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Cube: map
Posted: Thu Dec 20, 2012 8:14 pm
by Jdrew
This is my first full map for ace of spades, although it only took a little bit of time I feel it allows strategic gameplay such as digging massive tunnel systems but also for building because of the height at which I made the map. I hope to see alot of servers running it
I'll put some pics up later..
Re: Cube: map
Posted: Thu Dec 20, 2012 10:02 pm
by Sample
Bugggggggyyyyyyyyyyy

Re: Cube: map
Posted: Thu Dec 20, 2012 10:21 pm
by Jdrew
Sample wrote:Bugggggggyyyyyyyyyyy 
Please explane saying one word won't solve anything
Re: Cube: map
Posted: Thu Dec 20, 2012 11:08 pm
by Buffet_of_Lies
Okay. So what you got here is a massive flat dull-colored plain which is about 25 blocks deep and has a gap layer about 10 or so blocks down. This might actually run strangely on pyspades because technically there's nothing holding up the top layer.
But, really, it's a start, albeit not a terribly exciting one. As the previous-forum's ex-mapmaking moderator I have to say I saw quite a few of these in the past year or so. You might want to consider, perhaps, working on a concept for a map a little bit more before releasing it. Work with the tools a bit. Familiarize yourself with the voxed program. Read the voxedhlp.txt file... hell, throw caution to the wind and just print that puppy out! Google Voxed Companion and use that... it can make voxed a lot more intuitive to use.
Re: Cube: map
Posted: Thu Dec 20, 2012 11:15 pm
by CommieBuffalo
This actually makes me remember a concept I tried to work on a long time ago that was basically a big half-ball in the middle of the map with two holes on either side conecting to the teams bases, and inside the ball was a big tunnel system, that could be created with the "erase x blocks" of Voxed.
Re: Cube: map
Posted: Thu Dec 20, 2012 11:20 pm
by Jdrew
Buffet_of_Lies wrote:Okay. So what you got here is a massive flat dull-colored plain which is about 25 blocks deep and has a gap layer about 10 or so blocks down. This might actually run strangely on pyspades because technically there's nothing holding up the top layer.
But, really, it's a start, albeit not a terribly exciting one. As the previous-forum's ex-mapmaking moderator I have to say I saw quite a few of these in the past year or so. You might want to consider, perhaps, working on a concept for a map a little bit more before releasing it. Work with the tools a bit. Familiarize yourself with the voxed program. Read the voxedhlp.txt file... hell, throw caution to the wind and just print that puppy out! Google Voxed Companion and use that... it can make voxed a lot more intuitive to use.
sorry I didn't notice this I will check it out..
Re: Cube: map
Posted: Thu Dec 20, 2012 11:26 pm
by Buffet_of_Lies
I only say this because when Serious_Sim and I made an ENORMOUS model of the Titanic we immediately set about attempting to grief the thing. Consider it a playtest. We completely severed the ship from the water layer and... it just hung there. Except... although you could SEE the ship's upper stories hanging in mid air, the game seemed to NOT consider it to be there. Very strange and I never got a very acceptable explanation from mat^2 about it.
Re: Cube: map
Posted: Thu Dec 20, 2012 11:31 pm
by Jdrew
Buffet_of_Lies wrote:I only say this because when Serious_Sim and I made an ENORMOUS model of the Titanic we immediately set about attempting to grief the thing. Consider it a playtest. We completely severed the ship from the water layer and... it just hung there. Except... although you could SEE the ship's upper stories hanging in mid air, the game seemed to NOT consider it to be there. Very strange and I never got a very acceptable explanation from mat^2 about it.
Ohhh I thought you ment like I missed a layer.. This happens because the game thinks you didn't remove the blocks, it is a bug that was never fixed but only works on server loaded maps. I will ask stack more about but It is a bug in the code I think. Hope this explanes a bit.
