Facing Worlds Created by SsjJedi Supported Gametypes: All Gametypes supported. Meant for Multi-Flag. Map Description This is a begginer forgers remake of Facing Worlds from Unreal Tournament 3. Map is meant to be played Multi-Flag with touch return and instant spawns. The map requires teamwork to keep the flag moving. Red Base Blue Base Full View Thank You for any Feedback. I hope you Enjoy. (And yes I know it's not completely straight or interlocked) Download MAP NAME HERE
The bases look nice, it just seems a little empty outside... I guess if the map is really that way then it's okay.
Ok first of all the bases look pretty amazing. The blue one looks a little crooked though. I didnt see the map that you were basing this off of so I can't really compare them lol. This looks like it could be fun with team snipers or something like that. Oh and also good job on your first post. You did everything right. You might want more pictures though.
This isn't the first remake of Facing Worlds that ForgeHub has seen, but I will say that this one looks better than the other, and I think I like it more if only because there aren't any vehicles. I'm curious, what have you included on the map for weaponry and equipment, and where can a player pick such things up? EDIT: You may also want to include a link to a custom gametype if that's what's meant to be played on it.
the map looks nice but i would like to see some gameplay pictures to give me a little something more to look at.
If you have ever played Facing Worlds in UT3: At the back of the base Carbine replaces Sniper, Needler replaces Link Gun, Bubble Shield replaces Helmet. Inside the base on the bottom level Rockets are still rockets, Battle Rifle replaces Shock Rifle, and two Regenerators replace Health Packs. On the hidden level a Power Drain replaces the UDamage. As the tower goes up the Spartan Laser replaces the Redeemer, another Battle Rifle replaces the lower Sniper Rifle, and the top Sniper Rifle is still a Sniper Rifle. An Overshield in the middle of the map replaces the Big Keg O' Health. Respawn times on many weapons and equipment has been lowered to play more like UT3. Gametype coming, sorry. Best played Multi-Flag with touch return and 3 second Respawn. Other gametype objectives are setup and can be played. (except spawn areas)
*gasp* I love you. This was the UT map, for sure. This looks fantastic, and (mostly) accurate. I would widen the outside paths a little, though. I don't recall them being that narrow (or that straight, to be honest). Are all the weapon spawns the same? I can't be assed to look for myself right now. Should have looked at the post above me. Also, **** UT3. The original is where it's at. Well, was at. Nobody plays it anymore.
Ran out of budget to make the pathways a little wider. It plays okay, a little skinny though. And yes, the paths shouldn't be straight either, but I don't really know how to do the interlocking pieces where one spawns in another to make them curve. Not only curve, but curve and go up at the same time would be a pain for me. I use to play Unreal Tournament on PC back in the day. LANed with a few friends. Those were the days. I can't play worth crap anymore with keyboard and mouse though.
This map looks awsome. I've seen the other facing words remake and that one looks cool too. I think that if you take the bases from this map and replace them on the other map, than the map would look awsome. 4/5
The middle seems far too open for my taste. I doubt ANYONE could reach that OS before getting shot down by sniper bullets.
as you may know, a UT facing worlds map was done here on forge hub already, this one looks great, the original UT map was longer, but the bases look great. good job 4.5/5
Yeah, that's why I added vehicles in my version. Tried to tailor it to Halo style play. Plus it makes for some hilarious moments of full hogs being blasted off with brute shots. My friends and I have been having some awesomely-long-Halo-1-style matches on it. Lots of fun stuff. This map looks like it'll play differently as seems a lot narrower and small in the center. I'll have a go with it and see if it plays as well.
I downloaded your map first, but didn't quite like it well enough. It was good though. Few things: Without the ramping upward in the middle, bases can be shot straight from one to the other, making ctf and middle combat very dangerous and pointless. Besides the UT map ramps upwards also. This allows enemies to escape over the peak if they can make it. It makes it play more like UT with touch return flag. Vehicles seem pointless with the size of the walkways, too easy to drive off or get blown off. As far as bases go, compared to the UT map, you were way off. The mutlie levels allows for the sniper to be taken down from different areas. That way he can't watch them all and he is not overpowered. You also have a bubble shield, 2 regenerators, and a deployable cover to help combat the sniper. And with multi-levels and at least 3v3, a sniper won't be able to just own the middle of the map. My bases include all levels of the UT map. The walkways in my map are also a little wider around the back and sides of the base allowing for better movement.
The mancannons serve this purpose. It doesn't sound like you've played any matches on it. They happen to be one of the more reliable (and straight up fun) ways to cap, beyond using the mancannons. Few things are more enjoyable than grabbing a buddy, storming in on a mongoose, bailing off at the same time and switching up the driver and passenger as you pick up the flag and storm out. As I explained in my post for it, the base design is heavily modified to create a different style of play. I too have measures in place to reduce the sniper's effectiveness, you'd know that if you played it (bubble shields, reduced ammo). In any case, I haven't gathered a group large enough to playtest your map, however, I will say that the large use of equipment and narrow pathways don't seem to go well together. Face is a small map as it is; loading it up with a lot of equipment and firepower doesn't seem like the greatest idea. This was the reasoning behind removing the middle levels of the base on my version. As for the line of sight in the center, that's probably one update I'd make to my map (however at 2000+ downloads it'll be hard to get the new version out there, I'm likely to leave it as is). Perhaps adding some sort of center structure to block shots from base entrances would fix this, even though this line of sight doesn't seem to affect gameplay as much (the BR range isn't that useful that far away). I do like this aspect of your version, however it could be cleaner.
What purpose? Escaping? You can still be shot cross map. I haven't played any matches on it. I never have enough friends playing Halo 3 at any one time. But I was keeping my map as much like the Unreal version as I could, so vehicles are not an option for me. I never saw your post, sorry. Brand new to this site, I just found your map searching on Bungie. I'm sure your map plays well for what you were going for. But to me, it's not Facing Worlds. Try 4v4 CTF with 3 second respawn and touch return on my map, I think you will see that it plays just fine. Thank you for your input.
It would be appriciated if you could confirm tags and rate my map after you have downloaded and played it a little. Thank you.
looks great but i agree that the middle need a little more cover but not to much. bases also look amazing to! 9/10
Is it just me... or is this map off unreal tournement? If it is it's an amazing remak, and if it isn't it's still an amazing map4.5/5