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Monday, March 15, 2004
Since UT2004 is being released today, I can now share this news...
 
Most of you know that Epic Games purchased my Deck17 map, but they also purchased my Face2003 map. Both will be included in the retail version of Unreal Tournament 2004. Hop in your car, ask mom to drive you, whatever... go to the store now and get it. LOL.


 

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Thursday, March 11, 2004
My third son, Brandon Scott Tapawan was born today (3-11-04) at 8:30am!
 
Beautiful baby boy.




 

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Saturday, February 21, 2004
Photos from the Unveiling of my DM-CartwrightHall[FuT] Map at The Gibfest/Boozefest Meet at Cartwright Hall Art Gallery, Lister Park, Bradford. (Friday the 13th, 2004)
 
I added some photos to my website that people took of that great event. I really wish I could have been there in person. (Many thanks to Steve Manthorp and the nice folks at http://www.tehforum.net/ for posting these photos.)

Photos of the Event | Related News: 1
 

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Saturday, February 14, 2004
Happy Valentine's Day and Quick News...
 
Sorry for the very quick news. I finished celebrating Valentine's Day with my wife and I'm just way tired.

First news bit - I won the PC Format Magazine contest with DM-CartwrightHall[FuT]. Yay! Download mirrors are below. I'm waiting for my prize computer. Should be on my desk within a couple of weeks I hope.
 

Click for more screenshots and info!

Download Mirrors:
DM-CartwrightHall[FuT]
at FilePlanet
DM-CartwrightHall[FuT]
at UnrealPlayground
DM-CartwrightHall[FuT] at utworld.info
DM-CartwrightHall[FuT] at FasterFiles
DM-CartwrightHall[FuT] at UT2003HQ.com
DM-CartwrightHall[FuT] at FineWolf's HQ

Second bit of news - Most of you know that Epic purchased my DM-Deck17[FuT] map for use in Unreal Tournament 2004. I worked with Cliff Bleszinski (lead designer for Epic Games) to make some changes before submitting it to Epic, and there are even more changes that they did after that, so don't expect it to be the same -- expect it to be better. Also, if you download the UT2004 beta/demo, you'll see a .pdf document of the UT2004 Users Manual. You'll see me listed in the credits. That's really all the information I can give at this point (more later when it's appropriate). So that's all I'll say. Cool though, yeah?
 

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Monday, January 5, 2004
DM-CartwrightHall[FuT] - It's complete, but I can't release yet...
 
Something I've been working on. Started around mid November.


 

Click for more screenshots and info!

It's my map submission for the PCFormat Magazine "Design a UT2003 level and win a PC" Contest.

I'm waiting for the competition results before I release the map to the public.

Wish me luck ;)
 

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Sunday, January 4, 2004
I'm back...
 
Sorry for the lack of updates once again, folks. I've been busy with the holidays and other stuff.

I hope everyone had a great time during the holidays and I wish everyone a healthy and prosperous New Year!

BTW, I added some forums to the site: ::Custom UT2K3 maps by Teddie:: (Thanks to my friend XyZer)
 

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Saturday, October 25, 2003
Hi, folks!
 
Teddie "teddabod" Tapawan Sorry for the lack of updates the past few months.

Some of you in the UT2k3 community know that my wife is pregnant and due in April (that makes 3 kids for this mapper).

Because of the pregnancy, I've been focusing more on her and family stuff, so I haven't really been mapping.

BUT, for recent reasons (very good/excellent reasons) I've had to start mapping again, a little. So you can expect some of the projects that I've been working on to come out of the woodwork.

Send me an email and say "hi!" for the hell of it.

Okay, hey, bye.

P.S. Go play that "Call of Duty" demo. OMG!
 

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Tuesday, July 15, 2003
FO-TDM-Aztec[FuT] - Created specifically for the FACEOFF MOD!

As requested by nice folks in the UT2k3 community like 027, etc.

I made some changes to DM-Aztec[FuT] to make it work better with the FACEOFF Total Conversion. The Faceoff MOD can be downloaded here:

Main Download Location:
FO-TDM-Aztec[FuT] at FilePlanet

Download Mirrors:
FO-TDM-Aztec[FuT] at FasterFiles.com
FO-TDM-Aztec[FuT] at unreality.dk

Download Location for the FACEOFF MOD:
Faceoff_Alpha10_UMOD.exe
and 1.2 Patch at ut2003hq.com


CREDITS:
Remake UT2003 Mapper (FO-TDM-Aztec[FuT]): Teddie Tapawan of www.funrealtournament2003.com.
Original Half-Life/CS Mapper (de-aztec): Chris Auty of counter-strike.net.
FACEOFF TC Author : Michael "Hegi" Hegemann of faceoffgame.de.
 

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Monday, June 16, 2003
DM-Peak2003[FuT] receives 0wnage!!!

Click here for more screenshots and info!Cliff "CliffyB" Bleszinski, lead designer for Epic Games, and co-creator of the Unreal series, has given my map, DM-Peak2003[FuT] 0wnage today. Thanks to Cliffy for taking the time to check it out.

Cliffy said:

"
Yes, the original gimmick map returns.

Yes, I said no redux maps would make 0wnage.

Sorry. I couldn't help it here. It has been a dry few weeks and then this fun little gem lights up my in-box...what's a guy to do?

Some people like the tight, fall to your death insanity that is PEAK. Others hate it. Regardless of what you think of the map you can't argue the fact the map has atmosphere.

See, it's all about the little things. The wind chimes. The individual wooden boards on the walkways. The audio. The "Book of Nali..." I love this stuff and it is worth checking out, just for that."

Read more: http://www.planetunreal.com/cliffyb/
 

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Monday, June 16, 2003
DM-Peak2003[FuT] is finally here!!!

The Peak Monastery -- Yet another holy landmark desecrated in the name of sport.

Click here for more screenshots and info!

Click here for more screenshots and info!

Main Download Location:
DM-Peak2003[FuT] at FilePlanet

Download Mirrors:
DM-Peak2003[FuT]
at FasterFiles.com
DM-Peak2003[FuT] at pcgamemods.com
DM-Peak2003[FuT] at mapraider.com
DM-Peak2003[FuT] at ut2003-universe.ngz-network.de

CREDITS:
Remake UT2003 Mapper (DM-Peak2003[FuT]): Teddie Tapawan of www.funrealtournament2003.com.
Original UT1 Mapper (DM-Peak): Juan Pancho "XceptOne" Eekels

Music
: DM-Peak's original UT1 music "Razorback" (composed by Peter Hajba) was used for this map. Mix phattened slightly by Teddie Tapawan (a.k.a. Smart Apple - http://mp3.com/smartapple).

THANKS:
Thanks to Juan Pancho "XceptOne" Eekels the creator (original author) of DM-Peak of UT1. Thanks to Miles Asvachin (a.k.a. Mr. Evil) for the "Boots of Jumping". (http://come.to/MrEvil) Very special thanks to the private BETA1, BETA2, and release candidate (RC1) testers. I really couldn't have done this much without you. Listed below in no particular order: BesigedB, Capt_13M, Lio Convoy, DirtyBob, Wolv34ine, fuegerstef, CTFX1, Loosecontroll6, O27, Ejen34, xc3pt, Zimeon, UTroll, Virax, SealClubber, defalc, Radeon285, Devastation 8 (If I forgot to mention anyone please let me know so I can update the  readme file.) Thanks to my wife and son for beta testing the map with me across our LAN and for putting up with the rest of my crap. Thanks to BesigedB for hosting the beta and release candidate files for private download.

NOTICE:
DO NOT modify this map or its associated files in any way.
 

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Sunday, April 13, 2003
DOM-Aztec[FuT]rev1 - DOUBLE DOMINATION!!!

REVISION 1 of the FINAL version is now available!!!

I created this Double Domination version from the remake I did of my son's favorite Counter-Strike map (de-aztec). This is the FINAL version! Please note that this is REVISION 1 of the FINAL VERSION.

Click here for more screenshots and info!

Click for more screenshots and info!

Main Download Location:
Waiting on fileplanet...

Download Mirrors:
DOM-Aztec[FuT]rev1
at UnrealPlayground
DOM-Aztec[FuT]rev1 at ut2003-universe.de
DOM-Aztec[FuT]rev1 at ut2003-universe.ngz-network.de

* Webmasters, if you are hosting a beta version or a prior final of this map, please delete it and replace it with this final version (REVISION 1). If you're mirroring the file, please contact me so I can add you to this mirrors list.

VERSION HISTORY:
1.0 (REVISION 1)

  • Released 04/13/2003
  • Modified LOD of all meshes.
  • Created small full alpha texture to fix strange looking sides of the rope-weave on the bridge.
  • Better compression on many of my custom textures.
  • Smaller overall filesize due to the above change and other small changes.
  • Turned all terrain polys that cannot be seen invisible so they won't be rendered.
  • Fixed the patch of light on the wall in one of the dark rooms (if you know what I mean). Using a projector now. Regular sunlight against the wall was not cutting the mustard.
  • Turned the zone lighting down to 20 in the C-spawn double-door corridors.
  • Changed the light hue of the electrical overhead lights to a closer match of  the original CS lights.
  • Changed the corona skin of the electrical overhead lights due to the above change.
  • Created a better wood texture for all double-doors.
  • Setup the teepee-oriented wooden slats for the non-usable double-doors as it is in CS.
  • Fixed some weaponbase placements that were hovering (just a few units).
  • Tweaked some pathnoding and jumpspots.
  • Tweaked some sections of the assault paths.
  • Now using pickup bases for all amp and health.
  • Added additional playerstarts within the red and blue spawn areas.
  • Used a better level of light-rebuild.
  • Reduced the fluid grid size for optimization purposes. It had a lot of unseen overhang/uneeded polys.
  • Made thousands of polys in the terrain of the skybox invisible to keep them from rendering.
  • Added some additional antiportals. Removed some non-functioning ones.
  • Slightly increased the collision radius of the assault ammo in the crate by the blue spawn area.
  • Changed the scrolly description and screenshots to reflect revision change.
  • Changed filenames and this README text to reflect revision change.

1.0

  • Released 11/26/2002

CREDITS:
Remake UT2003 Mapper (DOM-Aztec[FuT]rev1): Teddie Tapawan of www.funrealtournament2003.com.
Original Half-Life/CS Mapper (de-aztec): Chris Auty of counter-strike.net.
 

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Wednesday, April 9, 2003
DM-Aztec[FuT]rev3

REVISION 3 of the FINAL version is now available!!!

This is a remake I did of my son's favorite Counter-Strike map (de-aztec). This is the FINAL version! Please note that this is REVISION 3... REVISION 3... REVISION 3... did I mention that this is REVISION 3.

Click here for more screenshots and info!

Click for more screenshots and info!

Main Download Location:
Waiting on fileplanet...

Download Mirrors:
DM-Aztec[FuT]rev3
at UnrealPlayground
DM-Aztec[FuT]rev3 at pcgamemods.com
DM-Aztec[FuT]rev3 at ut2003-universe.ngz-network.de

* Webmasters, if you are hosting a beta version or a prior final of this map, please delete it and replace it with this final version (REVISION 3). If you're mirroring the file, please contact me so I can add you to this mirrors list.

VERSION HISTORY:
1.0 (REVISION 3)

  • Released 04/09/2003
  • Modified LOD of all meshes.
  • Fixed rope bridge BSP error.
  • Better compression on many of my custom textures.
  • Smaller overall filesize due to the above change and other small changes.
  • Turned all terrain polys that cannot be seen invisible so they won't be rendered.
  • Fixed the patch of light on the wall in one of the dark rooms (if you know what I mean). Using a projector now. Regular sunlight against the wall was not cutting the mustard.
  • Turned the zone lighting down to 20 in the C-spawn double-door corridors.
  • Changed the light hue of the electrical overhead lights to a closer match of  the original CS lights.
  • Changed the corona skin of the electrical overhead lights due to the above change.
  • Created a better wood texture for all double-doors.
  • Setup the teepee-oriented wooden slats for the non-usable double-doors as it is in CS.
  • Fixed some weaponbase placements that were hovering (just a few units).
  • Added some additional antiportals. Removed some non-functioning ones.
  • Reduced the fluid grid size for optimization purposes. It had a lot of unseen overhang/unneeded polys.
  • Now using pickup bases for all amp and health.
  • Used a better level of light-rebuild.
  • Made thousands of polys in the terrain of the skybox invisible to keep them from rendering.
  • Changed the scrolly description and screenshots to reflect revision change.
  • Changed filenames and this README text to reflect revision change.

1.0 (REVISION 2)

  • Released 11/26/2002
  • Fixed problems with bot pathing. Specifically with translocator destinations.
  • Bots will now go for the Ion Painter. (Although I don't think they know how to use it.)
  • Fixed the location tags that were incorrectly named. (This is for locating team members in TDM mode.)
  • Changed some of the textures back to LOD 0.
  • Changed the preview pics to indicate revision change.
  • Renamed all files to indicate revision change.
  • Updated this README file.

1.0 (REVISION 1)

  • Released 11/04/2002
  • Found a bsp error around some stairs. Fixed with blocking volume.
  • Changed the preview pics to indicate revision change.
  • Renamed all files to indicate revision change.
  • Updated this README file.

1.0

  • Released 11/02/2002

CREDITS:
Remake UT2003 Mapper (DM-Aztec[FuT]rev2): Teddie Tapawan of www.funrealtournament2003.com.
Original Half-Life/CS Mapper (de-aztec): Chris Auty of counter-strike.net.
 

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Wednesday, March 26, 2003
CTF-Face2003[FuT]rev3

REVISION 3 of the FINAL version is now available!!!

The seven-year asteroid belt has formed around Earth's upper atmosphere once again. Like a swarm of bloated locusts they swirl high above. This has caused the Earth Government Council (EGC) to order evacuation of all Earth populants to neighboring non-hostile planets and their moons due to the possibility of one or more of the asteroids plummeting to the Earth. Therefore, the Tournament Commission has hastily moved the Tournament competitors to an uncharted "island-asteroid". It is believed that this floating mass was once an intergalactic meeting ground for nomadic religious sects because of the strange monastery-style towers at each end. This island-asteroid and its two towers have proven to be a perfect setting for Tournament CTF matches. So face your enemy and let the games begin! NOTE: This is REVISION 3 of the FINAL VERSION.


Click for more screenshots and info!

Main Download Location:
Waiting on fileplanet...

Download Mirrors:
CTF-Face2003[FuT]rev3
at UnrealPlayground
CTF-Face2003[FuT]rev3 at FasterFiles
CTF-Face2003[FuT]rev3 at ut2003-universe.ngz-network.de

VERSION HISTORY:
1.0 (REVISION 3)

  • Released 03/26/2003
  • Many miscellaneous fixes.

1.0 (REVISION 2)

  • Released 03/23/2003
  • Fixed weapon collision error of Blue side interior base terrain.
  • Deepened the stair well to the sniper ledge at the top of the towers. Added a step and moved the stairs away from the teleporter. Fixed the pathing in that area after the change.
  • Changed description to reflect revision change.
  • Changed screenshot text to reflect revision change.
  • Slowed down the rotating skybox so you folks with vomital tendencies will not "hurl" more than assault grenades.
  • Slowed down the earth rotation to deal with the slowed rotation of the above change.
  • Fixed some "Jump Down" jumpspots.
  • Again, I think that's it.

1.0 (REVISION 1)

  • Released 03/21/2003
  • Fixed cull distances on some objects. They will no longer disappear while in your actual view if you back up to a certain distance.
  • Fixed Shield and Big Health sounds. Actually removed the classic sounds for those. Left the Amp sound. The Amp will let you pick it up regardless. So no strangeness between picking up and sound, etc.
  • Tweaked lighting. Outside base lighting is more consistent between the two bases. In other words, red is not darker around the outside of the base than the blue base. You get the idea.
  • Fixed bot pathing behind bases. Turned out to be a bad assault node.
  • Also fixed some funky bot pathing near the outside weapons.
  • Removed fire damage for torches. Fire damage was not present in the original UT1 version and some players have told me that some of they're playing strategies have been pooped on because of the fire damage.
  • Added a static mesh double-bar at the ends of the arch meshes I created for the ceilings.
  • Possibly fixed a texture bug that can also be seen in the retail Face3. If I didn't fix it in this revision for you, then I'm stumped.
  • Fixed some long polygon errors on my ground staticmesh at the back of the bases. Just needed to knife it up a bit and retriple, UVmap it again, then import to replace the other ground mesh. Some of the polygons were too long so light wasn't getting distributed evenly. Also possibly fixed a couple of flickering polys in the mesh that some people were seeing.
  • The redeemer loft should feel a bit more roomy and head-roomy.
  • Scaled down the weapon pickup bases down just a little bit in the two lofts (redeemer and sniper) and the sniper ledge (top of towers) for each side to help make those areas feel a bit less cramped.
  • Made it so that you can't stand on the sniper "grate" (the 4 slats that are in front of the lower sniper loft. You will slide off if you try. But you can fall directly through two slats to get into that sniper loft. As in the UT1 version.
  • New screen shots taken for menu preview.
  • File names and readme files updated to reflect the revision.
  • I think that's it.

1.0

  • Released 03/20/2003

CREDITS:
Remake UT2003 Mapper (CTF-Face2003[FuT]rev3): Teddie "teddabod" Tapawan
Original UT1 Mapper (CTF-Face): Cedric "Inoxx" Fiorentino

Music: CTF-Face's original UT1 music "ForeGone" (composed by Michiel van den Bos) was used for this map. Mix phattened slightly by Teddie Tapawan (a.k.a. Smart Apple - http://mp3.com/smartapple).

THANKS:
Thanks to Cedric "Inoxx" Fiorentino, the creator of the original CTF-Face.
Thanks to the nice folks on the INA forums for letting me know about bugs and for giving great feedback to aid me in doing this revision.
Thanks to all the folks who play and support my maps. Makes me happy to make you happy.

NOTICE:
DO NOT modify this map or its associated files in any way.
 

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Thursday, March 20, 2003
Sorry for the lack of updates lately, folks. I've been extremely busy with regular work project-deadlines, etc.

So real quick, here's the latest 3 maps I've completed:


Click for screenshots, info, and DOWNLOAD MIRRORS!


Click to DOWNLOAD!


Click to DOWNLOAD!

Thanks for your patience. Enjoy the maps.
 

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Thursday, January 2, 2003 (Updated Tuesday, January 7, 2003)
DM / TDM / DOM / CTF / BR Decks!!!

Deck 16 BioWaste Refinery and Deck 17 Magma Refinery. Corrosion by slime... Incineration by lava. Two extremely dangerous facilities connected by central points of aggression.


Click for screenshots, info, and DOWNLOAD MIRRORS!


Click for screenshots, info, and DOWNLOAD MIRRORS!


Click for screenshots, info, and DOWNLOAD MIRRORS!


Click for screenshots, info, and DOWNLOAD MIRRORS!

CREDITS:
Mapper: Teddie Tapawan (a.k.a. teddabod) http://www.funrealtournament2003.com
Music:
Deck 16's music "Go Down" REMIXED by Teddie Tapawan (a.k.a. Smart Apple) http://mp3.com/smartapple

THANKS:
Thanks
to Miles Asvachin (a.k.a. Mr. Evil) for the "Boots of Jumping".
Thanks to my wife for the voice over the PA System.
Thanks to Elliot "Myscha" Cannon the creator of Deck 16 - the mothership of maps that spawned many Decks.
Thanks to all the folks who play my and support my maps!

NOTICE:
DO NOT modify this map or its associated files in any way. 
 

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Thursday, January 2, 2003
DM-Deck17[FuT]rev1

REVISION 1 of the FINAL version is now available!!!

Enter Deck 17 - Magma Refinery... Deck 16's hot neighbor.


Click for more screenshots and info!

Main Download Location:
Waiting on fileplanet...

Download Mirrors:
DM-Deck17[FuT]rev1
at pcgamemods.com
DM-Deck17[FuT]rev1 at ut2003hq.com
DM-Deck17[FuT]rev1 at mapraider.com
DM-Deck17[FuT]rev1 at ut2003-universe.de

VERSION HISTORY:
1.0 (REVISION 1)

  • Released 01/02/2003
  • Slowed speed of the elevators. You can now do the lift jump from the lift to the middle level floor. You can't lift jump to the redeemer anymore (I think).
  • Fixed piping around elevators so that you don't bump your head when lift jumping.
  • Fixed piping around Damage Amplifier so you don't bump your head.
  • Expanded blocking volumes around piping near the pit of death so you don't bump your head trying to use the boots from the pick-up spot to the middle level floor.
  • More use of anti-portals.
  • Better zoning.
  • Set cull distances on some meshes and fluid surfaces.
  • Rotated the lava pit. Don't ask why.
  • Fixed some lava zones around the lava pit.
  • Removed some unnecessary subtractive BSP.
  • Changed some textures around elevators and other areas.
  • Changed the preview pics to indicate revision change.
  • Renamed some of the files to indicate revision change.
  • Updated the readme file.
  • Other items were fixed or changed that I can't remember...

1.0

  • Released 12/19/2002

CREDITS:
Mapper: Teddie Tapawan (a.k.a. teddabod) http://www.funrealtournament2003.com
Music:
Deck 16's music "Go Down" REMIXED by Teddie Tapawan (a.k.a. Smart Apple) http://mp3.com/smartapple

THANKS:
Thanks
to Miles Asvachin (a.k.a. Mr. Evil) for the "Boots of Jumping".
Thanks to Elliot "Myscha" Cannon the creator of Deck 16 - the mothership of maps that spawned many Decks.
Thanks to all the folks that waited patiently for me to finish this FINAL version of Deck 17.

NOTICE:
DO NOT modify this map or its associated files in any way.
 

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Sunday, December 8, 2002
SuperShock Version!

DM-December24th[FuT]SShock

Special version for lovers of the SuperShock Rifle in giant maps.

Click here for more screenshots and info!
Click for more screenshots and info!

Main Download Location:
DM-December24th[FuT]SShock
at FilePlanet

Download Mirrors:
DM-December24th[FuT]SShock
at pcgamemods.com
DM-December24th[FuT]SShock at ut2003hq.com
DM-December24th[FuT]SShock at FileShack.com
DM-December24th[FuT]SShock
at unreal2k3.com
DM-December24th[FuT]SShock at ut2003-universe.de

CREDITS:
Mapper & Designer : Teddie "teddabod" Tapawan (teddabod@funrealtournament2003.com)
Concept, Tester & Advisor : Michael "dirtybob" Lioulas (mlioulas@adelphia.net)
Music : "Sleigh Ride" - Arthur Fiedler & The Boston Pops (1948)

NOTICE:
Map authors may
NOT use this map or any custom element of this map (i.e., static meshes, textures, etc.) as a base to build additional maps. You must obtain written permission from the mapper (Teddie Tapawan - teddabod@funrealtournament2003.com) to do so.