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Skill Level, Game Too Difficult

by Kio Loi Net on 03/03/2006 22:01, 30 messages, last message: 03/27/2006 08:15, 9492 views, last view: 05/05/2024 09:42

I recently discovered Cube and tried to play some single player maps. Unfortunately, even if I select skill level 1, the maps I tested are too difficult. (I even testes skill level 10, because I thought perhaps 1 is the hardest ...)

The enemies are too fast and strong, there is not enough ammunition for me.

I am not a regular gamer. I played the first dozen levels of Doom and Doom 2 on easiest setting when they were new without problems.

I recommend you make the game easier for casual players on skill level 1.

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#11: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 06:36, refers to #6

stinky, thanks for the kind words :)

mitaman... it is all by design. It takes 30 lines of code or so to implement an algorithm like A* and make each monster find its way perfectly.. but that is not what I want.

What I want is the maximum ratio between a monster SEEMING threatening, yet being really quite dumb and exploitable. The better that ratio, the more of them at once you can conquer, and the better you will feel afterwards.

as to falling of cliffs, this is again by design. The smaller monsters are the biggest retards, and will fall of, whereas the bigger ones will only do so when seriously hurt. Dropping off is a useful mechanic for placement.

If you don't want them to drop off a cliff, pick on of these:
- use only larger monsters in the cliff area
- build suitable fences
- don't have a cliff and a monster attack next to eachother.

tentus: monsters on the players side... I have always wanted to do that, but somehow forgot. I will put that on the todo for sauer, thanks.

I think they will come in the form of "monster ammo", that you can make spawn whereever you want.

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#12: Re: FEAR and my uncles "big whilly"

by tentus on 03/13/2006 06:47, refers to #11

ooh, i like that idea. tell me if you want a cage model or something for that, i'd be glad to do it.

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#13: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 06:49, refers to #12

how about an egg... with a nice crack in it, a monster ready to spawn :)

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#14: Re: FEAR and my uncles "big whilly"

by tentus on 03/13/2006 06:54, refers to #13

not a problem, I've actually already made a decent egg, so all I'll have to do is reskin it. anything special you want on the egg (spots, little horns, a black outline to make it more visible, etc)?

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#15: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 07:02, refers to #14

spots, making it look more like a "wild" egg would be good.. like http://pinker.wjh.harvard.edu/photos/cape_cod_II/images/piping%20plover%20egg%202.jpg but less contrasted. That, and then a good clear crack, is all that is needed... horns would go too far I think?

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#16: Re: FEAR and my uncles "big whilly"

by Passa on 03/13/2006 08:47, refers to #15

could you make it also that you can place monsters that are not in eggs? or make it allies are only activated when you see them, like enemies. this means a mapper could make a massive battle scene so when you enter its like the war has already started... it would be very atmospheric..

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#17: in the crack...

by Sparr on 03/13/2006 09:03

how about two red/green eyes looking out from the darkness inside the crack?

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#18: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/13/2006 10:16, refers to #16

I think being able to place where to spawn the monster is more fun, that way you can strategically set up your own battles.

sparr: good idea.

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#19: Ceiling cocoon.

by Pxtl on 03/14/2006 21:26

In Abuse (a game I keep coming back to for singleplayer gaming) I found the ceiling coccoon to be the ideal unspawned-monster symbol. You'd wander halfway into a room, hit a trigger and then the bugs would burst out of their coccoons and attack.

Sam's gameplay was fundamentally the same, but used teleporters instead - and somehow teleporters don't have the same effect as a nice coccoon.

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#20: N00b

by KaOz on 03/18/2006 11:56

u r a n00b

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#21: ..

by CodeRed3 on 03/19/2006 07:51

(I even testes skill level 10, because I thought perhaps 1 is the hardest ...)

Haha, you said testes

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#22: Re: FEAR and my uncles "big whilly"

by tentus on 03/25/2006 16:43, refers to #18

http://www.quadropolis.us/node/174

this is just a beta version, I haven't implemented any eyes yet... still working on how to make that work, angle wise. I made the crack very wide, but it still isn't wide enough for eyes.

Oh, and this is in the Mod section of quadropolis, because we don't have a Models section. I figured it was the next closest thing.

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#23: Re: FEAR and my uncles "big whilly"

by Passa on 03/26/2006 09:37, refers to #22

nice tentus!
maybe make a small horizontal crack in the middle for eyes?

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#24: Re: FEAR and my uncles "big whilly"

by tentus on 03/26/2006 09:41, refers to #23

maybe. or, possbily, have a chunk already have fallen out, like a real egg does... I'm trying to be moderately realistic here, so a horizontal crack would be too out of character with realisty. (Psh, reality, who needs it?)

The idea of a piece being already knocked out, with two glowing eyes in the darkness behind that, is starting to appeal to me. It's be easy as sin to skin, and not too many extra faces to deal with.

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#25: Re: FEAR and my uncles "big whilly"

by Passa on 03/26/2006 11:44, refers to #24

cool, i meant a chunk of egg shell, now i realise what everyone understood by my comment, cant wait till it is implemented, it looks great!

i still think though that mappers should be able to place egg monsters and normal ones, for variety in gameplay.

also, have you guys thought about the egg to monster transition? how is it gonna look/work?

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#26: Re: FEAR and my uncles "big whilly"

by CC_machine4 on 03/26/2006 18:19, refers to #25

erm... hatching? lol

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#27: Re: FEAR and my uncles "big whilly"

by Passa on 03/26/2006 21:49, refers to #26

well there has been no talk of it, so i thought they forgot

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#28: Re: FEAR and my uncles "big whilly"

by Aardappel_ on 03/27/2006 05:51, refers to #22

looks cool... I think the crack would work better if it was horizontal-ish... that way it could go around the egg and be visible from all sides...

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#29: Re: egg

by tentus on 03/27/2006 06:54, refers to #28

I've been hesitant to do that, just because it looks kinda stange, but ok. I'll see if I can make one side or the crack wider than the other, with maybe some little claws sticking out. That makes more sense for a hatching egg than eyes... what kind of creature opens its eyes before completely hatching? I understand the "cool" effect of it, but it doesn't make much sense.

Should I scale it up or down? Currecntly it's 32 q2modeller units tall (2 cubes tall in cube), and 12 q units in radius (about 1.5 cubes wide total). I can always make it fatter or pointier too.

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#30: Re: egg

by Aardappel_ on 03/27/2006 08:15, refers to #29

Yeah, about half to 3/4th of an ogro sounds good... so 32 yes.

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