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

Textures
The first and most noticeable change is that MetalDream has completely different textures between v222 and the final game. v222's MetalDream uses a lot of a textures from the same package that DM-Oblivion and DM-Fetid use with some of the textures used in Unreal's ISV-Kran for mix things up, including crates with the ISV-Kran's name on it. The final MetalDream makes heavy use of the rusted metal textures used in DM-Conveyor and has stripped all of the ISV-Kran's textures from the map.

Skybox
v222's MetalDream has a blue aurora effect in the skybox, along with some planets and bright stars. The final one removes them, but adds a moving layer of star textures to give the impression that the sky is moving.

Points
The control points are located in completely different locations in this prototype. One point is located at the base of lift 4, the second one is located in the area that's you enter when you ride the elevator at the bottom of lift 3, and the last one is located in the room you appear in when you rise lift 1 to the top. The final's points are located at the bottom of the helipad, underneath the large crane with the Big Keg O' Health on top of it, and the two boxes in a corner near the high tower.

Water
The water is blue and safe to swim in in v222's MetalDream, but is green and will take off health if you jump into it in the final game.

Lighting
V222's MetalDream is much darker than the final's MetalDream.

Coronas
In v222, Red Coronas are scattered throughout the level on objects such as light sources, the helipad, the top of the tall tower, and the tips of the crane on the Boxes section of the top floor. The final game removes all of the coronas.

Bottom
The bottom area is structurally the same as the final's but contains some item placement differences. First, pillar 4's base has a control point on it v222, but has a Pulse Gun in the final game. Pillar 4 has a Rocket Launcher with two rocket ammo pickups in v222, but only a Minigun without ammo in the final game. Lift 1 goes from the second floor to the bottom floor, not the other way around. In addition, lift 1 cannot be summoned from the bottom floor if it is on the second floor in v222.

Underwater
In the final version, there's nothing of interest underwater because the water kills you. However, the v222 version has several goodies, including a path to the second floor that was removed from the final game.

In v222, hopping into the water and going near the large pipe that sticks out from underneath the oil rig shows that is a Big Keg O' Health and an armor vest near the large pipe. The big change here is that the pipe is broken, allowing you to go up it. After going up it for a bit, the player will end up at a point where they have to take a turn. When they reach this area, it is impossible to go back down. Taking the turn and going up when it is reached will have the player end up near where a Shield Belt is located. This shortcut was completely removed from the final game.

Second Floor
The second floor contains far more interesting changes than the bottom floor does.

Control point
If the second floor is reached via lift 3, the first thing that's noticeable is that there’s a control point right next to the elevator. The elevator that leads to the top floor is still there.

Big V
Going past the control point will send the player into the large room with a V-shaped walkway in it, but there are two big differences between v222's and the final's. First, the teleport to the top of the large tower is gone. However, there is a way to the tower that'll be shown off soon. Second, there is a strange, octagon-shaped floor in the center of the room. At first glance, it looks like it does nothing, but if an elevator is used, the game will show a block with the number of the lift that was used. The Flak Cannon and ammo are missing in v222. Finally, the windows at the top of the room are missing in v222.

Pipe room
The room with the pipe in it near the V room has a few differences as well. In v222, there is nothing covering the pipe with the curve on it and no Shield Belt in the room. The reason why is because the pipe in v222 is used as a shortcut from underwater to the second floor. The final game removed it, so a cover was put on the pipe and a Shield Belt was placed on the cover.

The Ripper and ammo have been moved left between v222 and the final game.

Large hallway
The large hallway on the other side of the V room has a lot of colored lighting in v222, making it look like the player is in a disco. The final game greatly dials back the amount of colored lights.

The pair of Jump Boots are not in v222.

Room with Us
The room with the U-shaped objects that use a yellow and black stripe texture is different as well. First, there is a Medkit where the Shock Rifle and Shock Rifle ammo is in the final game.

Removed door
The hall to the left of the U-shaped objects has a large door that uses a texture from the ISV-Kran. This door opens when someone gets close. It was completely removed from the final game.

Minigun room
Past the door is the room with the second floor's Minigun and ammo. The elevator right before the Minigun room is located on the top floor by default in v222. It can only be used if someone is going to go from the top floor to the second floor. The final makes it so that it is used to go from the second to top floors, making it much more useful. The actual Minigun room has no items in it.

Rocket Launcher room
The rocket launcher room is a bit different as well. Instead of having a Rocket Launcher with two ammo pickups on the octagon in the back of the room, there is a control point. The elevator that connects this room with will only go down to the bottom floor instead of going both ways. The elevator that leads to the top floor is also a bit different; instead of sending the player to the area with the Crates control point, it'll send them straight to the top of the tall tower on the top of the oil rig. The player can still hop off the elevator when it's near the Boxes control point area, but it can be tricky because the elevator will keep going up until it reaches the top. One of the walls near the elevator uses a texture from the ISV-Kran.

Top floor
Starting from the elevator located near lift 3, it is obvious that the top floor has undergone several large changes between v222 and the final game.

Under the helipad
The area reached after taking the elevator near lift 3 shows several changes. First, there are no items on the crates. There is neither a octagon-shaped floor nor a Rocket Launcher between the two light pillars. Slightly past the pillars is a Flak Cannon and two ammo pickups for it. The final game has ammo pickups on top of one of the boxes, but no actual Flak Cannon near them. The Medkits are located past the Flak Cannon in v222, but are located to the left of the elevator in the final game. As stated earlier, there is no control point on the area extending out.

Looking to the right of the elevator reveals another huge change in this map; the walkway that connects the Helipad control point, the elevator near the second Floor's Minigun room, and the back of the area that has the Boxes control point is completely missing. There are no spaces for the items located near the walkway either, so the developers had no plan of allowing one to walk around it at this stage in development.

Crane
Going right from where the final's Helipad control point would be is where the final's Crane control point would be. There is no control point in v222. To the right of the huge crane is a Medkit and Thigh Pad. The final game removes these items. Looking to the right of where the control point would be shows that there is no small floor connecting the Boxes and Crane sections of the top floor. The windows looking into the second floor's room with the big V in it are missing as well.

T intersection
The only way to get to the Boxes section on the top floor is via the T-shaped intersection in the center of the top floor. However, even it has some changes. The BioRifle and ammo near the entrance to the Crane are are missing. In the area where the path's intersect is a Damage Amplifier, which does not appear here in the final version of the game. Taking a right where the Damage Amplifier is in v222 shows that the route is blocked off by a railing instead of leading to the tight walkway. Right in front of the railing is a pair of Jump Boots, which do not appear in this spot in the final game. The railing makes sense, as the walkway does not exist in this version. The elevator right before this area has an Armor Vest in front of it in v222, but nothing in the final game.

Boxes
The Boxes area has several differences as well. First off, the stake of creates in front of where the control point is are missing. The items that were on the topmost crate are gone as well. The control point near the two crates in the corner and the light post behind it are missing, but near where the light post would be is a Redeemer. To the right of the crane in the area is a Minigun and two ammo boxes in v222, but two Medkits in the final game.

Tower
The tall tower in the map is a bit difference from the final game. First, the v222 version of the crane can only be accessed via the elevator near the Rocket Launcher room. This also means that there's a huge hole in the center of the tower's top, making it a bit harder to maneuver around in v222's MetalDream. Second, the Redeemer and Invisibility pickups are missing, but the Sniper Rifle is still there. The Sniper Rifle and ammo pickups for it were shifted right between v222 and the final game.

Top
The top of the top floor does not have light posts on it on v222.

Helipad
The Helipad has a Shock Rifle and two ammo pickups for it in v222, but a Damage Amplifier in the final game. This was probably done because getting to the Helipad isn't easy, so the player should get a decent reward for it.