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Dm-2022-ForgottenLabV1

The forum related to the Usermaps section, please ask questions here. This board is for mappers to discuss and exchange experiences
User avatar
Dozey
OldUnreal Member
Posts: 614
Joined: Wed Aug 12, 2009 9:24 am
Location: Poland

Dm-2022-ForgottenLabV1

Post by Dozey »

Ideal number of players: 4–6
Recommended game mode: Deathmatch
Game version: 227i
Additional packages used: city.utx (texture from UT99)


This map is a development version and the third edition I’ve decided to release publicly. I’m also planning a larger variant, or possibly splitting the expanded version into two separate maps. Preview screenshots are included.
Here is the download link:
https://www.dropbox.com/scl/fo/aj0fy8z ... pm2l2&dl=0
Screens:
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If you have any issues downloading the map, feel free to leave a comment — I’ll fix it promptly.
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Hellkeeper
Global Moderator
Posts: 3304
Joined: Wed May 21, 2008 8:24 pm
Location: France

Re: Dm-2022-ForgottenLabV1

Post by Hellkeeper »

Interesting map, a lot of small architectural ideas I like, but I feel this is too cramped and too dark: you can't jump in most of the map without hitting the ceiling immediately. The layout looks fine but because it's so claustrophobic and dark, it feels more maze-like than it really is.
You must construct additional pylons.
User avatar
Dozey
OldUnreal Member
Posts: 614
Joined: Wed Aug 12, 2009 9:24 am
Location: Poland

Re: Dm-2022-ForgottenLabV1

Post by Dozey »

Hellkeeper wrote: Tue Jun 17, 2025 8:18 am Interesting map, a lot of small architectural ideas I like, but I feel this is too cramped and too dark: you can't jump in most of the map without hitting the ceiling immediately. The layout looks fine but because it's so claustrophobic and dark, it feels more maze-like than it really is.
Thanks, Hellkeeper, for the feedback. The idea behind this map was to keep it mostly tight and confined—something like a mix between DMSunSpeak for RTNP, with the tightest corners inspired by the ISV-Kran ship. Because of that, I also noticed that bots don't perform too well, and it's possible I went a bit overboard with the “compression” effect. :D That said, I don't think I'll be making further changes to this one—I'm more focused on a new level with a different concept, especially since work on this map dragged on very slowly since 2022, with long breaks in between.

Since the map was originally split into two parts, I used the smaller one as a sort of prefab or ready-made section—but I also noticed that this smaller part is much less optimized. Because of that, I’ll be focusing more on developing the larger section as a standalone level for the game.

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