>> Friday, January 24, 2003

This is the first map I STARTED creating for the Badlands mod. That being said, there were a lot of changes that this map went through before it got to the point it's at. Actually, I'd given up on it twice before it finally took shape into a playable map. Now, it's my most favorite capture-the-flag map of the mod. Again, I'm biased, but that's not my fault;)
This is a massive Indian city set HIGH up on a cliff. The inspiration for this was Cliff Palace in Mesa Verde National Park. Although I recall fondly the Indian cliff dwelling boards in Outlaws, this was based on nothing from those settings. I've loved these kinds of Indian ruins ever since visiting the "Big House" in Arizona, a plains-based ancient mud village.

The sun sets in the distance and casts forbidding shadows all about the area, providing good cover for you to hide in. Despite being so huge, the sniping range is cut down by all the buildings, unless you dare risking the main haul.

Download Here



This deathmatch-style board is part of the Unreal Badlands mod. This map is set in the Colorado rockies, with a serene and peaceful lake where geese fly high overhead. Hunt your prey through the forest, up into the abandoned cliffside village, but be careful about who's watching you!

This one is just plain beautiful, even though I can't help saying that while being slightly biased. It would definitely be the nicest-looking map I've done. The scene is the base of a cliff in Colorado. Geese fly lazily over the clear blue lake as you and your friends hunt each other through the woods and up on into the abandoned Indian cliff village.

The hauntingly captivating tribal flute music fills your ears as you climb the ladders into the huts. It would be far too easy to sit back and think you're touring on vacation, but the scuff of a heel in the dirt brings you back to reality. You're not alone out here!...

Honestly, this map was so much fun to work on! I pushed the engine to the limits and had to actually curb some of the beauty back, but it still shines. There are lots of opportunities for those who love to snipe, but there should be enough cover to duck and hide under, too.

Download Here

12/25/07: Note, I'll have to post a link to the Badlands mod... it seems the site is finally down for the count.

Posted: Monday, December 27, 2004 3:38:37 PM
Rank: Member
Groups: Member, Winkies

Joined: 7/6/2004
Posts: 19
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MesaVerde definately must be back on UT2004 Lawdogs Mod......


CTF-TeamEffort (series)

>> Thursday, January 23, 2003


[updated download links at bottom] When I became interested in Unreal Fortress, I thought up the idea that there should be things in the map that require help from other players to get past. I found another board that did this AFTER I created this one, and it was a lot of fun, but mine wound up less "dependent" upon team play as I'd wanted originally. At one time, you had to hold the bridges open for your teammates to cross the slime moat, for example. The only problem was that BOTS couldn't play this way - they're just not that smart. Anyway, the idea was refined, and I think the result became just as fun as I'd hoped.

I got sucked into
Unreal Fortress a while ago, and for many moons my co-workers and I played it over lunch break while. It's a very well done mod based on the Team Fortress mod for Half-Life. Since I was inspired, I created my own board, UNF-CTF-Teamwork, on which I really tried to stress players' working together. There were a lot of revisions for this one, and unfortunately some of my first ideas were removed because they just didn't work out in testing. But now I think it's fair to say that it's a very balanced board that does still require working together!

I'd like to take a moment to comment on the DESIGN of the board. This map was made with the intentions of not focusing on decorations, detail, etc. So I'll be the first one to say that yes, it's using default textures and it looks mostly plain, but the layout and playability of the board is what I was trying to focus on, so hopefully that is what will keep you playing it.

Note: This map was updated for the
Map Fortress mapping contest. The new version is definitely better, as it with simpler geometry the frame rate is better, and there is more architecture to provide hiding spots from the snipers. If you're specifically looking for UNF-CTF-Teamwork (the original), contact me.Download from UTMR (not this link) (Unreal Fortress version)


CTF-TeamEffort 3/28/03:

I removed all the Fortress-related pickups and replaced them with regular UT ones, so those who don't have Unreal Fortress can enjoy this as well.
Download from UnrealPlayground (not this link either, down further) (UT (non-Fortress) version)

Alternate from (UT (non-Fortress) version)


This is a rework of CTF-TeamEffort that I did with wHartHog's CTF server in mind. It takes TeamEffort to a new level - and hopefully pushes the envelope a little bit. The sky has been opened up to give the jets some playing room - though beware of the autocannons above the middle base! I've added some stationary, controllable cannons, and lots of other goodies.

There are jets and copters available now, and you'll need them -- the board is designed for 8-20 people, though if you get familiar with the board, you can make it a shorter run from end to end ;)  You'll want to proceed with backup, as there are certain spots in the map that things like air and sniper support will help greatly.

Special things to note!

  • Don't try to land in the mountains - one attempt will teach you that it's not allowed.
  • The buildings inside the middle base contain two buttons each. PRESS THEM.
  • Actually, the button on the top floor should be pressed and held down by a teammate.
  • Don't let the bots get control of an Apache. It seems to mess things up a bit
  • Just like in TeamEffort, you can blow things up! Shoot the walls and towers for exploding goodness.

Posted: Wednesday, February 02, 2005 11:17:25 AM
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Joined: 5/10/2004
Posts: 104
Can you destroy the trees?hrrm

Posted: Thursday, February 03, 2005 12:31:57 PM

Rank: Administration
Groups: Administration

Joined: 5/10/2004
Posts: 242
Location: United States
Huh - I guess I missed this yesterday when you, whoever you are Winks, posted it... Of course, I was lying in bed, sick, all day so that's my excuse. I saw you just posted the question in the Shoutbox, so I replied there, but I'll follow up here, too... I guess it would have been possible to make it so the trees fell over after getting enough damage, but they really wouldn't have been destroyable in any way that would really satisfy -- limitat


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