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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846835 views, last view: 12/09/2021 02:29

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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#51: H.M.S. Pushplay

by pushplay (on a different computer) on 02/08/2002 06:35

I was screwing around and what I ended up with was actually a pretty good map. It\\\'s a love letter to myself. I made it pretty fast, but I still think it\\\'s fun for a 1 on 1 duel. This will be my last release for a while.

http://plaza.v-wave.com/pushplay/cube/hms.zip

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#52: new large map ready: "checkmate"

by nilfilter on 02/08/2002 20:41

it's a 256x256 with lots of buildings and open space, and possibly some performance issues. Would be great if somebody gave me a few optimization tips.

http://www.yalgs.net/_xfiles/cube/2-cmate1.jpg
http://www.yalgs.net/_xfiles/cube/2-cmate2.jpg
http://www.yalgs.net/_xfiles/cube/2-cmate3.jpg
http://www.yalgs.net/_xfiles/cube/cmate.cgz

Thx & cheers

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#53: Re: new large map ready: "checkmate"

by pushplay on 02/09/2002 09:48, refers to #52

Optimization. In general, an fps game becomes bogged down when it needs to draw triangles faster than it can compute them. Triangles are how surfaces are conveyed. Triangle heavy objects are anything that is small, intricate, or sloped. In cube, this means arches, corners, or just having a whole bunch of stuff on screen. So a particularly complex room souldn't be visable from a distance, or else the contents of that room in addition to everything else you see need to be drawn, which can overwhelm a computer. Generally this means complex rooms, simplistic outdoors, walls and corners.

Your map isn't all that bad polygon wise. The wvt reached some levels I'd never seen before, but I'm not sure what it represents.

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#54: Re: new large map ready: "checkmate"

by nilfilter on 02/09/2002 14:10, refers to #53

Thx, pushplay.

I added the large solid brick cube and the 45°-wall behind which I made all solid (see 2-cmate1.jpg) to reduce the wvt from 18500 (!) to some 10000.

I still get some 13000 wvt in the building with table and seats, when standing left of those viewing the other large building diagonally opposite.
What I don't understand is the 13000 wvt are not reduced even when vis blockers are between the two buildings.

Damn, creating this map took me quite some time, and I fear it won't be playable online with more than a handful of players...

Cheers

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#55: nilfilter

by Aardappel on 02/09/2002 17:07

if you fly above the map in edit mode, you will be able to see the occlusion culling of the map from the viewpoint below you. in cmate from most positions in the map the whole map is visible which slows you down. Also you wanna try and really understand the bit about geometric mipmapping in the docs, as this can reduce the amount of cubes in the first place.

A purely aesthetical comment: your lighting is almost fullbright... try to leave the inside areas darker, and have some variation.

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#56: Re: H.M.S. Pushplay

by rickclark on 02/09/2002 18:13, refers to #51

An interesting map. I did a Doombot map with a similiar layout. It was funny watching all the monsters jump out of the crow's nest. :)

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#57: Re: nilfilter

by nilfilter on 02/09/2002 18:34, refers to #55

Thx, Aardappel.

> ... try and really understand the bit about geometric mipmapping in the docs...
I am trying, but still am a at a loss here and there. cmate is my 2nd map, and several things are still beyond my limited capacity to comprehend :-)

Right now I am doing a massive rewrite of cmate, using more solids & vis blockers. It is promising so far, but I am at a point now where I have to compromise the initial gameplay idea.

It is RTFM time again, I guess...

Cheers

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#58: texturing question

by nilfilter on 02/09/2002 18:43

Hi,

how can I change the default wall texture when pulling some cubes down from the sky/ceiling?

I'm have uploaded a sample screenshot here:
http://www.yalgs.net/_xfiles/cube/textures.jpg

I want to change the red bricks above the Egyptian eyes to match the rest of the wall.

Cheers, and TIA


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#59: Re: texturing question

by rickclark on 02/09/2002 23:10, refers to #58

Use the 7 key to change the textures.

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#60: Re: texturing question

by nilfilter on 02/10/2002 04:06, refers to #59

Thx, I learned I have to reload the map, as I have to do with some (not all) entities.

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#61: "Checkmate" RC2 uploaded

by nilfilter on 02/10/2002 04:13

Hi again,

have finished Checkmate again, performance & look drastically improved, it is dark now, bad, evil and beautiful ;-)

it's the final version unless somebody finds a bug, or has a good suggestion.

The usual shots & map links:
http://www.yalgs.net/_xfiles/cube/cmate-rc2-1.jpg
http://www.yalgs.net/_xfiles/cube/cmate-rc2-2.jpg
http://www.yalgs.net/_xfiles/cube/cmate-rc2-3.jpg
http://www.yalgs.net/_xfiles/cube/cmate-rc2.cgz

what a day... I'll be playing the next days rather than mapping I guess...

Cheers

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#62: Changing music

by Darkstalker on 02/11/2002 16:09

Is there a way to put a specific music to a map? If not, it would be cool.

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#63: New Cube Map

by QuakerX on 02/12/2002 21:47

Hey guys, I just finished my new Cube map, entitled "The Ruins". The map is good for a 1v1 or up to 4 player ffa game. Here are a couple screens.

http://www.planetquake.com/quakerx/screens/qxcube1_1.jpg
http://www.planetquake.com/quakerx/screens/qxcube1_2.jpg
http://www.planetquake.com/quakerx/screens/qxcube1_3.jpg
http://www.planetquake.com/quakerx/screens/qxcube1_4.jpg

Oh...download it at...

http://www.planetquake.com/quakerx/files/qxcube1.zip

Tell me what you think of the look, layout, item placement, and so on. Hope you like it.

Quaker-X

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#64: Re: New Cube Map

by nilfilter on 02/13/2002 14:37, refers to #63

Hi,
I've loaded the map and walked around without playing it (single-player isn't my cup of tea).

First impressions:

pro: nice and clean look & architecture, plays fast

con: too bright (too many 32/255), the room with the yellow armor might need a few more textures (stairs & ground)

Personally, I'd like a stairway (4 cubes) that leads up to the quad-damage, this way the room below it will be used for more than landing with the quad...

All in all: nice map!
Cheers

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#65: Re: New Cube Map

by pushplay on 02/14/2002 06:04, refers to #63

I gave the map a look. Good texture usage. It's varied without be ecclectic. Although the egyptian texture set ceratinly makes that easier. I found the weapons way too sparse, I kept getting my ass kicked in sp because I always ran out of ammo. I imagine mp would play very similar.

Despite the mapping guide saying to be sparse with ammo because it spawns so fast, there should still be more ammo than in Q2 because of the speed of the game. Although that's just my opinion, I could be wrong.

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#66: Go gothic!

by Bascule on 02/18/2002 16:52

For those with a more medieval interest, I have created a set of prefabs for gothic-style arches.

For more info, visit my (very hastily thrown together) site at:

<a http://users.quista.net/ed.jo>Bascule's Cube site</a>

where you will find screenies and a download link.

Please comment if you find them useful.

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#67: Damn MetaTags...

by Bascule on 02/18/2002 16:55

link should be

http://users.quista.net/ed.jo

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#68: Re: Damn MetaTags...

by rickclark on 02/19/2002 00:37, refers to #67

Looks good.

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#69: Re: Damn MetaTags...

by pushplay on 02/19/2002 03:14, refers to #68

Not too shabby.

I've discovered that creating arches and slopes is easier not using the typical tools. Mostly I use a keybind that defines the heightfield, types a message reminding me which way is + or -, and saycommand /slope, all that's left is for me to fill in some numbers. Also you can change the heightfield to put a slope on the ceiling, an arch on he floor, etc... I intend to take full advantage of that a map or two down the line. Just as soon as I emotionally recover from the bashing goetz gave my last beta :)

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#70: Re: Damn MetaTags...

by Bascule on 02/19/2002 13:48, refers to #69

Interesting...
Tell me how you do the sloped ceiling/arched floor thing, as I have considered it, but didn't think it would work.

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