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FactionFiles :: Files :: Red Faction - Maps - Deathmatch :: {DVL} Boingy 3 by {DVL} I.A.C
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Author: {DVL} I.A.C [Search Author]
Uploader: dvl_iac [View Profile]
RFL Name: dm_Boingy3.rflCopy RFL Name
File Size: 114MB
File Type: zip
Added: 04/20/2025
Downloads: 1 (0 In-Game AutoDL)
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Description
I spent a few weeks building this map just to test some of the new Alpine Faction events/abilities and it has basically turned into an Alpine Faction tech demo map. It makes use of at least 20 new abilities that were added to RED through Alpine Faction.

Check out a full overview of the map here: https://youtu.be/-7Gbng7S54A

I decided to use Boingy 2 (https://youtu.be/9oRz1rFQnuE) as the starting point for this map because I thought it would be a fun mix of new and old school, and since it's Boingy, nothing has to make any sense, giving me full creative freedom to try whatever the hell I wanted haha. Thanks to Phasmomancer & Goober for giving some ideas and beta testing.

I originally made Boingy 1 and 2 in 2004 when I was still learning RED Editor. The map also incorporates many other small maps I made the same year, with some modern twists, as well as a couple new never released maps.

Overview of the changes from Boingy 2:
- The map is 4x bigger(80M x 80M x 80M play area vs 40M x 40M x 40M play area) To support larger player counts.
- The goodie box in the middle has some push regions added around it to make getting in more difficult.
- Platforms were added around the map to give players additional resting spots. There is also a use key activated trigger on each platform to launch the player out of the nearest cannon.
- Cannons were added to launch players in angled directions at higher speeds.
- Mystery boxes were added to send the player to either a random platform or launch them out of a random cannon.
- A code system was added to unlock 5 music tracks, 7 battle royale arenas, 6 temporary gameplay altering elements, 2 visual effect elements, and 1 mini game.
- More items and respawn points.
- Some item models were changed.
- When the map is started it will choose 1 of 4 skyboxes at random and change the skybox and fog settings every 2 min. The first 16 sky changes should be synced between all players, after that it will just be full random for all.
- When the map is started it will choose 1 of 4 music tracks at random, the track selected should be the same for all players.
- Under the hood there are 1340 events that make this map tick vs 0 in the originals.

===============================================================================================
The Code System:
While the map can just be played normally with no need for user interaction, the new code system is where the magic happens. There is a 5 button code system with 31 possible combinations, however only 21 of those are linked to something. You enter the code with the 5 buttons on the right then execute the code with the button on the left. After 5 seconds the code is reset, if you hit a wrong button or change your mind mid code. Most codes disable another code from being entered for 30 sec, when a valid code is executed.

Codes:

Music:
Changes the music track for all players. Codes disabled for 5 sec when new music track executed.
1= Benny Benassi - Satisfaction
2= Groove Solution - Magic Melody (The track from Boingy 1)
4= System Of A Down - Bounce (The track from Boingy 2)
8= GuCci - Popcorn Remix
16= M & H Band - Popcorn

Battle Royale:
Sends all players to a new map for a mini Battle Royale. Dying will return the player to the main map. (Dying within the first 5 sec will send the player back to the battle royale.) The last remaining player can hit the "Take Me Home" button to be sent back to the main map. A battle royale code will disable other codes from being entered for 30 sec.
13= Quake Intro map (Unreleased)
17= Mini version of the giant terrain from my "Europa One Outpost" map
19= {DVL} Clock
20= {DVL} Boingy 1
24= {DVL} n00b Wars 1.2
25= {DVL} Dance Studio
26= {DVL} Dance Studio 2

Gameplay:
Activates things that temporarily change the gameplay of the main map. These will disable other codes from being entered for 30-60 sec, depending on the event.
5= No Gravity for 30 sec
6= 3x Gravity for 30 sec
7= Negative 3x Gravity for 30 sec
12= Hell - Continuous damage to all for 35 sec, new sky, music, sound effects and particle emitters
14= Heaven - Continuous heal to all for 60 sec, new sky, music, sound effects and particle emitters
15= Darkness - Map gets progressively darker for 60 sec, new sky and music

VFX:
Activates some new visual effects for the main map that doesn't change gameplay. A vfx code will disable other codes from being entered for 30 sec.
10= Terrain Exploration Skybox - a skybox with the camera perspective animated to fly around a 3D terrain
18= I.A.C Fireworks - a Canadian flag is drawn in the sky, with IAC underneath, then a bunch of explosive vclips are played

Mini Game:
Best played solo or with 1 or 2 players that are expecting it. Any other scenario will just be chaos and confusion. Will disable other codes from being entered for 30 sec.
21= Guitar Hero - Hit the notes to gain points. Moving to the next note without being parallel left to right with it, loses points and hurts player. Survive to the end to claim your prize, see your final score, unholster weapon & teleport back to main map. Dying will also send player back to main map. Only 1 guitar hero enabled per game.


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Other Notes:
- This map requires Alpine Faction Version 1.1 or newer to run. (https://alpinefaction.com)

===============================================================================================
Bugs:

- Dynamic lights can be glitchy, flashing to bright white sometimes.
- If a player joins after the first sky change, they will have a different sky then everyone else until the next sky change.
- Joining right after an event has been triggered will result in the player not experiencing the event with everyone else or only experiencing some effects of it.
- If you have your music volume setting turned all the way down before loading the map, the music won’t play until the next song is triggered, even if you turn the setting back up after loading the map. It needs to have some volume prior to loading for the starting track to work.
- Minimizing the game during guitar hero will result in the position of the triggers being different on your screen vs where the server says they are, so will be pretty much unplayable. High ping could also possibly desync the trigger positions.
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Revisions
NameDate AddedDownloadsQuick Links
{DVL} Boingy 3 (newest)04/20/20251[Download] [Install]

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