Proto:Unreal Tournament/Version 222/Deathmatch Levels/DM-Pyramid

Textures
V222’s DM-Pyramid has several texturing differences compared to its final version.

Floors
First, the floors use a different texture than they do in the final. The v222 texture are small and unevenly-places stones, while the final game uses equal-sized tiles.

Weapon floor
The floor underneath the guns is different as well. V222 uses a mural of ‘’Unreal’’’s Na Pali heaven being lifted to the sky, while the final game uses a vaguely rose-shaped pattern.

Roof
The roof of each floor uses a square-shaped design, while the final game uses a four-pointed star design.

Tube sides
The physical sides of the tube in the center use the same texture that the roof uses in v222. The final game changes it to a marble texture.

Lighting
The level is darker than it is in the final game.

Ripper
The Ripper is a Sniper Rifle.

Flak Cannon and Pulse Gun ammo
This version of DM-Pyramid uses a strange ammo layout for the Flak Cannon and Pulse Gun, which are on the same floor. Instead of the ammo being right next to the weapon, like in the final game, the ammo is placed on the far corners of each side of the floor they’re on. For example, the left Flak Cannon ammo box is placed on the upper-left corner on the side of the floor they’re on. This strange layout is completely removed in the final game.

Shock Rifle and Ripper/Sniper Rifle ammo
The floor with the Shock Rifle and Ripper/Sniper Rifle use a different ammo setup as well. First, there is only one ammo pickup available for each weapon instead of two. Second, the single ammo pickup is on a corner behind the weapon, not next to it.

UDamage
In v222, the UDamage is placed on a part of the top floor of the level. There is a Big Keg O’ Health where the UDamage should be.

Body Armor
The Body Armor’s side is facing the player, not its front.

UDamage coronoas
The cornoas near where the UDamage is in the final game are much closer to each other in v222 than they are in the final game.

Invisibility
In this build, there is an Invisibility and lights leading the player to it underneath the pyramid. The final game has an invisible block where the Invisibility and its lights should be; most likely an error on the level designer’s part.