Hello Bloodites! This map is a recreation of Facing Worlds from Unreal Tournament. With the birth of new Blood ports and an official remaster, I would like to gift this map to the multiplayer community. I Just finally got to playtest it and boy was this fun! I used jumping boots to simulate low gravity which made for some fun and dynamic battles. Enjoy and stayed tuned for updates on my custom add-on Eviction!
Facing Worlds
Facing Worlds
Last edited by SPILL on Fri Mar 29, 2019 4:12 am, edited 3 times in total.
Re: Facing Worlds
Looking good! I like the background w/moving sprites.
Re: Facing Worlds
This is an excellent rendition of a classic UT map, you did an amazing job. Using boots to mimic low gravity is a cool idea and I can't wait to try it against other players.
I wonder if using the boots actually makes you an easier target due to limited air control? Should make for some interesting dynamics.
Congrats on the map - it is a worthy contribution! Hope to see more in the future.
I wonder if using the boots actually makes you an easier target due to limited air control? Should make for some interesting dynamics.
Congrats on the map - it is a worthy contribution! Hope to see more in the future.
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- The Dreaming God
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Re: Facing Worlds
Spill, it feels like we've yet to have properly met somehow, but I wanted to thank you for an excellent pioneering post - it's exactly right in the spirit of how I'd things to be going forward with regards to usermaps.
I'm extremely busy with work currently, but I'll definitely check this out and comment on it a little later.
It's a bold concept and one of about five or so total maps ever made specifically for capture the flag mode!
I'm extremely busy with work currently, but I'll definitely check this out and comment on it a little later.
It's a bold concept and one of about five or so total maps ever made specifically for capture the flag mode!
Need a hint? Spill some on the Altar of Stone!Kazashi wrote:Daedalus, I don't care how much you know about Blood, your attitude has to change.
Re: Facing Worlds
Thank you Deadalus. I’m glad there is proper home for Blood usermaps now. I will definitely be bringing you some more
Re: Facing Worlds
We will have to test it out, let me jr and mal know when dood.
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- The Dreaming God
- Posts: 312
- Joined: Sun Dec 30, 2018 12:27 am
- Location: The Hall of the Epiphany
- Contact:
Re: Facing Worlds
Bloodbath exclusivity is its own animal, and follows a path quite different from the beloved Blood single player. Regardless of that, I simply had to look into this bold venture to see what it was all about. It takes some, shall we say, guts to take something a little more modern and based in science fiction and to convert that to Blood.
It certainly is a daring venture.
However, this particular mapper, SPILL, is an adept - one of the extremely few beings in the mortal universe capable of tackling the monumental task. If he was not capable of doing it justice, it would certainly be incredibly challenging if not outright impossible to accomplish.
I speak now from a creator's perspective, as I have tasted this particular fruit, but not in the Bloodbathing way which was intended, that is to say that I walked the halls, or rather, asteroid, and took a look into all that had been wrought, but not with anything in particular to kill, for there is nothing to fight when playing this particular piece in its unintended format.
As ever when it comes to SPILL, the map is visually stunning, and the amount of detail feels spot on for what it intends to convey. The lighting and architecture is just right for what the map sets out to do, and there's no chance of getting lost or being in a spot without risk of action. The map is surprisingly moody for being quite simple at its heart, and many fun possibilities of battle can be seen here.
Does it evoke the same feeling Unreal Tournament's example does? Of course not. Not only is Build not built for that, but both games are very different, but one cannot help but smile at seeing this strange mirror-image of what exists in that universe. Visually, it's a great and faithful adaptation, but try as it might, the feeling of Unreal Tournament's Facing Worlds will forever be elusive.
It can be forgiven, also, for forgoing much of what makes Bloodbath great in the hunt for authenticity. There are no secret, winding passageways, no traps and few opportunities for the cunning ambushes which immortalize the Bloodbath experience, but instead we have the open expanses which define Facing Worlds. This might be a little uncomfortable for some Bloodbath players, but it's certainly a somewhat fresh experience and it'll challenge those who have gotten a little overly comfortable with close quarters!
A clever abundance of the jumping boots provide a few strategic opportunities, and help simulate the low gravity experience which Unreal Tournament's Facing Worlds provides.
A small error can be found with sudden, violent tilting if one approaches the edges of the platforms that face towards the front of the spires, which is the result of sprite constructions being above very sloped surfaces - an unfortunate misbehaviour in Blood's intelligence.
In closing, this is easily as authentic a rendition one could reasonably expect of Unreal Tournament's Facing Worlds in Blood. It's quirky, bold and likely presents many nice Bloodbath opportunities, and it is one of the very few maps made for Capture the Flag mode in Blood.
To rate it in terms of Blood feels somewhat wrongheaded given its intent, so I'll refrain from giving a score measured against traditional Bloodbath experiences. I think that if greatness were the objective here it would've benefited from leaning a little closer to Blood and further from integrity in its replication effort, but it is, however, an attractive map that's well worth some Bloodbath time and a remarkably fun feat of imitation. I definitely intend to try it out as it was meant to be experienced in the future. Now if only I could find my shock rifle...
It certainly is a daring venture.
However, this particular mapper, SPILL, is an adept - one of the extremely few beings in the mortal universe capable of tackling the monumental task. If he was not capable of doing it justice, it would certainly be incredibly challenging if not outright impossible to accomplish.
I speak now from a creator's perspective, as I have tasted this particular fruit, but not in the Bloodbathing way which was intended, that is to say that I walked the halls, or rather, asteroid, and took a look into all that had been wrought, but not with anything in particular to kill, for there is nothing to fight when playing this particular piece in its unintended format.
As ever when it comes to SPILL, the map is visually stunning, and the amount of detail feels spot on for what it intends to convey. The lighting and architecture is just right for what the map sets out to do, and there's no chance of getting lost or being in a spot without risk of action. The map is surprisingly moody for being quite simple at its heart, and many fun possibilities of battle can be seen here.
Does it evoke the same feeling Unreal Tournament's example does? Of course not. Not only is Build not built for that, but both games are very different, but one cannot help but smile at seeing this strange mirror-image of what exists in that universe. Visually, it's a great and faithful adaptation, but try as it might, the feeling of Unreal Tournament's Facing Worlds will forever be elusive.
It can be forgiven, also, for forgoing much of what makes Bloodbath great in the hunt for authenticity. There are no secret, winding passageways, no traps and few opportunities for the cunning ambushes which immortalize the Bloodbath experience, but instead we have the open expanses which define Facing Worlds. This might be a little uncomfortable for some Bloodbath players, but it's certainly a somewhat fresh experience and it'll challenge those who have gotten a little overly comfortable with close quarters!
A clever abundance of the jumping boots provide a few strategic opportunities, and help simulate the low gravity experience which Unreal Tournament's Facing Worlds provides.
A small error can be found with sudden, violent tilting if one approaches the edges of the platforms that face towards the front of the spires, which is the result of sprite constructions being above very sloped surfaces - an unfortunate misbehaviour in Blood's intelligence.
In closing, this is easily as authentic a rendition one could reasonably expect of Unreal Tournament's Facing Worlds in Blood. It's quirky, bold and likely presents many nice Bloodbath opportunities, and it is one of the very few maps made for Capture the Flag mode in Blood.
To rate it in terms of Blood feels somewhat wrongheaded given its intent, so I'll refrain from giving a score measured against traditional Bloodbath experiences. I think that if greatness were the objective here it would've benefited from leaning a little closer to Blood and further from integrity in its replication effort, but it is, however, an attractive map that's well worth some Bloodbath time and a remarkably fun feat of imitation. I definitely intend to try it out as it was meant to be experienced in the future. Now if only I could find my shock rifle...
Need a hint? Spill some on the Altar of Stone!Kazashi wrote:Daedalus, I don't care how much you know about Blood, your attitude has to change.