Tag Archives: Custom Map

Unreal 2004 Custom CTF Map – Savage Sewer

Unreal 2004 Custom CTF Map - Savage SewerThis map is another Capture-the-Flag map. These two large bases face off beneath the streets of a grand city. A labyrinth of tunnels, sewer pipes and ventilation ducts give each team many ways to assault each base. This is a big map with many hidden features within it. It is best played with at least 8 people and is designed to handle up to 20.

The central region of this map is wide open and it is easy to see each team move back and forth.

sewer_center_1

Another look at the center, open area of the map. From this angle you can see all the different ways to get into each base. You can go through the ventilation system, by aqueduct or if you are a good swimmer, dive down and swim through the underwater tunnels.

sewer_center_2

The aqueducts in the blue base. It can be confusing navigating the area, so use the signs above each outlet to find your way.

sewer_blue_junction

Halfway through each base there is a flood storage area where all the aqueducts converge. This location is a good defensible area.

sewer_blue_flag_room

Small side rooms litter this level and each one has its own surprise in it.

sewer_blue_storage_room

Here is the ground level view of the blue base’s flag room. It is important to stay alert as the enemy can attack you from any angle.

sewer_blue_flag_room

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Unreal 2004 Custom Map – The Blender

Unreal 2004 Custom Map - The BlenderThis map was inspired during a night of festivities with my friends. We were making drinks with a blender and I had the idea to build a map that WAS a blender! This map is a Deathmatch map that is one big open room with a central pillar that rotates with long “blender” blades that are attached. Initially I tried to make this map so players can walk on the blades to get to the central pillar, but if you mistimed your leap you would get chopped up by the edge of the walkways. This posed many problems as characters who did not stay in the exact center of the blade took damage even if they were on walking on it properly. So the damage from the blades was removed and that made this map a lot more playable. This is a very chaotic map but a blast to play.

Here is a view from the top of this area. You can see the central pillar easily with the blades spinning around it. The green stuff within the pillar is the antigravity field. Get in and float to a different level!

blender_upper

Down in the base of this level there are lots of goodies but there is also lots of danger. All those that miss their jumps or get knocked around always end up down here.

blender_lower

Need a break? Duck back into the shadows on the central tiers. It is the best place to take a breather and to scout out your enemies!

blender_mid

From on high you can get a great view of the action and try to get a few sneaky sniping shots off. That blue bot on the blade looks like a good target…

blender_battle

One thing to note is that it does have a strange bug sometimes in multiplayer mode: The central pillar does not appear to rotate but the physics still exist (You can see people floating around the room, obviously on a blade but you can not see it visually). I have tried to fix this but have been unsuccessful so far, I think it might be a bug in the engine and not the map itself. If you have any ideas or thoughts please let me know!

If you are interested in giving this map a try (the only way to really check out a map) please take a moment and read the readme.txt and feel free to download this map. If you would like to contact me regarding this map please feel free to email me.

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