Tiny face Off
		by Elypter
gta2dare.tk
		
Credits:
-Creators of all official and fan made tools (DMA Editor, DMA GTA2ScriptCompiler, 
 TMs MapEditor, Zone Editor & STYTool by Jernej L., GXTFlash by Tobias Weigel, gmp optimize
-Lantyz for the original map script files
-Testing: BenMillard, Deathgod, Soldat



Forum:
http://gtamp.com/forum/viewtopic.php?f=5&t=263

Legal:
All my maps are released under creative commons Attribution-ShareAlike 3.0 Unported licence(http://creativecommons.org/licenses/by-sa/3.0/)
which means that you are allowed to use them as long as you mention me as author and share it in the same way.

Changelog Army:

2011-03-14:
a train system
a train system, yeah this deserves to be mentioned twice 
scripted doorlock powerup for cars. (unforunately doesnt help against cops)
train staion at nw
fast reload and double damage at far nw
rusty wrecked train bridge at sw
clinker train bridge at sw central
one railroad crossing where cars get crushed
some other train bridges
tunnel through building at west central with jump to electrogun
indestructible train
blue color train
blue explosions
explode punch animation
cranes at south central and far sw
more street texture detail
changed a color of car repair
you have to exit your car when you are underground to be teleported back
fireladders at nw
pipes into river
water tower at far sw

2011-03-12:
added cars
fixed some bugs

2011-03-11:
no collision powerup and car armor now has an animated forcefield (it is taken from ddr and modified a bit)
damn sunday driver message when dieing in car
blackbox powerup (life) works now
carinvisibility works but only with swatvan atm. it's very much work to modify the deltas of all cars.
some object positioning changes
some powerups changed places
se area now has srs floor
paint shop gives one of 12 random colors and restores wanted level
some other smaller mapping improvements
in case there is any hole in the map you are now teleported back to ground(starting point) immediately (most places on
the map/ not too near to water)
added 6 doors with neon signs which teleport you to the starting point
when a player car is hit by water canon it looses control and the player is locked until it gets destroyed
burning players get extinguished when standing on health like on bff wipe out
apc, fbi car and swatvan are bulletproof now (when you enter), firetruck is flameproof
bankvan gives temporary bribe and money while youre in like in tyty army
tank is faster and survives one more rocket
apc also survices one more rocket and can drive over cars
jeeps survive 1 rocket
monsterbug can also drive over cars

2011-03-09:
remodeled sw area
added entrance to roof in sw
added ventilators that help you with the jump at south vmg
added entrance to roof in se
remodeled those 2 2x1 buildings into a tower and also remodeled the building complex where it belongs to.
the jump on that building is now easier
placed armor and mg at every spawnpoint (which is always near a bus station)
placed flamer near most spawnpoints
moved some other weapons
added scripted powerups for vehicle armor, no collision, repair(spray), explosion punch, car flamethrower, tankgun,
jeepgun and a powerup to get army wanted level
you get army wanted level now only when you collect that powerup
several bugs and texture fixes

2011-03-06:
corrected some outer edges of the southern and western buildings
made a paintshop out of the original invisibility building
the central conveyor system changed directions
the south is now accessible with cars and peds
there is a crane and a crusher too now
the conveyor goes through the bluish green building and in the middle there is a destructor
you can get on the conveyor from the central building where carbomb is now
in west of that there are now 3 piers. this and the previous change make that area accessible in more ways so i hope it
gets used more often too.
in north central there is now a ped bridge over the s curve. that makes it a little bit closer but also adds a shortcut to just drive over that area.
from that bridge there is also a way to get on the conveyor
the blue building east of that now has a fire ladder which allows you to get up with a car
that crate like building where mines are now has a ramp which allows you to jump very high
the far west end where invis is now got an entrance to the roofs of the east buildings
when you jump on the southern buildings from the ramp on the roof where you get to the original electrogun you can move around on tthem more easily.
the little door in central of those buildings now allows access to the roofes too and with a ramp you can also get on the estern buildings where vmg is
added some bus stations
added an invisible slope between the 2 conveyors on the way to se rocket launcher
added conveyor between the 2 se buildings
flipped some of the yellow borders where vmg is and changed the roof at the entrance.
ramp at 39,217 to jump on western building which also has been lowered by one block height and moved conveyor a bit
redesigned building at the other end of conveyor
made it possible to jump from tower at 43,203 to the start point building
added ramps and stairs to the buildings west of that to allow to jump on that tower too
added invisible accelerator before the fire ladder at 80,200 to be able to jump on the paintshop building and on this at
81.209 and 81,213 o be able to jump to se rocket launcher crate pile
also added invisible accelerators on the ventilators to be able to jump on the central high tower where carbomb is (you
have to get on the building at 86,209 first). and the accelerators on that complex bring you to electrogun building and even to west rocket launcher.
extended the corner where the crusher is to add a shortcut
added spray shop, crane, some conveyors, crusher, destructors
mine&oil cleaning
changed weapon and powerup positions and type. im not happy with the result yet. i need some test gaming to balance weapon paths with all the new shortcuts.



Changelog Arena:
2011-03-09:
added Scientist textures to the floor of SE loop. Slightly tidied the textures on a couple of buildings elsewhere.

Changelog Arena and Army:
2011-03-06:
corrected 2 shading filters in se
the edge between the 2 stairs at south central has now an invisible slope so you can drive around it easily
flipped a tile at nw flamer
made tower at 44,194 like the others

2011-03-06:
fork of "tiny face off army (lite)"

2011-02-26:
(30,196) is a ramp to nowhere set as Pavement...
maybe make that Field
uh-oh! SW has side invisible faces at Z:0
there's really a LOT of mess inside some buildings... but standard levels have quite a lot as well
removing all side faces from Z:0 seems an obvious risk to delete though
the whole West side in fact
might be where you've brought the level edge into the level middle
clean all that up I'd say
just eliminate all potential weirdness, after some weeks there won't be any left
that's what I had to do in THSA
for gameplay, I'd make the building at (73,197) into 5x1 instead of 5x2
maybe make it 1 block high so can molo over it, and makes surroundings look taller
remove all traffic arrows and then re-do traffic system to be as normal as possible
maybe avoid putting traffic down 1-lane roads for the testing phase
then if it becomes stable, try adding it back whilst keeping stability

2011-02-26:
Replaced the Invulnerability with Fast Reload.
Invisibility is now Double Damage.
Lots of weak weapons replaced by semi-strong weapons.
All weapons have maximum ammo, apart from vehicle weapons.
All weapons respawn instantly, apart from those which are given again when you already have them.
Some weak weapons are simply removed as strong weapons are nearby.
Most weapon positions slightly tweaked.
Player start positions tweaked and starting weapon is now Shotgun. (Might be fun with punch combo.)
There's an Instant Gang on North island.
SW corner was a dead zone; now has Electro Gun.
NE corner was a dead zone; now has Flamer.
North road was a dead zone; now has Armour and Rocket Launcher.



Chagelog common:
2011-03-06:
all checkered floor is corrected now and it like in the first version only without errors
corrected some corner tiles
2011-03-06:
fork of "tiny face off" (classic)
2011-02-26:
added bens arena script
fixed all 45° edges sidewalks
fixed vmg building hole
made south east corner better accessable for traffic 
2011-02-25:
-i think i fixed most of what was possible including:
-made some areas bigger
-added tower objects
-instant initialization, crash still possible maybe
-cleaned up inside of some buildings
-made screenshot smaller
2011-02-25:
changed tile 63
for (45,197) i used slope 49 now
i fixed (25,214)
2011-02-24:
bugfixes
made some areas bigger
added tower objects
instant initialization, crash still possible maybe
2011-02-23:
release

Legal:
http://creativecommons.org/licenses/by-sa/3.0/

Contact:
elypter@yahoo.de