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

Flag room
The Flag room for both teams is different in v222. The most noticeable difference is that there is a huge forcefield surrounding the platform with the flag. However, the forcefield does nothing. There are no windows, making the flag room a bit more boring than the final version. The walls use a completely different texture that is not team-colored (like the final's are). Finally, the water underneath the flag platform is not lethal. Most of these changes seem to be to make the flag room more visually interesting, but also makes the water lethal so that making a mistake when grabbing the flag is even more painful.

Translocator module
In the red base, there is a Translocator disk next to the Body Armor. Picking up the disk will break the Translocator. If the Translocator is taken out after grabbing the disk or it is out when picking up the disk, the player will be unable to switch to another weapon and the Translocator will not appear, leaving the player unable to attack.

This disk suggests that, at one point, the developers might've intended for you to pick up the Translocator in a level instead of spawning with it.

This disk in not in the Blue base.

Raining on the upper floor
There are no rain drop effects on the glass ceiling in that room with the Shield Belt and BioRifle in v222.

Bases
The bases do not have team-colored textures in v222.

Upper path signs
V222's upper path has no signs showing what team base the player is heading to.

Removed Damage Amplifier
The small path that connects the Red and Blue sides of the map in the center of the map has a Damage Amplifier hidden in a nook in v222. Based on it's positioning, it seems it was probably meant to be an Energy Amplifier from Unreal at one point, as Unreal maps played in Unreal Tournament have the Damage Amplifier in a similar position where an Energy Amplifier would be.

Lower elevator
The ammo and weapons near the lower part of the elevators in each teams' base are arreanged differently. In v222, the Pulse Gun is placed on the right side of the formation instead of the center, while the Ripper ammo boxes are are near a wall, not next to the Ripper. The Pulse Gun and Pulse Gun ammo also clip through the wall and the Pulse Gun does not rotate.

Base Rocket Launcher
The Rocket Launcher and ammo in each team's base are spread far apart in v222. The ammo boxes are near two corners, while the actual Rocket Launcher is partially clipping through a wall that divides the two paths into the flag room. The final game places the Rocket Launcher in the center of the room and puts the ammo much closer to the Rocket Launcher.

Sniper Rifle and ammo
V222's arrangement of the Sniper Rifle and Sniper Rifle ammo on the upper floor of each team's base has it so that the Sniper Rifle is on the left side of the room, while the ammo is on the right side. In the final game, the Sniper and Sniper ammo are both on the left side of the room.

Upper items
There is no Thigh Pads in the Red base and Damage Amplifier in the Blue base in v222.

Miniguns
The Miniguns and Minigun ammo in the center of the level are placed near a wall in v222. They're moved to the center of the room in the final game, presumably to make them easier to pick up.

BioRifle ammo
The BioRifle ammo is much closer together in v222 compared to the final game.