Proto:Unreal Tournament/Version 222/Capture the Flag Levels/CTF-Face

Blue base textures
Blue base uses completely different textures in v222. Instead of using gothic castle textures like in the final game, the map uses Crypt textures. The Skaarj face Crypt texture is still used in the final version's Blue base, but the other Crypt textures are gone.

Middle sniper spot
In v222, the middle sniper perch is a simple decoration, not a fleshed out area that the player is meant to access and snipe from. The area behind the pillars is completely absent. It can be accessed via Translocating from the top of the base, but there is no way to hide behind the pillars and no ammo.

The pillars have different textures as well. In v222, they have a metal texture, but use the same texture as the rest of the front in the final game.

Redeemer room
The Redeemer serves only as spawn room that contains a Sniper Rifle and box of Sniper Rifle ammo in v222. There is no teleporter to the inner base, so the only way to access it is via spawning in or clever Translocator use.

Shock Rifle teleporters
There are no teleporters near the Shock Rifle because of the above changes.

Nali staues
There is a statue of a Nali from Unreal on the altars on both sides of the base. The final game removes these statues, but keeps the altars.

Getting to the top of the base
The top of a base is accessed via an elevator in v222. The elevator trip is extremely short (likely due to portal tricks), but is still slower than the teleporter in the final game. Notes from the level's developer state that the elevator was replaced with a teleporter because the elevator confused bots.

Top slope
In v222, the player reaches the very top of the base as soon as they get off the elevator. In the final game, they have to walk up a small slope before reaching the very top.

Top ammo
The Sniper Rifle ammo near the top is arranged differently in v222. In v222, one box is to the left of the Sniper Rifle, while there is a box of ammo next to each of the torches. The final game changes this so that two boxes of ammo are on the back-left corner, while another box is near the right torch.

Top armor
In v222, the Body Armor at the top of the base is directly behind the elevator. In the final game, the Body Armor is in a corner and behind one of the torches.

Damage Amplifier area
The Damage Amplifier area has a Rocket Launcher next to the rocket ammo and no Damage Amplifier in v222. It also contains a spawn point, unlike the final game.

Damage Amplifier
Each team's Damage Amplifier is behind their base in v222. These are moved to the Damage Amplifier area in the final game, presumably so that they serve as a useful secret in each team's base.

Red Team logos
In v222, the walls when the player first enters the base do not have the Red team's logo on them. The final game fixes this.

Blue team logo above Redeemer area
Unlike the final version, there are two Blue team logos above the Redeemer area, like how the Red base has two Red logos above its Redeemer.

Lighting
The lighting in this version of the map is notably darker than it is in the final game. Note that the final game does have the glare that the v222 version of the maps has, but is not shown because of a renderer error.

Red base torches
There are no torches in the Red base in v222, which does have torches in the final game. However, a video taken from an earlier version of the game does have torches in the Red base.

Hidden Red base torch


Strangely, the large torch to the left of the Nali Jesus decoration in the Red base has a torch hidden in it.

Outside base weapons
There are no weapons outside each base in v222.

Space rotation
The skybox rotates faster than it does in the final game.