WAR-SunriseCanyon is a Unreal Warfare industrial themed map for Unreal Tournament 3 released by tarnationsauce2.
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Sunrise Canyon (FINAL) is a UT3 warfare map made with many aspects that should hopefully yield good and balanced matches.
I almost put in a couple StealthBenders but instead hid some deployables throughout the map. Spiders are up by the radar dishes, not eay to get unless you have boots and know how o jump-pad launch with boots and use some air control! ;)
Changelog:
Final:
[list]*Added jump pads to attack enemy base from top (on the rocks).
*Added 1 more manta to each prime node.
*Removed manta from crystal cave.
*Removed back wall of prime rear entry.
*Added vehicle blockers to help prevent vehicles to get on dock in primes.
*Tweaks to bot path network.[/list]RC2a:
[list]*Fixed bot paths to cores.
*Added preview screenshot.[/list]RC2:
[list]*Added Manta at Tank node.
*Cicada moved to center node.
*Removed jump pad from center node to Udamage and Berserk.
*Added warfare team portal at tank node low area.
*Added tank blocker so tank cannot get up on dock by primes.
*Fixed misc missing meshes.
*Fixed a lot of Spider Mine and Shaped Charge "dud" spots.
*Moved AVRIL at bases.
*Lowered max flying height for flying vehicles, and is softer instead rigid blocking.
*Shock Turrets replaced with Laser Turrets (and increased move accel rate).
*Added more dynamic team textures to Tank node.
*Removed glass from windows on Prime nodes.
*Tweaked jump pads in Center node to roof.
*Added teleporter from base to crystal cave.
*Added teleporter down from platform above base main spawn area.
*Added one more entry (window) to Prime.
*Changed Cicadas to Raptors.
*Fixed some player starts facing wrong direction
*Fixed bug behind prime nodes with redeemer not damaging nodes.
*Fixed missing collision to structure in bases (next to Eradicators).
*Lots of tweaks to item placement.
*Much smaller fliesize (reduced to 44.9MB form 60MB!)
*Optimizing - using simpler meshes where appropriate & sharing assets.
*Many performance optimizations, lightmapping and culling.
*Many geometry and collision optimizing.
*Many texture optimizations, shadowing & got rid of a lot of one-time use textures.
*Added some foliage.
*Added large rocks to aid orb runners from base roof, and to provide cover for the open field.[/list]
Thank You:
1XTreme, 3D Buzz, AngelMapper, Azimuth0001, Barr, BeyondUnreal, BubbleDamage, cr4zyb4st4rd, darkelf, Darkn3ss is QnL, DarkSonny07, Dickbird, Epic Games, Epic Games Community, FK_Nero (Snake12), evilmrfrank, Flak, Holesing, Hournces, Littlerme, Mr Evil, PenPen86, p00p_chuter, SkaarjMaster, Solarsys, Stevie’s Corner, The Last Team, TheVoid34, UDN, UnrealPlayground, V3rm0uth.eXe, Waylon-art, Wikkidshit, Willhaven, Wormbo
Extra special thanks to Wikkidshit, Barr, and Dickbird!