An Unreal Tournament 3, Capture the flag level. Some of the perks packed in this map is the “CTF Advanced” mode which adds a new layer of gameplay to the CTF gametype.
To view detailed information on the map check out the Portfolio section!
CTF-Atonement
By Jaret ‘Crude’ Illingworth
Version: 1.0
Compatibility: PC – PS3
Description: (An Unreal Tournament 3 Level)
“Hundreds of years ago this planet ignited into a brief but global nuclear war. Remnants of the planet’s architecture can still be seen but these shattered walls still coated with fallout will provide no solace.”
Comments:
Thanks to Jamie for her feedback throughout the length of the project, having a traditional artists opinion at my whim made the environment come together better than I had anticipated. Thanks to Bruce for critique and feedback on my level from various points. Also thanks to the users at epicgames forums for their comments and suggestions, it helped me polish my level to a much better degree. I hope you enjoy the level!
Download:–>CTF-Atonement @ MediaFire<–
Video Promo: HD Version available @ Vimeo

Video by Jaret Illingworth
Advanced CTF: HD Version available @ Vimeo

![]() Promo Video by Pat Williams |
![]() CTF-Advanced Promo by Pat Williams |
Screenshots:







Change-List:5-27-2010
Blocking Volumes:
–>Added in nearly ever portion of the map
–>Fixed most notable ground obstacles
Lighting:
–>Further adjusted shadows
–>Toned down orange lights
–>Adjusted vertex lighting models to more accurately display lighting
–>Missile Room/Keg area has been altered to appear like something is emanating up from the silo
Sounds:
–>Rock Lift moving sound altered
–>Closed/Open Sounds changed
Decals:
–>Added in multiple locations to further lessen repetition of textures
Weapons:
–>Enforcer Pickups added to Red/Blue bases
Change-List:6-15-2010
CTF-Advanced:
–>Kismet script built to handle checking of various CTF ‘Advanced’ variables
–>All parts working and functional in game
–>Other Team Notification Functional
–>Matinee sequences all firing correctly for various components.
–>Attached objects all working correctly for Dynamic Physics Volumes.
–>PPEffects triggered according to game events for game mode.
–>Fail Safe measures seem to be working for abnormal game conditions such as players voting for Normal and Advanced at the same time.
–>Spawning of Crystals has been resolved to only spawn one per cycle.
–>Known Issue: Voting is not team dependent
===>If you’re not willing to vote in the time it takes the other team to get to your side of the map then you probably don’t care anyways what mode the map is set to.
====>This was also set to not be team dependent so instant matches could still play in ‘Advanced’ mode.
Water:
–>Adjusted Material to compensate for opacity for contacting surfaces
–>Adjusted Color and distortion appearance to meld better with the map theme
Lighting:
–>Color alterations done to light cones/light house cones
–>Light spheres added to lights not projecting in a cone fashion
–>Further adjustments to shadows/lighting
Textures:
–>Cave interior terrain altered to use a more suitable rock terrain
===>This resolved the abnormally bright rock issue when the map was published
Particle Effects:
–>Various effects created/edited to many areas of the map
==>MoonFlares
==>Rock Lift Energy Distortions
==>Sparks
==>Cave Dust
==>Crystal Explosion
==>Rocket Fire
==>Rocket Smoke Trail
Meshing:
–>Added Meshes in several areas of the map to further polish the look and feel of the map
==>Helped to fill in areas where it seemed too naked or not enough happening.
Sounds:
–>Several Sounds added for CTF ‘Advanced’ mode
–>Other various sounds adjusted to better reflect the intended feel for the published version.
Credits:
Jaret ‘Crude’ Illingworth – Level/Creation
Pat Williams – YouTube Video

CTF-Atonement


Excellent work Jaret! It was an absolute privilege testing the beta for you. CTF Advanced looks awesome! By the way, really nice facelift to the old hrothgar.junnhorde doman. I dig it.