CTF-Face2000SE
Special Edition
Author: Chris A Weidert
Dedicated to my little bro
File Name: | ctf-face2000se.zip |
Version: | v105 |
Author's Webpage: | www.geocities.com/stoneviperus |
Author's email: | stoneviperus@hotmail.com |
GAMEPLAY |
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Game: | Unreal Tournament |
Level Name: | CTF-Face2000SE |
Level Type: | Capture the Flag |
Recommended Player Count: | 8 - 12 Players |
New Sound FX: | none |
New Music: | none |
New Textures: | none |
New Script: | none |
Known Bugs: | none |
CONSTRUCTION |
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Editor (programs) Used: | UnrealED 2.0 Photoshop6.0 |
Construction Time: | 5 weeks |
Base: | from scratch |
INSTALLATION | extract .unr file to ...UnrrealTournament/Maps directory. |
DESCRIPTION | CTF-Face2000SE is, well, a Face level. You know the kind. This level has Mars in the near background, and Earth in the far background. And yes, the background spins. |
AUTHOR'S NOTES | CTF-Face2000SE is a level I decided to build because my brother always played CTF-Face and loves it, though he wanted more levels like it. If you have a suggestion on how to make this level even better, or to report a bug please email me. Please check my website for furthur updates before other websites, as they get posted there much quicker. |
OTHER MAPS BY AUTHOR | CTF-SpiritualWorlds |
ADDITIONAL CREDITS |
www.planetunreal.com/inoxx www.birrabrothers.com/drac/unrealt/dunrealtm.asp |
version updates | was then renamed to eliminate server to client "version mismatches" |
version 105 | fixed lighting issue in underground tunnels, and is now more realistic |
reconstructed steps in flag room (they caused node problems) | |
futhur improved bots: | |
deleted two defense spots in each flag room | |
added one more defensive spot in each flag room in a more strategic area | |
sniper bots are better than ever, they now know where "high-traffic" areas are |
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added version number in screenshot | |
bots should now stop jumping to ground from atop the tower (they still did that occasionally) | |
version 104 | furthur improved bots: |
bots no longer jump from very top middle tower to ground and die | |
added defense spot in flag room | |
version 103 | furthur improved bots: |
bots can now translocate up to platform above flag to get shield belt | |
bots can now retrieve goodies atop all towers | |
no respawning facing walls anymore (my bad) | |
version 102 | reconstructed interior of middle tower to make side routes to flag more worth while by |
dropping flag to lower level and raising shield belt to upper platform | |
now easier for bots to capture flag using side routes | |
shield belt in flag room is less likely to be taken by enemy | |
furthur improved bots: | |
bots now can translocate up to middle ground platform from lower side ground areas | |
version 101 | improved framerates in main rooms for each tower. (by significantly reducing node count) |
HOM effects when looking out of bases to the background are now eliminated | |
fixed texture issues (should've spent more time on them anyways) | |
greatly improved bots: | |
added defensive point above base entrance | |
moved two playerstarts per side (bots now get armor when starting at side bases) | |
fixed upper defensive sniper points (bots no longer face sideways, sorry 'bout that one) | |
bots now use middle route to flag slightly more since it is easier to get flag that way) | |
bots now waste less time when returning flag by way of side routes | |
added enhanced shock rifle in each base. (two important players no longer start near no weapons) | |
slime pits at bottom of side towers now give less time to translocate out of | |
version 100 | first release |
You may distribute this zip file as long it hasn't been tampered with, ie: all files that lurk within are the same unedited files originally included.