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maps's Issues

Bug with one teleporter on map abuse

One of the teleporters is placed too close to the wall and/or its range value is just too high. When you touch the area near the selected teleporter on the side you can see in the attached screenshot, you are teleported, too. This is especially annoying while playing deathmatch with gladiator mutator, because you cannot escape the "hidden" area.

I think it's better to change the position of the teleporter a bit instead of reducing the range value, gameplay is affected less this way.

Tested and reproducible with 1.5.5 release.

buggy teleporter on abuse

Generate descriptions for each map

The next release has support for "map descriptions", which are shown when hovering over a map with the mouse. All maps should be updated to include a short blurb in this field.

Map ports

All maps need to be ported to Tesseract before 2.0.
Maps will be listed here and will be crossed out as they are finished.

Map port requirements:

  • Acceptable performance (300 light jobs ala Cube 2 are not "acceptable")
  • Significantly better visual fidelity than the Cube 2 version it replaces
  • Some use of Tesseract's special features is recommended (don't add it for the sake of adding it, however)
  • If the map is outside or on a location which has day/night cycles, both day and night versions are required.
  • Maps must be easily bright enough to see everything and even at night should give adequate visibility for all main sections of the map. Dark corners in night versions are permissible but should not be routine; you can make certain lights night-only (or day only) by changing attribute 10 (variant).
  • Maps are expected to be mipped (f4) and smoothed (f7), as one would expect for release-quality content.
  • Volumetrics are hard on performance, and many will disable them. They can be used in order to increase visual fidelity, but should not give any particular advantage to people who wish to have them enabled.

Notes on performance compared to Cube 2:

  • Occlusion is going to be a problem with many maps with open centers. You may be forced to reduce the number of lights and increase light size compared to the old Cube 2 version.
  • By default, lights have all settings except volumetric enabled. To disable them, use bitmasks 1(noshadow), 2(static) and 8(nospec) on attribute 7 (flags). Mask 4 is for volumetric lighting.
  • For ambient, non directional lighting, use masks 8-11 (no specular+ no shadow/static) to reduce their performance impact and avoid strange specular highlights which appear to center around thin air.
  • Lights below size 16 automatically have masks 1 and 2 set (noshadow static) and cannot be turned back on (because this is stupid performance wise)
  • To see what acceptable performance is, look at error for reference. Open maps with poor occlusion may be as graphically heavy as keystone2k, though aim for better performance if possible.

Finished maps are struck through.
Maps that are in progress or have been "claimed" are italicized.
Maps which have severe issues (glitches, overbright, dark, lag) to the point of unplayability are bolded.

Deathmatch

8/26 complete.

Battlefield
Bloodlust
Cargo
Castle
Center
Conflict
Darkness
Deathtrap
Deli
Depot
Dropzone
Dutility
Echo
Enyo*
Error
Panic
Ghost
Keystone 2k
Livefire
Nova
Polaris
Suspended
Abuse
Tribal
Ubik
Wet

Race

0/9 complete.

Absorption
Cyanide
Decomposition
Escape
Hinder
Neodrive
Relax
Testchamber
War Depot

Gladiator

1/4 complete.

Disco
Eternal
Singularity
Torus

*Enyo is still in the maps repository but is not in the rotation.

stone: wall glitch

There is a wall glitch on stone on the omega side, you can enter the wall here:
20150924211653

Decomposition Checkpoints

Decomposition needs a few extra checkpoints, especially after the drop which requires momentum to boost on to the platform.

Changes made to 'decay'

In short; the map has been made slightly smaller by removing the tall pipe room and some of the connecting areas. The underground passage has been shortened in length and now better connects to the rest of the map. Some areas have had the texturing improved and weapon placement adjusted.

I've playtested it's current state with 6 bots and it seems to flow better, there's more action across the map. Here's the forum link with the updated map file so that anyone can test it, if they cannot find any more issues with the map. I've named it decay2 so that you can easily compare the changes.
http://redeclipse.net/forum/viewtopic.php?f=5&t=728#p7567

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