This is a sub-page of Proto:Unreal Tournament (PC, 1999)/Version 222/Capture the Flag Levels.
Rock Textures#
The v222 version of CTF-Eternalcave uses different textures for the rock walls and ground floor.
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Red Flag Area#
The area the Red flag is at is quite different in v222. The v222 version of it goes up and has support beams extending up, while the final one goes down and has the beams extending to the side.
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Red Base Sky#
V222 lacks a single tree model near one of the openings to the sky in the Red base that the final version has. Unfortunately, adding the tree caused a Hall of Mirrors bug to appear near the tree. However, the bug is impossible to see in normal gameplay.
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Red Ripper#
In v222, the Ripper and Ripper ammo in the Red base are to the left of the left exit. The final game moves them to the left of the right exit.
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Added Torch#
A single torch was added to the right exit in the Red base and the left exit in the Blue base to make things easier to see while going through the exit to the lower path.
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BioRifles#
The BioRifles in each team's base has no ammo near them in v222. In addition, the BioRifle in the Red base was moved right between v222 and the final game.
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Upper Central Room#
The upper central room that players enter from the left path in the Red base and the right path in the Blue base has lots of item differences.
Removed Items#
In v222, the upper central room has a box of Pulse Cell and Flak Cannon ammo near the pillar that leads to the Red base, while the pillar near the Blue base has a Pulse Cell and a Flak Cannon ammo box. All of these were removed from the final game.
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Removed Pulse Rifle#
In the center of the upper central room is a Pulse Rifle. The final game gets rid of it and puts nothing in its place.
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Left and Right Items#
The items near the center of the upper central room are different. The left nook has Body Armor in v222 and two boxes of Minigun ammo in the final game, while the right nook has a Big Keg O' Health in v222 and a Minigun in the final game.
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Shield Belt#
The Shield Belt opposite the entrance to the Red base rotates in v222.
Blue Ripper Room#
The Ripper room near the Blue base has a Minigun and box of Minigun ammo in v222.
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Base Side Rooms#
The side rooms that connect to the main base via a beam do not have Thigh Pads in them in v222, like they do in the final game. In addition, the Shock Rifles in them are placed in different locations compared to the final game.
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Removed Shock Rifle#
In the Blue base, there is a Shock Rifle behind a small mound near the left exit. This Shock Rifle was removed from the final game.
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Lower Path#
The lower path reached from the right exit in the Red base and the left exit in the Blue base has different items compared to the final game. All of these changes apply to the Red and Blue rooms in the lower path.
Weapons#
The weapons placement is noticeably different. The team colored torch has a Rocket Launcher behind it, but the team-colored torch has no weapon behind it in the final game. There is a Flak Cannon behind the neutral-colored torch, which is where the Rocket Launcher is in the final game.
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Removed Ammo#
In v222, there is a box of Flak Cannon ammo to the right of the path that connects the two bases. This was removed in the final game.
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Ammo Near Rocket Launcher#
V222 has a box of BioRifle ammo near where the final's Rocket Launcher is on the red side of the lower path. The final game removes it for some reason.
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Pulse Gun Ammo#
In v222, near the Red base side room is a single Pulse Gun ammo box. The final game removes it.
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Ambient Sounds#
V222 has ambient animal sounds from Unreal play in the main part of each base. The final game removes these sounds.