Cube 2 Idea Mine - Discuss |
by AlternateLives
on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248159 views, last view: 11/01/2024 11:32 |
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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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#80: Re: .. |
by suicizer01
on 03/29/2012 22:52, refers to #79
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+1
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#81: .. |
by ultrasemen
on 03/30/2012 17:21
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My ideas.
1. New weapons.
*Plasmathrower, like flamethrower in other games but with the blue grenade effect in first mode, and in second throws ball of plasma that flies much slower than rocker (maybe 3 times slower) but has bigger splash (2 times bigger) and little bigger damage (1.5 times bigger). So, it would be great weapon for small distances.
*Dynamite, that you place on map and then activate by shooting in it. May be great for defending bases, your team places a lot, then you evacuate yourself, enemies come - bang - everyone is dead.
2. New maps. Some new conceptions, like narrow halls or dungeons for example, or - opposite - huge forst with trees and hills.
3. New modes. Maybe mode where one has good weapon and all other players are in opposite team with pistols. Or, like someone said, instagib but with pickups and maybe other weapon, not rifle. Maybe mode where you have to pickup your flag, carry it to enemy's base and hold it there for some time, and when your flag is destroyed you lose the game.
4. Doors (well, doors are not so cool, but maybe force shields) that are unlocked by pressing button. Will be funny to lock up in your shelter or remove floor under the enemies so they fall down.
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#82: Re: .. |
by Quin
on 03/30/2012 18:01, refers to #81
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Second firing mode? Have you even played Sauerbraten? :P
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#83: Re: .. |
by Zamwa
on 03/30/2012 18:38, refers to #81
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+ 1
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#84: Re: .. |
by ultrasemen
on 03/30/2012 19:17, refers to #82
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Yeah, I did. But I thought aiming on rmb is only an option and can be second firing mode on other guns, like in many games on some weapons its aiming, and on some its second mode.
Anyway, I don't think this is big problem to make second firing mode. I should look more in game code anyway.
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#85: Re: .. |
by Razgriz
on 03/30/2012 19:39, refers to #84
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Yes, you should. A lot actually :P
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#86: .. |
by sky
on 04/17/2012 11:03
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Actualy i work on it, test it and like it..
1. Speedless by half
2. Shift, for running,(normal game speed), also tiring states
3. Crouch
4. Breathing underwater.
5. Fall damage
6. Jumping reduced
7. Grenades shoot 2 times longer.. that make it good weapon, and also balanced.
8. Allow modding for servers.. not cheatable.. but for more gamemodes..
9. Allow running mod.. i also have nice running map for 2 & more players.. i work on it 1+ year >_<
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#87: Re: .. |
by suicizer01
on 04/17/2012 18:37, refers to #86
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So what's the current state of your mod?
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#88: .. |
by Papriko
on 06/19/2012 18:11
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What about some preview options/modes? When placing ents which are only visible in certain modes (yes, I mean you, flags and bases!) it is sometimes can be a bit annoying to get a preview of what you did so far, for example when you build around bases.
I don't know of any way to make bases and flags in coop edit, so the only way to check it out is save, change mode, run over there, look at it and go back to coop edit.
You must admit that sorta sucks when you are working on it, especially when you are playing with details and you need a lot of previews in short time.
(Awesome spam protection: 1 times 1)
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#89: Re: .. |
by Razgriz
on 06/19/2012 21:28, refers to #88
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that is actually a good idea, i'll forward it if i get the chance :P
1 / 0 =
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#90: Re: .. |
by Papriko
on 06/20/2012 17:06, refers to #89
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I guess it could be something simple, such as a bool /showbases.
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#91: .. |
by ultrasemen
on 06/25/2012 01:10
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Didn't anyone suggest to make light recalculation only for cubes without lightmaps? Would be cool, if I moved one cube on huge map I wouldn't have to recalc the whole map.
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#92: Re: .. |
by tempest
on 06/25/2012 09:17, refers to #91
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/patchlight
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#93: Re: .. |
by ultrasemen
on 06/25/2012 16:54, refers to #92
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It is even slower (much slower), than calclight, what do I do wrong? I just deleted one small cube and typed /patchlight.
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#94: Re: .. |
by Razgriz
on 06/26/2012 12:14, refers to #92
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Patchlight isn't that great actually, there have been cases where it produces incorrect lightmaps for spots where practically nothing was changed.
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#95: Re: .. |
by tempest
on 06/26/2012 13:27, refers to #94
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Yeah, I know. It's meant to quickly fix up things, and of course that will fail in some cases. But for me, it works quite well for quickly checking how something looks, and it's usually much faster than a full recalc on larger maps.
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#96: Re: .. |
by suicizer01
on 06/26/2012 23:14, refers to #91
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try to put lightprecision on a high number before calculating, that saves up time.
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#97: .. |
by Papriko
on 07/03/2012 20:27
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What about splitting kick and ban? New people keep abusing the kick function because they have no experience with mastermodes and co. That often causes a lot of innocent people to get thrown out of servers.
My idea is now: reduce /kick to really KICK only, meaning you are disconnected, but not banned.
The kick + 3 hours tempban could remain, but with the new name /ban and hidden from the default master GUI.
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#98: .. |
by Papriko
on 07/18/2012 17:59
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Sorry for the double post, but my last idea got ignored + I already waited a while now.
My next idea which can be ignored is this: new players who stumble across the edit mode often change and save default maps and then wonder why they are accused for being cheaters.
My idea was now to make some sort of limitation which disables overwriting default maps unless you really know what you are doing.
Something simple like a defaultmaps list and a bool which's state has to be switched before maps from that list can be overwritten.
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#99: Re: .. |
by AlternateLives
on 07/18/2012 18:02, refers to #98
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That actually is a pretty good idea. I did that once because I was working on a scratch map and forgot there was a map with the name I chose.
Maybe even something like:
/savemap mapname
Console gives this:
WARNING: Map "mapname" Already Exists! Are you sure (Y/N)?
/y
Map mapname saved
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