Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3536814 views, last view: 05/06/2024 22:40 |
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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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#1341: Re: mosha |
by J-C-D-P-C
on 10/29/2004 03:06, refers to #1340
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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
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You are right. I know. After releasing the v1 I saw to many things i didn´t 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 it´s better to put the version number in the file name. for example "test01" or "test05".
Sometimes I can´t 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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#1356: Re: ..new map by nieb and cyl1t3l |
by makkE
on 10/31/2004 19:08, refers to #1346
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Nice map guys!
What I like about the map: I like the light VERY much, together with the skymap it´s got a perfect nightime feeling. Especially those lights on the stairs really glow nicely. I´d really appreciate some more of them in the outside. ;) They add a good atmosphere. The map also performs nicely, and the layout promised action. Another positive thing is the nicely sparse use of mapmodels. I´ve seen so many maps after the last release that were spammed full of them...
What I think could be enhanced: Especially in the inside hallways, there should be a little more texture variation, to make certain areas more recognizeable. Also some more spotlights here and there could make it more interesting. There´s still some budged concerning detail in the inside areas.
In the outside area, the floor could still be made a little more interesting (with focus on performance of course)
Items: I think this map is well suited for 4-6 players. Therefore health is a little sparse in my opinion, and I really miss the yellow armour.
With a little polish here and there this map will really shine :)
@nieb: In my opinion you should include the custom skyboxes and models in each of your zip files, with a directory stucture that´ll put everything in it´s place by extracting to /cube . It would just be more comfortable. Even me on 56k wouldn´t mind downloading a few bytes more, even if I already had the included media. (as long as it´s not a 3mb soundtrack of course)...
@davros : Maybe you should think of a less complicated filename for your map. Imagine someone would try to vote it , who would want to type that in? also remember that linux users will have to do it case sensitive...
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#1357: Re: fog color |
by MitaMan
on 10/31/2004 20:53, refers to #1354
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Thanks for trying to help me. I was really hoping to get a cool "changing fog or light" effect for part of my new SP map. In Unreal early in the game going thru the ducts with fog and pulsing lights just before you get outside, thats what I'm looking for.
It's times like these I wish CUBE had just a handful of more features to use in SP maps.
I checked out YETI3D engine (similar to CUBE) and it has what I'm looking for, BUT, it's way low resolution textures and the game is in something like 180X120 res!
Well, time to get back to mapping this monster of a map, hope to be done by mid to late November.
Thanks guys-MitaMAN
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#1358: Re: fog color |
by J-C-D-P-C
on 10/31/2004 22:01, refers to #1357
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just place one fog trigger after antoher so when the player walks through the hallway the fog changes on every step.
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#1359: Re: fog color |
by MitaMan
on 11/01/2004 00:02, refers to #1358
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Yes, this is most likely the work around I'll use. But I really wanted the player to stand in one place, look down a long hall and go ooh, this looks cool. Some of the things I want to do for this next map are beyond the CUBE engine (for now anyway), but I'll do my best to make it as sweet looking as possible. "Necessity is the mother of invention" (and work arounds).
MitaMAN
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#1360: Re: fog color |
by J-C-D-P-C
on 11/01/2004 02:36, refers to #1359
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another cool thing you can do is force a conveyer belt by unbinding the forward command and making a script with the forward command. you can still let the player shoot, too. Im not sure if you will have stability issues from running to many scripts at a time, but you could conveyer belt the play through the hallway with fog triggers, and they can still look around- maybe put some windows with monsters in a shooting gallery style-Its something i have to play with more, but its cool...
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