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DM-1-on-1-Trite

The abandoned facility called Trite closely resembles the religious structure Spirit. Both feature a series of multi-tiered rooms connected by ramps and narrow pathways. Like Spirit, Trite features all three primary power-ups. The double damage is found in one of Trite’s corners. You can reach the power-up by the ramps leading up to the lightning gun. Then follow the adjacent path to the double damage.

However, a couple alternate routes should be mastered to maintain control of the power-up. You can perform a double jump from the bio-rifle to reach the double damage. Also, you can use a shield gun jump from the opposite lower ledge (the one containing the four adrenaline capsules). Both give you quicker access to the power-up.

Find the super shield pack positioned in a dangerously small room on Trite’s opposite side. A window forms one of the super shield pack room’s walls; a savvy opponent can spot you entering the room and make it very difficult to leave in one piece. Whenever entering this side of the map (above the flak cannon), perform a visual check through the window to see if the super shield has spawned. Find the regular shield pack on a ramp leading from the minigun to the bio-rifle ledge.

DM-Corrugation

The ruins of an old building form the deathmatch map Corrugation. It’s essentially two levels--the building floor and the damp space underneath the structure. Utilize the lifts and the occasional staircase to maneuver between floors. The upper floor has considerable damage; the holes in the flooring allow you to see what’s happening on the lower section. This is an ideal means of getting a jump on an opponent who may be maneuvering underneath unaware of your attack from above. Obliterate your opponent with a shock combo, close-range flak cannon blast, or a barrage of three rockets in alternate fire mode.

One of the largest upper floor rooms is also the most damaged; huge holes provide gaps in the flooring. A super shield pack rests in the room’s center. Note that the gaps can be jumped over. If you’re trying to flee a pursuer (or perhaps you’re the chaser!), jump over the gaps instead of moving around them.

From the super shield pack power-up, move through the doorway containing the minigun to the right; nearby you’ll find the regular shield pack. On the damp bottom section, you’ll find the double damage at the intersection of the sewer tunnels. If you’re around the tunnels, move through to check on the power-up. A nearby bio-rifle (inside the sewer tunnel) is an ideal weapon in the tunnel, especially boosted by double damage.

DM-Deck17

Deck17 is an update of the classic Unreal Tournament map Deck16. In fact, if you look closely around the map you can see the entrance into Deck16 barricaded off--it’s under reconstruction! It’s an extremely hectic map, particularly with six to eight players. The ramp-filled central section is where most of the action will take place. Classic Unreal Tournament sniper rifles can be effective here; though don’t expect to find a hidden sniping roost. You’re easily found just about anywhere. Just as you get comfortable with a zoomed scope, someone is bound to sneak up behind you. One of the optimum positions is on the top ledge in the central section. Get there by moving up the ramps to the top and jump to the corner alcove.

You can drop all the way to the magma at the bottom of the map. Naturally watch your footing here as its basically instant death should you fall inside the scorching substance. When on the middle catwalk, drop down onto the perpendicular beam to find the super shield pack. Drop down to the bottom (along the edges to avoid the lava) and use the red teleporter near the rocket launcher. This sends you to a hidden room containing the redeemer.

You’ll be able to spot the double damage from the central room; the power-up spawns on one of the Deck17 crates below the sniper ledge. Drop onto the crate from the higher ramps or use a shield gun jump to quickly bounce onto the crate. Standard shield packs are found on the ledge at the top of the ramps (near the jump to the sniping ledge) and another on crates at the bottom area (opposite side from the teleporter). Get this shield pack by riding the side lifts up and dropping down onto the power-up.

DM-DesertIsle

A peaceful stream, a serene waterfall, and a gorgeous canyon--something you might see in the next version of Myst. But it’s also one of the sharpest Unreal Tournament 2004 deathmatch arenas. When you venture to Desert Isle’s highest point, you may think it’s one of the largest deathmatch maps in history. But as you move away from the map’s center, you realize an invisible force field encloses the arena (the force field materializes as you near the map’s edge).

The basin at the bottom of the waterfall is one of the map’s key areas. While standing on the cliff above, use the rocket launcher, shock rifle, and lightning gun to fire on players below. The super shield pack also spawns here. From the basin you can move up the path containing the adrenaline capsules or use the long lift back up to the cliffs. Both routes connect to the stream that leads to the waterfall; the stream runs in a circular pattern around the map’s edge.

The stream is also key because one of the quickest ways to the map’s other important power-ups. The double damage rests on a cliff on the other side of the stream. You can reach it by using lifts to reach the map’s top and its series of land bridges. You can jump from the land bridge after procuring the shield pack. Or you can jump from the top of the lift (after riding it up) toward the double damage. Finally, search the land bridge adjacent to the one containing the shield pack to find the redeemer at the map’s edge.

Unreal Tournament 2004

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