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QUAKE3 engine!!

by innovati on 08/28/2004 00:50, 7 messages, last message: 08/31/2004 16:54, 2694 views, last view: 05/03/2024 16:23

Hey all,

I'm sure many of you, if not all of you, have heard that ID Software is open-sourcing the Quake 3 engine by the end of the year.

That's all good and happy, but do you realize the significance this has to the Cube engine, many game designers will turn to using that engine, because they are familiar with it, and many game modders will make levels and mods for it.

I think that Cube has an advantage over the Quake 3 engine, because of it's design, but is it possible, that Cube could be a little more ocpmatible with the Quake file formats? Maybe some game designers will notice Cube :)

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#1: ..

by pushplay on 08/28/2004 02:01

I already have a game compatible with Quake 3 media, I don't need another.

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#2: coool but ...

by spentron on 08/29/2004 18:57

That's good so hopefully someone will finally get a decent traditional singleplayer mode going in it. The only SP I'm aware of scripted its own custom AI which was weak, it makes no sense to do anything but work backwards from the existing AI.

So maybe soon there will be a better SP game for user maps than Cube, Q1, or Unreal Zero.

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#3: Re: ..

by _Aardappel on 08/30/2004 00:41, refers to #1

quake 3 being open source will rock. right now there aren't really any good open source engines, and quake 3 is a really solid base to work from.

Really, if anyone had the impression that I made cube to be competitive against other engines, to be the #1 open source engine, or to get the most amount of mods made for it, they couldn't be further from the truth.

It just accidentally happens to still be one of the best open source engines, thanks to the incompetency of others, not because I did anything special ;)

Oh and spentron, the best engine for user made maps has always been, and probably will always be, DoomII.

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#4: Re: ..

by Pxtl on 08/31/2004 14:45, refers to #3

Amen on Doom II - I played with Qoole once (gave up 'cause it kept losing my texture coords) and it was mindblowing how much power I had to work with. I did some twisted, twisted things with water, trains, crushers, rotators, everything. Was just mindblowing how powerful it was. The only other engine that felt as strong (to my mind) was Abuse, and that didn't allow for custom movers and suchlike, and was 2d (but had a much, much nicer editor).

Of course, I'm one of those dorky "theme" mappers who loves making twisted concept maps instead of straight fun deathmatch action. All the major weapon pickups in my Q2 map involved complex triggers and traps to get, and other players could ruin your efforts while you were fetching them. Plus I used the UTDM-Pyramid style "column of water up middle level instead of elevator or ladder" technique.

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#5: duh.

by Pxtl on 08/31/2004 14:45

I meant quake 2, not doom 2.

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#6: Hmm.

by Pxtl on 08/31/2004 14:49

Okay, I misread "Doom 2" and thought "Quake 2", and wrote how I loved Quake 2 as the best mapping engine.

Doom 2 was, yes, the easiest engine to make user-made maps, but it was also the least powerful. I can see that as the logic behind Cube - trade power for ease-of-use. I think the problem is that I have a different focus from normal mappers - I love playing with triggers, traps, special effects, while most mappers seem to obsess over artistic geometry (which I don't really care as much about).

Which is why my favourite games to map in are ones with dead simple geometry systems (prefabbed tile-based) and complex graphical trigger/scripting systems. For that, I play Abuse or StarCraft.

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#7: Re: ..

by spentron on 08/31/2004 16:54, refers to #3

I'm not much of a fan of DooM at all. Only time I got into it at all was when I couldn't run anything better.

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