Changes for Version 1.1:
- Found out weapon activated triggers can't be used with teleports because they teleport everyone in the server when triggered, so changed the secret teleport to the ceiling light to just be a trigger you have to jump into instead of a weapon activated trigger.
- Changed to a better metal texture for the nightstand drawer handles.
- A couple minor brush and lighting tweaks.
Original 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)