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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

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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#1321: Re: fog color

by spentron on 10/23/2004 05:16, refers to #1320

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

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

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

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

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

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

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

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

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

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

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

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

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

This is nice!

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#1335: Re: A map

by sinsky on 10/27/2004 17:00, refers to #1333

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

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

"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

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

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

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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