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 |
|
| 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 |
|
| 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 |
|
| 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.