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[finish] Deadly CUBE
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UT Name: [SATA]Blood Asp UT Since: 1999
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PostPosted: Tue Mar 01, 2011 7:14 pm
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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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UT Name: Terraniux UT Since: 1999
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PostPosted: Tue Mar 01, 2011 8:17 pm
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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 Cool

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? Surprised  . 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 Twisted Evil But then It will take absolutely AGES to end the map.  Crying or Very sad
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. Crying or Very sad  Evil or Very Mad

When you play the map now, and play it over 2/3 weeks again I wonder If you can still remember the correct order Very Happy1

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 Very Happy1 like the movies.
haha
Wink

Terra`
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PostPosted: Wed Mar 02, 2011 8:04 am
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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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PostPosted: Thu Mar 03, 2011 1:10 am
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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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PostPosted: Fri Mar 04, 2011 12:35 pm
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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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PostPosted: Fri Mar 04, 2011 1:05 pm
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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!  Wink .
That also counts for everoyone elses input.
Thank you.

Terraniux
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PostPosted: Fri Mar 04, 2011 1:40 pm
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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 Razz


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PostPosted: Fri Mar 04, 2011 3:38 pm
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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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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PostPosted: Sat Mar 05, 2011 5:21 am
PostPost subject:No icon Re: Deadly CUBE / FINISHED Twisted Evil
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SochiasticTrigger (Spelling) yea wtf the name  Laughing  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  Laughing
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PostPosted: Fri Nov 25, 2011 5:31 pm
PostPost subject:No icon Re: [finish] Deadly CUBE
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Now avaible on Crazy Server
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PostPosted: Sun Dec 04, 2011 9:56 am
PostPost subject:No icon 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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PostPosted: Sun Dec 11, 2011 10:26 am
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Map is unplayable, needs way way more lighting.
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PostPosted: Sun Dec 11, 2011 3:29 pm
PostPost subject:No icon 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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PostPosted: Sat Nov 08, 2014 5:33 pm
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I cant see the link D:
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PostPosted: Sat Nov 08, 2014 8:37 pm
PostPost subject:No icon Re: [finish] Deadly CUBE
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Updated first post Zero. It is present now.
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PostPosted: Sun Nov 09, 2014 8:44 pm
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Second download link from destinationUnreal Map download  added (with many Map Infos)  and broken screenshot repaired :Zwinker:


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PostPosted: Sun Nov 16, 2014 5:19 pm
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thank you very much  Very Happy1
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