Welcome to the magical world of Fragglemore. The unique gravity and magnetism of this planet push giant landmasses up into the sky, where they can hover for centuries and develop their own unique eco systems. Come experience the mystical floating islands of Fragglemore for yourself.
This is a simple Damage Control map I put together in only about 9 days over the last couple months. There are 5 islands and the 4 big ones around the outside each have a capture point. Whatever team owns the capture point should also own most of the respawn points on that island.
There is no baked in lightmaps, just the new real time pixel lighting Alpine added for meshes. There are 3 different light settings. It starts as early evening for 3 min, and then switches to sunset for 1 min, then night for the remainder of the match.
Thanks to Romek for getting the pterodactyl model/animation working as a custom vfx file. The model had too many bones to use as V3C+animation file. VFX is pretty performance intensive though so it does drop FPS quite a bit when it appears every 60 sec, if you're looking at it.
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Gameplay Notes:
- Hit your use key at any time mid jump, to activate a short burst from your thruster pack and travel much further distances.
- If you fall of any of the islands, you won't die; you just get teleported back to a random island.
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Notes:
- This map requires Alpine Faction v1.3 or newer ( https://alpinefaction.com ) to run.
- This map runs 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.
- If you need more performance in DX11, then try switching to vertex lighting mode instead of pixel lighting mode. (Console command "r_meshlighting 1")
- All the meshes have LOD's so if you need a performance boost you can also lower your graphics settings or set your LOD scale to 1 instead of the default of 10, so the LOD's kick in at much closer distances.
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Bugs:
- DX11 pixel lighting mode will update the mesh lighting automatically when time of day changes. If you are in DX11 vertex lighting mode, mesh lighting won't update unless you switch to pixel light mode "r_meshlighting 2" then back to vertex light mode "r_meshlighting 1". In DX9 mode the mesh lighting won't update as the time of day changes. Still looks ok, just the wrong side of the meshes will be lit at night and be a bit brighter then what the moon light would be.
- If you have your music volume setting turned all the way down before loading the map, the intro music track 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.