CBP3 (standard) :

Available here.

It’s the successor of UCMP and CBP2 packs for UT2k4.

5 big map packs plus some bonus. They are all playable separately. They contains loads of maps, with great visual qualities and ambiance, fun gameplay. Add to this characters, power-ups, mutator and gamemode (UT3DOM) and you have a great map pack.

UOF (standard/Low-Poly) :

Unreal Old Friends map pack are available here.

Most of the mappers of these packs are active since UT99 or even UnrealDM.

All the gamemodes are represented, even DOM. Get ready for a really varied range of maps, from visual-focus ones to gameplay focus ones, remakes and new maps alike.

Special mention to the LP-MapPack, for oldschool-vibe beautifully looking maps and insane gameplay, aimed at competition.

Keep checking these out as a 5th pack should come out.

HOLP (Low-Poly) :

The Hardcore Oldschool Low Poly map packs is split in 4 packs (1, 2, 3 and 3 volume 2 don’t ask me why) available here.

Also made by old mappers and players these packs focus on gameplay (while delivering modern graphic quality) and core gamemodes (DM-TDM-CTF) spare one Warfare map (but without vehicles though).

If you want to play in maps that feel UT99/UT2k4 ones, get them all, they are beautiful, and have solid rock gameplay. With both Comp map packs and UOF-LP, they are the maps that makes most of my map lists.

Comp Map packs (Low-Poly) :

Available here (Comp) and here (Comp2).

18 maps with awesome gameplay and great style including one iCTF map. Totally look like arenas and are aimed at fun gameplay and competitive balance. Some of the best maps out there for sure.

Competitive play pack (Standard/Low-Poly) :

Available here under UT3/Maps and UT3/Utilities.

They are some of the most played single maps in competition and pickup games, reunited under a pack. Get them along the mutators under UT3/mutators to get a fast setup for competitive play.

Others :

If you still need more packs, check out Moloch map packs and the Evil map pack, they contains some great maps too. While not being on par with the other packs in my opinion, they offer unique feels and atmosphere totally worth checking.

Single Maps :

There are too much great single maps out there to link them all, your best bet is to dig in MapRaider.com, UTZone.de, Epic Game’s forum (more specifically Beta and Final sections), BeyondUnreal forums and Unreal Old Friends forums. You’ll get shitloads of great maps with all of them.

Also, i strongly advise you to check Stevelois’ blog, where he links great maps and remakes (pages here, here and here). You can get more (CTF/War/BR/DOM/others in his blog by fiddling in the Unreal Tournament menu, you’ll also find links to tutorials, other mappers’ blog and so on, great ressource.)

Here are some links to a few of my prefered maps that are not in the previous map packs :

DM-1on1-Pure-Pro2 :



Thread and download here

This one is nuts. Beautiful while not busy. If you know the original DM-Pure, you’ll love this one, as the author nailed the issues of the original and fixed them. No collision issues in there aswell, that’s the map quality that every mapper should aim at, and that Epic failed at deliver. Best for Duels.

As with other “pro” maps from the author, the quality slider in options will remove meshes and effects from the map, making it beautiful on good PCs but also smooth on low configs.

DM-Lea-Pro :



Available here

Another one from Neil “captain flaccid” vmoore, this one is a remake of DM-1on1-Lea from UT2k4. Once again great layout, beautiful visuals and gameplay focus.

DM-Deck-Pro2 :



Available here.

Third one from the same author in my selection, here’s a Deck remake. Not only it’s better looking than the official one but it is smoother than the fps version. Modifying the graphic quality in settings will once again remove meshes and effects. Add in some quality of life fixes and gameplay focus and you get the perfect Deck map in my opinion. If you want to play Deck, play this version. As much as i dislike DM-Deck, this one is great 🙂

DM-Cipe :



Thread here.

From Scott “Cr4zyB4st4rd” Coxhead (check his other stuff on his website),DM-Cipe is a beast 4v4 map. Set in a castle on top of a volcano (now that’s some unreal settings), this map is beautifully designed and balanced. Godrays effect on the top of the walls and the lava glowing from below makes for great contrasts and sweet colors, and while there are lots of interesting details here and there, never one will hinder your ability to spot players. The gameplay is on top too, with smart use of trigger sounds, great pickup layout and no collision issues. Aimed at competitive 4v4, this map fills perfectly its role.

DM-Gardenia :



Thread and download here.

This one is more for the eye-candy part, and even though i’m not too much in it, this particular map is excellent, not only on visuals but on gameplay too. The overgrown crumnling cathedral setup is simply gorgeous, with grass, flowers, falling leafs, godrays, and the whole crumbling architecture along the light work. There are actually so many gorgeous screenshots of the map that i had a hard time to chose one :). It feels like the map is a real place and that some wall could just drop in pieces with a badly placed rocket. The layout is really fun to play and the pickups are well placed part a few ammo. Some player may find it a bit tight and the Flak rules the map indeed, so if you like that, play it as there is no blocking issues whatsoever in it.

DM-Garden-of-Dreams :



Available on mapraider.

While not having the best gameplay, this map is gorgeous and the scenery is nuts. If you find it a bit bright, just turn down your post-process settings a bit and it’ll be fine. Nothing really more to say apart from “floating islands”.

DM-RB-GrayMatter :



You can check the thread and download it here.

One of the best standard maps by Remus (relative to the destructible maps of his), it is more in the surreal range than unreal, setting things higher than ever. Set up in a parallel dimension (i think oO), it has some straight forward gameplay. But the looks :D. Watch your step as you wouldn’t want to drop in the abyss under the floating building things and aerial catwalks that constitute most of the map.

DM-Purgatoria :



Available on mapraider.

Being a map made by the excellent n00b-Zaibot, you can expect lots of trick jumps and ninja paths in this map. This Low-poly map has the gritty industrial look proper to its author. The layout makes for some intense fights and tight scores, but can sometime feels a bit spammy. Not the most competitive map, but lots of fun in casual games anyway.

DM-Saturation :



Official website here.

Made with only 20 brushes, including the lifts, the smart use of textures makes it feel like there are a lot more than that. Due to this restriction, the map can feel a bit simple in looks and layout, but is really fun to play anyway. One of my favorites to play when i feel like playing only a map or two.

CTF-Mako :



Official page here.

One of the few CTF not from UOF/HOLP that i play a lot. Stevelois built this Low-Poly map with a nice take on Cr4zy’s texture pack and great lightning and BSP work, it’s a modern take on UT2k4’s CTF-1on1-Joust. Reverse CTF (meaning you spawn in the base with the opponent team’s flag) can be a lot of fun, and this map contributes to it, being really well thought, fun to play and nice for the eyes.

DM-Malevolence-LP :



Available here.

This one is obviously a bit biased as i’m the author, but i got a lot of great feedback and comments on it so it’s probably not that bad :D. My modern Low-Poly take on DM-Malevolence, using Cr4zy’s texture pack. Focus is on the gameplay with clean materials and bright lightning. Built with Duel in mind, it plays well at small size DM too. It’s a bit tighter than the original. Expect some oldschool with a couple trickjumps added, and a bit of rebalance.

Skins

I’m not too much in skins, as i play mostly in LAN and we use my own skin for balance. But if you want more variety, i advise you to check EuchrePlayer23’s thread on Epic’s. He release a lot of skins each month, and gives update every few week on his progress. Check it.

You can also check this thread to get some more and the bottom of stevelois’ blog hot stuff for just a few ones of great quality.

Config files and tweaks :

What’ll follow is a bit more in the advanced stuff, and will be about config file tweaks to get the most of the game how you want. It will be about color tweaking aswell as some basic setting and input modifications. To change these settings you’ll need to be modifying files in My documents\My Games\Unreal Tournament 3\UTGame\Config\ If you modify files in the game’s install folder or steam folder, the changes will not work.

Inputs :

You can skip the next paragraph if you’re comfortable with how you want to set your keyboard/mouse input. If not read it.

First you’ll need to be comfortable with your keybinds and mouse sensitivity. I know of people that use a really sensitive mouse and some that use a really low sensitivity. The difference is

with a low sens, you’ll have a easier time to aim at range and with a high sens, you’ll have an easier time to follow your opponents in close-combat and look around. 14 years ago i was comfortable with a high sens, and aimed not bad at range too. Along the years i lowered my sens more and more to improve my aim and now i’m comfortable with a low sens in all situations. The progressive changes helped me not lose my skills in close-combat. To get an idea, i’m at 2000 sens in UT3 but started the game at around 5500 and i was probably around the equivalent of 8500 in my first year of UT99 (the scale was different so it wasn’t that exact number).

The most important thing is to be comfortable with your mouse and if you are in another game, just check how much length you need to move your mouse to get a 360°, then do that to set your mouse. If you’re just not used to the mouse for aiming for a reason, (maybe you never played seriously any fps) just aim at something in game and try to aim fast and instinctively at something else, change your mouse setting until you hit it instinctively multiple times. Once you’re comfortable with your sensitivity, don’t change it so your hand/wrist/arm muscles will get used to it and you’ll progress faster. Also, remove mouse smoothing, it’s a plague for your muscle memory and you’ll not be able to progress much with it activated.

Alright now for the core input tweaks :

Taken directly from Epic’s forum here’s a small tutorial for keybindings :

1. Backup

We’ll be altering the UTInput.ini file. Make a backup just in case. Just copy and paste the file in the same spot and it will name the new one “Copy of UTInput.ini”.

2. Unbind

First off, you MUST unbind the keys you want to use. All you have to do is open UT3. Open the Settings–>Input menu. Click “Keys” at the bottom of the screen. Set the “Fire” function to the key you wish to use, and then set “Fire” back to the left mouse button (LMB). Voila, the key is now unbound.

3. Bind

Open My Documents\My Games\Unreal Tournament 3\UTGame\Config\UTInput.ini.

You must now make a binding for what you want to use. You make the changes in the section marked [Engine.PlayerInput]. There is a section marked [UTGame.UTPlayerInput] with all the same lines, but I’m not totally sure what it’s for, and changes to it don’t seem to do anything.

Format:

Bindings=(Name="X",Command="Y")

where X is the key you wish to use and Y is the command.

Multiple commands can be piped in, such as change to a weapon plus change mouse sensitivity.

Format:

Bindings=(Name="X",Command="Y | Z")

where X is the key you wish to use, Y is a command and Z is a command. There is a space before and after the pipe “|”.

A command is what you enter in the console in game, from “Say” to “GOD” to “Screenshot”.

If the key you wish to use isn’t already on the list, you can add it. Letters are represented by the capital of said letter, e.g. “K”. F keys are represented as such “F8” “F9”. Symbols and numbers are represented by the written name of the key, e.g. “Minus” “Comma” “SpaceBar” “seven” “eight”. Numpad keys are as such “NumPadZero” “NumPadFive” etc.

When binding a key for the first time I recommend binding a “Say” command because it’s simple to test. Once you are sure it’s working, you can use any command possible that you can enter in the console while in game.

4. Example

I’m going to bind my “J” key to say “It works!” I made a backup already, so I open UT3 and in the Settings–>Input–>Keys menu I set my “Fire” function to “J”. Then I set “Fire” back to LMB. My “J” key is now unbound.

I now open my UTInput.ini file found in My Documents. At the top of the file under [Engine.PlayerInput] I find Bindings=(Name="J",Command="Taunt 1") . Unbinding a key does not clear it’s definition in this list for some reason, that’s why it’s still set to “Taunt 1”.

I change the entry to this:

Bindings=(Name="J",Command="Say It works!")

Now I open UT3 and start an Instant Action match and test that bad boy out.

5. What else can I do?

“Say” and “TeamSay” macros are just the beginning. There are many things that can be done. Most popular would be binding weapons to keys.

Bindings=(Name="X",Command="GBA_SwitchWeapon1")

where 1 can be any number 0-9 representing each weapon respectively.

You can bind ThrowWeapon, a command that is not in the game by default. WeaponsStay must be off for it to work:

Bindings=(Name="X",Command="ThrowWeapon | teamsay Weapon Dropped")

You can instantly connect to a favorite server:

Bindings=(Name="X",Command="Open xx.xx.xxx.xxx")

where x is the IP.

You can bind mouse sensitivity:

Bindings=(Name="X",Command="setsensitivity 20.0")

where 20.0 is actually 2000 in the in game settings. Whatever setting you want it to be in game, divide that number by 100 and use that.

You can bind field of view:

Bindings=(Name="X",Command="FOV 100")

where 100 can be any number 80-100 which are the limits the game allows.

You can bind suicide:

Bindings=(Name="X",Command="suicide")

You can combine multiple commands as explained above. For example:

Bindings=(Name="nine",Command="GBA_SwitchWeapon9 | FOV 80 | setsensitivity 7.5")

Will change to sniper, zoom my FOV and set my sensitivity to 750.

Bindings=(Name="G",Command="GBA_SwitchToBestWeapon | FOV 100 | setsensitivity 15.0")

will change to my best weapon, return to widescreen FOV and return my sensitivity to 1500.

The purpose of this binding is to increase my accuracy when sniping at a distance and when someone approaches me I instantly bust out a close range weapon and return my controls and view to normal.

You can bind a key to alternate between two weapons. In this example it will rotate between Flak and Rockets.

Bindings=(Name="PipeC",Command="switchweapon 8 | switchweapon 7 | setbind o PipeD")

Bindings=(Name="PipeD",Command="switchweapon 7 | switchweapon 8 | setbind o PipeC")

Bindings=(Name="o",Command="PipeC")

“o” is initially “PipeC” which has two switch weapon commands. One will take priority if you have both weapons, but if you only have one it will bring that one up. Then it changes “o” to “PipeD” which alternates the priority of the weapons, so that if you have both you will draw the other weapon. Then “o” is changed back to “PipeC”.

“PipeC” and “PipeD” are names than are chosen by the user, and can be changed to anything not already in use. e.g. if you wanted to pipe bind another key then you could make them “PipeA” and “PipeB”.

You can bind a hammer jump: (thanks go to Mr. Evil)

Bindings=(Name="StartHammer",Command="ToggleMelee | StartFire")

Bindings=(Name="StopHammer",Command="Jump | OnRelease StopFire | OnRelease ToggleMelee")

Bindings=(Name="key1",Command="StartHammer")

Bindings=(Name="key2",Command="StopHammer")

——–

Following are some useful modification of UTInput.ini, by default, the game doesn’t use the same sensitivity when moving looking up-down or left-right (yes, that’s dumb). With these modifications you’ll get a 1:1 vertical:horizontal scaling while looking around. Must have

[Engine.PlayerInput]

bEnableMouseSmoothing=False //Disable!!! Mouse acceleration.

LookRightScale=0.000000

LookUpScale=0.000000

Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX Speed=2.0",Control=False,Shift=False,Alt=False)

Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY Speed=2.0",Control=False,Shift=False,Alt=False)

Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="GBA_TurnLeft",Command="Axis aBaseX Speed=-40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

//Recommended. Together, these comprise a mouse movement tweak that was advertised to "create 1:1 movement like UT2K4".

[UTGame.UTConsolePlayerInput]

bViewAccelerationEnabled=FALSE

bDebugViewAcceleration=FALSE

ViewAccel_YawThreshold=0.0f

ViewAccel_DiagonalThreshold=0.0f

ViewAccel_BaseMultiplier=0.0f

ViewAccel_TimeToHoldBeforeFastAcceleration=0.0f

ViewAccel_RampSpeed=0.0f

ViewAccel_MaxTurnSpeed=0.0f

ViewAccel_Twitchy=0.0f

ViewAccel_PitchThreshold=0.0f

ViewAccel_LookingUpOrDownBoundary=0.0f

ViewAccel_BackToCenterBoundary=0.0f

ViewAccel_BackToCenterSpeed=0.0f

//Disable acceleration for controllers??? Disable if paranoid.

[UTGame.UTPlayerInput]

LookRightScale=0.000000

LookUpScale=0.000000

Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX Speed=2.0",Control=False,Shift=False,Alt=False)

Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY Speed=2.0",Control=False,Shift=False,Alt=False)

Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="GBA_TurnLeft",Command="Axis aBaseX Speed=-40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

//Same as above.

[BattleTeamArena.BattlePlayerInput]

LookRightScale=0.000000

LookUpScale=0.000000

MouseSensitivity=3.45000 //Adjust to match main game mouse sensitivity.

bEnableMouseSmoothing=False

Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX Speed=2.0",Control=False,Shift=False,Alt=False)

Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY Speed=2.0",Control=False,Shift=False,Alt=False)

Bindings=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="GBA_TurnLeft",Command="Axis aBaseX Speed=-40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

Bindings=(Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=False)

//Config created specifically for Battle Team Arena mod (BTA) if installed. Mirror your other UTInput configs, or use stock settings.

Colors :

Tired of the game being washed out ? Use these color tweaks to change that, but be warned that on some maps that are already bright and colorful, it can be hard for the eyes. It’s perfect for the standard looking maps though.

What about changing this :



to this :



Download this and chose the post process settings you prefer in the image folder and follow the readme instructions to install it and make it work. It’s dead simple.

Note that you can do your own postprocess settings, there’s a great tutorial here.

Engine settings :

These ones are not the most important tweaks to do, but can help if you plan to play competitively on standard looking maps. If you just want to enjoy the game, you’ll probably not use this part much, but check it anyway as there are some important things in there (such as framerate cap). I’m not using most of these settings.

in UTEngine.ini

[Engine.GameEngine]

bSmoothFrameRate=False //setting this to False will remove the 60fps cap.

MaxSmoothedFrameRate=0

[Engine.DemoRecDriver]

NetServerMaxTickRate=90 //These two should let you adjust the FPS (?) of your demo recordings (command is 'demorec' in the console)

LanServerMaxTickRate=90

[Core.System]

MaxStaleCacheSize=10000 //Increase cache expiry time in days, I believe. Default was 30. This is to prevent UT3 from removing custom content downloaded in-game.

MaxOverallCacheSize=30000 //Increase cache maximum capacity in MB. Default was 100 MB? Otherwise, the oldest content would be purged.

//There are a few cache conversion utilities that will help you move cache data to the correct folders with the correct formating.

[IpDrv.TcpNetDriver]

MaxClientRate=15000

MaxInternetClientRate=15000

NetServerMaxTickRate=90

LanServerMaxTickRate=90

IdleServerTickRate=90

//Adjust your server settings if you host a game? I don't do that. Preferred tick rate is 90; default should be 30.

[SystemSettings]

MotionBlur=False //We don't want this.

DepthOfField=False //Turn it off!!! Severely impacts ability to see anything in the distance.

Bloom=False //Almost as bad as depth of field, although the two settings may be linked. Set this to true only if you use the color tweak.

SpeedTreeLeaves=False //Disable foliage. Some trees and bushes obscure vision but don't block attacks. Hardly an eyesore. Paired with tree fronds.

SpeedTreeFronds=False //Disable foliage. Some trees and bushes obscure vision but don't block attacks. Hardly an eyesore. Paired with tree leaves.

[Engine.AudioDevice]

SoundGroups=(GroupName=Character,Properties=(Volume=1.8)) //Competitive players will turn this way-the-heck-up, maybe even to 10.0. Adjust all player (including self) grunts, footsteps, landings, etc.

SoundGroups=(GroupName=Item,Properties=(Volume=1.4)) //Competitive players will also turn this up a lot, maybe 3.0 is sufficient? Hear item pickup noises from across the map!

SoundGroups=(GroupName=Vehicle,Properties=(Volume=1.5))

SoundGroups=(GroupName=Weapon,Properties=(Volume=1.2))

//Control loudness of various "object groups." Volume of 1.0 should be 10/10 on the in-game sound sliders, thus these settings are "above maximum."

[FullScreenMovie]

;StartupMovies=Copyright_PC

;StartupMovies=EpicLogo

;StartupMovies=MidwayLogo

;StartupMovies=UE3_logo

;StartupMovies=Nvidia_PC

;StartupMovies=Intel_Duo_Logo

;StartupMovies=UT_loadmovie1

//Disable the short videos that play when UT3 launches (comment out with semi-colon).

in UTGame.ini

[UTGame.UTPawn]

Bob=0.000

bWeaponBob=False //Disable bobbing effects when walking.

[UTGame.UTPlayerController]

bLandingShake=False //Who wants screen shake when they're trying to pull off a tricky shot??? This is the setting that adds a lot to the heavy feel of the character in UT3.

OnFootDefaultFOV=90.000000 //Adjust FOV as desired.

bCenteredWeaponFire=True //No-brainer. By default, UT3's crosshair and weapon fire don't perfectly align.

[UTGame.UTHUD]

bShowDamage=true

DamageIndicatorSize=384

Important. Note that certain of these are the correct variables. By default, UT3 flashes intensely when players take damage, which is highly distracting.

Adjust or disable that intensity with these variables. I’ve set an arbitrary value that doesn’t bother me.

Where to play :

Playing mostly in LAN, i’m not fully aware of where to play UT3 once you’ve set it up. But i still know of some active servers (i don’t know them all though).

Some tricks for the browser though :

Favorite your servers.

Filter by game type then by player count. If there’s a + in it there are bots (+8/16 means there are 8 bots, 4+4/16 means 4 players 4 bots and 8/10 means 8 players no bots).

You can use the console and type in open xxx.xxx.xxx.xxx where the xxx correspond to the server’s address.

US :

For TDM, check our Beer Drinkers in Chicago and GalaxyPugs in Chicago/Dallas/NY. GalaxyPugs do some BTA action and CTF too. They have a steamgroup too.

Marty’s Carnage Company is a great place for some oldschool map games. You can get the map and mutators used in the server on the website.

EU :

The Fa4k server see some DM/TDM action on evenings and weekends, and have good maps.

If you want some more competitive play, heads out to quakenet IRC, channel is #ut3.tdm

Follow the bot and you’ll be set.

I know there is also an active Warfare server on some week-ends, but don’t remember which one it is. Just check the browser and you’ll find it.

Some Tips and Tricks :

I thought about doing a full guide for newcomers, giving out useful tips and tricks concerning movements or gameplay, but Sly already did a great one so i’ll just link it here : https://forums.epicgames.com/threads/751890-Tips-for-UT-newcomers

Links :

For more UT3 related stuff, be it news, maps, mods, game session organizing or just discussion, just head over the following communities/forums/websites.

If i missed some active communities/servers, please make me know and i’ll add them here.

Conclusion :

With all of that, you should have a game that is on par with the previous titles, give it a chance and play it for a while and you’ll not be disapointed.

Frag you soon :).