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Cube 2 Idea Mine - Discuss

by AlternateLives on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248167 views, last view: 11/01/2024 11:40

After seeing idea after idea get shot down all over the place in these forums, it occurred to me that perhaps this thread might be a good idea.

Got an idea for a Cube 2 mod? Go ahead and get it out of your system and post it here. If you are a modder, scroll through these. Maybe one of them can give you some inspiration.

Note to developers and long-time forum users: this is not intended to be a place where future updates or changes to the game you know and love to be posted. This is merely a place where half-formed (but possibly good) ideas can be discussed at present value without having them immediately shot down.

On that note, the only rule: No attacking of ideas just because they are not implementable within the current engine.

Have fun!

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#115: Re: ..

by Zamwa on 08/15/2012 15:21, refers to #114

Yeah there spec spies! It reminds Me of the time when My clan was battling this other clan who was beating us using spies claiming to just be watching! What this clan didn't know was that I knew there clan was also on WOW using ventrilo! So I decided to take a few seconds from the battle to open ventrilo and listen in on there sever! XD

So I was back in the battle hearing there noob talk going about! I was able mimic there newbie voices and tell them fake info! None of them suspect anything cause most of them sounded alike! XD
Anyway they eventually got pissed and ban there own members! So they learned the hard way that spectating will not gain them the advantage they so craved! ;")

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#116: Re: ..

by Zamwa on 08/15/2012 15:27, refers to #115

XD I wish I had recorded it and youtube it LOL! XD

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#117: ..

by Papriko on 08/19/2012 14:38

God, in the last time I am full of ideas!

When writing config files, especially longer ones, would it be nice if you'd get some hint which piece of code makes problems. Either tell the line or give a short preview of... let's say 20 chars before and 20 chars after the point of error.

Just "missing ]" is little to not helpful...

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#118: Re: ..

by Razgriz on 08/21/2012 00:05, refers to #117

You do know that error messages in SVN tell you in order where the error occurs in which commands and the line as well? :P

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#119: Re: ..

by Papriko on 08/21/2012 09:41, refers to #118

I don't play with development builds, in any game.

Thanks for the hint, though.

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#120: ..

by Papriko on 10/09/2012 18:25

What about the quaddamage not only multiplying your damage by 4, but also the recoil of the weapons? XD

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#121: DMSP Super-Upgrade (Mod)

by Teh_Bucket on 10/09/2012 19:01

Has anyone played DMSP in Sauer? It's when monsters spawn in the normal multiplayer maps and you have to survive. Seeing as this was simply a quickly made addon to the already balanced single player, I think a very balanced, well-made mod is in order.

I'm not much of a coder, but I've already started on new monster models. In order for gameplay to end up right, the monsters should (in addition to better pathfinding) have attributes and abilities designed to this sort of game. An example where this is done right is Killing Floor, another DMSP game, where the different monsters have strengths and weaknesses which the player must exploit in order to succeed. This makes a game fun. Started monsters are the leaper (http://i.imgur.com/75K5f.png) which is able to outrun the player, as well as leap heights the other monsters cannot. There is also the Crawler (http://i.imgur.com/rh8SV.png) which spawns on every kind of surface (or just crawls up onto them) and grabs the player when he gets too close. Each spawn point would start as an inert egg, when disturbed, it would "hatch" and the spawn point would from then on spawn monsters. Other monsters would be a large, slow damage soaking monster whose health is calculated by the amount of other monsters around it, a ranged spitter monster (with similar slow projectiles the the single player monsters) and an average melee monster. All of these monsters (except the leaper) would move slowly, unlike the single player monsters, in order to create a different kind of gameplay. the player can outrun them, but getting surrounded is the danger, especially when grabbed by a crawler. The player mechanics would be changed alot, much slower than in sauer, but perhaps with the parkour mechanics of red eclipse. The weapons would also be changed, I'll probably model them as well.

I'm not sure if this would be best made as a mod to sauerbraten, red eclipse, or a full mod of the cube 2 engine (seeing as most models are changed, and just about every bit of gameplay is changed.)

Please let me know what would be most feasible, and if anyone else can help with this project.

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#122: Re: ..

by suicizer01 on 10/10/2012 10:14, refers to #120

It already does for grenades and rockets.

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#123: Re: ..

by Papriko on 10/10/2012 12:36, refers to #122

Only when you are hit. I mean the actual recoil from firing the weapon, like the tiny jump up/backwards when you fire your rifle.

Also, this idea was just semi-serious :P

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#124: weapon turning balance!

by Zamwa on 10/22/2012 21:20

I love the look of the handgun and wouldn't it be nice to out maneuver the guy with the machine gun!

handgun no speed adjustment
rifle 8/10 the speed
grenade launcher 8/10
machine gun 7/10
rocket launcher 7/10
chainsaw 9/10

this would balance out the uselessness of the handgun!

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#125: Re: weapon turning balance!

by eihrul on 10/22/2012 21:44, refers to #124

The damage of the pistol was actually simply increased. Occam's razor.

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#126: Re: weapon turning balance!

by Papriko on 10/23/2012 19:09, refers to #124

Do I understand that right? Reload time * 0.7? You wanna make the rocket launcher even FASTER?!

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#127: Re: weapon turning balance!

by Zamwa on 10/23/2012 23:35, refers to #126

Marginally slower turning for all weapons except the handgun!

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#128: Re: weapon turning balance!

by baby~rabbit on 10/24/2012 05:23, refers to #127

Weapon "turning balance" - the larger the gun the slower for the player to spin round, and with increasing chance for them to fall over?

That might be realistic, but somewhat annoying to gameplay :P

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#129: Re: weapon turning balance!

by Zamwa on 10/24/2012 19:04, refers to #128

Originally I was thinking basing the balance on how weapons were useful in real life, but that would hurt gameplay with the style of maps already chosen! So I based it on the ingame handgun usefulness instead!

Oops forgot the shotgun! 8/10

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#130: weapon turning balance!

by Zamwa on 10/26/2012 07:13

I'm probably over thinking this, I just thought of balancing the difference on weapon effective ranges!

handgun 8/10
rifle 7/10
grenade launcher 9/10
shotgun 9/10
machine gun 9/10
rocket launcher 8/10
chainsaw 10/10

This configuration would make aiming with all weapons comfortable with all game modes and maps!

Code & guinea pigs anyone? :"P

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#131: ..

by degrave3 on 10/26/2012 09:11

Weapons is ok, except grenade launcher in svn, i don't like changes.

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#132: Re: ..

by Razgriz on 10/27/2012 00:01, refers to #131

I do like them, longer reach and shorter fuse ftw.

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#133: Re: ..

by suicizer01 on 10/27/2012 00:54, refers to #132

Only making a double nade jump from zero is a bit harder now.

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#134: Might seem a bit boring, but anyway...

by WilliamL on 12/15/2012 11:10

Would it be good idea to put in a sort of 'sightseeing' mode? Have the HUD stats gone and maybe set the walking speed a little slower, so that we can just walk around, admiring the maps? Kind of like Platinum Arts Sandbox before 2.8?

It might seem a bit stupid, but I'd love a mode like that in the game, or at least in a mod.

(Also, I'd love it if there were a Slender mod. Just sayin'.)

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