This is a map of an old, somewhat run-down, small Communication outpost on Jupiter’s Moon, Europa.
As requested by space9h0st a while back, This is a CTF Conversion of the DM map. There are 5 ways to get into each base, main door from outside, underground tunnel between bases, teleporter between bases, secret toilet entrance, and 1 respawn point if you are lucky. So make sure you guard them all.
Changes for the CTF Version:
- Replaced the center computer in each base with the flags.
- The main doors in and out of each base are now no player collide so you can get in and out quicker.
- Added a secret use key toilet lift entrance to each base.
- Same respawn points as the DM version except all the respawn points on the north side are red team and all the respawn points on the south side are blue team, with the exception of 1 respawn point in each base is set to both teams, for another secret way into each base.
- I removed the giant secret terrain, since you probably shouldn’t be exploring in a CTF game and letting your team down.
- Added mipmapping to the terrain textures so they look a little clearer in the distance.
- Higher lightmap resolution on most things, since without the giant terrain I had a lot of extra lightmap room I could use up.
- Added a jump pad to quickly get between bases. Just jump into the bolt of electricity coming off each bases satellite dish.
- Added smooth shading to the bodies in the secret tomb to make the lighting on them look a bit better.
- Changed the lighting in each base to match the team colour.
- Changed the lighting in the underground tunnel to match the colour of the base you are closest to.
- Added coloured bolt emitters around the main entrance of each base, to match the team colour.
- Tinted the outside textures of the red base red.
- Updated the images on the teleporter screens to match the new look of each base.
- Added exit signs to the main exit in each base to make it easier to tell which door to use.
- Lowered the far clip plane to reduce the weapon clipping. Still higher then default RF though because I didn't want the haze to be too thick.
- Added a couple small performance optimizations.
- New ambient music.
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A couple gameplay elements to note:
- Inside each base you will find an "Emergency Meeting" button. Press this to bring everyone in the map to your location for a mini battle royale. The buttons can only be used once every 2 min.
- Below the main map is an ocean. There are 3 premade tunnels to get down into it. There are some goodies hidden in the ocean. Picking any of them up will teleport you back to the center of the map.
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Other Notes:
- This map requires Dash Faction to run (
https://dashfaction.com)
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Bugs:
- On the odd occasion teleporting with the flag will give you the capture. I've rigged up the teleporters so they shouldn't be crossing the path of the flags but it can still happen rarely somehow.
- RF's Default render distance is around 300 or so. I cranked it to 400 but this has the side effect of the back of some weapons start to disappear in the first person view.
- If you have your music volume setting turned all the way down before loading the map, none of the music will play, even if you turn the setting back up after loading the map. It needs to have some volume prior to loading for the music to work.
- The geysers should stay in sync with the server and everyone in it up to 29 min, after that they will stop firing. If you join the server after any of the geysers have already fired off, the last one that fired off, will fire off as soon as you join the server and only on your screen. If you happen to join after a geysers has fired off but right before another one fires off, you will have 2 going at the same time, which could cause some big FPS drops temporarily until the particles vanish.