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

Center Control Point
The Center control point is in a completely different location in v222. Instead of being in the small room with the glass, the control point is on the center engine in the large room with ramps and engines.

Texturing
Several parts of v222's Dom-Ghardhen use different textures compared to the final game.

Weapon vault hallways
The hallways containing the weapon vaults use metal walls from Unreal's mine texture set, while the floor uses a brown concrete floor. The final game changes this to a brick wall with a metal floor.

Center control point room
In v222, the room that contains the Center control point in the final game uses the same metal wall texture that the weapon vault hallways do and a metal floor. The final game uses the same brick wall used on the weapon vault hallways, but uses a grey concrete tile for the floor texture.

Upper engine room
The engine room uses a metal wall texture from Unreal's mine textures with a metal tile with nine rivets in the center for the floor. The final swaps the metal floor for a metal tile that is much larger and detailed, is grey, and has 16 rivets in it.

Lighting
In general, the v222 version of Gharden is darker than the final version.

Weapon Vaults
The vaults containing the Flak Cannon and the Rocket Launcher have a completely different door in v222. The v222 version uses an indented wall that uses the same texture the rest of the walls in the area use, while the final version uses a special vault door texture. In the final game, some of the top part of the vault's facade has been changed so that it fits the shape of the vault door.

Doors
The v222 version of the huge doors that lead to the engine room are very different from the ones in the final game. The v222 doors use a metal door texture from Unreal's mine texture set and are a lot larger than the final doors. The final game shrinks the doors and gives them a unique texture. However, the v222 doors have textures around the door frame that were replaced with the brick texture used in the rest of the hall.

Engine room
The walkways that lead to the doors on the left and right side of the engine room do not exist in v222.

Small engine room cracks
The small cracks between the engines in the engine room have no lights in them in v222.

Bottom control point
In v222, a Skaarj logo is in the center of the raised floor the Bottom control point is on. The final game removes the texture, but still keeps the Skaarj logo shape.

The actual control point is noticeably on the left of the raised floor in v222. The final game puts it in the center of the raised floor.

Pulse Gun ammo
The Pulse Gun ammo in v222 is embedded into the ground. The final game fixes this.

Bottom control point ammo
The v222 take on the room containing the bottom control point has two extra Flak Cannon ammo boxes not seen in the final game. They are on the other side of the ammo boxes that do appear in the final game.

In addition, the ammo boxes that were kept for the final game face a different direction and are very slightly embedded into the ground.

Jump boots
V222 lacks the jump boots on the path at the Bottom control point that leads to the Flak Cannon vault.

Biorifle
The Biorifle near the top of the level floats farther above the ground than the final version does.

Top control point room
The v222 Top control point room has no Medkits, like it does in the final game.

Control point names
All of the control points are named "Position" in v222. Looks like the level designer didn't get around to giving the points actual names in this build.