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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847041 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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#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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#1356: Re: ..new map by nieb and cyl1t3l

by makkE on 10/31/2004 19:08, refers to #1346

Nice map guys!

What I like about the map: I like the light VERY much, together with the skymap itīs got a perfect nightime feeling. Especially those lights on the stairs really glow nicely. Iīd 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. Iīve 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. Thereīs 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 thatīll put everything in itīs place by extracting to /cube . It would just be more comfortable. Even me on 56k wouldnīt mind downloading a few bytes more, even if I already had the included media. (as long as itīs 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

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

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

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

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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#1361: Re: fog color

by spentron on 11/01/2004 14:23, refers to #1359

If you're willing to use a bunch of triggers, you can get two changes per trigger with the sleep command, although if the triggers are done too fast and the sleep is too slow, you'll start skipping the extras. Eaxmple:

fogcolour 0x203250
alias level_trigger_1 [ fogcolour 0xFFFFFF
sleep 600 "fogcolour 0x203250" ]

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#1362: It is a beta ;-)

by CK|Davros on 11/01/2004 17:55, refers to #1356

but it's just a beta makke, plus i have spotted some bigg mistakes (look at the center pillar).
Any name suggestions are v.welcome.
I also included the lloong command in the text file for copy&pasting, because it's such a long name, hence my pointing it out in my post :-p

Fun with triggers, you can change the sky!! To maybe put in a "teleported to another planet" effect. Last night i made a quick map, you are in a place with snowy skybox, goblins, stone walls etc, you teleport into place with techy textures, rhinos, mars sky. I used the excuse that the rhino's "hi-jacked" the teleport signal... yeah... right..

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#1363: Re: It is a beta ;-)

by sinsky on 11/01/2004 18:22, refers to #1362

Not only the sky, I also change the textures and it works pretty good (I mean change the textures with texturereset, not the teleport thing).

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#1364: Re: fog color

by mitaman at other on 11/01/2004 18:29, refers to #1361

Spentron,
Thanks for the help. I'll start messing around with it soon.
MitaMAN

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#1365: ..

by CK|Davros on 11/01/2004 20:08

sinsky, i had trouble getting texture reset to work.. now in hindsight i think i worked it out.. doh...

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