Warlords (ctf02) is the best default CTF in Red Faction in the view of many, but it still does have some problems. Some of the geometry and portaling isn't as efficient as it could be, geo region boundaries allow for likely unintended routes to be opened up with very precise explosions, the objectives (flags/bases) aren't properly aligned nor centered in the base, and the item layout is asymmetrical. This "pro" version of Warlords resolves every known issue with the map and makes some minor changes to optimize it for competitive play, while attempting to preserve to the greatest extent possible the awesome core gameplay we've all come to appreciate.
Warlords Pro was completely constructed from scratch, and uses no geometry or objects from the original version of Warlords. That said, great care has been taken to ensure every aspect of the level has been reconstructed in a manner that stays true to the spirit of the original.
Because some players have become used to some aspects of the original that were changed in Warlords Pro, I've also provided this "Classic" version of Warlords Pro, with exactly three differences from Warlords Pro. They are:
- Added rail gun and railgun_bolts pickups in each base
- Replicated geo region settings & boundaries from original Warlords
- Omitted invisible geometry that was added under bottom of base to ensure players can walk into the base without getting stuck in geo holes
List of notable differences between the original version of Warlords and Warlords Pro Classic is as follows:
- Made canyon geometry on each side symmetrical, ensuring equal usable space in each base
- Number of armors on the red and blue sides of the map are equal
- Pickups are all properly symmetrical, eliminating issues where players are more exposed when picking up items on one side than the other, and information on which pickups are available is more readily available on one side than the other
- Slightly adjusted symmetrical pickup positions
- Small hole added to mid under damage amp connecting upper area to lower tunnels
- Lower tunnels are less "flat" and cave geometry is more organic
- Merge points in lower tunnels are less cramped with more room for combat
- Lower and upper tunnels are slightly shorter
- Bridge entrances to upper tunnels expanded
- Expanded usage of metal bars on base to better handle isolated geo chunks and lessen risk they will impede movement
- Expanded grating in front of flags in each base
- Added invisible geometry at entrances to some tunnels to allow players to smoothly walk into them
- Aligned other tunnel entrances with floor to allow players to smoothly walk into them
- Made bridge supports 3D so players can consistently walk/jump up them
- Changed floor texture on top of base
- Resolved texture alignment and stretching issues on base walls
- Changed metal floor texture on ramps to higher resolution version and resolved alignment issue
- Applied lighting trick to ensure pickup and player models are full bright
- Omitted ambient sound objects