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

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This is a sub-page of Proto:Unreal Tournament/Version 222/Capture the Flag Levels.

Base Textures

The textures used in each team's base are quite different in v222. The walls that use the team-colored line in the final game use a futuristic brick texture in v222. V222 uses a yellow and black stripe texture that is replaced with a red/blue (depending on the team) and black stripe texture in the final game.

Prototype Final
Unrealtournament222nivenredtexture1.png Unrealtournamentfinalnivenredtexture1.png
Prototype Final
Unrealtournament222nivenredtexture2.png Unrealtournamentfinalnivenredtexture2.png
Prototype Final
Unrealtournament222nivenredtexture3.png Unrealtournamentfinalnivenredtexture3.png
Prototype Final
Unrealtournament222nivenredtexture4.png Unrealtournamentfinalnivenredtexture4.png
Prototype Final
Unrealtournament222nivenbluetexture1.png Unrealtournamentfinalnivenbluetexture1.png
Prototype Final
Unrealtournament222nivenbluetexture2.png Unrealtournamentfinalnivenbluetexture2.png
Prototype Final
Unrealtournament222nivenbluetexture3.png Unrealtournamentfinalnivenbluetexture3.png
Prototype Final
Unrealtournament222nivenbluetexture4.png Unrealtournamentfinalnivenbluetexture4.png
Prototype Final
Unrealtournament222nivenrockettex.png Unrealtournamentfinalnivenrockettex.png

Flag Rooms

Both team's flag rooms are different. Instead of having one side-room on the left and one on the right, the right side room is near opposite of where players enter the flag room, while the left side room is a little bit to the left of the first side room. The rooms are also much darker in v222 and have a lot more emphasis on team-colored lights. The weapons in each room are the same as the final's.

Prototype Final
Unrealtournament222nivenredflag.png Unrealtournamentfinalnivenredflag.png
Prototype Final
Unrealtournament222nivenblueflag.png Unrealtournamentfinalnivenblueflag.png

Flag Room Weapons

The Ripper in the Red base clips through the floor in v222. The final game moves it so that it's properly floating above the floor.

The Minigun in the Blue base will clip through the wall while it's rotating because it is placed too close to the wall. In the final game, the Minigun is moved away from the wall so it won't clip through it while it is rotating.

Prototype Final
Unrealtournament222nivenredripper.png Unrealtournamentfinalnivenredripper.png
Prototype Final
Unrealtournament222nivenblueminigun.png Unrealtournamentfinalnivenblueminigun.png

Water Area Textures

The underwater section uses different textures as well. The water is green instead of a nice-looking blue, like it is in the final game. The walls of the underwater section are a lot grimier and run down in v222, suggesting that the level designer wanted the pool to look like it was holding something like sludge instead of water at this point in development.

Prototype Final
Unrealtournament222nivenwater.png Unrealtournamentfinalnivenwater.png
Prototype Final
Unrealtournament222nivenunderwater.png Unrealtournamentfinalnivenunderwater.png

Flag Room Bug

The light on the stand the flag rests on is bugged in v222. Some parts of the light animation will show a Hall of Mirrors effect. This is fixed in the final game.

Prototype Final
Unrealtournament222nivenflagbasebug.png Unrealtournamentfinalnivenflagbasebug.png

Underwater Medkits

There are no Medkits in v222's version of the underwater area.

Prototype Final
Unrealtournament222nivenemptycorner.png Unrealtournamentfinalnivenemptycorner.png
Prototype Final
Unrealtournament222nivensludgecorner.png Unrealtournamentfinalnivensludgecorner.png

Pipes

The underwater section lacks the pipes seen in the final version.

Prototype Final
Unrealtournament222nivenpipe.png Unrealtournamentfinalnivenpipe.png