Review: FaceOff UT2003 Alpha1.0

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Jesco

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[ Transcript of review for FaceOff UT2003 Alpha1.0 | Posted by Dade on 2003-07-14 | Score: 9.4 ]
Um...wow. That’s about all I can say. Wow. This mod is incredible, especially for its first version. The models, skins, and audio are all professional quality. Since it is the first version, it’s a little skimpy on the maps, but the maps are pretty good just the same. There are a few bugs, which is to be expected, but they hardly take from the gameplay at all. I have to say that I am extremely impressed with the quality of and amount of work put into this mod already.

Faceoff is basically TacOps for UT2k3; Semi-realistic modern combat, real world weapons, and classic Terrorist-vs-SpecOps gameplay. In Faceoff, you can play TDM, CTF, and Objective, which isn’t what you’d expect (defense-vs-offense CTF). In the CTF gametype, when the enemy drops the flag, your team can’t touch it to return it, you need to guard it until it returns automatically. This adds a different twist to CTF, but its one of those things where either you love it or you hate it. Overall, there aren’t any significant problems with gameplay in Faceoff. I like that the team decided to include the CTF and DM/TDM types to add more variety in terms of gameplay. I suppose that if the objective gameplay was similar to Assault or CS/TacOps-style, this mod would appeal more to the TacOps/CS crowd, but then Faceoff would be nothing different then what’s already been done numerous times. So I think that if an original gametype were developed, Faceoff would be an even bigger hit.

As I mentioned before, Faceoff sports real-world weapons with a few variances and changed names (but this is due to copyright mumbo-jumbo, so its not a problem at all). The weapons are pretty well-balanced, with no weapon outperforming all the others. One thing that is a necessity for future versions is more weapons, and possibly a side-unique weapon pool. When you start a game, you have a menu to choose your team, view the objectives, read a story, and configure your loadout. You can choose one primary (but you can pick up one more), one secondary, and one of 3 alternate items. Body armor is self-explanatory. The Flare gun can be used to illuminate dark areas, but that feature needs to be increased (i.e. more light, larger radius). The Flare gun can also be used to set your enemy on fire, he he. The third item is a grenade pack. When you select the grenade pack option, you can choose 3 grenades from the 5 types: Explosive, Flashbang, Nail, Smoke, and Teargas. The explosive, smoke, and flashbang grenades are done well, but the smoke cloud could be a bit bigger. The nail grenade is also cool. You throw or roll it, and it explodes, releasing a hail of lethal spikes in all directions. The teargas grenade is also really neat. If you stand to close to the explosion, your vision gets blurred for a time. This blurred effect might be intensified a bit, as it isn’t really enough to be as hindering as actual teargas. The Flashbang does everything a flashbang should do. When it explodes, you are blinded, and your ears ring so you can’t hear very well. The many grenades add variety and provided for increased strategy.

One thing that really stood out to me was the plethora of eye candy. If I had not already seen some in-game shots of this release, I would have assumed “well, its only an Alpha, so there are probably models but no skins, poor skins, etc.” But I would be very, very wrong in this assumption. The weapon skins, in particular, are outstanding, and the player models and skins are some of the best I have seen. There is even a new menu layout and color scheme. The maps included in this version, while small in number (3), are also high quality. Battlecry is a bit too dark, but the rain effects and lightning are very cool. FrostedLayer is a great DM/TDM map with an artic theme and a snowman with a pimpin’ Karma-Actor top hat. By far the best map included in this release is Takaban, but it requires a hefty system and there is a multiplayer-related bug. Aside from this, however, it is an outstanding map in terms of visuals (try shooting the gas tanks a few times). There are also go-karts you can use, located to the right of the SpecOps base.

Because this is an early version, some bugs are to be expected, but Faceoff only has a few ones worth mentioning here. First one that I noticed was that my game crashed when I went to the “Controls” section of the settings menu. Apparently this has been a problem for more than just me, and is being looked in to right now. In the mean time, you’ll have to edit the FaceOffUser.ini file if you want to change your controls. I also noticed that if you walk up to a wall and face it and double-tap the jump key, you do sort of a higher double/wall jump. Last time I checked, SAWT guys didn’t walljump (with the exception of Sam Fisher). But this has been explained as a feature of UT2k3 that hasn’t been suppressed yet, but will be. Also, the handling of the go-karts could be better. You spend more time sliding around then going where you want to go, and falling into the map is not unheard of either. There are a few other minor bugs that aren’t really bugs, just oddities, so I won’t bore you with those.

Overall, Faceoff already holds all of the qualities that a fantastic mod should hold. It is plain to see that professional-quality work is the only work done for Faceoff. This mod is, without a doubt, destined for greatness. In my opinion, all fans of TacOps need to take a look at this, and anyone else who enjoys real-world combat should certainly give Faceoff a try, you won’t be disappointed.

-Dade
 

Pxtl

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Wow. Another realsim mod. I can hardly contain my enthusiasm. Sorry, I know I'm being cruel, I realize this is quality work and it represents a lot of work on their part, but this stuff is getting pretty old.
 

Nemephosis

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I'm sure it was a great reeview seeing as it was done by Dade and all, but honestly I stopped reading at "Faceoff is TacOps for UT2K3". If you can describe one mod as being another, why bother making them? THIS USUALLY REPRESENTS A PROBLEM WITH THE QUALITY OF MODS.

And just think, we have Atlantis and now Stratus coming out too. Oh f*cking whee.

Why do we need multiple realism mods? That's what I want to know.
 

Dade

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Nemephosis said:
I'm sure it was a great reeview seeing as it was done by Dade and all, but honestly I stopped reading at "Faceoff is TacOps for UT2K3". If you can describe one mod as being another, why bother making them? THIS USUALLY REPRESENTS A PROBLEM WITH THE QUALITY OF MODS.

And just think, we have Atlantis and now Stratus coming out too. Oh f*cking whee.

Why do we need multiple realism mods? That's what I want to know.

Be that as it may, Faceoff is still quality work. That's what i was going for in the review. Yeah the tacops part might be a turn-off, and maybe i should have omited it, but it is accurate
 

BrianBW

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I agree DADE...this mod rocks

ModSquad NewsPoster said:
[ Transcript of review for FaceOff UT2003 Alpha1.0 | Posted by Dade on 2003-07-14 | Score: 9.4 ]


Yes, it is true...this mod is nothing new in the way of originality...BUT the work is QUALITY!!! You mean to tell me that Q3A, UT2K3, Unreal 2, Splinter Cell, or any of the Rainbow 6 games are new or original? They are old hat and that is a fact. Almost everything has already been done.

In FaceOff, the weapons are smooth, accurate and fun with really great sound effects! I have been chomping at the bit for a good UT2K3 mod and here is one with the potential to be it. Yes, they need more maps, game types and weapons! Yes, the dune karts need work. But the graphics and gameplay are smooth. AM I pissed that bullets pass right through 1 foot thick stone walls and hit me or kill me? Yes! BUT this is an ALPHA release! It is allowed to be imperfect.

You know what? If they could somehow make a mutator so you could just use the weapons in the UT2K3 game/maps...I would be one happy dude! They are very realistic and would provide a new twist to a map like Tokara Forest.

Right now there is only 1 worthwhile map...Takanabe or whatever it is called. The other 2 are too small. But this is an ALPHA so I am sure these guys are hard at work while I sit and play.

I downloaded and played the Jungle Warfare mod. Over 300 MB's worth of steamy brown turd is all I can say it amounts to.Nice maps! But the gameplay is crap and the weapons really suck!!!

FaceOff is only 70 MB and it rocks.

I admit I was a huge Tac-Ops fan. I loved that mod and played it over and over. So what if FaceOff is similar?Quality is quality.

Let's be patient and give these guys a chance. Obviously there is some serious talent at work here!!!
 

Stryker8

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k, i have a few gripes with some of the comments you posted.
This isn't realism, the only thing realistic about this is the weaponry, the rest is amazingly arcadish, hence the tacops reference which really is in place here.
Its a mistake to call a game that uses real life weapons realistic, solely because it has real life weapons.
Huge difference for me at least :p
As a realism fan i didn't enjoy this game one second to be honest. And i played this online for four days to give it chances and its annoying.
 

Pxtl

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I suppose you're right Striker - this mod falls into the category of "pretend realism" - the descendants of CounterStrike and NAM, where true realism mods are more based more directly on the Tom Clancy games of Rainbow 6 and Rogue Spear.

I honestly have much more respect for the "true" realsim games, even though I have no interest in playing such things (I'm a game-theory geek). True realism games are sims - they bring the feel of real-world combat to your PC as best they can.

The "pretend" realism games are gameplay games that masquerade as realism games. They simply throw in familiar real-world equipment onto the player to trick him, making them think that somehow an AK-47 makes the game "more realistic". I know many realism players that prefer realism over classic FPS action strictly because of the respawning issue - they find respawning painfully unrealistic. And I sit there thinking "nerfed, glitzy grenades, US commandoes paying cash for weapons, etc is realistic?".

This mod falls into that category of taking a standard action design and wrapping it in a shiny glaze of realism for the players who desparately want to be fooled.

Well, I think I've established my repulsive, insulting opnion enough. Now, lets see some more mods with freakin' giant robots!

EDIT:

About weaponmods - I think what the UT2k3 community is really screaming for is a new U4E - a good heaping mass of fresh, interesting, bizarre weapons. U4E was one of a kind - 90% hacked-up-POS, 10% greatest weaponmod ever.
 
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Nemephosis

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ChaosUT2K3 is likely going to be the new king of unrealism. Last I heard, Max is trying (and hopefully failing) to make a retail game using some crappy free engine (either free or extremely cheap.)

It'll do great, I'm sure. U4EF had something like three servers and never any players, I'm sure this can't do much worse.

Chaos will be what we need for a top unrealism mod, I'm pretty sure.
 

Pxtl

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U4e

U4EF was a horrible mistake. Nobody I knew ever touched the fortress mode - it was buggy and badly done. All people really cared about was the U4E weapons. While I never played it online, every UT player I knew IRL mixed in at least a couple of U4E weapons all the time.

At LAN parties, we'd mix U4E, Chaos UT, Matrix Moves (goes well with U4E playerclasses making humans useful too), and StrangeLove in to ZenCoder's maps. It was freaking insane - between the grapple hooks, low grav belts, strangeloves, and jet fighters, half the combat was airborne.