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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3522664 views, last view: 04/24/2024 02:56

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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#1094: Re: Reverse Door Trigger?

by spentron-postcrash2 on 05/05/2004 22:41, refers to #1091

alias level_trigger_1 [ edittoggle; delent; edittoggle ]

Unfortunately it also resets ALL doors, monsters, and triggers. The delent deletes the trigger to avoid an infinite loop and no other entities may be nearer the player when he takes the trigger for it to work. The delent also modifies the map and then loadsavegame doesn't work. Another possibility is to load a slightly different copy of the map.

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#1095: Re: Reverse Door Trigger?

by spentron-postcrash2 on 05/06/2004 01:21, refers to #1094

Just thought of this: deleting the trigger in editmode scripts can be avoided with a conditional:
alias done1 1
alias level_trigger_1 [ if $done1 [
edittoggle; edittoggle
alias done1 0 ] ]

Obvious, but blinded by the old solution I guess.

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#1096: inspiration

by jcdpc@school on 05/06/2004 21:07

Need ideas for mapping? I went to a mall yesterday (looking for a job) and i saw this cool skylight and i thought "hey, i could do that in cube" if you need ideas for your maps, then just take a look around. See malls, gardens, city layouts, even nature (I think God may have used a mod of cube to create the earth)

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#1097: Re: inspiration

by MitaMan on 05/06/2004 22:38, refers to #1096

I get many of my ideas from looking at buildings I pass as I drive down highways. It's amazing how different I look at my surroundings now since mapping in CUBE. Yea, the real world is a great place to "play games in". BTW, do you have any maps ready to play yet (SP please please). MitaMAN

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#1098: ..

by >driAn<. on 05/06/2004 22:41

Yeah, the real world is the best engine ;)

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#1099: Re: inspiration

by jcdpc on 05/06/2004 23:01, refers to #1097

my maps are on my site buried deep in the cube files section (www.jcdpc.com/fraggering/mapindex) They aren't that good. I had a summer job a few years back doing computer repair with my dad. I found a bastardized version of cube on a linux machine, and I thought it was cool, so i burnt it on a CD. I had no internet access at the time, and it was an old release (pre-save) so was missing many of the cool things cube has today, and made my maps. Last year downloaded a more recent version (the one the current bigcube uses) and updated my maps slightly and made the urban map set. my maps are worse because i didn't have the community and tutorails and stuff that i have now. Wait for the artic pack, it will rock.

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#1100: Re: inspiration

by jcdpc on 05/06/2004 23:03, refers to #1099

oh you can get all my maps as well as a cool front-end map idea from www.websamba.com/greenware
it's a mod(?) i guess.

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#1101: more inspiration

by jcdpc on 05/09/2004 00:11

You can get layout ideas by going on D&D sites and printing out random dungeon layouts.

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#1102: How do I use prefabs?

by e:n:i:g:m:a on 05/09/2004 05:04

OK, so I've see all the different prefabs on the internet, but how do i use them?

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#1103: Monser Generators (to Spentron)

by e:n:i:g:m:a on 05/09/2004 19:32

>to Spentron<

I've played you're Monser Maching almost all the way through, and it's very good, but some of these monsters come like out of nowhere!

I read something in the mapping thread about "Monster Generators" in your maps, how do those work, and how could use one?

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#1104: ..

by >driAn<. on 05/09/2004 19:37

I never played this map, but i think its made with a teleporter ...

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#1105: Re: Monser Generators (to Spentron)

by jcdpc on 05/09/2004 19:51, refers to #1103

-= this is off his site =-

In these machines, the monsters are the active element. Geometry is used as the controlling element, often with teleporters and sometimes triggers. Effects include simulated invisible-triggered monsters, pre-angered monsters, delayed monsters, and introduction of additional randomness and complexity.

The above example relies on teleports; where it says "player goes through here" is a "double teleport" chamber containing a teledest for bringing the player in and then the player is immediately teleported out. Teleports are handy for implementing these machines because they are one-way, etc. but it is also possible to avoid using them, at least partially.

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#1106: Re: Monser Generators (to Spentron)

by spentron-postcrash2 on 05/10/2004 03:53, refers to #1105

There are a few varieties. The one I use the most relies on creating a situation where a ton of monsters see you (waking them up), but then they either dissappear (usually falling into a hole) or the player is teleported somewhere else. Remember the monsters will chase you through any wall and this is one way of controlling what happens. There are many twisty passages in the level that cause this. The monsters can fall into the level or be teleported in.

If the player has to go through teleports or reach a certain spot to cause the monsters to be wakened, this is one initial trigger, there can also be triggered walls behind the scenes.

Another variety is to focus on controlling where the monster sees you, such as having the monster look through a tiny window at a spot the player will go through or jump on near the other side of the map. This shows a perfect example of one thing to watch out for though, if the player knows where the window is they can just shoot a rocket in there.

A few whackier things: in MM5 some of the monsters kill each other right after the waking, other large ones can get reduced in health to the point they jump off ledges. Conundrum has "monster sorters", and "trajectory testers" which provide a more accurate test of player position by measuring the angle the monsters move in an open area unaffected by walls.

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#1107: Re: Monser Generators (to Spentron)

by spentron-postcrash2 on 05/10/2004 04:10, refers to #1106

Also, comparison of monster machines vs. triggers and "creature factories" or triggerable teleporting used in other games: special devices are a little easier and certainly tend to require less forethought to integrate with a map. Creating the effect with only Cube elements, mainly geometry, is less technical and more intuitive, however, and not all that hard since you can build it fast. When geometrical control elements that respond to player position are included, the response is more unpredictable and more "analog" than any method using defined triggers, which can be cool but tends to require more testing. I also made a sort of thematic use, where the player does get some clues as to what is happening behind the scenes, although you really have to use edit to appreciate most of that.

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#1108: Re: Monser Generators (to Spentron)

by e:n:i:g:m:a on 05/10/2004 05:48, refers to #1107

Ahhh, so that's what those welcome teleports are when you go into monstermachine!!

So then you just had teleports in the rooms that linked to the appropriate spots!!

Very Cool.


What I'm doing right now is using triggers to release monsters behind or beside the player. Like in one spot, the player has to jump over a 4 cube unit wall, which sends them through an unavoidable trigger and releases two large waves of monsters - one on either side of the player.

And of course jumppads are a good surprise too :)


Anyway, thanks. I was wondering where those seemingly endless monsters came from...

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#1109: New minimal tool created for mappers of the CubeEngine.

by BIAF on 05/10/2004 12:07

Hi,

Anyone who finds it a long process to add each texture filename, line by line to the config file, then try this tool 'TCE' http://omalogic.co.uk/tce


Just browse to the folder you have all your new textures in, next click Apply.. then hit Go!.

This will take the names of all textures in that folder and create a ready to copy and paste list of the textures like this :

texture 0 "MyWOODFolder/MYWOODTEXTURE.tga"
texture 0 "MyWOODFolder/MYWOODTEXTURE2.tga"

And so on...

You can also set the Map Detonation and custom folder(s) in case you are setting out your textures in a tidy structure and needing to change map def from 0 to other numbers.

The program is self explanatory to use. If you have problems, contact me.

If you don't create/design maps then this is a useless tool to download.

Suggestions welcome : tce@omalogic.co.uk

Enjoy!
BIAF
http://omalogic.co.uk/tce

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#1110: Re: New minimal tool created for mappers of the CubeEngine.

by pushplay on 05/11/2004 02:41, refers to #1109

That's a good idea. It would be cool if you could give it a list of paths and it would search all of them.

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#1111: Re: New minimal tool created for mappers of the CubeEngine.

by BIAF on 05/13/2004 00:34, refers to #1110

Yeah, I will try and make it a small on-going project. I think this should help more new mappers, use there own textures or royalty free ones since it's less hassle now to add/set-up the cfg files for textures. There is a mailing list now set-up for updates http://omalogic.co.uk/tce .

BIAF,

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#1112: Re: New minimal tool created for mappers of the CubeEngine.

by jcdpc on 05/13/2004 02:00, refers to #1111

it's a great tool. my next campaign uses lots of my textures (will be correctly tileable- thanks to makkE) and they;ll be easy to organize now.

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#1113: new stuff

by dcp on 05/13/2004 06:28

some new mapmodel and hudgun screenshots on dcp_cube_stuff...

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