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Spy VS Spy



Spy VS Spy ©2021 by Jeff Martin - J's Maps for Unreal Tournament DM and CTF.
jm@islandalien.com
www.islandalien.com/unreal




Berlin 1972, height of the cold war.

This map is a kind of satirical parody, TV and Hollywood version of the spy world, complete with polygraph machines, a Soviet short wave radio set, sodium pentothal and an I-Spy decoder book. And of course the place is CRAWLING with spies.

A city divided in two. Similar to TENET and FRINGE, each side is an exact copy of the other, with only very slight differences.

Special features include:

  • Snipers only. Weapons are limited to rifles and agency issue side arms only.

  • Bot support – minimal.

  • Team only accessible headquarters (safe house).

  • High tech surveillance cameras pointed directly at Check Point Charlie. If someone attempts to cross the border, you'll know about it.

  • Prisoner exchange stations (for spy swaps and defectors). One player from each team must stand in their booth at the same time to activate the exchange. This really has no purpose other than it looks cool and is the only way to travel to the other side of the wall*.

  • The city of 1000 windows. Actually each side has exactly 96 windows, making it 192 in total which means plenty of "sniping" and sneaking around. I'm not really into “sniper maps” at all, but this one just called for it.

  • No interior lights in any buildings. Why would a sniper turn on the light?

  • Ramps and stair wells are self lit for easier navigation.

  • Sound effects are sampled from the movie Casino Royal – The Mata Hari International School of Dancing and Espionage.

  • Theme Music (Mission Impossible 1998) is optional and can be activated by shooting the Phillips Audio Recorder. Also included is the 1963 version (which I kinda like better) which can be switched out by renaming the (*.UMX) file.

  • Beware of surveillance from above.

Your mission, should you decide to accept, will be to gather as much Intel and "scalps" as possible. If any members of your team are captured or killed, the State will disavow any knowledge of your activities.

Good luck agent.

This web page will self destruct in 10 seconds...

Oops, someone forgot to plug in the auto web page destruct program again. PERKINS!






Editor's notes:

This is really just a quick and easy map made with 3 basic (what I call) J-Frame rooms, (single rooms with a door, window and ramp) that provide the maximum amount of run-around "office space", for the minimum amount of polygons. I use these a lot in many of my urban maps.

These rooms come in 3 sizes and are easy to snap together into whatever size buildings you want.

Graphics are big splashy oversized neon billboards that just look great in any map. A majority of textures are default UT city and Slums.UTX that you've seen a million times before, but it gives this map a familiar classic UT version of the spy world.

Search lights are the same kind I used in 20th Century Fox. Long Non-Solid Unlit CONES (not cylinders which have a blunt end). Cones give the appearance of traveling off into the distance indefinitely.

Security Cameras are similar to the ones I made in Future City, which are really just Teleporter Zones shrunk down to the size of a TV monitor. Because of their limited size, they “flicker” a lot, but they still work.

For the propaganda posters I went back and toned down the colors to a more neutral tan and beige color palette. I found that bright vibrant colors stuck out too much, didn't look natural. So I went back and tried to find as many posters with denuded colors, then desaturated and lowered the contrast to blend into the environment.

The skybox is the actual Berlin skyline.

Wall graphics are actual Berlin wall graffiti. One side being a bit more noticably drab than the other.

Discovered TeamTrigger Colors are BACKWARD from their FlagBase and PlayerStart counterparts. Not sure why they did that, but it's a good tip to keep from going crazy. It also appears that in Team mode, PlayerStarts spawn the wrong color about 10% of the time and are not reliable. Team PlayerStarts only work 100% in CTF or Assault mode.


FlagBase
	0=Red
	1=Blue


PlayerStart
	0=Red
	1=Blue


TeamTriggers
	0=BLUE
	1=RED

I think they just did that to mess with us.



SPOILER ALERT:
=============

This map is designed primarily to be a TEAM map. DM and CTF versions are extras with less restrictions.

The Prisoner Exchange unit is fully operational in TEAM mode only, as are the TeamTriggers. One blue team member and one red team member must stand in their box at the same time to activate the transfer. *

In CTF mode the Prisoner Exchange box is replaced with a guard post (the actual Check Point Charlie station) making it easier for players and bots to travel from one side to the other with out restricting game-flow.

In DM mode everything is a free-for-all. All TeamTriggers are replaced with regular triggers allowing access to the Prisoner Exchange box and Spy headquarters (safe house). Also removed all BlockActor points so you can jump over the wall at each end.

*You can also jump over the wall from the rooftop of two of the buildings, and by climbing on top of the searchlights, but don't tell anybody. :-)

*You can also activate the Prisoner Exchange box by bumping the trigger twice, but you will have to wait for 30 seconds between bumps.

Phone booths were a last minute addition. I really didn't want them because due to their relative size compared to the rest of the map, they seemed too small and gimmicky, but I just couldn't resist the idea of them being a secret entrance to an underground tunnel connecting the two cities. In TEAM mode you will need to be the correct team color to access the opposite side. In CTF mode they are removed completely.

This was a really fun map to make because of its simplicity and kitschy theme. (Cheesy spy movie), with all kinds of props and gadgets. If Falgate's “Bladerunner” were a priceless painting, Spy vs Spy is a pop up birthday card.

Thanks for playing my maps.

-Jeff