CTF 2_face

Discussion in 'Map Factory' started by TehStoneMan, Jun 19, 2012.

  1. TehStoneMan

    TehStoneMan L1: Registered

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    This is my take on a TF2 version of the classic UT map Facing Worlds. I made this as both a personal exercise, and to learn a bit more about Hammer mapping.

    While I don't plan on doing any further work on this map, I would still appreciate any comments.

    Specific changes made to the map for TF2 play -
    - Added enclosed spawn rooms to minimise spawn camping
    - Moved the towers closer together for faster gameplay
    - Removed access to the top of the tower and lowered the sniper platform to limit the "dominance" of snipers
    - Replaced teleports with ramps
    - Moved the flags (intel) to behind the central pillar (to make room for the ramps)
    - Added a new "underpass" path in an attempt to balance the map for all classes

    Hope you have fun with this.

    (Note: This is version 2, due to fixing a couple of glitches discovered on first playthrough that slipped through all my testing)
     
    Last edited: Jun 19, 2012
  2. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    It'll probably have optimization issues, but looks decent quality.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I dunno about that, for a "final" those displacements aren't particularly inspirational.
     
  4. Sergis

    aa Sergis L666: ])oo]v[

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    definitely looks more unreal tournament-ish than that the more popular one. too bad its not floating in space but i can see that with some work this can be made to look just as epic if you put it on a huge ass mountain peak or something
     
  5. Kiddnils

    Kiddnils L3: Member

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    I think I already played some other version a few months ago, which was floating in space. What a sniperfest.
     
  6. Empyre

    Empyre L6: Sharp Member

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    It's a sniperfest in UT also.
     
  7. The Asylum

    aa The Asylum

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    I once thought of doing Facing Worlds in strict TF2 art style.

    Then I thought "why am i doing this and what is wrong with me" and stopped.

    Face has been done to death and back already; at this point nobody will likely notice this map, or care. But if you really wanna put the time and effort into this anyway, who am I to say no?
     
  8. TheKieranator

    TheKieranator L6: Sharp Member

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    And then you did Pipeball.

    You've got to give him credit for trying to modify the map design to fit TF2 gameplay while keeping it still obviously Facing Worlds, rather than just making a carbon copy of the original map. I would suggest changing the textures on the Red building to a warmer colour so that players can tell which side they are looking at better. At the moment, the only real difference between the two is the colour of the lighting inside.

    grazr, he called it Final because he's done with it, like Monsterclip with Quagmire.
     
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  9. The Asylum

    aa The Asylum

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    My crimes are many. My guilts are few.

    It is a good effort, don't get me wrong, but the TF2 community isn't exactly sparse in the Facing Worlds port supply.
     
  10. Pocket

    aa Pocket func_croc

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    I remember a ctf_face being posted on this very site in fact.
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    It's an exercise, who cares how many there are? Jesus, you're all missing the point.
     
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  12. TehStoneMan

    TehStoneMan L1: Registered

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    Yes, I did this as a personal learning excersise, and thought I would share it in the hope that someone would find it fun. :)

    I know that there are other versions of Facing Woulds out there. The server I regurlary play on has one, and I often found it frustrating when one person from the other team would get into the open spawn area behind our base and camp everybody on spawn before they even had a change to move. So I felt like experimenting to see if I could make a more "TF2 friendly" version of it, and this was the result.