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How end this epidode ?

by rbonotto on 01/09/2008 05:09, 53 messages, last message: 11/08/2018 17:46, 23231 views, last view: 05/18/2024 19:43

I canĀ“t finish this episode ?

http://www.cubeengine.com/images/screenshots2/screenshot_1790545.jpg

Ideias ???

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#1: ..

by ATIRULE on 01/09/2008 08:13

start praying you don\'t stand a chance with the ammout of ammo and hp you have left =/

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#2: ..

by JadeMatrix on 01/09/2008 13:50

Fist.

Not that I've actually played that level.

Cube has a fist, right?

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#3: ..

by Q009 on 01/09/2008 16:48

Lol

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#4: never completed

by Drakker__ on 01/09/2008 17:57

That map was included in Cube by error, I never completed it. There\'s no end.

You can flame me now. :)

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#5: lol

by steve_e on 01/09/2008 18:13

And people have said I include too many monsters at a single stage...

What a great pic - and despite what Drakker says and with respect to JadeMatrix's statement, "use your fist" - it is surprisingly more effective than what you might expect!

Good luck tho' - looks very daunting!

Love that pic! :))

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#6: ammoes

by Drakker__ on 01/09/2008 18:48

Actualy there's tons of ammoes at the bottom and theres a secret path behind the pillars in the back wall.

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#7: Re: lol

by JadeMatrix on 01/09/2008 18:57, refers to #5

I've had to kill several Bauul with a fist before. It's alot of fun, actually: run in, hit them a 4-6 times, dodge out, repeat.

BTW, that pic's from the official Cube screenshots section. Look at the url.

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#8: .

by Drakker__ on 01/09/2008 20:01

Yeah, but it's the last part. I had actualy added another area past that one and goofed some more with cubescript. I could add the incomplete level to quadropolis if anyone is interested. Though with all the possibilities of Sauerbraten, a Cube leve is rather irrelevant today.

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#9: Re: .

by shadow,516 on 01/09/2008 23:51, refers to #8

/importcube ...

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#10: Re: .

by demosthenes on 01/09/2008 23:53, refers to #9

... which would break, as far as I can tell, any of the remove-a-chunk-of-cubes triggers.

Well, I can't figure out how to make them in C2 anyway. :P

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#11: Re: .

by SheeEttin on 01/10/2008 01:25, refers to #10

Hint: doors.

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#12: Re: .

by demosthenes on 01/10/2008 01:36, refers to #11

Yes, doors are acceptable as replacements, most of the time. What I really want to figure out how to do is designate an area of space to be triggerable, then have that area filled normally. Once it was triggered, it would disappear. Useful for dropping monsters into teleports, perhaps, or any number of various other things. The key here is a horizontal opening. Preferably without making a custom mapmodel, because I am absolutely terrible at 3D modelling. :)

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#13: Re: horizontal door - use a pallet

by steve_e on 01/10/2008 03:29, refers to #12

Use a pallete as your horizontal 'door' and set it to type 14 - make certain that you have enough monsters that are 'stirred up' (i.e., active - I found 4 goblins did nothing, but with 8 of them they got kind of feisty) so that when the pallet disappears they actually run down into the teleport.

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#14: Re: horizontal door - use a pallet

by demosthenes on 01/10/2008 03:52, refers to #13

Duh! I should have thought of that. Thanks. :)

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#15: Re: horizontal door - use a pallet

by SheeEttin on 01/10/2008 05:04, refers to #13

Or just stack them above the model & teleporter. (Make sure they have enough room, though; don't want them spawning outside the map!)

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#16: Re: horizontal door - use a pallet

by steve_e on 01/10/2008 08:02, refers to #15

Yes, a useful trick to get monsters jumping out of trees or who knows where.

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#17: Re: horizontal door - use a pallet

by JadeMatrix on 01/10/2008 13:54, refers to #13

You usually don't want the monsters activated before you get to them, as they can see through walls and may go places you don't want them to (aiclip might or might not work, depending on the situation). Best just to drop them through a teleporter with a door below them.

It's also good for adding monsters to places you've been but have to backtrack.

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#18: Re: horizontal door - use a pallet

by steve_e on 01/10/2008 14:31, refers to #17

I was finding the monsters, unless stirred up, would just stand in thin air and not actually drop into the teleporter once the pallet disappeared.

Once I had enough them and they were agitated as such then once the pallet disappeared at least one of them would fall/move down into the teleporter with the majority of the rest of them following.

I've only tried this with goblins, so I don't know whether other monsters tend to fall when the floor underneath them is removed, but certainly 4 goblins in a 6x6 space would not fall - which really had me stumped for a while as to why they weren't dropping into the teleporter.

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#19: Re: horizontal door - use a pallet

by rock.n.rol_ on 01/10/2008 19:10, refers to #18

I've discovered this quite often when i was busy with my sp map: Monster entities floating in air, turning around but not shooting at all, best way to get around this is providing enough space.

It seems, there also is a quite small variation in spawning too: In some older releases, all ents and the player respawned in the same spot all the time, this has been changed, dunno why.

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#20: Re: horizontal door - use a pallet

by SheeEttin on 01/10/2008 21:42, refers to #19

Yeah, you can definitely see the variation in the Egypto map if you look at the goblins on the first floor and tap E.

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