As a long time UT player I have seen tons of conversion mods and mutators from UT to UT2004 to UT3 or the inverse, and as far as I'm concerned, none of them managed to catch well that style.
Facing Worlds worked in the Unreal series because of the Translocator and the Redeemer, both of which served to make life hell for the snipers/campers. You know, the countermeasure.
Unfortunately, there's no Translocator equivalent in Q3A (the dummied out Grappling Hook doesn't count), and not even the overpowered BFG or the TA weapons can do anything about campers/snipers in such a map, so this conversion is bound to failure, regardless of how well/faithfully to the original is done.
One of the worst ut-Q3 conversions. But, if you're still (ut and q3 are getting old) addicted to face, well, you won't mind this flawed level and play it anyway...>_< But I'll gladly pass.
ne1 got a good lvl i should download?
In UT, it is balanced in every way. Even the snipers are in peril if they do not move constantly.
I love that it's now for Q3A as well. HooAhh.
1 - Overlapping brushes causing z fighting over the place
2- Lighting in the red base over accentuated
3 - Missing textures behind the blue base (didn't check red side)
That's about it for the bad.
Here's the good:
1 - It's as good as a remake for anything from UT can get.
2 - The lay-pout was just about perfect.
3 - Textures looked "ok" (with exception of the missing one)
4 - Sky looked killer
All I can say is, it won't stay on my hard drive.
-Sorry
When setting up a server yourself to run this map on any system (LAN/Internet or whatever) you need to put in the console /sv_pure 0. This tells Quake 3 you are running custom maps. Or you can start a game using the menus. Contrary to the readme, the name of the map file is facer2d, not facingworlds are whatever I first intended the map file to be called.
when joining a game, all you have to do is join, nothing more is required.
Hope this helps!
When setting up a server yourself to run this map on any system (LAN/Internet or whatever) you need to put in the console /sv_pure 0.
Err, how do I get this to work? I don't understand the "start a server with +set sv_pure 0" . Does this mean a multiplayer/LAN server? Any help would be appreciated!
ps i do like q3 though
ps i do like q3 though
^__^...good jod
Your map looks great, give it an 8, but I didn't even like UT nor did I like the map in UT (hate snipers..) giving it a 3.
So I'd give ur map a better grade than the ut-remake :)
I do use that system! Why do you think the puplished version of FW was named Facer2d? Might it be becuase the previous version were Facera, facerb, facerc, facerd, Facer2a, Facer2b and Facer2c? Nah, what was I thinking?
Ok, so this is turning out like a BETA test site now.
The map size is fine. It's better than I thought a Face conversion would be. You really did a great first effort with it. I know it's not your first map but it's a good conversion. There are, of course, a number of differences within Q3A that change the dynamics of the map. But it's still quite playable. I know the strafe jumpers will love climbing up those hills to the other side.
In the future, I'd recommend making revisions to your map projects like mapname1a, mapname1b, etc as you go along. This helps you go through betas as you build and save them. Then you can release a beta map with whatever number/letter extension and weed out problems. The final version would then be named without the number/letter at the end.
Right now if you had to remake your map, you'd have to either use the same name and maybe end up with version conflicts for those who don't have the latest version. Or you'd have to rename the new map to a different name.
Anyhow, just more constructive criticism. I got a 4 for my DM17 conversion to UT, even though it looked pretty good. Dimensions were off but it was quite recognizable and playable.
Anyhow don't be discouraged by those that disagree with you, however harshly. You've done good work.
Besides, it's a CTF map. There's no such thing as camping in a CTF map.
The quad and regen are impossible to get, I put them there at the very last second as decoration. blue quad for blue team, red regen for red team. If people want, I'll replace the regen with a quad and make them accesible in the update.
The teleporters were not centerd because of appalling bot problmes with them, which resulted in me having to seal off the tele's from the bots compltetely, I'll put them center if you want.
The weapon placements are a good suggestion.
And the entire map is smaller. Even though tig said it was stupidly huge, it is actually smaller than the UT equvilient. I did this so Q3 could cope with the map. I could make the back wall further back, but nothing else, as the insode room does span the entire width of the tower.
The missing texutres will be fixed, that was me being dumb.
I did a count on the number of UT and Q3A maps, and UT has 4 times as many DM maps, and 10 times as many CTF maps as Q3A.
Unreal Tournament - PlanetUnreal
DM 1177
CTF 403
DOM 151
AS 69
Quake3Arena - LvL
DM 290 - 114 are also Tourney maps
CTF 45
Not complaining here, or talking about quality. But quantity. These stats may rely heavily on ease of use for the map editor for each game.
I think it is a great challenge for people to make good maps for Q3A. I think Bauul should be recognized for honestly trying to make a good Q3A map out of a great UT map.
But to make an exacting duplicate is next to impossible, and the unique physics of each game change the gameplay of similar maps. Plus the weapons are different in many ways.
I give Bauul a big robot thumbs up for making a great attempt. While not perfect, there's no mistaking where it originated from. With some more work the map could be quite playable.
Let me go though a laundry list real quick of some errors I found:
Anyhow, the map has potential that 2-3 more hours of work could fix. If Bauul doesn't finish work on this map then someone else should.
I give this map a 6 as it stands, as it really only needs some easy tweaking to make it much more playable.
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From: "Webmaster(Quan)" <webmaster@planetquan.com>
To: <tigger@ebom.org>
Subject: dont fuck with facing worlds
Date: Wed, 21 Jun 2000 13:29:34 -0400
its wayyy better than any Quake map... so go fuck yourself... asshole
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If I get one more high quality piece of feedback sent to me about this map I'll remove this map from ..::LvL - I don't need this crap in my mail, keep it on the site or keep it to your self.
There are textures in the front of the bases are that are colliding, if you even attempted to make the part where the damage amplifier is in UT, then you can't get to it with a rocket jump or anything.
Some of my strategies, don't work in it because where the brushes stick out on the side are all at the wrong places so you can't try to hop down from the top of the bases
IMHO, I give it a 1 for effort and 1 for creativity and
it deserves a 0, this map was made for UT only because of the physics and limits of the UT engine
I also noticed other faults, but you already know about them via others here, so no need to repeat :)
Decent idea, but this one is better off in UT than Q3 IMO; a 6 it is.
And you know what dinwitty, I thought it would be one meg too. Nice and simple map. It ain't. It's bloody complex. There is not a vertical wall anywhere in the towers, every single bursh is slanted at an angle.
I'll have a look at it, if someone gives me the poition of the missing tezture, I'll fix the clip brushes and get rid of the z-fighting and post an update.
Me wanna try!
hey bauul, run UT and try it in UT and tell us what you think (The UT version, dont be biased because its UT either)
Anyhow, I really hope this map plays well in Q3A. I know the Rail hounds will love it.
I'll just say: No, just... no.
The map itself has some technical problems, though:
-overlapping brushes on the ground in front of the towers
(I noticed that this doesn't show really good on all videocards, it didn't show as clearly e.g. on my old TNT2, so that's why you could have missed it)
-textures missing at the back of one of the towers
-some brushes do not line up perfectly
Apart from the technical problems this one is a very good conversion of one of the cooler UT maps (the best by far is the monastery like, don't know what it's called).
Good job, although I wished you'd get rid of the technical issues.
Asides which, why would us Q3A people want a UT map? The idea is repulsive. 3/10 for selection.
Im giving this a 'make-you-feel-kinda-warm-inside' 10.
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