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New SP map from MitaMAN: AN ARMY OF ONE

by da-old-mitaman on 10/27/2006 01:44, 27 messages, last message: 11/15/2006 10:27, 6156 views, last view: 05/02/2024 14:23

Hello to all!

I have a new single player SAUERBRATEN map called "AN ARMY OF ONE". (3) maps and several new textures and models are included.

Story: You are Private Stan Sauer. You are the only human soldier left alive from the great "BRATEN WAR". Seek revenge against the Invaders. You must go out and....story lines, who needs story lines, just kill everything and have fun.

Get the map pack here:

http://www.quadropolis.us/node/361

Note: New folders/files are added to "packages" and "models" folders. Packaging/folder structure per Aardappel's request.

**NONE OF THE EXISTING FILES IN THE 09-12-06 RELEASE VERSION OF SAUERBRATEN WILL BE OVERWRITTEN**

Extract the "mpsp6_final.zip" file into your Sauerbraten folder (not "packages" folder). Open the console, type "sp mpsp6a" (without quotes) and press enter.

Unless you have a high end video card, I suggest lowering the game resolution to 800x600 or 640x480. This map will push your system hard.

**Special thanks to makkE for all his texture, skinning, modeling, and PhotoShop advice.**

Any feedback on this map would be great.

Run, Gun, and have Fun - MitaMAN

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#8: ..

by PrivateStanGrogan on 10/29/2006 20:39

MitaMan, thank you. I've been thoroughly enjoying mpsp6 and I was sure glad to see a Sauer map from you.

I use 1280x1024 and get around 30 FPS depending on where. I was pretty happy about that, because my system doesn't like the shaders very well. (For comparison, with the deathtek map, with Sauer started with -f1 I get between 9 and 14 fps there. It looks marvelous, but it makes me want a new system that'd benefit from a nicer video card)

So I at first thought the map wasn't using the shader/bumpmapping. Everything wasn't all coated in confectioner's glaze and it was performing well like some of the older sauer maps where just the models use the filtering. Then I tried it with -f0. In part b, I noticed that things looked very different. Some of the brick work was kind of sketchy and faded, and the red wood floors were missing detail. The floors stuck out like a sore thumb because I had been admiring them.

What I'm leading up to is, congrats on making very good and subtle use of the shader related stuff for your texturing. Once again, you made something that looks great and performs well.

System:
Pentium4 2GHz
Intel i845 chipset (This is the main bottleneck)
MSI brand Nvidia GeForce FX5500 (256M)
Linux 2.6.18.1, Xorg X11R7.1, Nvidia driver 1.0-8776

Grogan

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#9: Re: .To PrivateStanGrogan

by da-old-mitaman on 10/29/2006 21:30, refers to #8

Hello Grogan!

I'm happy you liked the map pack and thought it looked good.

But I did not use any shader/bump stuff on the textures. The models use what ever the engine does to give them that shine, but game textures are just plain old textures.

Perhaps you had the "bloom" on? My vid card (ati x1300) does not do "world shaders" so maybe that's it?

I tried my best to balance computer/vid performance with the geometry and number of monsters. I would have used many more monsters/surprise attacks, but the frame rates made that unplayable.

Anyway, thanks for playing!

MitaMAN

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#10: monster AI

by MeatROme on 10/29/2006 22:39

you definitely made the monsters appear real smart ...

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#11: Re: ..

by eihrul on 10/30/2006 01:39, refers to #8

There are no shaders used in the map at all. What you noticed is a lame issue in the fixed function pipeline where the colors were saturating, because we multiply all colors by 2, THEN getting multiplied by the light value so they dimmed out again. I will add a fix for the next release that will prevent colors from saturating as much before they are blended with the lightmaps.

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#12: ..

by Grogan on 10/30/2006 02:30

Mitaman, yes indeed, the map looks great and performs well in any case and congrats are of course still in order. I love those floors and stone tiles with the grouting between them :-)

Eihrul, thanks for taking the time to explain my observations.

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#13: ..

by SanHolo on 10/30/2006 11:12

Wow, looks very promising. My old G4 and the Radeon 9000M achieve only 8 - 12 fps though, so I`ll have to wait for my new machine to finish the mission. =)

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#14: Bump...

by eihrul on 11/04/2006 02:48

..

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#15: ..

by Sauceofallevils.. on 11/04/2006 22:51

This is honestly the best sp map pack I have seen, for Cube 2. It was extremely fun, and I loved how you orientated the check point system,the pure imaginative nature of these maps compelled me to keep playing until all maps where completeted. I hope you keep making sp maps, because you are the man for sp! I got to hand it to you, you might be an old fart, but damn you definatly know how a good map should be layed out. Good job buddy!

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#16: Re: ..Wow, thanks!

by da-old-mitaman on 11/04/2006 23:01, refers to #15

Thanks for the compliments! I try to make my maps the way I like to see SP map gameplay in commercial games. Run, gun, and have fun.

From a old Captain Beefheart song, "i'm the old fart at play".

Thanks again - MitaMAN

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#17: !!!!!!

by jnitetime on 11/04/2006 23:23

i downloaded ur map pack but i cant seem to figure out how to run it in the game

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#18: Re: !!!!!!

by da-old-mitaman on 11/04/2006 23:38, refers to #17

"Extract the "mpsp6_final.zip" file into your Sauerbraten folder (not "packages" folder). Open the console, type "sp mpsp6a" (without quotes) and press enter."

If that doesn't work you un-zipped into the wrong directory. Do other downloaded maps work?

MitaMAN

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#19: ..

by Grogan on 11/07/2006 03:22

Just in case the next question is "How do I open the console?", press the key to the left of the number 1 on your keyboard. The one with the tilde ~ and the backquote ` characters on it.

You can also press t and enter commands preceded with a slash, as in /sp mpsp6a

There was a time when I didn't know these things. It wasn't until I wanted to try a new map that I needed to find out.

Or, you can also get away with adding a few extra entries to the menus, without obscuring things.

In your sauerbraten directory, in the data subdirectory you'll find a file named menus.cfg

Find the following section and add the extra map names as shown, between the quotes.

newmenu spmaps

genmapitems "vr bbb ogrowaystation frozenbase sp3 sp2 stsp1 door_demo mpsp6a mpsp6b mpsp6c"

I've heard it said that this is not a good thing to do to the multiplayer menus if you play online though. Everyone needs to "be on the same page" with respect to map rotations.

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#20: Re: ..

by spentron on 11/07/2006 04:16, refers to #19

One thing to try when getting a map is look in the zip file for a text file which will explain everything. Usually you can open this directly from the zip program (just remember to be sure to check for "unzip all files" once you get around to extracting everything).

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#21: Re: ..look in the zip

by da-old-mitaman on 11/07/2006 23:21, refers to #20

Hello Spentron!

Good to see you here at the forum. Yes, the enclosed readme goes into much more detail on installing and playing (along with many other "tid-bits" of info) then the forum post.

And Grogan, thanks for the "explanation for newbs", very helpful.

MitaMAN

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#22: "Will push your system hard"

by Max of S2D [Fr] on 11/14/2006 12:44

I know why. There aren't mapmodel occlusion : doors aren't Cubes, so...

Very nice map. A little tip for bad players like me (in SP huh, i'm good in MP :p), simply type /gamespeed 75

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#23: ..

by SanHolo on 11/14/2006 14:25

I get a lot of flickering in the first map, which isn`t easy on the eyes. It`s like a very fast switching between the walls being invisible and returning to normal again. I don`t have such tings in other sauer-maps, though.

Mac OS X, Core 2 Duo, ATI X1600.

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#24: Re: ..flickering?

by mitaman@work_cave on 11/14/2006 15:33, refers to #23

Sorry, I have no idea. It ran fine on a ati x1300, winXP, plain old P4 2.5ghz.
MitaMAN

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#25: ..

by err on 11/14/2006 17:29

Very professional, tight work. I like how you trigger monsters to be released after you open certain doors / reach a certain point (doom 1/2 style) rather than having them all just standing there in a cluster when you walk in the room.

Thanks MM!

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#26: Re: ..

by Greywhind on 11/15/2006 02:35, refers to #23

Core 2 Duo, eh? Is it an iMac or a MacBook Pro? Either way, lucky you - congrats.

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#27: Re: ..

by SanHolo on 11/15/2006 10:27, refers to #26

MBP. Thanks, it rocks indeed. Worthy successor to my good ol` TiBook. =]

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