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Found 35 results

  1. WarpSpasm

    ut4 DM-GasDroid

    Version 9


    UT 4 Map for EPIC/MAPCORES 2016 Showdown level design contest
  2. Unreal Tournament Redirect Service MultiPlayerForums is providing a new service for gameserver owners and/or map-creators to place their pak files in an online publically accessible location. It will allow gameserver owners to use the HTTPS web-link in their UT configurations for redirected downloads for example for custom new map content. Register for an Account Visit this link to create an account for your redirect/mapspace: https://redirect.mpforums.com/ut4/ Terms of Use You are only allowed to upload .PAK files from Unreal Tournament 4 for redirection. The maximum filesize for a single file is 768MB. The maximum space for one free account is 5000MB. We reserve the right to terminate any account for any reason at any time with or without prior notice. Donations This service is provided FREE of charge, however, the servers running this redirect are NOT free, we pay hard cash for it on a monthly basis and any and all types of currency donations are all very welcome! If you wish to donate and keep this service alive for a long time please visit this link: https://www.multiplayerforums.com/donate.php View the Files https://redirect.mpforums.com/ut4/users/ : View individual member files Questions and Support You could join our Discord support channel @ https://discord.gg/gzgCvrq/ We also have irc available at irc.multiplayerforums.com #mpf Thanks
  3. vst22


    Version 1.0.0


    Hey everyone! I finally finished CTF-Core. I hope everyone enjoys the map and has fun. Once again feedback is appreciated and there might still be some minor bugs. I am also working on fixing the minimap ASAP. Thanks again for the support of the UT4 community!
  4. Here some screenshots of the map, it was made by @crocopede and can be downloaded here: Or just join our MPForums.com NewMaps EU/DE server or US/Central
  5. Harkomas


    Version 1.0.0


    This is my very first level for the Pre-Alpha of Unreal Tournament (4). Let me start off by saying this whole general process of Unreal level designing, uploading, distributing etc. is all very new to me, as I have only been using the Unreal Engine 4 for about 3-4 months, and there's bound to be some design errors and rookie mistakes for a while until I get the hang of it all. With that being said, here's Version 1 for CTF-Summit! An ambitious project for my first map, It's a rather large capture-the-flag level set in an aerial base over a frozen landscape. There are numerous ways to navigate up and down the level, and powerups are focused in the gas chamber at the central map, and two elevated platforms on the level's outskirts. Due to it's visuals (and large size) it might be a little rough on lower-end PCs, which is one of the reasons I want this tested. Bots might be inconsistent with their pathing as well. For me this is my entry into the level designing community of Unreal Tournament 4, and I would really like to present some standout levels, which means I need some critical feedback and honest opinions on my works (Don't be afraid to nitpick! Everything from the general map flow and bugs, to the lighting consistency, to the architecture such as pipe/floor trim placement can use criticism, and I would appreciate it if you don't hold back). I hope you enjoy, and let me know what you think.
  6. Version v14


    “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).” Changelog: Game type changed to Showdown, although it still works really well as a Deathmath map. Added game objective points for showdown New spawn locations to incorporate the Showdown Mod. Added ammo to incorporate the Showdown Mod. Overcharge added to incorporate the Showdown mod BioLauncher added Minor adjustments to the map flow. Added Spectator cams Removed rock meshes from the perimeter of the map Made minor changes to the layout Added music "Dawn" by Archer6621 Currently Working on the following: I'm currently working on meshing the map out, and working the new spawn and weapon pleacement to meet the showdown mod needs. The theme is a disused power plant situated on an ice planet. The power plant was donated to Liandri for it's bloody matches. Game Testing: I need people to test the heck out of the map, I want to make sure I get all spawn and weapon placement perfect for the showdown mod, so crank up some team games on the servers. Video footage of matched would be awesome! Updates: I will keep updating on this thread, screen shots of the work in progress and so on. For now you still have the blocked out version of the map to play, until the meshed version is ready for testing.
  7. I thought I would show you an insight into my style of mashup mayhem in various Unreal engines. You won't find anything quite like it online or as a game, though I see some are getting close. Commonly I use anywhere between 10 to 30 mutators in mixed game-types. Once you get the core U-game to see all the standalone mod content you have, you can really go to town (OK. and with a little help from UEd). I like a bit of everything in my DM or CTF, so commonly my mixes include; ChaosUT plus multiple weapons and pickup from packs and other games, Extra vehicles from multiple games (inc. racing cars, bikes and monster trucks). Random bots from other games and mods, all given species specific abilities and special start weapons. All topped off with a sprinkling of Zombies, Dinosaurs and Dragons. Oh, and a Portal gun. I always have a Portal gun in my mixes. They make the funniest/dirtiest weapon ever. These vids are captured after I have done some editing and want to review the changes or remember where I found a bug. Due to this I don't tend to talk over them, but have added suitable music to most. Battlefield Grand Theft Tournament-Z Counter Strike Tournament-Z Chaos UT in UnWheel MountainTown + Zombies
  8. Hopefully videos like this can get around and bring more players to the game
  9. I've found this map on the official Epic forums. I tried it out a bit and omg its so awesome It is now in rotation on our servers, look for MPForums.com in the list. Great map and good fps too eventhough its mostly custom stuff, here some candy:
  10. I found this map on the official Epic forums, great map. Awesome gameplay. It is in rotation on our MPForums.com NewMaps servers. Here some screenshots
  11. Here another cool map we have in our server, just connect to auto download it. It was pretty active the last few hours on the server, some action shots:
  12. This map is one of my personal favorites, small and fast paced action. <3 the Flak on this map Download map here: http://multiplayerforums.com/files/file/2068-dm-aly/
  13. Download http://multiplayerforums.com/files/category/224-mappacks/ Unreal Tournament 3 Mappack 1 I've uploaded a mappack installation file that will install all the maps we currently have on our servers. Simply run and install the file and join our servers No need to download while ingame anymore then. Maps that will be installed x DM-Aly-SE x DM-ArcaneTemple x DM-BN-HyperBlast-3-SE x DM-GardenOfDreams x DM-Phobos-99 x DM-Wolf3D-2k8-V2 x WAR-BeachFront x WAR-ColdHarbor x WAR-InfectionForest_SE x WAR-MoltenCore-Beta1 x WAR-Valley
  14. Unreal Tournament 3 back online I've relaunched my UT3 servers for MPF. It are a DM server for 16 players and a WAR server for 32 players hosted in the Netherlands. Both servers are gathering combined statistics at http://ut3.multiplayerforums.com Visit our Unreal Website @ http://unreal.multiplayerforums.com/ Deathmatch Server Information IP: Port: 7777 Map Rotation: x DM-Aly-SE x DM-ArcaneTemple x DM-BN-HyperBlast-3-SE x DM-GardenOfDreams x DM-Phobos-99 x DM-Wolf3D-2k8-V2 Warfare Server Information IP: Port: 8888 Map Rotation: x WAR-BeachFront x WAR-ColdHarbor x WAR-InfectionForest_SE x WAR-MoltenCore-Beta1 x WAR-Valley The MPF UT Forums You can visit our forums here and post comments, suggestions and request help if needed. IRC Channels DM Server irc channel = irc.multiplayerforums.com #MPF-UT3-DM WAR Server irc channel = irc.multiplayerforums.com #MPF-UT3-WAR
  15. Version alpha


    Remake of classic multiplayer map from Quake II: The Reckoning.
  16. FlamesoFF


    Version alpha


    Remake of classic map from QuakeWorld.
  17. UT3 Servers Online Our MPF Unreal Tournament 3 servers have been online for a few weeks now. We're hosting a DM and WAR server for 32 players each, the servers are running only Custom New Maps from the community. The servers website can be found at http://unreal.multiplayerforums.com/which has some basic info and news on it. New Content & Downloads You will be able to just join the servers and download the maps automatically. There is no need to pre-install them Just add it to your favorites, join it and play The IP's Below you can find the IP and Port of the servers. Simply add them to your favorites and join! European DM Server: European WAR Server: IRC Channels The servers report ingame kills and chat at irc.cncirc.net in the channels #MPF-UT3-DM and #MPF-UT3-WAR Statistics The stats for the servers like kills, deaths, games played etc, are recorded at the link below: http://ut3.multiplayerforums.com Fun Have fun in the servers!
  18. ChA1NsAw


    Version 0038


    A DM map based on the Zhangjiajie mountains in China, THPS1 Downhill Jam level and Tomb Raider 3 Jungle level.
  19. zunnie


    Version Beta 01a


    Update (2015-01-14): Updated Lea to version Beta01a. This version works with UE4.6. Please check the changelog below for a list of changes! Hey everyone, just wanted to give you a heads up on a map I'm remaking for UT4. I've included a playable alpha version for testing and feedback. Word of caution, this is very alpha. Things are either broken, or not working correctly. Things are unoptimized, etc. Check it out. :-) This is a remake of a popular UT2004 map called DM-Lea. The original author is H1ghTecM@n^, and I do not take credit for the UT2004 map. I am recreating this map as a tribute to the UT2004 map, but with changes that make the map playable for UT4. As always, I respect original map authors and always give credit for any remakes I make. Changelog: (2015-01-14) (Version Beta01a) (Compatible with UE4.6) Changed armors back to defaults. Finished the textures on a few more meshes. Fixed a few problems. (2015-01-12) (Version 04t) (Compatible with UE4.6) Huge Experimental Changes concerning armors. Changed belt to 100a. Now absorbs only 75% of damage instead of 100%. Added custom static mesh for 100a. Changed vest to 50a. Absorption **unchanged** (75% of damage). Added custom static mesh for 50a. Changed thighpad to 25a. Absorbs 75% of damage instead of 30%. Added custom static mesh for 25a. Changed helmet static mesh to a custom mesh. Helmet values are unchanged. Changed initial spawn times of the thighpad, helmet and vest to 30 seconds. Added more static meshes to the map and more textures. Special thanks to community member "Raste" for redoing the lighting on Lea. This sped up my lighting build quite a bit. (2014-12-27) (Version 04o) (Compatible with UE4.6) Improved the lighting. Hopefully things are better now. (2014-12-22) (Version 04m) (Compatible with UE4.6) Added temporary lighting (the ugly blue lighting that everybody hates including me). (2014-12-21) (Version 04L) (Compatible with UE4.6) Temporary fix for "92 unbuilt objects" error. Added a window above the center helmet. Added more meshes New Post Processing Lighting (Not finished yet) Attempting to add a bit more color to the map with bright glassy parts (Work in progress) Improved a few things, might have broke other things. (2014-11-30) (Version 04h) (Compatible with UE4.6) Epic cooked this version. Same as version 04g, but with lighting fix. (2014-11-30) (Version 04g) (Compatible with UE4.6) Note: Busy month. I haven't had a lot of time to get much done, but I'm still working on the map. Added new ceiling fan and ceiling meshes. Not finished texturing yet. Added new windows and curved windows. Fixed a few collision problems. I still have not addressed certain issues, please be patient. (2014-11-02) (Version Alpha04a) Added more static meshes to the map, improving visual detail. Improved textures on the windows. A lot of things concerning blueprints, that doesn't matter to the average player, but matters to me as a map maker. This took the bulk of my time. Added slanted walls in some places. Slightly relocated a jump pad to make it possible to slide up a sloped wall (near belt). Added another helmet near belt to help reduce spawn killing, by allowing a spawning player to pick up 20armor and have headshot resistance. Will add more information later. (2014-10-09) (Version Alpha03c) Music (Thanks nonemm!) Windows (Not Finished yet) Custom Lifts (Not Finished yet) Custom Lifts light up when in use. Emissive Materials on trims (Not Finished yet) Improved the shock rifle area Improved the lift area near sniper Added a new ramp near the lift near sniper. Added a temporary wall material to all of the checkerboard walls (2014-09-20) (Version Alpha02q) FIRST RELEASE Game Version Tested & Works: UnrealTournament-Client-XAN-2318482-Win64 (As of 2014-10-09 - Lea Version Alpha03c) Installation Instructions for playing the map in UT4: Extract the zip file to this directory: ..\WindowsNoEditor\UnrealTournament\Content\Paks Description: A remake of the popular UT2004 / UT3 map called DM-Lea. This version is based off the UT3 version of Lea, which I created in 2010. The UT3 version was based off of the UT2004 version of Lea, which was created by someone else. This version aims to be a completely different looking map, with very sci fi, somewhat reflective metals to take advantage of UE4’s new features, and also to test my abilities to create a great looking map that also has great gameplay. Derivative Works: Please do not make any derivative works of this project until it has been officially released as a final, stable, non alpha or beta version. I usually encourage anyone to make derivative versions, but please, do not do so until this project is finished. Thanks. :-) Disclaimer: This version is not built specifically to cater to UT2004 players, nor UT3 players. I’m attempting to satisfy both audiences, and create something new for UT4. If you have some constructive criticism, please voice your opinions below in a civil manner for the best reception. :-) Goals for this version: Eliminate certain sight lines that could bias the map towards being overly spawn killy, or hitscan dominated. Improve certain rooms like the stinger room, or the bottom center of the map, to enhance gameplay. Scale the map slightly smaller than the UT2004 version, and bigger than the UT3 version of Lea. Find a good balance to fit UT4’s gameplay. Add slopes/ramps for dodging, and add an interesting garage door to take advantage of dodge rolling. Also, take advantage of multidodge in some areas. Known Issues: Filesize at the moment is HUGE and will only get bigger in subsequent versions. I will optimize texture sizes later to try to reduce filesize. The map colors, and textures are *NOT* final and are subject to change. FIXED - Rockets get stuck in blocking volumes. Quite hilarious honestly. FIXED - The lifts are a little bit buggy, need some tweaking. Untested in multiplayer, not sure if working in MP. Working on it - Static meshes have not been optimized. There may be performance issues until later. FIXED - Layout needs some improvement in some areas (Shock area, Rocket area, etc). The area directly below belt seems a little crampt. Might need to add a little extra vertical height for the middle section of that area. The doorways near shock rifle have messed up materials. Brightness issues. I need to fix those. Todo List (Plans): COMPLETE Implement custom music from Nonemm (Thanks!) Continue creating custom static meshes, and custom textures. Improve the look of the map until it looks fantastic, and also have an acceptable gameplay:system performance ratio. Seek feedback from community on things. Remember, not all ideas will be accepted, but will be heard and considered. Come up with a good color scheme. Take long and healthy breaks. xD Music: Community Member nonemm from #beyondunreal IRC channel on global gamers was kind enough to make custom music for my map! It sounds really great. Check it out! https://soundcloud.com/fjcomposer/dm-lea/s-eu7IQ Copyright: Nonemm (2014). You are *NOT* allowed to use this song in other maps, projects, for personal or commercial use. If you would like to use this song in your own map, please ask nonemm for permission to use this song. You can find him in the #beyondunreal IRC channel on irc.globalgamers.net Credits: MasterG for helping me with texturing, materials and certain 3d modeling techniques. Also, feedback. Nonnem for the custom song! Check out his song here. Satan’s Father for helping me setup UE4 from github. Raxxy for helping me cook the map using his super awesome map cooker. -CaptainMigraine (Neil)
  20. zunnie


    Version 1.0


    A map made for 6 to 10 players. Flag rooms are connected with a window in-between to make camping the flag harder. By ivan.hook
  21. Version 1.0


    Planetarium is a fast paced and jumppad-heavy capture the flag map set in space, where controlling the middle section is the key to success. It consists of the middle section with two floors and alot of jumppads. Two bases with two floors each. There are also four paths connecting to each base, two between the lower middle floor and two between the upper middle floor. By Glacke.
  22. zunnie


    Version 1.0


    CTF-Omega13 is a capture the flag level for 6-10 players located on a space station inside a massive rock in outer space. In the middle of the map there is an open section where the space station goes out into space. This section has jump pads going across from base to base with low gravity in the middle, bringing some risk for those choosing to take the “quick and easy way”. There is an alternate corridor going across which takes longer but has a Sniper Rifle pickup in the middle and an open area overlooking the entire middle section. The entrance to each base has a choke point coming from the middle and then splitting up into multiple paths all ending up in the flag room, where the flag is waiting on a small platform in the air. By Nickolai Fuglevaag.
  23. Version 1.0


    A capture the flag map set in a castle in the sky with a great glass wall protecting one side from the other. By Oett.
  24. Version 1.0


    Killscreen is a CTF level for 6-12 players. It has a large central area built for long-ranged weapons and smaller defense areas for more close combat. By noraneer.
  25. Version B101


    Forgeworks is a CTF map ideally suited for 8-12 players. It’s simple layout and straightforward design makes it ideally suited for newcomers and pros alike. Based on a design by Erik “Sabot” Franzén. Erik Rayleigh
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