Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847064 views, last view: 12/09/2021 06:36 |
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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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#961: Re: Wall Editing Help? |
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by Nazgul11
on 04/23/2004 02:21, refers to #960
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Ok THANKS! :D
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#962: I found something cool |
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by jcdpc
on 04/23/2004 02:52
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http://fps.brainerd.net/mapmodels.htm
lots of mapmodels, just use milkshape to convert them to .md2s.
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#963: fog color |
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by exus
on 04/23/2004 15:07
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hello,
i have a question
can i anyway modify the fog color?
thx
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#964: Re: fog color |
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by ph0ok
on 04/23/2004 16:17, refers to #963
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sure you can.
the command you are looking 4 is fogcolor
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#965: Re: fog color |
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by ph0ok
on 04/23/2004 16:18, refers to #964
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i mean fogcolour
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#966: fog |
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by exus
on 04/23/2004 19:47
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oh thx
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#967: Teleport? |
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by Nazgul11
on 04/23/2004 22:02
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I have a question here, I know how to place a teleport entity but how do you confirm where it puts you?
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#968: Re: Teleport? |
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by jcdpc
on 04/23/2004 22:58, refers to #967
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teledest entity
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#969: Re: Teleport? |
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by spentron-postcrash2
on 04/24/2004 02:05, refers to #968
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Exit edit and try it. If you don't know where a port number goes or if there is a certain teledest, make a teleport to it and see. Then find the teledest entity itself in edit. If you can't see it from where the port took you, it could be in a floor or wall or there could be two dests. Never make more than one teledest per number. Multiple teleports can converge to a single destination though.
Tricky stuff with teleporters: http://wouter.fov120.com/cube/forum.php4?action=display_search&keywords=Switchable+Destination+Teleport&submit=+GO+
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#970: spmap |
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by KREiM
on 04/24/2004 16:40
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hi,
i made a sp map it call's the old tunnel (kksp1 beta1). please test it.
review's are very wellcome.
you can get the beta1 here:
-> http://www.kreim.ch.vu
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#971: .. |
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by >driAn<.
on 04/24/2004 17:48
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Good work, but on some places, you could put better textures.
The jumppads, which kicks you into the room with the big drill on the ceiling, are great! The tunnel could be a little bit darker...
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#972: Re: spmap |
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by pushplay
on 04/24/2004 19:05, refers to #970
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Maybe I'm picky, but if the skybox isn't from sock, it shouldn't go in the sock directory. Maybe it could go in skyboxes or something. Also, the zip file should automatically have the directory structure laid out for everyone. The readme should be a pleasantry.
Map wise, it's pretty good. I don't know if the egypt textures quite belong. Pick a theme and stick to it.
I think it would look better if the lamp posts had a bigger head. Gameplay wise, you're hiding a lot of monsters in corners or having them jump out of walls. That means you have to balance as though the monster is going to get some free shots in because the player doesn't know where he is. To this end I would add some armor or more health or something.
The rooms were well paced though. You didn't see too much or too little of the map at once.
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#973: .. |
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by >driAn<.
on 04/24/2004 20:55
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The idea to push the player with jumppads into a room is quite good, I think. That makes more infighting. Else, players often shot the monsters afar.
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#974: Re: spmap |
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by jcdpc
on 04/24/2004 21:19, refers to #970
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it's reveiwed on my site (www.websamba.com/jcdpc)
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#975: review's |
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by KREiM
on 04/24/2004 21:55
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Thx for all the good review's.
thx for the tipps and improvement proposals. i will motify this things as soon as possible.
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#976: new model |
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by dcp
on 04/24/2004 23:26
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new: teleporter model replacement
http://cube.dietmarpier.de
-> items (at the bottom of the page)
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#977: Re: spmap |
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by makkE
on 04/25/2004 02:56, refers to #970
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nice map :)
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#978: Re: new model |
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by jcdpc
on 04/25/2004 03:18, refers to #976
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very nice model. Good job keeping it roughly the same size, too.
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#979: Re: new model |
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by dcp
on 04/25/2004 23:47, refers to #976
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and another one: quaddamage model replacement
http://cube.dietmarpier.de -> items - special
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#980: Re: new model |
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by jcdpc
on 04/26/2004 03:08, refers to #979
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I don't like it. sorry, it's not bad or anything, it's just a matter of personal preference. the teleporter is soo much better than the old one! are you gonna do a replacement carrot? maybe a key (like in DI) or a card. Or a rifle replacement? that is the ugliest weapon in cube...
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