Facing Worlds

Facing Worlds
The blue and red towers of Facing Worlds rise from opposite ends of an asteroid bridge in space.

Unreal Tournament’s most famous map, rebuilt in the browser as a five-a-side capture-the-flag game anyone can join.

It began as a sheet of AR stickers I brought to Unreal Fest in Stockholm in September 2025. I was working on light and installation for the Epic Games event, produced by Happy Times, and made this outside the brief. Pointing a phone at a sticker placed the whole arena on the table: a small portal back to a game I had loved since I was a teenager.

Since then it has grown into a game. Open facingworlds.org on a computer and you drop straight into the match. A server fills two five-player teams with bots, makes room as people join, and keeps the shots, damage, deaths, flags and score in sync, with six weapons, pickups, the UT99 HUD, the original sounds and announcer, and a live scoreboard.

A first-person player aims an Enforcer across the bridge at the red tower while the UT99-style HUD shows health, ammunition and both flags.

The firing cadence, weapon poses, projectiles, muzzle flashes and impact effects follow the original UnrealScript wherever the browser can. It is still deliberately rough and immediate: click the page, grab a flag and run.

On a phone, the same live match becomes a miniature arena you can walk around on the table.

Point the camera at the printed marker and the arena holds still on it, with the live match playing out inside: players running, carrying flags, firing and falling where they are in the game. You can move around the table, crouch beside a tower and follow the score and both teams.

The full circular Facing Worlds image-tracking marker, built from the opposing towers and two sun symbols.
The red tower stands in front of Earth while players cross the asteroid bridge below.
The original CTF-Face navigation network is drawn as hundreds of connected lines across the two towers and bridge.

The level is placed from the original map data rather than eyeballed from screenshots: two flag bases, twenty player starts, 56 pickups, 166 navigation points and 592 path connections. I started from a 3D model of the map by Harry Clarke, which had shrunk the arena to 43% of its real size. Restoring the 71-metre towers brought back the long, exposed crossings that give Facing Worlds its rhythm.