==<br />
Before any official bonus content was released, Epic "cooked" a few user created maps and mutators for use with the PS3 version to give those users something to play with. (All custom content must be created on a PC.)<br />
<br />
On the 27th of March 2008, Epic released their first bonus pack, which contains three maps: [[DM-Morbias]], [[CTF-FacingWorlds]] and [[CTF-Searchlight]].<br />
<br />
The Xbox 360 version of the game has 2 new characters (Kana of the Twin Souls and Nova of the Liandri) as well as the Bonus Pack maps and 5 exclusive maps, which are: [[WAR-ColdHarbor]], [[DM-KBarge]], [[VCTF-Rails]], [[WAR-DownTown_Necris]] and [[VCTF-Suspense_Necris]].<br />
<br />
The Titan Pack is the second bonus pack. The pack includes two new game modes, one new mutator, Kana and Nova from the XBox 360, two new deployables, a new powerup, a new vehicle, two new weapons, and 16 new maps, five of which are the former XBox 360 exclusive maps. It was released March 5th, 2009.<br />
<br />
==Additional Information==<br />
<br />
===In-Game Awards===<br />
<br />
====Sprees====<br />
Awarded for making a certain number of kills without dying. Sprees are reset upon death.<br />
* Killing Spree: 5 kills.<br />
* Dominating: 10 kills.<br />
* Rampage: 15 kills.<br />
* Unstoppable: 20 kills.<br />
* Godlike: 25 kills.<br />
* Massacre: 30 kills or more.<br />
<br />
====Multikills====<br />
Awarded for making the amount of kills within 3-4 seconds of the previous kill.<br />
* Double Kill: 2 kills.<br />
* Multi Kill: 3 kills.<br />
* Mega Kill: 4 kills.<br />
* Ultra Kill: 5 kills.<br />
* Monster Kill: 6 kills or more.<br />
<br />
====Weapon Awards====<br />
Awarded for getting the amount of kills with the said weapon.<br />
* Jack Hammer: 15 kills with [[Impact Hammer]].<br />
* Gun Slinger: 15 kills with [[Enforcer]].<br />
* Bio hazard: 15 kills with [[Bio-Rifle]].<br />
* Combo king: 15 kills with the [[Shock Rifle]]'s combo.<br />
* Shaft Master: 15 kills with [[Link Gun]]'s alt fire.<br />
* Blue Streak: 15 kills with [[Minigun|Stinger Minigun]].<br />
* Flak Master: 15 kills with [[Flak Cannon]].<br />
* Rocket Scientist: 15 kills with [[Rocket Launcher]].<br />
* Head Hunter: 15 Headshots with the [[Sniper Rifle]].<br />
* Big Game Hunter: 15 kills with the [[AVRiL|Longbow AVRiL]].<br />
<br />
====Other Awards====<br />
* Eagle Eye: Destroying a flying vehicle ([[Raptor]], [[Cicada]], [[Fury]]), a speeding [[Scorpion]], or a [[Viper]] ready to self-destruct with the [[Goliath]] or [[Paladin]].<br />
* Bullseye: Killing an enemy with the kamikaze feature of the [[Scorpion]] or [[Viper]]. This does NOT have to be an enemy in a vehicle - killing an enemy on foot will still give you the Bullseye.<br />
* Top Gun: Destroying a flying vehicle with a Raptor's missiles.<br />
* Pancake: Using a vehicle to crush an enemy player, either onto the ground or against a wall. (Easiest to do with a [[Manta]].)<br />
* Road Rampage: Running over 15 people with a vehicle.<br />
* Hijacked and Carjacked: Stealing an abandoned enemy vehicle. (Stealing a [[Scorpion]] or [[Hellbender]] results in a "Carjacked!" announcement, but they are technically the same award)<br />
* Juggernaut: Having two or more of the following powerups at the same time: [[Berserk]], [[Double Damage]], and [[Invulnerability]]. Also conferred upon you when you become a Titan or a Behemoth.<br />
* First Blood: Be the first to make a kill in a match.<br />
* Hat Trick: 3 successful flag captures in a match. They do not need to be consecutive.<br />
* Denied: Destroying an enemy redeemer before it blows up, killing an enemy orb runner within close range of a powernode before they can capture it, or killing an enemy flag carrier within close range of their flag before they can capture it.<br />
* Assassin: Betray one of your teammates in [[Betrayal]] or kill a Titan.<br />
* Payback: Kill a rogue who betrayed your team in [[Betrayal]].<br />
* Rejected: Kill an enemy skull carrier just before he captures skulls in [[Greed]].<br />
<br />
====Achievements====<br />
Achievements, or trophies (PS3 version) have been added to the game as of Patch 2.0. Even if you have already met the criteria for the achievement prior to this patch, you will not unlock the achievement. You must meet the criteria after Patch 2.0 to earn it.<br />
<br />
* Lock and Load: Complete Chapter 1.<br />
* Soldier's Blood: Complete Chapter 2.<br />
* Does Not Compute: Complete Chapter 3.<br />
* Not in Kansas Anymore: Complete Chapter 4.<br />
* I'm Not on a Holy War: Defeat Akasha and complete the campaign.<br />
* Just Business: Complete Chapter 2 in Insane.<br />
* Bag of Bolts: Complete Chapter 3 in Insane.<br />
* Open War: Complete Chapter 4 in Insane.<br />
* Fear the Reaper: Defeat Akasha and complete the campaign in Insane.<br />
* I Need Some Backup: Complete 1 mission in co-op.<br />
* Got Your Back: Complete 10 missions in co-op.<br />
* Thanks To All the Little People: Complete a campaign in co-op.<br />
* I See How It Is: Complete an Instant Action match in every game mode.<br />
* Untouchable: Reach 20 kills against a god-like bot in instant action without dying.<br />
* Like the Back of My Hand: Collect every power up on every map.<br />
* Spice of Life: Play a match with every mutator, using only 1 per match.<br />
* Brain Surgeon: Get the "Head Hunter" award in 10 matches.<br />
* Don't Taze Me Bro!: Get the "Combo King" award in 10 matches.<br />
* Goo God: Get the "Biohazard" award in 10 matches.<br />
* Pistolero: Get the "Gun Slinger" award in 10 matches.<br />
* Shard-o-matic: Get the "Blue Streak" award in 10 matches.<br />
* Hammerhead: Get the "JackHammer" award in 10 matches.<br />
* Strongest Link: Get the "Shaft Master" award in 10 matches.<br />
* Have a Nice Day: Get the "Rocket Scientist" award in 10 matches and "Flak Master" award in 10 matches.<br />
* Big Game Hunter: Get the "Big Game Hunter" award in 10 matches.<br />
* Armadillo: Get the "Roadkill" award in 10 matches.<br />
* Jack of All Trades: Kill an enemy with every vehicle (except hoverboard).<br />
* Ace: Get the "Top Gun" award in 20 matches.<br />
* Deathwish: Get "Bullseye" (self-destruct to destroy an enemy) award in 20 matches.<br />
* Seeing Red: Have over 20 minutes of "Berserk Time".<br />
* Never Saw It Coming: Have over 20 minutes of "Invisibility Time".<br />
* Survival of the Fittest: Have over 10 minutes of "Invulnerable Time".<br />
* Delivering the Hurt: Have over 20 minutes of "UDamage Time".<br />
* Hat Trick: Achieve a Hat Trick in 10 CTF or VCTF matches.<br />
* Being a Hero: Return 100 Orbs in Warfare matches.<br />
* Flag Waver: Completed 100 CTF matches played to at least 3 captures.<br />
* Thirty Minutes or Less: Complete 100 VCTF matches played to at least 3 captures.<br />
* Paint the Town Red: Complete 100 Deathmatch or Duel matches played to at least 20 kills.<br />
* Connect the Dots: Complete 100 Warfare matches played to at least 3 points.<br />
* Serial Killer: Get the "Killing Spree" award in 20 matches.<br />
* Sir Slays-a-Lot: Get the "Monster Kill" award in 20 matches.<br />
* Killjoy: End sprees in 20 matches.<br />
* Off To a Good Start: Get the "First Blood" award in 40 matches.<br />
* Let's Get It On: Complete a multiplayer match in every game type.<br />
* Around the World: Win a multiplayer match on every map.<br />
* Get a Life: Get 200 kills in multiplayer on 50 different days.<br />
* Online Champion: Win 500 online matches.<br />
* Can't Be Trusted: Grab 200 points worth of betrayal pots.<br />
* Avenger: 20 successful retributions against a betrayer.<br />
* Bag of Bones: Deliver 50 skulls in one score in Greed against adept or higher skilled bots.<br />
* Skull Collector: Score 500 skulls in Greed.<br />
* Titanic: Become a titan 20 times.<br />
* Behemoth: Become a Behemoth 10 times.<br />
* Unholy: 10 kills with every Titan weapon in one Titan transformation.<br />
* The Slow Lane: Use the Slow Field power-up for over 10 minutes total.<br />
* Eradication: Get 100 kills with the Eradicator.<br />
* Arachnophobia: Kill 10 people with spidermines in deathmatch.<br />
* Unreal! (PS3 version): Collect all above trophies.<br />
<br />
===Community===<br />
Epic planned to use UT3 to bring more and more people into the Unreal community, with strong community integration out of the box. In-game lobbies were planned for Warfare, and game stats integration would have allowed you to find similarly-skilled opponents via the UT3 server browser. However, none of these elements shipped with the final game.<br />
<br />
A global rankings system does exist to allow clans and other players to compare scores.<br />
<br />
UT3 mod teams will, of course, be able to take advantage of the improvements in Unreal Engine 3's UnrealEd content creation tool, including the new UnrealKismet scripting environment, visual material editor and UnrealCascade particle engine. <br />
<br />
PS3 users can now download specially cooked versions of various maps and mutators, provided the author supplies them. However, there are some limitations, and custom sounds or music cannot be supported in PS3 versions of the maps due to a proprietary sound codec being used.<br />
<br />
The XBox 360 version does not appear to support custom content, but Epic might try to provide certain user-created content in the future. It does, however, currently have exclusive maps and characters not on the PC or PS3 versions, as well as a split-screen mode. As of Patch 2.0 and the Titan Pack, these features are no longer exclusive to the 360.<br />
<br />
===AI & Voice===<br />
{{cleanup|Section|This is still written in future tense. If you have any information about the AI & voice now, please rewrite this section.}}<br />
UT3 will bring major advances in the artificial intelligence that controls UT bots, as well as the way in which players communicate with them. UT3 players will be able to give bots specific orders using their own voices. Whereas in UT or UT2004 you'd use the voice menu to tell your bots to "attack", you can now give orders like "There's a sniper on the tower, go get him". Bots will also respond to particular questions. For example, if you asked "Is there anyone in the cave?", they might reply "No, the cave is clear".<br />
<br />
Apparently, this feature is quite buggy however. It is reported to work best for users who have a clear North American accent.<br />
<br />
UT3 bots' personalities will also make them better suited to different in-game tasks.<br />
<br />
==Previews and Reviews==<br />
* [http://www.beyondunreal.com/content/articles/220_1.php BeyondUnreal Reviews: Unreal Tournament 3]<br />
<br />
==References==<br />
*[http://forums.beyondunreal.com/showpost.php?p=2329199&postcount=2 Interview with Mark Rein, English translation]<br />
<br />
==See Also==<br />
*[[:Category:Unreal Tournament 3 media|Unreal Tournament 3 media]]<br />
*[[:Category:Unreal Tournament 3 maps|Unreal Tournament 3 maps]]<br />
*[[Unreal Tournament 2004]]<br />
*[[Unreal Tournament]]<br />
<br />
<br />
[[Category:Games]]</div>Death to uhttps://liandri.beyondunreal.com/Unreal_Tournament_3Unreal Tournament 32009-05-25T01:02:31Z<p>Death to u: /* Achievements */</p>
<hr />
<div>'''Unreal Tournament 3''', also known as '''UT3''' (previously codenamed '''Envy''' and also formerly named '''Unreal Tournament 2007''', '''UT2007''', or '''UT2k7''') is [[Epic Games]]' sequel to [[Unreal Tournament 2004]]. Published by [[Midway Games]], UT3 is powered by Epic's new [[Unreal Engine 3]]. The game was released in late November 2007 for the PC, December 2007 (NA) and February 2008 (EU) for PS3, and July 2008 for XBox 360. The Mac/Linux versions are currently scheduled for an undetermined date in 2009.<br />
<br />
[[Image:UT3 box.jpg|thumb|right|225px|UT3 Box Art]]<br />
<div style="float: left;">__TOC__</div><br />
{| class="wikitable" style="font-size: 88%; margin: 0 auto;"<br />
|-<br />
! PC<br />
| Nov 12, 2007 (GER)<br />Nov 19, 2007 (US)<br />Nov 22, 2007 (EU/CAN)<br />
|-<br />
! PS3<br />
| Dec 10, 2007 (US/CAN)<br />January 18, 2008 (KOR)<br />February 22, 2008 (EU)<br />
|-<br />
! Xbox 360<br />
| Jul 4, 2008 (EU)<br />Jul 7, 2008 (US/CAN)<br />
|-<br />
! Macintosh<br />
| TBA 2009<br />
|-<br />
! Linux<br />
| TBA 2009<br />
|-<br />
! Engine Version<br />
| Unreal Engine 3<br />
|-<br />
! Epic Games Builds<br />
| 3464-?<br />
|}<br />
{{clear}}<br />
<br />
==History==<br />
UT3 was revealed to the world in the May 2005 issue of Computer Gaming World magazine. The first news of it began to appear on or around March 27, 2005. The game was originally codenamed UT "Envy", but later, around May 29, 2005, it was revealed that the name had been changed to '''Unreal Tournament 2007'''. It was not until January 25, 2007 at the Midway Gamer's Day event in Las Vegas that it was revealed that the game's name had been changed to '''Unreal Tournament 3'''. This change was met with great enthusiasm from the Unreal fan base.<br />
<br />
Many changes have been made to the originally announced design of the game. For example, a game mode named Conquest that was originally announced was later complemented by [[Unreal Warfare]] and then replaced by it altogether. There was also an Onslaught 2.0 announcement which has also been rolled into the all-encompassing [[Warfare]] gametype.<br />
<br />
Unreal Tournament 3 promises a return to the "feel" of the original Unreal Tournament. Epic aims to make the game more in-your-face, fast-paced, and less "floaty". To accomplish this, gravity has been increased and dodge-jumping has been removed. However, dodging, double jumps, and wall dodging will remain with their effect somewhat diminished due to the newly increased gravity. Gameplay in UT3 stresses close combat more than its predecessors UT2003 and UT2004. Many of the weapons are more effective up close. Epic stresses that the aim of UT3 is to create a whole new - and better - game, rather than merely a prettier UT2004. In addition to this, old favorites from the original UT such as jump boots and the ability to feign death returned in UT3.<br />
<br />
===Beta Demo===<br />
At Midnight on Friday, October 12th, 2007, Fileplanet began preloading the game to its subscribers.<br />
<br />
The demo was unlocked and released on FilePlanet at 12:35 PM on Friday, October 12th. The release was apparently several hours earlier than intended, probably in response to a Norwegian site, "IT Avisen", leaking the demo approximately 5 hours earlier than FilePlanet.<br />
<br />
The demo, which is Version 3464 according to the startup logs, comes with 3 maps: [[DM-ShangriLa]], [[DM-HeatRay]], and [[VCTF-Suspense]]. Of note is that DM-HeatRay was the first taste of the [[Necris#Technology|Necris vehicles]], specifically, the [[Darkwalker]].<br />
<br />
Epic called the release an "Open Beta Demo", and thus it represents just a glimpse of how the game will play. At the release of the demo, Epic promised to fix issues based on user feedback. Many issues that were reported during the beta demo period were fixed or began to be fixed in the first patch.<br />
<br />
===Final Demo===<br />
It is possible that Epic might not release an updated demo, as their current plans do not include one at this time. If it does occur it will likely be after the expansion at the earliest.<br />
<br />
===Release Details===<br />
On November 12th, 2007 (a full seven days prior to the NA release), the German version of the game was released to German retailers. In order to comply with German regulations for public game sales, the game has had blood, gibs and headshots removed from the game. Very little else was changed except for the localization to German.<br />
<br />
The US retail release came on November 19th, 2007. This, however, was the "ship" date, and thus many stores did not receive physical product until November 20th, 2007. The Canadian release came on November 20, and stores put it on shelves the very next day. The European release came on November 23, 2007.<br />
<br />
===Reception===<br />
Reception to the beta demo was generally positive, with most people agreeing that Epic has "got it right." There is some notable dissension from the crowd who enjoyed UT2003 and UT2004 though, particularly about the removal of dodge-jumping. Unreal Tournament players, which Epic were targeting, didn't switch to UT3 too as it requires hardware upgrades for older machines which run UT successfully, and also the community being a rather small and addictive one didn't want to leave an already stable game.<br />
<br />
Reception to the game on PC has been mostly favorable from the community and reasonably warm from reviewers, with an average score somewhere around 9/10. Warfare in particular has been praised for being a more strategic version of [[Onslaught]]. There were, however, several key complaints about the game.<br />
<br />
* Lackluster Single-Player and no Tournament mode<br />
*: While the Single-Player was hyped a lot, it failed to deliver. It was too long and it completely replaced the old Tournament mode. It also had awkward explanations for classic arena gametypes, like '''[[FLaG]]s''' ('''F'''ield '''La'''ttice '''G'''enerators) and that scoring points ran out enemy [[respawner]]s.<br />
* Awkward and simple UI<br />
*: The UI felt very awkward and was very simple compared to previous UT games. There were very little options available for common settings, and overall the UI felt very unfinished. Many settings can be changed via INI, however often these settings do not save, revert, or appear to have no effect. As of Patch 2.0, the UI has been reworked with a new color scheme and more advanced options, fixing many of the prior complaints.<br />
* Astoundingly bad Server Admin launch<br />
*: Perhaps the worst problem, UT3 being a multiplayer game primarily, are the problems with the server admin tools. The initial release of the Windows dedicated server package was littered with bugs preventing a significant number of hosts from running servers. The Linux dedicated server was released a month after the retail game, on December 18, 2007 which left many hosts without any UT3 package to offer. Web Admin was also missing from both the original release and the first patch, though it was released alongside Patch 2 and has recieved steady updates since.<br />
* Modding support simplified<br />
*: Another key complaint with the game is that much of what used to be done in UnrealScript has been moved to native code, supposedly as a way to improve performance on consoles. This, however, has made it increasingly difficult to develop proper mods and mutators for the game in many instances. As of Patch 2.0, modding support has been said to have been improved.<br />
<br />
===Collectors Edition===<br />
On October 26, 2007, a limited collector's edition of the game was announced to be released on PC. This version of the game features an exclusive collector's edition tin and a hardcover art book. A bonus DVD is also included, featuring more than 20 hours of Unreal Engine 3 Toolkit video tutorials, containing anti-WarHawK software (disabling video playback in isolated cases), the history of the Unreal Tournament series, and behind-the-scenes footage of the making of Unreal Tournament 3. The Limited Collector's Edition is being sold in the United States, Europe, South Africa, Australia and most other territories.<br />
<br />
===Linux===<br />
Epic has promised to release a Linux installer for the game in the future that would work with the standard Windows disc.<br />
<br />
===Expansion===<br />
On October 20th, 2008, Mark Rein announced via email that Midway and Epic are working on a "major expansion" for UT3.<br />
<br />
On January 26th, 2009, the first part of this expansion was revealed in the form of a major patch. This information was first revealed publically [http://www.beyondunreal.com/view_story.php?id=12466 by BeyondUnreal].<br />
<br />
The second part of this expansion is being called the "Titan Pack" by Epic. On February 19th, 2009, the contents of the Titan Pack were revealed to the world. Two new gametypes (Greed and Betrayal), one new Mutator (Titans), 2 new characters (Nova and Kana, from the 360), and 16 new maps, including the five 360 maps. The Titan Pack, along with Patch 2.0, was released March 5th, 2009.<br />
<br />
===System Requirements===<br />
;Minimum System Requirements: Windows XP SP2 or Windows Vista, 2.0+ GHZ Single Core Processor, 512 Mbytes of System RAM, NVIDIA 6200+ or ATI Radeon 9600+ Video Card, 8 GB of Free Hard Drive Space<br />
;Recommended System Requirements: 2.4+ GHZ Dual Core Processor, 1 GBytes of System RAM, NVIDIA 7800GTX+ or ATIx13000+ Video Card, 8 GB of Free Hard Drive Space<br />
<br />
===Popularity in the PC Market===<br />
<br />
Using the data collected from Xfire users, as of June 21st 2008, UT3 is ranked 94th in the list of most played PC games in the world; with a combined total of over 110,000 minutes played per day by a total of over 1,600 Xfire users. On 13th October 2007, UT3's rank peaked at 19th.<br />
<br />
Interestingly, these statistics show that Unreal Tournament 2004 is more popular than its successor UT3; with UT2004, as of June 21st 2008, being ranked the 50th most played PC game in the world, with over 2,500 players per day playing for a combined total of over 250,000 minutes. On 21st March 2004, soon after release, UT2004's ranked peaked at 3rd place.<br />
<br />
<br />
Although, due to the release of the Titan Pack for UT3, in the first weekend it had substantially risen in popularity overtaking UT2004, with UT3 being ranked 72nd most played PC game in the world in comparison with UT2004 being ranked 75th, using Xfire's statistics.<br />
<br />
<br />
As of 21st June 2008: UT2004: 50th, 4167 hours per day -- UT3: 94th, 1833 hours per day<br />
<br />
As of 15th April 2009: UT2004: 68th, 3405 hours per day -- UT3: 105th, 1820 hours per day<br />
<br />
As of 15th May 2009: UT2004: 76th, 2557 hours per day -- UT3: 107th, 1512 hours per day<br />
<br />
==Game Content==<br />
===Engine===<br />
'''Unreal Tournament 3''' uses [[Unreal Engine 3]]. <br />
<br />
===Version History===<br />
Currently (May 5th, 2009) the latest official version of UT3 is Version 2.1, AKA Version 3809.<br />
<br />
As a new patch was recently released, there is no current beta patch. The last beta patch was Patch 5 Beta 3, AKA Version 3809, which is identical to the latest released patch. Please do not ask Epic about support for these betas; they are given only to specific testers and are not intended for wide-scale usage. Beta patches may have bugs which could cause many unknown side effects. Unless you are very comfortable with your PC and your knowledge of UT3's inner workings, it is strongly advised that you await the full patches.<br />
<br />
As of January 29th, 2009, users of the retail copy of UT3 were able to use their CD Keys to convert their copy into a Steam version of UT3. This will allow those copies access to the Steam-only features, like the achievements that will be coming in Patch 2.0.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Game Version !! Engine Number !! Date !! Reported Version<br />
|-<br />
| Beta Demo || 3464 || October 12th, 2007 || N/A<ref>The demo, of course, has no version number.</ref><br />
|-<br />
| Game Release || 3487 || November 19th, 2007 || N/A<ref>Version 1.0 of the game does not mention the game version in the menu.</ref><br />
|-<br />
| Patch 1 Beta 1 || 3508 || November 22nd, 2007 || Version 1.1 Beta 1<ref>As of Version 1.1 Beta 1, the game version is listed in the upper left corner of the main menu.</ref><br />
|- <br />
| Patch 1 Beta 2 || 3512 || November 29th, 2007 || Version 1.1 Beta 2<br />
|-<br />
| Patch 1 Beta 3 || 3518 || December 5th, 2007 || Version 1.1 Beta 3<br />
|-<br />
| Patch 1 Beta 4 || 3521 || December 8th, 2007 || Version 1.1 Beta 4<br />
|-<br />
| Patch 1 || 3521 || December 10th, 2007 || Version 1.1<br />
|-<br />
| Patch 2 Beta 1 || 3537 || February 7th, 2008 || Version 1.2 Beta 1<br />
|-<br />
| Patch 2 Beta 2 || 3538 || February 12th, 2008 || Version 1.2 Beta 2<br />
|-<br />
| Patch 2 Beta 4 || 3543 || February 15th, 2008 || Version 1.2 Beta 3<ref>Patch 2 Beta 3 was never released; Epic went straight from Beta 2 to Beta 4, and released Patch 2 Beta 4 as 1.2 Beta 3.</ref><br />
|-<br />
| Patch 2 || 3543 || February 21st, 2008 || Version 1.2<br />
|-<br />
| Patch 3 Beta 1 || 3547 || June 4th, 2008 || Version 1.3 Beta 1<br />
|-<br />
| Patch 3 Beta 2 || 3548 || June 19th, 2008 || Version 1.3 Beta 2<br />
|-<br />
| Patch 3 Beta 3 || 3574 || July 10th, 2008 || Version 1.3 Beta 1<ref>Patch 3 Beta 3 appears to have been mislabeled in the game as Patch 3 Beta 1; currently the only way to tell these two patches apart is to check the internal version number in Launch.log, located in My Documents\My Games\Unreal Tournament 3\UTGame\Logs\. The second line down (Init: Version: nnnn) will give the game's engine number. Patch 3 Beta 1 is 3547, Patch 3 Beta 3 is 3574.</ref><br />
|-<br />
| Patch 3 Beta 4 || 3590 || July 25th, 2008 || Version 1.3 Beta 4<br />
|-<br />
| Patch 3 Beta 5 || 3601 || August 4th, 2008 || Version 1.3 Beta 5<br />
|-<br />
| Patch 3 || 3601 || August 13th, 2008 || Version 1.3<br />
|-<br />
| Leaked Patch 4 Beta || 3783 || February 6th, 2009 || Version 2.0 Beta 1<ref>NOTE: This patch was '''LEAKED.''' It was not supported by Epic at all, and did not work properly online.</ref><br />
|-<br />
| Patch 4 Beta 1 || 3786 || February 20th, 2009 || Version 2.0 Beta 1<ref>This patch was not leaked, unlike the previous leaked beta. Note that those of you who download the beta version through Steam will '''NOT''' be able to connect to 1.3 servers, only 2.0 servers! Non-Steam versions will still connect to 1.3 servers, however.</ref> <br />
|-<br />
| Patch 4 Beta 2 || 3787 || February 24th, 2009 || Version 2.0 Beta 2<br />
|-<br />
| Patch 4 Beta 3 || 3790 || February 27th, 2009 || Version 2.0 Beta 3<br />
|-<br />
| Patch 4 || 3797 || March 5th, 2009 || Version 2.0<br />
|-<br />
| Patch 5 Beta 1 || 3803 || March 20th, 2009 || Version 2.1 Beta 1<ref>This version had an issue allowing 2.0 clients to connect. This issue was fixed in the next beta.</ref><br />
|-<br />
| Patch 5 Beta 2 || 3805 || March 21st, 2009 || Version 2.1 Beta 1<ref>This version fixed the ability of 2.0 clients to connect, but did no other changes. Epic appears to have skipped calling this patch Beta 2, and called the next patch Beta 3 in the menu.</ref><br />
|-<br />
| Patch 5 Beta 3 || 3809 || March 26th, 2009 || Version 2.1 Beta 3<br />
|-<br />
| Patch 5 || 3809 || May 4th, 2009 || Version 2.1<br />
|}<br />
<br />
<references/><br />
<br />
====A bit about Patch 2.0====<br />
Patch 2.0 changes the game in many drastic ways. Among the multitude of changes are:<br />
* The UI has been changed. It has a new look. Offline settings (Instant Action) are now saved. More options, especially graphics-related options, are available for tweaking, reducing the need to edit the INI.<br />
* Clientside demorecs now work fully.<br />
* The netcode has been improved.<br />
* The game now features Mapvoting, Gametype voting, and kickvoting.<br />
* Ammo pickup amounts have mostly been reduced a bit: Shock, Sniper, and Flak pickups have been reduced from 10 ammo to 8 ammo, Rocket ammo has been reduced from 9 to 6, and the Stinger and Link Gun have been reduced from 50 ammo to 40. <br />
** This is counterbalanced, however, by the new "Weaponstay" scheme which allows you to re-pickup weapons at a weapon base for more ammo, as opposed to the old one which kept the weapon there at all times and you couldn't pick it back up. Instead, the weapon will disappear (locally) for a player who picks it up, only to respawn 27.5 seconds later for them, similarly to how weapon lockers work.<br />
* In Warfare and VCTF game modes, players will spawn with weapons from the nearest weapon locker.<br />
* The Goliath got an armor boost, from 800 to 900 armor.<br />
<br />
===Music===<br />
[[Rom Di Prisco]] and [[Jesper Kyd]] composed the UT3 soundtrack. [[Kevin Riepl]] also had a major hand in music production for the game, scoring the cutscenes as well as a few in-game music tracks.<br />
<br />
An official game soundtrack was released November 20, 2007. The 2-CD set contains the ingame music, done by Kyd and DiPrisco, which feature a number of remixes from previous Unreal Tournament games.<br />
Not every track are present in the soundtrack. All cutscene music is missing, as are the themes to WAR-Downtown and CTF-Coret are missing, due to those tracks being composed by Kevin Riepl. These tracks are, however, [http://kevinriepl.com/ut.htm available from his site], along with some songs from E3 videos and other early demonstrations.<br />
<br />
{| class="wikitable"<br />
|+ CD 1<br />
|-<br />
! Track # !! Title !! Duration !! Author !! Example Use<br />
|-<br />
| 1 || Unreal Tournament Theme (UT3 Remix) || 2:02 || Rom Di Prisco || Unused<br />
|-<br />
| 2 || Unreal Tournament Title (UT3 Remix) || 3:34 || Rom Di Prisco || Main Menu<br />
|-<br />
| 3 || Tactical Agenda || 4:48 || Rom Di Prisco || Mission Select Screen<br />
|-<br />
| 4 || ONS01 (UT3 Remix) || 4:27 || Rom Di Prisco || [[WAR-TankCrossing]]<br />
|-<br />
| 5 || Mekalopolis || 5:36 || Rom Di Prisco || Unused<br />
|-<br />
| 6 || Skyward Fire (UT3 Remix) || 5:04 || Rom Di Prisco || [[WAR-Torlan]]<br />
|-<br />
| 7 || Afterburn || 4:06 || Rom Di Prisco || [[DM-Biohazard]]<br />
|-<br />
| 8 || Go Down (UT3 Remix) || 3:11 || Rom Di Prisco || [[DM-Deck]]<br />
|-<br />
| 9 || Quantum Velocity || 4:58 || Rom Di Prisco || [[DM-Fearless]]<br />
|-<br />
| 10 || Foregone Destruction (UT3 Remix) || 5:02 || Rom Di Prisco || [[CTF-FacingWorlds]]<br />
|-<br />
| 11 || Suborbital Graviton || 3:23 || Rom Di Prisco || Unused<br />
|-<br />
| 12 || Skylab 9000 || 4:04 || Rom Di Prisco || [[DM-Deimos]]<br />
|-<br />
| 13 || Deploy And Assault || 3:52 || Rom Di Prisco || Unused<br />
|-<br />
| 14 || Defector || 4:34 || Rom Di Prisco || [[VCTF-Kargo]]<br />
|-<br />
| 15 || Firestorm || 5:13 || Rom Di Prisco || [[VCTF-Containment]]<br />
|-<br />
| 16 || Mechanism Eight (UT3 Remix) || 3:32 || Rom Di Prisco || [[DM-Arsenal]]<br />
|-<br />
| 17 || Plasma Oscillator || 3:50 || Rom Di Prisco || [[VCTF-Suspense]]<br />
|-<br />
| 18 || Frozen Babylon || 3:37 || Rom Di Prisco || [[DM-Gateway]]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ CD 2<br />
|-<br />
! Track # !! Title !! Duration !! Author !! Example Use<br />
|-<br />
| 1 || Unreal Tournament Title (UT3 Reconstruction) || 2:51 || Jesper Kyd || Unused<br />
|-<br />
| 2 || LockDown || 4:48 || Jesper Kyd || [[CTF-OmicronDawn]]<br />
|-<br />
| 3 || To The Death || 6:00 || Jesper Kyd || [[DM-Diesel]]<br />
|-<br />
| 4 || Robo Mall || 8:55 || Jesper Kyd || [[DM-CarbonFire]]<br />
|-<br />
| 5 || Necris Attacks || 4:03 || Jesper Kyd || [[DM-Sentinel]]<br />
|-<br />
| 6 || Outpost || 4:55 || Jesper Kyd || [[DM-Defiance]]<br />
|-<br />
| 7 || Tactical Agenda (Nanoblack Remix) || 3:42 || Rom Di Prisco || Unused<br />
|-<br />
| 8 || Necrimanci || 4:37 || Rom Di Prisco || [[DM-HeatRay]]<br />
|-<br />
| 9 || Sanktuary || 4:26 || Rom Di Prisco || [[WAR-Floodgate]]<br />
|-<br />
| 10 || Necris Attacks (Extended Version) || 6:20 || Jesper Kyd || [[VCTF-Necropolis]]<br />
|-<br />
| 11 || Outpost (Extended Version) || 6:34 || Jesper Kyd || [[VCTF-Corruption]]<br />
|-<br />
| 12 || Tactical Agenda (Jade Dragon Remix) || 4:12 || Rom Di Prisco || Unused<br />
|-<br />
| 13 || Bushido || 4:02 || Rom Di Prisco || [[DM-Sanctuary]]<br />
|-<br />
| 14 || Temple Of Shambhala || 4:04 || Rom DiPrisco || [[DM-RisingSun]]<br />
|-<br />
| 15 || World Of Liandri || 4:49 || Jesper Kyd || [[DM-ShangriLa]]<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Other Tracks<br />
|-<br />
! Title !! Duration !! Author !! Example Use<br />
|-<br />
| Intro Music || 3:43 || Kevin Riepl || Intro cutscene<br />
|-<br />
| Intro Alternate || 3:37 || Kevin Riepl || Unused<br />
|-<br />
| Tutorial Music || 1:57 || Kevin Riepl || Tutorial cutscene<br />
|-<br />
| Necris Attack || 3:06 || Kevin Riepl || Necris Attack cutscene<br />
|-<br />
| NEG Intercedes || 1:52 || Kevin Riepl || NEG Intercedes cutscene<br />
|-<br />
| Malcolm Betrayal || 1:37 || Kevin Riepl || Malcolm Betrayal cutscene<br />
|-<br />
| Conclusion || 2:44 || Kevin Riepl || Conclusion cutscene<br />
|-<br />
| KR-UT3-Coret || 6:51 || Kevin Riepl || [[CTF-Coret (UT3 map)|CTF-Coret]]<br />
|-<br />
| KR-UT3-Strident || 6:58 || Kevin Riepl || [[WAR-Downtown]]<br />
|}<br />
<br />
==Gametypes==<br />
*[[UT3 Single Player|Single Player]]<br />
*: A five act storyline takes the place of the old tournament ladder system from previous games. The campaign contains in-engine rendered cutscenes along with the ability to gather "cards" that can be used to gain certain advantages in maps by completing side objectives. Online four player co-op is available for the campaign. <br />
*[[Deathmatch]]<br />
*: Free-for-all kill or be killed. The player with the most frags wins.<br />
*[[Team Deathmatch]]<br />
*: Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins.<br />
*[[Capture the Flag]]<br />
*: Your team must capture the enemy flag by taking it from the enemy base and returning it to their own. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned (by touching it after it is dropped) before your team can score a flag capture.<br />
*[[Vehicle Capture the Flag]]<br />
*: Traditional Capture The Flag with vehicles and Hoverboards instead of Translocators. The Flag may not be carried in any vehicle but the Hoverboard.<br />
*[[Warfare]]<br />
*: Create a power chain to the enemy Core by capturing Nodes in a 'connect the dots' fashion. Nodes at the end of a chain may be controlled by either team. Control Nodes for your team by touching them to start the build process (use the Link Gun alt-fire to speed things up). Once your team has a link to the enemy Core, attack and destroy it.<br />
*[[Duel]]<br />
*: 1 vs. 1 Dueling Mode.<br />
*[[Greed]]<br />
*: Collect Skulls by defeating opponents, and return them to the opposing team's base.<br />
*[[Betrayal]]<br />
*: Work together to earn bonus points. Betray your team to keep them.<br />
<br />
==Weapons==<br />
*[[Deployables#Unreal Tournament 3|Deployables]]<br />
*: Strategy-themed devices. These are the Stasis Field, Energy Shield, Spidermine Trap, EMP, Shaped Charge, X-Ray Field, and the Link Station. These are dropped by the [[Necris]] [[Nightshade]], the [[Axon]] [[Stealthbender]], or are carried by hand.<br />
*[[Translocator]]<br />
*: This [[Unreal series]] favorite returns to the [[Capture the Flag]] gametype, except for maps that contain vehicles, in which the hoverboard becomes the secondary method of transportation. There are more charges than UT2004 (7 compared to 6) and they refill faster. (About one per second.) Also, the disc has a flatter trajectory than UT2004 and it fires farther than UT, but not quite as far at UT2004. <br />
*[[Impact Hammer]]<br />
*: This favorite from [[Unreal Tournament]] makes a comeback with an EMP alt-fire that severely damages vehicles and can remove powerups from other players. One of the newer effects of the Impact Hammer is that if you get several kills with it, blood and gore smear over the hammer - eventually making it more red than orange.<br />
*[[Enforcer]]<br />
*: Your starting weapon, the Enforcer is a pistol with rapid fire. Secondary fire shoots a less accurate triple burst. You spawn with one enforcer, though if a player is killed while holding the weapon it is dropped, and picking up a second enforcer allows you to hold two at a time. As a homage to the original Enforcer's alternate fire, they now turn sideways when you are close to an opponent.<br />
*[[Bio Rifle]]<br />
*: This weapon fires a big slow arcing gob of sludge that can instantly take out a heavily armed opponent or stick to floors and walls, then break apart into smaller pieces creating an instant minefield. Players with a large amount of slime attached to them will get rapidly "chipped" in damage, but they will have a second or two to fight back before dying, giving them a chance to take out the enemy who hit them.<br />
*[[Shock Rifle]]<br />
*: A classic weapon, the Shock Rifle fires an instant-hit beam of energy when primary fire is used, and a floating ball of energy when secondary fire is used. Players can also shoot the ball of energy with the beam to create a shock combo, dealing intense amounts of damage in a small radius (enough to kill a player wearing even medium armor). When compared to past titles, the shock balls have been sped up from [[UT2004]] to be more closely match the rate of the original [[UT]]. The primary rate of fire has also been reduced. Shock combos will now suck up ragdolls in a small vortex, and gib them if it does so.<br />
*[[Link Gun]]<br />
*: The link gun shoots small fast moving plasma balls similar to those in the original [[UT]]. The secondary shoots a straight beam of energy that can skeletize foes, heal vehicles and charge power nodes.<br />
*[[Minigun|Stinger Minigun]]<br />
*: The stinger from the original [[Unreal]] replaces the [[Minigun]] as a fast firing semi-projectile weapon. The gun has two modes, a fast but inaccurate spread of [[Tarydium]] crystal shards that hits instantly, and a slower firing more powerful projectile shot that uses two shards and can also sometimes nail opponents to the wall with the killing blow.<br />
*[[Flak Cannon]]<br />
*: Primary fire for this weapon releases a number of chunks of metal, tearing enemies into shreds. The secondary fire releases an undetonated flak shell that detonates and turns to shrapnel on impact. Compared to past titles, the primary fire bounces more and has a much tighter spread, while the flak shell does not travel as far as it did in [[UT2004]], but it has a much higher upward arc.<br />
*[[Rocket Launcher]]<br />
*: The new rocket launcher combines the instant rockets ability from [[UT2004]], and the grenades from [[UT]]. As in [[UT2004]] primary fire shoots instant rockets, secondary fire loads rockets, and hitting primary while holding secondary will switch to spiral fire mode with a single tap, grenades with two, or back to a spread with three. As in UT2004, rockets can lock onto vehicles. This feature has been visibly improved to help take out vehicles, with much better locking and turning ability.<br />
*[[Sniper Rifle]]<br />
*: The classic sniper rifle has returned to replace the [[Lightning Gun]] as the primary long range weapon. It now features a orange-colored tracer, and Bolt Action reloading.<br />
*[[AVRiL|Longbow AVRiL]]<br />
*: The AVRiL is now hand loaded. Its tracking beam can be used to "herd" [[Deployables#Spidermine_Trap|Spider Mines]], much like the alt-fire on the [[Mine Layer]] in [[UT2004]], and the tracking beam is also visible to combat problems where a person could get shot with AVRiLs and not know where the enemy is. If a friendly teammate fires an AVRiL and they have not locked onto a target after a few seconds, it is possible to use your own AVRiL to lock onto a target with the targeting beam, which will actually cause the missile to come flying back towards its new target!<br />
*[[Redeemer]]<br />
*: Acting as the sole super weapon in this title, the redeemer fires a small nuclear warhead, capable of killing anybody within range regardless of how they are protected, and destroying all but the most heavily armored vehicles. It takes a few seconds to fully prepare and arm, and it takes up a large portion of your visibility as it is doing so. Primary fire just releases the warhead, while secondary fire gives you the ability to guide it. If you are close to the epicenter, but not directly exposed to damage, you may be knocked off your feet for a moment, as if you had fallen off the hoverboard. As always, a good shot can take the redeemer down, giving both the firing player and the sharpshooter a "Denied!" award.<br />
<br />
==Pickups==<br />
===Powerups===<br />
All Powerups are dropped when the player is killed, or if they are knocked off of the player with the Altfire of the Impact Hammer.<br />
*[[Jump Boots]]<br />
*:The Jump Boots return from UT, and are activated by double jumping. It is possible to dodgejump as you could in UT2004, if and only if you have these boots.<br />
*[[Berserk]]<br />
*:Increases weapon rate of fire speed. Combined with the Damage Amplifier, the game will give you a "Juggernaut" award. Additionally, it will also supply full ammo for all the weapons you currently have. Weapons whose rate of fire is not increased (such as the Stinger's primary fire) will act as if they have a damage amplifier, instead.<br />
*[[Damage Amplifier]]<br />
*:Gives double damage. Combined with the Berserk, the game will give you a "Juggernaut" award.<br />
*[[Invulnerability]]<br />
*:Grants you total invincibility from all things except for falling off the map or otherwise instant kill zones. Watch out for players who use the Impact Hammer's altfire to knock it off you!<br />
*[[Invisibility]]<br />
*:Makes the player very difficult/impossible to see. Note that on Detail Level 1, players literally <i>ARE</i> completely invisible!<br />
*[[Slow Field]]<br />
*:Just like the Stasis Field deployable, except this sucker's portable.<br />
<br />
===Health===<br />
*[[Health Vial]] - Small and Green. Heals 5 Health, up to a maximum of 199.<br />
*[[Health Pack]] - Large, White Health Packs that somewhat resemble UT2004's Kegs, but a bit more rounded and without the blue. Heals 25 Health, up to a maximum of 100.<br />
*[[Big Keg O' Health]] - As always, the Keg of health provides an instant +100 Health boost, up to 199 health.<br />
<br />
===Armor===<br />
*[[Shield Belt]]<br />
*:The Shield Belt returns, although it provides only 100 points of protection. However, unlike the UT200x shields, the shield belt will absorb 100% of damage, until it is destroyed. If you are wearing a shield belt and in a vehicle when it is destroyed, you will not die instantly - instead, you will be ejected from the vehicle like in UT2004 assault maps while in Vehicles, but it will cost the Shield Belt. You will also not fall from your Hoverboard if you have a Shield belt.<br />
*[[Armor Vest]]<br />
*:The Armor Vest provides 50 points of protection, and absorbs 75% of taken damage.<br />
*[[Thigh Pads]]<br />
*:The Thigh Pads provide 30 points of protection, and absorbs 50% of taken damage.<br />
*[[Helmet]]<br />
*:The Helmet provides 20 points of protection, and absorbs 50% of taken damage. One feature this piece of armor has that is unique, is its ability to block headshots. Assuming you have at least 1 point of Helmet Armor on, if your character suffers a headshot, it will not affect him or damage him at all - however, the helmet will be destroyed.<br />
<br />
==Vehicles==<br />
===Axon===<br />
*[[Scorpion]] <br />
*: The primary fire shoots high steel carbo-fragment balls that explode on contact; these are particularly effective against other vehicles, but especially against the [[Manta]], [[Viper]], and [[Hoverboard]], upon which they home in on. It also now features a speed boost feature. You can eject from the Scorpion when using it in this manner, and it will blow up and detonate upon impact. If it kills someone due to the explosion, the game will reward you with a "Bullseye!" award.<br />
*[[Hellbender]] <br />
*: The new rendition of the hellbender places the driver in control over the skymine turret, while the rear turret functions differently from [[UT2004]], being more like a standard turret instead of the twin-beam configuration. The rear turret can either be rapidly fired for low damage or given a brief moment to recharge for more power.<br />
*[[Manta]] <br />
*: In addition to a visual update, players will no longer be able to ride on top of the side fans. The Manta is also unable to hit players without crouching down anymore unless the player is on a hoverboard or a slope.<br />
*[[Raptor]]<br />
*: Besides the visual update, the Raptor now seems to be a bit more responsive to maneuvering, and both the rate of fire and locking ability for its missiles have dramatically improved.<br />
*[[Cicada]]<br />
*: Sporting a much bulkier and boxier look, the Cicada is mostly unchanged, however, ascending and descending seems even faster than before. Missiles can still be charged and held with the Altfire.<br />
*[[Paladin]]<br />
*: Visually much improved from it's UT 2004 debut. The shield will no longer remain deployed if it goes through buildings or other level geometry, and it will get dimmer with sustained damage to allow visual estimation of how charged the shield is. Furthermore, using the shield combo to knock away nearby infantry is now instantaneous, as well as depleting the shield slightly, taking about six combos before the shield is down. It seems to be slightly faster, as well.<br />
*[[SPMA|Hellfire SPMA]]<br />
*: The skymine turret is now controlled by the driver when the paladin is undeployed. There is no longer a passanger/gunner seat. The camera can now crush and kill people if it hits them (or even if they simply run into it!) and it also cannot be launched as far upward - however, to compensate, the bombing is considerably more tightly packed. There is now a visual arc that shows what path the shell will roughly take, assuming that the area is strikeable - an area that cannot be bombed will not show this targeting arc.<br />
*[[Goliath]]<br />
*: The Goliath tank works effectively the same to its UT2004 equivalent. It can climb over small obstacles now, such as other vehicles, and has a much higher upward firing range than its UT2004 counterpart. Its shell range has been decreased somewhat, but they also have less randomness in each shot.<br />
*[[Leviathan]]<br />
*: This mobile fortress still features its devastating main cannon and has added distinct weapon fire to each of its four turrets rather than UT2004's link-like projectile. Each turret also has an alternate shield function. It has considerably more armor and the Ion Cannon takes nearly twice as long to deploy, compared to the UT2004 version. Each turret can be individually destroyed as well.<br />
*[[Stealthbender]]<br />
*: Axon's Stealth Research Division managed to get some of the early specs for the Necris Nightshade vehicle and have been attempting to retrofit that technology onto their own.<br />
<br />
===Necris===<br />
The Necris have six vehicles at their disposal:<br />
*[[Viper]]<br />
*: A single passenger speeder. The primary gun fires projectiles that bounce off walls, similar to [[Ripper]] projectiles in the original [[UT]]. The vehicle can also spread out like a real life viper to hover high in the sky. Like the Scorpion, it can be used on kamikaze missions, and ram vehicles or targets from the air.<br />
*[[Darkwalker]]<br />
*: This lumbering tripod has tendril-like legs that allow them to climb a wider variety of terrain compared to other vehicles. The primary weapon is an extremely powerful twin laser beam that shoots out a line of plasma. The secondary fire "screams" knocking players off their feet and out of some vehicles (Manta, Viper) or force others out of the way (Scavenger). The vehicle also features a secondary gunner position that functions similar to a Plasma Turret.<br />
*[[Nemesis]]<br />
*: The Nemesis is the Necris answer to the Goliath, and it features an instant hit twin laser beam with zoom. The vehicle also supports different modes. When you crouch down the vehicle moves faster, but it will completely lock your aim forward, with no motion at all except for vehicular manipulation. You can also rise up to attack, but this makes you more of a target. You can also rise up even more to increase the beams' rate of fire... but this makes you nearly immobile, roughly on par with the Leviathan, as well as a very large and obvious target.<br />
*[[Fury]]<br />
*: The Fury is a single-seated flying vehicle that specializes in shooting down other air units. This vehicle can dodge, allowing you to barrel roll out of the way. Primary fire is a hitscan beam attack, similar in nature to the Darkwalker but with less range, and with a lock-on ability once struck as well as a very quick recharge time. Altfire allows a quick burst of speed to get out of the way of missiles or shots heading your way. It was planned to hold 2 passengers, who could control small guns like the Dark Walker passenger gun, this was cancelled due to the size.<br />
*[[Nightshade]]<br />
*: Seemingly the Necris answer to the Axon's Hellbender, this stealth-based vehicle primarily has [[Deployables#Unreal Tournament 3|deployables]] as weapons: [[Deployables#Spidermine_Trap|Spider Mines]], [[Deployables#EMP|EMP Mines]], [[Deployables#Shield_Generator|Shield Generators]], and the [[Deployables#Stasis_Field|Stasis Field]], commonly called the "Slow Volume." Its only other weapon is a short-range beam similar to the Link Gun's, with very limited range that heals vehicles and nodes at a greatly accelerated speed. It can uncloak to go faster, toggled with Altfire.<br />
*[[Scavenger]]<br />
*: This spherical vehicle can extend its legs and pull itself up terrain or retract them and roll on the ground like a ball. It also has a spinning attack that is effective against infantry. A small ball hovers around the vehicle; it is this orb that attacks directly and not the Scavenger, which acts more like a targeting device for this orb to attack. It can move at great speeds while rolling on the ground, but has little control as a result. Ramming into other vehicles at great speed while rolling as a ball damages them considerably.<br />
<br />
===Other===<br />
*[[Hoverboard]]<br />
*: Pressing the translocator button will cause the player to hop on a hovering skate-board like device that is used mainly for transportation and is present only in Warfare and Vehicle Capture the Flag maps. The flag or orb may be carried on the Hoverboard, but any amount of damage, even one point, will send the player tumbling (this includes falling damage) in addition to dropping the orb or flag, if they carried it, unless the player is currently wearing a Shieldbelt. A player who falls off will be prone for a moment before being able to get up, which could naturally be fatal if there's opposition in the area. This also extends to grappling onto a vehicle, so if the carrier is shot from high up as they're attached to a raptor or other flying vehicle, it is generally lethal unless the player has lots of armor and health.<br />
*[[Turrets#Unreal Tournament 3|Turrets]]<br />
*: These formerly stationary one-man laser cannons are now equipped with rails, offering the turret limited mobility in order to help prevent attackers from taking advantage of the terrain by obtaining angles of shot that cannot be avoided. These come in four delicious flavors: Energy Turrets, Shock Turrets, Rocket Turrets, and Stinger Turrets.<br />
*[[Eradicator]]<br />
*: The Eradicator is rather like a SPMA, except completely stationary. That doesn't make it any less deadly, though, since it can hit you regardless of where you are.<br />
<br />
==Teams==<br />
Teams present in UT3 are the following:<br />
*[[Ronin]]<br />
*: The only survivors of the infamous Twin Souls massacre, bound together out of a sense of duty, honor, and revenge.<br />
*[[Iron Guard]]<br />
*: A group of highly skilled and well trained mercenaries, experts in virtually any combat scenario.<br />
*[[Krall]] <br />
*: The Necris use these formidable reptilian beasts for the pacification of newly conquered planets.<br />
*[[Necris]] <br />
*: The secretive Phayder Corporation developed the Necris process to produce this elite group of assassins.<br />
*[[The Corrupt|Liandri]] <br />
*: Combat modified versions of the Liandri Mining Corporation's world-class security drones.<br />
<br />
These teams have probably been in the game at one point, but appear to have been cut:<br />
*[[Thunder Crash]] <br />
*: Even though Malcolm is present in the game, he and his team of experienced fighters do not participate as opponents in the storyline.<br />
*[[Juggernauts]] <br />
*: These heavily armored, gene-boosted combatants would have returned from [[UT2004]]. They mostly consist of disgruntled prisoners and criminals.<br />
*[[Nakhti]]<br />
*: The Nakhti possess far advanced technology and are well skilled in fighting. They are featured in [[UC2]].<br />
<br />
===Characters===<br />
New to the Unreal Tournament games, UT3 now includes the option to fully customize your character. Players are able to switch out several armor pieces: <br />
* Facemask<br />
* Helmet<br />
* Goggles<br />
* Shoulderpads<br />
* Torso<br />
* Arms<br />
* Thighs<br />
* Boots<br />
<br />
Included are the following characters:<br />
{| class="list" width="100%"<br />
|-<br />
|<br />
====[[Iron Guard]]====<br />
* [[Lauren]] (Leader)<br />
* [[Iron Guard#Barktooth|Barktooth]]<br />
* [[Iron Guard#Harlin 2|Harlin]]<br />
* [[Iron Guard#Slain|Slain]]<br />
* [[Iron Guard#Johnson|Johnson]]<br />
* [[Iron Guard#Ariel|Ariel]]<br />
* [[Iron Guard#Blackjack|BlackJack]]<br />
|<br />
<br />
====[[Ronin|Izanagi / Ronin]]====<br />
* [[Reaper]]<br />
* [[Bishop]]<br />
* [[Othello]]<br />
* [[Jester]]<br />
* [[Kensai]]<br />
* [[Ronin#Kai|Kai]]<br />
* [[Kana]] (Patch 2.0)<br />
|<br />
<br />
====[[Krall]]====<br />
* [[Scythe]] (Leader)<br />
* [[Cerberus]]<br />
* [[Gnasher]]<br />
* [[Scorn]]<br />
|-<br />
|<br />
====[[Necris]]====<br />
* [[Akasha]] (Leader)<br />
* [[Necris Black Legion#Loque 2|Loque]]<br />
* [[Necris Black Legion#Damian|Damian]]<br />
* [[Necris Black Legion#Kragoth 3|Kragoth]]<br />
* [[Necris Black Legion#Malakai 2|Malakai]]<br />
* [[Necris Black Legion#Alanna|Alanna]]<br />
|<br />
<br />
====[[The Corrupt|Liandri / The Corrupt]]====<br />
* [[Matrix]] (Leader)<br />
* [[Aspect]]<br />
* [[The Corrupt#Cathode|Cathode]]<br />
* [[The Corrupt#Enigma|Enigma]]<br />
* [[Nova]] (Patch 2.0)<br />
|}<br />
<br />
''Note: You can unlock 'Leaders' by beating them in the Singeplayer Campaign. All of the Necris characters are unlockables. '''Ariel''' and '''Alanna''' are special characters unlocked by a code.''<br />
<br />
==Maps==<br />
This time around, Epic chose to step away from the wildly different maps seen in previous tournaments, and instead create a few cohesive worlds and tie them together with their level design. 40 maps shipped with the game and 13 of them are [[Warfare]] maps. As of the Titan Pack, the total map count will raise to a staggering 57 maps.<br />
{| class="list" width="100%"<br />
|-<br />
! colspan="3" |<br />
==== Capture the Flag ====<br />
|-<br />
|<br />
* [[CTF-Coret (UT3 map)|CTF-Coret]]<br />
* [[CTF-FacingWorlds]] (Bonus pack)<br />
* [[CTF-Hydrosis]]<br />
|<br />
* [[CTF-Morbid]] (Titan pack & Titans mutator recommended)<br />
* [[CTF-Nanoblack]] (Titan pack)<br />
* [[CTF-OmicronDawn]]<br />
|<br />
* [[CTF-Reflection]]<br />
* [[CTF-Searchlight]] (Bonus pack)<br />
* [[CTF-Shaft]] (Titan pack)<br />
|<br />
* [[CTF-Strident]]<br />
* [[CTF-Vertebrae]]<br />
|-<br />
! colspan="4" |<br />
==== Deathmatch ====<br />
|-<br />
|<br />
* [[DM-Arsenal]]<br />
* [[DM-Biohazard]]<br />
* [[DM-CarbonFire]]<br />
* [[DM-DarkMatch]] (Titan pack)<br />
* [[DM-Deck]]<br />
|<br />
* [[DM-Defiance]]<br />
* [[DM-Deimos]]<br />
* [[DM-Diesel]]<br />
* [[DM-EdenInc]] (Titan pack)<br />
|<br />
* [[DM-Fearless]]<br />
* [[DM-Gateway]]<br />
* [[DM-HeatRay]]<br />
* [[DM-KBarge]] (Titan pack)<br />
* [[DM-LostCause]] (Titan pack)<br />
|<br />
* [[DM-OceanRelic]] (Titan pack)<br />
* [[DM-Morbias]] (Bonus pack)<br />
* [[DM-RisingSun]]<br />
* [[DM-Sanctuary]]<br />
|<br />
* [[DM-Sentinel]]<br />
* [[DM-ShangriLa]]<br />
* [[DM-Turbine (UT3 map)|DM-Turbine]] (Titan pack)<br />
|-<br />
! colspan="4" |<br />
==== Vehicle Capture the Flag ====<br />
|-<br />
|<br />
* [[VCTF-Containment]]<br />
* [[VCTF-Corruption]]<br />
* [[VCTF-Kargo]]<br />
|<br />
* [[VCTF-Necropolis]]<br />
* [[VCTF-Sandstorm]]<br />
* [[VCTF-Stranded]] (Titan pack)<br />
|<br />
* [[VCTF-Suspense]]<br />
* [[VCTF-Suspense_Necris]] (Titan pack)<br />
* [[VCTF-Rails]] (Titan pack)<br />
|-<br />
! colspan="4" |<br />
==== Warfare ====<br />
|-<br />
|<br />
* [[WAR-Avalanche]]<br />
* [[WAR-ColdHarbor]] (Titan pack)<br />
* [[WAR-Confrontation]] (Titan pack)<br />
* [[WAR-Downtown]]<br />
|<br />
* [[WAR-Downtown_Necris]] (Titan pack)<br />
* [[WAR-Dusk]]<br />
* [[WAR-Floodgate]]<br />
* [[WAR-Hostile]] (Titan pack)<br />
|<br />
* [[WAR-Islander]]<br />
* [[WAR-MarketDistrict]]<br />
* [[WAR-OnyxCoast]]<br />
* [[WAR-PowerSurge]]<br />
|<br />
* [[WAR-Serenity]]<br />
* [[WAR-Sinkhole]]<br />
* [[WAR-TankCrossing]]<br />
* [[WAR-Torlan]]<br />
|-<br />
! colspan="3" |<br />
|}<br />
<br />
==Mutators==<br />
The following mutators either come with the game or have been added in later bonus packs.<br />
<br />
*Arena<br />
*: Default weapon pickups in a level can be substituted with a single weapon.<br />
*Big Head<br />
*: Head size depends on ratio of kills to deaths.<br />
*No Orbs<br />
*: No Orbs in Warfare.<br />
*Friendly Fire<br />
*: Friendly fire damages teammates (50 percent of full damage taken).<br />
*Handicap<br />
*: Provides armor and weapon bonuses to losing players.<br />
*Instagib<br />
*: Players are equipped with a one shot kill instagib rifle, and all pickups are removed from the game.<br />
*Low Gravity<br />
*: Gravity is reduced.<br />
*No Hoverboard<br />
*: Hoverboard is removed.<br />
*No Super Pickups<br />
*: Removes all super pickups (Shieldbelt, Power Ups, Megahealth, Redeemer) from the game.<br />
*No Translocator<br />
*: The Translocator device is removed from the player's inventory.<br />
*Slow Mo<br />
*: Slows the game down.<br />
*Kills Slow Time<br />
*: Time slows down for a moment every time you kill an enemy (instant action only).<br />
*Speed Freak<br />
*: Speeds the game up.<br />
*Super Berserk<br />
*: Players fire at Berserk speed for the entire match.<br />
*Survival<br />
*: Spectating players spawn into the match after current players are killed (for the Duel gametype only).<br />
*Weapon Replacement<br />
*: Default weapon pickups in a level can be substituted with different weapons.<br />
*Weapon Respawn<br />
*: Weapons respawn instead of always being available. (Obsolete as of 2.0?)<br />
*Titans<br />
*: Allow players to become Titans.<br />
<br />
==Bonus Content==<br />
Before any official bonus content was released, Epic "cooked" a few user created maps and mutators for use with the PS3 version to give those users something to play with. (All custom content must be created on a PC.)<br />
<br />
On the 27th of March 2008, Epic released their first bonus pack, which contains three maps: [[DM-Morbias]], [[CTF-FacingWorlds]] and [[CTF-Searchlight]].<br />
<br />
The Xbox 360 version of the game has 2 new characters (Kana of the Twin Souls and Nova of the Liandri) as well as the Bonus Pack maps and 5 exclusive maps, which are: [[WAR-ColdHarbor]], [[DM-KBarge]], [[VCTF-Rails]], [[WAR-DownTown_Necris]] and [[VCTF-Suspense_Necris]].<br />
<br />
The Titan Pack is the second bonus pack. The pack includes two new game modes, one new mutator, Kana and Nova from the XBox 360, two new deployables, a new powerup, a new vehicle, two new weapons, and 16 new maps, five of which are the former XBox 360 exclusive maps. It was released March 5th, 2009.<br />
<br />
==Additional Information==<br />
<br />
===In-Game Awards===<br />
<br />
====Sprees====<br />
Awarded for making a certain number of kills without dying. Sprees are reset upon death.<br />
* Killing Spree: 5 kills.<br />
* Dominating: 10 kills.<br />
* Rampage: 15 kills.<br />
* Unstoppable: 20 kills.<br />
* Godlike: 25 kills.<br />
* Massacre: 30 kills or more.<br />
<br />
====Multikills====<br />
Awarded for making the amount of kills within 3-4 seconds of the previous kill.<br />
* Double Kill: 2 kills.<br />
* Multi Kill: 3 kills.<br />
* Mega Kill: 4 kills.<br />
* Ultra Kill: 5 kills.<br />
* Monster Kill: 6 kills or more.<br />
<br />
====Weapon Awards====<br />
Awarded for getting the amount of kills with the said weapon.<br />
* Jack Hammer: 15 kills with [[Impact Hammer]].<br />
* Gun Slinger: 15 kills with [[Enforcer]].<br />
* Bio hazard: 15 kills with [[Bio-Rifle]].<br />
* Combo king: 15 kills with the [[Shock Rifle]]'s combo.<br />
* Shaft Master: 15 kills with [[Link Gun]]'s alt fire.<br />
* Blue Streak: 15 kills with [[Minigun|Stinger Minigun]].<br />
* Flak Master: 15 kills with [[Flak Cannon]].<br />
* Rocket Scientist: 15 kills with [[Rocket Launcher]].<br />
* Head Hunter: 15 Headshots with the [[Sniper Rifle]].<br />
* Big Game Hunter: 15 kills with the [[AVRiL|Longbow AVRiL]].<br />
<br />
====Other Awards====<br />
* Eagle Eye: Destroying a flying vehicle ([[Raptor]], [[Cicada]], [[Fury]]), a speeding [[Scorpion]], or a [[Viper]] ready to self-destruct with the [[Goliath]] or [[Paladin]].<br />
* Bullseye: Killing an enemy with the kamikaze feature of the [[Scorpion]] or [[Viper]]. This does NOT have to be an enemy in a vehicle - killing an enemy on foot will still give you the Bullseye.<br />
* Top Gun: Destroying a flying vehicle with a Raptor's missiles.<br />
* Pancake: Using a vehicle to crush an enemy player, either onto the ground or against a wall. (Easiest to do with a [[Manta]].)<br />
* Road Rampage: Running over 15 people with a vehicle.<br />
* Hijacked and Carjacked: Stealing an abandoned enemy vehicle. (Stealing a [[Scorpion]] or [[Hellbender]] results in a "Carjacked!" announcement, but they are technically the same award)<br />
* Juggernaut: Having two or more of the following powerups at the same time: [[Berserk]], [[Double Damage]], and [[Invulnerability]]. Also conferred upon you when you become a Titan or a Behemoth.<br />
* First Blood: Be the first to make a kill in a match.<br />
* Hat Trick: 3 successful flag captures in a match. They do not need to be consecutive.<br />
* Denied: Destroying an enemy redeemer before it blows up, killing an enemy orb runner within close range of a powernode before they can capture it, or killing an enemy flag carrier within close range of their flag before they can capture it.<br />
* Assassin: Betray one of your teammates in [[Betrayal]] or kill a Titan.<br />
* Payback: Kill a rogue who betrayed your team in [[Betrayal]].<br />
* Rejected: Kill an enemy skull carrier just before he captures skulls in [[Greed]].<br />
<br />
====Achievements====<br />
Achievements, or trophies (PS3 version) have been added to the game as of Patch 2.0. Even if you have already met the criteria for the achievement prior to this patch, you will not unlock the achievement. You must meet the criteria after Patch 2.0 to earn it.<br />
<br />
* Lock and Load: Complete Chapter 1.<br />
* Soldier's Blood: Complete Chapter 2.<br />
* Does Not Compute: Complete Chapter 3.<br />
* Not in Kansas Anymore: Complete Chapter 4.<br />
* I'm Not on a Holy War: Defeat Akasha and complete the campaign.<br />
* Just Business: Complete Chapter 2 in Insane.<br />
* Bag of Bolts: Complete Chapter 3 in Insane.<br />
* Open War: Complete Chapter 4 in Insane.<br />
* Fear the Reaper: Defeat Akasha and complete the campaign in Insane.<br />
* I Need Some Backup: Complete 1 mission in co-op.<br />
* Got Your Back: Complete 10 missions in co-op.<br />
* Thanks To All the Little People: Complete a campaign in co-op.<br />
* I See How It Is: Complete an Instant Action match in every game mode.<br />
* Untouchable: Reach 20 kills against a god-like bot in instant action without dying.<br />
* Like the Back of My Hand: Collect every power up on every map.<br />
* Spice of Life: Play a match with every mutator, using only 1 per match.<br />
* Brain Surgeon: Get the "Head Hunter" award in 10 matches.<br />
* Don't Taze Me Bro!: Get the "Combo King" award in 10 matches.<br />
* Goo God: Get the "Biohazard" award in 10 matches.<br />
* Pistolero: Get the "Gun Slinger" award in 10 matches.<br />
* Shard-o-matic: Get the "Blue Streak" award in 10 matches.<br />
* Hammerhead: Get the "JackHammer" award in 10 matches.<br />
* Strongest Link: Get the "Shaft Master" award in 10 matches.<br />
* Have a Nice Day: Get the "Rocket Scientist" award in 10 matches and "Flak Master" award in 10 matches.<br />
* Big Game Hunter: Get the "Big Game Hunter" award in 10 matches.<br />
* Armadillo: Get the "Roadkill" award in 10 matches.<br />
* Jack of All Trades: Kill an enemy with every vehicle (except hoverboard).<br />
* Ace: Get the "Top Gun" award in 20 matches.<br />
* Deathwish: Get "Bullseye" (self-destruct to destroy an enemy) award in 20 matches.<br />
* Seeing Red: Have over 20 minutes of "Berserk Time".<br />
* Never Saw It Coming: Have over 20 minutes of "Invisibility Time".<br />
* Survival of the Fittest: Have over 10 minutes of "Invulnerable Time".<br />
* Delivering the Hurt: Have over 20 minutes of "UDamage Time".<br />
* Hat Trick: Achieve a Hat Trick in 10 CTF or VCTF matches.<br />
* Being a Hero: Return 100 Orbs in Warfare matches.<br />
* Flag Waver: Completed 100 CTF matches played to at least 3 captures.<br />
* Thirty Minutes or Less: Complete 100 VCTF matches played to at least 3 captures.<br />
* Paint the Town Red: Complete 100 Deathmatch or Duel matches played to at least 20 kills.<br />
* Connect the Dots: Complete 100 Warfare matches played to at least 3 points.<br />
* Serial Killer: Get the "Killing Spree" award in 20 matches.<br />
* Sir Slays-a-Lot: Get the "Monster Kill" award in 20 matches.<br />
* Killjoy: End sprees in 20 matches.<br />
* Off To a Good Start: Get the "First Blood" award in 40 matches.<br />
* Let's Get It On: Complete a multiplayer match in every game type.<br />
* Around the World: Win a multiplayer match on every map.<br />
* Get a Life: Get 200 kills in multiplayer on 50 different days.<br />
* Online Champion: Win 500 online matches.<br />
* Can't Be Trusted: Grab 200 points worth of betrayal pots.<br />
* Avenger: 20 successful retributions against a betrayer.<br />
* Bag of Bones: Deliver 50 skulls in one score in Greed against adept or higher skilled bots.<br />
* Skull Collector: Score 500 skulls in Greed.<br />
* Titanic: Become a titan 20 times.<br />
* Behemoth: Become a Behemoth 10 times.<br />
* Unholy: 10 kills with every Titan weapon in one Titan transformation.<br />
* The Slow Lane: Use the Slow Field power-up for over 10 minutes total.<br />
* Eradication: Get 100 kills with the Eradicator.<br />
* Arachnophobia: Kill 10 people with spidermines in deathmatch.<br />
<br />
===Community===<br />
Epic planned to use UT3 to bring more and more people into the Unreal community, with strong community integration out of the box. In-game lobbies were planned for Warfare, and game stats integration would have allowed you to find similarly-skilled opponents via the UT3 server browser. However, none of these elements shipped with the final game.<br />
<br />
A global rankings system does exist to allow clans and other players to compare scores.<br />
<br />
UT3 mod teams will, of course, be able to take advantage of the improvements in Unreal Engine 3's UnrealEd content creation tool, including the new UnrealKismet scripting environment, visual material editor and UnrealCascade particle engine. <br />
<br />
PS3 users can now download specially cooked versions of various maps and mutators, provided the author supplies them. However, there are some limitations, and custom sounds or music cannot be supported in PS3 versions of the maps due to a proprietary sound codec being used.<br />
<br />
The XBox 360 version does not appear to support custom content, but Epic might try to provide certain user-created content in the future. It does, however, currently have exclusive maps and characters not on the PC or PS3 versions, as well as a split-screen mode. As of Patch 2.0 and the Titan Pack, these features are no longer exclusive to the 360.<br />
<br />
===AI & Voice===<br />
{{cleanup|Section|This is still written in future tense. If you have any information about the AI & voice now, please rewrite this section.}}<br />
UT3 will bring major advances in the artificial intelligence that controls UT bots, as well as the way in which players communicate with them. UT3 players will be able to give bots specific orders using their own voices. Whereas in UT or UT2004 you'd use the voice menu to tell your bots to "attack", you can now give orders like "There's a sniper on the tower, go get him". Bots will also respond to particular questions. For example, if you asked "Is there anyone in the cave?", they might reply "No, the cave is clear".<br />
<br />
Apparently, this feature is quite buggy however. It is reported to work best for users who have a clear North American accent.<br />
<br />
UT3 bots' personalities will also make them better suited to different in-game tasks.<br />
<br />
==Previews and Reviews==<br />
* [http://www.beyondunreal.com/content/articles/220_1.php BeyondUnreal Reviews: Unreal Tournament 3]<br />
<br />
==References==<br />
*[http://forums.beyondunreal.com/showpost.php?p=2329199&postcount=2 Interview with Mark Rein, English translation]<br />
<br />
==See Also==<br />
*[[:Category:Unreal Tournament 3 media|Unreal Tournament 3 media]]<br />
*[[:Category:Unreal Tournament 3 maps|Unreal Tournament 3 maps]]<br />
*[[Unreal Tournament 2004]]<br />
*[[Unreal Tournament]]<br />
<br />
<br />
[[Category:Games]]</div>Death to uhttps://liandri.beyondunreal.com/Rocket_Arena_mapsRocket Arena maps2009-02-02T21:20:00Z<p>Death to u: /* RA-Shinigami */</p>
<hr />
<div>{| class="list" width="100%"<br />
|-<br />
|<br />
__TOC__<br />
|<br />
Maps for Rocket Arena are a bit different from other maps. <br />
Each map consists of 5 '''Multi Arenas''', which are relatively small arena-type maps for 2-4 players similar to [[DM-MorbiasII|DM-Morbias][]] and [[DM-Fractal]], <br><br />
and 1 '''Clan Arena''' for 4-32 players which are, in most cases, Deathmatch maps from Unreal Tournament. <br><br />
One exception is RA-GE][ which has 6 Multi Arenas instead of 5. <br><br />
The arena of choice can be selected in an in-game menu that pops up when the map is loaded.<br />
<br />
On this page the order of Multi Arenas corresponds with their place on the level's screenshot.<br><br />
The template on the right shows which number belongs to which arena. <br><br />
There are a few different lay-outs, but in all cases the numbering starts at the top-left arena and ends with the bottom-right one. Next to each level screenshot is a list of the Multi Arenas with the amount of players, with the Clan Arena listed at the bottom.<br />
|<br />
[[Image:RA-Template.jpg|thumb|right|Example of the arenas' order]]<br />
|}<br />
{{clear}}<br />
<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Akuma|Image:RA-Akuma.jpg||<br />
<br />
<br />
; 1. Sector-9<br />
: 2 players<br />
; 2. Neo-Tokyo<br />
: 2 players<br />
; 3. Babylon<br />
: 2 players<br />
; 4. Cold-Steel Pressure<br />
: 2 players<br />
; 5. Underlord<br />
: 4 players<br />
<br />
<br />
; [[DM-Codex]]<br />
: 4 players<br />
}}<br />
===RA-Akuma===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| [[Rich 'Akuma' Eastwood]]<br />
|-<br />
! Music<br />
| Lock<br />
|-<br />
|}<br />
Most of Akuma's Multi Arenas are small and symmetrical arenas that feature 2 floors with an atrium in the middle (similar to [[DM-MorbiasII|DM-Morbias]]). ''Neo-Tokyo'' is like Morbias, but with the addition of slopes in the atrium connecting the 2 floors. ''Babylon'', in its turn, is like Neo-Tokyo, but removes the 4 lifts while ''Underlord'' is a variation in the form of a platform in a large cave (though sharing the symmetrical, 2-floor layout). ''Cold Steel Pressure'' is a more complex form of this concept, boasting 3 floors and multiple jump-pads, lifts and atria. Lastly, ''Sector-9'' has seemingly little in common with the rest. It is set in a storage room with a number of small rooms placed around it, 2 of which contain stairs to the 2nd floor which consists of 2 walkways and the crates in the storage room. For more information on the Clan Arena, see [[DM-Codex]]'s page.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Clawfist|Image:RA-Clawfist.jpg||<br />
<br />
<br />
; 1. Straight Death<br />
: 4 players<br />
; 2. Intruding Death<br />
: 4 players<br />
; 3. Circulating Death<br />
: 4 players<br />
; 4. Fluent Death<br />
: 4 players<br />
; 5. Multi Death<br />
: 4 players<br />
<br />
<br />
; [[DM-Liandri]]<br />
: 4 players<br />
}}<br />
===RA-Clawfist===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| [[Sidney 'Clawfist' Rauchberger]]<br />
|-<br />
! Music<br />
| Mech8<br />
|-<br />
|}<br />
<br />
Clawfist's arenas have a technical, outer-space theme with 2-3 spacious rooms with 2 floors (the 2nd floor mostly being made out of walkways). <br />
''Intruding Death'' uses this set-up, though it is relatively complex. ''Straight Death'' & ''Fluent Death'' are more clear-cut, featuring 1 large hall divided into 3 rooms along the length (which is a symmetry-axis) with a walkway being the 2nd floor. ''Multi Death'' again is a bit more complex, but very similar to UT2004's [[DM-1on1-Idoma]]'s center part, with a 3rd floor added on top. ''Circulating Death'', lastly, has a lay-out similar to Akuma's arenas and can be seen as a mix of Underlord and Babylon. The Clan Arena, [[DM-Liandri]], has its own page with more information<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-CliffyB|Image:RA-CliffyB.jpg||<br />
<br />
<br />
; 1. Paladin<br />
: 2 players<br />
; 2. Dust<br />
: 2 players<br />
; 3. Google<br />
: 2 players<br />
; 4. Gearbox<br />
: 2 players<br />
; 5. Girder<br />
: 2 players<br />
<br />
<br />
; [[DM-Tempest]]<br />
: 4 players<br />
}}<br />
===RA-CliffyB===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| [[Cliff Bleszinski]]<br />
|-<br />
! Music<br />
| BotPck10<br />
|-<br />
|}<br />
<br />
Going back to cylindrical arenas, CliffyB's ''Google'' is as simple as they come. 1 cylinder, 4 lifts, 2 floors, the 2nd floor consisting of an outer ring, a platform in the middle and 4 walkways in between. ''Gearbox'' turns 2 of these walkways into slopes, connecting to another central platform on the 3rd floor. ''Dust'' trades in the cylinder for a rectangle, making it a variation on [[DM-Letting]], with the removal of the large pillars and the addition of 2 teleporters (placed north and south on each floor). ''Girder'' and ''Paladin'' are geometrically a bit more complex, but have the same concept as the rest (Paladin could be described as Morbias with a "§" shaped floorplan). For more information on [[DM-Tempest]], see its own page.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-DavidM|Image:RA-DavidM.jpg||<br />
<br />
<br />
; 1. Sadden Arena<br />
: 2 players<br />
; 2. Sunday Arena<br />
: 4 players<br />
; 3. Swedish Arena<br />
: 2 players<br />
; 4. Ancient Arena<br />
: 2 players<br />
; 5. Damned Arena<br />
: 2 players<br />
<br />
<br />
; [[DM-CurseII|DM-Curse][]]<br />
: 4 players<br />
}}<br />
===RA-DavidM===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| David 'DavidM' Münnich<br />
|-<br />
! Music<br />
| GoDown<br />
|-<br />
|}<br />
<br />
Most of DavidM's arenas can be compared to CliffyB's. ''Damned Arena'' is close to CliffyB's Dust with a walkway connecting north and south on the 2nd floor. ''Ancient Arena'' also has this bridge, but changes the location of the lift (and adds 2) and adds small lava pools. ''Swedish Arena'' and ''Sadden Arena'' both can be seen as cylindrical arenas cut in half. The first has 2 U-shaped corridors with a large room within and lifts at both ends, while the latter is 1 large room with lifts north, south and east and various height differences and added hallways. The last Multi Arena, ''Sunday Arena'' is a full-fledged DM map. Like Swedish Arena, consists of a large U-shaped corridor with a large room in the middle which closely resembles [[DM-Deck16II|DM-Deck16][]]'s main hall. As usual, for more information on the Clan Arena, see [[DM-CurseII|DM-Curse][]]'s page.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-DavidM2|Image:RA-DavidM2.jpg||<br />
<br />
<br />
; 1. Facility<br />
: 2 players<br />
; 2. Cellar<br />
: 4 players<br />
; 3. Courtyard<br />
: 2 players<br />
; 4. Skyscraper<br />
: 4 players<br />
; 5. RipOff Arena<br />
: 2 players<br />
<br />
<br />
; DM-Aigo<br />
: 4 players<br />
}}<br />
===RA-DavidM2===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| David 'DavidM' Münnich<br />
|-<br />
! Music<br />
| Run<br />
|-<br />
|}<br />
<br />
For the most part, DavidM2's arenas are bigger and asymmetrical. ''Ripoff Arena'' and ''Skyscraper'' are the 2 exceptions, being 1-room arenas with a symmetrical and simple lay-out. ''Courtyard'' also consists of 1 room, but with a number of large or small obstructions, making the floorplan less clear-cut. The same goes for ''Facility'', set in a crate-filled asymmetrical room with 2 floors and a number of slopes. ''Cellar'', however, can be seen as a small DM map, with many hallways, platforms, height differences and the like. The Clan Arena, ''DM-Aigo'', is larger than most DM maps and sports a wood-and-brick theme. There are 2 floors with plenty of Z-axis in most rooms. Usual DM-tactics apply.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Ebolt|Image:RA-Ebolt.jpg||<br />
<br />
<br />
; 1. Bloodsport<br />
: 2 players<br />
; 2. Urbania<br />
: 2 players<br />
; 3. Mage Tower<br />
: 2 players<br />
; 4. Iron Bunker<br />
: 2 players<br />
; 5. Ballista<br />
: 2 players<br />
<br />
<br />
; [[DM-Turbine]]<br />
: 4 players<br />
}}<br />
===RA-Ebolt===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| [[Eric 'Ebolt' Boltjes]]<br />
|-<br />
! Music<br />
| Run<br />
|-<br />
|}<br />
<br />
Ebolt's Multi Arenas come in 2 flavours. First there's the courtyard arena. ''Bloodsport'' is a rectangular version of Morbias, with 2 added slopes connecting the 2 floors on the outside, and a few added staircases to create some height differences. Moving on, ''Mage Tower'' has a different setup for its 2nd floor and features a large tower in the middle of the arena. The rest remains mostly the same. ''Iron Bucket'' keeps the towers but makes it a larger obstruction, adds a few hallways on the bottom floor and removes the 2nd floor. ''Urbania'' and ''Ballista'' have completely different lay-outs, using multiple rooms and levels (though Urbania can be seen as 1 large room with several floors and added hallways). [[DM-Turbine]] has its own page for more information.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-GE][|Image:RA-GEII.jpg||<br />
<br />
<br />
; 1. Pillar<br />
: 2 players<br />
; 2. Dizzy<br />
: 4 players<br />
; 3. Quad<br />
: 2 players<br />
; 4. Scarab<br />
: 4 players<br />
; 5. Maximus<br />
: 4 players<br />
; 6. Obelisk<br />
: 2 players<br />
<br />
<br />
; DM-Woodstock<br />
: 16 players<br />
}}<br />
===RA-GE][===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| 'Pagan' Pete Simpson<br />
|-<br />
! Music<br />
| -<br />
|-<br />
|}<br />
<br />
GE][ solely uses [[DM-MorbiasII|DM-Morbias][]]-like arenas with a few small additions. ''Pillar'' has an typical courtyard lay-out with an outer ring making up the 2nd floor and a small walkway in the courtyard. ''Dizzy'' places 4 floors consisting of cylindrical walkways in a large cylinder. ''Maximus'' uses a large cube, with a tower in each corner and walkways connecting these towers diagonally on 3 different levels. ''Obelisk'' trades in the walkways for a solid 2nd floor and adds lava pools to the 1st floor. ''Quad'''s 2nd floor consists of an outer ring and 1 walkway though the center. What is adds is an underground passage from one side to the other, through the center (underneath the central platform). ''Scarab'', lastly, consists of a series of platforms and slopes in a canyon, much like RA-Akuma's Underlord. The Clan Arena, ''Woodstock'' is a "+"-shaped arena, with teleporters acting as lifts at each end. The underground passage and walkways on the 2nd floor all share the +-shaped lay-out<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Heiko|Image:RA-Heiko.jpg||<br />
<br />
<br />
; 1. Terra Arena<br />
: 2 players<br />
; 2. Freeze Arena<br />
: 2 players<br />
; 3. Smoking Arena<br />
: 4 players<br />
; 4. Garage Arena<br />
: 2 players<br />
; 5. Arena Of Death<br />
: 2 players<br />
<br />
<br />
; [[DM-Zeto]]<br />
: 4 players<br />
}}<br />
===RA-Heiko===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| Heiko Dreyer<br />
|-<br />
! Music<br />
| Razor-ub<br />
|-<br />
|}<br />
<br />
The arenas in Heiko are quite varied and range from very basic (''Freeze Arena'': An oval arena with a large courtyard in the middle with a few slopes to connect the 2 floors) to relatively complex (''Smoking Arena'': A 2-room, asymmetrical map with 2 floors and plenty of nooks and crannies). ''Arena of Death'' is another simple one: 1 large room (with 2 small side-rooms on opposite ends) is split in half by a ditch, crossed by 3 bridges. ''Garage Arena'' sports an [[DM-Stalwart]]-esque theme and 2 floors, 2 rooms and a bit of Z-axis gameplay. ''Terra Arena'', again, is symmetrical and uses only 1 room. The 2nd floor is W-shaped, with lifts at the outer ends and slopes at the middle one. The Clan Arena, [[DM-Zeto]], has its own page with more information.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Inoxx|Image:RA-Inoxx.jpg||<br />
<br />
<br />
; 1. Station Control<br />
: 4 players<br />
; 2. Block Party<br />
: 4 players<br />
; 3. Singularity<br />
: 4 players<br />
; 4. Megaplex<br />
: 4 players<br />
; 5. Heavy Water<br />
: 4 players<br />
<br />
<br />
; [[DM-MorbiasII|DM-Morbias][]]<br />
: 2 players<br />
}}<br />
===RA-Inoxx===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| [[Cedric 'Inoxx' Fiorentino]]<br />
|-<br />
! Music<br />
| Run<br />
|-<br />
|}<br />
<br />
Inoxx's arenas are urban-themed, with the exception of ''Singularity'', which has a technical look and a complex lay-out (3 rooms, 3 floors, could easily be half of a CTF map). ''Heavy Water'' uses a bit of a unique setting, consisting of a series of walkways and platforms in what seems to be a large elevator shaft. The other 3 arenas are urban/outdoor-themed. ''Station Control'' is the smallest and most basic consisting of 3 floors (the 2nd being a W-shaped platform and the 3rd being a singular walkway). ''Megaplex'' is very vertically orientated, providing lots of Z-axis action due to its multiple floors, while ''Block Party'' is a spacious outdoorsy-area with only a few parts that are blocked off, a bit like UT2004's [[DM-Goliath]] on a smaller scale. The Clan Arena is [[DM-MorbiasII|DM-Morbias][]], which has its own page.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Outworld|Image:RA-Outworld.jpg||<br />
<br />
<br />
; 1. Flight Lounge<br />
: 2 players<br />
; 2. Training Facility<br />
: 2 players<br />
; 3. Jump Portal<br />
: 2 players<br />
; 4. S.S. Nova Charger<br />
: 2 players<br />
; 5. D.S.S. Fourteen<br />
: 4 players<br />
<br />
<br />
; Hanger One<br />
: 2 players<br />
}}<br />
===RA-Outworld===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| Cooper 'BigBird' Faust<br />
|-<br />
! Music<br />
| Razor-ub<br />
|-<br />
|}<br />
All of Outworld's arenas are set up in outer space, with a technical theme. ''S.S. Nova Charger'', a wrecked spaceship floating in space is perhaps the most original of the bunch. ''Jump Portal'' has 2 floating structures with jumppads, similar to many custom CTF maps. The rest of the arenas take place inside. ''D.S.S. Fourteen'' is a bit of a simple map: 1 room, 2 floors and slopes on both ends connecting the floors. ''Flight Lounge'''s lay-out is the same, though it's slightly larger and more open. ''Training Facility'', lastly, is very cramped and has a more complex lay-out with a bit of Z-axis gameplay. The Clan Arena, ''Hangar One'', consists of 1 large hangar with multiple floors and various obstructions (crates) and walkways. The size of the room makes the arena very open, though the crates give plenty of room to hide.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Shinigami|Image:RA-Shinigami.jpg||<br />
<br />
<br />
; 1. Lavalution<br />
: 4 players<br />
; 2. Dolphin Realm<br />
: 2 players<br />
; 3. Jormungander<br />
: 2 players<br />
; 4. Kamis Palace<br />
: 2 players<br />
; 5. Crystalized<br />
: 4 players<br />
<br />
<br />
; Irish Pub<br />
: 4 players<br />
}}<br />
===RA-Shinigami===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| Shinigami<br />
|-<br />
! Music<br />
| Skyward<br />
|-<br />
|}<br />
<br />
This is the only custom Rocket Arena map, created by the mod's creator, Shinigami. Shinigami's arenas are fantasy-themed with the arenas floating in a colorful sky. A good example is ''Jormungander'': A large rock with 2 towers and a large snake coming out of the rock. The arena is a series of wooden platforms and walkways around and under the large snake. ''Dolphin Realm'' places wooden platforms and walkways around a large floating dolphin. ''Crystalized'' is a linear map with a long, narrow bridge with rocks floating above it (reachable by jumppads). ''Lavalution'' takes place in a crater, and uses a different scale and setting for an otherwise Morbias-like lay-out. Lastly, ''Kamis Palace''is a large, open plateau with a few buildings, one of them being the only enclosed areas in the arena. The clan arena, ''Irish Pub'', is a large-scaled pub with a bar, tables and chairs.<br />
{{clear}}<br />
<br />
----<br />
<br />
{{Infobox Weapon|<br />
RA-Warren|Image:RA-Warren.jpg||<br />
<br />
<br />
; 1. Streets<br />
: 4 players<br />
; 2. Temple<br />
: 4 players<br />
; 3. Castle<br />
: 4 players<br />
; 4. Factory<br />
: 4 players<br />
; 5. Starship<br />
: 4 players<br />
<br />
<br />
; [[DM-Deck16II|DM-Deck16][]]<br />
: 32 players<br />
}}<br />
<br />
===RA-Warren===<br />
{| class="wikitable" style="font-size: 88%; margin: 10 auto;"<br />
|-<br />
! Author<br />
| [[Warren Marshall]]<br />
|-<br />
! Music<br />
| GoDown<br />
|-<br />
|}<br />
<br />
Warren uses asymmetrical, 2/3-room arenas with 2 floors and plenty of corridors in a variation of themes. ''Castle'' has 1 central room with a courtyard and a large room with stairs connecting the 2 floors. The rest of the map consists of corridors. ''Factory'' uses a similar set-up, though with fewer corridors and using 3 floors instead of 2. ''Starship'', again, has a similar set-up with 2 floors, with the bottom floor being 1 hallway. ''Temple'' has a top floor consisting of 2 platforms in the central room and a bottom floor with an additional corridor running around this room. ''Urbania'' places 2 building in a larger urban area, with plenty of open space and rooms to hide. The Clan Arena is [[DM-Deck16II|DM-Deck16][]] and has its own page with more information.</div>Death to uhttps://liandri.beyondunreal.com/Rocket_Arena:_UTRocket Arena: UT2008-11-03T03:15:58Z<p>Death to u: </p>
<hr />
<div>{{stub}}<br />
<br />
{{QuoteSource|Welcome to Rocket Arena, soldier.|Unreal Tournament GOTY|Unreal Tournament}}<br />
<br />
==Briefing==<br />
Rocket Arena UT is a custom mod included in the Game of the Year edition, but is also available for free online. In Rocket Arena, combatants fight in a chosen arena in a [[Last Man Standing]] type of fight, since all weapons are included in the player's inventory (except for the [[Redeemer]]), as well as 100 points of semi-protective [[Armor]].<br />
<br />
The maps that are chosen have a preset number of players per team (usually 1 or 2) unless the arena features clan arena (in which case there are 4 players per team). These maps are usually remakes (i.e. [[RA-Ebolt]] features [[DM-Turbine|Turbine]]).<br />
<br />
Teams will fight until all the players on the other team have been killed. That team takes the round. Once predetermined number of rounds is reached that team takes the match. Whoever has taken the most matches in the allotted time wins.<br />
<br />
==Maps by Original Epic Staff==<br />
*[[RA-Akuma]] ([[Rich 'Akuma' Eastwood]])<br />
*[[RA-Clawfist]] ([[Sidney 'Clawfist' Rauchberger]])<br />
*[[RA-CliffyB]] ([[Cliff Bleszinski]])<br />
*[[RA-Ebolt]] ([[Eric 'EBolt' Boltjes]])<br />
*[[RA-Inoxx]] ([[Cedric 'Inoxx' Fiorentino]])<br />
*[[RA-Warren]] ([[Warren Marshall]])</div>Death to uhttps://liandri.beyondunreal.com/Rocket_Arena:_UTRocket Arena: UT2008-11-03T03:15:30Z<p>Death to u: /* Maps by Original Epic Staff */</p>
<hr />
<div>{stub}<br />
<br />
{{QuoteSource|Welcome to Rocket Arena, soldier.|Unreal Tournament GOTY|Unreal Tournament}}<br />
<br />
==Briefing==<br />
Rocket Arena UT is a custom mod included in the Game of the Year edition, but is also available for free online. In Rocket Arena, combatants fight in a chosen arena in a [[Last Man Standing]] type of fight, since all weapons are included in the player's inventory (except for the [[Redeemer]]), as well as 100 points of semi-protective [[Armor]].<br />
<br />
The maps that are chosen have a preset number of players per team (usually 1 or 2) unless the arena features clan arena (in which case there are 4 players per team). These maps are usually remakes (i.e. [[RA-Ebolt]] features [[DM-Turbine|Turbine]]).<br />
<br />
Teams will fight until all the players on the other team have been killed. That team takes the round. Once predetermined number of rounds is reached that team takes the match. Whoever has taken the most matches in the allotted time wins.<br />
<br />
==Maps by Original Epic Staff==<br />
*[[RA-Akuma]] ([[Rich 'Akuma' Eastwood]])<br />
*[[RA-Clawfist]] ([[Sidney 'Clawfist' Rauchberger]])<br />
*[[RA-CliffyB]] ([[Cliff Bleszinski]])<br />
*[[RA-Ebolt]] ([[Eric 'EBolt' Boltjes]])<br />
*[[RA-Inoxx]] ([[Cedric 'Inoxx' Fiorentino]])<br />
*[[RA-Warren]] ([[Warren Marshall]])</div>Death to uhttps://liandri.beyondunreal.com/Rocket_Arena:_UTRocket Arena: UT2008-11-03T03:15:09Z<p>Death to u: /* Maps by Original Epic Staff */</p>
<hr />
<div>{stub}<br />
<br />
{{QuoteSource|Welcome to Rocket Arena, soldier.|Unreal Tournament GOTY|Unreal Tournament}}<br />
<br />
==Briefing==<br />
Rocket Arena UT is a custom mod included in the Game of the Year edition, but is also available for free online. In Rocket Arena, combatants fight in a chosen arena in a [[Last Man Standing]] type of fight, since all weapons are included in the player's inventory (except for the [[Redeemer]]), as well as 100 points of semi-protective [[Armor]].<br />
<br />
The maps that are chosen have a preset number of players per team (usually 1 or 2) unless the arena features clan arena (in which case there are 4 players per team). These maps are usually remakes (i.e. [[RA-Ebolt]] features [[DM-Turbine|Turbine]]).<br />
<br />
Teams will fight until all the players on the other team have been killed. That team takes the round. Once predetermined number of rounds is reached that team takes the match. Whoever has taken the most matches in the allotted time wins.<br />
<br />
==Maps by Original Epic Staff==<br />
*[[RA-Akuma]] ([[Rich 'Akuma' Eastwood]])<br />
*[[RA-Clawfist]] ([[Sidney 'Clawfist' Rauchberger]])<br />
*[[RA-CliffyB]] ([[Cliff Bleszinski]])<br />
*[[RA-Ebolt]] ([[Eric 'Ebolt' Boltjes]])<br />
*[[RA-Inoxx]] ([[Cedic 'Inoxx' Fiorentino]])<br />
*[[RA-Warren]] ([[Warren Marshall]])</div>Death to uhttps://liandri.beyondunreal.com/Rocket_Arena:_UTRocket Arena: UT2008-11-03T03:13:31Z<p>Death to u: New page: {stub} {{QuoteSource|Welcome to Rocket Arena, soldier.|Unreal Tournament GOTY|Unreal Tournament}} ==Briefing== Rocket Arena UT is a custom mod included in the Game of the Year edition, b...</p>
<hr />
<div>{stub}<br />
<br />
{{QuoteSource|Welcome to Rocket Arena, soldier.|Unreal Tournament GOTY|Unreal Tournament}}<br />
<br />
==Briefing==<br />
Rocket Arena UT is a custom mod included in the Game of the Year edition, but is also available for free online. In Rocket Arena, combatants fight in a chosen arena in a [[Last Man Standing]] type of fight, since all weapons are included in the player's inventory (except for the [[Redeemer]]), as well as 100 points of semi-protective [[Armor]].<br />
<br />
The maps that are chosen have a preset number of players per team (usually 1 or 2) unless the arena features clan arena (in which case there are 4 players per team). These maps are usually remakes (i.e. [[RA-Ebolt]] features [[DM-Turbine|Turbine]]).<br />
<br />
Teams will fight until all the players on the other team have been killed. That team takes the round. Once predetermined number of rounds is reached that team takes the match. Whoever has taken the most matches in the allotted time wins.<br />
<br />
==Maps by Original Epic Staff==<br />
[[RA-Akuma]] ([[Rich Eastwood]])<br />
[[RA-Clawfist]] ([[Sidney Rauchberger]])<br />
[[RA-CliffyB]] ([[Cliff Bleszinski]])<br />
[[RA-Ebolt]] ([[Eric Boltjes]])<br />
[[RA-Inoxx]] ([[Cedic Fiorentino]])<br />
[[RA-Warren]] ([[Warren Marshall)</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-11-03T02:52:37Z<p>Death to u: /* Other relations */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Eventually, this map appears in the PS2 and SDC versions of the game. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
Phobos was unique because of the gameplay, as combatants can use any kind of strategy to their advantage. This unique perk that also appeared in most maps by [[Cedric 'Inoxx' Fiorentino]] eventually made him well-known in the UT world. Phobos was combined with HyperBlast to make the map DM-Deimos (unknown author).<br />
<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
Shrapnel, like Mojo and Cybrosis, came from the [[Unreal]]/[[Unreal Tournament]] [[Fusion Map Pack]]. The original map wasn't too large, but so many expansions were added to the Unreal Tournament version that it was almost ridiculous.<br />
<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
Tempest was one of those medium sized maps that was still cool for lots of players. Keeping this in mind, Epic added this map to [[Unreal Championship 2]]. It seemed to be a perfect fit, since Unreal Championship 2 had a lot of small and ridiculously huge battles, in terms of players.<br />
<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.<br />
*Some maps, including but not limited to [[DM-Liandri]], [[DM-Tempest]] and [[DM-Deck16II|DM-Deck16][]], were included in [[Rocket Arena UT]] maps as clan arenas.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-11-03T02:48:16Z<p>Death to u: /* Tempest */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Eventually, this map appears in the PS2 and SDC versions of the game. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
Phobos was unique because of the gameplay, as combatants can use any kind of strategy to their advantage. This unique perk that also appeared in most maps by [[Cedric 'Inoxx' Fiorentino]] eventually made him well-known in the UT world. Phobos was combined with HyperBlast to make the map DM-Deimos (unknown author).<br />
<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
Shrapnel, like Mojo and Cybrosis, came from the [[Unreal]]/[[Unreal Tournament]] [[Fusion Map Pack]]. The original map wasn't too large, but so many expansions were added to the Unreal Tournament version that it was almost ridiculous.<br />
<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
Tempest was one of those medium sized maps that was still cool for lots of players. Keeping this in mind, Epic added this map to [[Unreal Championship 2]]. It seemed to be a perfect fit, since Unreal Championship 2 had a lot of small and ridiculously huge battles, in terms of players.<br />
<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-11-03T02:44:51Z<p>Death to u: /* Shrapnel */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Eventually, this map appears in the PS2 and SDC versions of the game. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
Phobos was unique because of the gameplay, as combatants can use any kind of strategy to their advantage. This unique perk that also appeared in most maps by [[Cedric 'Inoxx' Fiorentino]] eventually made him well-known in the UT world. Phobos was combined with HyperBlast to make the map DM-Deimos (unknown author).<br />
<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
Shrapnel, like Mojo and Cybrosis, came from the [[Unreal]]/[[Unreal Tournament]] [[Fusion Map Pack]]. The original map wasn't too large, but so many expansions were added to the Unreal Tournament version that it was almost ridiculous.<br />
<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-11-03T02:41:19Z<p>Death to u: /* Phobos */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Eventually, this map appears in the PS2 and SDC versions of the game. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
Phobos was unique because of the gameplay, as combatants can use any kind of strategy to their advantage. This unique perk that also appeared in most maps by [[Cedric 'Inoxx' Fiorentino]] eventually made him well-known in the UT world. Phobos was combined with HyperBlast to make the map DM-Deimos (unknown author).<br />
<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-11-03T02:35:02Z<p>Death to u: /* Blockparty */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Eventually, this map appears in the PS2 and SDC versions of the game. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Cedric_%27Inoxx%27_FiorentinoCedric 'Inoxx' Fiorentino2008-10-16T23:25:36Z<p>Death to u: /* Unreal Tournament */</p>
<hr />
<div>'''Cedric 'Inoxx' Fiorentino''' is a former Level Designer for [[Epic Games]]. During this 10-year period he made several famous levels, including CTF-Face and the [[Unreal_Tournament#Bonus_Content | Inoxx Pack]] for [[Unreal Tournament]]<br />
[[Image:Inoxx.jpg|thumb|right|128px|Cedric Fiorentino]]<br />
<br />
<br />
==General Information==<br />
Cedric studied maths in Montpellier, France before joining Epic Games (then Epic Megagames) in 1995. He first worked on Extreme Pinball 2 before being assigned to the [[Unreal]] development team. Other titles Cedric has worked on during his time at Epic include Unreal Tournament, [[Unreal Tournament 2003]] & [[Unreal Tournament 2004 | 2004]], [[Unreal Championship 2]], [[Unreal Tournament 3]] and Gears of War. Cedric and Epic Games parted ways in August, 2005. Cedric has since served as a consultant for Webzen (working on Huxley) and Arkane Studios.<br />
<br />
==List of Contributions==<br />
<br />
{| class="list" width="90%"<br />
|-<br />
!<br />
====Unreal====<br />
|-<br />
|<br />
*[[Terraniux Underground]]<br />
*[[Terraniux]]<br />
*[[Mothership Basement]]<br />
|<br />
*[[Mothership Lab]]<br />
*[[Mothership Core]]<br />
*[[Skaarj Generator]]<br />
|<br />
*[[Illumination]]<br />
*[[The Darkening]]<br />
*[[The Source Antechamber]]<br />
|-<br />
!<br />
<br />
====Unreal Tournament====<br />
|-<br />
|<br />
*[[CTF-Face]]<br />
*[[CTF-Face-SE]] (BP4)<br />
*[[CTF-FaceII | CTF-Face][]] (BP3)<br />
*[[CTF-High]] (BP3)<br />
*[[CTF-Kosov]] (BP3)<br />
|<br />
*[[CTF-Nucleus]] (BP3)<br />
*[[DM-Crane]] (BP3) <br />
*[[DM-Fetid]] <br />
*[[DM-Hyperblast]] (with [[Juan Pancho Eekels]]) <br />
*[[DM-Phobos]]<br />
|<br />
*[[DM-Pyramid]]<br />
*[[DM-SpaceNoxx]] (BP3)<br />
*[[DOM-MetalDream]] <br />
*[[RA-Inoxx]] (Game of the Year Edition exclusive) <br />
|-<br />
!<br />
<br />
====Unreal Tournament 2003/2004====<br />
|-<br />
|<br />
*[[CTF-Face3]] <br />
*[[DM-Phobos2]]<br />
<br />
|}<br />
<br />
==External Links== <br />
*[http://www.linkedin.com/in/cedricfiorentino Linked In] profile of Cedric Fiorentino<br />
*Cedric's [http://www.flickr.com/photos/icecat_seoul/collections/72157603400464765/ photgraphy]<br />
<br />
[[Category: Level Designers]]</div>Death to uhttps://liandri.beyondunreal.com/RA-InoxxRA-Inoxx2008-10-16T23:23:32Z<p>Death to u: </p>
<hr />
<div>{{stub}}<br />
<br />
This map features 2 maps from Unreal Tournament, [[DM-Blockparty]] and [[DM-MorbiasII|DM-Morbias][]].<br />
<br />
{{Infobox Map<br />
| title = RA-Inoxx<br />
| author = [[Cedric 'Inoxx' Fiorentino]]<br />
| music = Run<br />
| game = Unreal Tournament|Unreal Tournament GOTY Ed.<br />
| gametype = Rocket Arena UT<br />
}}<br />
<br />
==Arenas==<br />
*Singularity<br />
*Heavy Water<br />
*Station Control<br />
*Megaplex<br />
*[[DM-Blockparty|Block Party]]<br />
*[[DM-MorbiasII|Morbias]]</div>Death to uhttps://liandri.beyondunreal.com/RA-InoxxRA-Inoxx2008-10-16T23:23:02Z<p>Death to u: </p>
<hr />
<div>{{stub}}<br />
<br />
This map features 2 maps from Unreal Tournament, [[DM-Blockparty]] and [[DM-MorbiasII|DM-Morbias][]].<br />
<br />
{{Infobox Map<br />
| title = RA-Inoxx<br />
| author = Cedric 'Inoxx' Fiorentino<br />
| music = Run<br />
| game = Unreal Tournament|Unreal Tournament GOTY Ed.<br />
| gametype = Rocket Arena UT<br />
}}<br />
<br />
==Arenas==<br />
*Singularity<br />
*Heavy Water<br />
*Station Control<br />
*Megaplex<br />
*[[DM-Blockparty|Block Party]]<br />
*[[DM-MorbiasII|Morbias]]</div>Death to uhttps://liandri.beyondunreal.com/RA-InoxxRA-Inoxx2008-10-16T23:20:37Z<p>Death to u: </p>
<hr />
<div>{{stub}}<br />
<br />
This map features 2 maps from Unreal Tournament, [[DM-Blockparty]] and [[DM-MorbiasII|DM-Morbias][]].<br />
<br />
{{Infobox Map<br />
| title = RA-Inoxx<br />
| author = Cedric 'Inoxx' Fiorentino<br />
| game = Unreal Tournament|Unreal Tournament GOTY Ed.<br />
| gametype = Rocket Arena UT<br />
}}<br />
<br />
==Arenas==<br />
*Singularity<br />
*Heavy Water<br />
*Station Control<br />
*Megaplex<br />
*[[DM-Blockparty|Block Party]]<br />
*[[DM-MorbiasII|Morbias]]</div>Death to uhttps://liandri.beyondunreal.com/RA-InoxxRA-Inoxx2008-10-16T23:19:59Z<p>Death to u: </p>
<hr />
<div>{{stub}}<br />
<br />
This map features 2 maps from Unreal Tournament, [[DM-Blockparty]] and [[DM-MorbiasII|Morbias]].<br />
<br />
{{Infobox Map<br />
| title = RA-Inoxx<br />
| author = Cedric 'Inoxx' Fiorentino<br />
| game = Unreal Tournament|Unreal Tournament GOTY Ed.<br />
| gametype = Rocket Arena UT<br />
}}<br />
<br />
==Arenas==<br />
*Singularity<br />
*Heavy Water<br />
*Station Control<br />
*Megaplex<br />
*[[DM-Blockparty|Block Party]]<br />
*[[DM-MorbiasII|Morbias]]</div>Death to uhttps://liandri.beyondunreal.com/RA-InoxxRA-Inoxx2008-10-16T23:19:30Z<p>Death to u: New page: {{stub}} This map features 2 maps from Unreal Tournament, DM-Blockparty and Morbias. {{Infobox Map | title = RA-Inoxx | author = Cedric 'Inoxx' Fiorentino...</p>
<hr />
<div>{{stub}}<br />
<br />
This map features 2 maps from Unreal Tournament, [[DM-Blockparty]] and [[DM-MorbiasII|Morbias]].<br />
<br />
{{Infobox Map<br />
| title = RA-Inoxx<br />
| author = Cedric 'Inoxx' Fiorentino<br />
| game = Unreal Tournament|Unreal Tournament GOTY Ed.<br />
| gametype = Rocket Arena UT<br />
}}<br />
<br />
==Arenas==<br />
*Singularity<br />
*Heavy Water<br />
*Station Control<br />
*Megaplex<br />
*[[DM-Blockparty|Block Party]]<br />
*[[DM-MorbiasII|DM-Morbias][]]</div>Death to uhttps://liandri.beyondunreal.com/DM-AcidRainDM-AcidRain2008-10-16T22:59:00Z<p>Death to u: </p>
<hr />
<div>{{For|other versions of this map|Recurring maps#Blockparty}}<br />
<br />
Liandri biowaste reprocessing plant. Transforms society's filth into lucrative energy.<br />
<br />
[[Image:DM-AcidRain.jpg|thumb|right|DM-AcidRain]]<br />
<div style="float: left;"><br />
__TOC__<br />
</div><br />
{| class="wikitable" style="font-size: 88%; margin: 0 auto;"<br />
|-<br />
! Full title<br />
| Acid Rain<br />
|-<br />
! Authors<br />
| unknown<br />
|-<br />
! Players<br />
| 2-6<br />
|-<br />
! Music<br />
| AcidRain<br />
|-<br />
! Games <br />
| [[Unreal Championship 2: The Liandri Conflict|UC2]]<br />
|-<br />
! Gametype<br />
| [[Deathmatch]]<br />
|}<br />
<br />
{{clear}}<br />
This map is a remake of [[DM-Blockparty]] from the Dreamcast version of [[Unreal Tournament]]. The arena ''Block Party'' was also included in the [[Rocket Arena]] map [[RA-Inoxx]].<br />
<br />
==Pickups==<br />
* 4x Health Vial (above the Super Adrenaline)<br />
* 3x Health Pack<br />
* 7x Explosive Ammo<br />
* 6x Energy Ammo<br />
* 5x [[Adrenaline]]<br />
* [[Damage Amplifier|UDamage]] (on the bridge in the central ''Refinery Courtyard'')<br />
* [[Health|Super Health]] (''Dual Lifts''' exit area)<br />
* [[Adrenaline|Super Adrenaline]] (in the ''Rear Bridge'' area, next to the stairs)<br />
<br />
<br />
[[Category:Deathmatch maps|AcidRain]] [[Category:Unreal Championship 2 maps]]</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-14T23:33:24Z<p>Death to u: /* Torlan */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created, looking exactly the way it looked in RA-Inoxx, and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
Torlan was one of the very few series of maps that didn't involve the original [[Unreal Tournament]].<br />
<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-14T23:23:29Z<p>Death to u: /* Orbital */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created, looking exactly the way it looked in RA-Inoxx, and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
The Orbital maps, known for being ridiculous in size, were created by Digital Extremes UEd efficionado [[Dave Ewing]], creator of the also popular [[#Morpheus|Morpheus]] series. Both of the Orbital maps were unbelievably large and recommended for more than 16 players, but nonetheless, never were tiring.<br />
<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-14T23:19:08Z<p>Death to u: /* November */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created, looking exactly the way it looked in RA-Inoxx, and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
The Sub Pen series was a series of awkwardly unsymmetrical [[Capture The Flag]] maps started by [[Elliot 'Myscha' Cannon|Myscha]]. Not the most popular of CTF maps, CTF-November still is a classic and has returned to [[Unreal Tournament 2003]] and [[Unreal Tournament 2004|2004]] through [[Phil Cole]].<br />
<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-14T22:49:48Z<p>Death to u: </p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created, looking exactly the way it looked in RA-Inoxx, and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the original, [[Juan Pancho 'XceptOne' Eekels]], remade it for [[Unreal Tournament 2003]]. It was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (it was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to the many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, few pickups and simple gameplay, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
UT players thought that the concept of low gravity was pretty cool, especially since gravity was normal inside the buildings. Although there was only one official remake, it was a very popular map. Rumor has it that there will be a Morpheus map in a UT3 Bonus Pack in the future.<br />
<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-14T01:31:49Z<p>Death to u: </p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created, looking exactly the way it looked in RA-Inoxx, and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[Rocket Arena: UT|RA-Inoxx]] (UT: GOTY)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is the most popular bunch of [[deathmatch]] maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
CTF-Face was the trademark map for UT, as some would buy the game just to play multiplayer on it, which could be one reason why sales for UT were abnormally high compared to Unreal. Remakes were made, 3 by [[Cedric 'Inoxx' Fiorentino]] (Face][, Face-SE, Face3), the rest by Teddie Tapawan. This map as [[CTF-FaceClassic]] was, and still is, a very popular multiplayer venue in [[Unreal Tournament 2004]]. IUt is also played frequently among other maps in [[UT3]]'s popular, but bugged up, online play.<br />
<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
Flux did not make an appearance in Unreal Tournament except for the PS2 and SDC versions. The author of the orgiginal, [[Juan Pancho 'XceptOne' Eekels]] remade it for [[Unreal Tournament 2003]] and was a somewhat popular map for mid-sized battles.<br />
<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
The Iron Gauntlet was one of 4 unsymmetrical [[Capture The Flag]] maps in Unreal Tournament (With [[CTF-EternalCave]], [[CTF-November]], and [[CTF-Command]]. Like [[DM-Tempest]], it was taken to [[Unreal Championship 2]] by the lead designer at Epic, [[Cliff Bleszinski]]. In UC2, it was the only unsymmetrical map in the game.<br />
<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
HealPod was the brainchild of both "[[Cliff Bleszinski|CliffyB]]" and [[Alan Willard]]. It is easy to tell who built the map in general, due to the architectural style (It was Alan). Cliff added the appropriate actors and the innovative "HealPod". They once again put their heads together for the Unreal Tournament game, but it didn't come fast enough to make the retail version, so it became part of [[Unreal Tournament#Bonus_Pack_1|Bonus Pack 1]].<br />
<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
Hydro Bases was originally designed by [[Sidney 'Clawfist' Rauchberger]], who, at the time, had just been brought in by Epic Games to design maps. The map, unfortunately, was a download, as were the rest of his [[UT]] maps. It is not known who made CTF-Hydrosis, but it possibly could have been the same person.<br />
<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
Like [[DmHealPod]], DM-HyperBlast was created by 2 people, this time it was [[Cedric 'Inoxx' Fiorentino|Inoxx]] and [[Juan Pancho 'XceptOne' Eekels|XceptOne]]. Unlike HealPod, they never got around to a remake, so it was eventually remade by [[Rogelio Olguin]]. HyperBlast was merged with [[DM-Phobos]] to create [[DM-Deimos]] for [[Unreal Tournament 3]], which can't really be called a remake due to he many changes applied.<br />
<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
Lament was the smallest [[Domination]] map in the series. The first edition was by [[Alan Willard]], the second was by Alan and [[Rich 'Akuma' Eastwood]].<br />
<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
DM-Mojo was said to be a remake of [[DmCurse]], but it does not appear to look anything like Curse. But they do have one thing in common: They both were remade for [[Unreal Tournament]].<br />
<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
Morbias was a popular map for Unreal multiplayer for its "stadium" style, and it was brought back several times.<br />
<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-12T20:11:14Z<p>Death to u: </p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
The Deck series is arguably the most popular bunch of maps. Created by [[Elliot 'Myscha' Cannon|Elliot "Myscha the Sled Dog" Cannon]] and continued by [[Teddie Tapawan]], the series went on to be something Unreal Tournament fans would remember the series for.<br />
<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-Mojo]] (Unreal) is considered a sequel to [[DmCurse]]. ([[Fusion Map Pack]], [http://forums.epicgames.com/showthread.php?t=373231])<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-12T20:00:50Z<p>Death to u: /* Cybrosis */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
The Unreal version of Cybrosis was great, but, for an unknown reason, failed to deliver. A remake of Cybrosis was made for UT:GOTY as an experiment, and the map was apparently much more liked by players. A CTF version also appeared, with the electrical trap removed.<br />
<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), Cybrosis][ (UT)<br />
<br />
==Deck==<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-Mojo]] (Unreal) is considered a sequel to [[DmCurse]]. ([[Fusion Map Pack]], [http://forums.epicgames.com/showthread.php?t=373231])<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-12T19:55:58Z<p>Death to u: /* Coret */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
Coret Facility was featured in the demo version for [[UT]] and quickly became the most played online map among all the demo maps, and that was the "trademark" map for the demo. As for the full version of this game, its popularity was very high at the start but it started getting eaten up by [[CTF-Face]]. The UT3 version has been referred to as a great classic by gamers and many Coret-only servers have existed.<br />
<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), CybrosisII (UT)<br />
<br />
==Deck==<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-Mojo]] (Unreal) is considered a sequel to [[DmCurse]]. ([[Fusion Map Pack]], [http://forums.epicgames.com/showthread.php?t=373231])<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-12T19:51:07Z<p>Death to u: /* Curse */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
Curse was a huge hit, but only the UT99 version ([[DM-CurseII|DM-Curse][]]). In [[UT2003]]/[[UT2004]], it was popular for a little bit, but numerous changes eventually hurt its popularity.<br />
<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII|DM-Curse][]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003, UC)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), CybrosisII (UT)<br />
<br />
==Deck==<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-Mojo]] (Unreal) is considered a sequel to [[DmCurse]]. ([[Fusion Map Pack]], [http://forums.epicgames.com/showthread.php?t=373231])<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-12T19:47:48Z<p>Death to u: /* Blockparty */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric 'Inoxx' Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), CybrosisII (UT)<br />
<br />
==Deck==<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-Mojo]] (Unreal) is considered a sequel to [[DmCurse]]. ([[Fusion Map Pack]], [http://forums.epicgames.com/showthread.php?t=373231])<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Recurring_mapsRecurring maps2008-10-12T19:46:59Z<p>Death to u: /* Blockparty */</p>
<hr />
<div>This article lists '''recurring maps''' in the Unreal series.<br />
<br />
==Blockparty==<br />
Block Party began life as part of [[Cedric "Inoxx" Fiorentino]]'s Rocket Arena: UT map. Though never considered to be its own map, a custom map with just Block Party was created and eventually became popular as a 1-on-1 map. [[DM-AcidRain]] is virtually the same map as the version found in RA-Inoxx.<br />
<br />
*[[DM-Blockparty]] (UT)<br />
*[[DM-AcidRain]], Acid Rain (UC2)<br />
<br />
==Coret==<br />
*[[CTF-Coret]], Coret Facility (UT)<br />
*[[CTF-Coret (UT3 map)]] (UT3)<br />
<br />
==Curse==<br />
*[[DmCurse]] (Unreal)<br />
*[[DM-CurseII]], CurseII (UT)<br />
*[[DM-Curse3]], (UT2003)<br />
*[[DM-Curse4]], Curse4 (UT2004)<br />
<br />
==Cybrosis==<br />
*[[DM-Cybrosis]] (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-CybrosisII]] ([[CTF-CybrosisII]]), CybrosisII (UT)<br />
<br />
==Deck==<br />
*[[DmDeck16]] (Unreal)<br />
*[[DM-Deck16II]], Deck16][ (UT)<br />
*[[DM-Deck17]], Deck 17 (UT2004)<br />
*[[DM-Deck]], Deck (UT3)<br />
<br />
==Face==<br />
*[[CTF-Face]], Facing Worlds (UT)<br />
*[[CTF-Face-SE]], Facing Worlds Special Edition (UT)<br />
*[[CTF-FaceII]], Facing Worlds II (UT)<br />
*[[CTF-Face3]], (UT2003, UT2004)<br />
*[[CTF-FaceClassic]], Face Classic (UT2004)<br />
*[[CTF-FacingWorlds]] ([[UT3]] bonus pack)<br />
<br />
==Flux==<br />
*[[DM-Flux]] (UT PS2 version) [http://forums.epicgames.com/showthread.php?t=373231], [http://forums.beyondunreal.com/showthread.php?t=179070]<br />
*[[DM-Flux2]] (UT2003, UT2004)<br />
<br />
==Gauntlet==<br />
*[[CTF-Gauntlet]], The Iron Gauntlet (UT)<br />
*[[CTF-GauntletII]], The Steel Gauntlet (UC2)<br />
<br />
==HealPod==<br />
*[[DmHealPod]] (Unreal)<br />
*[[DM-HealPodII]], HealPodII (UT)<br />
<br />
==Hydro==<br />
*[[CTF-Hydro16]], Hydro Bases (UT)<br />
*[[CTF-Hydrosis]] (UT3)<br />
<br />
==HyperBlast==<br />
*[[DM-HyperBlast]], HyperBlast (UT)<br />
*[[DM-HyperBlast2]], HyperBlast2 (UT2004)<br />
*[[DM-Deimos]] (UT3), mixes HyperBlast and [[#Phobos|Phobos]] map aspects<br />
<br />
==Koos==<br />
*[[DM-KGalleon]], Koos Galleon (UT)<br />
*[[DM-KoosBarge]], Koos Barge (UT3)<br />
<br />
==Lament==<br />
*[[DOM-Lament]], Lament (UT)<br />
*[[DOM-LamentII]], LamentII (UT)<br />
<br />
==Mojo==<br />
*[[DM-Mojo]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-MojoII]], MojoII (UT)<br />
<br />
==Morbias==<br />
*[[DmMorbias]] (Unreal)<br />
*[[DM-MorbiasII]], MorbiasII (UT)<br />
*[[DM-Gael]] (UT2003/UT2004), mixes aspects from [[DM-MorbiasII]] and [[DM-Fractal]].<br />
*[[DM-Morbias3]], Morbias (UC2)<br />
*[[DM-Morbias]] ([[UT3]] bonus pack)<br />
<br />
==Morpheus==<br />
*[[DM-Morpheus]], Morpheus (UT)<br />
*[[DM-Plunge]], Plunge (UT2003, UT2004)<br />
*[[DM-Morpheus3]], Morpheus3 (UT2004)<br />
<br />
==November==<br />
*[[CTF-November]], November Sub Pen (UT)<br />
*[[CTF-December]] (UT2003, UT2004)<br />
*[[CTF-January]], (UT2004)<br />
<br />
==Orbital==<br />
*[[CTF-Orbital]], Orbital Station 12 (UT)<br />
*[[CTF-Orbital2]], (UT2003, UT2004)<br />
<br />
==Phobos==<br />
*[[DM-Phobos]], Phobos Moon (UT)<br />
*[[DM-Phobos2]], Phobos Moon 2 (UT2003, UT2004)<br />
*[[DM-Deimos]] (UT3), mixes Phobos and [[#HyperBlast|HyperBlast]] map aspects<br />
<br />
==Shrapnel==<br />
*[[DM-Shrapnel]], (Unreal, [[Fusion Map Pack|FMP]])<br />
*[[DM-ShrapnelII]], ShrapnelII (UT)<br />
<br />
==Tempest==<br />
*[[DM-Tempest]], Tempest (UT)<br />
*[[DM-Tempest2]], Tempest (UC2)<br />
<br />
==Torlan==<br />
*[[ONS-Torlan]], Torlan (UT2004)<br />
*[[WAR-Torlan]] (UT3)<br />
<br />
==Other relations==<br />
*[[DM-Mojo]] (Unreal) is considered a sequel to [[DmCurse]]. ([[Fusion Map Pack]], [http://forums.epicgames.com/showthread.php?t=373231])<br />
*[[DM-1on1-Serpentine]] (UT2003, UT2004) is a remake of a custom Quake 2 map.</div>Death to uhttps://liandri.beyondunreal.com/Unreal_TournamentUnreal Tournament2008-09-25T21:31:49Z<p>Death to u: </p>
<hr />
<div>''Note: If you are seeking for the links to essential files, see the [[#Essential Files|Essential files section]].''<br />
<br />
'''Unreal Tournament''' is the first game in the [[Unreal Tournament series]] and the second game in the [[Unreal series]]. Development began sometime in 1998 after the poor reception to Unreal's multiplayer component as a multiplayer expansion pack for Unreal. Later, it was decided that the game had enough changes to make it into a standalone game. The game was released to stores November 23, 1999.<br />
[[Image:unrealtournamentbox.jpg|thumb|right|225px]]<br />
<div style="float: left;"><br />
__TOC__<br />
</div><br />
{| class="wikitable" style="font-size: 88%; margin: 0 auto;"<br />
|-<br />
! PC Release Date<br />
| November 23, 1999<br />
|-<br />
! PlayStation 2<br />
| October 21, 2000<br />
|-<br />
! Dreamcast<br />
| March 13, 2001<br />
|-<br />
! Engine Version(s)<br />
| Unreal Engine 1<br />
|-<br />
! Epic Games Builds<br />
| 338-436<br />
|-<br />
! UTPG Builds<br />
| 440-451b<br />
|}<br />
<br />
{{clear}}<br />
==Intro==<br />
''In 2291, in an attempt to control violence among deep-space miners, the [[New Earth Government]] legalized no-holds-barred fighting. [[Liandri Mining Corporation]] working with the NEG established a series of leagues and bloody public exhibitions. The fight's popularity grew with their brutality. Soon, Liandri discovered that the public matches were their most profitable enterprise. The professional league was formed. A cabal of the most violent and skilled warriors in known space, selected to fight in a [[Liandri Grand Tournament|Grand Tournament]]. Now it is 2341, fifty years have passed since the founding of [[Deathmatch]]. Profits from the tournament number in the hundreds of billions. You have been selected to fight in the Professional League by the Liandri Rules Board. Your strength and brutality are legendary. The time has come to prove you are the best. To crush your enemies. To win the tournament.''<br />
<br />
==History==<br />
Unreal Tournament began life as an expansion pack for [[Unreal]]. When it was realized that the multi-player aspect of Unreal was popular and something that people sought after, Epic began working on a multiplayer expansion pack for the game to fix the problems with online play. At some point during its development, it became clear that the number and extent of the changes to the Unreal codebase that Epic was required to make made Unreal Tournament too incompatible with Unreal. Thus the expansion pack was broken off from Unreal and made into a standalone game. Unreal Tournament contains all of the content that Unreal had except for the maps and music. <br />
===Demo===<br />
The first publicly available version (Version 322) of the demo was released on 17 September 1999. A Version 321 was briefly and accidentally available the night before but was rapidly withdrawn. <br />
<br />
The Version 322 demo is for use with 3dfx video cards only. This early version of the demo omits [[DM-Tempest]].<br />
<br />
A [http://unreal.epicgames.com/files/DemoPatch322.exe patch] was provided to update Version 321 to 322. Two days later, a patch to the 3dfx-only demo was provided to correct a server crash that occurred whilst using the Web-based remote administration facility.<br />
<br />
The first full demo (and a patch to the 3dfx-only demo to convert it to the full demo) was released 28 September 1999. This took the demo to version 338. A Version 338a demo intended to test a server map change problem was accidentally released but rapidly disowned by Epic. The Version 338 demo is not compatible with the final version of the full demo.<br />
<br />
A final demo for Unreal Tournament was released on October 19 1999 [http://unreal.epicgames.com/oldnews2.htm Version 348 Demo release announcement] and contains 5 maps from the game; one map for each gametype. The demo has the maps [[CTF-Coret]], [[DM-Morpheus]], [[DM-Phobos]], [[DM-Tempest]], and [[DOM-Sesmar]].<br />
<br />
The Linux version of the Version 348 demo was released 20 October 1999.<br />
<br />
An additional patch to the Version 348 demo to fix a crash whilst playing back recorded demos was released 20 October 1999.<br />
<br />
An additional patch to update Version 348 servers was released 9 November 1999. Network compatability is unaffected by this patch.<br />
<br />
A history of the changes to the demos between the 3dfx-only demo and the final Version 348 demo is detailed [http://unreal.epicgames.com/demochangelog.txt here].<br />
<br />
===Release Details===<br />
*November 23, 1999 - '''Unreal Tournament''' (PC) - 2 CDs<br />
*January 19, 2000 - '''Unreal Tournament''' (Mac)<br />
*October 26, 2000 - '''Unreal Tournament''' (PS2) - 1 DVD<br />
*October 27, 2000 - '''Unreal Tournament GOTY''' (PC) - 2 CDs<br />
*March 14, 2001 - '''Unreal Tournament''' (DC) - 1 RD-Rom<br />
*March 21, 2001 - '''Unreal Tournament GOTY''' (Mac)<br />
*August 29, 2001 - [[Totally Unreal]] (PC) - 4 CDs<br />
*: Included [[Unreal Gold]], [[Unreal Tournament - GOTY]] and an [[Unreal Championship]]/[[Unreal 2]] preview disc<br />
*November 6, 2006 - [[Unreal Anthology]] (PC) - 1 DVD<br />
*: Included [[Unreal Gold]], [[Unreal Tournament - GOTY]], [[Unreal 2]], and [[UT2004]].<br />
*: Published by Midway Games, who took publishing rights from [[Atari]]<br />
<br />
===Reception===<br />
Unreal Tournament is still, arguably, the most popular [[Unreal series]] game ever released. It generated an enormous community and was many people's first multiplayer experience. <br />
<br />
On its release, Unreal Tournament was capable of using maps created for [[Unreal]]. The [[Unreal]] content was automatically replaced by Unreal Tournament content when running an [[Unreal]] DM map with one of the Unreal Tournament gametypes ([http://unreal.epicgames.com/oldnews2.htm Unreal Technology Announcements - Steve Polge 19 November 1999]). Mods like OldSkool Amp'd allowed players to play [[Unreal]] levels in Unreal Tournament, using original Unreal assets instead of substituting their Unreal Tournament counterparts.<br />
<br />
Although the graphical capabilities of the Unreal Tournament engine have long since been surpassed, it is still one of the most played games on the Internet (as of July 2007). This is due, in part, to its grounded gameplay and weapon balance.<br />
<br />
==Game Content==<br />
===Music===<br />
<br />
Although some tracks have more than one section (And are listed appropriately) it's important to note the extra sections are never played within the game itself. However, using a Module Player, such as XMPlay, one can listen to the extra sections.<br />
<br />
{| class="wikitable"<br />
|+ Tracks<br />
|-<br />
! Title !! Filename !! Sections !! Example Use !! Author<br />
|-<br />
| Botpack #9(By Michiel) || Botmca9 || 1 || [[DM-Phobos]] || [[Michiel van den Bos]]<br />
|-<br />
| BotMCA#10 (By Michiel)|| Botpck10 || 1 || [[DM-Tempest]] || Michiel van den Bos<br />
|-<br />
| Cannonade || Cannon || 1 || [[DOM-Condemned]] || Michiel van den Bos[?]<br />
|-<br />
| Colossus (Michiel) || Colossus || 1 || [[AS-Rook]] || Michiel van den Bos<br />
|-<br />
| The Course || Course || 1 || [[DM-CurseII|DM-Curse][]] || Michiel van den Bos<br />
|-<br />
| Room of Champions || Credits || 1 || Unused || [[Alexander Brandon]] & Michiel van den Bos<br />
|-<br />
| Ending || Ending || 1 || Trophy Room || Alexander Brandon<br />
|-<br />
| Unreal Add-on (Enigma) || Enigma || 1 || [[DOM-Cryptic]] || Basehead ([[Dan Gardopée]])<br />
|-<br />
| FireBreath || firebr || 1 || [[CTF-Coret]] || Teque ([[Tero Kostermaa]]) & Nitro ([[Kaj-Eerik Komppa]])<br />
|-<br />
| Foregone Destruction || Foregone || 1 || [[CTF-Face]] || Michiel van den Bos<br />
|-<br />
| Go Down || Godown || 1 || [[DM-Deck16II|DM-Deck16][]] || Alexander Brandon<br />
|-<br />
| Lock || Lock || 1 || [[DM-KGalleon]] || Alexander Brandon[?]<br />
|-<br />
| Mechanism Eight - necros/ || Mech8 || 2 || [[DM-Zeto]] || Necros ([[Andrew Sega]])<br />
|-<br />
| Mission Landing || Mission || 1 || [[AS-Overlord]] || Michiel van den Bos<br />
|-<br />
| Nether Animal || Nether || 1 || [[DM-Fetid]] || Michiel van den Bos[?]<br />
|-<br />
| Organic || Organic || 1 || Unused || Alexander Brandon<br />
|-<br />
| Phantom || Phantom || 1 || [[DM-Barricade]] || Michiel van den Bos & Alexander Brandon<br />
|-<br />
| Razorback // Unreal Mix|| Razor-ub || 2 || [[DM-Liandri]] || Skaven ([[Peter Hajba]])<br />
|-<br />
| Run || Run || 1 || [[DM-Conveyor]] || Michiel van den Bos<br />
|-<br />
| Save Me || SaveMe || 1 || [[DM-Morpheus]] || Alexander Brandon<br />
|-<br />
| Save Me G-Mix || Savemeg || 1 || Unused || Alexander Brandon<br />
|-<br />
| Unreal Add-on (Seeker) || Seeker || 1 || [[CTF-November]] || Basehead (Dan Gardopée)<br />
|-<br />
| Unreal Add-on (Seeker2) || Seeker2 || 1 || [[CTF-Noxion16]] || Basehead (Dan Gardopée)<br />
|-<br />
| Skyward Fire || Skyward || 1 || [[CTF-LavaGiant]] || Michiel van den Bos<br />
|-<br />
| Into the Darkness || Strider || 1 || [[DM-Stalwart]] || Alexander Brandon<br />
|-<br />
| Superfist || Suprfist || 1 || [[DM-HealPodII|DM-HealPod][]] || Alexander Brandon<br />
|-<br />
| Underworld 2 || UnWorld2 || 1 || [[DOM-Sesmar]] || Alexander Brandon<br />
|-<br />
| Unreal Tournament Menu || utmenu23 || 1 || Menu Screen || Alexander Brandon<br />
|-<br />
| Unreal Tournament Title || UTtitle || 1 || [[CityIntro]] || Michiel van den Bos<br />
|-<br />
| Three Wheels Turning || Wheels || 1 || [[CTF-CybrosisII|CTF-Cybrosis][]] || Alexander Brandon<br />
|}<br />
<br />
===Weapons===<br />
*[[Translocator]]<br />
*[[Impact Hammer]]<br />
*[[Chainsaw]]<br />
*[[Enforcer]]<br />
*[[Bio Rifle]]<br />
*[[Shock Rifle]]<br />
*[[Pulse Gun]]<br />
*[[Ripper]]<br />
*[[Minigun]]<br />
*[[Flak Cannon]]<br />
*[[Rocket Launcher]]<br />
*[[Sniper Rifle]]<br />
*[[Redeemer]]<br />
<br />
===Powerups===<br />
*[[Thigh Pads]]<br />
*[[Body Armor]]<br />
*[[Shield Belt]]<br />
*[[AntiGrav Boots]]<br />
*[[Damage Amplifier]]<br />
*[[Invisibility]]<br />
<br />
===Races===<br />
*[[Necris]]<br />
*[[Humans]]<br />
*[[The Corrupt|Robots]]<br />
*[[Skaarj Hybrid|Skaarj-Human Hybrids]] (UT:GOTY)<br />
<br />
===Teams===<br />
<br />
*[[Necris Black Legion|Black Legion]]<br />
*[[Blood Reavers]]<br />
*[[Dark Phalanx]]<br />
*[[Iron Guard]]<br />
*[[Iron Skull]]<br />
*[[Metal Guard]]<br />
*[[Raw Steel]]<br />
*[[Red Claw]]<br />
*[[The Corrupt]]<br />
*[[Thunder Crash]]<br />
*[[Venom]]<br />
<br />
===Characters===<br />
*[[Malcolm]]<br />
*[[Xan]]<br />
===Gametypes===<br />
*[[Deathmatch]]<br />
*[[Team Deathmatch]]<br />
*[[Capture The Flag]]<br />
*[[Assault]]<br />
*[[Domination]]<br />
*[[Last Man Standing]]<br />
<br />
===Maps===<br />
{| class="list" width="100%"<br />
|-<br />
! Assault<br />
|-<br />
|<br />
* [[AS-Frigate]]<br />
* [[AS-Guardia]]<br />
* [[AS-HiSpeed]]<br />
|<br />
* [[AS-Mazon]]<br />
* [[AS-OceanFloor]]<br />
* [[AS-Overlord]]<br />
|<br />
* [[AS-Rook]]<br />
|-<br />
! Capture the Flag<br />
|-<br />
|<br />
* [[CTF-Beatitude]] (BP4)<br />
* [[CTF-Command]]<br />
* [[CTF-Coret]]<br />
* [[CTF-CybrosisII|CTF-Cybrosis][]] (BP1)<br />
* [[CTF-Darji16]] (BP1)<br />
* [[CTF-Dreary]]<br />
* [[CTF-EpicBoy]] (BP4)<br />
* [[CTF-EternalCave]]<br />
|<br />
* [[CTF-Face-SE]] (BP4)<br />
* [[CTF-Face]]<br />
* [[CTF-FaceII|CTF-Face][]] (BP3)<br />
* [[CTF-Gauntlet]]<br />
* [[CTF-HallOfGiants]] (BP2)<br />
* [[CTF-High]] (BP3)<br />
* [[CTF-Hydro16]] (BP1)<br />
* [[CTF-Kosov]] (BP3)<br />
|<br />
* [[CTF-LavaGiant]]<br />
* [[CTF-Niven]]<br />
* [[CTF-November]]<br />
* [[CTF-Noxion16]] (BP1)<br />
* [[CTF-Nucleus]] (BP3)<br />
* [[CTF-Orbital]] (BP2)<br />
* [[CTF-Ratchet]] (BP4)<br />
* [[CTF-Tutorial]]<br />
|-<br />
! Deathmatch<br />
|-<br />
|<br />
* [[DM-Agony]] (BP1)<br />
* [[DM-ArcaneTemple]] (BP1)<br />
* [[DM-Barricade]]<br />
* [[DM-Bishop]] (BP4)<br />
* [[DM-Closer]] (BP4)<br />
* [[DM-Codex]]<br />
* [[DM-Conveyor]]<br />
* [[DM-Crane]] (BP3)<br />
* [[DM-CurseII|DM-Curse][]]<br />
* [[DM-CybrosisII|DM-Cybrosis][]] (BP1)<br />
* [[DM-Deck16II|DM-Deck16][]]<br />
* [[DM-Fetid]]<br />
* [[DM-Fractal]]<br />
|<br />
* [[DM-Gothic]]<br />
* [[DM-Grinder]]<br />
* [[DM-Grit-TOURNEY]] (BP4)<br />
* [[DM-HealPodII|DM-HealPod][]] (BP1)<br />
* [[DM-HyperBlast]]<br />
* [[DM-KGalleon]]<br />
* [[DM-Liandri]]<br />
* [[DM-Malevolence]] (BP1)<br />
* [[DM-MojoII|DM-Mojo][]] (BP1)<br />
* [[DM-MorbiasII|DM-Morbias][]]<br />
* [[DM-Morpheus]]<br />
* [[DM-Oblivion]]<br />
* [[DM-Peak]]<br />
|<br />
* [[DM-Phobos]]<br />
* [[DM-Pressure]]<br />
* [[DM-Pyramid]]<br />
* [[DM-ShrapnelII|DM-Shrapnel][]] (BP1)<br />
* [[DM-SpaceNoxx]] (BP3)<br />
* [[DM-Stalwart]]<br />
* [[DM-StalwartXL]]<br />
* [[DM-Tempest]]<br />
* [[DM-Turbine]]<br />
* [[DM-Tutorial]]<br />
* [[DM-Viridian-TOURNEY]] (BP4)<br />
* [[DM-Zeto]]<br />
|-<br />
! Domination<br />
|-<br />
|<br />
* [[DOM-Bullet]] (BP4)<br />
* [[DOM-Cidom]] (BP4)<br />
* [[DOM-Cinder]]<br />
* [[DOM-Condemned]]<br />
* [[DOM-Cryptic]]<br />
|<br />
* [[DOM-Gearbolt]]<br />
* [[DOM-Ghardhen]]<br />
* [[DOM-Lament]]<br />
* [[DOM-LamentII|DOM-Lament][]] (BP4)<br />
* [[DOM-Leadworks]]<br />
|<br />
* [[DOM-MetalDream]]<br />
* [[DOM-Olden]]<br />
* [[DOM-Sesmar]]<br />
* [[DOM-Tutorial]]<br />
* [[DOM-WolfsBay]] (BP4)<br />
|}<br />
<br />
==Essential Files==<br />
Here you will find all the links to the downloads of the essential files for your Unreal Tournament installation (due to BeyondUnreal not supporting the Essential Files wizard any more. Note: you can still see the unsupported page [http://www.beyondunreal.com/main/ut/utessential.php here]).<br />
<br />
===Patches===<br />
<br />
====Official PC====<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utpatch436.exe UT 436 Patch] for retail version. Not needed for Unreal Anthology users. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utserver436final.zip UT 436 Dedicated Server Package] - standalone dedicated server package. ''File Date: February 20 2007''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utpatch436nodelta.exe UT 436 NoDelta Patch] - if you have CD reading problems, or obtained it bundled, this is for you. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/ut436-ipdrv-070902.zip UT Denial of Service Patch] - this fix causes the UT server to correctly process ICMP port unreachable messages, and disconnect any connection it receives one for. This solves the Windows 2000 creeping ping problem and the denial of service attack mentioned in [http://online.securityfocus.com/archive/1/280544 this article]. Users not running UT servers do not need to apply this patch. ''File Date: July 19 2002''<br />
<br />
====Unofficial PC====<br />
*[http://www.oldunreal.com/utpatches.html Oldunreal Multimedia Patches for UnrealTournament] - Multimedia patches, which include updates both for graphics and sound. This update adds support for OpenAL and FMOD sound systems. '''Note''': Use this before adding the enhanced OpenGL and D3D renderers.<br />
*[http://cwdohnal.home.mindspring.com/utglr/ Enhanced renderers for Unreal Tournament] - updates the OpenGL and D3D renderers to the latest versions. Highly recommended. '''Note''': Add this after using the Oldunreal Multimedia Patches.<br />
<br />
====Linux====<br />
*[http://official.beyondunreal.com/dl.php/official/ut/ut-install-436.run UT 436 Linux Full] - a Linux installer for the retail Unreal Tournament version. ''File Date: May 1 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/ut-patch-436.run UT 436 Linux Patch] - use after installing Unreal Tournament with the UT 436 Linux Full installer. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/ut-install-436-goty.run UT 436 Linux GOTY Install] - a Linux installer for the retail Unreal Tournament: Game of the Year Edition. ''File Date: May 2 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/ipdrv-436-linux-08-20-02.zip UT Denial of Service Patch] - this is the Linux server patch that addresses the same problems as the Windows fix. UT server admins are encouraged to apply this patch. ''File Date: August 23 2002''<br />
<br />
====Macintosh====<br />
*[http://official.beyondunreal.com/dl.php/official/ut/ut436update.sit UT 436 Mac Patch] - Requires retail PC version of Unreal Tournament. ''File Date: May 2 2002''<br />
<br />
===Bonus Packs===<br />
Official Epic Bonus Packs. For the contents, see the [[#Bonus Content|Bonus Content section]].<br />
<br />
*[http://download.beyondunreal.com/fileworks.php/official/ut/utbonuspack.umod UT Bonus Pack 1 (.umod)] - also called Epic Bonus Pack. If you have the UT:GOTY edition, you do not need this pack. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utbonuspack.zip UT Bonus Pack 1 (non .umod)] - also called Epic Bonus Pack. If you have the UT:GOTY edition, you do not need this pack. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utbonuspack2.zip UT Bonus Pack 2 (non .umod)] - also called Digital Extremes pack. If you have the UT:GOTY edition, you do not need this pack. '''Note''': Do '''not''' overwrite the ''de.u'' package as this will lead to network incompatibility. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utinoxxpack.umod UT Bonus Pack 3 (.umod)] - also called Inoxx Map pack. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utinoxxpacknoumod.zip UT Bonus Pack 3 (non .umod)] - also called Inoxx Map pack. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utbonuspack4.umod UT Bonus Pack 4 (.umod)]. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utbonuspack4.zip UT Bonus Pack 4 (non .umod)]. ''File Date: March 16 2002''<br />
<br />
===Demos===<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utdemo348.exe Windows Ver. 348 Demo]. ''File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utdemopatch348.exe Windows Ver. 348 Demo Patch]. ''<br />
File Date: March 16 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utdemo-linux-x86-348.tar.gz Linux Ver. 348 Demo]. '''Note''': The link doesn't work with Firefox.<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utdemo348m3.sit.bin Mac Ver. 348m3 Demo]. ''File Date: May 2 2002''<br />
*[http://official.beyondunreal.com/dl.php/official/ut/utmac348m4demoup.sit.bin Mac Ver. 348m4 Demo Patch]. ''File Date: May 2 2002''<br />
<br />
<br />
==Bonus Content==<br />
===Bonus Pack 1===<br />
Released 25 February 2000 by Epic.<br />
<br />
Included:<br />
*Three new models, a package containing six related mutators, and 11 [[#Maps|maps]].<br />
====Models====<br />
* [[Skaarj Hybrid]]<br />
* [[Nali]]<br />
* [[Nali Cow#Unreal Tournament|Nali WarCow]]<br />
<br />
====Mutators====<br />
*[[Relic of Strength]]<br />
*[[Relic of Regeneration]]<br />
*[[Relic of Defense]]<br />
*[[Relic of Speed]]<br />
*[[Relic of Redemption]]<br />
*[[Relic of Vengeance]]<br />
<br />
===Bonus Pack 2===<br />
Released 4 Jan 2000 by Digital Extremes.<br />
<br />
Included:<br />
*Three new mutators and two [[#Maps|maps]].<br />
====Mutators====<br />
*Volatile Ammo Mutator<br />
*Team Beacon<br />
*Volatile Weapon<br />
<br />
===Bonus Pack 3===<br />
Also called the Inoxx Pack. Released 11-May-2000 by Epic. All of the content in this pack was created by Cedric "Inoxx" Fiorentino.<br />
<br />
Included:<br />
*Two texture packs and six [[#Maps|maps]].<br />
<br />
====Texture Packs====<br />
*noxxpack.utx<br />
*xutfx.utx<br />
<br />
===Bonus Pack 4===<br />
Released 23 December 2000 by Epic.<br />
<br />
Included:<br />
*Two new models, two texture packs and twelve new [[#Maps|maps]].<br />
====Models====<br />
*[[Xan Kriegor|Xan - Mark II]]<br />
*[[WarBoss]]<br />
<br />
====Textures====<br />
*Factory.utx<br />
*SGTech1.utx<br />
<br />
==UTPG==<br />
[[UTPG]] is a group of people that continued Epic's work of making Unreal Tournament patches after [[Epic Games|Epic]] released it's final, official patch: Patch 436. More information is on the [[UTPG]] page and by going to their website at [http://www.utpg.org http://www.utpg.org].<br />
<br />
==User Created Content==<br />
{{sectstub}}<br />
Over time, fans have created many modifications for Unreal Tournament which include mutators, gameplay altrerations, and even single-player campaigns, which in some cases are loosely based on the original storyline of [[Unreal]]. <br />
<br />
===Single player campaign mods===<br />
*'''Operation Na Pali'''<br />
<!-- to be expanded later --><br />
*'''Xidia'''<br />
<!-- to be expanded later --><br />
*'''Nali Chronicles'''<br />
<!-- to be expanded later --><br />
*'''Legacy'''<br />
<!-- to be expanded later --><br />
*'''Project Zephon'''<br />
<!-- to be expanded later --><br />
<br />
==Trivia==<br />
*Unreal Tournament was originally planned as an expansion pack to Unreal, but was later made into a full game.<br />
*An easter egg in the ending sequence reveals that there were five [[Liandri Grand Tournament]] winners before [[Xan Kriegor]]. They are named (in chronological order): Green Marine, Roan Terg, Magnus, Geos Dryon and Pariah. It seems that the winners' names are actually nicknames of Epic staff. Green Marine comes from Brandon "Green Marine" Reinhart, one of the programmers.<br />
<br />
==Previews and Reviews==<br />
*[http://www.gamespot.com/pc/action/unrealtournament/index.html?tag=result;title;2 GameSpot (9.5/10)]<br />
<br />
==References==<br />
{{sectstub}}<br />
==See Also==<br />
*[[Totally Unreal]]<br />
*[[Unreal Tournament 2003]]<br />
*[[Unreal Tournament 2004]]<br />
*[[Unreal Tournament 3]]</div>Death to uhttps://liandri.beyondunreal.com/CityIntroCityIntro2008-09-25T01:18:54Z<p>Death to u: </p>
<hr />
<div>{{Stub}}<br />
<br />
{{QuoteSource|In 2291, in an attempt to control violence among deep-space miners, the [[New Earth Government]] legalized no-holds-barred fighting. [[Liandri Mining Corporation]] working with the NEG established a series of leagues and bloody public exhibitions. The fight's popularity grew with their brutality. Soon, Liandri discovered that the public matches were their most profitable enterprise. The professional league was formed, a cabal of the most violent and skilled warriors in known space, selected to fight in a [[Liandri Grand Tournament|Grand Tournament]]. Now it is 2341, fifty years have passed since the founding of [[Deathmatch]]. Profits from the tournament number in the hundreds of billions. You have been selected to fight in the Professional League by the Liandri Rules Board. Your strength and brutality are legendary. The time has come to prove you are the best. To crush your enemies. To win the tournament.|Unreal Tournament|Unreal Tournament}}<br />
<br />
The CityIntro is the map which presents the introduction in [[Unreal Tournament]]. The design of the introduction of the map is by [[Shane Caudle]]. People who want to customize the map for gameplay, for the most part, have their work cut out for them, as the underground is "separated" from the above city, and even what is not visible in the movie is in high detail. However, the map is huge, and as such, would be very hard to make into a fully-bot-comaptible Tournament map.</div>Death to uhttps://liandri.beyondunreal.com/CityIntroCityIntro2008-09-25T01:10:47Z<p>Death to u: New page: {{Stub}} {{QuoteSource|In 2291, in an attempt to control violence among deep-space miners, the New Earth Government legalized no-holds-barred fighting. Liandri Mining Corporation ...</p>
<hr />
<div>{{Stub}}<br />
<br />
{{QuoteSource|In 2291, in an attempt to control violence among deep-space miners, the [[New Earth Government]] legalized no-holds-barred fighting. [[Liandri Mining Corporation]] working with the NEG established a series of leagues and bloody public exhibitions. The fight's popularity grew with their brutality. Soon, Liandri discovered that the public matches were their most profitable enterprise. The professional league was formed, a cabal of the most violent and skilled warriors in known space, selected to fight in a [[Liandri Grand Tournament|Grand Tournament]]. Now it is 2341, fifty years have passed since the founding of [[Deathmatch]]. Profits from the tournament number in the hundreds of billions. You have been selected to fight in the Professional League by the Liandri Rules Board. Your strength and brutality are legendary. The time has come to prove you are the best. To crush your enemies. To win the tournament.|Unreal Tournament|Unreal Tournament}}<br />
<br />
The CityIntro is the map which presents the introduction in [[Unreal Tournament]]. The design of the introduction of the map is by [[Shane Caudle]]. People who want to customize the map for gameplay, for the most part, have their work cut out for them, as the underground is "separated" from the above city, and even what is not visible in the demo is in high detail. However, the map is huge, and as such, would be very hard to make into a fully-bot-comaptible Tournament map.</div>Death to uhttps://liandri.beyondunreal.com/CTF-FacingWorldsCTF-FacingWorlds2008-09-24T00:11:26Z<p>Death to u: </p>
<hr />
<div>{{For|other versions of this map|Recurring maps#Face}}<br />
{{stub}}<br />
{{Infobox Map<br />
| title = Facing Worlds<br />
| author = Teddie Tapawan<br />
| description = The [[Necris]] have forced their way into even the most revered of [[Izanagi Corporation|Izanagi]] landmarks. Their corruption has spread to the Temple of Facing Worlds, and one of its towers is already showing the effects of infection and decay.<br />
| mapimage = CTF-FacingWorlds-Red.jpg<br />
| imagedesc = Facing Worlds - Red Base<br />
| players = 6-10<br />
| music = Foregone<br />
| game = Unreal Tournament 3<br />
| gametype = Capture the Flag<br />
}}<br />
[[Image:CTF-FacingWorlds-Blue.jpg|thumb|right|250px|Blue Base]]<br />
'''Facing Worlds''' is a remake of the [[Recurring maps#Face|Facing Worlds series]]. This version, unlike its predecessors, isn't set on an asteroid. Instead, the map centers on two towers built by the [[Izanagi Corporation|Izanagi]] on a high rock formation on [[Taryd]]. The blue side is infected by [[Necris]] technology.<br />
<br />
==Pickups==<br />
*[[Helmet#Unreal_Tournament_3|Helmet]] x2 - One directly behind each tower<br />
*[[Armor Vest#Unreal Tournament 3|Armor Vest]] x2 - Top of each tower behind the teleporter<br />
*[[Damage Amplifier]] x2 - Platform above entrance to each tower; requires translocator to access<br />
*[[Big Keg O' Health]] x1 - Center of map<br />
*[[Health Pack]] x8 - To either side as you enter the tower<br />
<br />
*'''Sniper Rifle ammo'''- In gratuitous quantities by each sniper rifle location, except behind the towers<br />
*'''Rocket Launcher ammo''' x8 - Two by each rocket launcher, two by each damage amp<br />
*'''Shock Rifle ammo''' x4 - Two by each shock rifle<br />
There are no ammo pickups for the link gun.<br />
<br />
==Weapons==<br />
*[[Sniper Rifle]] x6 - By spawn points, behind each tower; On top of each tower; 3rd floor of each tower<br />
*[[Link Gun]] x2 - By spawn points behind each tower<br />
*[[Rocket Launcher]] x2 - Ground floor of each tower, near the flag base<br />
*[[Shock Rifle]] x2 - Ground floor of each tower, opposite the flag base<br />
*[[Redeemer]] x2 - One on 2nd floor of each tower<br />
<br />
==Tips & Tricks==</div>Death to uhttps://liandri.beyondunreal.com/DominationDomination2008-09-24T00:05:36Z<p>Death to u: </p>
<hr />
<div>{{QuoteSource|Capture and hold control points to win.|UT|UT}}<br />
<br />
==Unreal Tournament==<br />
In Domination each team is trying to control and hold the level's control points.<br><br />
Each team must locate and capture certain points in a Domination map.<br><br />
Only 2 teams Domination matches are available in the Single Player Ladder.<br><br />
There are at most 4 teams in a Domination game.<br />
<br />
==Basics==<br />
===HUD===<br />
Domination enhances the basic teamplay HUD by adding control point status indicators to the left side of your screen.<br />
*Each indicator shows the name and the current status of a control point.<br />
<br />
===Control Points===<br />
*Every control point in a domination map has a unique name. <br />
*A grey X symbol of a control point indicates that no team is in control of that location.<br />
*To take control of a location, touch it.<br />
*Notice that the shape and color of the control point will change to reflect your team symbol and color, the same to the control point status icon on the HUD.<br />
*A control point will be taken over once it is touched (by other team).<br />
<br />
===Scoring===<br />
*A team is given 1 point every 5 seconds for each location they control.<br />
*The more locations a team controls the faster their score increases.<br />
<br />
==Source==<br />
[[Unreal Tournament]]<br />
<br />
{{Multiplayer Gametypes}}</div>Death to uhttps://liandri.beyondunreal.com/DM-CraneDM-Crane2008-09-23T23:56:08Z<p>Death to u: </p>
<hr />
<div>{{stub}}<br />
<br />
{{QuoteSource|An incomplete tower, that was designed to be a department store, was quickly snatched away, as well as the cranes that were building it, by a [[Liandri|Liandri Location Scout]] for bargain price. He later said on Neurovision, "I've really done my job getting this tower, and I already know it's quickly going to pay off come the next Tourney."|UT Inoxx Pack|UT#Bonus Content}}<br />
<br />
[[Image:DM-Crane.jpg|thumb|right|250px|DM-Crane]]<br />
<div style="float: left;"><br />
__TOC__<br />
</div><br />
{| class="wikitable" style="font-size: 88%; margin: 0 auto;"<br />
|-<br />
! Full title<br />
| The Cranes<br />
|-<br />
! Authors<br />
| [[Cedric 'Inoxx' Fiorentino]]<br />
|-<br />
! Players<br />
| 8-16<br />
|-<br />
! Music<br />
| Firebr<br />
|-<br />
! Games <br />
| [[UT]]<br />
|-<br />
! Gametype<br />
| [[DeathMatch]]<br />
|}<br />
<br />
{{clear}}<br />
<br />
== Item list ==<br />
<br />
=== Weapons ===<br />
<br />
<br />
=== PickUps ===<br />
<br />
<br />
[[Category:Deathmatch maps|Crane]]<br />
[[Category:Unreal Tournament maps]]</div>Death to u