the cutting room mirror

AS-Mazon

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This is a sub-page of Proto:Unreal Tournament (PC, 1999)/Version 222/Assault Levels.

Time of Day#

In v222, AS-Mazon takes place at night. Because of this, the map is much darker than it is in the final game and has more torches for light.

The mountains in the skybox have a red tint as well, which was removed in the final game.

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Center of the Base#

The center of the base is extremely different in v222. Instead of a walkway that connects the lower and center levels of the base, there are four large pillars in the center of a diamond shape with multiple layers that extends from the center of the room to where the Rocket Launcher is. These pillars go from the bottom floor to near the roof and curve when they get close to the roof. There are four pillars on each corner of the center floor that have a purple torch in each of them.

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Body Armor#

The platform with Body Armor is an elevator that connects the lower and center floors. The idea seems to be that the player should use the elevator to reach the center floor, but the rails the elevator uses are straight enough that one can walk to the center floor with no problems.

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Wall Near Front Door Switch#

The wall near the entrances to the front door switch is much more detailed in v222. Next to each entrance is a small room with a torch in the middle of it. The center of the wall has a Skaarj logo and the walls next to the logo are curved. The torches can be seen from both the main room and the hallway with the front door switch.

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Top Floor#

The squares next to the catapults have a circular hole in v222. The player cannot jump into the one on the left, but if the player hops into them, they'll see that it leads to the torches on the wall opposite of the front switch hall, but they'll land on an invisible wall before touching the torches. The only way to escape is to commit suicide. This was likely removed when the torches were removed.

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Front Door Switch#

The front door switch and the hallway it is in are different. In v222, the switch is a wooden lever instead of a mechanical switch. In addition, there is a red team logo above the switch. The logo was removed in the final game and replaced with the same metal texture the rest of the hallway uses.

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Crystal Room Door Switch#

In v222, the switch that opens the way to the crystal room is a wooden lever, like the one used for the front door switch. The final game changes it into the mechanical switch that the final's front door switch uses.

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Center Floor Crystal Room Doors#

There are no doors that block the way to the upper part of the crystal room in v222. The switch only opens the door on the bottom floor.

In addition, there is no light source in front of the center doors in v222.

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Center Floor Rim#

The center floor lacks the rim it has in the final game.

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Roof Texture#

The roof on each floor of the base uses a detailed metal square texture in v222. The final game uses a much less detailed, vaguely metal, texture.

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Top Beams#

There are no beams at the top of the opening on the base's roof in v222.

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Light Fixture Texture#

A light fixture near the right door on the center floor appears to have a bugged texture in v222. The final game fixes this.

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Crystal#

The final objective appears to be bugged in v222. The crystal is not the objective that needs to be destroyed. Instead, the actual objective is a blue flag (like the ones used in CTF-LavaGiant) that's slightly above the center of the crystal. The crystal can only be destroyed by using explosive weapons on it.

After the crystal is destroyed, the supports on the side will be playing a beeping noise, like the counterweights do when damaged. The only way to “destroy” the flag is to lock onto it using the Rocket Launcher and hope the rockets hit the flag just right so that they damage the flag. After taking enough damage, the attacking team will be declared the winner.

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Turrets#

The right turret shoots a stream of Flak Cannon grenades in v222. The grenades have fairly short range and do not spew chunks after exploding. The final game replaces it with another fireball-shooting turret.

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Outside Torch#

There is a large torch opposite the base's front in v222 to provide some illumination. It was removed for the final game, likely because there's no need for light sources when it's day time.

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Bridge Bug#

The bridge in front of the base has a large BSP hole close to the doorway that kills anyone that goes through it. This was fixed in the final game.

Attack Spawn Weapons#

The attackers spawn only has a Redeemer and a Shock Rifle at the bottom of the slope that connects spawn with the front of the base. This makes attacking way harder, as the team has no good weapons to counter the Rocket Launchers and Flak Cannon the defenders can get.

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Attacker Spawn Ship#

There is an invisible block near the side of the ship in the attacker's spawn area. It was removed from the final game.

Left Counterweight#

The left counterweight has an invisible block in front of it that makes it extremely difficult to damage the coutnerweight. It seems that only explosives can actually damage it, and only if they hit a particular part of the counterweight. The invisible block is likely an error related to how the “destroy” counterweight” event was scripted.

Missing Weapons#

The Flak Cannon and Ripper on the center floor, along with the Minigun the defenders can access when defending the counterweights and the BioRifle on the center floor, do not exist in this version of the game. This greatly limits the weapons the defenders can use.

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Removed Shock Rifle Ammo#

In v222, there is a box of Shock Rifle ammo on the left side of the tower in the counterweight room. It was removed in the final game.

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Bottom Rocket Launcher#

The Rocket Launcher ammo on the bottom of the floor is much closer to the Rocket Launcher in v222.

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Completed Objective Messages#

Each objective uses the "Assault Objective has been destroyed!" (sic) placeholder message when an objective is completed.