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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 |

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Filenames: |
CTF-Face-LE200.unr (.uz) |
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Version: |
2.00 |
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Original Author: |
Cedric 'Inoxx' Fiorentino |
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LE Author: |
Michael "Larathiel"
Darnell |
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E-Mail: |
Larathiel@ogl.org |
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Website: |
Avalon: Isle of the Unreal |
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Build Time: |
v2.00: 2 Days
v1.03: 2 Weeks |
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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 |
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Installation: |
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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. |
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Concept: |
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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. |
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Version History: |
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Changes that
differentiate Face LE
version 2 from version 1:
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Sniper and Redeemer Rooms now like Face1
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Spawn points from Face1 re-imported
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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
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Improved the alignment of a few textures on the the front
and top of both bases.
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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)
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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.)
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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)
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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)
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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.
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Blue's redeemer room teleporter exits now function
properly.
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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.)
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A glow is no longer associated with the mid-air teleporter
exits. This prevents people from sniping the exits as easily.
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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!
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Misaligned textures inside the blue flag room and atop the
blue tower have been
lined up more precisely.
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Rate of skybox rotation has been lowered to that of the
original Facing Worlds (no more tummy-aches). ;-)
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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).
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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.
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L33t custom screenshot graphic for the Server Browser. :-)
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Acknowledgements:
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I would like to thank:
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Clan Dark Shadows and clan Zenkai for requesting this
version and for not running away when I asked for
play-testers.
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Nuk, LonerVamp and Chimley... just because. ;-D
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Copyright / Permission: |
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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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top of page ^^ |
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I don't know who you are, and I don't know when you came here, or better yet *why*, but you're no god, that's for sure! |
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