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Unreal Tournament 2004 - Bonus Map Available NOW

by Rainier on March 17, 2004 @ 10:14 p.m. PST

A new Unreal Tournament 2004 multiplayer map has been released, and while it is not officially supported by Digital Extremes and Epic Games, it is created by is now available. The onslaught map is called Icarus Plaza and although it is not an official release, it is designed by UT2004 level contributor Chris Blundell (thanks 3DGamers). Read more for download links ...

Get the UT2004 Icarus Plaza Map Off Worthplaying (4mb)

Title :Icarus Plaza
Version :1.0
Release Date :16th March, 2004
Filename :ONS-Icarus.ut2
Author(s) :Chris Blundell
Email Address
website :

Where to get this map : (hosted at PlanetUnreal)

Other levels by author :

UT2003 CTF-Hypothermia
CTF-Unearthed_SE (3rd place Best Level Original
Content - Phase 1 "Nvidia
$1,000,000 Make Something Unreal Contest" +
CliffyB's OWNAGE!)

UT CTF-Antagonism
CTF-Urban Uprising (1st place AusUT contest)
DM-Urban Terror
DM + DOM-Frantic
CTF-Event Horizon
CTF-Conquet (1st place CTF category and 6th place best
overall category
of the "Make Something Unreal Contest")
DM-Fool's Bravado (CliffyB's OWNAGE!)
DM-Aggressive Tendencies ][

Tactical Ops TO-2-Bridge

Strike Force SFTDM-Urban Terror

Rune DM-Elemental Arena
DM-Glacier (Runner-up for the Human Head Rune Mapping

Unreal DM-Aggressive Tendencies (1st place in the Death Match
category of the
OzUnreal contest)
DM-Terminal Intent
DM + DK-Rifles and Rockets

Playtesters :Thanks to the beta testing team: CliffyB, Lee Perry and the guys at Epic

--- Play Information ---
Game :Unreal Tournament 2004
Level Name :ONS-Icarus
Single Player :w/bots

New Sounds :No
New Textures :yes
New StaticMeshes/Models :yes
NewUnrealScript :No

HighDetail settings :yes (some SM decorations and emitters)

Know bugs :None
Recommended players :6 to 10 players

--- Construction ---
Editor used :UnrealED 3
Construction Time :3 weeks


*.ut2 file in the UT2004/Maps directory
*.usx file in the UT2004/StaticMeshes directory
*.utx file in the UT2004/Textures directory

Extended description:

Soaring 3 miles above Earth’s surface, Icarus Plaza was designed to be the ultimate residential precinct. But like its namesake, ambition for the project exceeded caution. Even before the project was completed, significant structural flaws were detected and the buildings were abandoned.

Author's Notes
This map started as a concept generated while I was working on UT2004 as a contract level designer, but I didn’t get a chance to seriously work on it until February this year. So, why not release it as soon as possible after UT2004 hits the shelves in the US?

My intentions for this map was twofold – firstly, to make an Onslaught map that relied on BSP and static meshes for its gameplay environment, and secondly, to create a map were ‘jumping’ the vehicles was a core component of the gameplay. Hence the ‘skyline’ theme seemed a logical choice. ;-)

Creating a map such as this involved a unique set of challenges. I have presented below some advice - learnt through the kind support of CliffyB, Lee Perry and Steve Polge - for LDs interested in making ONS maps, particularly those based on BSP/SM.

When the paths are built, a cylinder is generated around each FlyingPathNode.
The height and diameter of the cylinder is made as large as possible without colliding with anything. (To view these cylinders, right-click on any of the view option bars in UnrealEd and select Actors > Radii View.) When flying, the bots will try to fly between overlapping cylinders. Therefore, it is a good idea to:
- keep each FPN as far away as possible from the BSP/SMs (without being ridiculous)
- check the map after the paths have been built to see if the cylinders overlap
When cylinders don’t overlap, paths are not generated. You will need to either move the existing FPNs or add more FPNs or use a forced path for each unconnected FPN (NavigationPoint > ForcedPaths). Paths between two FPNs need to be bi-directional, ie each FPN must have the other’s ObjectName as one of its ForcedPaths.

The paths generated between RoadPathNodes will also affect how the bots drive around the map. White paths mean that all vehicles can pass easily; green means that the large vehicles can not pass easily (BTW blue paths are apparently too narrow for all vehicles). Hence, bots driving either the Goliath or
Laviathan will not follow green paths. But bots will drive the large vehicles along ForcedPaths. So guess what? Yes that is right, you will probably need to use ForcedPaths for the ground-based vehicles as well!

Using more RoadPathNodes on slopes also seems to reduce the incidence of 'green paths'.

Having explained all that, bots are still capable of doing some truly inexplicable things irrespective how much time you send refining the PathNode network. ;-)

Copyright / Permissions

This level is copyright Chris Blundell, 2004

Authors may NOT use this level as a base to build additional levels. Custom Scripts, Static Meshes and Textures may not be used without authors permission.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission!

You MAY distribute this level through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact.

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