This is a map of a space hotel orbiting Jupiter, next to an asteroid.
This is a CTF Conversion of my Jupiter 3 Station DM map. This version locks the players out of the station so there's less play area, therefore faster paced games. The Control Room and Garden are still accessible though.
If you want the full Jupiter 3 experience or just want to explore, get the full version here:
https://www.factionfiles.com/ff.php?action=file&id=7835
Changes for Version 1.1:
- Huge performance Improvements. Should run 30-50fps faster then Locked out original and 20-30fps higher then Full version 1.1.
- Changed the way the airlock doors work, to be more interactive with the players.
- Optimized emitters to use way less particles and made the engine emitters look a bit better in the process.
- Upped the ambient light level of the map from 40 to 80 to make it overall a little brighter + Full bright player models.
- Some tweaks to lighting.
- Added 2 more screens to control room.
- Added ladders to climb onto the station from medbay escape pod tunnels, in case you jump down there.
- If you break the water pump in the garden you can no longer turn it on.
- Improved particle effects and added movement to the still water of the garden fountain, to make it feel more real.
Some new gameplay elements to note from the previous version:
- Jump pads are now Long Rage Tele-pads (LRTs) that will send you instantly to a new location. Red pads will get you closer to the red flag and blue pads closer to the blue flag.
- Anti-gravity Levitation Arrows (AGLAs) will be your new jump pads. They will send you flying in the direction of the arrow.
- Everyone now has a Short Range Teleporter (SRT) built into their space suit. Simply hit your use key anywhere in the map, except the flag towers, control room and garden, and you will be teleported to a random location on the other side of the map. These SRTs do have a 5 sec charge up period and 30 sec cool down period, so use them wisely. If you want instant teleports at any time with predictable arrival locations, use the LRTs.
- On the very top of each base, below the bolt of electricity, is a Battle Royale button. Use the button to activate the 5 second count down, that then combines the power of the 2 bases to teleport everyone in the map to a battle arena, within the base that activated the button. Players are locked in the arena for 30 seconds. Eliminate the other team to win the Battle Royale. If the battle finishes before 30 sec, you can use your SRT after 15 sec to get back in the game. The Battle Royale can only be activated once every 2 min.
Check out the commercial video for the full version of the map here:
https://youtu.be/5JimzJThul4
Check out the Features & Secrets video for the full version of the map here (all the outside stuff still applies to this map):
https://youtu.be/vdzVHG4D5f8
Notes:
This map requires Dash Faction to run (
https://dashfaction.com/)
This map comes with 47 min of music. There is a 2 min intro track, then if you want to access the rest or skip the intro track there are 2 playlists. The Chill playlist is 20min long and is all calm, more ambient like music and the Hard playlist is 25min long and more heavier, action like music. The playlists are controlled using the buttons on the jukeboxes in the map and are set up in a way that the buttons should only effect the person pushing them.
This map is a bit of a beast. It's just under 3x RF's recommended geometry limits as well as uses 500+ default clutter objects, so may not run very smooth on older computers. I'm getting lows around 110FPS on an AMD Threadripper 3960x. I have learned that GPU makes very little difference for RF performance and your performance will pretty much be determined by the Single Core performance of your CPU. Therefore a computer with an old CPU but modern GPU will likely perform worse than then a computer with a modern CPU and no GPU. I have also learned that the more players in the server the lower the FPS will be.
Pro Tip: If you need an fps boost, open the console (~) and type vli and hit enter. This disables the light flare sprites around all the lights and gives a 10-20fps boost.
Some credits:
-The ship trapped in the asteroid was originally made by Phasmomancer ({DVL} Shad0w) for a single player campaign we were working on 15 years ago but never finished. It was originally 4x bigger so I had to scale it down and realign things to make it fit in the asteroid.
-The drop ship below the station and on the asteroid and the small ship that flies by are from the volition default RF Group pack, although I did change things on each.
-Thanks to Ice and Goober for introducing me to Goal events in RED and Ice for putting together the events for the cool down system of the SRTs.