Facing Worlds: League Edition
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Title: |
Facing Worlds League Edition |
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Filename: |
CTF-Face-LE103.unr |
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Version: |
1.03 |
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Original Author: |
Cedric 'Inoxx' Fiorentino |
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LE Author: |
Michael Darnell, (aka Larathiel the Death Elf) |
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E-mail: |
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Website: |
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Other Work: |
Elven Princess (female commando
skin) |
Installation: |
EveryoneCopy CTF-Face-LE103.unr to your UnrealTournament\Maps directory Server AdminsIf you run your own UZ http redirects, copy CTF-Face-LE103 to your UZ download directory. |
Concept: |
The original Facing Worlds was by far the single most played Capture the Flag map for Unreal Tournament, so when Bonus Pack #4 was released, I eagerly loaded up Face-SE. Unfortunately, this version that was supposed to fix the short-comings of its parent, had some problems of its own: the once small BSP hole at midfield now extended halfway down the asteroid to blue base and the invisible wall near the blue rocket launcher was still there. Additionally, there were a few other problems: the teleporter exit in the blue redeemer room was not coded properly, strafing through the teleporter into the two sniper rooms would frequently land you back in the flag room and the skybox now rotated so quickly that it was difficult for me to enjoy all the nice new eye-candy. In spite of its errors, Innox's plan was right on target. The additional location tags are of great benefit to team play. The redesigned teleporters and spawn points solved the problems of teleporter and spawn sniping. Additionally, replacing the ripper with a more powerful weapon gave some means for players to counter the rocket spammers and shockwhores who could otherwise dominate the map. In theory these are all good ideas, but the reality of gaming on the Internet leads to a different outcome. The glow of the mid-air teleporter exits provides a place to train your cross-hairs -- especially on the top of the towers. Also at the top of the towers, players with poor Internet connections were sometimes hurled off in moments of lag and the inability for a Flag Carrier to momentarily defend themselves via an impact hammer block on the teleporter exit was a significant tactical change (even if it is easily countered by good teamwork). Lastly, with the wide-spread existence of multiplayer cheats such as aimbots, the inclusion of a rapid-fire, long-range hit-scan weapon like the minigun was a genuine threat to fair play in many of the games I witnessed. Even on "clean" servers, the minigun seemed to change the balance of the level so radically as to make Face into a Death Match with flags. After all, if players have access to possibly the most potent weapon (given the terrain) then defenders seemed to feel free to spam their way to a high scores without fear of dying. Many a game I played, I never ran out of ammunition because there were so many weapons lying at the feet of low pingers such as myself. Finally, in the event that I did run out of ammo, I then found myself chasing people with an Impact Hammer rather than at least having Enforcers to fall back on. After hearing calls in the Online Gaming League for someone with mapping skills to fix the map, I decided to step forward and ask Cedric "Innox" Fiorentino for permission to modify his map. You are reading this file and playing Face-LE because he agreed. Thanks Innox. :-) --Larathiel the Death Elf"Now witness the firepower of this fully armed and operational Bladesinger!" |
Version History: |
Below are the changes that differentiate Facing Worlds League Edition from Facing Worlds Special Edition: 1.03
1.02 (rc 3)
1.01 (rc 2)
1.00 (rc 1)
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Acknowledgments: |
I would like to thank:
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Copyrights / Permissions: |
Revisions included in Facing Worlds League Edition are the work of Larathiel, performed under permission obtained from Innox. Level designers should ask Innox for permission to use particular structures from this level. 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 the explicit permission of the author! You MAY distribute this level through any electronic network (Internet, FIDO, local BBS etc.), provided you include this file with the map. 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. |