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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826908 views, last view: 12/09/2021 06:32 |
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#2122: Playing a new map |
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by Fanatic
on 12/30/2003 06:44
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I just finished my first map for Cube, and this is one powerful and easy to use engine! I was able to create a very detailed and nice looking map after a few test runs to see what the features are and how things work.
I'd like to release my little map, but I don't know how to load it (after renaming the temp file to my file name and creating the cfg for the emerald skybox graphics).
How do I tell people that haven't used Cube to load my map?
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#2123: Re: Playing a new map |
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by pushplay
on 12/30/2003 08:48, refers to #2122
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If you type:
/savemap mapname
it will save the map under that name. Conversely, you can type:
/map mapname
to load that map back again.
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#2124: Re: Playing a new map |
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by Fanatic
on 12/30/2003 17:54, refers to #2123
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Perfect. Thanks!
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#2125: New Level |
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by Fanatic
on 12/30/2003 19:20
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I finished my first Cube map, and got it's config and created a nifty MP3 for it.
Read the .txt in the zip file for the details.
<a href="http://fanaticalproductions.net/fanatic_wandering.zip">fanatic_wandering.zip</a> (about 1.4 megs)
Feedback welcomed!
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#2126: Fanatic |
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by pushplay
on 12/30/2003 22:50
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It's an interesting style. Good texture usage and good arcitecture. There are two really fundamental problems though:
1. where's the ammo?
2. an mp map should be like a bunch of circles. There should be several paths to take. Your map is basically one long path. When playing it I have no choice but to ping-pong back and forth. I may camp the gazebo to mix things up, but that's about it.
I'd go back and add atleast a second path. It could become a really great map.
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#2127: Re: Fanatic |
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by Fanatic
on 12/30/2003 23:50, refers to #2126
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Read the readme. :)
It's just a test map for architecture, made to see what the engine could do.
If I were to make this map into anything, I would make it into a single player map. I think fundamentally it's laid out wrong for DM play.
But my goal was to try to make a realistic and detailed looking mini-world, not something to kill in.
I think I might do a pure DM map next, especially now that I have a feel for how big an area needs to be to fight in. :)
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#2128: Re: Fanatic |
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by spentron-postcrash2
on 12/31/2003 10:18, refers to #2127
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Yeah yeah, singleplayer!
Looks good, involved archetecturals. I tried throwing some stuff into your map but didn't try too hard... P.S. check out my editing config, fast entities (since you're running behind ;) ).
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#2129: Re: New Level |
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by Bascule
on 12/31/2003 10:27, refers to #2125
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FanaticalProductions.net link is currently b0rked, any chance of someone putting this file up somewhere else?
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#2130: Re: New Level |
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by Fanatic
on 12/31/2003 17:27, refers to #2129
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My server runs from an ISP that blocks port 80, so I have the DNS fanaticalproductions.net pointing to my IP on port 8080. I know some people can't access this port, so that might be it.
I double checked my router and DNS, and my IP hasn't changed in over 2,200 hours, so it appears to be running.
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#2131: its an iffy map, but i think it is quite beautiful in places |
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by Pathegreat@hisFathers
on 01/01/2004 01:43
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like puhsplay said gameplay is off, there is no place to fight, its just like a big batttle ground i guess, wich the setup of the map isnt good for that do to lack of fatness of the map. But the part where you jump out of the window onto the mountains, is lovley(even theo it is not good on the fps and the wqd of course:P). You say its just a test of what cube can do, well i think you succeded your goal so just use these opinions we have giving you to make an even better map(dont forget weapons ^_-).
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#2132: How do you make mods for this? |
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by IEEE80211
on 01/01/2004 18:58
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I read about this: http://www.devmaster.net/articles/lua/lua1.php
But I can't find it in Cube. I'm a Quake modder (www.rqplus.com) who's interested in using this because it's free.
I'm thinking about doing a Rune Quake port to it, that is if I can get started.
So how do you mod in this using LUA?
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#2133: Re: How do you make mods for this? |
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by Piglet
on 01/01/2004 22:50, refers to #2132
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Um, there was at least an attempt (I cant remember what happened to it) to make a mod that allowed cube to be scripted in LUA, but as far as the main game is concerned you cant mod with LUA.
However the source code for cube is available, so If you can cope with C coding and compiling the skies the limit.
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#2134: Re: How do you make mods for this? |
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by Piglet
on 01/01/2004 23:07, refers to #2133
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Well, for the fist time in ages and ages it's time for me to release another map to the cube playing public.
This has quite a different flavour to my standard fare in both mood and gameplay. It will be interesting to here any opinions people might have on it.
It's title is 'MorBiD' and it has both multiplayer and singleplayer versions.
In the absence of my UberCuber hosted homepage (which I ought to look into) you can snag it at:
http://www.ignika.com/pfiles/morbid.zip
It's just over 1mb (all custom textures).
Have fun, and please dont forget to tell me what you think about it (here or through piglet_at__ignika_dot__com)
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#2135: A problem... |
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by XeroSlayer
on 01/02/2004 04:06
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Hello, I just downloaded cube and I wanted to play it online, but when I get the server list and try to join a server with, say, 4 people on it, the only people in there is me, and a clone of me that I can shoot and kill, killing myself (lol...). Does anyone know how to fix this problem? Thanks.
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#2136: Re: A problem... |
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by |apskaus
on 01/02/2004 04:27, refers to #2135
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I've got the same problem. Seems like the master server AND the servers need some work :P
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#2137: Re: Morbid |
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by Piglet
on 01/02/2004 10:40, refers to #2134
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Hmm, I have just discovered an unfourtunate problem with the singleplayer version of morbid. The configfile associated with it 'morbidsp.cfg' should read "exec packages/morbid/morbid.cfg" instead of "exec morbid.cfg".
Without this change the textures will show up wrong in the single player version..
Sorry about any inconvienience caused.
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#2138: .. |
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by Pathegreat@hisFathers
on 01/02/2004 19:02
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Aard something came to my attention, when you put the gamespeed down the jumppads dont work, i know it would take longer to acctivate but i stoud on one on gamespeed 50 for like 1 hole minute. I just wanted to bring this problem to the table.
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#2139: Re: Morbid |
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by spentron-postcrash2
on 01/02/2004 19:32, refers to #2137
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That's it, I finally just copied morbid.cfg to morbidsp.cfg, didn't realize "packages" needed to be in the path.
Good looking but yes dark, might be able to approach that look in a map you can play with the lights on, small but some challenge.
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#2140: Re: Morbid |
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by Piglet
on 01/03/2004 10:46, refers to #2139
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sorry for the hastle with the config, I've no idea why it actually worked on my computer for a while.
I guess it was a bit of a concept map really. I guess the main problem when you get into darker maps is the inconsitency between computers, on one computer something may be bright enough to be too easy, and on another too dark to be playable.
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#2141: Re: Morbid |
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by Piglet
on 01/03/2004 10:46, refers to #2140
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oh and sorry to double post but...
thanks for commenting.
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