Two sides, a huge cave in between, one bridge going from side to side, bridging the gap between two teams, bridging the gap between hope and despair.
UT2004 map description
Screenshot of Bridge of Fate
Map Description
Bridge of Fate is a large Capture the Flag map set in a moody cavern. The 2 bases are divided by a large canyon that runs through the middle of the map. There are 3 bridges that cross this canyon, one of which is broken, but the gap can be jumped over. The bases feature an enormous hall with sky-high pillars and a few other, smaller rooms. There is virtually no z-axis gameplay here, apart from the Flag room and the area in/around the canyon.
Weapons & Pickups
Bridge of Fate weapon and power-up locations.
Weapons
Weapon
|
Count
|
Ammo
|
Ammo Location
|
Bio Rifle |
2 |
4 |
2 next to each weapon pickup
|
Shock Rifle |
4 |
12 |
2 next to each pickup, 1 in each flag room, 1 near NE & SW Lightning Gun pickup
|
Link Gun |
4 |
16 |
3 next to each pickup, 1 in each flag room, 1 near NW & SE Lightning Gun pickup
|
Minigun |
2 |
8 |
2 next to each pickup, 1 in each flag room, 1 near each Flak Cannon pickup
|
Flak Cannon |
2 |
6 |
1 near each pickup, 1 in each flag room, 1 near NW & SE Lightning Gun pickup
|
Rocket Launcher |
2 |
6 |
1 near each pickup, 1 in each flag room, 1 near NE & SW Lightning Gun pickup
|
Lightning Gun |
4 |
8 |
1 near each pickup, 1 in each flag room, 1 near each Rocket Launcher pickup
|
Redeemer |
2 |
- |
NOTE: The weapon pickup is placed on a high ledge. Requires use of the Translocator to reach
|
Pickups
Tips & tricks
Single-Player tips
Trivia
Author's Notes
It started with just the flag room. I designed it more for visuals and fun, rather then gameplay, but when I walked around it I started to get a feel for it as a base. I then added the room with the big pillars as a middle area and copied the base over. I kept the entrances to the base small because I turned it into a bombing run map.
In UT2003 you can throw the bomb ahead of yourself and then teleport to the same spot with the translocator without much delay. This made defending a base very hard. With small entrances the defenders have an easier time fighting against this.
Later I added the cave area as the new middle area, to make the map harder and a bit slower paced. The CTF version was modified even more with adding separate rooms on each of the pillar rooms, to make flag running easier. It created more hide and seek gameplay that way.
I was responsible for most of the layout / meshing / lighting and bug fixing.[1]
Pictures
The canyon dividing the map
See also
References