You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
The text was updated successfully, but these errors were encountered:
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:
Notes on performance compared to Cube 2:
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
CastleCenter
Conflict
DarknessDeathtrap
Deli
Depot
Dropzone
DutilityEcho
Enyo*
ErrorPanic
Ghost
Keystone 2kLivefireNova
PolarisSuspended
Abuse
Tribal
Ubik
WetRace
0/9 complete.
Absorption
Cyanide
Decomposition
Escape
Hinder
Neodrive
Relax
Testchamber
War Depot
Gladiator
1/4 complete.
Disco
Eternal
SingularityTorus
*Enyo is still in the maps repository but is not in the rotation.
The text was updated successfully, but these errors were encountered: