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Need help for a new game!

by [ sonic-x ] on 06/13/2003 23:37, 77 messages, last message: 07/09/2003 16:39, 14786 views, last view: 05/18/2024 05:29

Hi!
We are working at a new game based on Cube, but we need a little help...
who want to help us?

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#54: Raiden critique

by Bascule on 06/27/2003 09:16

Just played through the maps last night and here are a few thoughts. It would be nice if there was a response from the Raiden team, as they seem to have been really quiet here recently. Or anyone else for that matter - there does not seem to have been much fanfare for the first solid set of SP maps we have seen in a long time, especially when so many other mods are wavering in the vapourware area at the moment.

Don't want to get caught in the Mod/PC/TC debate, but I didn't see any real evidence of any engine changes (i.e., monster names are unchanged), just resources, so for me it's just a slightly modded set of maps.

In general, a series of well-mapped, well-themed areas, although very low monster counts in general, due to small size of maps. However, I like small, compact maps for both DM and SP, so that is good in my book!

Maps were mostly DM-style arenas, rather than traditional SP progression and played more like DMSP than true SP.

The theme more-or-less hung together, although the maps could have been played in any order without any discernable change in 'storyline'.

Highlights:
Really enjoyed it overall, a fun, quick blast.
Mech model was good, apart from apparently wearing flares and Cuban heels on it's feet!
The minimalist style of UVB - it is good to be able to make a convincing map with only a handful of textures.
Glowing blue crystals in the final Raiden map, a really nice touch.

Lowlights:
Experienced the 'triangle bug' on sky corners for the first time ever.
Some mis-aligned textures on the crates/industrial boxes.
Couldn't finish UVB, in fact didn't even reach the point where the monster count starts to be displayed when you've only got ten left to kill. In editmode, there didn't seem to be any areas that I had not been in, except an outside balcony area, but that was empty?!? Someone forgot some door-opening triggers?
The size difference as the only real identifier between the two 'soldier' enemies looked plain wrong. I kept thinking that I had a perspective problem. It reminded me of Alice-in-Wonderland somehow!

Improvements:
Could have done with a start map of some sort - maybe to select a skill level, or even act as a 'hub' for level selection.
Change the monster names in the engine code.
Link maps better by matching themes/textures from end of one map to start of another.
Make it more a proper SP episode by using and end-of-level trigger to move into the next mep more smoothly. I have long thought that with the quick Cube map loading times, that something along the lines of the transitions between Half Life maps could be acheived in Cube without extra coding by having an identical map section in two maps with a hidden changelevel trigger in the middle of a corridor or something.

Wow! that ended up longer than expected.

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#55: ..

by Pathegreat on 06/27/2003 20:34

ya i could not beet uvb ether, also the maps i like the hardness becuase its the first maps and its possible(not like some cube maps i played) but when you make more maps make them harder somewhat, the last map is the easyest for crying out loud!

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#56: ..

by Pathegreat on 06/27/2003 22:04

i would like to say i like the smiley face in the font, but i think the $ sign is important to take over could you not have used this ~ or ^ or something, also you should code the Robot right away becuase when it fires it shoots out of its croch area and not his hands, also make the zoom fov 1 please, the zoom is usless with such high fov so use fov 1 please


PS. have fun with your god damn mod love Pat

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#57: Re: Raiden critique

by spentron-peanutbutter on 06/28/2003 18:58, refers to #54

This is the first mention of Raiden actually having SP -- I downloaded it for some reason even though I thought it was only/mainly a MP mod, and let it sit on my disk until now.

This does have a good simplified, effective capture of environment. I was impressed by the addition of few choice textures in way that made this possible.

The singleplayer does look like DMSP at first since these are basically MP maps. It does help it actually look right, with soldiers stationed to guard rather than all come for you. The mechs are cool. It is not an extreme SP challenge and adventure though, it's more of a quick blast in SP in its current state.

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#58: Raiden

by D.plomat on 06/28/2003 20:04

very cool...
the only little weaknesses:
-the walk sound maybe lacks some audio quality... but cool effect for feeling BTW
-the server browser with fixed entries
-an optional english menu should be cool ;)

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#59: linux raiden

by hungerburg on 06/28/2003 23:40

to get raiden run on linux I did as said above; there is one nuisance though: the linux filesystem is case sensitive; therefore the maps UVB.cgz and Uvb.cgz are not the same!

lazy as they are, unix users developped the habit of making all file names lowercase, so they dont run into problems.

different with windows98, which has a case insensitive filesystem, where uvB.cgz is the same as uVb.CGZ. some applications tend to uppercase extensions. the explorer caters for the beauty of the display; which means uppercasing the first char.

it also hides the actual spelling, but it can be made visible with a setting in in the list of folder options, that defaults to not checked.

below lines, pasted in the shell, in the Raiden 0.5 directory will fix most probs for prospective linux gamers :) (also replaces Uvb in menus.cfg.)

there may be some strings in md2 models too! I volunteer to test and repair this before relase of version 1 :)

hu

<pre>
mv packages/skybox/TrainYard_Bk.jpg packages/skybox/TrainYard_bk.jpg
mv packages/skybox/TrainYard_Dn.jpg packages/skybox/TrainYard_dn.jpg
mv packages/skybox/TrainYard_Ft.jpg packages/skybox/TrainYard_ft.jpg
mv packages/skybox/TrainYard_Lf.jpg packages/skybox/TrainYard_lf.jpg
mv packages/skybox/TrainYard_Rt.jpg packages/skybox/TrainYard_rt.jpg
mv packages/skybox/TrainYard_Up.jpg packages/skybox/TrainYard_up.jpg
mv packages/texturen/ziegel1.JPG packages/texturen/ziegel1.jpg
mv packages/texturen/ziegel2.JPG packages/texturen/ziegel2.jpg
mv packages/texturen/ziegel3.JPG packages/texturen/ziegel3.jpg
mv packages/texturen/ziegel4.JPG packages/texturen/ziegel4.jpg
mv packages/texturen/boden.JPG packages/texturen/boden.jpg
mv future.cfg Future.cfg
mv packages/base/raiden.cgz packages/base/Raiden.cgz
mv packages/base/Uvb.cgz packages/base/UVB.cgz
mv packages/texturen/ik_floor_conc128b.JPG packages/texturen/ik_floor_conc128b.jpg
mv packages/texturen/ik_cwall03a2.JPG packages/texturen/ik_cwall03a2.jpg
perl -pi -e "s/Uvb/UVB/g" data/menus.cfg
echo what about data/prefabs.cfg?
</pre>

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#60: ..

by SnipamastaK on 06/29/2003 00:12

Wow
jsut played it
Im impressed
you do know, taking that interior map that you coudl probably make a half life style game. that would be sweet,an actual storyline.:P

But anyway, if you need weapon models ya know where to find me.
Here.

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#61: Re: Raiden critique

by Bascule on 06/29/2003 23:13, refers to #54

Oh, the other thing I forgot as a highlight:

The opening screen, with just a skybox and a menu. Looks class, is very simple, but very effective.

BTW, where the hell is [sonic-x]?

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#62: ..

by [ sonic-x ] on 06/30/2003 19:28

here !
what is?

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#63: ..

by [ sonic-x ] on 06/30/2003 19:33

ok i ve found a programer. Now we want to make a new game based on Cube / Quake

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#64: Re: ..

by Thalion on 06/30/2003 23:20, refers to #63

Based on BOTH? I wonder what that means...

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#65: ..

by Pathegreat on 06/30/2003 23:35

ya me to, are you going to like mix them together some strange way, or do you mean it will be more like quake?

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#66: Re: ..

by pushplay on 07/01/2003 03:08, refers to #65

Frankenstein's monster of the gaming world! Half Cube, half Quake, it's a game never meant for this world! It will tear through the gaming community until digital farmers with digital pitchforks chase it away. In the end we will learn that it's wrong to play god... mode.

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#67: ..

by Pathegreat on 07/01/2003 03:14

DAMN FUCKING STRAGHT PUSHPLAY!

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#68: Re: ..

by Bascule on 07/01/2003 08:59, refers to #62

sonic, just wondered if you had any comments on the review/critique of Raiden...?

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#69: Re: ..Also

by Bascule on 07/01/2003 09:11, refers to #68

Your link to the editmode.zip is broken. If you really want people to do maps (and I was thinking of having a go), I suspect I'll need the tools...!

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#70: ..

by Pathegreat on 07/01/2003 21:48

bascule i got the editmode.zip fine, i have it now

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#71: Re: ..

by Bascule on 07/01/2003 23:49, refers to #70

Weird! I still just keep getting a 404 error. Never mind.

I'm wondering if [ sonic-x ] is still planning to do a second release with more maps (to which I may contribute), but he does not want to talk to us...

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#72: ..

by ~zerro~ on 07/02/2003 08:12

I'm the webmaster of http://zerroxy.cube-city.de/raiden.htm

if you have a problem ,then tell me that.

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#73: Re: ..

by Bascule on 07/02/2003 08:43, refers to #72

Ok, I have got it now, thanks.

The original link in the forum was b0rked, but the website link is OK.

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