![]() For natural lighting with /sunlight and skylight, maintain a ratio. You can use /lightprecision for prettier lighting, though not really necessary. Make sure to make use of /sunlight, /skylight, /ambient. A skilled competitive player will do this tactic anyways, but no reason to make it easy for them. ![]() In an ffa match, a person could jack the green, and then the yellow, destroying an opportunity for the opponent to acquire some form of defence. Make sure to distance the green and yellow armor as far apart from eachother as you can. Try to keep the amount of health ents on the map relative to the rockets. I try to follow this ratio when placing entities: 3:1.5:1:3:2 - what this means is, for every 1 rockets ent (the third number), there are 3 shells, 1.5 bullets, 3 rifles, and 2 nades. Try not to overpower one side of the map, in example having healthboost too close to armor, or quad too close to rockets/gold armor. Some key tips to remember for gameplay: Your head should not hit ceiling when jumping. You don't necessarily need to follow a specific order of operations, but that it the *general* order. Cube 2 version: Crossfire original: Cube 2 version: Crossfire original: Cube 2 version: Crossfire original: Cube 2 version: Crossfire original: I have tested the map with some bots and it's really cool, fast death as the original map, i need to finish the texturing, i'm using the textures packs available by default in cube 2, need to make the lightning, put the items and some assets, make the waypoint for the bots, and test test test, i 'm far to finish the map as i learning in the same time the engine but it's really fast to work in the cube 2 engine, thanks to the devs for making this cool engine. Here the screenshots of the Crossfire port and the Crossfire original map made by Dario Casali for Valve. Lunaran has a few articles on mapping under the "Lunaran's Deathmatch Encyclopedia" heading.Here my work in progress on the crossfire map port from Half-Life 1 deathmatch, as i m a old player of Half-Life deathmatch, i always want to see this map in Cube 2 engine, this is my first map in this engine, i learn the engine in the same time when building the map, i have finish to cubify the whole map in one week with accurate precision from the original crossfire map, now i texturing the map but not finish yet, also for my needs in editing in cube 2 engine, i have make a custom build of sauerbraten with some new features to help me when mapping, i talk about them in new post later, for the moment the map is not available in download.excellent article on mapping in general.General mapping tips by makkE to keep you pointed in the right direction.Masks on Models: specular and glow masks explained LeftClicker Making Models For Sauerbraten No information has been removed or changed, only slightly moved. Some minor editing has been done to make it conform to the wiki guidelines and to make it easier to read, but nothing beyond that. To use a map-specific CFG, just name the CFG the same as your map file name.Įihrul put this up on the Cube Engine Forums here, and I thought it might be good to have a wiki page for it. There are several CFGs that are executed in different situations, but all will be overridden by a maps CFG. It is recommended that every map use a CFG, since many things are controlled by the configuration file. You can find examples in existing CFG files (just open them up in a text editor) and the map configuration page for the specific commands, and their uses. ![]() Sauer also features Cooperative Editing, allowing multiple users to edit the same map at the same time over a server.Īdditional background can be collected from viewing Script Demo - Map Menu about loading your personal maps from console and/or menu and Map Screenshot about how to go about creating the required image.Įach map's individual properties are determined by its CFG file. Read the overview of Editing Methods, then try the tutorial videos. As such, this guide will focus on the abstract concepts of editing, and will introduce you to some of the possibilities. ![]() Even the developers don't know everything that can be done with Sauer - there are many possibilities to be discovered and thought of. Thus, experimentation is not only encouraged, to some degree it is required. There are a multitude of options for editing, and it is impossible to create a complete guide of everything you can do with it.
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