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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847043 views, last view: 12/09/2021 06:33

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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#1336: Re: A map

by makkE on 10/28/2004 02:17, refers to #1333

a little bright, and kind of claustrophobic, but thatīs got to be an unrealish touch ;)

@sinksky: just put pingpong back in and edit the .cfg accordingly.;) I donīt 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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#1341: Re: mosha

by J-C-D-P-C on 10/29/2004 03:06, refers to #1340

the best way to do this is to only release betas to certain people who you know will give you feedback, and name them "mosha1_beta" or whatever, and not to release the map as "mosha1" until its finished. (and once its released, dont change it, use peoples feedback on the final version in the next map you make)

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#1342: ..

by m o s h a on 10/30/2004 11:05

You are right. I know. After releasing the v1 I saw to many things i didnīt like in the map and I changed that afterwards.

To avoid that the players have different versions of the map there is a mapmessages which shows the version number and in the textfile is a notice too. When you like to download the older versions you get the newest. All links are leading to the newest version.

By the way it is better to number starting from 0.xxx till 1 and with version 1 you get the final and itīs better to put the version number in the file name. for example "test01" or "test05".

Sometimes I canīt await it and than I want to show it imediately but next time I wait a while first and number it right. ;-)

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#1343: Re: fog color

by mitaman at other on 10/30/2004 12:57, refers to #1321

Spentron,
"Hummm... script fog using the delay function could kind of be like flashing lights ;)"
Would you mind posting a short example of a script using the delay function for fog? It sounds like a cool idea that I would like to try in a new SP map I'm working on. And of course I would give you credit for it in the readme file. Thanks
MitaMAN

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#1344: Can you tell me what it is.......

by Lavaball on 10/30/2004 15:02

In my map folder(Lava/Lava.Map)there are million of .BAK File's what are these files?

and is it safe to delete them?

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#1345: Re: fog color

by J-C-D-P-C on 10/30/2004 15:23, refers to #1343

OH JOY! mitaman is working on a new sp map! anyway... i think it goes like this

fogcolour xxxxxx
wait x
fogcolour xxxxxx
wait x
fogcolour xxxxxx
wait x
fogcolour xxxxxx

for as long as you want... I am unsure if "wait" is the right command. it might be sleep.

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#1346: ..

by nieb on 10/30/2004 15:31

theres a new MP map by cyl1t3L and me on the website check it out...

http://www.geocities.com/nieb8504/cubeMP.html

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#1347: ..

by CK|Davros on 10/30/2004 15:34

lavaball, yes. I think they are BAKups of the map, that cube saves sometimes while you are editing (in case you screw up or it decides to die just for fun).

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#1348: p.s.....

by CK|Davros on 10/30/2004 15:36

ooooh was it nieb and cyl1t3L doing the co-opedit yesterday then? :-p

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#1349: Re: ..

by J-C-D-P-C on 10/30/2004 16:01, refers to #1347

err... the .bak files are your old saves, just in cases you lose your map. Cube doesnt do "autosaves" (and i am glad it doesnt). I think a little "nag screen" might be good though, so you dont quit after an hour of editing without saving and then not even notice untill you go to edit the map again. Not that that has ever happened to me.... :)

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#1350: ..

by CK|Davros on 10/30/2004 16:16

yeah... me neither...

nieb & cyl1t3L, the map looks good, should play well, it was a little TOO dark in places, but still good. No /real/ negative comments to make.

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#1351: ..

by Lavaball on 10/30/2004 16:57

Im also working on a SP Map oh the MOD For Cube is Beta now that PSP9 is released i can make powerfull graphics in case you didnt noticed PSP9 is released www.jasc.com

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#1352: MP Map

by CK|Davros on 10/30/2004 17:45

I made another mp map.

http://davros.hyperdark.org/cube/ckd-koth.zip

Read the txt first pleasse, it has the command to run the map for cutting and pasting, because it's a long name.

My attempt to make a slightly more rifle friendly map.

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#1353: ..

by m o s h a on 10/31/2004 14:40

My map "cube_edge" with egypt textures looks better I think. It is called "egypt_edge". There are a few enhancements too.

SCREENSHOTS:
http://sola.giana-brotherz.de/Pictures/egypt_edge1.jpg
http://sola.giana-brotherz.de/Pictures/egypt_edge2.jpg

map "egypt_edge" only --> http://sola.giana-brotherz.de/DATA/egypt_edge.zip

map "egypt_edge" with soundtrack --> http://sola.giana-brotherz.de/DATA/egypt_edge_st.zip

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#1354: Re: fog color

by spentron on 10/31/2004 14:53, refers to #1343

I tried scripting that but it doesn't seem you can call the sleep function recursively, only one sleep can run at a time etc. and there's no way to loop it anyway so it's a mess ... unless someone else is better at it than I.

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#1355: ..

by CK|Davros on 10/31/2004 15:03

when i tried to use sleep, sleep 2560000000000000000000000 took as long to execute as no sleep at all, meaning it didn't work...

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