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2_face 



Map Version: Final 
Type: CTF
Released: 06-19-2012 
Last Update: 05-18-2012 
TehStoneMan
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Default 2_face

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)


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Old 06-19-2012, 12:36 PM   #1
Tarry H Sruman
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It'll probably have optimization issues, but looks decent quality.
 
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Old 06-19-2012, 01:01 PM   #2
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...but looks decent quality.
I dunno about that, for a "final" those displacements aren't particularly inspirational.

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Old 06-19-2012, 01:03 PM   #3
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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

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the fact a map recieves feedback from us at all is like a God send

 
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Old 06-19-2012, 01:32 PM   #4
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I think I already played some other version a few months ago, which was floating in space. What a sniperfest.
 
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Old 06-19-2012, 08:16 PM   #5
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It's a sniperfest in UT also.

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Old 06-19-2012, 10:11 PM   #6
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?

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Old 06-19-2012, 11:06 PM   #7
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Quote:
Originally Posted by The Asylum View Post
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.
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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Old 06-19-2012, 11:13 PM   #8
The Asylum
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Quote:
Originally Posted by TheKieranator View Post
And then you did Pipeball.
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.

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Old 06-20-2012, 12:22 AM   #9
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I remember a ctf_face being posted on this very site in fact.

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