Unreal Tournament 3 - BR-Amazonas

A hardcore, yet equally tactical BR map built to encourage...

  • Category First Person
  • Size 33.5 MB
  • Program by Caleb Foultz

Unreal Tournament 3 - BR-Amazonas

A hardcore, yet equally tactical BR map built to encourage teamplay and clever planning while keeping it simple. Going hand-in-hand, it also incorporates challenging gameplay as well as support for a variety of choices left up to the player and a number of playing styles.

Make Something Unreal Submission:

- MSU Phase 4:Best Level for Game Mod

- MSU Phase 4:Best Graphics in Map


Created by Caleb "<{Ui}>FB3" Foultz

Final, v1.00--July 4th, 2009


v1.02--July 5th, 2009


v1.1 (MSUC edition)--August 30th, 2009

4-6 Players (BR version)

Other thanks to:

CGTextures.com -- Many great textures for just about anything.

Ward Zwart -- Creator of the font used for some decals.

Epic Games -- Creating the whole game, being willing to release their tools, plus for the track Organic

I ripped from UT99.

The rest of The Reliquary team -- Recreating the Bombing Run gametype, one of the many things left out

of UT3...

Laambo -- For also creating my sound cue. UT3 ED wouldn't properly create it on my system.

stevelois -- The dual Enforcer idea for v1.1 (very clever!).

Beta feedback provided by {FS}Relic and Laambo.

UT3 Bombing Run consists of:

{FS}Relic - Project leader, programmer, and level designer

Warhead - Lead programmer (including dynamic bot pathing)

euchreplayer23 - PS3 porting

Laambo, Voidy, FB3 - Level designers


Deep in the most remote areas of the Venezuelan state Amazonas, an abandoned base was discovered with

advanced technology left behind. Two factions had discovered this base at about the same time, so it was

decided that each would take one half of the base and try to coexist together. However, natural

resources began to run low and they soon realized that trying to live like this simply would not work.

So it has come down to this: all-out war has been declared under the night sky, winner takes all, and

your faction is counting on you to help lead them to victory!

==Installation== (Discusses a Windows XP retail version install)

-1. Unzip the folder with the map files (the one this document came with).

-2. Navigate to the following folder (your local hard disk has your Windows installation):

[Local hard disk]:\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

-3. Move the map file (BR-Amazonas.ut3) and the .ini file (will be labeled "Configuration Settings")

into that folder.

-4. Fire up the UT3 game and you're ready to play!


It's intended to be in-your-face, yet tactical at the same time and strongly promotes teamplay and a

variety of roles in-game. If you have a decent number of players in the game at a challenging

difficulty, you'll never make it through going in as a lone wolf. A little bit of creative teamplay

never hurt either. One instance can have one teammate translocate up to the enemy's exterior sniper post

and a teammate carrying the ball pass it to them so they can quickly teleport inside the opposing base.

Thanks to Warhead's advanced bot pathing system, bots will even do that with you, which I personally

found kinda cool, hehe.

It's supposed to be set in the Amazons (much vegetation torn down by the current inhabitants) though it

still has an abstract visual style that, to be honest, really isn't supposed to look that realistic at

all. The bases use strong colors contrasting against strong grungy looking shadows, and the goal rooms

feature extra obstacles like billowing steam. The floorplan is simple (somewhat influenced by the

BR-Anubis layout) yet is supposed to encourage more critical thinking than the almost pure run-and-gun


It's not perfect by any means, though it's a nice little level I think for the often neglected (even in

2K3/2K4) Bombing Run gametype, so I feel pretty good about it.

==Level Feedback==

You can send anything you'd like to say about the map to my email address at

[email protected] . Feedback is how designers can evolve, so anything is very much

appreciated. Be completely honest, tell me what you liked about it and what you didn't like and just

speak your mind. If you just didn't like it, just say so. That's how we designers learn and evolve--by

our own mistakes!

Also tell me about any bugs in the map I might've missed (including all possible exploits that people

online might be trying to use--remember, if you hate those people exploiting them, I'm the one who can

change all that).

==Legal Stuff==

This level (BR-Amazonas) is copyright 2009 by Caleb Foultz.

Authors may not use this level as a base to build additional levels without explicit permission from the

original author.

Any bug 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.

==Changes from [unreleased] v1.03==

-Fog toned down

-Exterior sniper posts added with teleporters to and from the right hall, to make that hallway more

useful as well

-Specific cull distances for new added meshes

-Cheesy pulsing light function taken out

-Minor changes in decoration

-More lightmap revising

-New BlockingVolumes placed, particularly over the stairs

-Leaf emitters rearranged, now down to 5 instead of 6

-Modified light fixtures above sniper bridge

-Improved bot pathing

-Dual Enforcers!

==Changes from v1.02==

-Lightmap revisions

-Added some normal/spec maps to textures

-New materials--created to tone down the emissive effect of some meshes' materials

-Minor terrain changes

-Decreased some custom texture resolutions to conserve space

-Very small postprocessing adjustments

==Changes from v1.00==

-Mostly color correction and color intensifying

-Some lighting redone to complement ^

-Minor lightmap enhancements

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