New release in next couple months... |
by eihrul
on 04/07/2010 12:01, 91 messages, last message: 07/12/2010 01:10, 35976 views, last view: 12/09/2021 06:26, closed on 07/12/2010 03:43 |
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So, please, if you've got any new maps you've been hiding away or procrastinating finishing, get them submitted to Quadropolis soon so any problems with them can be spotted and release quality maps can be included.
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#39: Re: .. |
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by LeftClicker
on 05/02/2010 19:38, refers to #37
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What I meant, in case I did not make it clear, was that you need to choose a certain *ideal* for your base, not simply a story. You said that you chose "top-secret military base" as the location; good design around it. Maybe to some Internet research on how those look in movies and what people's tastes are. Anyhow, don't think to highly of one person's opinion (especially not mine, as I know next to nothing applicable about map design) unless they happen to be eihrul, aardappel, or one of the numerous other excellent map designers/programmers.
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#40: Message censored by administrator |
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by BioTech
on 05/02/2010 21:33, refers to #21
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#41: .. |
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by blikje bier
on 05/02/2010 21:56
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Hey :) i happen to have served some time on a super secret base, well not so super secret but most of it is still classified even after 20 years and the fact that this location somewhere in Germany no longer exist.
But a few things, you want the bad guys to stay on the outside while you are on the inside in a relative safe position like a bunker or a trench taking potshots at the bad guys with everything you can lay your hands on (which in my case 22 years ago was a FAL and a Carl Gustav Mk 2)
If you want a prime example of a real secret base, start google and search for Cheyenne Mountain. Study well.
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#42: Re: re: NEW version |
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by fispaul
on 05/02/2010 22:37, refers to #40
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What are you talking about?
1: Blood Frontier is a totally different game, just on Cube2/Sauerbraten engine, has nothing to do with Cube 3, just has slightly better graphics (sometimes) and nicer features. Not even close to a jump so huge like from Cube 1 to 2.
2. The devs have considered this a bajillion times, and they will make it when they feel they need to, and are able to, it's not that easy you know. They don't get paid, they are volunteers.
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#43: Re: .. |
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by Razgriz
on 05/03/2010 12:01, refers to #41
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ok seriously make a new node about this map topic and take your discussion there. period.
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#44: Release? |
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by K1P57A
on 05/10/2010 12:24
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Hello to all my SB heroes!
I just wanted to ask if its possible yet to give us a little input on when you believe the new version could be released (or if it's still to early to give a statement on that)?
Sincerely (a very forward to the release-date-looking) K1p57a ;)
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#45: Re: Release? |
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by Razgriz
on 05/10/2010 14:28, refers to #44
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this is the changelog, but of course there are tons more of changes, additions and fixes that make the svn awesome compared to trooper ^^
http://pastebin.com/Awyw9ZHF
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#46: Re: Release? |
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by K1P57A
on 05/10/2010 17:56, refers to #45
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Hehe, yeah I'm already following that, uncontrollably drewling ;)
Actually I could compile the new svn for mac, but I just can't be bothered DL'ing 11GB of compiling software and then getting mad at myself for not figuring where the errors come from trying to compile ;)
I'd rather wait and leave that to the real pros ;)
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#47: Re: Release? |
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by Fischkopf
on 05/10/2010 18:31, refers to #44
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Approximately 5 months.
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#48: Re: Release? |
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by fispaul
on 05/10/2010 22:09, refers to #47
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I could imagine slightly less even, from this day between 2.5-5 months.
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#49: .. |
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by K1P57A
on 05/10/2010 22:24
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Uuuhhhh yeah! :) Thanks for the input, marked it red on my calender heh :D
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#50: Closing date for new maps? |
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by zaaikort
on 05/13/2010 11:22
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Hi! This is my first appearance on the forum. I would like to submit two nice little maps, well tested and almost ready for dispatch. When is the last opportunity so they can make it into the new Cube2 release?
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#51: Re: Closing date for new maps? |
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by eihrul
on 05/13/2010 14:20, refers to #50
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Assume the last opportunity is today, or 5 minutes ago, when in doubt, because people always tend to wait till the last moment, or till after the last moment has already passed to submit maps, and this does not make a release manager very happy.
Maps to be submitted should be done so at: http://quadropolis.us
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#52: .. |
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by Fischkopf
on 05/25/2010 14:00
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are you planning to make it able to teleport yourself to another map? would be cool for sp.
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#53: Re: .. |
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by LeftClicker
on 05/26/2010 03:40, refers to #52
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And for anyone making an MMO.
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#54: Curvable Water |
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by LeftClicker
on 05/26/2010 03:41
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Are their any plans to make water corners adjustable like the corners of cubes?
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#55: Re: Curvable Water |
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by SheeEttin
on 05/26/2010 07:45, refers to #54
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As far as I know, no.
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#56: Re: Curvable Water |
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by LeftClicker
on 05/27/2010 03:37, refers to #55
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LeftClicker makes sad face, then realizes he is referring to himself in the third person.
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#57: maps/textures/models |
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by .sCaSd.
on 06/05/2010 01:12
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If there is still interest in maps, textures and models, I would release a mappack which I'm currently making.
It contains top rated maps found at quadropolis with a voting score higher than 8.5/10 and more than 10 votes. Most of them are not included in svn-release. Reasons could be licenses, size and/or bugs. I mostly shrinked maps and cleared licensing issues. Also heavy bugfixing took place. I indicated jumppads with particles and added items such as bases and flags. Some got shadered materials. Texture-malposition and geometry bugs have been solved.
In this mappack are also lots of good textures and models in use. But some are still missing bot-routes.
If requested, I will upload. Regards - scasd.
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#58: Re: maps/textures/models |
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by Fischkopf
on 06/05/2010 11:28, refers to #57
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if eihrul or quin would like the maps they would likely add them themselves.
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