Nathaldo | 2010-05-04 02:27

I am in the process of making a map. I want to get a screenshot of it but everytime I do I have the gun sites and/or edit mode in the way. How can I take a screenshot without the gun and sites and stuff????

Chasester_aka_you | 2010-04-30 22:07
Map Design Basics
7
points ]
 (1 vote)

Map Design Basics:

Theme:

The most idolized maps have a balance between theme and gameplay. Theme is broken into two parts details, ideal theme (place, time, history, back-story, etc). The details of a map are important and overdoing the details is hard. To have details over done you would have to have some many cubes that the computer lags cause of it. Details many times make the difference between a good map and a noob looking map.

Ideal theme, or time, place, so on, is important to the atmosphere this would include texturing, placement of detail, or mmodels (map models). This is more of a generalized theme stuff that is more closely tied to the gameplay or flow of a map. The best way to describe this would be: the details of a map are like the pieces, separate from the map, and the ideal theme would be like the putting of these pieces together to create realism and flow. For example you can have a wheelbarrow, this would be a detail, and where you decide to place this wheel barrow on the map will tell us about what the story, place, time, and so on of the map. Detail is most important because when people kill they want to spill blood on the wall; it makes them feel like they are killing and distroying at the same time :)

Gameplay:

Game play should be throughout before you do your ideal theme but after you have your details. Of course you will not have all of your pieces but the general ones should be persistent in a grave yard (a pile of separate pieces). As you create the bass map, wall hills bases so on; you will start placing these details to enhance your map.

The commutation of the details plus the layout that is predefined will conclude to a solution in which you have both a well detailed map with good game play. If you do one before the other you will over power one of these aspects and the misbalances you map, and it loses its ideal form (essence of being). Details are pivotal to a good map and as such should be handled with the most respectable standards. Over detailing is near impossible, and extremely improbable. The only problem with too much detail is time, the amount of time over the given amount you want to spend.

Detailing:

Details must fit the mood and flow of the map. In a proper map the map has detail that fit the theme, and do not prevent the player from playing the game. Detials should be realistic (correctly porportioned to other things in the map). For example, a door way in cube being 26 in across 7 feet in height is unrealistic for cube, but if you are to creat a door, keep in mind that all the pmodels are about 5 foot. If you proportion everything this way than a giant door way will look good.

The cubes are just fine and dandy but you need some more geometric shapes, say maybe a circle or a sphere or maybe even a slated cube. In cube one it was ok to make levels that contain many cubes and had very little detail because a lot of this detail was impossible (if you don’t understand do some research). Now in cube 2 we have to hold a higher standard on the maps that are produced. You need to work on the detail of your map, find a place to create, and create it.

The world is not a square it a circle, and most thing are not sharp cornered cubes. Therefore dont create thing that are perfect squares. The simplist minipulation to the cube will create a differing effect and therefore make your cube look good :)

Mapping off of realistic places is the easiest thing to do, because you dont have to worry about proportion or you dont have to think of thing to fill the map with. I would suggest starting with something realistic so that you can get the proportion of real-life into your creative maps.

Lighting:

Lighting is one of the most important, least important thinig. What i mean is the lighting changes the mood of the map completely; combined with the fog and the other minor function (ambient shadowmapambient skylight etc). Lighting completely makes or breaks a map, with out good lighting your map will look bad. You need to completely understand what effect you are tring to give to the user. What is the maps theme?; this directly affects your lighting choices. Pick a mood and use the light to create it. Look at any zombie game. The lights are dark, lots of shadows, red light, tight corrers heavy fog. This is mood, this is what makes you jump out of your chair when a zombie comes out of no were and kills you. The pure fact that humans are afraid of the dark creapy small spaces.

Packaging:

Of course see the packaging guide :) but some things that most of the sucessful maps have:
A good screenshot: most people judge your map on your screenshot; firt looks, lasting impressions.
WPT file: people like testing your map, so this is helpful :)
Readme: Im not sure why but all good maps ive seen has one :) simply state your name, the map name and a basic storyline of the map.

Your Lovable Jerk
chasester

Maddog1906 | 2010-04-28 00:23
dying..
4
points ]
 (1 vote)

Is it possible to write a script that stops the music at the point you die? I'm making an sp map that would really need a script or alias that can do this.

griffm | 2010-04-24 16:02
Crumbling Bridges? Help?
6
points ]
 (1 vote)

Is it possible to have a crumbling bridge or structure in a SP map? I think every single player game in existance has done this in SOME way or another, whether it be a bridge or a staircase, or rock platforms on a sea of lava.
If you don't know what I mean, something along the lines of this:

Come to a bridge, as you walk on it it begins to fall apart behind you/disintegrate.

OR

The bridge is in parts, some of them "crumbly" and some of them are secure and wont break.

I was wondering if it was possible to do this.
Thank you very much. :D

Djakk | 2010-04-13 02:49
Any help?
6
points ]
 (1 vote)

I am writing a script and it isnt turning out like i want it. Here is the script:

isay = [echo (concatword "" (getname) ":") $arg1]

alias level_trigger_4 [trigger 6 1
sleep 1000 [echo "Intercom: ''Head up to sublevel 3 and head to annex 3 Beta.''"
sleep 2000 [echo ""(concatword (getname))": ''May I ask whom is speaking?''"
sleep 2000 [echo "Intercom: ''This is your commanding officer, Lieutenant Rick Caswell.''"
sleep 500 [platform 5 1
sleep 1500 [echo ""(concatword (getname))": ''So what exactly is my mission?''"
sleep 2000 [echo "Lt. Rick: ''Right now your mission is to get up to speed so that you don't die out there when we need you the most!''"]]]]]]]]]

But it keeps turning out like this:
Intercom: "Head up to sublevel 3 and head to annex 3 Beta."
Djakkennaia : "May I ask whom is speaking?"
Intercom: "This is your commanding officer, Lieutenant Rick Caswell."
Djakkennaia : "So what is my mission?"
Lt. Rick: "Right now your mission is to get up to speed so that you don't die out there when we need you the most!"

Notice the spaces after the player's name. I cant figure out how to get them to go away. Any suggestions?

Djakk | 2010-04-12 23:35
two questions...
7
points ]
 (1 vote)

I know I've been asking a lot of questions recently, but I've really started getting into the developement side of Cube rather than the gaming side. First, how would I script a door to be open at the beginning of an SP map rather than it be closed at start? And secondly, how would I change the lighting on a map so that anywhere that is not influenced by light entities appears really dark or pitch black instead of just shady?

Djakk | 2010-04-12 01:44
Font color?
2
points ]
 (1 vote)

How would change the font color on words that appear during a script or something? Similar to what Redon has done in his amazing map Lost. Is it HTML or something similar?

Chasester_aka_you | 2010-04-09 03:34
MAP CFG BASICS:
2
points ]
 (1 vote)

Contents:
MAP CFG BASICS.txt: This simply explains some of the most basic function when seting up your config file. Function such as: loadsky, texturereset, texture, mmodel, texscoll, autograss, etc.

A video on youtube showing how this is done. Youtube video blending
This will contain more txt file but this is all that is done, this will contain an intermedeate file (explaining the texture command in more detial, explore the blend/paint feature, and go into basic shaders), an advance file, (more about shaders and some more advance commands).

Hope This Helps
chasester

Chasester_aka_you | 2010-04-06 01:50
Way Points
5
points ]
 (1 vote)

WAY POINTS:

*.wpt (or waypoint; * means any given file name) are a grid or trail in which the computer (bots) use to allow them to move around the maps. To create a *.wpt file.

Do the following steps:

First start by loading the map in which you choose to make the wpt. Then you will either add a bot (by hitting the insert key: for windows) or typing /dropwaypoints in the command prompt (by hitting the “T” key). Then to see these way points you will type /showwaypoints 1 (change 1 to 0 to turn it off). This will show up as blue lines on the screen behind you moving as you move.
Next you will run around your map hitting all major points on the map (spawn points, flags, capture points, etc). An easy way to find all of your spawn points is to add a lot of bots so they spawn at all the points so you can tag them up (a phrase meaning that you run up to them so they can follow the path you are laying down).

Last you save:

After a while you should save. Saving is your friend, do it offend. To save simply type /savewaypoints, or you can save the waypoints as any name by typing /savewaypoints WHATEVERNAME. This works just like the save map function. Note: when you load the waypoints (by adding bots) it will load the one named as the map name (EX: mapname.wpt).
To load waypoints, (without adding bots, or from another map) type /loadwaypoints or the same as above to load any *.wpt in the base directory. The wpt will load automatically when you add bots.

A few tips:

Start with the easiest parts of the map then work to the hard parts, save the map after each part. In Blood Frontier this is not necessary because there are void wpts (if you fall off the map, fall in lava or death material, it will not save the waypoint). But for all other types you will have to save the map offend or if you mess up there will be a lot of bots killing themselves. -_-
To clear all the waypoints on a map you will type /clearwaypoints, to make it permenent, save the waypoints after you clear them.

I’m sure I did not get all of the function that you can use so if some of the admins could elaborate on some of the "hidden" functions that would be great.
Also if you have anything to add please do.

NOTE: all comments are subject to copy without quotation. :)

thanx
chasester

Djakk | 2010-04-05 22:17
script problem?
8
points ]
 (1 vote)

I've been working on a new SP game that I just got the idea for a few days ago. The first level has been coming along really well, if I do say so myself ;). The problem I have been having is with the very first door in the level. I have a script of speech set to run, and the door open shortly after. However, the door keeps opening about a second after the first line plays. Here is the script:

alias level_trigger_1 [
echo "Glad to see you made it!"
sleep 3000 [
echo "All of your systems are functioning normally."
sleep 3000 [
echo "I am going to open the stasis room door."
sleep 3000 [
echo "Make your way down to the training room."
sleep 3000 [
echo "There you will perform combat as well as basic training."
sleep 3000 [
trigger 3 1]]]]]]

Can anyone give me advice as to keep the door from opening early? Ive tried everything, including layering the text, rearranging the text and even changing the sleep amount right before the door trigger to 15000. Im lost. any advice would be GREATLY appreciated! Thanks in advance!

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