8 Cube

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
This map has cubes scattered all around it, however 8 of them are special, they are actually control points, capture all 8 of them to win a round. In screenshot 1 you can see what a cube looks like when captured.

I experimented a bit with the theme here and come to quite love this minimalist style. The map is not fullbright, I just tried to rely on black and white only. the black lines on the ground mark the end of the playfield (and the beginning of the skybox).

All cubes are physics enable so shoot at them and send them flying. Remembering the pattern of the cube is not that great an idea as the cube will most likely scramble anyways by all the fighting.

A quick tip on telling whether you found "control cube": you can walk through non-"control cubes", but you can't with real control cubes. The cubes cap very quickly (1 second) and if you crounch you can hide in non-control cubes.

Defending is quite difficult on this map as the control points keep on moving. So if you are up against a team that only wants to play deathmatch you can quite easily win.

It is acually not that much of a spamfest as you would think.

V2 update
I decide to now use the elite superdeluxe Vx versioning naming system.
Now we have even more cubies.
-Floating cubes in the skybox
it has been asked for, now you have it. they are in the skybox, so you cant really interact with them

-grey control points
instead of the old black lines, the new control points have a grey outline allowing you to spot them when not in heavy combat.

-A green "random cube"
Entering this cube will do one of the following (changes every second)
-set you health to 1 (launching you air, as a side effect and getting killed by fall damage as a result)
-restore your health back to its maximum
-teleport you to the top of the lever, giving you a nice overview of the level, and again fall damage.

-blu and red cubes
these are cubes that are not physics enabled, they help closen up the battle field and orientate you. (blu cubes = blu side, you will understand it)
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
This is a cool idea, and I like that the CPs can move...but..

this is DEFINITELY not an RC1. This is an early alpha.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Woooooooooooaaaaaaaaaaaaaaaah........ o_____o

This is a very dynamic concept.

this is DEFINITELY not an RC1. This is an early alpha.

Nah, he's accomplished pretty much all he wants to do here, right? It's not like this is intended to be on theme with the rest of TF2. RC seems fair.

I think you may want to add spawnrooms though - it's always nice to know you'll start somewhere safe and then move into the arena of combat on your own.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
there are no spawnsrooms, you spawn in the fiels itself. Don't worry there is instant respawn.

I call it an RC because gameplaywise it actually plays like I want to, blu is in a advantage advantage but that doesnt matter to much. I am pretty much just waiting for bugs and other issues. Stylewise I will keep it like this. It doesnt burn you eyes out, I played this for quite some time and I still enjoy seeing it.

I will see if I can get a nice spawnroom without overhaulin the map.

EDIT: I found a good way, I am working on it, expect an update soon
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
there are no spawnsrooms, you spawn in the fiels itself. Don't worry there is instant respawn.

I call it an RC because gameplaywise it actually plays like I want to, blu is in a advantage advantage but that doesnt matter to much. I am pretty much just waiting for bugs and other issues. Stylewise I will keep it like this. It doesnt burn you eyes out, I played this for quite some time and I still enjoy seeing it.

I will see if I can get a nice spawnroom without overhaulin the map.

if you think you're done, then okay :D
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Just played it with bots and it was really quite fun, though I think the cubes had no participation in the game :p

It might be interesting to see other maps with this idea, keeping them simply textured with lots of cubes.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
okay I did figure out a nice way to make spawns, but it doesnt add anything, it is actually better withouth spawns, so I wont add in spawns.

making another map with this idea might be hard as you need a map in the early non-detailed yet gameplay balanced stages. maybe I could try it on an orange map. (not that I like them, I just like to see the end result)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Oh, you're mapping with dynamic cps too? Awesome.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The map should also be in a cube that spins
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I could easily do that, but I want too keep it simple, very simple. I think it would be too distracting

I think you should make another version that spins anyway, maybe not make a whole new thread for it but post a little link to it in here.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
I think you should make another version that spins anyway, maybe not make a whole new thread for it but post a little link to it in here.

okay I am a little confused right now, I am realeasing a new version soon, but what do you mean.

-the playfield rotating
-Something around the playfield rotating

the first is not a good idea as players will get stuck in the playfield, wich is very bad.
the second is quite simple, just put a cube in the 3d skybox
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Yes, I agree, this needs to inside an even larger rotating cube.

Or, rather, a cube that begins to rotate when there is only one cap left/time running out/sudden death.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Trust me, it will be fine. Bonus points for using this.