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CubeTF

by Hells^ on 10/16/2003 23:02, 15 messages, last message: 06/21/2004 15:17, 1681 views, last view: 04/29/2024 22:27

Hi all, i'm not a proggrammer myself (yawn, sigh, etc) but i do have an idea for a mod.

It is however going to be big... but on the other side, all sounds and models already exist.

Think of this. 2 bases (indoors ;)). 2 teams. 2 flags. 6-8 Classes to choose from. Each class has its own moving speed (maby :X) and its own special kind of weapon. Each class has 1 or 2 kind of grenade types.

Each base in every level will have this: Entrance - ramp room - Spiral/stairs OR lift - basement - flagroom

all the models and sounds can be found at http://www.custon-tfc.co.uk
gotta sleep now more content will follow... good idea or not? :/

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#1: Not

by pushplay on 10/17/2003 21:05

But not because I don't like TF. It's not a good idea because it's already been done. Repeatedly. What's to attract me to this version?

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#2: ..

by Hells^ on 10/17/2003 22:16

the same reasons that attracted you to cube. speed, brutal force, nice game.

on the other hand, ya yer right :/

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#3: Re: ..

by pushplay on 10/18/2003 02:29, refers to #2

I'm always interested in hearing suggestions about new kinds of modes. It's hard to come up with something that works though.

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#4: ..

by >Pathegreat on 10/20/2003 00:45

to much stuff classes and such, i just dont see that succeding

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#5: ..

by Frank__i (Flameshot leader) on 10/23/2003 03:25

i think it would be hard for a new project for now : Quad (pushplay , nice work by the way ;) Flameshot ( Me , d.Plomat , Verbal C) Darthwing (not formylier with the team and im sure theres more that we dont know about

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#6: TFCube

by Martin on 10/23/2003 08:30

I\'m a fan of TF mods, so I\'d thought I\'d just throw in my thoughts on this.

Okay, while a TFCube mod could be good, I think you\'d have to be careful to avoid the traps most other TF mods fall into: keep it Cube.

TF mods are generally slow-paced, and several of the most crucial classes are boring to play (medic). Also, by adding 3 extra keybinds (2 grenades and 1 special) you overcomplicate the game, plus giving the players the headache of needing extra keybinds.

So, IMHO, a cube TF should be done as follows:

No active powers or grenades. All class-actions are weapons.

All classes are combat/utility hybrids. This means that you won\'t have all the players joining and playing the combat only classes because the utility classes are boring. So, no Warrior class.

No class-specific actions - no \"weapon X only affects power Y on playerclass Z\" - it makes the game cryptic and annoying. More rules do not a better game make - it just makes the game more tedious.

Last but not least: if you hadn\'t noticed, Cube is fast. Keep it that way.

Some ideas for simple player classes:

Convoy - typical flag runner - fast player, light armour, plus the ability to carry astronomically large amounts of ammo. Weapon 1: shotgun (duh). Weapon 2: ammo dispenser, for handing ammo off to other players. Weapon 3: impact rockets - high impact near-zero damage for knocking players around and rocket jumping. Special note: impact rocket can destroy ammo pickups, generating a substantial explosion.

Medic - hybrid of standard soldier and medic - runs at normal (fast) speed - carries rocket launcher, weak machinegun, and medkit.

Defender - extra slow, heavy dude with chaingun. Also has \"juggernaut\" device, works like Gauntlet but consumes ammo and lets him move fast while using it. Also can lay mines, and lots of \'em. Mines are large, obvious affairs that take a good deal of damage to destroy - they\'re more of an obstacle than a defense - it slows the enemy down while they break them.

Spy - normal (fast) speed, weapons are invisibility device (near-perfect invisible while in use, only leave a trail of bullet puffs), extra-strength gauntlet, and sniper rifle.

Demolisher - medium-slow, superhigh armour, armed with plasma-rifle, buster-rocket (a very slow moving rocket used for breaking static or near-static targets - too slow for player-player combat) and self-destruct explosion.

Constructor - medium-slow - carries a weak shotgun, a powerful sniper rifle, and a turret builder. If turret builder is fired at spot on ground, it builds a turret (but must be pointed at point until turret is completed). Turrets constantly decay and must be routinely repaired with the turet-builder weapon. They decay faster when attacking. There is no limit on number of turrets in play - only how many the constructers can care for.

There, the standard WF classes, using only normal player attributes (speed, armour, slipperiness) and custom weapons. Simple, sleek, fast - thats what Cube is all about. Other simple classes could be similar - say a class that builds teleporters?

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#7: Re: TFCube

by pushplay on 10/23/2003 22:37, refers to #6

Now that's a TF version that could interest me.

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#8: ..

by «Þª†HéG®ëª†» on 10/28/2003 00:49

Ok people i like TF, and i like what Martin is saying, but man this seems like such a hard task to code.

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#9: ...

by LethZoid on 11/16/2003 05:23

Well why not have a mod that is so in depth... create a sort of... expanded version of what CS is SUPPOST to be like... the realism of Swat weapons with the teamplay of Tribes :)...


OH BTW.... Why not have a tribes mod? :D

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#10: Re: ...

by Piglet on 11/16/2003 13:09, refers to #9

Christ... People just dont give up on the "CS ONLY BETTER [insert many exclamation marks here]" idea...

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#11: Re: ...

by D.plomat on 11/19/2003 11:21, refers to #9

Well if you want a realistic mod, you're probably not looking at the right game engine designed and well suited for this purpose...

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#12: Re: TFCube

by Lallafa on 06/19/2004 19:53, refers to #6

I liked the quake 2 Weapons Factory mod, but the players of it vanished. I\'d be happy with an exact copy. :)

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#13: 2fortsC

by c00k13 on 06/20/2004 14:10

Well im making another 2forts version for cube, has some things different (no underground flag room, sorry). i may post some pics here later.

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#14: ..

by Shocking on 06/20/2004 20:54

How about making a simple CTF type game instead?

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#15: We've actually had many discussion on this.

by Pxtl on 06/21/2004 15:17

There's a previous thread on the subject of TFCube. Our opinions are threefold:

1) Cube is very fast, and that's one of its main assets. TF would have to be modified to keep it feeling like "Cube" - keeping the game fast paced.

2) There is a lot of technology needed for TF that does not yet exist in Cube. Lobbing grenades, AI monster/players on multiplayer (would be needed for turrets), systems for each player having different core attributes (speed, weaponspread, etc).

3) If you want it anytime soon, you're gonna have to do it yourself.

Personally, I have some plans for stuff to code into the Sauerbraten engine that would make it versitile enough to allow for a TF mod (ideally, one that could be implemented by a mapper with a little script knowledge, rather then as a downloaded binary). Unfortunately, I'm way behind on said plans, because of being very busy (long-hour job and a wedding to plan).

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