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EA_Elemental 
UT Name: [SATA]Blood Asp UT Since: 1999 Joined: Oct 03, 2010 Age: 32 Posts: 52
Reputation: 24.4   votes: 1 Status: Offline




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Posted: Tue Mar 01, 2011 7:14 pm
Post subject: Re: Deadly CUBE / FINISHED  |
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Problem is that people can just go into Ued and play through it with no mistakes since its not able to randomise which rooms have traps and which dont, so eventually people are gonna get used to it and just be able to play through it 100% and it will get boring... shame u cant randomise it without editing the map >_> |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Tue Mar 01, 2011 8:17 pm
Post subject: Re: Deadly CUBE / FINISHED  |
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Quote: | Problem is that people can just go into Ued and play through it with no mistakes |
That counts for every map.
Maps like Golden girl, is also a trapped MAZE, I hop into ued and find the correct path, hhaha, can switch easily between UED and UT
Quote: | since its not able to randomise which rooms have traps and which dont, so eventually people are gonna get used to it and just be able to play through it 100% and it will get boring... shame u cant randomise it without editing the map >_> |
Playing maps too often will get boring anyway, that makes no difference.
Then how do you know, when a room is trapped? . You just can not know, even if I place 'numbers' or different signs that means something....
Random death rooms are more fun, you will never know when a room is trapped But then It will take absolutely AGES to end the map.
If you died 55 times because of entering a random room which is trapped or get killed by a monsters when you are near the exit ,or just can not find the necessary triggers,players will hate the map, and make them annoyed because it is such a waste of time. The fun has gone.
When you play the map now, and play it over 2/3 weeks again I wonder If you can still remember the correct order
So I think it is not such a shame, I think that is a good solution.
But I will keep it in mind Zacman, perhaps I will make in the future MH-CUBE2 -HYPERCUBE like the movies.
haha
Terra` |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Wed Mar 02, 2011 8:04 am
Post subject: Re: Deadly CUBE / FINISHED  |
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Ever heard of the UnrealRogue project? It was an attempt to make Randomised Maps using SochiasicTriggers and Movers that set off at the start of the map, making it never the same twice... |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Thu Mar 03, 2011 1:10 am
Post subject: Re: Deadly CUBE / FINISHED  |
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Zacman_the_damned wrote (View Post): | Ever heard of the UnrealRogue project? It was an attempt to make Randomised Maps using SochiasicTriggers and Movers that set off at the start of the map, making it never the same twice... |
I have heard / read about it, yes. But I have not played it.
Perhaps I should take a look on it sometime.
Thanks for the information. |
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rork 
dU.Staff

UT Name: Rork UT Since: 2003 Joined: Feb 13, 2011 Posts: 218
Reputation: 115.7   votes: 2 Status: Offline




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Posted: Fri Mar 04, 2011 12:35 pm
Post subject: Re: Deadly CUBE / FINISHED  |
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I saw the movie and thought it would be great for a game. I played the map once and iit was fun, although the colored rooms might have spoiled a bit too much. Yet I was afraid of every colored room and also afraid of pickups. I think due to the easy hints (no factotums to calculate?) replayability is low, a bit more variance would be nice.
I found a couple of bugs two or three rooms forward from the startpoint you enter the room and it shows a smiley, you walk on and you (and the rest of the map) die by being teared apart, yet if you move along the sides you're fine. At one of the walls the stairs to the outside are missing in most of the rooms. I noticed one room filled with lava before you entered.
Some thoughts about better playablity, and solve people learning the path
- You can set a variable for the chance of a trap to appear, this time some rooms might, or might not be trapped. This shouldn't be overdone because it could make the level impossible to solve.
- You can make the rooms move like in the movie, use timed triggers. There's a real design challenge in making that work. This may not prevent people from learning the map, yet make it harder for once you know it you'll move faster and have a different map.
- Start in the "middle", have four sides to choose between and make all playerstarts facing outside in the same position (so that doesn't give a clue of orientation).
- Loose the obviously colored rooms and maybe go for a more subtle notification (don't share).
- Don't make all people in the whole map (or another room) die
- If you're looking for more killtypes look at some JailBreak maps. |
The best way to kill skaarj is to flak it while it leaps towards you. |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Fri Mar 04, 2011 1:05 pm
Post subject: Re: Deadly CUBE / FINISHED  |
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rork wrote (View Post): | I saw the movie and thought it would be great for a game. I played the map once and iit was fun, although the colored rooms might have spoiled a bit too much. Yet I was afraid of every colored room and also afraid of pickups. I think due to the easy hints (no factotums to calculate?) replayability is low, a bit more variance would be nice.
I found a couple of bugs two or three rooms forward from the startpoint you enter the room and it shows a smiley, you walk on and you (and the rest of the map) die by being teared apart, yet if you move along the sides you're fine. At one of the walls the stairs to the outside are missing in most of the rooms. I noticed one room filled with lava before you entered.
Some thoughts about better playablity, and solve people learning the path
- You can set a variable for the chance of a trap to appear, this time some rooms might, or might not be trapped. This shouldn't be overdone because it could make the level impossible to solve.
- You can make the rooms move like in the movie, use timed triggers. There's a real design challenge in making that work. This may not prevent people from learning the map, yet make it harder for once you know it you'll move faster and have a different map.
- Start in the "middle", have four sides to choose between and make all playerstarts facing outside in the same position (so that doesn't give a clue of orientation).
- Loose the obviously colored rooms and maybe go for a more subtle notification (don't share).
- Don't make all people in the whole map (or another room) die
- If you're looking for more killtypes look at some JailBreak maps. |
Very well then, I see this as request.
When CrystalMine3 is finished, I make MH-CUBE 2 HYPERCUBE.
I copy - paste your post in a ms word document to remember your tips.
Good feedback Rork! .
That also counts for everoyone elses input.
Thank you.
Terraniux |
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EA_Elemental 
UT Name: [SATA]Blood Asp UT Since: 1999 Joined: Oct 03, 2010 Age: 32 Posts: 52
Reputation: 24.4   votes: 1 Status: Offline




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Posted: Fri Mar 04, 2011 1:40 pm
Post subject: Re: Deadly CUBE / FINISHED  |
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Similar in the MH-Andromeda map, with the portals, they are never the same portal. Perhaps it would be worth making every room have a trap but have a trigger which keeps 1 path unlocked and the others locked, and to make teamwork effective  |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Fri Mar 04, 2011 3:38 pm
Post subject: Re: Deadly CUBE / FINISHED  |
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UED2.0 has special triggers, that triggers events in a random order... eh... forgot how they are called.
Must search it in the actorlist. |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Sat Mar 05, 2011 5:21 am
Post subject: Re: Deadly CUBE / FINISHED  |
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SochiasticTrigger (Spelling) yea wtf the name You can also create random events by putting 2 bots with code to stop them respawning in a room, whichever dies 1st causes the event  |
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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Fri Nov 25, 2011 5:31 pm
Post subject: Re: [finish] Deadly CUBE |
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Now avaible on Crazy Server |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Sun Dec 04, 2011 9:56 am
Post subject: Re: [finish] Deadly CUBE |
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Soudns good. Loved that film, sequel 'Hypercube' was pretty good too!
I've seen other UT maps based on this concept but this is the first I've seen for MonsterHunt. |
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Janssen 
Joined: Jun 17, 2011 Age: 47 Posts: 86
Reputation: 128.9   votes: 1 Status: Offline




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Posted: Sun Dec 11, 2011 10:26 am
Post subject: Re: [finish] Deadly CUBE |
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Map is unplayable, needs way way more lighting. |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Sun Dec 11, 2011 3:29 pm
Post subject: Re: [finish] Deadly CUBE |
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Janssen wrote (View Post): | Map is unplayable, needs way way more lighting. |
It's not unplayable, it's just challenging. Lighting isn't bad. I can see pretty much all the way through. Even in the darker passages.
I've noticed the places that're too dark to see tend to be deathtraps anyway. |
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Zer0 
UT Name: Zer0 UT Since: 2005 Gender:  Joined: Nov 07, 2014 Age: 27 Posts: 2
Reputation: 0.7   Status: Offline




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Posted: Sat Nov 08, 2014 5:33 pm
Post subject: CUBE0 |
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I cant see the link D: |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Sat Nov 08, 2014 8:37 pm
Post subject: Re: [finish] Deadly CUBE |
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Updated first post Zero. It is present now. |
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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Sun Nov 09, 2014 8:44 pm
Post subject: Re: [finish] Deadly CUBE |
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Second download link from destinationUnreal Map download added (with many Map Infos) and broken screenshot repaired  |
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Zer0 
UT Name: Zer0 UT Since: 2005 Gender:  Joined: Nov 07, 2014 Age: 27 Posts: 2
Reputation: 0.7   Status: Offline




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Posted: Sun Nov 16, 2014 5:19 pm
Post subject: Re: [finish] Deadly CUBE |
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thank you very much  |
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