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.