BR-DE-ElecFields

Map Description
This unusual Bombing Run arena is set high in the sky on a series of catwalks. The arena consists of rusting metal structures and grates and uses a seemingly simple lay-out. The teams spawn in between the Goal and the Bomb. The Bomb is placed atop the central structure and can be reached via a set of 2 lifts on both sides (as shown in the 2nd picture at the bottom of this page) as well as from a walkway from the roof of the spawnroom. The large tower on top of the central room is the only object that somewhat obstructs the otherwise wide-open horizon in this map. As mentioned before, the Goals are beyond the team's spawnpoints, on a rather desolate location. There are no lethal consequences for jumping through the goal in this map.

The quickest route from the spawnpoints to the bomb is via the broad exit of the spawnroom. Then turn either left or right (which doesn't matter due to the map's symmetrical lay-out) and then follow the roofed path at the end. Halfway down this path is a lift which leads to the roof, with the bomb on it. Alternatively, one can also translocate to the roof, making the lift obsolete.

Tips & tricks

 * This is one of the most "open" Bombing Run maps in the game. This, in combination with it's limited size, provides fast and steady action.
 * Long shots work most effectively in this map. The only downside to this strategy is the ease with which the ball will fall out of the level, making it respawn in the middle. A bit of practice will compensate that risk though.
 * A steady aim and tactically placed teammates will get the Bomb from one end to the other in 2-4 passes, and only a few seconds.
 * Pickups are low and defenses are weak in this level. The best point of defense is near the exit of the lift from the spawnroom, using the Rocket Launcher right next to the exit. This also partly bridges the gap caused by spawning a distance form the Goal.
 * The only pickup that isn't in the vicinity of the Goals is the Shield Pack in the middle of the map. However, because it's distanced from the Goals, and because defenders need to remain alert and ready every moment of the game, this pickup is only really useful for those who happen to be in the area.

Trivia

 * BR-ElecFields was scheduled to be included in the retail version of UT2003, but it got cut out because "the shadows/decals were killing it" (source) This version, however, made the cut for the DE Bonus Pack. This was it's previous description in UT2003:


 * On the inside of the central structure, the level's author has left his signature on a wall.
 * The map was slated to appear in Unreal Championship as well, with Level3 as it's theme, and with a way more fleshed-out backstory: