O
old.TLL
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I think it sucks. Care to comment ?
Originally posted by Wij
...but normal Face can really rule when played in the correct spirit
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.![]()
Originally posted by Just Some Guy
I think it's better than the normal Face-map, 'cause it fixes one of the lamest things in UT; piston-camping at a teleport-exit. And you don't get decapitated immediately when you respawn.
Now don't tell me these are bad things...
I do agree that the mini is maybe a bit too good to just be there at the respawn points. A better solution would maybe have been to swap the mini and the shock in FaceSE. Maybe an idea for FaceSE2?![]()