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FactionFiles :: Files :: Red Faction - Maps - Deathmatch :: {DVL} IACs Desk 2 - DDS by {DVL} I.A.C
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Author: {DVL} I.A.C [Search Author]
Uploader: dvl_iac [View Profile]
RFL Name: dm_DVLIACsDesk2DDS.rfl
File Size: 86.7MB
File Type: zip
Added: 10/14/2024
Downloads: 9 (0 In-Game AutoDL)
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Description
This is a Micro Map of my computer desk area, exactly how it was in 2006 (when I made this map).

Originally I just wanted to convert all the textures to the much smaller and more efficient DDS format, but as I was running through the map I noticed a bunch of things I wanted to fix. So I spent a few days fixing stuff up.

Changes for this version over the original High Resolution version:
- 346mb smaller uncompressed, 253mb smaller compressed.
- A lot of barely visible faces had unique textures and a lot of faces had very similar but unique textures. So I eliminated 40 textures by using duplicate textures on those faces, bringing the total down to 341 textures instead of 381.
- Shrunk the music file down to 2 tracks instead of 5.
- Set the music as a Music_Start event instead of a Play_Sound event, so the volume can be controlled with the music slider.
- Adjusted/fixed/cleaned up some geometry and added a few more details.
- Fixed some UV map issues/jumpy textures.
- Put an invisible brush over an area you could previously get stuck in.
- Changed some textures, painted out the seams/imperfections in others and swapped a couple with even higher resolution versions I originally created back in the day but never used.
- Optimized where I could without rebuilding everything from scratch, to help performance a bit. (Converted some keyframe brushes back to regular geometry, added invisible textures to all rendered but unseen faces I could think of, added some more portals.)
- Moved some objects around to allow for more areas of cover.
- Removed the secret push region tunnel to the ceiling light and replaced it with a projectile (Rocket, Remote mine, Grenade, Fusion) activated teleport instead, since the player could sometimes get stuck in the tunnel.
- Adjusted the lighting.
- Added the metal identifier to metal textures so the sound is more accurate.
- Full bright models, so players and items are easier to spot.
- Added some more items and adjusted some item placement.
- Adjusted respawn points.
- Added a couple more jump pads/climbing regions to make getting around quicker.


Flyby and Secrets video for the map: (Only 720P because that's the highest YouTube supported when I uploaded the video 16 years ago.)
https://www.youtube.com/watch?v=Zb8iOeKbHKw

Compared to IACs Desk 1:
- I scanned in most of the textures instead of just taking pictures. So they're a lot clearer and don't have a big bright spot on them from the camera flash and are not out of focus.
- Much higher resolution textures.
- A lot more detail and objects and a lot of objects have changed.
- More secrets.
- Better lighting and shadows.
- Almost triple RED's 'limits'. ID1 didn't even reach RED's 'Limits'.
- 341 custom textures VS 123 used in ID1.
- More items.
- No Geo Unfortunately in ID2 due to the high detail, whereas just about everything that would be fun to destroy is geoable in ID1.

Note:
This map requires Dash Faction to run (https://dashfaction.com)
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