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Facing Worlds - Version 2.00 RELEASED! - UPDATED 4/09/13
http://forums.datarealms.com/viewtopic.php?f=24&t=12416
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Author:  LowestFormOfWit [ Sun Oct 12, 2008 9:50 am ]
Post subject:  Facing Worlds - Version 2.00 RELEASED! - UPDATED 4/09/13

Get ready tor the fight of your life.
Not for Gold.
Not for your opponent's brain.
Not for planetary domination.
Today you fight for.....
Image
....a piece of cloth on a metal stick.

It is arguably the best CTF map of all time. It has been remade for countless games.
Well guess what TradeStar just delivered?
Facing Worlds for Cortex Command!
With some more effort and Lua code, it is an epic Capture the Flag map once again.

ORIGINAL MAP PICTURE (From Unreal Tournament '99): http://img413.imageshack.us/i/face31024.jpg/
Check http://www.datarealms.com/forum/viewtop ... =8&t=12396 thread for pictures and original concept.

Introducing the release of V2.00!
FEATURES/CHANGES:
-Completely redone base towers, made to be more accurate to the original UT99 map CTF-Face. Teleporters port to each of the places they do in the original UT99 map as well!
-Scene enlarged and background issues fixed with a higher resolution image. Terrain cleaned up.
-CTF Gameplay. First to 6 captures wins! To capture the flag, your actor must pick it up, carry it to base, and DROP IT at your flag node.
-Low gravity outdoors, normal gravity indoors!
-Combo sounds! Score a double kill, multi kill, ultra kill and monster kill by killing 2,3,4, or 5 actors within 5 seconds of each other for a combo, complete with announcer voice!
-Sounds played for Flag being taken, Flag being returned, and Flag being captured!

KNOWN ISSUES:
-Combo kill sounds are a little lagged behind, especially in heavy action, however, when played, they are not affected by the timescale.
-The Flags themselves tip over at initial map load and whenever the flag is returned.
-Weapons are considered placeholders until I implement custom UT'99 weapons!
-Background is a huge file, and is set to look "proper" at 1024x768, but will look fine on lower or higher resolutions as well, upto 1600x1200.

NOTE: All previous dependencies on the map pack, outside file editing, etc have been removed. It is now a one .rte File!

DOWNLOAD LINK UPDATED AS OF 4/9/13 (Keep in mind I haven't touched this since build 23 or 24, and I'm only reuploading this as per a direct request).
LINK: http://filesmelt.com/dl/Facing_Worlds.rte_.rar"%20target="_blank">Facing_Worlds.rte_.rar
CREDITS:
mail2345: Lua master coder, created CTF gametype coding, sounds workaround, combo kill counter code, pre-release testing/editing, basically the codemaster.
LowestFormOfWit: Terrain, Scene, Concept, Custom Modules, select bits of coding, etc.
Gotcha!: Modules from the old Map Pack 3
sovietcommando: Modules from old Map Pack 3
Nova: Spriter of the animated flag shown above from his old Whitebot mod. I will base my flag off of this.

Author:  Exalion [ Sun Oct 12, 2008 10:39 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

No DL, installing it without Gotcha's map pack is way too hard. I like it, but that's way too hard to install.

Author:  Joppu [ Sun Oct 12, 2008 10:40 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Awesome map!

EDIT

Doesn't work :(

EDIT

I removed the include command, now it works well :D

Author:  LowestFormOfWit [ Sun Oct 12, 2008 1:52 pm ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Exalion wrote:
No DL, installing it without Gotcha's map pack is way too hard. I like it, but that's way too hard to install.


Not sure I understand the problem. A possible solution would be?

Author:  TrouserDemon [ Sun Oct 12, 2008 6:30 pm ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Including the needed files within your own download, so it works without Gotcha's mod.

Author:  numgun [ Sun Oct 12, 2008 6:39 pm ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Thanks for the music file man, I like it way more better than the original one.

The map is pretty good too, a bit too small maybe.

Author:  LowestFormOfWit [ Sun Oct 12, 2008 7:10 pm ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

TrouserDemon wrote:
Including the needed files within your own download, so it works without Gotcha's mod.


The folder that is required form Gotcha!'s mod IS included....I merely noted that if you ALREADY HAVE Gotcha's Mappack, that the "Maps - Objects" folder ISN'T required since it's right from the Mappack.

If you DON'T have his mod, then simply stick both folders in the main CC directory and there you go.

numgun wrote:
Thanks for the music file man, I like it way more better than the original one.

The map is pretty good too, a bit too small maybe.


I kept it as to scale as I could without going to high up or down. I also wanted to keep the action fast and allow each player to almost see the other base. Facing Worlds was originally made to be a Sniper's haven, so having it too large wouldn't give our Clone snipers much to work with.

EDIT: Found a bad line of code, uploading the fixed version shortly.

Author:  Exalion [ Mon Oct 13, 2008 6:19 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Just make it so you install ONE rte, whether you have gotcha's mod or not. I'm not touching my base.rte, and when I DLed, thats what it asked me to do. NO. WAY.

Author:  LowestFormOfWit [ Mon Oct 13, 2008 7:12 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Lol you've got a virgin Base.rte or something?
Seriously, it doesn't screw anything up, and if it did, reinstalling CC is like reinstalling Solitaire.

Author:  Exalion [ Mon Oct 13, 2008 9:28 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Ok, Lowest form of wit, chuck a Gotcha! and ignore popular opinion. No DL.

Author:  Gotcha! [ Mon Oct 13, 2008 10:48 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Exalion wrote:
Ok, Lowest form of wit, chuck a Gotcha! and ignore popular opinion. No DL.


It's your loss. It takes 10 seconds to add a single line in your base.rte folder. CC won't get diseases from it. :roll:

And, really, chuck a Gotcha!... :roll: Accept that not everyone will blindly listen to what you say, even more so when it is nonsense to begin with.

Try to see things from a different perspective. :)

Author:  Exalion [ Mon Oct 13, 2008 10:53 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

Gotcha! wrote:
Try to see things from a different perspective. :)


Wow, that's rich.

Author:  Gotcha! [ Mon Oct 13, 2008 11:01 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

I rest my case. ;) Back on topic please.

Author:  numgun [ Mon Oct 13, 2008 11:58 am ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

I still think this map is too small. : <
Its just too easy to snipe in CC at close range.

And a sniper rifle can be configured to aim as far as you want.
I'd be cool if this came with a custom sniper rifle btw.

Author:  LowestFormOfWit [ Mon Oct 13, 2008 2:57 pm ]
Post subject:  Re: Facing Worlds - A timeless UT classic, now for CC!

I've only started spriting, and I'm not the best at it. I've done a Tau Pulse rifle and that doesn't quote fill the sniper role.

I could look into a bigger version, but as I said I was just try to be as true to the original as I could within CC's limits.

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