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Difference between revisions of "Talk:CTF-Face-SE"

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(What's the difference?)
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::::Angelofdeath is correct. There might be other minor differences, but that was the main one, to cut down on the spawn rape. Every remake of Face since then (That means FaceClassic in UT2004 and FacingWorlds in UT3 - Face II and Face3 were rather different maps) have followed SE's respawn spots behind the base. --[[User:Dark Pulse|Dark Pulse]] 18:18, 15 September 2008 (EDT)
 
::::Angelofdeath is correct. There might be other minor differences, but that was the main one, to cut down on the spawn rape. Every remake of Face since then (That means FaceClassic in UT2004 and FacingWorlds in UT3 - Face II and Face3 were rather different maps) have followed SE's respawn spots behind the base. --[[User:Dark Pulse|Dark Pulse]] 18:18, 15 September 2008 (EDT)
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:::::The spawn spots are swiched around, Red pawn at the blue base, Blue spawn at the red base, Sort of like [[CTF-1on1-Joust]].
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[[User:Prycol|Prycol]] 08:32, 26 October 2008 (EDT)
  
 
I have some other discoveries I made (rather quickly) while playing both maps: One-the towers scale has been increased, but not uniformly. The wideness is larger when compared to the original Face. Two-the entire asteroid is obviously redone do an extense (the slope going to the middle of the asteroid seems steeper, but I'm not sure), the shape of the sections where the two towers sit are obviously more jagged than the original Face. And the minor spawn points and other actor changes seems reasonable too. --[[User:Jet_v4.3.5|Jet v4.3.5]]
 
I have some other discoveries I made (rather quickly) while playing both maps: One-the towers scale has been increased, but not uniformly. The wideness is larger when compared to the original Face. Two-the entire asteroid is obviously redone do an extense (the slope going to the middle of the asteroid seems steeper, but I'm not sure), the shape of the sections where the two towers sit are obviously more jagged than the original Face. And the minor spawn points and other actor changes seems reasonable too. --[[User:Jet_v4.3.5|Jet v4.3.5]]
 
: I'm pretty certain the architecture of the two maps is the same.  The differences are that the spawn points are moved behind the tower to prevent spawn camping, the teleporter exits are a few feet above the entrances to prevent portal camping, and the ripper is replaced with a minigun so freshly spawned players have a better starting weapon. — [[User:Haarg|Haarg]] 01:06, 16 September 2008 (EDT)
 
: I'm pretty certain the architecture of the two maps is the same.  The differences are that the spawn points are moved behind the tower to prevent spawn camping, the teleporter exits are a few feet above the entrances to prevent portal camping, and the ripper is replaced with a minigun so freshly spawned players have a better starting weapon. — [[User:Haarg|Haarg]] 01:06, 16 September 2008 (EDT)

Revision as of 05:32, 26 October 2008

What's the difference?

What's the difference between the original and this one? I just want to know. —Preceding unsigned comment added by Jet v4.3.5 (talk)

No idea. Maybe the design is somewhat different? Compare Image:CTF-Face.jpg and Image:CTF-Face-SE.jpg. --GreatEmerald 06:01, 13 September 2008 (EDT)
I can see lighting differences at least in the pictures, I'm gonna do some research. By the way, how do you read descriptions of maps that aren't in the UT Single Player ladder? I could use it to an advantage of this. Jet v4.3.5
No idea. In later games it's easier as it's kept in both LevelInfo and the map's INT file. Interestingly, my GOTY from Anthology doesn't have the SE version - instead, both screenshots can be applied to CTF-Face. Red side is Nali (SkyTown), Blue side is Church (ShaneChurch). --GreatEmerald 18:26, 13 September 2008 (EDT)
I think the difference has something to do with the spawn points. I think they were moved to behind the towers from beside the towers, where people can be spawn-killed by the opposing team from all the way across the map. Not positive, but it's something to look at. ---Angelofdeath 23:38, 13 September 2008 (EDT)
Angelofdeath is correct. There might be other minor differences, but that was the main one, to cut down on the spawn rape. Every remake of Face since then (That means FaceClassic in UT2004 and FacingWorlds in UT3 - Face II and Face3 were rather different maps) have followed SE's respawn spots behind the base. --Dark Pulse 18:18, 15 September 2008 (EDT)
The spawn spots are swiched around, Red pawn at the blue base, Blue spawn at the red base, Sort of like CTF-1on1-Joust.

Prycol 08:32, 26 October 2008 (EDT)

I have some other discoveries I made (rather quickly) while playing both maps: One-the towers scale has been increased, but not uniformly. The wideness is larger when compared to the original Face. Two-the entire asteroid is obviously redone do an extense (the slope going to the middle of the asteroid seems steeper, but I'm not sure), the shape of the sections where the two towers sit are obviously more jagged than the original Face. And the minor spawn points and other actor changes seems reasonable too. --Jet v4.3.5

I'm pretty certain the architecture of the two maps is the same. The differences are that the spawn points are moved behind the tower to prevent spawn camping, the teleporter exits are a few feet above the entrances to prevent portal camping, and the ripper is replaced with a minigun so freshly spawned players have a better starting weapon. — Haarg 01:06, 16 September 2008 (EDT)