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CTF-Facing Worlds ][

This is a modification of the original Facing Worlds Capture...

CTF-Facing Worlds ][

This is a modification of the original Facing Worlds Capture The Flag level by Inoxx, which allows for less sniper advantage by moving around spawn points and altering other sometimes annoying factors of the original map.

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Title :CTF-Facing Worlds ][

Version :1.0

Release Date :1/30/2000

Filename :CTF-Face][.unr

Author(s) :Original author is of course, "Inoxx", but has been further altered by the evil "Zorak"

Email Address :[email protected]

Where to get this map :www.planetunreal.com/nalicity

Other levels by author :"Quantum Leap" for Quake. But this one is my first experiment with UT and UnrealEd.

Additional Credits to :The Nali City BBS for providing a place for mappers to share ideas and questions

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--- Play Information ---

Game :UnrealTournament

Level Name :Facing Worlds ][

Single Player :w/bots

Capture The Flag :yes

Deathmatch :Sure, just turn on friendly fire to 100%! (told you I was evil)

Domination :none

New Sounds :none

New Graphics :none

NewUnrealScript :none

External DLLs :none

Known bugs :At one point, I was sure I saw the HOM effect, but I couldn't find it again.

--- Construction ---

Editor(s) used :UnrealEd

Construction Time :About 3 hours (I know that's a long time for what I did, but it was my first time with this editor)

Installation

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put the .unr file in your unrealtournament/maps directory

Extended description:

Ok, what's wrong with the original Facing Worlds? Not much I'll grant you. However, play Facing Worlds with a couple of

"real" sniper hot-shots (y'know, the ones that almost never miss) and the level loses some of it's balance. How often have

good snipers kept you from even getting to the front entrance to your base? And to make things worse, a good sniper will already

have you in his sights after he's killed you... due to poor placement of the respawn points (which are completely out in the open).

What I (the evil Zorak) offer you, is better balance.

Firstly, almost all of the respawn points have been moved to make things a bit more fair... however, I left a couple as they were

so as not to remove all of the fun for the snipers... just some of it ;-) ...again, the key word is here "balance". The structural change

can be found in the way of a ramp/rear entryway behind each pyramid. Yep, you got it... no more trying to dodge bullets just to

get into your base. Another major balance factor is the addition of Invisibilty (where the Damage Amplifier used to be). If you're

lucky enough to grab it before someone esle does, it'll give you just enough stealth time to travel to the other pyramid, grab the

flag and start your way back (but then it'll wear off and your back will be vulnerable)... again, I didin't want to take away all of the

fun for the Snipers. The Redeemer for each team has now moved behind each pyramid at the foot of the ramp. And the Damage

Amplifier is now in the Redeemers former location. Finally, I added a Flak Cannon and a Pulse Blaster, and a Shield Belt for each

side along with some extra ammo.

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