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SP Storyline Concepts

by geartrooper2 on 05/11/2009 05:31, 65 messages, last message: 05/25/2009 07:15, 34844 views, last view: 05/05/2024 04:00

Here is the place to post ideas for the storyline of the SP Campaign. I have a few of my own;


Castle Defense; Fixit and/or Snout are subject to waves of attack and must defend a mapmodel which the ai have been programmed to attack. The mapmodel has a fixed amount of hitpoints and once destroyed, the game is lost. This concept can closely be attributed to tower defense, where the waves of attack increase in difficulty. Perhaps there even could be barriers with hitpoints which the ai must fight through until reaching the final area. Winning might be impossible, the ultimate end being to post high scores of just how far along you withheld the attacking waves.


Trap Dungeon;
Player must navigate through increasingly difficult levels of traps while fending off attacking monsters, a la Indiana Jones.

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#46: Re: ..

by Megagun_ on 05/15/2009 20:06, refers to #45

The invite is directly attached to an e-mail address. Create a google account, attach it to your Verizon e-mail address, and then login using that and hit the link.

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#47: Re: Hull breach

by Maxime -Max of S2D- Lebled on 05/15/2009 20:25, refers to #36

Dead Space much?

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#48: Re: ..

by JadeMatrix on 05/15/2009 21:39, refers to #46

OK, I added my Verizon address to my Gmail account. I'll try it now.

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#49: Tactical

by MisanthropX- on 05/16/2009 12:01

I would like to do more tactical SP
so you can for example sneak in somewhere and kill monster from behind quietly,

uff i have enough ideas for sps
the problem is that monsters are too dumb or too intelligent for the things i want to use them..

the field of sight is often too big so you cant do tactical things.
(field of sight: fos - when you are near enough to a monster (even behind him) he notices that you are here)
also a walk or sneak command would be usefull so their fos is changed

Monsters should be changeable a lot
so you can determine:
fos
health
armor
weapon
patrol waypoints
reaction scriptable
(when they see you what happens:
A: when attacked from behind then>
B: when attacked from front then >
C: when touched trigger X before then >

etc you should be able to script monsters actions / reactions.

also:
jump height
walk speed
ability to hear noise like weapons, footsteps, etc

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#50: Re: Hull breach

by Megagun_ on 05/16/2009 17:39, refers to #47

Never played Dead Space (or really heard much about it) myself, so no.

And even if I 'blatantly stole' stuff, that'd be good, since most of the best games ever made are games that steal and improve... :)

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#51: Re: Tactical

by |ice|sub-zero|L on 05/16/2009 17:40, refers to #49

well, i am glad that you decided to make it, jk. but if you feel you should happen to do so you can learn how to script it. i may be able to give you a bit of help where to look for the scripting. if you modifie it and is works properly it may be put in the next release of sauer. although i do not have a say of what gets in sauer at all, i am sure that with such an important new mod may be added.

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#52: ..

by JadeMatrix on 05/17/2009 02:51

Eh, still can't join the group.

I just remembered, I have an old SP design, where you're on this giant ship that was overrun by a much smaller alien pirate craft. I have the beginnings of a map and some blueprints.

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#53: ..

by marvin2k on 05/18/2009 21:44

hi gear.

Yes it was a mix idea, jeje. I speak with you some time ago about my posibility of colaboration, i say the same thing today.

i like to do it. i will do for sauerbraten, not for other projects like blood frontier, einsestein, etc...

to work, we need 2 thing, little procejt (i work for free to big projects that always go down, so i like little projects). and a design leather, you. hehe.

I work in office from 8 to 8 but i like made thing for sauer, i try to do all the thing that i can, but i need time to do it, because i need my office work to eat, pay home, and other things...

contact me by mail. odongarcia(A)gmail dotcom.
i try to help you gear in all that i can do.

bye.

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#54: Crash

by fispaul on 05/21/2009 13:56

Here's my thought on the kind of level this game needs:
if you want something simple without story, or too much of it, this might as well be in the real release as a SP map, I dont know, but I think a level with a LOT of platforming and flaling platforms, and stuff like that like in crash bandicoot would be awesome. A remake of the egyptian temple levels in Crash 3: Warped something like that would be mega coo!
My two cents :P

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#55: chiding in

by deathguppie on 05/21/2009 15:45

how about "My Little Pony Island"?

.. kidding.. :p

I have a few thoughts but here is one of them...

A team of elite FBI SWAT team members are headed down into the old abandoned subway tunnels in some unnamed city. Rumors of a cannibalistic cult have emerged and several police officers were recently lost down there trying to dispel the rumors.

The crux here is team co-op online play. Where you deal with mutated canines, and other animals sometimes en-mass. Other times(or during battle) you deal with the special monsters. All mutated humans having been through, surgery after surgery mutated beyond anything recognizable as human.

The tunnels go from regular train tunnels to side rooms, boiler rooms, large train switch domed room, to hand dug caverns that lead to the "nest".

Anyway.. that is one concept.

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#56: ..and..

by deathguppie on 05/22/2009 02:33

... I was thinking maybe it should also be a comedy.. you know maybe even ask the Red vs Blue guys to do the story and voices..

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#57: Re: ..and..

by |ice|sub-zero|L on 05/22/2009 22:26, refers to #56

uhh, why would we have them talking? we have nothing saying anything execpt the quaddamage and healthboost and a few others, voices most likly wouldn't be used due to the fact that it seems a bit off. i mean think about it- we have almost no voices in the entire cube, and all sp maps never ever had voices, they had music, they had grunts, and snorts, and the screaming sounds of pain, they had computer noises and so forth. i just think that its a bit out of place to use voices if nothing else has such. . . . but then again, thats just in my own mind. if you think it'll work, who knowns perhaps it will.

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#58: ..

by JadeMatrix on 05/23/2009 01:24

We're talking about having a person guide you over radio.

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#59: Re: ..

by |ice|sub-zero|L on 05/23/2009 04:43, refers to #58

oh ok, sorry.

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#60: Re: ..

by JadeMatrix on 05/23/2009 13:55, refers to #59

BTW, that comment was informative, not corrective ;)

@deathguppie:
Yeah right, as if that'll ever happen. XD

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#61: ..

by deathguppie on 05/24/2009 16:27

Well, I was thinking more about voices during game play relative to the situation.. like ..

soldier1 "ok, private get down that sewer pipe"..

soldier2 "no I think that's officers first"

Soldier1 " I'm not an officer"

Soldier2 "In that case, you can kiss my ass"..

Just stuff going on that carries the story line as you play it out.. it doesn't matter what is going on there are always comments that keep the story alive and make it more fun.

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#62: Re: ..

by geartrooper2 on 05/24/2009 23:55, refers to #61

I second this.

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#63: Re: ..

by JadeMatrix on 05/25/2009 01:39, refers to #62

AI-generated conversations... sounds good. Just need *a variety of* VAs.

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#64: Re: ..

by Midnight Walker on 05/25/2009 06:02, refers to #61

I third this.

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#65: ..

by WakeField on 05/25/2009 07:15

fourth.

BTW deathguppie, do you do Red vs. blue? ;)

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