Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545929 views, last view: 05/19/2024 12:54 |
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Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)
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Board Index
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#1321: Re: fog color |
by spentron
on 10/23/2004 05:16, refers to #1320
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0x="blah"
80, 99, B3 = Red, Green, Blue (RGB) intensities.
Numbers are hexadecimal: 0-FF hex = 0-255 decimal (convert with scientific calculator such as the Windows calc.).
Of course, to get it pefect you keep randomly/educatedly guessing until you get what you want. Hummm... script fog using the delay function could kind of be like flashing lights ;) .
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#1322: .. |
by nieb
on 10/23/2004 11:53
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http://www.kenjikojima.com/java/RGBHexConverter2.html
this does it for you
type your RGB #s in and press enter
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#1323: Re: fog color |
by J-C-D-P-C
on 10/23/2004 13:12, refers to #1321
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nice idea with the flashing fog thing, but it isnt gonna fit in this map, maybe if i do a disco or something later on. Thanks for the converter link.
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#1324: the_edge (q2dm1) for cube |
by m o s h a
on 10/24/2004 18:29
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The_edge or q2dm1 was my favourite multiplayer map for Quake II deathmatch and inspired by this fact I made a remake of this map for CUBE.
Here is the beta version of "cube_edge" the q2dm1 remake for CUBE.
;-)
DOWNLOAD:
http://sola.giana-brotherz.de/DATA/cube_edge_beta.zip
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#1325: .. |
by m o s h a
on 10/24/2004 21:54
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Version 1 of the map "cube_edge" is now finished.
DOWNLOAD:
http://sola.giana-brotherz.de/DATA/cube_edge.zip
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#1326: ambient lighting |
by skittle
on 10/24/2004 23:41
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does anybody know if it is possible to make a map brighter without adding light entities or typing the fullbright command? IM attempting a large outdoor map and filling it with light enteties not only takes forevr it pushes my wqd through the roof (10,000)
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#1327: Re: .. |
by m o s h a
on 10/25/2004 01:40, refers to #1325
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Version 1.1 of cube_edge is finished.
Screenshots:
http://sola.giana-brotherz.de/Pictures/edge1.jpg
http://sola.giana-brotherz.de/Pictures/edge2.jpg
DOWNLOAD:
http://sola.giana-brotherz.de/DATA/cube_edge.zip
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#1328: sweet.... |
by Pxtl
on 10/25/2004 03:56
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Now we just need Tokay's Towers and The Longest Yard and we'll have the best of Id's maps
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#1329: .. |
by m o s h a
on 10/27/2004 00:28
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Version 1.2 of cube_edge is finished.
new in v1.2
- some minor bugs fixed
- light is improved
- a few new objects addded
Screenshots:
http://sola.giana-brotherz.de/Pictures/edge1.jpg
http://sola.giana-brotherz.de/Pictures/edge2.jpg
DOWNLOAD:
http://sola.giana-brotherz.de/DATA/cube_edge.zip
----------------------------------------
@ Pxtl
Would be very nice to have Tokay's Towers and The Longest Yard too. ;-)
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#1330: Re: .. |
by J-C-D-P-C
on 10/27/2004 00:47, refers to #1329
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very nice remake. altough it could be darker, IMHO. but there will always be *something* you can do to make your map look nicer, so...
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#1331: .. |
by m o s h a
on 10/27/2004 02:21
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All of my maps are included in the \"moshas_mappack_plus\". There are 2 new maps more than in the \"moshas_mappack1\" and the versions in this one are newer.
Following maps are included:
- unreel
- neubau1
- fort
- chambers
- cube_edge
- 1o1box
- egyptbox
DOWNLOAD:
http://sola.giana-brotherz.de/DATA/moshas_mappack_plus
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#1332: .. |
by m o s h a
on 10/27/2004 02:23
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The adress for the DOWNLOAD above doesn´t work. This one works.
DOWNLOAD:
http://sola.giana-brotherz.de/DATA/moshas_mappack_plus.zip
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#1333: A map |
by CK|Davros
on 10/27/2004 14:23
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I made a map..
http://davros.hyperdark.org/cube/Kryokh.zip
It's not great, but wtf, i'm bored of it now.
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#1334: Re: A map |
by sinsky
on 10/27/2004 15:07, refers to #1333
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This is nice!
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#1335: Re: A map |
by sinsky
on 10/27/2004 17:00, refers to #1333
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Btw I accidentally started your map on Cube 2003 and played it with one of the pingpong songs - 06-pp-dark_corners.ogg, fitted perfectly. Eventually when I realized I got Cube folders wrong and started the map with the latest version (and with the custom slime texture and mapmodels, I missed all that in a hurry), I must say it felt a lot better the first time. Btw I hadn't noticed pingpong is not in Cube anymore and I'm a little disappointed.
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#1336: Re: A map |
by makkE
on 10/28/2004 02:17, refers to #1333
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a little bright, and kind of claustrophobic, but that´s got to be an unrealish touch ;)
@sinksky: just put pingpong back in and edit the .cfg accordingly.;) I don´t like metal too...
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#1337: .. |
by m o s h a
on 10/28/2004 17:17
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"cube_edge" version 1.3 is finished.
This one is the final of "cube_edge".
new in version 1.3
- bugs fixed
- more dungeons
- light is little better
- a few minor geometry and texture changes
DOWNLOAD:
map "cube_edge" with soundtrack --> http://sola.giana-brotherz.de/DATA/cube_edge_st.zip
soundtrack "to be edged" only --> http://sola.giana-brotherz.de/Previews/gb_-_to_be_edged.mp3
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#1338: Re: .. |
by Pxtl
on 10/28/2004 17:21, refers to #1337
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Forgot about the old days of Quake 2's super-huge deathmatch levels with the multi-tiered weapon-strength system. The big weapons were so far out of the way to get, because they were so much more powerful. Actually, I played a little Team DM, and I have to say - Quake 2 was the best game ever for Team DM, because the weapon spread was so camping-oriented - Team DM required strategy, trying to control the weapon spawn points.
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#1339: Re: .. |
by D.plomat
on 10/28/2004 17:41, refers to #1338
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It is best if you prefer tactics in team DM, if you just want cooperative adrenaline-driven battles, cube is better.
I suppose it wouldn't be too hard to make a Cube map that only spawns many items grouped in 3-4 protected spots, and only a far too low minimum stuff (or even nothing) in the unprotected areas, to recreate this kind of gameplay to control those points.
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#1340: mosha |
by pushplay
on 10/29/2004 02:06
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With all these releases of your map you're creating a problem. They all have the same file name, and when a bunch of people get together on a server they may not be playing the same map. You need to playtest your maps and release limited betas. When a map is released as final it should stay final whether there's a problem with it or not.
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