I decided to remaster my 2005 Graveyard map from RFU4. The basic layout is the same but pretty much everything has been rebuilt from scratch with way more detail. I spent about 75 days over the last 5 months working on this.
The map has 3 unique areas connected via teleporters. Each area has its own skybox, fog settings, music and ambience. There is the above ground area with a mausoleum, cemetery and surrounded by forest. There are the catacombs underground and there is Hell in another dimension.
The skybox and fog settings are set at each spawn point, so if you are spectating you will have the wrong skybox and fog if you fly to a different area then the one you were in when you died, or spectate a player that is in a different area.
Check out the video showing most of the features and secrets here:
https://youtu.be/-orDgdk__3w
Some special features of the map:
Whole map:
- Players can double jump by hitting their use key anytime while in the air after jumping, with the option of a quick landing by doing nothing or softer slower landing by hitting use key again slightly less than a second later.
- Alternately, players can do 1 super jump by hitting use key before they jump.
- Players can choose from 2 other graphics modes to disable assets for weaker systems. To change modes you do a quick double tap of your use key.
Above Ground:
- Thunderstorm with randomly generated dynamic light flashes and bolt patterns as well as a randomly selected thunder sound of 18 options. Lightning strikes every 15 seconds.
- Every 35-45 seconds there's a chance a spook sound will play. 14 possible sound options randomly selected.
- Spawning in or traveling to this level will also have a chance of playing a randomly selected ambient music track of 2 possible options.
- 4 animated zombie sequences can be found.
Underground:
- Every 35-45 seconds there's a chance a spook sound will play. 12 possible sound options randomly selected.
- Spawning in or traveling to this level will have a chance of playing a randomly selected ambient music track of 3 possible options.
- Every 15 seconds there's a chance a random selection of 1 of 6 rock crumble sounds will play.
- 2 animated zombie sequences can be found.
Hell:
- Every 35-45 seconds there's a chance a spook sound will play. 12 possible sound options randomly selected.
- Spawning in or traveling to this level will also have a chance of playing an ambient music track.
- Lava fireballs are randomly selected from 14 positions and fire off every second.
- 1 or 2 lost souls will fly by every 30 sec, randomly selected from 4 possible directions.
Graphics mode differences:
Medium Graphics Mode:
- All dynamic lights are disabled, except for the lightning flashes.
- All custom foliage meshes are hidden.
- All custom high poly trees outside the play area are hidden.
- All spark particle emitters are disabled.
- All falling leaf particle emitters are disabled.
- Smaller, less noticeable decorative meshes are hidden.
Low Graphics Mode:
- Everything in medium graphics mode.
- Lightning flashes are disabled.
- Lightning bolt emitters are disabled.
- All particle emitters are disabled.
- Most meshes are hidden.
Notes:
- This map requires Alpine Faction v1.2.2 or newer (
https://alpinefaction.com) to run.
- This map runs about 3x faster and looks best using the new Direct3D 11 renderer in the Alpine Faction launcher settings, so highly recommended to use that option if you have a dedicated GPU that supports it.
- This map is a beast so don't expect more than 90fps in some areas if you are running in Direct3D 9 mode. If your computer is struggling, switch to a lower graphics setting in the map by double tapping your use key at any time. All meshes also have LOD's, so you can further increase FPS by lowering RF's overall graphic settings and/or putting in a lower number for "LOD Scale" in Alpine’s advanced settings, so the lower quality LOD meshes kick in at a closer distance.
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Bugs:
- The dynamic lights can be glitchy at times with the Direct3D 9 renderer.
- Double jumping if there is geometry above you, can get you stuck against that geometry for a second.
- If you have your music volume setting turned all the way down before loading the map, the ambient music won’t play, even if you turn the setting back up after loading the map. It needs to have some volume prior to loading for the music to work.