] - = Facing Worlds WF Beta 3, 05/01/2004 = - [

-=Info=-
Title: Facing Worlds WF Beta 3
File: facewf-b3.zip
Author: Rom(mel)
E-Mail: tom_servo_58 AT yahoo.com
Build Time: A couple weeks
Editor: Tread 2.3
Build Tools: Geoffrey DeWan's QBSP 1.09
	     Geoffrey DeWan's QVIS 1.03 (-level 4)
	     Tim Wright's Arghrad 2.01 (-bounce 0 -chop 96)
Paths:	Map->maps/facewf-b3.bsp
	Txt->maps/facewf-b3.txt
	textures->textures/clouds.wal
		  textures/trans.wal
	env->env/*.tga
	     env/*.pcx
	Just unzip into your wf directory.

For use only with Q2 Weapons Factory (duh)

-=Comments=-
This is a kind of a "well, let's see how this map from another game works in this game". For those who don't know, this is a conversion of Inoxx's (in)famous CTF-Face map from Unreal Tournament. While there has been a very vocal community of players that despise it, it cannot be argued that it is one of the most popular UT maps of all time and has a unique and beautiful look. It is perhaps the most modified and updated map in UT. I myself wanted to see how well I could convert this map to the more limited Q2 engine. How does it fare? Well, that is for you to decide. The natural limits of the Q2 engine meant I had to decrease the scale of the map by quite a bit and there are some other quirks as well. In this latest version, there have been as many changes as there was between the first and second betas. They give the map a new flavor that is a little different from the original UT map. Hopefully, these changes are for the better. 

-=Known Bugs in beta 3=-
*Map is still too big of course and the 2048 sky kicks in, only a a 3rd party engine can combat this
*Map is geared to opengl and certain effects will not work in software (see the beta 3 changes)
*r_speeds are very high, I've tried just about every poly reducing trick in the book, but being a large open map makes this nigh impossible to fix
*Still can't do a good rad for a lot of reasons (lack of memory/swap, map size, etc.)
*Flag return door is less breakable now, but still breakable
*Sunlight looks a little odd, but not too bad

-=Beta 3 Changes=-
*The whole motif has changed from a space to a sky theme
*Added (read: hacked together) an Unreal style skyzone (ie. the clouds)
*The amorphous blobs that were supposed to be the asteroids under each tower have been replaced with cones
*Because of the "asteroid" change, new midfield paths were introduced
*Flag return door is now on a timer and is transparent. 
*Several opengl specific pink transparent textures are now used, software users can find substitues for them in the textures/alt directory
*Second level added to midfield building
*Light fixture removed from power shield platform (looked odd in the daylight)
*Various polygon count reducing techniques have been applied
*Fixed some minor texture/brush errors

-=Acknowledgements=-
Thanks to Inoxx for the map that I shamelessly ripped off. 

-=Legal Info=-
Permission is granted to distribute in a public forum as long
as this text file is always distributed with it.

You may not alter and redistribute this map in any way, shape or form without 
expressed permission from the author.