A good remake of Cedric "Inoxx" Fiorentino's map for UT. This is revision 3 of the final version with many things fixed, check for those in the readme. Looks similar to Face3 for UT2003 in a way expect smaller and not so egypt looking. This map has ok gameplay though not the best I've seen.
Description by the author:
The seven-year asteroid belt has formed around Earth's upper atmosphere once again. Like a swarm of bloated locusts they swirl high above. This has caused the Earth Government Council (EGC) to order evacuation of all Earth populants to neighboring non-hostile planets and their moons due to the possibility of one or more of the asteroids plummeting to the Earth. Therefore, the Tournament Commission has hastily moved the Tournament competitors to an uncharted "island-asteroid". It is believed that this floating mass was once an intergalactic meeting ground for nomadic religious sects because of the strange monastery-style towers at each end. This island-asteroid and its two towers have proven to be a perfect setting for Tournament CTF matches. So face your enemy and let the games begin!
Unreal Tournament 2003 Map ===================================================================== Title : Facing Worlds 2003 Version : 1.0 FINAL (REVISION 3) Release Date : 03-26-2003 Filename : CTF-Face2003[FuT]rev3.ut2 Remake UT2003 Mapper : Teddie "teddabod" Tapawan Original UT1 Mapper : Cedric "Inoxx" Fiorentino Music : CTF-Face's original UT1 music "ForeGone" (composed by Michiel van den Bos) was used for this map. Mix phattened slightly by Teddie Tapawan (a.k.a. Smart Apple). Website : www.funrealtournament2003.com Other Website(s) : www.smartapplerocks.com, mp3.com/smartapple Description : The seven-year asteroid belt has formed around Earth's upper atmosphere once again. Like a swarm of bloated locusts they swirl high above. This has caused the Earth Government Council (EGC) to order evacuation of all Earth populants to neighboring non-hostile planets and their moons due to the possibility of one or more of the asteroids plummeting to the Earth. Therefore, the Tournament Commission has hastily moved the Tournament competitors to an uncharted "island-asteroid". It is believed that this floating mass was once an intergalactic meeting ground for nomadic religious sects because of the strange monastery-style towers at each end. This island-asteroid and its two towers have proven to be a perfect setting for Tournament CTF matches. So face your enemy and let the games begin! NOTE: This is REVISION 3 of the FINAL VERSION. Where to send comments : firstname.lastname@example.org ===================================================================== Play Information ---------------- Game : Unreal Tournament 2003 Level Name : Facing Worlds 2003 Game Type : Capture the Flag Bot Support : yes Multiplayer : yes Custom Textures : yes Custom Static Meshes : yes Custom Music : yes Custom Sounds : yes Construction ------------ Editors used : UnrealEd 3, Adobe Photoshop 6.0, MS PhotoDraw V2, LightWave Modeler 7, LightWave 3D 7, UVMapper, Poser 4 Pro, Cool Edit Pro, ACID Pro 3, ModPlug Tracker ===================================================================== Installation ------------ Unzip the file CTF-Face2003[FuT]rev3.zip. CTF-Face2003[FuT]rev3.ut2 : the Map file -- this goes in the Maps directory of your UT2003 installation. CTF-Face2003[FuT].ogg : the music file. -- this goes in the Music directory of your UT2003 installation. CTF-Face2003[FuT]rev3.txt : this text file you're reading. CTF-Face[FuT]2003rev3.jpg : a screen shot of the map -- Not needed. It's for webmasters. To play the map choose CTF-Face2003[FuT]rev3 from the Capture the Flag Mode Menu of UT2003 after you install the file(s). ===================================================================== Version History --------------- 1.0 (REVISION 3) : Released 03/26/2003 : Many miscellaneous fixes. 1.0 (REVISION 2) : Released 03/23/2003 : Fixed weapon collision error of Blue side interior base terrain. : Deepened the stair well to the sniper ledge at the top of the towers. Added a step and moved the stairs away from the teleporter. Fixed the pathing in that area after the change. : Changed description to reflect revision change. : Changed screenshot text to reflect revision change. : Slowed down the rotating skybox so you folks with vomital tendencies will not "hurl" more than assault grenades. : Slowed down the earth rotation to deal with the slowed rotation of the above change. : Fixed some "Jump Down" jumpspots. : Again, I think that's it. 1.0 (REVISION 1) : Released 03/21/2003 : Fixed cull distances on some objects. They will no longer disappear while in your actual view if you back up to a certain distance. : Fixed Shield and Big Health sounds. Actually removed the classic sounds for those. Left the Amp sound. The Amp will let you pick it up regardless. So no strangeness between picking up and sound, etc. : Tweaked lighting. Outside base lighting is more consistent between the two bases. In other words, red is not darker around the outside of the base than the blue base. You get the idea. : Fixed bot pathing behind bases. Turned out to be a bad assault node. : Also fixed some funky bot pathing near the outside weapons. : Removed fire damage for torches. Fire damage was not present in the original UT1 version and some players have told me that some of they're playing strategies have been pooped on because of the fire damage. : Added a static mesh double-bar at the ends of the arch meshes I created for the ceilings. : Possibly fixed a texture bug that can also be seen in the retail Face3. If I didn't fix it in this revision for you, then I'm stumped. : Fixed some long polygon errors on my ground static mesh at the back of the bases. Just needed to knife it up a bit and re-triple, UVmap it again, then import to replace the other ground mesh. Some of the polygons were too long so light wasn't getting distributed evenly. Also possibly fixed a couple of flickering polys in the mesh that some people were seeing. : The redeemer loft should feel a bit more roomy and head-roomy. : Scaled down the weapon pickup bases down just a little bit in the two lofts (redeemer and sniper) and the sniper ledge (top of towers) for each side to help make those areas feel a bit less cramped. : Made it so that you can't stand on the sniper "grate" (the 4 slats that are in front of the lower sniper loft. You will slide off if you try. But you can fall directly through two slats to get into that sniper loft. As in the UT1 version. : New screen shots taken for menu preview. : File names and readme files updated to reflect the revision. : I think that's it. 1.0 : Released 03/20/2003 ===================================================================== Special Thanks -------------- Thanks to Cedric "Inoxx" Fiorentino, the creator of the original CTF-Face. Thanks to the nice folks on the INA forums for letting me know about bugs and for giving great feedback to aid me in doing this revision. Thanks to all the folks who play and support my maps. Makes me happy to make you happy. ===================================================================== NOTICE NOTICE NOTICE -------------------- DO NOT modify this map or its associated files in any way. ===================================================================== UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT 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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