DM-Anukhara

Players / 3 – 4
Released / 23-10-2026
Version / 1.0
Download / On demand only, read further below how to get the file
Checksum / 66ab2f1c4b377e50bd1429c5b958a75a

Story / Histoire

Nestled within a fortified enclosure, the Priory of Anukhara housed a religious order dedicated to the preservation of souls. Following the unexplained death of one of their own, the brothers undertook a forbidden ritual to keep his spirit among the living. Since then, the priory has remained silent, its inhabitants vanished.

Au coeur d’une enceinte fortifiée, le prieuré d’Anukhara abritait un ordre religieux dévoué à la préservation des âmes. Après la mort inexpliquée de l’un des leurs, les frères entreprirent un rituel interdit pour retenir son esprit parmi les vivants. Depuis, le prieuré demeure silencieux, ses habitants disparus.

Demo scene

Comparison with UT99 DM-Malevolence

Installation

Put the files into

Local Drive:\Users\YourUsername\Documents\UnrealTournament\Saved\Paks\DownloadedPaks or
Local Drive:\UT4\UnrealTournament\UnrealTournament\Content\Paks

If this directory is not currently on your system, you can safely create it.

Details

Layout ; This new level is a follow-up to DM-Anukh, but on a smaller scale. For those familiar with UT classics, the layout is 100% inspired by DM-Malevolence from UT99. The geometry (BSP) was taken directly from the original, then replaced by static meshes. The UT4 scale is 2.0 time the original and it is NOT a remake.

Gameplay ; The changes I made include more health vials and the addition of the small armor and the Enforcer. The Ripper has been replaced by the Grenade Launcher, and the Minigun by the new Minigun. I added small platforms above the doorways of the building where the Bio Rifle is found. I also extended the floor opposite the ramp leading to the Flak Cannon, and still in the Flak area, added a new section containing extra ammo for every weapon in the level.

Visuals ; Just like DM-Anukh, for this level, I’m using The Bazaar pack from Meshingun Studio. I used new static meshes from the pack that hadn’t been used before. It’s up to you to discover them. Although the play area is 100% identical to the original, the visual style, sounds, and atmosphere are completely unique to this level. The new Flak section, featuring columns, tables, rugs, vases, and the like, is primarily a visual bonus accessible to the player, but it also includes some ammo and the addition of the Enforcer.

The audio track is the same brilliant ‘Blowout’ track by The Crystal Method, also found in DM-Anukh, which I extracted from the CD and imported in WAV format for optimal sound quality.

Note, for all my levels I use Temporal AA since it offers the best visuals.

How to get the file?

If you want to play this level, let me know by going to my About page, then you can email me. I will get back to you as soon as possible and provide you with a download link where all my levels and readme are. You can also go to my FB page and ask me privately 🙂

7 comments

  1. Another fantastic map with really satisfying, fast paced gameplay and flow. I appreciate all the detail that goes into all of your maps and this one is no exception. Thank you for your art!

    Liked by 1 person

  2. What a great take on a classic UT map! Steve has reimagined the basic industrial theme of the source level and transformed it into a very detailed medieval interpretation. He has opened up many of the areas to the sky, creating an interplay of shadows and light off of the elaborate mix of wood and stone materials. Even in the enclosed areas, circular skylights in the roof extend that sense of openness. Keen players will notice the subtle sound and flow of water seeping down through the stone wall at the lowest level. The upscaling of this map conveys a sense of magnitude, but the size feels quite appropriate.

    The “porch” in the flak cannon spawn area that holds extra ammo is a great addition, amazingly detailed from the larger elements like columns, fireplace, and furniture all the way down to the dishes, pots, and fruit! The small shield and health vials are good additions as well, and convenient to grab on your way through the central area of the map.

    Gameplay is enhanced by the inclusion of walkway extensions to each side of the damage amplifier and in the flak cannon area, allowing players more room to lie in wait for enemies or to pause for items to spawn without being totally vulnerable to enemy fire. Access to a multitude of ledges and high perches (some only attainable with the translocator) extends that concept even further, from which players may sneakily wait for passersby and pounce or shoot as desired. The columns in the porch area also provide some protection from enemy fire while stocking up on ammo.

    I like it when a remake is not just a direct copy of the original but has changes that enhance the gameplay, and Steve has achieved that here by adding his special touches. Our group has really enjoyed playing this map and I give it my highest rating!

    Liked by 1 person

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