Posted on June 14th, 2001 @ 2:25 pm by Zerker

Easily the tallest game level of its day, and definitely the most vertigo-inducing. The Security level is a massive vertical shaft leading from the main part of Citadel Station to the Bridge. Snipers were a real problem in the original, and knowing some people, could be here too. Watch yourself on some of those high areas, System Shock had no fall damage, but UT certainly does :).
This map can also be great fun with the Matrix Moves mutator.
Update: June 14, 2001
The map has been repackage with a mod conversion of the original music! If anyone feels like doing an even better conversion, please do!
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Filed under: Levels, Unreal Tournament |
Posted on June 14th, 2001 @ 12:30 pm by Zerker


Floor 2 of the Ice Caverns world in Ultima Underworld 2. Floor 2 is the more interesting of the two floors of the ice caverns, and features Mokpo the Mad, Filanium Mud Flats, and the Lost City of Anodunos. This map was made at the request of Daniel Todd, aka Digital Nightfall. This map also includes a mod conversion of the original midi music from Ultima Underworld 2, as well as snow/ice texture set from Rune.
This map is also playable in Domination, with the control points being in the city of Anodunos, in the Southeast Cavern, and outside of Mokpo’s Cave.
Also, the redeemer IS present, but only the experienced Underworld 2 players will ever find it :). One hint: obtaining it DOES require use of the translocator (so turn it on if you want to be able to get the redeemer).
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Filed under: Levels, Unreal Tournament |
Posted on June 14th, 2001 @ 4:58 am by Zerker

The Classic first level of System Shock, remade for Unreal Tournament. Now you can explore the claustrophobic halls of Citadel Station and blast your friends! The map stays pretty true to the original, except for one minor thing: The grating in the room beside the regeneration bay room has been removed for greater connectivity. As this is the first release, it is entirely possible that some bug has slipped past me. Let me know if you discover any issues.
This map includes a mod conversion of the original System Shock level 1 midi. If someone wants to do a better job of it, please do!
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Filed under: Levels, Unreal Tournament |
Posted on May 8th, 2001 @ 10:28 pm by Zerker


The world from Actraiser, with each player starting in one of the six major areas:
- Fillmore
- A forested region to the East, full of bushes and trees.
- Bloodpool
- A swampy and watery region in the centre of the mainland.
- Kasandora
- A desert region in the west, a bit south from Bloodpool.
- Aitos
- A mountainous region in the west, a bit north from Bloodpool
- Marahna
- A tropical island in the south-east sea. It is possible to bridge to the mainland.
- Northwall
- A snowy region to the far north, unfortunately not snowy here due to tileset issues.
So enjoy building all those towns all over again. Sorry, no flying angel here, though.
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Filed under: Levels, The Moon Project |
Posted on May 8th, 2001 @ 10:07 pm by Zerker


A recreation of the entire world from Ultima 7 for the Moon Project. The Player starts are in the place of all the major and minor towns in the game. A few, like Paws, Yew and Vesper, are not appropriate for bases, and so they were reconstructed with ruined buildings instead. All the shrines of virtue and circles of stones are present, as well as many structures in the wilderness. Enjoy!
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Filed under: Levels, The Moon Project |
Posted on May 4th, 2001 @ 5:42 pm by Zerker


A remake of the world from Ultima 7 Part 2:Serpent Isle. I have attempted to include as many landmarks as possible from the original game, but if there’s anything that you think really should be there, give me a shout below.
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Filed under: Levels, The Moon Project |
Posted on April 30th, 2001 @ 6:11 pm by Zerker


A remake of the region in Asheron’s Call reaching from Glenden Wood in the south to Holtburg in the North. In the east, the map reaches as far as the festival stone. Like the Obsidian Plains, this map was made directly from the actual game’s heightmap.
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Filed under: Levels, The Moon Project |
Posted on April 24th, 2001 @ 4:13 pm by Zerker


The Obsidian plains, one of the most infamous locations in all of Asheron’s Call remade for the Moon Project. Like Glenden Wood, this map was made directly from the actual game’s heightmap.
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Filed under: Levels, The Moon Project |
Posted on April 10th, 2001 @ 10:35 am by Zerker


Two coastal towns in a forested region. There are a few canyons to the north, as well as a large island to the east.
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Filed under: Levels, The Moon Project |
Posted on April 6th, 2001 @ 6:11 pm by Zerker


A very small map which pits two players against each other at opposite sides of a bay. There are bridges that travel along either side of the map, or you can opt for the more direct water route. Watch out once your enemy obtains artillery, as the bases are within firing distance of each other.
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Filed under: Levels, The Moon Project |
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