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
Note: This version is currently the only version of Jupiter 3 Station that can support a full server. I was made aware that there is a hitbox limit of 8192 and all clutter with collision and triggers (times the number of players), count towards this limit. Once you go past the limit, triggers will randomly stop working. So Jupiter 3 full V1.1 can only support 9 players before stuff starts to break and Jupiter 3 Locked In V1.1 can only support 10 players. Not sure if or when I'll get around to fixing those versions, because I pretty much have to redo all the clutter from scratch using no collide clutter and switch model events, then build the collision using brushes. Huge commitment when there’s over 500 individual pieces that would need to be redone. Most of the collide clutter and triggers are inside the station, therefore were already deleted on the CTF versions, so they weren't hit as hard by this limit.
Changes for Version 1.2:
- Upped the max players supported before stuff starts to break, from 25 to 32.
- New higher resolution sky made from a NASA star map HDRI, which I converted into a skybox.
- Added Jupiter’s 4 Galilean moons to the skybox (Io, Europa, Ganymede, and Callisto) and rendered out a higher resolution Jupiter.
- The battle royal arenas only lock for 20 sec now instead of 30.
- Added a prize that will appear for the battle royal winner.
- New intro music. Also decided, since this version is more for quick games then long plays and explore sessions, that I'd cut the jukebox music down to 1 track for each option, to shrink the file size.
- Voyager keyframes now triggered in a way that should keep it more in sync with everyone.
- Fixed a bug that could cause you to be teleported right back to where you started when using the anytime anywhere teleporter.
- Less info text to read when the map starts.
- No more respawn points inside the asteroid.
- Bigger hitboxes on the jump pads.
- A couple more decorative lights in the garden.
- Escape pods won't respawn now when destroyed.
- Airlock doors are now activated automatically when you get close instead of by use key.
- Jukebox buttons respond quicker.
- Adjusted the lighting in the control room.
- New textures for some screens.
- A bunch of other tweaks I can't remember because most of the changes were made months ago.
Some new gameplay elements to note from the previous versions:
- 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 Royal 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 20 seconds. Eliminate the other team to win the Battle Royal. If the battle finishes before 20 sec, you can use your SRT after 15 sec to get back in the game. The Battle Royal can only be activated once every 2 min.
- 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.
Other Notes:
This map requires Dash Faction to run (
https://dashfaction.com/)
This map comes with 16:48 min of music. There is a 3:46 min intro track, then if you want to access the rest or skip the intro track there are 2 other tracks. The Chill track is 6:17 min long and is calm, more ambient like track and the Hard track is 6:44 min long and is a heavier, more action like track. The tracks are controlled using the buttons on the jukeboxes in the map and are set up in a way that the buttons will 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 112FPS 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.
Bugs:
- Sometimes when you teleport, the sound effects won’t play on the other side.
- Lag can sometimes cause the teleport effects to fire off multiple times before you teleport or the teleport to be delayed.
- The teleport effects others see when you use the SRTs can get out of sync with where you actually end up. Sync is re-established every 45 sec or so, so should stay fairly close.
- Hitting a jump pad (AGLA) just before your SRT fires off, will send you flying in an unpredictable direction on the other side. It could send you out of the map to your death or could send you directly to the flag. No way to know for sure. Try it if you’re feeling lucky.
- If you join the server after Voyager has already made a run, it will trigger as soon as you start the map and only on your screen, the rest of the passes should be in sync with everyone else. The one exception is, if you join after a pass has been completed but less than 60 sec before the next scheduled pass, then the next pass won’t run for you because the keyframes don't have enough time to reset.
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
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.