Unreal Tournament 3 - VCTF-Defection_SE

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Unreal Tournament 3 - VCTF-Defection_SE
Scott Coxhead
Also known as:
Unreal Tournament 3, Unreal Tournament 2007 [working title], UT3
User Rating


Description: Unreal Tournament 3 - VCTF-Defection_SE

What used to be a small active shipping area with an oil pipeline of oil is now lays empty and abandoned for the tournament. Wide open areas with tight caves and the heat of suns shining down, do you have the skills to capture a flag before your enemy corners you?

Make Something Unreal Submission:
-Phase 2: Best VCTF Level
-Phase 2: Best Graphics in Map

Small/Medium sized vCTF map.
Several routes lead to and from the flags combine paths to make complex exits leaving your enemies lost. Although you soon venture out into the open. Do you take the complex routes and try to evade enemies with risk of being trapped. Or venture for the open and hope there is support?


Unreal Tournament 3 vCTF Map

General Info

Title: vCTF-Defection_SE

Filename: vCTF-Defection_SE.rar

Author: Scott 'Cr4zyB4st4rd' Coxhead

Email: [email protected]

Release Date: 7/10/08

Version: Second Edition

Credits & Thanks:
+Epic for UnrealEd and UT3
+3D Buzz for Video Tutorials
+Hourences for the sky - http://utforums.epicgames.com/showthread.php?t=607764
+Repent_ for those great Crysis meshes and materials.
+All you BETA testers :)
+Iggy, Nammo, Drummer, Bi0 and plugh for more detailed feedback and help.


Map Information:

Small/Medium sized vCTF map.
Several routes lead to and from the flags combine paths to make complex exits leaving your enemies lost. Although you soon venture out into the open. Do you take the complex routes and try to evade enemies with risk of being trapped. Or venture for the open and hope there is support?

Vehicles - 1 Paladin, 1 Hellbender, 2 Mantas per side.

Pickups - 1 UDamage, 1 Berserk, 1 Invisibility (Two possible spawn points), 2 Jump Boots.

Armour - 2 Shield Belts, 2 Chest Armours, 2 Thigh Pads.

Depending on your system and/or game detail settings you may experience fps drops, especially overlooking the map.

Custom Content:
-Custom Sounds
-Custom Textures
-Custom Meshes
All included with in the map file.

Change Logs:
Bottom of this read me.



*Extract the folder:*


*Into* C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\

And *MERGE* it with the existing UTGame folder

Select the level in a multiplayer/instant action game and have fun. Or Type 'open vCTF-Defection' into the console.



These are links to BETA Threads. They then have links to final threads.

Beyond Unreal - http://forums.beyondunreal.com/showthread.php?p=2180753
Epic Forums - http://utforums.epicgames.com/showthread.php?t=618534
justWARFARE/justVCTF - http://forum.justwarfare.com/viewtopic.php?f=33&t=509
Titan Onslaught - http://ut2004.titaninternet.co.uk/forums/showthread.php?p=280201
ZeroFrag - http://zerofrag.com/index.php?topic=474.0


Copyright / Permissions

This level is copyright 2008, by Scott Coxhead.

Authors MAY NOT use this level as a base to build additional levels without explicit permission from the original author.

ANY bug fixes, fixes, changes, and tweaks may only be implemented by the author. No other person or party is allowed to release a modified version of this map without the author's permission.

You MAY NOT charge any money for this map or any of its embedded content.

You MAY distribute this level through any electronic media (internet (web/ftp), FIDO, local BBS, Magazine coverdisk etc.), provided you INCLUDE this file.

All other trademarks and trade names are properties of their respective owners.


Change Log:
BETA1 - Initial Release

+Added blocking volumes around the world
+Modified lighting
+Modified Terrain
+Added more crates to each side
+Moved Jump boots to where link gun used to spawn
+Added Link gun to weapon lockers instead of seperate
+Fixed collision on rock arch near flag
+Modified Water area
+Added Kismet to toggle water pipes to stop poring on deemer spawn and vice versa
+Added Kismet to flicker lights in each small passage at front of bases when that teams flag has been taken
+Powerup lights modified and Kismet instead of toggle
+Belt lighting re-done
+Spaced Mantas apart
+Added ammo and extra vial to tunnel that runs along the back of bases
+Added ammo in tunnel that hold thigh pads
+Removed a rock near sniper spawn that caused issues
+Added point for snipers to hide/snipe behind
+Added Palm Trees (Crysis Content) and bushes around level
+Added more deco in general (still more to do :))
+Modified Bot Pathing
+Modified fire lighting on Hellbenders (now flickers)
+Think thats all :)

BETA3.1 -
+Replaced Goliath with Paladin
+Fixed Kismet on Flickering Fire lights. Matinee now loops
+Edited animation of water in center
+Modified Water material in center and in caves
+Added tubes/pipes as cover in center
+Lowered the jump pads on both sides makign them easier to get on
+Changed Air control on jump pads
+Moved Avrils to more useful places at spawn
+Made kismet animations Client Side only
+Added more deco
+Started adding sounds
+Added two new crates one either base for hiding in
+Lots more air contol on the jump pads
+Re done WHOLE terrain (After the editor decided to mess things up)
+Re-pathed the map
+Better textures for the sand added
+There are now TWO crates containing invisibility pickups. Both central and fairer than the last spot.
+Kismet alternates which crate the invisibility will spawn in.
+Removed Post processing in caves
+Added more lights to crystals
+Fixed bug allowing you to hoverboard underwater
+Fixed rare collision issue that threw you out of the map
+Added a _bad_ minimap
+Added two more jump pads roughly same location fire you into water
+Added more spawn points
+Modified Lighting in cave with flak ammo only - easier to tell which side is which.
+Caves on each side have slight colour defining red and blue
+Modified kismet for flickering cave light to make sure it stays fully lit after the flag is returned/capped
+Added Preview picture

Final -
+Fixed some Kismet Bugs
+Modified Post Processing
+Some trees and some bushes, now catch fire if they are damaged.
+Added more deco, help you know where you are
+Added several emitters
+Added more sounds, two custom
+Added Bender explosions when flag capped as a visual, audable and painful notice :)
+Culled some meshes to help performance.
+Increased damage radius of fires
+Fixed a few floating rocks
+Added a much better minimap - ends of map are cut off, zoomed mode not aligned.
+Smoothed terrain near water where it was to steep to walk up
+Fixed bots getting stuck in some places (still get stuck near invisibility spawns sometimes)
+Imported all custom content into the map package
+Increased bightness of main direction lights and sky light.

Second Edition -
+Performance improvements
+Changed sky material direction, now blows the correct way.
+Modified some terrain.
+Map culled.
+PostProcess has slightly less bloom.
+Lightmaps modified on some meshes.
+Removed a few emitters in the water pours.
+Set several emitters to only appear on low settings along with a few meshes.

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