New File Added: CTF_Facing_Worlds_Beta_22

shinokorosha

L1: Registered
Dec 14, 2007
12
8
Downloads: A new file has been added by shinokorosha:

CTF_Facing_Worlds_Beta_22

Here you go, kids:

http://www.fpsbanana.com/maps/41049




Now here's some text you can feel free to ignore:



TF2 Space-Themed Map By Ian B.
Based on the Unreal
Tournament Map: Facing Worlds

=====================================

CTF_Face

Build time: 3 days

Includes custom textures

======================================

Bugs: odd non-compiling VIS
2nd floor teleporter has slight bug
No Skybox fully assembled yet
Meteor Terrain kind of awful
No real use of terrain outside
Earth and Star Textures not transparent?!

=====================================

Notes: I basically designed the
earth, moon, and star textures to
appear as stylized in the form of
JC Lyndekker. These textures are Vmfs
which were converted from 32 bit TGAs
the TGAs have working transparency
and the vmfs as sprays in game also
have this transparency. For some odd
reason the textures lost their transparency
when imported into the game. This doesn't
distract from the fun, however, as you can't
even tell they lack transparency at all.

On a weird note, some other textures
which I made DID have working transparency.
Those have been included as well.

===================================

What has been done since v.16

Rebuilt everything.
Added "hiding zones" for spies
and people wishing to take cover.

Took away the "redeemer" button due
to lack of use altogether by players.

Teleporters now have gates around them
which open when a player is near them
just like the spawn zone.

The spawn zone is now inside of the
tower itself instead of behind it or
beside it. This allows teams quicker
access to their own intelligence.

The spawn room has been given a unique
makeover with its own textures.

Computer rooms and a barn-like area has
been added to give the empty towers some
visual flare without distracting form
gameplay.

Ambient sounds to go along with the
flarehave been added.

Camera systems have been put in place
so players awaiting respawn can look
around the map and examine their
intelligence.

Meteors have been added around the map
withvarious TF2 themed things attached
to them.

Spotlights have been added to brighten
up the otherwise very dark meteor surface
of the main map.

The top sniper deck has been sized
down to make it very dangerous to snipe
from the best position.

The top sniper deck has also lost any
form of ammo replinishment. This is due
to it's being technically right in front
of the respawn room so players can just
take a few steps back and instantly have
all the health and ammo they need.

Areas to hide inside the building for
spies and pyros (as well as stickybombs)
have been implimented.

The towers are now symetrically placed
where as before only the roads leading
to the towers were actually 100% symetrical.

the floors have been shortened in height.
Though this detracts from the theme it
givessoldiers a chance to take advantage
of high spots without being too high up.

Shacks have been added but there's likely
no way to reach them without taking severe
risks so I don't actually recomend it at
all they're just there for the sake of theme.

At this current point and time a placeholder
skybox is implimented which is filled with
lots and lots of stars. Also there's an
earth and a moon.

===================================

Things that still need to be implimented:
(Feel free to do these yourself if you want)

Though the map is totally playable now,
visually it can be beefed up through
the aid or a 3D skybox.

This skybox should be based on a camera
which has a parent function_rotating
causing the entire skybox to slowly pivot
around the playing feild.

The meteors at this point are very sad
looking and could easily do for a
meteor makeover. This is due to the fact
that they arent 360 degrees around but
are in fact two 180 peices stuck
together with a wedge prim set in the
middle to make them appear whole without
exposing the invisible parts.

These meteors should probably be approached
as placeholders for much better looking
ones in the future. If you have any good
ideas for rocks or round structures or
if you have made any or know of a good source
for them pre-made in hammer please PLEASE
let me know or just go on and modify this
map yourself.

The 2nd floor teleport which sort of "bumps"
the player once they arrive could use some
fixing since none of the other teleporters
seem to have an issue similar to this.
It doesnt detract from gameplay or player
movement it just seems like an odd bug.

Finally: The overall means of lighting the map
could use some improvement possibly through
the implimentation of more spotlights
or more ambient lighting. The inside of the
towers seems to be quite well-off light-wise.

The Textures which were supposed to have
transparencies in them (and did as TGAs)
will probably be redone with the proper
transparency BUT they will not be newly
labeled they'll just go over your old ones
in the future (I hope).

Terrain mapping? Well while I originally
had implimented it in version 20
it was too obstructive to some gameplay
and didn't move as smoothly as I wanted.
So I took it out for now until I can work
out exactly how I want it to look and feel.
Mappers: Feel free to go wild with this
concept if you want.

===================================

Closing notes:

This map contains the following:

The Map

Unique Spacey Textures

The VMF File (so you can edit it yourself!)

I strongly recomend this build over the
previous release to those interested in
making their own Facing-worlds themed map.

You can strip away the theme here and enter
your own if you please.

This map is, as always, entirley yours,
the public's, to take and do whatever
you want with it.

Big props to Valve and Epic games.
But more to Valve.

~ Ian B.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Build time: 3 days

tum tum tummmm

I do like your discription of the map though!

so, is this a beta? i mean you're planning to update this right?
And this is really just me but i dont like space maps :p in ANY game:D
 
Last edited:

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
looking forward to this map in its later stages, facing worlds is one of my favs.