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  1. #1

    Default Cube/Hypercube/Cube Zero

    If anyone has seen the Cube films, then you have probably thought about what it would be like to really be in a cube. I saw that one guy made a mod for HL2 that essentially duplicated the Hypercube, but with mixed results. You had to climb above a door and jump, then crouch to get through it. Also, once you activate a trap, there's no escaping it, as he set the doors to deactivate.

    I think that I can do better. Firstly, I want to adapt the idea into a more competitive gametype. No weapons, just traps. Maybe some knives so that players can threaten each other. I want the players to be able to purposely activate the traps to kill their fellow cube-mates, but not just knife each other to death. Maybe points would be awarded for cleverly eliminating someone, and penalties given for just knifing them or something. A lot of this would be better discussed in the gametype mod section, whatever that's called.

    The actual map itself should follow the formula from Cube and Cube Zero, in that there are many cubes in which time is finite, traps are actually scary, and deaths are bloody (somebody, quick, port that Gibalicious mutator lol). Razorwire grates result in an instagib, possibly with smaller gibs. The needles shot through the wall should impale the players, like the new machinegun does. While the cube should consist of many rooms and definitely have a drop at the edges like the original film, I still want to use the idea from Hypercube of gravity shifting and directions changing, portal objects allowing.

    At the moment, I'm just going to focus on building the cube itself and making it a fun deathmatch map. Once that's done, I'll look into all the gameplay modifications and such. Screenshots soon...

  2. #2
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Posts
    35

    Default

    I haven't seen any of the Cube movies, yet, but I have made quite some progress with a "tesseract" map (for UT2004) that duplicates the behavior of being inside 4D space as well as can be done on a 3D engine, with some artistic license of course.

    The main concept was to build 8 identically sized rooms (2048 on in all axises), and decorate them with a different theme, much like DM-Gateway does.

    Connecting them to eachother so that the result would mimic what would happen if one was to construct doors on all sides of a folded up tesseract was achieved through the use of no less than 24 warpzone portals, one on each side of the 6 sides of each 8 cubes (48 physical portals, divided by two due to the portals connecting one-to-one with eachother, back and forth)

    The outcome was a map in which I was able to pop up behind my enemy more or less within seconds, simply by knowing what portals go where.
    The only downside was that I could not fire hitscan weapons through the doorways, that along with the rather long process of designing so many rooms each with independently solid gameplay led to me never finishing it before UT3 came out

    I know this is slightly off topic, but if you want to try it out for inspiration then I'll be happy to send it over.

  3. #3

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2007
    Location
    Maryland, USA
    Posts
    480
    Gamer IDs

    Gamertag: Seismic Force

    Default

    Cool idea!
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  5. #5
    Redeemer
    Join Date
    Oct 2007
    Location
    Reykiavik
    Posts
    1,620

    Default

    Zomg! I had same idea (creating crazy hyper-cube map) but I want to realize it in a bit different way.


 

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