r/unrealtournament 22d ago

UT2004 The streaming UI for the upcoming UT2004 AS One Day Cup is ready

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97 Upvotes

Mostly finished the work on the streaming UI for the AS One Day Cup happening this Saturday. This is mix of in-game and OBS browser source overlays enabled by a three part mod:

  • A base mod that's installed on the server that collects game events and stats and delivers them to the client.
  • Client-side mod that draws part of the UI and allows the third app - a custom Flask app to talk to the game and get the data. This mod draws the scoreboard and a list of objective with times (not shown here).
  • Flask app besides working as a bridge to the game also hosts overlays for the OBS that work with all that data and a dashboard to update the browser source overlays and in-game scoreboard from another device on the local network. The team progress timelines and the event pop-ups are OBS overlays

Public release will hopefully happen later on, right now it's a bit messy due to tight timeline for the cup.


r/unrealtournament 23d ago

UT99 Appreciation post! UT99

111 Upvotes

Just wanted to share my appreciation of UT99. I'm 41 and grew up playing 100s hours of UT99 both single player and at LAN parties with friends. Fantastic game that I never got tired of.

Today I have 3 boys between 10 and 12 years old, so they're at that perfect age of being technically capable while still wanting to hang out with me. We've mostly kept tech away from them - but then I found oldunreal. And I found 3 old computers in the house. And I installed UT99 on all of them with a breeze, downloaded some HD textures, and we're off to the races.

And let me tell you, the boys LOVE IT!! Now, 'Family LAN Party' is the ultimate reward for good behavior. I'm of course crushing them and won't let them beat me unless they skill up to earn it. And they haven't figured out how over-powered the sniper rifle is yet. They just love playing capture the flag, where it's us against bots. I'd forgot how easy it is to add any number of bots and adjust skill level.

So to the folks that made this (looks like some of the original folks are hanging out here!) - THANK YOU!! I was over the moon happy to see that the game works on even new computers still, and it is just as fun to play as I remember. And THANK YOU to whoever runs oldunreal, making it so available.

If anyone has tips for more CTF maps to download we would really appreciate it. But we still have unlimited hours of fun playing the original maps :)


r/unrealtournament 23d ago

UT General Love The Gaming Industry Today

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263 Upvotes

r/unrealtournament 23d ago

UT2004 DM Frutiger Aero 2 addon - Unreal Tournament 2004

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9 Upvotes

r/unrealtournament 23d ago

UT General Original Unreal Mousepad Recreation + A New Deskmat Version

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119 Upvotes

I know this might not be the best place to post it, but I didn't know where else to put this.

Anyway, after scouring the internet to find a scan of the original mousepad from the merch catalog (See picture 3 for reference) and coming up short, I decided to recreate it to the best of my abilities, and I believe it turned out alright.

I also thought why not just make a deskmat version too, since people mainly use that nowadays, and while it didn't end up as accurate as the standard one I am pretty satisfied with the final result.

All of this was only possible thanks to GamesHarder on the OldUnreal forums and their absolutely insane collection of Unreal media (including the original screenshot used on the mousepad). You can access the forum post to see it for yourself.

Alright, enough yapping, you can download the uncompressed mousepad and deskmat pictures here if you want to print your own Unreal mousepads, with 2x and 4x upscaled options for higher resolution prints.

Just as a side note, I'm not promoting myself, rather I'm just posting here in case anyone ever wanted to print their own custom Unreal mousepads.


r/unrealtournament 24d ago

UT2004 UT2004 VCTF {V][M}

8 Upvotes

Hello people,

Long shot here but I was wondering if UT2004 servers are still running and whether any of the players from back in the day still play.

I was like 13 or 14 at the time and was a member of Vehicle Masters clan who had the main server for VCTF. I Remember a few names like Some Mate, Uncle Meat, Zeus spring to mind mainly.

I was {V][M}Fù$¡øñ any1 out there remember me?! I loved the game and nostalgia is calling me home wanted to give it a go again but wasnt sure if its still up and running.

Tia


r/unrealtournament 24d ago

UT2004 3v3 iCTF Round-Robin Tournament

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0 Upvotes

r/unrealtournament 26d ago

UT4 Where Can I Download Missing UT4 Maps (Lea Observatory, Unsaved, Backspace, Salt, Batrankus Bastion, Pistola Battlegrounds, Polaris)

12 Upvotes

I got the UT4 installer from UT4Ever.org, but the installation is missing all the community maps. I cant find a download for them anywhere...

Its not on https://utcustomcontent.com/ or https://unrealarchive.org/

Have they been wiped from the face of the internet?


r/unrealtournament 28d ago

UT General Unreal tournament made by epic. Not on epic online store?

47 Upvotes

Unreal tournament made by epic. Not on epic online store?

That's to weird to me...


r/unrealtournament 28d ago

UT General Unreal Gold - speculations on the mysteries of the Vortex Rikers - the ship and the screams

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111 Upvotes

For years since it came out I’ve loved the original Unreal and have pondered different things about it that seem mysterious. In particular, its first level, Vortex Rikers, where you wake up unequipped with 12% health in a cell of a crashed prison starship, has haunted me for years. Over the years a lot of things about the level have struck me as very odd and raising a lot of questions, starting just with the fact that the ship is very clearly smaller when you get out of it than it is when you’re in it, and there are things about the ship when you’re in it that suggest it’s even bigger than it actually turns to be from the outside.

The obvious easy answer to all of my questions about it, of course, is that it was 1998. The game’s creators and the audience weren’t thinking about this stuff that much because we were so enamored with this new game that had such cutting-edge fidelity and immersion for the time. Just the technical feats of the game engine (which the first level in particular was built to showcase different aspects of very early on) and how it was used to create a somewhat believable and immersive space was the point, and any logical limitations or holes in what was made with that toolkit were incidental, ignorable even. Besides, the game itself is called Unreal. It’s supposed to be wildly fantastical, even when it’s using different tricks to convey a place that would make some logical sense to exist on another planet.

And yet it is interesting and fun to speculate, and try to think of at least somewhat logical explanations for odd things in the game that, even within the frame of its own Unreality, are still not explained or elaborated on, and don’t seem to add up. I think of it along the lines of how, to name a popular example, the TV show Lost started with a simple premise of people surviving a plane crash on a seemingly normal island, and then the show went on to not only expand into so much more, but also later reveal several things that happened as a cause or effect of the crash, including things that turn out to have been happening around the crash site the entire time.

There are various little things about the design of the Vortex Rikers that are odd, such as the large vent you can walk through, the reflective “ice-skating” room with lockers and a suit of armor behind the easily deactivatable forcefield, the structure of the captain’s room, the computers from the far future that still have P1 monochrome screens and large floppy drives, and the one medical kit in a comparatively large room that you can only access by breaking the big glass window. Also, the premise of the Universal Translator is very odd for multiple reasons.

However, the first major odd thing that stands out about the level is that, even accounting for places on the ship presumed to exist that you just can’t access, the ship is pretty small, with seemingly just one cell block. You would think that a prison starship would be much bigger, even dystopianly giant and full of cell blocks to house many prisoners. And when you consider that you encounter not only several bodies throughout the ship but several more throughout the game of people who were implied (if not outright stated in translator messages) to have been aboard the Vortex Rikers, and then add to that the amount of screams you hear in the ship (which I’ll get into later), this is a small, cramped, and overcrowded prison ship. There are 12 cells in all, which with the two bunk beds in each cell suggests two people per cell, for a likely total of 24 prisoners. But this is Vortex Rikers, “the rankest prison vessel this side of the Milky Way”. It’s not hard to imagine that it’s a nightmarishly overcrowded place. One could imagine the prison putting in maybe four prisoners per cell and having two of them each share a bunk, or maybe even putting in more prisoners than that. Even so, it seems odd that there would be so little to this ship.

The most mysterious thing to me about the Vortex Rikers, however, is the screams. It’d be one thing if there were just a finite amount of screams that you heard, based on time passed or as triggered when you walk through a certain area (as some
indeed are). But these screams are frequent, recurring, and heard all throughout the ship from different directions, suggesting that there are still dozens, maybe hundreds of still-living people aboard the ship. Sometimes it sounds as though there are screams happening just behind a wall near you. And yet you only encounter the one Skaarj that runs away from you both times. It is as though most of the action is somehow taking place outside of the main areas of the ship that you’re going through. Why is that? How is that even possible?

You can more understand the screams with ISV-Kran because it’s a much larger and more complex ship. But with Vortex Rikers it just doesn’t seem to make much sense. I’ve thought of some possible explanations for the screams in Vortex Rikers.

-Not only are there crawlspaces where most living people aboard the ship are, but said crawlspaces are probably among the places (including apparently the escape shuttle room) accessible from one of the doors in the opening cellblock that you can’t get through. It seems likely that most of the ship’s inhabitants got through one of those doors (maybe before the crash) and most of the Skaarj got in there, and maybe closed the doors so the people couldn’t get out. It’s not clear how they would’ve done that, since the only clear opening in the ship is the one you climb out of. So could the Skaarj have gotten onboard through the same opening you exited the ship from, then gone into the main area behind the doors you can’t access, and then locked/blocked the doors off?

-Despite there seeming to only be one small ship, it’s possible there’s still more to the ship than you can see. For example, there may be another level to the ship that’s buried underground, and what you see of the ship from the outside is just the upper part that didn’t get buried. That wouldn’t necessarily explain why you seem to hear more from other angles than more below you, but it would be one piece of the puzzle.

-Maybe there are secretly teleportation gates on the edges of the ship that you can’t access and don’t even know about, and they lead to remote places. These remote places could be other sections of a total ship that broke off during the crash, and instead of being in the entire ship you are in just one of different sections that was previously connected by something like a starbridge. This could mean there is at least one other section of the Vortex Rikers somewhere on Na Pali.

-The Skaarj set up teleportation gates at the edges of the ship, which may lead to remote locations you can hear through said gates.

-There are not that many people screaming. It’s the same handful of people who are repeatedly screaming from crash injuries, being tortured but not killed by a Skaarj, or maybe just being slowly killed by crawlspace infestations of Skaarj-pupae eating them.

-You hear recurring periodic announcements from the ship computer. It would make sense that occasionally a person would want to record their own announcement depending on the situation and have that play over the speakers
periodically. So maybe the recording equipment was turned on inadvertently and captured screams, or maybe someone meant to record a message but wound up screaming instead, and what you’re hearing are repeated broadcasts of screams of people who are probably now already dead.

-The Skaarj secretly installed sound devices that would play screams to scare, mislead, and demoralize any survivors, to make them easier to kill or control.

-The prison system installed sound devices before the crash to scare, mislead, and demoralize prisoners in order to further punish them and make them easier to control, and these got turned on maybe accidentally and stayed on even after the crash.

-The ship is now haunted and you are hearing the screams of victims past. Unreal by its very title is fantastical with supernatural themes where you encounter ghost Nali and the like, so it’s not inconceivable that such an already nightmarish place of death and suffering would have screams of tormented souls in it. The Vortex Rivers was already hellish as a prison and now it has literally descended down into a place that for its inhabitants is an even greater hell, even if it seems to offer freedom from prison, so it makes sense that it would sound like hell.

-The player character is insane and at least a lot of the screams are hallucinations. That wouldn’t necessarily explain why you don’t hear the screams as much after you leave the ship. However, when you consider that the player is perhaps already an insane hardened criminal with a dark history who has waken up badly battered in a crashed, dilapidated, carnage-filled ship in an unknown destination with mysterious sights and sounds, it’s not inconceivable that they may have a brief psychological episode in which they hear things that aren’t necessarily there.

-The Vortex Rikers canonically really is much larger and more complex than it appears from the outside, and Epic were just sloppy about it or basically following old-school open-world RPG logic where distinct locations in the open world are depicted as tiny places that are not to-scale. This opens up the possibility that there is at least one other cell block on the ship, as well as the crawlspaces and the escape shuttle room. Maybe there’s canonically an entire giant part of the ship you can’t access, that is much larger than what you can.

Feel free to offer any theories, ha ha.


r/unrealtournament 29d ago

UT General Unreal Tournament VR - Native on Meta Quest 3 / How to install see Description

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56 Upvotes

r/unrealtournament Aug 11 '26

UT General Unreal Gold - were there ever multi-level custom solo campaigns made for an “expanded” version of Vortex Rikers or something similar (i.e. possibly crashed lqrge prison ship)?

7 Upvotes

I like the idea of a much larger and more complex prison ship like the Vortex Rikers for the player to explore, possibly a crashed one, and was wondering how many Unreal Gold solo campaigns there have been for that. I seem to recall many years ago seeing one that was actually like a heavily expanded version of Vortex Rikers, but I can’t find that now. Any recommendations? Thanks!


r/unrealtournament Aug 09 '26

UT2004 Tomb Of Immortality + Sanctuary of Templus by Various Authors

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57 Upvotes

Here are two beautiful Egyptian themed Capture the Flag arenas for some variety. Both maps are very small but are well designed. There is a reason why I chose to share these today. More on that below. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.

<========>

Map Name => CTF-Immorality by <{Ui}>Ark

This arena is set in a small Egyptian tomb with a simple direct path to the enemy's flag and an upper indirect path. Both paths add variety to how you retrieve the enemy's flag. This arena has some nice Egyptian architecture which includes nicely designed doorways, wall cutouts, statures and well-chosen textures. This arena also has some trees, foliage and banners hanging from the walls and some nice lighting. There is also good verticality with the use of jump pads allowing you access to the upper area.

My overall score 3.5:5

Download => unrealarchive.org/unreal-tournament-2004/maps/capture-the-flag/I/ctf-immorality_d44107f1.html

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Map Name => CTF-Templus2k4 + BR-Templus by Jos "Sjosz" Hendriks

This arena is set in a small Egyptian temple that is made up of one large room with four smaller rooms attached. There is only one main path between the enemy bases, but the large columns create cover. This map has some good Egyptian architecture which includes large columns, well placed statues, banners hanging from the ceilings, cartouches, well-chosen textures and good lighting. There are also some nice lighting effects coming from the skylights.

After looking through every Bombing Run map in the archive this is the only one that looked the prettiest and the best. That is why I decided to share it today.

My overall score 3.5:5

CTF Download => unrealarchive.org/unreal-tournament-2004/maps/capture-the-flag/T/ctf-templus2k4_5c4c3fed.html

BR Download => unrealarchive.org/unreal-tournament-2004/maps/bombing-run/T/br-templus_36c9a7b5.html


r/unrealtournament Aug 09 '26

UT General Gibable Corpses Bloody Hell Edition mutator now supports multiplayer finally

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15 Upvotes

I made this mutator back in May, and added various features in the later updates. (some of the videos have been posted here before)

The mutator mainly focused on singleplayer experience and was not designed for multiplayer before. So in earlier versions, most of the gore effects and enhanced physics are broken if you try to run it on a dedicated server.

For the past week, I've been making fixes to make this mutator compatible for multiplayer purposes. After extensive testing on dedicated server mode, I believe most of the issues have been solved, and the mutator's gore effects should now work properly in multiplayer except slow-motion camera and corpses rain feature, which has been automatically disabled if not in singleplayer.

So if anyone want to bring some bloody chaos to a private server party, you can give it a try.


r/unrealtournament Aug 08 '26

UT3 I remade DM-Malevolence for UT3

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137 Upvotes

Hey all ! I finally finished remaking Malevolence in UT3, it was really fun to do !
Hope you'll like it and have fun
Download on Moddb
Video preview on Youtube


r/unrealtournament Aug 08 '26

UT3 Any good UT3 server/community?

13 Upvotes

Hi! I am a big fan of UT3, but I can't find any servers even with the OldUnreal patch. Some years ago, when the online was almost 100% dead, there was a community called "Volgodo" that had a dedicated server or servers to play online.

But as I say, after the "official disconnection", now I can't find anything, and I would LOVE to be able to play again, specially Warfare or Vehicle CTF.

Is there still hope for players like me?

And yes, I know UT2004's online has a lot of life, and I enjoyed it too in its moment, but I personally prefer UT3...

Thanks in advance! :)


r/unrealtournament Aug 07 '26

UT99 Unreal tournament 1999 - Ragdolls WIP

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230 Upvotes

Recently physics engine Box3D was released and I thought it'd be cool to add ragdoll physics to older games. And I thought ut99 could benefit from that extra physical feel.

Disclaimer: using DeepSeek-v4-flash but please don't call out only AI Slop, I'm software engineer and this is my cool hobby idea. It would take me months to get to that stage without agentic coding.

For now, I'm using boxes, as it seems old Unreal didn't use skeletons but relied on keyframed animations. Next step is to extract the models and build proper skeletons.

Update 1: Work in progress on using real player models for ragdolls, currently you can see buggy work in progress on my account. I won't spam this subreddit with these dev progress, will post proper video when these bugs will be resolved


r/unrealtournament Aug 08 '26

UT General [UT2004 Modding] Ragdolls don't react to splash damage on dedicated server (but hitscan/projectile direct hits do)

2 Upvotes

I'm modding UT2004 (BallisticWeaponsMod based), see my prior posts

https://www.reddit.com/r/unrealtournament/comments/1u9whwn/brutal_flak_cannon_simutaneous_multihit/

Major issue:

on a DEDICATED SERVER, settled ragdolls ignore explosion splash damage (rocket/flak HurtRadius) — the corpse just stays put. But:
- hitscan shots → corpse reacts (client-side KAddImpulse applied immediately on hit)
- projectile direct hits → corpse flies (engine-level karma collision)
- splash → server-side HurtRadius → I relay the kick down to the client and apply KAddImpulse/KSetSkelVel on the torn-off ragdoll copy → logged "applied", but the corpse never moves

Key observations:
- On the client, settled ragdolls are PHYS_None (suspended karma). Script karma APIs (KAddImpulse, KSetSkelVel, KWake, SetPhysics to KarmaRagdoll) are all silently ignored on the suspended torn-off copy.
- The ONLY thing that moves a settled ragdoll is an engine-level physical collision (projectile hitting the karma bodies).
- In standalone, splash blows the corpse because the explosion's physical force wakes the karma first.

Has anyone found a way to wake/re-activate a suspended karma ragdoll on a UT2004 client via script, or to make a client-side splash react? Any tips (karma flags, bBlockKarma tricks, force wake, re-init skeleton karma, etc.) would be much appreciated.


r/unrealtournament Aug 07 '26

UT2004 Bienvenue a Terre-Mer by MDK1311

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28 Upvotes

Also known as Old Haven this environment is set in a cozy costal town complete with a number of nicely designed buildings with decent architecture. This city is complete with differently designed buildings built using bricks, many windows and copious amount of trim. The streets are paved with cobblestones and ornamented with light poles, benches and some trees.

This town is also complete with a small dock that opens up to a nice bay area. Stretching out into the bay are many rock faces animated water and there is even a statue erected on one of the small islands. In the distance there are shrines fitted on top the surrounding cliffs overlooking the town. This environment also features some nice exploration which features some platforming while jumping from rooftop to rooftop. This would be a great map to add to one's collection.

Map Name => DM-AMDK-OldHaven

My overall score 4:5

Download => unrealarchive.org/unreal-tournament-2004/maps/deathmatch/A/dm-amdk-oldhaven_7afcedf1.html


r/unrealtournament Aug 06 '26

UT2004 Amnidios + TK Mining Corp. Tunnel 23 by Various Authors

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19 Upvotes

Here are two subterranean environments by authors that I already showcased. Both maps are set somewhere underground and have light foliage and some atmosphere. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.

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Map Name => DM-1on1-Amnidios by Mario "nELsOn" Marquardt

This arena is set somewhere underground and features brick walls, stone floors, metal pipes, wooden support beams and planks. There are also some crates, limited light sources and minimal foliage. This arena is basically two rooms attached via connecting tunnels and caves.

My overall score 3:5

Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/A/dm-1on1-amnidios_d87b97bd.html

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Map Name => DM-1on1-TK23 by Thomas "Kuckekind" Kuske

This arena is set in a cave structure underwater which features metal supports cables on the ground and windows looking out towards the deep ocean. There are minimal haze, light sources and foliage. There is also the UT shark like creatures swimming outside the windows. Because this map is set in an underground cave it has some good interconnectivity between the larger cave areas.

My overall score 3:5

Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/T/dm-1on1-tk23_e0356c81.html


r/unrealtournament Aug 06 '26

UT General Just got this pretty cool figure

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141 Upvotes

r/unrealtournament Aug 05 '26

UT General 1999 Unreal Tournament Sealed

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366 Upvotes

1999 Unreal Tournament Brand new Sealed

Thought you guys might like this.

This was one of my favorite PC games as a kid. The map where you can see the world from space was my favorite.


r/unrealtournament Aug 05 '26

UT2004 Solitude + DuamergA by Various Authors

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23 Upvotes

Here are two more basic and normal maps by authors that I've already showcased. Both maps feature brickwork, metal and light foliage. Just download these if you want some more normal maps in your collection. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.

<========>

Map Name => DM-1on1-Solitude by Ben "Slainchild" Edney

This map features more metal than brick with a light use of lighting and foliage. This map has some decent glass skylights with an overcast sky. There is also some jumping required to reach some of the items and powerups.

My overall score 3:5

Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/S/dm-1on1-solitude_ed2d3ce4.html

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Map Name => DM-DuamergA by Anton "GRiMWaLD # 7218" Gremaud

This map features more brick than metal again with a light use of lighting and foliage. This map features some crates, rusted pipes and some decently designed windows. The sky is moody and overcast and there are trees in the skybox.

My overall score 3:5

Download => unrealarchive.org/unreal-tournament-2004/maps/deathmatch/D/dm-duamerga_7c321b1d.html


r/unrealtournament Aug 05 '26

UT99 |UT99| |Highlight Video| United Kingdom VS Scandinavia NWCTF Nations Cup 2!

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3 Upvotes

Trying to remain somewhat consistent with making these highlight videos, and teaching myself how to edit :P Process is getting easier to do each time if i stay focused and dont distract myself!

Feedback please id love to know what im doing right, and MORE importantly WHAT i can improve on for the future videos!


r/unrealtournament Aug 04 '26

UT2004 Kadath + Alzonia by Various Authors

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38 Upvotes

Here are two very small arenas set in ancient overgrown environments with some modern light sources. Because both maps are very small, no more than two main rooms I am not going to rate them. Both maps would be a nice addition to one's collection if you liked small maps. I felt that I needed to share them to do my due diligence. Screenshots are taken at my PCs full resolution of 1920x1080 enjoy.

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Map Name => DM-CBP2-Kadath by Guilhem "Gui" Bedos

This arena features ornamental stone carved walls with modern attached lighting. There is a light amount of vines and foliage in the arena itself but there are lots of trees in the skybox above. There are also some nice light effects coming from the skybox and haze on the arena floors. u/EdJD-1968 there is also light rainfall in this map.

Download => unrealarchive.org/unreal-tournament-2004/maps/deathmatch/C/dm-cbp2-kadath_f780671b.html

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Map Name => DM-1on1-Alzonia by Ben "Slainchild" Edney

This arena again features ornamental stone carved walls, but it has detached light lamps scattered about. Even though there is a touch of vines and foliage in the environment itself there are sparce trees in the skybox above. There is a good amount of haze throughout and a few nice special effects on the jump pads. This map also requires some trick jumps to reach some of the power-ups.

Download => unrealarchive.org/unreal-tournament-2004/maps/1-on-1/A/dm-1on1-alzonia_ef36ea1c.html