Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3571337 views, last view: 05/06/2024 23:37, closed on 04/30/2008 20:09 |
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Hello all... this thread is for discussing features you would like to see in cube, and in particular those that you find most urgent. If lots of people have the same urgent requests, I may give it priority to be implemented.
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Board Index
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#1481: multi SP mode |
by johnsmith
on 10/24/2004 18:14
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It would be nice if you could make a team SP mode, becuse it can be lonely on SP maps, especially because everything is trying to get you.
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#1482: repeated message |
by johnsmith
on 10/24/2004 18:17
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sorry I repeated that last message. I thought it didnt post properly first time.
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#1483: Hmmm... |
by 87d8e6e8c8060102685d1cce25180829
on 10/28/2004 16:12
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Maybe it would be nice if there were grenades/grenade launcher? Also, what about a more conventional SP (doesn't have to have a story but maybe an interesting levelset, when you beat one level you unlock the next one).
Oh yeah in Multiplayer is it possible to make the players look like they are holding a gun? Bullets coming out of nowhere looks a bit strange.
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#1484: .. |
by m o s h a
on 10/28/2004 17:19
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Teleporter frag would be cool. If there is a teleporter frag than the player think twice if he goes into the teleporter or not when he is hunted.
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#1485: Re: Hmmm... |
by D.plomat
on 10/28/2004 17:32, refers to #1483
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about more conventionnal SP: there are some campaign or mission SP packs, which are sets of maps you play one after another with increasing difficulty.
IIRC, there is a beginner and a medium-hard one, both by spentron, at http://www.intergate.com/~spentron/cube/index.html (Monster Machine) and an easy-skill by Mitaman at
http://www.intergate.com/~spentron/guest/
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#1486: footsteps |
by dcp
on 10/28/2004 18:46
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i want footsteps (the sound of them ingame, of course)!!! ;-)
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#1487: Re: footsteps |
by MitaMan
on 10/28/2004 23:00, refers to #1486
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Yes Yes Yes, that would be so cool for SP Maps. Next for me would be "pulsing lights", like found in aliens vs pred SP maps, just some sort of way to "dynamically control" some light entities would be cool. Walk into a room and the lights go dim, when they get brighter your face to face with a Baul!
MitaMAN
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#1488: Re: Hmmm... |
by spentron
on 10/29/2004 04:09, refers to #1483
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"pigcam episode", the last level on the current SP menu (under "more maps"), is also a multi-level sequence, i.e. a short episode or "campaign". It is hard to do episodes, as it is tempting to release levels as soon as possible rather than holding them to accumulate. And a newer Cube version came out when I was working on Monster Machine -- I was lucky I didn't get too far done to adjust for it.
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#1489: Re: Hmmm... |
by J-C-D-P-C
on 10/29/2004 04:32, refers to #1488
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yeah. Pigcam isnt too hard. To the beginner I would suggest playing CUBE101, then the piglet campaign, and maybe a few other maps before trying the monster machine stuff. Its very difficult, but I would say that you havent really seen what cube can do untill you've played those maps. They are very well done, and while some people dont find them... visually apealling... they have incredible gameplay (and I think there are some unforgettable parts, like the orange water on the black, was a great idea)
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#1490: GOod to hear that list... |
by Pxtl
on 10/29/2004 04:35
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Can the menus be customised such that there's a "beginner maps" listing in the new game menu? A new player may find those maps easy, but they have little way of knowing to try them.
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#1491: Re: GOod to hear that list... |
by J-C-D-P-C
on 10/29/2004 04:50, refers to #1490
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yes. menus.cfg in the data folder. I dont know what EXCATLY the steps are, but you can probably figure out what to do by reading how it is written (the menu code i guess) something like
newmenu "beginner"
map "cube 101 pig1 pig2 pig3..."
and dont forget to add a way to get to the newmenu from the main map menu- should look something like this
newmenu "maps"
map "nsp1 mmsp1 mmsp2 mmsp2"
menu "beginner"
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#1492: slow mo multiplayer |
by Bovine
on 10/29/2004 08:04
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maybe someone has said this already (its almost impossible to search the forum)
but slow motion in multiplayer would be awesome, as it usually is
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#1493: Re: slow mo multiplayer |
by J-C-D-P-C
on 10/29/2004 12:04, refers to #1492
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the /gamespeed command... (not sure if it works in MP)
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#1494: .. |
by makkE
on 10/29/2004 14:41
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of course it doesn´t work in MP... :)
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#1495: Pistol |
by Lavaball
on 10/29/2004 15:33
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A pistol would be nice for Cube as a starting weapon and lava hurt's :D
Aard Appel are you serius those model's are just Temp to me they look allright cause 1 day i found in the manual they were just Temp but those Model's are already good to me if you change those model's you will ruin the gameplay of Cube :(
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#1496: .. |
by makkE
on 10/29/2004 19:22
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I don´t think the models are going to change... until now no modeller has shown up to replace em by unique ones...
imho the ogro is one of the most cool player models ever (he´s just cute ;)
Often discussed and the only subject to change in my opinion is the hellpig...
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#1497: .. |
by CK|Davros
on 10/29/2004 20:14
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me think perhaps hellpig should change too.
Ogro is v. cute yes :-D
Imo, the baul could be a bit smaller cus they are too easy to hit, and the rhinos should be taller, but only cus i never see them!!
AI should be developed more first imo, for a start, it's too easy to just snipe at the badies sometimes, so sliths that can camp might improve gameplay a little.
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#1498: Re: .. |
by J-C-D-P-C
on 10/29/2004 21:32, refers to #1497
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Well, you have to be carefukk as you dont want to upset the balanace in the existing maps. Can you imagine Monster Machine 3 with smaller bauuls and more intellegent sliths? it would be unbeatable.
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#1499: .. |
by Lavaball
on 10/30/2004 07:25
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The thing's could be changed by this way Modding Cube engine is possible you could change Bouul's either from download an .MD2 or making your own i use www.AC3D.org and www.unwrap3d.com tool's :D.
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#1500: Re: .. |
by D.plomat
on 10/30/2004 13:17, refers to #1499
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This way you can chage his appearence but not his size, the engine resizes models to their intended size.
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