Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Map ports #48

Closed
no-lex opened this issue Nov 9, 2017 · 0 comments
Closed

Map ports #48

no-lex opened this issue Nov 9, 2017 · 0 comments

Comments

@no-lex
Copy link
Contributor

no-lex commented Nov 9, 2017

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Development

No branches or pull requests

3 participants