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AmberEyes Map Design


      This webpage exists as an online portfolio of my work. Maps can be downloaded from this webpage and viewed on your own system.

      Most of the maps on this webpage are built with eye candy in mind, rather than flow. If you prefer good flow to eye candy, then these maps are not for you, and I do not suggest downloading them. I felt that there were a very small amount of maps that really focused on eye candy in Unreal Tournament itself, and that while maps like AS-HiSpeed, DOM-MetalDream, DM-Galleon, and CTF-FacingWorlds looked beautiful, they were much too far and few between. More preferred maps like AS-Overlord, DOM-Cryptic, DM-Liandri, DM-Zeto, and CTF-Coret, while they have beautiful flow, simply look bland and uninspiring.

      While maps that focus on flow rather than eye-candy are not necessarily bad things, I prefer to make maps that look gorgeous, as well as play halfway decently. I thought it was unfortunante that the number of maps contained in Unreal Tournament was not higher, in regards to eye-candy, and this is what drives me when I make my own maps.

      Because my maps focus on eye candy, they require a heavier system than some of the more plain looking maps. I design on an Athlon XP 1900+, 1.5 GB PC2100 DDR, 64 MB PNY GeForce3 Ti500 (19" Monitor 1)/16 MB Voodoo3 3000 (19" Monitor 2), 125 Gig Western Digital Hard Drive, Hewlett Packard CD Burner, Creative Labs PC-DVD drive, and a Sound Blaster Audigy. While a system like this is not required to run my maps, I don't recommend anything below a 400 MHz, 128 RAM, 32 MB TNT2 Ultra or a 16 MB Voodoo2 system. Because of the recent advances in computer hardware and graphics cards, I try to keep my world poly count under 300 for most scenes, but some scenes in the maps can accidently slip into the high 300s (around 370 or 380). Again, don't run these maps if you have a low-end system, and if you choose to anyway, definently don't complain because of slow downs in more complex rooms. Just wait till I get my hands on the Warfare engine.



Want to email me? Click here, and go right ahead.

Running the Maps


      To play my maps, you will need a few things....

      My single player maps require a copy of Unreal, patched to the latest version.

      My multiplayer maps require a copy of Unreal Tournament, patched to the latest version. My multiplayer maps also require the Inoxx Pack for some texture needs.

      My levels come in a zip file that is named the same as the map, and include the map and a similarily named text file (for example, DM-ZenithRising.zip contains DM-ZenithRising.unr and DM-ZenithRising.txt). The text file explains a little bit about the map, so give them a read sometime. You can also read the text files online by clicking the "View Readme" link in the map's descriptive table. I wrote a little program to expedite the process of making map readme files. It's written in Visual Basic, and is called UText. You can download UText by clicking here. If you don't have the latest runtime files for Visual Basic, you'll need to download those as well - you can download the VB 6.0 runtime files by clicking here.

      When you run my maps, you will notice something in common with them. All of them, regardless of size, have the Redeemer in them.

      "Why is this?", you ask. Well, these are my maps - I like Redeemers. I think they're fun to steer in wide open maps, and I think they're fun to employ in tight corridors to really terrify your opponents. Epic included a "No Redeemer" mutator in Unreal Tournament. This mutator simply removes all Redeemers from any maps they are placed in. You are free (and encouraged if you really hate Redeemers) to use this with my levels, as well as any other mutators that you feel fit to use - no one, least of all myself, is stopping you.


Here are the Site Credits and some links.

This page is copyrighted by Andrew "AmberEyes" Rohs, 2000-2001