Features:
- Moving rooms
I like the movies too, the second one was a bit over the top though..
This project seems promising I'm more concerned on how you'll get up to the doors on the sides or even the one on top though.
Now I see why you need so many brushes though :D I hope you'll find a good solution for that.
Hey Soy-yo,
I had an idea like this years ago where the all the rooms on the map would rearrange every minute or two so that you never knew exactly what room you were about to go into. It would make planing strategies much more difficult and I think that would be exciting to experience. Is that kinda what you were going for?
How do you plan on doing this? It sounds really interesting but also incredibly difficult to pull off.I made a script that finds an empty position and its adjacent cubes, selects one of them and moves it. I tested just the move with two cubes and it work perfectly, but I haven't tested the whole code because I need to finish mapping before.
I like the movies too, the second one was a bit over the top though..Thanks. :)
This project seems promising I'm more concerned on how you'll get up to the doors on the sides or even the one on top though.
Now I see why you need so many brushes though :D I hope you'll find a good solution for that.
Hey Soy-yo,Yes. But it's a bit harder because every cube will look exactly the same but the color (and I think there were only five colors in the movie, I have to count them).
I had an idea like this years ago where the all the rooms on the map would rearrange every minute or two so that you never knew exactly what room you were about to go into. It would make planing strategies much more difficult and I think that would be exciting to experience. Is that kinda what you were going for?
With the exception that there would be an exit somewhere.think this was mr. hankeys box, but this map had diors and no portals :p
And wasn't there a map like that years ago? where you had four differently colored portals on each room?
A real cube version would be awesome to see though.
I added the doors to all the cubes and I'm hitting the non dynamic brush models limit. :-\
I'll be trying to fix it, but it seems difficult because the limit is too low. I've tried to move dynamic brush models by script but I couldn't even get the entity. So I don't know what I'm going to do.
How are you hitting that? What specifically is causing it? Is it saying you have too many scriptable brushes?I hit that when I added the doors, because every door is made by 4 entities and there are 6 per cube.
I hit that when I added the doors, because every door is made by 4 entities and there are 6 per cube.
I think it's because the number of script_brushmodel entities, because I had hit before the 19600 limit of script_brushmodels, but I had like 300 hundred entities. And now I can have 1500 easily.
I will try making the doors just by one brush so I'll reduce the number of entities by four but I would like to try other things before because I like the way the doors open.
If the error is scriptable entries, there are a couple ways to get around it. The best one will require help from a animator. Animating the doors will make it one ent for the model and one for the clip. Other things such as a custom door script that doesn't use triggers, or that uses only one trigger for both sides can help too. Custom zombie entry points, and using script structs instead of script origins as much as possible helps.The point is that I am already using a custom door script and I don't have any script structs or origin.
The point is that I am already using a custom door script and I don't have any script structs or origin.
I need a script because every single of the 4 parts of the door moves to a different corner at 45 degrees. The trigger will open the door of the cube you are and the door of the next cube. And then, when you get out of the "bridge" that connects the two cubes, the doors close.
So if there's any possibility to do something similar but only with one model it'll be great.
Yup, that would be with an animated model. I use a similar door opening method as you with only three pieces, but I use structs to be the destination of the door pieces so I can use the same prefab over and over, with the same script. If I get into trouble with ents, I will ask someone to make two or three models with animations for open and close. I'm not the expert on that so I will design my script however they can animate things, setting model and playing anims as needed. I'll send you a script I tweaked from codmodd that counts things then, so you can keep an eye on things. Not at pc now.Thanks for the script. :)
count stuff script, works when ads (http://www.mediafire.com/download/4ficc4cars8cgm3/_mc_debug.rar)
Thanks for the script. :)
I get this, but it's the previous version (without doors) because I couldn't compile the new one.
And I didn't think in structs when I made the doors. It would have made my work much easier and the script would be more simple. :D
Anyway, I'm not sure and maybe I'm wrong but I can't do door prefabs because I need to get the next door to open it as well.
I believe I only have two options now: make the doors with only one piece and pray to not to hit the limit again or find an animator.
But animating a model would be the best way prob, and the easiest to incorporate other than just making them one ent brush.Ok. I've just tried to do the animation by my own, but then I remembered I have no idea of using Maya. :P
Ok. I've just tried to do the animation by my own, but then I remembered I have no idea of using Maya. :P
So if there is any animator here, please, help. :-[ I'll be very grateful.
If you have an idea of what you want (in terms of an animation) and have a model I can do the anims for you.Thank you so much! :)
i kinda like the idea of moving rooms since it'll give it a unique twist to the map when playingGlad you like it. 8)
Does it look better?some book i read ages ago on making art "stand out" in places, suggested using shadowing
(http://i.imgur.com/UK1fjkf.png?2)
The snake is really thin, I don't know how it'll look in-game, but I'll try to make the shaders bigger so the details will be more visible.
some book i read ages ago on making art "stand out" in places, suggested using shadowingI did just the opposite then, making the "points of interest" lighter. :D
like this
around points of interest, obviously whatever colour suits rather than red lol. Maybe that could help?
Some news:ah, my favourite
I have now the door models with the animation and I'm not hitting now the limit I was hitting (can't remember which lol). :D
What's the bad part? G-Spawn. Yeeeeaaaah! I can't compile the map now because of G-Spawn. :kidding:
I'll be trying to count all the entities and reduce them as much as possible.
ah, my favouriteBluntStuffy fixed it and sent me the model and anims exported. I hadn't bended the joints or something. :derp:
what was up in the end with the anim?
BluntStuffy fixed it and sent me the model and anims exported. I hadn't bended the joints or something. :derp:ah binded
What's the bad part? G-Spawn. Yeeeeaaaah! I can't compile the map now because of G-Spawn. :kidding:G-Spawn shouldn't affect compiling at all?
G-Spawn shouldn't affect compiling at all?Uhm, now you say that, the linker (I think it was that app) didn't stop when I got the G-Spawn. Nothing appeared in the console so I closed it, but maybe it works anyway.
Uhm, now you say that, the linker (I think it was that app) didn't stop when I got the G-Spawn. Nothing appeared in the console so I closed it, but maybe it works anyway.eh?
Yeah, while it's connecting paths the error appears. But as steviewonder said, it compiles with no problem. Then, when I try to play the map I get the G-Spawn again.that is very strange, ive never seen that. Hope you sort it ;)
Yeah, while it's connecting paths the error appears.What error? Can you post it?
What error? Can you post it?Nah, I removed many things and I don't get it now. Wait a bit I add more things to the map and I'll get it again. :please:
Nah, I removed many things and I don't get it now. Wait a bit I add more things to the map and I'll get it again. :please:It gave a G-Spawn error in Launcher during compile? Eh? ???
But it was the same G-Spawn error you get when playing.
It gave a G-Spawn error in Launcher during compile? Eh? ???
OH SNAP!The number of cubes is secret. :-X But I can tell you that with 4 I didn't get gspawn and with 8 yes. ::)
I'm pretty sure I have done it before too, I just couldn't remember, I think it comes from working in prefabs a lot. It becomes exponential.
8 per cube, how many cubes? Or how many ents added total since the 400+ you showed me? Were you over 1000 then? I'm just curious cause it hasn't been an exact science for me, but it seemed consistent around 1000 to do it.
Ok, you made me force gspawn. :please:Weird, I've never seen that before, you must have an insane number of script entities. Have you tried making whatever it is you're doing into models instead of brushes?
Here it is. I added 8 script_brushmodels per cube and tried to compile:
(http://i.imgur.com/7LN9SEK.png)
When I close that console window, the compiler continues working. But then I can't even play the map because I get gspawn, obviously.
Weird, I've never seen that before, you must have an insane number of script entities. Have you tried making whatever it is you're doing into models instead of brushes?
OH SNAP!its 1022 ;)
I'm pretty sure I have done it before too, I just couldn't remember, I think it comes from working in prefabs a lot. It becomes exponential.
8 per cube, how many cubes? Or how many ents added total since the 400+ you showed me? Were you over 1000 then? I'm just curious cause it hasn't been an exact science for me, but it seemed consistent around 1000 to do it.
News:if your hint is a hud elem you need [{+activate}] instead of &&1
I finished the doors (more or less). :D
I have to test them in multiplayer and maybe change some script stuff but here's a test of how they work (it may sound easy but it's been harder than you think) :D :
https://youtu.be/KdLoT26uDIE (https://youtu.be/KdLoT26uDIE) (I don't know how to embed videos).
There are some little "bugs" known: since the text isn't a hintstring, "&&1" didn't work and had to be replaced to "USE"; I think that sometimes the sound when opening or closing doesn't play (or it's played too low); and as you can see in the video, if the player opens the door, moves away and returns before it has been totally open, the door has just been blocked to avoid that the player gets stuck. I'll try to work on the script to fix it but that's what happens for the moment.
I'll update the Original Post tomorrow (it's too late for me now).
Credits:
BluntStuffy (anim)
MakeCents (part of the script)
if your hint is a hud elem you need [{+activate}] instead of &&1Good thing to know. :D
Looks good man. Coming together.Thank you. :)
so now the boxes move, you can easily access all doors, and zombies can spawn. but how are you planning too do weapons. are they going too randomly spawn, or are you going to have wall buys? or something else entirely?Actually, I didn't think really much of it. I planned to have like two or three non-moving boxes and some wall weapons in some cubes. But I don't know at the moment. Any ideas are welcome, but keep in mind that I have some limitations with entities.
Actually, I didn't think really much of it. I planned to have like two or three non-moving boxes and some wall weapons in some cubes. But I don't know at the moment. Any ideas are welcome, but keep in mind that I have some limitations with entities.Well wall weapons are ents so it won't matter there what you decide unless you rewrite the script not to need triggers, that would help. Otherwise your looking and linking and unlinking, or just moving it the same as the cube.
Looking great, hyped for release :)+Thanks. Glad you like it. ;)
Well wall weapons are ents so it won't matter there what you decide unless you rewrite the script not to need triggers, that would help. Otherwise your looking and linking and unlinking, or just moving it the same as the cube.Uhm... I really like the idea of spawning weapons. ::) But instead of when the cube moves, after each round spawn a few of weapons randomly, so players will need to move through the map or they'll run out of ammo. And I'll place some custom boxes too, or I'll try at least lol.
You could also spawn weapons in the cubes after it moves, or make it like a game mode... where you get better guns as you kill or get head shots or something.
You could make a wall weapon that randomly went through a list of guns, slowly. Maybe a couple of those around so you only needed one ent for each weapon station there, but could buy many guns from it... Maybe change every round or rotation?
You could only have the box...?
Maybe place weapons on the ground randomly in cubes?
Sounds pretty much like a retriever to me, should be able to do that ( although COD usually skips the "catch" anim )Well, just with the throwing anim is enough. Then the player can take it back from the floor if the catching anim doesn't work. I'll try to create the weapon (at least the model, maybe then I'll need someone's help for the anims).
This looks...really weird actually. I like it!That's exactly what I was trying to do. :D
Well, just with the throwing anim is enough. Then the player can take it back from the floor if the catching anim doesn't work. I'll try to create the weapon (at least the model, maybe then I'll need someone's help for the anims).well, you could still have it fling back to the player and vanish like the retriever did, it actually looks ok like that
That's exactly what I was trying to do. :D
well, you could still have it fling back to the player and vanish like the retriever did, it actually looks ok like thatWell, I don't have BO2 in my PC, actually, so it'll be difficult for me to get the retriever's anims unless it's possible to get them from the PS3. :D
If you need the throwing anim btw, took me a while to find, as its under "hatchet" but all others are under "tomahawk"
Well, I don't have BO2 in my PC, actually, so it'll be difficult for me to get the retriever's anims unless it's possible to get them from the PS3. :D
I'll try to create it anyway, maybe with a grenade anim or something.
I've just reopen beta access. I don't have a release date, but I'll let you know when I finish doing everything I want to do before it.
This time I'm going to select more people (maybe max of 16-20, depending on the number of applicants) and I'll ask one or two people to test specific things with me. And I inform you that I'm going to select only people with more than 20 posts because they can send PM's basically.
Everyone who applied last time and weren't selected will have preference. Current beta testers don't have to apply again, but if you don't want to play this new beta, please PM me and I'll remove you.
And again, everyone in the "Credits" section of the map that apply will be automatically accepted.
Looking real good, quite unlike any other map we've seen, I'm excited to play this. :D
looks good man,keep up :)
Really like those perk shaders :rainbow: Map's still looking really great, wait it's not looking great,.... it is great! :gusta:(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fpre14.deviantart.net%2Fb900%2Fth%2Fpre%2Ff%2F2011%2F288%2F7%2F7%2Foh__stop_it__you__by_rober_raik-d4cwd9f.png&hash=e688c4a279817365fea3d0dc34410956eb66cace)
Maybe instead of so many ladders, you can give players exo suits or double jump and wall run abilities like bo3. Or have a button that when pressed triggers low gravity so you can move from one cube to another more fluidly.or something they press that "moves" them to the next area. So maybe a button, then the player lifts up and is moved into the next area? something like that
Just to make the map fun and fast paced and less annoying
Looking pretty good so far. Can't wait for a release.Thanks. :)
Maybe instead of so many ladders, you can give players exo suits or double jump and wall run abilities like bo3. Or have a button that when pressed triggers low gravity so you can move from one cube to another more fluidly.
Just to make the map fun and fast paced and less annoying
or something they press that "moves" them to the next area. So maybe a button, then the player lifts up and is moved into the next area? something like thatI haven't thought before about having double jump or moving them (well, actually I tried to move the players to reach the top door from the top of the lateral ladders and didn't work very well lol). I like the idea because it would be easier for players to go to cubes in the same height, but I will also need ladders to get to the top ones and to reach some important things. Also I wanted it to fit more or less to the movie, and in the movie they were normal people that had to climb ladders. :D
love the movie "The Cube" :DThanks. I suffered very much with doors, so glad you like them. :D
nice cubes, amazing doors
CANT wait 4 release !!!!
Wow it looks great! Looks really accurate to the movieThanks, that's what I'm trying. :)
I like whats going on hereThank you for the offer, but I've already done everything related with audio. :)
Say i looked and it seems no ones doing audio...I could help you with audio :D :cute:
please don't keep black kit view hands ;-;. contrary to what weapon tuts say you don't need them ;-;Reaally???!!! :o
By the way, I'd like to ask you your opinion.
1) I'm already using one special weapon that you have to complete something first to get it. I also have a Thunder in the box. Is it too much or is it ok? May I change the Thunder for a Mark II, keep the Thunder or just remove it? What do you think? Might I create a poll about it?
2) I think next week I'll start scripting game modes. I've already though in two but there's one of them I'm not sure if I'll be able to do it:
- Infection. Players are killing zombies like normal. Suddenly they're told they've been infected and that they have to find the cure in the cube. So there's only one cure for every two players, for example, and they have to avoid zombies moving through the cubes to find the cure. They start with extra health (200-250 probably) and they'll be losing it while they're infected. After two minutes they've lost 75-100 of life and stop losing it. When players get the cure they recover part of their life and stop losing it until next infection. The objective in multiplayer is to "kill" the rest of the players and in solo just survive as much as they can. Thanks Rorke for the idea. :)
- Domination. This is the one I don't know if I can do it. The game starts with all the cubes (or most of them) with the color red and the rest with green. Players have to kill enough zombies in the red cubes to make them green. After they've made a cube green they have 30 seconds to find another red cube and kill zombies there. If they end up in a green cube and don't kill enough zombies in a period of time, they'll lose the cube and it'll turn red again. Not sure in this one if I'll be able to change the color of moving cubes with non moving lights. Have to test.
Well, what I'm asking now is your opinion of these gamemodes and if you have any other idea, because I'd like to have at least two or three of them.
The Special weapon? How OP is it? I'd say, if it's like a thundergun in strength, keep it.The special weapon is a bit worse than the thunder, but in this map it becomes much better than it (in my opinion).
Domination? Sounds really damn cool, would definetly give more replayability. With gamemodes like this and Infection, if it's randomized where they go etc, it won't get too repetitive. ;)
Can't wait to try this map out! Looks really cool!
Really loved the movie Cube and from what I have seen you are doing a grand job replicating it so I am looking forward to seeing more of this. Good luck!Thank you. :) :)
The infection game mode sounds pretty fun. Like Exofile said, try to make it so the cure spawns random throughout the map, so its not too predictable where to go to become "uninfected".I haven't been working on this for some mainly because the gamemode script wasn't working as it should, I didn't know how to fix it and got bored. Finally fixed it and Infection is almost done, I think (if I'm not forgetting anything). I might upload a little video soon, when I finish it completely.
Congrats, I look forward to others being as tormented as I was, lol. Definitely a very unique map!Thanks, man. :) Let's see what the community thinks.
First box maps, and now cube maps. What's next, sphere maps?Haha, thanks. You know, we're always trying to do new things. :D Box maps are old-fashioned, people now want cube maps.Spoiler: click to open...Congrats for finishing the map, can't wait for release dude! :D