Please download the UOF-LP Map Pack!

General Information:

Name: Animus
Game type: Deathmatch / Team Deathmatch
Players: 8 – 12
Requirements: UT3 + Patch 2.1 + Titan Pack

Cr4zyb4st4rd for a trimming texture.
UOF Crew for testing.

Background story:

Opening you eyes between the large pillars, you found yourself awoken in the temple of Animus. A once sacred temple in which the Axon recruits begin there quest for dominance. The temple also served the purpose of the storage of gold. Now, with most foliage and nature being dried out and destroyed and the temple remaining in sand, gold still lures in the temple to be found. But beware, Animus has opened its doors to welcome the gold seekers that would want to buy their way into the tournament.

Click to view full Image! Click to view full Image!
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Extract the archive into:

“My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps” directory. If this folder is not currently on your system, you can safely create it.

The archive contains :


Some moving sand walls, furtheron just a nice mix of warm colors and alot of atmosphere. No special kismet sequences or whatever.
Map contains 100 Armor and a UDamage which is reachable through a walljump.

About Animus:

Animus started off as a basic Deathmatch setting  set inside a hot desert environment.  My goal was to create a realistic stone temple which lots of  ambience to make the map believable, but also make the flow more open  but without enough cover to create a face to face setting.

The first idea was to do something with sand. So I created a big  desert landscape around this fresh but old looking stone temple. To make the sand idea more original, The idea popped up to create 2 big sand  looking waterfalls. One serving as a decorative purpose in one of the side rooms, and another in the middle of the map, in which the player could actually jump through that waterwall and reach the middle section where the 100 armor resides.

This other pictures shows the other side of this waterfall. On which the player can jump through. To boost believability in this setting, I have used PostProcessing to blur the players vision like would occur in real life if you were to be standing underneath a Sand waterfall.

 For the lightning and ambience, there is a big orange Skydome which  would represent an afternoon setting, which a sort of orange like  sunlight emitting on the map. The contrasted colors are 2 prime colors. Lightblue, a counterbalanced  colder color, and Orange, to contrast the whole setting even more. The map is darkened out with PostProcessing and a slight fog, which would blur vision just slightly in a desert environment. Last but not least is the addition of some fire. This to really boost  the idea of being inside the structure of a temple, and breaking the big stones abit apart.


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