Proto:Unreal Tournament/Version 222/Domination Levels/DOM-Leadworks

Tower control point
The area the Tower control point is in has several major differences in v222.

Entrances
There is only one way to enter the area containing the Tower control point in v222. In addition, the beams to the left and the right of the entrance are lighter in v222 than they are in the final game.

Tower bridge
The bridge connecting the outer room to the Tower control point room has two curricular objects on the rim end of the bridge. These were removed in the final game.

Tower control point room
In v222, there is no circular floor around the control point. The entire area around the control point is a grate.

The items in the Tower control point have been moved around a bit in v222. In v222, the left and right sides of the room have Minigun ammo, while the back has a Minigun. The two Medkits are at the lower left and right corners. The final game moves all of the Minigun-related items to the left side of the room, while the Medkits are moved to the right side.

Vents
There are no hidden items behind the vent grates in v222.

MIA Pulse Guns
The v222 version of DOM-Leadworks does not have any Pulse Guns nor Pulse Gun ammo.

U rooms
The U-shaped rooms near the Tower control point use a different and less detailed wall texture in v222. In v222, the lights do not have visible rays coming out of them, like they do in the final game.

Floors
Several of the floors in DOM-Leadworks have different textures in v222.

Storage control point
The floor near the storage control point uses a tile texture in v222. IT waps it for greyish concrete floor in the final game.

Bridge control point
The Bridge control point also uses the tile texture that the Storage control point uses in v222. It uses the same floor texture that the Storage control point uses in the final game.

U-rooms
The U-shaped rooms use the tile texture for their floors as well, but swaps it for the same texture the Storage control point uses in the final game. Don't you get the feeling that the map designer really, really liked this texture at one point?

Rocket Launcher area
The huge area containing the Rocket Launcher, Ripper, and Pulse Gun uses a grey and futuristic-looking concrete texture in v222. The final game changes it the same damn floor texture sued in the Storage and Bridge control points.

Lava
The lava in DOM-Leadworks has undergone some notable changes between v222 and the final game.

Storage lava
The Lava in the Storage control point room uses a different texture compared to the rest of the lava in the v222 and final versions of the level. This lava texture is from Unreal an is likely a leftover from an earlier stage in development where the level designer used the the Unreal lava texture for all the lava.

Tower lava
The lava in the area containing the Tower control point bubbles like the rest of the lava in the level. The final version makes it move around without bubbling, which is the only pool of lava that does this.

Missing Minigun
The Minigun in the u-shaped room with the Rocket Launcher is missing in v222.

Ripper
The room containing the Ripper and ammo for it in v222 contains Shock Rifle ammo instead. Strangely, there is no Shock Rifle where the Ripper is in the final game.

Bridge control point lighting
The area the Bridge control point is on is dark in v222, but was brightened up in the final game.

Bridge ammo
The Bridge area has a little bit more ammo in v222 than in the final game. The side of the Bridge area that leads to the four-way crossroad has a box of rockets and Flak Cannon shells on each side of it. The final game cut this down by removing the rocket ammo on the left side and the flak cannon ammo on the right side.

Storage Flak ammo
The Flak ammo in the storage rooms are right next to pillars in v222. The final game moves them away from the pillars a bit and changes their direction so that they're facing vertically, not horizontally.