An idea I had a while ago; a semi-monthly Quadropolis challenge to get some action flowing! These challenges will range from straight-forward mapping, to skybox challenges, to even totally obscure scripts.
THIS MONTH'S CHALLENGE:
Since this is the first installment, I'll keep it straight forward:
BUILD A MAP THAT IS OFF-KILTER
Map must be of your own creation (ofc)
A majority of the map must be off-kilter (slanted)
Map MUST be under 200k WTR
Please try to avoid adding custom content to you maps, because my internet is crap & I might not be able to download if your zip is over 20mb.
Pyccna, I want to participate... how daphuq do I get in on dis sheit?
Just comment below saying you want to participate, & you're in. Whoopdee-doo.
Post your entry on a node, or just link it from this node in a comment, with the title "PycChal May: [map name]"
Challenge ends MAY 31ST
Lighting is one the most important parts in mapping for Cube 2. This article is directed to new mappers, who are not yet familiar with the very basic aspects of lighting. Most of it should apply for other Cube-Engine-based games (the default keys may differ, though).
First I will introduce some basic commands, then I will explain the most important general light settings of a map. The following part deals with the usages of light entities. The last part contains some thoughts about the lighting-tab of the ingame menu.
The are way more commands and features which are involved within the lighting of a map, but I'll come to that later.