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New SP map by spentron

by spentron-postcrash2 on 06/05/2004 07:29, 13 messages, last message: 06/15/2004 22:46, 1071 views, last view: 04/24/2024 11:31

CAMERA uses the new features of Cube: jumppads, mapmodels including the bridge, lighted entities, switches, and the new soundtrack. The first two-thirds is mostly traditional metal, masonry and wood, and then it turns futuristically lighted and colorful. It is slightly easier than most of my other levels but plenty tricky, and monster machines are used supplementally rather than primarily. Includes custom sky and small cubic mapmodel by dcp. 256^2 cubes, 261 kills.

More info and maps: http://www.intergate.com/~spentron/cube/index.html
Direct download: http://www.intergate.com/~spentron/cube/camera.zip

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#1: ..

by krach on 06/05/2004 14:19

nice work :)

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#2: ..

by hungerburg on 06/05/2004 15:36

very doom like map design and gameplay :)

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#3: Re: ..

by spentron-postcrash2 on 06/14/2004 16:37, refers to #1

Thanks ... bump (only once) obviously this map took longer to make than some of the threads pushing the posting off the bottom of the page ;) .

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#4: ..

by _Fanatic on 06/14/2004 17:04

Nice! I like how much you used the bridge model, and it doesn't seem to slow down at all for me.

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#5: cool

by Aardappel on 06/15/2004 07:54

great gameplay & original design as always. I am almost going to admit the rhino is unbalanced... at least the way spentron places them! I died a few times. But great experience nonetheless.

shooting cube monsters that jump from high above with the rifle is now extra fun :)

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#6: oh

by Aardappel on 06/15/2004 07:55

and I noticed a bug: monster line-of-sight doesn't take mapmodels into account, so monsters shoot through bridges. That's gonna be a nasty one to fix right, if at all.

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#7: Re: oh

by _Fanatic on 06/15/2004 14:04, refers to #6

I recall the EDGE developers having that same problem with 3d floors in EDGE. :) Also nasty to fix, from what I recall.

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#8: Re: oh

by e:n:i:g:m:a on 06/15/2004 15:54, refers to #6

Can monsters' weapons also pass thru mapmodels?

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#9: Re: oh

by spentron-postcrash2 on 06/15/2004 16:05, refers to #6

Thanks Aard!!!

Monster's weapons are going through something, either the models or gaps. I started off cautiously with room over room here, but it turned out more like just the right amount, all things considered.

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#10: Re: oh

by e:n:i:g:m:a on 06/15/2004 19:20, refers to #9

Wow, Nice map!!

erm, it's a little hard tho (I hate those RHINOS!!!!!!). umm, Oh yeah, and I get a steady 30 fps @ 1024x768, fpsrange 40 60, and minlod 100, just for trivial information... (ATI Radeon 9000)

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#11: ..

by e:n:i:g:m:a on 06/15/2004 19:51

OK, I finished it!!! I just wanted to say two things:

1. VERY AWSOME!!! Not too hard, but still challenging at some parts...

2. I like how you did the secret passage to the last room (where you drop down into the skybox texture and hit the jpad...)

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#12: ..

by >driAn<. on 06/15/2004 19:59

I like the Rhinos, they are very nice to fight =)

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#13: Re: ..

by e:n:i:g:m:a on 06/15/2004 22:46, refers to #12

Oh, I like them too, they're just a pain in the butt... **you got killed by a rhino** 0.o

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