Maps: DM-ShangriLa
A temple labyrinth where height, timing, and one wrong corridor decide the fight before the rocket does.
DM-ShangriLa is an official Unreal Tournament 3 deathmatch map set among temple ruins with an Eastern atmosphere. Open courtyards alternate with narrow passages and multiple vertical levels, making smart movement just as valuable as accurate aim.
On UT3.sk, 5 matches were played between July 13 and July 16, 2026, producing 530 kills. An average of 5.8 players fought per match, with an average duration of 17 minutes — long enough for a proper rotation, but not for a guided temple tour.
MaxRus leads the table with 65 kills in 2 matches, followed by the bot Doskok with 50, hemeroid with 43, the bot Kombo with 30, and Jano with 29 kills. Doskok holds the record with 37 kills in one match, MaxRus recorded a 9-kill streak without dying, and hemeroid added the top mark of 2 headshots. The map offers 8,423 m² of walkable area within an approximate 138 × 120 metre footprint and contains 33 obstacles and holes, so a clean firing lane is usually a brief holiday rather than the norm.
Battle tips
- Keep track of the upper routes and the drop points into lower areas. On ShangriLa, the player above you often gets both the first and the final word.
- Use the side corridors for rotation, not as an automatic escape route. Listen for footsteps and weapon fire, because repeating the same passage quickly turns it into a booked ambush.
- Enter open courtyards with an escape line ready and use splash damage around corners. Running straight through the middle is the shortest route, but often the most statistically honest one.
- Track the timing of weapons, health, and armour, and rotate between them instead of blindly chasing one opponent. Item control on a multi-level map creates an advantage without forcing risky duels.
- With 33 obstacles and holes, check not only the horizon but also ledges, stairs, and the space below you before entering. ShangriLa rewards the player who aims before the target appears.
Even the most prominent recorded zones did not create one dominant slaughter spot: two positions in the lower centre accounted for 1% and 0.9% of kills, while the centre-right zone accounted for 0.9%.
Map floor plan
Wall outline assembled from the positions players and bots have walked through – it sharpens with every match. True map aspect ratio. Diamonds = spawn points (size ~ frequency, color ~ area danger: green calm, red risky). Purple triangles = frequent suicide spots. Overlays are hidden by default – enable them by clicking a legend item below the chart.
Kill density (heatmap)
Death locations from all matches on this map – the darker, the deadlier the zone.
Where kills come from (power positions)
Where players most often score kills - the map’s "power" positions (the opposite of the death spots above).
Records
Most Used Weapons
Top weapons by kills on this map (% of all kills). Light bar = the weapon's share of kills across the whole server.
How matches end
How matches on this page ended.
Kill Distance Histogram
The distances at which this map kills — 5-metre bands from all kills with known shooter and victim positions.
Top players
Combat metrics
Latest matches
| Date | Map | Mode | Duration | Players | Winner |
|---|---|---|---|---|---|
| 04.08.2026 21:02 | DM-ShangriLa | Normal | 14:10 | 8 | Vulgarus |