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Facing Worlds: League Edition
Public Release #2 · August 2, 2001

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Title:

Facing Worlds League Edition v2.00

 
 

Filenames:

CTF-Face-LE200.unr (.uz)

 
 

Version:

2.00

 
 

Original Author:

Cedric 'Inoxx' Fiorentino

 
 

LE Author:

Michael "Larathiel" Darnell

 
 

E-Mail:

Larathiel@ogl.org

 
 

Website:

Avalon: Isle of the Unreal

 
 

Build Time:

v2.00: 2 Days
v1.03: 2 Weeks

 
 

Other Work:

Elven Princess FCommando skin,
CTF- Command-LE,
CTF-Infested-LE,
CTF-Maelstrom-LE,
CTF-NovemberCE105,
CTF-Orbital-LE,
CTF-RimeIsle,
CTF-Terra-LE,
CTF-Vandora,
DM-MoonGoddess

 
 
 
     
 

Installation:

 
 

Everyone

Copy CTF-Face-LE200.unr to your UnrealTournament\Maps directory.
Unless you are a server admin you will not need the *.UZ file and can discard it (see following comment).

Server Admins

If you run your own UZ http redirects, copy CTF-Face-LE200.unr.uz to your UZ download directory. Regular players will not need this file.

 
     
 

Concept:

 
 

Where Facing Worlds League Edition version 1 is a fix of Facing Worlds Special Edition...
...Facing Worlds League Edition version 2 is a fix of the original Facing Worlds.

Although Face LE v2.00 uses v1.03 as its base, the weaponry, teleporters and spawn points have been redesigned to match those from Face1. This was done to satisfy the requests of the "purist" Facing Worlds fans who felt that the changes in Face SE and LE ruin the map's flow.

 
     
 

Version History:

 
 

Changes that differentiate Face LE version 2 from version 1:

  • Sniper and Redeemer Rooms now like Face1

  • Spawn points from Face1 re-imported

  • Texture shadow detail levels from Face1 used for outside of towers

  • Invisible floor outside red is gone

  • Ripper replaces Pulse Gun

  • Even better location strings

  • Made tops of the towers symmetrical

  • Rescaled the ground texture on the asteroid

  • Removed all unused textures

  • More precise zone portals

  • Better BSP build/compile settings

  • Replaced inconsistent floor textures in bases and atop towers with ones more consistent to that base

  • Raised the height of the vacuum zone to decrease chances of players exploiting possible unfound BSP errors on the base of asteroid

  • Snapped nearly all vertices to a 16-unit grid to decrease chances for floating-point errors

  • Made as many semisolid brushes into solids as seemed prudent

  • Edited the vertices of many of the external tower brushes so that there are fewer instances of two brushes occupying the same space

  • Placed the team logo above the blue redeemer loft to match the red redeemer loft

  • Replaced the Skull with the 7-pointed star in the blue flag room -- goes with the angel theme better

  • Changed the level enter text and updated the screenshot

  • There's probably some more minute details, but I can't remember them right now...

Changes that differentiate Face LE from Face SE:

1.03 public release #1, January 13, 2001

  • Improved the alignment of a few textures on the the front and top of both bases.

  • Slightly altered the slope of the right ramp leading away from blue base and removed some unnecessary brushes for fewer visual artifacts.

1.02 (rc 3)

  • To prevent players from dropping the flag through the back wall of the central teleporter alcove, the depth of the room has been shortened thus increasing the thickness of that wall. (Thanks to |DFB|WarezWarrior for pointing this out.)

  • It was once possible for flag carriers to jump off the asteroid at certain point and hide on invisible surfaces near the center and outside (thanks [DS]Ocyrus). In case any such BSP errors exist, a vacuum zone has been added and follows the contour of the asteroid's walkways at approximately 10 feet below the surface. This has the added benefit of allowing any player who falls of the asteroid to respawn about one second faster.

1.01 (rc 2)

  • To my understanding, the original asteroid was made in a 3D program other than UnrealEd and then imported. While this was a good way to achieve interesting terrain, any non-level surfaces were highly subject to creating invisible walls. Since fixing one error always resulted in at least that many appearing, I totally recreated the 2 ramps using brushes native to UnrealEd. The result? No more BSP errors!

1.00 (rc 1)

  • The invisible wall by the blue rocket launcher is now gone; flags and weaponry can no longer get stuck in there without hope of being recovered.

  • Blue's redeemer room teleporter exits now function properly.

  • Since the teleporter exits in the sniper rooms face the opposite direction of the entrances, the forward velocity of a character in the flag room was applied as reverse velocity when appearing on the other side. This has now been compensated for so that characters who strafe through will not accidentally drift back into the flag room. (Thanks to [K]FlyingMonkey for finding this error.)

  • A glow is no longer associated with the mid-air teleporter exits. This prevents people from sniping the exits as easily.

  • There is now only a single teleporter exit atop each base. This prevents both teleporter sniping and players falling off the top when lagged. True players can hammer block the top, but with only 1/3 the number of spots to employ this trick, it is now much easier to counter and therefore less effective (assuming that players understand the concept of teamwork). Additionally, Eavy Unreal is developing a league mutator that may provide an even better solution to piston camping!

  • Misaligned textures inside the blue flag room and atop the blue tower have been lined up more precisely.

  • Rate of skybox rotation has been lowered to that of the original Facing Worlds (no more tummy-aches). ;-)

  • Location ids atop and behind towers have been tweaked for more reliable operation. Additional location ids have been added at the superhealth (Asteroid Superhealth) and in the front of each base (Red/ Blue Front).

  • No more chasing people across the asteroid with your impact hammer. The minigun has been replaced by the pulse gun. Playtesting revealed that this provided a much more balanced game and lessened the severity of aimbots -- you can no longer mini-snipe players at midfield unless you step part-way out the front door of your base. From the feedback I received, the pulse gun was regarded as the best "no-ammo" weapon by a margin of 2 to 1.

  • L33t custom screenshot graphic for the Server Browser. :-)

 
     
 

Acknowledgements:

 
 

I would like to thank:

  • Clan Dark Shadows and clan Zenkai for requesting this version and for not running away when I asked for play-testers.

  • Nuk, LonerVamp and Chimley... just because. ;-D

 
     
 

Copyright / Permission:

 
 

This level is copyright Michael Darnell 2001. Revisions included in Facing Worlds League Edition were performed under permission obtained from Innox.

Authors may not NOT use this level as a base to build additional levels.

You are not allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! This includes putting it on ftp.cdrom.com which have a tendency to do just as such or any other major ftp that bundles cd-roms out of what they carry.

You may distribute this level through any electronic network (Internet, FIDO, local BBS etc.), provided you include this file with the archive.


Unreal Tournament (c) 1999 and UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Interactive Software, Inc. under license. UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.

 
     
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