Players: 4 – 6
Version: 1.1
Released: 24-03-2022
Download: UTCC
Readme: Google Drive
Checksum: df48fd7cf4e9579517de41800cc25e79
Development: Mega (you must register first, it takes 2 mins and it’s free)

Story / Histoire

The team of explorers who were left on Dystopia, whose analyses of land and water samples were disappointing, began anew from an offshore platform. This new facility, now well established and equipped with rental buildings, runs at full speed and is fully automated. This allows the occupants to organize fights to the death, just to keep them a tad busy…

L’équipe d’explorateurs qui fut laissée sur Dystopia dont leurs analyses d’échantillons de terre et d’eau furent décevantes, ont entamé de nouvelles analyses à partir d’une plateforme en mer. Cette nouvelle installation, maintenant bien rodée et équipée de bâtiments de location, tourne a plein régime et est entièrement automatisée. Ce qui permet aux occupants d’organiser des combats à mort, histoire de s’occuper un peu…

Few handy tricks to know :


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.


Layout ; to start with, I inspired myself on another UT3 classic level, DM-Acquisition made by ‘Slainchild’. This level was a blast at the time! Before starting the creation of DM-Fondation (French title), I did play a lot the original, counting how long it take to travel from point “A” to point “B” by dodging, jumping, running and going back and forth many times. That mean the UT4 scale is, at least, like the original in term of navigation intervals. Brief. I’ve check the layout and pickups placement as a reference and build DM-Fondation from scratch. My level isn’t a remake and many little things as been made for a better UT4 experience. While it doesn’t look like, there are also a bit more room to move, meaning each areas are a tad bigger.

Gameplay ; There was little things that also need enhancements imho. Per example, bots and liftjumps. In the original, bots didn’t make them at all. I’ve report that issue at the time but ‘Slainchild’ didn’t or couldn’t fix it in the final. Now, even low level bots perform liftjumps and it enhance the gameplay dramatically! You will discover that by yourself 😉 I also add more health (2 x 25 health) so it’s more accurate to UT4 health system in general and 4 x vials near the Belt. The new area behind the Belt and the opening on the floor are additions which add more to the gameplay. Furthermore, there are areas where players can wall dodge and/or wall run which can’t be done in the original. I also adjust the floor height between the Stinger and the Sniper ramp so when heading to the Sniper coming from the Stinger, a simple wall dodge on the big pipes or a single jump on the ramp base add much to the flow. There is also a new ‘ramp’ by using the trash container cover near the Shock Rifle to go easily on the upper floor. Or you can simply jump on the crates to reach the floor with ease. All those little enhancements make traveling more fluid 😀 The original don’t feature any powerup in the small tunnel, tunnel which interconnect few areas and is only accessible by liftjumping. When playing the original at the time, I always thought this tunnel would be a very good place for a powerup, so I add the UDamage. This little tunnel is also a cool shortcut to move from areas to areas 😉

Visuals ; To create this level, I’ve bought several sci-fi packs which in all, cost me more than 200$ 😮 The theme is a mix of industrial and sci-fi and most areas are outside to let UE4 bounce lights lit up the areas as much as possible.

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


  1. A very nice map! I played it frequently since it launched. The game has a nice flow to it, a lot of lift jumping (with the bots), and there is plenty of health. The position of the UDamage up there is also a nice spot where it get’s busy when it is spawning and draws all the bots to it (they know exactly when to go there 😉 And the 3-way entrance/exit gives you a nice spot to frag the bots below. It is indeed a well designed UT4 map! Thanks for making this! Amazing to read how much time (and money) you spend on it, just for us to have a nice game play. I really appreciate!

    Liked by 1 person

  2. Hey Steve I have to say I love the layout, very well put together. Game play is superb.

    Love playing duel matches, but that’s just me. But I can tell a more populated map will still excel in fun department. Meshing is unique and very pleasing to behold.

    Many thanks for sharing this baby 🙂

    Liked by 1 person

  3. Very enjoyable map indeed! Unconventional angels of attack is always a fresh welcome on any map.🙂 (and it’s looks good in Vulkan as well!)😀
    Keep It Up!

    Liked by 1 person

  4. As with all of Steve’s maps, this one is a true beauty to look at, and quite satisfying to compete on as well.

    Play is frenetic, and although a lot of the action tends to occur at one end, you’ll find it beneficial to venture out and grab the rocket launcher and perhaps take a short breather while waiting for the shield belt to spawn (but watch out for snipers, you’re exposed there!)

    Lift jumping is well utilized, with an especially nice touch being able to access the UDamage cubbyhole by jumps from lifts on opposing sides.

    In my experience it plays best with 4 total players, 5 seems to be a bit crowded. All in all, a challenging and fun level. Looking forward to the next one!

    Liked by 1 person

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