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"Two sides, a huge cave in between, one bridge going from side to side, bridging the gap between two teams, bridging the gap between hope and despair."
- Map description

BR-BridgeOfFate (whose full name is Bridge of Fate) is a map appearing in Unreal Tournament 2004.


Map description Edit

Weapons and pickups Edit

Weapons Edit

Pickups Edit

Tips and tricks Edit

  • This map should never be lightly guarded. Multiple entry points and structures can make it nearly impossible to intercept a fast Ball carrier, especially if he is brimming with defense.
  • As all the three bridges are dangerously narrow, a decent shot from the Shock Rifle at any distance can knock the combatants off them. Crouching can help save your skin, but it is not foolproof.
  • Get the Link Gun, Minigun and Flak Cannon as soon as possible. Use the Translocator to collect them faster.
  • While on dedicated support and maxed out on Adrenaline, use the "Booster" combo, because it is hard to reach the awkwardly placed health packs at the dire moments. Besides, an extra Shield is always handy, especially while fragging in the enemy base.
  • The Flak Cannon can effectively dispose of an enemy Ball carrier in close quarters, especially while on any of the bridges.
  • Each of the bridges connecting the alcoves has a Super Shield pick-up, so check it out often.
  • When you have maxed out Adrenaline while at the enemy base carrying the Ball, execute the Speed combo and run in a zigzag strafing manner to evade any incoming gunfire.

Trivia Edit

  • This map is also used in Capture the Flag gametype, though the structural layout is not exactly identical to one another.

Author's notes Edit

"BR/CTF -BridgeOfFate started with just the flag room. I designed it more for visuals and fun, rather then gameplay, but when I walked around it I started to get a feel for it as a base. I then added the room with the big pillars as a middle area and copied the base over. I kept the entrances to the base small because I turned it into a bombing run map.

In UT2003 you can throw the bomb ahead of yourself and then teleport to the same spot with the translocator without much delay. This made defending a base very hard. With small entrances the defenders have an easier time fighting against this.

Later I added the cave area as the new middle area, to make the map harder and a bit slower paced. The CTF version was modified even more with adding separate rooms on each of the pillar rooms, to make flag running easier. It created more hide and seek gameplay that way.

I was responsible for most of the layout / meshing / lighting and bug fixing."
- Checker's Chapel[1]

Gallery Edit

External links and references Edit

  1. Portfolio Pariah and UnrealTournament 2004 @ Checker's Chapel

See also Edit

Bombing Run maps for Unreal Tournament 2004
BR-AnubisBR-BifrostBR-CanyonBR-ColossusBR-DE-ElecFieldsBR-DisclosureBR-IceFieldsBR-SerenityBR-SkylineBR-SlaughterhouseBR-TwinTombs