The Quadropolis Nodes mirror by Salatiel

2005-01-19 - 2020-01-15: 4361 nodes (counting deleted pages)
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(4361) Home ~ Purgatory

afroninja | 2020-01-15 07:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included (SVN) | Stable | Deathmatch | Small (1-4) | Other License
Blurb An FFA duel map with strawberry jam.
Screenshot
Get original file (391KB)
Detailed description

After over 10 years of fragging, I decided to finally make a serious attempt at building a map. It is an FFA 1v1 duel map originally inspired from a map I saw in OpenArena (BONUS: The map also has Redon-certified objectively betterer teleport orientation). The map is about 90% done, but I feel I'm ready to share it now anyways.

Special thanks to Nieb for all of his help with the map, especially with some of the finer details that make the map look and feel more polished. All feedback/comments are appreciated, and nitpicking is welcome.

Download: See URL below. Alternatively, the map is included in SVN and can be viewed there.

URL https://www52.zippyshare.com/d/zDCCKmjC/49687/purgatory.zip
Rating
26
points
 (3 votes)
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Files: 157907485179866999.png / https://www52.zippyshare.com/d/zDCCKmjC/49687/purgatory.zip /

(4360) Home ~ Turmoil

MisanthropX | 2019-12-05 20:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-SA)
Blurb A lost Military & Science Base in the Desert - Capture, Deathmatch
Screenshot
Get original file (69KB)
Detailed description

05.12.2019

I've been working on this map on and off for more than 2 or 3 years now. Finally I can show something again :)

Editors & Helpers

Besides me (Misan) I have received a lot of help from KI113R and Shuzo. They have brought many ideas to this map.
Thanks also to Redon for giving the right direction for actually playing the map. Like how much ammo to place.

Download: https://drive.google.com/file/d/1VThXaO30wBw39krsXfCZD6ZC4hinE5uO/view
Update: 18.12.2019: Added clipping to top, removed invisible mapmodel

Screenshots





Stats

Grenades: 3
Rockets: 2
Bullets: 2
Shells: 4
Health: 15
Green Armor: 1
Yellow Armor: 1
Quad Damage: 1

Map file turm-oil-decoy.zip (176 bytes)
Rating
74
points
 (8 votes)
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Files: turmoil.jpg / https://drive.google.com/file/d/1VThXaO30wBw39krsXfCZD6ZC4hinE5uO/view / turm-oil-decoy.zip /

(4359) Home ~ Forums ~ General Discussion ~ Russian Cube 2 Sauerbraten News group in VK | Новости Cube Engine

TristamK | 2019-10-26 11:09

General Discussion

Russian:

Приветствую!

Уже долгое время в "Вконтакте" существует группа, посвященная активному и всестороннему освящению новостей касающихся Cube 2 Sauerbraten и движку Cube и его форкам в частности.

Собственно говоря, эта тема появилась тут, что бы объявить, что Мы все еще активны и все еще активно публикуем новости, после небольшого "ребрендига"(:D). У нас выходит по 3 новых поста каждую неделю, и мы стараемся делать контент как можно более разнообразным.

Так же мы являемся официальной группой (по крайней мере, первый создатель группы именовал ее именно так) посвященной Red Eclipse - кроссплатформенному шутеру от первого лица на движке Cube 2 Sauerbraten в стиле Unreal Tournament, но с развитой системой паркура. По сравнению со своим прародителем движок игры был значительно улучшен и неоднократно переработан и со временем в проекте появилось полностью динамическое освещение. 

Присоеденяйся -> https://vk.com/cube_engine_news

English:

Greetings!

For a long time there has been a group in the Russian-language social network "Vk" which dedicated to the active and comprehensive coverage of news regarding Cub 2 Sauerbraten and the Cube engine and its forks in particular.

Actually, this topic appeared here to announce that We are still active and are still actively publishing news, after a little "rebranding" (:D). We publish 3 new posts every week, and we try to make the content as diverse as possible.

We are also an official group (at least the first creator of the group called it that) dedicated to Red Eclipse - a cross-platform first-person shooter on the Cube 2 Sauerbraten engine in the style of Unreal Tournament, but with an advanced parkour system. Compared to its ancestor, the game engine has been significantly improved and repeatedly redesigned and over time, the project has fully dynamic lighting.

Join -> https://vk.com/cube_engine_news

‹ Crying, remembering all of the great memories...15 years later... International Sauer Mapping Community - best discord server for mappers ›

Rating
10
points
 (1 vote)
Attachment Size
test_walpapper4.png 765.25 KB
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Files: none

(4358) Home ~ gorge

Redon | 2019-10-24 21:41

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Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A medium-sized deathmatch map designed for FFA & teamplay
Screenshot
Get original file (120KB)
Detailed description

24 October 2019

After a long time in the making, I'm happy to present gorge; a medium-sized deathmatch map designed for FFA & teamplay, but also suitable for capture and hold (featuring Frosty-approved base placement). With two yellow armors to keep track of, a scarcity of chain gun ammo and many opportunities to fall to your death, I hope this map will serve as an exciting and challenging duel arena for experienced FFA players.

Thanks to everyone who helped out with advice and encouragement. I've included a few screenshots below. As always, any comments or feedback are welcome.



Map Download: gorge-2019-10-22.zip (3.11 MB)
Demo: 2019-10-22-teamplay-gorge.dmo (934 KB)

URL http://sauerworld.org/forum/index.php?topic=589
Rating
105
points
 (11 votes)
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Files: quadropolis.jpg / https://i.imgur.com/BBDey05.jpg / http://sauerworld.org/forum/index.php?topic=589 /

(4357) Home ~ Pseudo Demo Editor (forward, backward and actions)

Salatiel | 2019-10-16 01:26

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Cube 2 (Sauerbraten) | Release | Stable | Menus | Creative Commons (BY)
Blurb Menu to configure actions to be automatically run at certain times of a demo, also lets you travel forward / backward.
Detailed description

Since the current Sauerbraten version has no commands to "jump" to a specific part of the demo, this menu will speed up time and stop at the right minute and second for you, with extra functions to run an action at a specific time.

- If the current match time is less than your custom time, the demo will reload and stop at the time you chose.
- Actions are saved in a variable with the name of your project, they can be seen in the "timeline" tab.
- Timeline is only available in timed modes.
- The name of the demo is important so the menu can reload it if you want to go backwards.
- You can load, save or send to maptitle your project.

- Projects sent to maptitle can be "downloaded" by other players using /do $maptitle (never run this command if you don't trust who sent it to the maptitle).


The action colors indicate:
gray = not yet executed
orange = executed now
green = already executed

Installation is simple, just move the demoeditor.cfg file to your Sauerbraten root folder, and add exec demoeditor.cfg to your autoexec.cfg file.
The command to open the menu is /demoeditor

A common use for this is if you want to create a video where you need to switch cameras quickly (following players for example), or change gamespeed etc...

It's probably the most solid gui menu I've ever made, but if you find any problems please let me know!

Preview
//pseudo demo editor by Salatiel#5274
//many of these ideas were given by members from Sauerworld Discord ( https://discord.gg/012c19bkwljlWsh3y )
//V 15/10/2019
...

Config file demoeditor.cfg (9.69 KB)
URL https://github.com/SalatielSauer/Sauerbraten-Content/blob/master/Scripts/demoeditor.cfg
Rating
10
points
 (1 vote)
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Files: demoeditor.cfg / https://github.com/SalatielSauer/Sauerbraten-Content/blob/master/Scripts/demoeditor.cfg /

(4356) Home ~ Alternative model for Captain Cannon's quad

Salatiel | 2019-10-11 23:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included (SVN) | Stable | Content | All Platforms | Other License
Blurb This mod replaces the Captain Cannon's quaddamage model with a Justice Cola hat
Screenshot
Get original file (226KB)
Detailed description

I believe Captain Cannon's original quaddamage model is too simple to match his peculiar characteristics, so I made this stylish hat:




How to install
Move CCColaQuad.zip to your sauerbraten root folder and add addzip CCColaQuad.zip to your autoexec.cfg file, you don't need to extract it.

Since it's a quad model, you'll only see it when you (or someone else) get a quaddamage (or by running the command /testquad 1).

22/01/2020
This model has been optimized and is now available on SVN :)
sauerbraten/code/5637/

Mod file CCColaQuad.zip (146.63 KB)
URL https://github.com/CubeBR/Mods/tree/master/Sauerbraten/Captain%20Cannon%20Quad
Rating
25
points
 (3 votes)
Attachment Size
CCColaQuad_original.zip 146.63 KB
CCColaQuad_optimized.zip 73.22 KB
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Files: sauer_cccolahat_thumb.jpg / https://sourceforge.net/p/sauerbraten/code/5637/ / cccolaquad.zip / https://github.com/CubeBR/Mods/tree/master/Sauerbraten/Captain%20Cannon%20Quad /

(4355) Home ~ breakout

Gangler | 2019-10-10 16:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb small ctf map
Screenshot
Get original file (32KB)
Detailed description

This is my second map.

Thank you guys for your support and your help again. (Nieb, Fatality, Redon and others)

This time I wanted to combine a real theme with a layout for pros.

You need Philip Klevestav's "PK02" texture pack. It is important that you download it from here and not from somewhere else:

http://sauerworld.org/forum/index.php?topic=580.0

Update - 18th October 2019
- some changes

URL https://drive.google.com/drive/folders/1ah0QXIHfjsj961QZVat1NAyA8VxRaCrt?usp=sharing
Rating
37
points
 (4 votes)
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Files: screenshot_4525426.jpg / https://drive.google.com/drive/folders/1ah0QXIHfjsj961QZVat1NAyA8VxRaCrt?usp=sharing /

(4354) Home ~ Ghost Rider Mr. Fixit

Salatiel | 2019-10-08 13:32

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Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Other License
Blurb Adds a fleshless skull and chains to Fixit's body.
Screenshot
Get original file (445KB)
Detailed description

It's just a mod that replaces the Fixit's head with a skull (jaw not included), adding chains and the Ogro's shoulder armor to his body.




How to install
You don't even need to unzip this, just put GhostRiderFixit.zip in your sauerbraten root folder and add the command addzip GhostRiderFixit.zip to your autoexec.cfg file.

Mod file GhostRiderFixit.zip (410.98 KB)
URL https://github.com/CubeBR/Mods/tree/master/Sauerbraten/Ghost%20Rider%20Fixit
Rating
5
points
 (1 vote)
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Files: fixit_ghostrider_thumb.png / ghostriderfixit.zip / https://github.com/CubeBR/Mods/tree/master/Sauerbraten/Ghost%20Rider%20Fixit /

(4353) Home ~ Headroom

Nieb | 2019-10-08 02:25

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Cube 2 (Sauerbraten) | Development (SVN) | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY) | Gameplay feedback
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb for the frag king
Screenshot
Get original file (54KB)
Detailed description

A non-bowl shaped duel map!

Map file headroom.zip (1.49 MB)
Rating
34
points
 (4 votes)
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Files: headroom.jpg / headroom.zip /

(4352) Home ~ Luna

Fatality | 2019-09-28 02:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb A small CTF map
Screenshot
Get original file (257KB)
Detailed description

A 3V3 CTF map. Require yves_allaire eX texture pack. You can download them here: http://sauerworld.org/forum/index.php?topic=579.0

I made a short video showcasing the map: https://youtu.be/QZ2b9tO7R4w

URL http://sauerworld.org/forum/index.php?action=dlattach;topic=584.0;attach=1372
Rating
39
points
 (4 votes)
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Files: luna_quad.jpg / http://sauerworld.org/forum/index.php?action=dlattach;topic=584.0;attach=1372 /

(4351) Home ~ enigma

Gangler | 2019-09-23 23:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb small ctf map
Screenshot
Get original file (39KB)
Detailed description

This is my first map ever. "enigma" is a small ctf map for competitive games. The map is playtested and should work well.
I dont want to write much about enigma itself, I just hope you can enjoy the map. Also, I would be happy if you leave me a comment and give me some feedback.

More important for me is to thank everyone who helped me during the map devolpment. I worked more than 100 hours on this map and I improved very much in most aspects of editing because I got so many tips from so many players. And even more important than tips are people who are trying to help you in the field.
Thanks for helping me Redon, fatality, Nieb, fixxxer and shuzo! :)

Redon helped me from the beginning to the end. He started with teaching me bascis (from making a grid to post this post :D) and supported me all the time until now. He helped me a lot with texturing, clipping and lighting. Sry for all the questions and pms you got from me, Redon. I hope that I was not too annoying.
fatality helped me with the tunnel, the bottom, the big wall and many other things. Also, he always had some nice words left for me and the map to motivate me to finish this project.
Nieb designed all the windows and helped me with filling the holes in my map. Also he helped me with fixing minor things and Im very thankful for his work.
fixxxer had the idea with the hole in the wall and other details. He motivated me also with his well-known superfriendly personality and supported me always when he had the chance to look at my map.
Shuzo designed the four pillars in the middle of the map, he improved one floor and designed the part outside that you can see if you look out of a window.

Thank you very much guys.

Gangler

Update - 30th September 2019
- I changed the size of the Thumbnail. The edges were cut off. Thanks rabe for the hint. :)

URL https://drive.google.com/drive/folders/1Uh-F0tg2wfG5U_nlKzeQZa4YzMvptlaO?usp=sharing
Rating
42
points
 (5 votes)
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Files: enigma_screenshot.jpg / https://drive.google.com/drive/folders/1Uh-F0tg2wfG5U_nlKzeQZa4YzMvptlaO?usp=sharing /

(4350) Home ~ Frag Lab

Fatality | 2019-08-13 23:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb A FFA Map
Screenshot
Get original file (197KB)
Detailed description

A FFA map. Requires yve_allaire's eX textures.

I also made a video showing it off:

https://youtu.be/JZ1YEc1Jteg

URL http://sauerworld.org/forum/index.php?action=dlattach;topic=576.0;attach=1349
Rating
55
points
 (6 votes)
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Files: frag-lab.jpg / http://sauerworld.org/forum/index.php?action=dlattach;topic=576.0;attach=1349 /

(4349) Home ~ River Keep

Fatality | 2019-08-13 23:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb A small ICTF map
Screenshot
Get original file (217KB)
Detailed description

A small CTF map, two castles divided by some waterfalls.

URL http://sauerworld.org/forum/index.php?action=dlattach;topic=572.0;attach=1343
Rating
39
points
 (5 votes)
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Files: river_keep.jpg / http://sauerworld.org/forum/index.php?action=dlattach;topic=572.0;attach=1343 /

(4347) Home ~ test

RaZgRiZ | 2019-08-05 17:12

Cube 2 (Sauerbraten) | Release | Alpha | Public Domain
Blurb test
Detailed description

test

Map file CNK Theme.mp3 (1.67 MB)
Rating
40
points
 (4 votes)
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Files: cnk-theme.mp3 /

(4345) Home ~ High-resolution Inter font

Calinou | 2019-06-25 17:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Other License
Blurb High-resolution Inter font with thinner outlines, suited for high-resolution displays
Screenshot
Get original file (92KB)
Detailed description

High-resolution Inter font, generated using cube2font. Based on Inter 3.11, downloaded from https://github.com/rsms/inter/releases.

This font uses slightly thinner outlines than the default font, which makes it especially suited to high-resolution displays.

Installation

Extract the ZIP archive and place the packages directory in your Sauerbraten user data directory, which is located in:

On Windows: %USERPROFILE%\Documents\My Games\Sauerbraten\
On Linux: $HOME/.sauerbraten/

Merge the directory with existing files if there are any.

License

Inter is licensed under the SIL OFL 1.1, see LICENSE.Inter.txt included in the download for details.

Mod file cube2-inter-font-3.11.zip (255.19 KB)
Rating
20
points
 (2 votes)
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Files: screenshot_2.png / https://github.com/rsms/inter/releases / cube2-inter-font-3.11.zip /

(4342) Home ~ Online tool to create Pixel arts - Imtoc

Salatiel | 2019-05-17 21:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Mapping | Creative Commons (BY)
Blurb IMTOC is a Website that allows you to convert images to executable .cfg files, without having to install anything.
Detailed description

After uploading and converting the image, you will receive a .cfg file containing all the color information and image size. You can run it ingame (/exec imagename.cfg) and draw the image line by line, similar to the old CubeArt made by SomeDude, but now you only have to do half the work ;D






Link: salatielsauer.github.io/IMTOC-Converter/
(tested only with chrome, it may look visually strange in other browsers)

Ingame Guide:
After putting the cfg file in the sauerbraten folder and running it ingame (/exec filename.cfg)...
/drawloadimg the name of the image should be the cfg name you downloaded earlier.
/drawreset reset the 'pixel id' value to 0, you must do this every time you start a new image.
/drawundo this subtracts the width value from the 'pixel id', then you can re-draw this line.
/drawrow this is the command that will actually draw the pixel/cube.

Many thanks to RaZgRiZ for helping me with the cubescript part.
hf and leave your feedback :)

URL https://salatielsauer.github.io/IMTOC-Converter/
Rating
30
points
 (3 votes)
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Files: https://salatielsauer.github.io/IMTOC-Converter/ / https://salatielsauer.github.io/IMTOC-Converter/ /

(4341) Home ~ Deadworld

Kretrens | 2019-05-08 05:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Dystopic CTF map with many routes and trick jumps. A parkour fest
Screenshot
Get original file (221KB)
Detailed description

After a LOOONG hiatus from map-making, here's my latest release. Breaking from the "core_" themes of previous maps, Deadworld takes place in a future scenario where nature has been all but eliminated, water is deadly to the touch, and anybody with sanity has long ago uploaded themselves from this environment. Only the Ironsnouts remain (or whatever player you choose), and they hasten their demise by struggling over the final scarce resource: flags.

I'm open to suggestions on how to improve gameplay/aesthetics. With my last maps, I made them far too large and open. This time I tried to give plenty of options for movement, while discouraging campers by blocking strategic vantagepoints or making them exposed. I also really stretched the philipk textureset. Speaking of, you'll need this package to properly load the textures: http://quadropolis.us/node/3163

License: free to use/modify for non-commercial use, and with credit given to the author

Things I haven't done:
-lighting: I accidentally did all the lighting with alpha=160 on my monitor. Not sure how to fix the result, since ambient or skylight don't do the trick. Open to suggestions
-ents: I didn't bother putting in shells, bullets, playerstarts for FFA, etc.. Insta CTF is my favorite format. Now that all the lights and playerstarts are in place, I'm not sure how to make a bunch of new ents and copy/reflect them (since N selects all ents). Again, please tell me
-textures: I used texcolor to indicate each side, but a bunch of textures are green on both sides. I'm concerned about load-time if I duplicate basically the entire texture set with magenta coloring
-periphery: most of the detailing is in the playable areas. The outsides are pretty bare

Enjoy the map! Let me know what to fix; I've forgotten a lot of editing tricks in the last decade. And, don't take a swim.

URL https://drive.google.com/open?id=1QOeLGStXyyTyYI_tomUhQI-WGcJsj_Sp
Rating
44
points
 (5 votes)
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Files: quad_screenshot_1.jpg / https://drive.google.com/open?id=1QOeLGStXyyTyYI_tomUhQI-WGcJsj_Sp /

(4340) Home ~ Risk CTF/Capture

Ao1 Pointblank | 2019-04-28 17:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Medium, fast-paced CTF/Capture map
Screenshot
Get original file (67KB)
Detailed description

An overgrown and ruined industrial facility of unknown purpose abandoned long ago by its alien operators.
Recently, a tampering ogro restored power to the complex's lights and jumppads, and the place has been converted into a radioactively contaminated arena.

Map has upper and lower routes which branch off into side paths to flank or snipe into the bases, as well as shortcuts through spooky tunnels (actually teleporters) for speedy attacks.
Suitable for 4-10 players in any team mode (CTF, Hold Protect, Capture...)
Probably not the best FFA map..

**IMPORTANT**
You will need to download and install the eX Texture Pack

Watch the trailer/preview on youtube here

URL https://drive.google.com/file/d/1wbyyq-VgFmNmjVJpfntfJaiGuMpKuKEA/view?usp=sharing
Rating
57
points
 (6 votes)
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Files: risk-copy.jpg / file://quadropolis.us/node/2792 / https://drive.google.com/file/d/1wbyyq-VgFmNmjVJpfntfJaiGuMpKuKEA/view?usp=sharing /

(4339) Home ~ IronSnout Texture Templates

Ao1 Pointblank | 2019-04-24 04:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Source mod | All Platforms | Creative Commons (BY)
Blurb EZ Build-a-Snout
Screenshot
Get original file (415KB)
Detailed description

Simply use an art program like Gimp to customize the Armor/Lights/Undersuit of the snout skins, and paste them all together to quickly make awful rainbow snouts like the example in the thumbnail!

[includes templates for upper, lower, and hands textures]

URL https://drive.google.com/file/d/130Si1jR4dd6-2Su7mnoZ1M_g0WGuAn05/view?usp=sharing
Rating
0
points
 (0 votes)
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Files: just_undersuit_upper.png / https://drive.google.com/file/d/130Si1jR4dd6-2Su7mnoZ1M_g0WGuAn05/view?usp=sharing /

(4338) Home ~ Stronghold

Fatality | 2019-04-01 02:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Small CTF map
Screenshot
Get original file (196KB)
Detailed description

A small CTF map made for 3v3 or 4v4

Map file stronghold.zip (1.25 MB)
Rating
60
points
 (7 votes)
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Files: stronghold.jpg / stronghold.zip /

(4337) Home ~ cH'Mappack

7YearBitch | 2019-03-07 23:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Various Licenses
Blurb Mappack by cH'CoopHopes members (with help from Ardelico, Nieb, Redon and others...)
Screenshot
Get original file (74KB)
Detailed description

I'll be short and clear:

There are Duel, FFA, Capture and CTF maps, alongside Race and Aestethic maps. This is pretty mixed in terms of authors, styles, gamemodes for maps etc., but so is our clan. I'll only leave comment about my maps, and that is "They could be better, but I had fun making them.". It's really all that matters to me, and I hope some1 will have fun playing them. :)

Cheers, cH'Clan

URL https://drive.google.com/file/d/1cQQWeSVSiabirzxEPPE_HSG4F-1jW-gW/view?usp=sharing
Rating
47
points
 (6 votes)
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Files: aaa.jpg / https://drive.google.com/file/d/1cQQWeSVSiabirzxEPPE_HSG4F-1jW-gW/view?usp=sharing /

(4336) Home ~ Enhanced Ogro

Ao1 Pointblank | 2019-03-04 15:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Source mod | All Platforms | Creative Commons (BY)
Blurb 1024p Ogro skins and updated higher-poly model
Screenshot
Get original file (377KB)
Detailed description

Ogro skins with massively increased quality, done with the help of bigjpg.com, an AI image enlarger.
View the thumbnail pic in higher res here.

I included some enhanced "Khorne" ogro reskins as well, not sure who made the originals though.
the skins originally came from Salatiel's post on sauerworld.

I have also included Salatiel's smooth ogro remodel, view wireframe comparison here

If you're interested in testing this AI image enhancer yourself, (perhaps on some of the other ogro skins in Sal's post) I suggest using the following settings:
Artwork Mode - 4x Enlarge - Low/Medium Noise Reduction (don't use high or highest)

URL https://drive.google.com/file/d/1cI8LDFBj1L0SezAysvAj-ng1soG9oVfk/view?usp=sharing
Rating
0
points
 (0 votes)
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Files: ogrob_a-copy.png / file://imgur.com/a/tbb1cFc / https://drive.google.com/file/d/1cI8LDFBj1L0SezAysvAj-ng1soG9oVfk/view?usp=sharing /

(4335) Home ~ Flame Hudguns

Ao1 Pointblank | 2019-02-20 05:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Source mod | All Platforms | Creative Commons (BY)
Blurb Snazzy Custom Hudguns Set
Screenshot
Get original file (144KB)
Detailed description

Do you like fire?
Yes, of course you do. That's why these hudguns are for you.
Have fun ;D

URL https://drive.google.com/file/d/115t-FdsVSk6w5d5b2-spjVrfYLx03bAP/view?usp=sharing
Rating
34
points
 (4 votes)
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Files: 480.png / https://drive.google.com/file/d/115t-FdsVSk6w5d5b2-spjVrfYLx03bAP/view?usp=sharing /

(4334) Home ~ Laucin

Fatality | 2019-02-14 21:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb A tricky CTF map
Screenshot
Get original file (188KB)
Detailed description

A CTF map with a challenging to navigate layout. Castle themed in a sea of lava.

Map file laucin.zip (1.57 MB)
Rating
20
points
 (2 votes)
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Files: laucin.jpg / laucin.zip /

(4333) Home ~ Carbide

Fatality | 2019-02-12 03:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb Small 1v1 map
Screenshot
Get original file (175KB)
Detailed description

A small 1v1 map, most suitable for efficiency duels. Sci-fi-ish environment in a body of water.

Map file carbide.zip (1.41 MB)
Rating
30
points
 (3 votes)
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Files: carbide.jpg / carbide.zip /

(4332) Home ~ Station by Conor

conorkirk | 2019-02-11 05:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb Drifting Space Station
Screenshot
Get original file (491KB)
Detailed description

V2 uploaded 02/18/2019 - It may not show yet. New ZIP is about 1.4MB.
Reworked some of the map, improved texture variety, added bot waypoints. added a couple ambient sounds.

Station by Conor K. 2019
WiP

A space station belonging to an evil corporation is drifting through space on an asteroid.

I need feedback (map layout, item placement, lighting, textures) on this map. I started the basis for this map just over 10 years ago and uploaded it here. It was very poor. I found it on my old computer and decided to start working on it again. Any feedback is much appreciated.

Map file station.zip (1.37 MB)
Rating
5
points
 (1 vote)
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Files: newshot.png / station.zip /

(4331) Home ~ Pariah DM

Ao1 Pointblank | 2019-01-15 01:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Medium Sized DM/Capture/Hold
Screenshot
Get original file (423KB)
Detailed description

This deathmatch map uses the eX texture pack:
eX Texture Pack

Half outdoors terrain, half ancient abandoned sci-fi structure, this map has a few noteworthy features:

- slanted walls on the interior hallways allow for some cool angle-jumping and ninja/parkour-esque fighting moves. (the angled walls were inspired by a location I saw in Guild Wars 2)

- loud waterfall can potentially mask the sounds of gunfire and enemy movement, but there is a fun jumppad beneath it.

-enjoyable breeze on the balcony above the clouds (be careful grabbing the rockets here)

-the calm creek has a handy jumppad for getting across the map a lot faster.

-control the game-changing pistol cartridges on top of the map.

-4 shells, 4 bullets, 2 rockets, 4 riflerounds, 4 grenades
-6 health, 1 healthboost, 1 green armor, 1 yellow armor, 1 quaddamage

-Pariah also works for capture/regen modes, but I especially had fun with 2v2 effic hold when I was doing playtesting with bots.
Enjoy!

URL https://drive.google.com/file/d/1pa7LoR3tNnN6vwgofCsiEwYQ3WLlOpcQ/view?usp=drivesdk
Rating
10
points
 (1 vote)
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Files: pariah_thumb.png / file://quadropolis.us/node/2792 / https://drive.google.com/file/d/1pa7LoR3tNnN6vwgofCsiEwYQ3WLlOpcQ/view?usp=drivesdk /

(4330) Home ~ babylon

arCABAL | 2019-01-14 22:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Medium (5-8) | Creative Commons (BY-SA)
Blurb babylon
Screenshot
Get original file (312KB)
Detailed description

I was inspired by Tristamk's simple-run-33-techno-race_4. This map only has two textures: a yellow one and skytexture. But with this, a lot of patterns are created which are used to make platforms, pillars, and wall decorations. I was really excited when I found out that by replacing the yellow texture by a white one, and changing up my color gradient script, that I could color such a map with a color gradient. (instead of just placing down colored cubes which I had done previously)

Ever since I found out about this I wanted to create my own map which I could color gradient. I started by creating lots of patterns and soon Gerwin, Ao1|PointBlank, ISMC|TristamK, and AriKani all helped me with this to create a very detailed race map with lots of patterns which I could color. Thanks for all the help guys, I couldn't have done this all by myself. I'm really glad how this turned out!

There are two versions of this map. The colored one you see in the screenshots, 'babylon'. And a black & white version which is also part of the ISMC_race series by Tristamk: ISMC_race-39_WhiteBabylon

URL https://www52.zippyshare.com/v/GbzxnNTF/file.html
Rating
20
points
 (2 votes)
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Files: babylonscreenshots.png / https://www52.zippyshare.com/v/GbzxnNTF/file.html /

(4329) Home ~ Surge CTF

Ao1 Pointblank | 2018-12-10 05:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY)
Blurb Symmetrical Sci-Fi CTF Map
Screenshot
Get original file (390KB)
Detailed description

An old ctf project of mine, (finished around Sep. 2017) Surge never got published until now. Since then, it's had its performance overhauled with the removal of fps-draining water material, unneeded details (painful to do, but they had to go), and removing some gimmicky areas that were made before I really knew a lot about editing. Bases were adjusted and the lighting was improved. So now I am proud to present my earliest CTF map worth playing.

URL https://drive.google.com/file/d/1NaH9YGeSBg_SWu-HI3i_r6fIyqWkM5Vg/view?usp=sharing
Rating
36
points
 (4 votes)
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Files: usethis.png / https://drive.google.com/file/d/1NaH9YGeSBg_SWu-HI3i_r6fIyqWkM5Vg/view?usp=sharing /

(4328) Home ~ "Unnamed" Texture pack

Ao1 Pointblank | 2018-12-04 15:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb A texture pack from Red Eclipse
Screenshot
Get original file (523KB)
Detailed description

A large texture pack taken from Red Eclipse's game files, repackaged for use in Sauerbraten.
Includes a large array of clean sci-fi textures, with red, blue, yellow, and green variants of most.
A lot of these textures will need envmaps for best effect.

I checked the licensing and confirmed I can reshare/modify these files. I included the same RE readme with the original creator's contact info as well.
I did not modify the folder name, so the install path is "packages/unnamed". I'm not a huge fan of the creator's username, but I'll respect it enough to not modify the folder.

URL https://www.mediafire.com/file/d1ypxc7mxih8dxy/unnamed_re_20190501.zip/file
Rating
27
points
 (3 votes)
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Files: screen-shot-2018-12-04-at-10.31.05.png / https://www.mediafire.com/file/d1ypxc7mxih8dxy/unnamed_re_20190501.zip/file /

(4327) Home ~ Trak6 and Trak7 Textures

Ao1 Pointblank | 2018-12-04 15:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY)
Blurb A few extra textures by Trak
Screenshot
Get original file (570KB)
Detailed description

About 20 textures total, taken from the game files of Red Eclipse and repackaged.
I re-did the shaderparams in the package.cfg to reduce the parallax effect.

to load them in a map (after proper installation), do:
/exec packages/trak/trak6/package.cfg
and
/exec packages/trak/trak7/package.cfg

URL https://drive.google.com/file/d/1wVNzzggRvzsita01Gb-Dnqdthw5oou6-/view?usp=sharing
Rating
26
points
 (3 votes)
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Files: screen-shot-2018-12-04-at-10.19.01.png / https://drive.google.com/file/d/1wVNzzggRvzsita01Gb-Dnqdthw5oou6-/view?usp=sharing /

(4326) Home ~ METRØ

Ao1 Pointblank | 2018-12-04 15:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | CTF | Large (9-15) | Creative Commons (BY)
Blurb Massive CTF/Capture map
Screenshot
Get original file (476KB)
Detailed description

Large, open-layout futuristic ctf map.
Uses pk02 pack (not included in download), trak6 and trak7 (included), and some textures from Red Eclipse (also included)
Download pk02 Textures here.

***Update Dec. 6 2018*** - Added more lights, sounds ents, fixed texture errors, added 2 jumppads, and other minor improvements

***Update Dec. 10 2018*** - Added another custom sound and increased the volume of other sounds. improved clipping and fixed texture errors.

***Update Dec. 12 2018*** - Fixed major clipping error near "Peanut Plaza"

***Update Feb. 11 2019*** - Improved numerous gameplay/flow elements and some aesthetic changes. (demonstrated in this video )

***Update Feb. 17 2019*** - massive improvements to clipping outside of map; slight remodeling of evil-team base (H2O Purification Hub); moved HB on evil team side of map; removed death at QD under the train station; added some jumppads to increase gameplay speed and close up the map a bit.

URL https://drive.google.com/file/d/1OeZA_JuNYznq5TOjNnZ6yXELm2bd4JA1/view?usp=sharing
Rating
35
points
 (4 votes)
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Files: metro-36-2.png / file://quadropolis.us/node/3163 / https://drive.google.com/file/d/1OeZA_JuNYznq5TOjNnZ6yXELm2bd4JA1/view?usp=sharing /

(4325) Home ~ waltz

Doko | 2018-11-05 21:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA) | General feedback
Blurb Medium sized map with vertical gameplay suitable specially for teamplay, FFA and why not? Duels.
Screenshot
Get original file (78KB)
Detailed description

This is a medium sized map using futuristic theme. At first it was made for duels, but it got bigger and now it's better for FFA, teamplay or open FFA/insta games.

The map is mostly made of layers and jumppads wich makes you go faster through the map. The yellow armor is placed just at the end of the centrical jumppad, wich always teleports you on the yellow armor and then launches you to the upper floor.
The quad damage is accessible from 5 or 6 ways, you can use grenade jumps or even rifle jumps wich are the faster ways and you can use the jumppad wich is slighty slower. (It’s the only jumppad with 2 big red lamps)

Waltz could work for FFA duels or Effic, but it's still hard to find and kill your enemy even when the map is very open, and it's still an interesting map for good insta players as you can develop some good shots and tricks using jumppads and teleports.
I would like to thanks Redon for his feedback with the pickup placements and also thanks Notas, Rotti, and Master for all the playtest we did.

Feedback/critics/opinions are always welcome.

Full map including textures: Download
Only the map (Includes 1 sound file): Download

___________________________________________________________________________________________________________________________________________________
The textures were taken from:
http://quadropolis.us/node/3163

Note: There are some robotic arms located in the background next to the big moving jumppad, it was made by Pyccna in some unreleased map we made. He also made a animated mapmodel but i didn't included this as it has some texture errors, so i did copy/paste to fill that space.

Rating
54
points
 (6 votes)
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Files: waltzquad.jpg / https://www.mediafire.com/file/zw3rgzzg83h6gyj/waltz+textures.zip/file /

(4324) Home ~ collide

Fixxxer | 2018-10-27 15:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb Industrial style CTF map suitable for 3v3 and 4v4
Screenshot
Get original file (131KB)
Detailed description

27 October 2018

Hello everyone, my name is FixxxerSA and this is my first map. It was inspired by fusion and a few layouts made by Redon and Shuzomi. Needless to say, when I first started on the map, it was bad, like really bad, but Gangler was the first person who had a look at the map and helped me change a lot on the map regarding the flow and adding platforms or closing unused sections. My first thank you goes out to Gangler for being there from the first shit layout to where it is now. With that being said, very big thank you to Gangler. After Gangler went from having no hope to seeing potental in the map, he was able to get Redon involved and man, we spent a lot of time working on this map and I honestly could not have done this without all the help from both Gangler and Redon. Redon, this map would not be this awesome without your help and a even bigger thank you goes out to you.

What can I say about the map, it started out as just a platform and I started to get ideas from looking at other maps that were being worked on, and a lot of ideas came from the map that inspired me to work on this (fusion). There was lava at the bottom of the map, but Zoocata told me to get rid of it within 5 seconds of looking at the map lol. Thank you Zoocata, I took your advice and got rid of it. I also had a few good ideas and some help from Shuzomi, with a few tweaks here and there to not have just plain looking floors, but some depth in them using a few stairs and that in turn also added to it looking better so a thank you to you as well Shuzomi. Redon suggested using a different set of textures to use on the map and we decided on using the "eX" texture pack by Yves Allaire, taking inspiration from how it was used by rabe on his map stahlbox. The map works for all ctf modes, and also has some capture bases.

Layout by FixxxerSA, with help from Gangler and Redon
Details & Texturing by FixxxerSA and Redon
Item placement by Redon and Gangler
Lighting by Redon

I hope you all enjoy this map as much as we enjoyed making it!

Screenshots:

The flag is located in an open room that offers several ways to escape.

Below each base is a green armor, a teleport to the middle level and a path into the middle. Not in view is the jumppad that allows you to attack the flag from behind.

The straight corridor in bottom section is divided by an "asgard" force field that you can pass through but not shoot through (exception: grenades). Use it to your advantage!

On the left side of the base, you can find a yellow armor and a way up to the bridge on the top level.

The other side offers another green armor and a stairway down to the bottom level.

This map requires the "eX" texture pack by Yves Allaire, which is not included in the download!
If you've downloaded the Sauerworld map pack before, you should already have it installed.

Download: collide.zip

Map file fix-quadropolis.txt (20 bytes)
URL https://drive.google.com/open?id=1xE3xG5DeLRhLrKJ1EuFVyRBqRnzePS5Q
Rating
85
points
 (9 votes)
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Files: collide-preview.jpg / http://quadropolis.us/node/4315 / fix-quadropolis.txt / https://drive.google.com/open?id=1xE3xG5DeLRhLrKJ1EuFVyRBqRnzePS5Q /

(4323) Home ~ Unworld II

7YearBitch | 2018-10-14 13:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | MIT/X11 License
Blurb Unworld II - FFA and Duel map for 2-4 players
Screenshot
Get original file (71KB)
Detailed description

Very simple FFA and Duel map, sequel to Unworld, with layout really inspired by Oddworld. Needless to say, I made it all from scratch, not based on actual 'oddworld' map. All major and minor FFA items present, lights are calculated on precision 16 and error 4, and PVS are generated. Have fun, and tell me if something can/should be fixed, I'll update this once in a while.

Update: Soyuz joined and helped me to improve layout and style of map. One dual-port was deleted, as well as those columns, and we added one more side path. QD was replaced by HB for better balance, and 1 PI ammo was deleted. Thx Soyuz:)

Cheers, 7Year ;)

Map file unworld2.zip (1.86 MB)
URL https://drive.google.com/file/d/1XTEUuCgF2vetf3N4mlPqqMDEs7HwiS1w/view?usp=sharing
Rating
31
points
 (4 votes)
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Files: unworld2a.jpg / unworld2.zip / https://drive.google.com/file/d/1XTEUuCgF2vetf3N4mlPqqMDEs7HwiS1w/view?usp=sharing /

(4322) Home ~ Ao1 Inky Vector Skins

Ao1 Pointblank | 2018-10-04 23:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Source mod | All Platforms | Creative Commons (BY)
Blurb Wacky/sci-fi inky skins
Screenshot
Get original file (366KB)
Detailed description

These skins were made by converting the inky md5 mesh into .obj format, then importing them into blender and screenshotting the UV unwrap. Maybe there is a better way to do it than by editing a low-res screenshot from blender, but I couldn't think of one.
Anyway, these skins are HIGHLY visible, but sometimes hard to tell which direction they are facing.
Green, blue, and yellow armor skins are included as well (quaddamage fins use the same skin as yellow armor, so no need to worry about that)
Also, these skins *will* affect hudgun hands, as inkies have no separate skin for first-person hands.
Not intended to be a serious mod, these might be the sort of skin you play around with for a week or so then go back to the originals.
I normally don't post something i consider to be low quality, but there are almost no inky reskins out there so I feel compelled to share this.

Mk 2.0 Inky Vector Skins:
Now with semi-transparent colors between the vector lines.
I discovered how to export a UV unwrap layout as a .png from Blender, and it has allowed me to get much sharper skins.
example screenshot (fullbrightmodels off): https://imgur.com/a/xINSjds

Download Mk 2.0 version:
https://drive.google.com/file/d/1NGx-Lo9-HOWKraltUSh5951bGBuqhOQP/view?usp=sharing

URL https://drive.google.com/file/d/1IeUtp4hhmrieFBgolmZJGSYBTWHyoHfr/view?usp=sharing
Rating
20
points
 (2 votes)
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Files: inks.png / https://drive.google.com/file/d/1IeUtp4hhmrieFBgolmZJGSYBTWHyoHfr/view?usp=sharing /

(4321) Home ~ Ao1 Ironsnout Skins

Ao1 Pointblank | 2018-10-04 23:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Source mod | All Platforms | Creative Commons (BY)
Blurb A remake of Pyccna's Warzone Snouts
Screenshot
Get original file (308KB)
Detailed description

Recolorings of Pyccna's Galactic Federation/Warzone snout
This package includes a dark grey teamless/ffa snout, a cherry-red snout, and a "blue-jeans" colored snout for team games.
All 3 feature orangey-yellow glow lights, and have had the shoulder/back lights removed with a custom mask (this does not mean i removed the spine lights; just the three lights on the upper back. i think these areas look better as armor)
The demo pic above is at max fullbrightmodels, fyi.

These skins are not intended to be hyper-visible or stand out a ton.. they are intended to be more aesthetic in nature.

URL https://drive.google.com/file/d/18piUhHRfM9imMWZUQjn4ytKel1GdGA8m/view?usp=sharing
Rating
45
points
 (5 votes)
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Files: snouts.png / https://drive.google.com/file/d/18piUhHRfM9imMWZUQjn4ytKel1GdGA8m/view?usp=sharing /

(4320) Home ~ anubis

Redon | 2018-09-25 22:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb A small FFA duel map situated inside a pyramid
Screenshot
Get original file (162KB)
Detailed description

26 September 2018

This is a small deathmatch map intended for FFA duels. Work on this map began when one day on a random coop-edit server, I was joking about how it seemed no one had ever tried stuffing a map inside a pyramid, even though I'm sure every mapper has built a pyramid at some point. Someone replied that it was a dumb idea, so I went ahead and did it. The original aim was for the layout to play a bit like Fatum's tumwalk. In some ways, this is still visible in the final map. At first, I made fast progress, but soon after, the map began collecting dust in a "mostly-finished-but-not-quite-yet" state for many years. After finishing fusion together with shuzo recently, I decided to work on this map for a few more days and get it ready for upload.

This map requires the full version of SimonOC's Egyptian texture pack (aka "egypt_soc"), which was repackaged for Sauerbraten and uploaded to Quadropolis by RaZgRiZ. The latest version of the texture pack is included in the main download. However, I have provided an alternative download link without the texture pack if you already have it and do not wish to download it again.

Now, some preview shots and facts about the map:
- The yellow armor is on a raised platform near the ground floor; a hole in the ceiling allows players to drop down onto it from the room above.
- The healthboost is located on the highest platform, accessible via the spiral path up along the top section or the big jumppad below
- On the ground floor of the pyramid, the quaddamage spawns on a sarcophagus located between two rows of pillars. It is accessible from all sides (similar to tumwalk's healthboost), which means you need a good plan and the right timing to obtain it without taking too much damage.
- The green armor has been placed in a location with more cover, but you'll still need to watch out for rifles and rockets.
- There are three riflerounds and grenades, and two of each other ammo pickup, which is a bit more sparse than other comparable maps. On the other hand, there are six health pickups, so managing your health correctly will provide a big advantage.

My main concerns that I would appreciate feedback on are:
- Clipping errors and anything else related to mapping that I may have forgotten about.
- The ceiling above the yellow armor is thin enough for rocket splash damage to pass through, which might make the room above less useful than I had intended it to be.
- There is no easy way to the top floor from the side with the two-way teleport and GA.
- The top floor is not only hard to access, but also doesn't offer many items, which might make it rather weak in general.

That being said, of course any comments or feedback are welcome.

TL;DR
FFA duel map. Download anubis.zip, unzip into your Sauerbraten user folder. Enjoy.

Main Download: anubis.zip (14.5 MB)
No texture pack: anubis-no-texpack.zip (2.5 MB)

Rating
124
points
 (13 votes)
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Files: anubis-preview.jpg / http://quadropolis.us/node/4315 /

(4319) Home ~ Temple of Zarah

7YearBitch | 2018-09-18 23:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | GNU GPL v2
Blurb Temple of Zarah - Deathmatch map for 4-8 players
Screenshot
Get original file (66KB)
Detailed description

In short, deathmatch map for 4-8 players, for Effic, Insta & FFA...

SG = 26; CG = 16; RI = 14; RL = 4; GL = 4; PI = 1;
Spawns = 26; Health = 26; All 4 major items present, 1 of each (QD, HB, YA, GA);

For people who like to read, map has 200k WTR & 318k WVT, which is a lot for deathmatch map, but I've generated PVS (3000 cells), and map runs smoothly, even on my crappy laptop. For comparation, Stahlplatten (spcr) has same amount of WTR, and it's only little laggier (on my system & options). Map has various details, more complex geometry and it can be used "Geometry Prefab" for newer mappers. Aesthetic was first in my mind for this map, and WTR paid the price, but map is playable. ;)

If any1 wants to convert this map to CTF, Duel or any other gamemode, he can do it (if other gamemodes fit this layout)... No need to credit me or that stuff, I don't care... :)

Have fun, 7Year ;3

URL https://drive.google.com/file/d/1-KXG5EQn7yYMWDqtSkn_h6WRoFbzVfgy/view?usp=sharing
Rating
24
points
 (3 votes)
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Files: z.jpg / https://drive.google.com/file/d/1-KXG5EQn7yYMWDqtSkn_h6WRoFbzVfgy/view?usp=sharing /

(4316) Home ~ ehud - extended edithud 1.1

Redon | 2018-09-17 02:06

Cube 2 (Sauerbraten) | Release | Stable | Mapping | MIT/X11 License
Blurb A more descriptive and human-readable replacement of the default edithud
Detailed description

This script replaces the default edithud (that's the fourth line from below in the bottom left corner in edit mode, which contains a description of your entity selection).

The new edithud displays your floatspeed to the left, and presents entity attributes in a more readable way:
- Every entity attribute has a short label describing its purpose.
- Every entity attribute value is colored and/or translated into a more human-readable form.

All entity types are supported, including all particle types and all mapmodel triggers.

How to install

1. Execute the script file in-game by typing /exec data/ehud.cfg (assuming you saved it under sauerbraten/data).
2. Type /ehud to bring up the installer gui.
3. Click on "install ehud". This will back up your current edithud variable and overwrite it with the new one.

You can reopen the installer gui with /ehud at any time if you wish to revert your edithud to your previous version, or to the default sauerbraten edithud.
Keep in mind that if you choose "restore edithud backup", your edithud will be reverted to what it was at the time you clicked on "install ehud". Any manual changes made to the edithud in the meantime will not affect it.

Config file ehud.cfg (16.85 KB)
Rating
10
points
 (1 vote)
Attachment Size
ehud-preview.png 32.21 KB
ehud-changelog.txt 201 bytes
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Files: ehud.cfg /

(4315) Home ~ Fusion

Shuzomi | 2018-09-15 20:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | CTF | Large (9-15) | Creative Commons (BY)
*
*
Starred Content
Blurb A 3v3 and 4v4 ctf map
Screenshot
Get original file (202KB)
Detailed description

After 2 weeks of intense editing, I am proud to present you Fusion, a new ctf map.

The idea originates from a collaboration between one of the best fraggers, Gangler, and an editor, myself. The gameplay knowledge combined with artistic vision could only result in a nice and playable map.

Based on a layout drawing Gangler made, I started building on the 30th of August. In the meantime our friend Redon joined us. I can’t thank him enough for his help as the map would just be another unfinished project without him. Thanks to Nieb for helping out with detailing and lighting too, and thanks to all the players who came and gave feedback when we were building.

I see you all coming with the “its huuuge” comments, but trust me, it’s not as huge as it seems. The layout was originally strongly inspired by the best ctf maps in sauer: reissen and forge, although it has changed quite a lot over time.

Fusion is a symmetrical diagonal map over 3 floors. It works very well in insta/effic ctf 3v3 and 4v4. It allows a lot of rocket/grenade jumps for a good flow and map control.

Waypoints still need to be added.

screenshot gallery: https://imgur.com/a/2gZxeq7

URL https://drive.google.com/open?id=1633VRMQSS-diwt0NzzwcP1yAVJcZnHGe
Rating
94
points
 (10 votes)
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Files: fusion-quadro-post.jpg / https://drive.google.com/open?id=1633VRMQSS-diwt0NzzwcP1yAVJcZnHGe /

(4314) Home ~ Unworld

7YearBitch | 2018-09-05 12:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | MIT/X11 License
Blurb Unworld - Duel map by 7YearBitch
Screenshot
Get original file (63KB)
Detailed description

Okay, shortly, highly experimental layout with stable detailing and lighting.

Now in more words, map is rather small, but it has closed layout suited for FFA map, so it can only be used for duels (Insta, Effic, FFA). My goal was to make spam-friendly map, for 200+ frags per duel, and that dictated it's size, layout, and items.
As for items, all ammo except for PI is present, 2 items for each ammo type (CG, SG, RI, RL, GL), and there are 4 health packs in addition of 2 GA... YA would make extremely big difference on map this size (it makes it even on Academy), so there's no YA, and not to mention QD and HB. Only 1 jpad, and 21 player spawns.

Some 21h of mapping went in this map, mostly because of details and changing theme of the map... First, it looked like Cyclops (metl3), and later on and now, as Oddworld.

Have fun, cheers, 7Year ;)

Map file unworld.zip (1.63 MB)
URL https://drive.google.com/file/d/1eI5BYlobDjOAwsrTqdDWUSct8UrsHdFl/view?usp=sharing
Rating
16
points
 (2 votes)
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Files: unworld-s.jpg / unworld.zip / https://drive.google.com/file/d/1eI5BYlobDjOAwsrTqdDWUSct8UrsHdFl/view?usp=sharing /

(4313) Home ~ Genesis

Sauce | 2018-08-22 19:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | Large (9-15) | Creative Commons (BY)
*
*
Starred Content
Blurb Large Cave Indoor Map for Hold and Capture
Screenshot
Get original file (569KB)
Detailed description

This map plays nicely in hold and capture game modes.

Update October 19th, 2018
-------------------------
-Improved lighting/added light sources
-Map sounds added
-New Details Added

Just one more version to go until final release!

Update May 2nd, 2019
---------------------

-Map sounds added(Thanks for the tips!)
-Improved lighting, a bit brighter to all your recommendations
-More weapons and items
-Performance improvements(Thank you Doko, Suicizer and Pointblank for the help with that!)
--------------------------------------------------------------

Update January 11th, 2020
---------------------------
-Added blendmaps on cave and dirt parts to break up repetitiveness; blended cave with bumpmap texture to look nicer in lighting
-Added green armour and health boost
-Optimized map performance and smoothed out parts for playability
-Improved some textures, especially some that were over repetitive over large areas
--------------------------------------------------------------------------------------

Thanks for all the help, tips, patience and support everyone!

Map file genesis.jpg (72.7 KB)
URL https://drive.google.com/open?id=0BwinIdp2DxKgcG9JaUJUcF9LRHc
Rating
71
points
 (8 votes)
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Files: screenshot_2020-01-08_12.20.25.png / genesis.jpg / https://drive.google.com/open?id=0BwinIdp2DxKgcG9JaUJUcF9LRHc /

(4312) Home ~ ac_cloaca by Halo and Snoosnoo

kc | 2018-08-15 21:45

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Cloaca by Halo & Snoosnoo
Screenshot
Get original file (44KB)
Detailed description

Cloaca is an Assault Cube map made by Halo and Snoosnoo. Common capture the flag type map, medium in size. Should do well for 3vs3 private games or 8 or 10 person public games.

Map file ac_cloaca.zip (30.97 KB)
Rating
36
points
 (4 votes)
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Files: cloaca.jpg / ac_cloaca.zip /

(4311) Home ~ Tech01 Hillfort

7YearBitch | 2018-08-10 18:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | MIT/X11 License
Blurb Tech01 Hillfort - Duel map by 7YearBitch & Nieb
Screenshot
Get original file (78KB)
Detailed description

Duel map made when I accedently came across Nieb on cm|CubicMatter server... Basic idea of map is generic duel map, using only Soc's Tech01 texture pack. There are no QD, HB and YA, and on map are 2 GA, with all ammo types present. I'll be happy to re-edit the map if any1 has ideas for improvement, but please keep in mind that I won't change portals, jumppads and texture pallet. :3

Map file hillfort.zip (1.54 MB)
URL https://drive.google.com/file/d/10zJaowmtwxW8QxVuw3qj0pMKulWSWB1i/view?usp=sharing
Rating
26
points
 (3 votes)
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Files: a1.jpg / hillfort.zip / https://drive.google.com/file/d/10zJaowmtwxW8QxVuw3qj0pMKulWSWB1i/view?usp=sharing /

(4310) Home ~ Harbinger

Ao1 Pointblank | 2018-08-05 21:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb TDM/Large Duel Map
Screenshot
Get original file (343KB)
Detailed description

Terrain map suitable for duels or open FFA games.
Slimy green island in an ocean hell-scape, full of eldritch dread and horror.
The ancient Inky lord overlooks the battlefield, roaring in satisfaction of the bloodshed on the map below him.

URL https://drive.google.com/file/d/1Ve7rlcRFUnZOo3jLRyYM2cJTqEzSWf6g/view?usp=sharing
Rating
46
points
 (5 votes)
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Files: harbinger.png / https://drive.google.com/file/d/1Ve7rlcRFUnZOo3jLRyYM2cJTqEzSWf6g/view?usp=sharing /

(4309) Home ~ Ao1 Complete Orange/Black Hudgun Set

Ao1 Pointblank | 2018-07-30 14:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Standalone | All Platforms | Creative Commons (BY)
Blurb all 7 weapons redesigned with a yellow/orange/black color scheme
Screenshot
Get original file (330KB)
Detailed description

View pic on imgur.com because something broke and quadro wouldn't let me upload a pic

shotgun: stripes/dashes on a black metal texture. silver highlights, and blue (radioactive?) shells (same ones used in the sci-fi shotgun by Pyccna)

chaingun: only some orange bands around each barrel

rocket launcher: orange stripes/bands, and the text "N00b TUBE" on the side (visible in hud). also includes modified mask to smooth out the texture. (understandable if this is not used by everyone... it doesn't really change much)

rifle: orange and black all over. made with my Custom Rifle Skin Templates resource pack. (shameless plug)

'nade launcher: darkened the grey original grey texture, added stripes on each cylinder and the barrel. brown ergonomic grip. large radioactive symbol on the front of the drum. (this thing is deadly)

pistol: brown handle with modified normal/bumpmap (very high quality, if i may say so myself). orange stripes all over the barrel. added a red mark on the sight, and a barrel hole (believe it or not, the original texture for this gun HAS NO BARREL HOLE??!)

chainsaw: blood-splattered bar and chain, dark grey engine with black and orange highlights (the ripcord handle is orange, for example). saw logo on the side.

////
nothing is stopping you from modifying these skins to your heart's content. add text, put the skins through filters, or paste over them with clips from the original skin. i not only am ok with this, but highly encourage people to experiment and design their own skins.
Have fun!

URL https://drive.google.com/file/d/1wWfiGkl40eLo2zBLh6HaWm5GLSCtInk2/view?usp=sharing
Rating
35
points
 (4 votes)
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Files: asdadu.png / file://imgur.com/LC7FdGu / https://drive.google.com/file/d/1wWfiGkl40eLo2zBLh6HaWm5GLSCtInk2/view?usp=sharing /

(4308) Home ~ Ruebli

Zoocata | 2018-07-15 07:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Creative Commons (BY)
Blurb Ruebli - A medium-large CTF map
Screenshot
Get original file (180KB)
Detailed description

Ruebli is a Mediterranean-themed, medium-large symmetrical map supporting CTF and regen modes. It also has a lot of carrots.

The map has 191k wtr, 20 of each weapon pickup (except riflerounds, which has 22), 13 bases, 9 playerstarts per side for ctf, and 50 playerstarts for capture.

Screenshots

Enjoy!

URL https://drive.google.com/file/d/1cg3VlJpJPK95vc1T8kwUW6iJ6bNPRz33/view?usp=sharing
Rating
44
points
 (5 votes)
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Files: ruebli_quad.png / https://imgur.com/a/1v4vmzh / https://drive.google.com/file/d/1cg3VlJpJPK95vc1T8kwUW6iJ6bNPRz33/view?usp=sharing /

(4307) Home ~ Meltdown_2 CTF and Capture

Ao1 Pointblank | 2018-07-12 17:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Creative Commons (BY)
Blurb ctf and capture map by Ao1
Screenshot
Get original file (275KB)
Detailed description

Not to be confused with Skur's awesome skrsp1 (aka Meltdown) map, this is meltdown_2: a remake of a ctf map I made ~2015-2016.

Meltdown_2 includes custom models (most of the models are imported from Assaultcube), some ambient sounds, and enough space for 10 or more players to play in. It is equipped with 1 HB, 1 QD, and 2 YA. Plenty of health and ammo should make this pretty good for large classic-ctf games or even teamplay.

***UPDATE DEC.7 2018*** - numerous changes including better lighting, improving jumppad positioning, changing some obstacles in the flag bases, adjusting the positions (and removing 2) of the regen capture bases, fixing the barrel model not loading, removing some health, widening some doorways at the bottom of the reactors, and moving the healthboosts.

***UPDATE May 6 2019***
- Rearranged folder paths of the models, eliminating "ac_models" folder. (mapmodels from Assault Cube are now stored in models/mapmodels under their respective author name)
- Created and implemented an enhanced version of the schmutzwurst/london skybox.
- Opened up a few walls, improving flow and gameplay
- Lowered volume of some computer sound effects (they were kinda annoying)
- Other minor changes I forgot about because they were too minor

tacteam gameplay footage: (outdated map version)
https://www.youtube.com/watch?v=lKM9VipHchU

URL https://drive.google.com/file/d/1AAzW9POXp_S0tfk9hUOJJeHBiBjKSNIB/view?usp=sharing
Rating
65
points
 (8 votes)
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Files: untitled_0.png / https://drive.google.com/file/d/1AAzW9POXp_S0tfk9hUOJJeHBiBjKSNIB/view?usp=sharing /

(4306) Home ~ Vale

Sauce | 2018-07-10 17:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A small minimalistic Tesseract Map
Screenshot
Get original file (291KB)
Detailed description

This is a small Tesseract map that is very minimalistic. It is basically finished with possibly a few upgrades after criticism.

Map file Vale.zip (392.12 KB)
Rating
28
points
 (3 votes)
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Files: vale.png / vale.zip /

(4305) Home ~ Xuvo Client Mod

DeathStarPC | 2018-06-10 06:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | All Platforms | Creative Commons (BY)
Blurb Lots of features with a modern interface, 20+ new guns, server/player search, auto texture blending, footstep sounds, and more!
Screenshot
Get original file (289KB)
Detailed description

DESCRIPTION
This is a mod for Cube 2: Sauerbraten (http://sauerbraten.org/), a free first person shooter that has a multiplayer co-operative editing mode and more than 15 different gamemodes to choose from. It was made a long time ago and has old hud. This mod aims to update the game and make all of the features it has hidden under its hood accessible through a graphical user interface. With Xuvo, you can easily toggle footstep sounds, search the master server list for your friends and servers, edit heightmapping and texture blending all from a graphical user interface. Select a new set of guns from the hudgun selector, right next to where you select a crosshair and your name. Send a message periodically during your AFK period, easily make binds and commands on your own without even having to leave the game. Blend textures, heightmap in multiplayer, add fog, clouds, skyboxes, etc. Simply add the files in place of your pre-existing gamedata folder and be done with the install.

* UPDATED JUNE 4TH, 2018: Fixed the crapmod masterserver not responding and added multiplayer edit toggle
* UPDATED JUNE 10TH, 2016: Repackaged to fix GUI overlay texture palette and flag NOTEXTURE errors

DOWNLOAD
Click here for download directions and more screenshots

FEATURES
- Interactive hudgun GUI: more than 4 interchangeable hudgun sets to select or add and select a new quadropolis hudgun pack.
- GUI revamp
- hud change
- flag change
- ent revamp
- new background
- new cursor
- new loading bar
- new map loading frame
- editing gui's added
- modern style applied
- footstep (walking noises with toggle)
- enable server list with search for players/server feature
- automatic texture blending GUI
- bind/command maker
- multiplayer quick heightmap/vcommand
- cloud gui
- fog gui
- autoafk
- quicksay gui for (help, sorry, flag, thanks, etc.) messages
- quick commands & GUI (type /m1 for mastermode 1 - veto, /ts for toggle spectator, /sm for sendmap)
- ability to configure the way the menu looks (hide/show campaign/ai buttons)
- death sounds changed
- regular rifle changed

Press X to toggle the Xuvo GUI, press Q to toggle the quicksay GUI or set your own keys in options>Xuvo

TROUBLESHOOTING
Xuvo campaign/AI buttons gone: goto options>Xuvo and enable "show campaign/ai buttons."
Xuvo GUI Not opening: you must be connected for the GUI to open.
Xuvo Editing GUI not working: you must be in coop edit mode.
Xuvo footstep sounds not working: you must turn them on in options>Xuvo.
Crapmod "master server not responding": you have an outdated version of Xuvo, re-download Xuvo with the same link you downloaded it from before as it has been updated and the new crapmod masterserver has been added.

URL http://techmaster.mooo.com/voxelarmy/forum/viewtopic.php?t=55
Rating
10
points
 (1 vote)
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Files: xuvoss-2.png / http://techmaster.mooo.com/voxelarmy/forum/viewtopic.php?t=55 / http://techmaster.mooo.com/voxelarmy/forum/viewtopic.php?t=55 /

(4304) Home ~ More New Chainsaw Skins

Ao1 Pointblank | 2018-06-05 23:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY)
Blurb "Anticamp 9000", a flaming saw, a nasty bloody saw, and an electric blue saw!
Screenshot
Get original file (153KB)
Detailed description

5 saw skins!

***IMPORTANT*** : Please download from the URL rather than the .zip file... Quadropolis crapped out multiple times and wouldn't let me upload a new file directly, so I had to use a Google Drive link instead. Sorry for the inconvenience, but perhaps a mere 2.9Mb is too much for quadro here.

The URL download has 3 additional skin options, improved colorization/contrast on the original bloodysaw, and improved masks for all the saws.

Mod file ao1_saws.zip (879.44 KB)
URL https://drive.google.com/file/d/1DKVKwBMvWAWfsuXi4mEpf11TYK10b6LP/view?usp=sharing
Rating
65
points
 (7 votes)
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Files: saws.png / ao1_saws.zip / https://drive.google.com/file/d/1DKVKwBMvWAWfsuXi4mEpf11TYK10b6LP/view?usp=sharing /

(4302) Home ~ Hexenic Fortress (Update 30.07.)

7YearBitch | 2018-04-25 02:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | MIT/X11 License
Blurb Hexenic Fortress - FFA and Duel (Update 30.07.)
Screenshot
Get original file (46KB)
Detailed description

Okay, updating content and node, because in previous description I said everything that you don't care about when looking for new maps. All FFA items present, only one QD, HB and YA, map is more closed, so if enemy has QD you can escape with little luck. Map has a lot of verticallity, and only some places require RI or RL jump, and 1 place has good GL jump, so everything else is accesable only with walking and jumping.

Update:
- Fixed waypoints and lighting

Enjoy ;)

URL https://drive.google.com/file/d/1LA_8wuA3Sr0rPCS2hNiUTogfAUpE13_G/view?usp=sharing
Rating
51
points
 (6 votes)
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Files: 1_0.jpg / https://drive.google.com/file/d/1LA_8wuA3Sr0rPCS2hNiUTogfAUpE13_G/view?usp=sharing /

(4301) Home ~ Custom Rifle Skin Templates

Ao1 Pointblank | 2018-04-20 14:42

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY)
Blurb templates and overlays for custom rifle skins
Detailed description

This package is *NOT* a bunch of cool snazzy skins: it is the tools you can use to make your own, with ease and speed.

included:

- catalogued skin components (28 "metal" parts, 4 "wood" pieces)
- multiple overlays to aid in adding decals/art to wood on rifles, as well as outright replacing the wood texture in only a couple of steps.
- 3 "demos" to assist in basic skin-editing
- 13 example skins (but nothing too crazy, mostly just replacing some metal parts with colored pieces)
- instructions/help for installing skins (predominantly for MacOS users)
- a couple of bonus files, including some flames that can be added to any standard rifle model

required: basic knowledge of your OS's available art programs: (I used GIMP and Preview on Mac)
copying, pasting, moving layers, rotating layers, text boxes, recoloring with sliders (aka "Colorize..." in GIMP)

URL https://drive.google.com/file/d/1loh1u8O6QPsBqewqoEgB3nwLMywobg_U/view?usp=sharing
Rating
7
points
 (1 vote)
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Files: https://drive.google.com/file/d/1loh1u8O6QPsBqewqoEgB3nwLMywobg_U/view?usp=sharing /

(4300) Home ~ Glarea/ae

7YearBitch | 2018-03-30 18:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | MIT/X11 License
Blurb Glarea/ae - FFA and Duel map for 2-4 players.
Screenshot
Get original file (72KB)
Detailed description

I tried to fuse might&magic elements from Hexen with grunge&tech elements from Quake to form rather unique mapstyle. I'll work more, since I believe that mapstyle is matter of personal preferences (some1 will like it, some1 won't), and I'm 90% satisfied with layout. I want to implement this to my future Duel and CTF maps, because only around 5 maps are used for duels, which are 3rd most played 'gamemode' in Sauer at the moment (below InstaCTF, Insta). So, more maps coming soon, and same description applies for Reptile 2a. :) This is remake of my 4th map ever, called Sugar Turbine, which was colourful sugar factory.

URL https://drive.google.com/file/d/1ptQ0D3cqUqwMs1s7wtrvaHhSmzqnj8B9/view?usp=sharing
Rating
39
points
 (5 votes)
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Files: glareascrs.jpg / https://drive.google.com/file/d/1ptQ0D3cqUqwMs1s7wtrvaHhSmzqnj8B9/view?usp=sharing /

(4299) Home ~ Reptile 2a

7YearBitch | 2018-03-30 17:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | MIT/X11 License
Blurb Reptile 2a - FFA and Duel map for 2-4 players.
Screenshot
Get original file (58KB)
Detailed description

I tried to fuse might&magic elements from Hexen with grunge&tech elements from Quake to form rather unique mapstyle. I'll work more, since I believe that mapstyle is matter of personal preferences (some1 will like it, some1 won't), and I'm 90% satisfied with layout. I want to implement this to my future Duel and CTF maps, because only around 5 maps are used for duels, which are 3rd most played 'gamemode' in Sauer at the moment (below InstaCTF, Insta). So, more maps coming soon, and same description applies for Glarea/ae. :)

URL https://drive.google.com/file/d/1P9tMJI_PN8UMzTd2QC0Y9IbJWMfEY5tp/view?usp=sharing
Rating
22
points
 (3 votes)
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Files: reptile2ascrs.jpg / https://drive.google.com/file/d/1P9tMJI_PN8UMzTd2QC0Y9IbJWMfEY5tp/view?usp=sharing /

(4298) Home ~ Project 1995 Race

TristamK | 2018-03-25 15:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Medium (5-8) | Creative Commons (BY-SA)
Blurb One of the best race maps that continue ISMC race series.
Screenshot
Get original file (397KB)
Detailed description

Map that inspired by the cancelled project that made in post-apocalyptic USSR style. This project was launched in 2013 and used as a base Cube 2 Sauerbraten. The project was inspired by “Picnic on the Roadside” by Arkady and Boris Strugatsky and also by game STALKER. The setting was chosen appropriately. Initially, only the single-player mode was planned, but with the change of engine to the Red Eclipse it was decided to do the multiplayer part (Deathmatch, CTF ect). Hundreds hours spent to make our maps look real. Most of stuff made by Gespent but i take part in creating some stuff too.

At the initial stage, the team is not big, but at the end it spread to a dozen people, including a composer and two screenwriters. One of the screenwriters even told that he want write book based on his text. But because of the poor management in all aspects of development, work on the project was discontinued. Only a few assets remained, while the models were lost.
In 2017 I started RSMC, union of people from Russia who like level design and editing in Cube 2 Sauerbraten and in this year Gespent made this map as tribute to the project.

Map that inspired by the cancelled project that made in post-apocalyptic USSR style. This project was launched in 2013 and used as a base Cube 2 Sauerbraten. The project was inspired by “Picnic on the Roadside” by Arkady and Boris Strugatsky and also by game STALKER. The setting was chosen appropriately. Initially, only the single-player mode was planned, but with the change of engine to the Red Eclipse it was decided to do the multiplayer part (Deathmatch, CTF ect). Hundreds hours spent to make our maps look real. Most of stuff made by Gespent but i take part in creating some stuff too.

At the initial stage, the team is not big, but at the end it spread to a dozen people, including a composer and two screenwriters. One of the screenwriters even told that he want write book based on his text. But because of the poor management in all aspects of development, work on the project was discontinued. Only a few assets remained, while the models were lost.
In 2017 I started RSMC, union of people from Russia who like level design and editing in Cube 2 Sauerbraten and in this year Gespent made this map as tribute to the project.

Video:
https://www.youtube.com/watch?v=tyC1x3JWPyM

Join ISMC:
discord.gg/YvzTed3

Сube 2 News group:
https://vk.com/red_eclipse

URL https://yadi.sk/d/ju9AiCpc3TUTVZ
Rating
15
points
 (2 votes)
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Files: screenshot_95149.png / https://yadi.sk/d/ju9AiCpc3TUTVZ /

(4297) Home ~ Earthstation

Ao1 Pointblank | 2018-03-22 02:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | CTF | Large (9-15) | Creative Commons (BY)
Blurb large sci-fi map for all multiplayer modes
Screenshot
Get original file (62KB)
Detailed description

large, asymmetrical map that supports ctf, capture, tdm, etc (everything except campaign)
features fall-hazards, jumppads, teleports, (the usual) as well as high tech jet fighters, airlocks (they will suck you into space if you get too nosy), hydroponics labs, and a great view of the earth (or some other green and blue planet)

***IMPORTANT***
you will need philipk's "pk02" texture pack and pyccna's "warzone" mapmodel pack:
Warzone Models
pk02 Textures

**Update June 4th 2018** : Fixed texture errors caused by fault in the cfg

**Update June 25th 2018** : Rebuilt glass domed "observation deck", updated some pipes with better curves, replaced a glitch ladder with a standard "stairs" ladder, updated the loading/thumbnail pic, fixed some textures

**Update August 2nd 2018** : improved detail and textures of machines near the observation deck area; made change to door near hangar overlook (suggested by Zoocata)

**Update September 26th 2018** : simplified teleporter room adjacent to the hydroponics chamber; improved flow of short hallways adjacent to observation room; updated skybox and loading thumbnail; added "fss_pyccna/reverse" model to map download (an alternate version of the model in the standard warzone mapmodel pack)

**Update October 7th 2018** : re-genpvs'd to prevent weird loading bug when opening map; fixed small error in cfg; updated the death-clip outside the map; updated the thumbnail pic (there was an embarrassing cursor in the one from Sep 26th ._. )

**Update October 26th 2018** : loading bug in previous version was actually caused by the excessively high-poly pyccna spaceship model. thanks to cH'Daemes, the vertex count was drastically lowered and hopefully the map won't crash while loading. Also fixed a clipping error in a hallway.

**Update November 12th 2018** : completely removed the ffs_pyccna mapmodel and variants from the map. it just wasn't worth the crashing errors users got randomly. Sorry Daemes, but your efforts were ultimately fruitless.

**Update February 11th 2019** : improved looks of large hangar bay doors (the ones with 01 and 02 written on them), simplified some textures in the ramp/tunnel near the observation bubble, rebuilt the teleport room near hydroponics lab and made the teleport 2-way (drastically improves flagrunning options as well as makes the map easier to navigate)

**Update February 25th 2019** : largest update since creation; simplified many textures, large changes to layout near the center of map, changed the texture of the earth below the map, removed unneeded health and ammo, enlarged and smoothed out evil base, widened some doorways, changed the copyrighted logo model to an original creation, updated loading pic.

***REMINDER***
you will need philipk's "pk02" texture pack and pyccna's "warzone" mapmodel pack:
Warzone Models
pk02 Textures

sample gameplay with bots: (outdated)
Regen Capture

URL https://drive.google.com/file/d/1TvuTGkQcef94LAR8Et0h0lJ6bO_DA5Ah/view?usp=sharing
Rating
81
points
 (9 votes)
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Files: earthstation.png / file://quadropolis.us/node/3865 / https://drive.google.com/file/d/1TvuTGkQcef94LAR8Et0h0lJ6bO_DA5Ah/view?usp=sharing /

(4295) Home ~ sauersevnneon HUD

sevnnseven | 2018-03-02 09:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Standalone | Windows | CC0 1.0
Blurb New design for Sauerbraten.
Screenshot
Get original file (565KB)
Detailed description

New design for Sauerbraten.

Whats new:
HUD;
Icons;
Music;
Menu;
Font from RedEclipse.

Install:
Just drop data and packages folders and Sauerbraten.lnk in Sauerbraten folder with replacement. For Sauerbraten.lnk choose icon from data folder -> icon.ico, and choose new way -> Sauerbraten\sauerbraten.bat.

By Sevn'n'Seven

URL https://drive.google.com/file/d/1sUQVjblJZK71M-3iYwwoHbgCob36Fd9e/view?usp=sharing
Rating
18
points
 (3 votes)
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Files: sausev2.png / https://drive.google.com/file/d/1sUQVjblJZK71M-3iYwwoHbgCob36Fd9e/view?usp=sharing /

(4294) Home ~ sauersevn HUD

sevnnseven | 2018-03-02 09:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Standalone | Windows | CC0 1.0
Blurb New design for Sauerbraten.
Screenshot
Get original file (535KB)
Detailed description

New design for Sauerbraten.

Whats new:
HUD;
Icons;
Music;
Menu;
Font from RedEclipse.

Install:
Just drop data and packages folders and Sauerbraten.lnk in Sauerbraten folder with replacement. For Sauerbraten.lnk choose icon from data folder -> icon.ico, and choose new way -> Sauerbraten\sauerbraten.bat.

By Sevn'n'Seven

URL https://drive.google.com/file/d/1CYRiCuKVq7JUYD-0j1beKH4YalTwGQRU/view?usp=sharing
Rating
15
points
 (2 votes)
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Files: sausev1.png / https://drive.google.com/file/d/1CYRiCuKVq7JUYD-0j1beKH4YalTwGQRU/view?usp=sharing /

(4293) Home ~ 779collect

sevnnseven | 2018-03-01 19:26

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Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Small (1-4) | Copyright
Blurb Just map for fun with random stuff and some events.
Screenshot
Get original file (200KB)
Detailed description

779collect.

This map just for explore with random stuff and some events.

/!\ We recomended not using edit mode in explore /!\

Have fun!

(including 3 DLC:
-SCP
-tech
-Last Ways)

By Sevn'n'Seven and Celestial.

URL https://drive.google.com/file/d/1qCSASbmG01Btsc3Q7tXk5Iakml_cGNzI/view?usp=sharing
Rating
25
points
 (3 votes)
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Files: 779.jpg / https://drive.google.com/file/d/1qCSASbmG01Btsc3Q7tXk5Iakml_cGNzI/view?usp=sharing /

(4292) Home ~ ReFrag

7YearBitch | 2018-02-28 00:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Public Domain
Blurb Small duel map for Sauerbraten, complex layout, made for effic, insta and ffa.
Screenshot
Get original file (351KB)
Detailed description

Duel map with complex layout, made for effic, insta, ffa. It has decent waypoints for practicing with bots, but it's aimed for PvP duel, since most useful ffa items require RIjumps or GLjumps. Good flow and optimization were my main goal, so map doesn't have unnecesary clips, and detailing is fairly simple.
I'd like to thank [PL]DON, Frosty|sp4nk, arCABAL, cH'Galaxy, Ao1|Pointblank and others (i have bad memory ^^) for checking it out.
There are few 'secrets' about the map, about sky, ammo placement and some design decisions.
Also, it's clear as day that Reissen and Access, masterpieces made by SATAN!!! were my inspiration for this map.
All textures used are in Collect Edition already.
I'd like to hear critiques ^^
And most importantly, enjoy the map.

Map file 7year_refrag.zip (869.04 KB)
Rating
28
points
 (4 votes)
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Files: refragq4.png / 7year_refrag.zip /

(4291) Home ~ Forums ~ General Discussion ~ International Sauer Mapping Community - best discord server for mappers

TristamK | 2018-02-13 11:00

General Discussion




International Sauer Mapping Community


Welcome

What is ISMC ?
If you are looking for a friendly place with people who are keen as well as you in creating content for cube 2 sauerbraten - then you came to the right place.
If you have a question about the cube engine - then you are again in the right place.
If you are a just cube 2 player and are looking for a friends - you can also find these people here.
We aren't a clan. We are the unification of people with the same interests who simply came together in one place. We accept all people regardless of their clan or skill level. We will take you to us even if you are a reptile from the planet BB12 or if you are moving in a huge metal cube over space in order to exterminate all people. In fact, you can find your place here even if you are a fan of Sailor Moon. (Although I'm not sure about you)
In any case, we accecpt everyone. Call everyone who plays or creates content. Periodically, we sometimes organize mapping challenges so it can be interesting for you..
There is only one rule - don't be asshole.

How do I invite someone to the this Discord server?
Give this link to them https://discord.gg/YvzTed3 or https://discord.me/ismc

What is the purpose of ISMC text channels ?

#read_this_first — main info about ISMC will be here.
#✉news - main news about mapping challenges and significant Cube 2 News will be here.
#ismc_maps_archive - the main archive of maps that made by our community.
#ismc_scripts_archive - the main archive of... you know what you can find here.
#video_making_purgatory - same but for videos and gifs
#ismc_main_chat — here you can write about everthying that you want.
#mapping_heaven — main channel for mappers. If you find interesting screenshot - post it. If you made map and want to show it - post it. Post here all thing that you find.
#code_seekers_hell - same but for scripters and programmers
#offtop-aka-pizza_heaven - aka trash chat
#tutorials_articles_for_mappers - main place if you want to learn how to be a good mappers \ level designer. We also have our tutorials here,
#ideas_for_maps_img_only - here you can find some good ideas for your maps
#resources - here you can find some new textures, models and other stuff. Most of them from goold old http://quadropolis.us/
In AI Abyss category channels that related to the bots and commands for them

‹ Russian Cube 2 Sauerbraten News group in VK | Новости Cube Engine Is there a way to export Cube 2 engine maps to other 3-D programs? ›

Rating
27
points
 (3 votes)
Attachment Size
ISMC_logo.png 1.28 MB
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Files: none

(4290) Home ~ oldschool

rabe | 2018-01-11 11:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb an ffa map
Screenshot
Get original file (15KB)
Detailed description

oldschool by rabe (2018)

installation:
- copy the content of the base folder in this zip to the base folder in your user directory
- install the ex512-texturepack (http://quadropolis.us/node/2792)
- install the e8-texturepack (http://quadropolis.us/node/2859)

credits:
- evillair for the textures
- all mappers and players, who gave me feedback

contact:
- pm rabe at quadropolis.us or sauerworld.org

Map file oldschool.zip (1.28 MB)
Rating
39
points
 (4 votes)
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Files: oldschool.jpg / oldschool.zip /

(4289) Home ~ Custom Skies Gui menu

Salatiel | 2017-11-23 23:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Mapping | Menus | Creative Commons (BY)
Blurb Gui menu with Skies made using mapvars (cloudlayer, cloudbox and fogdome)
Detailed description

Sauerbraten skyboxes externally edited?
- no, they're mix of cloudlayer and cloudbox, with images/textures that are already in the sauerbraten.

Can my friends see these skies without downloading anything?
- yes, this skies are only mapvars, your friends can see without problems (/sendmap is necessary)

What is these jpg images on the file?
- are the thumbnails that appear in the menu

Installation
customskies folder inside your sauerbraten/packages.
customskies.cfg file in the home of your sauerbraten.
Then add exec customskies.cfg in your autoexec.cfg.

Currently there are 17 skies, if you have any contributions, send it to me.

have fun :D

images:





Preview

this is just a preview, download the zip below.

//customskies gui menu by Salatiel
customskies = [showgui customskies]
newgui "customskies" [
guilist [
guistayopen [
guilist [ gencustomskyitems $_customskies1 ]
guilist [ gencustomskyitems $_customskies2 ]
showcustomskyshot
]
]
guitab "^f7Edit"
]"^f7CustomSkies"

//Skies names
_customskies1 = [
newmap
solarbase
moonbase
marsbase
oceanbase
lavabase
snowclear
egyptsand
plasmastorm
worldstation
]

_customskies2 = [
mothership
radiationworld
pokeball
bluehole
milkspace
hurricanered
matrixillusion
]

//Mouse over and button.
gencustomskyitems = [
looplist custcursky $arg1 [
guibutton $custcursky (concatword "exec " "packages/customskies/" $custcursky ".csky")
]
]

//Miniatures
alias showcustomskyshot [ guibar; guiimage (concatword "packages/customskies/thumbs/" (if (> $numargs 0) [result $arg1] [result (at $guirollovername 0)]) ".jpg") $guirolloveraction 4 1 "data/cube.png"]


Config file skiesgui.zip (1.88 MB)
Rating
35
points
 (4 votes)
Attachment Size
customskies.png 481.82 KB
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Files: skiesgui.zip /

(4288) Home ~ arCABAL GRUB type generator

arCABAL | 2017-11-20 13:55

Cube 2 (Sauerbraten) | Release | Beta | Mapping | Public Domain
Blurb Script to generate text geometry in a sauerbraten map by simply typing that text into a command.
Detailed description

arCABAL GRUB type generator
for Cube 2 Sauerbraten

Gif of the script in action

Script to generate text geometry in a sauerbraten map by simply typing that text into a command.
Based on cube2_typegen by Nyne. https://github.com/gitnyne/cube2_typegen.
The font used in this script is part of GNU GRUB, licensed under the GPLv3.

FEATURES
- both uppercase and lowercase characters
- punctuation marks
- letters with diacritics
- uppercase and lowercase cyrillic font
- compatible with Linux, Windows, and Mac OS

INSTALLATION
- Extract the content of agtg.zip into your sauerbraten directory and press accept if asked to confirm merging the packages folder
On Linux this is ~/.sauerbraten
On Windows 7 and 10 this is C:\Users\%username%\Documents\My Games\Sauerbraten
On an Apple Mac it is most likely macHD/users/%username%/library/Application Support/sauerbraten/
- add the following line to your autoexec.cfg inside your sauerbraten directory
exec agtg.cfg

USAGE
In edit mode, select the right face of a cube pointing towards one specific direction. See the included agtg.png to see which, and move back so all generated text will appear in your field of vision.
If you don't do this the generated text will be truncated to the part which can be generated in your view as you can only edit in sauerbraten on things which are inside your field of view.
You probably want to use the smallest grid size but bigger text is also possible. with the right face of the cube selected, enter this command:

/agtg Hello World!

as you can see, you don't need to put double quotes "" around your input. However, if you want to generate text with characters which are interpreted by cubescript,
you do have to put double quotes around your input and escape some characters. Characters which mess up up the input are: ^;()[]"
You can escape these characters with a ^ in front. So for example, if you want to generate this string:
this is a string with a ] and a ; but which can still be generated.
you would use:
/agtg "this is a string with a ^] and a ^; but which can still be generated"

These are all the characters which you can generate. I believe they are also all the characters you can type into the game but let me know if I missed any and I will add them.
?1234567890!@#$%^&*()`-=~_+[]\{}|;':^",./<> ßabcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZáàäâãåčďéèëêěíìïîñňóòöôõøřšťúùüûůýÿžœæ
ÁÀÄÂÃÅČĎÉÈËÊĚÍÌÏÎÑŇÓÒÖÔÕØŘŠŤÚÙÜÛŮÝŸŽŒÆaбвгдeëжзийклмнoпpcтyфxцчшщъыьэюяґїєAБBГДEËЖЗИЙKЛMHOПPCTУФXЦЧШЩЪЫЬЭЮЯҐЇЄ
tip: you can paste text into the game using clients which use SDL2

font selection:
I've included two fonts in the package. The first font, grubfont, is floating cubes forming the characters of the font. The second font, grubfontbbg (grub font black background),
is the same font but with black cubes around them forming a background. It is generally better to use grubfont to minimalize the wtr of your map.

you can select a font using /agtgfont nameofthefont
so that is one of those two for now:
/agtgfont grubfont
/agtgfont grubfontbbg

you can autocomplete the font selection with tab.

NOTES ON ADDING YOUR OWN FONT
if you want to add your own font, you have to add another folder to your packages folder and use the savebrush command to save each character as a .obr file.
For every character, select it and for example for the letter a, use:
/savebrush yourfontname/a.obr
Use the same filenames as used in grubfont and add your fontname on line 13 of agtg.cfg so agtgfont selection can tab autocomplete it

edit: I seem unable to add the zip file here. Grab the files from github instead: https://github.com/arCABAL/agtg

Preview
// arCABAL GRUB Type Generator for Cube 2 Sauerbraten 2017
// Based on cube2_typegen by Nyne. https://github.com/gitnyne/cube2_typegen.
// The font used in this script is part of GNU GRUB, licensed under the GPLv3.
// See the included readme file for more info and how to use.

agtgfont = [if $numargs [selectedfont = $arg1; echo "^f9selected agtg font =^f3"$selectedfont ] [echo "^f9selected agtg font =^f3"$selectedfont]]

listcomplete agtgfont [

"grubfont"
"grubfontbbg"


]; selectedfont = "grubfont" // by default.


characterlist = [

"?" "1" "2" "3" "4" "5" "6" "7" "8" "9" "0" "!" "@" "#" // symbols
"$" "%" "&" "*" "(" ")" "`" "-" "=" "~" "_" "+" "[" "]"
"\" "{" "}" "|" ";" "'" ":" "," "." "/" "" "ß" " "

"a" "b" "c" "d" "e" "f" "g" "h" "i" "j" "k" "l" "m" // lowercase
"n" "o" "p" "q" "r" "s" "t" "u" "v" "w" "x" "y" "z"

"A" "B" "C" "D" "E" "F" "G" "H" "I" "J" "K" "L" "M" // uppercase
"N" "O" "P" "Q" "R" "S" "T" "U" "V" "W" "X" "Y" "Z"

"á" "à" "ä" "â" "ã" "å" "č" "ď" "é" "è" "ë" "ê" "ě" // diacritics lowercase
"í" "ì" "ï" "î" "ñ" "ň" "ó" "ò" "ö" "ô" "õ" "ø" "ř"
"š" "ť" "ú" "ù" "ü" "û" "ů" "ý" "ÿ" "ž" "œ" "æ"

"Á" "À" "Ä" "Â" "Ã" "Å" "Č" "Ď" "É" "È" "Ë" "Ê" "Ě" // diacritics uppercase
"Í" "Ì" "Ï" "Î" "Ñ" "Ň" "Ó" "Ò" "Ö" "Ô" "Õ" "Ø" "Ř"
"Š" "Ť" "Ú" "Ù" "Ü" "Û" "Ů" "Ý" "Ÿ" "Ž" "Œ" "Æ"

"a" "б" "в" "г" "д" "е" "ё" "ж" "з" "и" "й" "к" "л" // ru lowercasse
"м" "н" "о" "п" "р" "с" "т" "у" "ф" "х" "ц" "ч" "ш"
"щ" "ъ" "ы" "ь" "э" "ю" "я" "ґ" "ї" "є"

"A" "Б" "В" "Г" "Д" "Е" "Ё" "Ж" "З" "И" "Й" "К" "Л" // ru uppercase
"М" "Н" "О" "П" "Р" "С" "Т" "У" "Ф" "Х" "Ц" "Ч" "Ш"
"Щ" "Ъ" "Ы" "Ь" "Э" "Ю" "Я" "Ґ" "Ї" "Є"

]


//

characterreplacementlist = [

"questionmark" "1" "2" "3" "4" "5" "6" "7" "8" "9" "0" "!" "@" "numbersign" "$" "percent" "ampersand" "asterisk" "(" ")" "`" "-"
"=" "tilde" "underscore" "+" "[" "]" "backslash" "openbrace" "closebrace" "verticalbar" ";" "'" "colon" "," "period" "slash"
"lessthan" "morethan" "eszett" "space"


"a
"b"
"c"
"d"
"e"
"f"
"g"
"h"
"i"
"j"
"k"
"l"
"m"
"n"
"o"
"p"
"q"
"r"
"s"
"t"
"u"
"v"
"w"
"x"
"y"
"z"

"A_upper"
"B_upper"
"C_upper"
"D_upper"
"E_upper"
"F_upper"
"G_upper"
"H_upper"
"I_upper"
"J_upper"
"K_upper"
"L_upper"
"M_upper"
"N_upper"
"O_upper"
"P_upper"
"Q_upper"
"R_upper"
"S_upper"
"T_upper"
"U_upper"
"V_upper"
"W_upper"
"X_upper"
"Y_upper"
"Z_upper"


"a_acute"
"a_grave"
"a_diaeresis"
"a_circumflex"
"a_tilde"
"a_ring"
"c_caron"
"d_caron"
"e_acute"
"e_grave"
"e_diaeresis"
"e_circumflex"
"e_caron"
"i_acute"
"i_grave"
"i_diaeresis"
"i_circumflex"
"n_tilde"
"n_caron"
"o_acute"
"o_grave"
"o_diaeresis"
"o_circumflex"
"o_tilde"
"o_stroke"
"r_caron"
"s_caron"
"t_caron"
"u_acute"
"u_grave"
"u_diaeresis"
"u_circumflex"
"u_ring"
"y_acute"
"y_diaeresis"
"z_caron"
"oe"
"ae"

"A_acute_upper"
"A_grave_upper"
"A_diaeresis_upper"
"A_circumflex_upper"
"A_tilde_upper"
"A_ring_upper"
"C_caron_upper"
"D_caron_upper"
"E_acute_upper"
"E_grave_upper"
"E_diaeresis_upper"
"E_circumflex_upper"
"E_caron_upper"
"I_acute_upper"
"I_grave_upper"
"I_diaeresis_upper"
"I_circumflex_upper"
"N_tilde_upper"
"N_caron_upper"
"O_acute_upper"
"O_grave_upper"
"O_diaeresis_upper"
"O_circumflex_upper"
"O_tilde_upper"
"O_stroke_upper"
"R_caron_upper"
"S_caron_upper"
"T_caron_upper"
"U_acute_upper"
"U_grave_upper"
"U_diaeresis_upper"
"U_circumflex_upper"
"U_ring_upper"
"Y_acute_upper"
"Y_diaeresis_upper"
"Z_caron_upper"
"OE_upper"
"AE_upper"


"ru_01"
"ru_02"
"ru_03"
"ru_04"
"ru_05"
"ru_06"
"ru_07"
"ru_08"
"ru_09"
"ru_10"
"ru_11"
"ru_12"
"ru_13"
"ru_14"
"ru_15"
"ru_16"
"ru_17"
"ru_18"
"ru_19"
"ru_20"
"ru_21"
"ru_22"
"ru_23"
"ru_24"
"ru_25"
"ru_26"
"ru_27"
"ru_28"
"ru_29"
"ru_30"
"ru_31"
"ru_32"
"ru_33"
"ru_34"
"ru_35"
"ru_36"

"RU_01_upper"
"RU_02_upper"
"RU_03_upper"
"RU_04_upper"
"RU_05_upper"
"RU_06_upper"
"RU_07_upper"
"RU_08_upper"
"RU_09_upper"
"RU_10_upper"
"RU_11_upper"
"RU_12_upper"
"RU_13_upper"
"RU_14_upper"
"RU_15_upper"
"RU_16_upper"
"RU_17_upper"
"RU_18_upper"
"RU_19_upper"
"RU_20_upper"
"RU_21_upper"
"RU_22_upper"
"RU_23_upper"
"RU_24_upper"
"RU_25_upper"
"RU_26_upper"
"RU_27_upper"
"RU_28_upper"
"RU_29_upper"
"RU_30_upper"
"RU_31_upper"
"RU_32_upper"
"RU_33_upper"
"RU_34_upper"
"RU_35_upper"
"RU_36_upper"

]




uppercasealphabet = [

"A" "B" "C" "D" "E" "F" "G" "H" "I" "J" "K" "L" "M" "N" "O" "P" "Q" "R" "S" "T" "U" "V" "W" "X" "Y" "Z"

"Á" "À" "Ä" "Â" "Ã" "Å" "Č" "Ď" "Đ" "É" "È" "Ë" "Ê" "Ẽ" "Ě" "Ē" "Í" "Ì" "Ï" "Î" "Ĩ" "Ñ" "Ň"
"Ó" "Ò" "Ô" "Õ" "Ö" "Ø" "Ř" "Š" "Ť" "Ü" "Ú" "Ù" "Ũ" "Û" "Ů" "Ý" "Ÿ" "Ž" "Œ" "Æ"

"A" "Б" "В" "Г" "Д" "Е" "Ё" "Ж" "З" "И" "Й" "К" "Л" "М" "Н" "О" "П" "Р" "С" "Т" "У" "Ф" "Х" "Ц" "Ч" "Ш" "Щ" "Ъ" "Ы" "Ь" "Э" "Ю" "Я" "Ґ" "Ї" "Є"

]

doublequotes = (concatword "^"")
caret = (concatword "^^")

agtg = [ // function declaration
local coninput character characterindex charactername
coninput = (loopconcat i $numargs [concatword $[arg@(+ $i 1)] ""]) // concatenate input arguments into one big string which is then parsed by script to allow input without doublequotes
echo (concatword "^f6agtg " "^f3" $selectedfont ": ^f2" $coninput) // echo string that will be generated
loop i (strlen $coninput) [ // iterate over every character in the concatenated input. For every character..
character = (substr $coninput $i 1) // put that character in a variable
editface -1 1; delcube // extrude a cube outwards and move the selection with it, delete cube under selection
characterindex = (indexof $characterlist $character) // get index of that character in character list above
charactername = (at $characterreplacementlist $characterindex) // replace the character with the name of the character (because windows filenames cannot include some special characters)

if (=s $character (concatword "^"")) [ // fix for doublequotes character exception. If the character is a doublequotes..
charactername = "doublequotes"
];

if (=s $character (concatword "^^")) [ // fix for carot character exception, if the character is a caret..
charactername = "caret"
];

// if (= $character (strupper $character)) [ // if the character is not an uppercase character (doesn't work in vanilla sauer client)
if (= (indexof $uppercasealphabet $character) -1) [ // if the character is not an uppercase character
pastebrush (concatword $selectedfont "/" $charactername) ] [ // paste the *.obr file
pastebrush (concatword $selectedfont "/UPPERCASE/" $charactername) // else paste the UPPERCASE/*.obr file
]
]

]

// differentiate between upper and lower case for windows
// if (= $letter (strupper $letter)) [echo "letter is uppercase"] [echo "letter is lowercase"] --strupper doesn't work in vanilla sauer client, using uppercasealphabet list lookup instead.
// add diacritic characters áàäâãåčďéèëêěíìïîñňóòôõöřšťüúùûůýÿžßœæ ÁÀÄÂÃÅČĎÉÈËÊĚÍÌÏÎÑŇÓÒÔÕÖŘŠŤÜÚÙÛŮÝŸŽŒÆ
// translation list for every character since a lot of characters can't be the name of a file

// charset = 1234567890`-=~_+[]\{}|;':",./<>?abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZáàäâãåčďđéèëêẽěíìïîĩñňóòôõöřšťüúùũûůýÿžœæÁÀÄÂÃÅČĎĐÉÈËÊĚÍÌÏÎĨÑŇÓÒÔÕÖŘŠŤÜÚÙŨÛŮÝŸŽŒÆß
// AБВГДЕЁЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ
// aбвгдеёжзийклмнопрстуфхцчшщъыьэюя





Rating
25
points
 (3 votes)
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Files: file://imgur.com/zDqeUvg /

(4286) Home ~ SpiritedAwayRace

nopnotme | 2017-09-29 22:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Superscalar | Other License
Blurb Spirited Away Movie Themed Race
Screenshot
Get original file (498KB)
Detailed description

meh

URL https://www.dropbox.com/s/6i3g9ii75xjjt4q/SpiritedAwayRace.ogz.zip?dl=0
Rating
12
points
 (2 votes)
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Files: spiritedawayrace.png / https://www.dropbox.com/s/6i3g9ii75xjjt4q/SpiritedAwayRace.ogz.zip?dl=0 /

(4285) Home ~ ToyStory

nopnotme | 2017-09-29 21:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Superscalar | Other License
Blurb Toy Story Theme Race
Screenshot
Get original file (364KB)
Detailed description

meh

Map file ToyStory.ogz (1.28 MB)
Rating
1
 point
 (1 vote)
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Files: toystory.png / toystory.ogz /

(4284) Home ~ nopstation

nopnotme | 2017-09-29 21:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Other License
Blurb Futuristic spacestation
Screenshot
Get original file (223KB)
Detailed description

meh

Map file nopstation.ogz (893.56 KB)
Rating
25
points
 (3 votes)
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Files: nopstation.png / nopstation.ogz /

(4283) Home ~ nop-capture

nopnotme | 2017-09-29 21:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Other License
Blurb cubemath ctf face-capture
Screenshot
Get original file (246KB)
Detailed description

meh

Map file nop-capture.ogz (1.17 MB)
Rating
12
points
 (2 votes)
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Files: nop-capture.png / nop-capture.ogz /

(4281) Home ~ Ventania (FFA, Effic and Insta)

Salatiel | 2017-09-17 12:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included (SVN) | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Ventania: Small duel map with egyptian theme
Screenshot
Get original file (320KB)
Detailed description

Ventania is a small duel map located in the middle of mountains, is my first attempt at creating a map with this theme (egyptian texture), and i'm satisfied with the end result.
The map support FFA, Insta, Effic and any other Duel mode.
I tried to vary a lot in the height of the platforms, and even the map being small, there are 2 jumppads, 2 teleports and some stairs...

1 yellowarmour
1 greenarmour
2 jumppad
2 teleport
2 teledest
2 mapmodel
3 riflerounds
4 shells
4 bullets
5 rockets
6 health
16 playerstart
43 light
total 91 ents (outdated)

Leave your feedback! Thanks.

20/09/2017:
Added clips outside of map to save performance.
Modified Box textures from 256 to 187 (payne\Box12b.jpg) to better match the theme...
Added blendpaint on the lower platforms to simulate sand.

05/10/2017:
Fixed Texture fails, added noclip in some details and changed to "stop speed" the outside Teledest.

19/11/2017:
As rabe reported, now wall textures are on the wall and floor textures are on the floor, not the opposite as before.

21/05/2019:
Expanding the map a bit and replacing the brick texture of the edges.




18/11/2019
This map is now available on SVN :D
sauerbraten/code/5536/

Map file ventania_21052019.zip (1.13 MB)
URL http://www.cubebr.com/2017/09/ventania-sauerbraten-map.html
Rating
28
points
 (4 votes)
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Files: ventania_preview.jpg / https://sourceforge.net/p/sauerbraten/code/5536/ / ventania_21052019.zip / http://www.cubebr.com/2017/09/ventania-sauerbraten-map.html /

(4280) Home ~ Screenshots Filter

Salatiel | 2017-09-12 03:37

Cube 2 (Sauerbraten) | Release | Stable | Gameplay | Creative Commons (BY)
Blurb Command to take Screenshots with the name of the current map, and separates them into files with the name of the current mode.
Detailed description

This command takes screenshots with the name of the current map, and separates them into files with the name of the current mode, adding a number to not replace the same image...
This script replaces only the F12 key bind, and the file directory works like this:

Screenshots/instactf/dust2-1.png

To install just add the file ss-filter.cfg in the root of your Sauerbraten, then open autoexec and type:
exec ss-filter.cfg
and save.

=)

Imgs:
https://imgur.com/a/U5kZh
https://i.imgur.com/1nlNCaH.jpg

13/02/2019
Now it's much simpler and with some new features.
- Informations about the current match will appear in the upper right corner of the screen when taking a screenshot.
- "nohud" and "editing" will be added to the name of the screenshot to be easy to filter them.

Preview

//Screenshot Filter v2 by Salatiel
//13/02/2019

tabs = "^n"
loop t 30 [
tabs = (concatword $tabs "^n")
]

screenshotfilter = [
screenshotdir ""
oldgamehud = (getalias gamehud);
if (mapname)[cmapname = $mapname][cmapname = "untitled"]
if (&& (= $editing 0) (= $arg1 1))[
minimapalpha 0.3;
gamehud = [result (format "^f4Screenshot: ^f7^"%1^f7^" ^f4/ ^f1%2 ^f4/ ^f0%3 ^f4^n^f2%5 ^f4KD:^f1%6^f4/^f1%7 ^f4server: ^f7%8 ^f4playeres: ^f7%9%4" $cmapname $getname (timeremaining 1) $tabs (at $modenames (getmode)) (getfrags) (getdeaths) $connectname (listlen (listclients 1)))]
]

sleep 100 [
screenshot (format "SCREENSHOTS/%1/%2-%5%6%3%4" (at $modenames (getmode)) $cmapname (getmillis) (if (mapname)[result $timeremaining][result (rnd 100)]) (if ($hidehud)[result "nohud-"][result ""]) (if ($editing)[result "editing-"][result ""]))
gamehud = $oldgamehud;
minimapalpha 1;
]
]

bind f12 [screenshotfilter 1]

Config file ss-filterv2.zip (608 bytes)
Rating
10
points
 (1 vote)
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Files: ss-filterv2.zip /

(4279) Home ~ Hulk Mode

DeathStarPC | 2017-09-11 03:47

Cube 2 (Sauerbraten) | News

Hello everyone, DeathStar here.

You may know me as the leader of va|VoxelArmy http://www.voxelarmy.com or as the lead developer of the QServ Server mod

I have created a new mode called Hulk in which a person is randomly selected at the beginning of each match to be the hulk.

What's so great about the hulk you ask? Well he gets 1500 health, 1200 armor, and 100000 ammo. All he has to do is complete the objective (score flagruns/kill others/capture bases/hold the flag) and live for 10 minutes. If the others kill him before 10 minutes is up, he is defeated and another hulk is chosen.

Please tell me what you think and also come check out the mod in person on the va|Hulk.

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Files: none

(4277) Home ~ cubescript tutorial by arCABAL

arCABAL | 2017-06-22 03:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Medium (5-8) | Creative Commons (BY)
Blurb cubescript tutorial map
Screenshot
Get original file (325KB)
Detailed description

This map is made to teach you some handy basic cubescript commands which will enhance your game experience. no prior knowledge is required.

video of the map:
https://www.youtube.com/watch?v=IQN-XSQAK5g

map overview:
1. welcome
2. entering commands: /kill
3. say and echo outputs
4. storing variables
5. binding commands
6. view binds with getbind
7. math operations syntax
8. fullscreen builtin function
9. is equal; toggling a boolean
10. field of view
11. onrelease binds
12. show more chat bind; /conscale
13. maptitle; /saycommand
14. sharing commands with $maptitle

Map file cubescripttutorialmap.zip (1.49 MB)
Rating
49
points
 (5 votes)
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Files: cubescripttutorial4byarcabal.jpg / cubescripttutorialmap.zip /

(4276) Home ~ Tesseract Temple

LandRiders7th | 2017-05-06 00:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Release | Final Release | Deathmatch | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb The Tesseract Temple : A school project that got a college student to graduate
Screenshot
Get original file (612KB)
Detailed description

An urgent project made to be a part of a college portfolio, created by LR7 & EN1GMAT1C within 4 weeks.

Requested by Enigmatic that was in need of a lending hand to create a virtual place for a college final she had in order to graduate.

She needed a quick solution that looks good and on a budget. then I remembered about the game that made it possible to build anything easily.

Tesseract became our choice in this project for the good old cube style editing.

Finished September 6, 2016

Work released under Creative Commons license (CC BY-NC-SA 4.0):
https://creativecommons.org/licenses/by-nc-sa/4.0/

---

Credits:

LR7

-Modeler of Temple (interior & exterior)
-Importing plant models
-Importing Sauerbraten textures
-Application of other models to map
-Exterior landscape/terrain

EN1GMAT1C - http://enigmatic-art.com/ , https://thegeekygalleon.com/

-Art direction & Temple design
-Configuration
-Importing plant models
-Importing Sauerbraten textures
-Importing & modification of skyboxes (day/evening/night)
-Placement of mapmodels & texture decor
-Lighting & effects (fire/plasma/water steam)

Post: http://www.thegeekygalleon.com/temple/
College Portfolio (2016): https://vimeo.com/181151521

Others:

-Plant models from Skyrim HD Flora Mapmodels by Khorne
http://quadropolis.us/node/3709

-Center fountain piece, fountains on sides of door enterances, interior & exterior torches/corner lanterns,
4 small interior pillars w/torches & extra interior/exterior detailing (sun symbol, edge decor) - these models were
taken from "cm|valley" map made by Cooper and Wrack
http://cubicmatter.net/Current_Projects

-Textures & skyboxes imported from Cube 2: Sauerbraten
http://sauerbraten.org/

URL www.landriders7th.com/temple/
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Files: cover.png / http://www.landriders7th.com/temple/ /

(4275) Home ~ Nobiax Free Texture Packages 01 - 66

torben | 2017-04-24 15:32

 this screenshot was not originally available or there was a problem extracting it

Cube | Obsolete | Stable | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Texture Collection - Nobiax Free Texture Packages 01 - 66
Screenshot
Get original file (28KB)
Detailed description

A colletion of Nobiax' free textures.
If interested, I would send a download file via wetransfer.
- 335 textures (diffuse, normal, spec and partially height)
- each texture folder has approx. 10 MB
- texturesize: 1024x1024 px
- filesize: 3,5 GB
- cfg-file

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Files: nobiaxtextures_s.jpg /

(4274) Home ~ Sunlight Script

torben | 2017-04-24 15:13

Other Mod | Release | Conceptual | Mapping | Public Domain
Blurb A script to control day and night cycle.
Detailed description

The script was made by Paul Wendtland.
- define pitch and colour of sunlight
- control fogcolour and its density
We used it in Lamiae.
https://github.com/Hirato/lamiae

Error message in sauerbraten:
unknown alias lookingup:lastmillis

I don't know, if it's compatible.
But inspiring all the time. :D

https://vimeo.com/214227539

Preview
mapstart = $lastmillis
daylength = 50000
x = $daylength
red = 0
green = 0
blue = 0

//Uhrzeit 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 0 1 2 3 4 5 extra*\\
//timescale 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 extra*\\
redval = [ 200 250 230 230 200 180 140 180 230 170 200 180 130 130 140 140 100 50 20 20 20 40 80 150 200 ]
greenval = [ 115 160 150 150 150 150 140 180 230 170 200 180 130 120 90 90 30 20 10 20 10 20 90 105 115 ]
blueval = [ 110 130 150 150 170 200 210 190 230 200 190 180 170 160 80 100 70 50 50 50 50 70 90 100 110 ]

fogredval = [ 20 140 150 160 170 150 150 110 100 100 190 100 120 150 160 80 30 30 30 30 10 0 0 10 20 ]
foggreenval = [ 0 100 110 120 130 140 140 140 110 100 190 100 100 100 140 70 30 30 30 30 0 0 0 0 0 ]
fogblueval = [ 25 100 150 150 150 180 200 190 190 250 190 180 140 150 130 100 80 70 50 30 10 10 0 15 25 ]

fogdensityval = [ 40 50 90 100 130 150 200 230 250 150 50 150 230 180 140 100 90 70 80 30 10 10 20 30 40 ]

//*the extra value has to contain the same as the first value and enables easier looping at the end of the day

redst = []; redsh = []; greenst = []; greensh = []; bluest = []; bluesh = []
fogredst = []; fogredsh = []; foggreenst = []; foggreensh = []; fogbluest = []; fogbluesh = []
fogdenst = []; fogdensh = []

loop i ((- (listlen $redval) 1)) [
redst = (concat $redst (* (- (at $redval (+ $i 1)) (at $redval $i)) 24 ) ) //red-steigung
redsh = (concat $redsh (+ (* (*f (at $redst $i) (divf $i 24)) -1) (at $redval $i)))
greenst = (concat $greenst (* (- (at $greenval (+ $i 1)) (at $greenval $i)) 24 ) ) //green-steigung
greensh = (concat $greensh (+ (* (*f (at $greenst $i) (divf $i 24)) -1) (at $greenval $i)))
bluest = (concat $bluest (* (- (at $blueval (+ $i 1)) (at $blueval $i)) 24 ) ) //blue-steigung
bluesh = (concat $bluesh (+ (* (*f (at $bluest $i) (divf $i 24) ) -1) (at $blueval $i)))

fogredst = (concat $fogredst (* (- (at $fogredval (+ $i 1)) (at $fogredval $i)) 24 ) ) //fogred-steigung
fogredsh = (concat $fogredsh (+ (* (*f (at $fogredst $i) (divf $i 24)) -1) (at $fogredval $i)))
foggreenst = (concat $foggreenst (* (- (at $foggreenval (+ $i 1)) (at $foggreenval $i)) 24 ) ) //foggreen-steigung
foggreensh = (concat $foggreensh (+ (* (*f (at $foggreenst $i) (divf $i 24)) -1) (at $foggreenval $i)))
fogbluest = (concat $fogbluest (* (- (at $fogblueval (+ $i 1)) (at $fogblueval $i)) 24 ) ) //fogblue-steigung
fogbluesh = (concat $fogbluesh (+ (* (*f (at $fogbluest $i) (divf $i 24) ) -1) (at $fogblueval $i)))

fogdenst = (concat $fogdenst (* (- (at $fogdensityval (+ $i 1)) (at $fogdensityval $i)) 24 ) ) //fogblue-steigung
fogdensh = (concat $fogdensh (+ (* (*f (at $fogdenst $i) (divf $i 24) ) -1) (at $fogdensityval $i)))
]


// CYCLE STARTS ------------------------------------------------------------------------------
cycle = [

time = (mod (- $lastmillis $mapstart) $daylength)
hour = (div (* (- $time 1) 24) $x) //Ganzzahl zwischen 0 und 23

red = (+ (div (* (at $redst $hour) $time) $x) (at $redsh $hour))
green = (+ (div (* (at $greenst $hour) $time) $x) (at $greensh $hour))
blue = (+ (div (* (at $bluest $hour) $time) $x) (at $bluesh $hour))

fogred = (+ (div (* (at $fogredst $hour) $time) $x) (at $fogredsh $hour))
foggreen = (+ (div (* (at $foggreenst $hour) $time) $x) (at $foggreensh $hour))
fogblue = (+ (div (* (at $fogbluest $hour) $time) $x) (at $fogbluesh $hour))

fogdensity = (+ (div (* (at $fogdenst $hour) $time) $x) (at $fogdensh $hour))


ambient (+ 30 (div $red 10)) (+ 20 (div $green 10)) (+ 15 (div $blue 10))
sunlight $red $green $blue
fogcolour $fogred $foggreen $fogblue
fog (* $fogdensity 30)
cloudcolour $red $green $blue
skyboxcolour $red $green $blue
sunlightyaw (divf (* 360 $time) $x )

//--------Kommentar entfernen, um die jeweiligen Werte anzuzeigen------|
sunlight
//sunlightyaw
//sunlightpitch

sunlightpitch (-f 45 (*f 40 (cos (divf (* 360 $time) $x))))
//---------andere Pitchvarianten-------|
//sunlightpitch (-f 45 (*f 40 (cos (*f 2 (*f 360 (*f (divf $time $x) (divf $time $x) ))) )))
//sunlightpitch (-f 45 (*f 40 (cos (*f 2 (*f 360 (*f (divf (+ $time (div $x 12) ) $x) (divf (+ $time (div $x 12) ) $x) ))) )))
//-------------------------------------|

sleep 50 cycle
]
cycle

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(4272) Home ~ Sauerbraten on a Cash Register

LandRiders7th | 2017-04-15 03:38

Cube 2 (Sauerbraten) | News

Long story short I have recorded an unboxing of a cash register I took with me from an Einstein Bagels for one of my contract jobs on February 1st of this year.

I have done a quick benchmark on this Radian Systems Register by Running the game from an external Hard Drive.

So yeah I did it because I can [>.0]/

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Files: none

(4271) Home ~ Lord Of The Rings Race v1.0 -- nopnotme

nopnotme | 2017-02-02 00:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Superscalar | Creative Commons (BY)
Blurb LOTR race map --nopnotme
Screenshot
Get original file (354KB)
Detailed description

Hello quad community, it has been a while since I have posted some of my maps. Within the next week or two I will be releasing maps that I have created during my time mapping. To start off this series I bring you a Lord Of The Rings themed race map; from the killer Balrog to cliff jumping icy mountain sides this map is interesting to say the least. Feel free to comment your thoughts.
--------
Edit Feb 4 -
Guess it kept spitting out the file so heres a upload link.
--------
Edit Feb 5 -
dropbox link added
--------

URL https://www.dropbox.com/sh/cxxaf51hst19cvz/AACLSTx5P9OUZScTZbzrjjEDa?dl=0
Rating
10
points
 (1 vote)
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Files: lotr.png / https://www.dropbox.com/sh/cxxaf51hst19cvz/AACLSTx5P9OUZScTZbzrjjEDa?dl=0 /

(4269) Home ~ Highdee

Flitzpiepe | 2017-01-28 22:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Other License
Blurb This map was made for "insta team" and "insta capture the flag RUGBY-MODE!".
Screenshot
Get original file (62KB)
Detailed description
Highdee


This map is the first map I ever made - so not everything is perfect in it. It was made for "insta team" and "insta capture the flag RUGBY-MODE!". This version contains sound effects and music but it doesn't contain the guest book. So it is playable very well. Please extract the zip-file into the sauerbraten-folder on your computer.

Nosound version (-18,3mb): Download here
This version contains NO sound effects and NO music and it doesn't contain the guest book. So it is playable very well and everyone gets the whole data by entering the Sauerbraten-server in game.

URL http://www.mediafire.com/file/2v8yncaxxbzp3n8/Highdee.zip
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Files: highdee.jpg / http://www.mediafire.com/file/ddk06zjxnbs44k7/Highdee_nosound.zip / http://www.mediafire.com/file/2v8yncaxxbzp3n8/Highdee.zip /

(4268) Home ~ Insipid

AtlasSteal | 2016-12-27 04:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A small 1v1 or 2v2 deathmatch map
Screenshot
Get original file (213KB)
Detailed description

Insipid is a small sized map aimed at quick duels, or 2 versus 2 matches. Plays well in insta, ffa, and effic. I started this project back in the summer and recently picked it back up sometime in the past two weeks. As of right now, it is done. However, all suggestions will be considered. Looking at the title, the map is meant to look the way it does. Little detail and no eye-popping textures are important attributes to the map. The flow on the other hand, is very smooth allowing the player(s) to circle the map with ease with no direct route to the middle. Once in the middle though, there are few quick escapes such a teleport and jumppad. The map was meant to look and play simple.

Map file insipid.zip (1.12 MB)
Rating
41
points
 (5 votes)
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Files: insipidquad.jpg / insipid.zip /

(4267) Home ~ Dumpyard

theradical | 2016-12-26 16:25

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A medium sized urban map made for death match and similar modes.
Screenshot
Get original file (202KB)
Detailed description

This is an urban map created to be like an old commercial district of some sort. It's a medium sized map with some high vantage points to add in for fun. Hope you enjoy the map as much as I did creating it.

Map file ac_dumpyard.zip (208.13 KB)
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Files: preview_5.jpg / ac_dumpyard.zip /

(4266) Home ~ Desert Fort

theradical | 2016-12-20 14:15

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AssaultCube | Release | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb This is a medium sized fast paced map.
Screenshot
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Detailed description

Hi guys. This is my first map. Nothing fancy as I was just beginning to experiment with the editor. This map is best played between 4-5 people. It is fast paced but fun. Hope you enjoy!

Map file ac_desertfort.zip (191.49 KB)
Rating
11
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Files: ac_desertfort.jpg / ac_desertfort.zip /

(4265) Home ~ QServCollect

DeathStarPC | 2016-10-09 12:48

Cube 2 (Sauerbraten) | Release | Stable | Standalone | All Platforms | Creative Commons (BY)
Blurb QServ Server Mod
Detailed description

Hello everyone! I have been working on QServ since Trooper edition for almost 7 years now.

QServ is a standalone server modification for Cube 2: Sauerbraten. It is completely compatible with Mac OSX, Windows & Linux. All of the server commands are written strictly in C++ 11 and C for compatibility and optimization, to update the code of the engine and remain mean, clean and capable. All of the commands are separated into a separate QCom.cpp file for optimization, ease of upgradability with Sauerbraten versioning, and organization. There is an advanced command handling system with little load on N_TEXT and the server. It is very simple to create your own command. Simply add a command in QCom.cpp and add it to the header QCom.h, QServ does the rest. The command handler has argument handling, safety checking, and much more. Tests have shown that QServ uses less than approximately 1% of your CPU. Also, there is absolutely no latency on home connections (0 ping). This is because the mod has stayed up to date with eihrul's latest changes to the Sauerbraten engine without causing bugs. The IRC bot can be enabled or disabled in the server-init.cfg with the ircignore command. Notable features are the smartbot IRC bot and #smartbot command which allow weather results by city, calculator results, dictionary results, translation, linking and much more. More notable features that set QServ apart from all of the other mods are its longshot and up close kill detection, its very small size, ease of use, and small memory usage.

changelog
main mod page
wiki

Some features include:
- over 30 commands
- up close and longshot kill detection with messages
- pass the flag
- server stored maps
- killing spree detection
- banner messages
- banlist and ipban capability
- full log with time
- ability to enable/disable setmaster command live
- rename imposters
- kill anyone on the server ^.^
- map sucks implementation
- force intermission capability
- get local time of server/uptime/os and generalized world timezones
- IRC Bot (NEEDS DEBUGGING) with commands issuable from server like #weather los angeles, #calc 5+5, #dictionary sauerbraten
- automatic map sending with lightmaps included
- instagib-based gameplay on maps sent from server (client doesn't need to /get or /save)
- accurate geoip location with geolite city
- modify server-init.cfg variables while server is live with #reloadconfig
- change servername, password, add banner messages, all while server is up
- add authkeys from server or reload them from users.cfg (without restart)
- invisible admin ^.^
- and many other features

URL https://github.com/deathstar/QServCollect
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Files: https://github.com/deathstar/QServCollect/wiki/Changelog-&-Todolist / https://github.com/deathstar/QServCollect /

(4264) Home ~ lenin.st

KATZ_2142 | 2016-09-06 23:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Creative Commons (BY)
Blurb lenin.st
Screenshot
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Detailed description

Sorry for not writing in english, i dont really have motivation and time for it...
Почти два года я работал над этой картой и хотел сделать что то действительно стоящее. Я патылся найти напарника для помощи но никто так и не откликнулся. Затем я и вовсе отбился от рук и через силу доделал карту, но понял что получился полный шлак и я потратил два года своей жизни впустую... В общем игру я уже давно бросил но карту как то жаль немного, ведь столько времени ушло на ее создание, надеюсь вы найдете ей хорошее применение.

English translantion
For almost two years I worked on this map and wanted to do something really worthwhile . I patylsya find a partner to help but no one responded . Then I and all got out of hand , and through the force completed the map, but I realized that turned full slag and I spent two years of his life in vain ... In general, the game I have long been cast as the map but then a little sorry , because so much time was spent on it creating, I hope you will find it to good use.

Map file ZIP - WinRAR.zip (928.56 KB)
URL http://dropmefiles.com/yFsZ6
Rating
13
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 (2 votes)
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Files: 42134.png / -zip---winrar.zip / http://dropmefiles.com/yFsZ6 /

(4263) Home ~ zdm2 : Manila

Zoocata | 2016-08-19 06:04

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Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Oldschool styled DM map
Screenshot
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Detailed description

Please download the URL instead of the mapfile hosted here on Quadro! The file is too big for quad (4MB, quad only supports 2MB) and the zip hosted here is just a text file telling you to download the URL.

Deep within the walls of concrete and beneath the sea of people that inhabit the city, this arena waits for its contenders.

Built for FFA and/or efficiency (also has regen bases)

4 Grenades
2 Riflerounds
2 Rockets
3 Shells
3 Bullets
9 Health
1 GA
1 YA
1 HB

Lights by Chaseter with edits by yours truly.

Updated 10/4/2016
- Moved teleport and corresponding teledest back a few cubes
- Playerstart changes
- Detailing
- Minor lighting changes
- Minor base changes
- bug fixes

Updated 8/28/2016
- Lighting revamp by Chaseter (big thanks!). I took the liberty of changing some things to make it generally brighter by adding some more lights around the map and messing with sky/sunlight vars.
- Changed skybox
- Heightened roof in center so you don't bump your head when jumping off the stairs.
- Finished texturing the outsides of the map, finished detailing outer rim of the map and skytextured the edges. Wrapped it in a nice little bow.
- Minor pickup changes
- Water changes
- Changed jumppad position and strength
- Minor texture changes
- Changed the name of the map to be simpler and without "-"
- Updated picture and .txt credits

Map file zdm-placebo.zip (260 bytes)
URL puu.sh/rxfgo/c3593c74e7.zip
Rating
7
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 (1 vote)
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Files: zdm2_quad.jpg / zdm-placebo.zip / http://puu.sh/rxfgo/c3593c74e7.zip /

(4262) Home ~ TristamK's Race MapsPack UPDATE 6 - 123 maps

TristamK | 2016-07-28 12:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Large (9-15) | Creative Commons (BY-SA)
Blurb UPDATE 6 - New race movie and maps pack 126 maps
Screenshot
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Detailed description

NEW VIDEO RACE MOVIE https://youtu.be/JahZbvL9Aic
Second https://www.youtube.com/watch?v=j8awbs2Dl4U
First race movie https://youtu.be/ZYaL7QANmdc

All maps stored here licenced under the CC-BY-SA v4.0

Statistics on file at the time of September 10, 2016

Downloaded: 66+31+15 = 112 раз
Views: 97+4+34 = 135 раз

UPDATE 4

After many hours of work the biggest update for this race maps pack is done. 46 new maps a ready to be tested by players of Sauerbraten. Some of you will go through all of them. Some of you stop at half. Some, to my deepest regret, will not pass a single one. But I’m sure that these maps will give you a lot of new emotions. In fact, most of these maps will be difficult to pass. Part of them is an experiment. Some of them are transferred from other games. And other maps better not to show people in Cube 2 at all XD. But like Cooper say “There are some true beauties in it!” so you should try some of them.
Despite the reduced quality by YouTube and some my errors in demos “Procursu” as a race movie should be pleasant to watch.
Link for maps pack is stored in the description. Just unpack them and play. Maps will be uploaded to the race servers ASAP.

URL https://yadi.sk/d/yn5tlz6meG1goA
Rating
10
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Files: 1.jpg / https://yadi.sk/d/yn5tlz6meG1goA /

(4261) Home ~ Siege

Fatality | 2016-06-10 00:41

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Blurb A high action CTF map
Screenshot
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Detailed description

-- Edit 1 --
Extended the map just a bit. Added to the layout. Changed plain boxes to more artistic shapes. Changed solid gray fog to a blueish color.

This is a CTF map with gameplay close to the maps "face-capture" and "capture_night". It is a pretty small and camper-heavy map. It's not my proudest work, but I couldn't pass on the idea when it came to me. Enjoy :)

Map file siege.zip (1.03 MB)
Rating
8
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Files: siege.jpg / siege.zip /

(4260) Home ~ rkc2 and Fallen

Fatality | 2016-05-19 23:35

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Cube 2 (Sauerbraten) | Release | Alpha | CTF | Medium (5-8) | Creative Commons (BY-SA)
Blurb A two-pack of a Capture map and a CTF map
Screenshot
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Detailed description

--- Edit 1 ---
Some layout changes.

This project started as a capture map (Fallen), but then was flipped and mirrored to suit CTF gameplay (rkc2). Both versions are included in the zip. Feedback is welcome, enjoy.

Map file rkc2-fallen.zip (5.62 MB)
Rating
19
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Files: rkc2.2.png / rkc2-fallen.zip /

(4259) Home ~ Making a Come back with an Offical Twitch Channel by LR7

LandRiders7th | 2016-05-10 23:14

Cube 2 (Sauerbraten) | News

Hey guys this is LR7 here

For those that don't know me

Its been a long time since I came to this site and cube due to life out site of the internet keeping me busy.
I have so much to talk about but this post here isn't enough to say it all.

There's been some decisions about hosting a streaming site, so far i haven't found anyone that has done streaming about SauerBraten that I'm aware of so I'll be the first to do this on twitch (correct me if I'm wrong) in which I'll show casing content like:

Technology/OpenSource/Software/Hardware/Music/Arts/Traveling/Deepwebs/Explorations/LifesMysteries/Stories/

And anything Cube related of course. Even more.....

while streaming my desktop or most likely playing Cube 2 Sauer Braten most of the time.

The game I started playing 6 years ago, building a Ship in which I hope to not only make a come back again. Also to complete it during my streams over time and later build something new. who knows maybe you guys can get your work or self's featured.

As always your more than free to send in some of your work to help out in the development of The ship

I'm not sure how this will go so I'll give it a try later this summer. If it works out then maybe I may expand to new horizons.

Don't forget to Like/Follow my page/Channel for more updates coming this summer

https://www.twitch.tv/landriders7th

https://www.facebook.com/landriders7th

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Files: none

(4258) Home ~ Forums ~ Content Creation ~ Single Player Map Making

johnno56 | 2016-02-28 06:27

Content Creation

My grandson's spotted 'Sauerbraten' and were keen to play.

I have had 'Sauer' installed for a long time and dabble in simple map making. There are a LOT of tutorials 'out there'. So many, in fact, that's it's quite difficult to pick which one.

Can someone recommend a tutorial, document or video, on how to design and build, a simple single player game?

I realize that my request is very broad, but I need to know, how to build a level from start to finish. Some areas that I need help with: Creating landscape (hills etc). Creating shapes like cylinders, pyramids, spheres. Oh and lighting.

I would appreciate any references to books, documents, videos etc.

Thank you.

J

ps: Can 3D models be imported. If so, how?

Making games using Cube 2 ›

Rating
18
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Files: none

(4257) Home ~ Venice 2

Cooper | 2016-02-12 07:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Creative Commons (BY)
Blurb A remake of GARCiA's venice.
Screenshot
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Detailed description

I made a remake of GARCiA's famous venice.

Video: https://www.youtube.com/watch?v=Qnz_J4YwcDA&feature=youtu.be

I tried to avoid any changes affecting the gameplay and gameflow. For that I tried to keep the height of railings, the height of the bridges and stuff like that.
Since venice was successful the way it was, I also kept windows not accessible, all kind of things you get stucked on etc., although many suggested changing things. The only area I modified is the big pier, I made the roof of the small building accessible and added some goods along the pier.

I started doing was noclipping doorframes but then I got unsure. Would players like to have the doorframes noclipped? Would they like to have anything changed at all concerning clipping?

Thanks SomeDude for bug fixing and help. We added new waypoints for bots.

Map file venice2.zip (2.03 MB)
Rating
59
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 (7 votes)
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Files: titlepic.jpg / venice2.zip /

(4256) Home ~ Forums ~ General Discussion ~ Is there a way to export Cube 2 engine maps to other 3-D programs?

Mmeaninglez | 2016-01-23 19:35

General Discussion

Based on a conversation with a college professor (who has made abstract artwork by exporting Minecraft maps to 3D editors) I would like to try the same thing with Cube 2 maps. Is this at all possible? I don't care about texturinging, just getting geometry as an .obj file or something.

‹ International Sauer Mapping Community - best discord server for mappers Commandment Revival? ›

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Files: none

(4255) Home ~ Tatooine CTF

nopnotme | 2016-01-07 03:12

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Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Star Wars inspired ctf map (:
Screenshot
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Detailed description

Made for: Cube 2: Sauerbraten
Map Title:Tatooine
Author(s): HeWho, nopnotme, Doom32, & sheik
Build Time: 42.0 Hrs+
Version: Release
Current Release Date: Wednesday, January 6th, 2016
Custom Texture/Skybox Authors:
Suggested Game Modes:
ectf
ictf
ctf
ffa
insta
effic
////////////////////////////////////////////////////////////////
About the Map:

Inspired by the new Star Wars VII enjoy.
(No spoilers included dont worry)
////////////////////////////////////////////////////////////////
Special Thanks:

Great great thanks to HeWho to keep the motivation for this map going and kept us on track ^^.
Also thanks to Jumper to consistently bug us to keep the map snazzy and exciting.
Thank you to Doom32 for coming in and helping w lots of the terrain and sheik for the sexy falcon / clipping / entdrops.
Lastly thanks to nitro, swatllama, Mirage, and Ardelico.
////////////////////////////////////////////////////////////////
Versions:
Alpha 1/6/15

******** Update 1/8/15
-added railings around holes and made into pools to make more realistic
-trim around edges of the bases
-adjusted some jumps to make flag runs faster/easier
-adjusted clipping/noclipping
-bug fixes

******** Update 1/9/15
-adjusted lighting
-adjusted flow/movement elements to make some jumps more accessible for all players regardless of skill
-added some crates
-fixed texture and geometry errors
-added TIE-Fighter
-adjusted clip/no clip to prevent glitching

////////////////////////////////////////////////////////////////
License:

This work is licensed under a Creative Commons
Attribution-NonCommercial-ShareAlike 3.0 Unported License.

http://creativecommons.org/licenses/by-nc-sa/3.0/

Map file tatooine.zip (4.91 MB)
Rating
64
points
 (8 votes)
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Files: tatooine_quad_ss.jpg / tatooine.zip /

(4254) Home ~ zketches

zombie-apocalypse | 2016-01-01 20:16

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Cube 2 (Sauerbraten) | Release | Conceptual | Superscalar | Various Licenses
Blurb And now to something completely different... :D
Screenshot
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Detailed description


A sketch is a quick drawing, or a draft of an idea
/gridpower 3 is a convenient cube size to sit on
/gridpower 4 is the height of the average Ironsnout
/gridpower 5 is the smallest size to build here! :D



When making maps with a 100 people, one good way to keep things
organized are predetermined spots for new players to make their own.

An inexperienced mapper will be happy for some guide and playable map
in one, and an expert might equally be glad to have enough own space
to get a quick start to make their dreams come true!

Also, a decent layout with big grids (low poly) everywhere provides
a fast, fun map for everybody! :D

If you like the idea, it'd be awesome if you would come up with
a sketch / map idea with a large crowd of people in mind!

Btw, I'm not fixed on the term sketches, if anyone has a better
idea please let me know! :D

I'd like to dedicate these sketches to my amazing sauerbraten friends,
some of the most talented and creative people I've ever met in my life.

love, meow! =)

P.S.: for the actual MMO maps / ideas behind these sketches please see:
zade-forever : I. zombie-apocalypse-dead-end (city: homes for 100 people)
zack : III. zombie-apocalypse-creepy-killinggrounds (industry: 10 bosses employ 10 workers each)
zaca : IV. zombie-apocalypse-carnage-aquatic (deep sea shelter: for last 400 zombie apocalypse survivors)
cc0 : cube corp (company: cubicle or favela (36/48))


Sketch tips! (+ how-to)

1. Map direction
The tiny red cube on the bottom right corner of a selection points _south-east_. If you want to stitch sketches together one day, having directions in mind is key, as you can't rotate all textures and entities so easily.

2. /allfaces 1 first
Cutting into grass gets you dirt, blowing a hole into a wallpaper brings out the bricks in the wall, etc :D The cube-engine is pretty special in 3D terms as in a way it can consider what something is made off. Maybe one day entire maps are destructible, and you're set for the future! :D Looks much better too, and a lot more solid.

3. /gridpower 5 +
Building and using material and textures only in /gridpower 5 and bigger (without /vcommands) on a map sized 11 makes it possible to rescale everything into a /gridpower 6 sized micromap laters. Which then can easily be delivered inside other maps, as an add-on or easteregg so to speak. :D

4. Walls stay outside
Building the walls around the insides - means: a corner is 3 from the outside resized /gridpower 5 + cubes, that are built around the 4th, inside cube, which itself is resized from below, thus making it the ceiling of said inside, as well as the floor of the storey above! O.o ... o.O .... JUST HAVE A LOOK AT THE MAPS WILLL YA!!! xOO *pant*
This will keep your low-poly layout almost indestructible, as editing inside a house with tiny grid may only affect the ceiling(upper floor), and has little to no effect on the walls (unless they're edited, ofc o.O)


Step it up another notch! 0.0 (#advancedmode)

* 5. Everything by foot
Trying to make every spot on the map accessible by foot, best without jumppads or teleports (hard: without pistol - nightmare: no jumping allowed!:D) makes the map more accessible and fun for everyone, especially explorers without edit-privileges!

* 6. Big dreams on a small budget
16.000 cubes max ( in /newmap 11 ). No more than 32.000 for /newmap 12, 64k at 13, and so on, in increasing difficulty... :D

* 7. The empress/emperors new clothes
You heard it! 0.o A beautiful, free map shouldn't look too naked around the cubes! o.O Why not deliver a whole new free texture-set with it? :D www.gimp.org could make it happen!! xO

* 8. Models, Inc.
Why not add free new map-models, while we're at it? :D (e.g. with blender.org - examples: blenderartists.org) - Possibly even rigged and animated? ;D


Licenses:
zade-forever.ogz: CC0 1.0 Universal
zack.ogz: all my work on it is CC0 1.0 Universal. I practically left almost no cube of the original unturned, only most of the church was made by Pob, and some of the shipyard like the girders and roof by I.g.(.. I could redo these if needed. Everything else is a new /gp 5 sketch of the works of Applejack, DarkCat, DeadGioGee, Doko, Fe, I.g.(,, Jaquellz, Lolithia, Mephisto, Misan, Snowy, TK?, ???
zaca.ogz: CC0 1.0 Universal
cc0.ogz: CC0 1.0 Universal


CC0 1.0 Universal Disclaimer:
To the extent possible under law, meow has dedicated all his copyright and related or neighboring rights to his work on zade-forever.ogz, zack.ogz, zaca.ogz & cc0.ogz to the public domain worldwide. This software is distributed without any warranty. ( https://creativecommons.org/publicdomain/zero/1.0 or zketches-CC0.txt )

Map file zketches_(2017-03-26_18-32).zip (1008.94 KB)
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Files: zketches.jpg / http://www.quadropolis.us/node/3716 / zketches_(2017-03-26_18-32).zip /

(4253) Home ~ The Lost Chapters

zombie-apocalypse | 2015-12-31 22:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Large (9-15) | Other License
Blurb tales of the past! :D
Screenshot
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Detailed description

before this turbulent year comes to a pass, I wanted to share some great old memories, to good to be forgotten.
2 big maps are among them, one of which is a brandnew zombie-map, on the brink of total MMO invasion!!
Once more, all were free for everyone to join and utter newbies mapped next to the very best! :D
And who knows, maybe they will again, someday? =)

but for now, let's just call them:




THE LOST CHAPTERS
(about in order of appearance)




Abandoned City
Abandoned-City.ogz

The crews training-city. A fast paced intermezzo of a mess with a be-your-own-high-speed-train o.O (broken since collect =/). Zades train was built here and it had a train-by-diner. train train. :D No spec and no editmute, go figure... xD
Latest version is lost, would be nice if someone had it! :D

The Green Hell
thegreenhell.ogz

A fun, ugly interlude to our coop sessions. No map drew more people with /sendto all and -~+. reverting to last backup! xD +~-

Mountain Ville
mountain-ville.ogz

Spy-HQ, first-class villa, future cube-corp equipment and a criminal vibe all over the place. Need I say more? :D

Your Farm!
Your-Farm!.ogz

The name says all: Your a farm in this one!! xOOO

Zombie Apocalypse - Chapter III : The Creepy Killinggrounds
zack-LAYOUT.ogz

A lot can be said about ZACK. Most of all, he's a terrific guy. Many of the best mappers out there still didn't hold back bending him in every which direction, though. o.O
(10 employers leading 10 workers each was the idea. The layout is mostly done, and ZACK certainly deserves a node of his own... but will he ever?! DUNN DUNN DUNNNN)

Tristram
Tristram.ogz

Trying to rebuild the Diablo 1 village as 1:1 as possible O.o By a very laborious Fe (99%) & a rather tired cat (0,5%, most of which amounted to inhabiting the nacho chair and/or overseer-tower! :D). My apologies... =/ Oh yeah, and the infamous AK 47-vehementi was born here! (by Snowy!) :D

Untitled Prison Map
UntitledPrisonMap.ogz

Far out in the ocean lies a high security prison, for the worst mapping criminals unable to map in /gridpower 5 and bigger!
Well actually, they're the ones mapping on sunny detail island while the poor cats have to slave away in unbearable heat, in the middle of the ocean. -.-
Anyway... xD Add 80 inmates, 20 guards, very few space and you got yourself the newest layout of the zombie-crew.
But behold! Democracy! The plan was to have a vote-island to vote for name, tagline, prison- and guard-tower models, and so on, by everyone who participated. Naming suggestions so far are:
- Alcatraz Island (no tagline)
- Jailbroke: dedicated to all in, and afraid of, prison. In whatever form, fear or flavor it may come.
- TheAlwaysUnifnishedPrison: welcome to this prison, in which will never be fully developed.

Castello del spooky di mare!
spooky-sea-castle.ogz

Or something like that. My french isn't what it used to be. O.o Something about a wiener schnitzel or something. Don't ask me!! xOO

MICROCITY
MICROCITY.ogz

Another disastrous attempt in forcing people to want to map in /gridpower 5+ to spawn more and better layouts for unlaggy 100+ player MMO maps! :D And our last project so far...

License?
All maps were built on public servers, and as always were free for everyone to join, /getmap, participate, etc, and all the things were made on or especially for them.
But there were hardly ever talks about licensing, as many considered it too much of a hassle. I hope it's ok to publish them as-is, just like they've been up on the servers for countless hours (I've dedusted them to remove most of the grief for you :D)
I didn't know if I should credit everyone yet, maybe someone doesn't want to be mentioned, please let me know. And if you want something changed, removed or more/less credit, as always: please just drop us a note. :D
All copyright and trademarks belong to their respective holders, ofc =) And as far as I'm concerned, all my own work on them is under CC0 1.0 Universal.

This shall also be a shoutout to all my old friends, and to try to get UPM and ZACK the freedom they deserve! :D

love, meow! =)

Map file zalc.zip (1.99 MB)
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Files: zalc-480.jpg / http://creativecommons.org/publicdomain/zero/1.0 / zalc.zip /

(4252) Home ~ Legacy

Fatality | 2015-12-27 22:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb A small duel map
Screenshot
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Detailed description

A small duel map designed for effic 1v1s. The layout was inspired by Redon's "Memento", with plenty of variety and a focus on skillful movement.

Map file legacy.zip (1.14 MB)
Rating
25
points
 (3 votes)
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Files: legacyquad.jpg / legacy.zip /

(4250) Home ~ Killcore 3 Revamp v1.6 (Incomplete)

KI113R | 2015-11-21 19:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Large (9-15) | Creative Commons (BY-SA)
Blurb Over the last year Killcore 3 has seen some major updates. Download and rate.
Screenshot
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Detailed description

*Update 1/2/16
It is still growing. As is the WTR. Sorry. I will learn my lesson eventually. Check it out. You will like it ;)

When the map was originally released there was plans to make it larger and a little less mirrored than it was. Over the last year I have been slowly working on Killcore 3 to bring some modern Sauerbraten flare to it. I have always been good about doing something never before done in Sauer (First "Sauer realistic" waterfall as seen in Alloy) And although this map is old, I think you will notice that I have tried my hardest to push the envelope.

As far as I know the terrain concept in this map has not been done before. Its a little weird and hard to get used to but I assure you, it will grow on you.

Please download, enjoy and rate the map. I know it still needs a lot, I am working on it ;)

Thank you!

Map file killcore3_3.zip (7.64 MB)
Rating
26
points
 (3 votes)
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Files: capture2.jpg / killcore3_3.zip /

(4249) Home ~ Rival

Chasester_aka_you | 2015-11-03 19:25

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Cube 2 (Tesseract) | Release | Conceptual | Source mod | Windows | Beerware License
Blurb Script based game engine
Screenshot
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Detailed description

This is a tesseract mod I have spent a few months on, It incorporates Bullet physics, Angel Script, and a new script based dynamic entity system.
To see more follow the link. This is still in the pre pre pre alpha state, and is more at a conceptual point.

chasester

Mod file rival_loga_backgroun.jpg (39.05 KB)
URL http://tesseract.gg/forum/viewtopic.php?pid=1836#p1836
Rating
32
points
 (4 votes)
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Files: rival_loga_backgroun.jpg / rival_loga_backgroun_1.jpg / http://tesseract.gg/forum/viewtopic.php?pid=1836#p1836 /

(4247) Home ~ Forums ~ Help and Support ~ Importing Blender models into Sauerbraten

DaftDecker | 2015-10-18 22:13

Help and Support

Searched around and I couldn't find any tutorials on how to do it. Help would be appreciated.

‹ Hosting a Server - The Basics New Release ›

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0
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Files: none

(4246) Home ~ Boognish Race Map Pack

Boognish | 2015-09-23 15:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Large (9-15) | Creative Commons (BY)
Blurb Racing map pack
Screenshot
Get original file (485KB)
Detailed description

Included are 4 maps,

1. Donkey Kong Race- map themed after the Donkey Kong games. This was my first race map, and it's quite large. There are multiple pathways, which include "hard mode" (difficult jumping) and easy mode. There are also 3 hidden pathways which include rifle, rocket, and grenade trickjumping to reward those who explore the map. Also includes working barrel cannons!

2. Mario Kart- based on the first Mario Kart SNES map.

3. Spongebob Race to the Krusty Krab- Based on the Red Eclipse map I made. Race through Bikini Bottom scenery, and avoid the hooks! Also has an invisible-boatmobile driving section.

4. Plane Race- Race across flying stuntplanes.

Special thanks: Terence and Temax. Check out their servers, Racing Xtreme and Easy Race.
http://sauer-racing.tk/

Map file boognishracemappack.zip (5.23 MB)
URL mappinghell.net
Rating
50
points
 (5 votes)
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Files: racemappack.png / boognishracemappack.zip / http://mappinghell.net/ /

(4245) Home ~ Bran 2.01

Pyccna | 2015-09-22 23:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb A FFA/TDM/CTF Map
Screenshot
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Detailed description

I'M BACK

Bran is a symmetrical Vampyric/Gothic-themed FFA/TDM/CTF/Capture map.

Entities:
Bullets: 21
Grenades: 19
Rockets: 15
Shells: 22
Cartridges: 12
Riflerounds: 35
Health: 33
Healthboost: 0
Yellowarmour: 2
Greenarmour: 2
Quaddamage: 1
Playerstart: 62

Changelog:
9/23/15:
Adjusted layout- widened archways, added two corridors leading from the each rear battlement to the main halls (two in the rear, two on the sides), widened outer castle walls, removed several crates from the courtyards to rebalance flow, lower hallway now leads to a stairway junction instead of connecting with other tunnel side
Revised bases- removed central lower tunnel base, added two bases in stairway junctions
Revised Health- removed central lower tunnel health, added two health on each side of lower tunnel on each portcullis
9/26/2015
Enlarged the walkways on top of the inner walls
Walled off one of two passageways between the outer walls to eliminate the 15 second flag capture time, instead you must traverse the inner & outer walls.
11/26/2015
Enlarged courtyard arches
Removed courtyard ladders & opened two sets of doors for a zig-zag pattern.
Added a third outer wall access staircase in the courtyards with closed doors
Moved flags
11/27/2015
Changed several features to save WTR
Added a second overhead passageway into the main halls, accessible from the inner spiral staircases in the courtyards
7/2/2016
Redesigned entire map. Map now utilizes full space & better CTF mechanics between bases. Most small spiral staircases removed. Most doorways & walkways enlarged. Removed unnecessary clutter. Converted lower flooded chamber to lava put with bridge.
7/24/2016
Changed the low central room from a single bridge to an "S"-shaped walkway around the room for better CTF balance, hanging cages & chains have clipping to make rifle/rocket-jumping through this room difficult, but not impossible. Added jumppads to the outer walls for less dead space & for an extra area of travel during CTF. Added two connecting tunnels from the large spiral staircases for better flow. Added a connection between the lower staircase areas. Fixed various clipping issues & noclipped smaller archways for easier access.

Map file bran1.zip (4 MB)
Rating
31
points
 (4 votes)
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Files: bran1.png / bran1.zip /

(4244) Home ~ Colony 09 - by Zoocata

Zoocata | 2015-09-21 06:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb fast paced, action packed duel map
Screenshot
Get original file (543KB)
Detailed description

I've been working on this map for a couple weeks now and it's turned out to be really fun to play. Take a look! Protip: play ffa. It might not seem like a good ffa map at first glance but it's actually very fun.

You will need the pk02 texture pack. You can get it here: http://quadropolis.us/node/3163

Thanks so much!

Update 9/30/15:

-Widened outer teleport room
-Changed jumppad velocities
-Added greenarmour
-minor pickup adjustments
-added many details
-added custom textures to replace the ugly globe texture
-minor texturing changes
-lighting changes
-new screenshot
-------------------------------------------------------------------------------------------------------------
Update 10/27/15:

-Put a platform in tele room
-Moved teledest up to platform
-Moved greenarmour to platform
-Changed wall jumppad to be more obvious and prettier
-Details, textures, trim, etc
-Redid lighting
-Tweaked skybox settings
-Minor pickup changes
-Bug fixes
-Changed screenshot
-Edited colony.txt to include recent contributions
-------------------------------------------------------------------------------------------------------------
Update 5/29/16

-Spent SO MUCH TIME stretching, stitching and shrinking textures to help fit the map's geometry
-Widened the entire map by 1 cube
-Opened up lower corridor
-Widened certain parts of the map + misc. layout design changes
-Tons of details/decor added to solidify theme
-Trim added
-Lighting perfected
-Clipping/skytexturing perfected
-Added new sounds
-Insane amount of bugs fixed
-Updated screenshot
-Edited colony.txt to include recent contributions

Map file colony.zip (1.21 MB)
Rating
26
points
 (4 votes)
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Files: colony_quad2.png / colony.zip /

(4243) Home ~ Dichotomy

HeHeE | 2015-09-20 09:32

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Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Huge (16-32) | Creative Commons (BY)
Blurb :)
Screenshot
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Detailed description

This is a Conceptual Map, Hope you like it..

Map file Dichotomy.zip (5.33 MB)
Rating
22
points
 (3 votes)
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Files: screenshot-dich.jpg / dichotomy.zip /

(4242) Home ~ Alpha Corporation

Pritchard | 2015-09-20 06:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Included (SVN) | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A moderate sized map suitable for both FFA and CTF/Teamplay gamemodes.
Screenshot
Get original file (79KB)
Detailed description

Alpha Corporation by Pritchard - Release build 20/9/15

This is the "release" build of Alphacorp that is included in the latest Tesseract SVN versions, packaged up here so that I had something to attach to this Quadropolis node. A better way to get the map is probably to download the latest nightly SVN version at: http://mappinghell.net/tesseract/tesseract-nightly.zip

Anyway, I hope you enjoy playing this map! It's definitely the longest I've ever worked on a single map, with work first starting over a year ago. Of course, I wasn't working for a solid year, but it still has taken a really long time!
The map works in all modes, although you need the latest SVN of Tesseract for it to function properly in teamplay, and take advantage of fancy graphical features like volumetric lighting! Also, this isn't a small map, although it is pretty compact. I would recommend at least 6 or 8 players minimum if you want to have a good time with this map, otherwise it can be hard to find each other.

Although the map is already in the game, if you do notice any errors feel free to let me know, i'll try and get fixes included as soon as I can. Thanks, and have fun!

Oh, and here's an imgur album with a bunch of 1080p screenshots: http://imgur.com/a/tbr3j

Map file alphacorp_release.zip (7.48 MB)
URL http://mappinghell.net/tesseract/tesseract-nightly.zip
Rating
7
points
 (1 vote)
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Files: alphacorp.png / alphacorp_release.zip / http://mappinghell.net/tesseract/tesseract-nightly.zip /

(4241) Home ~ sauerowalk

rabe | 2015-08-31 09:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb sauerowalk by rabe (2015) - [original map aerowalk for quake by preacher/hubster]
Screenshot
Get original file (60KB)
Detailed description

sauerowalk by rabe (2015) - [original map aerowalk for quake by preacher/hubster]

installation:
- copy the content of the base folder in this zip to the base folder in your user directory
- install the e6-texturepack (http://quadropolis.us/node/2778, version: 25th Sept. 2012)
- install the e7-texturepack (http://quadropolis.us/node/2790, version: 23th Sept. 2012)

credits:
- preacher and hubster for the map
- evillair for the textures
- all mappers and players, who gave me feedback

contact:
- pm rabe at quadropolis.us or sauerworld.net

Map file sauerowalk.zip (2.89 MB)
Rating
35
points
 (4 votes)
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Files: sauerowalk_640_480.jpg / sauerowalk.zip /

(4240) Home ~ HDM3 - FFA

Halbgar | 2015-08-25 10:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb HDM3 - Sci-Fi Deathmatch using eX textures by Yves Allaire
Screenshot
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Detailed description

A small map for deathmatches. I tried to make the most out of Yves Allaire's beautiful eX textures.
I am still not fully statisfied with the lighting, maybe I will work on that in the future.
Screenshot was created in a rush, don't judge too early :-).

You are going to need Yves Allaire's eX textures to play this map. You can find them here -> http://quadropolis.us/node/2792
Please take a good look and consider rating and/or giving me feedback in the comments.

26/08/15: Fixed the texture error. Thanks to rabe for noticing.

Thanks to Yves Allaire and Suicizer, who made the textures useable ingame.

Map file hdm3.zip (1.24 MB)
Rating
20
points
 (3 votes)
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Files: screenshot_1.png / hdm3.zip /

(4239) Home ~ Forums ~ General Discussion ~ Commandment Revival?

Zoocata | 2015-08-20 16:14

General Discussion

Our beloved and holy Commandments of Quadropolis have been looked over considerably over the past few years. I understand that they're super old and outdated (and therefore defunct) but with the recent surge of gimmick maps and half-assed content, I feel as if our admins should review and republish them.

Here are my suggested changes:

*** "[" and "]" will represent strikethroughs as that is not a supported HTML tag. ***

I: Thou shall not infringe on copyrights.
II: Thou shall not make gimmick maps.
III: Thou shall not post a map that took less than [12] 7 hours to complete on Quadropolis. <- mapmaking time has significantly decreased due to gameplay/editing system changes.
[IV: Thou shall not use the clip/noclip materials in thine first three maps.]
V: Thou shalt not capitalize file names.
VI: Honor thy [Aardappel] and Eihrul <- rip aard
[VII: Thou shall not create spawn points facing a wall. This includes both monsters and playerstarts.] does this really need to be a guideline?
[VIII: Thou shall not use the smallest grid size to create an entire map.] Still true, but not relevant (remember these are from 2006)
[IX: Thou shalt not touch the lighterror variable. Ever. I will break the face of anyone who does.]
[X: Thou shalt not be a douche bag on public servers.] <-- Irrelevant from Quadropolis

Suggested added commandments:
Thou shall always refer to the packaging guide before uploading content.
Thou shall take criticism seriously. Be respectful and don't suffer from the Dunning-Kruger effect.
Thou shall NOT POST GIMMICK MAPS!!! This now includes race maps, joke maps, hide and seek maps, etc.
Thou shall refer to the Commandments before uploading content.
Thou shall only upload content you think could be useful ingame.

Thoughts?

‹ Is there a way to export Cube 2 engine maps to other 3-D programs? Glitch: No Death ›

Rating
0
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Files: none

(4238) Home ~ Escape_race

Extr3m3 | 2015-08-19 07:35

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Cube 2 (Sauerbraten) | Release | Beta | Singleplayer | Creative Commons (BY)
Blurb my first map! :D (made in Japan :P)
Screenshot
Get original file (392KB)
Detailed description

Hello! こんにちわ! :D
I'm Japanese student. (So, I can speak English a little)
This map is racing map for Singleplayer! (It can not be a large number of people. :P)

Story...
You are trapped in bad people, it had been something of experiment.
But one day, a system error occurred.
You became free!
...Can you escape from Laboratory?
(It is almost Google Translation... xP)

Come enjoy please.
Have fun :D

Map file Escape_race.zip (1.72 MB)
Rating
20
points
 (3 votes)
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Files: screenshot_169465.png / escape_race.zip /

(4237) Home ~ fdm6

Fatality | 2015-08-19 05:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Insta 1v1
Screenshot
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Detailed description

--- Edit 1 ---
Changed some of the pickups. Some layout changes.

This is a small 1v1 map most suited for insta gameplay. It uses a unique feature - one way alpha-walls. This gives whoever is standing behind them an advantage. The box in the middle cancels the effect, allowing you to then see through the other side as well, allowing for slightly more strategic gameplay.

Map file fdm6.zip (837.46 KB)
Rating
55
points
 (7 votes)
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Files: fdm6.jpg / fdm6.zip /

(4236) Home ~ Forums ~ General Discussion ~ Glitch: No Death

kddekadenz | 2015-08-07 12:57

General Discussion

I just found a glitch by circumstance.
If you put "edittoggle" in your map cfg, so that it is executed when the map is loaded, you can't die.
You also can't pick up ammo.

It seems that it makes you be somewhere in between normal and edit-mode for the engine.
Fun to fool around with c:

‹ Commandment Revival? The icon of Quadropolis ›

Rating
0
points
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Attachment Size
screenshot_729450.jpg 141.21 KB
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Files: none

(4235) Home ~ Weapon Sensitivity Script

Ardelico | 2015-08-05 18:06

Cube 2 (Sauerbraten) | Release | Stable | Gameplay | Mapping | Menus | Beerware License
Blurb A script that modifies sensitivity to your custom settings when holding/attacking a/with specific weapon.
Detailed description

Weapon sensitivity script - modifies sensitivity to your custom settings.

Shotgun: sensitivity is modified while holding

Chaingun: sensitivity is modified while attacking

Rockets: sensitivity is modified while attacking

Rifle: sensitivity is modified while holding

Grenades: sensitivity is modified while attacking

INSTRUCTIONS FOR INSTALLATION:
Step 1: copy paste script to AUTOEXEC.CFG
Step 2: open game, since it will be your first time exec script: type /resetsensitivity
Step 3: click "weapon sensitivity.." which should be in main menu.
Step 4: set custom sensitivity for each weapon
Step 5: ???
Step 6: kick ass

Side note: whoever posted the createine command, I'd appreciate a re-post because I cannot figure it out.

Pictures:
1: http://i.imgur.com/SM9TnNL.png
2: http://i.imgur.com/LBFjYxk.png

Update 1:
removed a bunch of guibars so everything fit in one tab.
added missing default sensitivity field
http://i.imgur.com/Fe5AeOz.png

Preview
// Config script
// rifle
riflesensitivity = [
sleep 50 [
if (= (getweapon) 4) [
sensitivity $risensitivity
]
] riflesensitivity
]
riflesensitivity

// and like many more of those

Config file wepsens.cfg (3.86 KB)
Rating
7
points
 (1 vote)
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Files: wepsens.cfg /

(4234) Home ~ Basic crosshairs

Drarrhat | 2015-07-27 00:00

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Cube 2 (Sauerbraten) | Red Eclipse | Release | Artistic | Creative Commons (BY)
Blurb Extremely small, high contrast crosshairs.
Screenshot
Get original file (2KB)
Detailed description

These are the crosshairs I use, I wanted them to be easy to see while blocking as little as possible. For some reason the engine makes them slightly blurry, so I had to add a few things to the autoexec to fix it. Also, you might have to figure out a crosshair size that doesn't mess up the shape.
1024x768 - best crosshair size is 29
1280x768 - size 23
1366x768 - size 22

Map file Basic crosshairs.zip (21.95 KB)
Rating
25
points
 (3 votes)
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Files: basic-crosshairs.png / basic-crosshairs.zip /

(4233) Home ~ Antel

Ardelico | 2015-07-24 04:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Small (1-4) | Beerware License
*
*
Starred Content
Blurb Desert/Rock Style FFA Map
Screenshot
Get original file (605KB)
Detailed description

I don't care much for my other maps.. This is the only one worth uploading (again.)

Info:
54kwtr
4 shells
3 bullets
3 rockets
4 rifles
3 nades
3 healths
1 ga
1 ya

Update 1: fixed the node cause I missed like, everything, last night.
-map size
-game
-dev version
-map version
-license
fixed

Map file antel.zip (3.82 MB)
Rating
52
points
 (7 votes)
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Files: vhbwxq8.png / antel.zip /

(4231) Home ~ Cube 2: Sauerbraten "Collect Edition"

RaZgRiZ | 2013-01-05 13:33

Cube 2 (Sauerbraten) | News
*
*
Starred Content

Hello ladies and gentlemen, RaZgRiZ here. Since a new and awesome release, labelled "Collect Edition", of Cube 2: Sauerbraten is out, and because nobody else had a speech ready, i took the liberty of making one myself. After 2 (and a little bit more) years in development, and with a lot of people speculating that this game had be abandoned, it is here once more to prove you wrong! Featuring amazing new.. features and.. stuffs. But i assure you there's been a lot of background work done as well, in gameplay, editing, and scripting. Enough said, get on the download page NOW!

Here is the slightly shortened changelog.

reanimated Ogro (by Geartrooper) with skeletal animation so he supports vweps and ragdolls
added new MP maps: collusion, subterra, alithia, turbulence, evilness, catch22, hidden, skrdm1, bvdm_01, tumwalk, snapper_rocks, bad_moon, shiva, elegy, mill, asgard, legazzo, teahupoo, gubo, outpost, renegade, garden, hashi, simplicity, fury, mbt4, mbt9, arbana, haste, forgotten, mbt12, twinforts, kopenhagen, autumn, depot, rm5, spcr, dirtndust, masdm, sauerstruck, donya, siberia, force, nucleus, eternal_valley
added "collect", "insta collect", and "efficiency collect" game modes
new weapon sounds by Slawomir 'Q009' Blauciak
added support for directional sunlight for lightmaps
added commands for saving and pasting selected geometry
added support for up to 4 types of water, lava, and glass materials
added geometry filter modes for "editmat" command
now uses GLSL as the default rendering path when available
added support for international character sets
added support for 64-bit Windows builds
config files and maps are now saved to the 'My Games' directory on Windows
added auto-update and auto-sort options to the server browser
made server browser stay open on connect failure
server browser now displays time remaining for the match on servers
server now shows up as a system tray icon on Windows
server now loads entities directly from maps if available
server may now have multiple masters, auths, and admins at the same time
server now controls its own map rotation
server now supports configurable teamkill limits
increased pistol and grenade damage, and lengthened yellow armour spawn time
health boost and quad spawn times are no longer randomized
shortened game times to 10 minutes in all team modes
players now spawn with blue armour again in FFA
teammates are now shown on minimap
team frags are now tracked independently of player frags
in CTF the same player that dropped a flag may now pick it back up one time, but not twice in a row without a teammate picking it up in between
teamkilling the flag runner in CTF modes now disallows the teamkiller from picking up the flag
team damage no longer contributes to accuracy
gamehud and edithud may now span multiple lines
added "hidedead" var to control whether players disappear immediately once killed
added "restrictpausegame" var for controlling whether need to be admin to use pausegame during multiplayer
added "restrictdemos" var for controlling whether need to be admin to record a demo and "maxdemos"/"maxdemosize" vars for limiting the number and size of demos
movie recorder now supports larger than 1 GB files using OpenDML/AVI 2.0
added "ignore" and "unignore" commands to locally ignore chat from players
added "-g" command-line option which sets which file console output is logged to
added support for DDS DXT1/3/5 compressed skyboxes and envmaps
added simplified IK for pitch animation
added support for applying transforms to bone tags on skeletal models
revised internal geometry format to support merging cube faces into convex triangle fans instead of just rectangles
use premultiplied-alpha for grass textures to avoid darkening around grass outlines
improved model lighting that preserves contrast on unlit side
added cubescript recursion limits
added "local" command to cubescript that allows you to declare local variables
added cubescript compiler
added snow particles
"lightthreads" and "pvsthreads" vars now default to the estimated number of CPUs when set to 0
fixed lightmap blurring at lightmap borders
normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges
improved packing of lightmaps when a cube face has more than one plane
added "guispring" for creating springs inside a list

The full changelog can be found here.

Download:

Files: none

(4201) Home ~ Recent Admin Updates

skiingpenguins | 2015-07-11 03:47

Quadropolis | News

Hello,

There have been a few changes made to Quadropolis today:

- Many stale users removed (screenshots below)
- HeWho is now a moderator + 2 stars
- Q009 now 3 stars
- Max file upload size now 16 megabytes
- Max image size now 1920x1080
- Captcha/textimage re-enabled
- User registrations opened to no admin approval needed

With the last two changes, it will now be easier to grow this site as there was a VERY long backlog of blocked-but-human users. Unfortunately, they did not get emailed that their accounts have been activated. Because of the no-admin registration, a few bots may get through. Moderators will need to manage this.

Best of luck.

Attachment Size
part1.png 155.26 KB
part2.png 179.96 KB
part3.png 179.15 KB
part4.png 185.73 KB
part5.png 147.27 KB
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Files: none

(4200) Home ~ Mothership

Justin | 2015-07-10 04:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY)
Blurb A large CTF map with capture modes available
Screenshot
Get original file (73KB)
Detailed description

I've been working on this map on and off for about four and a half years now and finally decided to release it for feedback as I near completion.

A massive ship lies docked at a fuel depot lodged securely in a rock face. Arguments over fuel and resources have led the inhabitants of both stations to engage in small arms combat. Use of larger weapons would be risky with the large amount of fuel resources present.

Weapon spawns, armor placement, way-points, etc. may still need some work so keep that in mind when looking around. All constructive criticism welcome! This has been a massive undertaking and some parts of the map may appear bland or unfinished. Please note which areas bother you most.

I am also very interested to know what you think of the layout. Please note all strong points to it and where I need to improve.

Enjoy!

Map file mothership.zip (6.17 MB)
Rating
31
points
 (4 votes)
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Files: mothership_large.jpg / mothership.zip /

(4199) Home ~ rm1

HeWho | 2015-07-05 07:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb A small DM map based around idea of contrast in space and lighting, meant for teamplay, small groups, or duels.
Screenshot
Get original file (318KB)
Detailed description

This map was started by me a few years ago as a part of series of layouts. (The fact that it has rm in its name and has similar textures to my map rm5 is a coincidence, both were started at around the same time and both grew into techSoc textured maps). Last week I showed my layout and start to texturing to Nieb and the two of us worked on finishing up the details of the theme and layout. The map is set built into part of a mountain with a single entry door jammed. The remaining Ogros are left to fend for themselves amongst the limited ammo and supplies of this sandy base under a blue sky.

With the help of much play testing online, I have found that this map is well suited for teamplay of 6 players, and is also very enjoyable for insta duels. I would recommend keeping the number of players below 6, especially for insta.

Special thanks to all the people I asked for critique from on the cm|CubicMatter server, namely: Galaxie, Boxx, nopnotme, degrave, swatllama, Doko, Suicizer, Doom, Sheik, zoocata, and jangelelcary. I hope that you find that all of your criticisms have been answered sufficiently, but if not please let me know.

I view this map as a sort of upgrade to rm5 and think that it flows very well and is pleasing to play on. Please comment with all kinds of feedback, praise, concerns, or criticisms.

Thanks

NOTE: The skybox is not included and must be downloaded from skiingpenguins' website.
For installing the skybox, download 'zeus.zip' from the URL below. Then, place the skybox files in the '../Sauerbraten/package/penguins/' directory within your user/gamedata files.

Map file rm1.zip (1.49 MB)
URL http://www.freezurbern.com/#skybox
Rating
45
points
 (6 votes)
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Files: rm1_screenshot.jpg / rm1.zip / http://www.freezurbern.com/#skybox /

(4198) Home ~ Forums ~ General Discussion ~ Quadropolis down for months! Resurrected by dropping the "www."

Jorge | 2015-07-04 18:37

General Discussion

For months when I clicked my bookmark for Quadropolis, it gave me a DNS error.
In the first weeks I thought "Oh well, their server problems got more severe".
Then I thought "Seems like they shut it down. Wonder why it happened so quickly".
After some months I've been wondering why there is no discussion on sauerbraten.org.
Now I googled quadropolis.us and voila, you're still there. Just www.quadropolis.us is gone.

Having been on the interwebz for about 2 decades, I could imagine a few others being as stupid as me. So you might wanna do some forwarding of www.quadropolis.us. It might get you back a user or three.

‹ The icon of Quadropolis I have been away for years...literally. ›

Rating
19
points
 (3 votes)
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Files: none

(4197) Home ~ Averas

Fatality | 2015-07-03 01:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
Blurb CTF Map
Screenshot
Get original file (258KB)
Detailed description

This is an UNFINISHED ctf map I have been working on. It's probably my biggest project to date. It has become very overwhelming, and so I am uploading it for some feedback before I continue with it. I'm not so pleased with the ligthing. I like the dark blue ambience, but the lamps and entities seem weird to me. Also I have ran out of ideas and resorted to spamming the same "random metal plate" pattern all over. While it doesn't look so bad, I think it's a bit too spammed. I would really appreciate any help, either by feedback here, or even some work in game and posting the results!

-Fatality/sheik

Map file averas.zip (1.99 MB)
Rating
39
points
 (5 votes)
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Files: averasscreensquad.png / averas.zip /

(4196) Home ~ cm|Valley

Cooper | 2015-06-18 22:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Superscalar | Creative Commons (BY)
Blurb Clanmap of Cubic Matter
Screenshot
Get original file (521KB)
Detailed description

The so far largest and most developed clanmap of the Cubic Matter Editing Clan. (http://cubicmatter.net/forums/index.php)
No progress for years on the map so it is now uploaded unfinished but is still interesting from the artistic point of view.

Development of the map is more or less documented in this thread: http://cubicmatter.net/forums/viewtopic.php?f=8&t=30

Video of the map: https://www.youtube.com/watch?v=cF7DFyH4u8A

Started September 2010.

Map file cmvalley.zip (16.2 MB)
Rating
96
points
 (11 votes)
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Files: screenshot_6770350.png / cmvalley.zip /

(4195) Home ~ Snout's Railgun

Pyccna | 2015-06-11 00:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | Creative Commons (BY-NC)
Blurb A new Rifle Hudgun model for Ironsnout X10k playermodel
Screenshot
Get original file (169KB)
Detailed description

This is a Mod of the playermodel Ironsnout X10k's Riflerounds Hudgun.
Package includes:
Snout Riflerounds Railgun Hudgun, skinned* for ffa & teamplay**
Snout Railgun VWep***
The old directory & files are in a different location ("old" folder) in case you decide you don't want this Mod anymore... or you F it up somehow. :)

Instructions:
1: Remove or rename the following folder: C:\Program Files\Sauerbraten\packages\models\snoutx10k\hudguns\rifle
2: Simply extract the Zip folder into the root Sauerbraten directory

NOTES:
*Snout's "Hud Hands" use the default or other skin with the default filenames (snout_hands.png/dds) in the default directory- if you have different filenames (i.e. epicsuperawesomelookatmyl33tskillzhands.png) the hands will not be textured!
**If you don't like the laserpointer on the hudgun model, simply copy the files from the included "altskins" folder to the root directory to hide the laser.
***This railgun vwep model overrides the Rifle vwep for all playermodels- do not replace the vwep folder in the Sauer directory if you don't want this.

Mod file snout_railgun.zip (5.28 MB)
Rating
42
points
 (5 votes)
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Files: snoutrailgun.jpg / snout_railgun.zip /

(4194) Home ~ Asthma by Zoocata

Zoocata | 2015-05-29 08:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb Asthma - a duel map by Zoocata
Screenshot
Get original file (579KB)
Detailed description

This started as a speed build but eventually turned into a serious project due to some persuasion by friends. Hope you enjoy!

This map was designed for effic or ffa. Sauer has too many insta maps.

Map file asthma.zip (608.7 KB)
Rating
41
points
 (6 votes)
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Files: screenshot_7530395.png / asthma.zip /

(4193) Home ~ Gyro2 [Fixed files]

Mmeaninglez | 2015-05-21 17:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A ffa map that's good if your favorite gameplay is running and shooting a lot.
Screenshot
Get original file (315KB)
Detailed description

.ZIP File should actually work now :)
I'll consider some more cover in the middle, but I honestly don't think I'll get it done that quickly.

Gyro2
A remake of an early map I did that looked similar. This increased the size and added more underneath the map. The idea to launch along the legs up to the top platform was borrowed from an early version of Suicizer’s Evilness.

Well, I haven't really worked on anything in a while, but here's a map that I never got around to posting. You might see it and say "you shouldn't have bothered". But it's a fun map for screwing around, it was never intended to be super-competitive.

I originally was thinking of doing a "rejects map pack" to get out and done with the various maps I have that are finished, but not that great. But this is the only map I feel deserves to be posted of them. (though another map that was Way Too Big I might turn into a race map eventually. Anyway...)

It's nothing too complicated. Enjoy.

Also, Imgur album of more, larger pictures: http://imgur.com/a/IKgdK

Map file Gyro2.zip (829.68 KB)
Rating
14
points
 (2 votes)
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Files: gyro2-smaller.png / gyro2.zip /

(4192) Home ~ Forums ~ Content Creation ~ Making games using Cube 2

kddekadenz | 2015-05-19 22:42

Content Creation

We're working with the Lamiae engine (fork of Cube 2) to create a game about exploring a tiny, magical isle.


The Engine

Lamiae combines the intuitive map editing of Cube 2, with the beautiful shaders of Tesseract and adds on top of that powerful tools to programm games.

basically anything can be acessed trough the UI
next-gen shaders
coding language focused on creating RPGs - but can also be used for FPS and Adventures

You can try the engine out yourself here: https://github.com/hirato/lamiae (click on download zip at the right)
If you don't want to create executables for the engine yourself, download this archive (Windows 32): https://temp-share.com/f/xfrwktbomx and copy the binw32 folder into your lamiae installation.
Note that this download link is temporary.

Why use Cube 2?

The map editing is just wonderful - intuitive, quick, powerful.With the new tools Lamiae introduces it also becomes easy to add gameplay.

If you're curious, here is the page of our tiny, magical game: http://www.indiedb.com/games/isle
Explore a tiny, remote island filled with a wonderful forest and crazy characters. An adventure game for Windows and Linux.

‹ Single Player Map Making Killcore 3 Update (incomplete) ›

Rating
40
points
 (4 votes)
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Files: none

(4190) Home ~ dam

savanha | 2015-05-04 21:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Creative Commons (BY)
Blurb ctf map for public games
Screenshot
Get original file (275KB)
Detailed description

Ooi quadropolers !
It's my first upload on this site and this is my very first attempt of a playable map . Actually this map “was” playable in one of its previous version. Since then though it has been sitting in a very early stage . I swore to my self I would have finished it one day , yet that day never came .
So here I am, hoping for some holy souls to eventually take over this project from where I left it .
I'm not going to lie , there's a ton of work to be done , that's why I'm giving up on it , don't have enough patience to keep working on it , but at the very least the theme is unique ( somewhat of a dam + water depuration facility ) and It's worth it to give it a try ( adressing this to any skilled editor who's being lacking of original ideas lately).
As I said the project has been sitting for mmh probably years , recently I tried to revive it but I could only produce a little scaled layout of improved geometry of what I had in mind . I decided however to paste it within the old map in order to leave all possible help ( theme reference to be inspired and better layout ) to whoever will to get involved into this .
Thanks for giving it a look ,
good luck
sav

Map file dam2.zip (2.13 MB)
Rating
19
points
 (3 votes)
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Files: dam2.png / dam2.zip /

(4187) Home ~ Egy (Working title)

Leiche | 2015-04-13 16:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Small egyptian themed FFA map - Not finished yet
Screenshot
Get original file (377KB)
Detailed description

A collaboration between Leiche, Troja, sYNDERF, 1[Ger] and [o.W.n]Darker.

The map is in a playable (FFA and Instagib) but unfinished state.
Criticism and suggestions are welcome.

Map file egy_04_13_2015.zip (969.04 KB)
Rating
11
points
 (2 votes)
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Files: screenshot_168441.png / egy_04_13_2015.zip /

(4186) Home ~ Walkway

ZETA | 2015-04-03 18:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Small (1-4) | Creative Commons (BY)
Blurb Small CTF - not finished
Screenshot
Get original file (109KB)
Detailed description

Know that this map is missing some more routes between flags, but wasn't sure how to put them in..

More interested in feedback on lighting/textures and architecture than playability on this on to be honest.

Only made for a small no. or players on each team, have experimented with waypoints this time for bots, think its worked ok?

Map file walkway3apr.zip (444.25 KB)
Rating
9
points
 (3 votes)
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Files: walkway.jpg / walkway3apr.zip /

(4183) Home ~ Sauerworld Remake Mapping Challenge

Suicizer | 2015-03-19 13:22

Cube 2 (Sauerbraten) | News

Dear mapper,

Are you in for some more mapping action? Then sign up for the first Sauerworld Mapping Challenge: Remake a map!

For this edition, the challenge is to make your best remake of an FPS map of your choosing. The map can be from Quake, Counter Strike, or any game you can think of other than Sauer, as long as it is a remake of an already existing map. So, do you want more information? Then read on and sign up here.

You are allowed to sign up until the 28th of March 2015 0:00 GMT. Any entries which sign in after that date are still allowed to participate but can expect a penalty during the voting period.
The challenge starts on the 29th of March 2015 at 0:00 GMT and ends on the 10th of May 2015 0:00 GMT.

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Files: none

(4182) Home ~ Anticube 2

Lord Kv | 2015-03-12 14:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Release | Final Release | Singleplayer | Large (9-15) | Creative Commons (BY)
*
*
Starred Content
Blurb Interactive non-linear puzzle map for Tesseract
Screenshot
Get original file (144KB)
Detailed description

Trailer:


Anticube 2 is a puzzle map for Tesseract. You'll find yourself in an interactive, dynamic, non-euclidean world. Supported by 5000+ lines of Cubescript and GLSL code, this map will do things no other Cube 2 / Tesseract map has ever done before. Its theme and concepts are greately inspired by Antichamber and NaissanceE – great puzzle / exploration games with strong surreal atmosphere.

You can start Anticube 2 by loading the map ac2 (/map ac2). To have the best experience possible, please follow these recommendations:

- Avoid using third person camera. It can break things.
- Explore everything. There is no place from which you cannot return. There are many secrets hidden in the map.
- Use your wits rather than brute force. Observe everything.
- You don't need shooting in any way to complete the map. Don't shoot.
- You don't have to solve everything. There are 10 cubes in the map, but you only need 8 to access The Core.
- Use the SVN build of Tesseract if possible (and turn volumetric lighting on)
- This map has music. Make sure you have your music on in the settings.
- Turn your hudgun off (/hudgun 0).
- Don't swich to edit mode until you have finished the map. It will be tempting, but please resist.

Now you're good to go. Have fun!

The map uses many assets from various authors. You can see full credits in map's readme or at map's end area. Special thanks to TristamK and Fishgius for testing.

Screenshots

Update 14th March 2015
+ Added collisions for rocks
+ Added missing readme
* Cleaned up outside parts of the map
* Small fixes

Update 19th October 2015
+ Included revised scripts by RaZgRiZ
* Minor terrain improvements
* Minor bug fixes

You can now download the latest version of Anticube 2 on Github

URL https://github.com/Kvaleya/Anticube2
Rating
160
points
 (16 votes)
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Files: ac2_quadro.png / http://store.steampowered.com/app/219890/ / https://github.com/Kvaleya/Anticube2 /

(4181) Home ~ Forums ~ Content Creation ~ Killcore 3 Update (incomplete)

KI113R | 2015-03-07 18:44

Content Creation

Been working on an update for Killcore. Let me know what you think of it please.

Link to Killcore update commissioned by Suicizer

‹ Making games using Cube 2 Boxes and Barrels ›

Rating
17
points
 (2 votes)
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Files: none

(4179) Home ~ Aerowalk (Quake map) for Sauerbraten

Obi | 2015-03-01 13:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Aerowalk
Screenshot
Get original file (219KB)
Detailed description

Hello ppl,

this is my remake of Aerowalk for Sauerbraten. The map is not yet finished, so if you want to help feel free to modify the map and send it to me, so I can update the package. I would love to see the successful Quake map in Sauerbraten.

Stuff that need to be fixed:

- lights (just basic light so you can play the map)
- textures (just basic textures)
- item arrangement
- embellishments

Let's see if we can get this up as a community project.
Here is a vid about the look and feel of the map: https://www.youtube.com/watch?v=GV9yPkJoko8

Map file aerowalk.zip (599.38 KB)
Rating
14
points
 (2 votes)
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Files: screenshot_549780.jpg / aerowalk.zip /

(4178) Home ~ Forums ~ General Discussion ~ I have been away for years...literally.

FREAK-w00t | 2015-02-27 00:55

General Discussion

It's almost doubtful that any of you know me or remember me.
If you do, then that is quite exciting for me!
I miss this game and all the guys I met through this.
Had my own stupid little click of people.
"w00t"
Yeah...:p
I've grown up so much since I originally started playing this back when only Cube 1 was around.
I would be on that for hours on end every single day.
Come back form school just to jump on and make maps with people and waste time.
I just want to shoutout to everyone, and tell anyone who I may have met way back when, that I miss you guys.
I'm going on 23 now, in the service (USN) and have changed almost too much.
If I had a reason to jump back into this scene of things, I'm sure as hell will - it's just a matter of finding some people to play with.
I'm sure all of my friends who I did meet are long gone.....as all of my maps that I spent hours making.
It's truly quite depressing.
But there is always time to start again.
Cheers! Hope to play with you guys sometime :)

‹ Quadropolis down for months! Resurrected by dropping the "www." Sauerworld.org ›

Rating
0
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Files: none

(4176) Home ~ [Race] Foliage

Nieb | 2015-02-23 14:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Large (9-15) | Creative Commons (BY)
Blurb Race Map
Screenshot
Get original file (111KB)
Detailed description

Race Map

Map file nr_foliage1.zip (507.4 KB)
Rating
40
points
 (4 votes)
Attachment Size
cool_lines.jpg 798.91 KB
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Files: foliage.jpg / nr_foliage1.zip /

(4173) Home ~ Solaris Mod Kit

marvin2k | 2015-01-31 22:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Source mod | All Platforms | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb All creation files to modify Solaris edition mod
Screenshot
Get original file (314KB)
Detailed description

These are Solaris Hudguns Complete creation tools, there are not playable content, just TIFF, PSD,3DS MAX files (and something more). You can complete this package with Solaris Complete Mod to understand how it works.

There are some older content that you can use in game, like GUI.

DOWNLOAD---------
https://mega.co.nz/#!t8gnwbbQ!DSq1CA4dc5FAGRA5EaGP4o0hH4lPxqmYn_6YkOz3rQ8
---------------------

Rating
0
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Files: modders.jpg /

(4172) Home ~ Solaris Construction Original (Sauer trooper edition)

marvin2k | 2015-01-30 22:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb Additional resources for map creators
Screenshot
Get original file (326KB)
Detailed description

Solaris Construction set is just only some 3D objects in obj mode that you can use to ambient some maps, there are some distant constructions, some ships. Also have some diferent fog textures, a a log series of classic material with NORMAL,DISPLACEMENT and SPECULAR texture. When it was released on 2009, most of textures where planar.

DOWNLOAD------
https://mega.co.nz/#!4pBXhRpL!guJ1FVo2Hhile7XLwmHQ3yMnTGRkRSRO5-s5ylEjyDU
-------------

P.S. URL from file attachment not work

Rating
0
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Files: constructiont2f.jpg /

(4171) Home ~ Solaris Complete Mod Original (Sauer trooper edition)

marvin2k | 2015-01-30 15:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Final Release | Source mod | All Platforms | Creative Commons (BY-NC-SA)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Original and last Mod launched on 2009 for Sauer Trooper edition engine
Screenshot
Get original file (297KB)
Detailed description

-DOWNLOAD-
https://mega.co.nz/#!tkoTgJgT!609eVk8v0ZwOY6CUyOh5yYGUtJcz32ABCGnBt6tDalY
---------------

Original rough mod for Trooper edition, it was uploaded for comunity use, you can modify to use in newest editions. I use CC license to share and modify, just ad a TXT file with the credits.
Models made by Marvin2K
Sounds made by Q009
Sounds made by Nixot

INSTALLATION IN TROOPER EDITION:

1. Place all folders and autoexec.cfg file in the main sauer folder, OR COPY TEXT AND ADD TO YOUR AUTOEXEC FILE
2. Delete the "hudguns" folder in "sauerbraten/packages/models" dir
3. Delete the contain of the folders that you will change, quad, health, etc..
4. Copy new files from your .zip file to main Sauerbraten folder, or folder that you previous delete.

!!!IMPORTANT!!!:
If you'll look to the "sounds/aard/voice"
or "sounds/ctf"
or "models/hudguns/rocket"
you could see files with the same name
but with another format. One with .ogg
and one with .wav .
DON'T DELETE ANY OF THESE!!! Sauerbraten dosesn't
loading that files properly with only one format.
It's propably a bug. I'll try to fix that.

Rating
0
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Files: completet2.jpg /

(4170) Home ~ Cubescript Syntax Highlighter (4 Notepad++)

Quality | 2015-01-16 03:08

Cube 2 (Sauerbraten) | Release | Stable | Other | Creative Commons (BY)
Blurb Quality's Cubscript Syntax Highlighter Plugin for Notepad++
Detailed description

Some of you might now this by srbs, Cubescript Syntax Highlighting for some Text Editors.

As this is kinda outdated, however, I chose to make a new one, with all the new Commands and also the Keys.

I published it here on Github, to download just go on "Download Zip" on the right side.

Note: This File has all commands/variables of the current Cube 2: Sauerbraten SVN as well as the new one in "Sauerbraten Quality Edition" (a mod i'm developing). But later one shouldn't be a problem, as it doesn't limit functionality or anything else...

URL https://theonlyrealquality.github.io/qch.html
Rating
9
points
 (1 vote)
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Files: https://github.com/srbs/cubescript-syntax-highlighting / https://theonlyrealquality.github.io/qch.html /

(4169) Home ~ Elements

ZETA | 2015-01-15 22:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY)
Blurb A small map with 4 different zones
Screenshot
Get original file (148KB)
Detailed description

This map has taken quite a while to make - i overhauled 3 of the zones twice over before I was happy with them, but here it is now :)

Its a small map based around the 4 elements. There are 4 themed zones that feature a specific element (earth, air, fire, water). Not playable, but was very fun to make and to wander around in (for me anyways) :D

feedback is golden, as usual :)

Map file elements15jan.zip (2.9 MB)
Rating
8
points
 (2 votes)
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Files: elements.jpg / elements15jan.zip /

(4168) Home ~ Water Temple

nef | 2015-01-13 15:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Huge (16-32) | Creative Commons (BY-NC-SA)
Blurb CTF map with secret, ambiance and frag! Tribute to Ocarina of time and Golden eye
Screenshot
Get original file (207KB)
Detailed description

At the beginning it was a CTF map but with some modification you can play what ever mode you want. It's not finish. I need feedback. So play it and tell me what you think!
They re the lot of secret in it! Try to find it all and use them to be the best!

Map file watertemple.zip (1.87 MB)
Rating
10
points
 (4 votes)
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Files: watertemple.png / watertemple.zip /

(4167) Home ~ Forums ~ General Discussion ~ To anyone who knew me in 2009

Nixot | 2015-01-12 20:17

General Discussion

I've just gone through all my posts on quadropolis and the cube forums and I feel it necessary to say...

if you knew me from then and were unfortunate enough to come across ANY of my posts... I owe you my absolute sincerest apologies for my astronomical stupidity, and am deeply sorry for any damage to your brain I may have caused from reading them.

That is all. Thank you for reading.

‹ recent maintenance. Request: a gui to load things ›

Rating
20
points
 (3 votes)
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Files: none

(4166) Home ~ Flying Сity cockroach race-05

TristamK | 2014-12-31 14:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Singleplayer | Medium (5-8) | Creative Commons (BY-SA)
Blurb Flying Сity - 5th map in cockroach-race series of race maps. Video included.
Screenshot
Get original file (190KB)
Detailed description

This map I began doing in October 2013 and finished it in November. Plus iam maked some updates in May 2014, Total time of creating i think will be 20-25 hours,
Map is small, but have some difficult places where you can stuck. Also here very interesting mix of different design patterns.

YouTube ->
https://www.youtube.com/watch?v=UegVg1xgQOI

This map using
CC-BY-SA v3.0 lisence.

I thought I could put my big race map today as a gift for the new year to all who are interested, but I have not had so much time for this becouse I didn't created a video (trailer) for it.
I think I can do it in January. So you see here just my old map.
Happy New Year to all ^_^

Map file flying_city-cockroach_race-05.zip (5.91 MB)
URL http://www.mediafire.com/download/28h4oil2tvs9v13/flying_city-cockroach_race-05.zip
Rating
10
points
 (2 votes)
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Files: flying_city_logo.png / flying_city-cockroach_race-05.zip / http://www.mediafire.com/download/28h4oil2tvs9v13/flying_city-cockroach_race-05.zip /

(4165) Home ~ KolossyoM

HeHeE | 2014-12-12 10:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Medium (5-8) | Creative Commons (BY)
Blurb Cube 2 (Sauerbraten) Map names KolossyoM... Playable for Duel Modes
Screenshot
Get original file (159KB)
Detailed description

Hi guys... The idea of this map began with colosseum & then I did some changes to make it playable... tried to make a different map with a few tex. so tell me your opinions/advices/criticisms, Thank U all :)

Map file kolossyom.zip (1.13 MB)
Rating
22
points
 (4 votes)
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Files: kolossyom.jpg / kolossyom.zip /

(4164) Home ~ Custom Built Assault Rifle

Timakrov Gunn | 2014-12-04 06:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Content | All Platforms | Creative Commons (BY)
Blurb Chaingun Mod - MD3 - Bullet Animation
Screenshot
Get original file (43KB)
Detailed description

Simply a custom build Assault Rifle with custom made hudarms along with it. Basically learning to make better models/textures, but if anyone wants this, you're more than welcome to use it.

It's not the best of models and textures, but it comes with a glowing, moving part that changes for each team (FFA, Red, Blue).

Read the Readme.txt for how-to install.

Mod file Custom_Built_Assault_Rifle.zip (2.03 MB)
Rating
11
points
 (2 votes)
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Files: screenshot_212826.jpg / custom_built_assault_rifle.zip /

(4163) Home ~ Forums ~ General Discussion ~ recent maintenance.

skiingpenguins | 2014-11-30 23:44

General Discussion

changed cache time from 30 minutes to 3 hours, due to google crawler causing extreme amounts of taxonomy errors. hopefully, this will tell the crawler not to crawl so often to broken pages. since this is not D7 like cubeclans, i can't even set the correct setting for that. lame-oooooo. note: unfortunately caching only happens for non-logged in users.

‹ Sauerworld.org To anyone who knew me in 2009 ›

Rating
11
points
 (2 votes)
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Files: none

(4162) Home ~ Forums ~ General Discussion ~ Request: a gui to load things

IgC | 2014-11-30 15:03

General Discussion

Hello my dears,
I have a kind request for you:

I always suffered the lack of a function in sauer: a gui to manage custom contents.
Please, can you make it? (instead of loosing your time with very complicated yet usless scripts)

It should be added to the main menu or binded to a key that makes sense and it should be able to check one single folder, eventually customizable, and recognize its content, so that the user is only asked to drop in that folder the files downloaded form, let's say, quadropolis.

When the user has set the folder (if it's different from default) the script checks it and gives the user an ordered list of content; check this picture I made for you for further inspiration.

EXTRAPLUS feature: you only have to drop .zip and all you will find in the folder will be the .zips: the script does all the boring unpacking and copy-pasting job itself.

Many thanks for your time.

‹ To anyone who knew me in 2009 What happened? ›

Rating
9
points
 (2 votes)
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Files: none

(4161) Home ~ WWII Hudguns Sets

Pyccna | 2014-11-30 04:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Standalone | All Platforms | Public Domain
Blurb Weapons from back when we were normal people trying to kill eachother... oh wait.
Screenshot
Get original file (175KB)
Detailed description

This hudguns package contains 4 mods: a Wehrmacht-themed hudguns set, a U.S.G.I-themed hudguns set, a grenade projectile and rocket projectile mod.
Instructions
1. Download, & extract, & place it inside the Sauer directory (or your custom content directory)
2. Boot up Sauer and...
FOR WEHRMACHT HUDGUNS: type "/hudgunsdir hudguns/wehr"
FOR USGI HUDGUNS: type "/hudgunsdir hudguns/usgi
3. Frag away!

NOTES:
The enemy team hudguns displayed via spectator will be the opposite of your currently activated set (i.e: allied Wehrmacht, enemy USGI & vice-versa) so be aware of this when spectating in team matches.
This mod changes the projectiles from the default to a new rocket & a Stielhandgranate grenade.
The Grenades hudgun is not displayed in the preview because the two sets use the same Stielhandgranate models.
The USGI Bazooka is low-quality because that's exactly what it is; even with a triple-A company this is basically what you'll get.
The Flammenwerfer is a German WWI/WWII flamethrower (surprise for the Deutsch speakers). This represents the shells weapon because the Wehrmacht did not employ any government-issue shotguns in both World Wars.
The Fliegerfaust's barrels do not actually rotate after fire, I just added this feature to make it less bland.
Special thanks to everyone who participated in the votes leading up to this project!

Mod file wwii_hudguns_set.zip (38.64 MB)
Rating
39
points
 (5 votes)
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Files: ww2hudguns.jpg / wwii_hudguns_set.zip /

(4160) Home ~ Pyccna's Poll: WWII Hudguns (Part III): Which German weapon should represent the Rockets weapon?

Pyccna | 2014-11-25 02:58

Panzerfaust
43% (3 votes)
Panzerschrek
14% (1 vote)
Fliegerfaust
43% (3 votes)
Total votes: 7
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Files: none

(4159) Home ~ Pyccna's Poll: WWII Hudguns (Part I): Which German automatic weapon should represent the Bullets hudgun? (Images provided below)

Pyccna | 2014-11-23 16:20

MP-40 (Personally, I believe this is overused in most WW2 games)
10% (1 vote)
Sturmgewehr 44 (MP-44)
30% (3 votes)
1924 M29 Châtellerault
0% (0 votes)
Maschinengewehr 42 (MG42)
40% (4 votes)
Sod off, don't make new hudguns.
20% (2 votes)
Total votes: 10
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Files: none

(4158) Home ~ Alien Crosshairs

Pyccna | 2014-11-23 01:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Creative Commons (BY)
Blurb Just some new crosshairs. Woo.
Screenshot
Get original file (79KB)
Detailed description

Just a few new crosshairs I whipped up in PowerPoint because I got tired of my current selection. Enjoy!
Suggested size is 10-15.

Instructions:
Download & extract
type "exec packages/crosshairs/alienaim.cfg" into your autoexec.cfg
Frag away!

Mod file alienaim.zip (1.01 MB)
Rating
20
points
 (3 votes)
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Files: alienaim.jpg / alienaim.zip /

(4157) Home ~ Forums ~ General Discussion ~ Sauerworld.org

Fatality | 2014-11-21 01:51

General Discussion

Yo yo Quadropolis, haven't checked out sauerworld.org yet? Let me introduce the new community website/forum! It has been around for quite some time now, but mainly only known to the competitive side of Sauer. We hope to interest some new viewers and connect with players all across the game, so be sure to check it out! We cover community news, host events, conduct interviews and more. There is also a new section strictly for mapping, called Map Discovery, which hopefully will bring some motivation to continue creating awesome maps. We've already featured rabe's map Stahlbox and had an interview with Papriko, so don't be afraid to get involved! Players from all over Sauer welcome! :D

Site: sauerworld.org

Forum: sauerworld.org/forum

IRC: #sauercom on irc.gamesurge.net

‹ I have been away for years...literally. recent maintenance. ›

Rating
89
points
 (9 votes)
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Files: none

(4156) Home ~ Map Pack

hundsdofex | 2014-11-19 20:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Release | Final Release | Deathmatch | Medium (5-8) | Other License
Blurb 4 Maps
Screenshot
Get original file (108KB)
Detailed description

Includes 4 maps to tesseract.

Map file Map Pack 2.rar (3.83 MB)
URL http://www.mediafire.com/download/x5djdc9po9qorhy/Map+Pack+2.rar
Rating
3
points
 (2 votes)
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Files: skytek-1.png / map-pack-2.rar / http://www.mediafire.com/download/x5djdc9po9qorhy/Map+Pack+2.rar /

(4155) Home ~ Forums ~ Content Creation ~ Boxes and Barrels

Kamadake | 2014-11-16 21:44

Content Creation

Hey guys. I'm trying to understand the scope of boxes and barrels when creating maps. I can easily place a box from the mapmodels available (default 103) and use that as an obstacle found in the middle of the map. But box entities don't seem to be sharing the same map model list, in fact I saw the box_demo map but all the barrels and boxes are blank.

at the moment I'm trying to see how to generate maps through script. utilising this mod that there is here: http://quadropolis.us/node/3584

‹ Killcore 3 Update (incomplete) Sauerbraten File Explorer ›

Rating
0
points
 (0 votes)
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Files: none

(4154) Home ~ Stair Defense (Minigame)

kddekadenz | 2014-11-10 21:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Small (1-4) | Public Domain
Blurb single player mini game
Screenshot
Get original file (236KB)
Detailed description

/sp stairdefense to start

Monster are spawning out of portals! Use all what you have to defend the stairs.
Enjoy a fast paced minigame full of explosions and action.

It utilizes the default capacities of Sauerbraten - no fork needed.
I wanted to see if I can create sort of a new gamemode, without touching the code.
note: Because the focus of this concept was clearly on gameplay, the geometry is very basic.

I hope you've fun with this! Feel free to copy the concept and add your own twist to it.

Map file stairdefense.zip (129.18 KB)
Rating
16
points
 (2 votes)
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Files: stairdefense_preview.jpg / stairdefense.zip /

(4153) Home ~ Foliage

HeHeE | 2014-11-07 11:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Medium (5-8) | Creative Commons (BY)
Blurb Cube 2 (Sauerbraten) Map names Foliage... Playable for Duel Modes
Screenshot
Get original file (55KB)
Detailed description

Hi guys :) This map has made for duel... Havent used many teleports or jumpers like my previous map, just one teleport & one jumper. please give me your feedback, Thank U Guys... ;)

new textures: (These are cropped from my own works (:D Thank U Mighty HeHeE for these lovely textures :D) :P

greening01.jpg"
greening02.jpg"
greening03.jpg"
greening04.jpg"
resyeling.jpg"
redding.jpg"

Sounds:

Best Cardinal Bird Lazy.ogg Recorded by PsychoBird - License: Creative Commons Attribution 3.0 Unported (http://soundbible.com/1475-Best-Cardinal-Bird-Lazy.html)
Eaglet_Bird_2.ogg Recorded by PsychoBird - License: Creative Commons Attribution 3.0 Unported (http://soundbible.com/1487-Eaglet-Bird-2.html)
dove-Mike_Koenig-1208819046.ogg Recorded by Mike Koenig - License: Creative Commons Attribution 3.0 Unported (http://soundbible.com/1850-Dove.html)
Falcon-Mark_Mattingly-169493032.ogg Recorded by Mark Mattingly - License: Creative Commons Attribution 3.0 Unported (http://soundbible.com/1974-Falcon.html)
18_Waterfall_(00s000ms_01m02s581ms).ogg Artist/Composer : Gaia - License: Creative Commons Attribution 3.0 Unported (https://archive.org/details/Sounds_of_Nature_Collection)

License info page: (https://creativecommons.org/licenses/by/3.0/)

(Thanks to Suicizer & skiingpenguins for their guidance)

Attention: (updated - 2014-11-09)

Map file Foliage.zip (2.31 MB)
Rating
12
points
 (3 votes)
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Files: 0000.jpg / foliage.zip /

(4152) Home ~ Desolation

ZETA | 2014-10-23 23:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | Creative Commons (BY)
Blurb A small village in the middle of a swamp
Screenshot
Get original file (87KB)
Detailed description

A small map where I have played about with using the fog, and trying to make things look tumble-down and damaged. Feedback would be nice, also, does anyone know if there is a map model of a weeping willow tree anywhere? Feel this map could do with one or two, but couldn't find them :/

Map file desolation23oct.zip (244.3 KB)
Rating
4
points
 (2 votes)
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Files: desolation.jpg / desolation23oct.zip /

(4150) Home ~ Reflection

Skur | 2014-10-20 22:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Release | Alpha | Large (9-15) | Creative Commons (BY-SA)
Blurb A large CTF map.
Screenshot
Get original file (458KB)
Detailed description

A large shopping mall CTF map for Tesseract by Yannick 'Snowy' Weber and James 'Skur' Rucks.

Here are some screenshots
(click them to view in full size)

To do:
-waypoints

Map file reflection_v1.0.zip (1.62 MB)
URL http://tesseract.gg/forum/viewtopic.php?id=207
Rating
86
points
 (10 votes)
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Files: reflection_quad_low.png / http://imgur.com/a/zYPZy / reflection_v1.0.zip / http://tesseract.gg/forum/viewtopic.php?id=207 /

(4149) Home ~ IsChurch

ZETA | 2014-10-19 20:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY)
Blurb A small temple/church on a floating island
Screenshot
Get original file (72KB)
Detailed description

A small church on a floating island at sunset...

A very simple map - wasn't quite sure what to put in the focal point of the building (where the light from the window lands) - if anyone has any suggestions or ideas they would be greatly appreciated.

Map file IsChurch19oct.zip (262.26 KB)
Rating
5
points
 (1 vote)
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Files: ischurch.jpg / ischurch19oct.zip /

(4148) Home ~ Altstil

Suicizer | 2014-10-19 20:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb A small tournament map.
Screenshot
Get original file (570KB)
Detailed description

Information
And here it finally is; a new map!
I started this project nearly a year ago and was actually based on the preview map of the textures that have been used. Despite that, it took longer than expected as the layout had to be extended over and over again.
I've aimed on the tournament deathmatch side of Sauerbraten, so prepare to use everything you've got when trying to frag that single opponent!
The atmosphere and details should bring you back to the days when everything wasn't that sweet looking when it comes to the textures. Then again, the quite curvy and smooth geometry, the textureblending and lighting should compromise this.
Just give it a spin, try out this map and post some comment with certain feedback included!

Notes
Downloaded the custom textures before loading the map which can be obtained here!

Known bugs
The tele_curve model isn't alpha blended while it's configuration says it should and the skin contains an alpha channel. Whether this is a bug on Cube Engine 2 or some mistake within the skin or config-file; do me a favour and please look at it.
There currently is also a bug with the decalworld shader; you might not be able to see all decals when having a resolution lower than 1280x768 (you'll have trouble with that resolution as well). This seems to be a bug in the engine. Please report if you noticed the very same or anything different.

Credits
I would like to thank John Fitzgibbons for these forgotten textures.

License
The map itself is licensed as BY-SA; so just credit me if you use anything from it and use the very same license for your work. That's all.

To-Do List
- Add a cloudlayer.

Improvements
7 November 2014
- Replaced red dominating lighting for blue or yellow lights.
- Lowered the pit in the sewer to let grenades not hit you that easily.
- Added clip next to the lava so you can jump up when getting stuck there.
- Improved the flow by pushing the floor of the highest platform more inside the wall (should be more accessible from both sides now).
- Replaced the dirt-texture jfrock.jpg for a way brighter one, dirt01.jpg (and dirt02.jpg) and brightened the jf_brick2.jpg ingame.
- Increased the height of the glass tubes around the armours.

15 December 2014
- Added sounds.
- Cleaned up some mess of the config-file and included the license and explanation within there.
- Updated screenshots.

URL https://www.mediafire.com/?i6u8zc66e76ric0
Rating
66
points
 (9 votes)
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Files: quadropic01b_1.png / file:///F:/node/3996 / https://www.mediafire.com/?i6u8zc66e76ric0 /

(4147) Home ~ Forums ~ General Discussion ~ Cardinal Directions

Papriko | 2014-10-19 11:57

General Discussion

Alright, it will probably sound stupid to you all, but this has been going around in my mind recently: is there any official or generally accepted definition of the 4 cardinal directions (north, south, east west) on a map? Like, do playerstarts with direction 0 point north? Or maybe west? Which direction does the mapenlarge command expand in, other than "up"? Does it go into the south-east for example?

I mean, technically there is no compass or anything. The radar changes directions with your view. I merely wondered if a common opinion ever managed to establish.

‹ What happened? eihrul = I rule? ›

Rating
0
points
 (0 votes)
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Files: none

(4146) Home ~ Forums ~ General Discussion ~ What happened?

KI113R | 2014-10-18 23:36

General Discussion

Checking back on the site and content after 2 years of inactivity and just wondering... What happened? There is like no good content anymore. The content in highly rated section is the same from 2009. Did EVERYONE leave?

BTW: Hello old friends :) skiing penguins especially. Is Redon gone? :(

‹ Request: a gui to load things Cardinal Directions ›

Rating
12
points
 (3 votes)
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Files: none

(4144) Home ~ Pyccna's Project Poll: Should I Redo Mr.Fixit's PMC Hudguns?

Pyccna | 2014-10-06 22:34

YES!
33% (2 votes)
No.
0% (0 votes)
No, redo Ironsnout's hudguns
33% (2 votes)
I don't care
33% (2 votes)
Yes, & I'd like to give my ideas for this revamp (comment below)
0% (0 votes)
Total votes: 6
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Files: none

(4143) Home ~ Forums ~ Help and Support ~ Blending Textures

Radigo | 2014-10-06 22:14

Help and Support

Can someone explain in detail how to blend textures to create smooth paths and whatnot? The editing reference was a bit vague

‹ New Release Problem with Minimap & motionless Bots ›

Rating
10
points
 (1 vote)
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Files: none

(4142) Home ~ Inky Alien Hudguns

Pyccna | 2014-10-04 20:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY-NC)
Blurb Inky shows off his toys
Screenshot
Get original file (136KB)
Detailed description

Inky finally has his own set of hudguns! Inky's new weapons are made from various beasts he has slain over the years and various technologies stolen from his enemies during his pandimensional travels. From a chaingun fashioned from beetle carapace, to a high-powered, long-range particle laser built with anti-gravity technology, Inky now has his own deadly array of fragging sticks!

Special thanks to Geartrooper, Makke, and everyone who participated in the recent polls for this project!

Instructions
Download the folder, extract it, and replace (or just move it somewhere else) the current folder under sauerbraten/packages/models/inky/hudguns with this one.

Enjoy!

Mod file inky_alien_hudguns.zip (25.25 MB)
Rating
62
points
 (8 votes)
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Files: inky_alien_hudguns.jpg / inky_alien_hudguns.zip /

(4141) Home ~ ET_Lava

HeHeE | 2014-10-03 13:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Capture | CTF | Huge (16-32) | Creative Commons (BY)
Blurb Cube 2 (Sauerbraten) Map names ET_Lava... Playable for every GameModes (almost)
Screenshot
Get original file (596KB)
Detailed description

Awful ScreenShot, Ik ;) Hi, began to make a ctf map and it changed several times. I did my best to place lights correctly... its a huge map, bigger than asgard, but it has some teleports & jumpers for fun/better journey to other base. it has many places for camping & I think it is very fun :D so what do u think, please give me your feedback. Thank U Guys.

Attention: (Map changed (LavaFall locations), in 4oct2014. if U've downloaded it before, please download it again, thanks)

Map file ET_Lava 3october2014.zip (3.13 MB)
Rating
7
points
 (3 votes)
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Files: ss-03.png / et_lava-3october2014.zip /

(4140) Home ~ Inky Hudguns Part II: Which Inky Melee Weapon Would You Like To See?

Pyccna | 2014-10-03 03:36

An energy sword, like the one in Halo
0% (0 votes)
A sword like a Klingon Bat'Leth
22% (2 votes)
A human skull to bash enemies with
22% (2 votes)
Inky's own claws
56% (5 votes)
Something else (comment suggestion)
0% (0 votes)
Total votes: 9
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Files: none

(4139) Home ~ Playerstart Flip Script

Fatality | 2014-09-30 05:44

Cube 2 (Sauerbraten) | Release | Stable | Mapping | Creative Commons (BY)
Blurb Sandy7's script for ease of mirroring playerstarts on a mirrored map
Detailed description

Recently I had asked bum if he could help me create a script for editing. I wanted some way to copy all playerstarts from one side of a mirrored CTF map to the other and flip them 180 degrees to face the right direction. He made one that would do this, but it also would reset playerstarts with value "1" to 0s, so all playerstarts would be neutral and I would have to pick out the team playerstarts and switch them back. Like any impatient non-scripter would do (I think he wasn't around to fix it when I realized the problem), I asked someone else who knew scripting to try it out. Sandy7 created this script here, which will rotate playerstarts (or any entity you want) by 180 degrees (or any value you want), but will also change playerstarts with value "1" to value "2" for you, and keep 0s the same.

So this basically saves a lot of time when doing playerstarts. Instead of having to rotate each one by hand, or even recreating them all together, just do the following:

1. Paste this script into your autoexec.cfg

2. In game, select the side of your map with playerstarts.

3. Type "/entfindinsel playerstart" , then "/entcopy"

4. Select the other side of your map.

5. Type "/entpaste" , then flip the entities with "/entflip".

6. Type "/rotateps1 (degrees) (enttype)". For this case it would be "/rotateps1 180 playerstart"

Hope other people will enjoy this time saving script as much as I do.

All credits for this script go to Sandy7, with the original concept by bum.

Preview
// Config script


rotateps1 = " entloop [ if (=s (enttype) $arg2) [ if (= (entattr 1) 1) [entset (enttype) (+ $arg1 (entattr (0)))(2)] [entset (enttype) (+ $arg1 (entattr (0))))(0)][] ] "

//In-Game Command: /rotateps1 (degrees) (enttype)

Config file rotateps.cfg (226 bytes)
Rating
9
points
 (1 vote)
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Files: rotateps.cfg /

(4138) Home ~ File Explorer!

Quality | 2014-09-29 09:39

Cube 2 (Sauerbraten) | Release | Alpha | Gameplay | Public Domain
Blurb A File Explorer-GUI for in-game browsing through you pc..
Detailed description

Not Long ago i asked in the Forums if/how you can make a file Explorer in Sauerbraten. Here is one, made and i will continue to make. it is based on nyne's Music Player (included in his Client) and the Save/pastebrush menu by SomeDude.

Currently the functions are:
-showing Folders (and open them)
-playing mp3 & ogg Music files
-opening cfg & txt files in a text Editor
-adding zip & pak files to temporary game Memory

to hopefully come:
-"go up" funtion
-showing Image files
-open maps

PLEASE:
suggest more filetypes Sauerbraten can open/Show/read!!!
find bugs ;)
suggest Features

PS: no config script because of lesser/greater signs
PPS: please only give serious comments related to the Content and Scripting but dont bitch around!

FIRST UPDATE (29/9/14):
code cleanups
new Features:
-view png & jpg files
-open maps

Config file filez.cfg (4.72 KB)
Rating
0
points
 (0 votes)
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Files: filez.cfg /

(4137) Home ~ Forums ~ Help and Support ~ Problem with Minimap & motionless Bots

HeHeE | 2014-09-27 21:01

Help and Support

Hi Guys, Ive created a map for Suaer which I made a roof for it.. I want minimap show the area that place under the roof. How Do I Do That? Any Idea..? Another problem is that when I add bots for testing my map, they dont move(like Arbana map in insta mode).. sometimes when I touch them, they move/shoot & sometimes this trick doesnt work. How I Fix This Problem, Too?

‹ Blending Textures Scripting Help ›

Rating
0
points
 (0 votes)
Attachment Size
screenshot_39308.png 559.86 KB
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Files: none

(4135) Home ~ Forums ~ Help and Support ~ New Release

Radigo | 2014-09-26 00:52

Help and Support

As far as I know Collect edition was the newest update. Is there a newer version and if not, is another release in sight?

‹ Importing Blender models into Sauerbraten Blending Textures ›

Rating
9
points
 (2 votes)
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Files: none

(4134) Home ~ Transparent guns

Calinou | 2014-09-22 18:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Public Domain
Blurb Makes guns bright yet transparent
Screenshot
Get original file (273KB)
Detailed description

Beware, this also affects vweps (third person weapons). This does not affect hands. This doesn't work with Captain Cannon.

Pistol is white, chainsaw is yellow.

Mod file transparent-guns.zip (11.46 KB)
Rating
43
points
 (6 votes)
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Files: screenshot_179405.png / transparent-guns.zip /

(4133) Home ~ Inky Hudguns: Which Inky alien hudgun theme would you like to see created?

Pyccna | 2014-09-21 03:55

Brutal Alien Weapony
62% (8 votes)
High-Tech Alien Weapony
23% (3 votes)
Something Else (Provide Suggestion)
0% (0 votes)
Don't Make Inky's Hudgun Set
8% (1 vote)
I Don't Care
8% (1 vote)
Total votes: 13
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Files: none

(4132) Home ~ Home

HeHeE | 2014-09-20 20:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Large (9-15) | Creative Commons (BY)
Blurb This map is my first work in Cube engine... I've made almost everything to extend the concept which I want to say ;)
Screenshot
Get original file (538KB)
Detailed description

"Descriptions"

As I said, this is a conceptual/Artistic(maybe) map... This is my first work as a professional editor :D

"Find the way out from the bigger place & go to the small nicer place ( don't use 'E' key ;) )"

I tried to do my best, but need your guidance, opinions, critique.. to improve my skill as an editor. so feel free... & Don't forget "/calclight"

Map file Home by HeHeE.zip (9.74 MB)
Rating
28
points
 (6 votes)
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Files: 01.png / home-by-hehee.zip /

(4131) Home ~ FourForts

Radigo | 2014-09-20 18:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY)
Blurb Small insta/capture map - Final Release
Screenshot
Get original file (148KB)
Detailed description

Simple ffa/instagib/capture map. No waypoints as of now, may be added in the future

Map file FourForts.zip (532.52 KB)
Rating
32
points
 (8 votes)
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Files: screenshot_183557.png / fourforts.zip /

(4130) Home ~ Captain Cannon Superhero Hudguns

Pyccna | 2014-09-19 04:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY-NC)
Blurb Cannon Playermodel Hudguns Mod
Screenshot
Get original file (118KB)
Detailed description

Captain Cannon's superpowers are finally revealed; he can shoot stuff out of his fists! It's been a while since I've done a hudguns set, and I've learned a few good tricks in that time, so here they are. Simply download the file and replace the "hudguns" folder under packages/models/captaincannon/ with this one, enjoy!

NOTICE:
I take no credit for the hands mesh, it was created by Geartrooper. I just animated it.
The screenshot is skinned with Zombie Cannon reskin, but works with any skin you have for Captain Cannon.

Mod file cc_superhero_hudguns.zip (199.04 KB)
Rating
47
points
 (6 votes)
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Files: cchudguns.jpg / http://quadropolis.us/node/4105 / cc_superhero_hudguns.zip /

(4129) Home ~ Forums ~ Content Creation ~ Sauerbraten File Explorer

Quality | 2014-09-15 19:43

Content Creation

Is it possible (with cubescript mostly) to get a file explorer done that can find folders and so on on my pc? i'd like to know, because i want to make a musicplayer where you can access all your music (not only the sauer music) and access it from everywhere on my pc. The main question i have is, if you can see the folders you have. i already tested a little bit and saw that you CAN access every file ... you only need to know the correct path

New question: can you please give me a list of filetypes Sauerbraten supports to extend my File Explorer?

(i already have .jpg, .png, .zip, .pak, .mp3, .ogg, .ogz, .cfg, .txt and normal Folder).

‹ Boxes and Barrels Windastella Workshop ›

Rating
10
points
 (2 votes)
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Files: none

(4128) Home ~ The Ultimate Zoomscript for mod users

Quality | 2014-09-14 19:54

Cube 2 (Sauerbraten) | Release | Stable | Gameplay | Creative Commons (BY)
Blurb This is an easy very well working zoomscript for zooming with your mousewheel!
Detailed description

Please note, that this zoomscript does NOT work with vanilla Sauerbraten! It works on these mods for sure:
- SuperSauer
- Fanatic Edition
- SDOS/Community Edition
This is because they have another way of zooming than normal sauer!

in the zip folder you have the zoomscript.cfg and howto for building it on normal sauerbraten

SHOULD you want to use it on vanilla sauer, please look at my howto.

If you have any wishes/questions/bugs, please tell me in the comments. I will try to update it ASAP if you suggest anything

Preview
// Config script
newgui zoomsettings [
guicheckbox "wheelzoom " izoom
guibar
guitext "zooming in per scrolldot
guislider qzoominstep 1 50
guibar
guitext "zooming out per scrolldot "
guislider qzoomoutstep 1 50
guibar
guibutton "reset keys " [resetkeys; setupdone 0]
guitab "general zoomsettings "
guitext "zoom acceleration (recommended: 0) "
guislider zoomaccel 0 1000
guibar
guitext "zoomfov "
guislider zoomfov 10 60
guibar
guitext "zoomsensitivity "
guislider zoomsens 1 15
guibar
guitext "time of zooming in (recommended: 10)"
guislider zoominvel 0 1000
guitext "time of zooming out (recommended: 10)"
guislider zoomoutvel 0 1000
] "zoomsettings "

Config file zoomscript.zip (2.07 KB)
Rating
4
points
 (3 votes)
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Files: zoomscript.zip /

(4127) Home ~ How much money/time should be spent on updating quadropolis to a new version of drupal?

kz1 | 2014-09-11 13:38

$0 - Do it for da love maan
71% (27 votes)
$500 - 10 hours
11% (4 votes)
$1000 - 20 hours
3% (1 vote)
$5000 - 100 hours
11% (4 votes)
$10000 - 200 hours
5% (2 votes)
Total votes: 38
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Files: none

(4125) Home ~ Pandora

Fatality | 2014-09-03 23:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY-SA)
Blurb A small ctf map
Screenshot
Get original file (248KB)
Detailed description

--- Edit 9/1/15 ---
- Small layout change. Pickup changes. Changed custom "sheik" cell textures back to original Meister "Hex" textures.

--------Edit 12/27/15--------

-Updated map

--------Edit 2/5/2015--------

It has been a while since I posted anything on this map, as it was seemingly done. Of course that is never the case, so I have been hard at work again on this child of mine. Attached here (pandora_update3.zip) is the newest version. I think I can say it is (really) finished this time. I don't think any further updates will be made, or any other suggestions added. Instead, go and play the final product!

To make it compatible with the Inexor project, I had to replace two textures with ones I created on my own; they are included in the zip, so be sure to put them in the right places.

-------Original Post--------

This is a CTF map I have been working on. It includes flags, pickups, and bases for capture modes.

IMPORTANT: The map requires Yves Allaire's "eX" Texture pack, which can be found here: www.quadropolis.us/node/2792. If you need help figuring out where to put the textures, please refer to the guide I wrote up on the sauerworld post: http://sauerworld.org/forum/index.php?topic=32.0

Theme: A laboratory that has managed to open Pandora's Box, only to unleash all hell and leave the area vacant.

Thanks to:
- Yves Allaire for the textures.
- Pyccna, for his help again with much of the geometry, lighting, details, and the lava texture.
- rabe, for advice on lighting and texturing, which were used on this map.
- Doko, for advice and tips in game on geometry and details.
- Skur, for general advice on the map.
- Savanha, feedback on the flow and layout.
- Frosty, for spending countless hours on the map as I edited, giving suggestions.
- Everyone else who helped in anyway, through suggestions, advice, or testing.

Still to do:
- Fix some texturing
- Fix exterior clipping
- Fix some bugs
- Improve lighting
- Find better roof lighting (instead of spamming the same light fixtures)
- Improve on geometry and detailing
- Overall polish of the map

Update #1 9/9/2014:

- Changed half of the map's lighting to a shade of purple to differentiate between bases.
- Remodeled side rooms for better flow and appearance, also moved green armour into them.
- Extended center of map for longer flagruns and more room overall.
- Got rid of the laggy particle and added new ones as suggested by Pyccna (though I changed them from your suggestion just a bit).
- Deleted the teleports
- A bit more interesting geometry/details.
- Fixed .cfg problem for people who weren't seeing the lava texture.
- Added health boost. Some people will complain about this, but I do these things to set my maps apart :). If you really want the health boost, you need to jump into the lava after getting it, so it keeps people from, dare i say, whoring it. You would be smart to wait until you are seriously weak already.

Update #2 9/22/2014:

- Probably too much to remember.
- Completed to-do list.
- Made some changes to the layout.
- Made some changes to geometry.
- Made some changes to details.
- Replaced item spawns and playerstarts.
- Created waypoints.

Update #3 2/5/2015:

- Re-textured entire map with the 512x512 version of the Yves Allaire eX textures.
- Added a short wall along the side routes to give a little more cover to the middle/lower bridge.
- Added two cat-walks from the lower bridge to the upper levels for more possibilities in navigation.
- Re-worked the side armour rooms with a slightly more interesting layout, including a redesigned ramp and small pool with jump-able computers.
- Got rid of the spammy floor-grate pipe line thing in the bases.
- Filled the the open-sky pits with lava to match the middle.
- Added various boxes to keep the flow more interesting.
- Changed the jumppads to push you straight up, with no horizontal push.
- Changed the particle to something more minimalistic.
- Completely redid the item spawns and playerstarts, and switched the quad and healthboost. The quaddamage is now essentially useless, as it should be on such a small map.
- Added base names.
- Replaced two textures which were non-commercially licensed to allow compatibility with the Inexor project.
- Added a "pandora.txt" readme.
- Updated the map's .cfg and waypoints.

Map file pandora.zip (0 bytes)
Rating
94
points
 (11 votes)
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Files: pandoraquad3.jpg / pandora.zip /

(4123) Home ~ Pipeline

ZETA | 2014-08-25 17:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY)
Blurb A small chemical plant
Screenshot
Get original file (202KB)
Detailed description

A small chemical plant converting water and sulphur into Sulphuric Acid - a bit of a geeky map tbh.

Not designed to be playable.

Map file pipeline25aug.zip (1.12 MB)
Rating
22
points
 (5 votes)
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Files: pipeline.jpg / pipeline25aug.zip /

(4122) Home ~ Mme11 (Sci-Industrial)

Mmeaninglez | 2014-08-20 05:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A FFA/Duel map with indoor and outdoor areas
Screenshot
Get original file (369KB)
Detailed description

This is a medium Duel/FFA/Deathmatch map in an industrial area.

This map is intended for more tactical duels, with each player being able to control an area
of the map defensively, but with ample ways to move around the map making such defense
ultimately ineffective. The biggest draws of the map, the single rockets and gold armor,
are in dangerous locations. The armor in particular is a deathtrap if an opponent finds you
going for it.

Ent. stats for those who care:

Jumppads: 1
Teleports: 2
Playerstarts (neutral): 10
Shells :4
Bullets :4
Rockets :1
Riflerounds:2
Grenades :3
Pistol :0
Health :2
Healthboost:Yes
Greenarmor :1
Yellowarmor:1
Quad Damage:Yes

I finished this map months ago, and have made no appreciable changes to it since, yet I never posted it. Here it is now that I finally got around to it.
I'd love suggestions on how to improve this map, though it will probably take a while to implement any of them.

As for the name, I don't have a good name for it, so I'm just going with a generic designation.

Enjoy the Map!

Map file Mme11.zip (663.17 KB)
Rating
17
points
 (3 votes)
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Files: screenshot_681727.png / mme11.zip /

(4120) Home ~ Station Attack

ZETA | 2014-08-06 11:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | Creative Commons (BY)
Blurb A small, attacked station
Screenshot
Get original file (66KB)
Detailed description

A small station has come under attack from 3 ships and has sustained some damage.
This map is not designed to be played at all and was made as a creative release.

Note there are 2 elevators used in the map which require the map to be opened in single player mode.
EDIT: Attached the wrong file..... oops

Map file stationattack6aug.zip (589.23 KB)
Rating
24
points
 (5 votes)
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Files: stationattack.jpg / stationattack6aug.zip /

(4119) Home ~ mc-lab

Fatality | 2014-08-06 00:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
Blurb A larger CTF map
Screenshot
Get original file (36KB)
Detailed description

This is a ctf map I started a while ago but gave up on due to lack of motivation. It's very unfinished atm, the lighting and geometry need some serious rework, and maybe the layout even, but I hope to see what other people think before I get working on it again. Any input helps as always.

It uses a texture pack from Philip Klestav, many thanks to him for creating them: http://quadropolis.us/node/3163

Enjoy the map :)
Fatality

Map file mc-lab.zip (19.83 MB)
Rating
83
points
 (10 votes)
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Files: mc-lab.jpg / mc-lab.zip /

(4113) Home ~ Tanto

Pyccna | 2014-07-29 07:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Large (9-15) | Public Domain
Blurb Ninja Style
Screenshot
Get original file (214KB)
Detailed description

I timed myself on this one; 8 hours for geometry build, pushing 200k WTR. This map is a sprawling capture/deathmatch map for medium to large parties.
This map no longer requires Khorne's HD Flora pack.
You win a cookie if you can correctly translate all of the Calligraphy. ;D

Map file tanto.zip (2.58 MB)
Rating
55
points
 (7 votes)
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Files: tanto1.jpg / tanto.zip /

(4112) Home ~ New Ent Gui

Chasester_aka_you | 2014-07-20 08:00

Cube 2 (Sauerbraten) | Release | Stable | Mapping | Beerware License
Blurb A simple gui upgrade
Detailed description

A simple mod that allows better controls from the entedit gui menu (f3).

installation:
download file and replace menus.cfg,
or
copy above script and replace the last portion of the menus.cfg with it

chasester

Preview
newentgui = [
genentattributes $arg1 $arg2 $arg3
newgui $arg1 [
guititle $entguitype
guibar
@entattributes
@arg4
guitab type
guilistsplit n 2 $enttypelist [
guibutton $n [ entset @n ]
]
guitab misc
@quickeditmenu
] "" [initentgui; @arg5; ]
]

looplist i $enttypelist [
newentgui $i "" ""
]

newgui materials [
@matmenu
guitab misc
@quickeditmenu
]

newgui brushes [
@brushmenu
guitab misc
@quickeditmenu
]

newgui quickedit [
@quickeditmenu
guitab materials
@matmenu
]

entscale = 100;

newentgui light "radius red green blue" "0 400 0 255 0 255 0 255" [
guibar
guistayopen [
guilist [
guibutton "1/2 light " [halflight 1 2 ]
guibar
guibutton " " "" 0
guibutton "3/4 light " [halflight 3 4 ]
]
guitext "scale(%)"
guislider entscale 0 200
guibutton "update" [halflight $entscale 100; entscale = 100; ]
]
guibar
guicheckbox "ambient" entguiattr4 1 0 [ entupdate ]
] [ entscale = 100; ]

halflight = [
entguiattr1 = (min 255 (div (* ( $entguiattr1 ) $arg1 ) $arg2 ) )
entguiattr2 = (min 255 (div (* ( $entguiattr2 ) $arg1 ) $arg2 ) )
entguiattr3 = (min 255 (div (* ( $entguiattr3 ) $arg1 ) $arg2 ) )
entupdate
]
teamselect = [
guitext "" 0
guiradio "neural" entguiattr1 0 [entupdate]
guiradio "team one" entguiattr1 1 [entupdate]
guiradio "team two" entguiattr1 2 [entupdate]
]

newentgui spotlight "radius" "0 90"
newentgui playerstart "direction" "0 360" [ @teamselect ]
newentgui teleport "tag model" "0 20 0 200" [guicheckbox "use model" entguiattr1 0 -1 [entupdate] ]
newentgui teledest "direction tag" "0 360 0 20" [guicheckbox "keep velocity" entguiattr2 1 0 [entupdate] ]
newentgui monster "direction" "0 360"[
guilist [ guilist [
guiradio "ogro " entguiattr1 0 [entupdate]
guiradio "rhino " entguiattr1 1 [entupdate]
guiradio "ratama " entguiattr1 2 [entupdate]
guiradio "slith " entguiattr1 3 [entupdate]
guiradio "bauul " entguiattr1 4 [entupdate] ]
guibar
guilist [
guiradio "hellpig " entguiattr1 5 [entupdate]
guiradio "knight " entguiattr1 6 [entupdate]
guiradio "goblin " entguiattr1 7 [entupdate]
guiradio "spider " entguiattr1 8 [entupdate] ]
]
]
newentgui mapmodel "direction model" "0 360 0 100"
newentgui envmap "radius" "0 400"
newentgui jumppad "Z Y X" "0 200 0 200 0 200"
newentgui sound "type radius size" "0 20 0 500 0 500"
newentgui particles "type" "0 7"
newentgui flag "direction" "0 360" [ @teamselect]
newentgui base "" "" [
guistayopen [
guitext "tag"
guislider entguiattr2 0 10
guitext "" 0
guilist [ guilist [
guiradio "shells " entguiattr1 1 [entupdate]
guiradio "bullets " entguiattr1 2 [entupdate]
guiradio "rockets " entguiattr1 3 [entupdate]
guiradio "random " entguiattr1 0 [entupdate]
]
guibar
guilist [
guiradio "rifle " entguiattr1 4 [entupdate]
guiradio "grenades " entguiattr1 5 [entupdate]
guiradio "pistol " entguiattr1 6 [entupdate] ]
]
]
]

entweapontypelist = "shells riflerounds bullets rockets grenades cartridges health greenarmour yellowarmour quaddamage healthboost"
entguiweapon = [
guilistsplit n 2 $entweapontypelist [
guibutton $n [ entset @n ]
]
]

setupweapongui = [
loop i 11 [
newentgui (at $entweapontypelist $i) "" "" [@entguiweapon ] ]
]
setupweapongui
contexteditgui = [
if $hmapedit [showgui brushes] [
if (enthavesel) [
showgui (enttype)
] [showgui (? (havesel) materials quickedit)]
]
]

showentgui = [ contexteditgui ] // legacy bind

newgui seltexinfo [
guitext (concatword "Slot: " (getseltex))
guilist [ loop x 5 [
texname = (gettexname (getseltex) $x)
texname = (substr $texname (+ (strstr $texname ">") 1)) // chop off any leading commands
guiimage (concatword "packages/" $texname) "" 1 1
]]
loop x 5 [ tex = (gettexname (getseltex) $x); if (strcmp $tex "") [] [guitext $tex]]
]

Config file menus.cfg (50.14 KB)
Rating
17
points
 (3 votes)
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Files: menus_1.cfg /

(4110) Home ~ Sandstorm 2

Fatality | 2014-07-14 10:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb A 1v1 Duel Map
Screenshot
Get original file (258KB)
Detailed description

--------Update 12/27/15--------

-Map updated

---------Original Post--------

This is a small 1v1 map aimed for insta/efficiency. An oil rig of sorts in the middle of the desert. Big thanks to Pyccna for a lot of the work on this map, he did most of the detailing and texturing. Also thanks to Jiko for the geometric theme.

Enjoy the map and comment on anything that needs some improvement.

Thanks, :)

Edit 1:
-Added some details and lighting thanks to Chasester_aka_you
-Added low wall along far edge making it harder to fall off into the death clip
-Got rid of the Egyptian theme and replaced the textures with iron textures from the rest of the map
-Switched up some of the smoke colors
-Got rid of the blue lights in the rooms, replacing them with more yellow lights
-No-clipped the fallen pillar in the death clip so you can't stand on it
-Changed the fog from 600 to 1000 (thought this looked better)
-Changed the name from Sandstorm to Khamsin (Thanks to Mmeanignlez for picking up on this one)

Edit 2:
-Moved a few things around for better flow (Thanks to Savanha and rabe for the suggestions)
-Improved the lighting (sunlight, skylight, and light entities), changed the skybox, and got rid of the clouds (Thanks to rabe for the suggestions)

Map file sandstorm2.zip (890.62 KB)
Rating
72
points
 (10 votes)
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Files: sandstorm2quad.jpg / sandstorm2.zip /

(4109) Home ~ Steel Ribs

Q009 | 2014-07-12 05:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Included (SVN) | Stable | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-SA)
Blurb Holy crap, I made a map
Screenshot
Get original file (303KB)
Detailed description

Initially I wanted to create a map that would be an adaptation of my old map 'SpaceShift', which I released back in 2009 (which was also my last map I released) just to try it out in Tesseract. I came to realization that I should improve the layout. And improve everything else. That's how this map has been born. Like it, hate it, give me your opinion.
The map is recommended to be played on development (SVN) version of Tesseract since it includes some FANCY stuff (you might even notice it in the screenshot).

Thanks, folks!

Update 1:
* Better waypoints
* Improved center - made it slightly bigger, it also provides much more cover

Map file steelribs.zip (286.68 KB)
URL https://dl.dropboxusercontent.com/u/27217567/SteelRibs/steelribs.zip
Rating
9
points
 (1 vote)
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Files: steelribs.png / steelribs.zip / https://dl.dropboxusercontent.com/u/27217567/SteelRibs/steelribs.zip /

(4108) Home ~ Plazactf

ZETA | 2014-07-06 13:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Small (1-4) | Creative Commons (BY)
Blurb Quick map to practice geometry
Screenshot
Get original file (133KB)
Detailed description

A quick map I put together to practice my curvy stuff - probably completely unplayable as a CTF :D

Each team starts in opposite corners of the map around their flag. The only way through the map is along clip 'corridors' marked by pathways on the ground. There is also a 'sewer' tunnel linking some buildings near the flags. Since it is a very open map there is only pistol ammo available.

Map file plazactf6jul.zip (610.04 KB)
Rating
1
 point
 (1 vote)
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Files: plaza-screenshot.jpg / plazactf6jul.zip /

(4106) Home ~ Tembrary

ZETA | 2014-07-04 10:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY)
Blurb Started off as a temple, not sure what it finished as....
Screenshot
Get original file (154KB)
Detailed description

Started this map with no real idea what it would become - I just kinda started putting in walls to see what happened :D

It has no playability at the moment - there is no ammo or anything like that.

Hopefully this time ill have got the packaging and screenshot right first time :D

Map file tembrary4jul.zip (593.14 KB)
Rating
2
points
 (2 votes)
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Files: tembrary.jpg / tembrary4jul.zip /

(4105) Home ~ Zombie Cannon Reskin

Pyccna | 2014-07-03 21:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY-NC)
Blurb Ever wanted to be a radioactive zombie?
Screenshot
Get original file (178KB)
Detailed description

Zombie Captain Cannon, why not?
Just download, extract, & merge the packages folder with your current.

As suggested by Nyne, here is an alternate skin along the same theme!


Mod file zombiecannon.zip (6.19 MB)
Rating
35
points
 (4 votes)
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Files: zombiegood.jpg / http://www.mediafire.com/download/82n25n27jzudk52/zombiecannon.zip / zombiecannon.zip /

(4104) Home ~ Shipwright

Pyccna | 2014-07-03 00:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY-NC)
Blurb A map just because
Screenshot
Get original file (81KB)
Detailed description


Gentlemen... Behold!
Yet another Egypt map, but not like many of them.
Requires Soc's Egyptian Texture Pack
Special thanks to Fatality & Chaster_aka_you for map help.

Map file shipwright.zip (1.9 MB)
Rating
29
points
 (5 votes)
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Files: shipwright.jpg / http://quadropolis.us/node/3082 / shipwright.zip /

(4103) Home ~ Levels

ZETA | 2014-07-02 10:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Small (1-4) | Creative Commons (BY)
Blurb A small CTF map
Screenshot
Get original file (79KB)
Detailed description

This is one of the first playable maps i've made - A tiny CTF map with one team starting on elevated platforms, and another team starting in bunkers. There is an obstruction in the middle of the map that both teams must move through to get the the other teams flag, along with a sparing amount of ammo.

Not too sure about the lighting yet - maybe a bit too dark :/

(i apologise if my map is packed wrongly :D )

EDIT: repacked the map using the correct folder names, got rid of the extra directory (i think) resized the screenshot (will take a new one when I have time)
EDIT: take two on the packing

Map file levels1jul2.zip (604.18 KB)
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Files: levels.jpg / levels1jul2.zip /

(4102) Home ~ Atrium

Zoocata | 2014-07-01 00:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb The Atrium, a small duel map by Zoocata
Screenshot
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Detailed description

Hi guys. I've been working on a duel map for a few weeks now and I'd like to think it's ready for release. Tell me what you think!

The Atrium is a complex set in the distant future in which humans have harnessed Earth's inner core and mantle to use as natural sustaining energy. However, we quickly realized this was a mistake as we were quickly depleting the cores gases. All complex's were abandoned in an attempt to save the planet.

Take a look!

UPDATED 07/26/14
UPDATED 9/11/14

Map file atrium.zip (2.4 MB)
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79
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Files: atrium.jpg / atrium.zip /

(4101) Home ~ Forums ~ General Discussion ~ Anttweakbar GUI Integration (WIP)

rasteron | 2014-06-30 03:14

General Discussion

Hi,

Just thought of sharing this with you guys here. This is my experimental port/integration of Anttweakbar with Sauerbraten. Anttweakbar is a simple GUI framework and supports SDL events. Quake2World free standalone also uses Anttweakbar for graphical menus and servers list.

Still a work in progress, screenshot for now.

cheers.

Anttweakbar project site:
http://anttweakbar.sourceforge.net

‹ eihrul = I rule? Discussion: Exasperation intensifies ›

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(4100) Home ~ Forums ~ Help and Support ~ Scripting Help

Fatality | 2014-06-27 22:09

Help and Support

I was wondering if anyone could help with some scripting. Pretty simple stuff really, or at least I think so, but I really know nothing about cubescript to make these myself.

1. If anyone could make something that hides all of the HUD (as with the /hidehud command) but without hiding the crosshair. Hidehud 1 hides everything including the crosshair, and I'm not sure why, but I would like to still see the crosshair when using this command. The only thing I could think of was a script with all the commands to hide everything seperately (like, consize 0, miniconsize 0, showfps 0, etc.) but I don't know how to make it a, uhhh, "toggle" bind?, where one key would turn these things both on and off.

2. A zoomscript. I don't like how when you zoom in in Sauer you see just the tip of your rifle, or whatever else you have equipped. Maybe this is my A.D.D., but it would be nice to have a command that simply just changes my FOV to something lower and then back, instead of the togglezoom command.

Anyone who could possibly make these, please let me know. I'm sure they are easy. Also feel free to share them, they don't have to be just for me. :)

Thanks in advance.

‹ Problem with Minimap & motionless Bots Rants Thread ›

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(4099) Home ~ SuperSauer Sauerbraten Mod

a_teammate | 2014-06-27 07:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Source mod | All Platforms | MIT/X11 License
Blurb A relatively big mod, providing tons of new features and trying to renovate the sauerbraten look.
Screenshot
Get original file (315KB)
Detailed description

Every option deactivateable.

Enhanced Serverbrowser with Serverpreview and freely configurateable favorite server section. (+ Searchbar, Clan-search, free slot-wait, ..)
New HUD, new loading screen, improved scoreboard..
New playermodel skins (teammates and enemies) which are ingame changeable. (+ New Flags, other weapons..)
Freely configurable look'n'feel (Backgrounds, icons, cursor, ..), you can even put your own stuff inside.
Demobrowser: see the results on the fly, jump to a specific event (e.g. if someone said something, scored, ..)
Ingame IRC, renames screenshots and demos automatically, automatically takes screenshots (eg after duels or clanwars), ...
etc.. etc..

And of course open source.

Available for Windows, Mac and Linux.

have a nice day :)

URL http://supersauer.blogspot.de/p/features.html
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29
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Files: alltogether2-small.jpg / http://supersauer.blogspot.de/p/features.html /

(4098) Home ~ Forums ~ Help and Support ~ Demo Control

Zoocata | 2014-06-25 18:02

Help and Support

Everyone knows the demo control in Sauer is non-existent. In order to get to a certain point you have to /gamespeed 10000 all the way to it (unless these some command I don't know). I remember seeing a script or mod a while ago that had full demo control integrated but I can't find it anywhere. I may of been dreaming :P Can someone either find that script or tell me where I could find an alternative? Thanks.

‹ Rants Thread Custom Hudgun Sounds, Help! ›

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(4096) Home ~ Update Quadropolis?

skiingpenguins | 2014-06-14 19:20

Yes, update to Drupal 7.28
90% (28 votes)
No, keep Drupal (unknown version, from 2006)
10% (3 votes)
Total votes: 31
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(4094) Home ~ Dextirity

Pyccna | 2014-06-12 01:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb A map that's been sitting around for a while.
Screenshot
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Detailed description

A confusing map that's been sitting around for a few months now.

Map file dextirity.zip (3.02 MB)
Rating
11
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Files: dextirity.jpg / dextirity.zip /

(4092) Home ~ Interview: Bigfootzz (Revelade Revolution)

Death14 | 2014-06-07 02:27

Revelade Revolution | Release | Final Release | Other License
Blurb Interview with Developer of Revelade Revolution: Bigfootzz.
Detailed description

Hey guys, recently I have been assigned as an interviewer to hopefully shed some light back upon quadropolis. This is my first interview, hope you enjoy! I tried to keep it brief so it won’t take too long to read. For those of you who don’t know who Bigfootzz is, he is one of the developers of another CubeEngine game named ‘Revelade Revolution’. If you could take the time to read this, I’m sure it would be much appreciated. If you wish to contact the Revelade Revolution crew, you can find them at #Reveladerevolution @ irc.gamesurge.net or contact them at their website: http://rr.theintercooler.com

How long have you been involved in the CubeEngine community?

I started in the Cube engine community about two months or so before I started Revelade Revolution and we have been developing it for at least 2 years.

For the people who haven't heard of your project yet, give a brief summary of what it is.

Revelade Revolution is an open-source First Person Shooter (FPS).
The game features fast-paced gameplay in both multiplayer and single player modes.
Players are faced against swarms of zombies who have recently overtaken the city and are slowly spreading across the world.
Join up with other survivors as you battle not only zombies but other survivors looking to take the little resources you have.

Who is involved?

We have lots of people on our team, I am the project manager, killme is our lead coder, TheAssassin is our server admin, crapimdead and Snipergoth are our mappers.
We also have Windastella, A_W_O_L_ and Snipergoth as our modelers and TimoV as our music and sound effects person.

Where can people contact you and check any progress being made on the game?

They can visit our site at http://theintercooler.com there are links to our Desura page there as well.
They should also check out our IRC channel at irc://irc.gamesurge.net/ReveladeRevolution.
That's where the real magic happens.

When did you start to develop Revelade Revolution and when will you plan on releasing it?

We started development of the game about 2 years ago, currently it is in alpha but it is mostly stable and playable for sure.
I am not sure how soon it will be until it is out of alpha as we do plan on adding some more major features for the next alpha releases before we can go to beta.
We don't have fixed release dates since our coders are all volunteers and thus aren't available for coding all day, but we usually try to release as soon as the situation allows us to do so.

How is the project coming along?

The project is coming along great.
The next Revelade Revolution release will include a lot of bug fixes as well as new models.
With the increase in interest in the game we have been working very actively over the last few months.

Do you need help with anything in particular that someone on quadropolis could assist you with?

Yes, the most important task to accomplish is getting new maps for the game. The ones that are included at the moment are just a temporary solution.
But really any help from the community is appreciated.

What/Who inspired you to develop Revelade Revolution?

I've always loved video games and always wanted to make one.
Once I found Sauerbraten I decided it was time to try it.

Have you come across many complications in the development of Revelade Revolution?

Yes. one of the complications for our team, besides effectively working together as a team, was getting the game to work across all major platforms.
Currently we support Microsoft Windows and Linux, but we've been working on Mac OS X support for a few weeks now.
We still have to finish our automated build system to build Mac OS X versions, too, before we can create release tarballs for this operating system.

What will be unique inside of Revelade Revolution that isn't already apart of another Cube Engine game?

There are a lot of stuff we have added that other Cube engine games don't have.
For example, we have a class based system (similar to TF2), we have controller support built into the game and we are working on integrating clan related stuff such as clan war support or global text chat into the actual game.

What have you and your developers got in mind once you finish RR?

We'd like to have a feature rich, player oriented shooter played by a large community.
The people shall enjoy playing Revelade Revolution, that's why we appreciate suggestions by them.

Do you have any other projects?

We are currently helping another developer with his game called Grim Quest.
It is a point and click style RPG.
We have also recently taken over development of MekArcade, a game that was originally planned to be an expansion of Red Eclipse, that will now be recreated from scratch in our new engine (a fork of tesseract).
We also have plans for an MMORPG called Broken Shield but that is a way off at this point.

Is there a stable version of RR available for download?

The game is very stable, you can get a download link on the project's website http://rr.theintercooler.com.
There you can find a link to our Desura page as well a link to our Sourceforge project.

Thanks a lot Bigfootzz and the rest of theintercooler members for their contribution.

Death14

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(4091) Home ~ Rudi's "Dust6"

Fatality | 2014-06-07 00:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY)
Blurb The deleted map
Screenshot
Get original file (69KB)
Detailed description

Dust6 by Fan|Rudi, reworked as requested by Rudi himself (before he deleted the original node). If this node is to be deleted as well that's okay, I only want Rudi to see it with some more work. I will stress though that this is his map and not mine, I only edited some things as requested.

Map file dust6.zip (1.31 MB)
Rating
26
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Files: dust6.jpg / dust6.zip /

(4090) Home ~ OS: Hwep and Vwep Assault-Rifle

windastella | 2014-06-04 00:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Revelade Revolution | Release | Alpha | Content | All Platforms | GNU LGPL v3
Blurb Open source hudguns to show the use of bone and tag for hweps and vwep.
Screenshot
Get original file (375KB)
Detailed description

Open source hudguns to show the use of bone and tag for hweps and vwep. This is a conjunction with a request for hudguns tutorial. Use this as a reference on how to make hudguns and vwep. I'll wrote more about this later. Zip contain source file.

UPDATED 05/06/2014
*export to md5 and to Sauer.

The model is taken from opengameart.org by mrpoly http://opengameart.org/content/assault-rifle.

INSTALLATION
*make a backup for packages/models/hudguns/rifle & packages/models/vwep/rifle
and extract to Sauer folder.
*alt: place in Sauer My Games folder document/My Games/Sauerbraten/

Mod file Assault-Rifle-by-mrpoly.zip (2.01 MB)
URL http://opengameart.org/content/assault-rifle
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18
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Files: screenshot_170863.png / assault-rifle-by-mrpoly.zip / http://opengameart.org/content/assault-rifle /

(4089) Home ~ Forums ~ Help and Support ~ Sauerbraten texture liscenses for Tesseract (question)

Mmeaninglez | 2014-06-03 21:05

Help and Support

I would like to convert some of my maps to tesseract, but for them to look nice, Tesseract needs more textures. It would be simple, of course, to just copy over textures from Sauerbraten for the maps. (as some have already done, it just makes the download file large)

However, my question from this is: Are there any textures in a Sauerbraten release that have licensing that only allows them to be used in Sauerbraten, not just the Cube 2 Engine in general?

‹ Custom Hudgun Sounds, Help! Quadropolis Service List ›

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(4088) Home ~ The Poor Man's Guide To Hudgun Creation

Pyccna | 2014-06-03 01:15

Cube 2 (Sauerbraten)

THE POOR MAN’S GUIDE TO CREATING HUDGUNS
This guide goes over how to create a simple hudgun for Sauerbraten.


I. Whatchu’ Need
II. Building Your Mesh
III. Mesh Revision
IV. Texturing
V. Export

I. Whatchu Need
For this simple guide we’ll be using Sauerbraten, Blender and Noesis (unless your Blender/3D Modeler supports MD5). Easiest step.

II. Building Your Mesh
Now you’ll need your imagination, or an idea.
1a. Build your model in sections in Sauerbraten to later be arranged in your 3D Modeler.
1b. Build your entire model in Sauerbraten.
Here is an example from one of my older projects.
2. Delete the floor beneath your model (I like to replace it with a clip volume)
3. Save your work and use command /writeobj. This command will export the entire map as an obj format. On Windows 7 it will be saved under C:\Users\[username]\Documents\My Games\Sauerbraten

III. Mesh Revision
Now open up your obj file into your 3D Modeler and make any revisions you wish. This is where you’ll arrange your mesh pieces if you chose step 1a in the previous section. I generally replace cylinders with Modeler-generated ones as Sauer can’t make good cylinders.
Here is an example from an older project. Note that it is positioned for a direct Sauer port.

IV. Texturing
This is the hardest part and I completely suck at it. See Blender or your 3D Modelers’ tutorials for this part. Just note that if you do not unwrap your mesh, your skin will be stamped throughout the model.

V. Export
This step is only necessary if your 3D Modeler does not support MD5. MD5 Exporter for Blender 2.6+
1. Save your model and export it to obj. (Ignore if MD5 Compatible)
2. Open up Noesis and Export the model from Obj to MD5Mesh. (Ignore if MD5 Compatible)
3. Open up the folder of the weapon you wish to replace, on Windows 7 it will be under C:\Program Files (x86)\Sauerbraten\packages\models\hudguns
4. Replace the MD5Mesh file, texture files, and delete all DLL files. If you don’t want to write up a cfg file, you’ll have to keep the same filenames, but you’ll have to position your model for direct port so it lines up with the arms.
Here is an example CFG from one of my older projcts.
5. Test your creation! If it doesn’t look quite right, keep trying. It took me a while just to get my first one down, and it’s still not perfect.

/endtutorial


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(4087) Home ~ Splashy Gui Mod

Am0xity | 2014-06-02 22:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | All Platforms | Creative Commons (BY)
Blurb A new look for Sauer
Screenshot
Get original file (135KB)
Detailed description

Changed the title screen backgrounds a bit

Changed the gui menus to a blue scheme

Clean, new look

This was first made for personal use, but I've decided to share it with you guys.

Update-- 6-3-14: Changed the background to blue instead of grey

Mod file splashy gui 2.zip (48.07 KB)
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5
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Files: screenshot_2720999.jpg / splashy-gui-2.zip /

(4085) Home ~ Sauerbraten (Collect) - EnahncedOptions

kirby | 2014-06-02 12:54

Cube 2 (Sauerbraten) | Release | Stable | Menus | Creative Commons (BY)
Blurb EnhancedOptions - A gui to enhance the game performance easily and simple.
Detailed description

This gui is created for Cube 2: Sauerbraten Collect edition (May work with other editions.). Press "P" to open the gui.
With this gui you can easily improve some game variables which may decrease your game performance. Also this gui is very usefull to detect enemies easilier. It's very tiny but it may help you! :-)
Have fun!
Newest version always available at: http://tiny.cc/EnhanceOptions

Preview

URL tiny.cc/EnhanceOptions
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2
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Files: http://i.imgur.com/yC7mwVM.jpg / http://tiny.cc/EnhanceOptions /

(4084) Home ~ Forums ~ General Discussion ~ Discussion: Exasperation intensifies

Coley | 2014-05-30 15:40

General Discussion
Exasperation intensifies

I've never been so disgusted by a group of people in this game in any of my 8 years of playing. I'm so sick of some players acting like they completely comprehend a community that has been altered over the course of many years and target a certain group ("old players") as the cause for it's deteriorating quality, without actually playing the game for as long as the people he/she so criticizes.

It's pathetic to see people act so high and mighty when they behave like they are doing the community a favor because they "give noobs a chance and try to teach them" while other players don't necessarily share the same attitude. This is just wrong. There are many old players who have been around long enough in the community to actually be exhausted with the way some new players act. If someone doesn't know something simple, such as a matter pertaining to game play, of course any decent player would help. And if it's something not so simple, then the "old players" do not have to be responsible for that person learning what they want. If that person actually WANTS to learn about the game, then maybe, just maybe they will overcome their laziness and go and look for the answers by his/herself (As many players have done). But guess what. No player anywhere wants to deal with a new player acting like a little shithole kicking people for fun, spamming a server, and generally acting like an idiot for the hell of it. Of course people will then begin to ignore such people and that is ONLY the fault of the new players who act like they are 5 years old. There is no blaming of the "old players" for ignoring them because we are NOT responsible for the immaturity of others! There is a certain level of it that is understandable (like making play maps to get a feel for the editor), but when you begin to act like a fool, then you deserve to lose your credibility (if you had any to begin with) and people won't want to put up with your lack of common sense and lack of adequate etiquette.
Those who are new players and actually WANT to become part of the community in a mature, positive and contributing fashion will do so on their own and thus will be respected and listened to accordingly. And I say that the rest of the people who act like they couldn't give two shits and like dirt-for-brains assholes just because they want to should be ignored and encouraged to leave the community. I've been playing this for a long time, not necessarily making maps, or becoming a star-quality fighter, but I have made many friends and enjoy watching players grow and develop their skills and playing with my friends, so I understand this exhaustion from old players who don't care to deal with people who join just to ruin the spirit of the game. So stop whining about their "attitude" and learn to distinguish between a player who is actually trying to be a part of the community and someone who joined just to act like a child and then deal with these people accordingly.

Many old players have quit or significantly reduced their time playing here partially because of the reasons mentioned above, which I find sad, so I hope the attitudes in this community begin to change eventually.

As a little side note: I've been reading on Quadropolis for many years now and although I have never posted anything, I understand some people here love to take something someone else has written and attack that person for their opinion and views. If you don't agree or respect the things I've written above, then be mature and respond with some dignity. If you do however want to post a response exemplary of stupidity, be my guest, but unfortunately for you it will be to no avail (But feel free to entertain us anyway). Thanks :)

Coley
‹ Anttweakbar GUI Integration (WIP) Backup Files ›

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(4079) Home ~ hansa

pix | 2014-05-25 21:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A WIP map meant for 2on2 teamplay.
Screenshot
Get original file (359KB)
Detailed description

A map I currently work on.

Some screenshots: http://imgur.com/a/xRMls

My goal is to make a map that pro players like to play (hence some advanced jump options), and that does not distract from the gameplay too much.

BTW, if you have good ideas for a name, let me hear! The current one is just out of need of a title to put it here on quadropolis.

Map file hansa.zip (384.61 KB)
Rating
26
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 (4 votes)
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Files: copy-of-2014-05-27-19-54-17__local.png / hansa.zip /

(4077) Home ~ Forums ~ General Discussion ~ eihrul = I rule?

Papriko | 2014-05-22 20:32

General Discussion

Okay, think about this: in the german language, "ei" is pronounced like the word "eye" or simply the word/letter I. Why german? Well, I am a native german speaker.
Also, a more valid reason is this: Sauerbraten is a german dish. Literally translated it means "sour roast", so I think using german pronounciation is a legit assumption.
The second thing is that in german, the "U" can be pronounced in different ways, for example like the "OO" in some words. Examples for the pronounciation I mean would be "cool" or "mule".

Taking both together, it would mean that "eihrul" sounds like "I rule". Coincidence? I think not.

Eihrul is AFAIK the current lead developer of Sauerbraten and Tesseract. Eihrul hosts important Cube2 sites, for example sauerbraten.org. Eihrul is the one who is responsible for the global authcodes. Eihrul hosts the masterserver.
If he wanted, he could have a tremendous impact on the community.
That all means that eihrul indeed rules. Perhaps his nick was meant to reflect that?

‹ Cardinal Directions Anttweakbar GUI Integration (WIP) ›

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(4076) Home ~ Pyccna's Challenge: May

Pyccna | 2014-05-15 01:47

Cube 2 (Sauerbraten)

An idea I had a while ago; a semi-monthly Quadropolis challenge to get some action flowing! These challenges will range from straight-forward mapping, to skybox challenges, to even totally obscure scripts.

THIS MONTH'S CHALLENGE:
Since this is the first installment, I'll keep it straight forward:

BUILD A MAP THAT IS OFF-KILTER

Rules:
Map must be of your own creation (ofc)
A majority of the map must be off-kilter (slanted)
Map MUST be under 200k WTR
Please try to avoid adding custom content to you maps, because my internet is crap & I might not be able to download if your zip is over 20mb.

Pyccna, I want to participate... how daphuq do I get in on dis sheit?
Just comment below saying you want to participate, & you're in. Whoopdee-doo.
Post your entry on a node, or just link it from this node in a comment, with the title "PycChal May: [map name]"

Challenge ends MAY 31ST
Good luck!

Current Participants:
-------------

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(4075) Home ~ Tesseract - Trailer from Q009

Q009 | 2014-05-15 00:17

Cube 2 (Tesseract) | News

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(4074) Home ~ Cartel

Fatality | 2014-05-14 01:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb A teamplay/FFA map
Screenshot
Get original file (269KB)
Detailed description

--------Update 12/27/15-------

This map has seen plenty of work since I last posted here. After a few suggestions, it has been extended and turned into a 2v2 Teamplay map. It also turned out to work pretty nicely as a slower paced 1v1 FFA. Much credit goes to Redon for his help with the extension, layout, and details.

Bonus video of some gameplay: https://youtu.be/Q3QQMpipmAM

--------Original Post--------

This is a small duel map I've been working on set in the medieval times. The focus was to make a playable map with as few cubes as possible while still looking decent (though I'm not sure I accomplished this really).

The map is unfinished and has some pretty bland spots but I hope I can get some feedback on how to improve such things.

1st Update:
-Added Pyccna's additions to the exterior
-Changed Sunlight, Skylight, and Fog for a night-themed atmosphere
-Fixed some playerstarts
-Added some details and a small corridor
-Added mapsounds
-Added credits in the .cfg

2nd Update:
-Added some trim to the lower platforms
-Made better looking torches
-Deleted the quaddamage and closed off the well

Map file cartel.zip (2.32 MB)
Rating
50
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 (6 votes)
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Files: cartelquad.jpg / cartel.zip /

(4073) Home ~ Forums ~ General Discussion ~ Backup Files

rabe | 2014-05-11 14:09

General Discussion

Is there a way to stop sauerbraten from creating .BAK-files?
Or can you make it spam the .BAK-files to a certain folder?
If yes, how?

‹ Discussion: Exasperation intensifies Teamspeak ›

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(4072) Home ~ Light shaft shader

Lord Kv | 2014-05-06 12:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Other | Creative Commons (BY-NC)
Blurb Post FX that renders light shafts
Detailed description

Light shaft shader

This shader adds a flare-like effect for the sun which also casts light shafts. I learned about the method from this tutorial.

The way this shader works is like this. First, it detects which pixels are sky - this should be done using the z-buffer but because that is unavalible in Sauerbraten right now I instead detect sky using brightness. Second step is to apply radial blur originating from the sun's location. This is the most hardware intensive step. The third and final step is to blend the blurred sky over the original scene.

An important part of this effect is also a cubescript loop which calculates the sun's position on the screen and passes it to the shader. The calculation requires transforming the sun's angles to a vector, rotating the vector according to camera angles and projecting it to the screen. Huge thanks to my brother for explaining the math and making this part work for me.

Installation:

Copy lightshaft.cfg to your game directory and then add "exec lightshaft.cfg" into your autoexec (you can do this in-game).

When ingame use the command /lstoggle Q which will toggle light shafts on and off. Q is the optional quality of the radial blur (100 is the best quality). Valid range is 10 to 100, and by default it is set to 50. You can also add "lstoggle" into your autoexec to have lightshafts on all the time.

Do not use addpostfx to start the shader - it requies a cubescript loop to update the sun's position.

Update 28.8.2014
- lightshafts are only rendered near sun, thus creating a flare
- lightshaft center is no longer calculated from sunlight direction, instead it is set to the sun's (or moon's) position in each skybox
- Q in lstoggle Q now controls the quality in percentage instead of number of passes for blur. This means that setting the quality to 50 in new lightshafts results in better quality than 50 in old lightshafts
These changes cause lightshafts to work with nearly every daytime map and even with some night maps. They also add a glow flare-like effect to the sun. Plus only rendering lightshafts near sun improves performance.

Update 28.9.2014
- Optimized! Mainly "if" removals (GPUs don't like ifs)
- Sun is now slightly colored
- lstoggle has a second parameter which controls the maximum number of checked pixels (like in the first version of lightshafts)
- lightshafts are now turned off on skyboxes without sun
- lightshafts will use sunlight as the sun's position on custom skyboxes
- added comments to the shader code

More pictures:

Preview

(script not available for preview because quadropolis doesn't like greater-than and less-than signs)

Config file lightshaft.cfg (7.18 KB)
Rating
72
points
 (8 votes)
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Files: http://jcoluna.wordpress.com/2012/06/05/light-shafts-tone-mapping/ / lightshaft.cfg /

(4071) Home ~ Forums ~ Help and Support ~ Rants Thread

Pyccna | 2014-05-04 02:54

Help and Support

Are you pissed off, annoyed, or otherwise irritated? Post your rant here rather than flooding other peoples' nodes with off-topic & useless arguments. These rants can be about anything you want; Cube-related or not.

RULES OF THIS THREAD
1. Do not start an argument for the sole purpose of starting shit.
2. Do not submit derogatory posts using usernames, threads, or alluding to specific Quadropolis users or their content. (Instead of usernames use words like "some people" or "this guy I know", also don't give contact information)
3. Do not post anything that can damage another person's reputation.
4. Do not break any of Quadropolis' 10 Commandments
Posts that break these rules will be deleted.

Happy ranting!

‹ Scripting Help Demo Control ›

Rating
28
points
 (4 votes)
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Files: none

(4070) Home ~ Basic Lighting Guide

rabe | 2014-04-26 18:05

Cube 2 (Sauerbraten) | Red Eclipse | Revelade Revolution | Sandbox | Guide
The Basics of Lighting

Lighting is one the most important parts in mapping for Cube 2. This article is directed to new mappers, who are not yet familiar with the very basic aspects of lighting. Most of it should apply for other Cube-Engine-based games (the default keys may differ, though).

First I will introduce some basic commands, then I will explain the most important general light settings of a map. The following part deals with the usages of light entities. The last part contains some thoughts about the lighting-tab of the ingame menu.
The are way more commands and features which are involved within the lighting of a map, but I'll come to that later.

I. Basic commands

1. /calclight -1/0/1 - This command applies the changes you made to your map. The default key bind while editing in cube2 is "K" set at 0 (as the detail of calculation).
2. /fullbright 0/1 - This command toggles between a lit and an unlit view of your map. The default key bind while editing in cube2 is "L".

II. General light settings

To light up your map in an appealing way it is very important to set the following values the right way, because they determine the overall feel and atmosphere.

When you have decided, what theme your map should have, you should choose a matching skybox. The easiest way is the ingame menu (esc/editing/skybox). Then you should set the following commands in a way that matches the theme and the skybox.

Red skylight coming from a blue skybox or an intense skylight coming from a dark, nightly skybox do not make sense. Having a skybox that displays a sun, but setting no sunlight will make your map look strange, too.

1. /ambient R G B
This value determines, how much and what kind of light the textures in your map emit. You can enter a value of 0-255 for each color (R = red, G = green, B = blue). "/ambient 0 0 0" will result in total darkness, while "/ambient 255 0 0" will give your textures an intense red touch. I myself prefer low ambient values, since this is the key to create contrast.

You will only see the effects of ambient, if one of the following settings is set or if you already have created a light entity.

2. /skylight R G B
This value determines, how much light the skybox of your map emits. You can enter a value of 0-255 for each color (R = red, G = green, B = blue).

3.a) /sunlight R G B
This value determines, what kind of light will be emitted from the direction of the sun in your skybox. You can enter a value of 0-255 for each color (R = red, G = green, B = blue).

3.b) /getsundir
This command determines the direction, where the sunlight should come from. Just stand somewhere in your map, aim your crosshair directly at the sun and execute the command. It's useful to aim at the sun over an edge of a building, to estimate, what shadows the sunlight will produce at its current position. The following values will be displayed at the console:

3.c) /sunlightyaw Y
You can adjust the horizontal position of the sunlight with this command.

3.d) sunlightpitch X
You can adjust the vertical position of the sunlight with this command.

3.e.) /yawsky 0-360
This commands rotates the skybox. It's very useful, if your skybox has a sun. You can rotate and put it where ever you want using this command. It does not affect the lighting technically, but it does in appearance.

To see the effects of the skylight and the sunlight, it is useful to temporarily set "/ambient" to a very low value. That way you can see the shadows very well due to the high contrast. It's also interesting to choose some extreme colour values as an experiment, just to get an idea of the results of those commands.

III. Light entities

If these settings are set, there will still be some dark areas like caves, closed rooms e.g. To light these up, you will have to set light entities.

1. /newent light X R G B
This is how you create a new light entity. The X-value determines the radius. You can enter a value of 0-255 for each color (R = red, G = green, B = blue).

2. /entselsnap 0/1
This command can help you to align your light entities properly. Set to 1, you can drag your entities aligned to the grid. The standard key bind while editing in cube2 is "6".

Now, that you have made a light entity, it still needs a source, since it looks stupid, if light appears just out of nowhere. A light source can be a mapmodel (a torch e.g.), a particle (fire) or a texture (lamps, computer-desks e.g.) - anything, that would emit light.

It is very important, that the entity and the source match: a big source should emit much light, a small one should emit just a little bit of light. A red source should emit red light, a green source should emit green light etc. Generally, there shalt not be light sources without light entities and vice versa.

To make light sources look glowing, it is often a good idea to put one or more entities with a smaller radius right next to the source and another entity with a bigger radius (that lights up the room) in a bigger distance to the source.

3. /vshaderparam glowcolor R G B
This command lets you change the colour of many lamp-/light-textures. You can enter a value of 0.0-1.0 for each color (R = red, G = green, B = blue). Just select the face/texture you want to colour and then enter the value.

Speaking of colors:

Plain white light almost aways looks unrealistic and boring.

It is often better to give the light a slightly orange/yellow (warm feel) or blue (cold feel) touch. Lighting up the map with only one colour is boring, too. Next to the basic lighting tone, there should be a second, contrasting colour. I think the map nucleus (orange basic tone, some green contrasting lights at the computer desks) is a good example. Also the map complex has some blue, contrasting spots, which I think is a good solution.

Do not overdo it, though: choosing more than 2 or 3 different colours will in most cases result in some noisy disco lighting-style.

IV. The Ingame Menu

In most of the cases there is no need to touch the variables "lighterror" and "lightprecision". Just leave it, as it is. Those are only needed, if you like very hard, precise shadows or if you need to fix lighting errors in your map. But be aware: Lowering these values will drastically increase the filesize of your map.

V. Other Stuff

There is a lot more to learn about lighting, such as spotlights, fog, watercolour, shaders and a lot of other commands/variables. And the described way is definitely not the only way to light up a map nicely, but if you focus on this way for the beginning, you are heading the right direction.

As a last thought keep in mind, that the technical knowledge about values, variables and commands is not everything and will not automatically lead to success. You need creativity and ideas also, but that cannot be described in a guide like this.

Links:
List of commands and variables on Cube Engine 2: Sauerbraten
Tutorial by Hourences (not cube2-specific, but very interesting)

Files: none

(4068) Home ~ Deathflow

Aikim | 2014-04-25 04:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | ZLIB License
Blurb Deathflow ffa/instagib and Remaked map
Screenshot
Get original file (286KB)
Detailed description

ok this is plz vote i was getting hard work plz stop giving me hardwork for maps :PPPP sorry im really newbie for this and im since 2013 play this game so finally this is

Map file Deathflow.zip (505.48 KB)
URL quadropolis.us/node/17562
Rating
29
points
 (7 votes)
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Files: deathflow_1.png / deathflow_1.zip / http://quadropolis.us/node/17562 /

(4067) Home ~ Bookworm

Pyccna | 2014-04-24 22:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | Huge (16-32) | Creative Commons (BY-NC)
Blurb My Swansong Map... or at least for a while
Screenshot
Get original file (96KB)
Detailed description

A large-scale capture map for you book lovers.
Special thanks to whoever built the battleship; I'm assuming Wybo, but you know who you are.

Map file bookworm.zip (2.04 MB)
Rating
58
points
 (8 votes)
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Files: bookworm.jpg / bookworm.zip /

(4065) Home ~ [CubeScript]: Typegen - Version: v2.0 - Updated: 2014/07/23

Nyne | 2014-04-22 16:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Cube 2 (Tesseract) | Red Eclipse | Release | Stable | Mapping | ZLIB License
Blurb The damn fast typewriter.
Detailed description

§ Changelog

Version: 2.0 :
- Changed license to zlib.
- Added global vcolor (0).
- Added backwards compatibility switch for Collect Edition.
- Updated to support Sauerbraten SVN, Red Eclipse, Tesseract, etc.
- New font added: »Pixel Font by Nyne«.
- Geometry direction fixes.
- More special characters available.
Version: 1.8 :
- New font added: »Fanatic by Neo«.
- New font added: »#yolo by Snowy«.
- More special characters available.
- Fixed some symmetry bugs.
Version: 1.7 :
- Changed license to UNLICENSE.
- New font added: »BAD FONT by bum«.
- New font added: »sYNDABC by sYNDERF«.
- More special characters available.
- Re-splitted font characters to get better/monospaced results.
Version: 1.6 :
- New russian font added: »lib_rus by TristamK«.
- Added improved support for special characters.
- Reworked TristamK's alphabet.
Version: 1.5 :
- Geometry direction fixes.
- Removed support for special characters to support windows' filesystem.
Version: 1.4 :
- Fixed the empty cubes glitch.
- Changed typegen_font usage to make it TAB-able.
- New font added: »GENERIC by TimmytheWhale«.
- New font added: »alphabet by TristamK«.
Version: 1.3 :
- New font added: »Tiny Font by SomeDude«.
- New font added: »1 by restcoser«.
Version: 1.2 :
- Added case sensitivity to support future fontsets with lowercase characters.
Version: 1.1 :
- Added multiple fontset support.

§ Preview

§ Installation

Step 1:

For Sauerbraten, extract the ZIP into your sauerbraten/ main directory.
For Red Eclipse, move the folder "nyne" from "packages/nyne" into your "data/" directory.
For Tesseract, move the folder "nyne" from "packages/nyne" into your "media/" directory.

Step 2:

Ingame type »/exec typegen.cfg« or add »/exec typegen.cfg« to your autoexec.cfg.
For Sauerbraten Collect Edition, type »/typegen_compatibility 1«.

Step 3:

To change the typewriter's font, run the command »/typegen_font "Font Directory"«.
Feel free to use TAB autocomplete to select the desired directory.
By default, Typegen is using the font »ANDROMEDA« by Redon.

§ Usage

1.) Create a cube.
2.) Select the cube's right face (see screenshot).
3.) Run the command »/typegen "HELLO WORLD!"«.

Included free for use fonts:

»#yolo by Snowy« // Directory: tf_snowy_#yolo/
»1 by restcoser« // Directory: tf_restcoser_1/
»alphabet by TristamK« // Directory: tf_tristamk_alphabet/
»ANDROMEDA by Redon« // Directory: tf_redon_andromeda/
»BAD FONT by bum« // Directory: tf_bum_bad_font/
»Fanatic by Neo« // Directory: tf_neo_fanatic/
»GENERIC by TimmytheWhale« // Directory: tf_timmythewhale_generic/
»lib_rus by TristamK« // Directory: tf_tristamk_lib_rus/
»Pixel Font by Nyne« // Directory: tf_nyne_pixel_font/
»sYNDABC by sYNDERF« // Directory: tf_synderf_syndabc/
»Tiny Font by SomeDude« // Directory: tf_somedude_tiny_font/

Config file typegen_v2.0.zip (164.67 KB)
Rating
107
points
 (12 votes)
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Files: typegen_v2.0.zip /

(4063) Home ~ AM_insta

Aikim | 2014-04-22 04:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | ZLIB License
Blurb AM_insta map by MAK and AIkim
Screenshot
Get original file (435KB)
Detailed description

this is instagib map by MAK and Aikim im only work this becoz MAK is texturing me in cube and enjoy in this fun instactf map

Map file AM_insta.zip (1.03 MB)
URL quadropolis.us/node/18129
Rating
12
points
 (6 votes)
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Files: am_insta.png / am_insta.zip / http://quadropolis.us/node/18129 /

(4061) Home ~ Star

Death14 | 2014-04-19 13:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Public Domain
Blurb Star: Scientific Testing Arena for Robots - By Death14
Screenshot
Get original file (255KB)
Detailed description

Star is a scientifically based duel map which is designed so that it appears as if scientists are watching you play the map through several one-way mirrors. It is best played in insta and effic but also well fitted for ffa thanks to rabe. :)
My goal is to get it into the next Sauer release.
There is not much more to say... download it and take a look if you have time and give me some feedback!

Thanks too all the help I've already received from cm members and others... The map wouldn't be the standard that it is without your guys help. A special thanks to Ardelico and rabe who were a big part in some crucial decisions in the production of the map and also the help of several others which are mentioned in the .cfg file.

Map file star.zip (1.83 MB)
Rating
66
points
 (9 votes)
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Files: starquad.jpg / star.zip /

(4060) Home ~ White City cockroach-race-02

TristamK | 2014-04-18 10:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Small (1-4) | Creative Commons (BY-SA)
Blurb White City - second map in cockroach-race series of race maps. Video included.
Screenshot
Get original file (116KB)
Detailed description

How long we didn't see a race map on quadropolis ?
I think time to fix it.
This map I began doing in September 2013 and finished it in October.
Plus iam used only 1 texture for it for creating this black$white look.
Map is small, but have some difficult places where you can stuck.
It is also worth mentioning that this map has won one of the competitions in one of VK groups.
Link for competition ->
http://vk.com/topic-28780162_29197268

YouTube ->
https://www.youtube.com/watch?v=hbRLB3rDvrA&feature=youtu.be

This map using
CC-BY-SA v3.0 lisence.

Edit 1 :
https://www.youtube.com/watch?v=Vzdy-S1bp2A
Another video. Say me if you want see this maps on quadropolis

URL http://www.mediafire.com/download/iccjjtsnu3twq33/white_city_cockroach_race-02.zip
Rating
55
points
 (8 votes)
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Files: white_city.jpg / http://www.mediafire.com/download/iccjjtsnu3twq33/white_city_cockroach_race-02.zip /

(4055) Home ~ CMD Conditional

RaZgRiZ | 2014-04-14 00:08

Cube 2 (Tesseract) | Release | Conceptual | Other | Other License | Simplicitic feedback
Blurb It's back and it's better!
Detailed description

I was bored, so i was looking through my old nodes, and i decided to rework the CMD Flags into something less reliant on customizing the command to your liking and more towards freedom of action.
For your enjoyment, here it is in full glory. Hopefully the comments make it possible for code-illiterate people to understand what it is and how it works.

Preview
// Example of use:
// cmd [
// [ condition 1 ]
// [ condition 2 ]
// ...
// ] [
// [ on-success 1 ]
// [ on-success 2 ]
// ...
// ] [
// [ on-failure 1 ]
// [ on-failure 2 ]
// ...
// ] [ action ]


// note 1: each condition that tests negative will terminate the script.
// note 2: all conditions must test positive for the action to run.

cmd = [
local tmp l // declares "tmp" and "l" as temporary variables for use within cmd only
tmp = 0 // giving our variable a value to boot
l = (listlen $arg1) // total amount of conditions to check
loopwhile i $l [>= $tmp 0] [
if ((at $arg1 $i)) [
do (at $arg2 $i) // execute custom action from second list on success
tmp = (+ $tmp 1) // for every condition from the list that is true, add 1 to tmp
] [
do (at $arg3 $i) // execute custom action from third list on failure
tmp = -1 // end the loop early if condition is false
]
]
if (= $tmp $l) arg4 // will only run once all given conditions successfully pass
]

Rating
10
points
 (1 vote)
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Files: http://quadropolis.us/node/3401 /

(4051) Home ~ feedback tag test

Suicizer | 2014-04-12 12:10

Quadropolis | Release | Small (1-4) | Public Domain | Flow feedback | Lighting feedback | Node Problem
This content is either filed in the wrong category or poorly formatted.

If your node is not in the right place, it makes it harder for others to find. A node also is a formal presentation of your work, and allows users to review your work before downloading. It is important your content is presented nicely if you would like people to review it and download it. Refer to the User's Guide for tips on how to fix this.

Blurb A node to test the feedback tags
Detailed description

Nothing out here.

Rating
14
points
 (4 votes)
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Files: none

(4046) Home ~ Forums ~ General Discussion ~ Teamspeak

rudi | 2014-04-08 06:25

General Discussion

Hi all . . . i was wondering . . Can a teamspeak be implemented into sauerbraten? . . It will be grait to speak to your team rather then typing all the time

‹ Backup Files Should users post/ be encouraged to post Works-in-progress or otherwise not-their-best quality maps/work? ›

Rating
0
points
 (0 votes)
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Files: none

(4038) Home ~ April Fools 2014: Let new blood stream in the admin and moderator team!

Suicizer | 2014-03-31 18:22

Quadropolis | News

Dear user of Quadropolis,

Our website is frequently quite inactive which often is the blame of a policy performed by certain admins and moderators. There are a lot ideas which all have been listed on certain nodes, but they somehow never are really done (or never been finished). Click for an example right here or here.

That's why a new set of admins is upcoming, as most of the current ones which should be active are as inactive as the rest of the crowd. Therefore I would like to announce our newborn administrators:

- Mmeaninglesz
- Nyne
- Ardelico
- Chasester_aka_you
- Calinou

As our beloved team of moderators is doing such a great job also; let's add some more to that team:
- Windastella
- Death14
- Zaaikort
- Pyccna
- Greaserpirate

Let's hope those fresh baked administrators and moderators show some results soon.

login to post comments

Files: none

(4034) Home ~ Red Eclipse - PrivateChat

kirby | 2014-03-30 11:47

Red Eclipse | Release | Stable | Other | Other License
Blurb PrivateChat - Chatting silency.
Detailed description

This script is made to private chat with a selected CN. Just press "M" to and then start to chat! :D It's not 100% safe because the script uses the playervanity to chat. Note: It's not impossible to spy out your messages; everyone could request the information of your playervanity anytime.
Have fun!
Newest version always available at: http://tiny.cc/PrivateChat

Preview

Config file PrivateChat 1.3.zip (2.29 KB)
URL tiny.cc/PrivateChat
Rating
7
points
 (1 vote)
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Files: http://i.imgur.com/6fAHNEp.png / privatechat-1.3.zip / http://tiny.cc/PrivateChat /

(4033) Home ~ Red Eclipse - ColorChat

kirby | 2014-03-29 13:53

Red Eclipse | Release | Work in Progress | Other | Other License
Blurb ColorChat - Chat with colours in Red Eclipse!
Detailed description

This is a script which allows you to write easily with coloured text. Just press "N" and choose the configurations.
Have fun!
Newest version always available at: tiny.cc/ColorChat

Preview

Config file ColorChat 3.6.zip (3.18 KB)
URL www.tiny.cc/ColorChat
Rating
13
points
 (2 votes)
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Files: http://i.imgur.com/QTq6s3y.png / colorchat-3.6.zip / http://www.tiny.cc/ColorChat /

(4032) Home ~ Monthly Poll April 2014: After creating a node, do you want more specific, general or no feedback at all?

Suicizer | 2014-03-29 12:11

More specific feedback. I would rather improve a few points on my content and work on those others later.
67% (14 votes)
More general feedback. I would rather improve my content more generally fixed.
29% (6 votes)
No feedback at all. I don't listen to comments anyway.
0% (0 votes)
Other.... [comment]
5% (1 vote)
Total votes: 21
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Files: none

(4031) Home ~ Medieval Village SP

kddekadenz | 2014-03-26 11:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Small (1-4) | CC0 1.0
Blurb A quick medieval Single Player map created for fun.
Screenshot
Get original file (446KB)
Detailed description

This map was created in about 2 hours so don't expect artistic greatness.
What you can expect is a small, fun single player map with medieval setting.
Have fun! :)

Instructions:
-------------
Extract the content of the zip into your Sauerbraten directory.
Open Sauerbraten, press T and type
/sp medieval-sp
to play ;)

Map file medieval-sp.zip (449.27 KB)
Rating
26
points
 (5 votes)
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Files: medievalsp.jpg / medieval-sp.zip /

(4030) Home ~ Forums ~ General Discussion ~ Should users post/ be encouraged to post Works-in-progress or otherwise not-their-best quality maps/work?

Mmeaninglez | 2014-03-23 13:31

General Discussion

There wasn't a general poll made this month, and this is a topic I've wanted to discuss for a while, so here goes:

Over time, Quadropolis has become focused on higher and higher quality maps and content as the game has become more improved and user skills have increased. Although I wasn't around at the start, looking back at the oldest maps on the sites shows a community with a bit more wild experimentation. A lot of early maps are a lot like "Hey I made a cool thing" rather than elaborate polished maps. I'm not saying that was necessarily better, but it was different.

Personally, as my mapping skill has increased, I've made quite a few maps that I finished, then moved on to another and never published, meaning to come back and fine-tune it a bit. Others I finished despite them having a couple of flaws inherent to the design that couldn't be removed, and thus could never be part of a release. I feel that it could have been some benefit to the community had I posted these maps, if only to inspire some small part of someone else's work later.

Are maps like this something other people want to see more of on Quadropolis?

‹ Teamspeak The obsolete tag ›

Rating
0
points
 (0 votes)
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Files: none

(4029) Home ~ Idyll

Mmeaninglez | 2014-03-19 22:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Small (1-4) | Creative Commons (BY)
Blurb A small FFA map
Screenshot
Get original file (453KB)
Detailed description

This is a small FFA map floating above the clouds.
I don't have much to say about the map, really. I've been done with this map for a few months, but never posted it. However, it's about time I posted something, as nothing much has happened in the last few days here. It's a map, nothing spectacular about it.

Jumppads: 1
Teleports: 0
Playerstarts (neutral): 8

Shells :4
Bullets :2
Rockets :1
Riflerounds:2
Grenades :2
Pistol :0
Health :3
Healthboost:Yes
Greenarmor :1
Yellowarmor:1
Quad Damage:No

Enjoy the Map!

Map file Idyll (new 1.2).zip (292.29 KB)
Rating
18
points
 (4 votes)
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Files: idyll-update-scsh.png / idyll-(new-1.2).zip /

(4028) Home ~ Icarus

Pyccna | 2014-03-12 15:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Public Domain
Blurb Research Station 'Icarus-5'
Screenshot
Get original file (112KB)
Detailed description

A various game mode map for 6-12 players. High orbit above planet Orbe, Icarus-5's mission is to catalog all sentient life on planet Orbe and its moons.

Map file icarus.zip (2.92 MB)
Rating
8
points
 (3 votes)
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Files: icarus.jpg / icarus.zip /

(4027) Home ~ Camper

windastella | 2014-03-11 05:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Creative Commons (BY-SA)
Blurb The Camper will hunt down those who disturb his camping day!
Screenshot
Get original file (361KB)
Detailed description

This is player model requested by Suicizer. I tried to avoid making the model 100% similar to original but use it as a reference. It is still in WIP stage but the model is ready. Please comment for improvement so that it will be as good as the other player model in the Sauer.

Update 11/03/2014
*scale down the tent
*added flag and hand
*rigged

Update 20/03/2014
*texture change
*animation idle, forward and dead
*weapon tag

Todo:
1. finish the rest of the animation

Install Instruction: Backup packages/models/ogro2 folder. Extract the camper.zip to your Sauer folder.

Note: I included the source in the folder for anyone. Only credit me if you make anything with those.

Mod file camper.zip (2.01 MB)
Rating
30
points
 (4 votes)
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Files: [wip]4.png / camper.zip /

(4025) Home ~ Forums ~ Content Creation ~ Windastella Workshop

windastella | 2014-03-09 12:38

Content Creation

Hi I'm looking for idea to design new player model mod for Sauer and I want to find anyone with concept art to model. I'm not really a good level designer but I'm more of a modeler.

I'm not the best at designing thing but I can model others design. Here is my gallery.

http://windastellaworld.blogspot.com/p/gallery.html

So I want to model a more player model for Sauer since I was looking for more inspiration and to improve my skill. I also accept hudguns & mapmodel request.

Previous Work
Camper [WIP] (might as well finish this one first...)

requested by Suicizer.

‹ Sauerbraten File Explorer I give up ›

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Files: none

(4024) Home ~ Forums ~ Help and Support ~ Load multiple animation to one slot?

windastella | 2014-03-08 04:51

Help and Support

Is it possible to load multiple animation into one animation slot in model.cfg? If it is how can we use it?
Maybe i'm asking question that i also didn't understand even a bit. But maybe like this...

iqmanim 'attack 1' attack.iqm //1
iqmanim 'attack 1' attack2.iqm //2

It didn't make sense to me also but i heard it is possible to load two animation into a slot... If it is possible to do this and how can we use it? possibility: use two different melee animation which change every time player attack.

‹ Quadropolis Service List How to edit skins: .dat? ›

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(4023) Home ~ Crisp Detail Shader (increases visibility)

Greaserpirate | 2014-02-27 04:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Revelade Revolution | Release | All Platforms | Other License
Blurb edited by Eihrul
Screenshot
Get original file (54KB)
Detailed description

I was messing around with GLSL effects, and I created a shader that actually increases visibility, making enemies as well as map details easier to see. Eihrul came along and cleaned up the code, as well as making it compatible with /forceglsl 0. It's currently included as an option in Red Eclipse SVN, but it works on any Cube2 game.

How to use:

1) back up your data/glsl.cfg and stdshader.cfg files

2) merge the "data" folder with the mod

3) when in-game, type "/setpostfx sharpen"

(you can also add "/setpostfx sharpen" to your autoexec.cfg)

Source code for glsl.cfg usage:

setupfinecorners = [
gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + vec2(-1.0, 0.0);
gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + vec2( 1.0, 0.0);
gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + vec2( 0.0, -1.0);
gl_TexCoord[4].xy = gl_MultiTexCoord0.xy + vec2( 0.0, 1.0);
]

lazyshader 4 "sharpen" [ @fsvs @setupfinecorners } ] [
@fsps
@sample4corners
gl_FragColor = vec4(sample.xyz*1.95 - 0.25*(s00.xyz + s02.xyz + s20.xyz + s22.xyz), sample.w);
}
]


for stdshader.cfg:

setupfinecorners = [
ADD result.texcoord[1], vertex.texcoord[0], { -1, 0, 0, 0 };
ADD result.texcoord[2], vertex.texcoord[0], { 1, 0, 0, 0 };
ADD result.texcoord[3], vertex.texcoord[0], { 0, -1, 0, 0 };
ADD result.texcoord[4], vertex.texcoord[0], { 0, 1, 0, 0 };
]

lazyshader 0 "sharpen" [ @fsvs @setupfinecorners END ] [
@fsps
@sample4corners
ADD s00.xyz, s00, s02;
ADD s00.xyz, s00, s20;
ADD s00.xyz, s00, s22;
MUL sample.xyz, sample, 1.95;
MAD result.color.rgb, s00, -0.25, sample;
MOV result.color.a, sample.a;
END
]

Mod file sharp_shader.zip (26.67 KB)
Rating
17
points
 (3 votes)
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Files: sharpcontrast.jpg / sharp_shader.zip /

(4021) Home ~ Forums ~ General Discussion ~ The obsolete tag

Chasester_aka_you | 2014-02-24 15:45

General Discussion

When items are tagged with "obsolete" it reads as follows:

"This content is compatible with older edition(s) of the game it was made for, and not guaranteed to work with the current or development versions."

this is actually bad grammar it should read like on of the following:

"This content was made for older edition(s) of the game, and not guaranteed to work with the current or development versions."

"This content is compatible with older edition(s) of the game, and not guaranteed to work with the current or development versions."

"This content is not guaranteed to work, because it was made for older edition(s) of the game."

Just wanted to point that out
chasester

‹ Should users post/ be encouraged to post Works-in-progress or otherwise not-their-best quality maps/work? Addition of Games page ›

Rating
10
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Files: none

(4020) Home ~ Flow and layout guide

Suicizer | 2014-02-19 12:36

AssaultCube | Cube | Cube 2 (Sauerbraten) | Cube 2 (Tesseract) | Red Eclipse | Other Mod | Guide
In this guide, the meaning and the best ways of flow within the layout of a map will be described. This guide is suitable for editors which use any game that runs on Cube Engine (2), but examples are applied on Sauerbraten.

What is flow?

In common terms, the flow of a map is describing how a map feels while navigating through it. Some cases which effect the flow are:

Gameplay
Layout
Atmosphere (texturing, lighting, detailing)
Clipping.
Flow explanation

When a map has no flow, it means most of the times that it lacks some of the criteria which is listed in the next couple of aligns. Keep in mind that when you ignore some of the criteria, you may risk some serious flow issues on your map.

Aspect of gameplay on flow

As it should be clear to you what the core gameplay is (movement speed, jumping height, weapon recoils, etc), I won't put a lot of effort into that.
I've listed most of the required measurements of all current games. All measurements are referred with gridpower 3 and are generally measured (not the actual limit, but a solid one). Trickjumps are ignored as the aren't part of the primary gameplay.
Although the weapons which are being used throughout games matter a lot within the gameplay (thus the flow also); they won't be referred here as all games have their own documents for that.

The minimal height of ceilings and doorways is 5 cubes on Sauerbraten, Red Eclipse, Tesseract and Assault Cube (4 1/2 is still tolerable also, except on Red Eclipse).
The minimal width between walls or within a doorway is 4 cubes on all games.

The maximal height to jump on an edge is generally 2 cubes.

The best measures for stairs is 0,5:1 (so a half cube up, 1 cube long), but 0,25:0,5 works also (so a quarter cube up, a half cube long).

The maximal distance between 2 platforms which can be jumped (straight forward) from one to another is 12 cubes on Sauerbraten, 10 cubes on Red Eclipse, 8 cubes on Tesseract and 7 on Assault Cube (by using strafe-acceleration, else 4 1/2 cubes).

The maximal angle of a slope which can be walked on is 61,875° (a cube being pushed 5 times at front) on Sauerbraten and Red Eclipse, 56,25°(a cube being pushed 6 times at front) on Tesseract and none on Assault Cube as it is undetermined.

Aspect of the layout on flow

As the flow of a map highly depends on the layout, you should keep in mind for what kind of gamemode are you actually mapping.
Some points will be described in the next sentence;

Symmetry
Height
Length
Openness
Connections
Realism
Performance
Entities

Symmetry
There is no place for such a thing in maps which aim for modes on Deathmatch or Capture. However, it often is preferred on maps which are oriented on Capture The Flag (as being more competitive towards maps which are asymmetrical while their goal is Capture The Flag as well).

Height
In a certain way, every type of gameplay needs some difference in height between rooms, areas or platforms. However, some gamemodes rather prefer not too much difference as it destabilizes it. For example, maps which aim rather for a simplistic gameplay like Instantgib should have less difference between platforms than maps which aim for a more complex gameplay like Free For All (as weapons like the grenadelauncher and rocketlauncher are more useful in such situation).

Length
This may not matter a lot compared to the other points, but certainly shouldn't be forgotten. Long narrow paths (like hallways for example) never work well on any game. Keep the length of paths flexible and make sure there are enough connections to other paths.

Openness
This point matters also if the gamemode is more simplistic than complex. Maps which rather aim for Instantgib should contain less things to take cover behind (so like a hole-shaped layout in Deathmatch) than maps which aim for Free For All, which often have several rooms with individual weapons spawning within them.

Connections
The connection between one room, area or platform to another should be taken wisely. The options on Cube Engine 2 are:

Stairs
Jumppads (not in Assault Cube) or Pushers (only in Red Eclipse)
Teleports (not in Assault Cube)
Ladders
Elevators (only in Red Eclipse)

If the difference in height is considerably big, some stairs is often not the right choice. A better option is to use a jumppad, except if the difference is that big (or there is some required geometry between the two rooms, areas or platforms), then a teleport would fit better. If the approach towards the higher platform has to be silent, only then a ladder should be chosen, else use anything other than that. The reason for this is that a ladder can only be occupied by 1 person at the time (all other players won't be able to move further until the first user left the ladder). A jumppad or teleport only take a split second to use before some other player can use it also; which doesn't slow down the flow that way. The same counts for elevators; they can only be occupied by 1 person at the time (although more people could be elevated at 1 time), so it's not very flexible to use compared to jumppads and teleports.
If there's quite some difference in length between rooms, areas or platforms, a teleport is rather preferred than a jumppad. The reason for this is that teleports don't need a direct connection; you can move in the teleport from 1 side of the room, while spawning at the teledest at the opposite side of another room. However, you should take caution not to use too much teleports or jumppads, as they are directing players to a specific location, no matter if the player wants it or not.
Stairs are a good choice when the length and height is about to be equal and not too much. Long stairs are often considered as bad because players are a more predictable target than on solid ground.

Realism
While making a layout, realism should be chosen after the aspect of gameplay and flow. It is often forgiven that something isn't realistic yet flowing and increasing the playability, than being realistic and slowing down the flow (thus making the map less playable).

Performance
This topic is often overlooked while it surely matters. When making a layout, keep in mind you're using Cube Engine (2), which means you work with cubes. They may be pushed and pulled in about 56 different positions within the selection, it only makes it harder when using a lot of variety in it. Keep shapes simple. Most of the time, a texture which has the correctly specified shader-settings is even more effective than handcrafted geometry. If you really want to use some complex geometry, try to use mapmodels instead.

Entities
As the position of entities that goes about playerstarts or other spawn-points which are part of the gameplay should follow the next couple of lines:

Never put the direction of the spawn-point towards an object which blocks a straight forward path (for example a wall, boxes or even an edge of the area or platform spawning on as it will makes the player fall down while he has not chosen to fall down in the first place).
Never put the spawn-point considerably high in the air. It's fine to let players fall down for a split second like at default positioning of playerstarts; but don't let it happen intentionally. As most of the games on Cube Engine 2 (except Red Eclipse) have no features to navigate accurately mid-air, players are hopeless floating ducks which can only defend themselves by shooting.
Position spawn-points some cubes away from objects (for example once more; walls, boxes or even an edge of the area or platform which the player spawns on). This gives players the opportunity to move all directions after spawning, so they have a proper chance of doing a counter attack towards their opponents.
Try to place spawn-points spread over the map (even within modes like Capture The Flag!), as it spices up the gameplay due the fact of not being predictable where the fragged player will spawn again to counter attack their opponent.

On the next screenshot of ot within Sauerbraten is shown how spawn entities like playerstarts or teledests could be positioned correctly.


Aspect of the atmosphere on flow

Although it has the least effect on the flow of a map, it definitely shouldn't left unnoticed.
You may want to create the most creepy place anyone has ever witnessed; be sure that paths and even corners within rooms are just enough revealed to see what's out there. However, keep in mind that the atmosphere should have enough contrast as well (in texturing, not just 1 colour; in lighting not all brighted but not all covered in darkness also).
A good example on how it shouldn't be done is the next picture, which displays one of the rooms of the map within Sauerbraten; ph-capture. You can't see anything except the actual exits, but it's just a wild guess what you'll bump into while trying to reach it.

Aspect of clipping on flow

This is the very last step to do when creating a layout, as it happens to be combined often while texturing or detailing and even while being in the lighting process. Nevertheless, clipping exists to avoid players getting stuck or so they won't reach undesired places.
As some of the developers of Sauerbraten stated, it often happens they still have to fix several clipping issues which could have been whiped out by the mapper already. Some key hints to avoid such happenings are:

Always provide a wall of clipping material at each end of the map. This is just to be sure players won't reach the end of the map which makes them able to mess up the physics of the game and hack their selves through certain walls.
Always provide a ceiling of clipping material; but high enough so the player can't reach it by regular play (also not by using trickjumps!). The ceiling of clipping just to ensure players won't reach over the clipped walls at the end of the map.
Always try to fill all the space between the really end of the map and the wall of clip. The meaning of it is to increase the performance. How so? When using calclight or genpvs occlusion culling will be occurred (only on Sauerbraten and Red Eclipse). This calculates all cubes in certain views (also called viewcubes), so the map is already drawn (also called prerendered) from certain places. As cubes which contain any clipping material won't be calculated, it eventually saves file-size. Another reason to fill that particular space is to ensure no one is ever able to get through, up, under or next to the walls of clip (due mistakenly leaving a gab for example) and it also looks a lot cleaner.
Clipping material may be replaced for death material, as long as fits the theme of the map and feels natural. A fence which stands under a high voltage is pretty logical to die from when trying to jump over it. Even a wall of fog may be a pretty good cause.
This can be viewed in the next picture which displays the map renegade on Sauerbaten.

In a lot of cases, it is a good idea to use geometry which contains a sky-textured surface (by default textureslot 0). This is because that particular textureslot is also ignored when lightmaps are being calculated (it is even useful on Tesseract due the fact it will take the same rule into account). This is also to improve the playability of the map as it won't rely heavily on better hardware.

All points notified above about the aspect of clipping are displayed in the next screenshot of the map collusion on Sauerbraten (except for replacing clip material for death material). Players are unable to get behind it as everything between the wall of clipping material and the actual edge of the map is fully sealed.

In the next picture, a good clipped corridor (as in the map metl4 on Sauerbraten) is displayed. You practically won't get stuck anywhere while moving through it.

All information provided within this guide may be used as a base to create other guides, articles or as reference within comments, replies or any other conversations, as long as it's about a similar topic and the original author is credited. Original author: Suicizer. Created at: 2014-02-19 12:36:58.

Files: none

(4019) Home ~ racemap2014 by AIkim

Aikim | 2014-02-19 09:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Large (9-15) | Other License | Licensing Problem | Packaging Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Racemap ~ 2014
Screenshot
Get original file (477KB)
Detailed description

THIS RACEMAP WAS MADE BY tristamK:Extr3m3:MysteryCube:Aik!m

Map file Racemap1.rar (958.04 KB)
URL quadropolis.us
Rating
11
points
 (2 votes)
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Files: racemap2.png / racemap1.rar / http://quadropolis.us/ /

(4017) Home ~ Monthly Poll February 2014: Should mods which aim for a modified gameplay on the original games be allowed on Quadropolis?

Suicizer | 2014-02-14 15:51

Yes
77% (23 votes)
No
23% (7 votes)
Total votes: 30
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Files: none

(4015) Home ~ Surreal (Updated 2/24/2014)

Pyccna | 2014-02-11 20:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb They say two heads is better, what about two maps?
Screenshot
Get original file (183KB)
Detailed description

Fight your enemies between two dimensions; the normal world, and a chaotic parallel dimension called Cthulhus. Use the rifts to travel between dimensions to ambush your enemies, or stock up on ammo that isn't available in the opposite dimension.

Map file surreal.zip (1.69 MB)
Rating
58
points
 (10 votes)
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Files: surreal1.jpg / surreal_1.zip /

(4011) Home ~ Binary

Pyccna | 2014-02-05 03:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb FFA Map
Screenshot
Get original file (106KB)
Detailed description

Enter the digital realm & frag your enemies in this digital-themed map.
P.S, ignore the pickups in the screenshot, they are my personal mod.

Map file binary.zip (1.17 MB)
Rating
40
points
 (7 votes)
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Files: binary.jpg / binary.zip /

(4010) Home ~ SauerX

Chasester_aka_you | 2014-02-05 01:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Source mod | All Platforms | Other License
Blurb Xtreme Cube
Detailed description

This is a mod that can be overlaid over the current sauer, it only modifies visual effect and has its own exe so you dont have to worry about overriding any old code. If you do down load this you will not have so save any files. If you wish to run sauerbraten again you can simply click on sauer.bat.

Features
-----------------------------------------------------------------------------------------------------------------------------------------------
Team Kill Proof: No longer will you have to say sorry for accidentally putting a rifle in your teammates back, now damage to players is not sent to the server (no harm no foul). This includes explosions that hit other players :)
New Damage Particle System: damage text is displayed a distance away from the player (dampartdist) rather than above the victums head, this allows you to see the damage done. Also in non-insta modes particle size and color is determined by the amount of damage done
Kill Feed: Renders in the upper left hand corner (where it use to) uses images to show kill types. Your kills stay up longer so you can see the carnage you are doing.
New chat console: New console in the lower left hand corner allows players to see old chat, but fades away when players do not have the console open.
Score Board modifications: Shows person with the flag. Also shows players personal stats.
Team/Rival score menu: Allows you to see alive and dead players, and see where you are ranked in the bunch. In non-team mod acts like a normal score board.
New Hud Icons: New icons allows you to see where you flag is, (whether it is dropped or taken). Also shows progress of the flag and how close it is to being scored.
Timer: on at the top center allows you to quickly tell how much time i left in the match.
New Cartoon Shader see http://quadropolis.us/node/4002.
Commands
-----------------------------------------------------------------------------------------------------------------------------------------------
dampartsize(-1..110..500) - distance that a damage particle is rendered (only when player1 is the attacker). smaller number smaller larger size, (remember that this is capped by the command maxparticledistance). A value of -1 turns this feature off and particles are rendered above the victim's head
killfeedlen(0..5..10) - determines the max number of items that can display in the kill feed. 0 turns the kill feed off.
nameoverfade(-1..700..2000 - how long the name of your ally stays on the screen after you stopped pointing at him. -1 turns this feature off
teammenu (0..1..1) - turns on and off the team menu on the right side of the hud.
-----------------------------------------------------------------------------------------------------------------------------------------------

NOTE: this is all the commands I can remember if you find a command or are trying to turn off a feature than please leave a comment about it and I will try to help
NOTE: many of the cfg files have been changed to cfgx files, you can still get your old setting by exec "file.cfg" and you can reinstate sauerx fetures by typing "file.cfgx"
NOTE: my defualt.cfgx does not use sauers defualt settings, Many modifications are made to improve the aesthetics of this mod, if you wish to have your default settings back. or your person settings back just type exec "config.cfg" or "data/defaults.cfg".

Mod is in a fully working state there should be no errors, please report errors below.

known errors: none

chasester

screenshot:

Rating
34
points
 (5 votes)
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Files: none

(4008) Home ~ OIL rig

PowerKiller | 2014-02-02 12:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Medium (5-8) | Other License | Quality Assurance Issue | Packaging Problem | Screenshot Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A OIL RIG BY POWERKILLER (Regen Capture)
Screenshot
Get original file (23KB)
Detailed description

A OIL RIG MADE BY PowerKiller

License - "none"

Map file base.zip (1.04 MB)
Rating
14
points
 (6 votes)
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Files: 1_0.jpg / base.zip /

(4007) Home ~ Forums ~ Help and Support ~ Overlapped mapmodel caused model to unlit

windastella | 2014-01-30 08:57

Help and Support

Here is what I planned to do. I want to design an RPG style map and I planned to use mapmodel for the most of the house and structure but there seem to a problem. When a mapmodel was under the shadow of other after I calculate the lightmap, the mapmodel become completely dark or unlit. Is this a bug or the current limitation of the engine?

‹ How to edit skins: .dat? Blendmap creation errors ›

Rating
2
points
 (1 vote)
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Files: none

(4006) Home ~ FDM2

Fatality | 2014-01-30 05:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb An Instagib Duel map
Screenshot
Get original file (39KB)
Detailed description

A 1v1 instagib duel map. Also works for effic and ffa.

An abandoned "alien" factory or headquarters.

If anyone has a better name for the map, that would be much appreciated :).

Hope you enjoy.

Update 1:
Map has been updated with your comments/feedback in mind.
Things I have changed/added:

-Added more weapon pick-ups and deleted some health pick-ups
-Played with the layout a bit, added some minor changes like a raised platform and a "pit" in the back hallway
-Expanded on the polluted theme of the map with some pipes and leaking sewage and other things
-Added some minor details and rain particles/sound
-Changed the main watercolour to appear more toxic/polluted
-Added some blendmap on the grass
-Added trees to the exterior
-Added a toilet curtesy of Fan|Footknight

Update 2:
-Darkened the sunlight
-Lowered the height of the jumppad to the yellow armour and added some floating platforms for increased flow
-Changed some of the textures
-Moved the boxes from the middle of the map into the back hallway
-Rearranged the weapon pick-ups
-Fixed some of the clipping

Map file fdm2.zip (1.53 MB)
Rating
72
points
 (10 votes)
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Files: fdm2.jpg / fdm2.zip /

(4005) Home ~ dust4 by t-chen // update 1: 04/06/2014

t-chen | 2014-01-29 15:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Other License
Blurb dust4 - made for ctf and capture
Screenshot
Get original file (313KB)
Detailed description

Dust4 - I've been working on it for a quite long time. Due to some weariness and lack of ideas it took me a very long time. But finally i managed to "finish" it.

update 1: 04/06/2014 finalversion

I want to hear what do you guys think about it, what should be fixed or be done better. so feel free for constructiv criticism!
See ya soon, t-chen

update 1: 04/06/2014 finalversion

Map file dust4.zip (1.98 MB)
Rating
79
points
 (11 votes)
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Files: dust4.png / dust4.zip /

(4004) Home ~ Bushido (武士道)

Pyccna | 2014-01-24 20:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Large (9-15) | Creative Commons (BY-NC)
Blurb Large Capture Map
Screenshot
Get original file (250KB)
Detailed description

Been working on and redoing this map even before Collect Edition was released, probably my longest Cube project yet. Designed for a large amount of players doing Capture or Instateam.

Map file bushido.zip (5.16 MB)
Rating
36
points
 (6 votes)
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Files: bushido1.jpg / bushido.zip /

(4003) Home ~ Oldcity

Jiko | 2014-01-22 18:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Other License
Blurb Oldcity
Screenshot
Get original file (651KB)
Detailed description

I'm back, guys. I have been playing Sauerbraten since 2010, but now I returned to mapping.
A new map. Not big, but complex, good for ffa action.

Map file oldcity.rar (2.08 MB)
Rating
47
points
 (7 votes)
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Files: screenshot_1128532.png / oldcity.rar /

(4002) Home ~ Comic book shader - (outline and cel shading)

Chasester_aka_you | 2014-01-21 19:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Library | Public Domain
Blurb A simple shader
Detailed description

Pretty selexplainitory, it looks like a comic book.

Some side notes (if you cant read shader code):
- Only effects models (maybe do textures, etc later)
- This is just a simple edge detection formula, (all credit goes to the four or five wiki pages i referenced)
- Effects all models(mesh, not always the entire model) that have evnmap(md5envmap), mask(md5mask), and normals(md5bumpmap). If you do not have all of these set then the model will not use the code :)
- I had to add md5env maps to inky and captaincannon, if you dont put these new md5.cfgs in, then they will not render (see note above)
- Doesnt work for orgo (hes too old, and lacks the maps needed)
- This formula can be simply modified to make a vary of effects :) the general formula is:
if( dot(camdir, normal) (less than) mix(minedge, maxedge, max(camdir, normal){
colorout *= newcolor; //usually a percentage
}

doing this multiple times causes cel shading, setting newcolor to 0.0 makes an outline :) petty simple. You could add rim lighting with this as well.

chasester

Ps: this may be in the new sauerx release

Preview

we realy need to fix the tag error, cuz its the same as the greaterthan sign :)

see code on lines:1164-1181 of glsl.cfg :)

Config file cartoonshader.zip (13.67 KB)
Rating
17
points
 (2 votes)
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Files: http://i42.tinypic.com/28rgrcg.png / cartoonshader.zip /

(4001) Home ~ Drone

Am0xity | 2014-01-19 00:32

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Deathmatch | Medium (5-8) | Other License
Blurb Team Deathmatch/ Capture The Flag Map
Screenshot
Get original file (120KB)
Detailed description

First Red Eclipse Map--
An machine factory which is in wilderness (:
Map not finished yet -UPDATE- new map version -UPDATE- another new version (read the "droneREADME.txt" for details)

Map file Drone-by-Am0xity 5.zip (605.46 KB)
Rating
5
points
 (2 votes)
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Files: drone.png / drone-by-am0xity-5.zip /

(4000) Home ~ Cithara

Pyccna | 2014-01-17 04:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-ND)
Blurb A cookie cut of Lighthouse
Screenshot
Get original file (60KB)
Detailed description

This map is a small section of Lighthouse that I thought would fit better for the FFA gameplay.
This map requires Skyrim HD Flora Mapmodels:
Quadropolis node

Special thanks to Nieb for the original cfg

Map file cithara.zip (1.82 MB)
Rating
28
points
 (5 votes)
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Files: cithara.jpg / http://quadropolis.us/node/3709 / cithara.zip /

(3999) Home ~ Games

TristamK

Cube Engine




Cube is an open source multiplayer and singleplayer first person shooter game built on an entirely new and very unconventional engine. Cube is a landscape-style engine that pretends to be an indoor FPS engine, which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL.

Browse Cube Engine content archive

Assault Cube




AssaultCube is a FREE, multiplayer, first-person shooter game, based on the CUBE engine.
Taking place in realistic environments, with fast, arcade gameplay, it's addictive and fun!
With efficient bandwidth usage, it's low-latency and can even run over a 56Kbps connection.
It's tiny too, weighing in at a lightweight 40 MB package available for Windows, Mac and Linux.
On the correct settings, it can even run on old hardware (Pentium III and above).

Browse Assault Cube content archive

Cube 2: Sauerbraten




Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.
Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.

Browse Cube Engine 2: Sauerbraten content archive

Red Eclipse




Red Eclipse is a fun-filled new take on the casual first person arena shooter, built as a total conversion of Cube Engine 2, which lends itself toward a balanced gameplay, with a general theme of agility in a variety of environments.

Browse Red Eclipse content archive

Platinum Arts Sandbox




////

Browse Platium Arts Sandbox content archive

Tesseract




Tesseract is a first-person shooter game focused on instagib deathmatch and capture-the-flag gameplay as well as cooperative in-game map editing.
Tesseract provides a unique open-source engine derived from Cube 2: Sauerbraten technology but with upgraded modern rendering techniques. The new rendering features include fully dynamic omnidirectional shadows, global illumination, HDR lighting, deferred shading, morphological/temporal/multisample anti-aliasing, and much more.

Browse Cube Engine 2: Tesseract content archive

Revelade Revolution




Revelade Revolution is an open-source First Person Shooter (FPS).
The game features fast-paced gameplay in multiplayer modes.
Players are faced against swarms of zombies who have recently overtaken the city and are slowly spreading across the world.

Browse Revelade Revolution content archive

Files: none

(3998) Home ~ Forums ~ General Discussion ~ Addition of Games page

RaZgRiZ | 2014-01-14 21:30

General Discussion

I think there should be a simple Games page where people can list and detail cube 2 games and derivatives without worrying about their nodes being lost in obscurity after some time, and without polluting the main page with super lengthy nodes.

Something simple should suffice, like, a logo on the left, some quick text along with it, all of that a huge button taking you to the main node where there's more details, pictures, videos and whatnot.

Thoughts?

‹ The obsolete tag Toon Shader ›

Rating
51
points
 (6 votes)
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Files: none

(3997) Home ~ Lighthouse

Pyccna | 2014-01-14 05:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Public Domain
Blurb A FFA Map
Screenshot
Get original file (189KB)
Detailed description

Set atop cliffs, this settlement was once used to ward off lost ships, or loot them.
This map requires Skyrim HD Flora Mapmodels:
Quadropolis node

Special thanks to Nieb for the original cfg

Map file lighthouse.zip (2.15 MB)
Rating
23
points
 (5 votes)
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Files: lighthouse1.jpg / http://quadropolis.us/node/3709 / lighthouse.zip /

(3996) Home ~ The Lost Textures of John FitzGibbons

Suicizer | 2014-01-12 11:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Other License
Blurb Additional Texture Pack to jf1
Screenshot
Get original file (304KB)
Detailed description

Information
Same story for this one as for the textures of ik2k and ikbase, I searched over the internet to see if they were still existing. Surprisingly, it was way easier to obtain them (although in .wad-file) than those of Fingers. There still was the problem of not being able to unzip a .wad file, but after using QuArK it wasn't so tough anymore (weird program though).
The website where I got them from is right here (somehow a doom-archive).

The textures itself were originally aimed for Quake 1, hence why the quality isn't that great (floor textures are only 128p, trims 32p and lights even 16p). Then again, what would you expect after 15 years?
So, the quality isn't outstanding, yet not that bad when used with textures of a similar size (or when aiming for a Quake 1 theme). You can always scale them down by half or quarter (to increase their pixel-appearance) if you want to.
Although there have been stated that the texturepack includes 67 textures, I've increased the number by adding glow-maps (while 1 texture couldn't be ported to .png-format).
There is a second version of this texture pack (called jf2), but it has such restrictive license that there's no use to port it to any Cube Engine 2 at all.

For a better view of the screenshot, click here.

Credits
I would like to thank John Fitzgibbons for these missing textures.
I don't need any credit for this at all and I'm not caring about ratings. I do care about if they would be used in one of your maps. So use them and credit John!

License
Quoted from the original license:
"you may use these textures in your maps, but give me credit if you do.
You may distribute this zip file on any electronic medium, as long as
all files remain intact, including this text file in it's unaltered
form. You may not make any money from these textures. I take no
responsibility for ANY damage resulting from these textures. I'm
not sure what kind of damage that could be..."

The preview map is considered to be licensed as BY-NC-SA.

To-Do-List
- Nothing, unless you come up with something.

Improvement List
15 December 2014
- Added a glowmap for the jf_rbutn2 texture.

16 January 2014
- Updated the map to contain a better lighting (it previously was way too dark).
- Updated the screenshot.
- Added waypoints, playerstarts and pickups. Have fun playing a bit.

Advertising
Here are some other texture packs which you might be interested in:


Map file jf1_15dec14.zip (510.11 KB)
Rating
10
points
 (3 votes)
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Files: quadropic02_3.png / http://quadropolis.us/node/3992 / jf1_15dec14.zip /

(3995) Home ~ The Derpy Editing Thing

Penguin | 2014-01-07 01:52

Cube 2 (Sauerbraten) | Obsolete | Beta | Other | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb a weird script that creates an entity that follows you
Detailed description

!IMPORTANT!
this script only works in coop edit
----------

start the script by typing /startfollow and end it with /endfollow.
change the type of entity by typing /spawntype = "" defaults to particles
change the place the entity drops by typing /thedrop = defaults to 0
change each setting of the object by typing /s1 = , and /s2,/s3,/s4 respectivly

make sure to install the script corectly by creating an autoexe.cfg and typing in it exec fun.cfg. (make sure to have fun.cfg in the sauerbraten directory.)

Preview
activespawn = 0
spawntype = "particles"
thedrop = 0
s1 = 0;
s2 = 0;
s3 = 0;
s4 = 0;
randval = 1234;

startfollow = [if (! $activespawn 2 ) [activespawn = 1]; confollow; ]

confollow = [
if ( = $activespawn 1 ) [
if ( = $editing 0 ) [edittoggle]
entdrop $thedrop;
activespawn = 2;
edittoggle
randval = ( + 1 ( rnd 10000 ) )
];
sleep 100 [
if ( = $activespawn 2 ) [
if ( = $editing 0 ) [edittoggle]
entdrop $thedrop;
entfind * * * * * $randval;
delent;
newent $spawntype $s1 $s2 $s3 $s4;
entproperty 4 $randval;
edittoggle;
confollow;]]]

endfollow = [edittoggle; activespawn = 0; entdrop 2; entfind * * * * * $randval; delent; edittoggle];

Config file fun.cfg (668 bytes)
Rating
33
points
 (4 votes)
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Files: fun.cfg /

(3994) Home ~ SGT. Ross

Pyccna | 2014-01-06 06:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Public Domain
Blurb New Playermodel
Screenshot
Get original file (211KB)
Detailed description

SGT. Ross is my second attempt at a playermodel, still working out the kinks.
So basically it's a replacement for the Ogro, so just rename the original "Ogro2" folder & put this one in its place. I used Geartrooper's Mr.Fixit as a base and performed surgery & this is the result, kinda ugly but its's the best I can do for now.
I take no credit for the MR.FIXIT sections of this model.

Attached is a mod for SGT. Ross' story if you want that sort of thing. Just place it under Sauerbraten/data.
Attached is also a mod for Sgt. Ross' icons. Note that they replace Ogro2 icons.

Mod file sgtross.zip (5.09 MB)
Rating
18
points
 (2 votes)
Attachment Size
game_fps.cfg 3.81 KB
sgtrossicons.zip 26.08 KB
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Files: sgtross.jpg / sgtross.zip /

(3993) Home ~ Crosshairs for Sauerbraten

extra | 2014-01-05 20:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY)
Blurb Crosshairs for Sauerbraten
Screenshot
Get original file (10KB)
Detailed description

Several new crosshairs for Sauerbraten. Just very simple shapes with outlines, inspired mostly by quake. Variants for hits are also included. The goal was the best visibility/performance, but i hope you like a design too.

Install:
1. Put images in you sauer's config dir (like ~/.sauerbraten)
2. Set crosshairsize to 30, or something close to this value (it's twice as large as the default value).
3. Use 'loadcrosshair image.png' cmd to set a normal crosshair.
4. Use 'loadcrosshair image.png 2' cmd to set a hit variant.
5. Enjoy

Map file new_crosshairs.zip (15.62 KB)
URL http://www.datafilehost.com/d/e4a42eb8
Rating
73
points
 (8 votes)
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Files: preview_5.png / new_crosshairs.zip / http://www.datafilehost.com/d/e4a42eb8 /

(3992) Home ~ The Lost Textures of Ik2k

Suicizer | 2014-01-05 19:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Small (1-4) | Various Licenses
Blurb Additional Texture Pack to ik2k
Screenshot
Get original file (285KB)
Detailed description

Information
After I was trying to work with the already included textures of ik2ik, I was sick of having only a small amount of textures which are actually fitting each other and are a very ripped down texture-set.
That's why I searched over the net and tried to find the textures which are also belonging to the same pack. After a quite large amount of time, I bumped into this website and found just what I needed.

I hope this makes those old textures back in the running again. Because they currently are never getting used in nearly any official maps while they do deserve better.

Any suggestions are welcome.

Credits
I would like to thank Iikka "Fingers" Keranen for these beautiful textures.
I don't need any credit for this at all and I'm not caring about ratings. I do care about if they would be used in one of your maps. So use them and credit Fingers!

Sidenotes
Be sure to read the license before using the texture-pack!

I've currently used a screenshot of Finger's map as I haven't made a finished preview map with the textures myself. Forgive me for this...

License
These textures, either standalone or as a part of a level, mod or other
product may be freely used and distributed on a non-commercial basis
via electronic media (Internet, FTP, BBS) only. Commercial use, ie.
anything that involves any kind of payment from the user, is prohibited.
The only exception is including levels or mods that use these textures
on a magazine cover CD. This is accepted, given that the level designer
or mod author has also given their permission for the magazine to
include their work.

These textures may also be freely modified by the user, or used as a
base for additional texture artwork. Any modified versions of the
textures remain my property, and the above restrictions still apply.

If you want to use these textures as a part of a commercial product,
a non-exclusive commercial license can be possible.

To-Do-List
- Provide a preview map.
- Add an original screenshot.
- Perhaps I will make some bump-, spec- and height-mapped textures for them. Let's see what happens first.

Improvement-List
10 January 2014
- Included the carpet-textures as proper decal textures (.png-format instead of .jpg) and as mapmodels (so they can be rotated and placed where ever you want).
- Cleaned up some textures.
- Included some of the mapsounds which are in the original map, called ikzdm1.
- Provided a preview map. It is "playable", yet not recommended.
- Provided a screenshot which is truly made with Cube Engine 2 (instead of Q3Radiant).

Map file ik2k_10jan14.zip (7.02 MB)
Rating
14
points
 (2 votes)
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Files: quadropic01_1.png / http://www.celephais.net/board/view_thread.php?id=4&start=12738&end=12762 / ik2k_10jan14.zip /

(3991) Home ~ Hydrophobia

Thripac | 2014-01-04 23:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Medium (5-8) | GNU LGPL v3
Blurb A watery death awaits you
Screenshot
Get original file (54KB)
Detailed description

This is my first submission to quad, but by far not the first map I've ever made. Right now it's in kind of an early playable phase. I'm uploading it here to get feedback on how I can improve the map and make it more... better :P

--General info--
This is a decent sized map, meant for 6 or more players. There's a few open spaces with multiple levels and lots of interconnected rooms. I mainly used ramps for getting from one level to another (though there was one place I had to use a jumppad.) There's lots of places to restock on health and ammo, and control of the upper levels can be key to victory.

--Theme--
As the name suggests, water is a big part of the theme. It's a dark, rainy environment. Apart from that it's sort of a blend of ancient stone walls and mechanical/industrial bits (for lighting, mostly.) There are parts of it I'm not terribly fond of that need to be reworked, but for the most part I'm still liking it.

--In Progress--
I still need to finish lighting the place, it's supposed to be kind of dark, but not that dark. I also feel like there's some balance issues, in that I tend to go a bit overboard in my weapon and powerup placement. And I'm not going to lie, I'm not the most artistic person in the world, so adding all those little details that make the map feel more realistic is a bit of a challenge for me. Hopefully the critiques I get here will help me with that. I'm open to any suggestions you have on how to improve

--Legal--
Not too sure about the license I used, feel free to tell me how wrong I am. But really I don't care how you use or distribute this map as long as you give me credit.

Can't wait to hear your feedback :)

Map file hydrophobia.rar (750.14 KB)
Rating
15
points
 (3 votes)
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Files: hydrophobia.jpg / hydrophobia.rar /

(3990) Home ~ Edimmu

neurocase | 2014-01-04 11:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Tesseract) | Development (SVN) | Stable | Deathmatch | Small (1-4) | Various Licenses
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Edimmu, Satanic small deathmatch level.
Screenshot
Get original file (95KB)
Detailed description

Edimmu, Satanic small deathmatch level. This is a small 2-4 player Deathmatch map, with some satanic overtones.

Thanks to Skiing Penguins for the skybox.
http://www.freezurbern.com/

Thanks to FeelGoodComics on BlendSwap for the Rigged skeleton model.
http://www.blendswap.com/user/feelgoodcomics

And finally if you enjoy it check out my website
http://www.dazpetty.com

Map file Edimmu.zip (34.74 MB)
URL http://www.dazpetty.com
Rating
19
points
 (3 votes)
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Files: edimmusml.jpg / edimmu.zip / http://www.dazpetty.com/ /

(3989) Home ~ Fallout

Pyccna | 2013-12-31 21:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Medium (5-8) | Public Domain
Blurb A Capture Map
Screenshot
Get original file (299KB)
Detailed description

A map set in a war-torn city.

Map file fallout.zip (4.87 MB)
Rating
5
points
 (1 vote)
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Files: fallout.jpg / fallout.zip /

(3987) Home ~ Novantis

TheDragonGER | 2013-12-30 15:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY-SA)
Blurb Novantis
Screenshot
Get original file (491KB)
Detailed description

MAP BETA RELEASE (v.2.0) (layout finished, decoration in progress)

Story:
Novantis was an peaceful and mysterious city in the old ages. There were kids playing on the streets ... merchants which have been extolling their wares and the whole city was full of action and life. But now it has become a ghost-city ... all citizens are disapeared and nobody knows where they are gone.

Novantis is an fantasy/medival-style DM map.

Have fun and enjoy the Map! :D

Map file Novantis.zip (3.41 MB)
URL http://www.mediafire.com/download/m5x4y3n38b2n5qs/Novantis.zip
Rating
11
points
 (2 votes)
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Files: novantis.png / novantis.zip / http://www.mediafire.com/download/m5x4y3n38b2n5qs/Novantis.zip /

(3985) Home ~ Forums ~ General Discussion ~ Toon Shader

Chasester_aka_you | 2013-12-29 00:11

General Discussion

Has any one in the cube community wrote a toonshader (cell shading, and outline) for the cube engine?

chasester

‹ Addition of Games page Is there a list of cubescript commands? ›

Rating
0
points
 (0 votes)
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Files: none

(3984) Home ~ Clearsky

Death14 | 2013-12-27 13:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Large (9-15) | Other License
Blurb Clear Sky (dea01) By Death14.
Screenshot
Get original file (407KB)
Detailed description

Clearsky is my first release quality map I have made in Cube2 (Sauerbraten).
It is a map mainly made for regen capture as there is few regen maps in Sauerbraten compared to other game modes. Although, the map can also be played in modes such as ctf, hold and more.

-Longer description coming soon-

Map file clearsky.zip (15.53 MB)
Rating
23
points
 (4 votes)
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Files: clearskyquad.png / clearsky.zip /

(3982) Home ~ Monthly Poll January 2014: How did you get in touch with Quadropolis?

Suicizer | 2013-12-26 12:27

I searched for some mapping, modding and mayhem website related to Cube Engine (2) trough the internet.
16% (5 votes)
I've been notified on a forum about the existence.
6% (2 votes)
It has been recommended by friends.
31% (10 votes)
I clicked on the link on http://sauerbraten.org
38% (12 votes)
Other.... [comment]
9% (3 votes)
Total votes: 32
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Files: none

(3981) Home ~ Forums ~ Content Creation ~ I give up

RacistBadger | 2013-12-25 02:34

Content Creation

I've come to realize I'm just not cut out for this map-making business. I'm all about instant gratification, so it frustrates me when I can't make the brilliant map idea I have become reality within minutes. I get bored, and say "I'll finish it later." But when later comes I find that I'm still bored with the project and just end up scraping it. I've started hundreds of projects only to give up after an hour or so of work on it. And what I've come to realize is that I'm just not very creative. I can come up with a broad idea in my head, but then all the details are left blank and I've got nothing to work with. So I do what any uncreative person does when they need an idea, look at other people's work for inspiration. Then I say "that was a bad idea, because now I REALLY feel inadequate about my creative ability." What avenue I have left is to take maps from other games that already exist and remake them in Sauerbraten. It's been done before, right? face-capture is still pretty popular for ctf and it comes from Ut-2004 (though even that version was a remake of the one from the first Unreal Tournament.) Anyway that's gotten me nowhere so far because this place is all crazy about licensing and I used textures that I wasn't supposed to and something something legal hooplah. I could go retexture the map with Sauer's regular textures but that sounds like a lot of work and it was hard enough to texture in the first place. So my give up, no more maps from me (probably.)

‹ Windastella Workshop Curving the water/ lava/ glass materials ›

Rating
0
points
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Files: none

(3980) Home ~ cube-corp

zombie-apocalypse | 2013-12-24 22:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Medium (5-8) | CC0 1.0
Blurb "We are not challenging each other, we are challenging ourselves." - The Unknown Artist
Screenshot
Get original file (11KB)
Detailed description




CUBE CORP

By: 8075 8-bit_Music(>.< ac Albert H. [Am0x!ty] Applejack coolgirl Cooper Crap_I'm_Dead DarkCat David DeadGioGee /dev/zero D:_Diamonds_ Dinos Doko Dragon DragonCeBog EA epsilon Extr3m3 Fe Footknight Garfield GirlTerror Glasslike GoodOldJacob Gremlin hbk I.g.(. jangelcangry Jiko Jojo KoreanHero Khorne Krystal Kv Lolithia LR7 LVC4 Mark III MasterTechCC MightyPanda' meow Mephisto Mist Mr.P Neo Nickgr Nieb NOOBMONKEY not sure nSeven Obstriegel ozz73 Pankake Pedro Pengu Pob Pubberry rambam# Rudi Sam Skur Snowy Solohunter SomeDude Sparky4 Stoyer Suicizer Swiss T.G.M. Tux8000 Vice Wybo Yoddle' ZahariaHome Zahnstocher }|{a6a

From: Australia, Austria, Azerbaijan, Belgium, Brazil, Canada, Chile, Czechia, the Emirates, France, Germany, Greece, India, Indonesia, Iran, Ireland, Israel, Italy, Japan, Lithuania, the Netherlands, New Zealand, Portugal, Puerto Rico, Romania, Russia, Serbia, Singapore, Slovenia, South Africa, South Korea, Sweden, Switzerland, Turkey, Ukraine, the United Kingdom and the United States




To the extent possible under law, the cube-corp makers have dedicated all copyright and related and neighboring rights to cube-corp to the public domain worldwide. This software is distributed without any warranty. (CC0 1.0 Universal)

Map file cube-corp.zip (1.81 MB)
Rating
80
points
 (13 votes)
Attachment Size
cube-corp(winter).zip 1.21 MB
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Files: cube-corp.jpg / http://creativecommons.org/publicdomain/zero/1.0 / cube-corp.zip /

(3979) Home ~ Anticube

Lord Kv | 2013-12-24 19:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Medium (5-8) | Creative Commons (BY-NC)
Blurb An experimental single-player puzzle map
Screenshot
Get original file (129KB)
Detailed description

Anticube is an experimental proof-of-concept single-player map that utilizes unusual aspects of the Cube 2 engine to create a series of puzzles. In every room your goal is to find a way into the next room. There are also a number of easter eggs, some of which contain a bonus puzzle.

Every room can be solved by carefully looking around. Cheating (edit mode) and brute force is not needed, not even to access the easter eggs.

Map is intentionally created with simple textures and no lighting. I have also left the outside of the map intact because there are some unused things you might find interesting.

Please make sure that your comments don't contain any spoilers. If you wish to refer to a certain room, you can find its name in map's config. Also please please try to resist the urge to switch into the edit mode until you have solved the map ;)

Map theme and some puzzles were inspired by a game called Antichamber. Special thanks to my brother for the design of some puzzles and math scripting and to Mister M for music.

This map uses music from Mister M's album Core
Album page
License (CC-BY-SA)
Soundcloud

Map file anticube.zip (6.8 MB)
Rating
62
points
 (7 votes)
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Files: anticube.jpg / http://www.jamendo.com/en/list/a103482/core-soundtracks-vol-2 / anticube.zip /

(3978) Home ~ Temple of Lost Souls

Suicizer | 2013-12-23 21:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | GNU GPL v3
Blurb A Deathmatch Tournament Map
Screenshot
Get original file (490KB)
Detailed description

Information
After starting the project back on the 20th February 2013, it took quite a while to get this map ready for release. I've tried to get the best results in layout, gameplay, flow, details, texturing and lighting while not redoing most things.

The map is designed to play duels with persons that think a bit while navigating as well. If that's a skill which you lack, playing it against up to 8 players in Instantgib or 2 on 2 in Teamplay would suit you a lot more.
The key of this map is to control the centre. Although the map looks closed due walls blocking your vision, you can predict quite accurate from which doorway you'll opponent will appear after you ran the map for a second time. However, there's a shortcut to each of the outer rooms to avoid the centre.
Because of this rather closed approach on a layout, you don't particullary need a high accuracy, rather some sense instead.

Newcomers should feel home so too (even in Free For All), as you can recover health and grab some armour at each side of map, while the opponent tries to launch some explosives in the room for return.

Bots should play quite well. I couldn't find any major problems as like not reaching the armours, not getting certain pickups, just standing still at a certain playerstart, etc.
The map contains 3 bases, to experiment with Hold and Capture a bit. Should be quite fun to try out.
It has been PVS culled for maximum performance on all hardware, so even one of the most crappy laptops should be able to render it.

I've tried to sketch a dry egyptic ruined theme. It's up to you if this is actually performed...

Feel free to leave a comment, but be sure to check out the map first.

Side Notes
This map requires the Soc's Egyptian Texture Pack to load correctly. I won't include the textures within this map as the license won't let me do so (I rather not release the map under GPL version 2 or any later version as the license permits so).
The link to the original content is right here.

Credits
I would like to thank Simon O'Callaghan for the textures and Razgriz for creating some accurate configuration-file (which of the map is based on).

To-Do-List
- Add more details so it looks (even) more ruined.
- Tweak the texturing a little bit.
- Tweak the fog(dome).
- Tweak the lighting.
- Include the custom textures within the map itself.
- Update the screenshot.

Improvement-List
2th of January 2014
- Added more broken details (as like missing bricks) to the lower floor.
- Made a gab in the curved wall between the YA platform and the centre of the map for more overview.
- Lowered the upper gab between the centre and the catwalk. You can reach the other side of the map by some low skilled trickjumping in an immense short time.
- Added a plank from the catwalk to the platform which is connected to the spiral staircase, for a better flow (and it's quite a nice detail, isn't it?)
- Did nothing towards the lighting or fog, it feels right to me. If you share an other opinion, feel free to share your parameters.
- Changed the weapon placement a bit; 1 box of grenades has been replaced for some riflerounds and some grenades and shells has been switched.
- Reduced the mapsounds drastically, they shouldn't be that loud anymore.
- Licensed the node as GPLv3 now. If you dare to use anything without giving any credit (as well as modified versions), you will get crushed by one of the bricks in this arena.

Map file lost_soul_2jan14.zip (483.4 KB)
Rating
43
points
 (6 votes)
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Files: quadropic01b_4.png / http://quadropolis.us/node/3082 / lost_soul_2jan14.zip /

(3974) Home ~ IronSnout_Arctic_Snow

johnadamsfromUS | 2013-12-17 04:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Creative Commons (BY-NC)
Blurb Just a reskinned version of Snout. Resembles a snowy attire.
Screenshot
Get original file (82KB)
Detailed description

To install the mod unzip the .rar file, and place the files in the correct file depository.

Mod file Xsnout_Arctic_Snow.rar (3.64 MB)
Rating
5
points
 (5 votes)
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Files: snowprev.jpg / xsnout_arctic_snow.rar /

(3973) Home ~ Forums ~ General Discussion ~ What did you ask @ Santa?

IgC | 2013-12-15 20:36

General Discussion

As Xmas is quickly incoming, even faster than an ogro running for our flag, then I ask you:

What would you like to get for Xmas this year? [if you had 1kkk $/€/whatever, I mean no.limits.]
What did you ask to Santa in your Xmas mail? [so what you'll really get]
Who will give you the less desired present? [and perhaps, what's it]
What is the silliest gift you are giving someone else? [and who and why you give it, oc]

Don't be shy!

‹ cfg editor :)) Sauerbraten Updates Wishlist ›

Rating
19
points
 (2 votes)
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Files: none

(3971) Home ~ Forums ~ Help and Support ~ Blendmap creation errors

Mmeaninglez | 2013-12-14 20:06

Help and Support

I am interested if anyone else has encountered similar visual errors while making blendmaps, or has any insight. I have not seen anything like this before. I took a video of what was happening:

The problem did not persist after calclight, but I saved and can reload the map with the same effect still in place.

‹ Overlapped mapmodel caused model to unlit How do you change the default movement speed for a SP map? ›

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0
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Files: none

(3970) Home ~ cesspool v2

gonads | 2013-12-14 16:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | ZLIB License
Blurb CTF / Deathmatch map taking place in a strange cesspool of some mysterious organization
Screenshot
Get original file (318KB)
Detailed description

CESSPOOL Version 2.0 by gonads (mrduncalau)

Multiplayer: Deathmatch, CTF.

Theme: You arrive at a waste dumping facility for some mysterious organisation. Battles ensue.

Abstract: Some may have played V1.0 of this map at some point, though it was never released officially anywhere.

Tentative update plan:
More visual content - boxes, cracks, trimmings and mess.
Improved lighting.
Further Optimization of geometry.
Texture fixes/improvements.

Log:
V2.0: 2013-12-15
Bigger in scale, same concept and very similar layout to V1.0. Rebuilt from memory as original 1.0 was lost, (wonder if anyone still has this?!? :P)
Removed one of the stairways, added road / parking, more lighting.
cube count: 120135

V1.0 : One of my first maps. Wasn't so hot.. layout was fun for a few deathmatches though. Created ~2010

This is my first Quad node, be gentle. :)

Map file gonads_cesspool_V2-20131215.zip (1.62 MB)
Rating
28
points
 (5 votes)
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Files: cesspool_screenshot.png / gonads_cesspool_v2-20131215.zip /

(3968) Home ~ Gamemode Entity Guide

Suicizer | 2013-12-11 12:22

AssaultCube | Cube 2 (Sauerbraten) | Cube 2 (Tesseract) | Red Eclipse | Other Mod | Guide
In this guide, the meaning and the best position of gamemode entities will be described. This guide is suitable for editors which use any game that runs on Cube Engine (2), but examples are applied on Sauerbraten.

What is a gamemode entity?

In common terms, gamemode entities are entities which are required for only certain gamemodes. Certain of those entities are:

Base
Flag

Any other entities which affect the core gameplay are not considered as gamemode entities as the objective of the gamemode can be achieved without them or they can't be modified in the mapping process.

Entity explanation

The base entity only appears activated in the modes Capture, Regen Capture and Hold (plus it's variants).
In Capture and Regen Capture, they represent a certain area which should be defended but attacked as well. In both modes, the base entity generates ammunition which can be obtained and consumed.
In the mode Hold, a flag spawns randomly on top of the base entity (only 1 flag in the entire map). This flag should picked and kept for 20 seconds which eventually earns a point to the team which succeeded that.

The flag entity appears in a lot of modes, currently Capture The Flag, Collect and Protect (plus all of their variants). In all modes, the flag entity is the most important entity throughout the game. The only difference is to bring the flag of the opponent to your base in CTF, while you score if the flag of the opponent has been brought back to their flag-entity in Protect. In Collect, you bring the skulls of killed opponents to your own base and earn points that way.

Positioning the entity

The position of both entities is a little different. This will be explained in the next couple of aligns.

How not to place the entity

I will only take examples which refer to to the position that is gameplay related. Positions which are content related (like floating in the air) are not referred. All examples are described as much as a separate and individual entity.

Base
The position of a base should not be:
- In a dead end, as you could only attack the base from 1 side (which makes it nearly impossible to conqueror).
- With multiple paths towards the base. Because the base has a high chance of always being attacked. There is nearly no chance of gaining any ammunition as the base can be constantly attacked.
- Near playerstarts (and vice versa). That would force players to start at that specific base at all times. Let them choose which way they want to go and rather place the playerstart somewhere between certain bases.
- In an area which has no cover at all. This makes players vulnerable at all times. They need some place to be safe for just a moment to regain ammo and health.
- Within range of another base. By letting multiple bases be in contact with each other (as in visual contact, but through gameplay as well), those bases are nearly impossible to conquer also. A good example is the map face-capture, which makes it nearly impossible to capture the base in the centre when any of the bases outside contains riflerounds or even rockets. However, if none of them contain so and rather spawn shells, grenades or even bullets, it is way easier to conquer the base in the centre as the players which defend the base are forced to leave their other bases to protect the one in the centre.
- Nearby regular gameplay entities like a quad, healthboost, yellowarmour, greenarmour or even health.
So by placing the base entities not in areas which match any of the listed criteria above, the gamemode is flowing a lot better as the rotation between bases that are being conquered happens a lot faster.

Flag
The position of a flag should not be:
- In an open area which only provides cover to defend. This creates a situation where any attacking players have no proper opportunity to get the flag and head back to their own base.
- In an open area which only provides cover for the attacker. This also creates a problem when playerstarts are nearby the flag. If not, it's not that big deal but still shouldn't be preferred.
- In an area which requires skill in movement to pick up the flag. Give newcomers a chance to get the flag as well.
- In an area which is deadly even without any opponent. For example above death or lava material.
- In contact with the other flag in gameplay and visual aspect. It's such a waste to pick up the flag (or skulls), run all across the map, nearly scoring at your own flag (or skulls) while an opponent just frags you from their own flag with minimal effort (instead of hunting you down all the way).
- In an area which contains a lot of playerstarts. This also decreases the chance to finally get the flag of the opponent and head out the base as you have to kill opponents often more than twice (first while entering the base, second while leaving the base and probably third while trying to reach your own base).
So by placing the flag entities not in areas which applies to any of these criteria above, it makes it way easier to obtain and score the flag and there fore play the mode as intended.

How to place the entity

Also in this case, I will only take examples which refer to the position that is gameplay related. Positions which are content related (like floating in the air) are not referred. All examples are described as much as a separate and individual entity.

Base
The position of a base should be or contain:
- 2 or 3 entrances and exits. This provides enough chances to deal damage to any player standing at the base while still surprising the defending player.
- Close enough towards each other so you can still protect a certain base after standing at another (to prevent of fully capturing by the opponent). Of course not all bases need to be within walk distance of each other, but the most nearby should.
- Far enough from another base so it shouldn't be in contact with each other in gameplay aspect. So they may have visual contact, as long as both bases provide ammunition which is only useful on short or mid range (while both bases are positioned on a further distance).
- Some playerstarts with a proper distance away from it. Let players run for a few seconds towards a base so they have the choice how to navigate.

Flag
The position of a flag should be or contain:
- Enough entrances and exits towards the area of the flag, preferable 3 or even 4.
- A good chance to pick up the flag and score at your own.
- Some playerstarts with a proper distance away from it. Let players trace the opponent before they finally take him down.

All information provided within this guide may be used as a base to create other guides, articles or as reference within comments, replies or any other conversations, as long as it's about a similar topic and the original author is credited. Original author: Suicizer. Created at: 2013-12-11 12:22:28.

Files: none

(3967) Home ~ Kingdom - UPDATE

Pritchard | 2013-12-10 04:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb A castle... in a pit?
Screenshot
Get original file (264KB)
Detailed description

Changed the license to CC-BY-SA (was previously CC-BY-NC-SA)

--

Fixed up some small issues.

--

This new update ought to solve a few of the problems that the original had. I've added a small area to the level, and new
playerstarts, and I've greatly increased the detail of the area surrounding the map, which should make it less ugly.
Lighting has changed too, with a warmer, more natural colour being the goal.

!! This map now requires the Skyrim HD Flora Mapmodels mod !!
Quadropolis Node
Mediafire Download

--

This is probably the most effort I've ever put into a single map, so I hope you guys like it. Kingdom is a small FFA map,
and I tried to do a few things differently with this one. This map is an attempt to increase the vertical play of my maps,
and overall there was a bigger focus on layout before i started building details. Anyway, there are undoubtedly problems
with this map, so I'm marking it as a beta release. Please point out anything you notice, or any positive suggestions you
might have!

Map file kingdom.zip (1.29 MB)
Rating
27
points
 (5 votes)
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Files: kingdom_quadropolis.jpg / http://quadropolis.us/node/3709 / kingdom.zip /

(3966) Home ~ Lushwater

Lord Kv | 2013-12-09 14:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Capture | Medium (5-8) | Creative Commons (BY)
Blurb Swamp-themed capture map
Screenshot
Get original file (684KB)
Detailed description

Lushwater is a medium-sized map designed for capture. It is located in forests filled with marshes and streams full of blossoming vegetation. A castle has been built in a small dale surrounded by rocks.

This is my first attempt to create a purely capture map. It uses the great Skyrim flora models made by Vurt and converted for sauer by Khorne.

This map requires Skyrim HD Flora Mapmodels:
Quadropolis node
Direct download

Update 2013-12-09:
- adjusted fog color
- adjusted base particles color
- adjusted pickups

Update 2013-12-20:
- adjusted base positions
- Birchwood Lookout has been reworked

Map file lushwater_13-12-20.zip (1.58 MB)
Rating
69
points
 (8 votes)
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Files: marshy-quad.png / http://quadropolis.us/node/3709 / lushwater_13-12-20.zip /

(3965) Home ~ Delta (Map)

Pyccna | 2013-12-07 05:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY-NC)
Blurb Woo! I keep pulling these out of my ears.
Screenshot
Get original file (346KB)
Detailed description

A huge Egyptian-Themed map for epic team battles.

URL http://www.mediafire.com/download/xs0bd5qdai0b0i9/delta.zip
Rating
30
points
 (5 votes)
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Files: delta1.jpg / http://www.mediafire.com/download/xs0bd5qdai0b0i9/delta.zip /

(3963) Home ~ Angkor

rabe | 2013-12-06 14:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Small (1-4) | Other License
Blurb Angkor - by FAN|Footknight, FAN|Maxpower, FAN|rudi & cm|rabe (2013)
Screenshot
Get original file (400KB)
Detailed description

Angkor - by FAN|Footknight, FAN|Maxpower, FAN|rudi & cm|rabe
(2013)

This is a little, quick and dirty ffa/insta/effic-map for cube2-sauerbraten.

The map was originally intented to look like Angkor, which apparently did not turn out. Creation process wnet its own way. But I am too lazy to find another title.

Storyline: Some ogros found an ancient, abandoned temple and decided to play some ffa/insta/effic-deathmatches there.

The fanatic dudes made all the cool stuff in it, I made all the crap.

Have fun.

License questions? PM rabe on quadropolis.net.

Map file angkor.zip (1.48 MB)
Rating
53
points
 (7 votes)
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Files: angkor.jpg / angkor.zip /

(3962) Home ~ Sobek

Pyccna | 2013-12-06 03:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb Yet another Egypt-themed map
Screenshot
Get original file (80KB)
Detailed description

An small Egyptian-themed FFA map.

URL http://www.mediafire.com/download/4j5oacvmxyq5d7e/sobek.zip
Rating
9
points
 (2 votes)
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Files: sobek.jpg / http://www.mediafire.com/download/4j5oacvmxyq5d7e/sobek.zip /

(3961) Home ~ Ruins

Pyccna | 2013-12-04 03:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb Yet another Egypt-themed map
Screenshot
Get original file (77KB)
Detailed description

A small map for ffa.

URL http://www.mediafire.com/download/vq5w2qkvull4aic/ruins.zip
Rating
14
points
 (3 votes)
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Files: ruins.jpg / http://www.mediafire.com/download/vq5w2qkvull4aic/ruins.zip /

(3960) Home ~ Egyptian Pit

Pritchard | 2013-12-03 02:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb A small FFA/Instagib map for 2 - 4 players.
Screenshot
Get original file (206KB)
Detailed description

A pretty simple map, small. Not much to say about this one yet.
I'm looking for constructive criticism around this map; things like spawn points and weapon placement probably need tweaking.

And yes, I know the name sucks.

EDIT: Updated with a suggested change.

Map file egyptpit.zip (873.27 KB)
Rating
7
points
 (2 votes)
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Files: egyptpit.jpg / egyptpit.zip /

(3959) Home ~ Eros

Pyccna | 2013-12-03 00:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
Blurb A Revamp of Revenant
Screenshot
Get original file (75KB)
Detailed description

This map is a revamp of Revenant.
A citadel inside a Himalayan mountain. Some say ancient rites were performed here.
2-10 players, FFA, Teamplay

Credits
Special thanks to Jean Ayers (original skull model), and makkE for original debris models. All models are released under their owners' licenses.

URL http://www.mediafire.com/download/kdihw79fz6zuuds/eros.zip
Rating
7
points
 (2 votes)
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Files: revenant.jpg / http://quadropolis.4-cube.com/node/3909 / http://www.mediafire.com/download/kdihw79fz6zuuds/eros.zip /

(3957) Home ~ Monthly Poll December 2013: Should Cube 2: Sauerbraten become 100% free and open source software? (+spring cleaning)

zombie-apocalypse | 2013-12-01 16:17

Yes and I'd like to help.
62% (31 votes)
Yes, but I can't help.
18% (9 votes)
Maybe, I'm yet uncertain.
6% (3 votes)
No, I'm afraid not
14% (7 votes)
Total votes: 50
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Files: none

(3956) Home ~ Forums ~ Help and Support ~ Custom Hudgun Sounds, Help!

Pyccna | 2013-11-30 04:04

Help and Support

I'm a little confused about the custom sounds for Hudguns;
I've noticed that it's either command registersound or altsound followed by the directory followed by a designation number (most likely the sound volume???)
Also stated in sounds.cfg: "hardcoded cube sounds (i.e. order matters, and these must always be the first to be registered)"
So just trying to play a my custom sound for the rifle when using mr.fixit playermodel, here's what I have so far:
if (= $playermodel = 0) [
registersound "q009/rifle" 80 // "awesund/rifle" //"free/rifle1"
altsound "q009/rifle2" 80
altsound "q009/rifle3" altsound "pyccna/mrfixit/rifle" 80]

So I'm actually wondering now: is it possible to change the hudgun sounds without modifying the source code, if so how should I go about doing that?

‹ Demo Control Sauerbraten texture liscenses for Tesseract (question) ›

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0
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(3955) Home ~ Outcast

Am0xity | 2013-11-27 04:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Singleplayer | Deathmatch | Capture | CTF | Medium (5-8) | Public Domain
Blurb All modes map
Screenshot
Get original file (637KB)
Detailed description

My very first map :D

Two forts abandoned during the war, an outcast from the rest. An entire battlefield left in between two mountain ranges for the worst to happen. Hope you guys enjoy my first serious map ;). Comment and express your ideas im anxious for feedback.
.
Update- 1.5 Named bases for capture modes

Map file An Outcast v1.5.zip (961.07 KB)
Rating
13
points
 (3 votes)
Attachment Size
screenshot_31405.png 2.43 MB
screenshot_106826.png 2.13 MB
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Files: outcast-screenshot.png / an-outcast-v1.5.zip /

(3954) Home ~ Forums ~ General Discussion ~ How to name bases in Custom maps

Am0xity | 2013-11-27 03:41

General Discussion

I wonder how to name a base for capture mode in a custom map.

‹ Sauerbraten Updates Wishlist EMERGENCY**** [SOLVED] ›

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0
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(3953) Home ~ Forums ~ Content Creation ~ Curving the water/ lava/ glass materials

Am0xity | 2013-11-25 23:22

Content Creation

I've seens maps with waterfalls that curve/ bend... I'm curious on how they did that, and if it's possible for me to do it. Same thing with lava. Also I've seen maps with glass slopes.

‹ I give up New Website layout/design ideas ›

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0
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(3952) Home ~ Rig

Pyccna | 2013-11-25 01:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb A map set on an Oil Rig
Screenshot
Get original file (294KB)
Detailed description

A conversion of Rig multiplayer map from Gears of War: Judgment. Fits all game modes, comments welcome.
I can't stress this enough...
IF YOU VOTE, EXPLAIN WHY YOU CHOSE THAT VOTE!!!!!!!!!!!!!!!!

Special thanks to Meister for the mapmodels.
I take NO ownership of the mapmodels in this content, I just turned them 90 degrees!

URL http://www.mediafire.com/download/l3h4odvqdoalygx/rig.zip
Rating
12
points
 (3 votes)
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Files: rig1.jpg / http://www.mediafire.com/download/l3h4odvqdoalygx/rig.zip /

(3951) Home ~ Mario Adventure

Am0xity | 2013-11-23 21:28

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Medium (5-8) | Public Domain
Blurb A platformer adventure
Detailed description

A platformer with sniper to jump large distance. Goal is to reach each flag. 4 levels to overcome. the last level is a castle with a puzzle to solve. Good Luck :)

Map file A Mario Mini Game.zip (60.45 KB)
Rating
1
 point
 (1 vote)
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Files: a-mario-mini-game.zip /

(3950) Home ~ Shack

iCrab | 2013-11-23 20:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Medium (5-8) | Other License
Blurb Deathmatch | Capture | Artistic | Medium-sized
Screenshot
Get original file (241KB)
Detailed description

---

Update v1.1

- Removed CTF and all related modes
- Removed base: The Frost Cave (and sealed it off)
- Switched base ammo types around
- Reworked weapon placement
- Fixed countless geometry and flow / clipping issues
- Added more snow
- Recolored pine tree mapmodel
- Improved lighting: added light sources, smoothed out cave ambient lighting, improved some coloring, added more light in general
(added sunlight resulting in ugly shadows, making skylight and several terrain iterations mandatory in order to look acceptable)
- Subtle detail improvements
- Fixed mapping mistakes
- Waypoints are incomplete and therefore NOT included in this version!

NOTE: This is by far not the last update I'm planning for this map. I didn't get to complete a lot of things I originally intended due to lack of time. Take this as a status report.

---

Hi!

If you have been counting, this is my second serious map on Sauerbraten.

---

* Status: Stable, awaiting feedback
* Completion time: 1 week, give or take
* Completion date: 23rd November 2013

This map supports all Deathmatch and Capture related game modes.

---

* Story

As you wander aimlessly through the icy mountains of The North, the alarming realization sets in that you are hopelessly lost. Seeking food and shelter for the night, you discover a remote mining village which seems to provide plenty of both. However it looks like its occupants deserted the place quite recently and you can't help but feel it has something to do with you.

---

Have fun with this map! Let me know what you think (also if anything's broken, tell me).

Map file Shack.zip (3.19 MB)
Rating
62
points
 (8 votes)
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Files: shack_blurb.png / shack.zip /

(3949) Home ~ Forums ~ General Discussion ~ EMERGENCY**** [SOLVED]

Am0xity | 2013-11-23 04:08

General Discussion

there's a huge problem in cube 2 for me. i cant select anything,,,, i think i put the sensitivity of the mouse super high and everytime i move the cursor it immediately rushes to the edge of the screen. I've had this problem for like a month now and i really waant to play cuube 2 :( PLEASE HELP

‹ How to name bases in Custom maps Playermodel Reskins, What To Do? ›

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0
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(3948) Home ~ Forums ~ Help and Support ~ How do you change the default movement speed for a SP map?

phantom_spaceman | 2013-11-21 21:39

Help and Support

I'm working on making a singleplayer game with some friends, and I was wondering how you change the default move speed for the player in the current version of Sauerbraten. The game's supposed to involve some puzzle solving and it's important for the player to be able to move around at a speed that feels a little more realistic and that makes it a little easier to look carefully for the solution to the puzzle. I've looked all around in various parts of the code for movespeed or maxspeed or something like that, but no luck. I checked out all sorts of tutorials online as well, but I couldn't find anything that worked with the game's current version. I know I could just lower the gameplay speed, but I'd rather just reduce the default speed to about half of what it normally is if that's possible.

‹ Blendmap creation errors "Your application for an account is currently pending approval" ›

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(3947) Home ~ Forums ~ Help and Support ~ "Your application for an account is currently pending approval"

luaman55 | 2013-11-15 21:48

Help and Support

...what?
just ignore luaman_the_second i can get into my account now
but what happened?
spambot attack?
or was it always like this...
hmmmm

‹ How do you change the default movement speed for a SP map? Third Person Distance ›

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(3946) Home ~ facility

cock | 2013-11-13 06:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Various Licenses
Blurb A remake of Facility map from Nintendo 64's GoldenEye 007
Screenshot
Get original file (334KB)
Detailed description

This is a remake of the popular Facility map from Nintendo 64's GoldenEye 007.

It's not entirely finished, there are still some details to finish on the red doors, bathroom, and tank rooms. I made this map about 6 months ago so in some parts the grid-sizes aren't as optimised as they could be.

It could probably also do with a lot more attention to detail than I've done. Any feedback at all is welcome. Perhaps this map just doesn't translate well from N64 to Sauer.

URL http://www.mediafire.com/download/7zdsl4zdar5alcq/facility.zip
Rating
10
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 (2 votes)
Attachment Size
facility.zip 1000.94 KB
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Files: screenshot_65390.png / http://www.mediafire.com/download/7zdsl4zdar5alcq/facility.zip /

(3945) Home ~ Express

Pyccna | 2013-11-09 23:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY-NC)
Blurb Based on antiklimax's War Train
Screenshot
Get original file (197KB)
Detailed description

A large map set on three parallel hovertrains for all game modes. Comments welcome, please explain choices of vote.

URL http://www.mediafire.com/download/0el6c9915thjlu9/express.zip
Rating
20
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 (4 votes)
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Files: express.jpg / http://www.mediafire.com/download/0el6c9915thjlu9/express.zip /

(3944) Home ~ SDL2 Test Client

pisto | 2013-11-09 17:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included (SVN) | Beta | All Platforms | Various Licenses
Blurb SDL2 port of Sauerbraten, with a few bonus improvements.
Screenshot
Get original file (41KB)
Detailed description

As an ongoing effort to provide a top notch quality anticheat client for the vast number of tournaments and professional competitions, I reworked the build system (aka Makefile) of Sauerbraten, and ported the SVN codebase to SDL2.

The poor man's description of SDL2 is "better and moar stuff". For the developer, this means that the fate of Sauerbraten is no more tied to SDL1, which is already dead.

This should be regarded as a beta release: SDL2 changes a lot of stuff in input and windows management, and this could lead to nice new stuff but also brokenness. The principal reason to release this is to have a larger testing by the community. Please read the instructions on the github repo for more info.

The repo includes both the source and binaries for Windows, Linux and Mac (>=10.5, Intel 64 bit, basically all hardware sold from 2007).

URL https://github.com/pisto/sdos-test
Rating
27
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 (3 votes)
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Files: vector_mario_bros1_up_mushroom_by_chris_a.jpg / https://github.com/pisto/sdos-test /

(3943) Home ~ Monthly Poll November 2013 v2.0: What should be improved on Quadropolis; layout or looks?

Suicizer | 2013-11-08 21:10

Looks (icons, fonts, background, borders, etc).
35% (8 votes)
Layout (menus, blocks, lists, profiles, nodes, categories, comments, guides, etc).
57% (13 votes)
I don't really care, do what you will
9% (2 votes)
Total votes: 23
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(3941) Home ~ AssaultCube 1.2.0.1: 100% ITALIANO

AndreONEz | 2013-11-02 15:18

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Source mod | Content | Windows | Creative Commons (BY-NC-SA)
Blurb Total translation for AssaultCube
Screenshot
Get original file (193KB)
Detailed description

Work in progress...NOT A FINAL VERSION, YET.

***ASSAULTCUBE 1.2.0.1: 100% ITALIANO***
questo pack contiene:
- menù tradotti totalmente in italiano
- client (32/64 bit) tradotto quasi interamente

***ASSAULTCUBE 1.2.0.1: 100% ITALIAN***
this pack contains:
- translated menus
- translated clients (win32/64 only at the moment) almost entirely translated

Mod file ac_1201_ita_alpha.zip (618.3 KB)
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Files: acit.jpg / ac_1201_ita_alpha.zip /

(3940) Home ~ Overpass

Pyccna | 2013-11-01 04:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb A large map set in the East Exchange of New Baltimore
Screenshot
Get original file (273KB)
Detailed description

An asymmetrical large city map for all game modes. Comments welcome. (Explain choice of vote please!)
Ent Features:
Cartridges: 25
Bullets: 16
Shells: 24
Rockets: 8
Grenades: 31
Riflerounds: 10
Greenarmour: 5
Yelloarmour: 2
Healthboost: 1
Quaddamage: 1
Playerstarts: 75
Bases: 6

Changelog
Revamped weapons
Added more waypoints
Added 3rd entrance to flags for each base
Added more cover
Changed several minor details

URL http://www.mediafire.com/download/skw42ayacc3h9hg/overpass1.zip
Rating
28
points
 (5 votes)
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Files: overpass12.jpg / http://www.mediafire.com/download/skw42ayacc3h9hg/overpass1.zip /

(3939) Home ~ War Golem Playermodel

Pyccna | 2013-10-26 19:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Creative Commons (BY-NC)
Blurb Chlyth Mechanical War Golem by Pyccna
Screenshot
Get original file (46KB)
Detailed description

My first playermodel attempt. The Golem is fully functional and has over 15 animations. Replaces ogro2 folder. Comments welcome. (If you vote please give a reason for your choice of vote!)
Known issues:
1.)Default Hudguns display below model (haven't figured out custom hudguns yet)
2.)Poor texturing
3.)Non-transparent armours & quaddamage (alphas not working for some reason)
4.)Animation Frame glitch with Chainsaw/Fist attack
5.)Legs squish for 1 frame when changing strafe direction
6.)A lot of vertices
7.)Lose animation glitch Fixed

URL http://www.mediafire.com/download/7ywnnn9sxxmtxl6/golem.zip
Rating
6
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 (2 votes)
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Files: golem.jpg / http://www.mediafire.com/download/7ywnnn9sxxmtxl6/golem.zip /

(3938) Home ~ Forums ~ Help and Support ~ naming bases

Radigo | 2013-10-25 20:10

Help and Support

I have seen the edit reference and it says that to name bases and select ammo type you do "base" [ammo [N]]
i typed "base [2 [Arena Floor]] to try to get a base that is named "Arena Floor" with chaingun ammo but it doesnt work. can someone explain how to do it correctly?

‹ Playermodel MD2 Anims Error with compiling on Win64 ›

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10
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(3937) Home ~ Forums ~ Help and Support ~ Playermodel MD2 Anims

Pyccna | 2013-10-24 19:44

Help and Support

I'm creating a new playmodel and animating it in Misfit Model 3D, all the animations play, but the character idle (standing) cycles through the death, walk, & shoot animations, and the run uses the shoot animation. Do the animations have to be ordered a certain way or can they be manually assigned through the md2.cfg file in some way? (Docs aren't helping me very much with this one.)
Also, looking at the other MD2 models (ogro, slith, rat), I see a lot of crouch and cinematic animations, are these required?

New model

‹ force feilds naming bases ›

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(3936) Home ~ Forums ~ Help and Support ~ force feilds

Radigo | 2013-10-24 01:08

Help and Support

how can i make force fields when editing so you can walk through them but cannot shoot through them?

‹ Third Person Distance Playermodel MD2 Anims ›

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(3935) Home ~ Forums ~ Help and Support ~ Third Person Distance

Zoocata | 2013-10-23 20:34

Help and Support

Hey guys,
I've noticed since the update, I can't go past /thirdpersondistance 50. Back in Justice, you could go all the way up to 1000. Has it been limited? It's really helpful when testing models or skins, so I can see the full player. I haven't noticed anything limiting thirdpersondistance in the changelog so I don't really know what's up.

Thanks!

‹ "Your application for an account is currently pending approval" force feilds ›

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(3934) Home ~ Hypass - Updated 12/14/'13

Mmeaninglez | 2013-10-22 06:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb A CTF map that crosses a mountain
Screenshot
Get original file (636KB)
Detailed description

UPDATE: Trees, blendmaps, a few more details and lights in the lower middle tunnel, a bit taller mountain, and some small geometry bugs and tiny fixes people probably won't even notice.
-----
This is a CTF map set crossing a mountain with two main levels. I call it complete, but I'm sure lots of people have feedback on how to improve it.

Some map stats in case they help a review of the map:

Recommended Players: 5+ on each team, it's a fairly sizeable map.

Jumppads: 2
Teleports: 0
One-way doors: 2
Playerstarts (neutral): 12
Playerstarts (per team): 14

Capture Bases: 8

Shells :14
Bullets :14
Rockets :6
Riflerounds:14
Grenades :6
Pistol :2
Health :16
Healthboost:Yes
Greenarmor :2
Yellowarmor:2
Quad Damage:Yes

I figured I should get around to posting something new, because 6 of the last 10 maps are from Pyccna. He's made probably a fourth of all the new maps in the past year. I have a couple other maps I could finish up to post with a bit of work, but this one I was only waiting until the end of the single-player challenge. I made it entirely during the run of the contest when I was bored of working on floating castles. :)
Any and all feedback is appreciated.

Map file Hypass by Mmeaninglessnamee - Version 1.2.zip (7.78 MB)
Rating
39
points
 (5 votes)
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Files: new-hypass-image-half-size.png / hypass-by-mmeaninglessnamee---version-1.2.zip /

(3933) Home ~ Pyccna Flags

Pyccna | 2013-10-18 18:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY-NC)
Blurb New flags for the CTFers
Screenshot
Get original file (62KB)
Detailed description

Was bored & made new CTF flags, felt some others might like to use them.
Credits:
Blindabuser for the Cube 2 logo
Jean Ayers for the skull model used in the flag
Iikka "Fingers" Keranen for the ik_wpaperplain128a texture

Mod file flags.zip (784.34 KB)
Rating
13
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 (2 votes)
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Files: flags.jpg / flags.zip /

(3932) Home ~ Forums ~ Help and Support ~ Compiler warnings and segmentation fault on Ubuntu 13.10

miss_b_have | 2013-10-17 19:35

Help and Support

After upgrading Kubuntu from 13.04 to 13.10, I'm having problems compiling the latest Sauerbraten (sauerbraten-collect-edition), I get a lot of warnings like these:

shared/crypto.cpp:316:33: warning: array subscript is above array bounds [-Warray-bounds]
digit tmp = x.digits[i+dig+1];

shared/geom.h:1008:40: warning: ‘v’ may be used uninitialized in this function [-Wmaybe-uninitialized]
ivec &sub(const ivec &v) { x -= v.x; y -= v.y; z -= v.z; return *this; }
engine/octa.cpp:806:10: note: ‘v’ was declared here
ivec v[4];

It does compile, but I get segmentation fault when I try to run it.
I suspect that this is related to gcc 4.8?

Have anyone else experienced this, and if so, how did you solve it?

‹ Error with compiling on Win64 MD5 Texture Help ›

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(3931) Home ~ Forums ~ Help and Support ~ Quadropolis Service List

Suicizer | 2013-10-14 17:35

Help and Support
*
*
Starred Content

According to the last email I've send all admins/moderators, I'm planning to let every admin, moderator or user choose a certain service to focus on.
The reason for this is as Quadropolis is being maintained by only 2 á 3 persons, while a lot of ideas, suggestions and things which actually were once planned to do are being pushed further towards another date.
As this situation won't last forever (admins/moderators tend to 'burn up' after a certain period of high activity and leave Quadropolis for good or only appear about once each month), I'm trying to get the team of admins and moderators more focused on certain goals (which can't be reached in the way it goes around like now).

As a lot of admins and moderators didn't reply to this Forum Topic, neither to any email I've send about this, I've decided to give the public the chance to rise up as a worthy admin or moderator (which greatly depends on the task, your skill and quite a bit on your past).

As it eventually is the meaning to get a proper running Quadropolis with a team of dedicated and reliable admins/moderators (towards each other), I've listed certain 'key-ranks':

- Website Host
* Just host the freaking website and keep it in the air.
- Coder (you should know how javascript and php works)
- Debug.
- Improve the mechanics of the website.
- Add more control on blocks itself; like letting users (partly)
decide what nodes appear in the recent content block).
- Create an Admin/Moderator Forum.
- Add more options to the profile of the user (like a rewarded title, improved tracking list, etc).
- Vanish the errors/warnings on certain lines within a certain page in the admin logs.
- Organizer
- Gets (all kind of) events, polls, (forum) discussions on track.
- Public Host
- Provide supportive comments towards other users.
Your face mirrors the community of Quadropolis and vice versa.
- Maintainer
* Keeps important nodes, pages and lists up to date.
- Userlist
* Activate accounts which truly are human, send them a notification that they have been activated.
- Guides
* Update them so they provide the correct information again and if possible, make it more simple and logical.
- Packaging Guide
- User Guide
- Mapping Guide
- Scripting Guide
- Modding Guide
- Fragging Guide
- Modeling Guide
- Menu Items
* Like doing New Content and Highly Rated pages right (this time).
- Announcer
* Actually the 'informer'.
- Find bugs.
- Bring up ideas and/or suggestions on certain problems.
- Publish news.
* Keep the news about games and changes within Quadropolis updated for users.
- Quadropolis
- Sauerbraten
- Red Eclipse
- Assault Cube
- Tesseract
- Reporter
* Interviews players, mappers, coders and clan leaders.
- Server Host
* Advertises Quadropolis to the community again by using a server.
- Sauerbraten
- Red Eclipse (Skiingpenguins is working on it)
- Assault Cube?
- Tesseract?
- Artist
* Improves the quality of the looks of Quadropolis.
- Create Icons.
- The actual icon of Quadropolis.
- Icons within pages like the admin log, ranks, moderation queue, etc.


The tasks arranged so far on individuals;

- Website Host
- Kz1
- Coder
- Kz1
- Organizer
- Suicizer
- Public Host
- Everyone which tend to be a little bit active fulfills this role when providing supportive comments towards other users.
Your face mirrors the community of Quadropolis and vice versa.
- Maintainer
- Q009 volunteered for this, although with some help.
- Announcer
- Everyone which still has some spare time left to be a public host.
However, publishing news from certain games, events, etc is way different than bringing up
certain ideas or suggestions on a certain problem.
- Reporter
- Death14 has raised his hand to try this task.
- Server Host
- No one yet. Although Skiingpenguins is attempting for Red Eclipse.
- Artist
- Q009 so far (although he wishes some help as well). Some others attempted as well but actually never kept going.


Do not fear a name behind a certain 'role'. It's better to have 2 persons working on the same task than 1 as both can fall back on each other.
If you have thought about any more tasks or want to volunteer for a certain task, just leave a comment. Questions won't be ignored as well.

‹ Sauerbraten texture liscenses for Tesseract (question) Load multiple animation to one slot? ›

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(3930) Home ~ Perimeter

Pyccna | 2013-10-14 08:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
Blurb FFA Map
Screenshot
Get original file (269KB)
Detailed description

A FFA map based on Halo 3's High Ground map. Comments welcome. (If you vote, please explain your vote choice!)
Special thanks to Brian "EvilBastard" Collins for Monster models for "Target" mapmodels.
CHANGELOG
Fixed clipping on door frames
Fixed sunlight angle
Fixed clipping around outer wall
Fixed sounds
Fixed lighting

URL http://www.mediafire.com/download/4680055bq3674xt/perimeter.zip
Rating
20
points
 (4 votes)
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Files: perimeter2.jpg / http://www.mediafire.com/download/4680055bq3674xt/perimeter.zip /

(3929) Home ~ Forums ~ General Discussion ~ Just a small idea

RaZgRiZ | 2013-10-13 22:19

General Discussion

Can we get a "Mark as read" link on the right of the Recent Content text on that side panel? I don't really want to individually click each one and then scroll all the way down to see the comment because spoiler tags do not exist :P

‹ Playermodel Reskins, What To Do? Sauerbraten Useless Polishment Project (UPP) aka the new SauerEnhanced ›

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(3928) Home ~ SPMC: Tributional Page

Suicizer | 2013-10-13 22:11

Cube 2 (Sauerbraten) | News

After being able to map for 133 days, only a few of the 9 people which signed up for the challenge made it to the end. It was for most of them a tough challenge which required dedication and discipline, but as comments have shown so, it should be worth it.

As only the votes of participants were actually counting, I still call 1 general vote for the public which were kind enough to vote on certain maps as well.
The rankings of all participants listed right under this sentence.

Mmeaninglez: Crun: Skur: Suicizer:
#1 Meltdown #1 Meltdown #1 Mystic Farm #1 Meltdown
#2 Mystic Farm #2 Mystic Farm #2 Missile Pass #2 Missile Pass
#3 Missile Pass #3 Air #3 Air #3 Mystic Farm


As the votes show so, we've got a 1st, 2nd and 3th place:

1st, Meltdown, being ranked 3 times as 1st!
2nd, Mystic Farm, being ranked 1 time as 1st, 2 times as 2nd and 1 time as 3th!
3th, Missile Pass, being ranked 2 times as 2nd and 1 time as 3th!

Which brings us to the victorious winner, Skur with Meltdown!

He will be rewarded as his node being promoted on the frontpage of Quadropolis and on top of the bill, some (experimental) reward title on his personal page. Congratulations, Skur!

As evaluational point for all participants; feel free to put your struggles in a comment while you've been mapping for this period of time. This can be very valuable for the next event which might be organized.

I would like to thank all users which have been participating on this event!

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(3927) Home ~ Temporary official forum for Sauerbraten

Suicizer | 2013-10-09 21:08

Cube 2 (Sauerbraten) | Cube 2 (Tesseract) | News

As cubeengine.com has been DDOSed since Sunday 6th of October 2013 Saturday 18th of April 2014, the master server of Sauerbraten and Tesseract are both offline, as well as the website of Cube Engine (2).
As there currently isn't any way for (new) players to report bugs or reveal their thoughts about Cube Engine (2), the forum of Quadropolis is temporary meant for such things as well (it actually always has been that, but rather served as a second try for players next to the forum of Sauerbraten).
Connecting to public servers shouldn't be a problem, but new hosted servers probably won't work (as they won't be assigned).
If you need any information about Cube Engine (2), your Sauerbraten directory should contain a folder called docs which has all pages of the website (except the forum of course).

There is no specific date of when cubeengine.com will be back online again.

Spread the word across the community.

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(3926) Home ~ Hangar3

Pyccna | 2013-10-02 01:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Thanks to the U.S. Gov shutdown, this is the first in (probably) a long list of short-term projects to keep me busy.
Screenshot
Get original file (76KB)
Detailed description

Landing pad for Hangar 03 of the Federation orbital station Z-114, comments welcome.
(If you vote please explain your choice of vote!)

URL http://www.mediafire.com/download/ossiswameq2r3nv/hangar3.zip
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Files: hangar3.jpg / http://www.mediafire.com/download/ossiswameq2r3nv/hangar3.zip /

(3925) Home ~ Forums ~ General Discussion ~ Is there a list of cubescript commands?

Geo | 2013-10-01 16:50

General Discussion

Maybe it's just me. But, I've never been able to find a comprehensive list of cubescript commands. Most of the tutorials I've found are limited to the same dozen or so. Does anyone know where I can find a more complete list/tutorial?

I'm including a list I created a while ago. (At least 1, possibly 2, years ago.) This was an attempt to collect it all in one document. I'm not sure if any of the command syntax has been changed in the latest version of Sauerbraten.

For those worried about legalities... The majority of the text is from the readme files that came with Sauerbraten. Some of it came from tutorials that were posted for free public use. (My apologies to the Authors. But, since I made it for my own use, I failed to keep track of their names.)Though, I did redo the examples for the string commands. Now, they will give you the right results. Finally, there are a few that I made up myself. For commands I discovered in these forums or reading the .cfg for various maps.

I give my permission to use/modify this document. With the understanding, that I did not create the majority of the text. If anyone wants to update/maintain this document... Better you than me. I'm too much of a dilettante. Just post a link to it, please.

Thanks.

P.S. I couldn't figure out how to get the auto TOC/Index to include a hyperlink. It was my intention to add them manually, once completed. (If wishes were horses...)

Sorry about the file... Won't let me upload a .odt file. So, I did a quick format change... Bad Idea... I'll clean it up & repost it.

Cleaned up the file. Reposted.

‹ Toon Shader cfg editor :)) ›

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Attachment Size
Cubescript_crib.doc 428 KB
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(3924) Home ~ Abstract

Pyccna | 2013-10-01 16:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb An artistic map
Screenshot
Get original file (82KB)
Detailed description

An artistic deathmatch map, comments welcome.

URL http://www.mediafire.com/download/bnaaozco4uac7x9/abstract.zip
Rating
8
points
 (2 votes)
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Files: abstract.jpg / http://www.mediafire.com/download/bnaaozco4uac7x9/abstract.zip /

(3923) Home ~ Taurus Valley (updated 10/16/2013)

Pyccna | 2013-09-25 22:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Huge (16-32) | Creative Commons (BY-NC)
Blurb CTF Map
Screenshot
Get original file (268KB)
Detailed description

A large CTF Map set in the old west. Special thanks to Nieb and Eihrul for inspiration and Desert Spire and Saguaro Cactus geometry.
Comments and reviews for changes welcome.
CHANGELOG
9/26/2013
revised geometric layout
added sounds
revised waypoints
revised weapon layout
9/28/2013
changed geometric layout
revised waypoints
revised weapon layout
10/16/2013
fixed several minor issues

URL http://www.mediafire.com/download/9wknntkfrpalngt/taurus.zip
Rating
32
points
 (5 votes)
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Files: taurus1.jpg / http://www.mediafire.com/download/9wknntkfrpalngt/taurus.zip /

(3922) Home ~ Monthly Poll October 2013: Should we advertise more on public servers or should we add more game platforms to Quadropolis?

Suicizer | 2013-09-25 21:17

Advertise and promote more on public servers.
39% (9 votes)
Add more game platforms to Quadropolis.
9% (2 votes)
Do both.
39% (9 votes)
Let's do some different kind of action, like [comment]...
13% (3 votes)
Total votes: 23
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(3921) Home ~ Acolyte

Pyccna | 2013-09-20 16:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Work in progress map
Screenshot
Get original file (175KB)
Detailed description

A small map for any multitude of players. Critique and advice welcome.

CHANGELOG
9/20/13:
Increased map size (x2)
Replaced several staircases with inclines and noclipped incline staircases
Revised waypoints

URL http://www.mediafire.com/download/9hrzs2k3h9hwbdz/acolyte.zip
Rating
0
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Files: acolyte1.jpg / http://www.mediafire.com/download/9hrzs2k3h9hwbdz/acolyte.zip /

(3920) Home ~ readme map of Project W

sparky4 | 2013-09-15 20:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Medium (5-8) | Public Domain
Blurb readme map for Project W
Screenshot
Get original file (23KB)
Detailed description

Deleted description due spamming.

Map file 0.readme.zip (146.92 KB)
Rating
10
points
 (1 vote)
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Files: omsk.png / 0.readme.zip /

(3919) Home ~ Happy Australia Day! by Fan|epsilon

zombie-apocalypse | 2013-09-15 08:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | CC0 1.0
Blurb An artistic sauerbraten view on one of the most beautiful countries in the world, and some of its inhabitants! :D
Screenshot
Get original file (157KB)
Detailed description
Happy Australia Day!

A highly developed country and one of the wealthiest, Australia is the world's 12th-largest economy and has the world's fifth-highest per capita income. Australia's military expenditure is the world's 13th-largest. With the second-highest human development index globally, Australia ranks highly in many international comparisons of national performance, such as quality of life, health, education, economic freedom, and the protection of civil liberties and political rights, as well as the barbecue-rights of grilling koalas, kangaroos and armadillos around Uluru / Ayers Rock. Australia is a member of the United Nations, G20, Commonwealth of Nations, ANZUS, Organisation for Economic Co-operation and Development (OECD), World Trade Organization, Asia-Pacific Economic Cooperation, and the Pacific Islands Forum.

- (not entirely) From Wikipedia, the free encyclopedia.

"No wombats were harmed or even present during the making of this map."

To the extent possible under law, Fan|epsilon has waived all copyright and related or neighboring rights to Happy Australia Day!. This software is distributed without any warranty. (Creative Commons Zero)

Map file happy_australia_day!.zip (132.72 KB)
Rating
2
points
 (1 vote)
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Files: happy_australia_day!.png / https://en.wikipedia.org/wiki/Australia / happy_australia_day!.zip /

(3917) Home ~ Much Deadlier Monster AI (Shoots first, asks questions later.. fixed)

Greaserpirate | 2013-09-11 02:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Source mod | All Platforms | Public Domain
Blurb (Partly Inspired by Brutal Doom and Touhou)
Screenshot
Get original file (59KB)
Detailed description

Sauer has lots of great singleplayer maps, but there's really something missing from the singleplayer experience. Monsters take really long breaks in between shooting at you, and this happens even on the highest skill levels. But there's a fix to this:

In the file src/fpsgame/monster.cpp, go to line 202 and comment out this line:

if((!melee || dist<20) && !rnd(longrange ? (int)dist/12+1 : min((int)dist/12+1,6)) && enemy->state==CS_ALIVE) // get ready to fire

and replace it with this line:

if((!melee || dist<20) && enemy->state==CS_ALIVE) // get ready to fire..

Then compile and start a singleplayer match. You will find that the monsters are MUCH more challenging, and overall the singleplayer experience is much faster and more strategic. The Rhinos are a bit OP though, especially since some mappers tend to put groups of 10 rhinos in every corner, so you might also want to change line 23 from this:

{ GUN_CG, 18, 70, 2, 70, 100, 400, 2, 10, 50, S_PAINR, S_DEATHR, "a rhino", "monster/rhino", NULL},

to this:

{ GUN_SLIMEBALL, 18, 70, 2, 70, 100, 400, 2, 10, 50, S_PAINR, S_DEATHR, "a rhino", "monster/rhino", NULL},

Have fun fragging :)

(edit: HTML hates "<" signs and thinks they're code)

Rating
0
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Files: baddies.png /

(3916) Home ~ Harvester (Updated 9/15/13)

Pyccna | 2013-09-10 20:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb An Insta Map
Screenshot
Get original file (279KB)
Detailed description

Suspended from high orbit above a star, this mechanism is used to harvest plasma and funnel it to the receiver in high orbit.
2-6 players.

CHANGELOG
9/12/2013
Added much more cover
Changed weapon and armour layout
Added environment hazards (50% player run speed on Fuel Tar spills [red water texture])
Added more scenic details
Added sounds
9/15/2013
Added more cover
Revised weapon layout
Added more Fuel Tar spills

URL http://www.mediafire.com/download/hqpiyyted4y66sz/harvester.zip
Rating
5
points
 (2 votes)
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Files: harvester1.jpg / http://www.mediafire.com/download/hqpiyyted4y66sz/harvester.zip /

(3914) Home ~ Ferrucio X Supercar Factory

Pyccna | 2013-09-03 19:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Some silly little SP map I made whilst messing around with script commands.
Screenshot
Get original file (209KB)
Detailed description

Ever wanted to own a kickass supercar but are just too poor? Me too! That's why I created the Ferrucio X, a mid-engined supercar based on another supercar (can you guess what that car is?).
With this map you can customize and (technically) own your very own Ferrucio X supercar!

URL http://www.mediafire.com/download/l87umtd6ybaey4a/fxfactory.zip
Rating
26
points
 (4 votes)
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Files: ferruciox1-copy.jpg / http://www.mediafire.com/download/l87umtd6ybaey4a/fxfactory.zip /

(3913) Home ~ Monthly Poll September 2013: Is Quadropolis up to a new icon?

Suicizer | 2013-09-02 20:00

Yes
65% (17 votes)
No
35% (9 votes)
Total votes: 26
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Files: none

(3912) Home ~ Old school original hud from cube 1 for cube 2 beta

sparky4 | 2013-09-02 11:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Standalone | All Platforms | Public Domain
Blurb Original HUD
Screenshot
Get original file (325KB)
Detailed description

just a hud replacement

Mod file hud_icons.zip (5.1 KB)
Rating
0
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Files: xd.png / hud_icons.zip /

(3911) Home ~ stahlbox

rabe | 2013-09-01 21:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Other License
*
*
Starred Content
Blurb stahlbox by rabe (2015)
Screenshot
Get original file (46KB)
Detailed description

stahlbox by rabe (2015)

installation:
- copy the content of the base folder in this zip to the base folder in your user directory
- install the e8-texturepack (http://quadropolis.us/node/2859, version: 22nd May 2015)
- install the eX-texturepack (http://quadropolis.us/node/2792, version: 8th Sept. 2014)

credits:
- evillair for the textures
- all mappers and players, who gave me feedback

contact:
- pm rabe at quadropolis.us or sauerworld.net

Map file stahlbox.zip (1.43 MB)
Rating
111
points
 (12 votes)
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Files: stahlbox_640_480.jpg / stahlbox.zip /

(3910) Home ~ The VAZ-2101 from RBVC and Project w The car of Sauerbraten!

sparky4 | 2013-09-01 09:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | GNU GPL v2
Blurb VAZ-2101
Screenshot
Get original file (65KB)
Detailed description

The VAZ-2101 and all the variations of the car I have found in Sauerbraten!

This is THE car of Sauerbraten!

The cars from 1 to 4 is
1. is textured properly original car from the RBVC map
2. is textured properly original car
3. is detailed textured and fixed version of this car (use this version!)
4. is same thing but electric....
wwww

ohh and these are found at the south eastern part of the map!

Map file VAZ-2101.zip (510.39 KB)
Rating
20
points
 (2 votes)
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Files: vaz-2101.png / vaz-2101.zip /

(3909) Home ~ Revenant

Pyccna | 2013-08-27 19:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | CTF | Large (9-15) | Public Domain
Blurb Two maps for FFA, Teamplay, and CTF
Screenshot
Get original file (114KB)
Detailed description

Revenant
A citadel inside a Himalayan mountain. Some say ancient rites were performed here.
2-10 players, FFA, Teamplay

EDIT
-Changed layout
-Fixed playerstarts
-Added 3rd level
-Made 2nd floor more accessible
-Got rid of some useless details
-Merged packages (Revenant reads Revenant_CTF.cfg)

Revenant_CTF
A fortress discovered in the Himalayas by a team of top archeologists. After several months of starvation, frostbite and hypothermia from the freezing wind, they went mad and flung themselves from the bridges connecting the citadels. Some say that the original occupants' vile spirits roam the halls corrupting anyone who dares enter this place.
4-16 players, FFA, Teamplay, CTF

EDIT
-Changed layout
-Changed flag and weapon placement
-Added more teamspawns
-Made side bridges into one-way bridges (without riflejump)
-God rid of some useless details

Credits
Special thanks to Tentus (original spear model), Jean Ayers (original skull model), Barry Collins, and Suicizer (original skeleton sitter models). All models are released under their owners' licenses.

URL http://www.mediafire.com/download/691vu22wgqrszsi/revenant.zip
Rating
15
points
 (2 votes)
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Files: revenant2.jpg / http://www.mediafire.com/download/691vu22wgqrszsi/revenant.zip /

(3908) Home ~ Forums ~ General Discussion ~ The icon of Quadropolis

Suicizer | 2013-08-27 18:59

General Discussion

As most people tend to see just a brown cube which is displayed 3 dimensional in a 2D picture, I was wondering if we really would like to keep that (in my opinion) ugly icon that should stand for Quadropolis.
The icon probably is about 8 years old (I haven't done research on that and Nieb isn't responding) and as we want to "overhaul" Quadropolis anyway, what about to start with something small like that?

I've moved certain comments from Final notes on upgrades to Quadropolis to this node as it's not the meaning to move away from the subject on that node.

‹ Glitch: No Death Quadropolis down for months! Resurrected by dropping the "www." ›

Rating
0
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Files: none

(3907) Home ~ CME: Participation Table

TristamK

All participants and their nodes of the Cubic Mapping Event are listed here.

Rome by Mmeaninglez

Scectf4 by Suicizer

Nameless Map by Icekaos

Files: none

(3906) Home ~ 30 Day Mapping Challenge - Entry List

TristamK

As quadmapcontest.proboards.com seems to get archived, I'll just quote of what is left on this node to prevent the event from fading away.

Application Template

You may change the information you supply at any given time for as long as the entry gathering lasts. After that period the board will be locked and no more additions or changes to the parties will be possible. So should you have a problem, a change will only be allowed if severe.

ID numbers will be assigned to applications, at the end of the entry gathering, based on their submission time to make identification of applications easier later on.
-------------------------------------------------------------------------------------
The application should follow this generic template.
Subject: Team name (alone or with additional people, think of one)
Message:
Participants: (list all of the people who will be helping, up to 2 allowed)
Theme to follow: (given the example images, specify the theme you'll follow)

Entry List

Only those who actually made it to present a screenshot and a map are being shown as there were threads which had none of them (not even a name for the map).

Matok by Nothing and Kimu

Euphoria by Mysterious

Scedm5 by Suicizer

Carrot by Sinsch

Egypt1 by Shaun

Precipice by Sauce and Gear

Files: none

(3905) Home ~ Tectonic - Updated on 12.9.

Lord Kv | 2013-08-23 20:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Medium-sized CTF map located at a volcanic island
Screenshot
Get original file (283KB)
Detailed description

The map is located on a desolate island containing a rather disturbing volcano that is about to errupt. There was a small, not too well-maintanded town here, however it was anabonded in a hurry as soon as the first earthquake came.
Now, the first lava streams are already pouring out of the crater and the air is fogged with dust and ash. The wind is rising and an ominous thunder can be heard from the heart of the rock...

This map uses a lot of sounds to create atmosphere. Please turn off Sauerbraten music for a better experience.

Custom sounds:
wind.ogg by ERH (I modified it into a loop) http://www.freesound.org/people/ERH/sounds/34338/
waves.ogg by Inchadney (I lowered bitrate) http://www.freesound.org/people/inchadney/sounds/135805/
lava-loop.ogg by Audionautics (I increased volume) http://www.freesound.org/people/Audionautics/sounds/133901/

Thanks Meow for advises!

Update changes:
-better ceiling
-better stairs
-upper parts of the caste and tower are now accesible via ladders
-added 2 path on top of the mountain cliff (2 for each castle)
-removed some tunels in the cave
-some minor changes...

Map file tectonic_12.9.13.zip (7.37 MB)
Rating
42
points
 (5 votes)
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Files: tectonic.png / tectonic_12.9.13.zip /

(3904) Home ~ Wolf07 player model and friends

CD Xbow | 2013-08-21 02:54

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Alpha | Creative Commons (BY-SA)
Blurb Wolf07 player model is a in a light combat suit and has a good, almost full range of fps animation. He has some derived friends
Screenshot
Get original file (66KB)
Detailed description

The Wolf07 model is player model, originally by gabriella with a good set of standard fps animations, and comes with a female variant and working set of md5. These work in RE with the following problems:
1. The model throws with it's left hand
2. left/right turning of legs doesn't work
3. The crouch forward animation is not done.

The models have been developed for the human (or almost so) characters in MekArcade, which you can read about at the RE forums http://forum.freegamedev.net/viewtopic.php?f=82&t=4392&start=25#p46913 The misfit source files are there and also some vids of the models.

In addition Wolf has a few friends. See image for Zeta, a warrior clone from Z. reticularis, like most of it's race it has a penchant for cows and is quick with the anal probe. The other model pictured is a gold Mandroid. In the RE post you should also find links to a female version (Natalie) and the model with a wolfs helmet, called Anubis.

Map file wolf07_RE_configured_md5_playermodels_x2.zip (5.31 MB)
Rating
8
points
 (1 vote)
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Files: wolf07a.jpg / wolf07_re_configured_md5_playermodels_x2.zip /

(3903) Home ~ Outlander

Pyccna | 2013-08-13 22:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A cut map
Screenshot
Get original file (180KB)
Detailed description

Outlander is a Capture/Deathmatch map designed for a large amount of players (8-16). This map was originally going to be included in the Warzone2 Package but the SP level was cut due to exuberant wtr (3k and only half built with no textures, yikes!) and I didn't want this map collecting dust.

Please note that the screenshot doesn't fully display the ambiance of the skybox and cloudbox.

Special thanks to NASA for getting amazing pictures of our solar system.

URL http://www.mediafire.com/download/kyk9cg32ugpjvw8/outlander_map.zip
Rating
9
points
 (2 votes)
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Files: screenshot_145736.jpg / http://quadropolis.us/node/3897 / http://www.mediafire.com/download/kyk9cg32ugpjvw8/outlander_map.zip /

(3902) Home ~ Enter

Zoocata | 2013-08-12 09:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Medium (5-8) | Creative Commons (BY-NC)
Blurb Enter by Zoocata and SomeDude
Screenshot
Get original file (96KB)
Detailed description

A medium to large DM map set in a modern city with subways, cranes, and factories. Critique wanted! Thanks.

Credit to:
cm|SomeDude
Squishy(testing/ideas)



EDIT 9/9/13:
- Added some details
- Played with a ton of textures
- Changed some placements of ammo/added new ones
- Messed with lighting.


EDIT 6/21/14:
- Slight retexturing.
- Fog added
- Lighting changed
- Some minor layout changes
- Minor detailing
- Updated screenshot


EDIT 6/26/14:
THE HUGE-ASS UPDATE.

-CHANGED LAYOUT:
-- Moved Teleports
----- Moved teleport 1 to its own room
----- Moved teleport 2 to the garage now behind the jumppad
----- Teledests are still the same.
-- Moved jumppad hole back
----- Added a ramp from jumppad exit to the garage behind it.
----- Added tunnel behind jumppad to garage to allow a quick escape if trapped + improve flow
-- Removed upper shed and replaced it with a simple railing.
- DETAILS/LIGHTING:
-- Added/removed lights according to layout changes.
-- Changed lighting color to increase map variety.
-- Fixed outline errors/added new according to layout changes
-- Added inaccessible rooms to help map theme/feel.
-- Added signs with lights.
----- Added signs pointing to teleports and subway.
----- Call the number on the signs to rent (idk what to put there [help!])
----- GET THE GREEN!!
-- Added Quad's Pub & Grill. Download now to receive a free coupo- Nevermind... We've just got word they've gone under with the economy... But, still, download the map to admire the premises!
- RETEXTURING:
-- Retextured most of the map while still keeping the feel and theme of the original.

Updated screenshot.



ALSO in case you didn't notice, I decided to re-open this project. It's been a while but I feel the map could have some potential.


Map file enter.zip (3.92 MB)
Rating
30
points
 (5 votes)
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Files: enter.jpg / enter.zip /

(3901) Home

TristamK

*
*
Starred Content

Files: none

(3899) Home

TristamK

Files: none

(3898) Home ~ Albion

TheDragonGER | 2013-08-11 12:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-SA)
Blurb Albion - A Mystic Tale (ctf / insta)
Screenshot
Get original file (83KB)
Detailed description

Alibion is a mystic and old country ... hidden in another World which exists between our World and the ancient Sauer-universe.
At the moment there are many changes in this hidden paradise ... the other worlds found a way to get in there and ... they brought the war into Albion.

Albion is an Medium-Large map (CTF/INSTA) in a medival/fantasy-style.

I hope you guys enjoy!

-TheDragonGER

Map file Albion.zip (2.14 MB)
URL http://www.mediafire.com/download/7u3xhb8sw8v8yg5/Albion.zip
Rating
18
points
 (3 votes)
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Files: albionscreenfinal1.jpg / albion.zip / http://www.mediafire.com/download/7u3xhb8sw8v8yg5/Albion.zip /

(3897) Home ~ The Warzone Series Chapter 2 Package

Pyccna | 2013-08-11 01:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY-NC-SA)
Blurb It's finally here, after 6 months of writing, building, bug-testing, hair tearing out, and several bugs, it's done... again.
Screenshot
Get original file (169KB)
Detailed description

Chapter 2 Package of the Warzone Series.
For full effect, please download Warzone CH.1 Package and go through it if you have not already.
This package features...
Warzone Part 5, 6, & 7
Continues where Warzone Ch.1 left off!

Three Multiplayer Maps
Boneyard: A symmetrical CTF Map, built for a large number of players
Recruit: A small map for all game modes
Class: A more in-depth Teamwork CTF version of Recruit; larger map, and a non-modded prototype psudo class-based combat system (NOT for effic and instactf!!!!)
The classes are:
Grenadier: The default class; full bullets and grenades ammo. Well-balanced for all roles.
Marksman: The sniper class; full rifle and pistol ammo. Intended for flag defense and support, but can serve as an attack role.
Defender: The defensive class; full shotgun and pistol ammo. Intended to flag defense, but can serve as a strike-attack role.
Demolitions: The heavy class; full rocket and pistol ammo. Intended for full-on enemy flag assault, but can also serve support and defense roles.

If you have downloaded the Pyccna Mapmodels Package, just replace it with the models provided (it's a broader selection of models)
Instructions:

place "pyccna" folder under sauerbraten/packages

place the contents of "sp_maps" under sauerbraten/packages/base

place the contents of "mp_maps" under sauerbraten/packages/base

merge the "models" folder with "models" under sauerbraten/packages/

For full cinematic effect, download the Galactic Federation Ironsnout Reskin and the Snoutx10k Tactical Hudguns

URL http://www.mediafire.com/download/y40xuk0cr76ydlf/warzone2.zip
Rating
14
points
 (2 votes)
Attachment Size
texpatch.zip 759.59 KB
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Files: warzonept2.jpg / http://quadropolis.us/node/3819 / http://www.mediafire.com/download/y40xuk0cr76ydlf/warzone2.zip /

(3895) Home ~ Mr. Fixit PMC Hudguns

Pyccna | 2013-08-06 21:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | Public Domain
Blurb Private Military Contractor Hudguns For Geartrooper's Mr.Fixit Playermodel
Screenshot
Get original file (112KB)
Detailed description

A PMC Hudgun packet for Geartrooper's MR.FIXITT playermodel.
The weapons featured include...
Bullets: AK74
Shells: Some Old Double-Barrel Shotgun
Rockets: RPG-7
Grenades: Dry-Fired GL
Riflerounds: Dragunov SVD
Cartridges: Chrome Desert Eagle

Instructions:
1. Replace "hudguns" folder under Sauerbraten\packages\models\mrfixit with this one (for safety, just move the original to another location outside the Sauer folder)
2. Copy folder "fixit" to Sauerbraten\packages\models\hudguns
3. Enjoy the fun!

I've added a new Cartridges Model, the FN FAL.

Download Link.

URL http://www.mediafire.com/download/sd7abgwxdp6t9pd/fixit_hudguns.zip
Rating
26
points
 (4 votes)
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Files: fixithudguns.jpg / http://www.mediafire.com/download/jnc6w5qsj014i7y/fal.zip / http://www.mediafire.com/download/sd7abgwxdp6t9pd/fixit_hudguns.zip /

(3894) Home ~ Forums ~ General Discussion ~ Monthly Discussion August 2013: What options would you prefer into your account?

Suicizer | 2013-08-02 18:19

General Discussion
Information

As the title of the topic presents;

What options would you prefer into your account?

We are currently having:
- Name
- Website (this one is uncommonly used except for real artists which are rare around here)
- Location
- Bio

This doesn't look like much at all and could easily be expanded to things like:
- Gender (already added this one to test out)
- Age
- Personal title (should show up near your name on comments as well?)
- Average rating on nodes
- Rating of other users (a no-go so far due several reasons)
- Created content (A list of nodes which you actually should be able to pick yourself of what to present to other users, as it's your account anyway)
- Rank (not just stars only but also the real rank).

If you have any other idea which think that should be in the list or you have personal issues with certain options (like having no gender; darn bots!), then just comment and show us what you think about the subject.

Notifications

The options are planned to be optional, which means you aren't required to fill in. However, the options Name, Website, Location and Bio can't be dropped while Name is obviously always required to be filled in.

‹ Sauerbraten Useless Polishment Project (UPP) aka the new SauerEnhanced Sauerbraten's localization ›

Rating
20
points
 (2 votes)
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Files: none

(3893) Home ~ Sauerbraten 100% ITALIANO

AndreONEz | 2013-08-02 14:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Standalone | Source mod | Windows | Other License
Blurb Total translation for Sauerbraten
Screenshot
Get original file (264KB)
Detailed description

SORGENTE: http://www.4shared.com/zip/5-DlTigt/sorgente_Sauer.html

UPDATE 1:
Aggiunto link al sorgente, così potete compilarlo da voi per Linux o Mac.

***SAUERBRATEN 100% ITALIANO***
questo pack contiene:
- menù tradotti totalmente in italiano
- client (32/64 bit) tradotto quasi interamente

***SAUERBRATEN 100% ITALIAN***
this pack contains:
- translated menus
- translated clients (win32/64 only at the moment) almost entirely translated

Some screenshots:
http://imgur.com/qkkZ0OA,XloRom6,QpsZQGk,7ZdngzB

Mod file sauer_ita.zip (2.08 MB)
URL http://andrezweb.altervista.org
Rating
34
points
 (4 votes)
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Files: sauer_ita.jpg / sauer_ita.zip / http://andrezweb.altervista.org/ /

(3892) Home ~ Noman

Pritchard | 2013-08-02 11:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb No Man Is An Island
Screenshot
Get original file (203KB)
Detailed description

A small, 2-4 player map that is intended for duels and the like. This is my first time making a map this small and condensed, and I need advice on weapon placement so that i can make this map better. Other than that, this map is basically done. No waypoints, because i couldn't be bothered making them and then deleting all the nodes from the times i fell off the map.

UPDATE: changed fog and water settings.

UPDATE 2: Removed the health pickup in the center of the map, detailed the walls a bit, added banks of sand to make things more interesting, rotated the sky, changed texture at the edge of the map, rotated a spawn point and added a barrel and a mug.

Map file noman.zip (2.02 MB)
Rating
7
points
 (2 votes)
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Files: noman_screenshot.jpg / noman.zip /

(3891) Home ~ Rampart

Pritchard | 2013-08-01 10:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A simple, (hopefully) fun FFA map.
Screenshot
Get original file (159KB)
Detailed description

A medium (by sauerbraten standards) sized FFA map. No team spawns, no objective items, just neutral playerstarts, weapons, health and a green armour. I
built the geometry for this map a long time ago, and almost finished texturing it too. I forgot about it/stopped playing sauer for a while, and then came
back, picked it up and finished it over the past 2 days. I don't have many plans for future updates to this map, and my friends said i should release it
so here it is. However, if you notice any bugs/exploits on it, feel free to leave a comment and i might update with a fix.

UPDATE: Fixed a missing texture, changed/removed some health pickups

Map file rampart.zip (453.48 KB)
Rating
7
points
 (2 votes)
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Files: screenshot_31128.png / rampart.zip /

(3890) Home ~ Snoutx10k Tactical Hudguns

Pyccna | 2013-07-30 21:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | Creative Commons (BY-NC-SA)
Blurb Tactical Hudguns For Geartrooper's Snoutx10k Playermodel
Screenshot
Get original file (147KB)
Detailed description

A Tactical Hudgun packet for Geartrooper's SNOUTX10K playermodel, so they'll only work with Snoutx10k.
The weapons featured include...
Bullets: M4A1 SOPMOD
Shells: W200
Rockets: FIM-92 Stinger
Grenades: M203 under-mounted on M4A1 SOPMOD
Riflerounds: M14 EBR
Cartridges: FN Five-seveN

Instructions:
1. Replace "hudguns" folder under Sauerbraten\packages\models\snoutx10k with this one (for safety, just move the original to another location outside the Sauer folder)
2. Copy folders "1", "2", "3", "4", "5", and "6" to Sauerbraten\packages\models\hudguns
3. Enjoy the fun!

Update
I've changed the Cartridges from the FN Five-Seven to an AR-15. This change has increased my aim & usage of cartridges weapon, don't know if it'll effect anyone else in this way, but I've uploaded it just in case. You can download it here. Just replace the "1" (which should be under packages/models/hudguns) folder from the Snoutx10k Tact Hudguns package with this one.
Here's a preview:


URL http://www.mediafire.com/download/wjrnoyy45iyhvnk/snout_hudguns.zip
Rating
39
points
 (6 votes)
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Files: hudguns1.jpg / http://www.mediafire.com/download/ta5wjcjr9sx7jhc/1.zip / http://www.mediafire.com/download/wjrnoyy45iyhvnk/snout_hudguns.zip /

(3889) Home ~ Forums ~ General Discussion ~ Sauerbraten's localization

AndreONEz | 2013-07-30 14:07

General Discussion

So, I have been translating AssaultCube's menus since 0.93, but since localization is a no-no topic to talk about at the moment, I decided to start something massive to translate Sauerbraten to Italian. I managed to translate almost all of menus, that are to be released soon, and I wonder if there is something more planned for the future, like .po files and such. I even started to giggle around with src to translate conoutf's etc, although I'm noob at this stuff.

Thanks in advance for any response ;)

‹ Monthly Discussion August 2013: What options would you prefer into your account? hello (about objexporter) ›

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Files: none

(3888) Home ~ Monthly Poll August 2013: Should the menus change?

Suicizer | 2013-07-29 18:44

Yes, Put all NODE-related links into the horizontal bar while putting all USER-related links in the menu-block on the right.
42% (11 votes)
Yes, put all USER-related links into the horizontal bar while putting all NODE-related links in the menu-block on the right.
15% (4 votes)
No, keep it like it is now.
42% (11 votes)
Total votes: 26
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Files: none

(3887) Home ~ Alternative pickups

AndreONEz | 2013-07-26 22:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Singleplayer | Deathmatch | CTF | Creative Commons (BY-NC-SA)
Blurb Alternative pickups for AC
Screenshot
Get original file (185KB)
Detailed description

A set of alternative pickups for AssaultCube, that use actual letters mapmodels to describe every single pickup:
- HP (medikit)
- AMMO (ammobox)
- PISTOL (pistol clip)
- NADE (grenade(s))
- ARMOR (kevlar armour)
- HELMET (helmet, duh)
- AKIMBO (guess)

Map file alternative_pickups.zip (52.78 KB)
URL http://andrezweb.altervista.org/ac/
Rating
10
points
 (1 vote)
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Files: px.jpg / alternative_pickups.zip / http://andrezweb.altervista.org/ac/ /

(3886) Home ~ Forums ~ General Discussion ~ cfg editor :))

angjminer | 2013-07-26 14:32

General Discussion

as i said earlier i am making this for us :)


‹ Is there a list of cubescript commands? What did you ask @ Santa? ›

Rating
0
points
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Files: none

(3885) Home ~ Forums ~ Help and Support ~ MD5 Texture Help

Pyccna | 2013-07-24 16:17

Help and Support

I'm currently trying to make new hudguns for the Ironsnout Playermodel to go with the Warzone Ch.2 package; the md5meshes are working, the md5animations (which I recycled Geartrooper's) are working, but the textures aren't.

I'm creating the MD5meshes from obj in Blender 2.67, then exporting to Collada, then converting them to MD5mesh using Noesis (as I have no way of creating MD5 directly). Is this possibly why the texture's aren't displaying?

Here's the cfg is that's the problem:
md5pitch "" 1
md5tag Bicep.R tag_bicep
md5dir "hudguns/3"
md5adjust Root 12.9 -5
md5adjust glove.R -5 -30 -5
md5anim "gun idle" "hands_rifle_idle.md5anim"
md5anim "gun shoot" "hands_rifle_shoot.md5anim" 60

md5load "svd.md5mesh"
md5skin svd "sniper.png"
md5spec svd 150
md5glare svd 0.5 1
md5tag muzzle_flash tag_muzzle
md5anim "gun idle" "rifle_idle.md5anim"
md5anim "gun shoot" "rifle_shoot.md5anim" 60

md5link 0 1 tag_bicep
mdlscale 300
//mdltrans 2.7 .65 -0.95
//mdltrans 3 0.95 -1.15
mdltrans 1.0 -2.0 -0.3

‹ Compiler warnings and segmentation fault on Ubuntu 13.10 Third-Person camera position ›

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0
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Files: none

(3883) Home ~ Minimal / Flat UI Theme and HUD

pix | 2013-07-22 07:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Standalone | All Platforms | Creative Commons (BY-NC)
Blurb Replaces the current menu design and game HUD with a more minimal, flat approach.
Screenshot
Get original file (371KB)
Detailed description

MOVED TO http://sauerworld.org/forum/index.php?topic=3.0
THIS NODE IS NO LONGER UPDATED!

This is a re-styling of Sauerbraten. I modified both menu design and layout, plus the game HUD. Currently, some icons are still missing, such as red, blue and green icons for all playermodels except for ironsnout, mainly because I don't need them.

I also changed some color values in the source code and added a method to draw the one-line-input field you see in the screenshot. The modified files are included, so if you want to, replace the original ones (after backing them up) and recompile as usual (on linux: make && make install in /src).

Update 1:

- remade guiskin.png
- subtle fixes like icon sizes and different shades of white

Update 2:

- minor fixes
- added cursor
- added Open Sans font (udpated, now better readable, just like the old font)

Update 3:

- changed icon for unknown servers in server browser
- fixed right padding in GUI skin (for now, a real fix requires source code edits)
- improved icons, they now fit with the font (aka they have a 3px border now and should be vertically aligned with text)
- removed "info" icon from most guitexts, "info.png" is now a blank 64x64 to provide spacing when desired
- restructured console tab in options
- improved autoexec tab in options
- improved background banner
- more source code changes:
- separators and sliders now get painted by OpenGL, no guislider.png required anymore (they are still included in case you don't want to recompile)
- changed GUI text color to white
- one-line input fields have a new look

Update 4:

- replaced HUD icons in items.png (radar blibs etc. still to come): http://imgur.com/a/VvxNV#7
- modifications on scoreboard (requires recompile; known bug: separator before spectators sometimes flickering)
- changes to the options menu (tabs game, gfx, console, autoexec.cfg)
- moved server browser settings to the right

Update 5:

- server browser text is now consistent with scoreboard and the rest of the UI (entries are white, column headers grey)
- added a simple mapshot_frame.png
- fixed a bug in the gfx tabs of the options menu (an empty line was missing on the right if 'dynamic lights' was displayed as an option on the left)

Update 6:

- moved to http://sauerworld.org/forum/index.php?topic=3.0

Mod file sauer_flat.zip (659.43 KB)
URL http://sauerworld.org/forum/index.php?topic=3.0
Rating
40
points
 (4 votes)
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Files: front.png / sauer_flat.zip / http://sauerworld.org/forum/index.php?topic=3.0 /

(3882) Home ~ Learn.It by Fan|Neo

zombie-apocalypse | 2013-07-21 18:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Medium (5-8) | CC0 1.0
Blurb A mapping tutorial map by Fan|Neo
Screenshot
Get original file (183KB)
Detailed description




Learn.It by Fan|Neo
A step-by-step tutorial map for newcomers, even for complex shapes!



Features so far:

2D wall, Sphere, 2D ball, Circle, One-Way, General Commands, vCommands, Shaders, Ice, Pillar Ladder, Wall Ladder, Ladder, 2D Spirals, Spirals & Particles!

For the latest version, please feel free to ask Fan|Neo in game!



To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This software is distributed without any warranty.

You should have received a copy of the CC0 Public Domain Dedication along with this software. If not, see here.

Map file Learn.It.zip (375.46 KB)
Rating
59
points
 (8 votes)
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Files: learn.it.png / http://creativecommons.org/publicdomain/zero/1.0/ / learn.it.zip /

(3881) Home ~ obj AND obj.cfg exporter for blender 2.63

angjminer | 2013-07-19 14:45

 this screenshot was not originally available or there was a problem extracting it

Stable | GNU GPL v2
Blurb obj AND obj.cfg exporter for blender 2.63
Screenshot
Get original file (47KB)
Detailed description

this addon for blender is a slimmed down version of Campbell Barton's ,wavefront obj exporter,
rather it borrows the important parts,
instead of a mtl file it exports a proper obj.cfg file along with the .obj
as long as your textures are in the same folder as the exported .obj/obj.cfg everything should work in one step.

make sure the objects you wish to export are selected, other than that install use like any other addon.
have fun,
angjminer

Map file io_sauerobj.zip (4.69 KB)
Rating
9
points
 (1 vote)
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Files: crateexport.jpeg / io_sauerobj.zip /

(3880) Home ~ Forums ~ General Discussion ~ hello (about objexporter)

angjminer | 2013-07-18 13:27

General Discussion

hello all,
not sure how often people come here any more, but anyway,
i am angjminer, aka the guy who created cryblend (addon for blender to get your models into cryengine),
well due to not wanting to purchase windows after mobo problems, i stopped working on that and let the ce3 community take it over(they are doing well with it btw)
not sure how i missed this engine,,, ????, but after looking through what there is to see, i like it, and i am going to use it to teach my children about content creation/programming with it.

i see a few things that need to be done to make this possible, that i think would benefit everyone else as well(dont worry, i am not talking about engine stuff).
one of which i am just about done with.
incomplete list:
obj exporter(blender) that fixes mesh name (eg: "g cube" in the proper place), and creates a proper obj.cfg < maybe do the same for the md3 exporter ???
a cfg tool for textures, mdl,and maps, i have a python/tk one that i just started, cross platform/open source yes gui based.
updated tutorials for using blender 2.63/ gimp
......

when i am done with the tools,
ill make tutorials for using them, and
i will put them both up for everyone.

any how stay tuned.
angjminer

‹ Sauerbraten's localization Request for input about the future of Quadropolis. Updated on 4th of May 2013! ›

Rating
10
points
 (1 vote)
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Files: none

(3879) Home ~ Rave Time!

Zoocata | 2013-07-16 17:25

Cube 2 (Sauerbraten) | Release | Mapping | Other License
Blurb Rave Script!
Detailed description

A fun little rave script I made from an idea a friend had a while ago. Basically, it randomizes fog color, spinsky and other variables as well. For kicks I added mm-auggiedog as the cloudbox.

Type /rave to start the party and /ravestop to end it.

Preview
spam = 0
alias rave [
if (= $spam 0) [
echo "Rave time!"
fog 55
spam = 1
]

//
sleep 100 [
fogcolour (rnd 255) (rnd 255) (rnd 255)
watercolour (rnd 255) (rnd 255) (rnd 255)
cloudcolour (rnd 255) (rnd 255) (rnd 255)
cloudboxcolour (rnd 255) (rnd 255) (rnd 255)
skyboxcolour (rnd 255) (rnd 255) (rnd 255)
cloudlayer mitaman/mm-auggiedog
cloudscrollx (rnd 5)
cloudscrolly (rnd 5)
cloudheight 100
cloudscale .25
skybox darc/forge
spinsky (rnd 25)
spam = 0
rave
]
]



alias ravestop [
echo "Party's over!!"
clearsleep
fog 1000024
skyboxcolour 255 255 255
cloudboxcolour 255 255 255
watercolour ""
cloudcolour 255 255 255
cloudscrollx 0
cloudscrolly 0
cloudlayer ""
cloudheight 0
cloudscale 0
spinsky 0
skybox skyboxes/remus/sky01
spam = 0
]


Config file ravetime.cfg (1.12 KB)
Rating
14
points
 (2 votes)
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Files: ravetime.cfg /

(3878) Home ~ Hipposauer

johnkills | 2013-07-11 21:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Work in Progress | Singleplayer | Small (1-4) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Playermodel for sauerbraten
Screenshot
Get original file (60KB)
Detailed description

A playermodel called hipposauer?

The content is not finished yet. Texturing and animation necessary.

Suggestions about anything, your thoughts about how textures should look and if anything else should be changed.

Hippo original - http://i.imgur.com/pW4TrfJ.png

Front - http://i.imgur.com/iw1XgJk.png

Side - http://i.imgur.com/MmO2VKP.png

Back - http://i.imgur.com/usGZdDf.png

************
Fat version of hippo

Front - http://i.imgur.com/8vaOAD1.jpg
Side - http://i.imgur.com/3bXJv2F.jpg

URL http://imgur.com/a/d8Mjh#0
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0
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Files: hippo.jpg / http://i.imgur.com/pW4TrfJ.png / http://imgur.com/a/d8Mjh#0 /

(3877) Home ~ ac_frost2

AndreONEz | 2013-07-05 10:08

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Frozen cave
Screenshot
Get original file (200KB)
Detailed description

Map set in a frozen complex, with a partial cave.
Entstats:
155 light
30 playerstart, 10 CLA, 10 RVSF, 10 FFA
3 pistol
5 ammobox
3 grenades
4 health
5 helmet
1 akimbo
129 mapmodel, 29 clipped
3 ladder
2 ctf-flag, 1 CLA, 1 RVSF
32 sound
18 clip
18 plclip
total entities: 408

Map file ac_frost2.zip (20.02 KB)
URL http://ac-akimbo.net/showthread.php?tid=736
Rating
0
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Files: frozencave.jpg / ac_frost2.zip / http://ac-akimbo.net/showthread.php?tid=736 /

(3876) Home ~ SPMC: Participation Table

TristamK

All participants and their nodes of the Single Player Mapping Challenge are listed here.

Missile Pass by crun

Meltdown by Skur

Darkness by Windecker

Tristram by Mayhem

Sky_Hight_Shoot'em-up by Mmeaninglez

Mystic Farm by Suicizer

Files: none

(3875) Home ~ Events

TristamK

Events




This is a temporary node where all events and their logical sub-nodes are submitted.

WTR Mapping Challenge

2014-02-02

Single Player Mapping Challenge

2013-05-21 19:45

Participation Table


Tributional Page

Cubic Mapping Event

2011-09-22 11:24

Participation Table


30 Day Mapping Challenge

2011-04-02 19:51

List of Entries


Participation Table

Event
December Holiday Detailing Contest 2010-12-18 02:49

Participation List
-

Results
-

Event
Q4 2007 Competition 2008-01-03 07:01

Participation List
-

Results
Scores


Event
August 2007 Mapping Competition 2007-08-01 00:00

Participation List
-

Results
Scores


Event
Capture Arena Mapping Competition 2007-06-01 00:00

Participation List
-

Result
?


Event
Quadropolis Mapping Contest 2007-02-28 05:21

Participation List
-

Results
Scores

Files: none

(3874) Home ~ Tripod_Ext2 (Storage_Mayhem)

rudi | 2013-06-30 09:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Storage_Mayhem http://www.youtube.com/watch?v=XfQXWPxcFQw
Screenshot
Get original file (20KB)
Detailed description

This map is the birthplace of Tripod , I made the Layout and Epsilon and Dragon transformed it into the map you will see once unpacked.

Heads up!!! There is a link to a video Epsilon made on this map so please feel free to check it out ;)

Map file Storage_Mayhem.zip (2.06 MB)
Rating
4
points
 (1 vote)
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Files: storage_mayhem.jpg / storage_mayhem.zip /

(3873) Home ~ Forums ~ General Discussion ~ Mapping Guides

rabe | 2013-06-30 09:04

General Discussion

Hi!

I put all the level-design-stuff I have been reading through together in a linklist.
Maybe this would also be interesting/inspirational for new users/mappers.
Not all of those links are cube2-specific, but most of it can be applied to it.

Cube2Mapping - An unofficial guide to level design for voxelbased world creators - by MisanthropX (2014)
Basic Lighting Guide - by rabe (2014)
Flow and Layout Guide - by Suicizer (2014)
Gamemode Entity Guide - by Suicizer (2014)
World of Level Design's Tutorial List - various authors (2014)
Do you really want feedback? - by Simon "sock" O'Callaghan (2013)
Skyrim's Modular Approach to Level Design - by Joel Burgess (2013)
Red Eclipse Mapping Tips - by xxjojoxx (2012)
Lunarans Deathmatch Encyclopedia - by Matthew "Lunaran" Breit (2011)
Eihrul's inclusion standards - by skiingpenguins (2011)
Multi-Player Mapping Tips - by the Valve Developer Community (2010)
A different view on competitive mapping - by Jal (2008)
Lightning in game environments - by Hourences (2006)
Some general mapping tips - by Makke (2005)
Level Design Tutorials - by Yan "Method" Ostretsov (2004)
Competitive Level Design Guide - by wviperw (2002)

Have fun reading!

Last Update: June 2014.

‹ Request for input about the future of Quadropolis. Updated on 4th of May 2013! Texture Problems ›

Rating
30
points
 (3 votes)
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Files: none

(3872) Home ~ Tripod_Ext3 (Motion)

rudi | 2013-06-30 09:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Motion
Screenshot
Get original file (47KB)
Detailed description

This map is a Capture map with good Spawn and Waypoints, Easy to follow and awsome fun ^^

Like all maps posted i will be waiting for your feedback and comments on this map

Map file Tripod_Ext3.zip (1.17 MB)
Rating
5
points
 (1 vote)
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Files: motion1.jpg / tripod_ext3.zip /

(3871) Home ~ Cave Concept

Hanack | 2013-06-27 19:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Huge (16-32) | ZLIB License
Blurb A large cave concept map
Screenshot
Get original file (183KB)
Detailed description

A large cave concept map. I worked on this map for two weeks - day and night! So I'm really tired now. And I don't want to give you a large description. So in just a few words: It's a large cave concept map and (after so long working-time) I'm really proud to show you this concept map! So good night and sleep well! :-)

Map file cave.ogz (5.8 MB)
Rating
29
points
 (5 votes)
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Files: cave.jpg / cave.ogz /

(3870) Home ~ Stasis

Pyccna | 2013-06-26 20:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb A map in the belly of the Trident beast
Screenshot
Get original file (107KB)
Detailed description

This map was supposed to be released in the Warzone CH2. package, but the level themed for this map has been cut & most likely will not return.
Stasis is a symmetrical map designed specifically for small-party CTF, but all other modes are compatible.

URL http://www.mediafire.com/download/rby3yj4yiwg4vj6/stasis.zip
Rating
13
points
 (3 votes)
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Files: stasis.jpg / http://www.mediafire.com/download/rby3yj4yiwg4vj6/stasis.zip /

(3869) Home ~ Monthly Poll July 2013: Should users get more options to spiff up their account?

Suicizer | 2013-06-26 17:44

No, it's just fine now.
40% (10 votes)
Yes, add more options to make it more personal.
60% (15 votes)
Total votes: 25
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Files: none

(3867) Home ~ Prism by Mayonaise and Boomerang!

Anonymous | 2013-06-23 21:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb Prism is a colourful map mainly made for ctf.
Screenshot
Get original file (221KB)
Detailed description

Prism is a very colourful map made for Sauerbraten Cube 2 by Mayonaise and Boomerang!

It is mainly made for ctf but is also playable as a ffa or capture map.
This is the first map we submit to the quadropolis community and we would very much appreciate some feedback on our work.

Map file prism.zip (1.22 MB)
Rating
28
points
 (3 votes)
Attachment Size
screenshot_752663.png 884.85 KB
screenshot_683767.png 1.09 MB
screenshot_734304.png 1.17 MB
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Files: prism_screenshot1.jpg / prism_0.zip /

(3866) Home ~ Tripod_EXT1

rudi | 2013-06-21 16:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A steal construction with minor details and plenty open spaces for your shooting pleasure
Screenshot
Get original file (19KB)
Detailed description

It’s a fast paced duel map with no time to waste trying to find sniping points.
5X Spawning points
2X Teleports
1X Health boost
2X Yellow armor
And a few various placed weapons
100% Death is guaranteed
This will be my first map entry but not my last … All critics are welcome and please feel free to add your comments

Map file Tripod.zip (860.36 KB)
Rating
10
points
 (2 votes)
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Files: graphic1.jpg / tripod.zip /

(3865) Home ~ Pyccna Mapmodels Package

Pyccna | 2013-06-20 20:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-NC)
Blurb Pyccna Mapmodels Package
Screenshot
Get original file (109KB)
Detailed description

This mapmodel package includes the following:
Destroyer-class FSS Pyccna starship
Floating space debris (to be used in the next Warzone package)
A Warzone-themed door (SP)
Two wooden Chlyth statues, a guard & a scribe (used on Treehaus )
Large scaffolding pieces (to be used in an unfinished map)
A snow-covered evergreen & its 2d twin
A TC1S Tank with positionable turret (as seen on Avalanche)
Geartrooper's Ironsnout x10k converted to mapmodels package that contains the following:
4 different body positions
8 different arm positions
4 different leg positions
5 different weapon types, each with 3 different positions for armed, unarmed, and relaxed
Sadly, you do have to build the Snoutx10k model, entselsnap is very helpful when arranging them.
Please note that the Ironsnout mapmodels are skinned with the Ironsnout Warzone SP Reskin.
This Map shows the basic arrangements & suggested functions of the Ironsnout mapmodels.

Instructions: Place the "pyccna" folder under sauerbraten/packages/models.

URL http://www.mediafire.com/download/u0lpctzdhpazczx/pyccna_mapmodels.zip
Rating
20
points
 (3 votes)
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Files: mmodels.jpg / http://quadropolis.us/node/3848 / http://www.mediafire.com/download/u0lpctzdhpazczx/pyccna_mapmodels.zip /

(3864) Home ~ Forums ~ Help and Support ~ Obj Mapmodel Help

Pyccna | 2013-06-12 20:25

Help and Support

I'm in a bit of a snag here with mapmodels:
My .obj formatted mapmodels are appearing in Cube 2 Sauerbraten with the notexture.png image as a skin. I have the obj.cfg configured to look for "base.jpg" as the skin, which the actual base.jpg image is under the same folder.
Little help, please?

‹ Third-Person camera position Missing or hidden waypoint file ›

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Files: none

(3861) Home ~ SPMC: Missile Pass (crnsp1) v02

Anonymous | 2013-06-09 21:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Creative Commons (BY-NC-SA)
Blurb A participation of the Single Player Mapping Challenge.
Screenshot
Get original file (93KB)
Detailed description

Discripton:
Missile Pass is a Singelplayer campaign that takes place in a rough and fogy mountain landscape. Beside those outside areas there are quite narrow inside structures that are designed in a verry technical look. The level design provides arena shooter elements in combination with some puzzels. But with some cleverness you shouldn't have problems to solve those puzzels or finding enough ammo, since i'am also not a person who likes it to feel lost in a too complex level.
If you get stuck (especially in my elevators :p), think some part is to difficult, find any other bugs or things to improve please leave a comment. :)

Storypreview
A Dark Matter Bomb isn't about to launch, it has been launched. The only way to stop it on its way to earth is to get into the control center of a foreign species as fast as possible and manipulate the communication with the bomb. But to reach this base in well protected mountains you have to pass all their security lines..

Credits: Thanks to Simon O'Callaghan for the textures.

Week 1

Layouted the mountains
Started to build a path along the mountain


Week 2

Focussed on the terrain but didn't come out with much progress
Finished the config and added some mapmodels to it


Week 3-4

Holiday


Week 5

Worked on the valley and the river on its bottom
And still terrain


Week 6

Finished the valley and builded a wooden bridge over the river
Finally begun with the inner sections of the mountains


Week 7

Built a missile silo


Week 8

Placed a launch control room and some other rooms inside the mountain


Week 9

Created a Bridge over a ledge in the mountain
and a Control Panel to open it


Week 10

Extended the way around the mountain to the top


Week 11

Built the last interior room of the first mountain


Week 12-13

Finished the first mountain with a arena on its top


17.09.13

17.09.13

12.08.13

12.08.13

21.07.13

19.6.13

17.6.13

Map file crnsp_v02_1.zip (5.25 MB)
Rating
43
points
 (5 votes)
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Files: missilepass.jpg / crnsp_v02_1.zip /

(3860) Home ~ SPMC: Meltdown (skrsp1) v1.2

Skur | 2013-06-09 21:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb A participation of the Single Player Mapping Challenge
Screenshot
Get original file (118KB)
Detailed description

Description
Meltdown is a fairly large Singleplayer campaign with plenty of scripting. It contains large open outside areas mostly covered with ice and snow, but also rather narrow pathways and caves in the lower levels, which mainly consist of volcanic rock and lava. The buildings are kept in a medieval style, which also defines when the story is taking place.
The gameplay is oriented to classic arena shooters like quake, but also has elements from other games. Aside from shooting up monsters the map also contains some jumping puzzles, same as some intended trickjumps for speedrunners and such (If you're doing really good the script might even comment on it, hehe). You shouldn't have any problems with finding enough ammo since i placed plenty of it, because for me there is nothing worse than having to use my pistol.

If you notice any bugs, get stuck, or have any suggestions please leave a comment so I can fix/improve it. If you really want to help me with the optimization and balancing it would be awesome if you would record your really first playthrough and send it to me, since that would show me how it works for players not having played it 100 times and knowing every corner (so don't feel ashamed if u die a lot, it's my fault!).

Storyline
Last night monsters broke into your mates house and stole their gold. One of them saw them running up the hill and entering the abandoned church. None of the locals dare to go in there, but they offer you half of their gold, if you manage to get it back. You decide to take the challenge, but what you find is worse than expected...

Timelapse Video
I recorded a timelapse video in 2fps FullHD with the ingame recorder, which has later been speeded up x15 to 30fps. It covers the creation of all the geometry, texturing and lighting until version 1.0 of the map. I did not record the moster placing and scripting, as it required endless playtesting, what isn't very interesting to watch. The video is five and a half hours long and I obviously don't expect anyone to watch the whole video, but I had to uplaod it as it was there and you might find one or the other part interesting. :) Would be nice if you leave a coment on YouTube too, but that's up to you of course!

Changelog

Week 1:
- Layouted terrain
- Layouted and detailed church

Week 2:
- Finished church
- Layouted some rooms below the church
- Started to smooth out terrain

Week 3:
- Detailed one room below the church
- Smoothed out more terrain, mainly inside the cave
- Made a few props to paste later on

Week 4:
~ On holiday ~

Week 5:
- Smoothed out more terrain inside the cave
- Layouted and made a few mountains behind the cave

Week 6:
- Smoothed out more snow terrain
- Layouted and made more mountains

Week 7:
~ On holiday ~

Week 8:
- Made many more mountains
- Connected mountains with each other, the cave and flat terrain parts
- Set up the mapmodel config

Week 9:
- Made few more mountains
- Built a third lava fall into the cave
- Connected many individual areas

Week 10:
- Added a waterfall to one side of the river
- Finished the inner part of the cave
- Built a wooden elevator

Week 11:
- Finished the snow terrain geometry
- Blendbrushed the outside area
- Lit the inner part of the cave
- Made a house at the spawn area
- Redid inner part of the church

Week 12:
- Detailed and lit several rooms
- Built doors and trapdoors into the arenas
- Layouted the finale

Week 13:
- Detailed and lit more rooms
- Detailed and expanded the finale

Week 14:
- Finished the geometry
- Finished the lighting
- Placed sounds
- Placed monsters
- Placed pick-ups
- Added triggers
- Did all scripting
- Playtested
- Fixed a LOT of bugs

Update v1.1 (2013-10-04)
- Trigger placement optimization
- "killsendsp" is now set to 0
- Small changes in the script

Update v1.2 (2013-10-14)
- Fixed dialogs
- Fixed plenty of geometry errors
- Fixed some clipping mistakes
- Added a 3rd hidden HP Boost
- Began skytexturing glitch cubes
- Optimized item placement
- Housedoor opens again now, if you die before the first respawnpoint.
- Cleaned up the script a bit

Credits
Special thanks to Yves 'evillair' Allaire and Gregor Koch for the textures.

Happy fragging!
-Skur

Map file skrsp1_v1.2.zip (8.26 MB)
Rating
140
points
 (15 votes)
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Files: skrsp1_preview.jpg / skrsp1_v1.2.zip /

(3859) Home ~ goatc (Grotto Of A Thousand Cubes)

zombie-apocalypse | 2013-06-09 13:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Singleplayer | Deathmatch | Capture | CTF | Large (9-15) | GNU GPL v2
Blurb a SP map in the making :D
Screenshot
Get original file (209KB)
Detailed description

In a far far universe, but not that far from ours... there was the Grotto Of A Thousand Cubes. With fiery flames, wettery waters and crickety cracks it was a veeeeeeeeeeeeeeeeeeeeeeeeeeeeeerrrrrrrrryyyyyy dangerous place to wander into o.O

  The eldest had warned our young adventurer! BE WARE ND, the eldest sed! A THOUSAND WAYS TO DIE IN THE GROTTO OF THE THOUSAND CUUUUBEESSS the eldest sed! But did the young adventurer listen!?! xOOO With a <3 full of courage, a pillow, an apple and The Survival Guide For Young Adventurers (7-volume travellers edition) he wandered off to face his destiny.

  What he was looking for? He did not know. What he would find? Love? Honor? A good hiding? No one never knew. Becuz, as it came to pass, weeks passed... And the weeks followed moths... and the moths followed the light, and it could have even been lightyears! ...as the young adventurer was nowhere never to be seen, ever agen. ='((((

  His wife, worried! His family, frustrated! His dog, unwalked for over a decade! Jumping from one foot to the other!!

 What had happened? Was this meant to be?! Was anyone interested in his faith?? xOOO

ARE YOU???????

Becuz, if you were, you better get your gear ready, young adventurer! Because this september, you are going to embark - hopefully - on an epic adventure of adventurous proportions!! The Quest Of Finding Out What Happened To The Young Adventurererrrr!!!!! xDDDDDDDDDDDDDDDDDDDD DUN DUN DUUUUNNNNNNNNNN





MEOW
GOATC
SUMMER
(comming to a sauerbraten server near you)






Title: SPMC: goatc - Grotto Of A Thousand Cubes
Blurb: A participation of the Single Player Mapping Challenge
Game: Sauerbraten
Game Mode(s): sp, dmsp, ffa, teamplay, ctf, hold, protect, collect, insta-effic as team/ctf/hold/protect/collect, tac/team, capture, regencapture and coop
License: GNU GPL v2
PEGI: 13 xDD

love, meow! xD

Update 06.10.2013: update to allow all gamemodes on goatc and some geometry updates. Since the map was not part of the SPMC anymore I've postponed the sp elements. As a compensation I've now packaged my very own stuff map with brand new futurama tubes with this! love, meow! =)

Map file goatc.zip (402.61 KB)
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Files: goatc-preview.png / goatc.zip /

(3858) Home ~ SPMC: Mystic Farm

David | 2013-06-09 13:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Small (1-4) | Creative Commons (BY-ND)
Blurb A participation of the Single Player Mapping Challenge
Screenshot
Get original file (399KB)
Detailed description

Information
Our beloved Captain Cannon has just arrived back from a space mission where he was forced to use a shrink beam on himself. After sitting for just a few minutes behind his desk, he notices a farm which appears to be ruined. He takes his helicopter and starts to investigate the place, but the farm doesn't really seems what it looks like.

Credits
I would like to thank Blikjebier, MitaMan, TraK and Method for their textures.

Known Bugs
- None, report so if you find any.

Left to do
- Make the story line match the play.
- Some textureblending on top of the mountains so snow can be located (like on the skybox).
- Add more details to make it really look left behind.
- Finish the end of the map.

Changelog
10 - 16 June 2013: Layouting
17 - 23 June 2013: Further layouting, adding more accurate shapes and such.
24 - 30 June 2013: Same but with low priority. Nearly done creating the core layout and halfway done the finer layout.
1 - 7 July 2013: Arranged the map's cfg-file.
8 - 14 July 2013: Holiday.
15 - 21 July 2013: Customized models.
22 - 28 July 2013: Textured and lighted the house.
29 - 11 August 2013: Detailed the outside of the house.
12 - 25 August 2013: Holiday
26 August - 1 September 2013: Added details inside both buildings.
2 - 8 September 2013: Added a well outside, made progress with the mountains.
9 - 15 September 2013: Started adding mapmodels inside the buildings.
16 - 22 September 2013: Started blendmapping, (nearly) finished the mountains.
23 - 29 September 2013: Finished blendmapping, added vegetation models outside, added mapsounds. Tried out some scripting.
30 September 2013: Packaged all necassery content to make it "work". There is still a lot of repackaging to do (as like deleting unnecessary files). I'm pretty sure the total file-size can be reduced towards 30Mb (it was a total of 85Mb before actually packaging). I'll release a better (bug-fixed?) version of the map tomorrow (just doing so just in case actually).
1 October 2013: Re-uploaded the zip-file (with a working single player story line), all bugs should be fixed. Chopped off 9Mb of the file-size as well.
2 - 6 October 2013: Bug fixing. The end should be more logical now (as nearly a real end). Added a (so far unlogical) secret within the map. Managed to clean up the zip-file some more, it's less than 29Mb now.

URL http://www.mediafire.com/?ykv74p87537jd5l
Rating
45
points
 (6 votes)
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Files: screenshot_1001017.png / http://www.mediafire.com/?ykv74p87537jd5l /

(3857) Home ~ Forums ~ General Discussion ~ Texture Problems

Mysterious | 2013-06-08 20:01

General Discussion

Hey Guys,

I reinstalled Sauer and a little problem appeared.
The Trees and the Grass have some black textures on it (picture can be seen below).

Hope you can help me !

‹ Mapping Guides Player model bounding boxes. ›

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Attachment Size
screenshot_22537.png 922.37 KB
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Files: none

(3856) Home ~ SPMC: Darkness

Windecker | 2013-06-08 18:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Creative Commons (BY)
Blurb Single Player Mapping Challenge Entry
Screenshot
Get original file (260KB)
Detailed description

SPMC entry.

No picture until the event starts.

Story line: Your in a dark place. You kill stuff. The end.
I may revise the story in the future.
Theme: Gothic-ish, or not. I probably can't pull that off with such a low poly count, so just expect some arbitrarily stacked bricks. We'll see what happens.

June 17th Progress.

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Files: screenshot_897672.png /

(3855) Home ~ SPMC: Tristram

Mayhem | 2013-06-08 05:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Creative Commons (BY-SA)
Blurb An homage to the original Diablo.
Screenshot
Get original file (56KB)
Detailed description

In the time of the Dark Wanderer, after Aidan plunged the soul-stone into his own head, a new hero emerges. This champion brings strange and amazing weapons, which is fortunate, as the dungeons below Tristram are now filled with new and deadlier monsters with similar firepower.

Week 1 (-June 17):

This week I blocked in the layout for the village. I spent most of my time refreshing my cubescript skills (or lack thereof).
My goal for the next week is to flesh out the village a little more and start blocking out the design of the cathedral level(s).

Week 2 (-June 24):

I spent more time on the village and started mapping out the cathedral level. Plodding along as planned. Next week, I intend to work out the main layout of the cathedral level(s) and perhaps start scripting a little bit.

Week 3 (-July 1):

Not much accomplished. Expanded the dungeon a bit and refined the village some more. I'm starting to get worried about the WTR limit. I've decided to go for broke, and if I have to, I'll decimate what I can for the map entry. If it comes to that, I can always release a second 'unlimited' version of my work.

Week 4 (-July 8):

Again, not much done. I'm going to reign in my goals for the map size and focus on completing the various elements I'd like to include in the entire campaign. My goal for next week is to flesh out the catacombs and some of the scripts for the cathedral.

Week 5 (-July 15):

Did a bit of layout for the catacombs and tweaked the lighting throughout. Next week I hope to finish the catacombs and start on the caves. I still haven't fully implemented the scripting either, hopefully I can blitz that one sooner than later.

Week 6 (-July 22):

Unplanned hiatus

Week 7 (-July 29):

Further work on the catacombs. Fleshed out a bit of story. Still lots to do.

Unfortunately, I must withdraw from the competition. I am looking forward to checking out the other entries when time permits.

Rating
9
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Files: tristramwk7.jpg /

(3854) Home ~ SPMC: Sky_High_Shoot'em-up

Mmeaninglez | 2013-06-08 01:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Creative Commons (BY-SA)
Blurb A participation of the Single Player Mapping Challenge
Screenshot
Get original file (453KB)
Detailed description

10/11/13
It's late and I don't expect it to be considered for the competition, but I actually finished up a playable version of my map. It still has no lighting, but you can get from the start to the end without inturruption, and nowhere is left blank and untextured. Get the "finished" version here:
http://www.mediafire.com/?4cc39dgrcldds1v
THE FILE UPLOADED TO THIS NODE IS STILL MY LAST IN-TIME SUBMISSION TO THE CONTEST. OTHER CONTEST PARTICIPANTS, PLEASE VOTE BASED ON THE INCOMPLETE FILE FROM THIS NODE. (If you vote at all, I didn't finish so I won't win anything anyway)
So anyway, if you want to play a completable version of this map, download it from the mediafire link above, but if you want the contest submission, get the version uploaded to Quadropolis from this page.

Known Bugs: The elevator in the circular tower sometimes does what it wants, like spawning outside of the tower.
-----
10/1/13 [almost 10/2 in my timezone, I think it's already 10/2 in Quad time]
Did a couple more hours of work, but I'm not finished yet, I'll have a 'finished' version sometime this week.

-----

9/29/13
Well, looks like I didn't finish in time. I have had an incredible amount of work over the last couple weeks.

My map needs about an hour of work to be technically playable, so I will get that posted soon.

During the last month, I have though of several better ideas than this for a singleplayer map. I might make them eventually, but I don't really want to do more with this map. To be happy with it, I would need to remake most of it, as a lot of sections don't play nearly as well as I'd hoped.

Also, this map will likely not have lighting at all, because that would take a long time, which I don't have.
Posted now is the nearly complete map, but it lacks triggers and stuff for roughly the last quarter of the map.
Also, I never remade the balloon to look better :( Oh yeah, and the platforms/elevators needed to navigate one part don't work either. Like I said, this isn't finished, and I hope others maps are better.

-----
7/29/13
i have been doing more work on this map, I am going on vacation for another week. meaningful update when I get back.
-------
7/10/2013
I did some more work yesterday. There are now a few actual monsters and switches in the map, but I haven't changed the .cfg at all sice I last updated it, so I should really work on that.
Anyway, yeah, I should work more on this map instead of other various things I've worked on.
-----
7/1/2013
I have done less than 2 hours of work on my singleplayer map in the past week. I put far more effort toward a ctf map I'm calling HyPass, which has absolutely nothing in common with this map. Yay.
If I do work soon I may make a midweek update here, but basically I have nothing to show for now.
-------
6/23/13
Posted my work so far in a cfg and ogz file, and two scans of sketches i made during the first week of the contest, while I was on vacation. I've gotten more done than I though I would.
I still need to make a better-looking balloon(s) for the map than the one I have currently.
I am calling the map "air" for now. The map files are the correct ones.
Alternate link for when Quadropolis no longer has this update: (In case anyone cares later)
http://www.mediafire.com/download/f0pq8ssfst9aawr/mmesp_checkpoint_2.zip
-------
6/8/13
NOTHING HERE WILL BE USED IN THE ACTUAL MAP. THIS IS NOT STARTING EARLY.
However, the contest guidelines say to start a node beforehand, so this is it. I will be on vacation next week and miss the start of the contest, so I probably wont have an update by the first checkpoint. Anyway, as you can probably tell by the title, the map will still be a sky castle, and feature you shooting things.
All that is currently here is stuff I made to make sure I remember how doors and triggers and monsters and gameclip work. The carrot to end the level does not work, so if you wanted to play the shortest single-player level ever, too bad, you can't finish it.
The balloon is a beta design for a fancier balloon I may use in the final.
Anyway, I clearly have nothing interesting to contribute at this point, so yeah, see you all in a week or so.

Map file Mmean 'nearly' finished.zip (292.08 KB)
Rating
21
points
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Files: screenshot_205832.png / mmean-'nearly'-finished.zip /

(3853) Home ~ New Crosshairs! Featuring modern weaponry crosshairs and others!

Pyccna | 2013-06-03 19:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | Creative Commons (BY-SA)
Blurb Yet another mod.
Screenshot
Get original file (46KB)
Detailed description

This packet of new crosshairs contains several modern weaponry crosshairs including the M16, MP5, AK-47, G36, M14, and several other crosshairs that I came up with. (For full effect the Sauerbraten crosshair size should be set to 30-45)

INSTRUCTIONS: Download the zip, extract it, and copy everything in the blargh folder to sauerbraten/packages/crosshairs, then open sauerbraten and type the following into the autoexec.cfg:
exec packages/crosshairs/gunz.cfg

Enjoy!

URL http://www.mediafire.com/download/jsap3ef3a5pvz5t/blargh.zip
Rating
22
points
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Files: beetle.jpg / http://www.mediafire.com/download/jsap3ef3a5pvz5t/blargh.zip /

(3852) Home ~ Forums ~ Help and Support ~ Third-Person camera position

Mmeaninglez | 2013-06-03 16:24

Help and Support

Has anyone ever tried to change the position of the third-person camera? Someone suggested it in a wishlist a while ago, but I can't find any evidence of anything being done to that end.
I've searched through the game documents, but I didn't find anything about the camera positioning. Does anyone know about how the camera is programmed?

‹ MD5 Texture Help Obj Mapmodel Help ›

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(3851) Home ~ Forums ~ Content Creation ~ New Website layout/design ideas

Chasester_aka_you | 2013-06-01 02:16

Content Creation

There has been some discussion on redoing some of quadropolis functionality and layout. I and some other have discussed various ideas on a couple different nodes, this is a collection of all those posts.
All new ideas are welcome!
Please comment on any of the ideas, with any constructive criticism that you have



Layout ideas
---------
a-teammates idea


-----------------------------------------------------------------------------------------------------------------------------------------------------------------

The final product would looks something like this:

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

other color layouts can be found here

Suicizer idea

"I actually also like a way different layout, a bit like the one of lvlworld." - Suicizer

Please comment below if you have any criticism, or new ideas, or wish not to change the layout, but leave it the way it is.

chasester

‹ Curving the water/ lava/ glass materials MD5 Help! ›

Rating
7
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Files: none

(3849) Home ~ Monthly Poll June 2013: Should games like Sauerbraten be released once a year, like for maps, fix ups and small features?

Anonymous | 2013-05-31 16:37

No, don't put so much pressure on our beloved developer. He is busy enough already.
40% (8 votes)
Yes, as it provokes artists to work faster as being shown every time just before a release and they can rely on a certain date.
60% (12 votes)
Total votes: 20
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Files: none

(3848) Home ~ Treehaus, Now 20x Better!

Pyccna | 2013-05-28 16:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb Treehaus, A Quirky Map (Revised, yet again)
Screenshot
Get original file (57KB)
Detailed description

A Revamp of my previous map, Treehaus. It has undergone several changes and upgrades. Unfortunantly, the CTF is still quite crap, sorry :(.
Update as of June 20, 2013:
I've managed to reduce the wtr from 234k to 180k (I know, still a lot) using mapmodels. Please note that this map now uses the Pyccna Mapmodels Package.
Also, I've replaced the shells with jumppads, and the greenarmour with shells, & I've revised the waypoints to bots don't fall off the edge every 5 seconds.

You can download the 2nd version of the map here.

You can download the beta version of the map here.

URL http://www.mediafire.com/download/b8n53edwelll9yu/treehaus%283%29.zip
Rating
57
points
 (8 votes)
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Files: treehaus.jpg / http://quadropolis.us/node/3865 / http://www.mediafire.com/download/b8n53edwelll9yu/treehaus%283%29.zip /

(3847) Home ~ Sauerbraten Weapon Reskins

Pyccna | 2013-05-28 16:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | FreeBSD License
Blurb Woot! Moar Gunz! :D
Screenshot
Get original file (54KB)
Detailed description

Here's some gun reskins for those of you who are bored with the current weapons.
Package contains....
Gold & Onyx Pistol
Mr. Fixit's Fixer (Graffiti Chaingun)
Ironsnout Ionizer (Warzone-themed Shotgun)
Sneckers Bar Rocket Launcher
Woodland Camo Rifle
Alien Apocalypse Chainsaw

INSTRUCTIONS: Simply download the zip, extract it, & replace the existing hudguns folder (under sauerbraten/packages/models) with this one.

URL http://www.mediafire.com/download/da7p9eg9ctd3xa3/hudguns.zip
Rating
5
points
 (1 vote)
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Files: weaponreskins.jpg / http://www.mediafire.com/download/da7p9eg9ctd3xa3/hudguns.zip /

(3846) Home ~ Steampunk Ironsnout Reskin

Pyccna | 2013-05-28 16:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | FreeBSD License
Blurb A Suggestion From Zoocata
Screenshot
Get original file (157KB)
Detailed description

Simply it's a steampunk-themed reskin of Geartrooper's Ironsnout x10k playermodel.
You can download the playermodel reskin here.
You can download Ironsnout's Steampunk Rifle reskin here.

INSTRUCTIONS (For Snout): Like my other reskins, simply download the zip, extract it, and replace the existing snoutx10k (under sauerbraten/packages/models/) folder with the extracted one.

INSTRUCTIONS (For Rifle): simply replace the rifle folder (directory sauerbraten/packages/models/hudguns) with the extracted rifle folder.

Rating
16
points
 (2 votes)
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Files: snoutreskin.jpg / http://www.mediafire.com/download/d2r7jcgmdi1qc9q/snoutx10k%282%29.zip /

(3845) Home ~ Hashtagger (fun script)

Leetex | 2013-05-25 17:13

Cube 2 (Sauerbraten) | Release | Work in Progress | Other | Copyright
Blurb Hashtagger (fun script)
Detailed description

Hello,

this script adds hashtags (like on Twitter) to your chat messages. The way how it works, it picks randomly some words out of your written message and adds a hashtag. It is a pure fun script without any deeper sense.

The default binds will be taken, T for chat, Y for team chat. If you press one of those buttons, something like "/t " or "/tt " will appear in your chat line. This is absolutely required, because those are the commands for picking hashtags. You can also perform a command (for example, "/t /setmaster 1" would work). If you don't want to add hashtags, just delete the "/t ".

If you want to reset the binds, use:

/bind T [saycommand];
/bind Y [sayteamcommand];

I know, the way with the "/t " commands isn't very proper, but I had no idea how I could do it otherwise. If you have a better way, please tell me.

t = [
alias original "";

loop i $numargs [
original = (concatword $original (getalias (concatword "arg" (+ $i 1))) " ");
];

translate_and_say_text 1 $original;
];

tt = [
alias original "";

loop i $numargs [
original = (concatword $original (getalias (concatword "arg" (+ $i 1))) " ");
];

translate_and_say_text 0 $original;
];

translate_and_say_text = [
if (> $numargs 1) [
if (= (strcmp (substr $arg2 0 1) "/") 1) [
perform_command (substr $arg2 1 (- (strlen $arg2) 1));
] [
alias words "";

loop i (rnd (div (listlen $arg2) 2)) [
alias word (at $arg2 (rnd (- (listlen $arg2) 1)));

if (= (strstr $words $word) -1) [
words = (concatword $words $word " ");
];
];

alias text $arg2;

looplist i $words [
text = (concatword $text "#" $i " ");
];

if (= $arg1 1) [
say $text;
] [
sayteam $text;
];
];
];
];

perform_command = [
if ($numargs > 0) [
do $arg1;
];
];

bind T [
saycommand "/t ";
];

bind Y [
saycommand "/tt ";
];
Config file hashtagger.cfg (1.07 KB)
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Files: hashtagger.cfg /

(3844) Home ~ The Battle Craft Titan Sector 6 Back Engine

LandRiders7th | 2013-05-25 06:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Large (9-15) | Public Domain
Blurb The Starship Battle Craft Titan Sector 6 Back Engine playable version
Screenshot
Get original file (704KB)
Detailed description

From the creator of The ship as Some of you may have heard or seen. Comes with this playable version ported from the original map that started it all.

The engine is powered by 8 nuclear fusion reactors to keep it running for traveling light-years in space. A reflex generator as primary support for the engines power source keeping the lights and the terminal panels operational. A water tank for keeping the engine cooled from over heating and drinking water for the plants. There's also a green house where the plants are being kept for maintain plenty of oxygen to breath while in space.

Not only does this visually appealing map is just for hit and run. It also has short cuts, spots to hide in, swimming in the water tank, climbing in the engine core, and smelling the flowers [>.0]

Just so you know there's no zip file on the node itself so theship can be downloaded from this wwy.me url(just skip the ads) to Mediafire url to support this project.

See the full map version http://quadropolis.us/node/3644

Screenshot Image at: http://fav.me/d66h8xj

==Credits for those that helped built this sector==

-Blackpoison
-Warvortex
-Godzilla
-DarK'Mystik
-ITickleYou!
-DaftDecker
-Somedude
-Krystal
-Bomberman
-Maycrus
-Micheil
-Romas
-Danil
-EpsilonJackel
-Cooper
-iSmack
-Oswa

Thanks guys Til then this is LR7 STANDING BY

Map file BCTS6BackEngine.zip (11.88 MB)
URL http://www.mediafire.com/download/g78xaj9hfb9770v/BCTS6BackEngine.zip
Rating
9
points
 (1 vote)
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Files: screenshotbcts6.png / bcts6backengine.zip / http://www.mediafire.com/download/g78xaj9hfb9770v/BCTS6BackEngine.zip /

(3843) Home ~ Groundswell

Mmeaninglez | 2013-05-25 03:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb An L-shaped ffa map by Mmeaninglez
Screenshot
Get original file (565KB)
Detailed description

Groundswell is a map of mostly terrain in an "L" shape around some sort of building on a planet that is a fair bit red-er than this one. I don't have much else to say about it, other then that it sat mostly finished for a few months, and I decided to finish it and publish it before any other maps, so that I would have it done. I have two other maps that are 95% finished that I can now get to.
If you find some things about the map to rip to shreds with criticism, go ahead. I appreciate any feedback.

Jumppads: 1
Teleports: 1
Playerstarts (neutral): 9

Shells :4
Bullets :5
Rockets :1
Riflerounds:3
Grenades :5
Pistol :1
Health :4
Healthboost:No
Greenarmor :1
Yellowarmor:2
Quad Damage:Yes

Enjoy the Map!

[And I made sure that it's all the correct files this time, instead of mistakenly posting a beta version!]
[almost immediate edit: added a preview pic in the package]

Map file groundswell.zip (1.4 MB)
Rating
19
points
 (3 votes)
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Files: screenshot_336579.png / groundswell.zip /

(3842) Home ~ Forums ~ General Discussion ~ Player model bounding boxes.

Chasester_aka_you | 2013-05-24 23:04

General Discussion

I looked through the docs folder (edit ref, model ref,etc) and could not find a function that allowed you to show the bounding boxes on a player model. I do believe i have done this before, was this feature taken out or am i not looking in the right place for it.

chasester

‹ Texture Problems Quadropolis 2.0 Bugs Thread ›

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Files: none

(3841) Home ~ DauX deathmatch 1

Anonymous | 2013-05-23 20:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb My first attempt to create a serious map
Screenshot
Get original file (145KB)
Detailed description

Hi, this is my first try to create a real sauerbraten map. Help and tips are very appreciated. Thanks to "Mmeaninglez" for the tips on the doors and pickups.

Update 24.05.2013:
-Higher doors.
-removed one chaingun
-Replaced yellow armor with green
-less health pickups
-removed healthboost
-higher clips
-jumppad changed to 20 from 18
-a bit darker lights

TO-DO:
-much better lights
-more details

Map file dxdm1_24052013.zip (321.06 KB)
Rating
19
points
 (2 votes)
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Files: 640x480dxdm1.jpg / dxdm1_24052013.zip /

(3840) Home ~ Tricking Space

Suicizer | 2013-05-23 19:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Stable | Singleplayer | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A tutorial-aimed trickjump map.
Screenshot
Get original file (276KB)
Detailed description
Information

After more than 2 years, I present you another trickjump tutorial map!
As SauerPower lacked a variety in stages between challenges and most of the time forced players to be good at trickjumping right away, Tricking Space builds up the challenges more towards becoming from noob to pro.
The map is designed to learn and train people the skill so called trickjumping without the need of being in multiplayer.
A screenshot with a higher resolution is viewable right here.
I've kept the detailing, lighting and even texturing (even though I've re-textured the map twice) as simple as possible.

Trickjumping

The goal is to get at the other side of the room. However, there are some rules:

You can only use the type of ammunition which is spawning inside the room.
You can only use 1 shot of ammunition at each obstacle (with exception of the bullets).
When you fall into the water, you're considered to be "dead" and spawning again (you aren't really dead as that would take a lot of time before you would be back to your original obstacle again).
No cooperation of other players is allowed, every obstacle can be conquered on your very own skill.
Being in coop-edit mode isn't allowed at all.

The exceptions on that:

You can use 2 types of ammunition (but only 1 of each!) when there is more than 1 type spawning inside the room.
You may use more than 1 shot of each type of ammunition in the room which you may only complete by using grenades while moving upwards and the room which you may only complete by using rockets while moving up- or downwards.

Of course you can just ignore these rules when you just want to practice for fun.

Tips
The old ironsnout model always shows off what to do. In the entrance room it shows off which weapon should be taken for the room behind it, while inside rooms ironsnout shows off how to actually use that weapon.
If you've never trickjumped before (or want to learn on a tutorialish way), you rather put the map in Single Player mode. The reason for this is that several triggers and scripts could help you what to do next (for example; taking the right weapon automatically, setting a timer so you can see how fast you are, etc).
I would recommend playing the map in Single Player mode also for people which like fancy sounds and celebrations after being on the other side of a room.
You can't record demo's in the SinglePlayer mode, neither ammunition will spawn back, so for real practice and show off, it's best to stick in Free For All.
Notifications

The map is currently designed for Justice edition (as the grenade-launcher is just way better to trickjump on that version). I'll maybe update it to Collect edition but for now, it works fine.
If you find any solution to a certain obstacle which you think is original, just put a demo-file in a comment.
There are several demo's added from certain rooms. You can watch them by putting demo "scetj1_[room]_[date]" into your console line.

Credits

I would like to thank Yves Allaire for his DSI-texturepack, John Siar for the old Ironsnout and weapons, makkE for the projectiles and Skur for his wonderful yet simple timer-script.
About the license of the map:

You are free to use any of the obstacles within your own map, as long as you wouldn't copy complete halls.
You are not free to modify anything on the map. Everything is intended to be like that. If you still think certain things which appear on the map look odd, please report by commenting.
When doing anything which is allowed from this license, please still mention so if you've copied any of the obstacles within the map.
Improvements

- Add similar obstacle for grenades as the rockets (where you've got to drop a rocket then rocketjump when hitting the floor below).
- Add even more demo's.

URL http://www.mediafire.com/?fgy13atx78rclji
Rating
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Files: quadropic01b_3.png / http://www.quadropolis.us/node/2566 / http://www.mediafire.com/?fgy13atx78rclji /

(3838) Home ~ Single Player Mapping Challenge 2013 - Ended

TristamK

Have you got the spirit of a hardcore mapper and know what it takes to make a singleplayer map?
Then sign up for the challenge and start mapping on the 10th of June at 0:00 GMT!

Signing up

To participate, copy and paste this template into a comment:

Name of participant(s)*: Blah
Mapping Ability*: Newcomer/Experienced/Expert
Theme(s): What ever you feel like
Size: 12 or smaller
Preview storyline:* In a far far universe, but not that far from ours...

*This field is required for signing up and can't be "blank".

Some thing you should know about signing up:

You are allowed to sign up till the 9th of June 0:00 GMT. Any entries which sign in after that date are still allowed to do so until the 1st of July.
The challenge starts on the 10th of June at 0:00 GMT and ends on the 1st 29th of September 0:00 GMT.
You can sign up as a team with a maximum of 2 persons in a team.
The field Mapping Ability can change during the challenge or in the end for anyone which signs up. The reason it actually exist is to give newcomers a chance also, instead of always the same persons which are taking the lead.
Yet another point about the Mapping Ability; If you just joined the Quadropolis community, consider yourself as a newcomer. If you know Quadropolis quiet well and even have a map within the release of Sauerbraten, consider yourself as expert. If both of them don't apply; consider yourself as experienced.
The preview storyline only has to be about 3 sentences and should not reveal the end of the story (of course).
Participating

If you have signed up, then the next step arrived; participation. As you need a node to work on, please use this template for your map's title (this is to recognize it is participating for the challenge):
Title: SPMC: name_of_map
Blurb: A participation of the Single Player Mapping Challenge
Game: Sauerbraten
Game Mode(s): Singleplayer
License: Anything else except other license or various licenses (unless you actually have added so)

Information

Everything which can be considered as guide-lines while participating is provided beneath this header.

Only 2 participants per team are allowed and should participate only once.
The map should have a storyline which makes you start at a specific area and end at another.
The map shouldn't be bigger as mapsize 12.
There shouldn't be more than 250 monsters around.
The node should contain a full story line (this rather is a rule also).
Everything should be presented on just 1 map.
The map shouldn't contain more as 150k of wtr and shouldn't be bigger as 8 Megabyte in file-size (the .ogz-file).
Only the votes of other participants count on your node, as only participants know the whole story.
The winner(s) of the challenge earns to have their node starred on Quadropolis and maybe even something else also!
You are allowed to make preparations for mapping already (like picking textureset, setting up a config-file with scripts, etc), but you are not allowed to map until it is the 10th of June. This actually can't be controlled, so let's relay on trust, shall we?
You are allowed to attach any other content to your node, as long as it's not in the same zip-file as your participation map and is relevant to the node. You still should notify so when attaching anything to your node of participation.
Rules

As every mapping challenge requires some reminders and boundaries, the next rules are legit for this challenge.

General Rules
Do not plagiarize. All work submitted must be your own.
Do not create inappropriate content within your submission.
Do not edit another entrant's submission, or have anybody else edit you own entry. The only person who can edit your map is you, or a team member if you are on a team.
Copying content from existing maps is not permitted or tolerated, unless it's configuration-based content (as texture settings, scripts, etc).
Only participate for 1 challenge at the time, unless it's a personal challenge (which you should announce at signing up).
Custom textures and models are allowed, as long as the license is permitting so.
If custom textures or models are used that are not made by you, the entrant, a text file containing the proper licensing is required indicating permission of use (This is a non profit organization, everything is free to distribute, blah blah blah).
If a person has entered Solo, another person MAY join that person to form a team of two. Their entry post must be modified to suit (both their names and a team name if applicable).
Some think that credit for the map may be given to the other team-mate where it is not due, but keep in mind that it is the First member who allowed the other to join him or her.
Use your common sense. If there is something you are absolutely unsure about, or things that you don't think are allowed but not stated, then ask here.
Content-based Rules
Make your very own node to participate before the 1st of July.
The map should be packaged with the guidelines of the Packaging Guide.
The story-line should be provided on your node, not within the map.
The map should have a flowing layout (as in bumping against walls and ceilings frequently is not allowed), without a lot of interruptions of the story line.
You should show any progress (by posting another screenshot, changelog and update of your map) at the end of each week (which is on 17th and 24th of June, the 1st, 8th, 15th, 22th and the 29th of July, etc).
The map should be in it's Stable release status at end of the challenge (so nearly finished).
The content on the node should contain at least:
.ogz-file (the actual map)
.jpg-file (a screenshot)
.cfg-file (a configuration-file for all scripts and triggers)
Voting Period

After the 1st of October there will be 2 weeks of voting which map will be actually the best. This means:
Post your map on 30th of September or the 1st of October!

There are several requirements for participating the voting period:

You should have signed up for participation of this event.
You should have an own node which displays your participation.
You and your cooperative team-mate are both agreeing with the same rate which you give to a certain node (only 1 vote counts per team).

There are several requirements for the actual voting:

Each node is being rated individually (not just 1 which is best and the rest of the participations don't matter).
Each node receives a different rating than other nodes which you've rated (you can't rate 2 nodes with the same number, like giving them both an 8 for example).
If you've been disqualified during the challenge, your vote isn't legit as well.
If you won't vote, then your node isn't in for participation either which means you will be disqualified.

After the 13th of October, the results will be published on an individual page which displays the top 3 nodes with of course, a special place for the winner.

During Voting Period

When the challenge has ended and you've uploaded your map on your node you are free to do the next couple of things (which are related to this challenge):

Vote on other participating nodes (duh).
Provide feedback on other participating nodes.
Improve your map from feedback of other mappers which comment on your node.

Keep in mind that editing during this period shouldn't be seen as extra time to finish up your map as people should be able to download and rate your map at the very first week of the voting period.

Resources

As Singleplayer requires a lot of scripting and most mappers aren't quite good at this, I'll just include some links on this node.

Github CubeScript Tutorial
Rknigh21 Cubescript Tutorial
Sandbox Tutorial List
Cube Wiki Scripting Guide
Single Player Level Design Tutorial
Single Player Mapping Tips
Other

Questions and discussion on this thread are not preferred. You rather take contact by mail (quadropolis@gmail.com) or use IRC instead (I'm often on irc.quakenet.org #sauerbraten).



I wish you good luck and some fine mapping!

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Files: none

(3836) Home ~ More Reskins, with input from you, the community :D

Pyccna | 2013-05-20 19:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | Creative Commons (BY)
Blurb Playermodel Reskins are Finally Here!
Screenshot
Get original file (160KB)
Detailed description

The reskins are complete and are finally here! These 4 reskins of Geartrooper's playermodels are straight from the community's suggestions! Enjoy!

Download Military Mr. Fixit: http://www.mediafire.com/?z0z8n2lrkzzd094

Download Galactic Federation Ironsnout x10k: http://www.mediafire.com/?467w5pwekg7rg0i

Download Predator Inky: http://www.mediafire.com/?fvnb3pa7uwm4bd3

Download Incognito Captain Cannon: http://www.mediafire.com/?58uy7h8p4yb2w28

Instructions: Simply download the zip file & extract it, then replace the existing playermodel folder (under sauerbraten/packages/models/) with the one you just extracted.
(in case problems occur [highly unlikely on windows], it is wise to copy the original playermodel folder to another location)

Rating
68
points
 (9 votes)
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Files: reskins.jpg / http://www.mediafire.com/?z0z8n2lrkzzd094 /

(3835) Home ~ Destroyer Stellaire Impérial (size 1/2)

Anonymous | 2013-05-19 10:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Superscalar | Copyright
Blurb Destroyer Stellaire (Star Wars)
Screenshot
Get original file (164KB)
Detailed description

The map of the Imperial Star Destroyer under construction.

Map file Packages.zip (840.25 KB)
URL http://www.cube2.fr/
Rating
16
points
 (2 votes)
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Files: screenshot_130363.jpg / packages.zip / http://www.cube2.fr/ /

(3834) Home ~ Forums ~ General Discussion ~ Playermodel Reskins, What To Do?

Pyccna | 2013-05-19 04:05

General Discussion

Roadblocked completely (until my story-writing lobe starts working again) by Warzone Ch.2, I've decided to take a break & reskin all the playermodels. I have a few ideas lined up for the remaining 3 (Ogro, Inky & Cannon) & would like the community's input on which ideas I should execute.

Here's the ideas so far.

Ogro:
1. Zombie Ogro
2. Hillbilly Ogro
3. Clown Ogro
4. Don't Reskin
5. These all suck, do a different Reskin

Inky:
1. Demon Inky
2. Squid Inky
3. Rambo Inky
4. Toon Inky
5. Captain Cannon's Arch-Nemesis, "Wun-Oh-Phive" Mill'e Meatre Inky
6. "I Got Fragged!" Inky (Inky wearing Sauerbraten-themed clothing)
7. Don't Reskin
8. These all suck, do a different Reskin

Captain Cannon:
1. Incognito Captain Cannon (Capt. Cannon as a civilian)
2. Ninja Captain Cannon
3. Anti Captain Cannon
4. The Giant Green Man (parody of the Hulk)
5. Circus Weight-Lifter Captain Cannon
6. Luchador Captain Cannon (Wrestler)
7. Rocky Captain Cannon (Boxer)
8. Sgt. Smasher Cannon
9. Evel Knievel Captain Cannon
10. Don't Reskin
11. These all suck, do a different Reskin

Before someone asks, a Reskin of Mr. Fixit will be uploaded within the next week.

‹ EMERGENCY**** [SOLVED] Just a small idea ›

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(3833) Home ~ ac_barter

kc | 2013-05-16 20:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Large (9-15) | Copyright
Blurb ac_barter by Halo and Zero
Screenshot
Get original file (24KB)
Detailed description

This map was gathering dust. Zero and myself (Halo) worked on it some time ago and never finished it. It using some custom content.

Map file ac_barter.zip (1.75 MB)
URL http://www.upload.ee/files/3316368/ac_barter.zip.html
Rating
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Files: 20130516_06.53.47_ac_barter_tdm.jpg / ac_barter.zip / http://www.upload.ee/files/3316368/ac_barter.zip.html /

(3832) Home ~ Ironsnout x10k Warzone Series Reskin

Pyccna | 2013-05-16 17:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | Windows | Creative Commons (BY)
Blurb Ironsnout x10k Reskin
Screenshot
Get original file (171KB)
Detailed description

This is a reskin of Geartrooper's playermodel Ironsnout x10k. (I take no credit for the Ironsnout wireframe, animations, etc.) This reskin is made to fit in with the Warzone SP Series, see screenshot for details. I am not sure as of now if this reskin works on Mac OS or Linux, so be warned: If you are using Mac OS or Linux, copy your existing snoutx10k folder to somewhere else in case this reskin nerfs up on you. Enjoy!

Instructions: simply replace your existing snoutx10k folder (packages/models/snoutx10k) with this, after you've extracted the zipped files. (preferably copy your existing snoutx10k to another location in case you encounter problems)

URL http://www.mediafire.com/?467w5pwekg7rg0i
Rating
9
points
 (1 vote)
Attachment Size
reskin2.jpg 499.83 KB
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Files: reskin1.jpg / http://www.mediafire.com/?467w5pwekg7rg0i /

(3827) Home ~ Bu2B: The Dedication Map

Pyccna | 2013-05-14 19:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb BU2B: The Dedication Map
Screenshot
Get original file (79KB)
Detailed description

BU2B is a semi arena-style map dedicated to the 2013 Rock & Roll Hall of Fame inductees. The architecture is inspired by the album artwork of the inductees. This map is fully compatible with all game modes & is large enough for 4 - 16 players.

URL http://www.mediafire.com/?3kzu0g00fqilnio
Rating
15
points
 (3 votes)
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Files: bu2b.jpg / http://www.mediafire.com/?3kzu0g00fqilnio /

(3822) Home ~ Monthly Poll May 2013: Should the category tag-system be expanded? Read the first comment for more info!

Suicizer | 2013-05-05 22:16

Keep it just like it is.
26% (5 votes)
Add more tags to show off the intentions of the creator.
11% (2 votes)
Add more options to choose from on certain tags. Like more licenses (CCO for example), game modes, etc.
21% (4 votes)
Add more tags and options as well.
42% (8 votes)
Total votes: 19
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Files: none

(3821) Home ~ Mars 17

Mars | 2013-05-05 07:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | All Platforms | Public Domain
Blurb Mars as seen from a Martian moon
Screenshot
Get original file (176KB)
Detailed description

In the year 2054, humanity tried to terraform Mars due to a nuclear war in 2046 because the earth was dying from radiation, so they constructed large spacecrafts full of nuclear bombs and detonated them behind the dwarf planet Ceres to move Ceres into orbit around Mars so it would kick-start Mars' magnetic field to keep out solar radiation.

"Mars 17" is a skybox which shows Mars from the surface of it's moon Ceres after the year 2054. I have been kind of busy lately, so it may take awhile before I complete this skybox.

UPDATE: I uploaded the first part of my skybox which isn't complete yet, I am thinking of how the stars should look. If you find any stars in my skybox, it was because I tested a few different kinds of stars on it but tried to black it out.

This is also my first time actually using a photoshop, so I hope it doesn't look too bad.

Mod file Mars17.zip (119.64 KB)
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Files: screenshot_1451283.jpg / mars17.zip /

(3819) Home ~ The Warzone SP Series & Multiplayer Maps Package

Pyccna | 2013-05-02 17:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb The Warzone SP Series & Multiplayer Map Package
Screenshot
Get original file (195KB)
Detailed description

This is the first package of the Warzone SP Series. It contains Chapter 1 of the SP Series and several Warzone-Themed multiplayer maps.
SP: Play as SGT. [You!] from the Galactic Federation's prestigious Alpha Company and take on the Trident Armada in the first 4 plot lines of the Warzone Series.
Multiplayer: Frag your enemies, frag your friends, frag your friends' enemies in these 5 Warzone-Themed multiplayer maps!
Avalanche: Fight in the frozen valleys used by the Federation as Training Grounds for new recruits. Beware of the minefields and spike traps! A medium-sized map for 6-20 players.
Hangar: Fight for the largest storage facility of the carrier, the FSS Renalto, for control of (you guessed it) Hangar-02. A large map for any multitude of players.
Metropolis: Fight during the invasion of the beautiful city of Vehemence to fix the rivalry between Red Inc. & Blue Ltd. A medium-sized map for any group of players, 6-20 players.
Piston: Fight in the bowels of this abandoned Chlyth golem factory to unlock its secrets! A small map for a tight group of friends, 2-10 players.
Sector1: Long after the Trident counterattacks on Chy-Ceti-09, Outpost Garand still has enemies to deal with. A medium-sized map for any group of players, 6-20 players.

Before you start Warzone type in command:
/bind B [cleargui; sleep 1 [showgui panel01]]
This will allow you to use elevators.

URL http://www.mediafire.com/?9smh4awl9dx7oil
Rating
48
points
 (6 votes)
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Files: warzonetitle.jpg / http://www.mediafire.com/?9smh4awl9dx7oil /

(3818) Home ~ unbalanced

rabe | 2013-05-01 18:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Other License
Blurb unbalanced by rabe (2015) - [original map unbalanced for warsow by acid]
Screenshot
Get original file (59KB)
Detailed description

unbalanced by rabe (2015) - [original map unbalanced for warsow by acid]

installation:
- copy the content of the base folder in this zip to the base folder in your user directory

credits:
- acid for the map
- all mappers and players, who gave me feedback

contact:
- pm rabe at quadropolis.us or sauerworld.net

Map file unbalanced.zip (2.08 MB)
Rating
67
points
 (8 votes)
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Files: unbalanced_640_480.jpg / unbalanced.zip /

(3816) Home ~ GraphOX Sauerbraten Mod

gear4 | 2013-05-01 01:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Source mod | Content | Linux | Windows | Creative Commons (BY-NC-ND)
Blurb Small content and source mod for Sauerbraten and eventually Assault Cube
Screenshot
Get original file (104KB)
Detailed description

This project is no longer being maintained

GraphOX was a small source and content mod designed for any user to install simply and easily.

What was it?
GraphOX means Graphic of X, and originally was to be a graphical mod for Assault Cube and Sauerbraten before I thought, nah, I'm lazy, rather do something small to waste some time. As time went on, it became bigger and better, and gained a few users who are loyal to us. We have grown feature-wise as well.

What does it do?
It was just a really tiny content and source mod, that allows some small changes to the core. Has a bit of added functionality, and stuffs.

Where can I download it?
The current release for GraphOX is here with a news post here (v2.0-b2).

Omgomgomg I downloaded it, how to install it?
Windows users, copy bin/sauerbraten-grpx.exe to either of:
- "C:\Program Files (x86)\Sauerbraten\bin\" and "C:\Program Files (x86)\Sauerbraten\bin64"
or
- "C:\Program Files\Sauerbraten\bin\" and "C:\Program Files\Sauerbraten\bin64"
and copy the rest to "C:\Users\\Documents\My Games\Sauerbraten"

Linux users, I assume you're clever, but I'm not sure.
Copy everything to your sauerbraten folder.

What else comes with this?
it provides a little better FPS due to a different customized build system, has scope zooming, auto-messages, and more.

Does this mod mess up my Sauerbraten config?
Nope, it writes to a file called "graphox.cfg" and stores all the variables there.

I want to post a bug/complain about something
Sure, register at http://graphox.us/ and post in the forums, or go to #graphox.us on irc.gamesurge.net

I want to contribute to GraphOX
Well, beta testers are always needed, but as a one-man-band, I need developers helping ^^ if you know any C++, contact me @ #graphox.us on GameSurge

I want to sourcemod this
Download the community source once completed (community source removes build system, changes a lot of things)

Are you on any sort of social network?
Yes, we are on facebook @ http://facebook.com/graphox

What are the current features of v2.0-b2?
Well, there is a small list, namely
- integrated, in-game IRC
- full-screen zooming crosshair
- auto-messages
- crosshair bumping
- SauerEnhanced HUD
- automatic weapon change on ammo pickup
- themes (soon able to create own themes)
- extended scoreboard

Everything works as expected (from our side)

Are there any bugs, or glitches, or stuffs?
Actually, the only bug I could find was with the IRC client, but that's from the default Sauerbraten editor.

Is there anything you *disabled*?
I disabled the "rate" command to stop the old lag "hack" from exploiting it, and that's about it.

What upcoming features will we expect?
The only one I can say, is joystick (console control (ps3, xbox), flight thingy, etc) capabilities.

UPDATES - UPDATES - UPDATES - UPDATES
v2.0 beta 2 (22/10/2013):
- added new features to list
- updated download link
- addded link to news post

Rating
19
points
 (3 votes)
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Files: screenshot_277223.png /

(3815) Home ~ ac_baust (Baustelle)

AndreONEz | 2013-04-27 11:51

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Final Release | Singleplayer | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Industrial/urban map
Screenshot
Get original file (198KB)
Detailed description

Industrial/urban themed map made in AC 1.2.
Flag/FFA modes
10 CLA / 10 RVSF / 20 FFA spawnpoints.

Especially good for sniping and jumpers in general, but it's funny for everyone!

Map file ac_baust.zip (51.61 KB)
Rating
10
points
 (1 vote)
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Files: bq26ei7.jpg / ac_baust.zip /

(3812) Home ~ Monthly Poll April 2013: Is Quadropolis up to a new look?

Suicizer | 2013-04-19 19:18

Yes, but keep the layout.
55% (11 votes)
Yes, change the entire design.
20% (4 votes)
No, but change the layout.
15% (3 votes)
No, just keep everything like it currently is.
10% (2 votes)
Total votes: 20
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Files: none

(3811) Home ~ New Stuff

TristamK

New Content | New MODs | New Scripts
Check out the New Maps, Models, Content Packages, Mods and Custom Scripts contributed by the community.
View and Download The Complete Quadropolis File Archive
Overview

So you have downloaded and installed a version of cube2? There are several forks out there including but not limited to Sauerbraten, Assault Cube, Blood Frontier, Red Eclipse, MekArcade, Sandbox (Moviecube) and the new sdl2 port of Tesseract which Octaforge is built on. In case that selection was not enough for you to enjoy, there's also the Bananabread java(script) port for browser based gaming with WebGL and Firefox.

The deal is you can come to Quadropolis aka. Quad and download/discuss the latest community contributed content updates, model and texture packages, sky boxes, mods, patches and scripts.

All the content published at Quad is rated and updated on a regular basis. While cube2 is completely free in all aspects so you can use it for both commercial and non commercial projects the content may not have the same flexibility. Make sure you check the content license and build version before downloading to minimise wasted time/bandwidth or legal concerns for professional usage.

If you are a Red Eclipse player then your life is made easier with in-game updates available and maintained by the "RE" dev team for your convenience. For the other builds/ports/forks you can keep up to date by coming back here on a regular basis to get your fix. Yes, everyone is well aware of the options for in-game updates. It is a topic that has been widely discussed. There are various reasons for and against in-game updates. Depending on your game server you can run map updates with setmap/getmap. Not everyone has high speed connections to keep up with large package updates and some server hosts prefer to keep the focus on gameplay rather than map building and modding.

If you are serious about mapping, modding and mayhem then you can find plenty of other people to collaborate with here. Keep in mind that most of the globally distributed content will end up here at some point. Quad seeks to be agnostic about the actual game engine and game play. It's a community effort where everyone is welcome to get involved. The main focus is on quality. So if you want to find the bugs in your work this is the place to get that feedback.

Files: none

(3810) Home ~ Highly Rated

TristamK

Highly Rated




Check out the highest rated Maps, Models, Content Packages, Mods and Custom Scripts.

When you submit new content, mods or scripts make sure to identify the target platform, version and license so we can all easily see the content we are interested in. Be warned that Quadropolis is a place for blunt discussion about the work that is submitted. The focus is on quality and everything is up for criticism. If you have the fortitude and commitment you will benefit from the community feedback and your work will become a top rated masterpiece.

Best Content



Anything which isn't a modification of included content within a game or a script can be found right here (maps, textures, models, skyboxes, sounds, etc).

Best MODs



Any modification of included content within a game but also source-code based mods can be found right here.

Best Scripts

Any scripts (even those which aren't written in CubeScript) can be found here.

View and Download The Complete Quadropolis File Archive

The iframe tag is for embedded video. Don't abuse it and we won't delete your account.

Files: none

(3809) Home ~ Forums ~ General Discussion ~ Cant find new content

nothing | 2013-04-18 09:57

General Discussion

Hi! Cant find the new content node. Did it get lost? Can somebody pls post a link where to find it again? Thx for help in forward

‹ Quadropolis 2.0 Bugs Thread Okay, so we are now hosted on quadropolis.4-cube.com? ›

Rating
0
points
 (0 votes)
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Files: none

(3806) Home ~ Let's bring back the good ol' monthy poll!

Suicizer | 2013-04-11 18:00

Yes!
93% (14 votes)
No!
7% (1 vote)
Total votes: 15
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Files: none

(3804) Home ~ Forums ~ General Discussion ~ Quadropolis 2.0 Bugs Thread

Suicizer | 2013-04-09 18:45

General Discussion
Please comment here if you encounter anything odd which wasn't like that back on the original server of Quadropolis.

Some small guidelines to the posts:

- A description of what happened
- A small tutorial how to reproduce the odd happening
- The actual link of the error

Example:

- Access denied
- Log in with an unauthorized account to administrator content and look up in the website-log.
- http://quadropolis.4-cube.com/user/register?destination=node/3679%2523comment_form

‹ Player model bounding boxes. Cant find new content ›

Rating
20
points
 (2 votes)
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Files: none

(3803) Home ~ Forums ~ General Discussion ~ Request for input about the future of Quadropolis. Updated on 4th of May 2013!

Suicizer | 2013-04-08 20:29

General Discussion



Information


As most of you all witnessed Quadropolis has moved to a new server. This should mean nothing else as we, the moderators and administrators of it want to preserve as much as possible. Despite that, this is the perfect time for some input from the community which uses the website to view and comment on nodes to give some input about how to actually improve the experience of Quadropolis.

The reason of this content is to stop posts on the official website of Sauerbraten, as that isn't the only game engine neither the only game which uses this website.



Notifications


It is uncertain that anything can actually be improved. But to start this as certain orientation about what other people than administrators or moderators think shouldn't be considered as a bad idea.
Any input (even and actually especially those which you agree!) will be saved on this node to keep a certain poll of what people actually like to see and what not.
I'll put your name after the title of the idea whenever you agree those certain points.
Everything will be considered as a honest and polite comment, as long as it's constructive and has no selfish means.



The Ideas


Well, it's has become a quite big number. Maybe one day I'll sort them out and merge certain requests together. But for now, just keep reading!



Layout


Old domain name (Skur, Zamwa, SkiingPenguins, Suicizer)
"Since it's got nothing to do with this 4-cube page excecpt the host I think it should have it's old domain back."

New Look (SkiingPenguins, Suicizer, zombie-apocalypse)
"The new site needs to have a refreshed look, and i do not think we should keep the content from the old site. i think the old site's data should be kept somewhere, but not in a way that is indistinguishable from the new site."

Moderator/Admin Forum (Suicizer)
There isn't such a thing as a forum for moderators (neither for admins) to discuss about certain things on Quadropolis. I once bowed down about this but had not enough privileges to do the job.

Private messaging system (Mmeaninglez, SkiingPenguins)
Add a messaging system where users could talk to each other in private.

Fix up the pinned-weight order (Razgriz, Suicizer, Skur)
All lists around Quadropolis carry a pinned-weight order (like the frontpage, but even just nodes itself also as the node itself always appears above comments). But there are certain fix-ups to be done.

Making important nodes easier to find (Skur, Suicizer, zombie-apocalypse)
Certain nodes (like the 10 commandments, packaging guide, etc) still seem hard to reach for newcomers. What about putting those under a page which is for guides only? There currently seems to be a header already, but when clicking on, uncategorised nodes seem to appear.

Cleaning up the header bar (Suicizer)
The header bar currently consists out of Forums, New Content, New MODs, New Scripts, Best Content, Best MODs, Best Scripts, Guides, News Archive, Create Content, Login/Register. This seems to be pretty odd, as everything with the header New ... would already appear in the Recent Content column, while the headers Best ... are often pretty subjective. It doesn't makes it very organized also.
So what about cleaning up that bar and doing the very same with Best ... and New ... as what has been done with the header of Forums, if you jump to that page, different items will be shown all related to the forum.

Support social media (VampireFrog, Suicizer)
Quadroplis has no link towards any social media centre so far (not even IRC). Maybe it gets time for such option?

More icons around Quadropolis (VampireFrog, Suicizer)
A lot of things on Quadropolis are textual displayed. Some more icons next words could change the look of Quadropolis already.



Content-based input

Stop supporting old content (SkiingPenguins, Suicizer)
The old nodes still should be accessible to everyone, but shouldn't be on this server anymore. We don't want to keep Quadropolis like it actually was, are we?

Moderation tags (Razgriz, Suicizer)
Bring back the moderation tag-system as we once had, but then expressed shorter or by using icons.

Improved way for notifications (Razgriz, Suicizer, kz1)
Change the notification-tag system to something with icons instead of words like "singleplayer", "Win32", etc.

Separate page for bug-tracking (Razgriz)
Add a separate page to put comments on which is meant specific for mistakes/lackings within a map.

Clean up content creation page (Suicizer)
Whenever creating a new node (like content), things which are optional (the notification tags like the size of the map, which mode, etc) put them on another page or "hide" them until you click on a certain link within the create content-page to make them appear (pretty much like when you already have seen a certain comment and want to read it another time).

More dynamic screenshot resolution (Suicizer, SkiinPenguins)
So far the limit is up to 640x480 pixels whenever uploading a screenshot to a node. Maybe it would be nice if you are also able to upload something like 512x512.

Reward good content better (Suicizer)
In the past, after a certain number of good nodes (as in containing valuable information or an impressive map/mod/script), people often gained a rank. This has stopped about 3 years ago.



Voting System

Old voting system (SkiingPenguins, Suicizer, Justin, Mmeaninglez)
Let's go back to our old voting system with just an average of all votes.

Reduce the vote-scale (Zamwa, Skur, SkiingPenguins, Suicizer)
Just reduce the scale of voting from 9 options (1 to 10) to only 3 options (-1, 0 and +1). Our beloved Sauerbraten developer once had the theory the less options someone has to choose from, the less more chance the user does the right thing.

Implement starred content in voting-system (Zamwa, SkiingPenguins, Suicizer, Skur)
"Remove the "starred content" from a moderators control to an automated system based on votes over 5 and above 75% approval!"

Remove banned accounts from votings (Razgriz, Suicizer)
Let administrators and moderators be able to delete votes which are made by "anonymous" accounts (most of them banned whenever so). Automating this process would be even better.



Search Tools

Proper in-website searching (Razgriz, Suicizer)
"Using google to do the searches in quadro isn't exactly the most convenient method, given how it occasionally breaks down on itself regardless of browser used."

Really unpublish content (Suicizer)
Any user is able to see unpublished contents in the search list, yet aren't authorized to access it. What about just completly censorize it? It adds question-marks for certain people on things which they shouldn't be able to see anyway.

Search by author (Somedude, Mmeaninglez, Suicizer)
Add a search option so you can search certain content by author also (without needing to track his history of commenting and posting).



Event-based input

Monthly Polls (Suicizer)
Resurrect the Montly Polls from their grave.

More events (Suicizer)
Organize more events than just a website which you can post your stuff on and let it get reviewed.



User/moderator/administrator-related input

Advanced profile settings (Suicizer, SkiingPenguins, Skur, zombie-apocalypse )
Some more profile settings for normal users than just their full name, bio and website (like a profile image of 64x64?).

Changelog of content for users (Suicizer, Vampirefrog)
So far you need to post a comment on your own node to get some attention again if you've updated your map. This actually isn't the meaning of commenting. When users are able to see through the log that a content has been updated, they probably will check it out once more way easier.
Another plan to tackle this problem is to add a tag in recent content which says Updated!, instead of New!.

A new team (Suicizer, SkiingPenguins)
Somehow we actually only have 1 moderator which is truly active, which is suprisingly me :(. I think a small clean up in this section could help and start with fresh team of new moderators and some small amount of new administrators.
This is not the right thread to ask if you can be moderator, neither admin. Our team will contact you instead.

Synchronize the ranking system (Suicizer)
At the moment, you are able to be a warned user, yet have fully admin rights. This is a quite odd appearance and no-one except the person which grants the privileges knows about what certain people can do and what they can't do. Maybe we need more ranks, like silver stars for moderators or super users, for example.

‹ hello (about objexporter) Mapping Guides ›

Rating
10
points
 (1 vote)
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Files: none

(3802) Home ~ ac_civic

AndreONEz | 2013-04-08 00:34

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Huge (16-32) | Creative Commons (BY-NC-SA)
Blurb Urban/industrial map
Screenshot
Get original file (41KB)
Detailed description

Huge urban/industrial with small areas with sewer theme.
Flag/FFA modes capable, with up to 20 players.

Entstats:
259 light
40 playerstart, 10 CLA, 10 RVSF, 20 FFA
4 pistol
6 ammobox
4 grenades
5 health
4 helmet
1 armour
1 akimbo
215 mapmodel, 61 clipped
2 ladder
2 ctf-flag, 1 CLA, 1 RVSF
54 sound
36 clip
3 plclip
3 days of map editing
total entities: 636

Map file ac_civic.zip (15.86 KB)
URL http://andrezweb.altervista.org/ac/
Rating
0
points
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Files: aswhcmu.jpg / ac_civic.zip / http://andrezweb.altervista.org/ac/ /

(3801) Home ~ Forums ~ General Discussion ~ Okay, so we are now hosted on quadropolis.4-cube.com?

Mmeaninglez | 2013-04-05 16:48

General Discussion

So, this may not be the best place to post this, and maybe I should just see what happens and not post anything at all. Anyway, I'm surprised by Quad's sudden shutdown/move/rebirth at a new location. As far as I can tell, Quadropolis is working again, (Obviously, I have been able to log in)but it is entirely possible that this forum post will not actually post or whatever.

Does anyone know who hosts 4-cube because Quad apparently had problems with GoDaddy, but as far as I know that was with some specific aspect of the site rather than GoDaddy. All my information at this point is just coming from the post on 4-Cube about the move.

Well, this is a forum topic now, so if anyone knows anything more about this than me, I guess I'll defer to what you have to say. To me, just a general Quad user, this development was sudden and completely unexpected.

EDIT:
I probably should have looked at the Cube Engine Forums first also, as there is already a discussion ongoing there.

‹ Cant find new content CTF map idea: vertical gameplay ›

Rating
10
points
 (1 vote)
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Files: none

(3800) Home ~ Miniature

Suicizer | 2013-03-31 16:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Creative Commons (BY-SA)
Blurb A small experiment to export and reimport a mapmodel
Screenshot
Get original file (103KB)
Detailed description

Information
This map is just an experiment to test the actual limits of Sauerbraten specific on mapmodels. I took the layout from an old artistic design I made several years ago (called keys).
The actual experiment was to check how geometry from Cube Engine 2 itself reacts when it has been exported to .obj-format first, renamed all groups (as finding out which slot is what is more a pain whenever you want to do more than just this) and exporting it back to the game engine again (despite converting to the lighter but less accurate for static geometry; .md3-format).
This content isn't meant to earn any points; I don't care about your rating here (why else would it be conceptual =P?). But I do care if you find anything odd or if you have something which could be improved specific to the exported and reimported model.

Improvements
1st of April 2013
- Added spinsky to the map and mdlspin to the model for an optical illusion.
- Changed the model's config-file to use bumpmapping also (oddly enough, it didn't work the first time).

Sidenotes
Please be aware of when unzipping, put the mapmodel directly into the Sauerbraten directory! (so paste mapmodels\suicizer\miniature into Sauerbraten\packages/models\mapmodels, not into C:\User/Documents\Mygames\Sauerbraten!). The reason for this is that you don't have to unzip the entire lunaran-texturepack in the C:\User/Documents\Mygames\Sauerbraten directory, which saves up a lot of file-size and keeps things clean.

Map file miniature_1apr13.zip (137.93 KB)
Rating
10
points
 (1 vote)
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Files: quadropic01_0.png / miniature_1apr13.zip /

(3799) Home ~ ac_heat

AndreONEz | 2013-03-29 18:11

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Night desert themed map (updated on the 1st of April 2013)
Screenshot
Get original file (189KB)
Detailed description

Map set in a night desert theme.
Flag/FFA modes capable, 8 CLA/8 RVSF/14 FFA spawnpoints

Map file ac_heat.zip (14.04 KB)
URL http://ac-akimbo.net/showthread.php?tid=312
Rating
6
points
 (1 vote)
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Files: ac_heat.jpg / ac_heat.zip / http://ac-akimbo.net/showthread.php?tid=312 /

(3798) Home ~ Save/pastebrush menu! Save and package in-game models with ease!

SomeDude | 2013-03-20 03:41

Cube 2 (Sauerbraten) | Release | Stable | Mapping | Other License
Rating
61
points
 (7 votes)
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Files: none

(3797) Home ~ Open Arena Appearance Mod

Suicizer | 2013-03-19 22:36

 this screenshot was not originally available or there was a problem extracting it

Release | Alpha | Standalone | All Platforms | GNU GPL v2
Blurb A mod which changes Sauerbraten's appearance to that of Open Arena.
Screenshot
Get original file (490KB)
Detailed description

Information
After a quite long period of time, I would like to present; Open Arena Appearance Mod!
This project has different intentions. I've been trying to get content of Open Arena actually "work" within Sauerbraten (which often is a pain as everything has to be adjusted to make it work, excluding the part to make it look good).
There hasn't been changed anything to the code of Sauerbraten as I'm not planning to change that (if you really want to feel Open Arena, you should play it after all).
The mod consists mainly out models (meshes, skins, sounds, icons, muzzleflashes), which I probably will expand to fonts, icons and particles also.
At last, be sure to check out Open Arena's website!

P.S.
If you want to look from a screenshot with a better resolution, this might do.

Installing
As you may have noticed due the file-size, the original Sauerbraten isn't included within the content, for several reasons;
- It can be used on all platforms in this state.
- The mod can be installed on elder releases also.
- I'm pretty sure it saves you a lot of time if you just download the newest setup of Sauerbraten, install it and then extract everything from this content into that directory. You could also extract it into the C:\Users\Documents\My Games\Sauerbraten folder (this is safer, but mrfixit will still appear instead of the intended playermodel)

Sub-mods
There are several skins which aren't being used at default (like for the angelyss and assassin model, but for skelebot as well) which can be specified manually (just modify the md3.cfg within the same folder and change md3skin l_hair skin_blue.png skin_blue.png to md3skin l_hair blue_neko1.png blue_neko1.png for example).
There are also additional sounds to each model while the default Open Arena sounds are just default. Just rename sounds.cfg to something else (like sounds_default.cfg) and rename the one which you would like to hear ingame (like from sounds_angelyss.cfg to sounds.cfg).

Known Bugs
- The assassin playermodel won't get loaded in it's current state as the ogro folder is hardcoded. So if you want to use it, switch it with another playermodel (but look out for the powerup-directory; they may differ).
- The vweps somehow pitch with the position of the camera while the model stops pitching.

To-Do-List
- Replace certain skins, icons and/or textures
- Make playermodels appear brighter ingame
- Get mrfixit and ogro not being loaded but the intentioned ones instead
- Make the fonts work
- Change the layout of the hud to something more similar to Open Arena
- Import the menu inclusive sounds (unlikely, but let's try anyway)
- Reanimate certain models (as Open Arena uses a different animation system to make a model go left or right - just rotate the lower mesh about 30 degrees)
- Pick variation between sounds ingame or via a certain command.
- Bugfixing? If you notify anything odd, please report it by commenting or contact me on IRC; irc.quakenet.org #sauerbraten.

Credits
Coding (lead developer, coding, engine compiling, tools, fixing, testing, reporting)
leileilol, sago007, haste, personman, next_ghost jack_thompson, mewse, div0, dmn_clown and kick52.
Models (meshes, animation)
leileilol, Multiplex, enki, JK Makowka, jzero, Shadowdragon, kit89, baconfish, Makkon, Kaelis,
Skins
enki, JK Makowka, Morphed, DarkThief, slyus, Kaz and Lazureus.
Audio (music, sound, voices)
leileilol, Mancubus, toddd, Agrajag, Psymog, cosmo, pixie, aeri_s, RottKing, SAGChandler, Edward Yong,
Artwork (textures, 2D, icons, skyboxes
leileilol, Multiplex, Democritus, jzero, mewse, dmn_clown, MilesTeq, evillair, cosmo, tw3k, BaronOfHell, Stjartmunnen, Amphetamine, kick52, stroggi, jack_thompson, anyone, NASA and STScI.
Maps
Aardappel, enki, Czestmyr, SavageX, RAZ3R, Vondur, Tyrann, sp1rit, BarronOfHell, Stjartmunnen, Ed, kit89, cosmo, dmn_clown, Amphetamine, sago007, stroggi, TRaK, PsiScythe, Armageddon_Man and anyone.
Shaders
BaronOfHell, dmn_clown, Amphetamine and stroggie.

Thanks to Nexuiz team, QuakeSRC.org,
modDB, mancubus.net, Quake3World, Doomworld,
Polycount, Gna!, id software, Galbraith
Games, Linux Game Tome, Inside3D.com,
deathz0r, Wudan, ibrown, Tr3b, MilesTeg,
John Romero, American McGee, pdsound.org
jitspoe, Blender, modplug, freepats, Willis,
Wesley Willis, Kurt Russell, Kurt Vonnegut,
Sindwiller (for the huge tri-licensed photograph pack)
and The Church of the Subgenius

a BIG HUGE THANKS goes to John Carmack and
id software for Quake III Arena and its source
code. Without them, OpenArena obviously would
not exist :o)

URL http://www.mediafire.com/?93ald1b84tjjd2c
Rating
20
points
 (2 votes)
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Files: oa_appearance_mod02b.png / http://www.openarena.ws/ / http://www.mediafire.com/?93ald1b84tjjd2c /

(3795) Home ~ Gulley [now with correct .ogz and .wpt files!]

Mmeaninglez | 2013-03-13 05:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A CTF/Capture map in a rocky valley
Screenshot
Get original file (620KB)
Detailed description

This is i smaller CTF/Capture map that's somewhat of a combination of two ideas that weren't large enough for their own map. This is a map set in a low part of a hilly area and has two main levels. The upper level has buildings and more complicated, restricted paths, while the lower level is a more open natural setting.
Tunnels in the upper section loop around behind the main team base, but will not take you between the two sides of the map.

Bases: 5
Jumppads: 0
Teleports: 0
Playerstarts (neutral): 12
Playerstarts (team): 7 per team

Shells : 6
Bullets : 14
Rockets : 9
Riflerounds: 13
Grenades : 6
Pistol : 0 //a map by me with no pistol ammo? what is this madness?
Health : 13
Healthboost: Yes (1)
Greenarmor : 3
Yellowarmor: 1
Quad Damage: Yes (1)

Enjoy the map!

---

I will not be able to respond to any questions or address any issues regarding this map for a few days, due to life. However, I look forward to constructive feedback. (or just rip the map apart with criticism, whatever) If anyone wants to help with lighting or weapon placement, go right ahead. Lighting is usually my weakest area, and people rarely play normal CTF, so I really have no idea what works where for it.

-----

--UPDATE-- FIXED .OGZ and .WPT files!
The problem had to do with pretty much what I was asking about a few days ago in my "Missing or hidden waypoint file" post. You'd think that after having the problem once, I would have expected it again, but NOPE. Well, hopefully it won't happen again in the future.

Map file Gulley(fixed).zip (1.65 MB)
Rating
10
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Files: screenshot_102785.png / gulley(fixed).zip /

(3794) Home ~ Forums ~ Help and Support ~ Missing or hidden waypoint file

Mmeaninglez | 2013-03-12 02:38

Help and Support

I've made a map (gee, what else is new?) and was testing it with bots. I happened to look at the map .cfg file and noticed that there was no .wpt file with it, just the .ogz file. I completely closed the game and opened it again and went to my map. I used /loadwaypoints and the game message read "loaded 1412 waypoints from packages/base/gulley.wpt". Bots can use the waypoints I loaded. However, I looked again and still could not find the gulley.wpt file. I did a whole computer search and found the file, but could not find where it had been. I copied the .wpt file into the packages/base folder and can now find it there.

While I managed to solve this problem, I want to ask if anyone knows why this happened?

[this occurred on a completely unmodded copy of Sauerbraten: Collect edition]

‹ Obj Mapmodel Help Game Branch tag now that the new version is out ›

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Files: none

(3792) Home ~ Playername Tab-Completion

FerreusRemedium | 2013-03-02 00:28

Cube 2 (Sauerbraten) | Release | Beta | Other | Various Licenses
Blurb Use playername tab-completion for commands that use a client-number.
Detailed description

Description:

This is a script i wrote that lets you use tab-completion using playernames for any command that takes a client-number.
Basically, you create a wrapper-command that calls the real command. On this wrapper you can use tab-completion.
The completion lists the names of connected players as follows:

playername~


The wrapper then cuts everything including the last ~ from the first argument and uses the remainder as the argument for the real command.
You can add additional arguments after that. They are passed directly to the real command.

How to install:

1. Put playernamecomplete.cfg into your sauerbraten directory and add

exec "playernamecomplete.cfg"


to your autoexec.cfg

2. Create a command in your autoexec.cfg that updates the completion lists. See "Usage" below on how the command works.
Example:

updatecompletion = [
// use /f for /follow, completes non-spectators, and excludes the
// currently followed one
playernamecomplete f follow "SF"

// use /ig for /ignore, completes non-ignored players, excludes
// the player himself
playernamecomplete ig ignore "PI"

// use /unig for /unignore, completes ignored players
playernamecomplete unig unignore "i"

// use /ki for /kick, completes players with lower privilege,
// excludes player himself, but it's not really needed.
playernamecomplete ki kick "Pl"
]


3. Add binds that call this function before you enter the prompt.
I am using CARET (^):

bind CARET [ updatecompletion; saycommand / ]
specbind CARET [ updatecompletion; saycommand / ]
editbind CARET [ updatecompletion; saycommand / ]


Usage:

/playernamecomplete [] []


Create a command called which calls supporting tab-completion of connected players.

specify which players appear in the list. Every character is a condition that is checked when the list is created. When all are true, the player is included.
Example:

"SF" - S: excludes spectators
F: excludes the currently spectated player


A List of all flags can be found below.

tells the wrapper as which argument the client number should be passed to. If this is not specified, it is passed as the first argument.

Example:
Using the following to create command "c"

playernamecomplete c command "SP" 2


then

/c anything~42 a b c


would call

/command a 42 b c


If you pass less than arguments to the wrapper, empty arguments (like "") are inserted before the cn.

Notes:

The player names are transformed to lower case, which makes typing easier. After that, they are cleaned from invalid or hard to type characters using a whitelist.

Completion also works when the player name contains the delimiter, since the last occurrence of the delimiter is used.
You can also just type the cn without a name, since nothing is cut when there is no delimiter.

You can change the character whitelist by editing _pnc_allowedchars at the top of the script. There are also two variables which can be advanced to translate special characters to easy-to-type ones.

List of flags:

s/S - spectator/not spectator
b/B - bot/not bot
i/I - ignored/not ignored
e/E - enemy/not enemy
p/P - current player/not current player
f/F - followed player/not followed player
m/M - master or admin/not master and not admin
a/A - admin/not admin
l/L - lower privilege/equal or higher privilege than player
h/H - higher privilege/equal or lower privilege than player


Update 1: Changed some of the @'s and uses more concat(word). Also, new loopchar.
Update 2: Use TABs for indenting and changed the wrappers so they don't take as much space in config.cfg.

Preview
// what i'm using in my autoexec.cfg

updatecompletion = [
playernamecomplete f _my_follow "PSF"
playernamecomplete ig ignore "PI"
playernamecomplete unig unignore "i"
playernamecomplete ki kick "Pl"
playernamecomplete myteam _my_myteam "e"
playernamecomplete otherteam _my_otherteam "E"
playernamecomplete switchteam _my_switchteam "S"
playernamecomplete goteam _my_goteam "PS"
playernamecomplete voteki _my_votekick "PM"
playernamecomplete s _my_stats "B"
playernamecomplete st _my_statstotal "B"
]

bind CARET [ updatecompletion; saycommand / ]
specbind CARET [ updatecompletion; saycommand / ]
editbind CARET [ updatecompletion; saycommand / ]

_my_follow = [
if (! (isspectator (getclientnum))) [
spectator 1
sleep 200 [
follow @arg1
]
] [
follow $arg1
]
]

_my_myteam = [
setteam $arg1 (getteam)
]

_my_otherteam = [
setteam $arg1 (? (=s (getteam) "good") "evil" "good")
]

_my_switchteam = [
setteam $arg1 (? (=s (getclientteam $arg1) "good") "evil" "good")
]

_my_goteam = [
team (getclientteam $arg1)
]

_my_votekick = [
say [#votekick @arg1]
]

_my_stats = [
say [#stats @arg1]
]

_my_statstotal = [
say [#stats total @arg1]
]


Config file playernamecomplete.cfg (7.53 KB)
Rating
9
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Files: playernamecomplete.cfg /

(3791) Home ~ Messed

Pritchard | 2013-02-26 10:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A medium to large sized FFA map. > 3 players recommended.
Screenshot
Get original file (507KB)
Detailed description

Messed - By Pritchard, Rilk and Mr_Snuggles 2-26-2013

A medium/large sized FFA map. Objectives could, and should, be added for capture, CTF etc. in a future update (If we get around to it)
Messed is a generic map, asymmetrical with high walls and large open spaces. It's got a Quad on it but no HealthBoost. We're just putting it out there to see what people think and get C&Cs. Don't consider this map to be a final product.

Map file messed.zip (186.63 KB)
Rating
13
points
 (2 votes)
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Files: messedmapshot.png / messed.zip /

(3790) Home ~ Steel Rat

D.a.M.i.E.n. | 2013-02-25 23:32

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included (SVN) | Stable | Singleplayer | Large (9-15) | Creative Commons (BY-SA)
Blurb A challenging time-trial map of industrial-futuristic theme.
Screenshot
Get original file (602KB)
Detailed description

A challenging time trial map of industrial-futuristic theme. This is basically a revamped time-trial that was before released as "Capinox" by "TristamK" and me. I release this map rather as a map based on that map per Tristam's suggestion. I basically overally changed it/fixed, retextured along with new geometries, sound effects, two types of water and much more.. with intention make this level more entertaining and exciting.

"How much stamina you have got to get over those tricky obstacles to rescue yourself? To succeed you will need to be careful!"

Map file steelrat.zip (2.93 MB)
Rating
25
points
 (3 votes)
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Files: steelratc.png / steelrat.zip /

(3789) Home ~ 4plex

D.a.M.i.E.n. | 2013-02-25 21:29

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included (SVN) | Final Release | Singleplayer | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-SA)
Blurb An intense floating futuristic level.
Screenshot
Get original file (550KB)
Detailed description

This medium sized floating level with futuristic design is meant especially for multi-team based games. Thanks to jumping pads leads way to upside through the warped geometry or through a tower in the middle from below, where is placed a rocket engine. This map is pretty open, which makes an "instagib" matches very intense. All modes are supported (except time-trial).

This map went through an extensive reworking and improvement since its first, quite under-detailed version.

More information here: http://forum.freegamedev.net/viewtopic.php?f=73&t=3137

Map file 4plex.zip (1.8 MB)
Rating
17
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Files: 4plex.png / 4plex.zip /

(3788) Home ~ trials - race map

Ace | 2013-02-22 00:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Large (9-15) | Public Domain
Blurb A difficult race/challenge map set in a dream world.
Screenshot
Get original file (9KB)
Detailed description

I'm a big fan of Sauerbraten's race maps so I thought that I would try to make my own. This is my first attempt at a full race map, and I think it turned out fairly well. I focused on providing a very difficult challenge to help Sauer players perfect their movement skills without using weapons. Players will have to overcome perfectly timed jumps, mazes, puzzles and disorienting visuals in order to complete this challenge.

Enter the dream world. Complete the trials that await you. Wake up.

Map file trials.zip (265.63 KB)
Rating
14
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Files: trials.jpg / trials.zip /

(3787) Home ~ ac_polar by DogDancing

DogDancing1 | 2013-02-18 06:57

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb ac_polar a cold old castle for capture the flag
Screenshot
Get original file (207KB)
Detailed description

ac_polar made by DogDancing, with help by $N!P3R* as well as a little help from my buddy Doogum.
Also a special thanks to TyD clan for helping test as well as the other people from our IRC who helped, you know who you are.

ac_polar is a capture the flag map made by me which is based slightly off of the old castles of the "frozen north". CLA have set up a base deep in the heart of the tundra where they are excluded and can do there operations in secret. But the RVSF have set in a team just south of there position to infltrate and disrupt the terrorists plan of winning the war in the north. Its up to you to use your skills in maneuvering to run through the series of paths and to use your aim to stop the enemy in there tracks!

This map is a similar size to my other CTF map ac_shine, with similar base setups, but having said that the map itself is completely different. It may seem complicated the first few minutes you play it, but I hope it runs smoothly and is easy to learn to play. I hope everyone enjoys the map, PLEASE inform me of any BUGS that you guys find. As well as giving me your opinions, critics everything is welcome what you do and do not like about it things that stood out to you(in a good and bad way)..etc.

Thanks for reading and downloading and keeping ac mapping alive.

Map file ac_polar.zip (39.97 KB)
Rating
8
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Files: ac_polar.jpg / ac_polar.zip /

(3786) Home ~ Forums ~ General Discussion ~ Sauerbraten Useless Polishment Project (UPP) aka the new SauerEnhanced

Q009 | 2013-02-13 15:04

General Discussion

Hello people.

As most of you know I ditched SauerEnhanced before even releasing the Justice Edition port.
The repository has been up all the time so far, there were still some people actually messing with it apparantely.
The reason the project has been dropped is due to many technical problems that came because of poorly written and ported code.
Everything was done "just to get it working" for Justice Edition, but in the end there were still some odd behaviors I simply didn't feel like fixing.
I rather wanted to rewrite everything from scratch.

So, here we are: that's what UPP is going to be, SauerEnhanced done the correct way, rewritten from scratch, less mess in the code and packaging, easier to install on other platforms than Windows and mostly: without most of all the shit SauerEnhanced had. It will also try to keep the theme of Sauerbraten as well. Pure polishment. So, for that I'll skip some of the features SauerEnhanced had like stats or profiles (who wants those anyway?).
Oh well, I might keep the stats, who knows.

So, in regards to that, I need some kind of a list of features I should implement.
And no, it's not some empty talk, I've already done some more work on the project, it's in early stage but hey, it's actually going somewhere!
And this is where I need your help. Features. What do you want? What do you need? What would you want to see polished, tweaked, added?
As long as it doesn't involve any gameplay changes I will consider including it and will eventually speed the development of the mod itself up, because you actually need an idea of what you want to do. I will accept editmode ideas as well.

So, people, tell me!
Thanks and stay tuned for news

Update (2013-10-04):
I had an HDD crash a few weeks ago. I backed up the most important stuff I could, soon after that the drive has completely died.
Now when I actually thought about actually finishing stuff up and releasing something, I remembered.
I remembered I didn't back the project up.
That's a hell of an unfortunate way to end this project...

TL;DR version:
HDD crash, disaster, forgot to back up, project says "bye bye"

----

Thread locked

‹ Just a small idea Monthly Discussion August 2013: What options would you prefer into your account? ›

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(3784) Home ~ Simple

Fohlen | 2013-02-03 17:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | GNU GPL v3
Blurb A simple duel map
Screenshot
Get original file (59KB)
Detailed description

Simple is a "simple" duel map, designed on ideal gameplay for ffa / effic. The "flow" of this map is fluent gameplay, no gap, just frag! Usable for 1on1 (duel)

Map file simple.zip (221.72 KB)
URL http://www.cube2load.tk/simple.zip
Rating
10
points
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Files: simple.png / simple.zip / http://www.cube2load.tk/simple.zip /

(3782) Home ~ SauerFR version 4 !

Zehirmahnn | 2013-01-27 22:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Source mod | All Platforms | Various Licenses | Novice
Blurb This is the version 4 of SauerFR mod. This version is made for the Collect Edition.
Screenshot
Get original file (97KB)
Detailed description

Hey everyone !

I present you the version 4 of sauerFR (yeah I know I missed the version 3 ^^)

To see all details about what was already in the mod : Click here

Now, let's see what is new in this version :

- The mini-map is a little bit bigger (it is possible that not in some game mods, but it will be corrected soon)

- I added countdowns under the mini-map.

10 seconds when the flag is dropped (time before it is reset)
20 seconds when someone is holding a flag (for hold mod)


5 seconds before the enemy flag is reset


6 seconds before the flag is reset (in hold mod)


The flag will be scored for your team in 15 seconds

- I added new colors which you can use in cubescript (they are also used in the scoreboard)

\f8 (255, 55, 155) pink
\f9 ( 50, 255, 255) cyan
\fb ( 0, 110, 255) "flashy" blue
\fg ( 0, 255, 0) "flashy" green
\fh ( 0, 153, 0) dark green
\fm (200, 0, 255) "flashy" purple
\fo (255, 148, 0) "flashy" orange
\fp (255, 0, 0) "flashy" red
\fy (255, 255, 0) "flashy" yellow

- The names and texts colors in the chat changed a little bit :

Teammate alive/dead/spectating :





Enemy alive/dead/spectating :





Teammate (in teamchat) alive/dead :




- The playerslist has some changes too. Now, when someone holds a flag, his name comes at the top of the list, with a flag icon next to it.


Another icon appears next to a player's name, it is a skull icon with the number of skulls hold by the player.

- This skull symbol is also used in the scoreboard :


- Some sounds are played at the end of a game, they come from Red Eclipse.
These sounds are : "You win", "You lose" or "Twice score".

Like the old versions of the mod, you have to add in it the gamedata folder coming from your sauerbraten game, and also the files that you will find in the "packages" and "data" folders in the sauerFR.

If you encounter any bug, please tell me, and I will correct them as fast as possible.

Thanks to :
- piernov, for windows compilation and hosting
- Salicorne, for the skulls icons
- Khornettoh, for the screenshots
- RaZgRiZ, for the flags icons ( See his post here )

URL http://servers.cube2.fr/downloads/SauerFR-v4.1/
Rating
20
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Files: lologo_0.jpg / http://www.quadropolis.us/node/3530 / http://servers.cube2.fr/downloads/SauerFR-v4.1/ /

(3775) Home ~ Forums ~ Help and Support ~ Ingame ZIP

FrenchBadPing | 2013-01-19 10:02

Help and Support

Hi, i've read in the changelog that Sauer support ZIP format, ok, but how use zip-files INGAME ???

‹ Game Branch tag now that the new version is out Compare two lists ›

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(3774) Home ~ Forums ~ Help and Support ~ Compare two lists

skiingpenguins | 2013-01-18 18:12

Help and Support

Okay, so I am trying to compare two lists to see if they contain the same string.

mylist = "aunt uncle grandma"
mylist2 = "fish cheese aunt"

loop i (listlen $mylist) [ loop u (listlen $mylist2) [ if (= (at $mylist $i) (at $mylist2 $u)) [echo Yes] [echo no] ] ]

I thought I could just use a loop to loop through the first list, then compare that to the second one, which I loop through at the same time.

‹ Ingame ZIP Help with 'splitting' MD5 mesh ›

Rating
11
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Files: none

(3772) Home ~ Deadly Puzzle(Concept)

terlmann | 2013-01-16 04:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Small (1-4) | Public Domain | Expert
Blurb Deadly Puzzle(Concept)
Screenshot
Get original file (297KB)
Detailed description

This is intended to be a conceptual mockup and example of how to abuse water fog, color, see-through textures, etc,
to create a challenging maze. How to play should make sense almost immediately. If it does not consult your pituitary gland. Additionally some cubes you will observe have been removed below the walkways and behind the deathwalls. This is because geometry optimization does not expect textures/cubes to be abused by this and will erroneously render a pathway where none exists.

Map file deadlypuzzle.zip (2.7 KB)
Rating
10
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Files: puzzle.png / deadlypuzzle.zip /

(3771) Home ~ Sauertown 2013

terlmann | 2013-01-16 04:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Large (9-15) | Copyright | Novice
Blurb Sauertown 2013 Work in Progress
Screenshot
Get original file (78KB)
Detailed description

This is a size 6-8 map set on a size 16 cube structure that is currently being built collaboratively by members of the community. The recovery of the original sauertown, created during 2008 and 2010, would be much appreciated but not essential.

Sauertown(which is an actual place in California) is more of a do-your-own minecraft esque map based around creating
a virtual city with every building geared to the individual desire and preferences, both thematically and functionally, of the person designing it. Most such content tends to become vast underground complexes
combined with topside fronts. A great deal of secret entrance/exits, random teleports, exploitation of glitches,
and ingenious traps tend to go into their design. There is no such thing as a game where you intentionally violate causality, physics, and mesh geometry to access separate realities and levels, but many games have included content
that can only be accessed by the above- invisible walls in the halo series, math glitches in pokemon, etc.
The list is too long to count and this author just wishes someone would deliberately make a game to access these.
As it stands, sauertown is about having fun your own way. Let's hope that's enough.

Map file sauertown2013.zip (77.09 KB)
Rating
14
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Files: sauertown2013.jpg / sauertown2013.zip /

(3770) Home ~ Oneway Walkway

terlmann | 2013-01-16 04:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Deathmatch | Capture | CTF | Small (1-4) | Public Domain | Master
Blurb Conceptual oneway walkways
Screenshot
Get original file (85KB)
Detailed description

This is a usable(lowpolycount) one way walkways. I think these are the most efficient implementation that will be possible. This is a conceptual technique for enhancing maps.

Map file oneway.zip (9.27 KB)
Rating
12
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 (3 votes)
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Files: oneway.jpg / oneway.zip /

(3768) Home ~ CurvatureSym

Pritchard | 2013-01-15 09:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA) | Novice
Blurb A small 2 - 4 player map. Good for FFA and not much else...
Screenshot
Get original file (33KB)
Detailed description

Curvaturesym is a small, symetrical map designed for a small playercount. It has multiple pathways through the map, which operates on two (and a half) layers. Most of the weapon types are represented, except for the rocket launcher. There is now a Healthboost in the centre of the map.
BE AWARE that this map is by no means final. I am hoping to pick up as many tips on map creation as possible as overall I am quite new to it. Advice on playerstart placement, lighting, environtment map placement, weapon placement and general map layout is very welcome, and a comment on the quadropolis node for this map would be greatly appreciated!

UPDATE 01 16 2013

- Raised Ceiling and most door arches
- Made bridges and things... curvy-er
- Added highlights around light sources, replaced section of wall with chain-link fence (not sure if this is good), added some boxes, floor grates and air vents
- Moved grenades out on to bridge
- Moved Green armours: One deleted, one moved to center of hallway
- Widened Low Hall
- Added Waypoints!
- Probably something else I forgot :/

Map file curvaturesym2.zip (733.83 KB)
Rating
10
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Files: screenshot_57880.jpg / curvaturesym2.zip /

(3763) Home ~ Flower of the mind

terlmann | 2013-01-11 04:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | Public Domain
Blurb Open your mind neo.. a true saiyan always sprinkles when he tinkles
Screenshot
Get original file (461KB)
Detailed description

The potato overlord declares to you, release my potato children!

Map file flowerofthemind.zip (15.82 KB)
Rating
10
points
 (1 vote)
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Files: flotm.png / flowerofthemind.zip /

(3761) Home ~ Forums ~ Help and Support ~ Error with compiling on Win64

afroninja | 2013-01-10 04:54

Help and Support

Hello quadro monkies, I'm here seeking for help in regards to compiling sauerbraten for windows. I have been attempting to build from the source, but I keep getting this same annoying error:

I use CodeBlocks with MinGW and use the GCC Compiler and from what I can figure about the error, I'm missing a file called ld.exe, except I checked and it's where it should be. Any suggestions?

PS. No BBCode?

‹ naming bases Compiler warnings and segmentation fault on Ubuntu 13.10 ›

Rating
1
 point
 (1 vote)
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Files: none

(3760) Home ~ About the cphills flamewar...

TristamK

Let's make it on-topic as much as we can get.

I moved all the comments which were about cphills while being made on HOW-TO... to this node.

Files: none

(3758) Home ~ [MOD] Starring content

Anonymous | 2013-01-07 16:10

Quadropolis | Guide
At first...

As there doesn't seems to be any guide or what so ever of how or why to star a certain content, maybe it's about time to do so.
I'll focus on maps just because those are the most starred content on Quadropolis.

Questions before starring content

You can have certain reasons to star a certain content, but you should always keep this in mind first (in the very same order):
- Is the map really that good on every single point (as in theme, texturing, detailing, lighting, (and clipping, flow and gameplay as well if it's a gameplay-based map)?
- Is it truly better as the average content on Quadropolis?
- Is it containing a certain originality which it separates itself from other maps again (while still being balanced in other points!)?
- Is it really what we would like to see as example for other mappers?
- Is it receiving enough attention already compared to similar nodes (as in votes and comments)?

Why starring content?

The main reasons for starring content are:
- Showing off a certain standard within the Quadropolis community (as being an example which should be focused on for other mappers).
- Showing off to newcomers how maps within Sauerbraten could look like.
- Acting quickly on a certain event which occurs in a considerably small amount of time (as for certain polls. Starring content will put them on front top page).

As certain discussions in the past (for example, this certain node) led to this conclusion:
A good map is a balanced map and a balanced map can be an included or starred map
As moderators or administrators have no (or should not) control about which map should actually be included within Sauerbraten, I won't spend time on whenever a map should be included or not. That's up to our developers to judge. Yet we can control whether a map should be starred or not. That's why I advice to rather star a map which is balanced than having only certain specific points done well.

Certain tips before starring

Before starring maps, be sure a certain amount of people already have voted but also putted constructive comments on it. So not just comments which contain The map just looks good [period], as that's the worse comment you can receive. Why? Because it's an opinion of someone which isn't based on anything.
Also recommending it to be starred it better as starring it right away. Even a discussion on an IRC channel could be very useful.

Sidenotes

If you still have no idea about the standards of inclusion, here it is.

If you still have trouble understanding the task of being a moderator, this may be useful.

Files: none

(3755) Home ~ cphills

Cooper | 2013-01-06 22:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Huge (16-32) | Creative Commons (BY)
*
*
Starred Content
Blurb CpHills & CpChurch
Screenshot
Get original file (134KB)
Detailed description

This is an artistic map I made to present my church. It has no certain style and is a fantasy building. Therefore I did not respect any rules that may exist for holy buildings or churches of any kind. I used christian symbols because I like their looks.

There's a storage room under the river tower.
Right of the church's organ you can find the entrance to a small cave. Left of the organ you can reach a hidden ladder behind it going up under the roof, from there you can access the church's tower.
Also check out the structures along the river.

There is only very little noclip/clip to improve player's movement and only one playerstart.
I also made a video to show a few impressions:
http://www.youtube.com/watch?v=xnSteFn9404

EDIT: I fixed the errors with some leaves of the fountain, deleted the little cube in front of the tower and closed the tunnel going from tower to SirAlex spot. Made some spots brighter and put the playerstart in front of the bridge.

Map file cphills.zip (15.98 MB)
URL http://www.file-upload.net/download-7444374/cphills.zip.html
Rating
296
points
 (32 votes)
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Files: cphillscreenie.jpg / cphills.zip / http://www.file-upload.net/download-7444374/cphills.zip.html /

(3754) Home ~ Forums ~ Help and Support ~ Game Branch tag now that the new version is out

Mmeaninglez | 2013-01-05 23:06

Help and Support

All of the maps I have posted to Quadropolis have been labeled with the "Release" tag for the game branch, referring to the current version at the time, Justice Edition. Now that Collect edition is out, should I go back and change the tags to be "obsolete" tag for Game Branch?
This would especially apply to my latest map, which I posted just hours before Collect edition was released.
Thanks, I don't want to cause unnecessary confusion in the community.

‹ Missing or hidden waypoint file Ingame ZIP ›

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Files: none

(3752) Home ~ Forums ~ General Discussion ~ How do i host Colect edition server on debian?

fetz | 2013-01-05 03:21

General Discussion

Well, i got the new Colect edition, and i would love to host a server! How do i do this in linux? ( Via SSH), And are there any mods? If so, could you give me them?

‹ Modding Skins on Player Models, is it possible? Closing comments for a popular topic is not the smartest way to deal with troll users ›

Rating
10
points
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Files: none

(3751) Home ~ Kettou2 (Night)

fetz | 2013-01-04 17:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb Kettou 2 ~~ Night Version of Kettou
Screenshot
Get original file (239KB)
Detailed description

Kettou, A duel map based around a Japanese water pump. This map is great for dueling and/or small FFA matches. If you have any suggestions/comments please choke it up! Keep in mind, this is one of my first real maps :D.
-Fetz
***~~~*** THIS IS THE NIGHT VERSION ***~~~***
The map Features:
Mountains made with Height Map in the background.
Running water that you can see through vents, (Under the platform)
FFA Equiped with armor, ammo, health, HB, and Quad.
Some nice lighting.
What needs to be done:
What ever else you guys think should be done!
Credits:
Fetz
System
Inspired by "Beegee"

Map file Kettou2.zip (423.49 KB)
Rating
13
points
 (3 votes)
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Files: kettou2.jpg / kettou2.zip /

(3750) Home ~ DuoCross - Double Capture the Flag

Mmeaninglez | 2013-01-04 02:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | CTF | Huge (16-32) | Creative Commons (BY-NC-SA)
Blurb Two flags per team - A realized test of an old idea
Screenshot
Get original file (527KB)
Detailed description

A while ago (a few months) I posted a map illustrating an idea I had; multiple flag CTF. Many people made good suggestions for how to improve upon the concept. This map is the result.
Each team has a main base with five exits (four teles and a drop out), ammo, and armor. The four flags are at the four ends of the main cross of the map. Each team base is between its two flags. This map is quite large, intended for ten or more players per team.
For people who may not have read my previous node, you can score an enemy flag at either of your flags, you don’t need to have both of your flags safe to score, you can only carry one flag at a time. You don't need to change anything about your game files for this map to work properly.(There’s even a variable in the ctf game code that specifies how many flags can be carried at once.)

I’m not going to say that this is the best map ever made, though if you think that it is, that’s good I guess. I don’t personally think that I used the gor texture set to its best extent. This map isn’t as nice looking as Hallo, Infamy, or Abbey. However, this is a much better map for double-flag CTF than the previous map I made using this idea.

Areas that are possibly unbalanced/need work:
-The tele in the main map from near one flag to near the other. Does anyone think that this makes the rocky flag too much easier to get to than the other?
-Weapon placement and amount. I still could use some work on balance. Should there be more pickups? The other complaint about my pickup placement in the past has been that you have to go out of the way for pickups. Some of the pickups in this map are right in the middle of the path. Others are not still. Please keep in mind that I intend for players to stock up somewhat in their bases also. However, there is also the issue of weapons for Hold mode, because this map also has capture bases.
-Narrow low passageways. This was the biggest complaint about my past maps, and hopefully no one has problems with that in this map. I have tried to make the doorways wide and tall, so hopefully there isn’t much on those lines to complain about on this map.

I added capture bases because there was no real reason not to with such a large map.

http://www.quadropolis.us/node/3688 - Previous node in which I posted the first map made around this idea, in case anyone cares to look at/read it.
Looking back at that node reminded me that RaZgRiZ said that he’d had the same idea before, and that he also suggested a cross format. Thank you for sparking the idea for this map’s design! (actually, others said that the idea had been bouncing around in a small group for a while, well thank you everyone who may have influenced this map)

Thank you in advance for checking out this map! I hope for some interesting feedback about this map or this application of the dual-CTF idea.

[Edit] Wow, i edited this twice within minutes of posting! I originally forgot to specify map size and license, and this second time fixes a couple grammatical errors, though I probably still missed some.

Map file DuoCross.zip (3.53 MB)
Rating
55
points
 (8 votes)
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Files: screenshot_358897.png / duocross.zip /

(3749) Home ~ Kettou

fetz | 2013-01-03 16:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb Kettou --- Duel Map Made by Fetz and System
Screenshot
Get original file (413KB)
Detailed description

Kettou, A duel map based around a Japanese water pump. This map is great for dueling and/or small FFA matches. If you have any suggestions/comments please choke it up! Keep in mind, this is one of my first real maps :D.
-Fetz

The map Features:
Mountains made with Height Map in the background.

Running water that you can see through vents, (Under the platform)
FFA Equiped with armor, ammo, health, HB, and Quad.
Some nice lighting.

What needs to be done:

What ever else you guys think should be done!

Credits:
Fetz
System
Inspired by "Beegee"

Map file Kettou.zip (598.93 KB)
Rating
0
points
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Files: screenshot_125599.png / kettou.zip /

(3748) Home ~ Nucleus

Snowy | 2013-01-02 15:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A nuclear installation
Screenshot
Get original file (128KB)
Detailed description

A nuclear silo / military installation based CTF / capture map
waypts included
change log:
3-1-2013 fixed clip and pickup placement

URL http://www.mediafire.com/?fyv46792yzztd69
Rating
76
points
 (8 votes)
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Files: nucleus01.jpg / http://www.mediafire.com/?fyv46792yzztd69 /

(3747) Home ~ eternal_valley

Z3R0N1C | 2013-01-01 23:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Capture | CTF | Huge (16-32) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb It's a valley in between of a beautiful landscape. (CTF, FFA and Regen Capture -able)
Screenshot
Get original file (411KB)
Detailed description

I started this map some weeks ago. At the beginning it wasn't supposed to become a playable map but later people told me it could make a great one, so I decided to make it playable. Three days ago I asked Eihrul if there's still enough time to create a map for the next release. He told me I would have to hurry and recommended me to conscript several editors to help me on that map. So did I. Hewho, Cooper and even Eihrul worked together with me on this map.

The map itself is very huge for normal conditions, huge enough to fit for over 20 players. The recommended gamemodes are Capture the Flag and RegenCapture.

We have tested this map with around 8 players, the gameplay was fun and everything worked like a charm. (:

Map file packages.zip (2.62 MB)
Rating
77
points
 (10 votes)
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Files: 111.png / packages_28.zip /

(3746) Home ~ Force

Ardelico | 2012-12-31 03:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Medium (5-8) | FreeBSD License | Novice
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A miniature version of forge
Screenshot
Get original file (132KB)
Detailed description

Force - A miniature version of forge.

---Update---

12/31/12

Fixed geometry bug
Fixed clipping errors
Fixed lighting issues
Fixed waypoints

Moved green armour (was too close to yellow)

Overall made the whole map a bit brighter

----Any more issues, comment them below---

Map Info:

15k wtr

Forge-like

4-8 players

Supported modes: all but capture, ctf, hold, protect

People & what they did

Ardelico - layout/detail/textures/ents/mats

Suicizer - detail/textures/lights/ents/mapname/waypoints

HeWho - textures/layout

Map file force_31dec12_v3.zip (799.74 KB)
Rating
18
points
 (2 votes)
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Files: force.jpg / force_31dec12_v3.zip /

(3744) Home ~ depot

HeWho | 2012-12-27 05:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A moderately sized map with a future/past theme, fit for most game modes.
Screenshot
Get original file (88KB)
Detailed description

This map was started a few months ago by ac, Boxx, and I. We were editing together and decided to make a playable map and the rough draft of the layout was born. It was pretty rough, but we began to see that it was a great sketch and that it would turn into a quality map. I do not remember how the theme was chosen, but it is similar to rm5 and masdm (two maps in svn that we had worked on in the past) and I view it as somewhat of a mixture of the two, with improvements on both.

The map itself is a medium sized map, fit for around 4-8 players, but you could use it as a duel map if you like. FFA, Collect, Capture, Effic, Insta, and Hold (possibly?) are suggested game modes. There may not be enough ammo, but I considered it sufficient. Pretty light weight in wtr, so it should run pretty well on most computers.

This is (hopefully) the final release of this map, but I would be overjoyed if you were to comment any suggestions or thoughts you have on the map.

Special thanks to: ac for helping start this, Chris_0076 for his wonderful realistic lighting job, and the rest of cm|CubicMatter for the help and inspiration.

Update: Added some weapons, added healthboost, moved health, changed clipping, updated waypoints, top of depot center is now playable, moved some weapons, changed tele, moved some boxes, added trim to all of map, and fixed up some jumppads.

Update 2: Fixed clip and trim.

Update 3: Fixed more trim and other small things.

Update 4: Fixed trim, texture errors, (no)clip, waypoints, bases, collector-placement, and lights.

Map file packages.zip (1.62 MB)
Rating
25
points
 (3 votes)
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Files: depot.jpg / packages_29.zip /

(3743) Home ~ Box

Dr Azrael Tod | 2012-12-23 13:59

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Beta | Singleplayer | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-SA)
Blurb my approach in creating an asymetric multi-map that should still aim to be balanced
Screenshot
Get original file (49KB)
Detailed description

My first approach in generating a map for Cube-Based Games. This Time it's for RedEclipse and the aim was to create a completely asymetric map (thus making it interestign to play in deathmatch) that is still as balanced as possible in Coop-Matches and should support Multi-Games.
Further it shouldn't be too big, so you won't see anybody most of the time, while it shouldn't get too crowded at the same time if more then 4-5 Players connect.

Currently it's pretty much playable, but Team 3/4 are still sometimes at a disadvantage in CTF/Bomb-Games.
I will adress that in comming releases.

For people interested to check it out there is a server running on g33ky.de too. Just type "/connect g33ky.de" and have fun!

Version-History:
0.8 - fine-tuned some Textures, balancing
0.7 - some more microstructures in walls and floors
0.6 - fixed some texture-problems
0.5 - more Balancing
0.4 - more Ladders to enable Bots
0.3 - some Balancing
0.2 - Painted walls
0.1 - First structures

Map file box.tgz (250 KB)
URL http://g33ky.de/static/games/box.tgz
Rating
11
points
 (2 votes)
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Files: box.png / box.tgz / http://g33ky.de/static/games/box.tgz /

(3742) Home ~ Christmas conversion pack

antiklimax | 2012-12-18 07:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | Windows | Other License
Blurb You can play/kill the evil double of Santa Claus (not the original)
Screenshot
Get original file (57KB)
Detailed description

IN THE CHRISTMAS 2012 CONVERSION PACK:

- gui modification. new menu, menu background, logo (only the smaller) etc.
- new christmas style pickups. ( ammo as a surprise giftbox :D, health, boost, armor, quad, health )
- new grenade projectile ( an ice cristal )
- blood effect removed ( because the kids ... ), new explosion and scorch.
- Ogro model replaced with Santa Claus ( I maked this very fast and maybe not a good optimized model, and a .md3
format with some simple animations. I replaced the death animation for a "christmas friendly" anim, and it have an old style
all in one world weapon model.
- hudguns -> sorry but I have not time for this. Incoming in 2013 :).
- vwep ( world view gun model ) just one snowgun.
- new sounds by me and Audacity as "pain, death, jump..." no weapon sounds.

How to install:

1. This modification make too many replaces,
I recommend you make a new install of Sauerbraten and hold your original game.

2. Remove or rename this directories (only the last dir. end of the lines).
If you don't take this, your conversion will not be full!

Sauerbraten/packages/models/ammo dir.
Sauerbraten/packages/models/armor dir.
Sauerbraten/packages/models/boost dir.
Sauerbraten/packages/models/flags dir.
Sauerbraten/packages/models/health dir.
Sauerbraten/packages/models/ogro dir.
Sauerbraten/packages/models/projectiles/grenade dir.
Sauerbraten/packages/models/quad dir.

3. Unpack the christmas2012.zip package into Sauerbraten head dir.
( you will get a popup window, select overwrite all ).

4. Start the game and select "Claus" player model from the multiplayer menu
( select "Force matching player models" if you want to be all players or bots as Claus )

You can play online too with this mod, not a hack or other bad thing.

IN THE COMPLETE CHRISTMAS 2012 PACK:

+ a new map called xmas2012. This is a beta but I have not more time for finish it. Some places on this map are very empty, poor lighning, etc.
( if you are a good mapper, feel to free to finish, I will make it for the next Christmas :) ).

+ new map models and textures by me.

To install:

- Follow the 2. 3. 4. instructions above.

- load the map with command ( /map xmas2012 ), and put some noob bots for your fun :D .

Enjoy, and Merry Christmas for you!

P.S
The first link is here on Quadropolis, is just the conversion mod. The second (external) link is the complete package (mod plus map).

Mod file christmas2012.zip (7.23 MB)
URL http://www.freeuploadshare.com/files/oY7GaA1355753363.html
Rating
8
points
 (1 vote)
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Files: claus.jpg / christmas2012.zip / http://www.freeuploadshare.com/files/oY7GaA1355753363.html /

(3741) Home ~ SWLACC Anticheat Client

pisto | 2012-12-16 18:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | All Platforms | Other License
Blurb A closed source Sauerbraten modification, with cheat monitoring on the user's side
Screenshot
Get original file (11KB)
Detailed description

This client provides a more-than-nothing guarantee of the fairness of a player. It is closed source for obvious security reasons.

Introduction for both beginners and elder players:
What is the swlacc?

Discussion about your privacy and paranoia concerns ("WTF LOL IT'S A SPYWARE!"):
About your privacy
(very succinct summary: mefisto and Hankus will keep an eye on me and will guarantee that I'm not violating your privacy)

Downloads:
Latest release here!

URL http://swlacc.pisto.me
Rating
22
points
 (4 votes)
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Files: swlacc.jpg / http://swlacc.pisto.me/viewtopic.php?f=1&t=4 / http://swlacc.pisto.me/ /

(3740) Home ~ gear4's stats script

gear4 | 2012-12-13 11:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Cube 2 (Tesseract) | Release | Stable | Gameplay | Creative Commons (BY-NC-SA)
Blurb Stats script for the GameHUD console
Detailed description
gear4's GameHUD console in-game stats script

A small little stats script meant for your GameHUD console.

It shows your
 • Kills
 • Deaths
 • Accuracy
  and
 • KpD (kills per death)

It also displays
 • Your name
 • Your CN
 • Your team
 • Time remaining

In spectator mode:
 • Who you're following
 • Their name
 • Their team
 • Their CN

It also allows you to add/remove options VIA the settings user interface (type "/showgui stats_settings" to open)

ToDo

 • Some optimization/cleanups

Installation

 1 • Download the ZIP pack
 2 • Copy the contents of the folder included, into your main Sauerbraten directory
 3 • Add this into your autoexec:
    exec script.cfg
 4 • Start up Sauerbraten
 5 • Configure your installation of my script using: /showgui stats_settings
 6 • Enjoy the game

Small updates

Update #1
 • Removed unnecessary result
 • Detected team modes to show teams
 • Shows time remaining for the match
 • Display "Intermission" instead of time when game is over

Update #2
 • Check if is spectator to show frags, deaths, etc.
 • Added flag count for CTF modes

Update #3
 • Fixed intermission check
 • DpD now displays for all (most?) pickup modes

Update #4
 • Fixed flag display, now only displays in CTF modes.
 • Added "About" tab

Update #5
 • Disabled time display in co-op editing
 • Color spectator follow team, according to if is enemy or not

Major updates

Major update #1
 • Added DpD (Damage per Death), useful in Efficiency-based modes
 • Added "procf" command
 • Updated KpD

Major update #2
 • Fixed intermission check for SVN

Major update #3
 • Added settings GUI, no need to remove or add whatever you don't need!

Major update #4
 • Added setting to hide who you follow
 • Added setting to hide who teams
 • Now using format instead of concat (for kills/deaths and team display)
 • Added createineif (used for updating the script settings, from when you use an older version of the settings)

Major update #5
 • Added icons for the settings GUI (cross and tick)
 • Removed "on"/"off" text (replace by icon)

Major update #6
 • Added mode and map (SCRIPT EXCLUSIVE!)
 • Removed "on"/"off" text (replace by icon)

Major update #7
 • Fixed a problem where the menu toggled the wrong settings
 • Removed newline when "display team" in unchecked

Screenshots

 •Unspectated, insta CTF
    
 •Unspectated, efficiency CTF
    
 •Spectated
    
 •Spectated, following
    

Credits

I give RaZgRiZ credit for his Damage per Death script (DpD), as well as his "procf" command he gave me, and a few more scripting guidelines. He also allowed me to use his icons (cross and tick) for the settings.
I also give srbs credit for the fixed time check, he told me how to do it correctly.
I'm not sure who made the createine, but I took it from Chaos's clanwar script ( http://www.quadropolis.us/files/cw.cfg ). Thanks to whoever made it.

Preview
procf = [substr $arg1 0 (+ (strstr $arg1 .) (+ $arg2 1))]
createine = [ if (=s (getalias $arg1) "") [ $arg1 = $arg2 ] ]
createineif = [ if $arg1 [ $arg2 = $arg3 ] ]
createine mapinprogress 0
createine mapstart [ mapinprogress = 1 ]
createine intermission [ mapinprogress = 0 ]

gamehud = [
concatword "^f2" (getname) " " (
concatword "^f5[" (getclientnum) "]^f6"
) (
concatword (? (&& (at $settings 9) (m_teammode (getmode))) (concatword " (" (getteam) ")")) (
? (&& (at $settings 7) (> (getfollow) -1)) (
format " ^f0|^f6 Following:^f1 %1 %2%3" (getclientname (getfollow)) (
concatword "^f5[" (getfollow) "]^f6"
) (
concatword (
? (&& (at $settings 9) (m_teammode (getmode))) (
concatword " " (
? (=s (getclientteam (getfollow)) (getteam)) "^f1" "^f3"
) "(" (
getclientteam (getfollow)
) ")^f6"
)
)
)
)
) (? (at $settings 8) ": " "^n")
) (

Config file stats.zip (80.58 KB)
Rating
7
points
 (1 vote)
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Files: stats.zip /

(3738) Home ~ TSJ

bbk | 2012-12-10 00:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb The Space Jump
Screenshot
Get original file (36KB)
Detailed description

dm map

Map file tsj.zip (353.61 KB)
Rating
43
points
 (7 votes)
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Files: tsj.jpg / tsj.zip /

(3737) Home ~ ac_melt3

kc | 2012-12-09 23:59

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb ac_metl3 (Assault Cube version of melt3) by halo
Screenshot
Get original file (38KB)
Detailed description

This is a metl3 version of Assault Cube. I did have the license from the original author to create an alternate version of his map for Assault Cube. It is a small arena style deathmatch map.

Map file ac_metl3.zip (14.4 KB)
Rating
12
points
 (2 votes)
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Files: ac_metl3.jpg / ac_metl3.zip /

(3736) Home ~ ac_dingy

kc | 2012-12-09 23:50

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb ac_dingy by bukz and halo
Screenshot
Get original file (29KB)
Detailed description

This map was made for an Assault Cube mapping contest. Jamz, Kaonic, and GeneralDissary helped with custom content. Its a large map with interesting ways to cross the map. I included 2 versions so you have the choice of custom content or no custom content.

Map file ac_dingy.zip (1.02 MB)
Rating
10
points
 (1 vote)
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Files: ac_dingy_1.jpg / ac_dingy_1.zip /

(3735) Home ~ ac_lainio

kc | 2012-12-09 23:47

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb ac_lainio by halo
Screenshot
Get original file (46KB)
Detailed description

This map was created for an Assault Cube mapping contest. It is small with 3 main routes and provides some fast and interesting game play. I included the old version and the update so you can decide which one you like

Map file ac_lainio.zip (219.99 KB)
Rating
10
points
 (1 vote)
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Files: lainio_1.jpg / ac_lainio_1.zip /

(3734) Home ~ Forums ~ Help and Support ~ Help with 'splitting' MD5 mesh

CD Xbow | 2012-12-07 16:41

Help and Support

We have a working Battle Armor and human gaited Meka from our game, MekArcade, that we need some help with. Download the battle armor from http://teamxbow.org/cube/models/misfit/battle_armor2_v04.zip and the meka from http://teamxbow.org/cube/models/models-mek/mek6_v04.zip Both models are covered by C&C-SA licence.

Each has the milkshape/misfit original file and an exported md5 mesh, animations, basic skin and config for the Cube engine. I have posted more details about these models in the red eclipse forum - http://forum.freegamedev.net/viewtopic.php?f=73&t=3529 They work fine in MekArcade/RE, except for 1 little problem, see below.

The main reason we have put these up is because we need help with configuring the md5.cfg to seperate the mesh in upper & lower functional parts. I have had a few goes and failed. So if there is any Cube model wiz out there who could help us configure these properly, we would love to have you help us.

If there is any modellers who would like to help out in general, we would also love to here from you. We have lots of great models that need a little love.

‹ Compare two lists Xcode fails to compile SVN ›

Rating
0
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Files: none

(3733) Home ~ Cooper's Custom Motorcycles

Cooper | 2012-12-03 00:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Small (1-4) | Creative Commons (BY)
Blurb Cooper's Custom Motorcycles
Screenshot
Get original file (547KB)
Detailed description

An artistic map to present a variously textured type of motorcycle I made with the Sauerbraten editor.
Check the link for a short video about the map.

Map file coopersbikes.zip (3.23 MB)
URL http://www.youtube.com/watch?v=E4dJfY2rTWs&feature=youtu.be
Rating
34
points
 (4 votes)
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Files: screenshot_51886260.png / coopersbikes.zip / http://www.youtube.com/watch?v=E4dJfY2rTWs&feature=youtu.be /

(3732) Home ~ Donya

chris_0076 | 2012-12-01 03:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Capture | CTF | Huge (16-32) | MIT/X11 License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A huge, Arabic styled palace map
Screenshot
Get original file (473KB)
Detailed description

This map is by cm|b4IkLu and myself (cm|Chris_0076). It has been in progress off an on for a while now. It is based off of Donya Fortress from the Close Quarters expansion pack for Battlefield 3. Some parts are more like the BF3 version than others, and some parts are just made up. The main difference is we decided to not have the map destroyed like its BF3 counterpart. There have been many iterations to this map and a few of them can be seen here: http://cubicmatter.net/forums/viewtopic.php?f=8&t=643 That link also includes some of the older screenshots of the map from before we started cutting stuff out to save wtr. The map weighs in at 201k wtr, and it seems to run fairly well on most computers.

Anyways, hope you enjoy it.

Other acknowledgements:
cm|SomeDude
and everyone else from Cubic Matter.

UPDATE 1
Fixed some (no)clip problems
Added heath
Optimized terrain
Added subtle color changes to tweak brightness
Added back some of the arch details
Decreased the light precision so the map is smaller now
Modified the hole in the ground in the center courtyard so the textures are more circular

Update 2
Fixed some terrain mistakes
Updated lighting
Added radiosity effects to some areas
Added sunlight
Beefed up the details around the greenhouse area so that the walls are not so flat

Update 3
Fix plainness of some other walls
Fix stupid mistakes

Update 4
Named the bases
Rearranged the locations of some of the bases/spawns
Added a very basic cfg
Lots of little fixes

Map file donya.zip (5.95 MB)
URL http://cubicmatter.net/forums/viewtopic.php?f=8&t=643
Rating
125
points
 (14 votes)
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Files: donya.png / donya.zip / http://cubicmatter.net/forums/viewtopic.php?f=8&t=643 /

(3731) Home ~ Super Mario Bros (1985)

MrFixxit694 | 2012-11-28 23:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Three 1985 Super Mario Bros themed maps
Screenshot
Get original file (114KB)
Detailed description

Warning!
All maps are made of small cubes.

Contents
- 1. Mario_firstlevel = large map
The first complete level of the 1985 super mario bros.

- 2. Mario_war = small map
A small free for all death match

- 3. Mario_item_map = tiny map
A map of all the mario models i made, cubes/characters/pipes/ etc.

Map file packages.zip (2.71 MB)
Rating
5
points
 (1 vote)
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Files: mario-title_cover.jpg / packages_27.zip /

(3730) Home ~ Castle

boB | 2012-11-20 06:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb This is a fairly large map focused around a courtyard like area with lots of tunnels/corridors surrounding it.
Screenshot
Get original file (140KB)
Detailed description

This is a 5 level map with a maze of corridors surrounding a central multilevel courtyard. I hope you like it! Please leave any criticism/praise in the comments.

Map file castle.zip (842.85 KB)
Rating
19
points
 (3 votes)
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Files: castle.jpg / castle.zip /

(3729) Home ~ Actiontown!

MUSEman | 2012-11-20 03:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Capture | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb A big downtown map w/ plenty of underground structures. For modes where ammo spawns automatically.
Screenshot
Get original file (45KB)
Detailed description

Actiontown's small enough to have a touch of Midwest individualism but large enough to have it own fast food joint, power plant, subway, and even the state's capital! Seems deserted, but with the clock approaching midnight it might be a good idea to take a well-armed look around just to make sure everything's a-Ok.

URL http://unsolicited.elementfx.com/cube2/cubemaps.html#ataotgtop
Rating
13
points
 (2 votes)
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Files: atown_mp.jpg / http://unsolicited.elementfx.com/cube2/cubemaps.html#ataotgtop /

(3728) Home ~ Planet's Edge (skrdm1) v1.2

Skur | 2012-11-19 22:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Small futuristic deathmatch arena built into a large mountain.
Screenshot
Get original file (437KB)
Detailed description

Description:

It's a futuristic building, maybe some kind of spaceship harbor, built into a huge rock and surrounded by other mountains. I spent quite some time creating an environment outside the actual fighting area to not give the player this feeling of just being caught in a small "fragging-box" with nothing around it.

skrdm1 was originally meant to be just a duel map, but since I like duels where you also have a chance to escape from your enemy and its not all about aiming, i made it a little larger than the usual 1 on 1 maps. If you are playing in insta or prefer "faster" games, it can be played with up to 4 people (and also in capture or even hold).
The map consits of three floors (and the HP boost), that provides some vertical gameplay what i generally missed in sauerbraten. It might take you a couple of minutes to get used to the layout, but you'll find out that it's pretty flowy (in my opinion at least.. ^.^)

Happy fragging!
-Skur

Update v1.1 (22-11-2012)
- added more dirt
- added missing waypoints
- added more playerstarts (there are 16 now)
- added 4 more lights
- fixed geomtrie errors
- fixed clipping
- fixed some details

Update v1.2 [FINAL RELEASE] (29-11-2012)
- fixed texture errors
- fixed teledest
- added missing terrain
- updated mapshot

22k WTR
File size: 1.2 mb

Map file skrdm1_v1.2.zip (1.2 MB)
Rating
126
points
 (13 votes)
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Files: skrdm1banner_2.png / skrdm1_v1.2.zip /

(3727) Home ~ Kdmx

Khorne | 2012-11-19 03:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
Blurb Just a start on a new deathmatch map im making. posting early for constructive critique
Screenshot
Get original file (293KB)
Detailed description

A layout that i have worked on here and there over the last week, got the basic textures sorted and a few lights.

posting here for constructive critique

Map file kdmx.zip (394.74 KB)
Rating
16
points
 (2 votes)
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Files: dispic.png / kdmx.zip /

(3726) Home ~ pul1ctf, improved on 19th November 2012!

Suicizer | 2012-11-17 20:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY-SA)
Blurb An abstract ctf map
Screenshot
Get original file (263KB)
Detailed description

I'm glad, yet unsatisfied to release this map.

Information
The map is actually a remake of Open Arena's pul1ctf. This shouldn't be considered as bad, as the lighting (more contrast and a little darker so it won't hurt your eyes while playing), texturing (using specific shaders), flow and gameplay are pretty different. I've created this remake with the intention to offer a pretty playable map for Sauerbraten which is open, but providing enough cover while not being just flat (as the map contains out of 3 stages) and the intention of giving some sort of attention for another great (free!) game next to Sauerbraten, Open Arena.
A bigger, more detailed screenshot of the map is right here.
I've created just some quick-made video about the flow and look of the map for the people which are desperate to see the map, but not having SVN. It's obtainable right here.
The map can also be played in hold or capture, with the same ammount of people.

I'm not really planning to redo the texturing, but if people really insist doing so (and bring some nice arguments about it), then I'm open for feedback on that.

Feel free to leave a (somewhat constructive) comment somewhere on this content.

Credits
I'd like to thank Yves Allaire for the decal-textures which I've (mis)used as glow-mapped textures and Hans "pulchr" Litgard for the original pul1ctf map.

Improvements
19th of November 2012
- Added trims and light-sources to the blue base also. It should all be trimmed and light-error free now. If not, please leave a message in IRC or just on this content.

Map file pul1ctf_19nov12.zip (2.76 MB)
Rating
53
points
 (6 votes)
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Files: quadropic01b_2.png / http://openarena.wikia.com/wiki/Maps/pul1ctf / pul1ctf_19nov12.zip /

(3724) Home ~ Copper

BlikjeBier | 2012-11-06 13:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Large (9-15) | Various Licenses
Blurb After a long time fiddeling with textures fromYan Ostretsov someone pointed to me that a new release is around the corner.
Screenshot
Get original file (192KB)
Detailed description

I have been working on several maps since may 2010, most of them based on a texture pack made by Yan Ostretsov. Its an older set of textures he made in the past, I asked him permission to use the use these textures within Sauerbraten and got the permission, he was a bit surprised that people where still using that set. His read_me file can be found in the folder Yan Low. Low means that this a low resolution pack, well it still is enough for Sauerbraten, so don't worry, the high res pack would to much to upload for now.

I have made and am still working on maps based on this texture pack, Copper is ready where as other are not much more than sketches, perhaps I will make a map-lack of those later.

Anyway, critics please, comment.

Edit: Making this node without the zipfile first, the zipfile is around 12.6 MB wich is difficult for Quadrapolis. Added a mediafire link because 12.6MB seems to be a bit to much :(

URL http://www.mediafire.com/download.php?f9j4j463ipdjrk6
Rating
71
points
 (10 votes)
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Files: copper-title.jpg / http://www.mediafire.com/download.php?f9j4j463ipdjrk6 /

(3723) Home ~ Forums ~ General Discussion ~ Uploading maps?

BlikjeBier | 2012-11-05 22:54

General Discussion

Is it possible to upload maps, or at least get a message that says that uploading has failed, and why? I am getting pretty annoyed after 4 attempts without succes.

‹ Closing comments for a popular topic is not the smartest way to deal with troll users Who maintains the website? ›

Rating
0
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Files: none

(3722) Home ~ IceCube

Suicizer | 2012-11-05 02:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A fast spaced duel map.
Screenshot
Get original file (593KB)
Detailed description

Well, I'm glad to release this map after a while.

Information
In a far far universe a duel arena is almost out of existence by freezing cold wind currents out of space. By using heat-lamps and fans, the ogros, fixits and ironsnouts managed to keep certain places warm enough so they won't be frozen, as it would be an even tougher job to navigate.

I've tried to use several gibbie and lunaran textures to create an original look, but also to give the feeling you're not on earth anymore. The ice and snow are just to prevent a boring look and could be a nice addition to the theme. But that brings me to the following question (if you'll look into the map): Do you have any ideas to add even more details? Because I'm kind of out of ideas for a certain amount of time already. Please put them in your comment if you have some, I'll be pleased to hear about it.

The layout is meant to have a certain x-axis gameplay (so not just flat aiming) and is a little less open as most duel maps. But if you use your eyes, ears and mind, you'll be able to track your opponent in no-time and blast or shred him into pieces (as the middle wall is actually the only visual obstructive). You could keep this in mind: if you can't see your opponent, he probably is located at the other side of the map.

Feel free to leave a (somewhat constructive) comment somewhere on this content.

Credits
I would like to thank Rorschach for the custom texture.

Map file icecube_5nov12_v2.zip (732.02 KB)
Rating
17
points
 (2 votes)
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Files: quadropic01a.png / icecube_5nov12_v2.zip /

(3721) Home ~ Forums ~ General Discussion ~ Who maintains the website?

Captainzod | 2012-11-05 01:22

General Discussion

I was wondering who maintained the website?

‹ Uploading maps? unguilty copyright violations? ›

Rating
1
 point
 (1 vote)
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Files: none

(3720) Home ~ Forums ~ Help and Support ~ How do i convert OS X to Windows?

fetz | 2012-10-31 18:32

Help and Support

I am making a mod, but the mod will be downloaded by itself, due to it would be too hard for some people to put all the files where they need to go. But i made the mod on OSX, how do i convert it to be useable on windows?

‹ Xcode fails to compile SVN Why is my skins showing up as grey? ›

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(3719) Home ~ Forums ~ Help and Support ~ Why is my skins showing up as grey?

fetz | 2012-10-30 00:42

Help and Support

I used a converter and converted .dds to .png, edited the .png, then converted it to .dds. But ingame it shows up as Grey instead of the color i want it to!! :(. Why? Is the color i am using not supported by .DDS? What color do i need? Anyone suggest a HEX code for a good bright red?

‹ How do i convert OS X to Windows? Are VPNs banned? ›

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0
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Files: none

(3718) Home ~ Forums ~ Content Creation ~ Anyone know a good dds plugin for photoshop cs4 OSX

fetz | 2012-10-28 17:28

Content Creation

I need to open .dds files for texturing!! But photoshop CS4 won't open dds, only cs5 and cs6! I found a dds plug in. BUT it was only for windows :(

(I am on OS X 10.4.11)

If anyone can help then please comment OR add me on skype: fetz.baby , then maybe you can help or, if worse comes to worse... teamviewer.

‹ MD5 Help! Floor plan generator, a tool like bmp2map exist for sauerbraten..? ›

Rating
1
 point
 (1 vote)
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Files: none

(3717) Home ~ Forums ~ General Discussion ~ Quadropolis being very slow at times?!

fetz | 2012-10-28 17:23

General Discussion

Sometimes quadropolis is verrrryyy slow. Does anyone know why? Is the server overloaded? If it is... shouldn't we get another host?

Thanks,
Fetz

‹ unguilty copyright violations? Finding the Textureslot ›

Rating
10
points
 (1 vote)
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Files: none

(3716) Home ~ Zombie Apocalypse - Chapter I : Dead End

zombie-apocalypse | 2012-10-27 18:33

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Large (9-15) | GNU GPL v2
Blurb We survived the year 2012 and the zombies are teh best evarrrrr!!! xD
Screenshot
Get original file (323KB)
Detailed description

---- This map is free software under GNU GPL v2-license (Wikipedia) ----
---- Diese Karte ist Freie Software unter der GNU GPL v2-Lizenz (Wikipedia) ----

= LAST UPDATE =

- August October 27, 2013
- Uploader: meow
- Notes:

It is october 2013 and the zombies are steppin' it up a notch with Zombie-Menu v3.1 ! xD

Improved menu layout, map-related to-do's & currents, NNA finally leaving the testing stages (suggestions still welcome :D), a new ZLIB license option for maps & much more :D

Also, Darkbird finished the nest, we have a brand new jewelry store in the city and we are proud to welcome Extr3m3 and Manu to map & crew!

love, meow! =)

== About Z.A.D.E. ==

In Zombie-Apocalypse-Dead-End the Zombies are lose and you have to decide between hide and fight in one of our many unique houses! :D
With awesome roof-, street- and underground-fights and a beautiful town center Z.A.D.E. can later be either Team/Deathmatch, Hide and Seek (HnS), CTF, regencapture or even Botzombies vs. Players! xD

As we started a lot of people became interested to join and to edit this map together. So only the rough house-sizes were given and each player is free to design their own house, with just the promise to edit only this, and to not make it much higher, so we can get from one roof to another.

If you are interested in learning how to map, you are hereby cordially invited to join us in Cube 2: Sauerbraten. Even if all the houses are now taken, there are still a lot of projects waiting for their happy owner and we hope to be expanding to other maps soon! :D

We are mappers with all grades of experience, even inexperienced mappers who only started a short while ago. And it's still a work in progress, so you're free to add your ideas in the comments or on the server! =)

If you want to join us, please give your okay to the GNU GPL v2-license (which is also used for the Linux kernel or the wiki-software that runs Wikipedia, for example), so other players are free to distribute or modify our map and additions, as long as they give away their work under the same conditions, while only needing to credit you/us (see our credits inside our zip! :D).

love, meow! =)

tl;dr: we rock! xD




And now a preview to parts of our readme!! xDD

Edit:

German translation
A German translation of this can be found as attachment with the name deutsche_ubersetzung.txt

Last update
If you're interested in looking through the last update, it can be found as attachment under then name last_update.

Using this project
How to download, install, use and uninstall can be found as attachment which carries the name using_the_project.

Joining this project
How to join this project is specified in the attachment that has the name joining_the_project.

Rules
The rules of joining and behaving ingame when being busy with this project can be found as attachment with the name rules.

Left to do
Asking yourself questions about what's left to do on this project? They probably will be answered in the attachment named left_to_do.

Future of this project
About the future of this project can be found as an attachment of this content, which is called future.

Licensing information
The explanation of why this project is GPL-license can looked up in the attachment called license.

Credits
The list of who actually has contributed to this project can be found as attachment named credits.

Quick guide
If you're still having trouble reading or just no time, read the file called quick_guide for installing and extracting the project in your Sauerbraten directory.

Octree explanation
Some off-topic explanation about the octree system can be found called octree_explanation.

Original layout
The original layout of this content can be obtained by downloading the attachment which carries the name original_layout (not recommended though).

"Love", Suicizer...








Quick Setup Guide for map & menu
Windows / Mac OS X / manually:
- Download, then extract our zip to your Sauerbraten folder. In-game (only once) click:
       -> Options -> autoexec.cfg -> click load -> in the field enter: exec zombie.cfg -> click save -> click exec
Linux (paste this into Terminal):
unzip zombie-apocalypse-dead-end.zip -d ~/.sauerbraten/ && echo exec zombie.cfg >> ~/.sauerbraten/autoexec.cfg

Map file zombie-apocalypse-dead-end.zip (1.78 MB)
Rating
56
points
 (6 votes)
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Files: zombie-apocalypse-dead-end.png / http://www.gnu.org/licenses/gpl-2.0.html / zombie-apocalypse-dead-end.zip /

(3715) Home ~ Forums ~ General Discussion ~ Finding the Textureslot

Mysterious | 2012-10-27 14:44

General Discussion

Hey dudes,

For my latest work on "New Energy" I try to add some blendpainting, but I got a little problem :

Is there any command to find the slot of the texture you want to blend with ?

While I was mapping on "Euphoria" I had some small menu from Misanthropx, where I only had to type /seltexinfo, but it seems, that this menu flushed away with the new installation of Cube 2. It would be nice to hear some good advice !

Greets

‹ Quadropolis being very slow at times?! Envmaps ›

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Files: none

(3713) Home ~ Forums ~ Help and Support ~ How to edit skins: .dat?

fetz | 2012-10-27 02:13

Help and Support

Where are the skins to edit? I want to edit some monster skins but do not know where to find them! I found the rifle skin once but it was .dat, what program to open these/edit these?!!!

P.S. I am on a mac!

‹ Load multiple animation to one slot? Overlapped mapmodel caused model to unlit ›

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Files: none

(3712) Home ~ Forums ~ General Discussion ~ unguilty copyright violations?

nothing | 2012-10-24 14:39

General Discussion

Hi Sui.
I know its easy to fuckup copyrights, but I try to avoid to do so. Yesterday you talked to Hankus and I am glad you told him there could be a copyright violation in my textures. But I can assure you by this link: http://www.cgtextures.com/texview.php?id=4044&PHPSESSID=qg34krlhuvi8m15bh0gfkoac11, that I got the picture from a free site and the pictures there are copyleft free to use for everyone. So the people making this poster you saw might have used the same site as me. But thank you for being so kind to tell, if you think something has gone wrong. (By the way: you downloaded the maploungepackage and sighted it through. Do you have a real life too? ;-)
Cu nothing

‹ Who maintains the website? Quadropolis being very slow at times?! ›

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(3711) Home ~ Forums ~ Help and Support ~ Are VPNs banned?

fetz | 2012-10-22 23:12

Help and Support

Am i aloud to use a VPN and play sauerbraten? When i turned on my VPN i could not get any of the servers :(.

‹ Why is my skins showing up as grey? Skydome to Skybox Converter Tool? ›

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(3710) Home ~ Forums ~ General Discussion ~ Envmaps

Mysterious | 2012-10-21 18:06

General Discussion

I am sorry for bitching around, but I still got problems with this topic.
I used the envmap together with this script (I also recalced and relighted and the envmap also touches the glass) :

setshader bumpenvworld

texture 0 "trak5/glass.jpg"
texture n "argh/flat.png"

But all I get is this shit :

It would be pretty nice to see what I am doing wrong!

Greetings,
Mysterious

‹ Finding the Textureslot Creating own Mapmodels ›

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(3709) Home ~ Skyrim HD Flora Mapmodels

Khorne | 2012-10-20 09:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Various Licenses
*
*
Starred Content
Blurb A model pack designed to make even the Not so good mappers look good ^^
Screenshot
Get original file (507KB)
Detailed description

After playing sauerbraten for a long time i got sick of the current selection of flora mapmodels and decided to rework them.
being a big fan of skyrim and a bigger fan of vurts skyrim flora overhaul I decided to convert them for use in sauerbraten and here it is :D

enjoy ^^.

the permission:

URL http://www.mediafire.com/download/3x2orw9yqs2c4n9/skyrim_flora_mapmodels1_2.zip
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Files: screenshot_53885.png / http://www.mediafire.com/download/3x2orw9yqs2c4n9/skyrim_flora_mapmodels1_2.zip /

(3707) Home ~ Dunya [Updated 1/2013]

Mmeaninglez | 2012-10-20 04:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb A Capture map in and around old stone buildings in winter.
Screenshot
Get original file (628KB)
Detailed description

Dunya is a winter themed map. There is no relation between this map and the map "Donya" recently published by another user.
The map is several rooms over three floors organized around a pit in the center of the map. The center is open so players can fall down from the top to the bottom. This is a medium-sized capture map, but large for a deathmatch map, better suited for team battle modes.

The "leaping" arches in the rectangular stairwell are based on a similar stairwell I saw in an old French chateau.

Jumppads: 2
Teleports: 2
Playerstarts (neutral): 20

Shells :8
Bullets :8
Rockets :4
Riflerounds:8
Grenades :7
Pistol :0
Health :13
Healthboost:Yes
Greenarmor :1
Yellowarmor:1
Quad Damage:No

I hope you enjoy this map!

[update:] Mainly making a few things look nicer, which due to a prolonged lack of interest took several months.
I also fixed a few problems I found.

Map file dunya.zip (1.99 MB)
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Files: screenshot_109699.png / dunya.zip /

(3705) Home ~ Forums ~ General Discussion ~ Closing comments for a popular topic is not the smartest way to deal with troll users

Jorge | 2012-10-15 17:31

General Discussion

I'm referring to "Kopenhagen" here. The content had lots of comments before and is even included in the SVN apparently, so one could expect further desire of people commenting the node.

Don't let the trolls win by closing another topic. Temporarily ban the account, censor his posts due to off-topic or do whatever you find appropiate, but please don't close topics!

‹ How do i host Colect edition server on debian? Uploading maps? ›

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(3704) Home ~ Soc's Techno Texture Pack

RaZgRiZ | 2012-10-14 09:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | GNU GPL v2
Blurb The full pack found on SimonOC's website
Screenshot
Get original file (146KB)
Detailed description

RaZgRiZ Productions proudly presents..
SimonOC's Techno Texture Pack, FULL EDITION, converted for Sauerbraten! Give it up for Misan who went all the troubled way converting every single one. A very tedious procedure. Unless done automatically, i dunno. I converted 500 of them by manually resaving.

The package includes a buttload of textures, including their variations! That's great stuff for map right here, try them out.

Changes to the original pack include:
- Folder and file arrangements
- Name fixes and changes
- Conversion of TGA available-only textures
- Something.

The pack comes with 3 configs, which include:
- default.cfg, which contains all the textures using the stdworld shader
- glow.cfg, which contains some textures that can use the glowworld shader
- package.cfg, which pretty much executes both of the configs mentioned above.
- also i've included a licence file. Remove it and die.

All credit goes to SimonOC for the textures; i hope the licensing part is covered.
His life and work can be found here.
More texture packs will follow soon, stay lazily tuned for updates and additions.

If you haven't already, check out Soc's Terrain Texture Pack, Soc's Egyptian Texture Pack!

URL http://www.mediafire.com/download.php?lxpzhu376nspasp
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Files: preview_4.png / http://www.simonoc.com/ / http://www.mediafire.com/download.php?lxpzhu376nspasp /

(3703) Home ~ Forums ~ Help and Support ~ Skydome to Skybox Converter Tool?

quintux_v | 2012-10-14 02:42

Help and Support

I really liked the Remus skybox that was included in Sauerbraten, and I found some more of his skies at
http://forums.epicgames.com/threads/603122-Remus-high-resolution-skydome-texture-pack. However, they are all in skydome format. How did you guys get the original skydome into a skybox format? Did you use a converter of some sort, or did you use some special technique, such as cutting up the original, or rendering it in Blender or something? If so, can you tell me how you did it?

Thanks in advance.

‹ Are VPNs banned? Filesize Bug when /remip; savemap ? please help! ›

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(3702) Home ~ Nick protection script 0.1 (irc-style #register and #identify commands)

Enzo | 2012-10-10 22:09

Cube 2 (Sauerbraten) | Release | Beta | Other | GNU GPL v2
Blurb This is a server-side cubescript implementation of irc-style #register and #identify commands.
Detailed description

//IRC-style register and identify commands
//prerequisites: server-side scripting and sqlite support
//Creator: Enzo - find me on quakenet in #sauerbraten
// release 10/10/2012

Identifying results in unspec, so this works best in locked mastermode.

Preview
//IRC-style register and identify commands
//prerequisites: server-side scripting and sqlite support
//Creator: Enzo - find me on quakenet in #sauerbraten
// release 10/10/2012

defaultvalue "user_db" "default" // database for use if empty dont use databse
users_table = "users" // hardcoded table name with authkeys

sanitize__string = [
//this doesn't really work for some reason
feedback = (format "sanitizing %1" $arg2)
echo $feedback

s = $arg2
s = (strreplace $s "^"" "")
s = (strreplace $s "'" "")
result $s
]

user__exist = [

db_init $user_db
nick = $arg1 //for reasons I can't fathom, sanitize_string screws up the nick

//feedback = (format "user__exist: postsanitization testing if user exists arg1=%1 nick=%2" $arg1 $nick)
//echo $feedback

query = (format "SELECT nick FROM %1 WHERE nick=':0'" $users_table)
qh = (db_pquery $query $nick $user_db)
res = ""
// check for errors
if (= $qh -1) [
db_error $user_db
pm $arg1 "user_exist: Database error"
res = 0
] [
res = (db_getrow $qh $user_db)
(db_finalize $qh $user_db)

if (=s $res "") [
res = 0

//err = (format "user__exist: user %1 not found in db." $nick)
//echo $err
] [
res = 1
//err = (format "user__exist: user %1 found in db." $nick)
//echo $err
//(format "^f1Player ^f0%1 ^f1was connected from ip ^f0%2 ^f1at ^f0%3" $arg1 (int2ip (at $res 0)) (timef (at $res 1) "%d.%m.%Y, %X"))
]

]
result $res
]

cmd_userexist = [
//untested, but should work
nick = (sanitize__string $arg2)

if (= (user__exist $nick) 0) [
pm $arg1 "$nick is not in the user database."
] [
pm $arg1 "$nick is in the user database."
]
]

registercommand "userexist" cmd_userexist 1 "s" "userexist ^f1Check to see if a user has registered. #userexist "

password__match = [
db_init $user_db

nick = $arg1
password = $arg2

query = (format "SELECT nick FROM %1 WHERE nick=':0' AND password=':1'" $users_table)
qh = (db_pquery $query (concat $nick $password) $user_db)
res = ""
// check for errors
if (= $qh -1) [
db_error $user_db
pm $arg1 "user_exist: Database error"
res = 0
] [
res = (db_getrow $qh $user_db)
(db_finalize $qh $user_db)

if (=s $res "") [
res = 0

//err = (format "user__exist: passwords do not match." $nick)
//echo $err
//(format "^f1Player ^f0%1 ^f1have never connected" $arg1)
] [
res = 1

//err = (format "user__exist: passwords do match!" $nick)
//echo $err

//(format "^f1Player ^f0%1 ^f1was connected from ip ^f0%2 ^f1at ^f0%3" $arg1 (int2ip (at $res 0)) (timef (at $res 1) "%d.%m.%Y, %X"))
]

]
result $res

]

cmd_identify = [
nick = (getname $arg1)
password = (sanitize__string $arg2)
ipaddress = (getip $arg1)

if (= (user__exist $nick) 1) [
if (= (password__match $nick $password) 1) [
welcomemsg = (format "Welcome back %1! Unspecing..." (getname $arg1))
pm $arg1 $welcomemsg
spectator $arg1 0 //unspec player

] [
pm $arg1 "Invalid password."
]
] [
pm $arg1 "Your nick has not been registered. Register your nick first using #register "
]
]

registercommand "identify" cmd_identify 1 "s" "identify ^f1Identify yourself, #identify "

cmd_register = [
nick = (getname $arg1)

//feedback = (format "pre-sanitized register nick=%1 arg2=%2" $nick $arg2)
//echo $feedback

password = (sanitize__string $arg2)
ipaddress = (getip $arg1)

//feedback = (format "postsanitized register nick=%1 password=%2" $nick $password)
//echo $feedback


// load keys from database if needed
if (= (user__exist $nick) 0) [
db_init $user_db

//create table users(nick text, password text, email text, ip text, status integer);

//qh = (db_insert_replace $users_table "VALUES(':0',':1','',':2',1)" (concat $nick $password $ipaddress) $adduser_query $user_db)
qh = (db_insert_replace $users_table "VALUES(':0',':1','',':2',1)" (concat $nick $password $ipaddress) $user_db)

// check for errors
if (= $qh -1) [
pm $arg1 "Database error, unable to add user."
db_error $user_db
] [
pm $arg1 "User successfully added. Welcome!"
spectator $arg1 0 //unspec player
// no errors
//authcount = 0
//while [row = (db_getrow $qh $auth_db); result (!=s $row "")] [
// // row format "degrave 23abc54bca4b3c5bc 0"
// adduser (at $row 0) (at $row 1)
// authcount = (+ 1 $authcount)
// //echo (format "adduser %1 %2" (at $row 0) (at $row 1))
//]
//syncmsg = (format "Authkeys reloaded, %1 authkeys were loaded from database" $authcount)
db_finalize $qh $user_db
]

] [
pm $arg1 "User already exists."
]


]

// register our command, for admins only
registercommand "register" cmd_register 1 "s" "register ^f1Register yourself, #register "

Config file cmd_register.cfg (3.16 KB)
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Files: cmd_register.cfg /

(3701) Home ~ spcr

spcr | 2012-10-10 19:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Big industry map for 10 - 15 players. [SVN only]
Screenshot
Get original file (36KB)
Detailed description

It's allive! After over 10 months of work its finally finished! The map has a industry-like look and has bases for Capture and flags for CTF.
No idea what else to say about it so just have a look at it on your own and enjoy :)

-UPDATE-

- fixed texture and clipping mistakes
- lowered the wtr
- placed more lights and made skylight & ambience brighter
- new cave
- more ammo, armour and playerstarts
- changed the bases
- ambient sounds
- deleted the billboard
- placed flags and team-playerstarts for ctf (Thanks to Snowy)
- textureblending at some spots
- longer description (Thanks to the update) ;)

- UPDATE 11.11.12 [ONLY works with the SVN]-

- small changes at the light
- more clipping-fixes
- fixed terrain/ landscape
- fixed some textures
- changed bases
- lower wtr (141k) caused by different remipping in the svn

Credits: Sprite & Crap_I'm_dead

Map file spcr.zip (2.99 MB)
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Files: spcr.jpg / spcr.zip /

(3700) Home ~ Forums ~ General Discussion ~ Creating own Mapmodels

Mysterious | 2012-10-09 16:41

General Discussion

Dear Mappers,

While working on another update for "New Energy" I started a new layout, that has some very special theme and layout.
I would like to have two "wizard towers" that are connected by a flowy and complex layout.
The first things have even started to grow, but then I found some little problem :

The towers have a round shape and I would like to add a similar roof like shown in the following picture

The only problem I have is that such cones are hard to create or nearly impossible by just using cubes.
So I decided to make my own mapmodel, that replaces the work.
But now the problem is, that I have never done this by myself and I also don´t know any programm, that leads to this result.

So I would like to ask, if there is anybody, who can give me tips or maybe even such a mapmodel ?

I thank everybody for a good answer and wish you all a good week,
Mysterious

----------------------------------------------------------------------------

@Suizicer : Is it possible to meet you online ? I would like to hear your appreciated opinion, about some new details in "New Energy" ;)

‹ Envmaps Public Service Announcement: help Eihrul to get a Oculus Rift (virtual reality) dev kit for Cube games ›

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(3699) Home ~ Forums ~ Help and Support ~ Filesize Bug when /remip; savemap ? please help!

zombie-apocalypse | 2012-10-08 17:40

Help and Support

Hi Everyone!

I'm on linux, running the justice-edition from the zipfile.
I might have discovered the following bug:

Our map has 880k cubes now, file-size is 682kb.
If i "/remip; savemap" it suddenly gets 1,1mb and by that strikes the 1MB sendlimit of SB-servers (map too large or something)
If i only "/savemap", it keeps the filesize.
Once it increased the filesize, it is irreversible, however.

I do need "/remip; savemap" and "/remip; sendmap" (same problem) dearly, because otherwise I lose my connection to the server.

Others could reproduce the filesize-change. Players who just /savemap don't have it. I do "/remip; savemap" since a long time now. Yesterday was the first time I noticed this problem since it struck the 1MB /sendto limit.

Please help me:

1) do you know of the problem, what could it be? will there be a fix?

2) do you know another workaround for me to savemap and sendmap without lagging out?

thanks and
love, meow! =)

‹ Skydome to Skybox Converter Tool? Help with Misfit 3D MD5 exporter ›

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(3698) Home ~ Erosion: Updated Again (1.4)

Greaserpirate | 2012-10-06 22:53

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb Two fortresses stand next to each other on a sheer cliff, connected by a rocky plateau and a network of caves.
Screenshot
Get original file (416KB)
Detailed description

from the forum:

This map is fairly large, for 8-14 players optimally. It works for CTF, STF, BomberBall, and multi. It features a sheer cliff edge with plenty of large rocks for cover, some caves, and a "rush gate": when someone on your team stands on a trigger in the enemy's courtyard, a door opens and your teammates can teleport from the base to the courtyard. I added it to speed up games, and it works fine without it, but I want to see how it would affect gameplay. (The courtyard is still significantly far from the enemy's flag.) Also, I made a "hazard hallway" for each base, where if you're really talented you can get to a good position using parkour, but there are death traps on some of the walls. If you can find an easy way to get up there, tell me!

Map file erosion_1.4.zip (3.16 MB)
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Files: erosion_1.png / http://forum.freegamedev.net/viewtopic.php?f=73&t=3584&p=35688#p35688 / erosion_1.4.zip /

(3697) Home ~ bvdm_01 - UPDATE 2

Shuzomi | 2012-10-06 12:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Deathmatch map for 1v1 or 2v2
Screenshot
Get original file (435KB)
Detailed description

I have finaly finished my deahtmach map. I started this project a long time ago and finished it yesterday after loads of changes. Sauce gave some ideas for the map. Its really fun to play and it is playable :)

Enjoy the map,
SuperMan

UPDATE 1 (12/10/12)
Thanks a lot to Snowy, he helped for almost everything in this update, including the screenshot.
-Added lights where they were missing
-Improved the clip/noclip
-Blended sand on the ground on different paths
-Fixed the floating tree :p

I hope you will like this update! :D And thanks again to Snowy :)
SuperMan

UPDATE 2 (21/10/2012)
-Added some low wtr details in the houses
-Fixed a lot of texture fails
-Fixed the clip and the rock

Enjoy,
SuperMan

UPDATE 3 (06/11/12)
-Added some small stairs in front of the window in the wall on both sides
-Noclipped the roof that Mystrious mentioned
-Texture fixes

SuperMan

Map file bvdm_01.zip (1.24 MB)
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Files: quad-image.png / bvdm_01.zip /

(3696) Home ~ Star Libido

D.a.M.i.E.n. | 2012-10-05 01:18

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included (SVN) | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb A small futuristic space level.
Screenshot
Get original file (449KB)
Detailed description

A smaller and very open deathmatch space map for quick gameplay with basic white/orange lights, effects, jump pads, three teleports and one rotating fan in the middle.

Final version (v1.5)

Map file starlibido.zip (1.87 MB)
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Files: starlibb.png / starlibido.zip /

(3693) Home ~ Forums ~ Help and Support ~ Auth?

fetz | 2012-10-03 15:39

Help and Support

How exacly does "auth" Mastermode worK?

I am hosting a server (\LOL/ Clan Main) and we want the mastermode to be auth. But we do not know how to add users etc. How exactly do i set this up? Thanks, -Fetz

‹ Help with Misfit 3D MD5 exporter Hosting On A Mac --- The Complete Guide! ›

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(3692) Home ~ New Energy, Updated 13.10.2012

Mysterious | 2012-10-03 14:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb The battle for energy can begin !
Screenshot
Get original file (180KB)
Detailed description

Welcome Quadropolis-Community to this brand-new gaming experience !

After a long time of being inactive, I started this map some months ago and quickly began to like the idea.
So I worked hard and now I am proud to release "New Energy"

The map comes with some custom textures (very simple ones) and one new custom sound (taken from freesound.org ----> read the ReadMe).

I hope you all will enjoy it and give me some feedback !
Greetings from Mysterious

UPDATE 04.10.2012 :
-Added variance in lighting
-Added some more artistic details
-Added 10 capture bases
-Added some new playerstarts
-Decreased size of the "textures" ;) (For me the simple textures are better to work with)
-Added some green armour for a better gameplay
--> Hope you will like it !

Small Update 05.10.2012 :
-Changed some small lighting issues
-Corrected the jumppads (One Base had incorrect height Parameters)
-Added a mapmessage

UPDATE 13.10.2012:
-Reworked lighting completely
-Added several new details
-Removed the textures
-Deleted 2 capture-bases in order to present you a better gameplay
-Added two more new sounds, that give the new detailing a better presentation.
-Added new waypoints
-Added a new ReadMe-File

Map file packages.zip (6.77 MB)
Rating
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Files: newenergy1.jpg / packages_22.zip /

(3688) Home ~ Duo-CTF Test

Mmeaninglez | 2012-09-29 19:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A map that tests a possibly interesting idea that I had.
Screenshot
Get original file (458KB)
Detailed description

One day a while ago, I was looking through the Sauerbraten game files, and I found something that I found interesting. In Sauerbraten\src\fpsgame\ctf there's a line:
static const int HOLDFLAGS = 1;
I interpreted this to mean "A player can only hold one flag at a time." I do not know if that is what this line of code actually means, but i don't think it pertains to Hold gamemode, because that uses capture bases.
Regardless of its actual meaning, it got me thinking. Can a team in CTF have more than one flag? If not, why specify how many flags a player could hold? I had to test this out.
To that end, I made a CTF map where each team had two flags. The map itself was almost a flat field, nothing interesting about it. However, I figured out a few things:
-Yes, a player can only hold one enemy flag at a time.
-You can score by bringing any one enemy flag back to any one of your flags, regardless of whether your other flag or the enemy's other flag is safe.
Anyway, that was a while ago. I moved on to other things, but soon came back to the idea. I wanted to make a viable map with two flags for each team. I drew ideas, I started on a map. Then I stopped, because I had started to make an incredibly elaborate map, which in addition to two flags, had altogether too many paths and was built mainly on a diagonal, requiring structures to be built at 45 degrees to normal orientation (very annoying). So I abandoned that idea.
A few days ago, I wanted to examine the idea again, but I no longer had the original map file on my laptop. The solution, build the double-flag test map again.
This time, the map approaches something much closer to playable. It's not very pretty, and I made no attempt to make any of the ceilings in the tunnels high enough for jumping, but unlike it's previous version, this map has some actual cover and scenery, and enough ammo to support an actual small match. Playing (with bots) on this map, I found out something else that I suspected:
-You cannot pick up more than one of your own team's flag in Protect gamemode.
So anyway people, here is a conceptual map exploring an idea I had that, with a good design, I think could work well. The possibilities are very intriguing, it would certainly make CTF and Protect more exciting. (Protect especially - I've found Protect to normally be low-scoring and boring)
What do you think?

Note: I know that this map is not very good, the (possible) value here is the idea, making a map was mainly to show the idea in action. (I think that just posting the description in the forums wouldn't have been as useful for exploring the idea, with this map, interested people can in just a couple minutes see the idea for themselves instead of making a map themselves if they wanted to test it out.) Please do not viciously attack the map, because I already know what's bad about it!

Map file duotest.zip (377.61 KB)
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Files: screenshot_118055.png / duotest.zip /

(3687) Home ~ Debaser Texturepack

Suicizer | 2012-09-27 20:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Other License
Blurb A revamped texture pack
Screenshot
Get original file (59KB)
Detailed description

Information
I would like to present the Debaser Texture pack!

This texture pack I once found a long time ago on the net while I was hunting for some more gibbie textures (which apparently aren't existing), as there officially are something like 547 textures within Quake 1 (glow-mapped textures and very similar textures included in this calculation, probably).
They were meant to replace the official Quake 1 textures for some more detail instead of some very pixelated environment.
I noticed they are a little different from the gibbie textureset (especially seen at the nails), but they still could quiet fit each other (and this one has some more detail as it often is twice the size of the gibbie textureset).
Too bad it isn't containing all Quake textures, but still a lot more than gibbie (as there are 218 diffuse textures included).
The only thing I did is converting them to .jpg-format so the textures are smaller in file-size and easier to handle and generating enhancement stuff like bump-, spec- and height-mapped textures.

Feel free to comment about incorrect specifications or dimensions of the textures.

Sidenotes
The download link of the original texturepack isn't working anymore, but I've received them over here.

To use them in one of your maps, just put exec packages/textures/debaser/package.cfg inside it's own configuration file.
Credits
I would like to thank Jon "Starbuck" Miles for creating the diffuse and glow-mapped textures!

Things-to-do
- Create a map which shows off the textures.
- Add a proper screenshot.

Advertising
Here are some other texture packs which you might also be interested in:

URL http://www.mediafire.com/?ka7pnp4d8w7r2aw
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Files: edoor1_256x256.jpg / http://www.quakewiki.net/archives/starbuck/ / http://www.mediafire.com/?ka7pnp4d8w7r2aw /

(3686) Home ~ ac_heatstroke2

Zodiak | 2012-09-26 08:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Singleplayer | Deathmatch | Capture | CTF | Large (9-15) | Other License
Blurb ac_heatstroke2 by Syntax and ''Zodiak.
Screenshot
Get original file (97KB)
Detailed description

The second version of ac_heatstroke! But this version we go UNDERGROUND! Into the once hidden urban area in the heatstroke desert!

Map file ac_heatstroke2.zip (22.83 KB)
URL http://www.mediafire.com/?ydzz9h4r26pmpxs
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Files: 20120926_08.16.04_ac_heatstroke2_coop.jpg / ac_heatstroke2.zip / http://www.mediafire.com/?ydzz9h4r26pmpxs /

(3685) Home ~ ac_heatstroke

Zodiak | 2012-09-26 08:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Singleplayer | Deathmatch | Capture | CTF | Huge (16-32) | Other License
Blurb ac_heatstroke a large desert based map by Syntax and ''Zodiak
Screenshot
Get original file (52KB)
Detailed description

ac_heatstroke a large outdoor based map, designed for CTF game play and will support large public game play

Map file ac_heatstroke.zip (22.81 KB)
URL http://www.mediafire.com/?46i4ea01jw413vr
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Files: 20120926_07.51.37_ac_heatstroke_coop.jpg / ac_heatstroke.zip / http://www.mediafire.com/?46i4ea01jw413vr /

(3678) Home ~ Sauerbraten gui skin map image

ThomasT | 2012-09-17 03:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Content | All Platforms | Creative Commons (BY-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Gui skin map image for developing new skins for Sauerbraten
Screenshot
Get original file (17KB)
Detailed description

The guiskin_map.png image is derived from the patch list array gui::patches[] in src/engine/3dgui.cpp. It can be used to create a new gui skin for Sauerbraten.

The gui::patches[] array is divided into 4 patch sets:

0 - 8 The main body.
9 A small patch for the top, connecting selected and unselected tabs.
(It is also used to complete the top edge when the tabs do not extend
all the way across the top.)
10-18 Selected tab.
19-27 Unselected tab.


The main body, selected tab, and unselected tab patch sets form 3x3 non-uniform grids that divide each region into 9 patches: upper left, upper center, upper right, middle left, middle center, middle right, lower left, lower center, lower right.

The numbers on the patch map image correspond to the appropriate gui::patches[] array entry. (Note that the array index starts from 0.) The dimensions of each patch are pixel correct, so the image can be used directly as an underlay or overlay for guiding the development of the skin.

To create a new gui skin, the border for each region must pass through the outer patch of each patch set. The border must be designed so that if it is cut at the patch boundaries, the center parts and edge parts can be extended without noticeable seams.

Mod file GuiSkinMap.zip (17.41 KB)
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Files: guiskin_map.png / guiskinmap.zip /

(3671) Home ~ Forums ~ General Discussion ~ Iron Sights

Mars | 2012-09-12 04:32

General Discussion

Here is my idea: Have Iron Sights for the Rifle and Pistol, but make it an OPTIONAL Feature Considering some people will like it and some people not so Much. What is your Opinion on this?

Game: Sauerbraten.

‹ Public Service Announcement: help Eihrul to get a Oculus Rift (virtual reality) dev kit for Cube games Black squares around some tree mapmodels in my svn ›

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(3670) Home ~ Forums ~ General Discussion ~ Black squares around some tree mapmodels in my svn

Mysterious | 2012-09-11 08:43

General Discussion

Well, as my heading says I got some problem with trees in my svn version and I dont know how to fix that.
It would be great if there´s anybody out there, who is able to help me !

Greetings, Mysti

‹ Iron Sights Opencoop Community ›

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(3668) Home ~ Forums ~ Help and Support ~ I could use some help downloading the development version or Sauer

Mmeaninglez | 2012-09-09 05:02

Help and Support

I am unsure of how to download the SVN Development version of Sauerbraten. I read an old node (http://quadropolis.us/node/2878) but I couldn't figure out much of what anyone said meant. What I know is that:
-I apparently need some sort of compiler program to gather all the new files.
-...and I don't know much else.
Also, I am confused by the post related to the development version on the front page.
"This is the direct link to use if you want to check out:
https://sauerbraten.svn.sourceforge.net/svnroot/sauerbraten"
is a different link from the
"you can find the project here on SourceForge."
That link is http://sourceforge.net/projects/sauerbraten/

Apparently the written-out link is the Development files, and the "here" link is for the Justice edition download (I downloaded it to check, and it at least seemed to be identical to the justice edition I already have, while the Packages/base list in the written out link has Kopenhagen, which is in the latest SVN release (according to its node here on Quad))

Bottom line, I have no idea what I'm doing, so maybe I shouldn't be trying to mess with the Development version, But if anyone could direct me to some sort of SVN walk-through, I would appreciate it. Thank you.

‹ Hosting On A Mac --- The Complete Guide! Stupid Question ›

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(3666) Home ~ Mac OS X SVN Build and Startup Fixes

ThomasT | 2012-09-08 15:31

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Source mod | Mac OS | ZLIB License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Fixes the Mac OS X SVN release so that it compiles, provides an uncompiled MainMenu.nib, and simplifies game startup
Detailed description

This package addresses the following issues with the SVN release of Sauerbraten:

The SVN release contains out-of-date SDL frameworks that cause the build to fail.
The SVN release's src/xcode/English.lproj/MainMenu.nib is a compiled nib that cannot be edited.
Game startup on Mac OS X unnecessarily displays a Cocoa window before starting the game.

Solutions:

The Justice Edition contains SDL frameworks sufficient for a successful compile. Those frameworks are repackaged in this package.
The Justice Edition contains an uncompiled MainMenu.nib that is a drop in replacement for the SVN MainMenu.nib. Again, it is simply repackaged in this package.
Launcher.m is modified to only show the Cocoa startup window if the command key is pressed at launch.

Implementation Details (Launcher.m):

The changes to Launcher.m are very very minimal:

applicationDidFinishLaunching is changed to applicationWillFinishLaunching. This avoids the brief flicker of the Cocoa window being quickly displayed and hidden.
testNoLauncher is changed to detect if the option key is pressed during startup:

NSUInteger flags = ([NSEvent modifierFlags] & NSDeviceIndependentModifierFlagsMask);
BOOL modifierKeyPressed = (0 != (flags & NSCommandKeyMask));
if (run || !modifiedKeyPressed)
{
// [...]
}


Build Instructions:

Replace the existing src/xcode/English.lproj/MainMenu.nib with the one in this package.
Replace the existing SDL_image.framework, SDL_mixer.framework and SDL.framework in src/xcode/Frameworks with the ones in this package.
Replace the existing src/xcode/Launcher.m with the one in this package.
Build as usual.

Note: Before replacing any of these files, you should make backups of the originals, and also verify that the SVN versions haven't already been updated with these or similar fixes, or have other changes.

Mod file MacOSXBuildAndStartupFixes.zip (2.11 MB)
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Files: macosxbuildandstartupfixes.zip /

(3665) Home ~ fi_ctf

t-chen | 2012-09-08 13:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Beta | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb fi_ctf - forgotten island
Screenshot
Get original file (142KB)
Detailed description

its just a beta, no items, no bases added yet.
im just looking for some feedback until i'll continue with this map.
so comments are welcome.
have fun.

Map file fi_ctf.zip (1.34 MB)
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22
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Files: fi_ctf1.jpeg / fi_ctf.zip /

(3657) Home ~ NoobLauncher 0.9.6 final

Hanack | 2012-09-07 21:12

Cube 2 (Sauerbraten) | Release | Stable | Library | GNU GPL v3
Blurb Framework written in cubescript with lots of functionalities provided by plugins
Detailed description

Today, the NoobLauncher v0.9.6 was released. It comes with lots of new functionalities playing well together. The NoobLauncher ships with new plugins: hudstats, fullscreen, letsplay, masterserver manager, grenade launcher, ragequit and cubetris. Most existing plugins got new functionalities and guis were improved, too. Also there were much work under the hood: NoobLauncher now supports Sauerbomber and the SVN version of Sauerbraten. The event system was enhanced and a timing framework was added. Of course many, many bugs has been fixed.

Download: http://sourceforge.net/projects/nooblauncher

There are two variants:

* The full package contains free creative commons music (256 MB)
* The light package contains all except the music (32 MB)

Additionally we provide a install script for Ubuntu and Debian (install-nooblauncher-v0.9.6-final.sh), that downloads and installs the NoobLauncher by just starting the script. Don't forget to set the executable flag of install script.

URL http://sourceforge.net/projects/nooblauncher
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Files: http://sourceforge.net/projects/nooblauncher /

(3651) Home ~ Enhanced cube2font

ThomasT | 2012-09-04 04:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Source mod | Linux | Windows | Mac OS | ZLIB License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Enhanced cube2font that provides character mapping, color PNG support, and other new features
Screenshot
Get original file (117KB)
Detailed description

This is an enhanced version of cube2font. The most significant new features are:

Glyph mapping (supports mapping of glyphs from multiple fonts).
Digit-only output, to help create the hud capture digit glyphs
(packages/hud/digit_{blue,red,grey}.png and packages/hud/digit_font.cfg).
Color PNG support (with and without alpha), including support for custom
character foreground and background colors. (This is needed to
generate the digit glyphs.)
Support for negative inborder and outborder values. (Negative inborder
values provide a simple way to "bold" a font.)
Optional fatal error on missing glyphs.

Minor new features:

Ability to explicitly set the font name in the config file.
Ability to force a font to be of fixed width.
Noexec mode (useful for automating font processing, to weed out fonts
with missing glyphs for example).
Version display (including copyright) with --version.
Alternate font packing algorithm. The original algorithm can be used by
specifying the --sauerpack option. (This is provided for comparison purposes.
The intent is to delete the old algorithm after others have tested the new one.)
Additional error checking and reporting, especially for Free Type errors.

The package includes cube2font-enhanced.c and a detailed README with examples and instructions on how to build. Note that no new dependencies were introduced, so you should be able to build this new version by just replacing the current cube2font.c and using the existing build method.

Mod file cube2font-enhanced.zip (22.02 KB)
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Files: cube2font_image.png / cube2font-enhanced.zip /

(3650) Home ~ Forums ~ General Discussion ~ Opencoop Community

Fohlen | 2012-09-03 14:18

General Discussion

Hi Guys, today i'll present you the opencoop Community.

Our aim is to create an open mapping community that collects ideas from all over the world and brings them together at one place.
The OpenCoop project exists since August 2012. We hope to find many new ideas and new friends during the mapping.

I let you the website here, maybe you're interested in it :)
http://opencoop.tk

Many Greetings Fohlen

‹ Black squares around some tree mapmodels in my svn See what gamemodes a map supports ›

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(3648) Home ~ Red Eclipse v1.3 (Galactic Edition) Released

Quin | 2012-09-01 05:21

Red Eclipse | News

The Red Eclipse Team is proud to announce their new release, version 1.3 codenamed "Galactic Edition".

This release sees a semi-stabilisation of the gameplay in favour of implementing a variety of bugfixes and user requests. We've removed some old cruft and implemented a few new game types to replace them, like coop (humans fight high powered bots), and king-of-the-hill (control and defend one flag). Due to the popularity of the impulse/parkour system we have introduced a new "impulse vaulting", where you can hold down your parkour key to "vault" over low obstacles, making it that much easier to navigate around busy levels.

We invite you to download it and give it a go, each release brings us that much closer to a polished game. If you have any feedback, feel free to visit our forums at http://www.redeclipse.net/forum and let us know what you think. We're also still looking for a new trailer to be featured on our home page, as the one we are using now is 4 releases old! If you think you can help make a professional video, check out the thread on our forums: http://forum.freegamedev.net/viewtopic.php?f=72&t=2237

We hope you enjoy playing this game as much as we enjoy creating it. As always, you can download Red Eclipse from our website: http://www.redeclipse.net/

Full Post: http://forum.freegamedev.net/viewtopic.php?f=72&t=3443

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(3647) Home ~ Forums ~ Help and Support ~ What mod has /sendto?

fetz | 2012-08-31 22:07

Help and Support

I need /sendto on my editing server, what mod is it?

‹ Stupid Question How to put custom maps on my server? ›

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(3646) Home ~ Twin Forts

RaZgRiZ | 2012-08-31 19:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb The cost of camping has been 1-up'd!
Screenshot
Get original file (317KB)
Detailed description

Original map made by TUX (nobody cares really).

I am sure many of you who play regularly will be familiar with this map. Yes, this is a complete make-over of the original capture_night. Features a lot more camping and obscurity which is sure to challenge people. The size is exactly the same as the original but a lot more cover has been cramped in and more ways of moving around have been introduced.

The map is partially complete, as the flag room is still a placeholder for something better. Suggestions are welcome.
I would also like feedback regarding ammo placement. It may be too much, but it guaranteed i always had something to shoot with. I've also included some crude waypoints for the bots to move on. They like getting stuck in weird places however, so keep that in mind.

In the next update (which will hopefully be soon enough to catch up with the release before it happens) i will introduce some more fixes to texturing, clipping, and hopefully do something nice with the flag room.

So enjoy and give me lots of hate, i need it at this point.

--- UPDATE 1 ---

Un-nerfed the balcony jump
Reduced the amount of grenades drastically
Lengthened the map a little to avoid 4s flagruns
New flag route that's guaranteed to be a hard one
Removed smaller trees and replaced with ^
Some exterior torches, minor lighting/texture updates
Replaced healthboost with quad damage
Map file twinforts.zip (2.18 MB)
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116
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Files: twinforts-preview.png / twinforts.zip /

(3645) Home ~ Forums ~ Help and Support ~ How to put custom maps on my server?

fetz | 2012-08-30 19:58

Help and Support

How do i put custom maps onto a inssta CTF server, without clients having to go download them when they wanna play on the server?

‹ What mod has /sendto? How to make Flags and how to make team specific spawn points? ›

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(3644) Home ~ TheShip Battle Craft Titan Beta 4 (2019 New Years update)

LandRiders7th | 2012-08-30 04:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Superscalar | Public Domain
Blurb TheShip Battle Craft Titan Beta 3 (In process of Redesigning to a new look 2018)
Screenshot
Get original file (185KB)
Detailed description

Some of you may have heard or seen my ship before and how far it has changed over time.

As some of you might have known, some Users have almost destroyed what took more than a year to accomplish since June of 2011. Earlier in 2012, There has been attacks being done by trolls impersonators and hackers. So far the ship survived during the time of it's built.

This map is perhaps one of The few super-sized multi-mode maps that have been built with the help of a community of volunteers and different clan members.

As of February of 2018, there's has been a demolition on sectors 7, 5, and 1 with the removal of unnecessary detailing and rooms threw out the ship in hopes that it'll not lag so much as many have reported.

You can check out some videos or live streams on twitch or YouTube to see the progress of the ship

https://www.twitch.tv/landriders7th/profile

https://www.youtube.com/user/cyctechproductions

Reported changes are in the BCT_Credits.txt file with Users who edit them as of 2018

I'm still lacking additional layouts, pathways, detailing, items, and helpers. When all of this has been covered per sector, Have plans to mirrored it and for upcoming changes and reviewing along with bug fixing.

If anyone is interested in this project and like to have your work being shown on YouTube, Live Stream or even on the next cube release if accepted.

Feel free to use this as a reference to help add or modify this map so take notes or notify on all changes being done to add on the Credits. Otherwise, those changes will not be in the official release if no one has mentioned about those changes.

Don't forget if you like to appear on Live stream make sure you come around Mondays And Fridays and if you like your voice to be heard please use Skype, Hangouts, Appear.in so you can tell the audience about the map changes or other topics

PLEASE NOTE THAT THIS MAP CAN GET VOIDED IF ABUSED IN ANYWAY. ONLY FOR DISPLAY AND FOR REQUESTING EDITS FOR THE OFFICIAL RELEASE. NO ONE HAS THE RIGHT TO CLAIM THE MAP UNLESS HE OR SHE IS ON THE LIST.

Til then this is LR7 STANDING BY

Note that the zip file attached to this post is out of date that can't be updated for some reason. Go to the given URL for the latest update instead

Map file TheShip.zip (7.49 MB)
URL https://www.landriders7th.com/bct/
Rating
32
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Files: theship.jpg / theship.zip / https://www.landriders7th.com/bct/ /

(3643) Home ~ Sniper Haven 0.2.4

fetz | 2012-08-29 20:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Other License
Blurb Great insta or insta CTF map
Screenshot
Get original file (123KB)
Detailed description

This map is great for insta and insta CTF because i already added the team specific spawn points and the flags.
I can supply a day version of the map if needed! This IS beta version, please give me suggestions!

Updates: 0.3---FFA Optimized, i added in ammo boxes and armor!

Map file Sniper-Haven.zip (191.72 KB)
Rating
9
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Files: screenshot_2043255.png / sniper-haven.zip /

(3642) Home ~ Forums ~ General Discussion ~ Public Service Announcement: help Eihrul to get a Oculus Rift (virtual reality) dev kit for Cube games

Greaserpirate | 2012-08-29 20:01

General Discussion

There was a post about this on the RE forum, but I decided to post this here because it's relevant to all Cube games.

I've never heard about Oculus until now, but it turns out they're developing a virtual reality headset, called the Oculus Rift.
I also found out that Lee Salzman, also known as Eihrul, entered into a competition for a free development kit of the Oculus Rift. So vote for him here, and we might one day be able to play Sauerbraten and other Cube games in virtual reality!

‹ Creating own Mapmodels Iron Sights ›

Rating
60
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(3641) Home ~ Thunder Race

CrossFire | 2012-08-29 15:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Singleplayer | Medium (5-8) | Copyright
Blurb Race map with multiple pathways!
Screenshot
Get original file (322KB)
Detailed description

A race map i made (CrossFire) With help from EspilonJackal, and {CC}Wolf. Also please gove me tips on how to improve the map. Thanks

Map file Thunder_Race.ogz (111.34 KB)
Rating
8
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Files: race-map.jpg / thunder_race.ogz /

(3640) Home ~ Xeet - FFA

Halbgar | 2012-08-29 15:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Xeet - FFA
Screenshot
Get original file (462KB)
Detailed description

This is my second FFA map i post.
The sound is made by blindabuser. Thanks for this awesome sound :)
The CFG is rather small, it only contains one line.
I'm uploading this to get constructive criticism.

Update #1 (Probably final update)
-fixed the clipping
-fixed the light
-small changes

Map file xeet.zip (230.82 KB)
Rating
21
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 (3 votes)
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Files: xeet_screen.png / xeet.zip /

(3638) Home ~ Forums ~ Help and Support ~ How to make Flags and how to make team specific spawn points?

fetz | 2012-08-28 22:20

Help and Support

I am making a insta CTF map for the quadropolis, how do i make a flag for each team? And how do i make a player spawn for each team?

‹ How to put custom maps on my server? Decal Texture Mystery ›

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(3637) Home ~ Homage to The Hunted

hunted-forever | 2012-08-28 17:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Capture | Large (9-15) | GNU GPL v2
Blurb A rebuild of the legendary The Hunted from Team Fortress Classic
Screenshot
Get original file (206KB)
Detailed description

Index
1. last update
2. A little ol' story...
3. The Teams
4. SAY WHAT?! (english map-description)
5. Links to more info
6. Uncle meow Wants You! o( °-° )
7. Download and Set-up!

0. Quick-Download & Comments!

last update

- Aug 28 19:45 CEST 2012
- Uploader: vice-president meow, 2 ** star vice-president!
- Notes:

Intial start of the map yesterday. Gathered information for everyone, wrote website and now looking how to do get started with Phase 1!

9.9.12, 16:00 CEST: updated the description!

signed and love,
vice-president meow! (*~*)7

A little never old story...

Once upon a time...

... in a small and unconspicious industry area, there was a president whos car broke down, out of reasons we might never know.
So he and his bodyguards were stranded at this remote location, some sort of garagebunker! Cut off of the world, with their brand new rental car only 2 minutes away... BUT HOWEVER...

THE PLACE WAS COVERED WITH ASSASSINS! =O

The bodyguards saw this, confered and decided to do the only right thing: to protect their prez with their lifes! through vents and warehouses, and narrow street canyons over a dangerous button and a loooooong, last, open yard into safety!
But nothing would be that easy anyway... o.O

The fights were rough! Their nerves were raw! The prez was shaking, huddeling behind crates and in dark corners where the assassins wouldn't find him. And it took his bodyguards a whole day and a lot of bandages to finally get him through this madness into safety! 0.0

After this dark, dark day, the president decided he would never forget this day of horror. And he filed a law, that this forsaken industry area would for all times fall to ruin.

13 years have passed by now. Grass and little trees grew out of the gaps into the streets, the warehouses were partly reclaimed by nature. Everything looks so peaceful and safe now... HOWEVER...

... as life plays its mysterious ways, the prez, just on this very today, happens to be around the area again. Visiting his old grandmother (again!), who is in a dying condition (AGAIN!! =O), and all of a sudden...

... his motor starts to spit. o.O

TO BE CONTINUED...
(on a homage-to-the-hunted-server near you!! xD)

The Teams

Please step a little closer and meet the protagonists of this meaningful day!

Team 1.) - The President!

Short: the prez. A man, only armed with his word and a chainsaw (which he has swaped against his umbrella since the last fatal meeting) and a gun he forgot to load! If it was up to him, by the end of the day, not a scratch will be on his suit!

Team 2.) - The Bodyguards!

- Heavily armored guys with gattling guns, being as big and slow as their brains are!
- Athletic soldiers, equipped with bazookas and shotguns! Always there to shoot their prez up vents and beat the shit out of those assassin creeps! (if necessary! o.O)
- Medics, giving their misanthropic lifes to protect and heal their prez + a shotgun (for selfdefense only, of course =P) (how we gonna make those will stay a riddle to me o.O)

Team 3.) - The Assassins!

- ice cold snipers, only equipped with their diligently polished rifles and chainsaws (they too have learned something since back then! =P)! They know how to hide at places that about no one else can reach! And with bloodshot eyes they want to see only one dead thing at the end of the day: an innocent prez! =O

Say what?!?! o.O

If you have ever played Team Fortress Classic (short: TFC, or TF 1.5), which was originally an official update to Half-Life 1 and is the father to Team Fortress 2 (TF 2), you might know the incredibly fast paced map and game variant "The Hunted".

"Homage to The Hunted" (working title) is a Cube 2: Sauerbraten-rebuild in honor of this epic adrenaline rush of a map and gamestyle, just set 13 years into the unimagined future of an alternate universe! xD

There are different routes through the map that might lead the president to safety and lots of hiding spots, to be used by the assassins as well, who also have additional areas only they can access (or if you're a really skilled soldier =P).

With Team Fortress 2 the developer Valve decided to refurbish The Hunted out of the game, and re-invented it with the Payload gamestyle instead, where a wagon needs to be escorted along a fixed route. There is a fan based Hunted mod for TF 2 however, with an engeneer as the civillian, and in this cute TF 2 cartoon style, but it's impossible to play on older PC's. Also one might argue why spies and pyros have to be in there. o.O

Sauerbraten is just destined to revive this classic with its cubic but tremendously better graphics and fast paced gameplay!

Homage to the Hunted is free software under the GNU GPL v2 license and so will all its addons be (like scripts and models (if they ever should be)). But due to the nature that it should be a very close replica of the original, fast paced, with no lag on slow PCs, with all the physics, jump locations, etc, but at the same time working naturally within Sauerbratens world, I've decided to only work on it with a handful of dedicated people, to enhance my mapping experience as well as to finish it more quickly.

If you are interested to join, and to work yourself into the original (or have even played it!), have suggestions or ideas what to change, please write us in the comments or visit us on the server. I'm not fixed to the GPL v2, but it needs to be a free and open source software license.

love and signed,
vice-president meow! (*~*)7

In-depth information!

TFC / TF 1.5:
- Team Fortress Classic (TFC) on Wikipedia
- latest TFC to download and play on Steam (if you have bought Half-Life 2, you probably can download TFC for free)
- last, big Half-Life 1 standalone update to include TFC (TF 1.5)
- Official TFC wiki at teamfortress.com
- TFC map "The Hunted" with pictures (same wiki)
- TFC map "The Hunted" from birdseye view (same wiki)
- In-depth Gamespot guide to the original tfc hunted

TF 2:
- Official Valve TF 2 Gameplay-Statement about The Hunted
- The Hunted at Official TF 2 wiki
- tf2maps.net thread with pictures of the remake
- tf2wiki.net website about The Hunted for TF 2
- Fanbased TF 2 Plugin for The Hunted

FF:
- Fortress Forever (FF) a free to play sourceengine-remake of original TFC (windows-only)
- FF remake of The Hunted (picture shows some of the routes)
- Sexy FF-prez
- Download and play FF via Desura

Videos:
TFC / TF 1.5:
- Hunting Sexy <- or, "the best way to learn all about hunted in one video"! xD
- tfc hunted speedrun
- TFC hunted walkthrough by a young fan o.O

TF 2:
- Hunted Mod in TF 2
- TF 2: Escort The Flag intro movie

Experienced helpers welcome! (*-*)7

If you'd like to help with scripting the conditions for Homage to the Hunted (be it a simple master-script or even more), or would love to do something unique like designing a run down version of the original warehouses and places, and are dedicated to recreate an epic game, please let me know! :D

My ideas for realization so far are:

1. - Basic and cheap, but quick and easy!

Creating the map:
- Phase 1 - revival <- WE ARE HERE! xD
The map will be built as a very close replica of original tfc Hunted: everything as cuby and oldlooking as it used to be. Made to honor the legend and to playtest it. Just, as there are no crouching positions in Sauerbraten and there is this different point of view and physics overall, the size of the map may have to be made bigger. All piggyback and rocket jump positions, every shooting the prez up vents, all hiding spots behind crates, etc, will need to work.
- Phase 2 - polishing
2nd Version of the map will then be based on 1st, just that it will bring more detail: the original lighting but also enhanced 3D-structure to everything: the containers, crates, buildings, ... to make it Sauerbraten worthy.
- Phase 3 - ruining
It will then be ruined by nature and us. Some walls and roofs will have cracked up or broken open, wooden crates moved, fell apart or began to rot, grass and other plants grew, as well as trees at some unusual places, creating unusual hiding spots. There will be puddles and mud pits, and maybe new ways, or a somewhat blocked old one, and probably some evidence of the devestation that happened to the original hunted! xD

-- Number #1 goal is to keep the cubecount low, and the framerate up on old PC'S at all times, though! o.O xD --

Starting conditions:
- One way doors to protect Team 3 (Assassins) respawn from being ambushed by the bodyguards
- Sniperrifles and a Quaddamage at Team 3 respawn
- Bazookas, Machineguns and Shotguns at 3 new, separate playerstart-areas at Team 2 (Bodyguard) respawn, (near Team 1), one way doors here too.
- as well as 3 Healthboosts at Team 1 (President) respawn (up at his lift, where only he can reach it)

manual Gameplay-rules:
- at the beginning of a 15 minute game the players have to select the related playermodel (e.g.: President: Inky, Heavies: Ogro, Soldiers: Captain Cannon, Medics: Mr. Fixit, Assassins: IronSnout X10K)
- they then need to pick up their related weapons /and armor at their starting position.
- A round is decided when
  a) the president is assassinated or time runs out or
  b) the president captures the flag from right tower (as replacement of the switch to open the garagedoor to safety), and enters the nearby garage with it where he scores immediately.
Problem with this: CTF is only 2 teams - if it would be possible, anyone of Team 2 could score also.
Benefit: you could see if he really made it by his teams scorepoint and notify sound, his starting location would be reset also.

2. - Great enhancements, but would need a good scripting effort:

- Players need to pick their team/class from a menu before the game starts / team 2 (bodyguard) is also able to change their class during the game, but will then respawn at starting point. (and / or master sets random teams button).
- Weapons and ammo count are given to each class, there is no extra ammo.
- Medics can drop 5 health cartridges and up to 3 health boosts within a given time.
- Prez has no weapons but the chainsaw and a pistol with 2 shot ammo.
- no "friendly fire"
- Round is won after someone pushed switch up on right tower, then prez enters garage within 10 seconds.
- If Team Prez dies or time runs out: win for Team 3, siren and restart all
- If Team Prez escapes: win for Team 1 & 2, cheering and restart all

3. - Fantastic addons, but would take incredible effort (+maybe impossible =/):

making it a mod (might never gonna happen):
- medics have a new weapon: return of the Original Medkit!! xD and can heal and "overheal" up to (e.g.) 200 health which will go slowly back to 100
- When in zoom-mode, Assassins can charge their rifles with holding left mouse for at least 5 seconds - this will slow them down, but releasing upon target usually inflicts instant death.
- this charged rifle aim would be seen by everyone as red spots on the map. (possible?)
- custom player models with team colors for the bodyguards, a custom suit for the prez and camouflage for the assassins.
- new, free texture set
- return of the crowbar. (& umbrella! xD)

Download and set-up Homage To The Hunted!

Our map comes with a htthunted.cfg config that is a new menu on your F8 key. It helps us to answer FAQs (frequently asked questions) and provides other useful help and settings for editing in game. Please feel free to tell us what you would improve, or even do it yourself! It's free software either! :D (and as that it is derived from the official Zombie-Apocalypse Menu).

Our homage-to-the-hunted.zip includes:
- homage-to-the-hunted.ogz - our map: Return of the Hunted / Homage to the Hunted / Hunted... whatever =) name to be decided yet. hehe
- homage-to-the-hunted.jpg - a preview loading picture of the map
- homage-to-the-hunted-GPLv2-license.txt - a copy of the GNU General Public License (Version 2)
- htthunted.cfg - our Hunted-Menu for F8 (no other keys are bound, and it only works if you activate it first!)
- (soon: a readme)

How-to extract / set-up everything:

(note: when asked to overwrite older files, please say yes (it will only replace our old files) - (see last time of zip-update, if needed)

- Linux:
1.) download the homage-to-the-hunted.zip to your home directory (important!)
2.) open up linux console (terminal) and copy (ctrl+c) and paste (ctrl+shift+v) this into it:
unzip homage-to-the-hunted.zip -d ~/.sauerbraten/ && echo exec htthunted.cfg >> ~/.sauerbraten/autoexec.cfg
- If you are extracting the zip for the second time, you only need:
unzip homage-to-the-hunted.zip -d ~/.sauerbraten/
3.) Start Cube 2: Sauerbraten and enjoy! xD

- Windows / Mac OS X:
1.) download the homage-to-the-hunted.zip from this site.
2.) (right) click and extract it directly to your Sauerbraten directory
3.) Start Cube 2: Sauerbraten
4.) at the first time you have to activate htthunted.cfg manually, in game:
  click -> Options -> autoexec.cfg -> click load -> in the field enter: exec htthunted.cfg -> click save -> click exec

that's it!

How-to use:

- To open the map ingame, for coop editing, e.g. type:
/coop homage (and hit tab until you get:
/coop homage-to-the-hunted

- to open the menu, ingame:
push your F8 key

How-to uninstall:

1.) unbind keys:
- to manually delete keybinds in game, for example:
/bind F8

2.) remove all files:
- Linux:
1.) open up linux console (terminal)
2.) copy (ctrl+c) and paste (ctrl+shift+v) this into the console:
rm ~/.sauerbraten/htthunted.cfg && rm ~/.sauerbraten/packages/base/homage-to-the-hunted*

- Windows / Mac OS X:
1.) please look for the above files in your Sauerbraten\ and Sauerbraten\packages\base directory and delete them there manually.

Quick Guide

(for full guide please see here)
Windows / Mac OS X: download, then extract this Zip to your Sauerbraten folder. In game (only once) click:
       -> Options -> autoexec.cfg -> click load -> in the field enter: exec htthunted.cfg -> click save -> click exec
Linux (paste this into Terminal): unzip homage-to-the-hunted.zip -d ~/.sauerbraten/ && echo exec htthunted.cfg >> ~/.sauerbraten/autoexec.cfg

Map file homage-to-the-hunted.zip (78.11 KB)
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Files: homage-to-the-hunted.png / file:///F:/Users/MEU/Documents/GITHUB/QuadroArchive/index.html#update / homage-to-the-hunted.zip /

(3636) Home ~ Forums ~ Help and Support ~ Hosting On A Mac --- The Complete Guide!

fetz | 2012-08-27 22:51

Help and Support

Sooo, all you mac users out there feel left out, is that what i am hearing? Well i did too, until a good friend named R3@per taught me how to host on a mac. I heard it was possible, and knew it was possible. But every tutorial i read on hosting was dedicated to Windows and Linux, and only had a little side note on Macs. The other hosting tutorial had mac instructions, but i found them not to work for me. I do not know about you guys, but then again, it did not work for me!

First, drag Sauerbraten.app to your computer's Applications folder.

Now, create a folder called "sauerbraten" in the hidden /etc/ folder.
Next, now open txt editor (or the program you prefer) and in the text
editor put:

maxclients 20
serverbotlimit 5
serverdesc "Server Name Here"
adminpass Password
servermotd "Motd Here"

Now save this as server-init.cfg (YES IT NEEEEDS TO BE .cfg FILE!)

Now place this in the /etc/sauerbraten/ folder.

Now, from the command-line, run:
/Applications/Sauerbraten.app/Contents/MacOS/sauerbraten -d -k/etc/sauerbraten
-R3@per

THIS IS ONE COMMAND, THERE IS A SPACE AFTER THE -D AND NO SPACE AFTER -k/etc/sauerbraten !

I believe you can add what ever mod you want, you just put it in the /etc/ folder as the cfg, then just do -k/etc/sauerbraten. To find the /etc/ folder just go into finder and search for etc, it's file path should be library/private/etc, you must have admin account AND know your password to authenticate for /etc/ to be modified. If it doesnt let you then click Authenticate when it gives you the can not be modified message!

I hoped i help some of you guys out there, and if any of you need help just comment (and i will answer) or ask on teamlol.clanteam.com (not advertising :D) OR email me... if all else fails, at fetzernoah@gmail.com!

‹ Auth? I could use some help downloading the development version or Sauer ›

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(3635) Home ~ facility23

butch | 2012-08-27 22:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Creative Commons (BY-NC)
Blurb facility23 is a futuristic cft map for Cube 2 Sauerbraten.
Screenshot
Get original file (209KB)
Detailed description

facility23 is a futuristic cft map for Cube 2 Sauerbraten.

It's set on an alien planet in a facility of unknown puprose. The outside is dim and foggy whereas the inside is very light.
I couldn't come up with a better title/theme so far but maybe I will add more detail to create a clearer theme than "scifi" in the future.

It is not incredibly detailed at the moment but I think it's enough for a first release. It is my second attempt at creating a playable map and I'm fairly satisfied with the outcome.

This map requires additional textures.
Textures: http://quadropolis.us/node/3163
I don't know whether or not I should include the textures in the package so at the moment they're not included.
Please let me know if I have to add them.

Thank you for checking out my map.
Criticism is always appreciated.

Map file facility23.zip (2.73 MB)
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Files: facility23.png / http://quadropolis.us/node/3163 / facility23.zip /

(3634) Home ~ Forums ~ Help and Support ~ Stupid Question

johnno56 | 2012-08-27 11:41

Help and Support

This may sound like a stupid question. I have had Sauerbraten installed on my Ubuntu Linux box for what seems ages. I have noticed that the "Justice" version is available for download. So as not to be wasting time or effort, I need to know what version I am currently using. How can I find out?

J

‹ I could use some help downloading the development version or Sauer What mod has /sendto? ›

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(3630) Home ~ Rush

t-chen | 2012-08-26 21:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Rush - remake of my simplicity
Screenshot
Get original file (368KB)
Detailed description

Rush - its based on my duelmap simplicity. Its now meant for ctf.
Have fun.

Map file rush.zip (1.37 MB)
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24
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Files: rush1.png / rush.zip /

(3628) Home ~ Kronos by Kajiko

Finn | 2012-08-25 18:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Beta | CTF | Large (9-15) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Kronos - quick ctf-map with space theme
Screenshot
Get original file (27KB)
Detailed description

Kronos - quick ctf-map with space theme.
Comments are welcome.

Map file kronos.zip (4.04 MB)
Rating
35
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Files: kronos1.jpg / kronos.zip /

(3615) Home ~ Hanse

sinsch | 2012-08-23 13:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Copyright
Blurb A medival sailor city (conceptual)
Screenshot
Get original file (335KB)
Detailed description

I worked a lot on this map but got bored of it.Now i decided to share it with you so it was not completely senseless.
please comment! :)

Map file hanse.zip (1.71 MB)
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61
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Files: hanse.png / hanse.zip /

(3614) Home ~ Forums ~ Help and Support ~ Decal Texture Mystery

SomeDude | 2012-08-23 03:47

Help and Support

I modified "rorschach/1r_floor02.jpg" so sections are transparent, but for some reason Sauer seems treat it as a glowmap sometimes.

Here's what I've been doing:
1. Modify "1r_floor02.jpg" in Paint.net, and save as 32-bit ".png"
2. In map's config:
texture 0 "1r_floor02.png"
texture d "1r_floor02.png"
3. In-game; apply texture, add alpha material, and valpha so the face is solid.

I've done this with 2 other textures, and it's worked just fine. I'm not entirely sure if this is a problem in Sauer, or Paint.net.
Anyway, is there something I am forgetting?

‹ How to make Flags and how to make team specific spawn points? Need sanity check on source modding and the -g option: Inconsistent and incorrect documentation? ›

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(3613) Home ~ Haste

t-chen | 2012-08-22 12:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Haste - remake of my mbt2
Screenshot
Get original file (114KB)
Detailed description

Haste - its based on my duelmap mbt2. Its now meant for ctf or capture.
Have fun.

Map file haste.zip (1.44 MB)
Rating
95
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Files: haste12.jpg / haste.zip /

(3612) Home ~ Forums ~ General Discussion ~ See what gamemodes a map supports

tacotree | 2012-08-20 09:22

General Discussion

Hi,

First post here! I'm wondering if there's a way to see what gamemodes a custom map supports. It's annoying if you go into it, and it doesn't support that gamemode. Thanks!

‹ Opencoop Community how do i use mods ›

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(3610) Home ~ Valley v1.1

Lord Kv | 2012-08-19 20:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY) | Novice
Blurb Medium-sized CTF map with a simple layout
Screenshot
Get original file (241KB)
Detailed description

Valley by Lord Kv

Medium-sized CTF map with a simple layout. It's located in a hidden valley with military research buildings on both sides and a bridge over a river in between. Each one of the buildings has tunnels leading under the bridge and on top of the rocks. Don't fall into the lake...

Update 1.1:
- added a new passage between the bases
- added more details
- improved lighting
- more pickups

Map file valley-1-1.zip (2.15 MB)
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5
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Files: valleyquad.jpg / valley-1-1.zip /

(3609) Home ~ Forums ~ Help and Support ~ Need sanity check on source modding and the -g option: Inconsistent and incorrect documentation?

ThomasT | 2012-08-19 02:56

Help and Support

I am attempting to understand Sauerbraten's mod development model. First, I have successfully compiled and run the Justice Edition and latest svn release of Sauerbraten as well as Tesseract, all under Mac OS X Snow Leopard. (Compiling and modifying the svn release has some issues on the Mac that I've solved but won't go into here unless someone would like to hear about them.)

Next, I've attempted to understand how source mods are made. I found http://cubeengine.com/forum.php4?action=display_thread&thread_id=1592 ("[MODDING] Your first Sauerbraten MOD, Tutorial 1"). It goes into great detail, describing how to create a new Sauserbraten mod by copying fpsgame, changing the makefile, etc. It then says to specify -g[modname] to execute the mod. However, the Sauerbraten configuration page (http://sauerbraten.org/docs/config.html#_minus_gn) says the -g option is used to specify the maximum number of bots a master can add to a server.

On the third hand, single stepping through the code leads to the argument parser in main() (i.e. SDL_main()) in engine/main.cpp). The parser indicates that the -g option is used to specify the log file! So it looks like the code, configuration documentation, and tutorial all disagree with each other.

Furthermore, after examining the included Makefile it looks like rpggame is not included, in disagreement with the tutorial. I've searched quadropolis for source mods, and it looks like every one at least that I could find just modifies the base source files and distributes the modified files in the mod. I've also done other fairly extensive searches of the web and have found no other information, except maybe a few other pages that say to specify the -g option to execute a mod.

Furthermore, the Mac OS X launcher internally sets the -grpg option to go into the (unused) rpg game code. I hacked the NIB file to actually exercise this path, and not unsurprisingly a log file called "rpg" was created in the user's default directory, sigh, and the rpg game code was never executed.

Lastly, after some more single-step spelunking and code analysis, I see that the game code is specified in the game namespace. This is true for both rpggame and fpsgame. What that means is (obviously) only one or the other but not both can be compiled into the code.

So of course what has happened is the source code has evolved to the point that it is out of sync with some code, documentation, and tutorials. Unfortunately this means it is all but impossible to discern the proper model for source modding the game engine at this point.

So could someone please provide me with some historical perspective on this (since I'm new to the forums)? Also, some guidance as to the proper current way to create and distribute source mods would be appreciated. Thanks in advance for your help!

‹ Decal Texture Mystery Server Mods/scripts/Commands? ›

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(3608) Home ~ NightCore (V1.2)

FrenchDeathDesign | 2012-08-18 11:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A fast and nice dual map
Screenshot
Get original file (353KB)
Detailed description

a fast gameplay map ; 1 quad dammage , 1 green armor 2 teleporter and some ammo for make the most dammage !

if I can improve the map write in commentary

New improved version

Map file NightCore.zip (440.15 KB)
Rating
30
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Files: nc-prewiew.png / nightcore.zip /

(3607) Home ~ Crashed (Fanatic's abandoned map)

Greaserpirate | 2012-08-18 04:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Release | Alpha | Deathmatch | CTF | Small (1-4) | Other License
Blurb Fanatic's abandoned map Crashed, finished by me
Screenshot
Get original file (63KB)
Detailed description

Well, here goes.

Fanatic made most of this amazing map and left it abandoned with an "other license" on Quadropolis. today, Fanatic is nowhere to be found. I tried contacting him, but without success. So about a year ago, just as a project for myself, I decided to finish it.

I added more pathways connecting the two bases, added items and waypoints, enlarged the hallways, added some crates for cover, drained most of the pool,and added access to the surface. The finished product is a deathmatch/CTF map that's tight and close-quarters, but with tons of different paths and copious amounts of cover. (I find it works better as a Team Death Match map, though)

Anyway, I was keeping this map to myself for a year in fear of the deadly Ambiguous Licencing Ninja Squad, but now I think the community should have a chance to see it, partly because I haven't contributed much to Sauer since Rivals.

Please don't hate me.

Orignial: http://www.quadropolis.us/node/998

Map file crashed-finished-by-greaser.zip (6.5 MB)
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29
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Files: crashed.jpg / crashed-finished-by-greaser.zip /

(3606) Home ~ Forums ~ Content Creation ~ How to Mod Cube 1

TheDoctor1212 | 2012-08-18 00:25

Content Creation

Can someone please create or send me a link to where i can get a good and useful guide on how to mod original Cube? Well i actually only want to edit the graphics for now. Can someone tell me ehat i need to do that i am good at 3D modelling I make maps and mods for Halo CE and Ace of Spades. I would really apreciate this.

Thanks,

The Doctor

‹ Floor plan generator, a tool like bmp2map exist for sauerbraten..? HUNGER GAMES (SURVIVOR GAME MODE) ›

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(3605) Home ~ no parking

nothing | 2012-08-17 20:37

Final Release | Creative Commons (BY-NC-ND)
Blurb no parking
Detailed description

Dont you ever have the feeling someone should do something against all the bloody campers on the maps?
Well here is the solution: put my "no parking signs" on your maps and campers will be no problem ever? ;-)
(Just done 2 simple trafficsigns with blender. Was my first acceptable result for me. Nothing special, and very simple.).

Map file nothing.zip (667.73 KB)
Rating
19
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Files: nothing.zip /

(3603) Home ~ ARENA- FINAL

valer | 2012-08-16 14:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | ZLIB License
Blurb Arena - Are you quick enough!?
Screenshot
Get original file (52KB)
Detailed description

This is final edition of Arena... have fun.

* Texture and some items changed
* Some minor imprevements.

# I intended to create a map for instagib players. Arena is a quick map in every aspect. Fast load and fast
# play-taste. Almost nowhere to hide! Be quick or die! Comments appreciated :D

Map file arena_final_packages.zip (194.57 KB)
Rating
26
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Files: arena_screen.jpg / arena_final_packages.zip /

(3598) Home ~ Aurora

Zoocata | 2012-08-13 00:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Various Licenses
Blurb Aurora - Actually worth playing this time
Screenshot
Get original file (475KB)
Detailed description

My buddy Sauce told me not to post this map, though I still am because I'm a rebel. Also planning to remake it to a larger version probably for 5-8 people.

IMPROVEMENTS:
- Added a jumppad in the hallway underneath the upper platform for quick access from the lower floor. Adds some balance, as no one can camp up there.

- BETTER LIGHTS. The reason Aurora used to be so dark is because I turned my gamma almost 75 points higher to accommodate my old laptop which didn't run so well...

- Changed some ammo placements and got rid of the healthboost.

- Added a walkway around the upper hallway jumppad exit so you don't fall down.

- Added more details and fixed some bugs.

- Fixed the packaging and made a better screenshot.
__________________________________________________________________________________

As I said, I'm thinking of remaking it, and Sauce offered to help some. I guess this node is just something to keep your minds occupied.

Map file Aurora.zip (297.31 KB)
Rating
25
points
 (4 votes)
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Files: aurora.png / aurora.zip /

(3591) Home ~ CoD MW3 Reticles

MADmillian | 2012-08-05 09:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Windows | Other License
Blurb CoD MW3 Reticles for drag and drop
Screenshot
Get original file (7KB)
Detailed description

CoD MW3 Reticles for you!
Download it from mediafire please.

With Instructions

Mod file Mw3 Reticles (v3).rar (21.11 KB)
URL http://www.mediafire.com/?z2p7bgw3ne177rf
Rating
3
points
 (3 votes)
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Files: star.png / mw3-reticles-(v3).rar / http://www.mediafire.com/?z2p7bgw3ne177rf /

(3586) Home ~ MouseBinds Manager - v1.0

Chaos | 2012-07-31 19:47

Cube 2 (Sauerbraten) | Release | Gameplay | ZLIB License
Blurb Manage the numerous binds of your mouse with ease!
Detailed description

Here is a little script I made that allows you to quickly manage (view/edit) the many binds of your mouse. This includes normal binds as well as edit-binds and spectator-binds. Hopefully many will find this at least somewhat useful as I did, especially new players who are perhaps not as accustomed to binding keys. I also have a small reference page that indicates what mouse is what (i.e. "mouse1" is a left click, etc.). Once you've downloaded the script, simply type /mousebinds in-game to access the GUI. Let me know if there are any issues or if you have any ideas for future additions.

Config file mousebinds.cfg (2.79 KB)
Rating
0
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Files: mousebinds.cfg /

(3585) Home ~ freight

butch | 2012-07-31 18:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY)
Blurb Freight is an industrial themed capture the flag map for sauerbraten.
Screenshot
Get original file (301KB)
Detailed description

Hello quadropolis.

This my first finished project although I have been playing sauerbraten on and off for a couple of years now.

The map is heavily influenced by Team Fortress 2 map design, which I think should be pretty obvious for anybody who ever played TF2 maps like cp_granary. The setting is industrial/factory-ish with lots of freight containers which give it its name.

Thanks for taking a look at my map and thanks to everybody who helped me out.

Criticism is always welcome.

#### UPDATE 11.08.2012

+ greatly reduced wtr count
+ increased texture variety and detail
+ gameplay and layout changes

Thanks for the input!

Map file freight_v2.zip (1.41 MB)
Rating
45
points
 (6 votes)
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Files: freightscreen.jpg / freight_v2.zip /

(3584) Home ~ Sauerbraten Editing Utilities

Anonymous | 2012-07-30 22:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Source mod | All Platforms | Windows | Creative Commons (BY-SA)
Blurb Unleash the power of in-game editor
Screenshot
Get original file (107KB)
Detailed description

Hello dear Cube 2 community!

Today I present to you Sauerbraten Editing Utilities!
This is the mod that adds quite a few extensions to in-game editor.
There are features that may help you during sessions and features that would do stuff for you.
Yes, this mod allows you to create a map via script. (This will get more powerful when new release comes).
You could possibbly use almost any editing function via script, perhaps even write random map generator.

So, all the neccesary info is in .html file, BE SURE TO READ IT.
Only Windows bins available for now. Should compile on other systems just fine though.
Have fun, enjoy and post any suggestions and ideas you have :)

Online version of Readme, contains full list of features:
https://dl.dropbox.com/u/27217567/EdUt-%20Readme.html

Random mess generator demo :P
http://www.youtube.com/watch?v=z3DsJNUeQwU
Code: https://dl.dropbox.com/u/27217567/gen.cfg

UPDATE:

Heightmapping now works via script. Make sure you use 'hmapedit 2' not 'hmapedit 1'. For further information check readme.

Plain terrain generator
http://www.youtube.com/watch?v=-FRFO5t-o6w
It tends to glitch quite a bit tho, didn't tweak it too much

Mod file EdUt.zip (2.22 MB)
Rating
59
points
 (6 votes)
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Files: edut.jpg / https://dl.dropbox.com/u/27217567/EdUt-%20Readme.html / edut.zip /

(3583) Home ~ Foundation

Think3r | 2012-07-30 07:51

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Stable | Deathmatch | Small (1-4) | Other License
Blurb A little map good for DM type games,
Screenshot
Get original file (212KB)
Detailed description

This map takes place in a memorial for the lost lives of the Cube war.

Map file Foundation.zip (7.09 KB)
Rating
6
points
 (1 vote)
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Files: promtion2.png / foundation.zip /

(3581) Home ~ Sauerbraten (Cube 2) mit Deutschen Menue und mehr Optionen v 6.0

DerBerliner | 2012-07-29 19:06

Cube 2 (Sauerbraten) | Final Release | Menus | GNU GPL v2
Blurb SB mit Deutschen Menues und mehr Optionen
Detailed description

DerBerliner

Sauerbraten (Cube 2) v6.0 August 2012

Deutsch

Skype : DerBerliner-2012

E-Mail: derberliner-2012@online.de

1. Alle Datein und Ordner mit Inhalt in SB Kopieren.
(dateien überschreiben!)

2. FERTIG !
=========

Neu v2.0 :

Keine fehlermeldung mehr beim ersten Start für Bild Speichern.

Speichert jetzt Bilder in ".jpg".

Im Menue F2 - Foto ist es jetzt möglich Bilder direkt als Map-Bilder zu speichern.

Neu v3.0 :

Bei Edit : Slider für Teleporter und Teledesk.

Slider für Wasser Farbe und Wasserfall Farbe, Wassernebel, Wellen Refektionen.

QuickChat jetzt auch mit Backspace Taste

Neu v4.0 :

Favoriten Server Ip speichern

Neu v5.0

Maptitel in Farbe

Neu v6.0

Nebel Slider im Sky Menü

-----------------------------------------------------------------------------

Anmerkung:
=======

Im Menü "(F2) Optionen Einstellungen" gibt es bei "Options" die
möglichkeit seine extra gespeicherten einstellungen zu laden.

Dazu ist es nötig ( wenn alle einstellungen gemacht wurden ) in SB
die datei "config.cfg" zu KOPIEREN und dann
EINFÜGEN (config - Kopie.cfg).

Somit ist dann mit den gespeicherten Einstellungen eine Datei zum
laden gesichert und kann dann jederzeit wieder im
Menü "(F2) Optionen Einstellungen" ausgeführt werden.

Die "Config - Kopie.cfg" Datei zum Laden in Menü (F2) wird in Win7
automatisch so benannt.

Bei anderen Systemen bitte die Kopie umbenennen in "Config - Kopie.cfg"

-------------------------------------------------------------------------------

Bei Laptops kann es mit der Tastenbelegung Probleme geben wenn
diese nicht direkt zur verfühgung stehen oder über
"SONDER-TASTEN (fn) gewählt werden müssen.

Wenn kein NUM-Block vorhanden ist kann über die Menüs alles
ausgewählt werden.

Es ist zu empfehlen bei Laptops, zur einfachen Bedienung eine
Externe Tastatur und Maus zu benutzen.

-------------------------------------------------------------------------------

Ein teil der Übersetzungen ist nur aus dem Internet geholt worden,
so das nicht bekannt ist wo dort Fehler oder falsche Satzstellungen
vorhanden sind.

Danke an SiverStream für die Übersetzung ins Englische.

-------------------------------------------------------------------------------

Wenn schon eine "autoexe.cfg" vorhanden ist,
bitte eine sicherung erstellen.

Preview

newgui main [

guilist [

guititle " ^f9Sauerbraten (Cube 2) von DerBerliner "
]
guibar

guilist [

guibutton " Server Anzeigen " "showgui Internet" "server"
guibutton " Gespeicherte Server" "showgui favserv" "server"
]

guibar

guilist [
guibutton " Starte eigenen Server " "showgui Serv" "server"

guibutton " LanConnect " "lanconnect" "server"

guibutton " ^f3Beende Server" "stoplistenserver" "serverfull"
]
guibar
guibutton " ^f0Map Editieren" "showgui Maps" "editieren"
guibutton " ^f0Map gegen den Computer Spielen" "showgui botmatch" "cube"
guibutton " ^f0Kampagne gegen den Computer Spielen" "showgui campaign" "cube"
guibar

guibutton " ^f2Einstellungen" "showgui options" "options"
guibutton " ^f2Einstellungen Edit" "showgui Bereich" "options"

guilist [
guibutton " ^f2Einstellungen Spieler " [showgui player] gamer
guitext " " 0
guiimage (getcrosshair) [showgui crosshair] 0.5
guitext " " 0
guibutton (concat "") [guirolloveraction = (playermodelbutton $playermodel); showgui playermodel] (playermodeldir)
guitext " " " "

newname = (getname)
guifield newname 20 [name $newname]
]

guibar

guilist [
guibutton "^f4Info " "showgui DerBerliner" 0
guibutton " ^f4Spiel Anleitung " "showgui FFA" 0

guibutton " ^f4Tastenbelegung Normal " "showgui Tastenbelegung" 0
guibutton "^f4Tastenbelegung Edit" "showgui EDIT-Tastenbelegung" 0

]
guibar

guilist [
guibutton " ^f3Sauerbraten ( Cube 2 ) EXIT " "quit" "exit"

]]

Config file SB (Cube2) Deutsch v6.0 DerBerliner.zip (4.05 MB)
Rating
20
points
 (3 votes)
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Files: sb--(cube2)-deutsch-v6.0-derberliner.zip /

(3579) Home ~ Anschar - FFA - final

Halbgar | 2012-07-26 20:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Anschar - FFA
Screenshot
Get original file (72KB)
Detailed description

A small Deathmatch map designed for ffa.
It features fast and balanced ffa gameplay.
The theme/setting is an lost space station on the planet Anschar.
I mainly used PhilipK's textures.
I also need to thank sinschgun for supporting me and giving me advices where he could.

-Rockets x1
-Greenarmour x1
-Yellowarmour x1
-Shells x3
-Rilferounds x2
-Bullets x2
-Health x3
-Grenades x1

Update #1
-New Teleports
-Better lighting(I hope lol) thanks to Chasester. :)
-Different floor texture. I decided that the old one was boring.
-Changed the part Suicizer mentioned with the jumppad.
-Removed this "thing" in the middle and made a new "thing" (lol).
-Added a submarine which still sucks, as it is just an idea atm(i will work on it ofc)
-fixed clipping issues
-other stuff

Update #2
-used vlayer on the floor for a desert like feel. (tell me what u think since this is new to me)
-improved lighting !
-more details
-other stuff

Update #3
-some small fixes and slightly changed lighting

Update #4 - Final update
-Added Calinous waypoints (I don't even know how to place them lol). Thank u Calinou, i gave u a Credit :)
-Fixed 2 lights

Map file anschar.zip (1.3 MB)
Rating
47
points
 (7 votes)
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Files: anschar_cover.jpg / anschar.zip /

(3557) Home ~ Alone

Chaos | 2012-07-22 12:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Other License
Blurb My first map... Ever!
Screenshot
Get original file (426KB)
Detailed description

After years of playing this game, I finally decided to try mapping. I've been doing it for a little under a week and managed to whip up this small map. The reason I'm posting it is simply because I'd like to know the suggestions of those with a little more experience; what works, what doesn't, what I should do next etc. Hopefully I'll be able to learn from these comments. As for the map, it's a small duel map set in a space setting, which I hope you like. Thanks for your time!

Map file alone.zip (1.3 MB)
Rating
0
points
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Files: alone.png / alone.zip /

(3556) Home ~ Forums ~ Help and Support ~ Server Mods/scripts/Commands?

skipyellow | 2012-07-22 08:46

Help and Support

Hey guys,

wondering if anyone could tell me some server mods or commands i can use for my server?

ive seen servers that show country information for connecting players and automated messages and what not..

i want to know them all!

also how you make it so your server will start in a certain mode on a certain map and how do you change the rules of the gamemodes and yeah..

all that jazz...

thanks guys!

‹ Need sanity check on source modding and the -g option: Inconsistent and incorrect documentation? How do you make a new gamemode in Sauer? ›

Rating
1
 point
 (1 vote)
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Files: none

(3555) Home ~ Rejection

Chasester_aka_you | 2012-07-21 01:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | CTF | Large (9-15) | Other License
Blurb A map remake..
Screenshot
Get original file (23KB)
Detailed description

Map layout originally done by leo and fat b-st-rd.

Map is sill in progress, working some of the back areas around. The blue side is more done than the red (simple copying the blue to the red then fix the light, and add slightly differing details.

All visible areas are accessible (via hidden passages doors etc). Please comment on whether or not i should make the doors (all the ones on the main way) accessable (remove the one way cubes). Instead of just leaving hidden passages to back areas.

Personally i like to light it a 8 per and 6 error ... it adds a slightly better lighting detail (especially in the middle of the map). But this causes the file to be 24mb (kinda big aka 8 times bigger than the biggest mappack map [3mb]). And proably would take most average computer about 20 mins to run the light calc.

Please any pick-up or spawn comments would be nice .. i kinda just threw them in.

Note: please leave a comment if the lighting seems dark. I tryed to make a movie of it, but for some odd reason it came out super dark (mostly black). Currently i have my gamma set to 100 and have no problems with it. I suggest turning up your gamma as a temporary fix, and ill brighten the lights (and the amience) if this seems to be a persistent problem ;)

Lastly I was thinking of making some witty signs such as:
Notice: Stealing this flag my resault in injury or death (something like a contruction sign .. more likely)
Warning: If you are reading this you are about to die (place in the pit at the bottom wear death is impossible to avoid)
Please Throw away your corpses. (somthing like the throw away your trash signs [with a corpse silhouette instead of trash], placed over the all trash cans on the maps)

If you have any ideas for these signs .. or have a comment about them, please comment below, thanx :)

Map file rejection.zip (5.51 MB)
Rating
38
points
 (7 votes)
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Files: rejection.jpg / http://redwingcinema8.yolasite.com/resources/throw%20trash.gif / rejection.zip /

(3550) Home ~ Forums ~ Help and Support ~ How do you make a new gamemode in Sauer?

Greaserpirate | 2012-07-18 19:42

Help and Support

I made a new gamemode for Red Eclipse a while ago called (Secret) Killer Mode. In this gamemode, there's one Killer that has some resistance to damage and tries to frag as many other players as possible without getting caught. Eveyone else is a Citizen, and they have to find who the Killer is without killing other Citizens. The Killer gets points whenever a citizen dies (including if the citizen was killed by another citizen), and the Citizens get points for fragging and/or damaging the Killer. I currently have a server up (sometimes) that uses this mode.

I decided that I should port this to Sauer, but there's one problem: I used a server varable called "killeractivated" to turn the mode on and off (and several other vars to adjust the gameplay), but I haven't found any equivalent in Sauer that isn't client side (which would mean players would have to download a modified version of Sauer to play this gamemode). Is there any way I can make a server variable that turns the mode on and off, or will I have to overwrite normal gameplay so that Sauerbraten always plays Killer Mode?

‹ Server Mods/scripts/Commands? Interactive music script in Cube ›

Rating
0
points
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Files: none

(3548) Home ~ Simple tex/v-command GUI (Updated: 7/20/12)

SomeDude | 2012-07-16 05:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Mapping | Menus | Creative Commons (BY-SA)
Blurb A simple GUI that covers all the tex/v-commands.
Detailed description

A simple GUI for all your tex/v-command needs.
Made for Justice Edition, though, it should work in SVN as well.

GUI Covers:
-vscale (automatically snapped to the nearest whole cube scale; setting the slider to 0 resets the texture to it's default scale)
-voffset
-vrotate
-vcolor (w/ sliders for red, green, and blue multipliers, as well as an added shade slider)
-vscroll
-valpha (Automatically adds alpha material if need be; "Remove valpha" button resets valpha to default and material to "air".

Features:
-Edits in real-time. (This means less guessing at values, and more precise control)
-Last-used settings are saved, even after restart.
-Menu is small, so you can actually see the cube you are editing.
-"/vcolorc" command that works just like "/vcolor" command, but takes values in the range of 0-255 instead of 0-1

Install:
-Just like every other script in Sauer...
-Add these lines to "autoexec.cfg": "exec texmenu.cfg" & "editbind (some_key) [showgui texgui]"(I highly recommend "editbind F1 [showgui texgui]")

Update: 7/16/2012
-Added voffset's vertical and horizontal flip/mirroring of textures
-Fixed "Apply texcolor" button so it applies the "Shade" as well as the color.
-"Apply..." and "Reset/Remove..." buttons no longer close the GUI.

Update: 7/16/2012
-Added valpha tab.

Update: 7/20/2012
-Fixed vscale options and "Apply Changes" button so they won't reset voffet or vrotate now.

Planned:
-Add vshaderparam tab.(Don't hold your breath...)

Config file texmenu.cfg (7.35 KB)
Rating
70
points
 (8 votes)
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Files: texmenu.cfg /

(3547) Home ~ Forums ~ General Discussion ~ how do i use mods

tomas112 | 2012-07-16 00:34

General Discussion

i need help with mods and putting them in my red eclipse folder, how and where do i put them

‹ See what gamemodes a map supports MekArcade Classes ›

Rating
0
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Files: none

(3546) Home ~ Urban Mine

Lord Kv | 2012-07-15 07:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Large (9-15) | Creative Commons (BY) | Novice
Blurb Large futuristic city and mine.
Screenshot
Get original file (202KB)
Detailed description

Two teams have their bases in towers on the opposite sides of a symmetric futuristic city, which have been built around caves full of precious minerals. Because of the complexity of the city paths, teams prefer caves for fast infiltration of the enemy's side and easy way back to their own base. But city's numerous crooks and squares are perfect for unseen incursion to the enemy territory and shaking off pursuers afterwards. Also, when you are making your way through the city, watch out for snipers on roofs of the city's many buildings and towers. There is a railway bridge leading from one side of the city to the other. The bridge is a perfect way to cross the city effectively. However, there is a safety forcefield in the middle of the bridge, so you must leave the bridge there. If you see an enemy behind the forcefield, don't think you're safe - bullets can pass the forcefield easily. Teams have managed to break into two of the towers accessible from underground caves. Towers contain stairs to the surface and a unique way of getting almost to the top of the city canopy.

That's what this map is about - caves, complex paths (getting lost), jumping between the roofs... That's why it's named Urban Mine (filename is just "mine").

This is the very first map I ever published, hopefully more will be coming soon.

A bit of map info

Gamemodes: primarily Regen capture and Instagib Flag modes
Players: As much as possible, should be at least 8. Game with less player would be probably boring.
License: CC-BY
Author of the map: Lord Kv
Authors of the textures and sounds: Lunaran, Rorshach, Mayhem, Blindabuser

Special thanks to my brother for advices.

Map is curretly in BETA, so I will be still making changes to it. Main thing I'm not sure about is capture bases' positions. Feel free to create your own bases (NOT flag bases) and remove my own capture bases. Then you can tell me your own bases' positions and how you liked them.

Hope you like and enjoy it, thanks for playing!

I'm sorry I forgot, I inspired in map Metl4 by Metlslime.

Beta 1.1 CHANGELOG
Thanks P1nokjo for helping me find errors

-wider stairs
-wider paths from small squares to stairs
-fixed missing light and dark areas
-fixed clipping
-better stairs
-some models were replaced with cubes
-fixed texture errors
-added new path to flags

Map file mine11.zip (3.47 MB)
Rating
22
points
 (5 votes)
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Files: mine-hotovo-nove.jpg / mine11.zip /

(3544) Home ~ War Train

antiklimax | 2012-07-14 11:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Public Domain
Blurb Just a demo map
Screenshot
Get original file (28KB)
Detailed description

This is a very special demo map but maybe playable in 1v1, 2v2 bacause the level is very linear (two way only) ;) Take a try with some bots in CTF mode! (/mode 11 ENTER /map wartrain ENTER)
How to use: extract the wartrain.zip into your Sauerbraten/Packages folder.

Extra content in the package: 5 new mapmodel by me ->free; new textures by me (some unused in this project)->free
Shader script from Suicizer's Testshader cfg (thanks)

Map file wartrain.zip (1.91 MB)
Rating
33
points
 (5 votes)
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Files: wartrain.jpg / wartrain.zip /

(3543) Home ~ Masdm

Maycrus | 2012-07-14 08:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Singleplayer | Deathmatch | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A medieval winter map.
Screenshot
Get original file (528KB)
Detailed description

An instagib/ffa map set in a medieval town.

Credits:
Maycrus, AtlasSteal, HeWho, Somedude, Chris and others from CubicMatter.

Hope you enjoy it.

Map file Masdm.zip (1.66 MB)
Rating
110
points
 (13 votes)
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Files: masdmscreen.png / masdm.zip /

(3541) Home ~ Mr. Fixit with some Camo Pants. :)

johnadamsfromUS | 2012-07-11 03:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Content | Windows | Other License
Blurb The title says it all.
Screenshot
Get original file (85KB)
Detailed description

This mod is very simple. I enjoy it, maybe you will to? Please let me know how I can improve the mod and leave comments good/bad about it. I would like to upload some other mods similar to this one, yet a little more complex. Thanks

If you don't know how to put the mod in the game here is a quick tutorial.

1) Download the compressed folder and extract it.
2) The folder should include two files (body.png)(body.dds)
CAUTION: if you are wishing to keep the original files copy, go to the Sauerbraten folder under
packages--> models--> mrfixit and copy the files body.png and body.dds. Save these in a backup folder to restore the original skin later
3) Go ahead and copy the files and paste them in your Sauerbraten file under packages--> models--> mrfixit

Mod file MrfixitCamo Mod.zip (2.17 MB)
Rating
16
points
 (2 votes)
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Files: camofixit.png / mrfixitcamo-mod.zip /

(3540) Home ~ Rome

Mmeaninglez | 2012-07-10 23:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A CTF map with a vaguely Greco-Roman theme
Screenshot
Get original file (428KB)
Detailed description

Rome is a large CTF map that I have worked on on-and-off over the course about a year, gradually improving flow, geometry, and lighting. The sides of the map are similar, but not identical. The details on each side, especially in the out of bounds areas, are unique, and a couple of places in bounds have (minor) differences in regard to game-play.

Falling in the water kills you. You have been warned. (It's uh, polluted with lead pipes...)

Jumppads: 2
Teleports: 0
Playerstarts(neutral): 20
Playerstarts(team): 11 (per team)
Shells :12
Bullets :18
Rockets :9
Riflerounds:16
Grenades :14
Pistol :6
Health :24
Healthboost:Yes
Greenarmor :4
Yellowarmor:1
Quad Damage:Yes

Enjoy the Map!
I welcome any suggestions or criticism.

Updated! - Better lighting, and more scenery around the sides, making the level seems less like it is in a box. Thank you all for your feedback!

Map file Rome.zip (2.55 MB)
Rating
44
points
 (6 votes)
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Files: screenshot_93350.png / rome.zip /

(3539) Home ~ AtlasSteal Brick Textures (asbt)

AtlasSteal | 2012-07-10 21:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Creative Commons (BY)
Blurb Brick textures
Screenshot
Get original file (28KB)
Detailed description

These textures are 100% mine. They are real pictures not procedural textures. One of them, however, isn't a brick texture, rather it is a light fixture. Any advice and criticism is welcomed. Just don't complain and whine about how you hate them. If you hated them, you shouldn't bother to waste your time commenting on them. I hope you will enjoy these. Thanks to HeWho for making the picture.

Map file packages.zip (497.89 KB)
Rating
27
points
 (3 votes)
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Files: 3yhre.jpeg / packages_25.zip /

(3536) Home ~ Pokemon - Kanto Region

Speculant | 2012-07-09 16:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Superscalar | ZLIB License
Blurb The complete Kanto region of the Pokemon world.
Screenshot
Get original file (0KB)
Detailed description

For my first serious map, I decided to make the full Kanto region, based on the first generation of Pokemon games. I released it under the ZLIB License, because it only uses resources found in the official Sauerbraten release (please correct me if I'm wrong on the license).

I made a blog to document my progress more in-depth, which I listed as the project URL.

I welcome any comments or suggestions! If you would like to help work on the map or improve it, please contact me first, and I will give you more details. I prefer to continue using only the official Sauerbraten resources (objects, textures) to keep the map development as smooth and streamlined as possible.

Also, this is just a map. There will be no player interactions or Pokemon-styled gameplay, at least until I have the entire map completed, so please don't ask questions like "How are you going to catch Pokemon?" or "How are you going to implement the fight system?" because I'm not planning on doing any of those things.

I'm trying to make the map as close as I can to the original Pokemon maps, I am using the Kanto maps from the Red/Blue games on strategywiki as a source. Also, I'm trying my best to make it realistically scaled, so that if I ever want to make a SP map out of it I can.

I welcome feedback! Please just keep it helpful and constructive.

Map file Pokemon.zip (1.61 MB)
URL http://pokemonfps.blogspot.com/
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Files: untitled.jpg / pokemon.zip / http://pokemonfps.blogspot.com/ /

(3535) Home ~ Forums ~ Content Creation ~ How do I change this...?

Anonymous | 2012-07-08 21:00

Content Creation

Hello guys I'm new to Cube/Quadropolis and I've been "playing" with some editing stuff in Sauerbraten, I wanted to know how to change the guns and the player model (I wanted to add something like a halo guy or a terrorist from counter strike) Well I hope some1 could help me...

‹ HUNGER GAMES (SURVIVOR GAME MODE) Few Questions For Creation ›

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(3532) Home ~ Forums ~ Help and Support ~ Interactive music script in Cube

slashback79 | 2012-07-05 14:26

Help and Support

I'm doing a project for university looking at audio design for games and I'm using Cube as the game and Audiokinetic's Wwise and the audio engine.
For the most part I can go into the source, modify the code to trigger Wwise sound events for things like weapons and footsteps etc, but I'm struggling getting an interactive music system going.
I have an event in Wwise that contains ambient, tension and action music sequences and there is a game switch to change between them.
What I want to do is have it so ambient is default but if the player is within X distance of a monster the switch is set to tension and if the monster has seen the player the switch is set to action.

I have been following this tutorial which works fine with just one monster but it fails in a single player or deathmatch map with many monsters.
I think its because its checking the distance to the player for every enemy every frame.
http://www.gatheral.co.uk/tutorials/wwise/index.php?/archives/3-Music-Transitions.html

Anyone have an idea on how this can be achieved in Cube?

‹ How do you make a new gamemode in Sauer? how to import and play other peoples maps ›

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(3531) Home ~ Forums ~ Help and Support ~ regarding bots

jacko848 | 2012-07-05 02:07

Help and Support

i have some questions that i need help figuring out:
Can you set a time for a bot match?
Why do the bots all disconnect after the first match is over?
Can you give bots names?

‹ i don't know how to play someone else's map with bots. In-game Sound Problems ›

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(3530) Home ~ SauerFR

Zehirmahnn | 2012-07-04 09:18

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Cube 2 (Sauerbraten) | Release | Work in Progress | Source mod | All Platforms | Various Licenses
Blurb A pretty cool mod (^^), which improves gameplay (maybe).
Screenshot
Get original file (97KB)
Detailed description

Hi Everyone :)

I present you a new Mod : SauerFR

Made By :
Zehirmahnn (Compilation under MacOS X , the one who started this project and makes the code)
I'm helped by piernov (Compilation under Linux and Windows, and helps for coding)

SauerFR-v2 is already here, so I'll start with this one :

First of all and very important :

This Mod cannot work by himself, you need to add your original gamedata to it.
Copy the "packages" folder from the sauer you are currently using to the new one.

This version comes with lots of things :

- bind "no problem"
- bind "nice shot"
- auto good-game
- auto-sorry
- a new scoreboard
- scores under the radar
- playerslist

For the bind No problem, you need to add this in your autoexec :

bind "your_key" [sayteam No problem (getclientname $playerwhokilled), I forgive your teamkill]

Instead of "(getclientname $playerwhokilled)" will display the name of the last player you teamkilled.
Of course you can change the message.

For the bind Nice Shot, you need to add this in your autoexec :

bind "your_key" [say Nice Shot (getclientname $playerniceshot) !]

Instead of "(getclientname $playerniceshot)" will display the name of the last player who killed you.
You can also change the message.

For the auto good game : at the end of the game, the message "Good Game !" will be sent.
To activate it, type /goodgame 1 , to disable type /goodgame 0 .

For the autosorry, the following message will be sent to your team when you'll make a teamkill:
"Oops, I'm sorry for this teamkill %s =/", with instead of "%s" the name of the player you just teamkilled.
To activate it, type /autosorry 1 , to disable type /autosorry 0 .

-> Now, teamkills and suicides are counted for all players. Adding commands /getteamkills and /getsuicides which work the same way as commands /getfrags, /getdeaths, etc...

The scoreboard:

Explanation of colors:
The number of frags is displayed in cyan if it is greater than or equal to yours (yours will therefore also be in cyan), others are blue.
The Deaths are in red.
The KPD is in magenta.
The Accuracy is yellow.
The Flags scored are green.
The Teamkills are in pink.
The Suicides are in orange.

But : the scoreboard was further amended, the following changes:
-> During a game, you can see only kills, Accuracy and flags of each player.
-> At the end of the game, you have the frags , the deaths, the KpD, the accuracy , the flags, the teamkills and the suicides.

-> A flag symbol appears beside the name of the player carrying the flag. Small preview:

But in order to see these flags symbols you need to download these and to get them in the proper folder :
http://ompldr.org/vZWh0eA/packages.zip
(Thanks to RaZgRiZ for the symbols, see his all package here http://www.quadropolis.us/node/3402)

Also note that the values ​​of the Accuracy, Deaths and KpD are counted from the moment you arrive on the server, so if you come in the middle of a game, the values ​​will be wrong.
This problem is unfortunately impossible to correct, I should change the server side code.

-> Addition the scores of the teams below the mini-map (or top right when there is no mini-map) :

On this screenshot, you can see small blue dots on the mini-map. Those are the positions of teammates. This may be added in one of the next versions of the mod.

And last thing in the v2 :
Addition of the "mini scoreboard", this is actually a list of connected players (without spectators) to the right of the screen. This list is very useful in clan war: the name of players are in blue or red if they are in your team or not. When the player is dead, his name goes grey, and at the left displays a countdown of 5 seconds, also in blue or red depending on the team. The countdown stays at zero until the player did not respawn.
Names are aligned on the left, the longest name comes exactly at the edge of the screen to the right.
This list is optional: /playerslist 1 to enable, /playerslist 0 to disable.

On this screenshot you can see there is a big space between my name and other names.
This is due to the fact that spectators are not shown, but there is a blank instead of their names. Problem might be solved in a next version.

This work is always in progress, more changes will be added.
Feel free to make comments, ask questions or tell me any bug or problem you encounter.

URL http://servers.cube2.fr/downloads/SauerFR-v2.1/
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38
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Files: lologo.jpg / http://servers.cube2.fr/downloads/SauerFR-v2.1/ /

(3528) Home ~ Forums ~ Help and Support ~ how to import and play other peoples maps

jacko848 | 2012-07-03 11:42

Help and Support

i have recently downloaded some maps and have added them to package/base/(map) i can then enter the game with this map but it doesnt appear in my concept map folder. so i cant play it in single player.
this only allows me to wonder around the map and edit it. i kneed to be able to put it into one of the map folder. (in game)

‹ Interactive music script in Cube i don't know how to play someone else's map with bots. ›

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(3523) Home ~ Forums ~ Help and Support ~ i don't know how to play someone else's map with bots.

jacko848 | 2012-07-03 08:29

Help and Support

I just started playing the game yesterday and i realised you can download other peoples maps.
I can play it in editor mode but when i search my map folder to play bots the map is no where to be seen?
i need help!

‹ how to import and play other peoples maps regarding bots ›

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(3518) Home ~ Revelade Revolution *Updated 2/7/17*

theintercooler | 2012-07-01 13:12

 this screenshot was not originally available or there was a problem extracting it

Revelade Revolution | Release | Stable | Standalone | Linux | Windows | Creative Commons (BY-NC)
*
*
Starred Content
Blurb Revelade Revolution is a post-apocalyptic zombie survival game, where you have limited health and ammo.
Screenshot
Get original file (173KB)
Detailed description

Background:

Revelade is a virus in the form of a drug which causes human gene degradation. A secret organization was working on a developing an improved version of revelade, and they succeeded.

Unfortunately, the organization was infiltrated and the drug was stolen. Every government agency in the world was put on high alert. Little did they know that the drug was highly contagious and was already being distributed in the water reserviors of every major city in the world.

On March 15, 2022, the world as we know it was over. Nuclear weapons became in fashion, hundreds of cities were destroyed, but to no avail. The virus had already spread into the majority of human population and it was just a matter of time. Everyone knew apocalypse was near.

The human gene had degraded so much that every human being on the planet turned into a zombie, well almost everyone. There was small group of survivors who called themselves The Forgotten Ones, these survivors seem to posses immunity against this virus, but no one knows the secret behind it. Now their duty is to withhold their bases long enough for them to regenerate and create an immune generation which in turn will take back the world and restore the human civilization to the way it was.

Are you up to the task of saving the world?

Weapon Features:

Primary and Secondary Weapons – All weapons in-game (except for chainsaw) have a primary and secondary weapon attack mode making game play that much more interesting.

Rocket launcher – Direct fire rounds and guided missiles
Flamethrower – Blast fire which does damage over time and can be used as a jetpack
Pistol – Single shot and 3 shot burst
Shotgun – Buck shot and grenade launcher
Grande launcher – bouncing bombs and landmines
Sniper rifle – Long range shoots and exploding bullets
Cross bow - Long range shoots and bouncing circular saw blades
Assault Gun - Raid fire in a large area and controlled stream of bullets
Healing Gun – Heals team mates and does damage to non team mates

Classes: Revelade Revolution also offers different player classes. Each class offers their own weapons as well as health, armor and speed buffs.

Offensive– Sniper rifle, Shotgun, Chainsaw. Health 100, armor 50, max speed 100
Defensive– Rocket launcher, Assault Rifle, Chainsaw. Health 120, armour 60 max speed 95.
Stealth– Flame Thrower, Crossbow, Chainsaw. Health 80, armour 40, max speed 115.
Medic - Health gun, Crossbow, Pistol. Health 100, armour 50, max speed 100.

**New Player Models**




***************************************

Update Alpha 4

Fixed:

 Bug #50: Lowest cn always starts as zombie in infection mode
 Bug #51: Master menu crashes in infection game mode
 Bug #55: Color becomes red after bot name
 Bug #56: Fix game mode descriptions
 Bug #68: Log date and time in log file
 Bug #73: No team crosshair in survival
 Bug #74: Jump sound in the Main menu
 Bug #78: Update reinc.cfg

Added:

 Feature #49: Disable health items in infection
 Feature #52: Give medics the ability to see other player's health
 Feature #53: Display progress bar above bases in capture
 Feature #54: Reduce the maximum amount of rockets that one is able to hold
 Feature #59: Add some hud popup to make it more clear when you have killed someone
 Feature #60: Don't give medics an unfair advantage to spot players
 Feature #61: Cap the maximum amount of time a sniper can "Infrared scope"
 Feature #62: Make the sniper "Infrared scope" use team colors
 Feature #64: Rename the crosshair vars to be more descriptive
 Feature #66: Add FOV slider
 Feature #67: Add hudevent icons
 Feature #69: better game mode selection
 Feature #72: Apply the following patches for mac compatibility
 Feature #79: change headshot message for zombies
 Feature #90: New models ready for inclusion
 Cleaned and centered loading page
 Vweps (now in IQM format)
 

New:

 Player model(s): Swat and Thief
 Hud arms: Swat hands and Thief hands
 Weapon: Mortar and Knife
 Weapon Model(s): Pistol, Crossbow, Flamethrower
 Game model(s): Health pickup,
 Sound(s): Knife, Jump and Crossbow

*******************************************

After fighting off the waves and waves of zombies and other survivors we are now looking for some help. We feel that our game is at a point now that game play itself is good and our features are bountiful. What we need is people interested in revamping exciting maps or creating new and exciting ones.

Whats in it for you?

Besides the feeling of joy and warm fuzzes that a map you made is in a game you will also get credit on our games "Read Me" and a "Thank you" in game item (We are working on a few ideas).

What we need

If you have played RR before you will see that we have many different game types (Capture The Flag, Free For All, Co-op Survival and more). What we are looking for is either maps designed for one of these game types or they can be maps that are designed for more then one type. We are looking for detailed and quality maps that will provide hours of game play for everyone.

Got an idea for a mod instead of a map?

That's great too! If you have an idea for a game mod or enhancement feel free to upload it here to indiedb and we will try it out. If it is something we like then we will include it in the next official release!

URL http://www.indiedb.com/games/revelade-revolution
Rating
82
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Files: rr.jpg / http://www.indiedb.com/games/revelade-revolution /

(3516) Home ~ Ruined Arena

xweert123 | 2012-06-29 06:39

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | CTF | Small (1-4) | Various Licenses
Blurb First map ever made!
Detailed description

The first level i've ever uploaded to Quadropolis. It's a small little map and it's pretty fun to play around with. Enjoy! It'll handle every gamemode except Base and Single Player (Obviously). And it's got nodes for bots. Enjoy!

Map file Ruined_Arena.zip (423.3 KB)
Rating
8
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Files: ruined_arena.zip /

(3508) Home ~ Forums ~ Content Creation ~ Few Questions For Creation

EditDude | 2012-06-25 00:15

Content Creation

hello, i just have a few questions.

first, how can i make textures move like in the map "turbine"?

and second, how can i bend and form glass and water in such ways the normal cube would bend from holding the "Q" key.

i will be thankful for any help i can get.

‹ How do I change this...? Source Engine (SMD) Hudgun Export Tutorial! ›

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(3507) Home ~ Forums ~ General Discussion ~ Texture-Based Slippery Physics: an idea worth pursuing?

Greaserpirate | 2012-06-24 17:40

General Discussion

This idea was suggested a while ago on the Red Eclipse forum at freegamedev.net. I'm also discussing it there, but I realised this could also apply to Sauerbraten.

Here's the idea: a variable called "vcurb" or "vslide" that could be used like "vrotate" and others. This variable would scale the slipperiness of the surface a player is standing on, like Red Eclipse's "floorcurb" var, but applying only to certain surfaces instead of the whole map. (note that "slipperiness" in this case only applies to momentum, not to how easy sloped surfaces are to climb or slide down.)

The main discussion on whether I should pursue this for Red Eclipse is in the link above. The purpose of this forum topic is mainly to discuss whether the Sauer community would like this to be included in Sauerbraten as well.

‹ Hej! :D Im new :D Can you use a gamepad in CUBE 2? ›

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(3506) Home ~ Forums ~ General Discussion ~ Hej! :D Im new :D

SirK | 2012-06-21 10:42

General Discussion

Hej everybody :)
I just wanted to say "HI!" and ask if anyone has some good sources for getting
into coding /modding cube2. Im am a mapper for Source-Engine titles (check out my Site www.invaders-online.de) and a experienced Coder (C#, C++, php).
I came to Cube2 because a Friend of mine was playing Assault Cube and I liked what I saw ;). I havent coded for a game in Years. So I thought I should give it a shot ;)
Thanks in Advance :D

‹ MekArcade Classes Texture-Based Slippery Physics: an idea worth pursuing? ›

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(3505) Home ~ Understanding Open Source

Quin | 2012-06-21 08:22

Guide

From: http://qreeves.blogspot.com.au/2012/06/understanding-open-source.html

As the developer of the Open Source first-person-shooter project, Red Eclipse, I have come across many different types of personalities; some are good, some are bad. Quite often, I will have someone looking to contribute to the project who is so convinced that their point of view is so important that it only ever ends badly. Unfortunately, you can’t control this kind of thing, but in the past I have attempted to guide these people along the right path, albeit unsuccessfully most of the time.

I believe there is a misconception surrounding the phrase “Open Source”, that many people bang against and wonder why they’re met with such hostility. When a person decides to release their creations with an Open Source license, their desire is most often always to share it with the public in many ways, including allowing everyone to use and/or modify it for free.

You’ve probably heard the expression, “Free as in beer, not free as in speech”, but maybe don’t quite understand the implications of that. The creator of Open Source content is looking to give you something for free, and quite often allows you to take it and do whatever you want with it; the most beneficial part of which is the ability to study, modify, and play with it. This creator already has their own ideas, their own opinions, and their own way of doing things.

Every so often, you have an individual come along who has their own ideas and opinions, and they are so fixed on the concept that their way is the right way, they end up having a complete disregard for the creator, and the community behind that creation, if one exists. These people will enter a community, demand that everyone conforms to their vision, and when they discover the creator and/or community are resistant to it, blames everyone else for the fact that they failed. This often ends with the person declaring something along the lines of: “I should have known better, you don’t appreciate me, I’ll go elsewhere and get my way there.”

The problem is, these people don’t ever try to integrate with a project naturally, they appear to expect instant results as soon as they come along, and assume they know everything they need to know. This is mostly untrue. Throwing a tantrum and refusing to share your toys is the best way to ensure that everyone will instantly dislike you. To them, they were doing just fine before you came along trying to shake the tree and making demands of them, and they will continue to do just fine without you.

Open Source is a democracy of one. Someone, somewhere up the chain, came up with the idea and executed it. They built it, and they own it. Just because they have given something to you free of charge, does not entitle you to start telling them how to do their “job”. You’re not paying them, in fact, they’re giving up their free time to follow an idea that they are passionate about, and it is just a side effect of generosity that they released it for everyone to enjoy. Too many people think that Open Source bestows a right of ownership on them, but if you ever read one of these licenses carefully, all a creator is giving you is the right to use, distribute, and/or modify it.

So, if you’re looking to contribute to an Open Source project, now or sometime in the future, try to remember this: You are a guest in someone else’s home, please respect them and the work they have done. Try to understand their vision and their rules, get to know the way they operate, find out if they’re even interested in your ideas. If you approach them with a good understanding of their work, you’re more likely to get the result you are after, or maybe even find some other way you can fit in.

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(3497) Home ~ ctf_desert

Zoocata | 2012-06-17 22:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | CTF | Medium (5-8) | Creative Commons (BY-SA)
Blurb ctf_desert
Screenshot
Get original file (452KB)
Detailed description

Hey guys, this is my first CTF map! I usually don't do well with layouts, but I got some good criticism from some friends of mine. Although the textures aren't done yet, and the spawns/flags aren't working(I don't know how to specify good or evil flags/spawns, please tell me below :3) I still kinda like the map. Remember, WIP!

Map file ctf_desert.ogz (179.33 KB)
Rating
30
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Files: rsz_ctf_desert.png / ctf_desert.ogz /

(3496) Home ~ Forums ~ General Discussion ~ Can you use a gamepad in CUBE 2?

johnadamsfromUS | 2012-06-17 00:27

General Discussion

I have a gamepad I'd like to use, just unaware of how to use it in sauer. If you anyone could help me out that'd be awesome. thanks.

‹ Texture-Based Slippery Physics: an idea worth pursuing? Sound Modding ›

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(3495) Home ~ WIP Quake

Khorne | 2012-06-16 23:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Other License
Blurb Wip Quake based Sp map
Screenshot
Get original file (518KB)
Detailed description

Based of 1st campaign map in quake 4.

Map file quake.ogz (1.51 MB)
Rating
70
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Files: screenshot_coop_quake_3584913.png / quake.ogz /

(3493) Home ~ Multikills! v1.0

shotup1 | 2012-06-16 08:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Public Domain
Blurb This MOD/Script adds 22 new voice overs to Saurbraten and includes a script which creates a full set of 16 multikills.
Screenshot
Get original file (124KB)
Detailed description

Make sure you have the Game Event Handles! Otherwise this won't work.
-Description is lengthy so stay with me here.

(Screenshots do NO justice)

This mod introduces a multikill system into Saurbraten. Just follow the directions in the "READ ME" file for installation instructions.

Now, about the mod:
Those of you familiar with Halo will recognize and hopefully love this addition to the game. I really feel like this is a much needed touch of depth added to Cube.
After killing an enemy, you will have 5 seconds (as a default) to kill another. When you kill two enemies you earn a "Double-Kill!" and you'll hear a bad ass voice announce "Double Kill". If you kill ANOTHER enemy after your double kill, you earn a "Triple-Kill!". And again, you hear the awesome voice announcing your accomplishment. You get five seconds between every kill to earn the next medal in line.

Here's a list of all the Multikill medals
Kills.........Medal
2........... Double-Kill!
3........... Triple-Kill!
4........... Over-Kill!!
5........... Killtacular!
6........... Killtrocity!
7........... Killimanjaro!
8........... Killtastrophe!
9........... Killapocalypse!
10........... Killionaire!!
12.......... Onslaught!
14.......... Bloodlust!
16.......... Berserker!!
18.......... Vendetta!
20.......... Secret
22.......... Secret
24.......... Secret
They all work, and they all have voice overs ^^

Some stuff you should know::
Contrary to what you might think, multikills after about 5 or 6 are HARD to get. BUT.... it really is a lot of fun trying to reach the highest multikill and hear the last two announcements. You don't get anything in return... but it's fun :P
-Also, the font in the screenshot is not included in the mod, NOR does it even matter what font you use.

I really hope you all enjoy this and use it, add to it, modify it, whatever. This is my first mod and I DO plan on further releases of this script and stuff.

BIG thanks to SomeDude for holding my hand through making this and teaching me how to do it! I really appreciate it. Pretty much all the credit for that script goes to him

P.s.
If you wish to know how to change anything about this mod, ask!
P.P.S.
If anyone would like to make a video displaying this system working, it'd awesome. My computer isn't good enough to record and play at the same time. Screenshots really do NO justice.

Map file packages.zip (5.61 MB)
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Files: screenz.png / http://www.quadropolis.us/node/3362 / packages_24.zip /

(3490) Home ~ Forums ~ General Discussion ~ Sound Modding

Anonymous | 2012-06-15 14:26

General Discussion

I'm starting on making some new sounds for Sauerbraten. But when playing the game it gives an error not being able to find the files.
What I did:
Made some sounds in Pro Tools 10, bounced them at 44,1 kHz and 24 bits into a wav-file. I named the file exactly like the old one I wanted to replace (e.g. "flagdrop") and replaced it with the original one.

What did I do wrong?

‹ Can you use a gamepad in CUBE 2? Closing threads ›

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(3488) Home ~ Forums ~ General Discussion ~ MekArcade Classes

CD Xbow | 2012-06-14 02:16

General Discussion

"Gamers seldom make passes at players with classes"
Dorothy Parkour

This is the first formal announcement of the release of MekArcade 0.4 this August. We are calling this 0.4 release the 'Developers Edition', because we need your help taking it further (mappers at the ready!) and we still haven't decided if this should be a public release or just within the Cube community. You can see some pictures and an old vid at the http://www.moddb.com/games/mekarcade, and you can keep up with our plans at the SF site. While it is really only about half done, it is in fact fully functional - one of the benefits of forking from a working cube engine game like Red Eclipse. Now the spruiking is over......

The first major change to the RE code base is the implementation of a player class. Indeed you can think of MekArcade as RE + playerclass + Mek content + a few other bits and pieces. Quin has done a splendid job implementing 'cube with classes'; and it is classes I want to talk about, as there are many potential uses for a player class, and quite frankly I don't think I have the wit to think through all the possibilities. I also feel we have a significant responsibility to do this right. Obviously it makes class based games possible like TF2, and vehicle games of all types, implementing special class based abilities (eg the light engineer mek will be able to carry stuff) and will also aid us in building defensive weapons. I am sure there are many of you with your own thoughts about classes and what could be done with them, please share.

Currently the player class is simple and there only a few attributes at this time, below is the relevant code:

const char *classmodels[NUMCLASSES][3] = {
{ "actors/mek1", "actors/mek1/hwep", "mek1" },
{ "actors/mek2", "actors/mek2/hwep", "mek2" },
{ "actors/mek3", "actors/mek3/hwep", "mek3" }
//{ "actors/mek4", "actors/mek4/hwep", "mek4" }
};
#else
extern const char *classmodels[NUMCLASSES][3]; //3
#endif
#define CLASSES(a,b1,b2,c1,c2,c3,c4,c5) \
GSVAR(0, class##a##name, #a); \
GVAR(0, class##a##health, 0, b1, VAR_MAX); \
GVAR(0, class##a##armour, 0, b2, VAR_MAX); \
GFVAR(0, class##a##xradius, 0, c1, FVAR_MAX); \
GFVAR(0, class##a##yradius, 0, c2, FVAR_MAX); \
GFVAR(0, class##a##height, 0, c3, FVAR_MAX); \
GFVAR(0, class##a##weight, 0, c4, FVAR_MAX); \
GFVAR(0, class##a##speed, 0, c5, FVAR_MAX);

// name health armour xrad yrad height weight speed
CLASSES(mek1, 300, 80, 3, 3, 15, 200, 65); //80 recon flyer
CLASSES(mek2, 400, 100, 3, 3, 15, 300, 50); //50 base beholder medium
CLASSES(mek3, 330, 90, 3, 3, 15, 250, 60); //70 light engineer ?carry health
//CLASSES(mek4, 500, 100, 3, 3, 15, 350, 40); missile mek


For the 0.4 release we will have 4 or 5 classes, some very similar to TF2 classes. (Why not!) Jumpjets and hover should be attributes of a class by release time.

The 0.5 release later in the year should bring in a destructible entity, next gen weapons, possibly defensive weapons. Underpinning this will be a change to using multiple weapon tag points. There are a few implications for this in terms of modelling (the weapons will make up part of the mek shape), the weapon management will be less FPS like.

0.6 will bring in a Mek/heat cycle like MekAssault had, and a few other bits and pieces that got missed in 0.5. At that point the MP game, as planned, will be mostly be in place, and we will then decide whether we need to continue to develop the MP game play further in 2013 or work concentrate on single player.

‹ how do i use mods Hej! :D Im new :D ›

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(3486) Home ~ Forums ~ Help and Support ~ Help with Misfit 3D MD5 exporter

CD Xbow | 2012-06-13 03:18

Help and Support

Again we have nearly managed to snatch defeat from the jaws of victory! We really need some help with this MD5 exporter for Misfit3D that we developed which works almost perfectly. For windows there is a recompiled binary with the exporter rolled in and for the Linux version of Misfit there is a plugin.

At present the exporter works perfectly for the mesh and the animations. You export your model by selecting "Export" or "Save As" and typing .md5 or .md5mesh as your file extension. The exporter will then produce a xxxx.md5mesh, a xxxxx.mdanim for all animations and a prototype md5.cfg. If the animations are named they are spat out with that name. If they are not named then you get one, very big animation file with them all in. Best to name them first! It is very efficient if you name them first.

**** Updated ****

One of the tags problems was due to space names in the models bones. This is a big no-no.

The most important thing is you must NOT use the Misfit tags. If you use the tags the md5 model will stuff up. Read the wiki and download from the sourceforge site - http://sourceforge.net/projects/misfitcubed/

We have a battle armor model - http://teamxbow.org/cube/models/misfit/battle_armor2_v04.zip and a human walker mek http://teamxbow.org/cube/models/models-mek/mek6_v04.zip that are in Misfit format and the animations are set up ready to export. I have already posted these in the RE forums.

Now go forth and mekaply!

‹ Filesize Bug when /remip; savemap ? please help! Auth? ›

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(3485) Home ~ BigHouse by {-GBP-}Fisch

phjohn | 2012-06-10 12:11

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Superscalar | Copyright
Blurb Bighouse
Detailed description

nachgebaut von {-GBP-}Fisch
reconstructed by {-GBP-}Fisch

Map file bighouse.zip (3.47 MB)
URL http://www.file-upload.net/download-4432642/bighouse.ogz.html
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(3481) Home ~ Forums ~ General Discussion ~ Modding Skins on Player Models, is it possible?

johnadamsfromUS | 2012-06-07 21:55

General Discussion

I'm new to sauerbraten but I've come to find out you can mod a couple of little features, such as cross hairs, game interface menu and textures. What I've been trying to do lately is mod the player models, such as Mr. Fixit, specifically just changing the skin colors. I go packages under Sauerbraten, onto models, then to the Mr. Fixit Folder. I click on the images of the body and change the color of them using GIMP, but when I go to play, it is still the same default colors. Could someone please tell me how to do this correctly or if it is even possible. Thank you!

‹ CTF map idea: vertical gameplay How do i host Colect edition server on debian? ›

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(3480) Home ~ Forums ~ Help and Support ~ collaboration / writing help

bat | 2012-06-05 18:12

Help and Support

hi, some time ago i developed and published here on quadropolis an incomplete(alpha)version of some maps called freedom-force. I cannot spend much time on it, but now the work is almost done: actually i prepared a complete -italian- version.

Before publish it I will translate it in a reasonably good english, but I know my english is not good enough for that, so i'm looking for someone who can help me.
Is not essential know italian (i can produce a basic english text), it is enough try to understand my draft and write it down in a better way. I'm looking for someone who can spend some time on it (there's a lot scripted text). Obvious requirement: fluent english.

‹ In-game Sound Problems How do I make a new Hud(Gun)? ›

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(3479) Home ~ Forums ~ Help and Support ~ In-game Sound Problems

johnadamsfromUS | 2012-06-05 16:25

Help and Support

While i am playing the sounds sometimes do not work. Does anyone have an idea why this is happening and how to fix this? If so, please let me know.

‹ regarding bots collaboration / writing help ›

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(3477) Home ~ Sterile

Ryand | 2012-06-02 22:07

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Work in Progress | CTF | Medium (5-8) | Other License
Blurb A simplistic CTF map, themed similarly to Bath
Screenshot
Get original file (252KB)
Detailed description

This is my first RedEclipse map ever! I wanted a very open and free feeling CTF map, with fairly fast paced action. I designed the layout to allow for concentrated action in the center, while still allowing players to sneak around on rooftops and around the edges of the map.

This could still use improvement in the detailing department, but I think the overall layout and texturing is completed. I went for a theme similar to bath, because that is my all time favorite map! I hope you enjoy it, and rate up!

ALL FEEDBACK GREATLY APPRECIATED! Have a nice day!

Map file Sterile.zip (309.22 KB)
URL http://www.mediafire.com/?zd61dufmr8cn5n8
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Files: sterile.jpg / sterile.zip / http://www.mediafire.com/?zd61dufmr8cn5n8 /

(3476) Home ~ Forums ~ Help and Support ~ Xcode fails to compile SVN

Ryand | 2012-06-02 01:39

Help and Support

I am running osx Lion, and have recently checked out the SVN. I tried to compile from the xcode project included, but for some reason the build fails every time. Are there special settings required? I know my SVN is fully updated and working, as when I load the files in parallels desktop the game runs (but obviously very poorly due to virtualization, hence the need for a mac build). Any feedback is appreciated! Oh, by the way, the failure was as follows: Apple Mach-O (ld) error, Command /Developer/usr/bin/llvm-g++-4.2 failed with exit code 1.

‹ Help with 'splitting' MD5 mesh How do i convert OS X to Windows? ›

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(3475) Home ~ Forums ~ Content Creation ~ Source Engine (SMD) Hudgun Export Tutorial!

jbo1994 | 2012-05-31 22:47

Content Creation

In this tutorial, I will attempt to clarify the process for setting up for and exporting hudguns with hands for Sauerbraten and Red Eclipse.
You will need Blender 2.62 and SMD tools, which can be obtained here and here, respectively.
I will not provide instruction for the actual modeling process, only for rigging, exporting, and configuring.
Now, I’m going to assume that you have fully skinned hand and gun models for exporting; if you do not, this tutorial is going to be useless. First, rig the model. Select the model that you are going to rig, then select the rig, and press ctrl-p [with empty groups] and assign the vertices of the model to their proper groups. Make sure to keep gun and hand armatures separated:

By jbo_aka_jnosko at 2012-05-31

Now, add a bone to the hand armature, name it “tag_weapon”, and parent it to some bone in the hand holding the gun by selecting first the tag_weapon, then the bone to be parented to, and pressing ctrl-p. Mine is positioned here:

By jbo_aka_jnosko at 2012-05-31
As you can see, the relationship line goes to the tip of the wrist bone in the right hand.
Next, align the gun and hand models as they would appear in the first frame of the “idle” animation. After you have done that, add a bone to the gun armature named “tag_weapon”, and align this bone with the tag_weapon of the hand armature; parent it to the root bone of the gun.
for example:

By jbo_aka_jnosko at 2012-05-31
Place a bone at the end of the barrel or the tip of the blade, facing the direction of the projectile, name it “tag_muzzle”, and parent it to the root bone of the gun also.

-FOR RED ECLIPSE USERS ONLY:
If the weapon you are working on ejects brass (such as the SMG), you will need a bone named “tag_eject” at the point of ejection.

For the rest of you: Make sure that the origins of the gun armature and model are at the root of the tag_weapon of the gun armature. Put the hand armature in pose mode by pressing ctrl-tab. Select the gun armature and then select the tag_weapon of the hand armature; press ctrl-p [click “bone” in the menu]. This will make it easier to animate the hands and the gun working together.
Proceed with animating the hands and gun, making a separate action for idling, firing, (and reloading for RE) in the action editor, using separate actions for the hand and gun armatures.
Now we’re ready to export. go to the scene tab of the properties panel, and scroll down to the SMD export section. Set the output folder to “//smd//” f.e. “//smd/shotgun/”. now, select the gun armature, close the action that is assigned to the armature (to avoid duplicates), and then also select the gun model. Duplicate the selected items by pressing shift-d. Select the original gun armature and also the hand armature, and press alt-p [clear parent]. Take the original gun armature and model, snap the cursor to center with shift-s [cursor to center], and snap the selection to the cursor with shift-s [selection to cursor]. Align the tag_weapon to the global x-axis, then rotate with [r, x, 90, -] and then [r, z, 90]. (I also suggest that you set the origin for the hand model and armature at the center, but it's not mandatory.) Then proceed to scale the models WAAAY down, so that a long gun is about 2 blender units long. Otherwise, the point where the projs begin will be way too far forward.
Go back to the smd export panel and make sure the only the original hand and gun meshes are selected to export, and click “scene as configured”. Now, select only the original hand and gun armatures, making sure that the your “idle” animation is assigned to them. Go to the smd export panel and make sure the ONLY the original armatures are selected, and select “current/NLA” in the drop-down list for each. Press “scene as configured” again; repeat with all the other animations. (you may be able to use “action filter” from the list in the smd panel, but I’ve never tried it.)

Now to import them to the game. I recommend using the same set of hands for all of your guns, so that the game will only have to load one set of hands for all of the weapons.
For sauerbraten, create a folder in packages/models for your hudguns, and make the folders chaing, shotg, rl, gl, chainsaw, rifle, and pistol inside that. Place the exported hand model, animations, and skins inside the root hudguns folder; place the weapon models, animations, skins, and configurations inside their respective folders.
Unfortunately, these will not show up in team games, as I have absolutely no idea how to assign different skins for different teams. Also, if you decide to switch back, you will have to delete Sauerbraten’s configuration file. Otherwise, the default guns will be horribly disoriented, and I do not know why.
Sample configuration for Sauerbraten: (for more info on commands, see “models” in the documentation)
smddir ""
smdload "hands.smd"
smdpitch "" 1
smdtag tag_weapon tag_weapon
smdskin * "hands.png" "hands_mask.png" .4 .1
smdadjust Root -5 -7.5 0
smdanim "gun idle" "hands_chaing_idle.smd"
smdanim "gun shoot" "hands_chaing_fire.smd"

smddir "\chaing"
smdload "chaingun.smd"
smdtag tag_weapon tag_weapon
smdtag tag_muzzleflash tag_muzzle
smdskin * "chaing.png" "chaing_mask.png" .3 .2
smdanim "gun idle" "chaing_idle.smd"
smdanim "gun shoot" "chaing_fire.smd"

smdlink 0 1 tag_weapon

For Red Eclipse, things must be done differently. First go to the “models\actors\player” folder and make a backup of “hwep.cfg”. Then make a backup of the entire “weapons” folder. Delete the “md5.cfg” inside the “hwep” folder of the weapon you are currently replacing. Place only the weapon files in the hwep folder, along with configuration in the form of a “smd.cfg”. Now go back to the player folder and replace the original “hwep.cfg” with your own; place all of your hand files here.
sample configuration for the weapon:
smddir "weapons/,/hwep"
smdload ".smd"
smdskin * ".png" ".png" .09 .06
smdenvmap * "skyboxes/skylump2"
smdtag tag_muzzle tag_muzzle
smdtag tag_weapon tag_weapon
smdanim "" "_idle.smd"
smdanim " primary" "_fire.smd"
smdanim " secondary" "_fire.smd”
smdanim "" "_reload.smd"

mdlscale 1680

sample configuration for hwep.cfg:
smddir "actors/player"
smdload " hands.smd"
smdpitch "" 1
smdskin * " hands_skin.png" " hands_mask.png" .2 .4
smdbumpmap * "spartan_hands_normals.png"
smdenvmap * "skyboxes/skylump2"

smdtag tag_weapon tag_weapon

smdanim "switch|use|jam" "hands_switch.smd"

smdadjust Root -5 5 0
smdanim "smg" "hands_smg_idle.smd" 1
smdanim "smg primary" "hands_smg_fire.smd" 20
smdanim "smg secondary" "hands_smg_fire.smd" 20
smdanim "smg reload" "hands_smg_reload.smd" 51

smdadjust Root -7.5 5 0
smdanim "rifle" "hands_rifle_idle.smd" 0
smdanim "rifle primary" "hands_rifle_fire.smd" 120
smdanim "rifle secondary" "hands_rifle_fire.smd" 120
smdanim "rifle reload" "hands_rifle_reload.smd" 70

smdadjust Root -2.5 5 0
smdanim "flamer" "hands_flamer_idle.smd" 0
smdanim "flamer primary" "hands_flamer_fire.smd" 20
smdanim "flamer secondary" "hands_flamer_fire.smd" 20
smdanim "flamer reload" "hands_flamer_reload.smd" 10

smdadjust Root -7.5 2.5 0
smdanim "shotgun" "hands_shotgun_idle.smd" 0
smdanim "shotgun primary" "hands_shotgun_fire_alt.smd" 53.3
smdanim "shotgun secondary" "hands_shotgun_fire_alt.smd" 53.3
smdanim "shotgun reload" "hands_shotgun_reload_alt.smd" 45.75

smdadjust Root -7.5 2.5 0
smdanim "pistol" "hands_pistol_idle.smd" 0
smdanim "pistol primary" "hands_pistol_fire.smd" 260
smdanim "pistol secondary" "hands_pistol_fire.smd" 220
smdanim "pistol reload" "hands_pistol_reload.smd" 56.25

smdanim "grenade" "hands_grenade_idle.smd" 0
smdanim "grenade power" "hands_grenade_power.smd" 19
smdanim "grenade primary" "hands_grenade_fire.smd" 240
smdanim "grenade secondary" "hands_grenade_fire.smd" 240

smdadjust Root -7.5 7.5 0
smdanim "plasma" "hands_plasma_idle.smd" 0
smdanim "plasma primary" "hands_plasma_fire.smd" 240
smdanim "plasma secondary" "hands_plasma_fire.smd" 220
smdanim "plasma reload" "hands_plasma_reload.smd" 26.6

smdadjust Root -5 7.5 0
smdanim "sword" "hands_sword_idle.smd" 0
smdanim "sword primary" "hands_sword_attack1.smd" 66
smdanim "sword secondary" "hands_sword_attack2.smd" 106
smdanim "sword reload" "hands_sword_reload.smd" 40

smdadjust Root -5 2.5 0
smdanim "rocket" "hands_rocket_idle.smd" 0
smdanim "rocket primary" "hands_rocket_fire.smd" 240
smdanim "rocket secondary" "hands_rocket_fire.smd" 220
smdanim "rocket reload" "hands_rocket_reload.smd" 26.6

mdlscale 1680
Proceed to make a backup of your hwep.cfg and weapons folders. That way, all you have to do to switch back and forth is replace hwep.cfg and the weapons folder.
There. You’re all set to play Red Eclipse with your own guns.

By jbo_aka_jnosko at 2012-05-31

‹ Few Questions For Creation Zombie War Script? ›

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(3470) Home ~ Forums ~ Help and Support ~ replacing hud

sniper15601 | 2012-05-26 16:11

Help and Support

So I've downloaded some new hud guns and tried replacing the chaing folder with the new folder but get nothing at all. I'm extracting the new file to my sauerbraten folder and putting it in the chaing folder, but when I open the folder or start the game, the new gun doesnt appear. Any help?

‹ How do I make a new Hud(Gun)? Ogro character is HUGE! ›

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(3465) Home ~ Forums ~ Help and Support ~ Ogro character is HUGE!

harmonillustration | 2012-05-24 21:55

Help and Support

Sorry for being a total hack noob, but not everyone can be cool.

I have a problem. I was messing around with some mods involving the Ogro character. Long story short, when I play as Ogro, everything is fine, he is regular size and has his regular skin, but when I play a one player game the Ogro enemy character is HUGE and seems to have a wacky yellow skin with white letters.

How do I fix this? How do I make him regular size with his regular skin?

Thanks.

‹ replacing hud Question about Red Eclipse player models. ›

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(3464) Home ~ Forums ~ Content Creation ~ HUNGER GAMES (SURVIVOR GAME MODE)

johnadamsfromUS | 2012-05-22 23:58

Content Creation

Yes! So im new to sauer.. and new to the community, but i just want to inform everyone on a new game mode i've thought about.

The Game Background

So the game mode would involve a variety of different contestants with one goal..TO SURVIVE. However, this will prove to be a difficult task because weapons, along with health and Armour are limited and rare. Spread across a medium or vastly large map different items are kept in secret caves, tunnels, etc. waiting to be found. In order to survive the players must form alliances and take down other enemies because if they do die, they will not re-spawn back, which adds more suspense to the game of course. I also forgot to mention that their is only one winner. I REPEAT, ONE WINNER!

How the Game Would Take Place

Each game would start off with a certain number of people..say 15-24, more or less. At the start each player will be spawned onto a starting point. While at the starting point each player will await the countdown and be informed of rules and orders. (At the beginning of the game each player with be equip with chainsaw only.) Some of these rules are: They must wait for the countdown before advancing into the map. No re-spawning after death, which im sure can already be scripted. ( NOT SURE ABOUT THIS ONE ) not entering into edit mode.

After the countdown is done and all the players are out in the map gathering guns and equipment, anything is a go to survive. You may be a lone ranger and survive by yourself or decide to take your chances with teaming up with someone(s). Either way you must always remeber only one ay survive.

IF ANYONE LIKES THE IDEA AND WANTS TO MAKE IT HAPPEN, OR IF YOU WANT TO SHARE SOME ADVICE PERHAPS, POST HERE AND LET ME KNOW!! LETS MAKE THIS HAPPEN!!

‹ How to Mod Cube 1 How do I change this...? ›

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(3460) Home ~ Battle School

Greaserpirate | 2012-05-22 02:17

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Conceptual | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb a zero-gravity map like the battleroom in Ender's Game.
Screenshot
Get original file (289KB)
Detailed description

I've always wondered why they never made Ender's Game: the game. So I decided to make it happen.

As some of you may know, Red Eclipse has the option of removing the gravity in maps, although it hasn't been used much. Now I have. And it's awesome.

This map isn't an exact replica of the Battle Room. There are four rooms with flags at the top around a two-story central room with a gravity machine. To get to the enemy's flag, you start out going down, but then you have to go though the central room and then up.

I found out that you can simulate gravity with pushers, so there are places in this map where there is gravity, and to find out where just listen for a humming noise. The spawning rooms have gravity, but as soon as you drop through the one-way energy membrane, you're floating free. The machine in the central room also generates a weak gravitational field near the top, but it's more like on the moon than on earth.

The "gravity" and "aircub" vars are stored in the map, so you don't have to fiddle with anything to play. Just remember: although, unlike in the book, you can control where youu drift, you move slowly and it's hard to change directions, so parkour really is your friend here. Also, since the aircurb value is higher, you can get a lot of momentum going.

For more info, visit the Red Eclipse forum at http://forum.freegamedev.net/viewforum.php?f=53.

Map file Battleschool.zip (4.57 MB)
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Files: battleschool-re.png / battleschool.zip /

(3459) Home ~ cube2crypto library

Chasm | 2012-05-21 02:12

Cube 2 (Sauerbraten) | Red Eclipse | Stable | Source mod | Linux | Windows | Mac OS | ZLIB License
Blurb Scripting and api access for Cube 2 cryptographic functions.
Detailed description

I have wrapped the cryptographic functions from Cube 2 to make it simple to include them in separate programs. Included are Python, Javascript, C, and C++ bindings.

The project can be found on github.

Comments and criticism are welcome, but there is no need to inform me of how much of niche item this is.

I hope others find this useful. I certainly needed access to these enough that it was worth putting them out in their own library.

URL https://github.com/MorganBorman/cube2crypto
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Files: https://github.com/MorganBorman/cube2crypto /

(3458) Home ~ Sauerbraten Auth Manager

Chasm | 2012-05-21 02:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Standalone | Linux | Windows | ZLIB License
Blurb A simple gui to help beginning players install and manage auth keys.
Screenshot
Get original file (24KB)
Detailed description

Auth key based authentication carries several advantages. Not least among these is automatic logins. Several servers are starting to use auth key based logins for their standard user accounts.
This has led to some difficulties helping beginning players find their Sauerbraten data folders and perform the modifications necessary to complete their registration.

I have written the Sauerbraten Auth Manager to aleviate this difficulty.

The project is open source and can be found on github.
https://github.com/MorganBorman/cube2AuthManager

The manager searches in the standard locations for the Sauerbraten data directory and reads the auth keys. It then allows users to add, remove, enable/disable, and see information about their auth keys.
It also has a button to open the Sauerbraten data directory so users may learn more about how Sauerbraten configs work and get to the other files.

I have tested this fairly thoroughly, but I still consider it to be in a beta state so proceed with caution. I recommend backing up your auth.cfg and autoexec.cfg files.

There will be a version for OSX soon.

The private key column doesn't normally look like that. I obscured my real keys because I didn't feel like creating some fake ones just for the screenshot.

URL https://github.com/downloads/MorganBorman/cube2AuthManager/AuthManager-setup-0.701.exe
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Files: sauer-auth-manager.jpg / https://github.com/downloads/MorganBorman/cube2AuthManager/AuthManager-setup-0.701.exe /

(3457) Home ~ Geome

kddekadenz | 2012-05-19 16:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Medium (5-8) | Creative Commons (BY)
Blurb A unfinished map
Screenshot
Get original file (184KB)
Detailed description

I created a map to showcase my mapping skills.
This isn't finished, and I probably will never finish it.
Please give constructive criticism.

Map file [kdd]geome.zip (259.73 KB)
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Files: screenshot_1408678.jpg / [kdd]geome.zip /

(3454) Home ~ Cube 2 Txc Edition

A_W_O_L__ | 2012-05-15 16:29

Cube 2 (Sauerbraten) | Stable | Standalone | Windows | Creative Commons (BY)
Blurb its the same as a normal cube 2 game but adds the ability to change the amount of gravity
Detailed description

it allows you to change the amount of gravity in game ( only works in edit mode. )
then you can save the map with that gravity var and it will use that gravity var for other players online that are also running this version of cube.

How to use: to use it type /GRAVITY x ( yes it is case sensitive )

Bugs: seams Stable but it turns the gravity off of the ragdoll effect after some one dies

Notes: as of now i think this will only work on windows ( i have only tested it on windows 7. i think it will work on others )
what you will download is a simple installer that is packed in a .zip you'll have to extract that. then run the installer
the installer should run then place a ugly icon with a gear on your desktop. you should be able to run it from there.
this will not replace your original cube 2 you can still run either one at any time and you can uninstall this version without effecting
your original.
this is not a hack or a cheat. it just simply makes gravity a var just like changing the color of water

hope you have as much fun with this as i do ... =D

update: here is the Physics.cpp file i think this is all you need to get it to work.
http://www.mediafire.com/?8yuf14vga27p1s9

URL http://www.mediafire.com/?tbv1zfy4oxrune5
Rating
25
points
 (3 votes)
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Files: http://www.mediafire.com/?tbv1zfy4oxrune5 /

(3453) Home ~ Zombie match

Jed | 2012-05-14 12:21

Cube 2 (Sauerbraten) | Release | Stable | Gameplay | Public Domain
Blurb A script that starts zombie matches
Detailed description

This script startes "zombie matches": team games whit humans vs bots. You can choose the number of the bots and their skill, and also map and mode.

You must be master or admin to start that matches and to add the bots, and the script says if you are not master/admin. If mastermode is open, it asks if you want to use veto, or match probably willn't start.

You can only play in team modes, and the scripts says if you didn't provide a team mode. I also incuded collect, instacollect and efficcollect so you can play them on the SVN version.

To start the match, click on the button on the bottom. When the map is loaded, bots are added. After 1 sec, teams are set and you can play.

The command to start the GUI is /zombie

Config file zomb.cfg (1.45 KB)
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Files: zomb.cfg /

(3452) Home ~ Forums ~ General Discussion ~ Closing threads

Anonymous | 2012-05-14 07:51

General Discussion

I noticed an increasing number of topics being closed. This is not a bad thing by itself (on the contrary, it might be necessary if an off-topic flamewar emerges). But it also looks like a very small amount of moderators is closing the threads, which is also not a bad thing in itself, they are active and they care. But the same people... what the hell, Raz and Sui, I'm talking about you guys. You get involved in a lot of arguments, which, again, is not a bad thing. But please, step back a bit from time to time and think about what it looks like when you fight an argument, have the final word and then close the thread. There might be some situations where a little more "laissez faire" would be beneficial.

Feel free to close this thread :)

‹ Sound Modding Why do people still prefer Sauerbraten to Red Eclipse? ›

Rating
10
points
 (1 vote)

Files: none

(3450) Home ~ Forums ~ Help and Support ~ How do I make a new Hud(Gun)?

ShostakovichStudios | 2012-05-11 00:30

Help and Support

I've always wanted to develop my own custom hud gun, but I never knew how. Besides, of course, gut-spilling work.
Can someone explain to me how to develop a Hud Gun?

‹ collaboration / writing help replacing hud ›

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Files: none

(3443) Home ~ Martian Outpost

rabe | 2012-05-08 18:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Martian Outpost - formerly known as rabe-sauer2, a cube2-map by rabe, 2012-08-21
Screenshot
Get original file (47KB)
Detailed description

Martian Outpost - formerly known as rabe-sauer2, a cube2-map by rabe, 2012-08-21
Final version!

Content.
outpost.cfg
outpost.jpg
outpost.ogz
outpost.wpt
outpost_README.txt

This README sums up some of the thoughts/discussions during the creation process.

Title.
Since it's my second sauerbraten-map, it was called rabe-sauer2 as a working title. After finishing the map, eihrul came up with the name "outpost" and the maptitle "Martian Outpost", which fits the theme well, i think.

Gametypes.
This map is made for duel/ffa/insta. I prefer playing duels on it, 4 players should be the very maximum.

Layout.
I made a more or less traditional pit-like map. Orientation should be pretty easy. The ledges and rooms arranged around the pit have different levels though to make it a bit more interesting. Most of the boards, slides and crates do actually have a function for movement/jumps/shortcuts. Take some time to discover possibilities to bunnyhop and weaponjump, in my opinion the flow is pretty good.

Weapons & Playerstarts.
There are narrow and more open places/long sights. So every weapon got its use on this map. There are 3 shells, 3 rifles, 2 grenades, 2 bullets and 2 rockets. I put all those weapons right in the middle of the rooms and platforms, easy to pickup, so players don't have to run into walls/cramped corners or jump on small ledges just for a simple weapon-pickup. There are 12 playerstarts spread over the map. They are all close to weapon-pickups, so players can get hold of a first weapon within one single step/jump, so they cannot get spawnraped that easy.

Items.
I experimented a lot on this one and finally came to the conclusion, that a "complex"-like itemset (all 3 big items, few health) is more interesting than a "douze"-like itemset (one big item, lots of health). So i decided to use quad and boost and the yellow armor, but only very few health-items (2). So players do not constantly recharge health and they actually die, when getting shot. Also the gameplay is not only focused on 1 single big item. Quad is placed in a risky and relatively difficult to reach place, so I think it's not overpowered.

Geometry.
All in all rather simple. I tried to repeat the same rounded forms in different variations. Besides that there are some pipes, crates and ramps. I know there could be more geometrical detail and the 'round cubes' could be even more round, but i tried to have an eye on filesize and performance also. Keep in mind, that this is not an artistic, but a duel-map. Nieb came up with the idea of altering the height of some of the roofs/buildings. I experimented a little bit, but dropped the idea: the lightning/shadows changed too much and the walls looked to high and a little boring.

Textures & details.
Same as above. I decided not to use too many textures and mapmodels/particles. I always liked the visuals of "complex" and "academy". So i mixed them up a little. Thanks to suicizer for the idea of blendmapping the floor and adding some random, broken stuff.

Lightning.
Skylight, Mars-skybox and a sunlight-entity with a little red touch. A little fog. That is basicly it. I just put some lights in some rooms/corners, that seemed to dark to me, and some little lights in front of the tech1soc/032lig12ya texture.

Clipping.
Everything except the roof (and roof-constructions) is accessible. You cannot fly/fall out of the map. Besides that I clipped/noclipped some corners/trims and spaces to improve the flow/jumps and erase some camping-spots, which would definitely make gameplay worse. Thanks to suicizer and razgriz for showing me, how to nearly properly clip raound stuff with the skytexture and alpha-cubes. I hope it feels natural and flowy.

Performance & Filesize.
The .ogz is around 1000kb big (or small). The wtr-value says something like around 37k. Around 14500 lightmaps. On my 4-year-old macbook the map runs stable at 125fps (with shaders turned off). With the helping hand of RaZgRiZ (Thanks!) I tried to skytexture as many unseen faces as possible to reduce lightmaps. Unfortunately there are still some unseen faces left non-skytextured. Skytexturing them somehow causes light-errors on the seen faces right next to them (e.g. the broken parts of the floor). So I left them textured normally.

Bots.
As you can see, a waypoint-file is included. It's working, but sometimes the bots get stuck under the centered ramp or the ramp at the yellow armor. The only way to avoid that would be clipping the space under the ramps, what i do not want to do. so, I have to live with that.

License.
If you want to use work with/on this map, just ask me, before doing so.

Thanks.
Everyone, who gave me feedback on quadropolis.us, irc or ingame and helped to improve this map. Especially suicizer, razgriz, nieb, eihrul and all cm|members.

Contact.
rabe, #hypertriangle on quakenet

Map file outpost.zip (954.38 KB)
Rating
84
points
 (11 votes)
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Files: outpost_quadscreen.jpg / outpost.zip /

(3440) Home ~ Hashi by Chris_0076 & Nieb

Nieb | 2012-05-07 02:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb New DM map by Chris_0076, Nieb & SomeDude.
Screenshot
Get original file (80KB)
Detailed description

New DM map by Chris_0076, Nieb & SomeDude.

Map file hashi12.zip (6.56 MB)
Rating
63
points
 (7 votes)
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Files: screenshot_88212.jpg / hashi12.zip /

(3439) Home ~ Forums ~ Content Creation ~ Question About Bases

EditDude | 2012-05-06 08:39

Content Creation

hello,

i was just wondering on how i could name the bases i have set out in a map i made for regen capture?

‹ Altering Monster Attributes .smd hudguns? ›

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0
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Files: none

(3434) Home ~ Forums ~ Help and Support ~ Setting up a server

theintercooler | 2012-05-02 20:07

Help and Support

We've been lucky enough at TheIntercooler Games to have a game server hosting company host our game for free.

I wanna set up server for easy connection, that sets it so the master is controlled by an admin not changing each match.

I also wanted it to start a map and maybe a defualt game type, right now it starts in co-op edit mode. I'd like it to start in a game mode and remove edit mode all together.

So far I've created this for the bat file. Am I on the right track?

bin\RR_GAME.exe -dN1 -b1 -c10 -nRRTest -lSbase/main %*

‹ Question about Red Eclipse player models. multi-player bot / NPC? ›

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Files: none

(3433) Home ~ Time-trial map Hawk v1.2

TristamK | 2012-05-02 14:00

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Final Release | Singleplayer | Small (1-4) | Creative Commons (BY-SA)
Blurb Good map for time-trial .
Screenshot
Get original file (111KB)
Detailed description

I build this map in 7 hours . Sure . That fast . On this map, I experimented with a combination of two types of maps: indoor and space map. Just realized there were some ideas that I wanted for a long time to realize. I think that map turned out not bad. Good sci-fi style .

Map file Hawk.zip (425.75 KB)
URL http://www.mediafire.com/?evdi7vih8dvbbwq
Rating
25
points
 (3 votes)
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Files: hawk.png / hawk.zip / http://www.mediafire.com/?evdi7vih8dvbbwq /

(3430) Home ~ square_mushrooms

johnkills | 2012-05-01 13:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb square_mushrooms ictf map
Screenshot
Get original file (140KB)
Detailed description

A simple map but it will be fun to play in ictf mode. :)

johnkills

Map file square_mushrooms.zip (1.21 MB)
Rating
13
points
 (4 votes)

Files: square_mushrooms.jpg / square_mushrooms.zip /

(3425) Home ~ Forums ~ General Discussion ~ Let's talk about Tesseract

Greaserpirate | 2012-04-26 22:46

General Discussion

I recently heard about Tesseract, which from what I heard is a modification of Sauerbraten that uses all dynamic lights and directional model lighting. However, I also heard that it requires a really good computer and it has trouble rendering maps with a lot of lights, and since the rendering approaches are so different maps with lots of lights will simply be unplayable.

Here's an article: http://freegamer.blogspot.com/2012/04/tesseract-cube2-next-gend.html

So what I'm wondering is, what's the future of Tesseract? I really want to see this mod go places, but I don't want to have to give up all the graphically-intensive maps.

Also, even though I'm not a huge fan of Minecraft, this mod pretty much paves the way for a free, open-souce Minecraft with graphics a million times better than the original. An even cooler idea might be to somehow combine Sauer with Minecraft's buildability, so you can have deathmatches with destructible environments where you can build up defenses. (It might not even be as far-fetched as it sounds, there's already a Minecraft map importer on the Cubic Matter forums.)

‹ Why do people still prefer Sauerbraten to Red Eclipse? Account Missing ›

Rating
10
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Files: none

(3423) Home ~ kopenhagen

Cooper | 2012-04-25 02:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Singleplayer | Deathmatch | Capture | CTF | Huge (16-32) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Large Urban Map
Screenshot
Get original file (482KB)
Detailed description

Kopenhagen is an urban map with houses that are mostly connected to each other, a river flowing through the center and long alleys in the atmosphere of an early cold morning.

All houses and roofs are accessible, the windows are all noclipped for easy jumping through. The sills on the lowest floor are noclipped too so you won't get stuck while walking along the alleys. The window sills on higher floors are not noclipped. The houses are connected with doors, enabling players to pass through numerous houses at once. The map has regencapture bases, flags, all necessary player starts, weapon spawns and waypoints. The open design gives freedom to the players, who are able to chose from endless paths.
Wtr: 211k

Additional pictures can be found under the URL
Feel free to report bugs.

Credits:
Cooper, Chris_0076,
sinsch, Pat61, b4Iklu, Sky, SomeDude,
and the rest of Cubic Matter.

Map file kopenhagen.zip (4.37 MB)
URL http://cubicmatter.net/forums/viewtopic.php?f=8&t=541&p=4077#p4077
Rating
240
points
 (28 votes)
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Files: screenshot_3466784.png / kopenhagen.zip / http://cubicmatter.net/forums/viewtopic.php?f=8&t=541&p=4077#p4077 /

(3422) Home ~ mbt12 - FINAL - [edit 26.04.2012]

t-chen | 2012-04-24 15:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Meant for CTF and CAPTURE
Screenshot
Get original file (333KB)
Detailed description

Finally finished! Thx for your help RaZgRiZ!

[edit 26.04.2012]
-added some details (vens, particles and so on)
-added some weapons
-added more bases(thx for the advice suicizer)
-changed the screen in to jpg
-fixed some other bugs

have fun playing!

URL http://www.mediafire.com/?qosc37152pr2dto
Rating
54
points
 (7 votes)
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Files: mbt1211.png / http://www.mediafire.com/?qosc37152pr2dto /

(3413) Home ~ Q3Tourney6

Jed | 2012-04-22 19:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Capture | CTF | Small (1-4) | ZLIB License
Blurb A ctf and capture map inspired to Q3Tourney6
Screenshot
Get original file (126KB)
Detailed description

A little ctf and capture map inspired to Q3Tourney6 from Q3 Arena

UPDATE 1: fixed some jumps and added bases for capture

UPDATE 2: fixed other jumps and particles

Map file Q3Tourney6.zip (572.65 KB)
Rating
17
points
 (3 votes)
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Files: screenshot_72361.png / q3tourney6.zip /

(3411) Home ~ Forums ~ Help and Support ~ savemap foo on Mac

Anonymous | 2012-04-20 02:19

Help and Support

Hello again; hope you don't mind lots of questions from a new player.

Starting from co-op edit mode on /lanserver, I made some changes to a map then typed /savemap foo (my best guess at 'save as' so I didn't overwrite the original).

1. That name didn't seem to appear anywhere in the regular GUI map menus ... not a big deal.
2. When I visit again with /map foo, the basic elements are there (including things I added) but textures or some such are wrong.
3. When my son visits from his computer, he just sees a blank checkerboard grid. He's on the map, e.g. he can can see me and shoot ... though sometimes the shots actually hit him!

thoughts?

I'm on the downloaded version of Sauerbraten; not sure how easy it would be to build from source if that might help.

Scott

‹ multi-player bot / NPC? Mac Server Hosting for Red Eclipse? ›

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(3410) Home ~ Forums ~ Help and Support ~ Mac Server Hosting for Red Eclipse?

Chillpill | 2012-04-17 23:32

Help and Support

So i'm stuck on a mac. it's my only computer that I got practically free. in great condition too. I want to host a server. but Wiki only has instructions for Windows and Linux. any help?
any reasons are i want to host a coop edit server and a private dueling server with my IRL and steam friends.

UPDATE** Okay, server works, now how do I get it out of private mode? whenever I try to join it, it tells me there was a successful connect, but the server is in private mode. I've tried adding servertype 0 to serverinit.cfg. What do?

‹ savemap foo on Mac a few Mac keys ›

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(3408) Home ~ Should "Maxroll" be kept or dropped in the official release of Sauerbraten? Read my notification first!

Suicizer | 2012-04-16 19:49

Keep it included.
85% (28 votes)
Just drop it.
15% (5 votes)
Total votes: 33
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Files: none

(3407) Home ~ Forums ~ Help and Support ~ a few Mac keys

Anonymous | 2012-04-15 00:06

Help and Support

I was browsing through the Keys tab in the Mac GUI (one of 4 tabs available before running a game). There are a few items that I didn't see in http://sauerbraten.org/docs/game.html and couldn't figure out:

- LCTRL: allowspedit ... and RCTRL
- MOUSE4: universaldelta 1
- MOUSE5: universaldelta -1

Are these documented? Probably not important; just curious.

Scott

‹ Mac Server Hosting for Red Eclipse? FPS drops on Mac ›

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(3404) Home ~ Cubetown

antiklimax | 2012-04-11 15:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Medium (5-8) | Public Domain
Blurb A Mine... khmm. Cube style demo map build only from cubes. :)
Screenshot
Get original file (43KB)
Detailed description

The essence of the map to use the opportunities of Cube2 engine, but all this in a real cube style. This is a demo map, but usable in Deathmatch (bot waypoints not included).

Important!: Possible fps drop with high graphical settings.

How to use: - extract the cubetown.zip package into Sauerbraten/Packages folder.
- start with : /map cubetown command

Have a nice day ;)

Map file cubetown.zip (1.18 MB)
Rating
49
points
 (8 votes)
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Files: cubetown.jpg / cubetown.zip /

(3402) Home ~ Alternative Blips

RaZgRiZ | 2012-04-08 16:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Content | All Platforms | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb A custom made pack of blips
Screenshot
Get original file (167KB)
Detailed description

NOTE: THESE ARE BEFORE COLLECT EDITION AND THEREFORE DO NOT REPLACE CERTAIN ICONS.

I made these because i didn't like the default ones that much. Simple as that. Tell me what you think! :3

I particularly like the new font over the old one. That "digit" idea was plain bad given how it's simply a color without outlines, hard to see and very thin. I made the neutral green because it looked kinda better over the gray one.

Mod file Alternative Blips.zip (28 KB)
Rating
104
points
 (11 votes)
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Files: minimap_preview.png / alternative-blips.zip /

(3401) Home ~ CMD Flags

RaZgRiZ | 2012-04-07 22:08

Cube 2 (Sauerbraten) | Other | Other License
Blurb An introduction to command flags.
Detailed description

This is a simple and easy to use prototype function that is based on the principle of command flags. Simply put, it evaluates certain conditions in a certain order and executes an action when they are true.

It is a pretty clear and easy to understand system of how to use flags, and the comments i've added will make sure the dumbest of people could understand how it works. If you don't, i feel sorry for you.

Check out the two versions in the attachments below. One is for Justice and the other for the SVN of Sauerbraten. The SVN version has one extra flag, explains the use of the command 'local' and a slight change in the 'loopchar' command which is fundamental for its operation. Oh fun!

NOTE: You'll have to excuse my zipping of the files. I cannot change that setting on quadro without messing up the file upload limit.

Config file cmdflag.zip (2.41 KB)
Rating
20
points
 (2 votes)
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Files: cmdflag.zip /

(3400) Home ~ Forums ~ Help and Support ~ multi-player bot / NPC?

Anonymous | 2012-04-07 14:01

Help and Support

Hello. I discovered Sauerbraten awhile back; nice to see ongoing progress. I'm more interested in the 3D engine for future projects, but my son is interested in gaming.

I setup a server on my Mac and we were able to connect and play locally. I've also done the single-player bot match, and joined some open games. But, I'm a terrible gamer so don't want to let down a team of real players!

What we'd really like is people (he and I) vs. bots. I looked around the documentation and forums and didn't see this option; have I missed something? There's not much info about bots / NPC.

Thanks,

Scott

‹ Setting up a server savemap foo on Mac ›

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Files: none

(3397) Home ~ Let's play!

Star | 2012-04-06 15:05

Cube 2 (Sauerbraten) | Release | Final Release | Gameplay | Various Licenses
Blurb This script helps you "not deciding" what map you wanna play next.
Detailed description

Ever had the thought: "Damn i don't know what map to play next!!!" when someone asked you to choose the next map? Than this script fixes all your problems!

It picks a random map from a predefined mappool of maps you like.

usage: /letsplay "mode"

Have fun!

Big Thanks fly out to RaZgRiZ!

Preview
// A random map script for if you just don't know what to play anymore.
//
// Authors: Star, RaZgRiZ
//
// Execute it with the following command + arguments
//
// letsplay "mode"
//
// where "mode" might be any deathmatch, team, capture or ctf mode you like to play!


// Edit the maplist to your needs
dm_mps = [...]

ctf_mps = [...]

capture_mps = [...]

// scriptcore
dm_modes = [effic insta ffa efficteam tac tacteam teamplay instateam]
ctf_modes = [ctf instactf efficctf hold instahold effichold protect instaprotect efficprotect]
capture_modes = [capture regencapture]

rndo = [at $arg1 (rnd (listlen $arg1))]

letsplay = [
cond (> (indexof $dm_modes $arg1) -1) [
say "#persistteam enable"
$arg1 (rndo $dm_mps)
] (> (indexof $ctf_modes $arg1) -1) [
$arg1 (rndo $ctf_mps)
] (> (indexof $capture_modes $arg1) -1) [
$arg1 (rndo $capture_mps)
] () [error "^f3Invalid mode!"]
]

listcomplete "letsplay" (concat $dm_modes $ctf_modes $capture_modes)


Config file letsplay.cfg (2.26 KB)
Rating
46
points
 (5 votes)
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Files: letsplay.cfg /

(3395) Home ~ Flying Temple

MrFixxit694 | 2012-04-05 22:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Small (1-4) | Creative Commons (BY)
Blurb A small Flying Temple - FFA/instagib
Screenshot
Get original file (89KB)
Detailed description

Flying Temple is a very small simple duel map.

Changelog-
- 04/17/2012:
Changed Lighting.
Changed Weapons spawn.
add more jumppads.
- 04/06/2012:
Fixed the fountains.
Change the shadows.

Credit: just myself at the moment

URL http://www.mediafire.com/?2zg2b7lxghkffxd
Rating
32
points
 (5 votes)
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Files: screen-capture-68.jpg / http://www.mediafire.com/?2zg2b7lxghkffxd /

(3393) Home ~ Face to Face

antiklimax | 2012-03-30 06:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Large (9-15) | Other License
Blurb A very simple face to face sniper map.
Screenshot
Get original file (71KB)
Detailed description

I planned this map specially for sniper gameplay. You cannot go down from the tower, or reach the flag. You can fight from face to face only.
How can you using:
-extract the f2f.zip into Sauerbraten/packages/base/
-load the map (/map f2f)
-set mode 11(ctf), or 12(insta ctf) (/mode 11)
-reload the map ...
-tip: set zoomfov 10
This is very important! : Do not start the map with another game mode! You will spawn on the center of the map without ammo, hp, etc. You cannot try this with bots, they will not fire at you because of the great distance.
Good sniping for you!

Map file f2f.zip (443.22 KB)
Rating
9
points
 (3 votes)
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Files: facetoface.jpg / f2f.zip /

(3392) Home ~ Forums ~ General Discussion ~ Account Missing

Captainzod | 2012-03-28 22:24

General Discussion

So was there a user pruning? All of the sudden my account was missing and I had to recreate it. All of my forum posts/maps are missing as well.

‹ Let's talk about Tesseract Cube 2 based game: Marble Arena 2 ›

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0
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Files: none

(3381) Home ~ Forums ~ Help and Support ~ FPS drops on Mac

NextOne | 2012-03-25 17:42

Help and Support

Ciao everyone,

since more than a week I got strange, ugly fps drops.
Before that I played with normal fps..

First of all: My problem isnt that I've low fps! (On complex for example I've 200+.)

But there are these fpsjumps which makes the game laggy and flutter.
I turned off the shader qualitiy, FSAA and some more fancy bling bling but the drops just go on.
Anyone knows tipps for fixing that?
I'm using Mac OS X 10.6.

thanks!
NextOne

‹ a few Mac keys Installing mods ›

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(3380) Home ~ What's your favorite player model in Justice Edition?

skiingpenguins | 2012-03-25 16:21

Mr. Fixit
10% (2 votes)
IronSnout X10K
71% (15 votes)
Ogro
5% (1 vote)
Inky
10% (2 votes)
Captain Cannon
5% (1 vote)
Total votes: 21
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Files: none

(3379) Home ~ Canyon2

xoltan | 2012-03-24 20:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Medium (5-8) | Public Domain
Blurb An example map using experimental texture blending and lighting
Screenshot
Get original file (170KB)
Detailed description

This is a retexturing of the example map Canyon using new blendmap and lighting commands. This file is not packaged properly due to it containing files that have no place in a simple map package. It is provided as an example and a prompt for feedback. It is not considered a playable map, but developer experimentation.

Contents:

canyon2.ogz
canyon2.cfg
canyon2.jpg - files for example map

lightmap.cpp
blend.cpp - modified source files from SVN, December 2011 (I think)

sauerbraten-test.exe - Cube 2 compiled for win32 with new commands.

heightmap.blend - blender file used to render heightmap from level geometry

canyon2.txt - this text file

To extract the blendmap from the example map, load the map and use exportblendmap at the console. It should export the blendmap much like a screenshot.

New settings and commands:

sunlightspread - size of the sunlight disc in degrees - larger values make for softer lighting.
sunlightiterate - number of samples to take for each sunlight beam. This slows lightmap calculation quite a bit. 10 seems to provide decent quality.

exportblendmap - exports a 8-bit greyscale png of the current blendmap to Sauer's base directory.
importblendmap - imports a 8-bit greyscale png from Sauer's base directory. The image must be the proper size for the map scale of the current map. I recommend making a blendmap in the normal way, exporting it, and using that as a template for an image to import.

Map file canyon2.zip (6.56 MB)
URL http://www.xoltan.org/files/canyon2.zip
Rating
9
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Files: screeny_0.jpg / canyon2.zip / http://www.xoltan.org/files/canyon2.zip /

(3378) Home ~ Forums ~ Help and Support ~ Permaban Script [HELP]

Cicciobello | 2012-03-24 19:29

Help and Support

I've made this script to ban a player with dynamic IP, but the script does nothing when it executes pl_banner: please help me finding my mistake because I really cannot

here's the script

//----BANNER-SCRIPT TO BAN----//
// INSTALL: write in the console '/showgui banner' and hit ENTER or remove // at the beginning of the next line (the menu will be bound to L)
//bind L [showgui banner]


//----VARIABLES----//
tagfind = "TAG"
createine iter = 0
isforever = 0
//xxxx//


//----FUNCTIONS----//
pl_banner = [
iter = -1
while [(= $isforever 1)] [
iter = (+ $iter 1)
sleep (+ (* 5 $iter) 5) [
looplist cn (listclients 0) [
if (= (strstr (getclientname $cn) $tagfind) -1) [
//The player has not the tag we look for
] [
kick (getclientname $cn)
]
]
]
]
]
//xxxx//


//----GUI MENUS----//
newgui "banner" [
guitext "Menu to permaban players with a "
guitext "specific tag"
guititle
guicheckbox "Permaban (Check to use)" isforever [0 1 pl_banner]
guilist [
guitext "Tag to search"
guifield tagfind
]
guibar
guitext (format "^fPlayers with tag ^f3%1 ^f7are:" $tagfind)
looplist cn (listclients 0) [
if (= (strstr (getclientname $cn) $tagfind) -1) [] [
guilist [
guitext (concatword $cn " ^f3" (getclientname $cn) "^f7: ") (getclienticon $cn)
guibutton "kick " (concat "kick" $cn)
guibutton "spectator " (concat "spectator" (= (isspectator $cn) 0) $cn)
guibutton "swap team" (concat "setteam" $cn (if (strcmp (getclientteam $cn) "good") [result "evil"] [result "good"]))
]
]
]
]
//xxxx/

‹ Installing mods Cube engine will not compile in Visual C++ 2008 (or 2005) Almost solved ›

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(3377) Home ~ Friendship Is Magic Voice Chat: Update!

Greaserpirate | 2012-03-23 21:02

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Content | All Platforms | Other License
Blurb A friendlier way to chat, because ponies. Now 20% cooler.
Screenshot
Get original file (101KB)
Detailed description

Red Eclipse's voice commands are alright, but have you ever wanted something different? More diverse, more tactical, more... friendly? Look no further.

You don't necessarily need to be a Brony to appreciate this mod. (I don't really consider myself one). I've tried to make these voice commands as useful on the battlefield as possible, and they can can be perfectly relevant in casual conversation even if it has nothing to do with ponies. Alone in enemy territory with the flag? Press X-F-4 for Fluttershy saying "I need your help". Newcomer derping around? X-D-6 gets "Careful, Derpy!". Just trounced a foe with your accurate SMG skills? X-P-6 makes Pinkiepie exclaim, "Holy moly, that's a lot of hole-ies!".

Also includes the CSI Miami sample of Won't Get Fooled Again ("YEEEEAAAHH!). Not that Horatio makes a cameo, I just thought a decent voice chat mod should have it.

UPDATED JUNE 16th:
-11 New sounds: "CHAAAARGE!","yay", "you rock! woohoo", "FOREEEEVER!", "eeyup", "gotcha", "the fun has been doubled!", "my bad", "I just don't know what went wrong"(both original derpy, of course), "OH COME ON!", "Mwahahah! You can run, but you can't hide!"(Queen Chrysalis).
-Text has the same color as the pony saying it (all subtle colors) and includes image of pony for the mane 6 (only other people with the mod can see it tho)
-New artwork

More information, as well as a complete list of sounds, can be found here.

Have fun!

Mod file Friendship is Tactics.zip (2.51 MB)
Rating
20
points
 (3 votes)
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Files: pure-epic.png / http://forum.freegamedev.net/viewtopic.php?f=53&t=2869&sid=ab467fa295fb5734e089108b4162ec9e / friendship-is-tactics.zip /

(3373) Home ~ Forums ~ Help and Support ~ Installing mods

Urgorn | 2012-03-18 21:10

Help and Support

I am not at all new to Sauerbraten, I have been using it for about 2 years. However while I can edit maps and add "/newents" and whatnot, I am stuck with a few problems
#1 INSTALLING MODS
HOW DO I DO THIS?!?!?!?! (I downloaded the popular hellpig2 mod, and it works just fine) but as for hudguns, when I replace the original guns with a new modded one, in gameplay a yellow version of the normal guns appear on everyone else, and I just see empty hands in front of me. Please tell me how to correctly install mods.
#2 IDK
When you do damage to some one (e.g., one pistol round to a hellpig) a little '25' will float up, or whatever number it is. I understand what it is, but is there any way to turn them off?
I would be incredibly ecstatic if anyone could help me with either of these problems. Thank you

‹ FPS drops on Mac Permaban Script [HELP] ›

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(3370) Home ~ burg

Tranzcoder | 2012-03-17 21:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Capture | CTF | Large (9-15) | Public Domain
Blurb Buried deep in the mountains, a tiny burg awaits your fury.
Screenshot
Get original file (317KB)
Detailed description

One of the things I like about the map Venice is being able to jump from roof top to roof top or drop in behind someone and …, but I digress.

In this map I kept the roofs relatively low in order to make it easy to jump up on to them, but made the pitch at 45 to keep you from standing still. I may have over done the room backdrops, but I think it gives the map more depth.

Map file burg.zip (2.58 MB)
Rating
23
points
 (3 votes)
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Files: burgss.jpg / burg.zip /

(3368) Home ~ Forums ~ Content Creation ~ NoobSupport?

Sneekerpimp | 2012-03-17 03:34

Content Creation

I've been poking around with Sauerbraten for a while now, and now I'm interested in actually modding some things. Unfortunately, I have absolutely no idea where Ubuntu installed all of the files. I'm not new to Sauerbraten, but Ubuntu is still kinda foreign to me though. Some help with this maybe?

‹ .smd hudguns? Kill Strike Rewards [REQUEST] ›

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(3365) Home ~ Forums ~ Content Creation ~ Altering Monster Attributes

jbo1994 | 2012-03-15 23:10

Content Creation

I'm looking to make a mod that alters the monsters, and I need to know what the values in the "struct monstertype" section do (mostly, I need to know how to increase the rate of fire for chaingun monsters). The source says to look at the docs, but There isn't actually any information on the source in the docs. I'm also wondering how to increase the maximum ammo for weapons.

‹ Zombie War Script? Question About Bases ›

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(3362) Home ~ Game Event Handles

RaZgRiZ | 2012-03-15 15:22

Cube 2 (Sauerbraten) | Other | Other License
Blurb Making some things possible. Eventually.
Detailed description

So here we are, the node finally updated with moar handles of a wide variety.

Beware of onskullscore which is only for SVN.
And about onclientfrag, onclientdeath, and onclientsuicide, it should be noted that suicides count first, then deaths, then frags. No other reliable way. Keep that in mind.

Compatible with both Justice and SVN, so enjoy!

--------------------------------------------------------------------------

The handles SHOULD be pretty accurate when it comes to executing what you told them to, and fast as well.
For the sake of understanding, i have attached an example of usage:

/onclientfrag [say "DEAD!"]

However, my imagination is rather short on possible problems these might exhibit, so if you find any case where the handle is not reading the situation properly, let me know, and i'll adjust accordingly; lag may also play its part. And suggest more handle ideas if you have any, supposing they sound feasible enough.

Preview

Execute the file through your autoexec.cfg, or just copy the content from the file there.

Works the same way as edithud/gamehud do, meaning it is impossible to maintain multiple instances and activation is strictly client-side only.

Config file eventhandles.cfg (2.07 KB)
Rating
46
points
 (11 votes)
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Files: eventhandles.cfg /

(3360) Home ~ Compact

AtlasSteal | 2012-03-11 19:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8) | Other License
Blurb A small, gray-scale map suited for regencapture and free-for-all
Screenshot
Get original file (32KB)
Detailed description

Some of you may know me, others, probably not. Anyway, this is my first completed layout. It's not exactly mine, Snowy, p1nok, and I just newmaped and this is what happened. Then Polar and Doom came along and pitched in, so this map isn't mine, I'm just uploading for us. I have no idea if I packaged it right, although I sort of think I did. The map is called Compact because the gameplay is not supposed to be open, rather it's supposed to be somewhat close quarters. The map is meant for FFA and RegenCapture, but it works fine with instagib.

It's not finished, so if anyone has any tips or advice (or criticism) tell one of us, we'll try to do it.

Map file Compact 3.zip (898.37 KB)
Rating
5
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Files: screenshot_143884.jpg / compact-3.zip /

(3359) Home ~ Collusion

Snowy | 2012-03-11 15:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Medium (5-8) | Various Licenses
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A medium sized death match map
Screenshot
Get original file (85KB)
Detailed description

A medium sized death match with an abstract industrial/urban theme with a slight Russian side. The map's layout has been made by 4t3one, main detail by Snowy, and help from some friends. Also includes a nice skybox RaZgRiZ found for us.
Also, the map is supposed to be grayscaled/colourless, so don't complain about that.
Open for review, I pretty much fixed all last remaining glitches/bugs, and the map should be playable without trouble by now.

[EDIT]
A lot of people said the map wasn't colorful enough, So I tried to give it some orange/yellow tints, also... The mapsize has been over 10mb, it's lower now, changed the lightprecision from 8 to 16, I'm not raising it any higher, because it horribly messes up the map.

Note!
I made a capture version (exactly the same, just added bases), available now! :D
(tested with bots, worked perfectly, they even reached the roof base.. several times!)

And here's a little album for the people who don't have access to the SVN...
(It's the new updated / lighting version, different lights than the thumbnail above)
enjoy :
http://imgur.com/2YYlD
http://imgur.com/ulWFH
http://imgur.com/SeJ1l
http://imgur.com/GMUIa
http://imgur.com/MLguN
http://imgur.com/sfD7j
http://imgur.com/EkFyP

final release :)

URL http://www.mediafire.com/?barfj232dvpze63
Rating
124
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 (13 votes)
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Files: collusion.jpg / http://www.mediafire.com/?barfj232dvpze63 /

(3357) Home ~ Map Prefab

Suicizer | 2012-03-10 20:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Conceptual | Small (1-4) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A prefabrication of a map.
Screenshot
Get original file (448KB)
Detailed description

Information
It's been a while since I started this project, but I'm glad I can release some sort of preview of it.
The map is meant to show off several commands, especially shader-settings and such (for like comparing them to each other). It isn't fully finished yet, as there still are some commands missing in the config-file, but that will be fixed soon enough.
Every command which has been used is being explained in the config-file, to let other people learn from what has been done to get the particular effect.
I've used as kenon cloudbox, just because there aren't any official included cloudboxes yet (and it also looks nice).
My very own monitor model is included, if you were still interested in obtaining it.

Check out your self and feel amazed!

To-do-list
- Make the list of commands complete which are map configured-based.
- Add a starting point with recognisable entrances so you won't just get dumped into a room with a certain shader-setting.
- Upload a better screenshot.

Credits
I would like to thank the person(s) who made the "docs" on "sauerbraten.org" and the person(s) who create the "wiki", as both contain some information about all settings, but not everything. I also would like to thank the development-team for their great work of Cube Engine (2).
Last but least, I would like to thank SkiingPenguins for the great looking Kenon Cloudbox and BadSock for the lunaran texturepack.

Map file map_prefab_10feb12.zip (3.99 MB)
Rating
28
points
 (3 votes)
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Files: quadropic05c.png / http://quadropolis.us/node/1997 / map_prefab_10feb12.zip /

(3356) Home ~ Zoom-IT

wlkr | 2012-03-10 18:37

Cube 2 (Sauerbraten) | Gameplay | Other License
Blurb My personal zoomscript.
Detailed description

My very first Script. I tried to keep it as simple as possible, which means it's longer than it could be, but i paid this price to make it easier to understand it.
Updates: 1: Created a GUI, bind it where needed!

Config file Zoom-IT.cfg (2.83 KB)
Rating
20
points
 (2 votes)
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Files: zoom-it.cfg /

(3353) Home ~ Simplicity

t-chen | 2012-03-09 12:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Alpha | Deathmatch | Small (1-4) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Duel Map for insta, effic and ffa
Screenshot
Get original file (73KB)
Detailed description

simplicity - not more to say.

Map file simplicity.zip (845.38 KB)
Rating
43
points
 (5 votes)
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Files: simplicity1.jpg / simplicity.zip /

(3352) Home ~ Forums ~ General Discussion ~ Would You Need Specil Programs For.....

Anonymous | 2012-03-09 03:10

General Discussion

The game maker. Cause i have played alot of other game makers that some how have to have some 3D program installed in and they never mintioned that in it. So all i am saying is do i need specil programing or is it all ready set for me once i download it?

‹ How did Proper Games port cube code to Xbox SP Coop ›

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(3351) Home ~ rcastle

Sub Zero | 2012-03-07 06:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A remake of the map Skycastle
Screenshot
Get original file (116KB)
Detailed description

To install:
Move the .ogz and .cfg file into the base folder.

Move the subz folder into the sounds folder.

skycastle Was originally made by Okicomputer.

Skycastle was altered and then renamed to rcastle.

rcastle was finished by Sub-Zero.

There have been some major changes, and name changes, This re-mod of skycastle is rcastle (royal castle).

This map was made to be an artistic map and nothing more. However the added work on it was to add beauty without sacrificing gameplay, quite unlike skycastle-r, though it also is an artistic map, but sacrifices gameplay for eyecandy. What this means is rcastle can be played on (though it is still not a suitable map to do so), all the while it is suppose to look good.

I have not added any pickups. The teleport models are currently respawn points (I assume I will have to update it because of future releases where they may seperate it from the single player aspect and make it fully multiplayer.

You should be able to access the entire map without pickups to "trickjump" you to places.

Map file rcastle.zip (2.83 MB)
Rating
20
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Files: rcastle.jpg / rcastle.zip /

(3350) Home ~ DuelScript Enhanced

Chaos | 2012-03-07 01:14

Cube 2 (Sauerbraten) | Release | Gameplay | ZLIB License
Blurb Complete control of your gamehud and much more.
Detailed description

This is essentially a massive update to the original DuelScript, written by me and srbs. This script gives you complete control of your gamehud; it allows you change all of the colors, change the order, change the labels, etc... There is also the DuelHud feature, as in the previous version. With this, you can customize a second gamehud that will appear each time you are engaged in a 1-on-1 match. This gamehud can optionally display your duel status. The two other features that have been carried over are the Continuous Echo (echo your duel status at an interval you define) and the Echo on Keystroke (echo your duel status with the press of a key you define). There are more detailed instructions written in the included GUI, which is bound to key 'L' by default (or alternatively, you can simply type /duelscript in-game) - just navigate to the "Help" tab. I have kept the old version up just in case some of you like it more, which I highly doubt would be the case. As for the future, I'll try to reduce the number of variables that this script uses, perhaps by merging some of them into lists. Please let me know if there are any issues, or if you have any general comments. Note that it is recommended that you don't run this version and the prior version simultaneously, as it could cause some problems.

Config file duel.cfg (16.52 KB)
Rating
20
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Files: http://quadropolis.us/node/2979 / duel_1.cfg /

(3348) Home ~ Forums ~ Help and Support ~ terminal output of sauerbraten on linux

spidy | 2012-03-03 11:17

Help and Support

Hi guys,
I am using sauerbraten on a debian system.
I notice that if launched by command line, sauer output all the in-game info, in "real time" to the terminal, something like:

you fragged player_1
player_2 stole enemy flag
player_3 fragged player_4
you been fragged by player_2

and much more.
But if I try to grep it, like:

$>sauerbraten | grep you

it won't do what expected!
Simply won't output nothing until i quit the game, then all the "grepped" infos came out together.
That was the first attempt to bash scripting the sauer output to show something cool (and maybe useful) on the second screen I have.
Seems that grep cannot process the sauer output stream one line a time, but I can't figure why.
Someone can help me undestand what's wrong and if possible to fix it?

‹ Cube engine will not compile in Visual C++ 2008 (or 2005) Almost solved Commenting Support ›

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(3345) Home ~ Forums ~ General Discussion ~ SP Coop

wietdapp | 2012-03-01 15:03

General Discussion

Is there a way to play Sauerbraten in Single Player Cooperative mode? Like Quake 2, Unreal, Doom 3 with the LMS 4 mod. And does anyone know why SP Coop seems to be so unpopular?

‹ Would You Need Specil Programs For..... Sauerbraten Moderators? ›

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(3341) Home ~ Forums ~ General Discussion ~ Sauerbraten Moderators?

Anonymous | 2012-02-29 05:51

General Discussion

Hi everyone!
I've been seeing some people talking about some users who have been cheating in sauerbraten. I personally saw a user flying (hacker) in my early sauerbraten days, and I didn't know it was not a normal thing.

Well, these hackers and cheaters are ruining the game for some of us. So, to stop this, I think if we had 3-5 sauerbraten moderators that could ban / kick from any server, then that would help the situation.
I know, some people value their "Master" power, but nobody goes on those servers normally.
Hope you agree!
--
Monkie

‹ SP Coop Rendering models (or part of) as glass ›

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(3340) Home ~ Forums ~ General Discussion ~ How did Proper Games port cube code to Xbox

CD Xbow | 2012-02-29 00:40

General Discussion

I noticed the discussion here about Humanity Pending http://www.quadropolis.us/node/2965 and someone mentioned Proper Games had ported a game based on the Cube engine to Xbox Live. I think Flock games also had an Xbox game based on the cube engine. Does anyone know how they did this? I don't think MS provide openGl support on the Xbox at all, so I am guessing but they would have to either have to write a wrapper to intercept OpenGL(and SDL) and turn them in a DX9 functions, or they recoded all the OpenGL/SDL code in cube to use DirectX/direct draw libraries.

‹ Cube 2 based game: Marble Arena 2 Would You Need Specil Programs For..... ›

Rating
5
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(3338) Home ~ Thunderbirds are Go!

CD Xbow | 2012-02-28 12:38

 this screenshot was not originally available or there was a problem extracting it

Other Mod | GNU GPL v3
Blurb The only low polygon model (md3) of TB1 in all the known universes.
Screenshot
Get original file (23KB)
Detailed description

A little while ago I went looking for low poly Thunderbird models and found none, so I started to do some. Thunderbird 1 is the most advanced, but is still a bit rough but we don't have any reason (or time) to finish it properly. bearing that in mind I hope someone gets some use out of it or finishes it better. The 'round' body craft have been easy (TB1 & TB3), with TB3 about 60% done. TB2 & 4 have been much harder and I have made little progress.

Map file tb1_with_config.zip (96.9 KB)
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Files: screenshot1.jpg / tb1_with_config.zip /

(3331) Home ~ motel6

Tranzcoder | 2012-02-25 23:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Deathmatch | Capture | CTF | Large (9-15) | Other License
Blurb Fun and games at your local Motel 6, where we keep the ammo hot for you.
Screenshot
Get original file (145KB)
Detailed description

This is my first Sauerbraten map. Based on a cheap motel chain after staying at one last year.

Map file motel6.ZIP (1.27 MB)
Rating
38
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Files: motel_6.jpg / motel6.zip /

(3330) Home ~ Forums ~ Content Creation ~ Kill Strike Rewards [REQUEST]

Cicciobello | 2012-02-25 12:43

Content Creation

Last summer I asked you how to make a kill strike message; now I'll ask for something more difficult: rewards for kill strikes. I thought about rewards for 9, 18 and 27 kill strikes

For 9 kill strikes you get 10 rocket launcher ammo (I actually only need to know the variable, I can't find it)

For 18 kill strikes (this is difficult to make) the mapmodel of the helicopter (that one used in the map justice) flyes trough the map and shots a lot of grenades in all directions (I'm not crazy, it's just a raid)

For 27 kill strikes (this is even more difficult than the previous and also more noob) the helicopter fly around the map for 40 seconds and shots with the chaingun to other players

If you have any idea of how to make the second or the third kill strike reward please tell me (but do not waste time posting that I'm a crazy noob). For the first just tell me how the RL's ammo variable is called (I'm getting mad to look for it!)

‹ NoobSupport? Building a Linux Base Operating System with the cube engine as a part of a desktop enviorment ›

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(3329) Home ~ Forums ~ Content Creation ~ Zombie War Script?

A_W_O_L__ | 2012-02-24 16:23

Content Creation

ok so i had an idea because i was playing a map named zombie. it seemed to grab alot of attention. but playing it was a mess.
every 30 sec u were forcing bots to the evil team and it really was a pain.
so this is my idea and anybody willing to help is welcome.

ok i want to make a zombie mode cube script yes i know to make a true zombie mode u would have to edit the source code
but the more i think about it it is really simple
it needs to open a menu with 2 buttons and a check box

1. button 1 needs to say spawn team good
2. needs to say start count down
3. checkbox needs to enable the script

how its going to work

when the script is enabled it needs to do a team divide kinda like the clan war script bots all go to team evil
everyone else goes to team good.

everyone by defualt will be forced spec until the spawn team good button is pressd and when pressed it will unspec only the uninfected team
and when everyone is ready you press the count down button

then the script will say the countdown and when it says GO!!! then it makes like lets say 3 bots with low skill level lets say like 50 min 75 max.

and the script needs to keep track of who dies such as bot[1] is killed it needs to force spec the bot[1] or if lets say bot[2] kills joe
then joe needs to be forced spec.
and then if the good team kills all bots for that round then anyone that was killed in that round will be unspec for round 2
then for round 2 it will say round 2 and it will unspec all bots and add 1 more bot with a better skill.
and this will continue until the whole team dies

it fairly simple setup but im not a pro at cube script so im not sure if all of this will even work
just an idea i had and would like input.

‹ Source Engine (SMD) Hudgun Export Tutorial! Altering Monster Attributes ›

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(3327) Home ~ Alien Plants & Shaders

CD Xbow | 2012-02-12 23:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Release | Conceptual | Content | All Platforms | CC0 1.0
Blurb Feeling like some casual, extra terrestrial, vegetation.......
Screenshot
Get original file (370KB)
Detailed description

While trying to make glass, we made these alien plants. The shader code of these is hacked out of the shader code used in the nice green health mod by "makkE". I would love to have more time to play with shaders, but I've only got one life. Please use, mod freely.

Mod file alien_plants_shader_experiments.zip (1.61 MB)
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13
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Files: alien_plants.png / alien_plants_shader_experiments.zip /

(3326) Home ~ Forums ~ General Discussion ~ Rendering models (or part of) as glass

CD Xbow | 2012-02-12 22:48

General Discussion

Somewhere I have seen a discussion in one of the cube related forums about trying to use the glass material in a curved fashion; it seems you can't. It is the Cube engine after all.

My interest is mainly to do with recreating those round glass transport tubes you see often in scifi imagery of the surface of Mars. Using RE I used the translucent entity property applied to a hollow model , didn't look right, then I thought maybe I could use a custom shader on the model. I looked to see if someone had done a glass model shader but could find none. I experimented for a long time (had a lot of fun) but didn't get anything to look how I wanted. So my questions are:
1. is it possible?
2. has anyone done it? (and know a link)
3. if it can be done, but hasn't, can anyone point me in the right direction.

‹ Sauerbraten Moderators? Generell discussion about the cube scripting language ›

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(3325) Home ~ Sinai

h1tq | 2012-02-12 17:24

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Final Release | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb Sinai Loops
Screenshot
Get original file (103KB)
Detailed description

My new time-trial map for RedEclipse.
And it's a remake of UT2004's Dodge Pro Mod map.
Again.
Original map was made by [Rox].

I've added some screenshots from ut2004 and RE for comparison.

Map file sinai.zip (2.27 MB)
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10
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Files: sinai.png / sinai.zip /

(3324) Home ~ Air Tortures

h1tq | 2012-02-11 11:54

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Final Release | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb Air Tortures v3
Screenshot
Get original file (98KB)
Detailed description

Another time-trial map for RE.

It's also a port of DPM-AirTortures, originally made by Masta for UT2004.
Of cource, map size and look is not as original, but it fits RE-gameplay.

Map Updated.

Changelog:

v 1.8
moved 3 "lava containers" in second room a bit highner.

v 2.0
removed 3 "lava containers" in second room, cos it lets to run the map in faster way.

v 2.5
Added one big "lava container" to the second room. Now you can't run the map faster, than it must be.
Added some decorations to first and second room.
Added "lava fall" to the "finish room".
Improved pusher's power in the first room.
Added two checkpoints to the second room.

v 3.0
Increased rooms height.
Added some decorations.

Version 3 is final.

Enjoy.

h1tq

Map file airtortures.zip (313.76 KB)
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10
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Files: airtortures.png / airtortures.zip /

(3321) Home ~ Lava Tortures

h1tq | 2012-02-10 11:34

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Final Release | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb Lava Tortures 1.1
Screenshot
Get original file (119KB)
Detailed description

My recreation of classic map from Ut2004's Dodge Pro Modification.
It's an easy time-trial map for RE.

It was originally made by Masta for DPMv3.5 in ut2004.

Hope u'll enjoy it.

Attention!
Map was updated! So download it again, if you already done so.

Changelog:

Ver 1.1:
Added a skybox
Added "glass" to the rooms rooftops.
Added some small lights.
Retextured all cubes.

Map file lavatortures.zip (556.93 KB)
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Files: lavatortures.png / lavatortures.zip /

(3315) Home ~ Forums ~ Content Creation ~ .smd hudguns?

jbo1994 | 2012-02-09 23:23

Content Creation

Hi. I was wondering if the .smd format can be used to make hudguns for sauerbraten; and if so, how it would need to be done. I have scoured the internet for a solution, but apparently nobody has tried it before. any help would be greatly appreciated.

edit - It can be done, and three guns are complete. Here's the mediafire link:
Halo-Style Hudguns

One more question - if I wanted to make hudguns that had both red and blue models (for mp) would I have to make a new player model?

‹ Question About Bases NoobSupport? ›

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(3314) Home ~ Favorite Servers Manager

RaZgRiZ | 2012-02-09 20:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Other | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A small and simple menu to manage your favorite servers
Detailed description

I'm sure some of you remember this from a guy called Boomerang. Disregard that dude. :P
Well, that script did get some good feedback so I thought I would update it! And there you have it.

Smaller size, similar yet enhanced features. Might sometime later merge it with the
Quick Connect script of mine, but for the time being..
Enjoy!

Preview

11/2/2012 -- Expanded the width of the address field to 20 characters. Should fit most domains now, supposing they're not too big. It was set to 15 characters max for normal IP addresses only.

Config file favserv.cfg (1.57 KB)
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41
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Files: http://www.quadropolis.us/node/3210 / favserv.cfg /

(3313) Home ~ Forums ~ Content Creation ~ Building a Linux Base Operating System with the cube engine as a part of a desktop enviorment

LandRiders7th | 2012-02-07 21:59

Content Creation

Hey I'm LR7 from SauerBraten. some of you are likely to recolonize me from that game. I'm new to these forms so at this moment I don't have alot going on here.

Anyways I have plans to build a new kind of Operating System which I call L-Core.

Base off of Linux Mint and gnome modified with the help of remastersys, and some reconfiguring to function as its own operating system as a concept of a future OS that I like to make anytime soon.

The Real credit belongs to the people that build the programs
and the whole source code. I only change some configurations and put them together.

So heres what I'm going to do with this. I'd like give it a new kind of desktop environment that can possibly replace gnome and yet it uses alot less resource power than gnome 3 KDE and Unity. But ever since I found out about This game I had some plans to use cube script as another part of my OS. So heres what I'm trying to say. how would you like to see your own maps being used on a desktop background using compiz holding ogz files along with other formats from blender and many others? Well I certainly do to further cube mapping skills and putting those awesome looking maps in use instead of having it lying around not being usable unless you used the game to even view the maps. As much as it goes with usability and compatibility this may also further more cube development and possibly invent something completely different from whats normal.

Other than cube related stuff it will also serve other prepossess for beginners, gamers, Artists, business application to advance users like programmers, white hat hackers, and even industrial hardware uses and many more to come.

I hope to have something like this In my next release L-Core BIO v1.1 when its possible.

right now this is how far I gotten in my OS so far so get this link to see what I did so far.

http://www.youtube.com/watch?v=7-9td0oVmqI&feature=channel_video_title

and here are the plans

http://www.youtube.com/watch?v=ROWh3Btpnt4&feature=channel_video_title

Till then this is LR7 Logging out

‹ Kill Strike Rewards [REQUEST] IQM exporters and Blender 2.60 ›

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(3312) Home ~ Colored Maptitle GUI 1.1

Papriko | 2012-02-05 18:51

Cube 2 (Sauerbraten) | Release | Final Release | Mapping | Other License
Blurb A second attempt of my small GUI for coloring maptitles and other strings
Detailed description

I tried to improve the terrible thing I uploaded the last time with this name.
The installation is pretty easy. Download the file, copy it into the main directory of Sauerbraten and add the line "exec coloredmaptitle.cfg" to your autoexec. In case you still have the old one, just overwrite it.
Changes:

- Instead of wasting 8 variables, you have now a single command called strcol. Description is ingame

- The buttons are not copy-pasted anymore line per line, instead it is a compact looplist

- Added a new button to read the maptitle back into the GUI

- Changed the order of buttons

- Updated the ingame description according to the changes

- Input field is not limited anymore

Config file coloredmaptitle.cfg (2.41 KB)
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Files: coloredmaptitle_1.cfg /

(3311) Home ~ Gameplay Models Enchanced!

Suicizer | 2012-02-04 21:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb A replacement of models used in gameplay.
Screenshot
Get original file (584KB)
Detailed description

Even this looks pretty simple, I've spend pretty much time in this actually.

Content information
The goal of this enhancement is to make pickups fit the atmosphere of any particular map better (by rendering the skybox or any envmap-entity on the mesh). For most maps, the skybox matters a lot for which expression the atmosphere gives players, so that's why it would be a logical choice.
All pickups (except health and armour) are using bump-mapped skins with masks modified for envmap-rendering. The teleporter has been replaced for and old but enhanced cube teleporter, as it displays envmaps better (the inside is just flat, which supports envmap-entities because of that) and Sauerbraten's original teleporter is copyrighted.
There are some doors included which are also polished a bit, but those are actually just an experiment (it still creates some nice atmosphere when an envmap-entity is in the same room as the door).
The health model isn't included, as using a bump-mapped skin somehow blackens the upside of the model. The armours aren't included because envmapping them has no reason at all (too much polygons to see any clear environmental-mapped rendering) and bump-mapping the skin isn't showing much difference at all.

User-related warnings
This is a replacement of the current and original models. If your not satisfied with the result, there is a folder called "default" which contains all files which were overwritten (so beware, any new file of this content keeps existing!).

User-related notifications
The flags are currently carrying environmental-mapped rendering, even it's also just an experiment (not recommended to add).
To let bump-mapped skin of the carrot work; delete the original mesh (called "tris.md2"). Trust me, it's worth it.
This pickup-mod is meant to keep as much models which are currently in the official release as possible (as reason not to change anything to the current gameplay intentionally).

Copyright notifications
All modifications to masks, meshes, skins, etc are licensed as BY-NC-SA, else they are copyrighted by it's original author.

I hope you enjoy them, any constructive comment is welcome.

Mod file pickups_enhanced_4feb12.zip (2.46 MB)
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50
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Files: quadropic13b.png / pickups_enhanced_4feb12.zip /

(3310) Home ~ Forums ~ General Discussion ~ Cube 2 based game: Marble Arena 2

Mihai | 2012-02-04 09:29

General Discussion
*
*
Starred Content

Hi,

My name is Mihai Gabriel Ailioai, and i'm the developer of Marble Arena 2, a marble game based on the marvelous Cube 2 engine. I wasn't really sure if i could post any info here being that it's not one of the official games supported by this community, but hopefully it will be ok and my post won't be deleted :)

It's a very bright and colorful game, available for PC, Mac and Linux, and it keeps pretty much all of the editing power Cube 2 has, but has a layer of GUI on top so that people don't have to use the console at all, hopefully making it more newbie friendly.
It has 50 official levels, and we've released another 22 maps ported from Marble Arena 1, and we also have a nice little community of people creating their own levels. Nothing near what i've seen here, but hopefully we'll get there someday. It's based heavily on physics, there's no shooting or killing, although we have a nice lightning bolt shield powerup that could slightly impress the killer in you :)

Check it out, you might like it, and who knows, maybe even be convinced to create some levels for it :P

www.marble-arena.com

Edit: March 1'st 2012

New version released. It includes 32 new levels, autosave and ability to customize controls, and what was requested the most around here: working console and custom scripts. Have fun !

‹ Account Missing How did Proper Games port cube code to Xbox ›

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118
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(3300) Home ~ Forums ~ Help and Support ~ Commenting Support

Suicizer | 2012-02-02 12:37

Help and Support

This node is meant to help newcomers on their journey on quadropolis, but also to prevent people start having flamewars (or just discussions) about certain nodes or even comments. It isn't meant to thread anyone neither to refer to any happening in the past.

Newcomers

As a newcomer, you probably don't know how it all works here on quadropolis. That's why I recommend you to read this guide, so you can get around more quickly.

Before creating the content
Before you even create a content, think about such questions:

For maps:
01. Is the content having a screenshot which shows off a proper view of the map?
02. Is the zip-file packaged correctly? (like "packages/base/actually_map.ogz")?
03. Is it having a certain theme which can be clearly seen through other things, like texturing, geometry, lighting and detail?
04. Are all textures fitting the geometry which they are attached to, but also fitting the theme?
05. Could any more texturing techniques like blending, using v-commands, setting shaders, etc be used?
06. Is the geometry fitting the theme and lighting?
07. Can the amount of triangles still be reduced through some simple modifications?¹
08. Is the lighting providing a correct atmosphere, which fits the expression of the map?
09. Could any other technique be used to improve the lighting? Like using spotlights, 1 primary and 1 secondary light-entity, etc.
10. Are the lighting errors/bugs reduced to it's minimum?
11. Are details not being used often all around the map?
12. Are the details having as less triangles as possible, while still looking fine?¹
13. Is the map sealed so players can't reach specific areas where they shouldn't be? ¹
14. Could any other technique be used to improve the flow and/or gameplay? Like using sky-textured geometry, glass, envmap-entities, etc.²
15. Is the layout constructed so players are able to keep running in a certain pattern, for example through doorways, caves, etc?²
16. Is the map having several layers of platforms in it's layout, which are connected to each other (by using stairs, ramps, jumppads, teleports, etc)?²
17. Are rooms or areas containing more than 1 or 2 proper way to access and to leave?²
18. Are the pickups and playerstarts placed for a deeper layer of play?²
19. Could any other techniques be used to improve the gameplay? Like "leading" players to a certain area.²

¹ Counts only for gameplay-based maps. It still gets appreciated if you would do so even if the map is notified as artistic.
² Is completely irrelevant for artistic maps and counts only for gameplay-based maps.

As gameplay-based map are pretty easy to receive some constructive comment, artistic maps are less easy.
When creating a content for an artistic map, really consider it should be artistic. Don't abuse the "artistic" label as your map isn't meeting some of those questions. Artistic maps should carry an even higher quality on theme, texturing, lighting and detail, so don't label it just because it's gameplay and/or flow isn't fine.

For scripts:
01. Is the script written correctly for it's purpose?
02. Is it having as less errors, bugs, etc as possible?
03. Is it competitive compared to other scripts on quadropolis?
04. Is the script written with as less code as possible?

For mods:
01. Is the mod written correctly for it's purpose?
02. Is it having as less errors, bugs, etc as possible?
03. Is the mod competitive compared to the original game?
04. Is it also compatible with other Operation Systems?
05. Is it safe to use for other people?
06. Are there any licensing issues which aren't fixed (yet)?
07. Is the mod written with as less code as possible?

When creating the content
The link to The 10 Sauer Commandments should give you a good view what you should not do here. And elder version of that is just right here.

It doesn't matter what kind of content it is, as long as it's not even close to such questions, you can't expect the next couple of lines.

After creating the content
After you've created a content for your map, script, mod, etc and your getting a comment with feedback, always keep in mind that not even 3% of the people on quadropolis really want to insult or hurt your feelings. The comment can look very rude but think, that person probably isn't meaning it that bad, else he wouldn't have post any comment in the first place. Just read his or her comment properly and think what does that person actually mean and why is he notifying you on that certain point. Only in a few cases, the person that puts a constructive comment on your node that is generally incorrect with the content.
Never try to insult the person which took time to look at your map, script, mod, etc as he or she probably won't do that again with the next content you create. Keep in mind also, there is a limited number of people on quadropolis and the people which truly put a constructive comment on nodes is even more rare.

Experienced

If you have some more experience with quadropolis, then here is a guide how you should react on newcomer's posts, but also to any other person on quadropolis.

When a new being has created a content which he or she is proud of (while it actually isn't looking nice at all compared to other contents), try to tell him what he or she could do better on the map. Keep in mind that person probably isn't very experienced in mapping and still is thinking on a complete different way as a more experienced person would think when he or she created a content.
So don't try to insult or hurt that particular person as quadropolis can always have an extra person to her collection. Maybe one day, that newcomer can help the community on quadropolis also, just like he or she has been helped in the past by other people on quadropolis.
Keep in mind, quadropolis isn't having as much people aren't anymore as it used to have. With such comments, that wouldn't help the population at all.

If the particular person isn't a newcomer, but also a person which has more experience on quadropolis, but being outrageous, don't react on his action offensively. It often happens when people take offence as defence, a flamewar erupts even quicker. Stick to facts and investigate what he or she actually means. Just don't react on the action when it's irrelevant to the content.
It also isn't a bad thing to base your (constructive) comment on the The 10 Sauer Commandments, as they aren't existing for nothing.

Side notes
Even there is standing "Newcomers", I'm pretty sure several persons around here could use it very well, even if they are more experienced as new beings.
I would request to any admin to star this content, so it won't be forgotten as easily as it would without.

‹ terminal output of sauerbraten on linux ADD A BANNER(PSEUDO) IN REMOD SERVER MOD ›

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(3299) Home ~ JSauer

Chaos | 2012-02-02 01:28

Cube 2 (Sauerbraten) | Release | News

JSauer is a little Java library that I've been working on. It's designed to connect to and receive information from Cube 2: Sauerbraten servers (it was designed to be used with the Justice Edition of the game). I myself find this extremely useful, and I am eager for any feedback. The download and documentation can be found here: http://www.chaos95.net/?page_id=77. The source code, along with an example file, is included in the download. Note that this is more of an alpha version and is subject to much change.

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(3297) Home ~ Mmeaninglez Mappack - Updated

Mmeaninglez | 2012-02-01 01:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb 3 smaller maps - 2 DM and one Capture/DM
Screenshot
Get original file (361KB)
Detailed description

UPDATE: I have fixed many of the problems/complaints that people have found with these maps. Thank you all for your feedback!

These are three smaller maps that I made. I am releasing them as a map pack because I do not think any of the maps are particularly strong alone. All three maps have reached a point where I can't really make them better without outside help. To me, these maps are complete, but I have learned from past experience that I am a poor judge of that. You may very well enjoy these maps as they are, but I welcome commentary and criticism.
The maps:
- DejaBlue - A capture (and deathmatch) map built into the side of a cliff

- Neo_ffa - A deathmatch map that looks like a digital enviornment

- Morningbay - A facility for DM's in the middle of a large body of water

Map file Mmeaninglessnamee Map Pack (Updated).zip (1.38 MB)
Rating
14
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Files: mappacpic-2.png / mmeaninglessnamee-map-pack-(updated).zip /

(3293) Home ~ Handicap Mod aka Commie Mod

speckenflecken | 2012-01-27 20:51

Cube 2 (Sauerbraten) | Release | Work in Progress | Source mod | All Platforms | Creative Commons (BY-SA)
Blurb Balance matches between heterogenous players with a high skill range. Make playing fun for everyone - even n00bies.
Detailed description

New game mode: handicap

From the mode description: Handicap: Frag everyone to increase your handicap. Handicap corresponds to frag differences between players. Health, armor, damage are reduced by current handicap.

Hence, better players have less health, less armour and cause less damage. E.g. if you are leading with 24 frags and the weakest player has got 21 frags, your handicap is 74. Health/Armour/Damage are scaled by 74/100. It becomes harder to frag weak players and easier for them to frag you. Equal number of frags means same handicap. When 2 players with equal number of frags meet, it feels like playing normal FFA. Think of it as of the handicap in Golf. It enables people with different strength to play together and still have the same fun.

It is tested and fun. "But I'm not good enough. It's no fun for me." was yesterday. This not an excuse anymore for not playing.

Install:
- Attached zip file contains patched files from the justice edition src/ and data/ trees and the corresponding diff.
- Download Sauerbraten Justice Edition.
- Apply the patch OR replace the files in the original src/ and data/ directories by the ones in the zip file, i.e. extract the zip in the sauerbraten directory.
- Compile game.
- Have fun!

Mod file sauerbraten_2012_01_26_handicap_justice_edition_linux.zip (77.94 KB)
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sauerbraten_2012_01_26_handicap_justice_edition_linux.zip 77.94 KB
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Files: sauerbraten_2012_01_26_handicap_justice_edition_linux.zip /

(3292) Home ~ PRISON

lopsie4 | 2012-01-25 09:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Capture | CTF | Medium (5-8) | Public Domain
Blurb A small, dark map supporting CTF and capture gamemodes.
Screenshot
Get original file (545KB)
Detailed description

PRISON - A small/medium map, can be used for insta, CTF, capture or DM.

This is a work in progress -- attempts to make it more playable are underway.

Created by lopsie4(Nick), IAOA(Cam), natanator(Nath), j0k3r(marcus) and yourmum32(YaoHui).

Map file packages.zip (3.46 MB)
Rating
25
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Files: screenshot_75599.png / packages_16.zip /

(3291) Home ~ Rivals

Greaserpirate | 2012-01-25 03:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Release | Alpha | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY)
Blurb A vastly different remake of my first map, Twins
Screenshot
Get original file (44KB)
Detailed description

Rising many stories above the cold northern grasslands, the Château de Épicuriens was so graceful that an architecturally proud race of aliens invaded and built their own version to show that they were still the best architects. Or at least that's the humans' story, according to the aliens, we copied them. No one can be sure, but now that the Galaxies' Fair is opening in two weeks, tension is mounting and war is seconds away from breaking out...

In the past, I've made a lot of incomplete maps that I'd work on for a week and then abandon. So I decided to make a huge effort on a single map and stick with it for a long time. As you can see,it's really paid off.
I've been working on this map for several months now, and I think it's at a stage of completion.

The layout was based on my first map Twins, but in all other aspects they are different except some textures in the old castle were used in the new one. The central catwalk area has been remade, the plain "hidden passages" underneath the top of the castles was turned into a full-fledged common room, the flags, bases, and ammo were repositioned, and of course one of the two castled was turned into an evil alien fortress.

Going against many recent trends, this map is intricately detailed. The downside of this is that you might need a good computer to play it. A good rule of thumb is, if you can play Skycastle-r, this map should be no problem. I've tried to keep the wtr down the best I can, (and whoever invented the "remip" command, THANK YOU SO MUCH!), but I haven't messed around much with PVS, just in case I need to edit the geometry further.

Have fun, and happy fragging!

URL http://www.mediafire.com/?sea8lo2nxzbg4gn
Rating
20
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Files: rivals.jpg / http://www.mediafire.com/?sea8lo2nxzbg4gn /

(3290) Home ~ Forums ~ Content Creation ~ IQM exporters and Blender 2.60

CD Xbow | 2012-01-25 00:02

Content Creation

In the IQM toolkit there are export scripts for Blender up to 2.59. We have 2.60a and I was wondering if anyone knows if the 2.59 exporter works properly with 2.60a.

‹ Building a Linux Base Operating System with the cube engine as a part of a desktop enviorment Ultimate CubeEngine Project ›

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(3289) Home ~ Forums ~ Help and Support ~ ADD A BANNER(PSEUDO) IN REMOD SERVER MOD

Cicciobello | 2012-01-22 18:31

Help and Support

I have tried ReMod Server mode and I started customizing my server, but there was no script for banner: I tried to macke one using the say command, which spams a message in the console for all clients, but it didn't work. I'd like to know even a few tips from you on how to meka a banner or a pseudo-banner on Remod r-127

Thanks

‹ Commenting Support Looking to build a team. ›

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(3286) Home ~ Forums ~ General Discussion ~ Why do people still prefer Sauerbraten to Red Eclipse?

FischKopF | 2012-01-15 18:54

General Discussion

Red Eclipse has far more advanced gameplay mechanics than Sauerbraten has. It has many features that people initially requested for sauerbraten and comes with a bigger variety of gameplay modes. For me, this is the true successor to Sauerbraten, since it's a superior game in every respect. So i'm wondering, why do SO much ppl still play sauerbraten? When i go online, i see only 2 (!) servers with ppl on it. That pisses me off, since its such an awesome game. I personally stopped caring about sauerbraten the day Red Eclipse v1.0 came out. Maybe Red Eclipse is just badly advertised and people just don't know about it. I wonder if they would have called it "Cube Engine 3", more people would play it and give it the appreciation it deserves...

Another thing i've noticed, with better advertisement about the map editor i can see Red Eclipse becoming a Minecraft killer. Because ppl play Minecraft because they wanna build stuff, right? Thats exactly what they can do in Red Eclipse, plus they also get an excellent fun FPS as well.

‹ Closing threads Let's talk about Tesseract ›

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(3281) Home ~ Forums ~ Help and Support ~ Looking to build a team.

Anonymous | 2012-01-07 19:01

Help and Support

Hello.

I'll first start off by saying I'm sorry if I'm posting this in the wrong section its my first time posting on the site.

I have recently taken over a game project called Revelade Revolution which is based off the cube 2 engine. The game is a zombie slayer survival game which is built on a city sized scale. We have many different buildings and a good size map that we are currently modeling and making it as detailed as possible.

I have added some zombie models in game as well as reskinned most of the default icons in game to give it more of a unique feel.

What I am looking for is someone that can help with coding adding and making adjustments to the game and really giving it its own feel.

I am also looking for someone to help with weapon remodel I'd like to use something other then the default guns as well as adding possibly a few more zombie models in game.

Those that would like more information about the project or any questions they have can email me at admin(at)theintercooler(dot)com

I'm looking forward to hearing from you soon.

Ed

PS here is our ModDB page so you can see what we have so far http://www.moddb.com/games/revelade-revolution

‹ ADD A BANNER(PSEUDO) IN REMOD SERVER MOD Screenshots not working ›

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(3280) Home ~ Forums ~ Help and Support ~ Cube engine will not compile in Visual C++ 2008 (or 2005) Almost solved

luaman55 | 2012-01-07 16:21

Help and Support

I was surprised no one asked this. I keep getting errors when I compile the original Cube Engine sourcecode in visual C++ 2008. But I get these errors.

Compiling...
cl : Command line warning D9035 : option 'Wp64' has been deprecated and will be removed in a future release
pch.cpp
c:\program files\cube\cube_source\src\tools.h(64) : warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
F:\VB9\VC\include\string.h(157) : see declaration of 'strncpy'
c:\program files\cube\cube_source\src\tools.h(70) : warning C4996: '_vsnprintf': This function or variable may be unsafe. Consider using _vsnprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
F:\VB9\VC\include\stdio.h(358) : see declaration of '_vsnprintf'
c:\program files\cube\cube_source\src\tools.h(82) : warning C4996: '_vsnprintf': This function or variable may be unsafe. Consider using _vsnprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
F:\VB9\VC\include\stdio.h(358) : see declaration of '_vsnprintf'
c:\program files\cube\cube_source\src\cube.h(275) : fatal error C1083: Cannot open include file: 'GL/glext.h': No such file or directory

I will put a link to the log file too. Help would be great.

the reason probably for this is that VC2008 converted the files improperly and i need something like mingw but with a gui
_____________________________________________________________________________________________________

it has been almost a year and i still am thinking about it.
VC++ 2005 gives this

1>------ Build started: Project: sauerbraten, Configuration: Release Win32 ------
1>Compiling...
1>pch.cpp
1>d:\prj\sauerbraten\src\tools.h(81) : warning C4996: 'strncpy' was declared deprecated
1> D:\Program Files\Microsoft Visual Studio 8\VC\include\string.h(156) : see declaration of 'strncpy'
1> Message: 'This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
1>d:\prj\sauerbraten\src\tools.h(93) : warning C4996: '_vsnprintf' was declared deprecated
1> D:\Program Files\Microsoft Visual Studio 8\VC\include\stdio.h(339) : see declaration of '_vsnprintf'
1> Message: 'This function or variable may be unsafe. Consider using _vsnprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
1>d:\prj\sauerbraten\src\cube.h(468) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
1>Build log was saved at "file://d:\prj\sauerbraten\vcpp\Release\BuildLog.htm"
1>sauerbraten - 1 error(s), 2 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

also i switched to using an early sauerbraten engine instead of cube.

vc 2003 gives that it cannot find glext.h
d:\prj\sauerbraten\src\cube.h(475): fatal error C1083: Cannot open include file: 'GL/glext.h': No such file or directory

i add it to the header files and it still cant find it, Any help?

‹ Permaban Script [HELP] terminal output of sauerbraten on linux ›

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BuildLog.htm_.txt 12.54 KB
BuildLog.htm_.txt (2005) 10.59 KB
solution 1.jpg 57.31 KB
solution 2.jpg 52.82 KB
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(3279) Home ~ Hidden Solitude - Update 1.2 - May 4

flubz0r | 2012-01-07 03:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Capture | CTF | Huge (16-32) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A large, Asian-themed map for CTF and Capture
Screenshot
Get original file (370KB)
Detailed description

This is a large, Asian-themed map intended for capture the flag. I worked on this map on and off since early last year. Feel free to post any feedback or constructive criticism. I still consider this map a work in progress.

Update 1 Change Log

- Fountains were replaced with zen gardens
- Reduced detail on fences
- More weapon ammo
- More playerstarts
- Removed "gibbie" textures from all locations excluding door trim
- Ceiling retexturing
- Additional entrances/exits to flag rooms (windows, balcony + jumppad)
- Fixed model rotation errors
- Flag rooms and bridge end rooms now constructed with paper and wood paneling
- Fixed gaps in clip and added clip ceiling
- Applied sky texture to exterior of map
- Proper image file
- Config file fixed
- Windows in the bridge end rooms have been widened so that players can pass through
- Removed OSX files from ZIP
- Fixed flag rotation
- Added yellow armor

1.1 (Jan. 9 - 11:30 PM EST)

- Retextured door trim
- Geometry fixes
- More shells
- Ramp on balconies

Update 1.2 Change Log - (May 4)

- added bases for capture mode
- various texture replacements
- various geometry fixes
- replaced some of the lantern models with geometry
- flame particles in lanterns
- fixed geometry errors in arches and on the rooftop
- added sword racks to bases and sniper platforms
- snapped ents to grid
- light updates
- small geometry changes to rocks
- additional cover in the far corners of the map
- playerstart fixes
- modified jump pad launch trajectory
- green amor added
- updated weapon ents

No blended textures as of this update.

Map file packages.zip (6.37 MB)
URL http://www.sendspace.com/file/qbu647
Rating
48
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Files: quad_shot.png / packages_26.zip / http://www.sendspace.com/file/qbu647 /

(3278) Home ~ SauerEnhanced sound pack? NO WAI!

Anonymous | 2012-01-04 21:53

Cube 2 (Sauerbraten) | Content | All Platforms | Creative Commons (BY-SA)
Blurb It's actually true
Detailed description

Sounds ripped from SauerEnhanced

Yeah, just put it in main Sauer folder and you're done.

Note that the sounds do not sound as good as in SauerEnhanced because Sauer
doesn't have separate sounds for grenade and rocket explosions and as well
there's just one sample per gun when SE had three of them.
And I was too lazy to create new, universal explosion sound for both of the guns so..
yeah.

Mod file SE sound pack.zip (465.98 KB)
Rating
29
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Files: se-sound-pack.zip /

(3276) Home ~ Mordekaiser

nothing | 2012-01-04 13:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | CTF | Medium (5-8) | Copyright
Blurb Mordekaiser a quick ctf or capture map done by a friend of mine: 0815 (he has no account here)
Screenshot
Get original file (95KB)
Detailed description

I am uploading this map for a friend, who has no account here, cause i think its worth to the community. Its an arabic styled fortress, where you have to be quick to score. I think it is balanced really good, I like the geometry and we had fun to play this.

Map file mordekaiser.zip (529.2 KB)
Rating
18
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Files: mordekaiser.png / mordekaiser.zip /

(3270) Home ~ DQ

Drekow | 2011-12-29 17:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A duel map
Screenshot
Get original file (184KB)
Detailed description

It uses SVN for no valid reason, is a subtractive layout for FFA duels.

Suggestion for the his name?

Wants to help texturing theming it? Don't hesitate to do it, or contact me!

Map file dq.zip (175.33 KB)
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Files: dq.jpg / dq.zip /

(3269) Home ~ Camper Day

Drekow | 2011-12-29 16:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | CTF | Medium (5-8) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Camper Day a rework of Capture Night by TUX
Screenshot
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Detailed description

This is my version of the (in)famous map Capture Night, take a look at it.

Credit for the original map goes to the original author: TUX.

Map file cd.zip (377.24 KB)
Rating
13
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Files: cd.jpg / cd.zip /

(3268) Home ~ Bloody Aftermath

KingKickass | 2011-12-29 04:19

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Cube 2 (Sauerbraten) | Release | Source mod | All Platforms | Public Domain
Blurb Blood and bullet holes don't disappear!
Screenshot
Get original file (57KB)
Detailed description

Ever wanted to maximize the violence in Sauerbraten? Now you can with Bloody Aftermath!

Bloody Aftermath is a very simple source mod that prevents blood and bullet hole decals from disappearing(or at least it prevents them from disappearing in the time a game usually lasts). This can mean the map you are playing on may get covered in blood, especially in insta games! I find this adds a little extra fun to Sauerbraten.

The mod itself is an edit of the decal.cpp, which controls the amount of time it takes for a decal to fade away and how many decals can be allowed on the map at once.

Unfortunately I do not have the time to compile on different platforms, so the only those with a Linux x86_64 OS can install the mod simply by using the binary I created. However, Bloody Aftermath should be able to work on any operating system that Sauerbraten runs on. Simply download the mod file, extract the decal.cpp file to the scr/engine directory of Sauerbraten, and then compile the game. Sauerbraten is amazingly simple to compile on Windows, and you don't face dependency hell when compiling on Linux. Search Google to learn how to compile Sauerbraten.

Before installing, please remember that having lots of decals on a map at the same time can lower your FPS, depending on your graphics capabilities. Right now I am running an Nvidia card with 1GB memory, and I have no noticeable slowdown. When I first tried this mod on my own months ago, I was using an Nvidia card with 512mb memory, and I only experienced minor slowdown with excessive blood(but the game was still playable. Please make a backup of your Sauerbraten folder before installing Bloody Aftermath!

If you decide to install the 64-bit binary, download the mod file and extract the decal.o file into your src/engine directory in the Sauerbraten directory.

The last thing you have to do before running Sauerbraten is you must make a few edits to your config.cfg file. The "decalfade" variable must be set to 1316134912, and the "maxdecaltris" variable needs to be set to 6000000.

After editing and save the config.cfg file, you can now play Sauerbraten with Bloody Aftermath!

Keep in mind that I am not an experienced C++ programmer, and the modification I made is very novice. Once installing the mod, the decal fade control options inside the game probably won't work for you; in order to get them back you'd either have to reinstall the game or recompile it with the original source code for decal.cpp. While my modification isn't great as far as code is concerned, it seems to get the job done. I'd like to make it so that you don't have to mess with the config.cfg file.

If anyone wants to help improve Bloody Aftermath, please let me know.

UPDATE: If the decals keep disappearing, this probably means that the config.cfg file has been overwritten by the game. Sometimes this happens and I'm not sure why. Most of the time the game leaves the decalfade and maxdecaltris variables alone, but if it somehow messes with those variables, just change them back and start the game again. Making the file read-only might help, but that will also mean that Sauerbraten won't be able to save any other settings you change.

Mod file bloody_aftermath_0.1.zip (20.67 KB)
Rating
10
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Files: ba_example_2.jpg / bloody_aftermath_0.1.zip /

(3267) Home ~ Desert Dawn

skiingpenguins | 2011-12-28 20:26

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Cube 2 (Sauerbraten) | Red Eclipse | Release | Final Release | Creative Commons (BY-SA)
*
*
Starred Content
Blurb Desert Dawn, a skybox by skiingpenguins
Screenshot
Get original file (90KB)
Detailed description

A new skybox.. YAY!! I haven't made a skybox in a while, so I thought ehhh why not this one?
This started out as a wallpaper, but I decided to go ahead and render it as a skybox.

CC-BY-SA license :)

Packaged for Red Eclipse and Sauerbraten.

Red Eclipse: Download from MediaFire
Sauerbraten: Download from MediaFire

Map file desertdawn_sauer.zip (848.27 KB)
URL https://sites.google.com/site/skiingpenguins/skyboxes
Rating
21
points
 (8 votes)
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Files: quad_screenshot.jpg / http://www.mediafire.com/?zp98qm9euyxg4gj / desertdawn_sauer.zip / https://sites.google.com/site/skiingpenguins/skyboxes /

(3266) Home ~ CTF Suite

Nieb | 2011-12-26 12:13

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AssaultCube | Release | Artistic | CTF | Huge (16-32) | Other License
Blurb Back by popular demand!
Screenshot
Get original file (122KB)
Detailed description

A suite sweet CTF map!

Includes some suite sweet new textures!

Map file ctf_suite1.zip (7.6 MB)
Rating
41
points
 (10 votes)
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Files: screenshot_131178.jpg / ctf_suite1.zip /

(3265) Home ~ NEO TUBE STATION

Cicciobello | 2011-12-23 12:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | CTF | Medium (5-8) | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A mining station floating in a canyon
Screenshot
Get original file (41KB)
Detailed description

My second map, I hope better than the first...

This map is not a maze of tubes, but it's not even a specular map; there are lots of tricks that you can do here, and also it won't be easy for you to get quad, healthboost and yellow armour.
I've set up this map for FFA but you won't have problems playing CTF in it
[MORE INFO INTO THE README FILE WITH THE MAP]

TO THE USERS:
please before comment I'd like you to download and test my map because maybe I've made some mistackes that you don't see in the screen. Thanks.

Map file neo_tube_station_zip.zip (3.23 MB)
Rating
13
points
 (2 votes)
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Files: neotubestation_screen.jpg / neo_tube_station_zip.zip /

(3262) Home ~ Kurvy_Kingdom

Yoddle | 2011-12-20 18:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | CTF | Medium (5-8) | Other License
Blurb FFA / Mini CTF map in the style of Curvy_Castle
Screenshot
Get original file (554KB)
Detailed description

Slightly bigger than the original Curvy Caslte, hence its 'Kingdom' title. Playable for both Deathmatch of a small game of CTF. The map features flingers, underground pathways, hidden secrets and many curves.

Credit for assistance goes to;
Boognish
Superman

Map has been re-edited after some feedback from Somedude about many clip problems. The map is now free falling so you watch your back.
Feel free to criticize or compliment.

Map has been updated slightly

Map file Kurvy_Kingdom.ogz (467 KB)
Rating
5
points
 (1 vote)
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Files: screenshot_335556.png / kurvy_kingdom.ogz /

(3261) Home ~ Ibis

Mmeaninglez | 2011-12-20 03:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A Capture/CTF map around a pyramid
Screenshot
Get original file (49KB)
Detailed description

Ibis is a map bent around a corner of a pyramid in the desert. It is a non-similar CTF map. I know that there are a lot of egyptian-themed maps on the site, but this is my first. I have tried to use some new elements and obsticals in making the map, so it doesn't look too much like other maps with the egyptsoc textureset.
9 bases, 8 jumppads, no teles, 4 green and 2 gold armor, 2 healthboosts and a quad.

Map file ibis.zip (1.38 MB)
Rating
5
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Files: ibis-2.jpg / ibis.zip /

(3260) Home ~ Imminent Danger - Speed Map

Sauce | 2011-12-19 14:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | ZLIB License
Blurb A speed map, that took 5 hours and 40 minutes to complete. It's great for duels, and it's very fun as well!
Screenshot
Get original file (15KB)
Detailed description

This is a small duel map, but can also support up to 6 players. Would also be fun in doubles (2 vs 2). Though, it works best with duels. This map was made yesterday and it was made in 5 hours and 40 minutes. It is a speedmap. I'd like to see others try the 6 hour speed map challenge and see what you come up with. The map was created when Superman joined Variable and myself in a game and we where making a layout together. Superman enlarged the map and started making a tiny layout. It looked interesting, but was very flawed, so Variable and myself started tweaking the layout like crazy, and it ended up being changed pretty significantly. Then everyone left and I liked the end result of our little layout that the 3 of us had made. The layout was made in 30 minutes.

Later on I messaged HeWho and asked him if he wanted to do a trak5 theme speed map of a really small layout and he said yes. Then others joined in a long the way. We all worked at it for 5:10 minutes straight(some worked for 4 or so) and finally got it done. It turned out really nicely and we all we enjoyed the result. I play tested it myself and it's fun as hell. I am really proud of it and it's my second map that is pretty much completed(this map is basically done, but could get tweaked). You're probably going to say the outside terrain sucks, but the rigid terrain suits the rock texture.

There really isn't much to say about the map, it plays in duel and it's made with trak5, that's about it. I tried to balance the pickups the best I could and I think they couldn't be better; this is a biest statement of course. I hope you all enjoy it, and when you critique it, keep in mind it had a time limit and we where rushing for a lot of it. So it can't really be held to the same standards as a regular map, but certainly close to the same standards. I know it's against a Quadropolis commandment to post a map that took less then 12 hours, but I feel it's worthy of being on Quadropolis regardless. I hope you all enjoy this map, have fun!

Authors:

Sauce
HeWho
Superman
Zoocata
Variable-X
potato
Neno

Map file Imminent Danger.zip (535.24 KB)
Rating
36
points
 (5 votes)
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Files: imminent.jpg / imminent-danger.zip /

(3257) Home ~ Forums ~ General Discussion ~ Generell discussion about the cube scripting language

mapc | 2011-12-16 12:57

General Discussion

RaZgRiZ | 2011-12-12 13:00


Cubescript is hard to read to those who are either too accustomed to reading everything with syntax highlighting or don't like cubescript in any way. Or when someone is truly horrible at doing things right. Apart from that however..

He may not be the first, or the second, or the third, what does it matter. For cubescript, it's practically the first command-line quick-connect script, with mine coming second but being SVN only. I do wonder however how you're doing to implement such a thing into the framework, is it based on cubescript at all? Or are you hoping to convert it to another language?

And i'm confident he will add the comments necessary. Would would go past thing chance for fame? ^_^
reply to 3starRaZgRiZ

mapc | 2011-12-12 17:46


(I switched from the gandalf acc to this one, sorry for the confusion).

Yes, apply 1 and 2 for me :D (but it is not that bad).
Sadly cbs is a very bad designed language: There is for instance only a global namespace and there is only strings. Even the lists are space separated, not escaped strings. (I'd like to give you a complete lists, but this would be one or two paragraphs of text, so not in this comment ;) ).

Yes, thats why I am thinking about integrating it :). However, command line again means a problem with the global namespace :(
The framework is entierely cubescript and aims at resolving some of the issues, nicer installation, plugin-based (no more hazzle with adding stuff to autoexec.cfg) and a little bit of namespacing:

(concatword $namespace $varname) = $value

Yup, hope so :)

Cheers,
mapc

srbs | 2011-12-14 04:46


@mapc
"I'd like to give you a complete lists, but this would be one or two paragraphs of text, so not in this comment ;)"
I'd love to see this list.

"Sadly cbs is a very bad designed language:"
Not every language NEEDS every feature known to the programming world. It is perfectly adequate for what it is designed for.

What isn't designed very well is, in fact, your "framework." For large projects like that, one should (as with all languages) first learn the features, quirks, and idioms of said language and design accordingly. And if my config.cfg file is some 500KB after using 0.9.4, I won't ever use it again, especially since every function of every script has variable names relating to the current plug-in

@Razgriz
"Would would go past thing chance for fame?"
wut?

srbs

mapc | 2011-12-15 12:48


@srbs

I do not criticize the lack of features in the language, but the way the language is designed (in other words: how you do, what you do with cbs).

Your last argument was an ad hominem argument (http://en.wikipedia.org/wiki/Ad_hominem) and therefore a rhetorical trick without being constructive at all. Please stop this, I am annoyed by this.
Your config file is that big, because the way configuration works (described below) and because of the lack of memory management (described also below). Big codebase => Big conf. This issue can not be resolved without having control of the configuration process. Sorry.
The framework is btw written with some of the issues below in mind. The usage of vars for every plugin for instance makes the whole framework much more secure.
The Points of criticism:

Everything is a string (partially lack of types)
Lists are space-seperated not-escaped lists
There are too many ways to generate and modify function-strings (e.g. macros, the three braces)
There are too many ways to call function-strings (macros, as closures...)
Metaprogramming is just string-modification and can be applied everywhere
There is just a global namespace
There are no named arguments, no function signatures
No deallocation possible
Inefficient config file
Operators are functions, but the function names are symbols
No error handling
Lack of C++ documentation (how does it work internally?)

Why this is bad:

Everything is a string means that everything is executable, which can enable an attacker to execute code in some cases. Although it is easily possible to write forkbombs and other malware for cbs, this is probably not really an horror scenario, because masterlist-providers can inject code anyway. There other scenarios, where this can be dangerous: It can lead to data(=>code,state) corruption if random data is executed (just imagine a bug where someone executes a long string of human language). Such a corrupted block might even spread…corrupted code generated more corrupted code with metaprogramming. (I call this disease cubic cancer ;) ). Also it makes debugging a lot harder and even can hide bugs, this of course goes hand in hand with error handling: No error handling => no error on code corruption.
The problems I just described could be contained a bit if there where types and function signatures anyway (line with 8 words, can not be called for function that requires 3 args; can not call a function that requires lists for a line of human language) and again…error handling.
Now there is a lot of problems with the seperation between data and code, but there is an additional problem: The usage of complicated string manipulation methods: You can use multiple Macros of different levels, macros are hard to distinguish from actual variables and their usage varys depending on the level of rect brackets. Calling a function seems to be equivalent with accessing the string one macro level deeper. Then there are two kinds of string defining symbols: [...] and "..." witch both output a string (or you can just use none of them), there are also round braces witch evaluate the code immediately. This is apperantly still a little buggy, because some strings are not recognized as entire commands and in some cases the macro modifier is not recognized (I remember, that I tried to fill a bug report about this/talk to the devs about this, I also remember that I have been somewhat unsuccessful).

The next big block of criticism is the available variable space: Ther is only the global namespace. Not a local one, no packages/namespaces, only one. In other words: You iterate over a list using I as iterator and one other function you call does the same: You are screwed. If someone else in a completely different script decides to call his var 'roster' too...you are screwed. But not only is the cbs-namespace a mess, cubescript is also one single memory leak. no RAM at all is being deallocated, try this:

testnum = 0
testmax = 2048

buildup = [ if (*smaller* $i $m) [ s = (concatword $s $s $s $s $s $s $s $s $s $s); i = (* $i 10); sleep 1 [ buildup ] ] ]
test = [
if (*smaller* $testnum $testmax) [
s = a
i = 0
m = (pow 1024 2)
buildup

sleep 1 [ test ]
]
]

The code above builds string with the size of 1M and deletes it. It does that 2048 times. The memory consumption here should not be higher than 4M (this is generous). Actually it needed about a second to fill my entire RAM.
The next thing is that the configuration is done by writing the entire state => corrupted data and functions written.
The lists are bad for the obvious reason (lets append "mapc is stupid" to the end of a list ;) ).
Operators are just badly designed, using symbols but the arithmetic of functions is inconsistent.
And at last: There are about 5 lines of comment in the entire cube engine, maybe one in the cbs code. This makes it very hard to understand the internals, even if you can read C++.

Well, I am pretty exhausted. There are some ways how you can work around this problems, I'll write them down tomorrow :) .
You said you think cbs is perfect for it's purpose, what makes you think that?
Cheers,
mapc
reply to mapc

skiingpenguins | 2011-12-15 20:38


cube script isnt supposed to be as fancy as you seem to want it. i think you should chill out, and maybe go to a different game if you want something with all these feature things. cube script serves it's purpose very well. don't mess with it.
reply to 3starskiingpenguins

mapc | 2011-12-16 01:06


@skiingpenguins

Excuse me? Do you have the faintest idea what my essay meant, have you ever spent a single thought on programming language design, have you ever thought a second about application design? Please, do not waste my time! If you did not understand what I said, that's ok. I'll even explain it to you (somewhere else), but a statement like yours is not worthy an answer and I won't feed the trolls again…
reply to mapc

Chaos | 2011-12-16 02:29


Cubescript is a low-level language; hence, it's applications don't really go beyond those for which it was designed. However, in my opinion, cubescript really servers it's purpose well, accommodating a wide range of uses that relate to the game.
reply to 1starChaos

Suicizer | 2011-12-16 08:30


? This maybe has nothing to do with your content, but CubeScript doesn't seems like a low-level programming language to me. I would rather take OpenGL as example for a low-level programming language as CubeScript.

‹ Rendering models (or part of) as glass makehuman to md5 ›

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Files: none

(3253) Home ~ Gunmetal

Nieb | 2011-12-12 05:57

 this screenshot was not originally available or there was a problem extracting it

Development (SVN) | Deathmatch | Small (1-4) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb SVN only!
Screenshot
Get original file (66KB)
Detailed description

A DM map.
With new textures by Evil & Simonoc

Map file gunmetal5.zip (4.59 MB)
Rating
40
points
 (10 votes)
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Files: screenshot_6462336.jpg / gunmetal5.zip /

(3252) Home ~ Isolation

Mmeaninglez | 2011-12-08 05:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A small, open CTF map.
Screenshot
Get original file (50KB)
Detailed description

A small CTF map with an mostly open layout that makes the title an oxymoron.The main interesting feature is the ceiling girders - a path above the rest of the level, but fairly defenseless.

Version 1.4 - I have made several changes to the map to make it look and hopefully play a bit better.
-Made the center pit wider. You now need a trickjump to clear it, and
that's also made harder.
-raised a couple of ceilings.
-Fixed bad texturing. Removed acid pools and made it look more
coherent in general.
-Balanced weapon pickups a bit better. Cut down on bullets and rifles some.

If you don't like the level because of the size or overall flow, there's not really anything I can do to fix this short of remaking the entire level.

Map file isolation.zip (579.56 KB)
Rating
15
points
 (3 votes)
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Files: title-updated.jpg / isolation.zip /

(3250) Home ~ Warclone Assault Team (ex Freedom Force)

bat | 2011-12-07 14:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Singleplayer | Medium (5-8) | GNU GPL v3
Blurb a singleplayer sauerbraten campaign
Screenshot
Get original file (232KB)
Detailed description

**********
NOTE: it seems to be impossible upload the file on quadropolis, it may be a size-problem. Temporary download it from the alternate link.
**********

This is the 0.8 beta version of Warclone Assault Team (ex Freedom Force) SP

The campaign is now complete from intro through the final boss level. (7 Maps).

C.D.Xbow help me and translate much of text. (some still puzzling parts not yet reviewed are my responsibility)

note: some problems on the end-of-level killed-count due the dynamic monster positioning. ( it randomly works and not all the monsters are teleported in the map. i think it may be improved but not completely fixable).

Changelog for 0.8 beta

- Sound added
- Some minor bugs fixed
- PROJECT RENAMED.
Some days ago i found out there's a game published in 2002 by Irrational Games called freedom force.
Never seen before, The shame is the logo/icon was a shield amd on it a double F mirrored.
First off all i said "minchia!", a couple seconds later i decided to rename the project.
I haven't found better name than "warclone assault team". I also change the logo on spash screen removing the double F.

--

next step to RC version: monstercount fix, review textures (and some other changes/bugfixes).

Map file void.zip (168 bytes)
URL https://www.dropbox.com/s/gnjus7csw6upthz/wat_08-en.zip
Rating
43
points
 (5 votes)
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Files: wat-splash-08.jpg / void.zip / https://www.dropbox.com/s/gnjus7csw6upthz/wat_08-en.zip /

(3248) Home ~ SauerX -- Discontinued

Chasester_aka_you | 2011-12-07 06:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Source mod | Windows | Copyright
Blurb ---
Screenshot
Get original file (368KB)
Detailed description

PROJECT HAS BEEN DISCONTINUED

chasester

Mod file background_decal (2).png (173.09 KB)
Rating
62
points
 (8 votes)
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Files: cool.png / background_decal-(2).png /

(3246) Home ~ Alithia

Windecker | 2011-12-04 14:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Large (9-15) | Creative Commons (BY-NC) | Expert
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb An average sized FFA map.
Screenshot
Get original file (243KB)
Detailed description

Alithia, a project I started a long time back.

I'd never really gotten around to working on this map until recently; it had sat for almost a year untouched, it is finally finished and here I present it.

I sculpted this map around my own play style, which involves lots of rifle and rocket jumping and a love for taller, more vertical maps. I hope others can enjoy it.

I recommend playing with 6 to 12 players. Not bots, but genuine people.

-Update-
Added way-points.
Added bases.
Fixed various texture and geometry errors.
Fixed clipping errors.

-Update- 12/2/22
Added detailing to the back wall.
Added some minor detailing to break up the openness of some walls.
Fixed clipping errors.
Raised death material so it doesn't take so long to die after falling.

-Update- 12/2/23
Further additions to aid the theme of the map and remove the large empty walls.
- Windows
- New trimming around windows
- New square tiles on the sides of certain walkways
Generated PVS, just because I can.

-Update- 12/2/25
Added a window on an intermediate level facing the yellow armor.
Increased the size of the window in room near curved jump-pad.
Removed purple edge along two walls, and added appropriate trimming on the floor in those areas.
Fixed numerous clip issue.
Fixed geometry issue around one torch.
Changed the area where the health boost is located to allow for a different entry/exit route. Still requires a rocket or grenade jump.
Added trim to the upper edges of the walls around the central area to solidify the appearance of the walls.
Removed part of the bridge on the side of the map near the Yellow Armor and added an arch to allow a better view.
Added detailing to the area around the short jump-pad protruding out the front of the map.
Included the proper config.
Did a few other things that I cannot recall.

-Updated- 12/3/04
Worked for a solid six hours to get everything adjusted. Most of the changes were very small things that I'd already overlooked countless times. ( I'm quite surprised suicizer didn't point them out )
I already typed out all the updates I did but my browser decided to be nice and wipe all my progress. So just for that, I will keep the list short.
----
Changed the map image.
New waypoints.
Tons of clipping, geometry, and texture changes.
Generated PVS. ( in under 26 seconds )
Adjusted lighting and light precision.
Adjusted various pickups.
Found my keys.
Declared the map is complete.

-Update- 12/3/04
Skytextured the outside of the envmap room
Fixed three more clipping errors

-DONE- :)

Map file alithia-f7.zip (3.6 MB)
Rating
197
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 (24 votes)
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Files: alithia.jpg / alithia-f7.zip /

(3245) Home ~ Sauerstruck

Star | 2011-12-04 12:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Other License
Blurb An interpretation of a well known Rocket Arena map.
Screenshot
Get original file (41KB)
Detailed description

Welcome to Sauerstruck!

This map is an homage and an interpretation to the Quake III Arena: Rocket Arena 3 map Thunderstruck. It's a small duelmap shaped as a "L". I found it very suitable for insta as well as effic. I also included weapons, if someone want's to play it in ffa for reasons whatsoever.
So - the layout is stolen, the theme is stolen, the name is stolen - what's new about it? Well there is a teleport and a jumppad to the roof i included because the gameflow is way different in sauer. But the best thing is: YOU CAN PLAY IT!
I tested the map with various players and the map is definitely a lot of fun.

Here is a short 'to do list':

- Wall clipping (not done for convenience - the map is playable anyhow!)
- Surrounding/Sides and Bottom (yeah, just too many cubes to be pushed around for a good look)
- Waypoints
- Teleport and teledest (i'm not sure yet about how they should look like. If you have any suggestions you're welcome to let me know, even if they are only possible in svn-sauer)

Have fun with it!
- Star

Edit: Jumppad models ,teleports and some random stuff changed (thanks to Majikal).

Map file sauerstruck.zip (422.91 KB)
Rating
101
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Files: sauerstruck_promo640480.jpg / sauerstruck.zip /

(3244) Home ~ Forums ~ Content Creation ~ Ultimate CubeEngine Project

FrenchBadPing | 2011-12-01 08:46

Content Creation

Status : Need help from good scripters (and from others after)

Ok guys, as you know, I'm pretty painful/distressing in my kind ! But I really need some help !

So, to stop polluting everything with my Quadro too many questions I am going to centralize everything on that node. It will be easier for everyone. I would try to maintain it by deleting it regularly (it would be a shame to block the server again ;-)

I therefore call all Sauer's experts such as Chaos, SRBS, Razgriz, Suicizer and all the others to help me in my project.

As you may have noticed, I'm not very good at English, so forgive me if I use the wrong vocabulary of GoogleTrad ;-)



* THE PROJECT :

- The origins :
This is an old project I had stopped and I took recently. At the time, I downloaded all the contents of Quadropolis (several gigabytes) and all other projects based on CubeEngine2...
I recently set out to create a gutter, then, of course, as there was not proper texture for the roof, I've created some, and then I found a free pack of textures that I have undertaken to integrate, then I have creating other textures which missed... I temporarily stop the developement of this package because it quickly became clear to me that he had to implement new features to the Sauer's GUI for integrate all these new content.

- The definition :
This project has several stages :
A) The first goal is to improve CubeEngine without changing a single line of code so as not to create yet another fork.
The first step must take the form of a non-invasive package for Sauer and consists of two things :

1) Gather all the additional contents (of quality) already created (except maps !) and create or adapt some others (as long as they are free to use !). This is to definitely get out of the 20th century ;-)
2) Create new structures to make the setup more modular and therefore, to fill any gaps of the GUI. This begins first by the establishment of new structures, internationalization (of all that can be translated without modifying the source code), the management of new and special contents, the profiles management (as in all modern games), and going to create a better documentation !

B) In a second step, the goal might be to create an ultimate fork by modifying the source code but in the context of a real engine simple and versatile, and not simply just as a game. (but we are not there yet !!!)

The project is placed in the Public Domain (or lisense CC0).

So a lot of work to do to refresh our favorite game ;-)



* LINKS :

- The old textures package : http://www.megaupload.com/?d=JMKOGXBZ ; http://dl.free.fr/tZw1aU1dI/FBP_ultimate_texture_package_preview.zip



SEE ALSO MY KNOWLEDGE "DATABASE" ATTACHED FILE (just below) !!!
UPDATES : Knowledge database, actual unfinished UCElib, and bonus "colored_speech.cfg"

‹ IQM exporters and Blender 2.60 30 Day Mapping Challenge- Ended ›

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ucelib.cfg_.txt 13.98 KB
colored_speech.cfg_.txt 10.39 KB
getpaths_lib.cfg_.txt 10.37 KB
dblists_lib.cfg_.txt 12.89 KB
strings_lib.cfg_.txt 12.49 KB
uninstall_lib.cfg_.txt 1.33 KB
knowledge base.txt 17.78 KB
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Files: none

(3237) Home ~ Forums ~ Help and Support ~ Screenshots not working

Zoocata | 2011-11-25 00:53

Help and Support

Yo, trying to upload a map, and when I choose the screenshots i want it doesnt upload them
the size is exactly 740 by 480.
thanks

‹ Looking to build a team. total newbie questions- filling empty space and one other ›

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(3235) Home ~ Aurora (UPDATE NOT WORKING)

Zoocata | 2011-11-24 05:38

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Various Licenses
Blurb Aurora (UPDATE NOT WORKING)
Detailed description

After driving 14 hours in two days, I had some free time to work on my first layout. Criticism is welcome. I can't post screenshots right at this exact moment, but I will post a few in about an hour or so, so please don't delete!
Thanks

Map file LayersC2 2.zip (142.37 KB)
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Files: layersc2-2.zip /

(3233) Home ~ Satan'sCry DM2 and DM3 (scdm2 and scdm3)

Anonymous | 2011-11-22 13:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Other License
Blurb Two maps (Insta and DM) for Cube 2
Screenshot
Get original file (581KB)
Detailed description

Two maps :

scdm2 - small instagib map with lava pool.

scdm3 - FFA/Insta/TDM map

Map file SCmaps1-3.rar (2.01 MB)
Rating
2
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Files: calg.png / scmaps1-3.rar /

(3231) Home ~ Debunked - CTF / TDM

Anonymous | 2011-11-21 04:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb CTF or TDM map for assault cube (has bunkers)
Screenshot
Get original file (105KB)
Detailed description

This is the first map for any game that I have made. It is a TDM/CTF map in which each team has a large bunker facing the other (with numerous points of cover littered between). The idea is that you need to run the length of the bridge directly in front of the enemies bunker to get their flag, and run back through again to score. There are plenty of places in which cover can be sought during this process. I think that the map plays best with 4 to 6 players, as it is quite small, but provides very fast paced gameplay. Please feel free to comment or add suggestions, as this is my first map and I understand that I have a lot of learning to do. I am currently working on a remake of the Conkers Bad Fur Day map for Sauerbraten called colors.

You can view a video of this map in action at:
http://www.youtube.com/watch?v=b7eKGUUrw3M

URL http://www.youtube.com/watch?v=b7eKGUUrw3M
Rating
10
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Files: debunked.jpg / http://www.youtube.com/watch?v=b7eKGUUrw3M /

(3230) Home ~ QServ 7.0 Spawn (Windows/Mac/Linux)

DeathStarPC | 2011-11-20 12:01

Cube 2 (Sauerbraten) | Release | Beta | Standalone | All Platforms | Creative Commons (BY-NC-SA)
Blurb QServ [7.0 Spawn] Servermod (Windows/Max/Linux)
Detailed description

QServ [7.2 Spawn] by George Scott
Available for Windows, Mac OSX, Linux and iPod! Please check it out.

Unbelievable speed, 25+ Added Commands, IRC Bot, server log, Player location by IP; easy and instructive setup and straightforward server management, updated frequently with the latest code, tweaks, and additions.

Links
QServ on Github
Downloads

*** NOTICE *** All mod issues and suggestions should be added to the Github Issue Page or discussed on Quadropolis.

URL https://github.com/deathstar/QServ
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Files: https://github.com/deathstar/QServ / https://github.com/deathstar/QServ /

(3227) Home ~ Death Indusry

Anonymous | 2011-11-14 20:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
Blurb The most hardcore arena
Screenshot
Get original file (527KB)
Detailed description

FULL HARDCORE!!! For all multiplayer modes! 2 - 16 players.

Map file death_industry.zip (689.49 KB)
URL http://spaces.ru/files/?sid=::sid::;read=24332481
Rating
9
points
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Files: death_industry.png / death_industry.zip / http://spaces.ru/files/?sid=::sid::;read=24332481 /

(3225) Home ~ Public auth key generator

Chasm | 2011-11-10 02:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Beta | Standalone | Linux | Windows | Various Licenses
Blurb A little gui to generate a public auth key from a private one
Screenshot
Get original file (8KB)
Detailed description

A little gui tool to generate a public auth key from a private one.

This could be useful for those running hopmod or cxsbs and wishing to use the same auth key for their servers as they use for global authentication.

http://forgottendream.org/~chasm/genpubkey/

The bz2 file has the sources, the zip file just has the windows executable and associated dlls.

URL http://forgottendream.org/~chasm/genpubkey/
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Files: screenshot-genpubkey.png / http://forgottendream.org/~chasm/genpubkey/ /

(3224) Home ~ Texture Prefabrication

Suicizer | 2011-11-08 18:38

Cube 2 (Sauerbraten) | Release | Conceptual | Mapping | MIT/X11 License
Blurb Shows all current available shader settings.
Detailed description

Information
In this prefab are all known shader-settings of Sauerbraten specified. If your sure it's still missing some, please comment right on this node or contact me via "supersauer@live.nl".
All "odd" rendered textures are intended to be rendered on such way, to show the possibilities of Cube Engine 2 (Sauerbraten).

This prefabricated configuration file is meant to show which shaders are possible to use.
It has been tested on an official non-modified version of the Justice-edition of Sauerbraten and the SVN after Justice-Edition, so don't fully expect it will still be up to date if using any of the specified shaders on any other release of Sauerbraten.

Credits
I would like to thank the person(s) who made the "docs" on "sauerbraten.org" and the person(s) who create the "wiki", as both contain some information about all settings, but not everything. I also would like to thank the development-team for their great work of Cube Engine (2).

There is no credit needed to use this, but when distributing so, please give me a credit as it contains pretty much information which I've putted several hours of research in it.

To-do List
Add explanation about commands like "texrotate", "texscale", "texcolor" and "texscroll", with all of their ingame variants (as the "vscale" command).
Add some more explanation of textureblending.
Continue creating a map which shows an example of several features (like for showing textureblending, envmap-rendering, etc).

Improvements
9th of November 2011
Putted more detailed information about how bump-mapped texture get used in Cube Engine 2.
Explained the some more about the "setvertexparam" command.
Putted a screenshot which shows of the shader-settings into the zip-file.

11th of November 2011
- Removed the screenshot in the zip-file and posted it in the content itself.

12th of November 2011
- Replaced the screenshot for a better one.
- Fixed some small typos in the prefab itself.
- Replaced the "harmony skybox" specified line for the "forge skybox".
- Added explanation about commands which have support for rotating, offsetting and colouring any other textures than the diffuse texture (like the offsetting bump-mapped texture or colouring the diffuse texture only so the glow-mapped texture won't be affected, for example).
- Added the custom shader of the hudguns which has been used in the "assassin edition" and the "ctf edition".

16th of Novermber 2011
- Reviewed and changed the explanation of how bump-, specular- and height-mapped textures get rendered (it should be correct now).
- Changed the default settings which were notified to the correct values which are stated into "stdshader.cfg".
- Looked for some more shaders but failed. These are probably are all currently available shaders which are usefull for rendering textures (as shaders like "fogworld" exists too, but won't have any use for rendering a texture).

27th of November 2011
- It's been a while again and I managed to create a small map which is intended as example of how certain shaders could appear. It's not done yet and is SVN only (noticed I was creating it on the SVN version after I already made 3 rooms so I wasn't willing to start all over again).
- Added some more shader-settings (like "bumpenvspecparallaxworld", which only needs 2 other textures next to it's diffuse texture).
- Added another interpreted way of the custom shader, so it is easier to configure (thanks to Dekrow). It isn't configurable ingame though.

3rd of December 2011
- Made more process in finishing the sample-map. I'll probably make a map-prefab of this content, as It's pretty illogical to create contents for a material-prefab and a skybox-prefab also.
- I hope that would make this content very useful to any mapper, no matter how much experience he has (as everyone will forget something from time to time).
Damn, wondering when this would be a starred content with all that useful information :P.

7th of March 2012
- Nearly finished the map itself. I probably will separate it from this content and start a new, more related content.

10th of March 2012
- Moved the map to another node so this content stays preserved as a prefabrication of textures only.

Config file texture_prefab.zip (6.78 KB)
Rating
50
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Files: texture_prefab.zip /

(3223) Home ~ Roof Texture Pack

Suicizer | 2011-11-07 18:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Creative Commons (BY-NC-SA)
Blurb A texture pack which contains new roof textures.
Screenshot
Get original file (391KB)
Detailed description

As some people in the mapping community are screaming for roof-textures, I would like to present a texture-pack of roof-textures which are from www.3d-diva.com and from yourdailytexture.com.

I only configured, packaged and created the bump-, specular- and height-mapped textures, so if you really want to give someone credit, please do "Patricia Abood".

Map file use_the_download_link_please!.txt (0 bytes)
URL http://www.mediafire.com/file/q9f73zhdad32zw0/roof_texturepack_7nov11_v2.zip
Rating
20
points
 (2 votes)
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Files: quadropic02_0.png / http://www.3d-diva.com/ / use_the_download_link_please!.txt / http://www.mediafire.com/file/q9f73zhdad32zw0/roof_texturepack_7nov11_v2.zip /

(3222) Home ~ FBP's roof-enhancements...

Suicizer | 2011-11-07 16:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Capture | Public Domain
Blurb A texture- and model-pack to enhance your roofs!
Screenshot
Get original file (342KB)
Detailed description

And here it is! My reaction on Frenchbadping's work!
On this content you can download all of his roof-textures and the gutter models.
Why you shouldn't just download it on the original node?
As you will have to download 2 separate files, while they both carry the same purpose, to enhance roofs.
I've packaged and configured it as FrenchBadPing didn't managed to do so, on a simple way.

There is a side-note to the license:
- You can do with the files what ever you want, as long as you won't change the license (which is and should stay public domain).

Have fun using them!

Map file roof_pack_7nov11.zip (4.25 MB)
Rating
20
points
 (2 votes)
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Files: quadropic02_1.png / roof_pack_7nov11.zip /

(3221) Home ~ Forums ~ General Discussion ~ What is exactly the dev status of CubeEngine2 ?

FrenchBadPing | 2011-11-06 00:17

General Discussion

Is it still dévoleppement ? Will there be a new version ? Do you know if PlatiniumArtSandBox is still in development ?
What does Eihrul in real life ? He works on another open source project like this ?
What do you think is the future of CubeEngine2 ?

‹ makehuman to md5 Maplounge goes SVN ›

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(3218) Home ~ 6 Roffs Textures Package

FrenchBadPing | 2011-11-04 23:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Public Domain
Blurb 6 quality roofs textures package
Screenshot
Get original file (219KB)
Detailed description

I created this package to fill a current gap obvious. I worked on it (almost 2 full days) to provide you this great quality work. Having made ??all these textures myself, and being deeply against the principle of licenses, I have naturally placed them under the public domain. Some envious people will certainly find thousands of defects in this package, but I still hope that one day they will learn of the best and actively participate in the improvement of content (special taunt for Sui... :P).

Be sure to brighten your map if you want to enjoy these textures.

Enjoy

Map file 6_roofs_textures_package.zip (2.96 MB)
Rating
16
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 (2 votes)

Files: prez_5.jpg / http://img717.imageshack.us/img717/8319/comparelo.jpg / 6_roofs_textures_package.zip /

(3217) Home ~ Nobiax Patterns Textures Package

FrenchBadPing | 2011-11-03 18:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY)
Blurb 12 quality special texture package
Screenshot
Get original file (136KB)
Detailed description

I adapt this "Creative Commons 3.0 Licence" of "nobiax.deviantart.com" for CubeEngine2.

There are 12 special textures quality :

It should be noted that three of them are suitable for the translucency and can be used in another context (as, for example, plates mapmodels).

My job was to adapt to CubeEngine2 creating configuration files and manipulating the sizes and image formats.

(Special note for Suicizer I know, I know ... what you will say ! Ok, say it, but I'm not sure you want to start again this discution sterile on the structure and location of the package ! )

Map file nobiax_patterns.zip (2.8 MB)
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30
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Files: prez_0.jpg / http://img836.imageshack.us/img836/4396/foldersr.jpg / nobiax_patterns.zip /

(3216) Home ~ Nobiax Tropical Plants Mapmodels Package

FrenchBadPing | 2011-11-02 21:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY)
Blurb 6 tropical plants mapmodels package
Screenshot
Get original file (143KB)
Detailed description

I adapt this "Creative Commons 3.0 Licence" of "nobiax.deviantart.com" for CubeEngine.

I hope these models will also be helpful to me and you integrate them into your maps.

I converted the OBJ models in MD3, reworked textures to reduce their size and weight, fixed some texturing bugs, reworking and optimized polygons of some models, created the CFG, ...

Focus :

Note for those of the old-school:

Do not attempt to install this package : you could make burn your 80486 before it's end of life. If that happened, I could try to contact a museum in order to get a Pentium 60 with a Hercules graphics card for a mere 4'000 USD. Indeed, the models have over 30 polygons each and as everyone knows, the mapmodels contribute nothing, nor to the beauty of the game, nor to the gameplay.

Map file nobiax_tropical_plants.zip (4.91 MB)
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Files: prez_4.jpg / nobiax_tropical_plants.zip /

(3215) Home ~ Gor & Mitaman roof texture enhanced pack

FrenchBadPing | 2011-11-02 14:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Various Licenses
Blurb Enhanced roof texture.
Screenshot
Get original file (170KB)
Detailed description

WARNING : This package replace 2 textures in the "gor" and "mitaman" packages-subfolders.

Compare :

I work hard on the Gor roof texture... but the result was worth it :D

For installing, unstalling and use, read the text file inside the archive.

Mod file EnhancedGorMitamanRoofTex.zip (2.06 MB)
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Files: prez_3.jpg / http://img854.imageshack.us/img854/6899/compareg.jpg / enhancedgormitamanrooftex.zip /

(3213) Home ~ Function Library

Chaos | 2011-11-01 14:28

Release | Public Domain
Blurb Little function library from which you are free to take
Detailed description

Here is a little cubescript function library with a multitude of commands that I believe come in handy at times. Feel free to use any of these in your own scripts. Also note that I will quite probably be updating this library frequently as I add new functions. It is also very possible that some of these commands can be optimized; if you see room for improvement, please let me know.

Additions
(11/1/2011) quine, gcf, lcm, factorial
(11/1/2011) hyperbolic functions, improved range and rangef, improved looplistwhile
(11/1/2011) listreplace, swapvalues
(11/2/2011) improved quine and noted that a quine function is defined in stdlib.cfg
(11/2/2011) listfactors, improved looplistwhile, improved loopif, execdir
(11/2/2011) partition, reverse
(11/3/2011) changed the name of the former 'quine' command to 'getdef', changed sublist.
(11/4/2011) mins, maxs, listdelall, orderlist
(11/26/2011) rnds, for, improved: 'swapvalues', 'orderlist', '++', '--', 'absf'.
(11/27/2011) updated 'swapvalues' and 'ends'.
(1/28/2012) guiclock, guicrazytext, guifuntext

Config file lib.cfg (10.06 KB)
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20
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Files: lib_0.cfg /

(3212) Home ~ Forums ~ Help and Support ~ total newbie questions- filling empty space and one other

Anonymous | 2011-11-01 14:25

Help and Support

Ok I am totally new to this,
I have made a river type area and its fairly complex area of empty space, is there a way to fill this with out fiddling about with every nook and cranny?
also I have downloaded a map that I want to try out ive down loaded it but I cant access it because the sauerbraten files on ubuntu will not let me transfer it from my downloads to were that maps are kept because I dont have permission? is there another way to access it or to open up the permission?

‹ Screenshots not working variables for armor, ammo, health etc. ›

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(3210) Home ~ Quick Connect 2.6

RaZgRiZ | 2011-10-31 14:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Other | Other License
*
*
Starred Content
Blurb If you don't like it, you can suck a duck butt lollipop.
Detailed description


Don't know if you guys have seen something similar, but this is new, it is good, and it is made from yours truly! True, they're almost identical, but rest assured that me and Chaos had been working on the same idea together, and we both shared "a few" aspects throughout the course. Enough with my blabbering though, onto the juicy details!

Please do note that this script is SVN only.
While it IS possible and rather easy to support entries whose names contain spaces, the tab complete doesn't play well, so forget it.

/qcaddserv NAME IP/DOMAIN PORT
Adding entries to the QC list is made easy, and requires for the most part as little information as possible by automating all tasks. It can recognize domains, and if it ain't one, it will check whether it is actually a correct IP. In fewer words, partial noob protection! You can join a server and just supply it with a name, it will read the rest.


/qcdelserv NAME
Removing entries is also as straightforward is it can get, since you're only required to supply a name.


/qclistserv 0/1
This one will help you get a good look on what you already have. When the argument is 0, you will get a list of names and their total, but when it's 1, it will deploy a full-fledged list of information on every QC entry.


/qcviewserv NAME
This command will display information for a QC entry which matches the name supplied. It can tell when an entry uses an IP or a domain as well.


/qc NAME
Last but not least, the command to connect to servers defined by the user. Give it a name of an existing entry and it will do the rest.


Config file qc.cfg (3.85 KB)
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34
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Files: http://www.quadropolis.us/node/3207 / qc.cfg /

(3209) Home ~ Gutter_1 mapmodels package

FrenchBadPing | 2011-10-31 13:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Public Domain
Blurb 6 mapmodels of zinc gutter package
Screenshot
Get original file (160KB)
Detailed description

This is a mapmodels package of a zinc gutter composed by 6 elements :
- Bottom (weir water)
- Vertical 2 blocks tube
- T-piece
- Horizontal gutter
- 90°_in gutter angle
- 90°_out gutter angle

For loading this mapmodel package on start of Cube2, write that à the end of the file

"data/default_map_models.cfg", or in your map ".cfg" file :

exec "packages/models/gutter_1/gutter_package.cfg"

(or write directely that for dont use all models :
mmodel "gutter_1/gutter_b"
mmodel "gutter_1/gutter_h"
mmodel "gutter_1/gutter_t"
mmodel "gutter_1/gutter_v"
mmodel "gutter_1/gutter_o"
mmodel "gutter_1/gutter_i"
)

For use it ingame after installing, enter in edit mode, press F4 and select an element à the end of the list.

Use the ":/" key for adjust the angle of entitys (a right angle is better to adjust).

Enjoy

Map file gutter_1.zip (210.87 KB)
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Files: prez_1.jpg / gutter_1.zip /

(3208) Home ~ Forums ~ General Discussion ~ Maplounge goes SVN

nothing | 2011-10-31 09:05

General Discussion

Some of you might know the "maplounge". As sometimes errors occured like texture errors and missing mapmodels, which is due to the implementation of content in the download, we decided to make an own SVN download of mappackage, which we hope will make things easier. You can get detailed information on www.maplounge.net
Installation instructions are given there. Download of SVN version of Sauerbraten is not neccessary at the moment, but can be done as well, as it is not included in the mappackage.
We hope you enjoy playing on maplounge, and are looking forward to constructive critics, you can always send to "nothing" as a pm on www.nooblounge.net
If you want to give maps you made to the mappackage you are also welcome.
Hope to see you in game, sincerely yours nothing.

‹ What is exactly the dev status of CubeEngine2 ? All About Loops - A Brief Tutorial ›

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(3207) Home ~ QuickConnect - v1.2

Chaos | 2011-10-30 16:10

Cube 2 (Sauerbraten) | Release | ZLIB License
*
*
Starred Content
Blurb Quickly and easily connect to your favorite servers.
Detailed description

This is a script that allows you to connect to your favorite servers without any hassle. Essentially, you can add your favorite servers to a list and, once you've done so, you can connect to those servers. The following commands are included:

qc [name] -- Connects to the specified server.

qcaddserv [name] [ip] [port] -- Adds a server with a specified name, ip and port. You can leave the ip and port blank while connected to use those of the server you're connected to. Also, if you leave the port blank, the script will use 28785 by default.

qcdelserv [name] -- Deletes a specified server from the list.

qcviewserv [name] -- Displays the information regarding a particular server in the list.

qclistservs -- Lists all servers currently in the list.

qchelp -- Displays a help GUI, in case you forget the commands and their purpose.

So, for example, if I issued the command /qcaddserv psl1 psl.sauerleague.org 10000, i could then type /qc psl1 to connect to that server, or I could type /qcdelserv psl1 to remove the server from the list. Also note that qc, delqcserv and viewqcserv are all tab-completed for easier usage. Please report any issues you may encounter.

Changes/Updates:
(10/30/2011) v1.0 - Initial release.
(10/31/2011) v1.1 - Script will now give an error message if you try to quick connect to a server that isn't in the list.
(10/31/2011) v1.2 - Changed the command names so as to have 'qc' at the front of each name, allowing the user to tab through all qc commands.

Config file quickconnect.cfg (2.89 KB)
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68
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Files: quickconnect.cfg /

(3205) Home ~ Ares

Ulukai | 2011-10-27 12:35

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included | Stable | Deathmatch | Capture | CTF | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Outdoor map in a temples setting. Supports DM, CTF, DTF and Bomber-Ball.
Screenshot
Get original file (231KB)
Detailed description

CHANGELOG
---------

11/09/2011 - ARES 1.0
Initial release.

14/09/2011 - ARES 1.1
fixed texture corruption at middle tower.
Made surrounding mountains less square at the tops.

16/09/2011 - ARES 1.2
Texture blending and minor texture fixes.
Lighting tweaks.
Added clipping under stairs of middle tower.

18/09/2011 - ARES 1.3
More texture blending.

23/10/2011 - ARES 1.4
Added lots of details.
Colored all pillars.
Made surrounding less cubic.
Added 2 lights.

03/11/2011 - ARES 1.5
Decoration on the ceiling and floor of the temples.
Damaged the bridges some more.
No more grass textures used under water. The shape of the little lake has been slightly modified.
Added clipping ceiling to prevent abuse of hacks.

03/11/2011 - ARES 1.6
Fixed some minor water issues, texture issues and geometry issues.
Lowered the terrain a bit on some places.

06/11/2011 - ARES 1.7
Added grass + new blendmap
Made cave under water less square
Corrected some geometry errors
Smaller lightmap + smaller download size

28/02/2012 - ARES 1.8
Added Bomber-Ball support.
Fixed some minor geometry glitches.
A LOT of texture tweaking: I changed the offset of many textures so that the stones of the building really look like whole stones now. Some textures are replaced with others. Here and there I added some more detailed texturing.
Sound tweaks so that the torches aren't audible anymore when walking above them. The blowing wind is less disturbing now as well.
Added noclipping zones around the torches, allowing wallrunning.
MANY changes to the surrounding rocks. They are flattened a bit without losing their shape. This makes the map A LOT less resource hungry and should improve your framerate. Also the bottom and sides of the water zone has been flattened to improve framerate.
Adjustments to the rocks at the temple sides to make wall running / climbing easier.
All playserstarts were deleted and redone.
Improved bot paths.

06/03/2012 - ARES 1.9
Added some bushes to bring a more natural atmosphere to the map.
Skytextured the pushed-in cubes under the grass surfaces to make it less noticeable when diving under the map in spectator mode.
Fixed 2 more geometry errors.

LINKS
-----

Map thrad on the Red Eclipse Forums.
http://forum.freegamedev.net/viewtopic.php?f=53&t=2119&sid=548dd97a999fee9e2a7fd820ba9ee756

Map file Ares-1.9.zip (1.39 MB)
URL http://forum.freegamedev.net/viewtopic.php?f=53&t=2119&sid=548dd97a999fee9e2a7fd820ba9ee756
Rating
16
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Files: ares2.jpeg / ares-1.9.zip / http://forum.freegamedev.net/viewtopic.php?f=53&t=2119&sid=548dd97a999fee9e2a7fd820ba9ee756 /

(3203) Home ~ Forums ~ Help and Support ~ variables for armor, ammo, health etc.

Djakk | 2011-10-25 18:11

Help and Support

I've looked all over the place, and knowing me, I probably overlooked it somewhere, but I just can't seem to find it for the life of me. What variables does Sauerbraten use to determine player health and armor as well as ammunition for a certain weapon? i.e. When your health is 52, there is something behind the scenes that says something along the lines of playerhealth = 52, or when you get ammo, it invokes a script along the lines of (+ "ammo[GUN_RIFLE]" 5). Any help would be appreciated.

‹ total newbie questions- filling empty space and one other two noob questions ›

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(3200) Home ~ Forums ~ Content Creation ~ Importing Quake 3 Models into Sauerbraten

Zoocata | 2011-10-23 22:58

Content Creation

Yo Quad community, I have a question. Is there anyway I could import Quake 3 models into sauerbraten? I have downloaded the modelpack, and I need help to see if there's any way.
Help please!
-Zoocata

‹ Stun Batton MULTIPLE KILLS & POINTS ›

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(3198) Home ~ Master Panel - v1.2

Chaos | 2011-10-22 17:57

Cube 2 (Sauerbraten) | Gameplay | ZLIB License
Blurb New and improved master GUI
Detailed description

This was designed to be a replacement for the default master GUI (note that it will not override the default one, however) - offering more functionality and perhaps a bit more aesthetic value. Essentially, this will allow you to perform various tasks on multiple clients simultaneously, as opposed to the default GUI for which you would need to click the 'unspec' or 'switch team' buttons multiple times. The script will also automatically determine whether the current mode is team mode or not, and structure itself based on that; allowing for easier use depending on the situation.

The GUI is bound to key "L" by default (or, you can simply type /masterpanel). Please report any concerns/issues.

Changes/Updates:
(10/22/2011) v1.0 - Initial release
(2/4/2012) v1.1 - Added guibuttons for claiming and relinquishing master.
(3/18/2012) v1.2 - Added a "clan search" feature

Config file masterpanel.cfg (5.22 KB)
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15
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Files: masterpanel.cfg /

(3195) Home ~ ~

sparky4 | 2011-10-22 08:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | GNU GPL v3
Blurb My 1st layout
Screenshot
Get original file (510KB)
Detailed description

This is my 1st layout ever.
It is not decorated yet. Because I been focusing on the quality of the layout.

open for reviews and feedback!!

Help me pick a theme too!

Map file ~.ogz (22.24 KB)
URL www.sparky4.net/~.ogz
Rating
21
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Files: %60.png / ~.ogz / http://www.sparky4.net/~.ogz /

(3190) Home ~ Turbulence

mIscreant | 2011-10-20 09:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | CTF | Medium (5-8) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A mid-sized ctf map.
Screenshot
Get original file (83KB)
Detailed description

This is a sci-fi styled CTF map I've had in the works for quite a while; the first layout was actually made over a year ago, and it's been sitting there 90% finished for six months. Well I finally got the lighting half decent, and I'm sick of working on it so tonight it gets uploaded. The working title was "aero", but I can't think of a good name atm so I'm just calling it turbulence. Please leave a review, feedback, etc. Thanks!

EDIT 1: Re-uploaded with Razgriz's suggestions + some small texture tweaks.
EDIT 2: Sky texture error fixed.
EDIT 3: Significant texture changes. (Cleaned up places that looked too 'busy.')
EDIT 4: Simplified plenty of geometry, clipped a lot of trim, re-did some textures and lights.
EDIT 5: Re-worked the spiral staircases to improve flow. Lighting, texturing, and clipping fixes. This is the final release unless someone spots a big mistake.

Map file turbulence.zip (4.15 MB)
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106
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Files: quadpic_0.jpg / turbulence.zip /

(3189) Home ~ Free Soundtrack Material Downloads

ram | 2011-10-20 06:47

Other Mod | Final Release | Content | Linux | Creative Commons (BY-NC-SA)
Blurb Background music appropriate to many Cube Engine based games
Detailed description

Free music and soundtrack downloads in the open standard Ogg Vorbis format demonstrating a Marschall Acoustics Instruments digital audio workstation and organ emulator. These tracks were excess to the requirements of a movie project. The intended movie was very dark and very violent so these tracks are appropriate to documentaries about war and environmental destruction. Likewise they would work with some 'First Person Shooter' video games and some military strategy simulation war games. Long enough to edit with enough sections to loop/stretch to fit. All works on this page are by R. A. Marschall and are licensed under a Creative Commons Attribution-Noncommercial-ShareAlike 3.0 Unported License, so copy and distribute as much as you want for personal use. Telephone, fax, or write us if you wish to use these works for commercial use.

http://www.hydrophones.com/MAI-Audio/MAI-Dark-Soundtracks.html

If the administrator of this site wants to download the content and post the .ogg files on this site they are welcome to do so. I do not have the bandwidth available at this location.

URL http://www.hydrophones.com/MAI-Audio/MAI-Dark-Soundtracks.html
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Files: http://www.hydrophones.com/MAI-Audio/MAI-Dark-Soundtracks.html /

(3188) Home ~ scorch

unixfreak | 2011-10-18 13:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC)
Blurb scorch - medium sized map for ffa/regen/gib
Screenshot
Get original file (251KB)
Detailed description

Scorch is a medium sized map made for regen capture and ffa modes in mind, it also plays okay with instagib or instateam modes. I started this about 2-3 weeks ago, and is the only map i have been editing on for this time.

Here is a larger screenshot showing more of the map. And also an aerial view of the map:

Its themed around a dying star, in which the planet was become scorched, things are melting, almost volcano like, however i'm not too keen on the colour orange, so tried to avoid using the lava material, and tried to create a glowing effect in the rooms with red lighting. There's also a few roofs ripped open with claw marks trailing from them, i tried to give the appearance of a monster on the lose.

I'm still considering changing a few parts of the layout and possibly moving a few of the regen bases.

Things which are missing/not finished:
- Waypoints are temporary (not optimal, a few bots will get stuck every now and then)
- A few more details in the emtpier looking sections
- Move some of the regen bases if the layout changes
- Change the brick texture on the staircases

Also, the culling (filling in un-used space) was done because i didn't intend to make an outside section of the map, and felt that no detail was needed outside of the map, in my opinion it helps avoid the use of clip material and becomes easier to work with.

I don't think there are any geometry errors, although if you find any please tell me about them. Can't wait for any feedback, as i honestly haven't really shown anyone this map since i started it.

Map file scorch.zip (1.5 MB)
Rating
41
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Files: screenshot_90919.png / http://ompldr.org/vYXY1bQ/scorchpreview.jpg / scorch.zip /

(3187) Home ~ Forums ~ Content Creation ~ MULTIPLE KILLS & POINTS

Cicciobello | 2011-10-16 18:22

Content Creation

I've looked at the FPS Call Of Duty Modern Warfare 2 and I liked the way that you get points with kills. I would like to know if it's possible to create an OFFLINE mode which allows points instead of frags and a bonus for multiple kills.
PLEASE IF YOU DON'T WANT TO WRITE THE SCRIPT JUST TELL ME HOW TO MAKE THE PROGRAM SELECT THE CASE WHEN YOU SCORE A MULTI-KILL.

-Thanks-

‹ Importing Quake 3 Models into Sauerbraten Animation Falling From the Sky -- Revised Aug 25 2010 -- ›

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(3186) Home ~ Quote - eihrul's inclusion standards

skiingpenguins | 2011-10-15 13:41

Cube 2 (Sauerbraten) | Guide
*
*
Starred Content

I found this most helpful, and haven't seen him explain it this well before and didn't want it to get lost in the comments of node/3184 'Why's there fewer starred submissions these days?', so I politely quote it here.

---

eihrul | 2011-10-15 01:40
The problem is that the mapping community is shooting itself in the foot. Quadropolis built mappers from the ground up, but now tries to operate at a level of sophistication that does not allow mappers to get feedback and grow. As has been said, new mappers are shoved away when they want community and feedback. Its standards are too high and simultaneously the wrong standards. I have a rough set of standards which I apply to maps for inclusion, which are really a balance of many aspects. If you only focus on one of the aspects, to the neglect of another one, the map is unlikely to get included. If you do a passable attempt at all of them, the map is likely to get included, even if it is not amazing. The bar is not amazing, the bar is balance. They are:

1) Performance. If the map is 400K verts because you spammed lots of little details everywhere, it is probably not getting included. 200K is more or less a sane top-end for big Hallo-sized maps. Spamming lots of water planes is almost always a no-no, especially in combination with spamming lots of geometry, since they multipled eachother. Try to stick to at most 1 water-plane in view at any one time.

2) Texturing. Texturing matters not just for appearance, but so the player can actually see where the hell they are going. I'm not trying to single anyone out, but if I am handed a map with very complex flow, and all hallways look the same because it's one solid gray mass or a such a noisy mass of random textures that I can't remember a pattern to them as I am running by, then the flow of the map has become more theoretical than actual. And, well, neither looks nice either. I may as well be running through a dark and twisty maze only to be eaten by a grue. :)

3) Lighting. The comments for texturing above apply to lighting, though with some slight difference. Too much noisy lighting with lots of different technicolor lights or almost-moire-pattern shadows from competing lights can make it hard to see and it just looks ugly. Even a simple sunlight with some skylight with some occasional accent lighting can be good enough for a lot of maps. Most people just try too hard here.

3) Geometry. I am actually rather forgiving of blocky detail, and people tend to overfocus on geometric detail to a fault. Spamming lots of noisy detail really tends to make maps look worse in general, and actually detracts from nice texturing and lighting, especially the texturing. You need to work with the cubes, not against them. Large details tend to work better than small ones, especially because at the pace people run around in Sauer your small detailing will mostly be ignored as people run by like cheetahs. Let the textures do the small detail.

4) Particles. Don't spam them. Sometimes particle spam can work in the right context, but usually it just looks a bit lame. It's not a deal breaker, but never the less, lame.

5) Mapmodels. Same caveats as spamming lots of small geometry detail.

6) Flow. Cramped tunnel systems or cramped hallways are bad. Too much verticality is bad. Too many teleports is bad. Too many jumppads are bad. Too open is bad (especially in CTF and capture), less so for FFA. Too many twists and turns is bad. The most popular FFA layout in Sauer seems to remain a hole with a ledge around it (complex). I think people overthink this one a lot as well.

7) Items. I think common sense mostly reins here, and that it is rare for people to really screw this up badly. Make sure items are available at appropriate frequencies according to their benefits. It is perfectly okay to omit the quad and health boosts and yellow armour in a map if you don't like their effect on gameplay for your map too, but generally all other items should be present. Quads/health boost/yellow armour very rare. Green armour kinda rare. Rockets/chaingun should be used judiciously. Shotgun/rifle/grenades a bit more available than rockets/chaingun. Health to taste. Pistol cartridges should only be placed only to insult/spite the player, but are not terribly useful.

8) Clipping. Usually I end up going in and fixing this myself on almost all included maps, but people never clip their maps adequately, so that the poor baby kittens escape and fall off the map and die. Save the kittens.

9) File size. The Sauerbraten download size is already big. Many people still have shit connections, and even if they don't, a huge download makes it less likely for impulse downloaders to try out the game because it will still take a long time to download. I don't care if you think otherwise. The download is not increasing 20MB for an FFA map, and even 5MB will make me skeptical. For 5MB, your map must be pure unadulterated awesome-sauce, like, better than almost every other map in the game. Smaller file size maps that are less a hindrance on the total package size are more likely to be included.

---

Files: none

(3184) Home ~ Why's there fewer starred submissions these days?

skiingpenguins | 2011-10-13 22:22

Fewer good mappers
29% (9 votes)
Fewer good maps
16% (5 votes)
Community is dead
29% (9 votes)
comment if you have different answer..?
26% (8 votes)
Total votes: 31
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(3183) Home ~ AutoSorry Script - v1.0

Chaos | 2011-10-12 22:48

Cube 2 (Sauerbraten) | Gameplay | ZLIB License
Blurb This script will automatically say a custom message in the event of a teamkill.
Detailed description

I've seen a few scripts like this around, so I figured I'd share my version of it - it's very small compared to some of my other stuff, but comes in handy nevertheless. As the title suggests, this will simply periodically check your stats to determine if you've teamkilled; if you have, it will broadcast an inputted message (the user can select whether to use 'say' or 'sayteam'). Also note that the script can be turned on or off via the GUI, bound to key 'M' by default.

Config file autosorry.cfg (901 bytes)
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(3181) Home ~ Forums ~ Help and Support ~ two noob questions

Anonymous | 2011-10-10 23:22

Help and Support

1. how do i use scripts(i.e were do i put them?)

2.would it be possible to make a car/plane/helicopter in cube 2 justice edition?

thnx in advance`robattlex~

‹ variables for armor, ammo, health etc. Sauerbraten rocket explosion ›

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(3180) Home ~ Raid (fixed)

Greaserpirate | 2011-10-09 01:34

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Singleplayer | Creative Commons (BY)
Blurb a small Red Eclipse singleplayer map
Screenshot
Get original file (93KB)
Detailed description

This wasn't really intended to be a spectacular map, just something to breathe a little life into Red Eclipse's singleplayer. This was mostly an experiment with Red Eclipse's singleplayer capabilities such as turrets, enemies of different sizes and strengths, teamwork, and impulse gamelplay. There is a lot you can do in Red Eclipse that you can't do in Sauerbraten, and I've just barely begun to scratch the surface. I'll be coming out with more (higher-quality) RE singleplayer maps soon, if any of you would like to contribute maps of your own that would be awesome.

Criticism about gameplay and any errors you can find is very welcome. I have a few questions myself: a couple of enemies keep dissapearing and I don't know why, and how do you get bots to not activate until you they see you?

Anyway, have fun.

EDIT: NO IDEA why this is happening. The map file is 3.5 mb and there are no errors with it, I can extract it fine. Maybe it has something to do with it being called "data.zip?" Also the screenshot isn't showing up. I'll do my best to keep trying to get this to work but in the meantime here's a download link:

Map file raid.zip (3.47 MB)
URL http://www.mediafire.com/?adfpxjemtra4toa
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Files: raid_screenshot.jpg / raid.zip / http://www.mediafire.com/?adfpxjemtra4toa /

(3179) Home ~ Forums ~ General Discussion ~ All About Loops - A Brief Tutorial

Chaos | 2011-10-05 19:38

General Discussion
All About Loops

Introduction
I know a few people who are trying to learn the basics of cubescript (and I'm sure there are many more out there), and so I thought I'd write a tutorial on loops - a fundamental part of any computer language. In essence, a loop is a sequence of instructions that is repeated until or while a particular condition is satisfied. I'll be discussing a few ways that loops can be utilized in cubescript.

The Basic Loop
The basic 'loop' command is quite easy to understand at its fundamental level. It goes like this,

loop i N [ body ]

This will exec body N times (i always starts at 0) increasing the value of i by 1 for each iteration. So if you wanted to quickly say the numbers 0, 1, 2… 9, you could use:

loop i 10 [ say $i ]

Also worth noting is that there is nothing special about 'i', you can just as easily use any other letter (or even strings of letters). Here's a quick exercise; see if you can find a way to quickly say all of the odd numbers from 0 to 10. Once you've had a minute to think about it, compare your answer with this,

loop i 6 [ say (* 2 $i) ]

What we're doing here is multiplying 'i' by 2 before we say it, resulting in an even number.

If you haven't played around with them to already know, sleeps in loops just don't work the way you want them to. For example, if you tried,

loop i 5 [ sleep 1000 [ echo $i ] ]

you'll notice that there is a one second pause after which the whole loop is carried out as if there was no sleep involved. And not only that, the value of 'i' seems to be off. This happens because the loop continues on while the sleeps are in progress (this might be hard to understand at first) and so, in the end, all the iterations seem to be executed as if there was one sleep in front of the entire loop. This can be fixed by increasing the sleep time for every iteration. As for the 'i', we need to refer to its value outside of the sleep, therefore we should use '@i' instead of '$i'. Putting it all together, we have:

loop i 5 [ sleep (* $i 1000) [ echo @i ] ]

This is does what we wanted the previous line of code to do; echo the numbers 0, 1, 2, 3 with a 1 second sleep between consecutive echoes.

Here's an interesting challenge: try to find a way to quickly echo the following; "0 0", "0 1", "0 2" … "0 4", "1 0", "1 1" … "1 4" … … "4 4", in other terms, a way to echo every possible way in which 2 not necessarily distinct numbers can be selected from the set {0 1 2 3 4}. After some thought, it becomes evident that we'll need to embed one loop inside of another as such,

loop i 5 [ loop k 5 [ echo (concat @i $k) ] ]

Again, we use the '@' because we are referring to the value of 'i' at a different level in the code.

Looping Through Lists
Lets say we had the list "2 3 5 7 11" and we wanted to quickly echo each element of that list in order, we could either use the normal 'loop' command and include (at "2 3 4 7 11" $i), or we could use 'looplist'. This command works as such,

looplist i L [ body ]

This is similar to loop, except now 'i' takes on each element of the list L. So, returning to the previous example, we can echo each element like this,

looplist i "2 3 5 7 11" [ echo $i ]

Pretty simple. Another exercise: find a way to quickly echo all of the names of the clients connected to a particular server. Here's how I would do it,

looplist i (listclients 1) [ echo (getclientname $i) ]

It's not hard to see that this would loop through the list of client numbers and echo the name that corresponds to each number.

Looping Through Files
Whether you knew it or not, it is in fact possible to loop through files in the sauerbraten folder using a command called 'loopfiles'. The format is like this,

loopfiles f dir ext [ body ]

This loops through the files in directory 'dir' with extension 'ext', executing 'body' for each iteration. As expected, 'f' gets assigned to the file name each iteration as well. So if we wanted to echo the names of all the screenshots in the 'screenshots' folder we could use,

loopfiles f screenshots png [ echo $f ]

Again, nothing too complicated. If we ever wanted to loop through all of the files in a certain directory with their extensions, we would simply leave 'ext' blank. So if you happen to have images that are not png files in the screenshots folder, you could use,

loopfiles f screenshots "" [ echo $f ]

You can see 'loopfiles' used in this Screenshot Script.

Looping Under a Given Condition
To loop under a certain condition we use 'while'. This command checks a condition, if it's true it executes the body of the loop, it it's false it terminates the loop. It's formatted like this,

while [ cond ] [ body ]

So if we wanted a different way to echo the numbers 0, 1, 2… 9 we could use,

var1 = 0
while [ (< $var1 10) ] [ echo $var1; var1 = (+ $var1 1) ]

The condition does indeed need to be placed into square brackets or you may encounter problems. This really isn't used that much because often times a simple 'loop' will do the job; it's still a useful tool, however.

Infinite Loops
There isn't a specific command for infinite loops, but rather a method that can be used to create them. Lets say we wanted to continuously echo "Hello World" every 3 seconds, we could do the following:

hwecho = [ echo "Hello World"; sleep 3000 [ hwecho ] ]

We are assigning a function that calls itself, and will therefore do so continuously. Issuing the command /hwecho will result in this continuous echoing. This is yet another tool that quite often comes in handy.

Loops within GUI Menus
Loops can also be used within GUI menus. For example, if we wanted 10 GUI buttons that would echo 0, 2, 3… 9 if pressed, we could create the GUI as follows,


newgui looptest [
loop i 10 [ guibutton $i [ echo @i ] ]
]


We simply have a loop within the definition of the GUI. Here you would have 10 buttons labeled 0 - 9 that would echo the number they are labeled with. This is a very basic example, you can see more sophisticated uses of loops within GUIs if you look at the ClanWar Script.

Well there you have it, loops in a nutshell. Hope you enjoyed reading it!

‹ Maplounge goes SVN Eihrul - Respect ›

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(3178) Home ~ Forums ~ Content Creation ~ Rifle scope attempt (how?)

unixfreak | 2011-10-05 08:11

Content Creation

Hi all, have been wondering if its possible (without source modification) to add some kind of scope/sight to the screen when zoomed in with a weapon.

I am not too sure if a mod for this exists, at least i couldn't find one here.

I had been playing around with the default crosshairs, simply making them ridiculous sizes like 1920x1080, hoping that i could add an over-sized crosshair, so that when zooming in a simple check would swap to the gigantic crosshair, similar to this sort of thing from a quick google search:

Now i realize its not possible, at least the way i have tried as the crosshairs are scaled to a fixed size when used in the game, and they can only be made so large (via crosshairsize).

Is there some way to overlay/draw an image to the screen in cubescript? If not, which file should i be looking at in sauerbratens source?

Thanks for suggestions.

‹ Animation Falling From the Sky -- Revised Aug 25 2010 -- Mapmodel creation ›

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(3177) Home ~ Forums ~ Help and Support ~ Sauerbraten rocket explosion

SitfoZ | 2011-10-04 22:24

Help and Support

Hey Quadropolis Community,

As my title is saying it, I wan't / will make a unique rocket explosion 'cause I'm a very very hard efficiency player =D
The normal rocket explosion is very nationwide and if I shot some rockets on one point I'm not longer able to see my
opponent. So I wan't to make a new explosion witch will be transparent like glass. So, that I can just see the contours
but I can see trough the the explosion, like glass as I already said it :-) Now my question, how I can make it? I have no
knowledge with Blender or animation stuff. Or is there already a glass-like rocket explosion here? I even don't know
where to change textures in the package folder :-D I would really appreciate it, if someone would help me with my
problem / wish :-) Greets from germany and sorry for my bad english,

- SitfoZ

‹ two noob questions How to increase blood and gibs? ›

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(3176) Home ~ Forums ~ General Discussion ~ Eihrul - Respect

RaZgRiZ | 2011-10-04 19:38

General Discussion

I think we owe him that much.

Ok maybe this is a bit exaggerated, but when your bug report is verified and rectified, you just have to say "I told ya" !

---

Eihrul said it needed moar pony action, so there ya go buddy:

No, that's not a horse. It's a pony on steroids. Shut up.
It's also wearing a horn hat. Really!

‹ All About Loops - A Brief Tutorial Bitwise Operators - A Brief Tutorial ›

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(3175) Home ~ Crosshair's and Cursor

Anonymous | 2011-10-04 15:52

Cube 2 (Sauerbraten) | All Platforms | Other License
Blurb My crosshairs (and cursor from Red Eclipse)
Detailed description

Russian:
Мой собственный небольшой пак с прицелами, делаю что то подобное впервые, поэтому прошу не судить слишком строго.
+Курсор из игры Red Eclipse

English:
My own little pack with sights and do something similar for the first time, so please do not judge too harshly.
+ Cursor from the game Red Eclipse

Mod file Crossairs + Cursor.zip (126.87 KB)
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(3174) Home ~ ac_lainio

kc | 2011-10-03 20:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Medium (5-8) | Other License
Blurb ac_lainio by halo
Screenshot
Get original file (56KB)
Detailed description

CLA, known for being the thugs they are, have really done it this time. THEY HAVE STOLEN THE RARE AND FAMOUS MONA LISA RIGHT FROM UNDER EVERYONE'S NOSES!!! After news of the terrible crime surfaced, RVSF was determined to get information as to where the where abouts of the Mona Lisa the only way they knew how, by force! The lines have been drawn, the attack has been launched. Will justice be served? Will the Mona Lisa be returned to its original place? Only time shall tell.

This map is made for small games, like 3vs3, or 4vs4. It should work in most all modes (only one that wasn't tested was last swiss standing). It is for the contest.

Map file ac_lainio.zip (71.76 KB)
URL http://www.mediafire.com/?9d5atrdj3ktpdra
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Files: lainio.jpg / ac_lainio.zip / http://www.mediafire.com/?9d5atrdj3ktpdra /

(3173) Home ~ Forums ~ Help and Support ~ How to increase blood and gibs?

Anonymous | 2011-10-01 23:44

Help and Support

I was looking for a way to increase the gore in saurbraten, from what I heard blood can only go up to 1 and that to get it any higher I would have to edit the actual code problem is I have no idea where the specific line of code is if any one could lead me in the right direction it would be much appreciated

‹ Sauerbraten rocket explosion import of red eclipse maps ›

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(3172) Home ~ In-Game Script Editor

Chaos | 2011-10-01 21:12

Cube 2 (Sauerbraten) | ZLIB License
Blurb View, edit, and execute your scripts in-game.
Detailed description

With this script you can view all of you cfg files in an inputted directory in-game. With the GUI (bound to key "K" by default), you can view, edit and run your scripts easily and conveniently. Pretty simple, but I find it useful and I hope you will as well. Also, you can type /editcfg to avoid having to search for a particular file; so, for example, if you had a folder called folder1 in the sauerbraten folder and, within folder1, you had a file called scripts.cfg, you could type /editcfg folder1/scripts.cfg to quickly show the GUI and open scripts.cfg for viewing/editing. Please give feedback and report any issues you may encounter.

Config file cfgeditor.cfg (2.48 KB)
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(3171) Home ~ Forums ~ General Discussion ~ Bitwise Operators - A Brief Tutorial

Chaos | 2011-09-27 00:45

General Discussion
Bitwise Operators

Introduction
Unfortunately, bitwise operators are rarely utilized in the scripts that I’ve been seeing on Quadropolis. Whether this is because their use is scarcely needed or because people just don’t know how to use them, I don’t know. However, I’d like to take this opportunity to inform you on the magic of bitwise operators. I’ll focus on cubescript, but this can sort of be expanded to many other computer languages; bitwise operators are fairly universal.

Binary System
To understand how bitwise operators work, you’ll first need to understand how a computer interprets numbers – in base-2. If you input a number in our normal base-10 system, the computer will translate it into base-2 and work with it that way. Converting numbers to and from binary (i.e. base-2) is easy, but here are the first few to give you a feel of how the system works,

0 0000
1 0001
2 0010
3 0011
4 0100
5 0101
6 0110
7 0111
8 1000

Note that if you have a zero at the start of the number, it can be omitted - I just included it to have everything line up. So, let’s say we wanted to convert 13 to a binary number, there are many algorithms to do this but essentially what we must do is write 13 as a sum of powers of 2, and then ‘concatenate’ the coefficients to obtain a base-2 number. This is what I mean,

13 = 1*(8) + 1*(4) + 0*(2) + 1*(1) = 1*(2^3) + 1*(2^2) + 0*(2^1) + 1*(2^0)

We can better visualize this by writing the right-hand side of the equality above vertically,

1*(2^3)
1*(2^2)
0*(2^1)
1*(2^0)

The vertical column of 0s and 1s tells us the value of each bits (a bit is either a 0 or a 1; binary numbers are composed of these) in the base-2 number,

13 in binary = 1101

Essentially, we are determining which powers of two are ‘turned on or off’ and expressing that by writing out a string of 1s and 0s. Now that we have that sorted, we can move on to actual bitwise operators.

‘And’ Operator: &
Not to be confused with ‘&&’, the ‘and’ bitwise operator, denoted by the single ampersand ‘&’, is the first bitwise operator that we will consider. This operator essentially determines whether both bits are 1. For example, if we wanted to use this operator on the numbers 3 and 5, we would determine the result by converting both 3 and 5 to binary and determining each bit of the result.

3 = 011
5 = 101

Working bit by bit,

0 and 1 are not both 1, so the first bit is 0,
1 and 0 are not both 1, so the second bit is 0,
1 and 1 are both 1, so the third bit is 1.

So the result is 001, which is 1 in base-10. You can try it out in cubescript, just type /echo (& 3 5), in the cubescript language the bitwise operator comes first and is followed by the two numbers, much like the ways in which addition and subtraction are done. We will return to this operator later to show how it can be used to perform some nifty tricks.

‘Or’ Operator: |
Again, not to be confused with ‘||’, the single vertical line ‘|’ is used to signify the ‘or’ operator. Unlike the ‘and’ operator, this operator will determine whether either of the bits are 1. For example, again using 3 and 5:

3 = 011
5 = 101

Working bit by bit,

Either 0 and 1 are 1, so the first bit is 1,
Either 1 and 0 are 1, so the second bit is 1,
Either 1 and 1 are 1, so the third bit is also 1.

So the result is 111, which is 7 in base-10. Again, you can try it in cubescript by issuing the command /echo (| 3 5).

'Xor' Operator: ^
Here’s yet another one. This will determine whether both bits are different. Lets try it with 3 and 5:

3 = 011
5 = 101

Working bit by bit,

0 and 1 are different, so the first bit is 1,
1 and 0 are different, so the second bit is 1,
1 and 1 are not different, so the third bit is 0.

And so we have 110, or 6 in base-10. You can verify this with /echo (^ 3 5).

'Not' Operator: ~

Don’t confuse this with ‘!’. This operator simply switches the value of each bit; it’s only used on one number as opposed to the other bitwise operators we’ve looked at which involve two numbers. Lets try it with the 3:

3 = 011

Bit by bit,

Not 0 is 1, so the first bit is 1,
Not 1 is 0, so the second bit is 0,
Not 1 is 0, so the third bit is 0.

So we would expect to get 100 or 4 in base-10. BUT, this is clearly not what we receive if you try /echo (~ 3), in fact, we actually get -4! Why? Because one bit is allocated to a +/- sign before the number, and this operator switches ALL of the bits, therefore the number changes sign as well. Here’s a fancy trick for adding 1 to the value of a variable (I used x in this case):


x = (* -1 (~ $x))


This can always be replaced with the simpler x = (+ 1 $x), but the above example is included to illustrate that these operators are far from useless, as can be seen below.

GUI Bit Fields
Arguably one of the most eloquent uses of bitwise operators in cubescript, the GUI bit field allows us to create complex scripts in which very few variables are used. These GUI elements have the following format:

guibitfield [name of bitfield] [v - variable to effect] [power of 2]

So how does it work? Well, when the bit field is turned on, the bit it corresponds to is also turned on in the variable v (above). Here’s an example:


var1 = 0;
newgui gbf [
guibitfield “GBF1” var1 1
guibitfield “GBF2” var1 2
guibitfield “GBF3” var1 4
guibitfield “GBF4” var1 8
]


We initially set var1 to 0, as you can see from above. Lets say we activate GBF2, this would in turn activate the ‘2’ bit on in var1 and so var1 would equal 2. Now, if we have GBF2 and GBF3 on, we would have turned on the ‘2’ bit and the ‘4’ bit, so var1 would equal 6. Simple enough, right? Now how can we extract this information from the value of var1? We use the ‘and’ operator. If we have GBF2 and GBF3 activated, then var1 in binary would be 110 (6 in base-10). What we really care about is finding a way to determine whether various bit fields are indeed turned on, and we can do this in the following manner:


if (& $var1 2) [echo “GBF2 is on!”]
if (& $var1 4) [echo “GBF3 is on!”]


Pretty cool, huh? Take a look at what we’re really doing (consider the first ‘if’ statement), we’re using the ‘and’ operator on var1 and 2 (number 2, not var2):

$var1 = 110
2 = 010

Notice that the '2' bit is on in both of the binary numbers above.

The only way for GBF2 to be on is if the ‘2’ bit is on in var1, and therefore (& $var1 2) is non-zero! A similar argument goes for GBF1, 3 and 4. With this, you can ‘squeeze’ many variables into one all-inclusive variable.

Well that’s my little tutorial, hope you enjoyed reading it as much as I did writing it. Please let me know if there’s anything that you want me to make more clear or elaborate on.

‹ Eihrul - Respect Quick cubescript support ›

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(3170) Home ~ Evilness

Suicizer | 2011-09-26 19:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Evilness Inside of You
Screenshot
Get original file (471KB)
Detailed description

I would like to present a capture the flag map, Evilness!
After spending over a year on this map (with a break at the 30-day-mapping challenge of course), I finally managed releasing this map to the public.

Content Information
The theme, well the map actually had several separate themes, since it contained 2 bases which carry both a gothic-like layout, while the centre of the map was a small town. But as some comments have given me some suggestions (which are quite logical), I deleted the "odd" looking town (sometimes a design can be improved by going back to one of it's earlier stages and build up from that position again).

The map has pretty much features which any (un)official maps don't have (from the custom shader on the teleports, till even the so called "jumpcurve").
When I started creating this map, I was convinced the flow and gameplay should stand above any other point, that's why I've spend most of the time on that.
It has several original parts in it, like the jumppad-curves to reach the flag, but also the teleport system from base to base and the geometry of the map.
It's designed to be played on any capture the flag mode, doesn't matter which. Every path from flag to flag takes between 10 and 15 seconds, if you wouldn't meet any opponent. After some previous updates, modes like deathmatch (not recommended though), capture or hold can be played as well. I would recommend the amount of players from 10 up to 18, since there are a lot of pickups spawning on the map, but getting camped on a playerstart isn't much to worry about either (since there are fairly enough of them, spread out in each base).
The gameplay is designed on such way that if you just have a bad aiming but like to sneak up opponents from behind or you're the type of player which has a clear mind and great aiming, there's fun for everyone.

Just travel trough the map a while and you'll definitely feel how much time and care has been spend in it. Feel free to leave a comment!

Sidenotes
Since the screenshot isn't very clear to me (because of the low resolution allowed on quadropolis), here's a better view of the map.

Because the map contains a lot of custom textures and models, please notify me (like posting a comment on this content) which textures or model isn't getting loaded/looking odd.

License notifications
I would like to thank Yves Allaire for the great textures, Barry Collins for the Dissonance models and all people who commented about the map and/or gave me advices which leaded to this result.

Left to do
- Nothing else where I'm aware of, be sure to comment if you still think something should be improved!

Improvements
12th of December 2012
- Replaced to teleports of each base for a cave, the quad-room has now 4 ways in and out.
- Tweaked the lighting on several places.
- Added more details like light-sources and such.

For other improvements in the past, see the change-log at attachments.

URL http://www.mediafire.com/?pz13dbwzwf4gzwi
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Files: quadropic01a_2.png / http://i46.tinypic.com/rvk21w.png / http://www.mediafire.com/?pz13dbwzwf4gzwi /

(3169) Home ~ Forums ~ General Discussion ~ Quick cubescript support

Chaos | 2011-09-24 13:46

General Discussion

I just wanted to let everyone know that, if you ever need help with cubescript idents, syntax etc., you can join the irc channel #sauer-scripts on gamesurge and type .[cubescript ident] for information on that particular command. I'm sure that there's still stuff thats not included (and if you happen to find one, you can let an op know so he can bind that command to the bot), but for all practical purposes its hopefully pretty darn comprehensive. Anyway just thought I'd give you all the heads up.

- Chaos

‹ Bitwise Operators - A Brief Tutorial Blabberbox ›

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(3167) Home ~ Cubic Mapping Event - Ended

Suicizer | 2011-09-22 11:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Public Domain
Blurb Mapping event where it's main goal is to create a ctf-map without curve-like geometry.
Screenshot
Get original file (164KB)
Detailed description

A new contest is being announced, the Cubic Mapping Event!

The theme of event:
Let's go back to the day Cube 1 existed, and go edit old-skool!
The map's geometry stands at the centre of this challenge, because you have to create a map where curves aren't allowed at all.
Why no curves? Because Cube Engine (2) isn't great for creating curves anyways (duh, look at the name?).
Why only cubes? Because if you could use the disadvantage of the engine, as advantage, by not trying to create expensive curve-like geometry.

The rules of event:
Create 1 map especially for capture the flag. Adding any other mode to it is at your own risk but can have consequences when people vote.
Size doesn't matter, but there's a maximum of 24 players wandering around on the map and a minimum of 6 (like for clanwars).
You have 60 days to create the entire map from scratch. This should be enough for a ctf map. Why not just 30 days again? Because as you've maybe noticed on the 30-day mapping challenge, the ctf-maps were failing in such short time.
The actual date of starting this challenge:
- Saturday the 22th of October 2011 at 0:00 (GMT+1, timezones will be checked)
The actual date of ending this challenge:
- Tuesday the 20th of December 2011 (and so do you start on that date and end on that date!).
Why this decision? Because that make the contest end up close before Christmas, Where it seems like most people have time for gaming (so for voting maps also).
You need to post on at least once a week (at last every saturday) a screenshot or the upload the .ogz-file itself of your map.

Allowings and disallowings and how to apply can be read on the website itself, just click on the URL below.

URL http://quadmapcontest.proboards.com/index.cgi?board=userevent&action=display&thread=130
Rating
30
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 (3 votes)
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Files: quadropic01.png / http://quadmapcontest.proboards.com/index.cgi?board=userevent&action=display&thread=130 /

(3164) Home ~ Screenshot Tool - v1.3

Chaos | 2011-09-20 17:37

Cube 2 (Sauerbraten) | Release | ZLIB License
Blurb Take screenshots to a whole new level
Detailed description

This script will allow you to take cleaner, more organized screenshots. The included GUI enables you to to select what you want to hide in each image (hudgun, stats, hud) while the script will rename your screenshot based on the current mode and map. It will ultimately be renamed as [mode]_[map]_[if it's a 1v1, names of the two players]_[num] (num is included incase you take two screenshots with the same mode, map etc.; it's a convenient alternative to (getmillis)). The GUI will also show you an in-game image of your latest screenshot.

The GUI is bound to key M by default (can easily be changed). After opening the GUI, be sure to bind the key of your choice for taking screenshots via the guikeyfield (or, simply use /screen). Also note that all screenshots will be saved into a folder called "screenshots".

This is by no means finished yet, the following will likely be implemented:
- [done] Screen Viewer including all screenshots, not just latest
- [done] Support of other extensions besides .png
- Other stuff, if I think of any

Feedback is always welcome.

Changes/Updates:
(9/20/2011) v0.8 - Initial release.
(9/24/2011) v0.9 - Added support for other extensions and made a few things more efficient.
(9/27/2011) v1.0 - Finished the full screenshot viewer, made a few things more efficient.
(10/7/2011) v1.1 - Small fixes, more to come.
(10/12/2011) v1.2 - You can now change the location at which the screenshots are saved from the GUI (the default is in a folder called "screenshots"). Also, you can select an option to show the GUI after every screenshot. The actual GUI images were made a little bigger as well.
(10/13/2011) v1.3 - The 'space in name' problem has been solved.

Config file screens.cfg (3.66 KB)
Rating
54
points
 (6 votes)
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Files: screens.cfg /

(3163) Home ~ Another Texture-Pack by Philip Klestav

Skur | 2011-09-17 14:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Content | All Platforms | Creative Commons (BY)
Blurb a futuristic texture pack for sauerbraten
Screenshot
Get original file (527KB)
Detailed description

some time ago i found this cool texture-pack on Philip Klestav's website (www.philipk.net)
today i got bored so i converted them to .jpg and made a config-file, so they can be used in sauerbraten :D

size: 17,6 mb

*** Update I (3. october 2011): ***
- fixed specscale
- added a missing glow texture
- made most glow textures a little bit darker

*** Update II (3. october 2011,some hours later): ***
- renamed the textures so they all have lowercase now (thanks suicizer :P)
- removed copies of the old glow textures

*** 7/28/12 -fixed download link ***

URL http://www.mediafire.com/download.php?9ofwdxbejrccce1
Rating
49
points
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Files: screenshot_173641.png / http://www.mediafire.com/download.php?9ofwdxbejrccce1 /

(3161) Home ~ Forums ~ Help and Support ~ import of red eclipse maps

nothing | 2011-09-15 13:36

Help and Support

Simple question: is it possible to import red eclipse maps to cube2 sauerbraten?

‹ How to increase blood and gibs? Hudgun requested! ›

Rating
10
points
 (1 vote)
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Files: none

(3160) Home ~ ClanWar Tool - v2.0

Chaos | 2011-09-14 21:51

Cube 2 (Sauerbraten) | Release | Gameplay | ZLIB License
*
*
Starred Content
Blurb A script that makes the process of starting clanwars hassle free.
Detailed description

This script was designed as a tool for quickly starting clan based matches. Two options are offered; auto-select in which the largest teams are deployed such that the game will remain balanced, and manual-select in which the user can select who exactly will play from either clan via the included GUI menu - absolutely no unspectating and team switching needed (not even for yourself). If you have any suggestion as to how this script can be improved, or any comments in general, please don't hesitate to make a post.

The GUI is bound to key "M" by default, this can easily be changed to the user's liking.

Special Thanks: RaZgRiZ for his support in the construction and optimization of many of the 'Miscellaneous Functions".

Note: Some server mods require team persisting (HopMod - #persist 1, XSBS - #persistteam on) to avoid shuffling of teams after each map change; make sure that persistent teams are enabled before starting a clanwar (with or without this script).

Changes/Updates:
(9/14/2011) v1.0 - Initial release.
(9/16/2011) v1.1 - Minor bug fixes, eliminated the risk of a player connecting in the middle of clanwar setup and causing problems.
(9/21/2011) v1.2 - Fixed the inputted mode checker (cw_ismodevalid) and made some other small improvements.
(9/28/2011) v1.3 - Dramatically improved the mode checker (cw_ismodevalid).
(10/2/2011) v1.4 - Now you are able to start a clanwar using the manual option even if there is a client that is a member of both clans. Other small fixes.
(10/2/2011) v1.5 - Changes to the GUI, overall layout is still the same, however.
(10/3/2011) v1.6 - In manual mode, you can no longer select the same client in both clan lists (eliminating the chance of doing so accidentally).
(10/11/2011) v1.7 - Typo fixes and other small improvements.
(10/15/2011) v1.8 - Improvements to the clan lists; now if there are two people with the same name, their client numbers will appear in purple exactly like what can be seen in the normal scoreboard. Also, masters/admins will be colored in green/orange.
(10/16/2011) v1.9 - Bug fixes.
(10/16/2011) v2.0 - Major enhancements to the code.

Config file cw.cfg (7.07 KB)
Rating
168
points
 (17 votes)
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Files: cw.cfg /

(3149) Home ~ Pharaos grave

nothing | 2011-09-13 21:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A ctf map layout like capture_night with a cellar.
Screenshot
Get original file (13KB)
Detailed description

A ctf only. Just two confronting bases like in capture_night. But divided by two large pyramids and some palms. The sarkophages stay in the cellar and surround the jumppad. I had a little help with the lightning and the hole in the middle, by Sora. Constructive critics welcome.
Cu nothing

Map file pg.zip (346.24 KB)
Rating
16
points
 (4 votes)
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Files: pg.jpg / pg.zip /

(3148) Home ~ Monitor model - updated on 13-09-2011

Suicizer | 2011-09-12 19:37

Cube 2 (Sauerbraten) | Release | Beta | Various Licenses
Blurb A simple monitor
Detailed description

After it has been erased (except the comments of course), I'll release the model once again...

Map file monitor_13sept11.zip (93.39 KB)
Rating
28
points
 (4 votes)
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Files: monitor_13sept11.zip /

(3147) Home ~ The HardCore Music Project (HCMP)

Sub Zero | 2011-09-12 16:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Creative Commons (BY-NC-SA)
Blurb hard core metal music
Screenshot
Get original file (125KB)
Detailed description

An upload of the metal music I promised, sorry it took so long. Anyways, i had to upload to mediafire two parts because mediafire has a restriction about how large files can be, I also have SVN. There should be no new updates after this.

First part: http://www.mediafire.com/file/rc05if4nui0l3p6/subz.zip
Second part: http://www.mediafire.com/file/53wa09b20z647xq/subzp2.zip

URL http://subversion.assembla.com/svn/hcmp/
Rating
34
points
 (4 votes)
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Files: free-clipart-of-music-note.png / http://subversion.assembla.com/svn/hcmp/ /

(3146) Home ~ World Trade Center

Anonymous | 2011-09-11 22:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Huge (16-32) | Creative Commons (BY)
Blurb A World Trade Center memorial map.
Screenshot
Get original file (45KB)
Detailed description

This is a World Trade Center memorial. I always wanted to
visit the WTC but I never did. Then I though why not make a
virtual tourist model so here it is.

Map file cb-wtc.zip (4.65 MB)
Rating
41
points
 (6 votes)
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Files: wtc.jpg / cb-wtc.zip /

(3145) Home ~ CB Office

Anonymous | 2011-09-10 16:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb An Office and Light Research Complex
Screenshot
Get original file (17KB)
Detailed description

A complete furnished eight story office complex. This is my
first map and I did it for learning and artistic experimenting.

Map file cb-office.zip (1.74 MB)
Rating
56
points
 (8 votes)
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Files: office.jpg / cb-office.zip /

(3144) Home ~ Forums ~ Help and Support ~ Hudgun requested!

nothing | 2011-09-06 23:27

Help and Support

Hello all!
Maybe some might have recognized that there is a new Sauerbratenmode called bomberman. But what we miss is a new hudgun that throws the bombs. If anyone is interested in building one, pls tell me. If you dont know about sauerbomber but are interested: www.sauerbomber.org Thx in forward.

‹ import of red eclipse maps Client Script ›

Rating
0
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Files: none

(3143) Home ~ Forums ~ General Discussion ~ Blabberbox

RaZgRiZ | 2011-09-05 23:57

General Discussion

Given how this place has a (god make it) forum, i assumed a node to discuss whatever pops into mind could prove entertaining. So i'll make a start.

This is a dot. You DO NOT mess with dots. Or THEY will mess YOU up.

‹ Quick cubescript support New Game Mode? ›

Rating
16
points
 (7 votes)
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Files: none

(3142) Home ~ Huge Modelpack - updated on 22th of October '12.

Suicizer | 2011-09-05 14:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Various Licenses
*
*
Starred Content
Blurb A huge modelpack
Screenshot
Get original file (611KB)
Detailed description

Information
Here it is, the (probably) biggest modelpack ever posted on quadropolis.
It contains 184 models which are all have separate themes, like urbanic, medieval/gothic, tropical, industrial, egyptic, etc.
Almost all (like 90%) of the models have included bumpmap and masks, for even better quality (except models like plants or trees, because they don't need reflectivity) and have a separate configuration-file.

A screenshot with a way higher resolution is accessible over here.
Because the file-size is 210Mb I couldn't post it in just 1 part and that's why it's been split into several parts (it currently is 116,5Mb).
- The egyptic and furniture models are downloadable here.
- The gothic and humanic models over here.
- The industrial and light models can be obtained here.
- The miscellaneous, urbanic, vegetation and vehicle models can be downloaded here

Licensing
The license is GNU-GPL 2.0 and CC-atribution, which let me understand that it should be okay to post (but rename and modify as well!) those models, as long as I refer the author's name which I'll do just now:
Thanks to sitters-electronics for creating all of the models.

When using those models, be sure to give sitters-electronics credit for creating the models and (if there is still space left) some credit to me for distributing and making them compatible with cube engine 2.

The reason of posting this is to give such beautiful models another chance, to make mapping even easier as it is now and for me to learn how to set up a proper model-configuration, while also learning about modeling.
All models should not be distributed within this community yet again (the Cube Engine community in overall). Link to this content instead.

Sidenotes
Even it's noted for "Sauerbraten", it's actually designed for Cube Engine 2 and is fully compatible with Red Eclipse v1.10 (because there aren't any playermodels involved in the modelpack which have animations).
I won't make the models compatible with AssaultCube, because if so then I can start all over again with setting up configuration-files for the models and I assumed using .md2 is more common in that game than .md3-files. AssaultCube doesn't seems to have a good documentary about importing models anyways (not even the required commands). Since Assaultcube can't handle bumpmapped-skins or masks and uses way different commands in their configuration-files, that would lack some detail either.

I hope you also are just as font of (some) of the models as I am and maybe even use them in a map or mod.

To Do
- Improving the masks and bump-maps of some models, because some could be made better.
- Improving the animations of models like switches, torture devices and maybe I'll even add animations to the vehicles and playermodels.
- Linking several models together, like the "faraothrone" model which exist out of 3 different parts.
- Adding a better screenshot, since there are a lot models which are also very nice and deserve to be on the screenshot.

Improvements
7th of September 2011
- Found out MisfitModels3D is a great program when converting .obj or .md2-files to .md3, because it sometimes even decreases the file-size 5 times. But when doing so the only problem is that it doesn't seems to convert curved shapes perfect every time (it sometimes drops or moves vertexes). But for flat and/or easy shapes, it's really nice!
- Repackaged the whole modelpack and also made it fully compatible with Red Eclipse. If you want to use it for Red Eclipse, just be sure you renamed the "packages" folder into "data".
- Added some more mapmodels like a crane and human characters (too bad no animations or linking yet).

27th of May 2012
- Deleted several masks from the egypticfurniture pack, to save up file-size. They now use the diffuse texture as masks, but configured so the mask is red.
I'll make sure the rest can be downloaded soon.

28th of May 2012
- Did the exact same process as on 27th of May with the gothichuman pack. It has saved more as 23Mb on file-size because of that!
- Resized all skins (also the bump-mapped) which were bigger as 512p by 50%. Saved up almost 35Mb by doing so, lost a little bit quality though.
- Also resized the skins in the furniture pack. Saved about 6,7Mb on file-size compared to it's previous version.

30th of May 2012
- Redid the same process on the industriallights pack. It saved up more than 22,5Mb.
- Exported the crane model to .md3-format (pretty painful when receiving error messages all the time and having more as 120 groups at 1 mesh). Still need to add tags though.

22th of October 2012
- Finally finished what I've started (as far as you can call it finished). Redid the last part of the modelpack (urbanicvegetatevehicles).

Rating
170
points
 (17 votes)
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Files: quadropic07_1.png / http://i54.tinypic.com/2r7xe8m.png /

(3141) Home ~ [Cover] Death - Audio

Anonymous | 2011-09-04 15:53

Final Release | Other License
Blurb Bringing back a nostalgic track.
Detailed description

I liked this track for years. Thought I'd pick up my guitar and bass and tab it out for ya.
- Guitar Tab: http://dl.dropbox.com/u/39583844/death_guitar.pdf
- Bass Tab: http://dl.dropbox.com/u/39583844/death_bass.pdf

URL http://soundcloud.com/kitsune94/death
Rating
5
points
 (1 vote)
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Files: http://soundcloud.com/kitsune94/death /

(3140) Home ~ Cube-Art Script, making pixel-art a bit easier. UPDATED 1.1 (4/20/12)

SomeDude | 2011-09-04 02:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Mapping | Creative Commons (BY-NC-SA)
Blurb This script makes drawing pixel-art a little easier.
Detailed description

Cube Art script Version 1.1!(4/20/2011)

This script will draw a row of pixels in an image automatically, cutting the overall time it takes to draw pixel-art in-game down significantly.

1.1 Update:
-New "SauerImageConverter" Version 1.1
.-Now displays percentage while converting images.(If it looks like it hangs at 0%, it's really just lagging b/c your image is larger than expected.)
.-No longer exits after converting an image.
.-Auto-detects alpha channel in images. (Images w/ an alpha channel will be drawn that way in-game automatically now)
-New "cube_art.cfg" Version 1.1
.-New "setrow" function. ("/setrow ", where the top row is row #1)
.-Replaced use of "universaldelta" with "editface".
.-Replaced "arg#" variable names.

Key features so far:
-Separate folder for converted image files to avoid confusion with other ".cfg" files.
-The alpha channel in the image is made into alpha material in-game.
-Images can be added on-the-fly; no need to restart Sauer.
-Image files are really just ".cfg" files, so they are open to many possibilities.
-A single "cube_art" function for easy keybinding; (Just put the line "editbind N cube_art" in "autoexec.cfg")
-A lovely little GUI menu for loading Cube-Art images.
-"prevrow" function for redrawing rows. ("/prevrow ")
-"clearimg" function to reset the script.
-New "setrow" function to go directly to the row specified. ("/setrow ", where the top row is row #1)

How to use:
1. Follow the included "README--INSTRICTIONS.txt" to install.
2. (Windows Users)Use the "SauerImageConverter.exe" included in the package to convert the image you wish to draw in-game.
2. (Non-Windows Users)Download Unixfreak's "Cube-Art Image Converter" and convert the image you wish to draw in-game. (http://www.quadropolis.us/node/3139)
3. Place the converted file(".cfg") into the "cube-art" folder.
4. In-game, use the "cube_art" keybind to open the menu, and select the Cube-Art image you wish to draw.
5. Select a cube to draw from, stand back, and use the "cube_art" keybind again to draw a row of pixels from the image.
6. Repeat step 5 until the image is complete. Use "/prevrow" to redo a row if you mess up.

Special Notes:
-A good "rule of thumb" is to crop your image's height to no more than around 60 pixels. Anything larger becomes tedious to draw.
-This script DOES work in coopedit mode, but it WILL cause brief bursts of lag as each row is drawn.
-"nompedit" does not need to be turned on manually for this script to work online, however you will still need to "/sendmap" for others to see your art.

Special Thanks:
--To UnixFreak for making a better image converter; graphics-related programming isn't exactly my cup of tea.
--To the, now dead, MMC clan and it's forum for support and hosting earlier versions.

Config file Cube-Art Version 1.1.zip (358.37 KB)
Rating
87
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 (9 votes)
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Files: cube-art-version-1.1.zip /

(3139) Home ~ cube-art image converter (linux/unix)

unixfreak | 2011-09-03 20:43

Cube 2 (Sauerbraten) | Release | Stable | Mapping | GNU GPL v3
Blurb Converts an image, into a *.cfg file (linux/unix/bsd)
Detailed description

This is a perl script that converts an image, into a *.cfg file which is compatible with cube-art (by SomeDude). I re-created the converter so that i could convert images when using linux/bsd. You only need this script for converting images if you are not running windows.

This perl script is a replacement for the SauerConverter.exe in SomeDude's cube-art mod:
http://quadropolis.us/node/3140

To use this script, from your shell:
$ perl cubeart.pl /path/to/your/image myimage.cfg

And then move the generated cfg file into your cube-art folder. Note that alpha channels seem to be broken with my script and are disabled for the moment.

Here is an example image converted with this script and applied to a map using this cube-art converter, and the original source image, suggesting it works correctly.

Please see attached file cubeart.pl for the script.

Rating
19
points
 (2 votes)
Attachment Size
cubeart04.pl_.txt 3.12 KB
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Files: http://quadropolis.us/node/3140 /

(3138) Home ~ The 10 Commandments

RaZgRiZ | 2011-09-01 21:30

AssaultCube
*
*
Starred Content

I: Thou shalt not infringe on copyrights.

II: Thou shalt not make gimmick or otherwise unfinished maps.

III: Thou shalt not suggest useless things or promote stupid ideas.

IV: Thou shalt not post a map that took less than 12 hours to make on Quadropolis.

V: Thou shalt not capitalize or use other gimmick symbols in file names. Ever.

VI: Honor thy Aardappel, Eihrul and Quin.

VII: Thou shalt not create spawn points facing a wall.

VIII: Thou shalt not use the smallest grid size to create an entire map.

IX: Thou shalt not use abusive means to unfairly possess an advantage against others.

X: Thou shalt not be a douche bag or otherwise annoying on public servers.

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Files: none

(3137) Home ~ Old Ironio and weapons! Updated on 16th of July '12 with adjustable skincolouring!

Suicizer | 2011-09-01 18:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | All Platforms | Other License
Blurb Old ironsnout and weapons for justice edition.
Screenshot
Get original file (175KB)
Detailed description

Information
After escaping from a high secured prison which was guarded by the ogro tribe, it's back! The good old trusted ironsnout returned to the battlegrounds!

All animations work just like back in the good old days, with the hudguns and vweps of those releases as well.
So give ironsnout a second chance and let him be victorious in any match.
For a better screenshot, click here.

Side notes
For installing do the following step:
- Extract the zip-file into the C:\Documents\My Games\Sauerbraten directory.

An alternative to this are the next couple of steps:
- Delete or rename the old "snoutx10k" folder before you put the new "snoutx10k" folder into the "models" folder (which is located in the main Sauerbraten directory).
- Just do the same action on the "vwep" folder.
- Also put in your "autoexec.cfg" for those old but great looking hudguns of the assassin edition this line:
hudgunsdir "snoutx10k/hudguns"

License
"All files in this folder and subfolders are subject to the following license:

Ironsnout is copyright (c) John Siar. It is for sole use of the official Sauerbraten game distribution and cannot be included in other projects without the artist's (John Siar's) explicit consent.

For Stacy"
This means I posted this this content for use in the official Sauerbraten only, no mod at all.
I don't want any credit for this, just use the playermodel and makes some damn nice frags!
If you're still convinced giving someone credit, be sure to give John Siar some...

Improvements
17 September 2011
- Added adjustable skincolouring in the ironsnout model's configuration-file. It can be used to any model, except .md2 models (since those skins get loaded automatic). Explanation of it is inside the "READ_THIS_OR_BE_DEAD" file.

16 July 2012
- Deleted unnecessary "CVS" folders.

1 October 2012
- Added the quadspheres so you can detect which person wears the quad.

URL http://www.mediafire.com/?ch4oa3263w1d0kz
Rating
31
points
 (4 votes)
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Files: quadropic12.jpg / http://i55.tinypic.com/xcncpg.jpg / http://www.mediafire.com/?ch4oa3263w1d0kz /

(3136) Home ~ AC Desert for Sauerbraten

gear4 | 2011-09-01 18:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Small (1-4) | Other License
Blurb AC Desert for Sauerbraten
Screenshot
Get original file (431KB)
Detailed description

This is AC for Sauerbraten, completely converted, VIA in-game switching through AC and SB. Can be used as CTF map or Regen.

Map file desert.zip (3.6 MB)
Rating
16
points
 (2 votes)
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Files: rj39dh.jpg / desert_1.zip /

(3131) Home ~ Forums ~ General Discussion ~ New Game Mode?

Zoocata | 2011-08-31 12:50

General Discussion

Well I was thinking about a new game mode the next release could use. I was thinking about having 4 teams instead of just 2, and only 1 flag. All teams try to get to the flag, but on the way are obstacles that require health and ammo. Every now and then will be something like a respawn point, so you don't lose track of where you're going. You can also sneak around to attack other teams. I thought it would be a fun idea! Please respond :)

‹ Blabberbox Rifle Mods for Justice? Please link. ›

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(3129) Home ~ Forums ~ General Discussion ~ Rifle Mods for Justice? Please link.

Maggot Splick | 2011-08-31 05:21

General Discussion

Are there many complete rifle mods that run well, for Justice? Please link.

‹ New Game Mode? What has happened to Sauerbraten Enhanced? ›

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Files: none

(3128) Home ~ Custom Red Eclipse Vars UPDATE

Greaserpirate | 2011-08-31 02:42

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Content | All Platforms | Creative Commons (BY)
Blurb a different way to play! Now more balanced, more visually pleasing, and generally improved!
Screenshot
Get original file (8KB)
Detailed description

I've been working on these variables for a while, doing a lot of playtesting and tweaking, and now I've finally optimised them. To try them out, put the file below in your "data" folder and bind a key to it (example: /bind n [exec data/gpsettings.cfg]).

(NOTE: These variables work perfeclty for me, so I have no real intention of changing them right now. Feel free to modify these variables to your own tastes, and if you need help consult the "serverexec.cfg" file in "data/extras".)

a brief overview:

general settings: no spawn delay, you can zoom while moving, jumping, etc., double-jump disabled, regeneration time is shorter and now now resembles a wounded soldier's heartbeat (however, you have to wait longer for the process to start), hoverpack can fly as high as you want, hoverpack consumes more energy, sprees are 4 kills instead of 5.

melee: attack pushes enemies backwards.

pistol: more like the Sauerbraten pistol, a dependable automatic weapon that isn't terrible in comparison to the "real" weapons. Has a scope, but also bullet drop and a moves reasonably slow.

sword: one-hit-kill. Alt-weapon is a forward "lunge" that takes a while to recover from but lets you catch your enemies.

shotgun: reloads one shell at a time, but faster. Less delay between shots. Alt-weap strength and distance much improved.

smg: slightly more powerful and accurate, with a scope. Critical hits are instant kills.

flamer: flame sticks to walls and lingers. Range is increased by a lot. Best used as a sort of "tron" weapon to seal off parts of corridors. Alt-weap has increased range and emits a clous of napalm-like gas, and also takes a bit longer to reload and uses up all the fuel.

plasma: slowed down (easier to dodge), power increased, splash damage also increased. Alt-weap takes a long time to charge, but creates a guided plasma ball.

rifle: modelled after the Sauerbraten rifle: one-hit-kill, one shot per clip, moderate reload time, only a tiny bit of splash damage.

grenades: explosions look AWESOME with modified variables. Splash damage increased.

rocket: far less deadly, but still a good item. Shoots grenades with minimal splash damage that travel faster and have shorter fuses. Reloads slightly faster. Has multiple shots, but doesn't dominate the battlefield. Again, explosions look totally rad.

I hope you enjoy these variables and are inspired to make your own and share them!

Update: made flamer shoot less quickly and be more balanced, stopped plasma from being too big and obscuring people's vision, overall better.

Mod file piratevars.cfg (3.99 KB)
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Files: modified2.jpg / piratevars.cfg /

(3127) Home ~ mbt12.v.1

t-chen | 2011-08-29 23:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Large (9-15) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb mbt12 - meant for ctf and capture
Screenshot
Get original file (226KB)
Detailed description

thats my latest work, a medium sized ctf and capture map.
there are still minor things to do:
-playerstart
-items
-clip
-textures
-some geometry mistakes

nevertheless i hope u like the map
and im lookin forward for some constructive comments!

grettings
t-chen

Map file mbt12.zip (4.29 MB)
Rating
51
points
 (6 votes)
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Files: mbt1222.jpg / mbt12.zip /

(3125) Home ~ ac_lotus

DogDancing1 | 2011-08-28 03:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb A ctf by Dog|BC|Dancing with help by |BC|SN!P3R*
Screenshot
Get original file (106KB)
Detailed description

Hey everyone Just wanted to officially let you all know about my next map coming out. I started ac_lotus as a dm/ffa map over a year ago. Since then I took a break, came back and I expanded on the idea and map I had already. With the help of my clanmate |BC|$N!P3R* I was able to buckle down and get to finishing it recently. And turning it into the large ctf/ffa map it is today. Its mostly natural nothing modern in the map, sticking to a more castle style. The pickups are scattered around, but you'll find most of the goodies(eg, health, armor) in the middle of the map. So be ready to engage for your side castle, and gain control over your side of lotus! Have fun guys hope you enjoy it, comments critics welcome.

Map file packages.zip (30.39 KB)
Rating
20
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Files: aclotus.jpg / packages_21.zip /

(3124) Home ~ Do you use a GUI or console commands for editing?

skiingpenguins | 2011-08-28 02:17

GUI
5% (1 vote)
console
53% (10 votes)
Both
42% (8 votes)
Total votes: 19
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Files: none

(3121) Home ~ Advanced Editing Script

Kerberos | 2011-08-27 04:13

Cube 2 (Sauerbraten) | Creative Commons (BY)
Blurb Adds a new GUI whenever F7 is pressed that has many options for coop editing feautres
Detailed description

Something I made for newbies to Sauerbraten, or people who don't like using the command line.

This creates a menu when F7 is pressed (Or whatever key you bind it to) with three tabs: Materials, Jump Pads, Teleporters and Water Settings.

First tab has all materials, just press the button for what you want.

Second tab has Jump Pads and sliders for the z, x and y values.

Third tab has sliders for teleporters and teleporter destinations, by default the max is 10, can be changed to whatever you want.

Fourth tab has water settings, which are water color, water fall color, water fog and water Specularity.

To install, put the .cfg file into the sauerbraten directory, and add a line that says "exec aegui.cfg" without the quotes to your autoexec.cfg file (Also in the main sauerbraten directory).

Preview

// Binds key to the GUI
bind "F7" "showgui Materials"
//Creats a new GUI named Materials
newgui "Materials" [
guititle "Edit GUI v1.0 By Aryl" //Title of the GUI, Aryl is my in-game name.
guibutton "Air" "air" //Adds a button to the GUI named Air, and inputs command air when pressed
guibutton "Water" "water"
guibutton "Lava" "lava"
guibutton "Glass" "glass"
guibutton "Clip" "clip"
guibutton "Noclip" "noclip"
guibutton "Gameclip" "gameclip"
guibutton "Death" "death"
guitab "Jump Pads" //Adds a new tab to the GUI called Jump Pads
guibutton "Jump Pad" "newent jumppad $z $y $x" //Adds a button called Jump Pad, when pressed inputs command newent jumppad with the values of $z, $x and $y
guislider z 0 100; //Adds a slider to the GUI, min value is 0, max value is 100, the value is saved as $z
guislider y -50 50; //Adds a slider to the GUI, min value of -50 max of 50, value is saved as $y
guislider x -50 50;
guitab "Teleporters" //Adds a new tab to the GUI named Teleporters
guibutton "Teleporter" "newent teleport $teleport" //Adds a button called Teleporter, when pressed inputs command newent teleport with the value of $teleport
guislider teleport 0 10; //Adds a slider to the GUI, min of 0, max of 10, saves value as $teleporter
guibar //Adds a horizontal bar to the GUI, serves no function other than looks
guibutton "Teledest" "newent teledest $teledest"
guislider teledest 0 10
guitab "Water Settings"
guibutton "Water Color" "watercolour $red $green $blue" //Water color can be changed too, input command is a simple mixing of red, green, and blue with max values of 255. UK spelling of color (colour) is required.
guislider red 0 255;
guislider green 0 255;
guislider blue 0 255;
guibar
guibutton "Water Fall Color" "waterfallcolour $rred $ggreen $bblue" //Changes the color of flowing water. If water has any of its faces other than the top exposed, these colors with apply.
guislider rred 0 255;
guislider ggreen 0 255;
guislider bblue 0 255;
guibar
guibutton "Water Fog" "waterfog $fogg" //Changes how foggy the water is. If the value of the slider was stored as $fog, the fog would instantly change upon changing the slider, but creates spamming of the consol as it sends a new message to all players every time fog is changed, also creats lag.
guislider fogg 0 150;
guibutton "Water Specularity" "waterspec $specularity" //Not really sure what water specularity is, seems to make no visual changes, I think it changes how light interacts with water. Default value is 150.
guislider specularity 0 150;
]

Config file aegui.cfg (2.71 KB)
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Files: aegui.cfg /

(3117) Home ~ Cube

nothing | 2011-08-23 23:20

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Development (SVN) | Alpha | Medium (5-8) | Creative Commons (BY-NC-ND)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A map built for sauerbomber which i took the idea from the film Cube
Screenshot
Get original file (13KB)
Detailed description

Sauerbomber is a new Sauerbraten client Mod, where you can play "bomberman" on maps built with the cube2 engine. We hope the bomberman mode could be included in a new release of Sauerbraten, if such happens. You can download the client and maps via www.sauerbomber.org if you have installed TortouiseSVN. Instructions are given on the site.

Map file cube.zip (360.29 KB)
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Files: cube.jpg / cube.zip /

(3116) Home ~ Forums ~ Help and Support ~ Stupid question

Butterfly | 2011-08-23 16:01

Help and Support

i'm making a new map , how to add additional textures ?

‹ Client Script map.bak to map.ogz? ›

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0
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Files: none

(3115) Home ~ Toast

Anonymous | 2011-08-23 14:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other License
Blurb A map named Toast
Screenshot
Get original file (322KB)
Detailed description

This is a map I made, I planned to make it bigger but then I got bored so I just posted it like this.

Map file packages.zip (1.47 MB)
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Files: toast.jpg / packages_20.zip /

(3112) Home ~ Forums ~ Help and Support ~ map.bak to map.ogz?

Anonymous | 2011-08-19 22:31

Help and Support

i saved over a new map and cant figure out how to convert my backup files back to map files
do i need a program?
ps im a nooob and have only created a few maps

‹ Stupid question what program do ppl use to make mapmodles, monsters, and weapons for sauerabrauten? please get me back on this. ›

Rating
0
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Files: none

(3111) Home ~ t7ish

useoftoaster | 2011-08-18 22:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
Blurb Angry Altitudes
Screenshot
Get original file (113KB)
Detailed description

A remake of qztourney7 - Furious Heights from Quake Live. I love the gameplay and visuals of the original map, and Sauerbraten has surprisingly few duel maps of this type, so I felt this would be a nice foray into mapping. I've started my share of maps before, but usually I get stalled at the texturing and lighting stage. I just don't have a great eye for that kind of thing. I'm happy with how this turned out in certain areas (like the floor around the yellow armour) but if anyone has some good advice I'm happy to take it - hence the open for review status.

There are some small changes to the layout, scale, and style, but overall it should be quite familiar to players of t7 in QL.

Intended for duels or small FFAs, although a medium-sized map by Sauerbraten conventions.

-Upadate 2011-08-19; fixed some texturing and geometry errors, added SG pickup in health boost room, adjusted some rain particles, clipped floors and sloped ceilings.

Map file t7ish.zip (558.12 KB)
Rating
49
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 (7 votes)
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Files: t7ish.jpg / t7ish.zip /

(3109) Home ~ catch22

sinsch | 2011-08-14 14:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb catch 22 - CTF/Capture map
Screenshot
Get original file (398KB)
Detailed description

Catch 22 - a mirrored CTF/Capture map in a futuristic styled mine.

I started making this map long ago and it was very much work to get the map in what it's now.Special thanks to halbgar for some good advice!
I'm looking forward to hear your feedback! :)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Update 1 :
-increased the fog and made it darker
-fixed some random mistakes
-changed some lights and added some lights in the underground part

Update 2:
-finished cliping and fixed some other stuff..

Map file catch22.zip (2.4 MB)
Rating
106
points
 (12 votes)
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Files: lay33.png / catch22.zip /

(3108) Home ~ Halls

Anonymous | 2011-08-08 21:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb Small map built for mass iCTF, similar to wdcd but with more cover and more intricate design.
Screenshot
Get original file (286KB)
Detailed description

This is a small map designed specifically for mass iCTF, but also works well in all other modes.

I've been working on this map for over 2 years now. It started out as pure inspiration, out of thin air, I suddenly pictured the court yard with the arches and the stairs and the four buildings with domes. Time passed, but the image stuck with me, until I started work on the map.

It was an enormous amount of detail work, trying to get everything to look right, to fit right, to play right. I probably could have and should have released this map a year ago or more, as it was practically done except for the basements. At the time, I felt it was still lacking something, so I added the basements. First there were only two basements, one beneath each of the main halls. After repeatedly hearing players complain that tejen should have a second entrance to it's bases, I added the other basements. In the process of adding the basements, I heavily refined the rest of the map, including remaking the courtyard several times. I've gone over almost every inch of this map several times, but there are probably still minor flaws.

It isn't finished, but nothing ever is. Nothing is perfect. You have to release things eventually, and this map has been in development for too long. I hope you enjoy it.

Map file halls.zip (3.51 MB)
Rating
23
points
 (6 votes)
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Files: hallsscreenshot.jpg / halls.zip /

(3107) Home ~ The lost textures of ikbase

Suicizer | 2011-08-03 23:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-NC-ND)
Blurb ikbase textureset
Screenshot
Get original file (439KB)
Detailed description

Information
After I was trying to work with the already included textures of ikbase, I was sick of having only a small amount of textures which are actually fitting each other and are really 1 texture-set.
That's why I searched over the net and tried to find the textures which are also belonging to the same pack. After a small amount of time, I bumped into this website and found just what I needed.

I converted them to .jpg file (so I actually haven't modified the texture itself) to save up file-size (decreased the total size more than 2 times it's original size) and to make it more efficient to work with.

I hope this makes those old textures back in the running again. Because they currently are pretty outdated and are (almost) never getting used in official maps (except in mercury, but I'm sure it wouldn't be bad if those also have some bump-, parallax- and specular maps).

Credits
I would like to thank Iikka "Fingers" Keranen for these beautiful textures.

Sidenodes
Be sure to read the license before using the texture-pack!

Although the license isn't stating so;
Don't include these textures within your zip-file of your project, but rather link to this page instead. If you are using modified versions of the textures; be sure to include those and pick another name for them.

Improvements
4 August 2011
Fixed some mistakes (double textures) in the config-file. Also included a configuration-file without the textures of the already included ones which are in the original "ikbase" folder (called "package2.cfg").

5 August 2011
Made all bump-, parallax- and specular maps for all textures, inclusive the textures which where already included in Sauerbraten. To me, it gives a better nice result as without all those other textures.
Updated the configuration file and added 2 of them; 1 for just the "new" textures only and another one with also the already included textures, but bump-, parallax- and specular mapped instead (as they weren't on default).
Also placed the folder inside the "textures" folder, just like Razgriz told me so.

7 August 2011
Added the necessary map into the texture pack and used .pk3 instead of .zip (because the license says so).

Advertising
Here are some other texture packs which you might be interested in:

Map file use_download_link_please!.txt (29 bytes)
URL http://www.mediafire.com/?sa4n1uw3pgtp434
Rating
20
points
 (2 votes)
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Files: quadropic02.png / http://quakeone.com/forums/quake-mod-releases/finished-works/6715-ikbase-hi-res-just_jim.html / use_download_link_please!.txt / http://www.mediafire.com/?sa4n1uw3pgtp434 /

(3106) Home ~ Master Wrapper

RaZgRiZ | 2011-08-01 19:45

Cube 2 (Sauerbraten) | Release | Other | Copyright
Blurb Let this script do the wrapping for you.
Detailed description

This script basically lies in wait. Once activated, the script does the following:

If no one is master, grab it for yourself. The script then shuts down.
If someone is master, rerun and check status 20 times a second.
if no one is master yet after the status check, and you weren't able to acquire master either, retry in 1/5 a second and abort execution after 5 failed tries.

The failsafe of 5 tries is there for whatever server you come against which requires either auth (you shouldn't be running the script then anyway) or some special login first before grabbing master, and avoids the spam.

Add it to your autoexec.cfg, or whatever other file you have for placing stuff in.

To run it, just do /wrapper.
OR bind it to some key of your choosing. (bind "key" wrapper).

Config file wrapper.cfg (355 bytes)
Rating
75
points
 (15 votes)
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Files: wrapper.cfg /

(3105) Home ~ ctf_doppelfort

blarg | 2011-07-28 21:11

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Alpha | CTF | Large (9-15) | Creative Commons (BY-SA)
Blurb ctf_doppelfort - A classic rebuilt for RE
Screenshot
Get original file (278KB)
Detailed description

ctf_doppelfort is a remake of the map 2fort from Team Fortress Classic.

I'd really appreciate any sort of feedback on this map, or tips on ways it can be improved.

Small Update

•Placed benches in the resupply rooms, and fixed a texture error.

Map file Please use Mediafire link (39 bytes)
URL http://www.mediafire.com/?ns4bxbosj1t4d5j
Rating
9
points
 (2 votes)
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Files: doppelfortsmall.png / please-use-mediafire-link / http://www.mediafire.com/?ns4bxbosj1t4d5j /

(3104) Home ~ Simple Color Grading Shader

Anonymous | 2011-07-26 18:06

Cube 2 (Sauerbraten) | Release | Beta | Other | Creative Commons (BY-NC)
Blurb Aka Color Correction
Detailed description

Simple color grading shader v1.0
It's written in GLSL, also it's my FIRST shader ever.
It's still not finished, needs a few tweaks and stuff but it works.
Yes, desaturation feature IS in plans.
The shader basically lets you add different atmosphere to the map, set colors for shadows, midtones and bright areas.

->>For those who don't know what color grading is please check out this URL: http://udn.epicgames.com/Three/ColorGrading.html

Also sorry, It's still not saving settings but I'll add feature to add presets later.

USAGE:

Just type in your autoexec.cfg "exec cgrade.cfg"
Then you can bind/use/whatever the cgrade gui or just open it with /showgui cgrade

You may use the shader whereever and however you want but you should credit me then.
Have fun.

Preview
fsvs = [
void main(void)
{
gl_Position = gl_Vertex; // woohoo, no mvp :)
gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
]

fsps = [
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect tex0;
void main(void)
{
vec4 sample = texture2DRect(tex0, gl_TexCoord[0].xy);
]

////////////////////////////////////////////////
//
// color grading shader definitions:
//
////////////////////////////////////////////////

lazyshader 4 "colorgrade_shadows" [ @fsvs } ] [
uniform vec4 params;
@fsps

float factor = max(sample.x, max(sample.y, sample.z));
vec4 shadows = params;

if(factor 0.01)
{
factor = (factor + 0.09)*10;

shadows.w = shadows.x; //.w is value backup
shadows.x = ((1 - shadows.w) / 2) * factor;
shadows.x += shadows.w; //Adding backup

shadows.w = shadows.y; //.w is value backup
shadows.y = ((1 - shadows.w) / 2) * factor;
shadows.y += shadows.w; //Adding backup

shadows.w = shadows.z; //.w is value backup
shadows.z = ((1 - shadows.w) / 2) * factor;
shadows.z += shadows.w; //Adding backup
}
gl_FragColor = vec4(sample.x * shadows.x, sample.y * shadows.y, sample.z * shadows.z, sample.w);
}
else gl_FragColor = vec4(sample);
} ]

lazyshader 4 "colorgrade_midtones" [ @fsvs } ] [
uniform vec4 params;
@fsps

float factor = (sample.x + sample.y + sample.z)/3;
vec4 midtones = params;

if(factor >= 0.1 && factor 0.3)
{
factor = (factor - 0.31)*10;

midtones.w = midtones.x; //.w is value backup
midtones.x = ((1 - midtones.w) / 2) * factor;
midtones.x += midtones.w; //Adding backup

midtones.w = midtones.y; //.w is value backup
midtones.y = ((1 - midtones.w) / 2) * factor;
midtones.y += midtones.w; //Adding backup

midtones.w = midtones.z; //.w is value backup
midtones.z = ((1 - midtones.w) / 2) * factor;
midtones.z += midtones.w; //Adding backup
}
else if(factor 0.5) //Hightlights
{
if(factor

Config file ColorGradingShader.zip (1.79 KB)
Rating
19
points
 (2 votes)
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Files: http://udn.epicgames.com/Three/ColorGrading.html / colorgradingshader.zip /

(3103) Home ~ dcw6 - UP 27-07-11

Drekow | 2011-07-23 17:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb dcw6 - a very small CTF layout
Screenshot
Get original file (132KB)
Detailed description

dcw6 is here to test your true CTF skills, based on a fast layout, this map was made mainly for intense clan wars.
Lots of things can be done, this is nothing more than the basic layout plus a nice copy and paste work.

Almost unplayable in instaCTF, play efficCTF or Capture at your own risk.
This image from the old version that can be usefull to see where items-bases are:


Thanks to:
At6 for the details.
Suicizer for suggesting the lateral platform.

Map file dcw6v2.zip (3.02 MB)
Rating
25
points
 (5 votes)
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Files: 2132-2012-capture-the-flag-dcw6.jpg / dcw6v2.zip /

(3102) Home ~ Disko Map V1

Anonymous | 2011-07-20 13:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Sandbox | Release | Alpha | Small (1-4) | Copyright
Blurb Disko Map many a lot particles Nice fun play
Screenshot
Get original file (189KB)
Detailed description

Hi Guys this is my First Map uploadet to quadropolis i hope all like it :->
It is a simple map with a lot of Particle Tricks!
Please Comment XD
Pls mail me if you wish to help me with my map

Map file disko.rar (3.23 MB)
Rating
0
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Files: screenshoot.png / disko.rar /

(3101) Home ~ Penguin Shuttle from MekArcade

CD Xbow | 2011-07-19 23:58

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Release | GNU GPL v2
Blurb The Penguin is a medium armored shuttle from around the 30C
Screenshot
Get original file (32KB)
Detailed description

A 500 ton military shuttle done as a static md3. No spec or bump mapping yet but maybe one day. The folder contains a rar of all the bits as well as the seperate files. We are currently trying to rationalise our textures a bit, so the texture may change. We have found because many of the models are small compared to the Mecha, that we have been able to skimp a bit on the quality of the texturing. This ones not too bad, but the picture shows it in a flattering light.

URL http://teamxbow.org/cube/models/aerospace/shuttle2/
Rating
30
points
 (4 votes)
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Files: shuttle2_inflight.jpg / http://teamxbow.org/cube/models/aerospace/shuttle2/ /

(3100) Home ~ [SauerServer] Mod

gear4 | 2011-07-19 17:58

Cube 2 (Sauerbraten) | Release | Work in Progress | Source mod | Content | Linux | Windows | Copyright
Blurb Made by [SauerServer]
Detailed description

[SauerMod] is a kinda nice modification made by Aaron. It is based on SauerEnhanced, and is only available on SVN (we have not finished a stable release yet)

*\* REMEMBER TO MAKE BACKUPS OF YOUR EXISTING FILES */*

So far, the following features have been made:
• Auto-Messages
>>> • Auto-Sorry
>>> • Auto-NP
>>> • Auto-GG

• Screenshot
>>> • Directory

• Profiles
>>> • Possible themes

Mod file synmod.zip (1.18 MB)
URL http://sauerserver.co.cc/svn
Rating
9
points
 (2 votes)
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Files: synmod.zip / http://sauerserver.co.cc/svn /

(3099) Home ~ se2

SirEsahc | 2011-07-18 03:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other License
Blurb work in progress
Screenshot
Get original file (36KB)
Detailed description

I was feeling hesitate about releasing another wip because i've not completed snowisland yet (waiting for update). Yes a lot of things are still incomplete but in it's current state, what do you guys think of it so far? Also, I know gameplay isn't much of a factor at this point but you could consider the pathways, map structures, texturing ect. Last is the transition from top to bottom and vice versa is also incomplete, I can't say how i'll go about this yet.

I appreciate anyone's thoughts and I hope you enjoy the justice-like map with my favorite season, winter!

Map file se2.zip (1.94 MB)
Rating
21
points
 (3 votes)
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Files: se2.jpg / se2.zip /

(3098) Home ~ Saltu

nothing | 2011-07-17 12:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb A little island with glowing great salt crystals.
Screenshot
Get original file (10KB)
Detailed description

Just a little map I made on the layouts someone left here for free.

Map file saltu.zip (630.05 KB)
Rating
11
points
 (2 votes)
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Files: saltu.jpg / saltu.zip /

(3096) Home ~ Plasma rifle

antiklimax | 2011-07-10 22:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | Windows | Other License
Blurb Plasma rifle hudgun model
Screenshot
Get original file (14KB)
Detailed description

This is my hudgun model, ( I am not a 3d modeler but do not ask for, I try to learn it ) at currently without hands, and world model. I maked it for my personal using, but now you can use :) if you wish...
Modelling in : Wings 3D
Animated : Misfit model 3D (very simple shooting animation changes later)
Sound effect: Free from the internet without any readme or license file/Audacity 1.3
Texture : Adobe Photoshop CS3
Renderer: PovRay
License: nothing! Use as you wish all content.

Usage:
- Make a backup for your sounds.cfg file here: Sauerbraten/data/sounds.cfg (rename it)
- Unzip the rifle.zip package to your Sauerbraten head directories. This make a "blue" folder here. Grab this and copy in to your favorite playermodel folder: Sauerbraten/packages/models/captaincannon/hudguns/rifle/
Before you copy this, rename the original "blue" folder here!
No need "red" hudgun model because you are always "blue" and the enemy always red.

Effects: beautiful chrome effect on enviroment mapped maps (injustice) and of worse quality on the totally closed maps (fanatic quake)

Known issues: In deathmatch mode if you are in "neutral" team you can not see the rifle model.

Mod file rifle.zip (885.45 KB)
Rating
15
points
 (2 votes)
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Files: wx1000.jpg / rifle_1.zip /

(3095) Home ~ flaming sniper

OPtiKon | 2011-07-09 17:47

Cube 2 (Sauerbraten) | Content | All Platforms | Other License
Blurb ultimate wepon
Detailed description

i wouldm like to create a wepon that have blue and white colours and it kind of looks like a sniper for my game sauerbarten cube2 justice edition.... i would like to be like a rifle at recharging..

Rating
0
points
 (0 votes)

Files: none

(3093) Home ~ ac_frost

AndreONEz | 2011-07-05 15:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Snow and crates everywhere!
Screenshot
Get original file (169KB)
Detailed description

Small *TF capable map set in a frost town; maximum of 16 players. Partly inspired by de_dust2 (CounterStrike) and ac_arctic (by Halo).

**Entstats**
76 light
28 playerstart, 8 CLA, 8 RVSF, 12 FFA
4 pistol
5 ammobox
3 grenades
6 health
5 helmet
1 armour
1 akimbo
102 mapmodel, 41 clipped
2 ctf-flag, 1 CLA, 1 RVSF
1 sound
5 clip
Total entities: 239

Map file ac_frost.zip (14.25 KB)
URL http://www.akimbo.in/files/index.php?act=view&id=929
Rating
10
points
 (1 vote)
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Files: frostscreen.jpg / ac_frost.zip / http://www.akimbo.in/files/index.php?act=view&id=929 /

(3092) Home ~ Overdrive (updated)

Greaserpirate | 2011-07-02 00:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Fight for energy!
Screenshot
Get original file (349KB)
Detailed description

Long ago, the power station on the rocky mountaintop was built to power both Red City and Blue City equally. However, as both cities grew, they took more and more energy, until war was declared. Will your city drive the other from the station before the generators break down from the strain?

This map was a lot of fun to make. It was based partly off of M.C. Esher's Impossible Cube, but I added more paths to the layout including a passageway encircling the map, a walkway that provides a quick path from one flag to the other but is devoid of any items or cover, and a control room for each team that is protected by one-way energy gateways.

This map was also an excercise in the "vtex" commands, which I hadn't really used that much before.

There are still some minor problems. I can't get the lightning around the generator to be seamless on all 4 sides, and I can't really get the lighting effects I want without /blurlms 2 and /blurskylight 2, which cause some faint lines that shouldn't be there. In any case, criticism is welcome, and this map I fully intend to make as good as I can.

UPDATED JULY 7:
-Removed part of the top platform and replaced it with burning wires. It's still possible to get across, but it's harder. The minimap now shows an S for Sauerbraten.
-deleted some of the jumppads so players have to take the long way over the top
-improved jumppads- they are now fully visible and fit the texture
-added a ramp that goes from the ground to the top platform so people on the ground aren't just stuck.
-curved most ramps in the center
-made pickups less concentrated in the center
-added trim and detailed textures to hallways
-made geometry around "ceil1a" texture fit the texture, and changed the decor. (It now looks kind of like a futuristic jukebox.)
-added lots of boxes for cover, and more ammo, to the flat hallway along the outside. Now players will have incentive to go there even in insta.
-added a flag room that's level with the first floor
-removed "trak5/tile3e.jpg" texture on diagonal surfaces.
-replaced texture in long slanted hallway
-added shadows
-changed water color from murky polluted green to fluorescent toxic green
-added intricate tangle of pipes in water
-added a death boundary outside of the map (If you cross it, your city's Command will activate your implanted cyanide pill).
-made pulsating textures less bright

Map file overdrive.zip (6.44 MB)
Rating
15
points
 (4 votes)
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Files: overdriven.png / overdrive.zip /

(3091) Home ~ Model Prefabrication Guide

Suicizer | 2011-06-30 08:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Mapping | Other License
Blurb A prefab for mapmodels, with some side note of the existence of the ingame mapmodel gui.
Detailed description

Informations
This node once had a different plan but has been changed to a model prefabrication guide, as extension for the Texture Prefabrication Guide (so new beings can also understand the commands and their values of (map)models).
Why this decision?
Because I fail at scripting and I won't be able to create a script which let players define commands for models in-game...
Unlike in the Texture Prefabrication, models won't be loaded as an example. This is just because models have a larger amount of commands which most of them have a different way to specify (like md3spec mesh 30 for example. Where the mesh still has to be specified, while such thing happens directly for textures, as long as the diffuse texture is under the line of specscale).

Notifications
The commands and their parameters are shown in the guide like the next image:

Beware! This is not how you should actually write the commands and their parameters into a real .cfg-file!
It's only positioned like that so every parameter can be explained individually. This should make it easier to understand all parameters of certain commands as several of them have parameters with completely different purposes or cases which should be explained.

Cube Engine 2 supports more formats than the guide offers. Those have equal options to the .md5-format or .md3-format. These are;

.iqm (Inter-Quake Model), equal to the .md5-format.
.smd (Studiomdl Data), equal to the .md5-format.
.obj, equal to .md3-format (objlink and objanim are not supported).

Just replace the md3* or md5* to execute the commands.

Improvements
28th of June 2011
Reviewed the prefabs and added "unknown" commands.

17th of November 2011
Rewrote the prefabs to get a cleaner result for explaining every parameter of every command.
Deleted the prefabs of the "iqm", "smd" and "obj" formats, as they are identical to the "md3" and "md5" prefab.

18th of November 2011
Wiped out some typos and added more information about commands which affect the lighting of the model.

22th of October 2012
Fixed some small mistake which I've overseen.

Config file config_prefab_19july13.zip (11.17 KB)
Rating
10
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Files: config_prefab_19july13.zip /

(3090) Home ~ Your very own shader? Updated on 1st Juli 2011!

Suicizer | 2011-06-28 22:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Public Domain
Blurb From old hudguns...
Screenshot
Get original file (348KB)
Detailed description

After I was experimenting with the shadersettings of the old hudguns included in assassin- and ctf-edition, I came up with the idea, why such shaders couldn't be used for textures?
So I tried to have the same settings for shaders on a normal texture (like caustics, water).
The effect seems to be even better than I thought, because it allows a separate moving copy of the texture.

Notifications of the version posted on the 26th of June 2011;
I don't know how it exactly works, because I'm pretty bad at scripting especially when it's not even cubescript.
I only know "MAD" is about the colour of the texture.

After some experimenting by combining shaders, I noticed such thing is not possible. So it can't be combined with any other shader (as far as I'm aware off, but please try it yourself and if you made any progress, please post a comment about it).
The shader also won't work if hudguns aren't showed (so like in edit mode). This is probably because it was used as shaders for hudguns only.
There seems to be an odd bug, which makes the texture stop scrolling when any scrolling texture gets hit by an explosive (like rockets or grenades), but continues after wards. Oddly, when covering the surface with alpha material, this bug won't occur.
After some experimenting with filling cubes with water while there also is a texture which carries those shaders in that cube, I've noticed that it seems like the shaders carry the same code as caustics do.

Like the demonstration map is showing, there could be made water with which do has geometry in it.
Another nice example in the demonstration map is animated caustics, which could be used very well for teleports or as a "field of energy".
A constantly changing gab into a white face could create sweet situations when used for gameplay to look trough a wall or a floor (when using blendmapping for example).
My last example is a "waving" animation by using the rocketpsource setting with 1 of the square brushes. Probably quite useful for letting a flag or something similar to that really "wave by the wind".

Notifications of the version on 1st July 2011;
After changing some stuff into the script, I noticed that "program.env[6]" isn't as buggy as "program.env[5]". So I recommend to use "program.env[6]" instead of the other previous one.
Explanation about some settings (like scrolling) is inside the configuration-file.
The command "vscroll" won't work on those textures, because the texture is getting scrolled in it's shaders already (shouldn't be a big problem, would it?).

I've added a way better demonstration map (still not font of it, but it fills it's purpose way better than the previous one).

If you know more about how these shaders are working, please don't be afraid and post a comment about it right here!

Thanks to geartrooper for making those awesome hudguns used in assassin- and ctf-edition!

P.S.
This is the code to do so:
shader 0 causticsworld1 [
@vpstart
PARAM seconds = program.env[6]; //Seems to change wich program it is running. Like "program.env[5]" is way less stable (tilts when hudgun is of or when it's hit by an explosion), while "program.env[6]" has no problems. Any other value won't work at all.

MAD result.texcoord[0], seconds, {0, 0.2, 0, 0}, vertex.texcoord[0]; //Scrolls the upper texture over the default texture.
MAD result.texcoord[1], seconds, {0, 0.25, 0, 0}, vertex.texcoord[0]; //Scrolls the default texture under the upper texture.

MOV result.color, vertex.color;

@fogcoord
END
] [
@fpstart
OPTION ARB_fog_linear;
TEMP dtc, diffuse;

TEX dtc, fragment.texcoord[0], texture[0], 2D;
MAD dtc.xy, dtc.xzxz, 0.4, fragment.texcoord[1]; //Increases the animated effect of the upper texture.
TEX diffuse, dtc, texture[0], 2D;

MOV result.color.rgb, diffuse;
MUL result.color.a, diffuse.a, fragment.color.a;

END
]

Map file testshader_1juli11.zip (426.46 KB)
Rating
10
points
 (1 vote)
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Files: quadropic11.png / testshader_1juli11.zip /

(3089) Home ~ Brass (update 29-DECEMBER)

Drekow | 2011-06-23 00:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb The City of Brass - a deadly CTF map
Screenshot
Get original file (111KB)
Detailed description

This medium/large size map is a work in progress CTF map. The gameplay is like a big tejen for CTF and Damnation for capture. InstaCTF is pretty hardcore here, it have some umbeivable long shots and there are some minor tricks.

It have 9 bases, quite temporally, and, of couse, it works better for a multyteam macht than for a standard 3vs3.

Placement of items and playerstarts is temporanly and there is, probably, too much healt in the center. Suggestion are appreciated.

Also lighting is far from complete. And i hope its clipped well enough. Is not my usual to make so heavvy maps, and i would like to optimize it, could someone advice me about how to do it?

At the least it should be 100% playable, if you have a nice computer, in each mode. Happy fragging!!!

I have forgot to thanks lots of people wich suggested me from the first layout to this post, and make it possible:
At6, for some details, and decors on the map.
Zooka, for some layouts inprovements.

All the ICC clan, for suggestion and testing the layout.

The one wich made the basic shape of the couple... you are great.

Meister for suggesting a good lighting (and others things...)


UPDATE -1:

Ok, i have failed at simplyfy the map, now is 200k :D
I haven't removed the particles, but add some to ensure also nice macine can exspect some lag XD - not seriusly i need an excluse for some clip/death. I haven't texured the map more, or removed the cubes for ammo. I don't know if this fixes can greatly improve performances, they will be consider in a future update. I haven't clip the pipes, i like how they are, you need a bit of train to maximize the speed and stability i like the fact that some tricks, can be hard to do. What i have done in randoms way is:

The under spikes are half size the original
Better clip in the upper base
New skylight, and relatives ones...
Some details finished
Removed some healt from the centrer and added an MG and GR
Removed the stairs near the jump - the jumps works enought
Removed the teleport holes, i wasn't happy with them. I wasn't happy of the insta teleport too...

UPDATE -2:

Is SVN only (mainly for remip funcions), new textures

Map file brass_r2.zip (3.51 MB)
Rating
75
points
 (11 votes)
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Files: thecityofbrass.jpg / brass_r2.zip /

(3088) Home ~ cutscene subsystem for sauer

Hirato | 2011-06-22 15:40

Cube 2 (Sauerbraten) | Development (SVN) | Alpha | Source mod | All Platforms | ZLIB License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb the cutscene subsystem from sandbox's RPG module adapted to sauer
Detailed description

This cutscene subsystem was written by me for the RPG module inside sandbox.
It has been slightly bastardised and a few features trimmed off to cater to sauerbraten. In addition some bugs may have been introduced, I will NOT be fixing them.

I hope this will prove useful for those participating in the trailer competition as it allows greater and finer control over the camera.

Unfortunately this requires some edits to the maps (camera entities) to work at its best.
See the documentation for more details.
The patch was also diffed against revision 3611

Files
cutscenes.zip - contains the documentation, 2 examples and the patch
linux_x86_64.zip - contains a binary for 64bit linux
win32.zip - contains a 32bit windows binary compiled with mingw

Known Issues

Due to the way aiming works in sauerbraten (shoot where the camera aims), the Focus action can be abused as a half-arsed aimbot.
Mod file cutscenes.zip (9.63 KB)
Rating
6
points
 (6 votes)
Attachment Size
win32.zip 1.16 MB
linux_x86_64.zip 1.28 MB
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Files: cutscenes.zip /

(3086) Home ~ Forums ~ General Discussion ~ Sauerbraten Updates Wishlist

RaZgRiZ | 2011-06-19 20:58

General Discussion

Ok, so basically, this new node is about grouping together people's requests and expectations of the new version. Those may include fixes, additions, feature tweaks or outright removal of content, for whatever reason. All you have to do is keep it logical, and the idea will be added to the board along with a reason as to why it should be done.

If any one you has a question about a specific entry, ask directly. Just make sure the same thing has not been answered before to avoid clutter.

Graphical Adjustments
A fix for the selection gridlines appearing over game menus. Really annoying when browsing textures.
[UNLIKELY] Better alpha material support which allows for consecutive alpha elements to be seen behind each other instead of disappearing altogether.
Better fog execution that makes transitioning from arid to condensed smoothly and less block-like. In simpler words, the fog shouldn't rotate when the player turns, and the smoothness should be configurable.
The fog should hide the geometry backed on the skybox in the distance instead of just fade it with the fog color.
A fix for the water caustics appearing on geometry that isn't in contact with the water material (or anywhere near it) when the player is in the water.
A fix for the materials always being above generated grass, resulting in weird results.
[UNLIKELY] A fix for the water randomly tearing apart when in contact with the skybox edges.
[UNLIKELY] A fix for the skybox's lower part tearing apart when a viewer is off the map's limits.
Gameplay Adjustments
[DONE] Allowing the teamkiller to pick up the flag. Accidents happen, especially in efficiency.
Return the flag to the base when it hits the bottom of the map or enters gameclip (by falling in it).
Base the scoring of efficiency gamemodes on damage dealt (minus the damage done to teammates) to enemies rather than frags to compensate for unfair scoring. Doing so will make people more competitive so as to deal as much damage as possible, engaging in group tactics more often (or exploiting AOE weapons even more than before).
Editor Adjustments
[UNLIKELY] Ability to bend materials the same way geometry is bent. That will desire a lot of rewiring since editing materials will have to be done outside the geometry's world.
[UNLIKELY] Multiple editing planes? There are cases that some things just can't be created with the octree, but if two different things are combined together on the same space, unique shapes can be formed without hacking cube corners around.
Separation of rotation and flip commands to allow both rotation and flipping of textures instead of just one of the two (see vrotate).
[DONE] Ability to specify jumppad/teleport etc sounds in map configs for added variety.
[UNLIKELY] New material named Damage that allows for customization through vdamage. The material should at least have the option to define the damage to be dealt within a second, transitioning smoothly and using a continuous damage screen with no damage compass.
Full 3D rotation support for models in real-time. What more can one say about it?
Cubescript Related
Hover support. Addition of commands 'onhover' and 'onhoveronce' to allow for cubescript to be executed continuously or once when the cursor hovers over GUI items that can be interacted with, like buttons and radios.
[DONE] More global variables. For example $recdemo and $recmov.
Additions/Removals/Replacements
Game updater to avoid the need to redownload the whole game and reinstall each time a "version" is out. People will be able to play with the latest sets of updates and participate in beta packages if they want to.
More crosshairs of higher quality.
[DONE] Server-side option to allow or disallow dealing damage to teammates
More demo control functions.
Addition of more game soundtracks. 8 tracks repeating randomly all the time really get boring after some time.
[DONE] Replacement of the gun sounds with newer ones.
[LIKELY] Replacement of the announcer voice with a better one.
Underwater sound effects for swimming, gunfire and ambience.
Addition of a special underwater screen, similar to the damage screen, along with a screen blur to simulate the environment better.
Misc
[DONE] Ability to sort the server on the server browser at will and perhaps the ability to disable their "constant updating".
Personal Messages would be nice. Perhaps specifying multiple people would be a good idea as well.
‹ What did you ask @ Santa? How to name bases in Custom maps ›

Rating
54
points
 (11 votes)
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Files: none

(3084) Home ~ Happy Ducks

antiklimax | 2011-06-17 13:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | Linux | Windows | Other License
Blurb Little grenade mod for fun :)
Screenshot
Get original file (277KB)
Detailed description

This a very small mod for cheerful gamers, than I :D
video HERE
Installing:
-make a backup/rename ->Sauerbraten/data/sounds.cfg;
Sauerbraten/packages/hud/items.png;
Sauerbraten/packages/models/projectiles/grenade (folder);

-unzip the ducky.zip package ito your Sauerbraten head directories
( if you did everything well, will overwrites nothing )

Any kind of license does not imply a file, but all new components freely utilizable. Maded by Me...

P.S.: Thanks LeChefRené for the fantastic ducky fonts!

Mod file ducky.zip (146.05 KB)
Rating
57
points
 (6 votes)
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Files: happy-ducks.jpg / http://www.youtube.com/watch?v=AbXuhT3r2sM / ducky.zip /

(3083) Home ~ Soc's Terrain Texture Pack

RaZgRiZ | 2011-06-17 11:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Creative Commons (BY-NC-SA)
Blurb Soc's terrain textures, or what's left of them
Screenshot
Get original file (113KB)
Detailed description

RaZgRiZ Productions proudly presents..
SimonOC's Terrain Texture Pack, converted for Sauerbraten!

The package includes a meager amount of textures! That's hardly 1/8 of a page right in your texture browser! What a bloat!

Changes to the original pack include:
- Nothing
- Nothing
- Conversion of TGA images and alpha removal
- The addition of a tiny config and a licence.

NOTE: The dirt texture was not included because the TGA is practically destroyed with missing pixels.
I couldn't find a correct version on the internet so.. no dirt for you!

All credit goes to SimonOC for the textures; i hope the licensing part is covered.
His life and work can be found here.
More texture packs will follow soon, stay lazily tuned for updates and additions.

If you haven't already, check out Soc's Egyptian Texture Pack, Soc's Techno Texture Pack!

Map file Soc's Terrain Texture Pack.zip (1.98 MB)
URL http://www.mediafire.com/?3xsmv8rg87c99l6
Rating
13
points
 (6 votes)
Attachment Size
Soc's Terrain Texture Pack Extended.zip 5.47 MB
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Files: preview_1.jpg / http://www.simonoc.com/ / soc's-terrain-texture-pack.zip / http://www.mediafire.com/?3xsmv8rg87c99l6 /

(3082) Home ~ Soc's Egyptian Texture Pack

RaZgRiZ | 2011-06-16 13:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-NC-SA)
Blurb The full pack found on SimonOC's website
Screenshot
Get original file (127KB)
Detailed description

RaZgRiZ Productions proudly presents..
SimonOC's Egyptian Texture Pack, FULL EDITION, converted for Sauerbraten!

The package includes a fuckton of textures, including their color variations! That's a whooping 7 pages of egyptian delicacy right in your texture browser!

Changes to the original pack include:
- Folder and file arrangements
- Name fixes and changes
- Conversion of TGA available-only textures
- Something.

The pack comes with 3 configs, which include:
- default.cfg, which contains all the textures using the stdworld shader
- glow.cfg, which contains some textures that can use the glowworld shader
- package.cfg, which pretty much executes both of the configs mentioned above.
- also i've included a licence file. Remove it and die.

All credit goes to SimonOC for the textures; i hope the licensing part is covered.
His life and work can be found here.
More texture packs will follow soon, stay lazily tuned for updates and additions.

If you haven't already, check out Soc's Terrain Texture Pack, Soc's Techno Texture Pack!

:::LOG:::

[UPDATE 1] 16/6/2011 : ?
- Fixed a wrong name causing a specific texture to use invalid glow maps

[UPDATE 2] 17/6/2011 : 6:00PM
- Added a previously missing line in the config for a red trim texture

[UPDATE 3] 22/8/2011 : 4:40AM
- Fixed a wrong file name causing a specific texture to be missing its glow map.
- Fixed a wrong line in the glow config that caused the game to be looking for incorrect glow maps.

URL http://www.mediafire.com/?5496ogh011mfz6i
Rating
30
points
 (9 votes)
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Files: preview_1.png / http://www.youtube.com/watch?v=QclETzGxYtg&feature=iv&annotation_id=annotation_70369 / http://www.mediafire.com/?5496ogh011mfz6i /

(3081) Home ~ Forums ~ Content Creation ~ Mapmodel creation

antiklimax | 2011-06-16 08:25

Content Creation

Hi! I added it to one of my models a simple spin animation ( mdlspin -1 ). Because of that I made it stir from its centre in order for it not to turn only, but the model will be invisible so when it steps out of his original centre. it's possible to correct this thing? An increased mdlbb does not correct this...
Video here

‹ Rifle scope attempt (how?) weapon modding ›

Rating
0
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Files: none

(3080) Home ~ Arbana

t-chen | 2011-06-15 09:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Beta | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Arbana - for ictf and ctf
Screenshot
Get original file (205KB)
Detailed description

feel free comment!
but pls, just suggestions about layout, gameplay and itemplacemant!

edit:
-i'll add deathclip in the water on the next release, just as capture bases

Map file arbana.zip (796.04 KB)
Rating
57
points
 (7 votes)
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Files: arbana.jpg / arbana.zip /

(3079) Home ~ Troll sniper trail

AndreONEz | 2011-06-14 20:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb TROLOLOLOLOL
Screenshot
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Detailed description

Trolling is infecting AC in these times... Even sniper rifles...

Mod file trollsmoke_5_1307655051.zip (2.34 KB)
Rating
49
points
 (6 votes)
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Files: trololol_5_1307655051.jpg / trollsmoke_5_1307655051.zip /

(3078) Home ~ Teahupoo

mutaF | 2011-06-14 09:10

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb 1on1 DM-Map
Screenshot
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Detailed description

Teahupoo by Meister&Fatum,

A 1on1 DM-map, which works in insta, efficency and ffa.
Urban themed and named after a very dangerous wave in Tahiti.
Please notice that the 2 doors are teleporters (one of them leads to the top).
Custom textures made by soilah and Meister.
We set the lightprecision to 64, to lower the total size a bit.

Thanks to: sen~or, soilah, achille, notas and Liugam for helping, testing and advices.

Cheers!

Map file teahupoo.zip (3.01 MB)
Rating
96
points
 (12 votes)
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Files: teahupoo.jpg / teahupoo.zip /

(3077) Home ~ Gubo

mutaF | 2011-06-14 09:06

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb FFA and EFFIC - Map
Screenshot
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Detailed description

Gubo´s Castle by Meister&Fatum

This Map was made for FFA mainly.
Effic is okay but Insta sucks at it!
Gameplay is a bit like metl2 (which is one of the best FFA maps ever, imo).
Also small( 2on2 – 4on4) capture games are possible.

Thanks to: sen~or, soilah, achille, notas and Liugam for helping, testing and advices

Cheers!

Map file gubo.zip (883.39 KB)
Rating
74
points
 (9 votes)
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Files: gubo.jpg / gubo.zip /

(3076) Home ~ Sharpshooter's friend

Snouty | 2011-06-12 19:14

Cube 2 (Sauerbraten) | Gameplay | Other License
Blurb A small script that allows you to have a lower sensitivity while pressing a key.
Detailed description

Propably you have a such high sensitivity that you can't aim very well while zooming. "Sharpshooter's friend" allows you to have a lower sensitivity while pressing a defined key. This is useful for fragging campers, who don't move or who less move.

Preview
// Define here your key to sharpshoot
bindkey = "LSHIFT";

bind $bindkey [ // Let's go
oldsens = $sensitivity;
sensitivity 2.0;
onrelease [ // If the player releases the button
sensitivity $oldsens;
];
];

Config file sharpshootersfriend.cfg (219 bytes)
Rating
18
points
 (2 votes)
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Files: sharpshootersfriend.cfg /

(3075) Home ~ power ARENA

antiklimax | 2011-06-06 14:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Large (9-15) | Other License
Blurb ARENA! the first part of a story... arena style map, specially for CTF game mode.
Screenshot
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Detailed description

Although this is a beta, but the aim is not far. Some sounds, images, and the players feedback is needed yet. this map created only for CTF. DO NOT USE it for something else! use your fantasy, and build it your own arena map. you may modify it freely the stadium the part of arena, but do not pester the stadium please.
The content of the packet: - power_arena map - a heap of new textures, from me-for you :) (some unused in the package) - new flag (battery) mapmodel from me-for you :D - battery hud and radar elements.
Incoming: full CTB "Capture The Battery" style menus, hud. New player model specially for this theme. Stadium sound and voice effects for the final release.
How to install:1. make a backup this folder - .../packages/hud ; 2. rename this folder - .../packages/models/flags to flags_original; 3. unpack the power_arena_b1.zip to your sauerbraten directories and YES, write over the three hud images.

You can use the map only, if you unpack the .zip an other place, and copy the textures folder (packages/arena), and the map files (packages/base/power_arena_b1.ogz, power_arena_b1.jpg, power_arena_b1.cfg into your Sauerbraten directories.
Tested under windows xp/sp3. Low FPS possible on old PCs

If you exchange it the new flag model with the original one, you will find on every other map, batteries instead of flag!

Map file power_arena_b1.zip (6.71 MB)
URL http://www.quadropolis.us/files/power_arena_b1.zip
Rating
12
points
 (2 votes)
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Files: powerarena.jpg / power_arena_b1.zip / les/power_arena_b1.zip /

(3074) Home ~ Forums ~ Help and Support ~ Connect to hopmod with banned IP, but admin state

Snouty | 2011-06-05 11:09

Help and Support

Hey guys

Does anybody know how i can connect to a hopmod server with:

- an installed authkey for admin
- and a banned ip?

Thanks for the answers ...

‹ what program do ppl use to make mapmodles, monsters, and weapons for sauerabrauten? please get me back on this. True/False conditionals? ›

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0
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Files: none

(3073) Home ~ Mech models from MekArcade

CD Xbow | 2011-06-03 07:00

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Release | Creative Commons (BY-SA)
Blurb Working Meka models configured for most cube flavors.
Screenshot
Get original file (28KB)
Detailed description

Minimek is a port of a walker mech by roger666bacan done for quake 2, md2 configured for sauer team and npc. Lacks a backward animation. Very low poly.
Droid is md3 port of minimek, configured as an NPC character for Red Eclipse/MekArcade.
Mech A - codename Beholder
Medium mech. 40 tons.
Nice original design by Walter aka that works fine in Sauer as player character and a s NPC/entiry in Red Eclipse/MekArcade. We haven;t been able to get it to work it RE as player character, stands there stork like with a leg raised. Shoot it dead the death animation runs beautifully. Ah..... Not properly textured, cause what's the point if it ain't going to work. Please note the competition to make it work is closed, as we have an md5 in the pipeline.

***** Updated with 3 working models *******

URL http://teamxbow.org/cube/models/models-mek/
Rating
20
points
 (2 votes)
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Files: 3mek_images.jpg / http://teamxbow.org/cube/models/models-mek/ /

(3072) Home ~ Forums ~ General Discussion ~ Authentication Servers

L. Tempris | 2011-06-02 22:17

General Discussion

Why must an authentication server be used and how may one be created? Thanks in advance - Tempris...

‹ What has happened to Sauerbraten Enhanced? Boostpad - Discuss? ›

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0
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Files: none

(3071) Home ~ Forums ~ Content Creation ~ Opening BGZs in Red Eclipse: Help!

Squareman97 | 2011-05-25 15:07

Content Creation

I was looking through my documents today when I discovered that I still have all my old map files from Blood Frontier. I've long since uninstalled that game and switched over to it's continuation, Red Eclipse, but there's some good stuff on those map files, so I want to open them in Red Eclipse.

Sounds simple enough right? Just import the map into the maps folder and start up the game. Although I tried that, I found a problem. Blood Frontier used map files known as BGZs, instead of the MPZs Red Eclipse uses. Red Eclipse is supposed to be able to open these, but for some reason, all I get is a blank map. When I change the extension of the file to MPZ by renaming it, the game attempts to load the map, but then crashes and gives me "Fatal Signal 11, Segmentation Violation".

I've tried many things to open it, and it fails to open, giving me one of these two errors. Can anyone help me open my BGZ files in Red Eclipse?

‹ weapon modding scripting question ›

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Files: none

(3070) Home ~ Pacmaze

Squareman97 | 2011-05-22 16:37

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Red Eclipse | Deathmatch | CTF | Medium (5-8) | Other License
Blurb A recreation of Pac-Man's classic maze for Red Eclipse.
Screenshot
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Detailed description

Created by the map-making duo, Squareman and Fyr3fly. This map is intended to re-create the classic maze that Pac-Man, the well known retro video game character, ate small glowing dots in and ran away from multi-colored ghosts. Alpha somewhat takes the form of Pac-Man, based on where they spawn and their goals. Omega takes the place of the Ghosts, by spawning in the middle of the field. Altogether, this map should show the players what Pac-Man and the ghosts may have experienced from their perspective on the dark maze.

This map currently works with Deathmatch and CTF. Any further modes are coming.
It's still a work in progress, but is open to constructive criticism.

Map file pacmaze.zip (470.74 KB)
Rating
7
points
 (1 vote)
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Files: pacmaze.png / pacmaze.zip /

(3069) Home ~ Forums ~ Content Creation ~ weapon modding

antiklimax | 2011-05-22 12:04

Content Creation

Hi.I working on a new weapon model. I would like to place the mini map upon it the weapon display. I do not have a concept unfortunately how it would be possible to solve it. somebody here possibly skilled in this?
Photoshop illustration : http://kepfeltoltes.hu/110522/shotgun_radar_www.kepfeltoltes.hu_.jpg

‹ Mapmodel creation Opening BGZs in Red Eclipse: Help! ›

Rating
10
points
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Files: none

(3068) Home ~ Forums ~ General Discussion ~ Boostpad - Discuss?

RaZgRiZ | 2011-05-20 21:37

General Discussion

Ok, so i got this idea from the fact that jumppads are pushing you to a specific direction. The idea behind boostpads is more control of direction and speed. Below are the details for sauerbraten.

Boostpads define the amount of speed simply in a measurement of m/s.
First argument defines the speed.
Boostpads define whether the speed is added to the current momentum or simply give the player the specified amount of speed.

Second argument defines this property.

Boostpads would allow the user to select if they will individually use a sound or not.
Third argument defines the usage of entity sound.

So, people, discuss, suggest and support, for we may (if we're lucky enough) get a new feature in the release underway! (Which is still far away from done, so don't ask.)

‹ Authentication Servers How to create an own Sauerbraten sound ? ›

Rating
1
 point
 (1 vote)
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Files: none

(3067) Home ~ scedm5, updated on 5 July 2011

Suicizer | 2011-05-17 19:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb Suicizer's Cube Engine Deathmatch Map 5
Screenshot
Get original file (562KB)
Detailed description

Here it is, my "Quad Map Contest" entry-map.

Scedm5 has a unique gameplay and flow, wich also counts for the theme (which is "wet-old-castle"). It's designed you can navigate smoothly and pretty fast trough the map (that's why those teleports and jumppads exist), while your still able to get those necessary frags.
It is the most playable on deathmatch with an amount of players between 8 and 16, but also (insta-/efficiency-)hold or (regen)capture can be played on it.

Now about the name...
Why such name?
Since it's the 5th map which carries the "scedm" in it's name and I couldn't find any other name than such, because I wasn't sure of the theme yet when I started the map (I was thinking it would be castle-themed, but unlike other maps, way different. Think about "The House of Decay" in QuakeLive.
I'm not sure if it really will be this theme, since it has way smaller hall- and doorways.
My backup plan for that was to take a similar theme as "Black Cathedral" in Quake Live.
Why? Since it also has huge rooms and a similar flow (even tough in scedm5 it's a bit smaller and more narrow)).

On 16-4-2011:
Here are my plans for the next 2 weeks:

- Create the basic geometry of the map.
- Add gameplay to the map.
- Think even more about what theme it should be.
- Make a "sketch" of a config-file for the map.

I hope this is enough info!

P.S.
I'm not sure if this map will be 1 of my best maps, since the matter of time and the limited engine were building on. I think my layout won't be that kick-ass as I thought, since curves have a very limited shape in cube engine 2. Probably if I would make it with an other radiant (like gtkradiant) I would get a better result, since you edit the vertex on there, not a polygon (so you change a point of a shape, not like in cube engine 2, a plane/surface).
I'll still try anyways...

Improvements:

19-4-2011
Created an original jumppad system to add more flow to the map and to replace the odd stairs at the south-side of the map (wich is at the other side of the screenshot)...

No-one can tell me this map won't be original :P.

20-4-2011
Made the gameplay and flow more proper. It should be sort of stable now. Some details has been added (still untextured of course).
The map is downloadable now!

21-4-2011
Increased the gameplay and flow. Decreased the size of the halls by adding different heights of platforms in it (check out the screenshots of 21-4-2011).
Added/changed position of playerstarts, teledest 3 and changed the position of several pickups.
Added some more geometry.

22-4-2011
Started with lighting and (and a bit theming)
Locked the gameplay and flow, it probably won't have much changes anymore, at least not huge...

24-4-2011
Improved and increased the geometry for lighting.

27-4-2011
Changed the gameplay a bit, turned the diagonal catwalk into stairs that you won't get slowed down anymore after taking the jumpadcurve. Changed the jumppadramp at the other side of the map (the "lowest" platform). Also did some improvements on the geometry for lighting.

28-4-2011
Added a structure above the "circle" with the YA and above the area with the teleport that's leading to the jumppadcurves.

5-5-2011
Added the basic layout for lighting. Probably won't stay the same.
Picking textures for the map. It probably will be a more "wet" castle theme, which the "gor" textures.
Changed the gameplay and flow a bit. Added several details where you can jump on and continue your journey trough the map easier/faster.
Cleaned up the config-file of the map. Still can have some more cleaning (especially the mapmodels) but so far so good.

9-5-2011
Increased the texturing. Like 2/3 of the map is textured now. The lighting has been changed so it's less bright (which gives a better effect).
Details still have to be added some more.

10-5-2011
Increased the texturing and added some detail (like trimmings). Also added water in the jumpcurve.
I was thinking about adding waypoints, but I'm pretty sure the bots won't be able to get the point why the jumpcurve exists and how to use it (will fail to reach the other sides because they aren't holding the forward-key all the time).

11-5-2011
Increased the texturing and added some detail again. Also made textures fit the geometry more.

12-5-2011
Finaly done with texturing. There are still some areas to improve, but everything is textured right now.
Lighting still needs a review tough (and some details still need to be added).

16-5-2011
I did it! I managed to "finish" a map in time! Of course it can be improved a lot more (and it will), like the lighting still needs a review, detailing still can be better, etc. But for now, I'm happy that I managed to get the map done in time.
Added the envmap textures, cleaned up the map-configuration file, added more mapmodels, more detail, etc.

17-5-2011
Replace the heightmap-textures of the costum envmap-textures wich are for the teleports for specular maps, to give a more "painting" feeling.
I would like that this technique of showing where your getting telespawned, isn't getting copied by other mappers in Cube Engine 2.
Please understand that.
Added a loading-screenshot, waypoints (wich won't get loaded, but that's because there are no waypoints. The only reason it exists because this is 1 of the requirements in the contest) licenses of mapmodels, etc.

21-5-2011
Changed the colour of several textures and replaced some of them (like the ugly green brick ceiling). Fixed some model issues and decreased the file-size of the zip a lot (like 4,5mb less).
Added sounds to the map. Deleted the "cubic" model, since it isn't giving any more worth to the map at all (and the skins were kind of buggy somehow). Only need to add waypoints and then it's probably the final release!

23-5-2011
With this update, I almost came to an end on this map. There isn't much left to improve. Waypoints and sounds are added, gameplay has been rechecked and I've added more pickups so people won't have to pistol fight all the time (but still being hungry for health, armour and ammo). The file-size has been increased slightly because of the costum sound of viruz (wich is getting used in Red Eclipse and yes, I've asked Quin if I can use it). The bots aren't smart in the map, like I already tought. But ah well, at least it got waypoints.
Fixed some texture issues and tried to get lost of the nasty lighterror, but failed (too bad).

30-5-2011
Replaced the teleport to the "side-ring" of the center, for a jumppad with some kind of hallway. Because of that, the flow and gameplay should be better, since it adds another "fragtrick" to the various tricklist in the map.
I've updated the waypoints of course.
Also replaced the ugly green texture on the ceiling where the old teleport was positioned for a way better texture, check out now!
I've converted all teleport-textures into .jpg format instead of .png, since it drops the file size a lot (it's about 12,75mb now, while previously it was 15,1mb).
I've repositioned the lighting of the sewer (as well as a mapmodel).
In the second release on this day, the ugly stairs has been replaced for a box (I know, would have seen it on a different way but ah well, there are limitations) and another way to the centre of the sewer has been added.
Also fixed a critical waypoints mistake.
As experiment, I've added bases for the mode hold and capture, but the primary mode of this map should stay deathmatch. It seems to be pretty nice, playing hold on it, since you have to keep moving constantly (like using teleports, jumppads, etc). You also needs some cover of your teammates if you can't make it.

1-6-2011
Took some advice of Jorge and created another way to get out of the water (wich is in the sewer). Also repositioned the bases and added some more waypoints. Bases are from now on also named.
The bases seems to be more balanced now and it makes the map pretty fun to play in capture, as long as your playing with an ammount between 8 and 16 players. Too less, you won't find much fragging at all. Too much, it's pure choas and you get the effect wich happens on the map "hades", lots of people spend more time on dieing that really capturing and fragging.
I only need to fix the 2 "broken" edges. After that, the map should be done (if nothing else will get reported, since I don't see any mistake/misstep anymore).

5-6-2011
I finally improved those broken edges. To me, they look way better now and they make the 2nd floor way more accessible. If you time right (and are running in the right direction), you only have to do 1 single jump on the main floor to the 2nd floor.
Waypoints updated of course.
Fixed some trimmings and texture mistakes.
Updated the costum teleport textures, since they were outdated again.
Fixed some geometry mistakes inside walls. They should be without again.

This probably was the final and last update, since I really don't see anything else to be updated.

7-6-2011
Replaced the evil8 textures for the "glue2" texture of lunaran. This fits more to the theme and saves some file-size. Also replaced the big jumppads in the sewer for a more elegant structure.
Also converted every skin in the "sitters" folder to .jpg-files, to reduce the file-size.
Finally managed to get the map under the 10Mb of file-size!

11-6-2011
I've reviewed the clipping/noclipping and improved it. Players shouldn't be able to look trough walls anymore by noclip material.
Some models are also updated, like specularity-maps has been deleted (Sauerbraten has an "ingame specmap" anways, so no custom specmaps needed). Bump-map's also have been deleted or been converted to .jpg files to save some more file-size.
Oddly, the file-size of the map went higher after clipping (maybe I didn't used "calclight 1" in the previous version?).
I really don't see much more to improve and I think to close the project, as long as no one else than me has more ideas about improving it.

5-7-2011
Fixed some mistakes in the configuration files of the models.

If you still have anything which you think this map needs or could be better, tell me now.

Enjoy it!

P.S.
Comments with constructive critique is welcome!

Most information which stands here is also viewable on the contest website which is here.

URL http://www.mediafire.com/?cmc17rzhb6gvrc6
Rating
94
points
 (11 votes)
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Files: quadropic19.png / http://quadmapcontest.proboards.com/index.cgi?board=compgamere&action=display&thread=106 / http://www.mediafire.com/?cmc17rzhb6gvrc6 /

(3066) Home ~ The village of Euphoria (Final!)

Mysterious | 2011-05-17 17:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb A village turns into capture
Screenshot
Get original file (134KB)
Detailed description

Start the fight inside this village , built for the Quadmapcontest 2011 and enjoy the panoramic view !
The map comes with 3 brandnew sounds, which are free to use (more information inside the packages) and
a sweet skybox by penguins.
The game modes "Euphoria" is combatible are Capture/Hold , CTF and Deathmatch but because it was originally
designed as a capture map, this should work best.

Changelog 19.05.2011 :
-made the terrain much smoother
-fixed some small bugs
-added some more details
-added another way to flag 2 (near the church) for better ctf-handling
-improved parts of texlayer
-fixed some small lighting issues

Changelog 21.05.2011 :
-added a skylight
-changed terrain-texture
-minor bug fixes
-some little texture changing
-recorded better waypoints

Changelog 23.05.2011 :
-better waypoints
-the sea is more interesting now
-changed some small parts for better flow
-added some new playerstarts
-some texlayer changings
-added a "fire-burning"-sound

Changelog 29.05.2011 :
-gave the water a better flow (caribbean-like)
-fixed a little bug on a shape
-added a mysterious detail , can you find it ? ^^

So get inside and write a comment here,
Greetings Mysterious

Map file euphoria.zip (6.84 MB)
Rating
84
points
 (10 votes)
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Files: quadro2.jpg / euphoria.zip /

(3065) Home ~ LAZ0RZ! - K1p57a's GFX Mod 2011

K1P57A | 2011-05-17 12:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms | Various Licenses
Blurb From the guy that brought you K1P57A's Graphix Mod (2009) :P
Screenshot
Get original file (56KB)
Detailed description

Finally I got some spare time on my hands!! It's been quiet some time since my last release in 2009 and after all I did promise I would continue tweaking :P

I WOULD LIKE TO INTRODUCE TO YOU, MY NEW BABY: K1P57A'S LAZ0RZ!

Anyways I really hope you guys like it! I've included the 2009 release (http://www.quadropolis.us/node/2127) in this release as it seemed to fit :D The font I stole off Marvin2k's Solaris Pack (thought I'd straighten that out and give him credit b4 sum1 starts trolling bout it :P).

I'm not gonna make a list of all the things I've changed, simply because I changed pretty much everything :P I'd much rather have you explore on your own and bombard me with critiques in return ;)

!!!!! ATTENTION !!!!!

You might want to backup the following directories ;)

- /data
- /packages/hud
- /packages/icons
- /packages/models/ammo
- /packages/models/armor

TODO's
There's still some minor stuff I'd like to play around with to make it look better. For example the head-icons of the different player models or that the icons seem to be a little to high compared to the text etc... But basically it could be a final release too ;)

I really hope you guys like it and I'm looking forward to completing this little project of mine when I have some more spare time on my hands :D

Please don't forget to vote and critique! I'll be more than happy to see some reply's on this :D

Happy fragging y'all!

K1P57A

Mod file LAZ0RZ - k1p57as GFX Mod 2011.zip (1.55 MB)
Rating
67
points
 (7 votes)
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Files: ks_gfx_mod_2011.jpg / laz0rz---k1p57as-gfx-mod-2011.zip /

(3064) Home ~ Matok

nothing | 2011-05-17 08:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Large (9-15) | Creative Commons (BY)
Blurb Two castles confronting divided by a river. Secret way under water, but beware the water is not save everywhere.
Screenshot
Get original file (12KB)
Detailed description

Matok the last fortress!
When the Maya were pushed back by the conqistadores, they lost all their holy places, except one deep in the mountains. It was called Matok, and it is hidden in a little canyon with a waterfall surrounded by high mountain walls. They had their sacrifices there, but the water got poisoned by the dead corpses they threw in the water, so at least they died all in this little valley. The water is still polluted. So beware, cause swimming is dangerous allmost everywhere under the bridges.

Map file matok.zip (1.93 MB)
Rating
11
points
 (2 votes)
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Files: matok.jpg / matok.zip /

(3063) Home ~ Asgard

Meister | 2011-05-16 17:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Large capture/ctf map
Screenshot
Get original file (124KB)
Detailed description

Huge capture map, but fits also ctf modes. The bridge buildings are freely inspired by "Suspense", my favourite UT3 map. Warning: this map is hungry of fps, probably some old PCs could notice serious lag playing this. BTW, I started this map almost 2 years ago, and finally it's over. Thanks to Fatum for helping with weapons/playerstarts/advicing and soilah for helping with waypoints.

Update 16 july 2011
* deleted 4 useless lights
* reduced WTR

Update 14 july 2011
* fixed the cfg file
* rebuilt the corners buildings and added 4 teleports, now the side paths are shorter and faster
* added a new glass/windows texture
* added a new grass and daisies texture
* fixed the lighting
* fixed waypoints

Map file asgard_v1.3.zip (8.48 MB)
Rating
116
points
 (14 votes)
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Files: asgard_640x480.jpg / asgard_v1.3.zip /

(3062) Home ~ New Skyboxes

Djakk | 2011-05-15 02:12

 this screenshot was not originally available or there was a problem extracting it

Release | Work in Progress | Public Domain
Blurb Three new skyboxes for use with cube engines.
Screenshot
Get original file (173KB)
Detailed description

These are three new skyboxes that I have created in my spare time with Terragen. These are pretty basic, and I'm mainly looking for critiquing on these. However, if you wish to use these in a personal map, feel free to do so. The skyboxes are as follows:
isle: an island based skybox at midday.
isless: same skybox setting, except at sunset.
mountain: a mountainous terrain, set on the side of one mountain. This happens to be my least favorite, but oh well.

Map file skyboxes.zip (4.73 MB)
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Files: screenie_2.jpg / skyboxes_1.zip /

(3061) Home ~ Forums ~ Content Creation ~ MD5 Help!

L. Tempris | 2011-05-14 20:56

Content Creation

I have looked into MD5 content creation and have come up short. The modelers working under Iron Fist for me have been able to find nothing on this matter. So I am asking you if anyone would point me in the correct direction, how can I modify/update MD5 models and animations? I would be extreamly thankful if someone may enlighten me on this issue.

regards, Tempris

‹ New Website layout/design ideas Anyone know a good dds plugin for photoshop cs4 OSX ›

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(3060) Home ~ Forums ~ Help and Support ~ True/False conditionals?

Djakk | 2011-05-13 04:52

Help and Support

I know that cubescript is a loose derivation of C+, but can the cube engine understand true false conditionals? i.e. if this argument is true, execute script one, and if it is false, execute script two. If the cube engine can understand that, than how would it be coded? and I'm not looking for quantitative analysis, I'm thinking more along the lines of something that looks for (concatword (getname)). I recently came up with this:

alias level_trigger_12 [(concatword (getname)); Djakkennaia = [trigger 13 1]]

but this is not a true/false script. especially if the getname is wrong, the console echoes "unknown command: NAME". Back to the original question. is it possible? and if yes, what are commands/parameters? thanks in advance.

‹ Connect to hopmod with banned IP, but admin state Newbie Transporting ›

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(3059) Home ~ Cagematch

Squareman97 | 2011-05-12 05:00

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Work in Progress | Deathmatch | Medium (5-8) | Other License
Blurb Cagematch, A deadly map full of lasers and hard work. Requires skill, and a semi-decent computer. Updated by Fyr3fly as of 5/19.
Screenshot
Get original file (104KB)
Detailed description

This map was created by Squareman, former leader of HOD, and Fyr3fly, the new leader of HOD. It is absolutely chock full of deadly particles such as lasers, and is the result of MUCH hard work. We would like some constructive feedback on this, as it is our first major map that is actually playable. Works with any gamemode, although it works GREAT with jetpack mode.

This map is still in it's preliminary testing and constructive criticism is encouraged. Feel free to tell us how to improve it.

Update notes as of 5/19/2011:

Enlarged main platform, now complete with corner pathways and glass floors
Created a launcher from the omega base that places you on the main platform
Made it slightly easier to traverse the meteors via non-jetpack

Developer Notes:

- The map requires a semi decent computer to run the particle effects. Primitive systems beware!
- Watch where you're going. Treat the lasers like walls that can't be walked on.
- It's quite easy for the blue team to get themselves to the red base. If you time it right and patiently, you can slip between the wide cracks at certain points in the lasers.
- If the bot members of your team are being stupid and running themselves into lasers, show them how to use the launchers and such. They do actually learn from you.
- Don't be afraid to make sacrifices. There are certain areas that can be accessed, but are very hard to get out of. Remember, it's for the benefit of the team!

Map file cagematch.zip (1.4 MB)
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Files: cagematch.png / cagematch.zip /

(3058) Home ~ Forums ~ Help and Support ~ Newbie Transporting

johnno56 | 2011-05-08 22:56

Help and Support

Hey guys,

Sorry if my question is too basic, but I have to start somewhere.

I am curious. Is it possible to end on map via a teleport and have it load the next map? ie: Use teleport to end a level AND start in new level. If so, how would that be scripted?

Regards

J

‹ True/False conditionals? Playing multiplayer on a non-default map ›

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(3057) Home ~ zj_concrete_facility

Zarj | 2011-05-04 03:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb A gritty, industrial themed map best for 2-6 players. Symmetrical and designed for balance.
Screenshot
Get original file (550KB)
Detailed description

Concrete facility is a gritty, dark, (and probably smelly, if you could smell it) map with an industrial theme. It is best for 2-6 players. The map was designed to be well balanced, both in terms of weapons that can be used on the map, and in terms of gameplay. Pickups include:
6 x ammo box
4 x health pack
4 x grenade
2 x pistol ammo
2 x helmet
1 x kevlar vest
1 x akimbo
The final version of the map (1.0) has been released.

Map file zj_concrete_facility_1.0.zip (565.12 KB)
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Files: zj_concrete_facility_1.0_screen.png / zj_concrete_facility_1.0.zip /

(3056) Home ~ Forums ~ Help and Support ~ Playing multiplayer on a non-default map

Pieman333272 | 2011-05-01 14:02

Help and Support

Is there any way to play multiplayer on a non-default (i.e. player created that isn't in the cube 2 package) map?

‹ Newbie Transporting Canceling "allowspedit"? ›

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(3054) Home ~ Forums ~ Help and Support ~ Canceling "allowspedit"?

Djakk | 2011-04-28 23:44

Help and Support

Hello again. I'm currently wondering if there is a way to turn off the ability to edittoggle in single player. I have come up with a script that allows you to manually transport the player through the cfg, at the cost of resetting all entities. I only use it if the player is not going to ever return to that area of the map.

alias level_trigger_N [allowspedit; edittoggle; entfind ""; gotosel; edittoggle]

where N is the trigger number (obviously =P),
and "" is a single entity, of which there are no duplicates. (I usually use "sound 70+"

back to original question. Is there a way to deactivate the "allowspedit" command, so that the player cannot access edit mode? thanks in advance for any help.

‹ Playing multiplayer on a non-default map Polished textures? ›

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(3053) Home ~ Forums ~ Content Creation ~ scripting question

Anonymous | 2011-04-27 17:38

Content Creation

I'm a little bit confused (again) about scripting:
I have read some documentation about sauerbraten scripting, during my tests i found an intresting scripting example by MeatROme (MapTriggerTest) a demonstration map (i found it in the cube wiki) but i suppose you already know about it.

the script is old but marked "for Sauerbraten" in the readme. The cfg shows a counter system.

but Im' focused on the function called beam_me.
This one seems switch in edit mode (during gameplay) add a new teleport in front of the player and returns in game mode.

In my mind this mean the player will teleported away on a specific event. but it seems not work.
I tray to play this level in sp but nothing happend, the level ended with no teleport. and executing this function the console shows some error.

what's the problem?
1-i'm a dumb and i miss understood the script
2-the justice edition scripting system is no more compatible with older scripts

in case 2 : there's some way to in newest scripting mode to do something similar?

thanks

‹ Opening BGZs in Red Eclipse: Help! noclip: the green material ›

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(3052) Home ~ Forums ~ General Discussion ~ How to create an own Sauerbraten sound ?

Mysterious | 2011-04-26 11:27

General Discussion

Hello community,

As many of you know the mapcontest started and so we are all working hard for getting great results.
To get more atmoshpere i would like to add a short bird sound to create a natural feeling.

Is there already such a sound ?
If not : How to create them ?

Greetings , Mysti :D

‹ Boostpad - Discuss? VLayer ›

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(3051) Home ~ Easy clanwar command

Snouty | 2011-04-23 11:21

Cube 2 (Sauerbraten) | Gameplay | Other License
Blurb This script creates a command with which you easily can start clanwars
Detailed description
---------------------------------<><><> UPDATE<><><>---------------------------------
German version now available on http://www.snouty.ch/.
---------------------------------<><><> UPDATE <><><>---------------------------------

This script creates the "/clanwar" command. You have to define 6 parameters.

The command is /clanwar. The syntax is

/clanwar

Team 1, Team 2: Clannames of both clans, written by the tags (like "}JG{" or "CH|").
Amount of players: How many players play per clan.
Mode: Gamemode. For Insta CTF choose "instactf", for Instagib Team choose "instateam" etc.
Map: Name of the map
Kill all players on start: After the map loaded, all players get autokilled. I recommend it, because the players switch the team automatically and sometimes it leads to an error, for example spawning in the enemy base.
Coerce the clanwar: Some servers return 0 on (getmaster) or (getadmin), even though the player is master / admin. With this optional argument you can coerce the command to start a clanwar, regardless of master / admin state.

The script checks at the start, if you are master / admin, if the syntax is correct, and if there are enough players for each clan. I know, there are still some bugs, but I'll try to fix them.

Have fun!

Preview
listclanmembers = [ // List all members in clan $arg1 and define how many players should max listed in $arg2
returnvalue = "";
counter = 0;
looplist i (listclients 1) [ // Check all clients
if (! (strcmp (strreplace (getclientname $i) $arg1 "") (getclientname $i))) [ // Current player has $arg1 in his name
if (< $counter $arg2) [ // Execute as long as the amount of found players is less than $arg2
returnvalue = (concat $returnvalue $i);
counter = (+ $counter 1);
];
];
];
result (substr $returnvalue 1);
];

clanwar = [ // Create command
if (>= $numargs 6) [ // There must be declared 6 params at minimum
if (&& (! (ismaster)) (! (isadmin)) (! $arg7)) [ // Not master and not admin and the player doesn't coerce the clanwar
echo "^f6[ WARNING ]^f7 You are not master or admin. A privileged position is required for this command.";
] [ // Is master or admin or the player coerces the clanwar
if (!= (listlen (listclanmembers $arg1 $arg3)) (listlen (listclanmembers $arg2 $arg3))) [ // Different amount of players in the teams
if (< (listlen (listclanmembers $arg1 $arg3)) (listlen (listclanmembers $arg2 $arg3))) [ // Team 1 has less players than team 2
echo (concatword "^f6[ WARNING ]^f7 Team '^f3" $arg1 "^f7' has not enough players (" $arg3 " players required, " (listlen (listclanmembers $arg1 $arg3)) " online).");
] [ // Team 2 has less players than team 1
echo (concatword "^f6[ WARNING ]^f7 Team '^f3" $arg2 "^f7' has not enough players (" $arg3 " players required, " (listlen (listclanmembers $arg2 $arg3)) " online).");
];
] [ // Everything right, execute the settings now
mastermode 2;
looplist i (listclients 1) [ // Spectate all players
spectator 1 $i;
];
teams = (concat $arg1 $arg2);
loop x 2 [ // Execute this twice
unspectedplayers = 0;
looplist i (listclanmembers (at $teams $x) $arg3) [ // Execute this for the clanmembers in team 1 / team 2
if (< $unspectedplayers $arg3) [ // Unspec the amount of players which is defined in $arg3 for each team
spectator 0 $i;
unspectedplayers = (+ $unspectedplayers 1);
];
];
];
$arg4 $arg5
loop x 2 [ // Execute this twice
looplist i (listclanmembers (at $teams $x) $arg3) [ // Execute this for the clanmembers in team 1 / team 2 who got unspected
if (!= (getclientnum) $i) [ // Current client is not me, use command "setteam"
setteam $i (at "good evil" $x);
] [ // Current client is me, use command "team"
team (at "good evil" $x);
];
];
];
if ($arg6) [ // Kill all players on start?
looplist i (concat (listclanmembers $arg1 $arg3) (listclanmembers $arg2 $arg3)) [ // Kill the players who got unspected
spectator 1 $i;
spectator 0 $i;
];
];
];
];
] [ // There aren't 6 params declared!
echo "^f1[ INFO ]^f7 Right syntax for '^f0/clanwar^f7': ";
];
];

Config file clanwar.cfg (3.07 KB)
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(3050) Home ~ Forums ~ Help and Support ~ Polished textures?

Djakk | 2011-04-21 05:41

Help and Support

Me and my buddies were playing DM earlier today just for fun, when the map Injustice came into play. I noticed that there were certain textures that were "glossy" and I thought that this would be a nice effect to know how to do. any help?

‹ Canceling "allowspedit"? In game recorder? ›

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(3049) Home ~ Forums ~ General Discussion ~ VLayer

Mysterious | 2011-04-17 17:07

General Discussion

Can anybody give me some information about VLayer , because i need it for some grass textures.

Greetings Mysti

‹ How to create an own Sauerbraten sound ? Assault Cube Compatibility ›

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(3048) Home ~ Forums ~ General Discussion ~ Assault Cube Compatibility

Greaserpirate | 2011-04-16 22:33

General Discussion

I noticed that there are a LOT of good maps for AssaultCube. Is there any way these can be played in Red Eclipse and/or Sauerbraten?

‹ VLayer Bind Nullifications? ›

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(3047) Home ~ SwissScripts

Swiiss | 2011-04-14 14:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other | Creative Commons (BY-NC-SA)
Blurb SwissScripts package with useful Scripts for Scripting & Gameplay
Detailed description

Preview:

* isNaN $arg1 // Returns wheter an Input is a Number or not.
* abs $arg1 // Returns the absolute value of an Input.
* isLetter $arg1 // Returns wheter an Input is a Letter or not.
* round $arg1 // Rounds an Input and returns it.
* base_convert $arg1 $from $to // Converts an Input from one Numbersystem into another. (Binary -> Oktal)

All other commands are listed in the \SwissScripts\other\README.txt

Usage:

1) Extract the scripts Folder and put the SwissScripts folder and the exec.cfg into the same folder as your autoexec.cfg
2) Add following line to the autoexec.cfg: exec exec.cfg

Your folder with the autoexec.cfg should look about like this:

\.
\..
\SwissScripts
\autoexec.cfg
\exec.cfg

Config file scripts.zip (4.84 KB)
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(3046) Home ~ Red Eclipse For Kids! -Updated-

blarg | 2011-04-12 22:05

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Work in Progress | Content | All Platforms | Creative Commons (BY-SA)
Blurb Fun for the whole family!
Screenshot
Get original file (31KB)
Detailed description

Are you tired of the watching your kids play violent video games? Well look no further, because you can now download Red Eclipse for Kids!

Red Eclipse for Kids turns your average violent shooting game into an educational opportunity! Spend some quality family time with the kids!

Description: Replaces gibs with confetti, replaces a few sounds, and adds a new texture.

Update:
-Added autoexec.cfg
-New sounds
-New crosshair
-Smaller confetti gibs

Screenshot

There may be an issue with the autoexec. Type /gibscale 3 into your config.cfg file to run this mod properly.

Mod file RE_4_Kids_v2.zip (898.35 KB)
URL http://www.mediafire.com/?iz73484plysq261
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Files: picture-352.png / http://img541.imageshack.us/img541/9774/gibsrainbow.png / re_4_kids_v2.zip / http://www.mediafire.com/?iz73484plysq261 /

(3045) Home ~ Burried Alive DM

Chasester_aka_you | 2011-04-11 15:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License
Blurb A underground map
Screenshot
Get original file (434KB)
Detailed description

A map i was working on. Something simlar is what im doing for QMC's contest

Uses one of the quakemm is in file.

Note: i do notice the outside map errors. Im thinking on whether or not to expand the map, possibly four rooms, so the garbage out side the map will be removed at some point(maybe :p)

Humble Master
chasester

Map file bura.zip (3.1 MB)
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8
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Files: bura.png / http://quadmapcontest.proboards.com/index.cgi?board=compgamere&action=display&thread=95 / bura.zip /

(3044) Home ~ INDI-HOUSE (by Fennec)

Anonymous | 2011-04-10 22:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Medium (5-8) | Public Domain
Blurb Inspired by German BauHaus architectures, a easy map for mod. INSTA TEAM. It have free extra texutures folder.
Screenshot
Get original file (543KB)
Detailed description

Inspired by a mixture of a German BauHaus architectures and Italian style village, it's a easy map for mod. INSTA TEAM 3 vs 3 It have free extra texutures folder (explained in zip file). Houses have luxurious interiors ( extra textures), in this map you can combat in the streets or on the roofs. This map can be used even for mod. Base Capture, but i haven't put any bases inside. Map Indi-house encloses the urban combat, ranged combat ( also nice for campers) and a functional underpass where you can find a cool belt ( thanks to my friend AT6). Enjoy.

Map file indi-house.zip (2.07 MB)
URL http://www.mediafire.com/file/5hplrz4fs67778j/indi-house%20map%20by%20Fennec.zip
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Files: indi-house.png / indi-house.zip / http://www.mediafire.com/file/5hplrz4fs67778j/indi-house%20map%20by%20Fennec.zip /

(3043) Home ~ ac_dingy

kc | 2011-04-10 08:59

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | CTF | Large (9-15) | Copyright
Blurb map for the 5th assault cube mapping contest
Screenshot
Get original file (29KB)
Detailed description

This is the map Bukz and Halo are entering into the 5th assault cube mapping contest

Map file ac_dingy.zip (1013.98 KB)
URL http://www.mediafire.com/?692b5y2ntft68ix
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Files: ac_dingy.jpg / ac_dingy.zip / http://www.mediafire.com/?692b5y2ntft68ix /

(3042) Home ~ Forums ~ Content Creation ~ noclip: the green material

Anonymous | 2011-04-08 18:10

Content Creation

hi all,

I'm playing on sauerbraten editor, poke around i notice some things I do not understand in various maps,
and i don't find any useful help for some questions in the editing reference sheets or googling arount the web.

first question:

i notice editing some maps the use of the green material (noclip) to cover some non-cube elements.
what's the real purpose of this?
ref.sh. says : (cubes are always treated as empty in physics.)
it seems the map works in the same way with or without it. I'm wrong?

‹ scripting question Need a Good UI that can help me edit ›

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(3041) Home ~ Playground

Chasester_aka_you | 2011-04-03 23:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | CTF | Large (9-15) | Other License
Blurb A CTF Map
Screenshot
Get original file (548KB)
Detailed description

A map that ive been working with.

Map file packages.zip (6.07 MB)
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10
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Files: plgr.jpg / packages_18.zip /

(3039) Home ~ Aerowalk

Soja | 2011-04-02 19:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Small (1-4) | Other License
Blurb Aerowalk, from quake
Screenshot
Get original file (0KB)
Detailed description

A remade by Soja and Razor, with the help of Asylum
Best uses in Efficiency
Enjoy ! :)

URL http://www.mediafire.com/?1odzx5ywue6ux11
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Files: aerowalk.jpg / http://www.mediafire.com/?1odzx5ywue6ux11 /

(3038) Home ~ Forums ~ Content Creation ~ 30 Day Mapping Challenge- Ended

Windecker | 2011-04-02 19:51

Content Creation

The Challenge has ended, though there are a few less finished maps than expected.
You may access and vote on maps here: Here

If you think you may enter but are unsure, I urge you to do it anyways. Some people might not think they can finish in time, but they can still try.
You may get noticed for even a partial map.



-----
After a long wait, us crazy people (and the few remaining sane ones) over at QMC are running another event.
Your goal is to create a Complete map, which is visually appealing and Fun To Play in 30 days.
-----
You need a sound layout that encourages interesting a fun game-play,
good weapon and spawn placement to complement the layout,
proper lighting and texturing and adequate map details, to keep people interested.
-----
We are allowing solo entries and teams of two.
For those who wish to enter, create a post Here,
following the layout stated in the Application Template thread.
Please read the Rules and Regulations before entering.
There is additional information in the same page as well.
-----
There will be two weeks to sign up, and then the challenge will
officially start on April 16th and run for 30 days.

‹ Ultimate CubeEngine Project Stun Batton ›

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(3037) Home ~ Forums ~ General Discussion ~ The "Maplounge" Project

Mysterious | 2011-04-02 16:09

General Discussion

A great welcome to some new project for beginning mappers !

It´s called maplounge (part of the nooblounge.net community) and was created by nothing.
This project isn´t about the quality of maps , it´s about giving mappers a chance to get their maps played online.
In my opinion it´s a cool thing and it´s worth talking about.

How to join ?
Register at http://nooblounge.net and send a message to nothing or contact us on mumble.

How to join the mumble server ?
Hostname : setmaster.de
Port : 64738

Do I need special mapping skills ?
No, you don´t ! It´s about giving you the possibility to present your maps online and play it together with all Sauerbraten players you want

How to get the mappackage ?
The package can be downloaded at http://nooblounge.net/index.php?site=ml_download and it´s getting updated constantly

When I got the mappackage , how am I able to play it online ?
type /connect nooblounge.net 11110 to join the maplounge server

If you want to become part of the whole community , then just register.
Informations about the whole nooblounge project can be get by Hankus or Braten at mumble or at nooblounge.net

So have fun and keep building maps ;)
Greetings Mysti

‹ Bind Nullifications? Windows 7 Problems ›

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(3036) Home ~ Sauerbraten Enhanced for Mac

Gandalf | 2011-04-01 22:29

Cube 2 (Sauerbraten) | Release | Source mod | Mac OS | Various Licenses
Blurb Build of SE for Mac
Detailed description

I have compiled and packaged SE for Mac. I tried to contact Q009 so he could include my build in his SourceForge-Project, but he did not answer, so...
Additionally I've removed the update code, because the files it uses to check for a new version seem not to be hosted any more, besides that it's a little buggy and so I don't have to include CURLlib.

Source: http://dl.dropbox.com/u/13371134/Projects/Sauerbraten/se/src.zip
Build: http://dl.dropbox.com/u/13371134/Projects/Sauerbraten/se/sauerbraten%20enhanced.zip

URL http://dl.dropbox.com/u/13371134/Projects/Sauerbraten/se/sauerbraten%20enhanced.zip
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Files: http://dl.dropbox.com/u/13371134/Projects/Sauerbraten/se/sauerbraten%20enhanced.zip /

(3034) Home ~ Forums ~ General Discussion ~ Bind Nullifications?

Djakk | 2011-04-01 00:40

General Discussion

Yet again, another question. I've run into a point where i feel that keeping the character from moving until I need them to would be beneficial. Is there a way where I can nullify all the binded control commands and then later recall them? I'm thinking something similar to the /texturereset command. Or does anyone have any other ideas on how this can be accomplished? Thanks in advance.

‹ Assault Cube Compatibility The "Maplounge" Project ›

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(3033) Home ~ Forums ~ General Discussion ~ Windows 7 Problems

Mysterious | 2011-03-31 16:17

General Discussion

Hey guys,

I am really angry because i got a big problem :

Where does windows 7 save my custom-maps and screenshots (they aren´t inside the base folder)?

I also tried out the windows search function , but there was no result.
I don´t know what to do....

‹ The "Maplounge" Project Smaller Mapmodels ›

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(3032) Home ~ Severe Damage texture v2

Greaserpirate | 2011-03-30 22:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Release | Alpha | Content | All Platforms | Creative Commons (BY)
Blurb a more intense damage texture for Red Eclipse and/or Sauerbraten, now updated
Screenshot
Get original file (431KB)
Detailed description

Red Eclipse doesn't have that good a damage texture, so I decided to make a new one. It's a lot more intense and "splatter-y" than that original, so I think it fits better. Maybe it's just an excuse to have my name in some little corner of the credits...

Since this fits in any game I decided not to package it and overwrite the original

Unlike the old version, this damage texture doesn't completely blind you, and it shows up in both eyes when you're in 3d mode.

I decided to keep the HUD to show how the texture doesn't interfere with the player's target like the old one.

Mod file damage.png (326.51 KB)
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Files: screenshot.0045.png / damage.png /

(3031) Home ~ Forums ~ General Discussion ~ Smaller Mapmodels

Mysterious | 2011-03-30 17:09

General Discussion

Hey guys

Sorry for interrupt you again , but i got a little question :
How am i able to make the sail-mapmodel smaller ?

Why do i need this ?

This question is very easy. After working hours on Nexxos , i was tired of this future setting , so i decided to overwork some of my old works. While searching i found a pretty old map which is already on quadro but which is waiting to get an update soon. I added some windows to the see but noticed that there are quite less details on the water , so i got the idea of a little sailing ship. The problem ? The ship is smaller than the whole sail =)

Pls help me again if you aren´t tired of me ^^
Greetings Mysti

‹ Windows 7 Problems Iron Fist ›

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(3030) Home ~ ac_majik

Robtics | 2011-03-27 15:45

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Medium (5-8) | Other License
Blurb An AssaultCube map
Screenshot
Get original file (74KB)
Detailed description

An AssaultCube map for the mapping contest #5!

This is my first map for AC.
I recommend to play it in the modes: TDM, TSURV, TOSOK, OSOK, DM

/entstats:

73 light
28 playerstart; 7 CLA, 7 RVSF, 14 FFA
5 pistol
4 ammobox
4 grenades
7 health
2 helmet
2 armour
1 akimbo
84 mapmodel, 36 clipped
3 ladder
9 sound
10 clip
22 plclip

Have fun! :)

This map is the "best newcomer" map in the AC mapping competition #5!

Map file ac_majik.zip (111.49 KB)
Rating
6
points
 (1 vote)
Attachment Size
ac_majik.zip 111.81 KB
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Files: majik.jpg / ac_majik.zip /

(3029) Home ~ high-res blood and fire textures for re

FischKopF | 2011-03-27 00:46

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Content | All Platforms | Public Domain
Blurb higher res blood and fire replacement for re
Screenshot
Get original file (80KB)
Detailed description

another blood texture Made in Photoshop. This one is similar to the standard blood red in eclipse but this one is more detailed and sharp. looks good with high bloodsize.
screenshot
texture size: 2048x2048 pixels

can also be used in sauerbraten, i think, but i packaged it for red eclipse.

feel free to edit, claim it's yours, use in own projects. no credit required.

UPDATE

new fire added

Mod file particles.zip (785.83 KB)
Rating
20
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Files: reclient-2011-03-27-01-14-52-222.jpg / http://www.abload.de/image.php?img=reclient2011-03-2701-1np7j.jpg / particles_1.zip /

(3028) Home ~ Merksa Alpha

WeirdSexy | 2011-03-26 20:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | CTF | Huge (16-32) | Creative Commons (BY-NC)
Blurb Work in Progress
Screenshot
Get original file (72KB)
Detailed description

Designed for CTF. Rectangular map with diagonal symmetry across a water feature that goes corner to corner. There is no lighting, there are no waypoints, there are no items, there is no .cfg file. The texture work is mostly placeholder. This map used to be much longer and wider. I made it more compact, which was an improvement, but it made the bridge I had connecting the landmasses impossible. There is currently a placeholder "bridge". There are a couple more placeholder features that are designated by the grey checkerboard texture.

I'm looking for feedback/suggestions regarding concept of design, layout, and anything else useful (e.g. texturing/decorating suggestions.)

Thank you for your comments!

Special Notes:
-Yes, the physics at play in the underground tunnels doesn't make sense. The tunnels and the basements of each base would be flooded. You'll just have to pretend.

Map file Merksa.zip (176.02 KB)
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Files: merksa_1.jpg / merksa_1.zip /

(3027) Home ~ Medieval Street

Dominicbuch | 2011-03-26 07:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Medium (5-8) | Creative Commons (BY)
Blurb The results of about 3 weeks of on-again-off-again working. Not for online play, just an artistic project.
Screenshot
Get original file (321KB)
Detailed description

Made for its own sake and the sake of my entertainment. The buildings are empty - no furniture, no lighting, just the raw architecture. One part because the map is about the street view and two parts simple laziness.

This will be the first time I've submitted a map to Quadropolis. If I got something wrong tell me so, so I can correct it. :)

Map file Street.zip (1.02 MB)
Rating
32
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 (4 votes)
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Files: street.png / street.zip /

(3025) Home ~ Superrunning Mk II

CountStep | 2011-03-26 02:47

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Close-quarters fighting in a multi-pathway map. Now for Red Eclipse.
Screenshot
Get original file (133KB)
Detailed description

Some time ago I released Superrunning for the original Sauerbraten. I got a few good comments, I don't know if the map was ever really played online that much or not. After the release of Red Eclipse, I began seeing how Superrunning might work for the mod, so I imported it, fixed some mistakes, retextured it, and put in support for most gamemodes. I say most, because I haven't really tested them all out. However, it should work the way I think it will. (EDIT: I've been messing around with CTF- I think I'll have to seriously reconsider object placement.) This is currently an alpha stage product, so not everything is concrete, and I really need comments and feedback about it in order to improve it. Red Eclipse doesn't have much documentation right now, so I was unaware of how to do a fair few things.
This is a small, confined map at first glance. Once you know your way around, you might not think that way anymore. The warning is that if you don't like small maps, you definitely will not like this one. Not much of the overall map has changed since the Sauerbraten edition. Hopefully what I did change was for the better.
Not sure how to package this map file since it goes in the My Documents folder for me.

Map file superrunningmkii.zip (2.09 MB)
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Files: screenshot_24.jpg / superrunningmkii.zip /

(3024) Home ~ Forums ~ Help and Support ~ In game recorder?

Djakk | 2011-03-25 04:13

Help and Support

As some of you may know, I have been working on an extensive campaign for Sauerbraten (which has been drastically set back by college), and I want to be able to record scenes from the game to show to my friends and maybe even post on Facebook. I heard a rumor a while back that there was an in-game video recorder. Is this true? I know about the ability to export screenshots, and thats not what I'm looking for. I'm looking for actual video recording. I decided I should check up on the rumor first before purchasing capture software. Thanks in advance!

‹ Polished textures? Red Eclipse Windows server tutorial ›

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(3023) Home ~ Forums ~ General Discussion ~ "Wet Textures"

Mysterious | 2011-03-24 20:19

General Discussion

Hey guys,

after a long abstinence at quadropolis and sauerbraten i´m working on some new projects at the moment.
One of them is my prefered map Nexxos. I´m using the trak5 textures and it´s gonna be a medium-sized ctf map.
But there is a little question i´m looking for an answer :

Inside the map there is a little place , where rain comes in. is there any possibility to make the textures look wet just at this spot, because i don´t want to use real water?
I think of something like the textures in Arcania : Gothic 4 , where the textures are changing with rain.
I think this video shows best what i mean http://www.youtube.com/watch?v=ACtdK9q1y04&feature=related (watch the textures on the ground)

If this is possible at Sauerbraten pls give me a reply ;)
Greetings Mysterious

‹ Iron Fist Red Eclipse - Custom server maps ›

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(3022) Home ~ Snouty - small functions library

Snouty | 2011-03-23 19:26

Cube 2 (Sauerbraten) | Beta | Other License
Blurb A small function library you can use
Detailed description

Hey guys

It's my first "script" on Quadropolis.
It's a little function library you can use for your scripts.

Functions:

listallclients
isbalanced
getmaster / getadmin
colors
listclientsteam
listspectators

Hope you like it. If you want to use one of them in your scripts, don't forget to redefine. I'll develope more functions soon. If you earn errors, let me know please.

Config file lib.cfg (3.58 KB)
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Files: lib.cfg /

(3021) Home ~ Hells Keep

Chasm | 2011-03-23 05:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Hells Keep, aka q3dm15, remake for, geometry only seeking texturing guru.
Screenshot
Get original file (43KB)
Detailed description

A remake of the quake 3 map Q3DM15 - "Hells Gate", which features detailed geometry but lacks texturing. Working on the texturing atm.

Map file hells_keep.zip (216.37 KB)
URL http://forgottendream.org
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7
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Files: hells_keep.jpg / hells_keep.zip / http://forgottendream.org/ /

(3020) Home ~ pwn-enterprises

TP199 | 2011-03-23 03:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15) | Copyright
Blurb Enterprises
Screenshot
Get original file (21KB)
Detailed description

A clan base for Clan. This is my first map uploaded to quad, just wondering what you guys think.

Map file pwn-enterprises.zip (1.36 MB)
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Files: pwn-enterprises.jpg / pwn-enterprises.zip /

(3019) Home ~ Forums ~ Help and Support ~ Question about Red Eclipse player models.

Sgt. Reaver | 2011-03-23 01:30

Help and Support

Hey guys.

I downloaded Red Eclipse and I love it.

I have just one question though.
In ffa modes, the player color is green. It's not really to my taste. Is there any way to change it to let's say... white?

I appreciate any help. Thanks in advance :D

‹ Ogro character is HUGE! Setting up a server ›

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(3018) Home ~ Renegade

Anonymous | 2011-03-20 00:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8) | Other License
Blurb Another DM map
Screenshot
Get original file (249KB)
Detailed description

The map is a platform in the dunes of the desert, the theme isnt too original but is really playable.
Made by Misan, Doko And Nieb.

Map file renegade.zip (1.82 MB)
Rating
86
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Files: renegade.jpg / renegade.zip /

(3017) Home ~ Forums ~ Help and Support ~ Red Eclipse Windows server tutorial

skiingpenguins | 2011-03-18 21:39

Help and Support

Red Eclipse server tutorial
For Windows
By SkiingPenguins, March 2011

Breakdown:
-Customize configs
-Forward Ports
-Running server

## Customizing configuration files. ##
1-> Copy the "servinit.cfg" and "servexec.cfg" from data\examples to the root Red Eclipse directory. AKA beside server.bat
2-> Open the servinit.cfg file. If it is shown as only servinit, that is fine. your operating system is probably hiding the extension.

2.1-> Remove "// " from infront of the adminpass line.
2.1-> write the password inside the quotes to your liking.

2.2-> Remove "// " from infront of the serverport line.
2.2-> Edit the serverport to your liking. Remember this for later, will be need for Port Forwarding.

2.3-> IRC Settings. Below are the commands and how they are used.

ircfilter NUMBER
defines the way the colour-to-irc filter works; 0 = off, 1 = convert, 2 = strip

ircaddrelay name server.irc.net 6667 nickname
adds an irc server. name defines what the irc server's name is. server.ice.net defines what the server's DNS name is.
6667 is the default IRC port, nickname is what your bot's IRC nick will be.

ircbind name 127.0.0.1
use this only if you need to bind to a specific address, eg. multihomed machines (ADVANCED)
ircpass name password
some networks can use the PASS field to identify to nickserv(ADVANCED)

ircaddchan name "#lobby"
adds a channel to connect to
name is the same as in ircaddrelay.

ircrelaychan name "#lobby" 3
relay everything but verbose messages
name is the as in ircaddrelay. #lobby is the channel name. "3" means that everything except the most verbose messages will be relayed

ircfriendlychan name "#lobby" IRC
another friendly name for the relay on this channel
name is the same as in ircaddrelay. #lobby is the channel name. IRC is the bot's friendly name for the channel.

ircconnect name
name is the same as in ircaddrelay.

Sample IRC Settings:

ircfilter 1
ircaddrelay IRC NuclearFallout.WA.US.GameSurge.net 6667 RE-ServerBot
ircaddchan IRC "#moo"
ircrelaychan IRC "#moo" 3
ircfriendlychan IRC "#moo" IRC-CHANNEL
ircconnect IRC

3-> Open the servexec.cfg file.

3.1-> To use a command, you must remove the "// " from infront of it. this is commenting it out and making the server not detect it.

3.2->Import Commands to edit:

sv_serverclients 16
Maximum players on your server
sv_serverdesc "My server"
Server name in Server List
sv_servermotd "Welcome to my server!"
Message of the Day, shown when client connects.

4-> Forwarding Ports.
4.1-> Coming Soon. STFU!

5-> Running the server
5.1-> To run the server, all you must do is execute server.bat

More to come, First write up :P
Attached are:
default files (incase you messed up and overwrote them)
.zip of a sample server

‹ In game recorder? How to create an .obj-file from basic geometry in Sauerbraten. ›

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6
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Attachment Size
servinit.txt 2.32 KB
servexec.txt 19.13 KB
RE_Default_Server.zip 288.55 KB
RE_Edit_Server.zip 352.09 KB
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(3014) Home ~ Forums ~ Content Creation ~ Need a Good UI that can help me edit

Chinchy | 2011-03-15 04:02

Content Creation

After making my 100 particle I have desided its annoying and I'm looking for a UI that has better menus than the default Sauerbraten one. I used to have one back in CTF edition but I kind of forgot where to get it could anyone direct me to a good interface.

‹ noclip: the green material changing lightmaps? ›

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(3013) Home ~ Forums ~ General Discussion ~ Red Eclipse - Custom server maps

skiingpenguins | 2011-03-13 13:05

General Discussion

With Red Eclipse being released soon, I thought I'd bring up the topic of servers with custom map rotations. I believe this feature could help with the idea of a Quadropolis map server that was discussed for Sauerbraten a few months ago.

The Red Eclipse servers can load their own maps from "data\maps\" and can have a custom map rotation list. All one would need to do to create a Quadropolis-only map server would be to extract the maps into this directory, and edit their servexec.cfg. Below are the vars that I believe would need to be changed.

sv_campaignmaps "" // campaign maps
sv_allowmaps "" // allowed maps
sv_duelmaps "" // duel maps
sv_mainmaps "" // deathmatch maps
sv_ctfmaps "" // ctf maps
sv_mctfmaps "" // multi-ctf maps
sv_stfmaps "" // stf maps
sv_trialmaps "" // time-trial maps
sv_maprotate 2 // server side map rotation of above maps; 0 = off, 1 = sequence, 2 = random

On a side note, one may want to set sv_mapslock 5 to disable all map selection and let the server choose.

‹ "Wet Textures" humanity pending, need advice on dynamic lighting ›

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16
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(3012) Home ~ Super Mario Pickups

AndreONEz | 2011-03-11 14:51

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb When Mario meets AC...
Screenshot
Get original file (195KB)
Detailed description

This mod replaces default pickups with others based on Super Mario Bros and Super Mario World. They are:
- Mushroom (healthpack)
- 1-up mushroom (kevlar armour)
- Turtle shell (helmet) [4 colours available]
- Power up flower (nades)
- Star (akimbo)
- Cape feather (pistolclips)
- Goomba (ammobox)

Mod file SupMarioPickups.zip (335.45 KB)
Rating
36
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Files: supmario.jpg / supmariopickups.zip /

(3011) Home ~ Fun with Layouts

SirEsahc | 2011-03-10 05:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Other License
Blurb layouts for use
Screenshot
Get original file (237KB)
Detailed description

Hey guys, I thought I would do something fun for quadropolis. Ok so what i've done is create 4 layouts for everyone to use/experiment with. This also includes the base I made for snowisland. Anyway, I would like you guys to join in and create whatever you want using these layouts (you do not need to build according to theme). I made a sample map to help start you guys off. Anyother problems please let me know. Don't forget to post a screenshot or a download to your map. I want to see what ideas you guys can come up with. ^_^

How to use a layout?

Simply copy a layout with 1/64 gridsize or same gridsize as the borderline. Then create a newmap with size set at 12 or higher. Increase gridsize according to map size (example: mapsize = 12 increase gridsize 2x, mapsize = 13 increase gridsize 3x, ect.)

Layouts (1280x960)
http://img508.imageshack.us/img508/6936/layoutsn.jpg

Sample (1024x768)
http://img59.imageshack.us/img59/4124/samplecx.jpg

Map file layouts.zip (2.62 MB)
Rating
17
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Files: layouts.jpg / layouts.zip /

(3010) Home ~ Forums ~ General Discussion ~ humanity pending, need advice on dynamic lighting

Fisttech | 2011-03-10 02:12

General Discussion


If anybody remembers a while ago I posted a message telling you guys about our new game humanity pending. Well now we need your help, we figured that if we needed people who know the Cube 2 engine well that this would be where to find them. Well we've been working with adding an experimental dynamic area lighting system, it uses the exact same dynamic lights that are already implemented in the engine for muzzle flashes and explosions, the only difference is that we are using an entity that emits a dynamic light that any editor can place as if it were a one of the default cube 2 lights. Our approach works perfectly if we only use one light but as soon as we add more than one then only half of them render and a few render half of a light and sometimes everything turns green, this is demonstrated in the picture above. Our question is: Does anybody know why this is happening or how we could fix it?. If you are wondering why we want dynamic lighting, its so that we can take advantage of Cube 2s real-time terrain deformation.

-fisttech

‹ Red Eclipse - Custom server maps Red Eclipse Anaglyph? ›

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(3008) Home ~ Portville (v.3)

t-chen | 2011-03-06 17:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Capture | CTF | Large (9-15) | Other License
*
*
Starred Content
Blurb Portville - much detail, low fps
Screenshot
Get original file (157KB)
Detailed description

Portville

attributes:

- inspired by SirEsahc's snowisland
- high number of details
- many ways and possibilities ro run provide a fast and tactical gameplay
- for capture and ctf
- warning: low FPS possible

walk through and enjoy, hope u'll like it!
t-chen

updated (15.08.11)

Map file portville.zip (6.49 MB)
Rating
183
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 (20 votes)
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Files: portville.jpg / portville.zip /

(3007) Home ~ Diploma Font

RaZgRiZ | 2011-03-04 11:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Public Domain
Blurb GTA SA pun?
Screenshot
Get original file (91KB)
Detailed description

Recently i stumbled upon GTA SA's famous font, diploma, so i said, hey, why not render a font for sauer out of it just for the fun of it? Well, i did, messed with it around in my image editor and here you go. A font which looks cool in GUIs but is rather hard to read in the chat. ^^

The font occupies about the same width size as the default one, with a small offset of 3 pixels or so, so it shouldn't have problems stretching stuff out of the ordinary. Enjoy! =P

Map file diploma.zip (67.5 KB)
Rating
17
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 (3 votes)
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Files: diploma-shot.png / diploma.zip /

(3006) Home ~ Forums ~ Help and Support ~ How to create an .obj-file from basic geometry in Sauerbraten.

Suicizer | 2011-03-03 10:56

Help and Support

Information
Because it seems to be pretty tough for people to create models from basic geometry in Sauerbraten, here are some steps to create your own models!

I'm considering you already know how to create a map inside Sauerbraten, so I won't put anything about that in the tutorial.
I'm also considering you're using the windows version of Sauerbraten, installed on it's default way. So do me a favour and don't ask about how to create a model using mac, linux, or any other OS.

1. First start up Sauerbraten on your regular way.


2. Press /newmap when your able to, after Sauerbraten loaded all files, etc.


3. Create some basic geometry, like a simple cube (just as test).


4. Delete any other geometry that's inside the map, except that cube.


5. Press /writeobj cube. After you did that, an .obj-file and a .mtl-file will be written by Sauerbraten in it's main-folder (called cube)


6. Quit Sauerbraten or just go "out-game" and move to the models folder which is in the packages folder.


7. Create a new folder inside the models folder, called cubic.


8. Move to the main Sauerbraten folder and copy the .obj-file and .mtl-file (which are named cube).

9. Paste both files (the .obj-file and the .mtl-file) inside the cubic folder, which you just created some steps ago.


10. Create the required configuration-file for the model (obj.cfg) by using notepad (or any other program you prefer). I'll attach my "prefab" for an .obj-file which takes only 1 texture (no bump-, spec- or glowmaps attached, just for simplicity) on this content.


11. Create your own texture (or just use already existing textures, like I did).

12. Start up Sauerbraten or go "ingame" again.


13. Press /newmap again and go into edit-mode.


14. Press /mmodel cubic

15. Press /newent mapmodel 170

16. Watch your own created model!


Notifications
There are some limitations for .obj-files in Sauerbraten as:
- You can attach several textures to an .obj-file (exclusive the bump-mapped texture and masks), as their textureslots are being signed as a group of surfaces that carry the same texture. Due this, they can be called up when specifying the right slot and assigning a texture to that slot.

The .mtl-file preserves the textures and their paths that can't be loaded within Sauerbraten, but they can by other modeling programs. That's why it's recommended not to throw it away.

- You can't link several meshes together like a .md3-file or an .md5-file does (neither by using the configuration file of the model). You can only "link" them manually by positioning both models on a certain position so they looked linked together.

- You can't load a separate glow- or specular-mapped texture (neither for a .md2 .md3 or .md5-file), so glow- and specular-mapped texture should be 1 file (called commonly "masks"). Height-mapped textures aren't being supported at all, for any model format.

- If you have changed certain commands in the model's configuration file), it won't load the changes until you have restarted Sauerbraten entirely (so don't start up your map again, it won't have effect in some situations).

- Animations aren't supported on .obj-files (unlike .md2 .md3 and .md5). However, texture-animation should still be loaded (as by ojbscroll or objglow).

P.S.
Grammar and spelling will be updated! I'll also try to add images (if I know how) on each step...

Improvements
3th of March 2011
- Images has been added to the content. Click on the number of the step to view the image.
- I've attached my own cube (with "prefab" cfg) to this content, so if you still have any problems, download it and observe it's configuration file.

11th of October 2011
- An animation that has been copied from the rocket-hudgun which is in the assassin- and ctf-edition and pasted into the prefab.cfg (skinscroll and water-animation). I haven't been able yet to make it work by using an .obj-file, but maybe you can?
- Updated spelling.
- Updated the obj.cfg of the model.

29th of July 2012
Changed the layout of the content and swept up some statements which were not clear or untrue.

‹ Red Eclipse Windows server tutorial Top-down camera ›

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27
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Attachment Size
cubic_obj_tutorial_11oct11.zip 9.8 KB
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(3005) Home ~ Forums ~ General Discussion ~ Red Eclipse Anaglyph?

Greaserpirate | 2011-03-01 23:14

General Discussion

I read in the readme that you can make Red Eclipse run in anaglyph/stereoscopic mode. I'm totally psyched by the idea of playing my favorite game with 3-d glasses. Is this actually possible, an if so could someone tell me how?

Peace out.

‹ humanity pending, need advice on dynamic lighting mapping for a server ›

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(3003) Home ~ Tech Demo

KI113R | 2011-02-27 16:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Eye candy for sauerbraten. Meant to show off its engine.
Screenshot
Get original file (77KB)
Detailed description

WARNING: 981k wtr very heavy lights and detail.

This is my project to create a tech demo for cube2. Started about 2-3 months ago with many technical issues along the way. Most of which were finding out where sauerbraten saved the map file. Even though sauerbraten loaded the map just fine, I could never find it. Same went for the sound files. Even though I placed them in the sounds folder, sauerbraten moved them to another folder which was difficult to find.

There will be more updates on this. The next hopefuly will be blending the flowers (time consuming because of lights) which Ive asked snowy to do for me because my laptop is lacking a number pad.

Snowy has helped me a good deal with lowering wtr. It was at 1337k wtr which made it extremly difficult to edit. calcing was also made easier after wtr reduction and other modifications. Takes me a good half hour to calc on 2 cores.

There are some light errors in the banisters, for now that is the only way I have found to do the banisters geometricaly so that there is no seams or excesive stretching. However I will do some more experimenting if I have time.

This map introduces some new concepts. One for example is using particles to represent leaves/pedals flowing in the wind. The particles arent doing my idea justice but they are close enough, just use your imagination. Also, what uses alot of wtr is the leaves/pedals on the ground. These are necessary to tie in the theme of the map.

Ive cut corners in non-important areas, like the floor of the water. It hasnt been editing terrain wise And I dont plan on changing that to save wtr.

The islands arent meant to be anything but looks. However I did add a ladder so that the could be accessed.

Why so many lights? well... I tried to take some out, but it just doesnt feel the same. Why add lights in the day time? Its not daytime its sunrise, therefore, the lights have not turned off just yet.

If you have any recomendations please let me know. I will be working on this untill I am 100% satisfied. If you have information on how to show off sauerbratens engine anymore than I already have, please let me know.

Map file TechDemo.zip (3.53 MB)
Rating
51
points
 (7 votes)
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Files: techdemo.jpg / techdemo.zip /

(3001) Home ~ Mirari

ChaoStar | 2011-02-26 01:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15) | Creative Commons (BY)
Blurb Large, conceptual map: silly little towers, floating rings of water.
Screenshot
Get original file (350KB)
Detailed description

This is my first "completed" map. A compilation of my wandering thoughts and ideas are put here.
This is version 1.0
CTF not supported
Regen not supported
Team play not supported

Enjoy the map. Please give me feedback, so I may further improve it.

Map file Mirari.zip (1.94 MB)
Rating
14
points
 (4 votes)
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Files: mirari-lg.png / mirari.zip /

(2999) Home ~ Forums ~ Content Creation ~ Stun Batton

MaggotSplick | 2011-02-23 09:01

Content Creation

I would just like to share this blender file of a stun baton with the community.
It is based on the png image attached.

My intention was to complete the animation with an electricity effect, and jaws style zapping sound. (da, dump, da, dump etc. za, zap, za, zap etc.)
Other commitments are taking my time at present. Please use this if you wish it is 100% my work and GPL.
It would be great to know if anyone moves it forward, please post to this thread.

MaggotSplick

‹ 30 Day Mapping Challenge- Ended Importing Quake 3 Models into Sauerbraten ›

Rating
9
points
 (1 vote)
Attachment Size
colored-stun-baton.png 39.64 KB
18in-stun-baton-800000vts.jpeg 22.41 KB
stun-batton-handle.png 93.15 KB
baton-shape-complete-modified-joined-materials-2.blend_.zip 177.1 KB
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Files: none

(2998) Home ~ Shadowplay

darksky13 | 2011-02-23 04:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Large (9-15) | GNU LGPL v3
Blurb A symmetrical Arena-type map with highly contrasting lighting and lasers... yeah, LASERS
Screenshot
Get original file (657KB)
Detailed description

A three-storied map that is lit very well in some areas and in others has crazy shadows running along it. Laser walls stop teams from meeting directly in the middle and force traffic to take another path, but don't stop the firing. Constructive Criticism is appreciated as this is my first map I have released. There are no waypoints as of yet, I have just heard of them...

Map file shadowplay.zip (1.94 MB)
Rating
8
points
 (2 votes)
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Files: screenshot_79468.png / shadowplay.zip /

(2997) Home ~ Forums ~ Content Creation ~ changing lightmaps?

Djakk | 2011-02-17 21:48

Content Creation

As some of you may know, I've been working on an extenxive campaign game for Sauerbraten,and I've run into a point where I think falshing/flickering lighting would add a cool effect to the map. I was wondering if there were anyway to create a changing lightmap for the map. I know that you can deposit the light maps into a set of .bmps, and I was wodering if there was a command that I could use in the .cfg that would allow me to switch between two different lightmaps to creat this effect. Is this possible? or is there any other way that this can be achieved?

‹ Need a Good UI that can help me edit Zombie/Infection Gamemode? ›

Rating
0
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 (0 votes)
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Files: none

(2996) Home ~ Boo2 remake

diGruve | 2011-02-17 21:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Boo2 remake
Screenshot
Get original file (51KB)
Detailed description

Eng.*
A map of the past and have forgotten versions of the game. Map redone almost everything, from style to the background and detail. It served as the basis for the Egyptian style. Map is designed for such game modes as instagib and effic.
* - Google translate

Rus.
Это карта из прошлых и уже забытых версий игры. карта, переделана практически вся, от стиля до заднего плана и мелких деталей. основой ей послужил египетский стиль. карта предназначена для таких режимов как instagib и effic.

P.S.
Map mady by [RUS]Fantom and [RUS]slava. They asked me to post it so not blame me, all comments and propositions here - http://sauerclan.ru/index.php?sec=guestbook.

Map file boo2_remake.zip (833.77 KB)
Rating
7
points
 (2 votes)
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Files: boo2_remake.jpg / http://sauerclan.ru/index.php?sec=guestbook / boo2_remake.zip /

(2995) Home ~ Forums ~ General Discussion ~ mapping for a server

nothing | 2011-02-14 09:02

General Discussion

Hello my name is 2vok, and i am registered a long time here, doin nothing. As my name on Sauerbraten is "nothing", some of you might have heard of me. (surely not as a good player ;-)). But there is one thing i would like you to know: As i registered on www.nooblounge.net, i found friends on mumble. We did a little community, to build maps and released them on a server, held by the founder of nooblounge. You can download this mappackage from "maplounge", which is a site on www.nooblounge.net. But the point is: as i found out, there are much more talented mappers out there, than we are. And we would like to invite you, to publish your maps on a server, where only maps are played, that are not yet content of sauerbraten. I do commit, that i downloaded the mappackage from www.quadmapserver.com, so i know that you already have realised an idea like this, but do not follow to it anymore. Maybe you could give us the permission to use your great maps (as i have seen them on quadmapserver or here on this site), and the better it would be to see you playing on maploungeserver, which you can reach on: /connect nooblounge.net 11110. I hope you are interested and would appreciate if you send me: "nothing" a private message on www.nooblounge.net. After this i will contact you to see, if we find an agreement. Sincerely yours 2vok/nothing

‹ Red Eclipse Anaglyph? Realistic playermodel walk strafe ›

Rating
10
points
 (1 vote)
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Files: none

(2994) Home ~ Forums ~ Content Creation ~ Zombie/Infection Gamemode?

Chillpill | 2011-02-12 00:55

Content Creation

Ok,so i am an EPIC FAIL coder, no matter the engine. I wanted to create a game mode, but i am, shamefully horrid at coding, so because of my "disability" if you will, i am posting this as an official request at a new set of game modes: Infection/InstaInfection. If anyone would either help me learn the bare essentials of cubescript, or make these game modes, i would be very grateful.

‹ changing lightmaps? New Water Commands? ›

Rating
0
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 (0 votes)
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Files: none

(2993) Home ~ ac_mojave2

AndreONEz | 2011-02-11 14:22

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb The second part..
Screenshot
Get original file (265KB)
Detailed description

Mojave, 2nd street of the southbound. The air has gone totally dry and the water is almost finished. The war between CLA and RVSF still goes on with no results, and it'll going on for a long time since the street is full of supplies: armours, weapons... CLA is about to take possess of the main tunnel crossing the street, and RVSF must survive until the backup troops coming...

Map file ac_mojave2.zip (46.44 KB)
URL http://www.akimbo.in/files/index.php?act=view&id=792
Rating
0
points
 (0 votes)
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Files: mojave2.jpg / ac_mojave2.zip / http://www.akimbo.in/files/index.php?act=view&id=792 /

(2992) Home ~ Monastery XL

shadow | 2011-02-09 00:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Artistic | CTF | Large (9-15) | Public Domain
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Originally made for the Eisenstern RPG and converted partially to Sauer for CTF, will you give this orphaned map a home?
Screenshot
Get original file (87KB)
Detailed description

After my ill-fated Monastery map was released, I expanded it with the intent to set it up for use with the Eisenstern RPG, which was in development at the time. Recently found on an abandoned HDD, I played around with it in an attempt to make it suitable for CTF. Unfortunately, its organic development lead to a labyrinthine map that could only be fun if everyone knew the layout by heart. I'm releasing it here, unfinished as an artistic map in case some pieces are of any use to anyone - or just to explore. As this ancient castle was built over many centuries, spanning several architectural styles, so have I grown as a mapper making it.

Note:
It's technically usable as is for CTF, although it could use a ton more ammo (I only added a little to test). It needs more playerstarts to be usable for DM, as there is only one not set to a team. This exists merely as a curiosity, but if anyone really wants to fix it up and repost it, you have my blessing.

Map file Monastery XL.zip (1.66 MB)
Rating
12
points
 (6 votes)
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Files: monastary-xl.jpg / monastery-xl.zip /

(2991) Home ~ ac_tropical

Bloodsport | 2011-02-08 15:52

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-ND)
Blurb A medium sized Assaultcube map themed around a beach and tropical temple complex.
Screenshot
Get original file (255KB)
Detailed description

ac_tropical is a medium sized Assaultcube map themed around a beach and tropical temple complex. The structure mostly consists of 2 interconnected paths with CTF points at either end, but with enough non-linearity to make for some exciting deathmatch games. Makes use of Nieb's textures.

Map file ac_tropical.zip (18.15 KB)
URL http://tbr-clan.tk/
Rating
6
points
 (1 vote)
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Files: tropical_mosaic_small.jpg / ac_tropical.zip / http://tbr-clan.tk/ /

(2990) Home ~ Forums ~ General Discussion ~ Realistic playermodel walk strafe

DeathStarPC | 2011-02-06 18:58

General Discussion

I think I could improve the playermodel strafe's (automatically) when walking forward, because its a little too low.

Does anyone know where I would begin adjusting it in the sourcecode?

‹ mapping for a server New game "Humanity Pending" ›

Rating
0
points
 (0 votes)
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Files: none

(2989) Home ~ Scaffold

Example | 2011-02-05 13:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | CTF | Large (9-15) | Other License
Blurb A building site that has been abandoned during construction.
Screenshot
Get original file (9KB)
Detailed description

This map is a building site that has been abandoned during construction.

Map file Scaffold.zip (928.29 KB)
Rating
7
points
 (2 votes)
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Files: scaffold.jpg / scaffold.zip /

(2988) Home ~ LUA mod by winK`FragFreak

gear4 | 2011-02-04 15:31

Cube 2 (Sauerbraten) | Release | News

Hey guys :)

This is my LUA mod I made to make life easier for LUA scripters :) It has support for the entire HopMod server modification (still working on the windows release, will not have to be self-compiled)

Features:
*LUA scripting support
*In-game LUA scripting
*Buggy music player (if any fixes, please email it to me!!!!)

Thanks and GoodLuck :)

EDIT: SVN available on: SorceForge.NET

Attachment Size
LUA mod by winK`FragFest (zipped) 2.82 MB
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Files: none

(2987) Home ~ ac_mojave

AndreONEz | 2011-02-01 16:08

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Classic desertic map
Screenshot
Get original file (239KB)
Detailed description

It seems that this part of the town is the last one with a consistent supply of water. CLA took its possess, but local citizens didn't agree and started a riot against them, without any success. So RVSF entered the area and closed both accessess to the main street. Now it's only CLA vs RVSF in a bloody war...

Map file ac_mojave.zip (10.45 KB)
URL http://www.akimbo.in/files/index.php?act=view&id=785
Rating
16
points
 (2 votes)
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Files: ac_mojave.jpg / ac_mojave.zip / http://www.akimbo.in/files/index.php?act=view&id=785 /

(2986) Home ~ MBT4

t-chen | 2011-02-01 13:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Beta | Capture | CTF | Large (9-15) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb MBT4 - only for ctf yet but also meant for capure.
Screenshot
Get original file (159KB)
Detailed description

A on reissen based map with many ways and opportunities to run and score. Its meant for tricky and fast gameplay,
also a bunch of trickjumps are included.

updated: (15.08.11)

Final update (10.03.2012)

Map file use the link below.zip (22 bytes)
URL http://www.mediafire.com/?ldladi6baiomg06
Rating
84
points
 (10 votes)
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Files: screenshot_99527111.jpg / use-the-link-below.zip / http://www.mediafire.com/?ldladi6baiomg06 /

(2985) Home ~ Forums ~ Help and Support ~ Top-down camera

antiklimax | 2011-01-31 09:34

Help and Support

Hi! I'm not a programmer just play with the codes :). When I tried to do a top-down camera view in an older sauerbreten (mp edition), all models -playermodel, ammo pickup, hp... goes invisible, but the camera is work perfectly. What's wrong?

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = max(max(fog*2, 384), hdr.worldsize*2);
gluPerspective(fovy, aspect, 0.54f, farplane);
glRotatef(90, 1, 0, 0); //topdown camera
glMatrixMode(GL_MODELVIEW);
transplayer();

Thanx for the help... :)

‹ How to create an .obj-file from basic geometry in Sauerbraten. hopmod server problem ›

Rating
0
points
 (0 votes)
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Files: none

(2984) Home ~ dcw3

Drekow | 2011-01-30 18:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Development (SVN) | Stable | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A simple map for Capture and CTF, based on an older work. Last Update: 29-December-2011
Screenshot
Get original file (85KB)
Detailed description

I never stopped to works on the Hostility Mappack, simply I stopped to relase things. Till now.
This was db9r and now is dcw3 a standard CTF and Capture map, for 3vs3 or 4vs4.

There are some very quick scores, so you need a continue defence and some fast-attack action to remove enemy defence.

In capture there are 6 symmetrical bases and optimized start location, I also think the gameplay is more than good.

Probably the map still suffer of cubism...

I have no lag here, and some on older computer are saying that the FPS are ok. But I have some ideas for a version without glass (and envs) if lots of people are expecting bad performance.

26-March-2011 Update:

Removed some glass on the sideway.
A bit of more geometry details.
Swichted GL and MG area.
A "better" base identifier.

Map file dcw3_svn.zip (938.24 KB)
Rating
37
points
 (5 votes)
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Files: dcw3b.jpg / dcw3_svn.zip /

(2983) Home ~ Recreation Centre Fragoff's

DeathStarPC | 2011-01-28 06:01

Cube 2 (Sauerbraten) | Release | News

Summary
Since the PSL title matches have ended, I thought I would do something like it with the Recreation Centre modded server. We will hold "Fragoff's", (duels) at the end of each month.

Rules & Regulations
- 2 contestants choose to fight
- everyone votes on which weapon they will use and which mode they will play
- when all the matches are finished, the winners will be posted on the Shockzone website
- as many as 5 duels can go on in one fragoff
- atleast one Shockzone admin must be present at the fragoff

Connecting
you can connect to the Recreation Centre by typing: /connect shockzone.dyndns.org 1111

2011 6-month fragoff dates
January 31st
February 28th
March 31st
April 30th
May 31st
June 30th
For a full list of all the fragoff's, please click here

Support and Admins
you can become an admin of Shockzone by applying here. Admins have admin rights on the sauerbraten server, voice on IRC and access to our TeamSpeak chat server.

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Files: none

(2982) Home ~ Tron Mod

LoveForEver | 2011-01-23 11:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms | Creative Commons (BY-NC-ND)
Blurb Mod based on the colors of the movie tron
Screenshot
Get original file (521KB)
Detailed description

A new mod that give a tron effect to sauerbraten.

It include:
- A new background
- A new loadingbar
- A new mapframe
- A recolored rifle (tron colors)
- A recolored chainsaw (tron colors)
- A recolored ironsnoutx10k for team "good" (tron colors)
- A recolored ironsnoutx10k for team "evil" (tron colors)

Mod file Tron.zip (5.84 MB)
Rating
35
points
 (5 votes)
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Files: pic.png / tron.zip /

(2981) Home ~ Pain/Death Sounds

mIscreant | 2011-01-22 10:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Other License
Blurb The result of an hour spent grunting into the microphone...
Screenshot
Get original file (176KB)
Detailed description

Just some replacement pain (1-6) and death (1/2) sounds. There is also a cfg file to boost the volumes. The included sauer groans have always been irritating to me. :P

Mod file miscsounds.zip (551.66 KB)
Rating
46
points
 (6 votes)
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Files: quadpic.jpg / miscsounds.zip /

(2980) Home ~ Auto Grass Flowers

KI113R | 2011-01-18 23:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb Some flowers for sauerbratens auto grass feature
Screenshot
Get original file (98KB)
Detailed description

These are just some quick and simple flowers I put together for sauerbratens auto grass feature. I didn't do much experimenting of my own, but it looks like the flowers can look pretty cool with blend maps. All the flowers should cooperate well with each other. these are by no means as good as what is possible, merely a quick idea that i threw together, something I am considering for a map that I am working on.

EDIT: 1.) Added pink flowers/roses whatever you want to call them.
2.) Did some more experimenting, found out that its impossible to blend two grass texture together, however, it can still be blended with other tetures. so I recomend patching up several different grasses (make sure they dont touch) and then blend them with a common texture.
3.) Included a .cfg file. fix it however you want and put it wherever you want IDC.

P.S. If your going to give me a 20 while everyone else has given me 90, please specify why so I can fix.

Mod file packages.zip (355.42 KB)
Rating
20
points
 (3 votes)
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Files: flowers_wild.jpg / packages_12.zip /

(2979) Home ~ DuelScript by Chaos and srbs

Chaos | 2011-01-18 03:57

Cube 2 (Sauerbraten) | Gameplay | ZLIB License
Blurb Custom gamehud for duels
Detailed description

This is a script that was made by me (Chaos) and srbs. It is made to be used during duels and has several different features:

Continuous Echo: Will continuously echo whether you are winning/losing/tied and the score difference (optional) at a user-selected interval.

Key-bound Echo: Single-echo version of what was described above, echos upon the press of a user-defined key.

Duel Gamehud: Shows what was described above in the gamehud, along with the time left in a game (optional).

These functions can be individually enabled/disabled based on the users preferences. In addition to this, the script comes with a normal gamehud (modification of srbs's stats script; link to it at bottom) showing name, frags, deaths, acc, kpd, flags and timeleft; any one of these can be shown/hidden. The script also has an auto-start feature (can be turned off if the user wishes) that will start the script during duels automatically.

The gui is currently bound to key 'L', feel free to change this.

srbs's stats script: http://quadropolis.us/node/2818
Note: This script includes srbs's stats script so you do not need to download/exec it.

Changes/Updates:
(1/18/2011) v1.1: Colors of the duel stats are now customizable.
(1/27/2011) v1.2: Colors of the normal gamehud are now customizable.
(1/29/2011) v1.3: Condensed color GUIs and got rid of purple GUI tabs (they were kind of obnoxious to be honest).
(2/11/2011) v1.4: Made certain aspects of the GUI more elaborate. The 'echo on keystroke' now echos your normal stats if the script is off (i.e. you're not in a duel). Added some more info to the 'about' tab and a few other small useful updates.
(2/12/2011) v1.5: Added the ability to include normal stats in the duel gamehud, many people said they wanted to see their accuracy during duels and now you can by simply checking the corresponding checkbox.
(9/16/2011) v1.6: Minor optimizations, arranged the elements of the GUI in a more logical fashion.

Config file duel.cfg (6.27 KB)
Rating
48
points
 (5 votes)
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Files: http://quadropolis.us/node/2818 / duel.cfg /

(2978) Home ~ Recreation Centre [Updated]

DeathStarPC | 2011-01-18 00:51

Cube 2 (Sauerbraten) | Release | News

[Update 1/17/11]

- SERVER PORT CHANGED TO 1111
- NEW HOSTNAME!
- added listweapons command
- added #help listweapons
- added #help selweapon
- made it so when you select a weapon, everyone suicides so the mode doesn't need to be restarted for the weapons to change
- added "chaingun" (machine gun) to the selectable weapons
- a couple banner message fixes
- updated the GUI

[Description]

I've started a recreational modded server.

it is not on the server list, use the connect command: /connect shockzone.dyndns.org 1111

for ease of access, on a new line in server-init.cfg, put: conrs = [connect shockzone.dyndns.org 1111]
that will allow you to type "/conrs" to connect to the server, or you could download the GUI and click the connect button.

it has a modded mode that allows any weapon, for example

typing "#selweapon chainsaw" will select the chainsaw and suicide everyone, when they respawn, they will all have the chainsaw

Available weapon commands:

#selweapon rifle
#selweapon chainsaw
#selweapon grenade
#selweapon rocket
#selweapon shotgun
#selweapon chaingun [NEW]

for easier use, download the GUI. [UPDATED]


Have FUN!

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Files: none

(2977) Home ~ Colored Maptitle GUI

Papriko | 2011-01-17 16:49

Cube 2 (Sauerbraten) | Release | Stable | GNU GPL v3
Blurb A small and handy GUI to make colored maptitles.
Detailed description

This is just a very simple script. Put it in your main sauerbraten folder, then add this line to your autoexec:
exec coloredmaptitle.cfg
and save. When you start up Sauerbraten the next time you should get a message about the color GUI being successfully installed.

With F8 you can call up a small window. With that you can make colored maptitles. It is somewhat easy to use, at least way easier than all those control-shift or control-alt combinations or however that worked...
In case you are really totally lost, there is a long description in the window self.

In addition does it include some new variables. These are mostly for command-line usage. Those codes like ^f3 (which are used to color strings) don't work when you type them directly ingame. The variables I mentioned are containing exactly those codes, what makes it possible to use them directly ingame. How to access (also pretty easy) is written in the description too.

Config file coloredmaptitle.cfg (2.77 KB)
Rating
17
points
 (2 votes)
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Files: coloredmaptitle.cfg /

(2976) Home ~ coop edit client modification

Osbios | 2011-01-16 15:50

Cube 2 (Sauerbraten) | Release | Beta | Source mod | Public Domain
Blurb Very simple and small client modification for coop edit
Detailed description

Version 2011-01-17

This is a very small client mod to improve coop edit performance.

This is more of a work around hack, so it is only useful for
experienced coop edit players.

coopedit_ignoreremip (WARNING! READ BELOW)

Set this to 1 to ignore remip commands from other clients

WARNING: Eihrul mentionet that there be inconsistencys in specific constellations so please don't ignore coop remips. :(

coopedit_collectedits

Set this to 1 and the edits of other players wont change your visual
geometry. It also shows you (top right) how many edits happened since you used coopedit_processeditcollection.

1.This gets rid of edit lags from other players (annoying on complex and big maps)

2.It also is useful if you work with lightmaps and don't want them to be destroyed by the first edit of another player.

coopedit_processeditcollection

You now can use this command to apply all restrained edits to your visual geometry.
I suggest to bind this command to a key!

Example:
/bind KEY coopedit_processeditcollection
/editbind KEY coopedit_processeditcollection
/specbind KEY coopedit_processeditcollection

This two variables are not persistent. You have to set them every time you start the game!
If you want to enabled them by default, set them in your autoexec.cfg

Rating
10
points
 (1 vote)
Attachment Size
coopedit_mod_2011-01-17.zip 1.86 MB
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Files: none

(2975) Home ~ Forums ~ Help and Support ~ Client Script

Chasester_aka_you | 2011-01-13 17:20

Help and Support

Im looking for ways in cube script to know the following:

Get cn of last client killed by player
Get cn of last client to kill player
Get cn of closest client
Check a cn to check if a client is on the opposing team of player
Get number of kills of player
Get number of kills of client by entering clients cn

Note: Im looking to use script for a client of a server and not the server its self.
Note: Player referse to the user runing the script
Note: Client(S) referse to all other users that are not Player
Note: Cn is equivlant to clientnumber

Lovable Jerk
chasester

‹ Hudgun requested! Stupid question ›

Rating
0
points
 (0 votes)
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Files: none

(2974) Home ~ PalmTrees package 01

FrenchBadPing | 2011-01-11 03:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Other License
Blurb Animated Palm Trees mapmodels and sands textures
Screenshot
Get original file (168KB)
Detailed description

I created this package to go quietly into this new century... We are finally rid of this abominable lowpoly palmtree ! ... If only 00Hugo00 could disappear with it !!! ;)

It packages , include :

- 3 Animated palm trees mapmodels
- 3 textures of sands

For install it, read instructions in the zip file.


In reality there is only 1 mapmodel but textured 3 different ways.

The mapmodel have 872 vertices and 1248 faces and a short animation (2 frames).

So yes, I know, purists will scream and cry not being able to count all those polygons on their 10 fingers and 10 toes.

Some people will also say to me that these contents are not versatile enough...
I have only this thing to say to them : buy a Core-i5 with an nVidia Tesla and return to play to Wolfenstein.

Ah yes, I almost forgot (special taunt for 00Hugo00): the first article of the license mentions that the license should not be mention, so...

SCREENSHOT :

Map file PalmTree_and_SandTex_package.zip (2.81 MB)
Rating
35
points
 (4 votes)
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Files: prez.jpg / http://img651.imageshack.us/img651/9561/ptau.jpg / palmtree_and_sandtex_package.zip /

(2973) Home ~ Cito: graphics & GUI mod [UPDATED]

DeathStarPC | 2011-01-10 07:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Content | All Platforms | Creative Commons (BY-NC)
Blurb Cito: graphics & GUI mod
Screenshot
Get original file (317KB)
Detailed description

Update 1/12/11

- All images resized to 64x64
- Toggle spectator and switch team buttons fixed
- Fixed some icon issues in menus.cfg

Description

This mod has tons of new icons, menu backgrounds, loading bars, map frames, and a nice splash screen. Cito also features a COMPLETELY updated and cleaned GUI system.

Installing

- Unzip "Cito for Justice.zip" once you're download is finished
- From the "Cito for Justice" folder, drag all the contents of the data folder into you're pre-existing sauerbraten data folder
- Open the "Cito for Justice/packages/icons" folder and drag all the contents of it to you're pre-existing sauerbraten packages/icons folder
- Be careful not to replace the whole folder, only the contents.

Credit

All images you see used were under a licence that allowed them to be distributed, most were downloaded from iconarchive. Unfortunately I downloaded them a long time ago and misplaced the link to the icon pack, the rest of the content including the menu bars, frames and GUI backgrounds were edited versions of the pre-existing sauerbraten content.

Trooper Edition Version

Mod file Cito for Justice.zip (1.47 MB)
Rating
18
points
 (2 votes)
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Files: cito.png / file:///F:/Users/MEU/Documents/GITHUB/QuadroArchive/www.iconarchive.com / cito-for-justice.zip /

(2972) Home ~ Lava Control

Goober | 2011-01-09 22:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A mid-sized DM map with an industrial setting.
Screenshot
Get original file (63KB)
Detailed description

Lava Control was built by the PolyCube Games team in 2009.

Authors:
digital_ruler
Goober
nick
D2k

Contact us: admin@polycubegames.com

Visit us: www.polycubegames.com

Installation instructions:
Extract all files contained in this archive to \packages\base\ in your Sauerbraten installation.

Please don't hessitate to contact us and tell us what you think. Happy gaming!

Released under the following license:
http://creativecommons.org/licenses/by/3.0/

Map file LavaControl.zip (4.32 MB)
URL http://www.polycubegames.com
Rating
0
points
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Files: lc_1.jpg / lavacontrol.zip / http://www.polycubegames.com/ /

(2971) Home ~ Deathcube

Goober | 2011-01-09 22:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A small DM map with an Egyptian theme.
Screenshot
Get original file (94KB)
Detailed description

Deathcube was built by the PolyCube Games team in 2009.

Authors:
digital_ruler
Goober
nick
D2k

Contact us: admin@polycubegames.com

Visit us: www.polycubegames.com

Installation instructions:
Extract all files contained in this archive to \packages\base\ in your Sauerbraten installation.

Please don't hessitate to contact us and tell us what you think. Happy gaming!

Released under the following license:
http://creativecommons.org/licenses/by/3.0/

Map file Deathcube.zip (656.98 KB)
URL http://www.polycubegames.com
Rating
0
points
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Files: dc.jpg / deathcube.zip / http://www.polycubegames.com/ /

(2970) Home ~ Another Way

Goober | 2011-01-09 22:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A mid-sized DM map with an Egyptian theme.
Screenshot
Get original file (92KB)
Detailed description

Another Way was built by the PolyCube Games team in 2009.

Authors:
digital_ruler
Goober
nick
D2k

Contact us: admin@polycubegames.com

Visit us: www.polycubegames.com

Installation instructions:
Extract all files contained in this archive to \packages\base\ in your Sauerbraten installation.

Please don't hessitate to contact us and tell us what you think. Happy gaming!

Released under the following license:
http://creativecommons.org/licenses/by/3.0/

Map file AnotherWay.zip (1.1 MB)
URL http://www.polycubegames.com
Rating
0
points
 (0 votes)
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Files: aw.jpg / anotherway.zip / http://www.polycubegames.com/ /

(2969) Home ~ Used and Abused

Goober | 2011-01-09 22:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A small DM map intended mainly for dueling, but can also be played in FFA.
Screenshot
Get original file (80KB)
Detailed description

Used and Abused was built by the PolyCube Games team in 2009.

Authors:
digital_ruler
Goober
nick
D2k

Contact us: admin@polycubegames.com

Visit us: www.polycubegames.com

Installation instructions:
Extract all files contained in this archive to \packages\base\ in your Sauerbraten installation.

Please don't hessitate to contact us and tell us what you think. Happy gaming!

Released under the following license:
http://creativecommons.org/licenses/by/3.0/

Map file Abused.zip (778.85 KB)
URL http://www.polycubegames.com
Rating
0
points
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Files: ab.jpg / abused.zip / http://www.polycubegames.com/ /

(2968) Home ~ Proving Grounds

Captainzod | 2011-01-09 10:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Small (1-4) | Public Domain
Blurb Deathmatch map
Screenshot
Get original file (12KB)
Detailed description

Medieval deathmatch fun.

This is my entry for the QMC December detailing contest from which we were all given a layout template to start with. Credit for the layout goes to Windecker I think... Not sure if anyone else worked on it but thanks.

Updated:
Optimized for better frame rate.

Map file cz_pground.zip (1.04 MB)
Rating
33
points
 (4 votes)
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Files: cz_pground.jpg / cz_pground.zip /

(2967) Home ~ Garden of Wisdom

Nieb | 2011-01-08 09:10

 this screenshot was not originally available or there was a problem extracting it

Included | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A CTF map, in a garden.
Screenshot
Get original file (288KB)
Detailed description

CTF map by Nieb, RaZgRiZ, SirAlex, Windecker

Map file garden12.zip (5.85 MB)
Rating
182
points
 (27 votes)
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Files: garden_screens.jpg / garden12.zip /

(2966) Home ~ Iron Fist (Ver 1.3.7)

L. Tempris | 2011-01-07 14:03

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Release | Standalone | Windows | Various Licenses
Blurb An experimental FPS based on Blood Frontier(now Red Eclipse).
Screenshot
Get original file (25KB)
Detailed description

Well, after many months of work, I have come close to an Alpha release. Once that release has been made, maps could be made for the game by those who are interested. Until then, please try out the game(svn is the best way to go), and post any comments, ideas, or suggestions you have. Any comments are nice, but try to be specific, saying that everything needs improvement(or that it sucks) is too general.
*(forum link provided below)

Have fun! ;)

Iron Fist is an experimental single-player/multi-player first-person shooter, built as a hybrid of Blood Frontier(now Red Eclipse), and is a conversion of the Cube Engine 2 (Sauerbraten). It is simply a conceptual production and is a product of trial and error. Move fast and try to aim as best as you can!

Arcade gameplay, Realistic graphics! During the development of Iron Fist, the concept of the project has changed severely from its original concept, the story line changing to fit the game, embodying an arcade feel coupled along side realistic graphics. As the game matured, and more was achievable, it turned around and the game began to conform to the story. As the two begin to balance out, it will be quite interesting where the development will lead to next.

Iron Fist is completely open source and free to use. The concept of the game, however, such as the story, is not open source. Otherwise Iron Fist is strict on maintaining an open source policy. Nonetheless, take caution and make sure to read the readmes when required.

If you are interested in development, want to become a part of Iron Fist, or require technical support please email Cure Productions at cureproductions@live.com.

========Project Downloads============
/* you MUST download all patches for the game(in their respected categories) to work correctly */
/* the patches fix bugs and various other issues in Iron Fist */

Pre-Alpha:
Iron Fist (Ver - 1.3.5)
Iron Fist Patch (Ver - 1.3.6)
Iron Fist Patch (Ver - 1.3.7)

Other:
Project SVN
Project Forums

URL http://www.wix.com/l_tempris/ironfistcube2
Rating
21
points
 (3 votes)
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Files: titleplain_1.png / http://sourceforge.net/projects/ironfistcube2/files/Pre-Alpha/Iron%20Fist%20%28Ver%20-%201.3.5%29%20Zip%20File.zip/download / http://www.wix.com/l_tempris/ironfistcube2 /

(2965) Home ~ Forums ~ General Discussion ~ New game "Humanity Pending"

Fisttech | 2011-01-06 22:23

General Discussion

Hello Quadropolis, i am the head of an independent studio called Fist Technologies. I decided to join this forum to inform the Cube 2 community that we are using the Cube 2 engine to create a game called Humanity Pending. Before anyone questions the legitimacy of this I will tell you its real and you can check out our Indie DB page here: http://www.indiedb.com/games/humanitypending. This is however a closed source, commercial game. It will not be released for a while, However I figured we should tell you now because it would be really great to have community support. You can find more details about the game at the Indie DB page that i mentioned earlier.

- fisttech

‹ Realistic playermodel walk strafe December Holiday Detailing Contest ( Contest Has Ended ) ›

Rating
0
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Files: none

(2964) Home ~ Alchemy

pazzo | 2011-01-06 14:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Other License
Blurb a ctf map but also suitable for hold/capture
Screenshot
Get original file (182KB)
Detailed description

I've been working on this map for quite some time and finally decided to release it to the public. It's a mainly a CTF map but can also be played in capture/hold (and all the variations like effichold, regen, etc...).

Many thanks to all the ICC guys that helped me during the edit phase :D

Have fun!

Map file alchemy.zip (1.82 MB)
Rating
47
points
 (6 votes)
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Files: alchemy.jpg / alchemy.zip /

(2963) Home ~ Forums ~ Content Creation ~ New Water Commands?

Tahomas | 2011-01-03 14:00

Content Creation

type in editmode /warerlod 0
nothing happens.
Try /waterlod 4
Msg: The valid range for Waterlod is 0...3

But what is waterlod?

I figured out that watersubdiv 0...3 change the distance between the waves.
You know these commands?

They are new for me...

‹ Zombie/Infection Gamemode? Config, textures and other catastrophes ›

Rating
0
points
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Files: none

(2962) Home ~ detroit

Meister | 2011-01-03 07:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Fast CTF and capture map for 3vs3 or 4vs4 games
Screenshot
Get original file (329KB)
Detailed description

Motor themed fast CTF map with several ways to access the bases. The holes in the center and inside the flag bases are deadly, do not jump in. Suitable for 3vs3 ictf or 4vs4 ctf games.
Thanks to my friends soilah, fatum and sen-or for precious advicing/helping/criticism. And again a special thanks to Fatum for dropping weapons and waypoints.

Map file detroit.zip (6.2 MB)
Rating
88
points
 (10 votes)
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Files: detroit_640x480.jpg / detroit.zip /

(2961) Home ~ DarkRemains

Tahomas | 2011-01-02 17:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Capture | Large (9-15) | Other License
Blurb A dark capture map with good feelings.
Screenshot
Get original file (212KB)
Detailed description

After 5 days non-stop-editing you finally can see the result.
My map is a construction of buildings mostly without roofs and with some underground floors. It is situated on an island, surrounded by the sea.
In my opinion the gameplay flow is pretty good. It contains 7 bases, many playerstarts but no items yet.
I started this map without a detailed plan. That's why the layout of the map is rather random.
So if you have tested our map, we would be glad to get a feedback. For further suggestions pls write a comment.

Thank you,
Tahomas

--UPDATE 1--
*added different texture
*fixed texture bugs
*added items
*change torch light and particles
*added more ways out of the water
*removed/added some walls

Map file darkremains.zip (2.77 MB)
Rating
137
points
 (16 votes)
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Files: darkremains.jpg / darkremains.zip /

(2960) Home ~ snowisland v1.2

SirEsahc | 2011-01-02 03:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Other License
Blurb snow + island = snowisland
Screenshot
Get original file (211KB)
Detailed description

Continuing my post where I left off from http://cubeengine.com/forum.php4?action=display_thread&thread_id=2410

snowisland v1.2 (1600x1200)
http://imageshack.us/m/220/8980/snowislandv12.jpg

Note:
Additonal Enhancements (Optional)
- /bloom 0.1 (default: 0.0) //This gives the map a nice soft glow.
- /maxparticledistance 4096 (default: 1024) //To be able to see the storm-like particles.

How to climb a ladder? (Ladders do work, just in a diffrent way.)
- Run into the ladder, jump, then continue jumping and/or running.

Map file snowisland.zip (6.34 MB)
Rating
150
points
 (17 votes)
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Files: snowisland-v1.2.jpg / snowisland.zip /

(2959) Home ~ Forums ~ General Discussion ~ does Red eclipse load .ogz?

Greaserpirate | 2011-01-01 15:50

General Discussion

I'm really looking forward to Red Eclipse, but I have a few questions: Can Red Eclipse load Justice Edition .ogz maps? Can it load .ogz maps at all? My old Bloodfrontier version loads them but I heard that a lot of features were taken away when Acord left.

‹ December Holiday Detailing Contest ( Contest Has Ended ) [Closed] - Contest Discussion ›

Rating
0
points
 (0 votes)

Files: none

(2958) Home ~ SPACETUBE

Catalanoic | 2010-12-30 21:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Small (1-4) | Public Domain
Blurb A space map
Screenshot
Get original file (13KB)
Detailed description

A space map based on a vertical tube. Enjoy it!! See you online!!

Map file SPACETUBE.zip (1.82 MB)
URL http://translate.google.es/translate?js=n&prev=_t&hl=ca&ie=UTF-8&layout=2&eotf=1&sl=ca&tl=en&u=http%3A%2F%2Fruta66.bloc.cat%2Fpo
Rating
1
 point
 (1 vote)
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Files: spacetube.jpg / spacetube.zip / http://translate.google.es/translate?js=n&prev=_t&hl=ca&ie=UTF-8&layout=2&eotf=1&sl=ca&tl=en&u=http%3A%2F%2Fruta66.bloc.cat%2Fpo /

(2957) Home ~ remedy

ransom subject | 2010-12-29 08:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8) | Other License
Blurb Remedy by Pluton!um and ransomsubject for Quadropolis template map competition; "schools out".
Screenshot
Get original file (50KB)
Detailed description

Remedy by Pluton!um and ransomsubject for Quadropolis template map competition; "schools out". An artistic egyptian style theme map.

Map file remedy.ogz (868.7 KB)
URL http://www.mediafire.com/?xhn9jos5m5s59oa
Rating
9
points
 (2 votes)
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Files: remedy.jpg / remedy.ogz / http://www.mediafire.com/?xhn9jos5m5s59oa /

(2956) Home ~ maybe black mesa...

Bombermanpyr | 2010-12-29 02:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb Black Mesa Test Facility
Screenshot
Get original file (12KB)
Detailed description

a test of the Half Life 2's texture set I "created" (in quotes because i made them from looking at pictures).

the map is not a DM nor SP map but may become a SP map in the future. i working on more textures for Black Mesa and I am working on getting some Aperture Science textures in the making.

UPDATE 12-29-10

if anyone has a bunch of screen shots of half life 2 (any episode) please send me a link or ZIP file of the images.

http://Kirkland.reed.mike@gmail.com/
Map file 360px-Black_Mesa_logo_documents.png (11.57 KB)
URL http://www.mediafire.com/?cq15vf3pmxx69d1
Rating
10
points
 (1 vote)
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Files: 360px-black_mesa_logo_documents.png / 360px-black_mesa_logo_documents_1.png / http://www.mediafire.com/?cq15vf3pmxx69d1 /

(2955) Home ~ River CTF

Force | 2010-12-23 00:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Small (1-4) | Creative Commons (BY)
Blurb A simple, small 2v2 CTF map.
Screenshot
Get original file (15KB)
Detailed description

So basically I was messing around on some edit server, made a little house and a bridge then thought it'd make a coolio 2v2 CTF/TDM map if pasted around, so I did that, took it offline, spiced it up and saved it.

Map file riverctf.ogz (153.06 KB)
Rating
9
points
 (4 votes)
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Files: riverctf.jpg / riverctf.ogz /

(2954) Home ~ Forums ~ General Discussion ~ December Holiday Detailing Contest ( Contest Has Ended )

Windecker | 2010-12-18 02:49

General Discussion
Schools Out - Holiday Detailing Contest
Contest Has Ended

Click here to vote for your favorite map of the final five.






Contest Forum
About the contest:

This is a contest done solo, or in teams of two. Look at general Rules under the rules category for more details. You will be taking a template map and transforming it into a masterpiece. Contestants will have seven days, starting on the 22nd of December, and ending at midnight, on the 29th of December EST (eastern standard time, UTC-5). At that time, all the threads will be locked and a poll will start. You may rate your own map but your vote WILL be discounted. The map with the most votes will be deemed the winner. Bragging rights will be all yours, and maybe a little bit more. ;)

Contestants:

You will be required to start from a template map which will be released here upon the starting date of the contest.
This layout must be used for the contest, and the color rules given must be abided.
Any drastic change to the layout is forbidden and will lead to disqualification.
All works must be completed and submitted before midnight on the final day of the contest. The board will be locked after that time.
Entrants may either work solo, or in teams of two people. Any more than two will result in disqualification.

Entering:

You may enter any time during the contest, but you must submit your name before you begin work. You must create an entry under the Entry & Submission Board. Your entry post must be properly formatted as shown in the How To Enter sticky thread.
To submit your map, you will need to attach an image to your entry post prior the end of the contest, and a link to the map. Look for the modify button!
Use the hyperlink button provided (the globe with a file icon) and the picture button (the icon of a picture) to set up a link and attach an image. Mediafire is a preferable upload site. The forum supports attachments, but none larger than 1024KB.

Example: [url]www.myupload.com[/url] and [img]image-url[/img]

What you have to do:

What you make from the template is up to you, so long as the general layout remains intact.
You may detail to your heart's content, to any theme you wish. Your final entry should be complete, with finished geometry, texturing, and lighting.
Contestants are more or less limited to textures and models included with Sauerbraten with the minor exceptions of a small number of theme specific textures. Custom content as a whole should be avoided for this contest, but a very small amount of theme specific items are allowed; or one or two theme specific textures, for example. Custom skyboxes are allowed.
For the most part, we would like to see what you can do with what you have, but don't want to limit your creativity if something is absolutely needed.

Final Notes:

If you intend on participating, go ahead and make an Entry post. It does not hurt to throw your name in before it starts.
The template map will be released on the day of the contest. You will have 7 days to work on your entry.
If you have any problems or questions, feel free to ask in the Questions Thread

Final entries will be judged and the top five will be picked. A post containing images of the top maps and download links will be made at the end of the contest, with a poll for rating each one.

Have fun!

Important:

For those who do not want to, or cannot make an account on the contest forum, you can email your entry and final submission to:

quadropoliscontest@gmail.com

I will transfer all necessary information to the forum personally.

‹ New game "Humanity Pending" does Red eclipse load .ogz? ›

Rating
6
points
 (6 votes)
Attachment Size
contesttemplate.zip 87.43 KB
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Files: none

(2951) Home ~ Fatal Error [Updated 12/16/10]

blarg | 2010-12-15 20:27

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Fatal Error - Quake 3 Proving Grounds remake
Screenshot
Get original file (283KB)
Detailed description

Fatal Error is a remake of the Quake 3 map Proving Grounds. I took a few architectural liberties in creating this version, however, it plays quite closely to the original. This map is intended for DM.

[Update 12/16/10]

Various lighting fixes - upped the ambient light, lowered the intensity of light entities

New Hallway Lighting

Feedback is always appreciated.

Map file Error.zip (2.89 MB)
URL http://www.mediafire.com/?q523ax9do83eouh
Rating
0
points
 (0 votes)
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Files: ferrpreviewnewsmallversion.png / http://img823.imageshack.us/img823/1071/hallway12.png / error.zip / http://www.mediafire.com/?q523ax9do83eouh /

(2950) Home ~ Forums ~ General Discussion ~ [Closed] - Contest Discussion

Windecker | 2010-12-14 00:35

General Discussion

I would like to run a little contest here on Quadropolis, but need the feedback of others first.
What I want to do is have a contest where I or another member uploads a very basic, bare bones template map. This map will be no more than a roughed out area with a few buildings and whatnot. There will be no lighting, no texturing, and no geometric detail beyond the rough shapes.

This Contest would take 1 ( one ) Node on Quadropolis.
The idea would be for people to download this template, and *detail* it. Each mapper would use what ever theme they choose. They will have to add geometric detail, textures, and lighting.

By detail, I mean DETAIL, in capital letters. The map should be held together in an attractive way. The style or theme used should support itself, and should not look half-done or misplaced. This does NOT mean it needs to be any sort of 'Realism' theme, so long as the visual style fits.
Lighting needs to be complete, and help convey the theme and feel of the map, as well as texturing.
What were looking for is something to grab the interests of whoever is wandering through the map, instantly. The player should be able to look at levels of intricacy down to the smallest item, yet the details should not be a distraction from the map itself.
( It's like walking through the map and being amazed at what you see, then wandering through it again and thinking, "Cool! I didn't see that before!" )

This is all about the artistic eye of the mapper. We want to see what people can come up with, and how well they can use they can use the engine to make an existing structure into that image they see in their head.

Each map, once finished, will be uploaded and sent to an email address which will be specified. From there, the top 5 or 10 maps will picked out by the organizers, via majority vote. The top map chosen will be uploaded to the Contest node. This includes a screenshot and download link, so community members can download, discuss, and rate the final nodes.
( other works that didn't quite make it will likely be accessible elsewhere )

The best works will be chosen by the community. S/he who's content is highest rating gets... erm.. bragging rights, or something. I'm still working on that aspect.

----------------------------------------

Possible rules and guidelines:
= Contestants =
-You must turn in your work to the specified location before the due date. Exceptions "May" be made if organizers are contacted prior.
-Your work may not have content copied ( and pasted ) from other works of your own, or others'.
-Plagiarisation of work will result in disqualification.

-Anybody can join. Age and language don't matter. ( hopefully any language barriers can be overcome, if they arise. )
( Content may be submitted from people organizing the project as well. The maps that are voted to the top 5 or 10 are done via a majority vote, and nobody can vote for their own map. If the votes are very close for submitted maps, that top number may become larger by one or two. Ex. Top 12 )
-Drastic geometric changes to the map provided are not permitted, such as moving a building or something large. A consistent base for ALL contestants is important.
-Final entries must be complete. Geometry, light, texture, etc. Time management is very important for this project.
-Anything in the maps that is discriminatory will result in disqualification.
-Contestants who are negative to others during the contest also risk disqualification. We want a clean and fun challenge.
-Mappers may keep a page updated with screenshots or info on their work, if they choose to. External feedback is permitted, but no changes to the entry are permitted by anybody but contestant.

-Texture usage will be limited to included Saurbraten textures. Or maybe it won't.

= Non-Contestants =
-Any criticism given to the works during or after the contest must be Positive, and Constructive.
-Everybody should keep a positive attitude.

--------------

I need feedback.

-Does this project sound like a good idea?
--If so, who would like to help run it and organize it? ( Quad Admin's would be ideal to help run the contest, due to good eyes, attitudes, judgement, and the whole nine yards. We want unbiased opinions on content. )
-What are some things that could/should be changed?

Open for opinions.
Please try to ignore any spelling or grammatical mistakes. I'll fix them as I find them. ;)

‹ does Red eclipse load .ogz? Quadropolis wishes ›

Rating
26
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 (8 votes)

Files: none

(2947) Home ~ Forums ~ Help and Support ~ Menu.cfg

Bombermanpyr | 2010-12-08 23:08

Help and Support

I feel so stupid having to ask this. but could someone please post the original "menu.cfg" file.
Somehow I screwed mine up and lost the original. Or if you want to i have posted the menu.cfg (as a txt) that I have. If someone wants to tell me what's wrong i would also appreciate it.

Thanks,
KGDstudios

‹ hopmod server problem Menus in Justice Edition ›

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Attachment Size
menus.txt 47.28 KB

Files: none

(2945) Home ~ Friche

KONGYOSHI | 2010-12-05 15:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | GNU GPL v3
Blurb Duel/Teamplay Map
Screenshot
Get original file (550KB)
Detailed description

Today, I present a map that was not made by me but by RanxXxi(aka Baroudeur). It is a duel-map, best used in effic or ffa. Have Fun.

NB : Work In Progress

Map file friche.zip (2.68 MB)
Rating
21
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Files: friche-screen.jpg / friche.zip /

(2943) Home ~ Frequently Asked Questions

TristamK

This unofficial guide is aimed to be moderated and updated by trusted members of the community in order to add and update the help provided for Frequently Asked Questions which often litter the forum. If anyone has a suggestion or an addition to this guide, please contact me by my personal contact form.

This guide will always be prone to updates and additions over time.

General FAQ
My maps do not show up in the maps menu, what is wrong?
Nothing is wrong actually. The maps menu only lists only the official maps the game contains, in order to keep it clean, fast, and in order. To view your custom maps, all you need to do is type /showcustommaps and another menu will pop up which will contain all the custom maps found within your game.
My textures do not show up in the texture browser, what am i doing wrong?
The textures defined in the texture browser are executed through default_map_settings.cfg, a config file located in the data folder. Placing a texture pack in the packages folder won't magically add it to the texture browser. In order for your custom textures to appear in the texture browser, you need to define your very own map config, and execute the texture pack's config from within it. If all is done correctly, the new textures will appear after the end of the default ones.
In case your textures really don't show up in the browser, it could mean you've made a mistake. Most common problems are mistyped file names, or wrong paths. Sometimes the format might even be wrong or unsupported, or the image its self could be corrupt. Make sure these cases are covered before asking for further help from someone.
How-To Guides
Using custom texture packs
Texture packs usually come in their own directories along with a config named package.cfg which contains the order of texture, shader definitions and texture map usage. A texture pack cannot really be installed, since its advised NOT to modify the default_map_settings.cfg. The best and most compatible for everyone way is to execute the texture pack through your map's config file. This consists of adding a simple exec "path/package.cfg" line within the config, and then loading the map in order for the textures of the texture pack to appear in the browser.

---------------------------------------------------------------------

Changelog
04/12/2010 19:30 UTC+2
Added the first How-To guide; again, more to come at a later time.
04/12/2010 15:15 UTC+2
Initial release, more stuff to be added soon enough to cover more subject, in gameplay, scripting, and more.

Files: none

(2939) Home ~ HQ crosshair pack

RaZgRiZ | 2010-11-30 17:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Creative Commons (BY-NC-SA)
Blurb HQ crosshairs for optimal visuals and performance
Screenshot
Get original file (65KB)
Detailed description

30 HQ crosshairs at a resolution of 256x256 to choose from, with double color to look crystal clear on both black and white backgrounds! The optimal size for most of them is at least 20, as anything smaller might pixelate them too much.

The installation for unfamiliar users is simple. Navigate to the data folder and locate crosshair.png and hit.png. You can then choose from these crosshairs which ones you want, and rename them accordingly; Then all you need to do is replace the default ones.
More advanced users might want to use the /loadcrosshair method. Either way, a simple GUI for global crosshair management will be underway for the ease of use for everyone.

-------

Credits for the initial crosshair of t.png and td.png goto 1brunobruce, even though its on public license.
I only take credit for the modifications it has undergone (which weren't extreme anyway).

Map file crosshairs.zip (409.02 KB)
URL http://www.mediafire.com/?a61bm77s02bmont
Rating
44
points
 (10 votes)
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Files: cross_preview.png / http://quadropolis.us/user/1437 / crosshairs.zip / http://www.mediafire.com/?a61bm77s02bmont /

(2937) Home ~ Forums ~ Content Creation ~ Config, textures and other catastrophes

iCrab | 2010-11-27 09:42

Content Creation

I just want to straighten this out. When I go through the official Sauerbraten maps (also most of the ones you make on quad) I see a config file with tons of texture assignments. Is all of that really necessary?
Here's my point: When I made my maps in the past, I'd just use textures from the slot, modified them with vscroll, vscale and voffset whenever the need was there. To me it seems much simpler than writing a dozen lines of code every time I start a new map. By the time I've finished locating the directory of those textures I want (not to mention writing those down), I might've already changed my mind about the theme -.-
Now some people have told me that a config is necessary for official Sauerbraten maps, some tell me it isn't. Most aren't sure at all. The only thing I've used a config for up until now is to add sounds, my own textures or to name bases.
So, my question is: What other gain do I get from typing a whole config besides learning about configs? Because that alone doesn't seem to be worth it. Correct me if I'm wrong.

Also, I've heard a rumor that there would be some script which is supposed to write all used textures/models/ other assets into the config automatically? Now that would be dope, since it would save us all a great deal of work.
Thanks in advance.

‹ New Water Commands? How does guiautotab work? ›

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(2936) Home ~ Favorite Server Manager

Boomerang | 2010-11-25 14:15

Cube 2 (Sauerbraten) | Release | Other | Other License
Blurb A little menu to manage your favorite servers
Detailed description

Paste the server.cfg to your sauerbraten main folder.
Add the following line to your autoexec.cfg:

exec favserv.cfg

Thanks to RaZgRiZ for fixing problems :)

Preview

Screenshot -> http://tinyurl.com/favservers

Config file favserv.zip (875 bytes)
Rating
10
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 (1 vote)
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Files: favserv.zip /

(2933) Home ~ Throne

DavidCollins | 2010-11-20 22:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A symmetrical indoor map. Supports all multiplayer game modes.
Screenshot
Get original file (36KB)
Detailed description

My first full map made in Sauerbraten. Took a couple afternoons to finish. Waypoints and PVS are present. Lighting precision of 16 used.

Map file throne.zip (3.27 MB)
Rating
5
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 (1 vote)
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Files: screenshot_140189.jpg / throne.zip /

(2932) Home ~ Leet-Translator

Leetex | 2010-11-20 13:47

Cube 2 (Sauerbraten) | Other | Other License
Blurb Translate a text easily to leet-speak and share it with your friends
Detailed description

Do you know the leet-speak language? This is a language, in which you substitute numbers for letters, which look like a number. So the letter "A" would be replaced with "4" and so forth.

My script allows you to fill a text into a dynamic field and translates it into leet-speak.

Additional function: It's possible, to share the translated text with all the guys on the server or your teammates.

Info: Menu is bound to F1.

German version available on http://leetex.bplaced.net/leet-uebersetzer.php.

I know, the script isn't very useful, but it's just for fun. :-)

Preview
newgui "Leet-Translator" [
guititle "Leet-Translator"
guibar
guitext "Set the width of the field: " 0
guislider "width_of_field" "1" "128" [translate = (substr [@translate] 0 $width_of_field)]
guibar
guilist [
guitext "Your text: " 0
guifield "translate" $width_of_field "mustblink = 1; blink"
guistayopen [
guibar
guibutton [@translate_button_text] [mustblink = 0; checknumber = 0; number = 0; stelle = 0; replace_string]
]
]
guibar
guitext " ^f5Your leeted text:" 0
guitext [@(result "^f7")@translate] 0
guibar
guilist [
guistayopen [
guibutton "^f0Say it!" [method = 1; check_empty] "snoutx10k"
guibar
guibutton "^f1Teamchat it!" [method = 0; check_empty] "snoutx10k_blue"
guibar
guibutton "^f3Close this window" [cleargui] "exit"
]
]
] "Leet-Translator"

newgui "warning" [
guitext "Your translate-field is empty." 0
guitext "Type a text to translate it." 0
guibar
guialign 0 [
guibutton "OK" [showgui "Leet-Translator"] "exit"
]
] "^f3Warning!"

check_empty = [if (strcmp [@translate] "") [showgui "warning"] [if $method [say [@translate]] [sayteam [@translate]] ]]

char = "O o I i Z z E e A a S s G g T t"
translate_button_text = "^f7Translate"
width_of_field = "64"

replace_string = [loop x 16 [
translate = (strreplace $translate (substr [@char] $stelle 1) $number)
stelle = (+ $stelle 2)
checknumber = (+ $checknumber 1)
if (mod $checknumber 2) [] [number = (+ $number 1)]
]
]

blink = [if (= $mustblink 1) [translate_button_text = "^f7Translate"; sleep 500 [translate_button_text = "^f3Translate"; sleep 500 [blink]]] [translate_button_text = "^f7Translate"]]

bind "F1" [showgui "Leet-Translator"]
editbind "F1" [showgui "Leet-Translator"]
Config file leet.cfg (1.73 KB)
Rating
12
points
 (2 votes)
Attachment Size
leet.png 440.79 KB
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Files: http://leetex.bplaced.net/leet-uebersetzer.php / leet.cfg /

(2931) Home ~ Forums ~ Content Creation ~ How does guiautotab work?

Geo | 2010-11-19 16:21

Content Creation

Here is the problem... I've created my own simple jukebox. (which I will attach) It contains two menus. The main one that allows you to start from the beginning of the playlist, click on the song you want to play from, or call up the second menu. The second menu allows you to choose which directories are included in the playlist. The problem is, as the playlist gets longer the font size is automatically scaled down to show the whole list. I've tried placing guiautotab in various places (first comand in the newgui body, first in the guilist body, etc.) Eventually, I just created my own autotab function.

I've included both scripts in the zip file.

How it works... First off, I created a folder named "Music" in the "packages" folder. I then added all the music folders I might want to listen to. (Including a copy of "fanatic" so I can rename the files with the title.) Then, in each of these folders I place a file named "titles.cfg"
which contains the line 'songnames = "..." '. This allows you to choose which songs and in what order they are played. (I found a neat script in this forum that redid the playsong command that used "loopfiles" to automatically adjust the randomizer to any files added to "fanatic". But it would place them in alphabetical order only) Next, you add to your autoexec...
songdir = "..." // all the folders in Music
exec myjuke.cfg

this will bind the 'j' key to the new menus and define 'myjuke'
The first time you call up the menu it will send you to the second menu. Simply click on all the directories you want added to the playlist. then click 'done'
The main menu is self explanatory.

This does not stop the 'playasong' from executing with every load. Simply enter the console comand 'myjuke' and it will play the current song on the playlist.

Any help, comments, advice will be appreciated.
But, it may take me some time to get back to you.
Thanks in advanced

‹ Config, textures and other catastrophes Help with weapon models ›

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(2928) Home ~ Complete control over itunes from ingame (Windows only)

jonlimle | 2010-11-11 22:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Standalone | Windows | Creative Commons (BY)
Blurb ***Complete control over itunes from ingame (Windows only)***
Screenshot
Get original file (213KB)
Detailed description

This mod allows you to control pretty much everything in iTunes from ingame, instructions:

-run the iTunesMod.exe you download from here

-it will ask you where to extract to, extract it wherever you want

-copy everything from the extracted iTunesMod directory into your sauer directory

-run the iTunesMod.bat file that is now in your sauer directory

-while ingame type /exec itunesgui.cfg

-then to open the gui type /showgui Itunes
(i recommend binding that to a key and adding exec itunesgui.cfg to your autoexec file)

Credits for the GUI go to RaZgRiZ

once the gui is open, it will show you the current track playing, and its info,
you can click either the to go to the next track, there is also an orange arrow on the right side of the gui, that will either collapse or expand the info section, the slidebar on the top shows you the current posistion of the track, and you can slide it to the position you want (the number you see on it is in seconds), then the lower slidebar is for the volume, below that you will see a search playlist button, if you click it, it will bring up another gui, which you can use to search for a track, then click the track name you want to hear, and it will start playing

if you find any bugs or if you have any questions or feature requests, let me know

Mod file iTunesMod.exe (1.13 MB)
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Attachment Size
iTunesMod_src.zip 1.24 MB
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Files: itunes.png / itunesmod.exe /

(2927) Home ~ Forums ~ General Discussion ~ Quadropolis wishes

iCrab | 2010-11-11 19:10

General Discussion

I've gone through tons of content now, including several discussions and I'm sorry if someone already mentioned this here and I'm redundantly bringing it up again, but on the other hand, there's no way I could know, because of the following things that I think Quadropolis is missing out on and which me and many others would like to see in the future, if that's possible.

- Search engine
This is a huge sauerbraten database which you all can be proud of. I haven't checked by whom this page is powered, nor if it's possible for you to just include one or if you'd have to program it... fact is, that this is a must for a huge, vast and rich library like this one. It would sure enhance browsing around, having fun and experimenting.
- Profile details/tracking
Don't get me wrong, I don't want to write my hobbies and religious views on my profile or anything, what I mean is this:
Would be nice if one could see all the posts and content which was created by a specific user. I'm interested in you guys, and I'm sure, so are a lot of other people, so why not let them see what you've made? Would be cool if one could see a chart showing all the created content by a specific person sorted by kind (maps, scripts, mods etc.).

I don't want to sound all dramatic, and if you have a good reason for not doing this, I'm all right with it and I still like this site.
Just want to point out that I'm not the only one thinking that there are still some things to be improved.

Have a nice day
iCrab

‹ [Closed] - Contest Discussion Click-a-copter error ›

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(2926) Home ~ Zoom Script + Gui

collol | 2010-11-11 17:01

Cube 2 (Sauerbraten) | Release | Beta | Gameplay | Creative Commons (BY-SA)
Blurb Zoom Script + Gui
Detailed description

A simple Zoom Script for Sauerbraten.

Features :
•GUI
•all configurable
•self denfined FoV (Field of View)
•censivity settings in GUI
•crosshair and crosshairsize settings in GUI

Update #1:
•added KeyField to bind
•fixed some problems with the zoom

Sorry for forgettin Credit :
The zoomscript itself is made by Drakas i've only made the GUI and crosshairchange.

to use add following lines to your autoexec.cfg :

exec sniper.cfg
bind "F6" [showgui Settings]

Its my first script , but i think its ok :D

CU Yakuzai

Config file sniper.cfg (3.53 KB)
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Files: sniper.cfg /

(2925) Home ~ Forums ~ Help and Support ~ Menus in Justice Edition

Laraso | 2010-11-10 18:23

Help and Support

Well, to be honest, I hate what they did with the menus in Justice edition. You can only see like 3 buttons in the multiplayer menu if you are not on a server, and when you do get on a server, you can't bring up the normal esc menu unless you type /showgui main.

Is there any way to change this back to be like trooper edition?

‹ Menu.cfg Help on mac ›

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(2924) Home ~ Iron_Mask

FrenchBadPing | 2010-11-10 13:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Standalone | All Platforms | Other License
Blurb Papercraft
Screenshot
Get original file (0KB)
Detailed description

Iron_Mask papercraft (PDF) : 9x7x6 cm

URL http://www.mediafire.com/?vriu6mo0fkz9esy
Rating
12
points
 (3 votes)
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Files: prez.jpg / http://www.mediafire.com/?vriu6mo0fkz9esy /

(2923) Home ~ Forums ~ General Discussion ~ Click-a-copter error

Greaserpirate | 2010-11-06 16:04

General Discussion

I had the idea for a map where you spawn in helicopters. I made it work by setting the mapmodel's 3rd argument to 2, and then putting clip around the model. However, when I restarted the map, the mapmodel acted like it was solid until I clicked on it. Is there any way I can fix this?

‹ Quadropolis wishes Possible pmodels ›

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(2920) Home ~ Forums ~ Content Creation ~ Help with weapon models

Djakk | 2010-11-04 17:17

Content Creation

I recently just started using Autodesk 3ds, and I am trying to create a set of new hudguns. I am also going to replace the sound files to make them more realistic.

Pistol: Desert Eagle
Rifle: Unsure
Chaingun: Assualt Rifle with undermount luancher; possibly ACR or similar
Grenades: Assualt Rifle Grenade undermount
Fist: unsure
Rockets: RPG (unsure with the visible rocket; It might look weird firing)
Shotgun: Unsure; possibly just a simple combat shotty

If anyone has any suggestions on the weapons, I am open to ideas. (If I feel they are worth something, I will post the finished products to Quad). I have just finished the design and texturing of a pistol replacement, which will be a Desert Eagle. Now to the part where I am stuck. First of all, does the size of the model on the program matter? Next, what would I essentially have to do to add in animation? Finally, how would I tie this into sauerbraten? Thanks for any help!

‹ How does guiautotab work? Adjustable Crosshairs ›

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(2918) Home ~ Forums ~ Help and Support ~ Help on mac

Anonymous | 2010-10-30 11:57

Help and Support

Some one plz help me I can't figure out how to get script from quadroapolis to sauerbraten
O ya I'm on a Mac if that helps

‹ Menus in Justice Edition I cant hardley play sauer on windows 7 ›

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(2917) Home ~ Forums ~ Help and Support ~ I cant hardley play sauer on windows 7

KI113R | 2010-10-30 05:41

Help and Support

When i had vista Sauer worked perfectly. I could run Sauer on just about its full settings. now that ive upgraded to windows 7 sauerbaten runs SOOOOOOOOOOOOO slow on even the lowest setting. so bad that the startup menu is hard to navigate. I would jut like to know if there is somthing im missing o_O why isnt sauer running like it used too?

More details about my computer

Component Details Subscore Base score
Processor Intel(R) Core(TM)2 Duo CPU T6400 @ 2.00GHz 5.5 3.4
Determined by lowest subscore

Memory (RAM) 4.00 GB 5.5
Graphics NVIDIA GeForce 9300M GS (Microsoft Corporation - WDDM v1.1) 3.4
Gaming graphics 1791 MB Total available graphics memory 5.2
Primary hard disk 138GB Free (221GB Total) 5.6
Windows 7 Professional

System
--------------------------------------------------------------------------------

Manufacturer ASUSTeK Computer Inc.
Model N80Vb
Total amount of system memory 4.00 GB RAM
System type 32-bit operating system
Number of processor cores 2
64-bit capable Yes

Storage
--------------------------------------------------------------------------------

Total size of hard disk(s) 221 GB
Disk partition (C:) 138 GB Free (221 GB Total)
Media drive (D:) CD/DVD

Graphics
--------------------------------------------------------------------------------

Display adapter type NVIDIA GeForce 9300M GS (Microsoft Corporation - WDDM v1.1)
Total available graphics memory 1791 MB
Dedicated graphics memory 512 MB
Dedicated system memory 0 MB
Shared system memory 1279 MB
Display adapter driver version 8.15.11.8593
Primary monitor resolution 1280x800
DirectX version DirectX 10

Network
--------------------------------------------------------------------------------

Network Adapter Realtek RTL8168C(P)/8111C(P) Family PCI-E Gigabit Ethernet NIC (NDIS 6.20)
Network Adapter Intel(R) WiFi Link 5100 AGN

Notes
--------------------------------------------------------------------------------

The gaming graphics score is based on the primary graphics adapter. If this system has linked or multiple graphics adapters, some software applications may see additional performance benefits.

‹ Help on mac SVN Downloading? ›

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(2916) Home ~ lab

iCrab | 2010-10-29 21:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Capture | Small (1-4) | Copyright
*
*
Starred Content
Blurb half-artistic dm/capture map
Screenshot
Get original file (479KB)
Detailed description

Hey, my first serious map on Sauerbraten.

Started as a hangout map with art stuff, now you might also wanna try to play it as DM. I've had a duel on it with a friend, was actually pretty fun (though it actually has no layout).

Style: Old, industrial remains with new tech taking over (inspired by Black Mesa from HL1).

Thanks to Misa for giving me some handy layout advice (which I couldn't really put into practice, since the map was already halfway done by then lol).
Anyway, first shot, hope you have fun checking it out and please tell me what you think. There's nothing that can't be fixed ;)

Update 1:
- Some details enhanced.
- Waypoints and sounds added.
- Lab is now daytime.
- Some flow bugs fixed.
- Bases added.
- Changed my name to iCrab due to tons of TF2-related accusations.

Update 2:
- Light issues fixed, lab is now sunset.
- More variety in lighting.
- Even more details enhanced.
- Removed 1 redundant pickup, if you can't reach the others, practice common skills, like cablewalking and riflejumping.
- Clip fixed.
Thanks to Windecker and RazGriz for giving me a hand here and there.

Map file lab.zip (2.15 MB)
Rating
153
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Files: lab.png / lab.zip /

(2915) Home ~ Forums ~ General Discussion ~ Possible pmodels

Chasester_aka_you | 2010-10-29 20:08

General Discussion

Ok heres a pic of a model:
tell me what you think

‹ Click-a-copter error Justice on Mac [Problems] ›

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(2913) Home ~ FantasyConcept by Trillian

Trillian | 2010-10-27 16:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Superscalar | Other License
Blurb My Last but not least map on sauerbraten.
Screenshot
Get original file (315KB)
Detailed description

I already do a first map called Yop. It wasn't finished and there was lot of problems with details... Warning: this map is huge, not for low processor! It's not an arena, it's too big to be playable. It's a concept map. I do a remake of Yop. I added details, a univers and i changed lot of texture. Thanks for voting and have a nice visit =)

Map file fantasyconcept.ogz (5.3 MB)
Rating
39
points
 (5 votes)
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Files: screenshot_2519503.png / fantasyconcept.ogz /

(2912) Home ~ Forums ~ General Discussion ~ Justice on Mac [Problems]

DeathStarPC | 2010-10-27 06:48

General Discussion

So, I have ignored this for a while now, but I think its time to bring it up.

No offense, but Justice for mac is awful, there are tons of unfixed bugs, including:
-the launcher play button needs to be clicked on to start the game (trooper allowed enter keyboard shortcut)
-every single field on the launcher IE the "Advanced Options" text field is completely broken and un-functional.
-Ingame binds such as if you were to type /bind h [kill], do NOT save to any file, so that means that if you want to bind something you'll have to write the bind to a cfg such as the autoexec
-the recompiled launcher image with the "caution tape" looks stupid, and in my opinion is unnecessary.

~I might have missed a few, but I think i covered the main problems.

I don't know if any of these problems have been fixed in the SVN, I do not care to check. But I want to bring this to the community's attention if they are not fixed, because as a chronic sauer-player these problems get VERY annoying.

Thanks for reading

-DeathStar

‹ Possible pmodels In game friend chat through steam. ›

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(2911) Home ~ Magic 8 Ball, with GUI -Updated-

Sub Zero | 2010-10-27 00:32

Cube 2 (Sauerbraten) | Release | Alpha | Other | Public Domain
Blurb A script for a Magic 8 Ball, and it comes with a GUI
Detailed description

how to use: just place in your main sauer folder, (windows = C:\Program Files\sauerbraten) and in your autoexec.cfg (if you have one) type "exec 8ball.cfg"

to use in-game without using a GUI just type /exec 8ball.cfg, hit ESC, then type /8ballsay for it to say something outloud or /8ballecho for echo.

to use in-game using the GUI without autoexec.cfg just type /magic8ball

Update/Changelog:
Made it easier to read for people who need it that way.

Changed command "8ball" to "8ballsay".
Changed command "8ball2" to "8ballecho".

Added function to the GUI so it makes you ask a question and waits a few seconds for the 8 Ball to reply.

Added command "ask8ball" to ask the 8 Ball a question and waits a few seconds before reply.

Added command "questions" for 17 new questions that it forces you to ask.

Preview

"8ballsay" = [say (at $8ballmsg (rnd 20))]
"8ballecho" = [echo (at $8ballmsg (rnd 20))]
"ask8ball: = [
"8ballmsg" = ["Magic 8 ball: Yes." "Magic 8 ball: No."

magic8ball = [showgui magic8ball]

newgui magic8ball [guibutton "Ask the 8 Ball." [questions;sleep 500 [8ballsay]]
guibutton "Ask the 8 Ball in your head." 8ballecho
showgui magic8ball

"questions" = [say (at $questionsmsg (rnd 17))]
"questionsmsg" = [
"Me: Will I be fragged in 30 seconds?"
"Me: Will I be the winner of this round?"
"Me: Is there going to be a lot of blood this round?"

Config file 8ball.cfg (1.78 KB)
Rating
17
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 (2 votes)
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Files: 8ball.cfg /

(2909) Home ~ SuperArena

SomeDude | 2010-10-24 23:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | Small (1-4) | Creative Commons (BY-NC)
Blurb Made by 0vonix0, SomeDude, Church, GrLx, and Cthulu in only 2 hours.
Screenshot
Get original file (323KB)
Detailed description

This is a fairly small map that took us only 2 hours make. It seems to play best with 2-6 players. In my opinion it works best for base capture and intagib modes, though all modes work.

Map file superarena.zip (831.24 KB)
Rating
11
points
 (3 votes)
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Files: superarena_screenshot.png / superarena.zip /

(2908) Home ~ Forums ~ General Discussion ~ Taking the right name...

Suicizer | 2010-10-23 15:10

General Discussion

Taking a certain name for a map can be tough sometimes.
That's why I'll try to give some tips for taking a mapname wich you can pick at best.
Of course you can completly ignore those tips and just go on with naming your maps at random, it's your own choice...

The following tips to get a pretty logical name for your maps:

1. Try to observate your probably half- or quarter-finished map and especially look at points like theme, atmosphere (lighting), texturing, details, geometry, gameplay and/or flow. When you name your map, take a few of these points and focus the name on that.
Some simple examples of that are when you make a space-themed map, using "space" in the name (like "lostinspace") or when you make an industrial-themed map, using "factory" in it (like "killfactory"). Even tough this isnt very original but well get on that at the next point...

2. Try to be original and not to copy names of other mappers.
Take a name wich is unique and not taken by much mappers. So like a castle-themed map, don't take "castle" inside of the name of the map, but try to be original by taking names like "fortress" or "citadel".

3. Try to use the points of the map wich looks better than other points of it.
When a certain map has a better gameplay than it's atmosphere, try to focus on the gameplay then.

4. Try not to focus just on 1 of the points wich is in tip #1.
You can only look at the theme, and call a church-themed map just "church", but you block other mappers of using anything with "church" in it, to still being original when naming. Try to be social and look further for focussing on another point, like gameplay. If a valley-themed map is created to play capture on it, take something like "c_valley"...

5. Keep it short, keep it simple.
When you keep the name of a map just short and simple, its much easier to remember than when you take a long name with uncommon words. Since Sauerbraten is from original English based, its not a bad thing to take an english word for your map (but do realise that you still should focus on a few of those points at tip #1).

5. Taking long names isnt a bad thing, but...
It's not a bad thing to take a long map name, but when doing it, try to call it's original name only in the "maptitle" wich get showed up. Try to reduce the name instead. Because of reducing, it's easier to remember and takes less time to write down in a consoleline.
Take as example "loth", wich has as maptitle "Lair Of True Heros" and ironicly in english, "loth" also has another meaning, wich brings us to the next (optional) tip.

6. Take names with a double or ironic meaning.
This isnt a must, but it adds some interest for a player when writing it down to load the map. As example, "curvy_castle" is ironicly enough called "castle", but does it really looks like a castle? ...

7. Adding your own nick into it.
It's not back to put your own nick in the name of a map, but try to combine it with some other point of tip #1. Else youll get several maps with almost the same name, were only a number at the end is the difference (like "mbt1", "mbt10", etc). This can be pretty confusing and isnt logical at all since there's no sense in numbering, exept the time when the map has been created (as example, "mbt1" probably has been made earlier than "mbt10"). Another pretty bad thing wich brings this way of naming is that you cannot see on the map's name it is a deathmatch or a capture the flag map. (as example, you can't see if "mbt1" is a deathmatch map or a capture the flag map, when you only look at the name). So when using your nick in the map's name, try to add at least gameplay in the name too!

I hope these tips can help you taking a proper name. I'll repeat it again, it's your own decission to take a map name and to ignore those tips...

‹ In game friend chat through steam. Rating ›

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(2906) Home ~ Dev-X [Social Coding Forum]

DeathStarPC | 2010-10-23 04:03

News

Dev-X is a social coding forum designed to allow users (mostly developers) to share code amongst each other, developers can help each other out with their projects under the Programming help topic, or they can share their work with others.

Dev-X was a "project created to pass time" kind of deal, I asked pest to help me set up the server, once I had the help I came up with Dev-X.

make an account today, or just enjoy reading some information on there.. :) Its suppose to be user friendly.

Click Here to go to the forum

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Files: none

(2905) Home ~ Industrial2 re-textured by Pestilence

DeathStarPC | 2010-10-22 06:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
Blurb Industrial2 - DeathStar & Pest
Screenshot
Get original file (301KB)
Detailed description

A fun little map re-textured for a more modern look by Pestilence (Tim).

Comments please

Map file industrial2.zip (1.25 MB)
Rating
6
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Files: map-preview.png / industrial2.zip /

(2903) Home ~ *** UPDATED *** Server mod with gui and extra features ***

jonlimle | 2010-10-21 20:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Standalone | Windows | ZLIB License
Blurb *** UPDATED *** Server mod with gui and extra features ***
Screenshot
Get original file (72KB)
Detailed description

i wrote up a quick gui for the standard sauer server, in c++ and qt4, i currently only have windows binaries, but will upload linux ones, and will also upload the source sometime, this isnt an ingame gui, nor is it just a program to configure the server, all functions it has are used while the server is running, when you run the "Sauerbraten Server.exe" after you run the extractor, the server is started, and ready for you to connect to ingame.

some of the features of the gui include

-change mastermode
-change server info such as the description, password, max clients, port, etc.
-change map/mode
-kick players
-show player stats
-force intermission
-Clear Bans

*** UPDATE 1 ***
-Force map button that opens a new dialog that allows you to sellect map by name, select mode, and also displays a screenshot of the map
-server output console
-ability to send a message to the server
-dynamically updated player list that shows the players stats

i will be doing a lot more work on it, and i am also open to ideas, so any ideas or complaints/bugs you may have, just let me know

Mod file Cube 2 Server.exe (4.4 MB)
Rating
17
points
 (2 votes)
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Files: gui.jpg / cube-2-server.exe /

(2901) Home ~ Quakish Mapmodels

Suicizer | 2010-10-20 18:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Various Licenses
Blurb Pretty nice mapmodels for any game on Cube Engine 2 (but packaged for Sauerbraten)!
Screenshot
Get original file (666KB)
Detailed description

Information
After I saw I've completely failed at this project back in my newbie days; I considered to redo the project once more and this time on the right way.
The model-pack contains a lot of models with several themes which still could be used together most of the time. As Quake always had some hellish theme, it is presented in this pack of models also. Of course there also more futuristic meshes or even modern day-themed models.

Enjoy this model-pack!

To get a better view of the screenshot, it's uploaded once more right here.

Notifications
All models have been downloaded from wemakemaps.com/mapmodels (this domain is dead and it seems like I'm the very last person which actually still got all models that the website provided. Are we obtaining a Singleplayer storyline right on this node?). As I'm against to lose such valuable information and contribution to the gaming community in general, I've uploaded the original files right here.

Credits
I would like to thank:
Barry Collins, Eddie van Halen (aka QkennyQ), Yves Allaire (aka evil lair), Eric Landreneau (aka goreld), Sagnor, Chris Birgy (aka Drahd), Ken Spicer (aka KaBal), Ken Beyer (aka kat), Mark Fry (aka nakedape), Kirk Barnes, kropcke, Sock, Robbie Powell (aka Arcana) and Anton.

License
- You are not allowed to change a file within the zip-file when distributing so.
- You are allowed to change anything of a mapmodel, but only if the license of it permits. Don't forget a readme-file isn't a license, except if it contains licensing info.
- You are allowed to change any md3.cfg file of any mapmodel (even of those who doesn't have a license), as long as you keep the original md3.cfg and create your own in a directory as packages/models/mapmodels/your name/nameofmodel and specify meshes, skins and settings from there.
- You are allowed to give me a credit for setting up this modelpack and making them all "work", but you don't have to if you really don't want too (still get appreciated as they would have been simply gone else way).

To-Do List
- Maybe a more fancy qmm_test (probably not because this is the most time consuming. It's only to show off the model anyways, so it serves it's purpose)...
- Maybe a better screenshot (even though it can always be better).

Improvements
24th of June 2013: Reconfigured all of the models and added for about half of the models some bump-mapping.
1st of July 2013: Added a few more settings like not colliding to certain models and added a new screenshot with the entire brand new zip-file.

URL http://www.mediafire.com/?cn3jnd3m9cbg0xt
Rating
15
points
 (2 votes)
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Files: quadropic01a_0.png / http://oi39.tinypic.com/2w229u9.jpg / http://www.mediafire.com/?cn3jnd3m9cbg0xt /

(2900) Home ~ Auto Weapon Cross hair Change

Chasester_aka_you | 2010-10-20 04:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Gameplay | Other License
Blurb Change Cross hair for every weapon ... and Customize :)
Detailed description


Basically run the code in the autoexec.cfg then goto multiplayer>crosshairs

If it runs slow then raise the Auto Check Weapon Cross hair slider.
If still then change the code as it is written in the comments.
If still GET A NEW COMPUTER ;) or leave a comment

===========================================================
@update 1
fixed errors
created a menu to shell the dynamic crosshairs
Reset functions should work :)
NOTE: overlays the crosshair gui that is in the original code, if you dont want this then change the name of the crosshair gui and then type exec data/menus.cfg in to the command line.

===========================================================
@revision 1
Added youtube video

Preview

Note: this is not a working version of code only a preview-use the cfg given below

//my menu
newgui Ed [
guistayopen [
normal = ( getCrossHairMenuInfo 0 )
guitab "Shot"
(getCrossHairMenuInfo 6)
guitab "Chain Gun"
(getCrossHairMenuInfo 9)
guitab "Rockets"
(getCrossHairMenuInfo 12)
guitab "Rifle"
(getCrossHairMenuInfo 15)
guitab "Grenades"
(getCrossHairMenuInfo 18)
guitab "Pistol"
(getCrossHairMenuInfo 21)
guitab "Fist"
(getCrossHairMenuInfo 3)
]
]

setWeaponCRH = [
a = ( getweapon )
i = 0
if (= $editing 0 )[
if (= $use 1 ) [
loop i 7 [
if (= $a $i ) [
crosshairsize (+ $modSize @(concatword "$" ( at $weapons (+ 0 (* (+ $i 1) 3 ) ) ) ) )
loadcrosshair @(concatword "$" ( at $weapons (+ 1 (* (+ $i 1) 3 ) ) ) )
loadcrosshair @(concatword "$" ( at $weapons (+ 2 (* (+ $i 1) 3 ) ) ) ) 2
]
]
] [
]
] [
crosshairsize (+ $modSize $noSize )
loadcrosshair $noCH
loadcrosshair $noHT 2
]

]
autoCheckCH = [
setWeaponCRH
sleep $autoCheck [
autoCheckCH
]
]

autoCheckCH

Config file autoexec.cfg (4.52 KB)
Rating
10
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 (1 vote)
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Files: http://www.youtube.com/watch?v=t4UmXSCp2Ws / autoexec_0.cfg /

(2898) Home ~ ac_orange

Deathstar | 2010-10-16 17:19

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Conceptual | Deathmatch | Medium (5-8) | Various Licenses
Blurb Orange/Grey arcad style map
Screenshot
Get original file (142KB)
Detailed description

Hi all, I'm doing my come back in the mapping community!

I made this map in 0.93 long time ago (I think in 2008 or 2009). I fixed it today for the actual version of AC. I hope you will enjoy this funny arcad map. Have good game, and say me what do you think about it!

Map file ac_orange_By_Deathstar.zip (71.07 KB)
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Files: screenshot_15.jpg / ac_orange_by_deathstar.zip /

(2897) Home ~ corepulse

ransom subject | 2010-10-16 06:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Copyright
Blurb corepulse by ransomsubject and Pluton!um, an industrial style modern map with dynamic lighting
Screenshot
Get original file (33KB)
Detailed description

corepulse by ransomsubject and Pluton!um is an industrial style modern map with dynamic lighting which creates a space-type feel. Two bases with a central area where you can decide between many different pathways that determine how you want to get to your destination. Corepulse is a follow up from the "core" map series (comming soon) by Destroyer, Pluton!um, and ransomsubject (with some help from others.) Enjoy :)

Map file corepulse.ogz (1.96 MB)
URL http://www.box.net/files#/files/0/f/54008864
Rating
19
points
 (5 votes)
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Files: corepulse.jpg / corepulse.ogz / http://www.box.net/files#/files/0/f/54008864 /

(2896) Home ~ Forums ~ Content Creation ~ Adjustable Crosshairs

westjgames | 2010-10-15 01:14

Content Creation

Is it possible to make adjustable crosshairs? I realised that it is difficult to play without self-adjusting crosshairs for different weapons.

If there is a solution to this, how would I go about scripting this in?

‹ Help with weapon models Mapmodel waterfalls needed ›

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Files: none

(2895) Home ~ Forums ~ General Discussion ~ In game friend chat through steam.

Chasester_aka_you | 2010-10-14 21:44

General Discussion

For all those familiar with teamfortress 2 half life or left 4 dead you would know that they are produced through steam, a gaming company. They have a platform for friends which allows you to friend chat voice chat and keep track of your friends. You can use this for cube or any mod of it. To do this do the following:

Go to steams website and download there platform.
This is located a the top just left of center.
Go through the instruction to install on your system.
When installed it will ask for a user name and password. Click create new account
Give the needed information
once this is done you can login
Now you will be at the main page inside the steam platform
To add cube to your list of games do the following
Go to your cube folder (what ever mod you want to install) Note: Ive only done it with Saubraten
Open the Bin folder and copy all of the files in there to the main folder (Saubraten folder)
Then go back to steam
Go to the Menu Bar at the top of the program and click on Games>add a non-steam game to my library
all the programs on your computer will show up here, if it is there click on it else go browse and find the exe (not the bat: the exe is one of the files that you pulled out of the bin folder
Then click Add selected program
At the top under the menu bar click Library, it should appear under here.
Then you can click play, and it will run

This platform is absolutely free, and if you would like you can buy some of steams games but it is not required. Doing this allows you do the following:

In game Chat with steam friends
In game browser (by clicking shift tab you can open steam in game over top of saubrauten (it looks great)
Voice Chat with steam friends
management of who is on and offline
and much more :)
Heres pics



Hope this helps
chasester

‹ Justice on Mac [Problems] Taking the right name... ›

Rating
8
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Files: none

(2894) Home ~ Space Sky

Chasester_aka_you | 2010-10-14 03:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms | Other License
Blurb Earth Moon Sun Stars
Screenshot
Get original file (203KB)
Detailed description

This is the sky map in the Space circus but fixed up a little :)

Mod file EMSS.zip (398.84 KB)
Rating
11
points
 (2 votes)
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Files: emss_scrsht.jpg / emss.zip /

(2893) Home ~ Space Circus

AverageJoe | 2010-10-12 23:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Various Licenses
Blurb fast paced (open) arena map intended for 2 - 8 player
Screenshot
Get original file (49KB)
Detailed description

Space Circus is a map that I developed about 1 - 2 years ago.
This is the final (and only) release of the map. The skybox was custom made by me just for this map.
The map is intended as a deathmatch map for 2 - 8 people (Although I might say that I added waypoint for bots).
Anyway, if anyone wants to use the skybox or other parts of the map, feel free to do so.
(But if you do use the skybox please take a look at the link in the readme.)

Last but not least I want to say thank you to all people that helped me with this map and my former clan mX (mapping Xdream).

Map file Space_Circus.zip (1.6 MB)
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Files: screenshot_14.jpg / space_circus.zip /

(2892) Home ~ Forums ~ General Discussion ~ CTF map idea: vertical gameplay

Jorge | 2010-10-12 14:02

General Discussion

Thinking about gameplay lately I noticed, how much higher and lower levels improve the fun in a map. One of the very few maps which go towards using both horizontal and vertical gameplay is nmp9, which is one of the oldest maps.

Therefore I'm just gonna throw the idea in here: How about a CTF map with vertical gameplay? Would of course have to be a sci-fi map, I could imagine some duomo-like design. The basic idea would be both flags approximately next to each other quite at the bottom of the map. It must be arranged in a way that you can't reach one flag from the other, but instead have to go downwards to some teleporter-array bringing you back up on top of the map.

An advantage would be that there would be absolutely no need to make such a map symmetric, as the bases are next to each other. This would allow some interesting designs.

I hope I could make my idea clear, if not feel free to tell me. I don't know if my idea is worth looking into or even feasible. As I said, I'm just throwing this in here as I'm no mapper at all, but if anyone wants to try such a design, I'd be happy to think about it more detailed.

Edit: Very poor drawings added in a comment.

‹ Okay, so we are now hosted on quadropolis.4-cube.com? Modding Skins on Player Models, is it possible? ›

Rating
10
points
 (1 vote)
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Files: none

(2891) Home ~ Forums ~ Content Creation ~ Mapmodel waterfalls needed

Kretren | 2010-10-10 16:02

Content Creation

I'm making another map.. Well, same one I started in May.. And I've come to realize it needs some small waterfalls, similar in design to the ones used in bt_falls. Can anyone design these? I will show you what I've done in the map so you can fit it properly.

Also, I want to create a "push" feel to the waterfall, presumably through jumppads. I don't want the springy sound with these however; can I make another 'ent entry' so there are two jumppads ents, one with sound and one without?

Thanks in advance.

Kret

‹ Adjustable Crosshairs new gui skin mockup/icon ›

Rating
6
points
 (6 votes)
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Files: none

(2890) Home ~ [GUI] Dirt Mod

LoveForEver | 2010-10-10 07:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms | Public Domain
Blurb New Background, new chars, new cursor, and much more
Screenshot
Get original file (483KB)
Detailed description

When i look on quadropolis,
i see much beautifull mods, but i never find the perfect one. It's why i created the Dirt Mod.
There are much new things in the Dirt mod:
- new backgrounds
- new loading bar
- new icons
- new cursor
- new logo
- new frames
- ...

I hope you guy's, will enjoy it.

Mod file Dirt Mod.zip (2.13 MB)
Rating
20
points
 (4 votes)
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Files: screenshot_20618.png / dirt-mod.zip /

(2885) Home ~ Sokoban 0.3 alpha

Ac | 2010-10-01 15:07

Cube 2 (Sauerbraten) | Alpha | Gameplay | GNU GPL v3
Blurb Sokoban game
Detailed description

Classic logic game ( http://en.wikipedia.org/wiki/Sokoban ) now in Sauerbraten.
Script utilizes spatial triggers to read positions and to check push zones and other stuff.
Game field consists of 20x20 = 400 mapmodels; their properties are modified while playing. Same system could be used for many more games for online play like checkers, chess, etc ....
To get accurate position toogle to thirdperson 0 is needed (hence the nasty flicker when pushing).

instructions: unzip in you sauer directory. Ingame run /map soko. Follow instructions. You need to set push key manually since scripts dont seem to allow it (or do they?) To push simply stand next to box (at middle) and press key/button.

Preview
// Config script

Config file soko.zip (6.42 KB)
Rating
10
points
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Files: soko.zip /

(2882) Home ~ Urban Cathedral

Greaserpirate | 2010-09-29 00:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Small (1-4) | Creative Commons (BY)
Blurb A modern building surrounded by buttresses for CTF that forces you through enemy lines
Screenshot
Get original file (70KB)
Detailed description

This time I tried making a small, simple map with good gameplay and flow. The layout is set up so you can move clockwise or counter-clockwise to score, but with both ways, once you get the flag, you have to go past the enemy's spawn point where you're open to enemy fire. Since there isn't a lot of eyecandy I might remake it with a different theme. Suggestions and criticism are welcome.

Map file urbancathedral.zip (569.31 KB)
URL http://www.mediafire.com/?bwbwnhulxfvbchc
Rating
2
points
 (1 vote)
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Files: urbancathedral1.jpg / urbancathedral.zip / http://www.mediafire.com/?bwbwnhulxfvbchc /

(2880) Home ~ The Grand Tower

Rip4D | 2010-09-26 17:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb A "racing" map meant for simply running through and seeing how fast you can get through :)
Screenshot
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Detailed description

Well this is my first upload here at Quadropolis, so I figured I'd upload something that actually took me quite a while to make :P It took me about a month on and off (maybe 20 hours total) and I really hope you enjoy it :) Use it for time trials, make your own challenges, do whatever you want! :D Maybe even try racing with other people at once, you never know what you can do :P

Map file packages.zip (391.3 KB)
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Files: screenshot_7249430.jpg / packages_14.zip /

(2878) Home ~ Forums ~ Help and Support ~ SVN Downloading?

Djakk | 2010-09-25 03:06

Help and Support

When I pull up the SVN repository for SauerEnhanced (similarly with Red Eclipse) am I supposed to get a white page with a bunch of links? And if I am, do i just replace all of my currect SB files with ones on the SVN site? Thanks for any help.

‹ I cant hardley play sauer on windows 7 Invisible Water? ›

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(2876) Home ~ Forums ~ Content Creation ~ Floor plan generator, a tool like bmp2map exist for sauerbraten..?

BdR | 2010-09-20 20:12

Content Creation

Hi all,

I've been playing cube2 for a while now, and I would like to create some maps. I've already have some floorplans of maps I want to make, but converting a floorplan into the sauerbraten editor is quite a chore. You have to measure and count cubes, and when the proportion is either too big or too small, you have to start all over. Which got me thinking...

A long time ago, there was a conversion tool for the original Quake, which could quickly generate a Quake map from a .BMP file. The program would build the map based on certain colors that represented walls, doors and 'windows'. The program is still available, see the screenshots of it here:

http://user.txcyber.com/~si_slick/bmp2map/

I was wondering if something like that is also available for Sauerbraten?

Now, I understand that a tool like that could never create a finished cube2 map, with textures and lights and everything. But.. it would be pretty handy tool for setting up a floor plan as a starting point for new maps. You could easily create .BMPs based on..

- maps from other games
- google maps
- the floorplan of your house
- any new map ideas

..to create the initial layout of a map as a starting point. Right away you would have the basic layout, the corridor and area sizes, building placements, all the relative distances etc. You can use that as a starting point to edit into a better and more complete sauerbraten map.

regards,
BdR

ps: Alternatively, another question I have is; is it possible to edit a sauerbraten map using only console commands? So maybe commands like "select x,y,z" and "raise x,y,z" or something like that. If so, I think I could write a bmp2scipt tool myself.

‹ Anyone know a good dds plugin for photoshop cs4 OSX How to Mod Cube 1 ›

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(2875) Home ~ Forums ~ Help and Support ~ Invisible Water?

Pritchard | 2010-09-20 08:11

Help and Support

I was wondering if there is any way to make water in-game look exactly like air, via cubescript? it would be good as I want to make a low-gravity themed map, and the player movement in water is just what i'm looking for. Any way to make this happen?

‹ SVN Downloading? Case of the missing quote... ›

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(2874) Home ~ Forums ~ Help and Support ~ Case of the missing quote...

William_Shakespeare | 2010-09-20 06:26

Help and Support

I've been noticing much of my responses are completely eliminated without rhyme or reason. I understand it is the job of the admins and moderators to uphold posters to a somewhat professional standard or etiquette. However, I find it offensive when accurate, direct, though slightly rude comments are removed. If my memory serves me, is there not a legend of a man (complete with bad grammar, and nasty spelling) who creates entire posts on why a map sucks, and my comments, which are much more upstanding and tame, are erased from memory... It strikes odd.

‹ Invisible Water? teleport commands and new enemies ›

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(2873) Home ~ Capsule

Force | 2010-09-20 06:25

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Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Capsule - A DM/Capture map from DTT
Screenshot
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Detailed description

Well, this is the first DTT map I've uploaded, I might post some of my older ones, too.
This is effectively an experimental map, a cuber named Sparky4[yo=bee] showed me how to make the beehive sphere, I expanded on the concept and turned it into a six-way hive on a public coopedit server.
I took it offline, turned it into a space station, tried out a few gimmicks and tested it with BatteryClip. A small section of the map (specifically the T-shaped part with the greenarmour) was made by ransomsubject.

Thanks to all who helped, and I hope everyone enjoys the map :)

Map file DTT-Capsule.zip (299.06 KB)
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3
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Files: capsule.png / dtt-capsule.zip /

(2872) Home ~ Keystone_Night

blarg | 2010-09-19 01:11

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Red Eclipse | Development (SVN) | Conceptual | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Keystone_Night
Screenshot
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Detailed description

This map is identical layout-wise to the original Keystone. However, I have entirely reworked the atmosphere and lighting for a night variant. Usage of bright, industrial-style lights combined with the deep shadows give it a bleak feel. Little flashing beacons now adorn the four main pillars.

Tell me what you think.

Map file keystone_night2.zip (1.77 MB)
URL http://www.mediafire.com/?04hcfx9opq3h9h4
Rating
7
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Files: keystonenightprev2.jpg / keystone_night2.zip / http://www.mediafire.com/?04hcfx9opq3h9h4 /

(2870) Home ~ ac_medina

AndreONEz | 2010-09-15 14:35

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AssaultCube | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A desert and Arabian style map
Screenshot
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Detailed description

A desert-themed map with Arabian architecture. FFA/CTF capable.

Map file ac_medina.zip (41.92 KB)
URL http://www.akimbo.in/files/index.php?act=view&id=671
Rating
23
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Files: medina_5_1284122879.jpg / ac_medina.zip / http://www.akimbo.in/files/index.php?act=view&id=671 /

(2869) Home ~ Forums ~ General Discussion ~ Rating

Chasester_aka_you | 2010-09-14 20:45

General Discussion
Blind Rating

Rating a map is important as a critique but i think that commenting is even more important. I would like to note to people that rating a map without commenting is not very helpful to the forum. I would like you to consider commenting on a node before rating to explain why you are giving that rating on the node. This will not only help the design/programmer but also will help you in your critiquing and design/program skill. In that if your critic is wrong or not completely correct, some one can show you why and then show you the correct way to do it. Blind rating is not helpful to the forum and should not be done.

Sincerely,
Chasester

‹ Taking the right name... Themes! ›

Rating
41
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 (6 votes)

Files: none

(2868) Home ~ The Convent , updated at 20.9.2010

Mysterious | 2010-09-14 16:52

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Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Various Licenses
Blurb a convent , hidden inside some mountains
Screenshot
Get original file (64KB)
Detailed description

After a long time working on this map , im proud to present you "The Convent".
It is a small deathmatch map showing a convent located inside some mountains.
I just got some problems , especially to find the right lightning, but now i found a lightning which doesnt look bad (maybe there is someone helping me some time ?)

A special thx to MisanthropX , who helped me with several things !

Update 1 , 20.9.2010 :

-overworked lightning (together with misanthropX)
-added a lot of new details (together with misanthropX)
-changed parts of layout , deleted both teleports
-....

Thx to suicizer for this great skylight tip :P
and thx to all the other comments which gave me tips for and i hope you will like it now

So have fun and leave a comment pls, Greetings Mysterious

Map file The_Convent(updated).zip (1.21 MB)
Rating
83
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Files: screenshot_6709456.jpg / the_convent(updated).zip /

(2867) Home ~ Forums ~ Help and Support ~ teleport commands and new enemies

Djakk | 2010-09-12 03:38

Help and Support

I was wondering if there was any script or command in the .cfg that could be used to automatically teleport a player in sp against their will to a certain teledest. Also, i want to add in my own enemy NPC models, but I don't want to replace the old ones. How would i be able to make the game add in a different enemy at "/newent enemy 9" instead of it just defaulting to ogro (or whatever it does now)?

‹ Case of the missing quote... Looping Commands ›

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(2866) Home ~ Rolling Metal Door Texture

blarg | 2010-09-11 20:09

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Red Eclipse | Development (SVN) | Artistic | Content | All Platforms | Creative Commons (BY-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb This is a rolling metal door texture for use in Cube games.
Screenshot
Get original file (60KB)
Detailed description

This is a rolling metal door texture for use in Cube games. I created this texture to replace the one that was lost after Red Eclipse split away from BF. This texture is useful for texturing various sorts of rolling metal doors (i.e. warehouse doors, garage doors, etc.).

Includes texture, normal map, bump map, and spec map.

Mod file doortexture.zip (5.43 KB)
URL http://www.mediafire.com/?nmhee8361nppjr1
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Files: textgaragepic.jpg / doortexture.zip / http://www.mediafire.com/?nmhee8361nppjr1 /

(2865) Home ~ Subterra

viruz | 2010-09-10 13:38

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Cube 2 (Sauerbraten) | Release | Beta | Large (9-15) | FreeBSD License
Blurb an underground facility dealing with nuclear waste
Screenshot
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Detailed description

Because all the other mappers became lazy, i finished an old layout.

I began building it 5 days before justice-release and had been working like crazy on it (supported by misan and Nieb (the cave-ceiling was his idea :D )to get it into the release, but eihrul couldn't wait any longer, and so i stoped editing. (thx blarget... )

The idea was to build a camper-unfriendly indoor-ctf map. to gain some orientation, you have to pass rooms in the order "blue-green-grey-yellow-red". i tried to give the rooms an unique character usling lights, layout, models and sound, so i hope everyone understands the map quite well after a few rounds, the minimap will also help much.

note: beta status, waypoints are shitty and i am not sure weather its complete or not.

Update: better lights, more details, waypoints completed

Update: finished it, added the missing mapmodel

Map file subterrarc45.zip (6.69 MB)
Rating
160
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Files: subterra.jpg / subterrarc45.zip /

(2864) Home ~ Enhanced Thirdperson

RaZgRiZ | 2010-09-09 19:51

Cube 2 (Sauerbraten) | Release | Other | Creative Commons (BY-NC-SA)
Blurb a small script for a better spectator cam
Detailed description

This script will use the free rotational camera (thirdperson 2) when going in thirdperson while spectating someone, and will also allow you to smoothly zoom in and out using the scroll wheel.

To run the script, add it to the autoexec.cfg or anywhere else you want. Comment and rate if possible.

NOTE: This will be included in the upcoming QCPR release, which will be ready when so ^^
NOTE: Also check out the Simple Backup!
NOTE: Also check out the Personal Stats GUI (+ liner)!
NOTE: Also check out the Autobot Player Balancer (APB)
NOTE: Also check out the Q-Screen!

Preview
bind 9 [thirdperson (? (> $thirdperson) 0 (? (isspectator (getclientnum)) 2 1))]
specbind MOUSE5 [loop i 12 [sleep (* $i 10) [thirdpersondistance (minf (+f $thirdpersondistance 0.25) 120)]]]
specbind MOUSE4 [loop i 12 [sleep (* $i 10) [thirdpersondistance (maxf (-f $thirdpersondistance 0.25) 15)]]]

Rating
2
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Files: http://www.quadropolis.us/node/2814 /

(2863) Home ~ Null GUI

Calinou | 2010-09-07 16:06

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Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Release | Content | All Platforms | GNU GPL v3
Blurb Simple gui, no background at all.
Screenshot
Get original file (55KB)
Detailed description
Null GUI theme

Null GUI is a GUI without background, for, example fragging & looking at scores at the same time. It's easy to make, but for players who can't mod, this mod is for you !

Content :
Gui Skin
(more to add with the updates)

Mod file nullgui.zip (193 KB)
URL http://omploader.org/vNWd6dQ/nullgui.zip
Rating
6
points
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Files: preview_3.jpg / nullgui.zip / http://omploader.org/vNWd6dQ/nullgui.zip /

(2862) Home ~ Forums ~ Help and Support ~ Looping Commands

Djakk | 2010-09-05 04:29

Help and Support

Hey, I'm back again, looking for more help. Is there anyway to loop a command in the .cfg and then later cancel it? I'm trying to figure out how to make an alarm for my sp map Infiltration. The alarm is going to sound at a certain point, but I want to be able to cancel the loop near the end of the level. Is it possible?

P.S. sorry for the slow production on my "game". I've been in college since early August for computer engineering and I hardly have any freetime anymore.

‹ teleport commands and new enemies Can't use Freezetag Mod ›

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(2861) Home ~ Modern Theme

Awek | 2010-09-04 12:49

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Cube 2 (Sauerbraten) | Beta | All Platforms | Creative Commons (BY-NC-SA)
Blurb gray modern sauerbraten theme
Screenshot
Get original file (155KB)
Detailed description

v0.0.1
features:
-new logo
-new cursor
-new guioverlay
-new loading bar and frame
-new radar
->download: http://www.mediafire.com/?w57if7cb7boi7m3

v0.1.2
-complete revised version
and
-new background
-new slider
->download: mod file

installation:
-extract the files in your sauerbraten directory. please backup before.

please comment my work.

Mod file modern_skinV0.1.2.zip (996.84 KB)
Rating
15
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Files: skin.jpg / modern_skinv0.1.2.zip /

(2860) Home ~ Spacecore

ransom subject | 2010-09-04 01:12

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Cube 2 (Sauerbraten) | Release | Beta | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Spacecore - Ransom Subject & Pluton!um
Screenshot
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Detailed description

Spacecore

Map file spacecore.zip (1.89 MB)
Rating
16
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Files: spacecore.png / spacecore.zip /

(2859) Home ~ Evil8 Texturepack

Suicizer | 2010-08-31 15:45

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Cube 2 (Sauerbraten) | Release | Work in Progress | Creative Commons (BY-SA)
Blurb An industrial spacish texture pack.
Screenshot
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Detailed description

Information
And here, probably the last texturepack I will release of Yves Allaire's texturepacks, because the other texturepacks aren't that great as those which I already putted on quadropolis.

The original textures are created by yves allaire, while the bump- and specular-maps are created by me.

This texturepack can be used very well for a capture the flag map which is space-like themed, but can be used for a deathmatch map either.
I hope you enjoy the textures!

Credits
I would like to thank Yves Allaire for his wonderful work for recreating some of Quake3's textures.
The original textures can be found on http://www.evillair.net/v3/.

Sidenotes
Although the license isn't stating so;
Don't include these textures within your zip-file of your project, but rather link to this page instead. If you are using modified versions of the textures; be sure to include those and pick another name for them.
It currently is licensed as Creative Commons BY-SA 4.0.

Things to-do
Creating an example map.

Improvements
23th of September 2012
- Added meshes for some textures which are containing an alpha-channel.
- Added the skins of the meshes into the regular texture pack as well, just as option.

22th of May 2015
- Redid all the bump- and height-mapped textures.
- Rearranged the whole set on alphabetic order instead of theme (the order you see in the directory is what you get ingame).
- Tweaked the shader-settings to be more smooth then previously.
- Added the advanced technique of textureblending for those who are interested in using multiple layers (like using several glow-mapped textures in this case).
- Reconfigured all of the models.

Advertising
Here are some other texture packs which you might be interested in:

URL http://www.mediafire.com/download/6h8a5bn2kgbq4sd/e8_texturepack_22may15.zip
Rating
19
points
 (2 votes)
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Files: e8_jumppad02.png / http://www.evillair.net/v3/ / http://www.mediafire.com/download/6h8a5bn2kgbq4sd/e8_texturepack_22may15.zip /

(2858) Home ~ Cathedral

Chasester_aka_you | 2010-08-31 01:09

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Cube 2 (Sauerbraten) | Artistic | Capture | CTF | Large (9-15) | Copyright
Blurb Help
Screenshot
Get original file (63KB)
Detailed description
Modeling

I was going to use models, but not for the plain formal structure of the map. The detailing would be mostly done with the use of models. Things such a statues, gargoyles, inside decor, etc.
Towards the final release i will release models in a separate node. These will include:

Adam & Eve (located in the front of the Notre Dame de paris)
gargoyles (also same as above)
scaffolding (if i go the unfinished church)
chairs or random things
Textures

Textures will be released as Texture will probley be released in 2 releases and include:

a main texture (with 4 or five variances; the variances will be painted on over the main to create cracks and slightly ajar bricks)
2 or 3 stain glass textures (one for the main rose marry and on for the south rose marry and one for all the stain glass windows)
style texturs (some for the ceilings, painting on the walls, and other places)
A couple of wood textures for varies items (pulpit, chairs, stage, etc) Note: some of these could be models
fabric texture
GamePlay ideas

As Windecker pointed out this map is quiet large (in file size) and is marked as an artistic map and a ctf, this is due to the fact that it is an artistic map, but as this engine is focused to be as fps i saw it fit to make it playable :) So this is an ARTISTIC CTF/CAP.

The main idea for the map would be cap and then ctf game play would run as following:
The 2 towers in the front of the map would contain the flag (north and south towers), there would be 4 exits (maybe 3) the windows on the four sides. Enterances would be from the stairs at on the lower north/south sides of the tower, and also from the roof (which would be accessed from the towers which from the cross (east and west). For capture these would be cap points along with one in the east and west towers and one on the stage.

Theme Ideas

I had 2 main ideas for theming:

A unfinished cathedral (tarps over chairs pulpits ect, scaffolding, unfinished sculptures/paintings
A Cube cathedral (cube pmodels/mosters as gargoyles/sculpture, painting/stain glass with a cube focus
Log

-Log-Oct 31, 2010
Some work done on the inside of the north and south towers.
Note: no release.

-Log-Sept 24, 2010
i have finished the front of the cathedral. The general idea is to make this mostly a cap map rather than ctf. I am looking at making it ctf capable and putting the flags in the 2 towers at the front. There will be 2 main entrances into the Towers:
1. From the top. Through the roof onto the top of the tower. not quite sure how this is exactly going to work.
2. Through a stair case on the side of the tower. this could either be a tele up to the top of the stairs or actually make you climb the stairs
Both these ways will not be ways to leave (the staircase will be one way cubes and the roof will be to high to jump.

Both of these towers are bell towers so they will contain a bell ;)

Way to leave the towers will be from the windows on the four sides (maybe only 3). The Stain glass pain in the front (the big circle one) will be no-clipped so you can go through it to the stair case to access the other tower.

Any Layout advise, question, concerns or comment would be greatly appreciated.

-Log- Aug 23, 2010
I started a constructing a cathedral. I'm going for a Gothic style cathedral. I need some help on ideas for detailing. Also I'm looking for help to make the level more playable. As of right now, it is a little elongated, i would like ideas to make it feel less grand. I'm looking at making it look like Notre dame in Paris. Any ideas on detailing or ways to improve gameplay would be great. Of course I'm always open to critique on the current level.

Things to do:

Lighting
Add a North and South tower
Attach the front entrance to the main vaults.
Add an inside design, staircase and other thing to the front tower.
Add statues sculptures reliefs etc.
Finish the lay out including adding buttresses that create a cross shape for the building as a whole.
Texture

Note: Uses CFE's grass texture--not really needed :0

Chasester|YOU

Map file Cathedral.zip (5.99 MB)
Rating
13
points
 (2 votes)
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Files: cathedral.jpg / http://quadropolis.us/node/2487 / cathedral.zip /

(2854) Home ~ Fatal Instinct

David | 2010-08-28 13:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb Another great 1 on 1 deathmatch map!
Screenshot
Get original file (507KB)
Detailed description

Information
I hope you arent getting bored from remakes of Quake 3 Arena maps, because here's another one!
The normally called "q3tourney5" map that plays great in Quake 3 Arena, has been created in Cube Engine 2, with some sizeable gameplay and flow. Of course, the "Quadropolis Standards" has been tried to reach, by adding more platforms in the map than its original.

The map is really meant to be played 1 on 1. When trying ffa with more then 2 people, pickups will be hard to get. The map looks very boring in first sight, but if you play it on several modes (especially insta), you'll notice it's actually pretty tactical and the purpose of some things which seem to be illogical when encountering it the first time, makes sense after all.
It's like it's original, designed for ffa and efficiency duels. Insta can be played on it either, but it's a bit harder compared to the other modes. The fog can be very useful to sneak away when your opponent has the quad or to confuse him or her while duelling.

Be sure to give it a try before voting, because it looks pretty different ingame than on the screenshots. Just taking a match against a bot is no problem at all too, they haven't got any problem with the map (except reaching the upside of the walls in the centre)
I hope you enjoy it!

Credits
Thanks to Yves Allaire for the e7 texture pack, Drekow and Razgriz for playtesting.

Improvements
29-08-2010,
- Another way to the upper platforms has been added, to improve the gameplay and flow (for the people that cant see it or are just too lazy to check out the real gameplay and flow of the map, it's a teleport that spawns you to the upperplatform with just 1 health on it, above a greenarmour thats spawning on a small pool)...
- The centre walls are fully clipped now.
- Lighting has been fixed on some places.
- Jumppad geometry problem has been solved.
- Screenshots has been updated.
- Some pickups have been switched (the quaddamage is at the place where the health supposed to be, just in the air between 2 upper platforms. The quad has been putted on that place to give bots a fair chance too, else they somehow were never able to take the quaddamage, even though they could reach it. A rifleround is added where the quad was spawning).
- Some more playerstarts has been added (especially on the upper platforms).
- There have been added another lower platform next to the bullet spawn area and the centre of the map.
- Waypoints have been updated of course.

02-09-2010,
- Took some fog away to set it to 250 instead of 200...
- Unclipped the walls in the centre again (to increase the flow a bit)...
Those improvements were probably the last, because there isn't much left to improve (except if someone suggests an idea wich would fit logical in the map)...

14-12-2010
- Added an awesome detail for marking there's a teleport; A "kind of" mirror of the place where you get spawned when you take the teleport. A screenshot is attached to this node.

25-8-2011
- The configuration-file has been updated so all textures also use a height-mapped texture.
- The environmental texture has been converted to a .jpg-file to decrease the file-size.

18-2-2012
- There have been added 2 other ways for accessing the first floor.
- There are also 2 ways to the upside of the walls in the centre of the map (which will reward players with bullets or some riflerounds).
- Gameplay has been updated by the playerstarts and pickups which has been added (like those on the walls in the centre of the map).
- The fog has been reduced (again), which makes you see almost every corner pretty clear (player still aren't able to see from side to side of the map, which keeps the surprise effect a little bit). It now also plays pretty nice in modes like instant gib.
- A fogdome has been added.
- The fogcolour (and the water) has been tweaked some more grey, so it wouldn't look like a sandstorm.
- Skytextured all geometry which isn't in sight for players.
- Replaced the screenshot of the teleport for an environmental-mapped texture. It looks less good to me, but it saves a lot of file-size while still carrying the same purpose.
- Included all necessary textures and models.

21-2-2012
- Updated waypoints. Bot surprisingly aren't having any problem at getting the bullets on those walls.
- Fixed some small geometry mistakes.

Map file fi_13mar13.zip (848.42 KB)
Rating
33
points
 (6 votes)
Attachment Size
screenshot_129254.png 1.5 MB
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Files: quadropic02b.png / fi_13mar13.zip /

(2853) Home ~ SSC - Sauerbraten Server Creator BETA v0.3.5

Awek | 2010-08-28 12:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Standalone | Windows | Other License
Blurb A porgram to run/save/load sauerbraten (Cube2) server
Screenshot
Get original file (208KB)
Detailed description

SSC is a little program to configure and run a sauerbraten server.

Features:
-english and german language
-save 6 different server
-simple configure, save, load and run server

Necessary components:
-Microsoft .NET Framework 4 Client Profile
-Windows Installer 3.1

Informations:
To run a server you must open the port 28785 (UDP) and 28786 (UDP)(standard) in your router!

And now have fun with SSC!
Please comment...
_________________________________________________________________________________________________

SSC ist ein kleines Programm, um Sauerbratenserver zu konfigurieren und zu starten

Features:
-deutsches und englisches Menü
-6 Server speichern
-einfaches konfigurieren, speichern, laden und starten von Sauerbratenservern

Erforderliche Komponenten:
-Microsoft .NET Framework 4 Client Profile
-Windows Installer 3.1

Um einen Server zu starten muss der Port 28785 (UDP) und 28786 (UDP)(standard) in deinem Router geöffnet sein!

Viel Spaß.
Kommentare sind erwünscht...

Mod file SCC_v0.3.5.zip (2.04 MB)
Rating
8
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 (1 vote)
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Files: scc0.2.4.png / scc_v0.3.5.zip /

(2852) Home ~ Forums ~ Content Creation ~ SauerEnhanced Justice Edition Port

Anonymous | 2010-08-27 15:53

Content Creation

Hello guys.

As you all know (i guess) i canceled SauerEnhanced and it's no longer under any development.
However i COULD port it's latest version to Justice Edition.
Let me know if it's worth it: if AT LEAST 15 people will want SauerEnhanced for Justice (post in comments) i will do everything i can to port and possibbly work on some patches in future.

So if you want it just post in comments and let me know if reviving this project is not worthless.

Best regards - Q009

Current votes: BlahBlahBlah/15

EDIT: Won...

-------
Subversion URL: https://sauerenhanced.svn.sourceforge.net/svnroot/sauerenhanced

‹ new gui skin mockup/icon Sauer and Octree - what to do? ›

Rating
100
points
 (10 votes)

Files: none

(2850) Home ~ Terminal velocity 0.2 alpha

Ac | 2010-08-26 15:10

Cube 2 (Sauerbraten) | Release | Alpha | Gameplay | GNU GPL v3
Blurb No more unrealistic falls... By tweaking fatalv, fatalacc and other variables player can become really fragile.
Detailed description

Works in all game modes. It reads 3 z-coordinates of camera (not actual player position) periodically
and calcs speed and acceleration. If speed falls into danger zone ( fatalv 1.25 fatalv ) checking for decceleration is enabled ; once decceleration occurs, player is killed.

So any wild movement puts you in wounded state; there mild deccelarations kill. For even more realism secondary health could be added. Once it is depleted, player is killed.

To prevent unnecessarr bugs use firstperson view and set thirdpersondistance 0. Note that fall speed ( as coded in source of game ) is not a function of fall height but but of the time spent falling.

Config file terminalvelocity 0_2.zip (9.62 KB)
Rating
16
points
 (2 votes)
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Files: terminalvelocity-0_2.zip /

(2849) Home ~ FOR FANS ONLY

Chasester_aka_you | 2010-08-26 13:26

 this screenshot was not originally available or there was a problem extracting it

Other License
Blurb Professional Wallpapers
Screenshot
Get original file (0KB)
Detailed description

New Wallpapers!

Wallpapers.zip

Layout

The zip file layout is quiet simple. Pic your screen type (16:10 5:4 or ifone). Then simply put in your my pics :)
Note: all wallpapers (save the ifone) were originally 16:10 ratio.

Note: there are hidden messages in the pictures so look for them ;)

Lovable Jerk


URL http://www.mediafire.com/?3f0vqb5juf4102i
Rating
15
points
 (2 votes)
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Files: screenshot_0.jpg / http://www.mediafire.com/?3f0vqb5juf4102i / http://www.mediafire.com/?3f0vqb5juf4102i /

(2848) Home ~ ServBot - Cubescript Bot

DeathStarPC | 2010-08-25 07:12

Cube 2 (Sauerbraten) | Release | Beta | Mapping | Creative Commons (BY)
Blurb ServBot - CubeScript bot and auto-unspectator
Detailed description

One day, I thought it would be cool if someone could create a script that would automatically unspectate "trusted" clients and sendmap when they rejoin, I talked to my friend Erik (the master of cubescript) in my opinion. I ran the idea by him and he thought it was cool, so BAM after 2 days of HARD work and annoying testing we came out with ServBot, it does even more than unspectate trusted clients, it accepts commands. If someone changes their name to "commandhere" and then back to their name (with a sleep) the command is recognized.

Commands:
takemaster
test
commands
register
mmvote
savetemp
deltemp
listtemps
sendtemps

The GUI includes buttons to enable/disable all the commands, a Clients tab that lists all the trusted cllients and a help tab with info about all the commands.

Instructions:
note: DO NOT OPEN THE GUI WITHOUT ADDING A CLIENT
once you've got the GUI installed, go on a server. Claim master or admin, and type /addtrusted CN/NAME
Add as many clients as you need. To see all the trusted clients or to delete them press Q and go to the Clients tab.
type /clientsave
if someone disconnects, when they reconnect they will be unspectated and the map will be uploaded

Client commands, how to use them:
to issue a command on the server type, /name COMMANDHERE; sleep 500 [name YOURNAME]

Preview
docommand = [
if (&& (strcmp $uvar) (>= (indexof $commands (getclientname $arg2)) 0)) [
tempvar = @arg2;do [namecmd_@@arg1 @@arg2];uvar = -1
] [
if (= (indexof $commands (getclientname $tempvar)) -1) [uvar = "";tempvar = -2]
] ]

clientsave = [
if (strcmp 1 1) [
loop a (listlen (listclients)) [
docommand (indexof $commands (getclientname (at (listclients) $a))) (at (listclients) $a)
loop b (listlen $trustedclients) [
loop c (listlen $registerclients) [
if (strcmp (at $trustedclients @b) (at $registerclients $c)) [
registerclients = (strreplace $registerclients (concatword (at $registerclients @c) " "))
] ]
if (&& (&& (> (getmastermode) 1) (ismaster (getclientnum))) (&& (strcmp (getclientname (at (listclients) @a)) (at $trustedclients $b)) (isspectator (at (listclients) @a)))) [
say (concatword "Unspecing trusted client ^"" (getclientname (at (listclients) @@a)) "^"" (if (strcmp (at $modenames (getmode)) coop) [result " and sending map"]) ".^n")
spectator 0 (at (listclients) @@a)
if (strcmp (at $modenames (getmode)) coop) [sleep 500 [sendmap]]
] ]
loop b (listlen $registerclients) [
if (&& (&& (> (getmastermode) 1) (ismaster (getclientnum))) (&& (strcmp (getclientname (at (listclients) @a)) (at $registerclients $b)) (isspectator (at (listclients) @a)))) [
say (concatword "Unspecing registered client ^"" (getclientname (at (listclients) @@a)) "^".^n")
spectator 0 (at (listclients) @@a)
] ] ] ]
sleep 500 [
if (! (isconnected)) [connect 24.19.240.84 28785 TurboForceTableFan!;sleep 1000[say "Please do not disconnect the server bot.^n"]]
//spectator 1 //for a hidden serverbot
clientsave
] ]

Config file servbot.cfg (14.25 KB)
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Files: servbot.cfg /

(2847) Home ~ Battlefield 1.0

DeathStarPC | 2010-08-24 23:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | CTF | Large (9-15) | Creative Commons (BY)
Blurb Battlefield 1.0
Screenshot
Get original file (365KB)
Detailed description

So,

ive been working on this map on and off for a long time now, its NOT FINISHED at all, it needs ents, and clip fixes along with a couple other things.

I uploaded so others could give their opinion,

please rate/comment, thanks

Map file Battlefield 1.0.zip (781.28 KB)
URL 66.215.103.152/gds/battlefield.html
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0
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Files: battlefield.png / battlefield-1.0.zip / http://66.215.103.152/gds/battlefield.html /

(2846) Home ~ Forums ~ General Discussion ~ some texture configuration questions...

Suicizer | 2010-08-24 18:32

General Discussion

Ive been searching for an option to let a texture "spin" like a skybox, but failed (too bad :S).
- Does anyone has any idea if such command exist?

I can remember i once asked a similar question (if differnt ammount of texlayers could move over each other by texscroll, the answer was yes as far as i remember), but cant find the content anymore, were ive pasked that question...

- Is it possible to create an working "spinning" texture by using a script (if so, please tell how and maybe even the solution)?

My solution is a script that renders each time a quarter of 1 texture on just 1 cube.
This script is originally made by "a baby rabbit", for the full thread, "http://cubeengine.com/forum.php4?action=display_thread&thread_id=1451&start=0". For a demomap (posted by meatrome), "http://quadropolis.us/node/717".
Even tough this requires to modified a texture heavily, while most textures that arent made by your own, are licensed against that (or you need to ask permission, but low chance you get that).
I hope there is any easier solution nowadays, because its a long time ago since that thread has been posted (is there, please :S?).

Then another question:
- How do you get 2 textures on just 1 face of a cube, without having some nasty pattern from blending?
- Is it possible to let 2 textures get renderend on each other, without blending? (so just like:
"setshader bumpspecmapparallaxworld

texture 0 gibbie/11pipes_d.jpg
texture n gibbie/11pipes_local.jpg //the texture is getting rendered just on the same place as texture 0 does...
texture s gibbie/11pipes_s.jpg
texture z gibbie/11pipes_h.jpg",
but then:
"setshader stdworld

texture 0 gibbie/11pipes_d.hpg
texture 1 gibbie/base02_d.jpg")

‹ Themes! A Little Question ›

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Files: none

(2845) Home ~ Carnal Forge (updated)

Greaserpirate | 2010-08-23 20:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb a big shiny futuristic fortress of death for Capture, now updated
Screenshot
Get original file (48KB)
Detailed description

200 years before the Ironsnout was introduced, you and your band of outlaws were captured by the Emperor of Braten and sent to a research station in the middle of a vast field. The Imperial scientists had developed a battlefield injection that made soldiers four times as deadly, but the effects only lasted a second or two. The drug was to be developed immediately, and you and the other outlaws are the guinea pigs...

This map is a prefab, like "re_caste" and "twins", but it has a futuristic style and uses the shiny trak5 .cfg's. It works best with the glare on "intense". It's a big map and older computers might have trouble with it. It works for Capture and CTF. The name is from one of my favorite Carcass songs.

update August 31:
completely remade map, except for a bit of copying from the original.

highlights:
-london skybox is now the sky, eliminating the need for backups
-geometry mostly redone
-wires no longer scroll
-added player spawn caves
-took out pillars whenever possible
-put holes in the roofs and floors in the big towers and over yellowarmors
-added teleports in the big towers, hopefully makes gameplay "forward" rather than "upward"
-added items
-textures are better than original, less wacky errors
-put a wall around the map

URL http://www.4shared.com/file/APtYE1hs/Carnal_Forge.html
Rating
6
points
 (2 votes)
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Files: carnalforge2.jpg / http://www.4shared.com/file/APtYE1hs/Carnal_Forge.html /

(2844) Home ~ Sauer Typewriter 0.3

Ac | 2010-08-23 13:26

Cube 2 (Sauerbraten) | Release | Beta | Mapping | GNU GPL v3
Blurb Quick (10 chars/sec) writing in edit. Follow ingame instructions.
Detailed description

Allows typewriting of any character set with size 3. Characters must be easily selectable ( thin glitch cubes are bad for example). Text is printed onto fixed size line (default 32). Script is highly customizable. Next task will be removal of "look" condition.

Usage: goto edit mode, look in direction of green arrow, straight down, slightly up. Type /printword "text"

Preview
// Config script

Config file typewrite_0_3.zip (20.44 KB)
Rating
30
points
 (3 votes)
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Files: typewrite_0_3.zip /

(2843) Home ~ Arena of Death

David | 2010-08-22 21:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb a nice fast movement - but still not too open, deathmatch map.
Screenshot
Get original file (446KB)
Detailed description

Information
Here is another deathmatch map (posted for the second time. I really don't know or why it has been deleted before. I really cant remember I deleted it, because i know the consequences if I would do it on purpose. If Ive done it without purpose, I apologize for deleting the content and posting it again.
Another option is that some admin deleted the content. if so, please comment why it has been deleted the 1st time).

The map is based on the original Arena of Death in Quake 3 Arena, by ID-Software (better named ingame as q3dm3).
When you play it, be sure to try efficiency or ffa first, then insta. This is just because the original map in Quake 3 Arena is designed for ffa and so is this version. Waypoints are added and bots work properly so testing (or just playing) the map on singleplayer is no problem (they only got some problems with the jumppad close to the machinegun spawn place).

Maybe a nice hint when playing 1 on 1 on the map: Think before shoot. This map has the intention that you got to take choices where your enemy would be, then consider with which weapon you should kill him/her/it and then really do the action.

I hope you enjoy this map!

Credits
Thanks to Yves Allaire for the e7 texture pack!

Sidenotes
The required e7 texturepack can be downloaded here.

Improvements
during the time it has been deleted
- Better and more contrasted lighting, to create a less boring layout.
- Unsymmetrical, when it comes to gameplay and flow you'll feel more of that then you actually see, so try out first before you comment on that.
- Waypoints has been redone on certain areas.
- An input for the lava inside the lavatrenches, so it looks more realistic and solves the question how did the lava came in the map.
- Packaging problem has been solved. It should be packaged properly now...

during the time it has been posted again
- The configuration-file has been updated so all textures also use a height-mapped texture.

23th of September 2012
- Update the configuration-file once more.
- Added more pickups for a better flowing gameplay (less pistol usage).

Map file aod_23sept12.zip (1.09 MB)
Rating
35
points
 (5 votes)
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Files: quadropic07.png / http://www.quadropolis.us/node/2790 / aod_23sept12.zip /

(2842) Home ~ Forums ~ General Discussion ~ What has happened to Sauerbraten Enhanced?

byte512 | 2010-08-22 15:34

General Discussion

Hello everybody.
I have been a fellow user of Q009's mod Sauerbraten Enhanced.
As i heard, that he canceled it i was a little shocked,
so i would like to get some answers on my questions.

Why did he cancel the project?
Is someone thinking about adopting the project?

I have been realy interested in Sauer Enhanced, so i'd really like to know those things.

regards, byte

‹ Rifle Mods for Justice? Please link. Authentication Servers ›

Rating
10
points
 (1 vote)
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Files: none

(2837) Home ~ teledemo 0.1 alpha

Ac | 2010-08-18 09:48

Release | Alpha | Gameplay | ZLIB License
Blurb Adds spatial triggers in multiplayer; doors and many more possible. Also silent teleports without changing other game files.
Detailed description

Works in coop edit mode in multiplayer. Cheating with editmode is possible of course; but no system prevents it if someone is motivated. Usage: Just unzip files teledemo.cfg and teledemo.ogz in /packages/base. To make levels and add trigger points edit telepoints variable in cfg file. Suggestions, fixes and more "user friendlyness" ideas/implementations are welcome.

Preview
// Config script

Config file teledemo 0-1 alpha.zip (49.72 KB)
Rating
20
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 (3 votes)
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Files: teledemo-0-1-alpha.zip /

(2836) Home ~ Glitch race

Ac | 2010-08-15 15:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Small (1-4) | Creative Commons (BY)
Blurb hard race
Screenshot
Get original file (58KB)
Detailed description

Race with short but hard puzzles; no weapons neccessary. Comes with level codes and cheat discouragement system. Also included password generator to check if cfg is used.

Map file glitchrace.zip (1.89 MB)
Rating
47
points
 (7 votes)
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Files: race.jpg / glitchrace.zip /

(2835) Home ~ autosorry-script

Leetex | 2010-08-13 21:45

Cube 2 (Sauerbraten) | Gameplay | Other License
Blurb autosorry - Don't worry about your teamkill! This script says "Sorry!" for you! It's better than a bind!!!
Detailed description

autosorry - Don't worry about your teamkill! This script says "Sorry!" for you! It's better than a bind!!!

Preview

Is it annoying, every time say "Sorry!", when you do a teamkill? But you think, it is really necessary? Here is the solution: Leetex' autosorry-script!

You can choose, if you just want say "Sorry!" to your teammates or to every guy on the server. Type in your "Sorry!"-Message, and every time, when you do a teamkill, the script will say it.






What you must do:
1. Move the autosorry.cfg-file in your Sauerbraten-folder.
2. Open your Sauerbratengame, click "options", go to the "autoexec.cfg"-tab and write in this:

exec autosorry.cfg

3. Click on "save" and "exec".
4. For using the script, just press W. Attention: When you restart the game, you must type in your "Sorry!"-text again.


But now - have fun with my script!
Config file autosorry.cfg (2.11 KB)
Rating
10
points
 (2 votes)
Attachment Size
desc_img.png 443.16 KB
desc_img_large.png 1.89 MB
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Files: autosorry.cfg /

(2834) Home ~ Forums ~ General Discussion ~ Too many servers...

DeathStarPC | 2010-08-13 11:47

General Discussion

So as we all know, there are a whole lot of servers.

i believe eihrul hosts 3 masterservers: Sauerbraten CTF edition, Sauerbraten trooper edition and Sauerbraten justice edition (current).

Justice has 6 pages of servers (when i say 6 pages i mean pages 7 8 and 9 are Older Protocol), only 1 and a half pages are filled with USED servers. I believe this is because all the servers are "auth", (something that disables /setmaster). Most people are looking for a server where they can enter, claim master and load whatever they want.

A big problem with XSBS is that it automatically sets mode to veto when started, even if its an "auth" server, this should be fixed.

you should only host a server for a purpose, for example a clan server where everyone meets, if you want more people to come into it you should allow setmaster 1, because this way people will be able to do what they want if the server is empty.

Servers outlined with the Oval are un-modded servers.

here are all the pages of the servers (1-6)

‹ A Little Question 2 + 2 = 5 ›

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(2833) Home ~ Forums ~ General Discussion ~ 2 + 2 = 5

Chasester_aka_you | 2010-08-10 18:43

General Discussion

One day i log on and im posting comments as usual, you know bashing and completely ripping peoples maps. And i click the post button: IT DOES NOT Post. So of course I tried it again and again, and at the point I was about to throw the computer out the window; i see this red highlighted box that asked me 2 + 2. Like seriously! So i think back to my preschool days and i answer the bloody stupid question. I realized later reading through post that some idiot used a bot to post a stupid post advertising some lame brain thing about the ps3.

So my question: IS EVERYONE AS ANNOYED AS I AM ABOUT THE STUPID, ARE YOU A DUMMY TEST QUESTION?

‹ Too many servers... need help with colouring text. ›

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(2832) Home ~ Forums ~ General Discussion ~ A Little Question

Mysterious | 2010-08-10 13:28

General Discussion

I just got one little question :

Does anybody know a good program for creating custom textures ?

I would be really glad for some comments !
Greetings Mysterious

P.S : An included tutorial wouldnt be bad

‹ some texture configuration questions... Too many servers... ›

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(2831) Home ~ Forums ~ General Discussion ~ need help with colouring text.

Suicizer | 2010-08-09 23:49

General Discussion

ive been trying to colour the text of a maptitle, but didnt succeeded.

my actual questions is:
- How can i get text in (as example) a maptitle, in different colours?

i already tried with this "tutorial", but seems to me like if theres missing a part or something :S:
http://cube.wikispaces.com/coloured+text

(could i please have some better help then this tutorial?)
i understand that those numbers are meaning a colour, but where, how and where do you have to put them?
they are saying things about "\f". i tried this but nothing happens, why?...

thank you very much already...

‹ 2 + 2 = 5 Sketchup into Sauer ›

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(2830) Home ~ Listen Server Control: (Serv) V 1.2 [REPACKAGED]

DeathStarPC | 2010-08-09 02:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Other | Creative Commons (BY-NC)
Blurb Listen Server Manager: (Serv) V 1.2 [REPACKAGED]
Detailed description

A simple GUI to manage Listen Servers

Questions, problems? Email me: x90265@gmail.com


see full size image

Like the GUI theme? Download it here

UPDATE

added guibar after register with master to make the GUI look better

Preview
newgui Serv [
guistayopen [
guititle "Listen Server Control"
guibutton "Start Listen Server" [startlistenserver $regmaster]
guibutton "Stop Listen Server" [stoplistenserver]
guibar
guicheckbox "Register with Masterserver" regmaster
guilist [
guilist [
guitext "Server Name "
guitext "Server Port "
guitext "Max Clients "
guitext "Bot Limit "
guitext "Admin Pass "
guitext "Connect Pass "
]


Config file serv.cfg (1.73 KB)
Rating
10
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 (1 vote)
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Files: http://img541.imageshack.us/img541/2973/servgui.png / serv.cfg /

(2828) Home ~ map cavebase and big texture-pack

sCaSd | 2010-08-05 05:01

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Final Release | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb map cavebase and big texture-pack
Screenshot
Get original file (149KB)
Detailed description

This is a small map I made to test Philip K.'s new texture-set. There is also his old texture-set included together with parallax-shaders and some fixed parallax-maps. Those textures are saved as lossless jpg's. Have fun.

(filename: pk01-02.zip - http://www.mediafire.com/?836rt5xeu25f92s)

URL http://www.mediafire.com/?836rt5xeu25f92s
Rating
23
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Files: cavebase.jpg / http://www.mediafire.com/?836rt5xeu25f92s /

(2826) Home ~ sauerbraten language translation command

jonlimle | 2010-08-04 01:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Source mod | Windows | Creative Commons (BY)
Blurb sauerbraten language translation command
Screenshot
Get original file (226KB)
Detailed description

This was just something i had done for fun, but several people asked if i was going to upload it, so i guess i will, it adds a /translate command to the game, the usage of it is...

/translate

i also wrote up a VERY basic gui which automatically executes itself, and bind to the + key on the number pad, or you can see the gui by typing /showgui translate
the gui also contains the country codes for all languages in which it is able to translate

if you have any issues with it, let me know and i will fix them, or if you have any other requests, let me know...

i currently only have windows binaries, if you are on linux let me know and i will build linux bins

Mod file Sauerbraten Translator.exe (1.55 MB)
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Files: translate.jpg / sauerbraten-translator.exe /

(2824) Home ~ Power

Rammsteiner | 2010-08-02 00:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Other License | Quality Assurance Issue | Detailing Problem | Map Layout Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Blurb A small - medium sized map designed for 2 - 6 players.
Screenshot
Get original file (193KB)
Detailed description

(Sorry about the aliased screenshot - my computer doesn't handle 4xAA
My first (decent) map. It is designed to have enough room for about 2 - 6 players in a fight to the death. I recommend enabling "glare".

License:
This map can be modified and redistributed under the condition that the "modifier" give credit to me.

Constructive critiscism is welcome, tell me what you think :D

Map file power.zip (983.25 KB)
Rating
2
points
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Files: power.jpg / power.zip /

(2823) Home ~ Hide and Seek and Zombie server mod

Wolfn | 2010-08-01 12:16

Cube 2 (Sauerbraten) | Release | Source mod | All Platforms | ZLIB License
Blurb Hide and Seek / Zombie
Detailed description

This is a server mod (clients don't need anything special) that does Hide and Seek and Zombie modes.

RULES :

INSTA ZOMBIE mode (instagib team): If you are in team zomb (zombie), you must kill everyone in team huma (humans) so that they become zombies. Humans have 100 + 70 * number_of_zombies maximum life and their life regenerates at 10 points per second. Humans can kill zombies in one shot. Teamkills are impossible.

HIDE AND SEEK mode (efficiency team): If you are in team hide, you must hide from the seekers. If you are in team seek, you must kill hiders and they will also become seekers. Hiders cannot kill seekers. Teamkills are impossible.

HIDE AND SEEK ZOMBIE mode (efficiency team and type "#zombie 1"): If you are in team seek, you must find and kill people in team hide. They then become seekers as well. Hiders' life regenerates and they can kill seekers but seekers are more resistant. Teamkills are impossible.

You are free to use it, tweak it, report bugs, make suggestions,...
Please distribute source code if you make modifications.

UPDATE: a slightly improved version is now linked here.

If you are running this server, please leave a comment explaining how to access it (address and port).

Mod file sauerbraten-hideandseek-zombie2.tar.bz2 (1.47 MB)
Rating
17
points
 (2 votes)
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Files: sauerbraten-hideandseek-zombie2.tar.bz2 /

(2822) Home ~ Churchnezz

PressTheEject | 2010-07-31 08:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Large (9-15) | Other License
Blurb I made a church
Screenshot
Get original file (172KB)
Detailed description

EDIT: Fixed the packaging.
EDIT: No upper case letters in the folder names

I decided to make a church with gothic architecture and so I did.
This isn't supposed to run smoothly, only look good.
It's a Work In Progress, as I intend to add more buildings and more interior stuff

I know the lightning is bad, but I was just experimenting.

Map file churchness.rar (1.02 MB)
Rating
25
points
 (4 votes)
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Files: churcness2.jpg / churchness.rar /

(2818) Home ~ Stats Script including gamehud

srbs | 2010-07-30 01:38

Cube 2 (Sauerbraten) | Release | Work in Progress | Other | ZLIB License | Master
Blurb Small Script to show your Frags, Deaths, Acc, KpD and Flag counts.
Detailed description

Installation:
Add the following line into your autoexec.cfg:
exec stats.cfg

or: Copy and paste the contents of the script into your autoexec.cfg

Usage:
Press F9 while in-game to view your stats. Or if you have the gamehud on, look at the lower right hand corner.

Screenshot

Config file stats.cfg (696 bytes)
Rating
47
points
 (6 votes)
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Files: http://i79.photobucket.com/albums/j146/somerandombystander/Sauerbraten/statscfg.png / stats.cfg /

(2817) Home ~ Iron Cross crosshair

langlo94 | 2010-07-28 18:08

Cube 2 (Sauerbraten) | Release | Public Domain | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb An Iron Cross looking crosshair.
Detailed description

This is my first release, ever, and I hope you like it.

The reason I made this crosshair is that i felt that none of the available crosshairs were good enough. I called it Iron Cross because it resembles an Iron cross.

Edit: Please vote if you like.

Map file Iron_Cross_crosshair.zip (2.88 KB)
Rating
2
points
 (1 vote)
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Files: iron_cross_crosshair.zip /

(2815) Home ~ Skyboxes by Bosurgi725

Bosurgi725 | 2010-07-28 05:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Creative Commons (BY-SA)
Blurb Just a few skyboxes I've been working on.
Screenshot
Get original file (49KB)
Detailed description

Four(4) skyboxes by me.

sp1 - South Pacific - Pacific Islands theme.
arctic1 - Arctic Region - Has a very bright snowblind feel to it. Intentional.
crater1 - Meteor Crater - Inspired by meteor crater in Arizona, USA.
moon1 - Moonscape - Random moon, similar to earth's moon.

These are some early works, they are final, I won't be changing them. But I am working on more now with better quality and variety. Open to suggestions for themes for next batch. Rate them. Use them. Ignore them. To each his own.

Map file bosurgi_skyboxes.zip (4.41 MB)
Rating
21
points
 (3 votes)
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Files: bosurgi_skyboxes.jpg / bosurgi_skyboxes.zip /

(2814) Home ~ Simple Backup

RaZgRiZ | 2010-07-27 22:54

Cube 2 (Sauerbraten) | Release | Work in Progress | Other | Creative Commons (BY-NC-SA)
Blurb simple map backups with numbered copies!
Detailed description

So this script is a small and efficient piece that will surely come in handy if you want frequent copies of a map you're making in numbered copies so you can browse back your changes.

All you have to do to use it, is do /bakfile #, where # is the amount of minutes each save will take place after another. To turn the Simple Backup off, all you have to do is change map or mode.

Enjoy, and give feedback. Report any bugs or problems that you may encounter!

NOTE: This will be included in the upcoming QCPR release, which will be ready when so ^^
NOTE: Also check out the Personal Stats GUI (+ liner)!
NOTE: Also check out the Autobot Player Balancer (APB)
NOTE: Also check out the Q-Screen!
NOTE: Also check out the Enhanced Thirdperson!

Config file bakfile.cfg (570 bytes)
Rating
11
points
 (2 votes)
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Files: http://www.quadropolis.us/node/2806 / bakfile.cfg /

(2813) Home ~ Q-Screen 1.22

RaZgRiZ | 2010-07-27 22:40

Cube 2 (Sauerbraten) | Release | Work in Progress | Other | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb Qlean codewise and pixelwise
Detailed description

Quite similar to Pretty Screenshot one would say. No it isn't. Q-Screen is more complex and way smarter as it has a detailed screenshot naming plan and support for custom names when used manually.

This script is able to "temporarily" capture your hud preferences and restore them when the screenshot has been taken without using variables. To use it, you can simply do /qscreen, and the captured picture will be saved with mode, map name and millis in the filename. If you decide to do /qscreen TEST, the screenshot will be saved with the name TEST.

If you would like to use it instead of the default screenshot bind, do /bind F12 qscreen

Enjoy, and give feedback. Report any bugs or problems that you may encounter!

--------------
[UPDATE 24/07/2011] Updated for justice, now without variables at all. Mode names removed due to bloat and the difficulty in maintaining a proper list. Everything should work without problems. Replaces the default screenshot in F11.
[UPDATE 25/07/2011] Bugs fixed, names now work as they should. Modes added back in. Added Justice compliant version. Fixed the stupid F11 bind to F12, sorry for any inconveniences.
[UPDATE 13/11/2011] A nice update which solves the problem of the hud elements disappearing when taking screenshots too fast, thanks to srbs. Also, a realtime sleep amount calculation provides the best sleep value for taking pefect screenshots even under heavy lag!
--------------

Also check out the following scripts!
[PENDING] Simple Backup
Personal Stats GUI 1.1
Autobot Player Balancer 1.1
Enhanced Thirdperson




CLICK HERE FOR THE SVN VERSION OF THE SCRIPT

Config file qscreen.cfg (552 bytes)
Rating
32
points
 (8 votes)
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Files: http://www.quadropolis.us/node/2814 / qscreen.cfg /

(2812) Home ~ Autobot Player Balancer 1.1

RaZgRiZ | 2010-07-27 22:13

Cube 2 (Sauerbraten) | Release | Work in Progress | Other | Creative Commons (BY-NC-SA)
Blurb Balance the game easily, this script does the work for you
Detailed description

Alright people, it's been more than a year now since i first released the script, and in light of the apparent spectator problem, i admit i've been lazy to fix it properly.

However, i've finally done it and the script is once more operational. What's more, you get one new and cool feature!

----------------------------------------

APB attempts to balance the amount of players (including bots) to a given value at all times, assuming you have master in order to use it, unless you are not connected, in which case it does not matter.
All you have to do to use it, is do /autobot #, where # is the amount of players you want to balance. If you wish to turn it off, simply reuse the command without a value following it.

You can also supply a second argument to pinpoint the skill level the bots added will be. A third argument will serve as the minimum skill range. It doesn't matter what value you give it, they will always be clamped to 1-101. There's a note however, bots will not change skill once inside unless they are "replaced". So you'll either have to shut the script down or start a new match for the new ones to come in. A feature to prevent that will likely come in the future.

----------------------------------------

Enjoy, and give feedback. Report any bugs or problems that you may encounter!

Also check out the following scripts!
[PENDING] Simple Backup
[PENDING] Personal Stats GUI
Q-Screen 1.22
Enhanced Thirdperson
Config file apb.cfg (739 bytes)
Rating
26
points
 (8 votes)
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Files: http://www.quadropolis.us/node/2814 / apb.cfg /

(2811) Home ~ AssaultCube map ac_sewers by aCKa clan

MacAdresS | 2010-07-27 18:35

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Deathmatch | CTF | Large (9-15) | Other License
Blurb AssaultCube map ac_sewers by aCKa clan
Screenshot
Get original file (70KB)
Detailed description

hi friends,
we made map, http://forum.cubers.net/thread-398.html - screenshots

Map file ac_sewers.zip (16.45 KB)
Rating
10
points
 (1 vote)
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Files: 20100727123913acsewersc.jpg / ac_sewers.zip /

(2810) Home ~ ac_golden

AndreONEz | 2010-07-27 17:01

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Deathmatch | CTF | Medium (5-8) | Other License
Blurb A 100% balanced map set in a golden temple theme.
Screenshot
Get original file (264KB)
Detailed description

This map was inspired by 4bit's Pistol Palace and a castle I visited during a school trip. It's totally balanced and playable in CTF/(T)KTF and FFA modes.

Map file ac_golden.zip (6.81 KB)
URL http://www.akimbo.in/files/index.php?act=view&id=615
Rating
8
points
 (1 vote)
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Files: ac_golden_screen.jpg / ac_golden.zip / http://www.akimbo.in/files/index.php?act=view&id=615 /

(2809) Home ~ Sauerbraten Chess

TheRRRClan | 2010-07-25 07:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | Creative Commons (BY-ND) | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A in-game recreation of Chess.
Screenshot
Get original file (62KB)
Detailed description

This was created in about an hour or so. After making it's online debut, I was happy with the feedback I received. After playing (yes, actually) a few games of chess with some of the community, I've decided to upload it here. It may not look fantastic, but it can start some intense online games of chess with your friends, clan members, etc. If you don't know how to play, there's a guide inside the map showing how the pieces can move. If you don't know which pieces are which, use a picture for reference.

Host competition or matches if you want, but make sure that the RRR Clan gets full credit towards its creation. Thank you.

- rbbbs

Map file Chess.zip (83.84 KB)
Rating
0
points
 (0 votes)
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Files: chess.jpg / chess.zip /

(2808) Home ~ Country Side Living

SecretAgent007 | 2010-07-25 07:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | CTF | Large (9-15) | Copyright | Quality Assurance Issue | Detailing Problem | Packaging Problem | Screenshot Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb This is a map just about a country side living
Screenshot
Get original file (65KB)
Detailed description

This is my first release fro this level so there might be some bugd and stuff to fix but I'll get there eventually. So I hope you like this map and I look forward to reading your comments.

Goto http://cubeclanbec.webs.com/apps/photos/album?albumid=9591625 to see the picture because quadropolis wont let me put a picture on.

Map file Country_Side_Living.rar (5.61 MB)
Rating
4
points
 (2 votes)
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Files: country_side_living.jpg / country_side_living.rar /

(2807) Home ~ Shiny Trak5 .cfg's

Greaserpirate | 2010-07-24 21:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Content | All Platforms | Creative Commons (BY)
Blurb I polished the Trak5 textures( and more) for ya, Sarge.
Screenshot
Get original file (308KB)
Detailed description

I really like the bumpenvworld shader and the Trak5 texture set, so I decided to combine them. The result: for dark maps, it looks like an army of janitors with OCD polished everything. The effect is more noticeable in dimly-lit spaces- in the light, it looks like the normal textures and not washed-out brightness everywhere. It works fine with the glare turned all the way up.

Try it for yourself and see what it's like.

Update Feb. 19:

-added spec maps and shiny .cfg's for Lunaran textures
-got rid of URL

Mod file shiny.zip (1.53 MB)
Rating
10
points
 (2 votes)
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Files: very_shiny.png / shiny.zip /

(2806) Home ~ Personal Stats GUI 1.1

RaZgRiZ | 2010-07-24 20:26

Cube 2 (Sauerbraten) | Release | Work in Progress | Gameplay | Creative Commons (BY-NC-SA)
Blurb See your stats 'n shit, yo.
Detailed description

Here's a script that gives you an overview of your stats in a compact GUI that will disappear when you release the bound key, which is P by default.

Features frags, deaths, accuracy, flags scored (shows only in modes featuring flags), damage dealt, damage wasted, kills per death and damage dealt per death which is more accurate sort of measurement for efficiency modes, a personal favorite.

Enjoy, and give feedback. Report any bugs or problems that you may encounter!

Also check out the following scripts!
[PENDING] Simple Backup
Q-Screen 1.22
Autobot Player Balancer 1.1
Enhanced Thirdperson
Config file personalstats.cfg (1.15 KB)
Rating
34
points
 (9 votes)
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Files: http://www.quadropolis.us/node/2814 / personalstats.cfg /

(2805) Home ~ Sauerbraten Stats Script

Thomas1124 | 2010-07-24 12:42

Cube 2 (Sauerbraten) | Release | Final Release | Gameplay | Other License
Blurb Little Stats Script to check your Frags, Deaths, Acc, KpD and Flag stats
Detailed description

Copy and paste the script to your autoexec.cfg and press F6 or another defined key to check your stats

Preview
round = [
split = (strreplace $arg1 "." " ");
result (concatword (at $split 0) "." (substr (at $split 1) 0 $arg2));
]

print_stats = [
red = [ result "^fs^f3"; ]
blue = [ result "^fs^f1"; ]

frags = (getfrags);
deaths = (getdeaths);
acc = (getaccuracy);
flags = (getflags);

ldeaths = $deaths;
if (= $ldeaths 0) [ ldeaths = 1; ]
kpd = (round (divf $frags $ldeaths) 2)

if (> $flags 0) [ flags = (concatword (blue) " Flags: " (red) $flags); ][ flags = ""; ]

echo (concatword (blue) "Name: " (red) (getname) (blue) " Frags: " (red) $frags (blue) " Deaths: " (red) $deaths (blue) " Acc: " (red) $acc "%" (blue) " KpD: " (red) $kpd $flags);
]

bind "F6" [ print_stats; ]


Rating
117
points
 (13 votes)
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Files: none

(2804) Home ~ Forums ~ General Discussion ~ Sketchup into Sauer

Bongwater | 2010-07-24 02:17

General Discussion

Does anyone have any experience importing Sketchup files into sauer?
Sketchup will export 3d models as OBJ. Is there anything to watch out for, tips etc.?

Thanks in advance.

BW

‹ need help with colouring text. Request for game creation help ›

Rating
0
points
 (0 votes)
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Files: none

(2803) Home ~ The Temple of Krypton (UPDATE : 02.04.2011)

Mysterious | 2010-07-23 18:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Some things should be discovered......
Screenshot
Get original file (63KB)
Detailed description

Story : "A few time ago , some ogros-conquistadores were sent to fight the ironsnouts at the other side of the "mountain-fields". When they were on their way , some of the conquistadores slid down a huge mountain.
A few moments later they awoke at an ancient building full of history. After some discovering they got to know they were caught in a temple ...... The Temple of Krypton....Can you hear their screams down the underground ?"

Gameplay : "More random gameplay for a better insta handling"

I would be really glad about some comments and i hope you will enjoy discovering "Krypton´s Temple"

UPDATE 24.7.2010 : -added some details
UPDATE 31.3.2011 : -added some windows
-overworked lightning
-improved curves
-added some new details
-overworked clipping/noclipping

UPDATE 02.04.2011: -added some smooth contrast
-fixed clipping issues

Sorry guys for letting you wait for an update , but i was very inactive the last months so here it is !

Map file Krypton.zip (247.58 KB)
Rating
40
points
 (5 votes)
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Files: quad.jpg / krypton.zip /

(2802) Home ~ Block Fort

Blarget2 | 2010-07-23 15:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY) | Quality Assurance Issue | Detailing Problem | Map Layout Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Blurb a remake of the mario kart map Block Fort
Screenshot
Get original file (272KB)
Detailed description

this is a remake of the map on mario kart, block fort. i tryed to make it as accurate as possible and still keep the sauer feel for gameplay. all the spots in mario that had mystery blocks are now weapons. the quad and healths are in different locations but thats ok. 5-8players. mostly for ffa (this is what i have tested a lot with bots and friends)

if your a mario kart enthusiast, i think you'll get a kick out of this.

EDIT: V1.1 changed light atmophere and textures(a little). now it feels like a night light city dance club.

NOTE- anyone that is a symmetric hater or a mario hater, dont post here or i will ignore it, thank you :P.

Map file blockfort v1,1.zip (336.75 KB)
Rating
13
points
 (3 votes)
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Files: block-fort.png / blockfort-v1,1.zip /

(2800) Home ~ Linux screenshot converter/renamer

soilah | 2010-07-21 11:30

AssaultCube | Cube | Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Other Mod | Work in Progress | Other | Public Domain
Blurb A small bash-script for Linux which makes it easy to process and rename all your screenshots automatically.
Detailed description

The script is meant to process (convert, scale...) and rename screenshots according to their timestamp (e.g.: 2010-01-23_16:56:00.jpg).

What is the reason:
I am still missing this function in Sauerbraten. The screenshots are named after the time (in ms) the client was running until the screenshot has been taken - that is totally useless for me. There is no support for the JPG-fileformat either. That causes file sizes around 5mb on my configuration which is way too much.
I would have been happy if someone gave me this script - maybe some of you can use it as well ;)

What does it do:
It checks your screenshots-directory for pictures of a specific filetype which you can define. It renames them according to their "last-time-modified"-timestamp, moves the converted files to a specific directory and backs the original files up (if you want).
The original files can be deleted as well. You just have to uncomment a line and delete another at the end of a script.

-
-
Usage:
On a Debian-like systems (e.g.: Ubuntu) you will need to get the package "imagemagick" which contains an application called "convert".
Get it with "sudo apt-get install imagemagick".

Open the script with a text editor and fill in your directory-paths and the filetype of your screenshots.

Make it executable with "chmod +x /scriptpath/scriptname"

Execute it and you are done!
-
-

I'm not experienced in writing scripts, but I tried to make it as useful as I can. It is well commented so that an unexperienced user can also understand what happens where. I'm always happy about feedback; tell me if you see parts which can be optimized!

Have fun using it! ;)

EDIT: Fixed a mistake concerning multiple files of a type...

Config file sauerscreens.zip (1.44 KB)
Rating
0
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Files: sauerscreens.zip /

(2798) Home ~ Team Race game for regencapture gameplay. (Refreshed!!)

Sky | 2010-07-21 06:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Capture | Huge (16-32) | Copyright
Blurb CoopRace beta release by Sky, try found to way, together. Adventure on an amazing worlds, await's u.
Screenshot
Get original file (131KB)
Detailed description

An Adventure map, for 2-4 players gameplay, get some beer & chips.. Sit & prepare for long journey with u'r friends, on a fanastic worlds, that awaits u, to pass it. :) Avoid monsters. Jump as a Prince of Persia. Found to ways out.
Feel u'r self as an Secret Agent on a military base. Pirate on a Ship. And just a prisoner that brake from jail.

Many Decoration, & detailed parts.

Release tip:
This is last version for old sauer release, because many glichcubes won't work in new version.

Next versions for "Justice" release of sauer, i try to get all from new engine)).

About gameplay:
1. Found the way to out of all stages and finish race.
2. Try to it with 1 hour :), need XSBS server, to play game.
3. Check Radar, to found all bases, many of them are hiding.
4. Try to get as many points as u can get in 50 min.

A little tip, red crosses texture show u, were u must work together, arrows show you that You & Your friend must go separate way.

Release notes:
1. Many bug, & stuckzones fixed
2. Many Detailed added
3. PVS added on map
4. Some Worlds extended

p.s. if u can help with spelling & grammar pm me :)

URL http://www.mediafire.com/?lc11hl2p8uluiwd
Rating
84
points
 (9 votes)
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Files: screen_4.jpg / http://www.mediafire.com/?lc11hl2p8uluiwd /

(2797) Home ~ Cube 2 Sauerbraten "Justice Edition" Out Now

Quin | 2010-07-20 07:28

Cube 2 (Sauerbraten) | News

The Cube 2 Sauerbraten team have just released their latest version, dubbed "Justice Edition". eihrul has this to say on the Cube Forums:


http://cubeengine.com/files.php4

30 new maps, Inky and Captain Cannon player models, hold and efficiency game modes, vslots for editing texture properties in-game, alpha material for making transparent geometry, multi-threaded calclight, radar mini-map, and more stuff...

See changelog for more info:

http://sauerbraten.org/docs/history.html

So, what are you waiting around here reading this for? Go download it already!

[Source: cubeengine.com]

NOTE: This is not the place to get technical support and/or report bugs, please visit cubeengine.com for help with Cube 2: Sauerbraten.

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Files: none

(2796) Home ~ Ancient Massacre

RaZgRiZ | 2010-07-20 01:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-SA) | General feedback
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb The proving grounds of osiris, in ancient times.
Screenshot
Get original file (468KB)
Detailed description

These are the proving grounds of the ancient egyptian god of death, Osiris. These grounds provide lots of vulnerable and well covered points, with lots of pathways to choose from to lose your opponent, and possibly stumble upon another one. The magical relic tablets hold the power to repel every living being, and that might be useful for the poor players who ended up in these ancient times.

Map features good visuals and possibly gameplay. waypoints not included yet. also no weapons yet. But nevermind that, just be busy enough gazing in the new awesome portal i invented in the underpass! comment reasonably.

NOTE: It's marked as RELEASE, but it's for Justice edition.
NOTE: The map does not have any pretty obvious marks of which side you're on, so its important you are careful where you're heading by simply getting a glimpse of the rooftop fire marking the bases. Maybe i'll find some better way around that in an update.

Map file amassacre.zip (6.62 MB)
Rating
58
points
 (8 votes)
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Files: am2.png / amassacre.zip /

(2795) Home ~ Ogros Arena No. 1

Mysterious | 2010-07-18 18:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Various Licenses
Blurb A little DM , perfect for duels
Screenshot
Get original file (84KB)
Detailed description

Welcome to The Ogros Arena (Number 1)

Story : "At the ogros planet the inhabitants got bored, so they built huge arenas to show their strenght.
Each arena got his own theme and got place for 4 (or sometimes more than 4) players.
This is the first arena, which had been built by the ogros king."

Gameplay : "Lot of jumps, enough to hide and a very fast gameplay"

Are you ready to take a "Ogros-duel" ?
Try it , have some fun , and tell me what you think pls =)

P.S : waypoints arent included at the moment , because i dont know it anymore xD (took 3 months off).

Greetings Mysterious (the map isnt finished yet , maybe i will change the design completely, but i first want to hear what you think about with this textures)

UPDATE 1 : added some waypoints

Map file oa1.zip (381.83 KB)
Rating
39
points
 (6 votes)
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Files: oa1.jpg / oa1.zip /

(2793) Home ~ Forums ~ Help and Support ~ Can't use Freezetag Mod

Rip4D | 2010-07-15 17:24

Help and Support

Alright, well I installed the Freezetag mod w/ Grappling Hook (which is the part I want) and whenever I run ftsauer.bat, it will run up to packages/models/mrfixit/blue and then it crashes. Does anyone know how to fix this?

‹ Looping Commands need help with cube for ipod touch ›

Rating
0
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Files: none

(2792) Home ~ eX Texturepack

Suicizer | 2010-07-14 21:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb (Probably) one of the best texture packs that you could find for free!
Screenshot
Get original file (305KB)
Detailed description

Information
And here it is, the Evil-X Texture Pack by Yves Allaire!
All textures are sightable ingame, as far as I've noticed.
They seem to be some remade textures of several others which Yves Allaire has released in the past, yet they are in a completly new shape.

A screenshot with some higher resolution is available right here.

I hope you enjoy them!

Credits
I would like to thank Yves Allaire for his wonderful work for recreating some of Quake2's textures.
The original textures can be found on http://www.evillair.net/v3/.

Sidenotes
Although the license isn't stating so;
Don't include these textures within your zip-file of your project (as for maps, scripts, models, skyboxes, not stand-alone mods, etc), but rather link to this page instead. If you are using modified versions of the textures; be sure to include those in the very same directory and pick another name for them.
It currently is licensed as Creative Commons BY-SA 4.0.

Improvements
24 April 2019
Tweaked textures to be some more realistic (less plastic or glossy) and made another preview map which fit the textures differently. Both versions are included.

8 September 2014
Changed packaging and configuration so each resolution uses different folders. Both versions are now zipped in 1 zip-file instead of 2.
Please do not load the textures directly from textures/yves_allaire/ex but from textures/yves_allaire/ex/ex256 or textures/yves_allaire/ex/ex512.

16 August 2012
Tweaked the configuration-file a little bit so they emit more specular light, while some of them are more shallow in sight now.

15 August 2012
Renamed all textures once more, but now they won't have ex in their names (to have less clutter). Converterted all textures to jpg-format to reduce the file-size (the link is still at the update of 15th July 2011). Repackaged the whole thing for some more cleaner content. Updated all links on the content. Added some proper screenshot and some map which shows off the textures a little bit.

16 July 2010
Tenamed all textures to lower case letters. Added permission to put this texture pack on Quadropolis and to let any Cube Engine 2 games use them.

15 July 2010
Renamed the "eX" folder into "ex" and changed the config also. Added the lower quality texture pack as main texture pack for downloading (just because they don't look that bad at all and when you compare the 8Mb size against the 30Mb size, it's pretty useless to download the higher resolution pack, except if you're a detail-maniac). Of course the high resolution pack is still downloadable over here.

Advertising
Here are some other texture packs which you might be interested in:

URL https://www.mediafire.com/file/mwvobp1hy65fcve/ex_texturepack_20190423.zip/file
Rating
80
points
 (8 votes)
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Files: quadropic01a_3.png / file://i67.tinypic.com/2dgunvc.png / https://www.mediafire.com/file/mwvobp1hy65fcve/ex_texturepack_20190423.zip/file /

(2791) Home ~ Lair Of True Heroes

Suicizer | 2010-07-13 20:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Medium (5-8) | Creative Commons (BY-NC)
Blurb A pretty nice capture/deathmatch map.
Screenshot
Get original file (395KB)
Detailed description

This map has been created with the inspiration of quake 3 arena and nevil_c.
Because the textures that has been used in this map, arent that common in the mapping community, i wanted to be a bit more original and use them :)!
The map is ment to be played up to 12 players and can be played nicely in capture and any deathmatch mode.
Waypoints are included! Sometimes bots has problems with taking the jumppads but suprisingly they can jump on the boxes very easily.

i hope this map gets preciated a bit...

you can download the neccasery texture pack to get a clean view of the map here:
http://www.quadropolis.us/node/2790

Map file loth.zip (1.63 MB)
Rating
44
points
 (5 votes)
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Files: quadro_pic06.png / loth.zip /

(2790) Home ~ e7_texture_pack

Suicizer | 2010-07-13 20:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb another nice texture pack from yves allaire!
Screenshot
Get original file (339KB)
Detailed description

Information
Here is another texture pack, with the original textures by Yves Allaire and the normal-, specular- and height-mapped textures created by me. Some of the textures are already included in Sauerbraten, but not all. I think those textures could be in any release too, just because they as great as the ones which are already included.

I hope you like them!

Credits
I would like to thank Yves Allaire for such pretty diffuse textures!
The original textures can be found on http://www.evillair.net/v3/.

Sidenotes
Although the license isn't stating so;
Don't include these textures within your zip-file of your project (specificly maps, scripts, models, skyboxes, not stand-alone mods), but rather link to this page instead. If you are using modified versions of the textures; be sure to include those and pick another name for them.
It currently is licensed as Creative Commons BY-SA 4.0.

Changelog
16th July 2010
- The panelwood textures weren't specified in the config-file, they are added now.
- Permission to add them as a content on Quadropolis and to use get included in any game that's based on Cube Engine 2, has been included.
- Some useless textures has been deleted (like e7rain).

25th of August 2011
- Updated the texture pack so also height-mapped textures are included.

13th of September 2012
- Used the meshes which the other Evil Lair texturesets also use, to render textures on with an alpha-channel. It makes them way more useful as they previously were.
- Repackaged the config-file so all textures would appear correctly.

23th of September 2012
- Fixed some small bugs and added a new screenshot.

Advertising
Here are some other texture packs which you might be interested in:

Map file e7_texture_pack23sept12.zip (4.84 MB)
Rating
20
points
 (2 votes)
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Files: quadropic02_4.png / http://www.evillair.net/v3/ / e7_texture_pack23sept12.zip /

(2789) Home ~ Forums ~ Content Creation ~ new gui skin mockup/icon

Scnd101 | 2010-07-13 04:55

Content Creation

I made a mockup for a gui skin, not sure if i'll actually make it, but i thought i'd share anyway. It doesn't work too well in real life, since the tabs need to be much taller (unless there's a way to change text positioning?) and the background tiles instead of stretching.

feel free to use the icon for anything :P

edit: mockup in proper resolution: http://i.imgur.com/bTqSr.png

‹ Mapmodel waterfalls needed SauerEnhanced Justice Edition Port ›

Rating
105
points
 (11 votes)
Attachment Size
sauer2.png 23.31 KB
sauericon.png 5.6 KB
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Files: none

(2785) Home ~ Forums ~ Help and Support ~ Help me with GUNS

Anonymous | 2010-07-09 06:14

Help and Support

Hi all! Sorry my bad english, im living in Russia!

Tell please where it is possible to download weapon models? I want new the weapon, but the format md5 demands, on site of almost such models wasn't present, how it is possible md3 to make so that the weapon was? Zaranie thanks!

‹ need help with cube for ipod touch in-game map list ›

Rating
0
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(2784) Home ~ Forums ~ Help and Support ~ need help with cube for ipod touch

quadmembers | 2010-07-08 21:18

Help and Support

hey guise.

so im pretty new to the whole "cube" thing, i have the basics down but im no map designer. so i downloaded cube for my ipod touch and while im impressed how well it preforms next to the real thing, i need help moving landscapes and whatnot.

1. how do i move land up and down?

2. the empty maps are in a dark, closed room. any way i can light it up without have to insert light entities everywhere?

3. is it possible to make my maps take place outside

number 1 is the most important question, but if you guys could solve the other that would be just dandy. peace.

‹ Can't use Freezetag Mod Help me with GUNS ›

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0
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(2782) Home ~ Forums ~ Help and Support ~ hopmod server problem

handy | 2010-07-07 19:45

Help and Support

I got the hopmod source code and stuff at
http://hopmod.e-topic.info/new/index.php5?title=Installation
I'm running the newest ubuntu
At the moment i'm past the step "Download the source code"
And i'm not able to do the next step because of some unknown problem.

mkdir release-build
cd release-build
cmake ..
make
make install

When i type that code (Required for the server)
it gives this error:

ulysses@ubuntu:~/release-build/release-build$ mkdir release-build
ulysses@ubuntu:~/release-build/release-build$ cd release-build
ulysses@ubuntu:~/release-build/release-build/release-build$ cmake ..
CMake Error: The source directory "/home/ulysses/release-build/release-build" does not appear to contain CMakeLists.txt.
Specify --help for usage, or press the help button on the CMake GUI.
ulysses@ubuntu:~/release-build/release-build/release-build$ make
make: *** No targets specified and no makefile found. Stop.
ulysses@ubuntu:~/release-build/release-build/release-build$ make install
make: *** No rule to make target `install'. Stop.
ulysses@ubuntu:~/release-build/release-build/release-build$

How do i fix this?
Thanks.

‹ Top-down camera Menu.cfg ›

Rating
0
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Files: none

(2781) Home ~ Vertigo

ar1ki | 2010-07-07 01:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Copyright | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A fast paced ctf map
Screenshot
Get original file (425KB)
Detailed description

A smaller CTF map for fast paced action. Played on to distinct levels (i.e. red vs blue). One big elevator in the middle plus two jump pads on both side. Plus two places were you can safely fall to the bottom level. Watch out you can't jump over the edges.

Thanks to Trak 5

Map file CTF mayhem.zip (239.5 KB)
Rating
23
points
 (4 votes)
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Files: screen-shot-2010-07-07-at-1.19.26-pm.png / ctf-mayhem.zip /

(2780) Home ~ dsi_texture_pack

Suicizer | 2010-07-06 22:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb another nice texture set!
Screenshot
Get original file (448KB)
Detailed description

Information
And yet again, another texturepack from the original author Yves Allaire! Text-files with permission to modify the textures and the extensions are included (of course only counts as a prove I've truly asked it. Its not counting for any other user of the textures which wants to modify or copy them). They are fitting somehow to the e6_texturepack and e8_texturepack, so not bad to use it in combination with those 2.
The arrows could be used as signs in ctf maps, or just as a sign in which direction a jumppad goes.

Anyway, I hope they will get used somehow...

Credits
I would like to thank Yves Allaire for such pretty diffuse textures!
The original textures can be found on http://www.evillair.net/v3/.

Sidenotes
Although the license isn't stating so;
Don't include these textures within your zip-file of your project (as for maps, scripts, models, skyboxes, not stand-alone mods, etc), but rather link to this page instead. If you are using modified versions of the textures; be sure to include those and pick another name for them.
It currently is licensed as Creative Commons BY-SA 4.0.

Improvements
9th of Juli 2010
- Finally found out (all by myself^^) how to add those glowmaps without getting normalmap bugs. They truly look much better now.
- Cleaned up the texture pack to of double textures or unnecessary .bend textures (renamed to _fx, else it couldn't be used as glowmap or just deleted them).
- Changed in the license a little bit.
- I'll add soon a screenshot to make the presentation a bit better.

27th of March 2012
It has been a long time ago since I released them, but that doesn't matter the quality, which has been improved greatly (for in case someone would bump into them and use them in a map or mod).
- Real height-mapped textures have been added now.
- Several textures like cretebase have been reduced to 1 diffuse texture, as only their brightness is different.
- Added several shader-settings into the package.cfg (this could make it not that great for just executing the package.cfg, but shows off the options at best).
- Renamed some of the textures.

30th March 2012
- Added a sample map to show of the textures.
- Added a screenshot (finally).
- Cleaned up the package.cfg so it can be used with the exec command better.

Advertising
Here are some other texture packs which you might be interested in:

Map file dsi_texturepack_30march12.zip (1.14 MB)
Rating
25
points
 (3 votes)
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Files: quadropic01b.png / http://www.evillair.net/v3/ / dsi_texturepack_30march12.zip /

(2779) Home ~ Toxic factory by Khorne|CHAOS and Tzeentch|CHAOS

Khorne | 2010-07-06 03:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Medium (5-8) | Creative Commons (BY-NC)
Blurb toxic juice factory by Khorne|CHAOS and tzeentch|CHAOS
Screenshot
Get original file (529KB)
Detailed description

A map based around toxic sludge we are still working on it and hope that you like what we have done so far.
(not yet competed)

if you want to modify the map please feel free to do so but please give us some credit.
http://creativecommons.org/licenses/by-nc/3.0/

Thanks
Tzeentch|CHAOS

Map file toxic factory.zip (951.23 KB)
Rating
27
points
 (5 votes)
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Files: k&a.png / toxic-factory.zip /

(2778) Home ~ e6_texturepack

Suicizer | 2010-07-05 21:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb some nice textures!
Screenshot
Get original file (456KB)
Detailed description

Information
This textureset I've found after a long search for a free texturepack, with a license that's proper and fitting to cube engine. There are a lot of textures that just fit each other, as long as you know how to use them.
All textures are appearing darker ingame as they normally are. This is intended, because they look better when they are a little bit darker and also have the advantage that people are always able to make them brighter again ingame (by using vcolor 1 1 1).
There are several "decal-models" included, which carry some of the diffuse textures. They are intended to enhance walls as in decoration, or for gameplay-wise aspects (as you are able to shoot trough the alpha-channeled skin, just like air material). The map example shows of how to "call" them. Use them wisely...
Using the textures as skins shouldn't be against the license, as they carry the same license as any other texture in the zip-file (the license is just not putted in that folder; there's no need to put things twice in 1 zip-file).

Credits
I would like to thank Yves Allaire for such pretty diffuse textures!
The original textures can be found on http://www.evillair.net/v3/.

Sidenotes
Although the license isn't stating so;
Don't include these textures within your zip-file of your project (specificly maps, scripts, models, skyboxes, not stand-alone mods), but rather link to this page instead. If you are using modified versions of the textures; be sure to include those and pick another name for them.
It currently is licensed as Creative Commons BY-SA 4.0.

Things to-do:
None; comment if you still think something should be done.

Improvements
9th of July 2010
- Just did the same as with the dsi textures. they really are looking great now :D!

12th of July 2010
- Removed useless identical textures. decreased file-size because of that. I know some of the textures still could share the same normal map or height map, but some of them aren't that similar as they look like.

3rd of April 2012
- Cleaned up the mess I made long time ago. Almost every texture contains height-mapped textures.
- Deleted several textures, but also used a special technique to specify a specular- mapped texture without any need to generate one outside Cube Engine 2.
- Repackaged the texturepack so all textures are just in 1 folder, with just 1 package.cfg

9th of April 2012
- Be prepared to have textures be rendered on meshes instead, to let them work as a decal. As long as you're not abusing the meshes (like spamming around), it shouldn't be that heavy to render.
- In other news; I made my first "rigged" model, can I be called an artist now =P?

15th of April 2012
- Finished all meshes and animations. Maybe some day I will try to make even better animated doors (like rotating also), but for now they should do the job.
- Included a screenshot in the content (finally) and in the zip-file.
- Finished the example map.

16th of April 2012
- Fixed some small mistakes (like still having red launchpad-textures at default, not having specified a height-mapped texture, etc).

25th of September 2012
- Fixed a small typo.

Advertising
Here are some other texture packs which you might be interested in:

Map file use_download_link_please!.txt (29 bytes)
URL http://www.mediafire.com/?mz3cm6ch3kw2vaw
Rating
75
points
 (8 votes)
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Files: quadropic01b_0.png / http://www.evillair.net/v3/ / use_download_link_please!_0.txt / http://www.mediafire.com/?mz3cm6ch3kw2vaw /

(2775) Home ~ Xenon

MisanthropX | 2010-07-02 18:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Capture | CTF | Huge (16-32) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb ~A foreign world called Xenon with it's foreign Story~
Screenshot
Get original file (188KB)
Detailed description

Xenon - Greek ξένον [xenon], meaning 'foreign' or 'strange'.

After the drought, the remaining water was sealed behind the massive dams. After exploration, a strange blue moss growing in the caves was found, which scientists of IronSnoutlab turned into biomass.
The midbase, once known as the main power outlet for the surrounding nations turned into a military outpost to fight the invading nation.

You are set out into a mission to defeat the incoming troups and defend the monument.

Special thanks to:

t-chen and Finn which made the map with me.

Nieb: for the most used texture in our Map and blue moss
and 2 mapmodels

Viruz: helping placing ammo, making whole waypoints (omgwtfbbqthanks)

If you helped and I didnt name you please tell me :) Creation of the map started 8 months ago with huge breaks between editing sessions.

Map file xenon.zip (5.05 MB)
Rating
146
points
 (16 votes)
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Files: preview_4.jpg / xenon.zip /

(2773) Home ~ Doomsday Machine

viruz | 2010-07-02 12:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Doomsday Machine
Screenshot
Get original file (565KB)
Detailed description

Based on stuff i once started, and never finished.

A small duelmap, should work in every mode

file includes waypoints

hf and rate plz

Map file doomsday.zip (1.19 MB)
Rating
51
points
 (7 votes)
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Files: doomsday.png / doomsday.zip /

(2772) Home ~ moocowclan.net

RADIUM-V | 2010-07-01 22:37

Cube 2 (Sauerbraten) | News

{m00}

I've got big plans for the {m00c0w} clan (or {m00} for short). Thanks to my friend Snuggles, we have a server up and running (Look for "{m00} moocowclan.net" in the MSL). Coop-Edit is always our top pick, though all players and game modes are welcome for now.

The feature-rich site will have clan news, current project information, a blog, server status information, a forum, a screenshot gallery, and much more. You don't have to be a member of {m00} to visit, but accepted {m00} members will get special bonuses, such as the ability to schedule coop-edit sessions with friends and collaborate on maps and projects.

Right now, I'm working diligently to get the site started as soon as possible but it's a lot of work. If you'd like to offer any coding/testing/designing help, let me know. ANY questions, suggestions, help, ideas, or criticisms are welcome.

:3

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Files: none

(2771) Home ~ Hangar

acares | 2010-07-01 16:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Small (1-4) | Creative Commons (BY-NC-SA) | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb E1M1: Hangar remake.
Screenshot
Get original file (44KB)
Detailed description

Not my first map, but my first submission to Quadropolis.

This is a remake of the classic starting map from the first Doom, released 17 years ago. Differences between this version and the Doom version (apart from the choice of engine) are a larger monster count (89), a large outdoor area (with about half the monsters) and a slightly different layout (don't worry, it still looks nothing like a hangar).

Map file hangar.zip (906.85 KB)
Rating
23
points
 (3 votes)
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Files: screenshot_12.jpg / hangar.zip /

(2769) Home ~ random modes and random maps

Roto-Rooter | 2010-07-01 02:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Other License
Blurb Script for random modes and/or random maps
Screenshot
Get original file (388KB)
Detailed description

Added one for the new "justice" update. It is called randomconfjustice.zip inside of the archive, randomconf.zip

Same mod by Sub-Zero uploaded by me so I can make changes if needed.

A scripting mod idea for random modes and random maps, with the ability to choose a random mode with a map that you choose, or a random mode with a random map, or a mode you choose and a random map.

/rmode for random modes
/rmap for random maps

/ script doesn't always give you the right map for the mode
Might fix that later.

Mod file randomconf.zip (2.74 KB)
Rating
10
points
 (1 vote)
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Files: screenshot_146433.png / randomconf.zip /

(2767) Home ~ Basement 1.3.1

Zaaikort | 2010-06-30 16:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb (classical Single Player) Fight your way out of a confusing basement.
Screenshot
Get original file (281KB)
Detailed description

Most of the Cube2 users seem to like a Quake style multiplayer massacre, but fortunately it's also possible to build a classical single player game with the emphasis on solving puzzles rather than just killing monsters.

"Basement" and "Klodser" are two very different games created by Draakhond and Zaaikort using Cube2, also known as Sauerbraten. We hope you enjoy playing them as much as we did designing them!

BASEMENT is a small but complete game. Try to play it all the way and don't spoil it by going into edit mode.

Like in the original early 3D-game "Wolfenstein" your goal is to escape from an underground prison. Once you've figured out how to unlock the doors and get to ammunition, it won't be that hard to eliminate the monsters, although you'll probably need a first-aid-kit from the secret room. "Basement" also takes some inspiration from "Tomb Raider". Brute force alone won't be enough to bring the game to an end, you'll have to think hard to find your way out of the confusing labyrinth.

Designed by Draakhond
(final scene by Zaaikort)

Map file basement-1-3-1.zip (3.88 MB)
URL http://zaaikort.nl/cube2/mozaiek.html
Rating
44
points
 (7 votes)
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Files: screenshot-basement-1-3-1.jpg / basement-1-3-1.zip / http://zaaikort.nl/cube2/mozaiek.html /

(2766) Home ~ MountainLake

Cooper | 2010-06-29 23:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | Copyright | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb Small but funny instagib map
Screenshot
Get original file (45KB)
Detailed description

Made by Wrack, SilverStream and Cooper.
Tested by AtlasSeal and jordan.

A simple small but funny instagib map. It was built for fun and it not intended to be a serious map for playing. Just to share with people who were part of it.

Map file mountainlake.zip (643.88 KB)
Rating
10
points
 (2 votes)
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Files: screenshot_3606735.jpg / mountainlake.zip /

(2763) Home ~ Ruine

TomekGNO | 2010-06-28 17:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY-SA)
Blurb DM map
Screenshot
Get original file (82KB)
Detailed description

Medium size map which takes player to an old ruined castle. Good for ffa, instagib, efficiency matches (for duels it may be a little too big).

Thanks to Vampirefrog, Suicizer for help in creating map.

Update: fixed flow and geometry issues
Update 2: decreased sunlight values, limited amount of specular maps, removed bloom part in cfg, changed lightprecision

Map file ruine.zip (1.01 MB)
Rating
72
points
 (9 votes)
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Files: ruinescreen.jpg / ruine.zip /

(2762) Home ~ Tortuga - Harbortown at night

viruz | 2010-06-27 09:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Capture | CTF | Huge (16-32) | Creative Commons (BY)
Blurb Tortuga - Harbortown at night
Screenshot
Get original file (285KB)
Detailed description

done in record-time this map is done free from mind, inspirated by misans "Utopia".

features:
many different ways (scores in botmatches 16 vs 16 instactf HAPPEN!) to pass.
13 different bases with enough distance for regenmatches with +24 players
some nice trickjumps in about 13 secons (instead of 24 using the street)

contributors:
misan
t-chen
finn
razgriz
(at least 3 more guys)

hf ppl and rate plz :)

Map file tortuga.zip (4.39 MB)
Rating
56
points
 (6 votes)
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Files: screenshot_55849.png / tortuga.zip /

(2761) Home ~ Toprating quadropolis mappackage

sCaSd | 2010-06-27 00:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Other License
Blurb Toprating quadropolis mappackage of map not found in Sauerbraten SVN
Screenshot
Get original file (60KB)
Detailed description

Toprating quadropolis mappackage of maps not found in Sauerbraten SVN.
Want to extend your Subversion-Sauerbraten with good maps without browsing 100 pages of Quadropolis ?

If so, this download is your choice.

It contains nice maps found at this homepage which are free to mod/bugfix and fits the free and open sauerbraten-licensing. Its not fully done yet - some maps are missing bot-routes, but I decided to release it now because of eihrul's call for maps. This is part1, part2 is comming soon. See a list of changes below.

-----------------------------
Licenses:
-----------------------------

access - Satan - Free use with Sauerbraten, minor bugfixes without permission

darkshines - Godless, t-chen - cc-by-nc-sa
depletion - justin - CC-BY-NC-SA
duel5 - t-chen - cc-by-nc-sa

exist - miscreant - CC-BY-NC

fury_alpha - t-chen - cc-by-nc-sa

mbt9-v4 - t-chen - cc-by-nc-sa

sdm2 - mx - GNU GPL V2
skycastle-r - matt bierner - CC-BY-NC-SA

t1tech2 - T1 - CC-BY-NC-SA
tb1 - t-chen - cc-by-nc-sa
thor2009 - cronos - other: free use with sauerbraten/modification without permission, credits remain

utopia - MisanthropX - CC-BY

skyboxes - penguins - see readme in packages/penguins folder

-----------------------------
Changes:
-----------------------------

access - scriptfixes

darkshines - fixed geometry, removed clip, added bases, particles
depletion - removed outer clip, geometry/script fixes
duel5 - added particles, fixed an open wall

fury_alpha - fixed base-layout

mbt9-v4 - x

sdm2 - added shaders, bases, fixed some geometry issues
skycastle-r - added parallax-textures, bases, flags, mapmodels

t1tech2 - mirrored whole map, added flags, bases, fixed some geometry bugs and skybox
tb1 - x
thor2009 - 50% shrinkage, added bases, fixed geometry and item-layout (removed some healthboosts)

-----------------------------
Screenshots: http://www.fidget.comlu.com/screenshots-part1/
Previewmaps (part1 and part2): http://www.fidget.comlu.com/sauermaps/
-----------------------------

Update 1.1: changed filenames of bugfixed maps so there are no longer crc-missmatches. Removed maps included in SVN - 40MB of data.
The screenshots are thus no longer up-to-date.

Update 1.2: Some script fixes

Update 1.3: Again a script fix. Newest SVN had some problems in default_map_settings.cfg. Map cfg's have been adjusted

Update 1.4: Fix of mbt9.cfg

Update 1.5: Rearranged some shaders

URL http://www.mediafire.com/?1qgzwi1zkmt
Rating
37
points
 (5 votes)
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Files: main_2.jpg / http://www.mediafire.com/?1qgzwi1zkmt /

(2760) Home ~ Soft water waves

Calinou | 2010-06-26 18:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Release | Stable | Content | All Platforms | GNU GPL v2
Blurb New textures for water division/waves
Screenshot
Get original file (230KB)
Detailed description

This little mod makes you using soft water waves. Waterfalls also included.
Don't forget to make a backup !
Feel free to comment.

Mod file dudv.zip (556.21 KB)
URL http://omploader.org/vNHJjdw/dudv.zip
Rating
8
points
 (2 votes)
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Files: wavequad.jpg / dudv.zip / http://omploader.org/vNHJjdw/dudv.zip /

(2759) Home ~ Forums ~ Help and Support ~ in-game map list

amism | 2010-06-26 04:37

Help and Support

I logged on as root, and got my new maps into the Sauerbraten base folder. (Ubuntu) How do I get the new maps to appear in the "load map" menu in the game?

‹ Help me with GUNS Weather In Cube 2 ›

Rating
0
points
 (0 votes)
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Files: none

(2758) Home ~ cold_stone [**Update 1.3**]

blarg | 2010-06-26 03:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA) | Detailing Problem | Map Layout Problem | Packaging Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb cold_stone - A small, symmetrical map suited for duel, 2v2 or FFA
Screenshot
Get original file (363KB)
Detailed description

A small, symmetrical map suited for duel, 2v2, or FFA.

[Update] 1.1 - Small geometry and clip fixes

[Update] 1.2 - Lessened the intensity of the white lighting in the map, reduced the radii of several of the green light ents, texture fix

[Update] 1.3 - Changed the stair light ents to the same RGB as the lights under the center arches, added additional white light ents in the banner rooms, replaced the yellow lights at each end of the map with white lights. Attempted to reduce the light "salad effect."

Video: http://www.youtube.com/watch?v=b9MoD5tbJMg

All feedback is greatly appreciated.

Map file cold_stone10.zip (2.27 MB)
URL http://www.mediafire.com/?mjqmxhnz3ym
Rating
9
points
 (2 votes)
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Files: cstoneprevjpg.jpg / cold_stone10.zip / http://www.mediafire.com/?mjqmxhnz3ym /

(2757) Home ~ Soviet

tesler | 2010-06-26 03:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15) | Copyright | Quality Assurance Issue | Detailing Problem | Map Layout Problem | Packaging Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb an industrial style map for sauerbraten
Screenshot
Get original file (157KB)
Detailed description

This is a large map that I made, it includes many buildings in a compound including several bunkers, barracks, and a factory, surrounded by walls. it also has a very large network of tunnels between the buildings. there are many neat features like secret rooms and hiding places. This map is almost done, but I might add some custom map models soon. It has bot waypoints included.

Map file packages 3.zip (1.52 MB)
URL http://www.mediafire.com/?0mnimgmnejy
Rating
3
points
 (1 vote)
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Files: soviet2.png / packages-3.zip / http://www.mediafire.com/?0mnimgmnejy /

(2755) Home ~ Eternity by Kaiser *Update 1*

Kaiser | 2010-06-25 21:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Small (1-4) | Copyright
Blurb The battle goes onwards
Screenshot
Get original file (63KB)
Detailed description

Map is listed as small but can work with slightly larger numbers of players. CTF and Capture modes are supported but the focus of the map is for deathmatch games.
Keep in mind this might get some fixes and updates so check back when you can. After all I made this in just a day and a half.

Update 1: Massive changes to the lighting and a few to geometry.

Map file eternity.zip (980.71 KB)
Rating
14
points
 (2 votes)
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Files: eternity-l.jpg / eternity.zip /

(2754) Home ~ Jake's Skybox Pack.

Windecker | 2010-06-25 00:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Creative Commons (BY)
Blurb Six new high-res skyboxes.
Screenshot
Get original file (193KB)
Detailed description

Six new skyboxes made by myself. ( The image only shows five.. )
Five boxes are 1024^2, and one is 1020^2 ( because I screwed up )

------------

Alien: Very blue, somewhat foggy skybox with very interesting terrain structure.

Calm: A blue sunrise casting shadows through the clouds.

Oceanic: Fairly simple ocean skybox with some light beams noticable on one side.

Pit: Very blue box consisting mostly gradients. Bottom is black.

Sand: Basic sand skybox... it has sand in it.

Waterside: Located on a hilly area to the side of a bay. There is a dark sky and intense sun just above the horizon.

------------
Notes:

-Skyboxes with gentle gradients kind of appear blocky. I don't know if it is the engine doing this ( I'm guessing so ) but it isn't too bad if your not staring at the sky all match.

-As the licence states, you may modify these boxes to suit whatever your doing as long as credit is given. Have fun.

-I had to upload to mediafire because quadropolis kept screwing out on me and killing the upload.

------------

I hope these are liked. :)
I'm open to any 'Constructive' criticism so as to improve the content.

Download Here - MediaFire -

URL http://www.mediafire.com/?kwdzmzj4ymm
Rating
44
points
 (5 votes)
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Files: image_1.jpg / http://www.mediafire.com/?kwdzmzj4ymm / http://www.mediafire.com/?kwdzmzj4ymm /

(2753) Home ~ Alloy - v1.5 (Update)

KI113R | 2010-06-23 21:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Futuristic settlement, abandoned and outdated.
Screenshot
Get original file (70KB)
Detailed description

-- Update 10/01/16 --
Corrected geometry
Added game play mechanics including a focus on fast paced CTF
Fixed/added more lights
Defined bases more
Opened spaces
More jumppads
More clipping

Been working on this here and there with a few other maps. Still has some design inconsistencies that need to be fixed. Like some of the buildings are built differently from the old style. If it feels cramped, just give it time. I promise you will figure out all the routes and be able to time things perfectly and feel like a boss. This map is supposed to be hard. It always has been. Its meant for the pro shooters. Recently I have put some focus on adding CTF to the map. I know its small. REALLY small. But I think because of how the map flow is it would make for some really fun fast paced CTF. Thanks for looking!

-- Update 07/11/15 --
Added geometry
Added game play mechanics
Fixed more lights
Defined bases
Opened spaces
Still working on CFG and custom textures.

-- Update 1.5 --
New lights.
Custom textures.
Improved geometry and flow.

This update is several years old. Most was completed immediatly after the original release. After that it was fiddled with on and off. No player starts, no weapons, unplayable and unfinished. But, I wanted to show you the direction redon and I were headed and receive some feedback so I can finally finish my favorite project.

-- Update 1.4 --
- new sounds
-- Update 1.3 --
- new skybox (nightball)
- new skylights, still night/dawn theme
- new jumppads
- new particles
- some geometry fixed

-- Update 1.2 --
- a lot of texture/geometry/lighting errors fixed
- more lights
- various details added
- brightened map (should be playable)
- added fogdome & clouds

-- Update 1.1 --
- made the map brighter

Oh, where do I start?
The layout which was started by Redon is VERY old. I wanted to make a map so he came to me and said "No textures fit this map" so I downloaded TRaK5 textures and went to work on the map all the while adding bits of geometry that looked good while still keeping the flow of the map. After it was generally textured we moved it over to SVN and went to work on the more experimental parts of the map, like the waterfall. Penguins came onto the team to help with the waterfall, lighting, more textures, waypoints and some geometry which was a huge help. After a long time working on this map it is finally tweaked to near perfection. Hope you enjoy the map as much as we did making it!

Requires the TRaK5 texture set.

Contributors: Redon, KI113R, SkiingPenguins, Razgriz, viruz, & Suicizer

Map file Alloy1.5.zip (4.48 MB)
Rating
102
points
 (11 votes)
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Files: alloy1.5-screeenshot.jpg / http://quadropolis.us/node/1877 / alloy1.5.zip /

(2752) Home ~ Monument

Cooper | 2010-06-23 15:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Medium (5-8) | Copyright
Blurb Beautiful ffa and regen capture arena
Screenshot
Get original file (67KB)
Detailed description

A pretty symetric map. I think it would be good for regen capture but it is actually artistic. There is a small tunnel system under the map, which can be reached through the gully covers. Hope you like it.
Thanks to Wrack for designing one gate.

Map file Monument.zip (1.54 MB)
Rating
37
points
 (5 votes)
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Files: monumentpic.jpg / monument.zip /

(2751) Home ~ Blu Dreams

Nieb | 2010-06-23 09:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Other License
Blurb Giant turd in space!
Screenshot
Get original file (386KB)
Detailed description

Two bases on a giant turd floating in space!

Uses custom textures and models.

Blue moss and glowing flower ideas courtesy of MisanthropX.

Divine skybox courtesy of SkiingPenguins.

Map file blu-4.zip (1.8 MB)
Rating
50
points
 (10 votes)
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Files: blu_screens.png / blu-4.zip /

(2749) Home ~ The Abbey, a symetric ctf-map with asymetric capture-bases

viruz | 2010-06-22 17:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-SA)
Blurb Abbey
Screenshot
Get original file (575KB)
Detailed description

The Layout is looked up from UrbanTerror AbbeyCTF

Description:
A medium-large map with much cover / many ways to the enemy flag.
CTF is symetric, Capture bases ( 9 ) aren't.
I also designed the maps outside for the new radar

Modes:
anything except Duels, Hold should work pretty well

Includes:
- map
- cfg
- screenshot
- waypoints
- 2 textures
- 1 new grass-texture

hf playing & plz give comments

Map file abbey.zip (2.07 MB)
Rating
42
points
 (5 votes)
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Files: abbey.png / abbey.zip /

(2748) Home ~ CalmEvening (Working title: TinyTemple)

Cooper | 2010-06-21 20:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Medium (5-8) | Copyright
Blurb Aesthetic Fortress
Screenshot
Get original file (161KB)
Detailed description

I tried to create a beautiful fortress in which people enjoy life, feeling safe behind thick walls and happy to be sourrounded by beautiful architecture. This map may result in low fps and is not designed for gameplay.
My first upload on Quadropolis, I hope you like it.

Edit: In the beginning I didn't want anyone to go inside the buildings but then I thaught it would be better in case someone wants to reach the blaconies. Actually I didn't care about the inside at all - some walls to block the light a bit for darker windows and ways to reach the balconies - purely functional.

Map file CalmEvening.zip (2.67 MB)
Rating
75
points
 (9 votes)
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Files: sauerbratennnnnoo.png.jpg / calmevening.zip /

(2747) Home ~ Downer

Idanwin | 2010-06-21 18:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Deathmatch | Capture | Medium (5-8) | Other License | Detailing Problem | Map Layout Problem | Screenshot Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A complex structure
Screenshot
Get original file (337KB)
Detailed description

A complex structure build in height.
Suitable for Capture games.

Package no longer regarded as a text file.
Version 2:
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4

Version 1:
Screenshot 1
Screenshot 2
Screenshot 3

Map file downer.zip (469.31 KB)
URL http://www.atarcus.com/sauerbraten/Downer/downer.zip
Rating
7
points
 (4 votes)
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Files: screenshot_218048~.png / http://www.atarcus.com/sauerbraten/Downer/screenshot4.png / downer.zip / http://www.atarcus.com/sauerbraten/Downer/downer.zip /

(2746) Home ~ Sauerbraten cold war

tesler | 2010-06-21 16:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Source mod | All Platforms | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb a mod to make sauer a little more soviet
Screenshot
Get original file (18KB)
Detailed description

v1.1

This mod is actually a compilation of mods by other people, and my own changes. some new features are crosshair menu, weapon set change menu, new sounds, a new GUI and start up screen, and new icons.

since other people also contributed, here they are, and what they did:

Onto's round crosshairs
K1P57A's graphics mod
Marvin 2k's complete trooper mod
Megagun's snout visor mod
Rknight21's monster mod
Deathguppie's hellpig 2
Jtrag's rifle sound
PSL sauer mod
Scnd101's mono gui mod

if I have missed anyone, leave me a message, or email me at tesler.warehouse@gmail.com

INSTALLATION

installation is easy, just unpack the sauerbraten cold war file into sauerbraten's main directory

this mod should work on all systems, but it was created on Mac OSX 1.6, and was not tested on linux or windows.

URL http://www.mediafire.com/?nyjzeznjtm3
Rating
16
points
 (3 votes)
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Files: scw2.png / http://www.mediafire.com/?nyjzeznjtm3 /

(2745) Home ~ Infamy by Kaiser *Update 7

Kaiser | 2010-06-21 15:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Capture | CTF | Large (9-15) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Timeless. Motionless. Merciless.
Screenshot
Get original file (33KB)
Detailed description

Time has forgotten this place but battle has not.

Update 1: Fixed spawns and a few glitches, different lighting.
Update 2: Texturing changes, lighting changes, minor fixes.
Update 3: More fixes and changes involving the lighting as well as some design changes to make the map slight more playable.
Update 4: Added more "trim" to the map as well as tweaked lighting settings once again.
Update 5: More small texture and geometry changes to improve appearance.
Update 6: Fixes to problems introduced on update 5.
Update 7: Fixes to problems introduced on update 6 (grr). Addition of a bit more geometry to change paths to the flags as well as health boosts and different item placements.

Map file infamy.zip (2.26 MB)
Rating
39
points
 (6 votes)
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Files: infamy-l.jpg / infamy.zip /

(2744) Home ~ Forums ~ General Discussion ~ connection problems

Suicizer | 2010-06-21 10:55

General Discussion

After some weeks or more, i still cant get on quadropolis.us on my home pc ("could not connect to website"), while i still can at work, school, etc...
Does anyone has any idea to solve this problem? im not very font of being on quadro in my break at work or just at school :S...

thanks already!

‹ Request for game creation help Damage Volumes ›

Rating
0
points
 (0 votes)
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Files: none

(2741) Home ~ re-caste

Greaserpirate | 2010-06-15 18:25

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Alpha | Capture | Large (9-15) | Creative Commons (BY)
Blurb a big "prefab" map for Red Eclipse (Update 1)
Screenshot
Get original file (64KB)
Detailed description

this map was made the same was as Twins, since I don't know what else to call it I'll call it "prefab". the idea is that you make a bunch of blocks for walls, curves, stairs, etc. and then arrange it to make a map.

I've tested it a bit so far, and it works for secure-the-flag and multi-ctf but it also works on duels if you don't mind the fact that there are multiple floors that your opponent could be on.
This is my first Red Eclipse map so tell me if there's any problems, also criticism is welcome.

Update:
took away some hills, recomputed lights, rearranged weapons, added jumppads on grenades

URL http://www.4shared.com/file/qutMAo3H/_2__re-caste.html
Rating
11
points
 (2 votes)
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Files: castepic.jpg / http://www.4shared.com/file/qutMAo3H/_2__re-caste.html /

(2739) Home ~ SANDSTORM

skiingpenguins | 2010-06-14 20:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-SA)
Blurb Sand Storm Skybox
Screenshot
Get original file (138KB)
Detailed description

a skybox of a sandstorm. you're inside the sandstorm... it was an attempt to use the clouds as sand. comments welcome.

Map file sandstorm.zip (830.13 KB)
Rating
16
points
 (7 votes)
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Files: sandstorm-screenshot.jpg / sandstorm_1.zip /

(2738) Home ~ Forums ~ General Discussion ~ Request for game creation help

Scharnhorst | 2010-06-13 22:42

General Discussion

Okay my plan is to make a game (using all the cube maps possible?) For people that don't have money to buy hardcore (360,ps3,ETC) type games. Then (I plan on paying the 800 dollars to get it on Xbox 360 Live and PlayStation network) as a FREE GAME.

My Point is I would like ANYONE whom has designed anything for cube 2 to ether send me links to download or give promisson to use your maps and all their content

I WILL LIST YOUR NAMES IN MY WORK

I sure hope I get as much feed back as its going to take to get this great game out into the world more then it already has gone!

‹ Sketchup into Sauer connection problems ›

Rating
10
points
 (1 vote)
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Files: none

(2737) Home ~ Raspberry

skiingpenguins | 2010-06-12 23:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb Raspberry Skybox
Screenshot
Get original file (146KB)
Detailed description

This is a skybox i made in the process of making a different skybox. This is the mess up, but i thought it was okay. Maybe someone needed something like this.

Map file raspberry-skybox.zip (694.12 KB)
Rating
49
points
 (9 votes)
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Files: raspberry-screen.jpg / raspberry-skybox.zip /

(2736) Home ~ Forums ~ Help and Support ~ Cube 2 Script and map help

Scharnhorst | 2010-06-12 15:30

Help and Support

I have been running into many problems with:

Scripting
-How can I write a script to allow stuff like coins and food to be picked up (and show on screen how many coins I have)
-is their a way to write a script to end one map and automatically start in another one (for a single player game)
-is their a script that'll allow a trigger to change skyboxes (for the effect of night and day) also to trigger fog and rain?

Mapping
-How can I make my maps Show up in the main map menu (I tried the tut but it just added an extra tab)?
-How can I make missons like go kill this many enemies of this type, collect x amount of coins or food ETC?
-How to make textures (ones I made Show up in the editing menu with the other texture)?
-How can I change the music (I also spent a few hours yesterday trying to make it work by following the tut but no luck)?

I know thats a lot of questions but I would really like to learn how so I can truly release the power, beauty and pure asomeness of cube 2

Please someone help as much as they can!

Thanks in advance
Scharnhorst

‹ Can't Load Maps Covert .md3 to .md5? ›

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(2735) Home ~ Forums ~ Help and Support ~ Can't Load Maps

Force | 2010-06-11 22:18

Help and Support

Just yesterday, Sauerbraten stopped working while offline. I typed /map [mapname, can't remember what it was] and it didn't load. Now none of my files will load offline, anyone got any ideas on how to fix this?

Also, it turns out the file I was trying to load was a .cgz file, that might have something to do with it...

‹ Weather In Cube 2 Cube 2 Script and map help ›

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(2734) Home ~ MBT10_v.1

t-chen | 2010-06-11 13:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Alpha | Deathmatch | Small (1-4) | Other License
Blurb mbt10 - for insta and ffa - by t-chen
Screenshot
Get original file (96KB)
Detailed description

After a short mapping-break (some weeks), I finally finished a new Map i started some days ago...
Its a small DM for Insta and ffa, which looks a little bit like a smaller version of Tempest (same tex's, same style)
however, i hope you will like this map...

update 1: fixed some stuff ...

I would appriciate your comments and suggestions!
t-chen

Map file mbt10_final.zip (2.85 MB)
Rating
67
points
 (8 votes)
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Files: mbt10.quadro.jpg / mbt10_final.zip /

(2733) Home ~ Forums ~ Content Creation ~ Sauer and Octree - what to do?

Kretren | 2010-06-10 22:10

Content Creation

I've been playing Halo again. Having seen the awesome architecture (imo) in a lot of parts, I'm inspired to make another map. However, I know I'm going to have to negotiate with the Cube 2 engine.

The engine is based on the octree, whereby cubes are split into 8 smaller cubes, which are each split into 8 others, and so on. I've been able to make pretty detailed work with it. But when it comes to making perfect, seamless work, this system is not adequate. For example, when two perpendicular, angled sides come together, they cannot seam together diagonally like on a picture frame; the best we can do in Sauer is "fold" the corner over. That's just one example, and it makes detailed architecture difficult, and decent landscaping near impossible. It also makes detailed cylinders damn near impossible.

I'm not experienced in graphics or anything. I've picked up almost everything I know from this engine, in fact. So I don't know exactly what it would take to create more 'seamless' objects in-game. Maybe it would take two different levels of rendering with different surfaces merging together, similar I imagine to how mapmodels work (again I won't claim to have expertise on the matter). But it wouldn't be a far stretch. My question is, is this feature omitted from the game for simplicity's sake (the game is characterized by being based almost entirely on the octree) or could it be included? I'm at the point where I can build really cool things, but the engine is starting to hold me back. I was considering mapmaking in Halo but I like this community enough to stay. That said, maybe we can import user-generated Halo mapfiles in?

Anyways, some thoughts. I know a new release is coming out soon and it would be really cool to showcase it with some sophisticated maps; not to throw stones at anyone's work, it's all great, but we know we're compensating for the limitations of the cubes.

‹ SauerEnhanced Justice Edition Port Looking for advanced map editor ›

Rating
6
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(2732) Home ~ Dessert Village

Friedslick6 | 2010-06-10 14:32

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | Medium (5-8) | Public Domain
Blurb A delicious cake. Yes, you read that correctly.
Screenshot
Get original file (127KB)
Detailed description

ABOUT:
ac_dessert is a map that spawned from word play on the original and frequently used "ac_desert". It's AC's 6th year now, right? Well I think AC deserves a cake by now...

USAGE:
Intended for any modes with 2-4 players.

NOTE:
the "fire" model will not appear to other players unless those players have also downloaded this map outside of AC.

CREDIT:
Wouter van Oortmerssen
ActionCube/AssaultCube creators
Cleaner of the DES clan for uploading the "fire" model
Arghvark, makkE for creating "Desert Village"

Map file Friedslick - Dessert Village.zip (258.17 KB)
URL http://www.mediafire.com/?oconjwj5kdx
Rating
14
points
 (3 votes)
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Files: ac_dessert.jpg / friedslick---dessert-village.zip / http://www.mediafire.com/?oconjwj5kdx /

(2731) Home ~ Forums ~ Content Creation ~ Looking for advanced map editor

KI113R | 2010-06-10 01:27

Content Creation

Okay! so im not totally sure its ok to do this but, I am requesting somone to help me with the creation of a map. its been a little over a year since I've created any content and to be honest with you, ive forgotten alot about editing and with how busy I am I dont have much time to learn it all. I know all of the basics and some more sophisticated stuff, however I need help with stuff like way points, clouds, a little help with lights and just somone to make the geometry load easier and somone to work with :)

I'm not a newb, I've had starred content and content (killcore3) featured in cube, disregard the stupid little skull next to my name xD

looking for somone with:

*stared content or content with 50 or more points
*long time experiance with cube
*good lighter
*good texture..er
*works well with others
*all together good mapper
*knows more in depth editing

Please help, you wont be disapointed, I assure you.

EDIT: Please link your content, quads search tools suck xD (no offense)

‹ Sauer and Octree - what to do? improve screen shot ›

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0
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Files: none

(2730) Home ~ Forums ~ General Discussion ~ gamemod masterserver

x35 | 2010-06-09 16:26

General Discussion

Hello!

I made a new masterserver which displays:
- a small quickconnect field with the most popular servers, their clientcount and their maxclient-count
- the current slots used and current total slots available
- the count of servers which are active (player(s) on it) and the count of servers running (registered to the masterserver)
- also modded servers which are not allowed to be on the main masterserver (sauerbraten.org)

if you're interested, please copy the following line to your ingame console:
/mastername is.kicks-ass.org; updatefrommaster; showgui servers

please give me feedback on my project!

X35

‹ help going further then md3skin only... A blue wood-texture ›

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43
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(2729) Home ~ Forums ~ General Discussion ~ help going further then md3skin only...

Suicizer | 2010-06-09 15:46

General Discussion

ive tried to add an unofficial mapmodel into sauerbraten, now it takes the skin but it wont take any other command after it :S.
this is the md3.cfg file:

md3load coffin.md3 coffin
md3skin u_coffin "coffin.png"
md3spec -1
md3glow -1
mdlscale 200
mdlshadow 1
mdlcollide 0

i know to load a mapmodel by just pressing something like "/mapmodel 0 0 1 "mmdl/coffin"" to load the mapmodel...

any ideas why it wont load any other commands after md3skin? plz comment!

‹ Damage Volumes gamemod masterserver ›

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(2728) Home ~ Pac-Man (v1.0)

Friedslick6 | 2010-06-09 14:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | Large (9-15) | Public Domain
Blurb A perfect pixel-to-cube replica of the original Pac-Man maze level.
Screenshot
Get original file (81KB)
Detailed description

ABOUT:
Pac-Man is exactly that, a perfect pixel-to-cube replica of the original Pac-Man maze level, with a custom song and custom textures, correct spawn points, pickups in place of powerups and the warp tunnel.

USAGE:
Intended for team modes with 8-12 players.

NOTE:
For appliance of the online-friendly configuration, navigate to "./packages/maps", then either:
~ Delete "pac-man.cfg"
~ Rename "pac-man.cfg(compatible)" to "pac-man.cfg"
~ Select "pac-man.cgz" from maps menu
Or:
~ Copy "pac-man.cgz"
~ Rename "Copy of pac-man.cgz" to "pac-man(compatible).cgz"
~ Select "pac-man(compatible).cgz" from maps menu

TO-DO:
Add bot waypoints/paths

CREDIT:
Wouter van Oortmerssen
ActionCube/AssaultCube creators
PAC-MAN™ ©1980 NAMCO BANDAI Games Inc.
Map sound ©2000 Hasbro Interactive
(Pac-Man: Adventures in Time)

Map file Friedslick - pac-man.zip (502.16 KB)
URL http://www.mediafire.com/?mn00mwz1bmf
Rating
24
points
 (3 votes)
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Files: pac-man_1.jpg / friedslick---pac-man.zip / http://www.mediafire.com/?mn00mwz1bmf /

(2727) Home ~ Forums ~ Help and Support ~ Covert .md3 to .md5?

Force | 2010-06-09 10:12

Help and Support

I've just re-downloaded CTF edition to get the old maps, music, and gun models, sadly it turns out they're in .md3 format. Does anyone know if there's a way to convert them to .md5 so that they'll work in Trooper Edition?

‹ Cube 2 Script and map help Reloading ›

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(2726) Home ~ Generators for Red Eclipse

appelflap | 2010-06-07 13:30

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Work in Progress | Deathmatch | CTF | Small (1-4) | Creative Commons (BY)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A map for Red Eclipse
Screenshot
Get original file (321KB)
Detailed description

A map I made for Red Eclipse. It's the first one I'm posting here at quadropolis, and any kind of constructive criticism is highly appreciated.

The "energy lines" in the small buildings let you rise to the upper level.

Update: some more details and sound.

Map file generators.zip (937.37 KB)
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Files: generators.png / generators.zip /

(2723) Home ~ Forums ~ General Discussion ~ Skyboxes in Photoshop

Theso | 2010-06-06 21:23

General Discussion

Anyone have any idea how to go about setting up a skybox in Photoshop so all the edges meet correctly and the resulting skybox looks correct?

‹ A blue wood-texture Blood Frontier Project Terminated ›

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(2721) Home ~ Brick 'n Tile Pack [Updated]

blarg | 2010-06-05 21:10

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Artistic | Content | All Platforms | Creative Commons (BY-NC-SA)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Several textures of bricks and tiles.
Screenshot
Get original file (108KB)
Detailed description

Several brick/tile textures that I've created from photographs. Also includes a concrete texture.

This is my first attempt at creating textures, so feel free to notify me of anything you'd like changed or modified.

The attached file is a version of the brick pattern on the far right, but the bricks are alternating rather than directly on top of one another.

Much thanks to Calinou who created the spec maps, the bump maps, the normal maps, and the cfg.

Mod file Brick 'n Tiles Update.zip (1.51 MB)
URL http://www.mediafire.com/?g2omuziymmi
Rating
8
points
 (1 vote)
Attachment Size
wallbrickgrey.jpg 31.18 KB
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Files: prevbr2.jpg / brick-'n-tiles-update.zip / http://www.mediafire.com/?g2omuziymmi /

(2720) Home ~ dm_dams1

T1 | 2010-06-04 07:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb dm_dams1
Screenshot
Get original file (41KB)
Detailed description

map which has a concept of a metallic dam supports Insta/ffa/effic etc

good for 4 people on the map

Created by: T1 and spiralz

*Update: 2010/06/08
-Removed the "green stuff" everyone hated

Map file dm_dams1.zip (4.58 MB)
Rating
25
points
 (4 votes)
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Files: dams_screenshot.jpg / dm_dams1.zip /

(2719) Home ~ Forums ~ General Discussion ~ Blood Frontier Project Terminated

FischKopF | 2010-06-03 11:59

General Discussion

I was quite shocked as i updated the bloodfrontier svn today. a great deal features has been removed like: sprint, doublejump, shell ejections, almost all maps deleted. can you tell me please, why had this to happen?

‹ Skyboxes in Photoshop monster and boss monsters ›

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0
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Files: none

(2717) Home ~ Destination

collol | 2010-06-02 14:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Medium (5-8) | Copyright | Detailing Problem | Map Layout Problem | Screenshot Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Destination ~ For FFA and Insta
Screenshot
Get original file (0KB)
Detailed description

A medium sized map for Insta and FFA.
Hope you have fun with it.
Note : this map isnt finished jet!

Greetingz from halfbloodprince

Map file destination.zip (517.04 KB)
Rating
6
points
 (2 votes)
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Files: pic.png / destination.zip /

(2715) Home ~ Forums ~ General Discussion ~ A blue wood-texture

Mysterious | 2010-05-31 08:18

General Discussion

Hi guys,

After a long time without mapping i decided to start a new project.
I try to built a greek city, but the problem is , that i cant find a blue wood-texture (which is typical at greece).

I also thought of doing it myself, but i have no experience in creating textures and i dont know which programm i should use.

So it would be really nice, if anybody would have a blue wood-texture (like the wood-texture in sauer, just blue)

So thx by the way and greetings from Mysterious

‹ gamemod masterserver Skyboxes in Photoshop ›

Rating
2
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Files: none

(2714) Home ~ Forums ~ Help and Support ~ Reloading

mrmojorisin | 2010-05-31 06:21

Help and Support

Could someone make animations for reloading?

‹ Covert .md3 to .md5? Fanatic albums ›

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(2711) Home ~ Aqua1

T1 | 2010-05-31 00:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | CTF | Large (9-15) | Other License
Blurb An old map that I made which is capable of CTF and deathmatch modes
Screenshot
Get original file (46KB)
Detailed description

Old map I made in sauer, thaught i showed it to the public and see what they think

gonna continue the progress on the map which i havent done in 3 months

finished off the mountains*

Need more weapon spawns* Will fix them if i have the time

Please comment and tell me what you think* constructive critisism is appreciated

Map file Aqua1.zip (3.14 MB)
Rating
26
points
 (4 votes)
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Files: aqua1screenshot.jpg / aqua1.zip /

(2710) Home ~ Mystic-Space

Blarget2 | 2010-05-30 20:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA) | Quality Assurance Issue | Detailing Problem | Map Layout Problem | Packaging Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb a 1v1, or 4 ffa/insta map.
Screenshot
Get original file (150KB)
Detailed description

a very simple small map 1-4 players that supports ffa and insta. its mostly meant for 1v1 though.

it also includes a skybox i made.

tell me what you guys think? should i make it bigger or change what to where?
any advice or thoughts would be helpful.

UPDATE v2
added more details here and there.
added a platform.
added lights.
added some lines of code in the cfg for fog and such (RaZgRiZ's idea)
added some lighting variables (help from RaZgRiZ)
changed some jump pad's height.

Map file mystic-spacev2.zip (934.49 KB)
Rating
52
points
 (8 votes)
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Files: mystical-space.png / mystic-spacev2.zip /

(2709) Home ~ vampimaze

vampirefrog | 2010-05-30 10:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Medium (5-8) | Public Domain | Quality Assurance Issue | Detailing Problem | Map Layout Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Blurb simple instactf map
Screenshot
Get original file (79KB)
Detailed description

A simple map for insta ctf. Not finished yet. I need your opinions and ideas. There are some waypoints, but those might need improving. Also, it might be possible to make it into an insta map or even ffa. What do you think?

Map file vampimaze.zip (132.31 KB)
URL http://mappinghell.net/forum/index.php/topic,226.msg1115.html#msg1115
Rating
29
points
 (4 votes)
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Files: vampimaze-preview.jpg / vampimaze.zip / http://mappinghell.net/forum/index.php/topic,226.msg1115.html#msg1115 /

(2707) Home ~ T1tech2

T1 | 2010-05-29 11:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Map I made that was intended for ffa, insta, effic, and perhaps eyecandy
Screenshot
Get original file (0KB)
Detailed description

Some friends told me to upload some maps at quadro sometime.. well here you go

*still in progress and is open for review constructive critisism is welcome

also forgive the poor screenshot .. when i was resizing it the pixels were getting messed up (fixed*)

NOTE: Please be sure that you have trak5 texture set in the directory "packages/trak5/package.cfg"
you can download it here http://www.quadropolis.us/node/1877

*Update 2010/05/31
For those who dont like the skybox, in attachment i changed the skybox to staffy and changed the fog aswell so im keeping them both incase you liked the older version better or until i find more suitable skybox for the map.

*Update 2010/05/30
-Clipped and noclipped more certain parts of the map
-changed jumppad and added particles to make it more noticable as a jumppad
-removed/improved/added some parts in the map to get rid of those "dead ends"
-replaced the fans as light
-changed green bullet ammo light to white light


t1tech2 is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.

Map file t1tech2.zip (5.25 MB)
Rating
100
points
 (13 votes)
Attachment Size
t1tech2(changed skybox).zip 4.4 MB
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Files: screeny_0.jpg / http://creativecommons.org/licenses/by-nc-sa/3.0/ / t1tech2.zip /

(2706) Home ~ Forums ~ Help and Support ~ Weather In Cube 2

mrmojorisin | 2010-05-28 13:02

Help and Support

I've seen rain on a map. Who are the commands to add weather in a map?
(I'm a beginner)

‹ in-game map list Can't Load Maps ›

Rating
0
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Files: none

(2704) Home ~ Explosives Training

Greaserpirate | 2010-05-24 22:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A pair of fun little maps
Screenshot
Get original file (68KB)
Detailed description

These maps, gtrain and rtrain, are designed to be for 1-on-1 deathmatches. They're small and not very detailed, but they can be very fun and addicting. Try playing against bots of skill levels around 100.

Updates: changed Rtrain lighting and floor textures, added extra rooms to both maps, should be a lot more complete

URL http://www.4shared.com/file/Nonr5_e6/explosives_training.html
Rating
11
points
 (3 votes)
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Files: explotrain.jpg / http://www.4shared.com/file/Nonr5_e6/explosives_training.html /

(2703) Home ~ Egypt secret

pazzo | 2010-05-24 16:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-SA) | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb Duel map
Screenshot
Get original file (364KB)
Detailed description

Map designed for duels or small instagibs/ffa. It's currently in beta, so if you have some suggestions (or you notice some glitches) please let me know.

Map file egypt_secret.zip (191.48 KB)
Rating
7
points
 (2 votes)
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Files: egypt_secret.png / egypt_secret.zip /

(2701) Home ~ Bighouse 2.0

Chinchy | 2010-05-23 08:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Huge (16-32) | Other License | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb A Super Scaled house that has lots of hidden passageways and a whole sewer system.
Screenshot
Get original file (663KB)
Detailed description

This house is huge it comes complete with 8 rooms, 1 backyard, a sewer system that can get you to every floor, with a bonus of hidden rooms and a hidden place I bet no one can find without going into edit mode (Still accessible without the use though). Comes complete with working CTF and Base game types along with good old TDM and FFA. Did I mention your about the size of a mouse?

Play it if you see any glitches I would appreciate a heads up. Oh and constructive criticism please. I don't want to hear it sucks unless you can give me a solid reason and how I can make it better.

*Edit* Made the lighting less crazy also fixed the stairs and added ctf and base compatibility.

*EDIT* Alright I have went through my map with a fine tooth comb there are very few bugs left every things completed. If you find any bugs tell me. My next release after this one will be my final for this map.

*EDIT* (Final Release) This is my final release of this map (-major bugs) if you find a big one I still want to know. It would be nice to get a little bit more feedback good or bad as long as its constructive I'm also attaching screenshots of every room.

Map file bighouse.zip (3.52 MB)
Rating
26
points
 (5 votes)
Attachment Size
bhscreenshots.zip 4.46 MB
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Files: screenshot_17003116.png / bighouse.zip /

(2700) Home ~ DooM: E1M1

Ultimatelorenzo | 2010-05-21 19:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Small (1-4) | Public Domain | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A recreation of the first DooM map, Hangar
Screenshot
Get original file (32KB)
Detailed description

Title : DooM: E1M1
Release Date : 20.05.2010
Author : UltimateLorenzo
E-mail Address : ultimatelorenzo@gmail.com
Other Files by Author : This is my first Sauerbraten map
Misc Author Info : DooM fan, I recently started playing and mapping for Cube 2
Additional Credits : ID Software
Description : This map is inspired by the first DooM level, Hangar. I rebuilt it using Sauerbraten resources and monsters.
This is a singleplayer map.
Instructions : Unzip the de1m1.zip in your Sauerbraten directory. Standard Quadropolis archivation is used.
In the game, type "mode -3; map de1m1".
Version : 1.1
Build Time : One month
Permissions : Feel free to distribute, modify, or change this map as you prefer, but please remember to credit me!

Map file de1m1.zip (734.33 KB)
Rating
37
points
 (6 votes)
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Files: de1m1.jpg / de1m1.zip /

(2698) Home ~ Xpressive Font

RaZgRiZ | 2010-05-20 08:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Public Domain
Blurb a font with great visuals
Screenshot
Get original file (102KB)
Detailed description

This is rendered from a free font i found on the internet named Xpressive, and i've got to say it looks really good ingame. Try it out. You might want to make a backup of your font.cfg if you ain't gonna keep it

Map file data.zip (136.62 KB)
Rating
40
points
 (8 votes)
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Files: fontpreview.png / data_1.zip /

(2697) Home ~ crosshairs

Leetex | 2010-05-19 14:21

Cube 2 (Sauerbraten) | Gameplay | Copyright
Blurb A nice menu with it is easily to change your crosshair.
Detailed description

Read the "Read me"-File! All images and scripts made by BBoyZ|Leetex.

How to install:
Extract all files.
Move the folder "leetex" in your packages/icons folder.
Move the file "crosshairs_leetex.cfg" in your sauerbraten folder.
Start the game, press esc, click "options", go to "autoexec.cfg" and write down this:

exec crosshairs_leetex.cfg

Now click on "save" and "exec".
To show the menu, just press "B" in the game.

Hope you enjoy it.

Preview

Config file crosshairs-leetex.zip (46.95 KB)
Rating
13
points
 (4 votes)
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Files: crosshairs-leetex.zip /

(2696) Home ~ Skyboxes Volume 2

Mayhem | 2010-05-19 08:28

 this screenshot was not originally available or there was a problem extracting it

Final Release | Creative Commons (BY-SA) | Adept
Blurb My second set of terrain-based skyboxes.
Screenshot
Get original file (449KB)
Detailed description

Here is another helping of skyboxes for your mapping pleasure. This pack includes:

coulee
flame
forestrytwo
h2s
scorched

I created this second set of 5 environments with Bryce 6.0 and hope they will be of use to anyone who might enjoy them. They are licensed under CC-BY-SA 3.0

Just unpack this zip file into your user-content directory for sauerbraten. The correct directory structure is .../sauerbraten/packages/mayhem/coulee_ft.png for example. DO NOT overwrite the mayhem directory in your main application bundle.

Enjoy!

edit: Sorry about the file-hosting service, the zip file is over 40 Mb.

edit2: Re-uploaded the zip with PNG files and an upgraded license.

Map file skyboxvolume2low.zip (3.43 MB)
URL http://www.mediafire.com/download.php?w3sri33bm13j21y
Rating
17
points
 (2 votes)
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Files: sbv2quadpic.png / skyboxvolume2low.zip / http://www.mediafire.com/download.php?w3sri33bm13j21y /

(2695) Home ~ Forums ~ Help and Support ~ Fanatic albums

JP24 | 2010-05-19 08:21

Help and Support

I've been searching for a way to replace the classic Marc A. Pullen Music back into the game, as opposed to the same boring 8 songs that come with the updated Cube 2... How do I do this? I've got all the original, just don't know how to put it back into an automatic playlist. Anybody know how I can do this?

‹ Reloading New Model Format ›

Rating
10
points
 (1 vote)
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Files: none

(2693) Home ~ Enhanced blood texture

FischKopF | 2010-05-17 09:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Other License
Blurb a small mod with more realistic blood
Screenshot
Get original file (595KB)
Detailed description

This wasn't really much work. Actually i just wanted to enhance the blood for myself, then i thought about uploading it here.
Made in Photoshop. Also made the gibs double the size.
Hope you like it :)

feel free to edit, claim it's yours, use it in own projects.

update 10/5/18

v2 uploaded

large screenshot

Mod file blood.zip (167.07 KB)
Rating
97
points
 (11 votes)
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Files: screenshot_60515.png / http://npshare.de/files/d6e40fd4/screenshot_304540.png / blood.zip /

(2692) Home ~ equal | Update v.2

mobo96 | 2010-05-16 19:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License
Blurb Duell map for max 4 player
Screenshot
Get original file (460KB)
Detailed description

Update 2 for equal:

New:
-Other (better) teleportdesign
-Better gameplay because of two ledges
-More Details
-No invisible clip, now there is glass
-clouds

Thanks to RaZgRiZ (helped with some details)

Map file equal_Update_v_2.0.zip (278.8 KB)
Rating
99
points
 (12 votes)
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Files: equal3.png / equal_update_v_2.0.zip /

(2690) Home ~ Forums ~ Help and Support ~ Does the src folder serve any real purpose?

Laraso | 2010-05-16 16:55

Help and Support

Hey, I tried messing around with the src folder in an attempt to give rhinos rocket launchers but noticed that nothing I did worked. Then I tried experimenting with changing weapon stuff in the src folder, but nothing happened. So I wondered what would happen if I moved the src folder completely out of the game's folder and launch Sauer, but nothing different happened.

My question is, does the src folder serve any real purpose other than to provide sample code?

‹ Anyone using peer Peerblock? Sauerbraten no longer works... Changing The Relative Copy Point ›

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0
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Files: none

(2689) Home ~ Forums ~ Help and Support ~ New Model Format

xarlock667 | 2010-05-16 16:49

Help and Support

I truly and sincerely HATE .md3/.md5 file formats. I would like to convert the program to run SOMETHING ELSE. My only real requirements are that:
1) It be readily compatible with Blender;
2) It be easily implemented into the game engine.

My motivation is simple. .md3/.md5 have frustrated the hell out of a great many people. You have to find some script some where that will work with your modeling software, find a way to run it reliably, hope to hell that it does not crash, and then find out in the end, after countless hours of work, that it did not save the frames of your animation, or that it did not convert them properly. It almost caused my to leave the Cube engine behind and fond something else.

The whole idea behind cube was that it allowed the user to create games quickly and easily! .md3/.md5 takes that whole advantage and tosses it down the drain. If you cannot make characters for the map, what is the point of making one?

SO Please! If you can help me select a modern, cross-platform, compatible model format, one that can be easily made and converted in Blender, PLEASE let me know what it is.

Also! If you know how to write the Cube modification to allow the use of new formats, please let me know how so I can get this done and improve the engine as a whole.

‹ Fanatic albums Music in sauerbraten (playing with "music PATH" command. ›

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0
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Files: none

(2688) Home ~ Oldtime

Chrisz0r | 2010-05-16 14:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb Map in beta. Work in progress. Please tell, what we could to better.
Screenshot
Get original file (92KB)
Detailed description

No story written 'til now.
The work is still in progress, so bugs may appear, lightning problems could be found, the mountains quite look disappointing, etc.
But we'll fix it.
Map made by FlorianGerman, Seppz0r and Chrisz0r.
All credits go to them, and any content of the map or any part of the script may not be copied.
Thanks for you sympathy :D.

-Added changelog to readme

Map file oldtime.zip (658.74 KB)
Rating
24
points
 (5 votes)
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Files: oldtime.jpg / oldtime.zip /

(2687) Home ~ Forums ~ Help and Support ~ Music in sauerbraten (playing with "music PATH" command.

Chrisz0r | 2010-05-16 12:11

Help and Support

G'day,
I wrote a music-player-script myself, but there are still some stupid problems.
I need to press the "Play Song" button about 5 times to get the song started.
I'm using just the music command
music "Rammstein - Haifisch" for example.
I don't know what to do else, so plz help me :)
Thanks,
Chris

‹ New Model Format Anyone using peer Peerblock? Sauerbraten no longer works... ›

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Files: none

(2686) Home ~ Forums ~ Help and Support ~ Again, Script Problems.

SenSidethink | 2010-05-16 00:35

Help and Support

This time Server sided.
I was going to make 2 Scripts:

1. Headshot Script
2. Quake Sounds (Doublekill & Stuff)

Is it even possible to code them?
(OnDie, OnKill Commands and Stuff?)

Sry for beeing a beginner :3

‹ Problem with If/Else server problem ›

Rating
0
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Files: none

(2685) Home ~ Forums ~ Help and Support ~ Changing The Relative Copy Point

Laraso | 2010-05-15 20:33

Help and Support

Hey, a while back I was playing on a coop-edit server with this guy. I have been playing Sauerbraten for almost 2 years now, but back then I was still pretty new to the whole mapping thing. He taught me how to do many simple things, such as how to raise your floatspeed, how to select corners using the middle mouse wheel button, and how to make ladders.

However, there is one thing he taught me that I fail to remember (and after extensive searching, fail to discover). It is how to move/change/select the red cube that always appears on the corner of your selection when selecting cubes. I like to call this the relative copy point, because this is where your cubes will be pasted at if you were to copy the selection and paste it somewhere.

Lately I have been using ladders quite often, and it is very troublesome when that red cube in the corner when I select the ladder for copying is somewhere I don't want it to be. This makes it very hard to copy and paste ladders. I have been trying to figure out, once again, how to change the position of this red cube!

If you do not know what I am talking about when I say "red cube", start cube and create a new map. Create a medium sized cube in the air and select the whole thing. Look at each corner of the cube and eventually you should see a red wire frame cube stuck inside one of the corners. This is what I want to change.

Please, do not say this is impossible, because I KNOW it's possible. I did it before, and used to know how.

And please, I don't care if it is really simple or if I could have Googled it (because I did), just give me the answer.

‹ Does the src folder serve any real purpose? Problem with If/Else ›

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0
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(2684) Home ~ Forums ~ Help and Support ~ Problem with If/Else

SenSidethink | 2010-05-15 19:54

Help and Support

Okay, i am pretty new to Config Scripts.
My only problem is that

if (showboundingbox 0) [showboundingbox 1 [showboundingbox 0]]
or
if (showboundingbox 0) [showboundingbox 1] [showboundingbox 0]

doesnt not seam to work.
I wanna trigger showboundingbox over a Key, to run it on/off.
Turning it on seams to work, but off not lol.

Any idear?
Give my brain a kick

‹ Changing The Relative Copy Point Again, Script Problems. ›

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0
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Files: none

(2680) Home ~ Realistic BF Scope

Theso | 2010-05-12 02:28

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included | Stable | Content | All Platforms | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb I tried to make this somewhat realistic. Comments appreciated.
Screenshot
Get original file (141KB)
Detailed description

Just playing around with Photoshop, so I tried to make a realistic scope for Blood Frontier. 512 by 512 resolution. Comments are appreciated.

Mod file Theso-scope.zip (50.97 KB)
Rating
9
points
 (1 vote)
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Files: zoomt[1].png / theso-scope.zip /

(2677) Home ~ Forums ~ Help and Support ~ server problem

Spiralz | 2010-05-11 07:45

Help and Support

My server is stuck at [waiting for response] or won't show up on the master server list. I HAVE READ all "documentation" i can find and none of it is good enough to help with my problem. Every "document" explaining server production I have read has not been detailed/accurate enough with my specific router and situation to successfully make ME successful. Therefore, i must ask the experienced community for help which should not be a problem to anyone.

-Life is what you make it. Life can be (and should be) simple. A question can be asked simply and, by the kindness of another person, simply answered. Don't make things more complicated than they need to be.

So, to the point: Can any kind fellow reading this help me fix my problem (getting my server to show up on the list to the public)? I'm using a TRENDNET 632BRP router. i have made ports for both 28785 and 86 both public and private. the master registration succeeded. now i can't get my server to show up on the public list.

‹ Again, Script Problems. Screenshots ›

Rating
0
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Files: none

(2668) Home ~ Forums ~ Help and Support ~ one clan question?

Nathaldo | 2010-05-05 03:45

Help and Support

i am starting a clan. i have gone around and have seen that every clan has a website and IRC site. do i have to have these for my clan to be official? we have 7 current members.

‹ MAP CFG BASICS: Map Design Basics ›

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0
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(2665) Home ~ Forums ~ Help and Support ~ Screenshots

Nathaldo | 2010-05-04 02:27

Help and Support

I am in the process of making a map. I want to get a screenshot of it but everytime I do I have the gun sites and/or edit mode in the way. How can I take a screenshot without the gun and sites and stuff????

‹ server problem MAP CFG BASICS: ›

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0
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Files: none

(2663) Home ~ VULCAN

skiingpenguins | 2010-05-03 01:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Creative Commons (BY-SA)
Blurb Vulcan - An Experimental Skybox.
Screenshot
Get original file (179KB)
Detailed description

Vulcan is an experimental skybox using a lava plugin for terragen classic. please tell me what you think, and how i can improve it. all constructive criticism is appreciated. I'm willing to make changes to the skybox.

Map file vulcan-sky.zip (999.31 KB)
Rating
22
points
 (3 votes)
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Files: vulcan-screen.jpg / vulcan-sky.zip /

(2662) Home ~ Dastan

Mysterious | 2010-05-02 12:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8) | Various Licenses
Blurb Dastan , the persian prince
Screenshot
Get original file (136KB)
Detailed description

Because i´m looking forward to the new "Prince of persia" - game and the movie , i had the idea to built a map which remembers me to it a little bit.
So Dastan (the name of the prince in the movie) came out.

So have fun running around the map !

---------------------------------------------------------------------------------------------------------
improvements left to do :

-correct lightning mistakes
-maybe add some details
---------------------------------------------------------------------------------------------------------
Update 1 :
-added quad and health

Update 2 :
-changed lightning (now sunlight)
-added bloom

Map file dastan.zip (251.72 KB)
Rating
35
points
 (6 votes)
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Files: quadro_screen_1.jpg / dastan.zip /

(2661) Home ~ Arid2

skiingpenguins | 2010-05-01 13:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb Arid2 - A New Life
Screenshot
Get original file (220KB)
Detailed description

Author: SkiingPenguins
Copyright: Creative Commons (BY-SA) [Creative Commons Attribution-Share Alike 3.0 United States]
Creation Date: April 2010

I decided to make this skybox because I've had a few people want my Arid skybox with a blue sky. It was kind of hard to make the sky blue and still keep the ground's color; That's why the ground on this skybox is a bit different than the original Arid's.

I've also created a very large render in 3:4 ratio (wallpaper).
Wallpaper

Link to my MediaFire skyboxes folder
MediaFire

Map file Arid2Skybox.zip (1.91 MB)
URL http://www.mediafire.com/file/kz1jeowmm2n/Arid2Skybox.zip
Rating
21
points
 (6 votes)
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Files: arid2-screenshot.jpg / http://www.mediafire.com/file/mtmytnyzlzn/Arid2-HighRes-Wallpaper.jpg / arid2skybox.zip / http://www.mediafire.com/file/kz1jeowmm2n/Arid2Skybox.zip /

(2660) Home ~ Forums ~ General Discussion ~ the maps selection on cube2-servers, who chooses this?

BdR | 2010-05-01 13:02

General Discussion

I've been playing cube2 for a while now, and I was wondering. When playing online, a lot of the same maps are used on the servers.

In the "new content" section here on Quadropolis a lot of maps are available, yet most of these are not used during online play.

So my question is, who chooses which maps are used during online play, on the servers? Or are these just the maps that are in the default Cube2 distribution?

‹ monster and boss monsters Longest Sauerbraten Escalator Ever ›

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0
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(2659) Home ~ Forums ~ Help and Support ~ Map Design Basics

Chasester_aka_you | 2010-04-30 22:07

Help and Support
Map Design Basics:
Theme:

The most idolized maps have a balance between theme and gameplay. Theme is broken into two parts details, ideal theme (place, time, history, back-story, etc). The details of a map are important and overdoing the details is hard. To have details over done you would have to have some many cubes that the computer lags cause of it. Details many times make the difference between a good map and a noob looking map.

Ideal theme, or time, place, so on, is important to the atmosphere this would include texturing, placement of detail, or mmodels (map models). This is more of a generalized theme stuff that is more closely tied to the gameplay or flow of a map. The best way to describe this would be: the details of a map are like the pieces, separate from the map, and the ideal theme would be like the putting of these pieces together to create realism and flow. For example you can have a wheelbarrow, this would be a detail, and where you decide to place this wheel barrow on the map will tell us about what the story, place, time, and so on of the map. Detail is most important because when people kill they want to spill blood on the wall; it makes them feel like they are killing and distroying at the same time :)

Gameplay:

Game play should be throughout before you do your ideal theme but after you have your details. Of course you will not have all of your pieces but the general ones should be persistent in a grave yard (a pile of separate pieces). As you create the bass map, wall hills bases so on; you will start placing these details to enhance your map.

The commutation of the details plus the layout that is predefined will conclude to a solution in which you have both a well detailed map with good game play. If you do one before the other you will over power one of these aspects and the misbalances you map, and it loses its ideal form (essence of being). Details are pivotal to a good map and as such should be handled with the most respectable standards. Over detailing is near impossible, and extremely improbable. The only problem with too much detail is time, the amount of time over the given amount you want to spend.

Detailing:

Details must fit the mood and flow of the map. In a proper map the map has detail that fit the theme, and do not prevent the player from playing the game. Detials should be realistic (correctly porportioned to other things in the map). For example, a door way in cube being 26 in across 7 feet in height is unrealistic for cube, but if you are to creat a door, keep in mind that all the pmodels are about 5 foot. If you proportion everything this way than a giant door way will look good.

The cubes are just fine and dandy but you need some more geometric shapes, say maybe a circle or a sphere or maybe even a slated cube. In cube one it was ok to make levels that contain many cubes and had very little detail because a lot of this detail was impossible (if you don’t understand do some research). Now in cube 2 we have to hold a higher standard on the maps that are produced. You need to work on the detail of your map, find a place to create, and create it.

The world is not a square it a circle, and most thing are not sharp cornered cubes. Therefore dont create thing that are perfect squares. The simplist minipulation to the cube will create a differing effect and therefore make your cube look good :)

Mapping off of realistic places is the easiest thing to do, because you dont have to worry about proportion or you dont have to think of thing to fill the map with. I would suggest starting with something realistic so that you can get the proportion of real-life into your creative maps.

Lighting:

Lighting is one of the most important, least important thinig. What i mean is the lighting changes the mood of the map completely; combined with the fog and the other minor function (ambient shadowmapambient skylight etc). Lighting completely makes or breaks a map, with out good lighting your map will look bad. You need to completely understand what effect you are tring to give to the user. What is the maps theme?; this directly affects your lighting choices. Pick a mood and use the light to create it. Look at any zombie game. The lights are dark, lots of shadows, red light, tight corrers heavy fog. This is mood, this is what makes you jump out of your chair when a zombie comes out of no were and kills you. The pure fact that humans are afraid of the dark creapy small spaces.

Packaging:

Of course see the packaging guide :) but some things that most of the sucessful maps have:
A good screenshot: most people judge your map on your screenshot; firt looks, lasting impressions.
WPT file: people like testing your map, so this is helpful :)
Readme: Im not sure why but all good maps ive seen has one :) simply state your name, the map name and a basic storyline of the map.

Your Lovable Jerk
chasester

‹ one clan question? dying.. ›

Rating
7
points
 (1 vote)
Attachment Size
DesigningAMap.txt 4.91 KB
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Files: none

(2658) Home ~ ac_spaceport

Bloodsport | 2010-04-30 00:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-ND)
Blurb Concrete, rockets, rails and guns.
Screenshot
Get original file (331KB)
Detailed description

Spaceport themed map, designed for fast paced team games of CTF. Layout is very non-linear and uses lots of height variation.

Map file ac_spaceport.zip (5.76 KB)
URL http://thebloodrising.niceboards.net/
Rating
8
points
 (1 vote)
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Files: ac_spaceport.png / ac_spaceport.zip / http://thebloodrising.niceboards.net/ /

(2657) Home ~ ice , a funmap

Mysterious | 2010-04-28 14:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Small (1-4) | Various Licenses
Blurb ice - let´s have some fun
Screenshot
Get original file (121KB)
Detailed description

Welcome guys to some different content :)
This is a conceptual funmap i made yesterday.

Before starting pls read the instruction :

This map is slippery so watch out where you run.
You will start at one corner of the arena.
You will just play with grenades because they get stucked when you shot , so its harder to hit the other guys.
You will have to start ffa to play it like i imagine, but other modes work as well.
4 guys are the best to play.
--------------------------------------------------------------------------------------------------------

Well check it out and give me some feedback ^^
greetings from mysterious

Map file ice.zip (479.58 KB)
Rating
22
points
 (3 votes)
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Files: ice-quadro.jpg / ice.zip /

(2656) Home ~ Agony

Derok | 2010-04-28 13:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Agony
Screenshot
Get original file (59KB)
Detailed description

My first map sci-fi.
Thank you penguins for the skybox "Wrath".

Map file Agony.zip (2.72 MB)
Rating
29
points
 (5 votes)
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Files: agony-small.jpg / agony.zip /

(2655) Home ~ Mediterranean Garden

SirAlex | 2010-04-28 00:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Small 1v1 mediterranean style insta map
Screenshot
Get original file (293KB)
Detailed description

Mediterranean by SirAlex
========================

Intro
-----
You know those beloved maps that fighting clans use to test their young, maps like ot and turbine. Well.. I think we need more of those.

Description
-----------
The map is supposed to be a 1v1, for insta duels. I tried to keep a mediterranean architecture(I got inspired by some stairs that were in the sendmap buffer on a server).

Work in Progress
----------------
This map needs a whole lot more work, i only spent about 4 hours on it in total.
It needs:
-a sun
-more respawn points
-lots of noclip, and clip on the sides
-interior decorations
-lights in the shadow places

-fixing the well
-better roof
-weapon spawns
-outside geometry

Map file mediterranean.zip (2.82 MB)
URL http://csclub.uwaterloo.ca/~amstan/upload/sauer/mediterranean
Rating
99
points
 (14 votes)
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Files: quadshot.jpg / mediterranean.zip / http://csclub.uwaterloo.ca/~amstan/upload/sauer/mediterranean /

(2654) Home ~ Forums ~ Help and Support ~ dying..

Maddog1906 | 2010-04-28 00:23

Help and Support

Is it possible to write a script that stops the music at the point you die? I'm making an sp map that would really need a script or alias that can do this.

‹ Map Design Basics Editing movement speed ›

Rating
4
points
 (1 vote)
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Files: none

(2653) Home ~ MBT9_v.4 [28.04.10] - by t-chen

t-chen | 2010-04-26 12:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Other License
Blurb ...just a new DM-map...
Screenshot
Get original file (122KB)
Detailed description

Mbt9 is my latest map, which I built this weekend in some hours of spare-time.
Actually it is not finised yet, but I would nevertheless like to know whether you like it and whether I shall finish it...or does not make any sense?
Some comments and constructive criticism would be nice.

-It's for SVN only-

-work in progress-

update 1:
-added a cloudlayer

update 2:
-added clip and noclip
-changed lighting [deleted the sunlight and changed ambient and skylight [im not sure about the current one... but i would be interested in what do you think about it]]
-some details added/changed

update 4:
-some other changes...
t-chen

Map file mbt9.zip (2.18 MB)
Rating
85
points
 (10 votes)
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Files: mbt9.1.jpg / mbt9.zip /

(2652) Home ~ Sauerbraten wallpapers

7thWarrior | 2010-04-26 07:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other License
Blurb Wallpapers based on the Ironsnout X10K model.
Screenshot
Get original file (94KB)
Detailed description

Initially made for the mVa site, these are the textless versions. To be honest Im not entirely sure about whether this is ok according to geartroopers license for the model, but since it is for use in relation to sauerbraten I figured it was ok. Ive seen that lots of clan sites use the model for site graphics so then its not only me :)

Anyway,

3 wallpapers I made with Ironsnouts as subject,

if you don't like them as they are feel free to modify them as you please, but if you reupload it you should mention me and if this link is still up the link here. Oh, I dont want to see these on other clansites than mVa. They are used on the mVa site right now.

URL http://henriklindgren.se/forum/viewtopic.php?f=3&t=284
Rating
36
points
 (4 votes)
Attachment Size
wallpapers.zip 2.16 MB
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Files: preview_2.png / http://henriklindgren.se/forum/viewtopic.php?f=3&t=284 /

(2649) Home ~ kaneol_final

SyntaXis | 2010-04-25 10:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4) | Other License
Blurb new DM map by SyntaXis
Screenshot
Get original file (346KB)
Detailed description

My new really detailed DM map for Cube 2: Sauerbraten - kaneol. There you can find textures by Nieb and one texture what was edited by me (orange brick) in package. Waypoints are included.

YouTube demonstration: http://www.youtube.com/watch?v=v7-P_AyRVy0

What's new in version 2:
- map isn't overbright now;
- added more details;
- noclipping is fixed;
- added new texture (brick-black);
- fixed geometry.

Please revote and leave a comment!

To do:
- fix some lighting (white texture >_>);
- fix some geometry;
- add new jumppad model.

What's new in final version:
- fixed lighting;
- deleted some noclipping;
- added clipping around the map;
- added new jumppad model;
- added more details;
- fixed some geometry.

Hope you will enjoy it!

Best regards, SyntaXis

Map file kaneol_Final.zip (5.21 MB)
Rating
47
points
 (8 votes)
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Files: logo_kaneol.png / http://www.youtube.com/watch?v=v7-P_AyRVy0 / kaneol_final_1.zip /

(2648) Home ~ Equilibrium Muzzles

Generaoul | 2010-04-25 00:21

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Cube 2 (Sauerbraten) | Source mod | Other License
Blurb Equilibrium styled Muzzleflashes (Equilibrium = Film) ;P enjoy
Screenshot
Get original file (37KB)
Detailed description

Equilibrium Styled muzzleflash i created ;P (only muzzleflash2 and 3)

Mod file muzzleflashes by Generaoul.zip (81.8 KB)
Rating
12
points
 (3 votes)
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Files: bildschirmfoto-2010-04-25-um-02.19.46.png / muzzleflashes-by-generaoul.zip /

(2647) Home ~ Octoduel

Spiralz | 2010-04-24 22:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Small (1-4) | Other License | Quality Assurance Issue
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

Blurb A duel map
Screenshot
Get original file (451KB)
Detailed description

My first duel map.

I was tired of hearing how my maps were to "square" so I made an octagon-shape map.

Don't test with bots. Bots suck and do not accurately represent a human player.

Map file octoduel.zip (1.08 MB)
Rating
27
points
 (5 votes)
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Files: screenshot_38183.png / octoduel.zip /

(2646) Home ~ Forums ~ Help and Support ~ Crumbling Bridges? Help?

griffm | 2010-04-24 16:02

Help and Support

Is it possible to have a crumbling bridge or structure in a SP map? I think every single player game in existance has done this in SOME way or another, whether it be a bridge or a staircase, or rock platforms on a sea of lava.
If you don't know what I mean, something along the lines of this:

Come to a bridge, as you walk on it it begins to fall apart behind you/disintegrate.

OR

The bridge is in parts, some of them "crumbly" and some of them are secure and wont break.

I was wondering if it was possible to do this.
Thank you very much. :D

‹ Editing movement speed Any help? ›

Rating
6
points
 (1 vote)
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Files: none

(2645) Home ~ Forums ~ General Discussion ~ makehuman to md5

kotau | 2010-04-24 01:30

General Discussion

I have recently found makehuman and have been enjoying working with it.

http://makehuman.blogspot.com/

Does anyone have experience with converting the models to md5?

‹ Generell discussion about the cube scripting language What is exactly the dev status of CubeEngine2 ? ›

Rating
4
points
 (1 vote)
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Files: none

(2644) Home ~ Forums ~ General Discussion ~ flow drag

Suicizer | 2010-04-22 14:36

General Discussion

its just an idea, but wouldnt it be great if cube engine 2 (more specific, sauerbraten) has something like drag?
this could create a nice reality and would add a new layer of gameplay to it.
as example:
a map where players are navigating on a high bridge or on a tower -> add some drag to feel its like wind and some sounds of wind.
this could be nice to because it could give a constant pressure, what makes it possible to have a jumppad that gives a constant speed.

ive got some ideas to do this:
1. use a material for this. if your in the material, youll move a specific way. the parameters of drag on x y z axis could be like "/drag x y z"
2. use some modified waypoints. if a player gets close to them, they will follow those waypoints (a variant on that is, your still able to move around, your just getting "pushed" to the direction of the waypoint).
3. not original, just use jumppad to get this :S. its a very rough way to get such thing like drag (especially because you would still hear the jumppad sound).

comment if you got any more ideas about this, or if any other program running on cube engine (1 or 2) already has this feature...

‹ No maps for Blood frontier? Where does the "kill" happen? ›

Rating
6
points
 (1 vote)
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Files: none

(2642) Home ~ Forums ~ General Discussion ~ No maps for Blood frontier?

Chillpill | 2010-04-20 21:41

General Discussion

We should get some maps for blood frontier, EVERYoNE READING THIS!!! GO DOWNLOAD BLOOD FRONTIER!!!!!!!!!!!!!!
I know i didn't post much, but that was all I needed to get my message out

‹ Longest Sauerbraten Escalator Ever flow drag ›

Rating
11
points
 (2 votes)
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Files: none

(2641) Home ~ Forums ~ General Discussion ~ I Need à Sky please !

Mysterious | 2010-04-19 19:04

General Discussion

After i started my New Map "urbania" , i had à Little problem :
i want an evening Sky but havent Found any good one :(

the Sky should have à Sun but à evening Sun , it should fit to à City-themed Map.
If anybody Wants to See the Layout ( to get à First Look ) we can arrange à meeting at à server .

Hope theres anybody out there who is able to help me :)

‹ Where does the "kill" happen? Bloody Elite - a Blood Frontier clan ›

Rating
2
points
 (1 vote)
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Files: none

(2640) Home ~ Gyptek

Calinou | 2010-04-19 16:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | GNU GPL v3
Blurb Small egyptian-themed map for 1on1
Screenshot
Get original file (204KB)
Detailed description
Gyptek

Gyptek is a small map, made by FM clan (!-!ood (mainly), Razor, happy_sheep, polosson and Calinou [me]) for 1on1.
As the name says, it comes with egyptian textures.
For FFA, this map has :
Cartidges (for fun)
1 Green Armour
1 Yellow Armour
1 Quad Damage
1 Health Boost
Lot of health packs.

Waypoints and preview are included.

Map file gyptek.zip (734.43 KB)
URL http://omploader.org/vNDdqOA/gyptek.zip
Rating
30
points
 (9 votes)
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Files: gyptek-prevquad.jpg / gyptek.zip / http://omploader.org/vNDdqOA/gyptek.zip /

(2638) Home ~ ac_fuel

Bloodsport | 2010-04-19 12:40

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | CTF | Medium (5-8) | Creative Commons (BY-ND)
Blurb Large industrial themed CTF map
Screenshot
Get original file (514KB)
Detailed description

Industrial themed map with a combination of larger outdoor areas and more enclosed regions. Well suited to 3v3 or 4v4 CTF team games.

Map file ac_fuel.zip (12.2 KB)
URL http://thebloodrising.niceboards.net/
Rating
6
points
 (1 vote)
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Files: ac_fuel_small.png / ac_fuel.zip / http://thebloodrising.niceboards.net/ /

(2637) Home ~ ac_port

Bloodsport | 2010-04-18 16:32

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A fast paced desert themed map for Assaultcube
Screenshot
Get original file (487KB)
Detailed description

A medium sized, fast paced desert themed map. Has been found to work well with 4 to 6 players and TOSOK or CTF game modes.

Map file ac_port.zip (6.05 KB)
URL http://thebloodrising.niceboards.net/
Rating
4
points
 (1 vote)
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Files: ac_port.png / ac_port.zip / http://thebloodrising.niceboards.net/ /

(2636) Home ~ Twins

Greaserpirate | 2010-04-17 21:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
Blurb A large map for CTF, now Justice-ready
Screenshot
Get original file (75KB)
Detailed description

This is my first map on Quadropolis. It was made mostly by copying and pasting several sections of walls and floors. I was aiming for a "expensive european" theme, but it has a lot of features impossible in real life (like a floor of solid rock with secret passages carved out of it). Criticism is welcome.

===Updated 4/19===
-centered map
-added heightmap hills
-replaced stairs with ramps
-fixed teleports
-moved the sun
-added windmills (a ton of tiny propellers would look ugly and wouldn't fit with the theme of the map)
-fixed several weirdly-angled cubes
-replaced some sections of wood floor with floorgrates
-added chains to make walkways look less gravity-defying
-added lights to make jumppads more noticable
-tampered with the fog a little

Tell me what you think.

===Updated 5/14===
Finishing touches, sorry I didn't get around to it earlier
-added trees
-connected underground passages
-generally made it a bit more "professional"

This is probably going to be my last update. Have fun!

Updayte June 25: I've deleted the map file because it was taking up unnecessary Quadropolis space. If you want the map, you'll have to follow the URL instead

Update July 23: Since the Justice edition has a different set of default textures I had to (literally) scrounge a .cfg file from the trash. I also retextured/added details/ touched up/ fixed several small aspects of the map.

Map file sorry_no_map (75 bytes)
URL http://www.4shared.com/file/3yQY00bi/_3__twins.html
Rating
19
points
 (3 votes)
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Files: quad_twins.jpg / sorry_no_map / http://www.4shared.com/file/3yQY00bi/_3__twins.html /

(2635) Home ~ The Resurrection, Final

Mysterious | 2010-04-15 16:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Various Licenses
Blurb A futuristic 1on1 DM by Mysterious
Screenshot
Get original file (83KB)
Detailed description

This is my latest DM yet.
It uses the Nieb textures and has some good tactical spots.
I played it with 4 bots, but there are more possible, too

So pls download and comment =)

Improvements left to do :

-better lightning (imho)
-maybe some clip
-the middle stairs

Update 17.04.2010 :

-changed skybox and set the whole map into a day theme
-added some health and other pickups
-added a msg :P (forgot it before)
-fixed gridsize mistakes
-recorded better waypoints

Map file The_Resurrection.zip (297.12 KB)
Rating
67
points
 (8 votes)
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Files: quadro_screen.jpg / the_resurrection.zip /

(2634) Home ~ Glazz

Anonymous | 2010-04-15 05:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Other License
Blurb Angled Glass
Screenshot
Get original file (288KB)
Detailed description

I made angled glass models 8") Sometime ago I really needed this now I know how make simple models!

Open data folder add this

mmodel "zam/glazzangle"
mmodel "zam/glazzangle2"
mmodel "zam/glazzangle3"
mmodel "zam/glazzangle4"

to the bottom line of default_map_models.cfg

Updated
added a environment setting and changed to a lighter glass for darker maps any opinions would be good!

Map file Glazz.zip (4.54 KB)
Rating
79
points
 (10 votes)
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Files: glazz.png / glazz.zip /

(2632) Home ~ Sturmgewehr 7 - Rifle Mod

7thWarrior | 2010-04-14 18:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Creative Commons (BY-SA)
Blurb This mod replaces the regular mauser rifle(but only in HUD) and the rifle sound.
Screenshot
Get original file (394KB)
Detailed description

The Sturmgewehr 7 is a gun designed for all-round planetary and space combat operations. It is built using easily acquired materials present in all Trooper ships, so soldiers can continue the fight for decennia*.

*guaranteed only up to 280 years with regular wear and tear. Fair use does not cover nuclear conflicts and near-sun operations. Contact your local dealer for more information.
------------------------------------------------------------------------
Sturmgewehr 7
Version 1

This mod replaces the regular mauser rifle(but only in HUD) and the rifle sound.

Demonstration:
http://www.youtube.com/watch?v=43BdRJKt3-o
(in the video I make use of parts of
http://www.quadropolis.us/node/2127,
http://www.quadropolis.us/node/2261,
http://quadropolis.us/node/1412
because that is how I play, so check those out)

Installation instructions:
1.
Take all files in directory sauerbraten\packages\models\snoutx10k\hudguns\rifle\ and put them in a
backup folder if you want to reverse the install. Do the same with sauerbraten\packages\sounds\awesund\rifle.wav.
Remove the files from sauerbraten.

2.
unpack provided zip to sauerbraten\ so that the folders match up.

3.
Play!

4.
Tell me what you think on IRC, quakenet, #sauerbraten, _7thWarrior, or wherever you may find me :)

Known issues:
*Texture on arm is lighted badly and stands out in an ugly way.

Acknowledgements:
I've made the model, most textures(high-to-low poly), sound(turbine engine played backwards with wahwah effect + free rifleshot provided by frankie) and animation. If I've forgot to say something that I've made, well, I've probably made that aswell. Everything that isn't made by me, you can see below in the acknowledgements.

Last thoughts:
Damn, the arm got ugly when lighted from certain angles...
The sound is balanced so that it shouldn't affect gameplay too much but still have a pretty nice feeling to it. I tried several different, but had trouble with sounds merging too much when lots of people play(loosing the sense of direction). I hope it is good now but it would be nice to hear comments on it.

Licensed under CC-BY-SA (http://creativecommons.org/licenses/by-sa/3.0/)

Thank you:
geartrooper, tutorials and configs
marvin2k, cross-checked your stuff compared to geartroopers and learned some
blender.org, 3D tools and tutorials.
urbandirty.com, for free textures to do dirt overlays.
dunker8.deviantart.com/art/kevlar-texture-pack-87109411, very pretty!
Font used in arm texture and titlepicture: Alien Lines by Mauricio Malacay(http://www.dafont.com/profile.php?user=198760)
Skull vector shape for arm texture: biglew.deviantart.com(just the skull, I've then split it and added stuff around it like the heart and applied filters).
mVa-clan(mva.sauerclans.net) for input and motivation
miffe(.org), gave me ideas on modelling and design when I got stuck
frankie, for help with the soundmixing
audacity.sourceforge.net, sound editing program

/7thWarrior

Mod file sturmgewehr_by_7thWarrior.zip (4.05 MB)
URL http://henriklindgren.se/forum/viewtopic.php?f=3&t=112
Rating
42
points
 (6 votes)
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Files: sturmgewehr7.png / sturmgewehr_by_7thwarrior.zip / http://henriklindgren.se/forum/viewtopic.php?f=3&t=112 /

(2631) Home ~ Forums ~ General Discussion ~ Themes!

Spiralz | 2010-04-14 18:01

General Discussion

I would like to ask all who regularly critique maps to list a fair amount of *Original* themes that could be used for map making.

Please and thank you.

‹ Rating some texture configuration questions... ›

Rating
10
points
 (1 vote)
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Files: none

(2629) Home ~ Forums ~ Help and Support ~ Any help?

Djakk | 2010-04-13 02:49

Help and Support

I am writing a script and it isnt turning out like i want it. Here is the script:

isay = [echo (concatword "" (getname) ":") $arg1]

alias level_trigger_4 [trigger 6 1
sleep 1000 [echo "Intercom: ''Head up to sublevel 3 and head to annex 3 Beta.''"
sleep 2000 [echo ""(concatword (getname))": ''May I ask whom is speaking?''"
sleep 2000 [echo "Intercom: ''This is your commanding officer, Lieutenant Rick Caswell.''"
sleep 500 [platform 5 1
sleep 1500 [echo ""(concatword (getname))": ''So what exactly is my mission?''"
sleep 2000 [echo "Lt. Rick: ''Right now your mission is to get up to speed so that you don't die out there when we need you the most!''"]]]]]]]]]

But it keeps turning out like this:
Intercom: "Head up to sublevel 3 and head to annex 3 Beta."
Djakkennaia : "May I ask whom is speaking?"
Intercom: "This is your commanding officer, Lieutenant Rick Caswell."
Djakkennaia : "So what is my mission?"
Lt. Rick: "Right now your mission is to get up to speed so that you don't die out there when we need you the most!"

Notice the spaces after the player's name. I cant figure out how to get them to go away. Any suggestions?

‹ Crumbling Bridges? Help? two questions... ›

Rating
6
points
 (1 vote)

Files: none

(2628) Home ~ Forums ~ Help and Support ~ two questions...

Djakk | 2010-04-12 23:35

Help and Support

I know I've been asking a lot of questions recently, but I've really started getting into the developement side of Cube rather than the gaming side. First, how would I script a door to be open at the beginning of an SP map rather than it be closed at start? And secondly, how would I change the lighting on a map so that anywhere that is not influenced by light entities appears really dark or pitch black instead of just shady?

‹ Any help? Font color? ›

Rating
7
points
 (1 vote)
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Files: none

(2624) Home ~ Forums ~ Help and Support ~ Font color?

Djakk | 2010-04-12 01:44

Help and Support

How would change the font color on words that appear during a script or something? Similar to what Redon has done in his amazing map Lost. Is it HTML or something similar?

‹ two questions... script problem? ›

Rating
2
points
 (1 vote)
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Files: none

(2622) Home ~ AutoMaze

SirAlex | 2010-04-11 20:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Superscalar | Creative Commons (BY-NC-SA)
Blurb Automatically generated maze
Screenshot
Get original file (42KB)
Detailed description

Automaze by SirAlex
===================

Intro
-----
So I made this whole maze manually, took me a while. I'm just kidding.
I got this idea from Windecker, with his map from over here: http://www.quadropolis.us/node/2620

Generator
---------
I really taunted him of how much work he put into it, so i spent about 2 hours coding a small program in C to generate the maze then I made it into a rec file.
A rec file is a thing that frogmod has, it basically dumps all editing commands into one file, which can be played back later.

Maze Characteristics
--------------------
Based on the algorithm, there should be only 1 way between any 2 points in the maze. So that means no loops, and no isolated sections. Any loops are caused by a packet loss when the recording was played and they should be pretty obvious.
Don't ask me how to solve it, I did not make a solver for it.
This maze has the same size as Windecker's

Raised Walls
------------
This was another idea from Windecker, which was very easy to implement in code. Basically there's these areas of walls which are higher, and they go along the structure decreasing every few cubes.

Files
-----
You can find all the files over here:
http://csclub.uwaterloo.ca/~amstan/upload/sauer/maze/

Attribution
-----------
If you use my map generator I would appreciate it if you state somewhere that you used it.

Map file automaze.zip (861.29 KB)
URL http://csclub.uwaterloo.ca/~amstan/upload/sauer/maze/
Rating
35
points
 (5 votes)
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Files: screenshot.jpg / http://www.quadropolis.us/node/2620 / automaze.zip / http://csclub.uwaterloo.ca/~amstan/upload/sauer/maze/ /

(2620) Home ~ Minoan

Windecker | 2010-04-11 14:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Singleplayer | Superscalar | Creative Commons (BY)
Blurb Minoan - Conceptual Maze Map.
Screenshot
Get original file (422KB)
Detailed description

Conceptual Maze map.
By RaZgRiZ, Catelite, and myself.

If the scale is not enough to make you give up instantly, then the sheer number of incorrect pathways is.

-Detail is nothing fancy due to scale.
-There are no paths ( 0 ) that loop around in the entire maze, and there are Two paths ( 2 ) longer than the real path, both lead to dead ends of course. ;)
-Tricks to help you through, Drop waypoints to see where you've been. The map is dark so they show up well.
-Try to steer to the right if your in the first quarter of the maze, there is a T in there somewhere and if you go left you will end up going for long time to meet a dead end. ( Its one of those two crazy long paths )

The END is at the exact opposite corner from the beginning.

There are two "Guiding stars" above the teleport at the end that can be seen from the low areas of the maze or when you are inline with them in the deep areas.

Map file minoan.zip (1.56 MB)
Rating
27
points
 (3 votes)
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Files: minoan1.png / minoan.zip /

(2617) Home ~ Forums ~ General Discussion ~ Speed Mapping Client Idea -

Windecker | 2010-04-10 23:32

General Discussion

I had an idea earlier today and it goes with a forum post on speed mapping from a long time back. I doubt it is a new idea.

I was thinking of a set features between client and server that would serve for speed mapping competitions.
The clients would have an editing lock, and the servers would be able to switch this editing lock on or off.
The master ( Player ) would be able to tell the server when to remove the lock, how long to keep it off and then in turn, when to turn it on. The server would simply allow the players to edit for X amount of time, then disallow them the ability to edit. With a timer this could be set up for 1 hour speed mapping competitions.

A foreseeable problem is having multiple people on a single server resulting in lag and viewing of each others' work. In such a case multiple slave servers could be set up with a linking to a master server, this master server sending the start and stop signals to the slave servers, and from there the slave servers allowing or disallowing editing for their single client. ( spectators would be permitted )

After the allotted time is up, maps could be uploaded to an external source for comparing and voting.
^^ Expanding: A separate sendmap command, mayhap /uploadmap, would send the maps files of each competitor to the specialized master server. From there they could be taken, viewed, and rated.
Personally, I've always liked the idea of speed mapping competitions but unless everybody is in the same room it can be difficult to coordinate.

Just my thoughts, feedback is welcome.

Edit: I looked at the post again - This one - and there's talk of teams. Another feature allowing a specific number of clients per slave server could allow this, and allowing one person to be master of each slave server.

More thoughts: Lots of new servers are IRC linked, this can allow for cross-server chat, and team chat could be used to talk between yourself and your partner specifically. ( not spectators )

‹ Bloody Elite - a Blood Frontier clan CFG FILES ›

Rating
17
points
 (2 votes)
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Files: none

(2615) Home ~ Simple and Basic Crosshairs

Your Self | 2010-04-10 16:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms | Other License
Blurb Simple and very basic Crosshairs, with differen't styles
Screenshot
Get original file (9KB)
Detailed description

This rather small package contains some very basic, simplistic crosshairs, kept in the normal dimensions of the original one (32x32), and everyone has it's own individual simple hit crosshair namely:
- a normal dot
- circle with a dot
- slimmer normal crosshair
- slimmer normal crosshair with a whole in the middle
- diamond with a whole

P.s. If you prefer another color besides white this can be done in some very easy steps, using e.g. Paint or Gimp

Installation ----------------->

1) Rename / delete the original crosshair.png / hit.png
2) Insert the preferred crosshair / hit to your Sauerbraten
data folder
3) Rename the preferred crosshair to crosshair e.g.
circle_dot => crosshair
circle_dot_hit => hit

<--------------------------

Mod file data.zip (10.68 KB)
Rating
86
points
 (10 votes)
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Files: crosshairs.jpg / data.zip /

(2613) Home ~ scedm4, kindergarden project

David | 2010-04-09 11:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Other License
Blurb A small, but pretty open deathmatch map
Screenshot
Get original file (490KB)
Detailed description

Suicizer's Cube Engine Deathmatch Map 4, kindergarden.

Information
The map is very playable as a duel map. Instant gib gives a very nice twist to the map, because there are enough cover places, but your still noticable for your opponent.
The flow is pretty original, if you know where your going then its easy to handle. Scedm4 gots a pretty defensive gameplay, where all weapons have a good chance in certain situations.

The story
Once there was a time, ogros had to work very hard in a factory for the fixits, so they could put all ironsnoutparts together to create an ultimate fighter machine.
After a while, the fixits went more and more furious to the ogros and said they had to work harder for the same ammount of money.
But then, on a day, the ogros were done with the fixits. the ogros commanded that they get retirement pay and their children will get a kindergarden, after years of working for the fixits.
The fixits couldnt denied this offer, else the factory would pass away, so they putted a kindergarden next to the factory and gave all ogros an ensurement for retirement.
After decades, the kindergarden still stands next to the factory, but in less bright and clean state as it was before. thats why they are reinovating the kindergarden, so the childern can play in the kindergarden agian.

Credits
Thanks to all people that helped me with the map (inclusive comments)!

P.S.
Waypoints included!

Map file scedm4.zip (612.92 KB)
Rating
49
points
 (8 votes)
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Files: scedm4_quadropic07.png / scedm4.zip /

(2612) Home ~ Forums ~ Help and Support ~ MAP CFG BASICS:

Chasester_aka_you | 2010-04-09 03:34

Help and Support

Contents:
MAP CFG BASICS.txt: This simply explains some of the most basic function when seting up your config file. Function such as: loadsky, texturereset, texture, mmodel, texscoll, autograss, etc.

A video on youtube showing how this is done. Youtube video blending
This will contain more txt file but this is all that is done, this will contain an intermedeate file (explaining the texture command in more detial, explore the blend/paint feature, and go into basic shaders), an advance file, (more about shaders and some more advance commands).

Hope This Helps
chasester

‹ Screenshots one clan question? ›

Rating
2
points
 (1 vote)
Attachment Size
MapCfgBasics.txt 6.63 KB
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Files: none

(2610) Home ~ Suburb by Vincent - Update 1

Cube Master | 2010-04-07 14:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Several houses linked through a small Road winding uphill.
Screenshot
Get original file (223KB)
Detailed description

Several houses linked through a small Road winding uphill. Many Houses are empty to provide freedom of movement.
The Map works best on Instagib, Capture, Deathmatch and CTF. It also has a resonably high poly count (wtr: 122k).

Minor Credit goes to
SpyCr@b (shower)
eBeatYou (door design)
Sparky (basketball)

The map is in its final stages and still recieving minor tweaking.

Update 1
- Opened the windows removing most dead ends
- Fixed the issue of hiding behind the skybox
- General bug fixes, eg. stuck on terrain
- Added minor details

Map file suburb_v1.zip (2.87 MB)
Rating
82
points
 (11 votes)
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Files: screenie_1.jpg / suburb_v1.zip /

(2609) Home ~ For those familiar with SVN, the upper platform railings have been removed in the map Complex. What are you thoughts on this?

Nieb | 2010-04-07 13:51

Good idea, leave it open.
59% (35 votes)
Bad idea, put the railings back.
41% (24 votes)
Total votes: 59

Files: none

(2608) Home ~ ac_hovel

R4zor | 2010-04-07 08:49

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-ND)
Blurb a small 1v1 map based on nieb's textures
Screenshot
Get original file (144KB)
Detailed description

ac_hovel is a small 1v1 DM map that uses Nieb's Textures. (not included.) It is simple and uneven, with 15 FFA spawns and no armour or akimbo, should make for fast unpredictable gameplay.

Map file ac_hovel.zip (295.54 KB)
URL http://magicmrx.co.cc/latest.html
Rating
21
points
 (3 votes)
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Files: ac_hovel.jpg / ac_hovel.zip / http://magicmrx.co.cc/latest.html /

(2606) Home ~ Forums ~ Help and Support ~ Way Points

Chasester_aka_you | 2010-04-06 01:50

Help and Support
WAY POINTS:

*.wpt (or waypoint; * means any given file name) are a grid or trail in which the computer (bots) use to allow them to move around the maps. To create a *.wpt file.

Do the following steps:

First start by loading the map in which you choose to make the wpt. Then you will either add a bot (by hitting the insert key: for windows) or typing /dropwaypoints in the command prompt (by hitting the “T” key). Then to see these way points you will type /showwaypoints 1 (change 1 to 0 to turn it off). This will show up as blue lines on the screen behind you moving as you move.
Next you will run around your map hitting all major points on the map (spawn points, flags, capture points, etc). An easy way to find all of your spawn points is to add a lot of bots so they spawn at all the points so you can tag them up (a phrase meaning that you run up to them so they can follow the path you are laying down).

Last you save:

After a while you should save. Saving is your friend, do it offend. To save simply type /savewaypoints, or you can save the waypoints as any name by typing /savewaypoints WHATEVERNAME. This works just like the save map function. Note: when you load the waypoints (by adding bots) it will load the one named as the map name (EX: mapname.wpt).
To load waypoints, (without adding bots, or from another map) type /loadwaypoints or the same as above to load any *.wpt in the base directory. The wpt will load automatically when you add bots.

A few tips:

Start with the easiest parts of the map then work to the hard parts, save the map after each part. In Blood Frontier this is not necessary because there are void wpts (if you fall off the map, fall in lava or death material, it will not save the waypoint). But for all other types you will have to save the map offend or if you mess up there will be a lot of bots killing themselves. -_-
To clear all the waypoints on a map you will type /clearwaypoints, to make it permenent, save the waypoints after you clear them.

I’m sure I did not get all of the function that you can use so if some of the admins could elaborate on some of the "hidden" functions that would be great.
Also if you have anything to add please do.

NOTE: all comments are subject to copy without quotation. :)

thanx
chasester

‹ Converting Strings LAYOUT DESIGN BASICS: ›

Rating
5
points
 (1 vote)
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Files: none

(2604) Home ~ Forts n Ladders

Spiralz | 2010-04-06 00:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | Other License | Detailing Problem | Packaging Problem | Screenshot Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Little forts and many ladders
Screenshot
Get original file (352KB)
Detailed description

This map is meant for only insta so far. I'm still working on it and would like many suggestions for improvements.

Map file Packages.zip (866.03 KB)
Rating
25
points
 (4 votes)
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Files: screenshot_25217.png / packages_3.zip /

(2603) Home ~ Forums ~ Help and Support ~ script problem?

Djakk | 2010-04-05 22:17

Help and Support

I've been working on a new SP game that I just got the idea for a few days ago. The first level has been coming along really well, if I do say so myself ;). The problem I have been having is with the very first door in the level. I have a script of speech set to run, and the door open shortly after. However, the door keeps opening about a second after the first line plays. Here is the script:

alias level_trigger_1 [
echo "Glad to see you made it!"
sleep 3000 [
echo "All of your systems are functioning normally."
sleep 3000 [
echo "I am going to open the stasis room door."
sleep 3000 [
echo "Make your way down to the training room."
sleep 3000 [
echo "There you will perform combat as well as basic training."
sleep 3000 [
trigger 3 1]]]]]]

Can anyone give me advice as to keep the door from opening early? Ive tried everything, including layering the text, rearranging the text and even changing the sleep amount right before the door trigger to 15000. Im lost. any advice would be GREATLY appreciated! Thanks in advance!

‹ Font color? A fine tale ›

Rating
8
points
 (1 vote)
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Files: none

(2602) Home ~ Forums ~ Help and Support ~ A fine tale

dreadpirateroberts | 2010-04-05 22:12

Help and Support

So I was sailing along in my ship "Revenge" playing sauerbraten and installing a mod on my mac osx release, and I started up, and all I saw was the signs of addition all over my screen, and then I realized, the folders had not merged they were just copied over.

Now I come to my point.

How do you merge folders in mac osx?

- The Dread Pirate Roberts

‹ script problem? Converting Strings ›

Rating
4
points
 (1 vote)
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Files: none

(2600) Home ~ aneothium [BETA 2]

SyntaXis | 2010-04-05 14:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb small and open modern styled map for duels
Screenshot
Get original file (168KB)
Detailed description

Small and open modern styled map for duels. It made by me in a couple of hours (exept textures). Main part of map was made in 2 hours (just outline), simple details was made in 1 hours (I have very many usable blanks) and other different details was made in 3 hours (I just thought how to make it looks better).

Some textures I've downloaded from resource that called www.cgtextures.com (really good site) and others. All textures was edited by me. They are free for using, just put credits.

There are some facts about my map:
- it has flowing gameplay;
- it has original design from my mind;
- there you can do some tricks (I'm talking about 2 hard tricks);

What's in map file:
- my folder called SyntaXis that includes textures (Sauer_folder/packages/SyntaXis/);
- ogz file (Sauer_folder/base/aneothium.ogz/); - world's file
- cfg file (Sauer_folder/base/aneothium.cfg/); - configuration's file
- wpt file (Sauer_folder/base/aneothium.wpt/); - waypoints' file
- jpg file (Sauer_folder/base/aneothium.jpg/); - screenshot of map.

To do:
- fix light;
- add more details;
- clip something;
- noclip something.

Hope you will enjoy it!

P.S.:
1) If you want to vote you need to leave a comment;
2) If you aren't sure that you like map, leave a comment why you dislike it.
3) This is just second beta version.

Map file aneothium_Beta2.zip (1.6 MB)
Rating
16
points
 (2 votes)
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Files: screen1.jpg / file:///F:/Users/MEU/Documents/GITHUB/QuadroArchive/www.cgtextures.com / aneothium_beta2.zip /

(2598) Home ~ Forums ~ Help and Support ~ Anyone using peer Peerblock? Sauerbraten no longer works...

biabia | 2010-04-04 04:56

Help and Support

Hi, was wondering if I could get a question answered? Does anyone using Peerblock know what lists I should allow for Sauerbraten? I went gung-ho and update a butt-load of lists and now Sauerbraten cant find any servers. Just need to know what specific list or IP's I should allow. Thanks.

‹ Music in sauerbraten (playing with "music PATH" command. Does the src folder serve any real purpose? ›

Rating
0
points
 (0 votes)
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Files: none

(2597) Home ~ ac_bank

laarson | 2010-04-03 21:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb ac_bank made by laarson
Screenshot
Get original file (39KB)
Detailed description

I have make a map for play ctf 4 to 16 players, layout with 3 way and passages for join this ways.

Map file ac_bank.zip (12.57 KB)
Rating
23
points
 (4 votes)
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Files: ac_bank.jpg / ac_bank.zip /

(2595) Home ~ High Tech Pistol + Muzzle Flash

ViperX07 | 2010-04-03 03:42

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Content | All Platforms | Other License
Blurb A High Tech Pistol and Muzzle Flash made by ViperX07
Screenshot
Get original file (177KB)
Detailed description

A High Tech Pistol Mod and also High Tech ( i guess :D) Green Pulse Muzzle Flash. Made by ViperX07.

Mod file High Tech Pistol Mod + Muzzle Flash.zip (289.59 KB)
Rating
16
points
 (2 votes)
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Files: pistol_shot_2.jpg / high-tech-pistol-mod-+-muzzle-flash.zip /

(2593) Home ~ Forums ~ General Discussion ~ CFG FILES

Chasester_aka_you | 2010-04-01 14:46

General Discussion

I have notice over my time at quad that many of the maps on quadropolis, fail to include a config or they fail to use a texturereset:

My personally preference is that every map should be required to do a texturerest because if ever the textures get removed or added to the pack it will mess them up. I was more or less wondering what the general consensus was about this matter. Should we require a CFG file and require a texturereset or is this not important. Also should we require that the wpt file must be inclued to be considered to be packaged correctly. This just gets really bloody anoying. Having to tag up on all the bots, of course this would not be required for conseptual maps.

If you could just leave your response on what you think about this idea, or add anything, take away or rephrase anything.

The Toll Under The Bridge
chasester

‹ Speed Mapping Client Idea - New Quad commandments? ›

Rating
10
points
 (1 vote)
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Files: none

(2592) Home ~ Plutonia - Update 1

julianibus | 2010-04-01 07:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Large (9-15) | GNU GPL v3 | Quality Assurance Issue | Detailing Problem | Map Layout Problem | Packaging Problem | Screenshot Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Colourful and beautyful map made out of stone with many different buildings.
Screenshot
Get original file (243KB)
Detailed description

IMPORTENT: There's a mistake in the screenshot so the tower looks parted!

__________________________________________________
Plutonia is an exiting, colourful map created by the Sauerbraten players KoD4CKx15, Robo1 and julianibus. On the map you can find lot of different buildings, towers and bridges, which are connected and colourized.

Map works good in deathmatch, capture and CTF.

Enjoy :)

---------------- Update 1 ------------------------
* Light sources added
* Useless entities removed
* Lights improved
(* Textures improved)
--------------------------------------------------

We're working still on the map so post feedbacks!

Map file plutonia.zip (1.54 MB)
URL http://julianibus.kilu.de/plutonia.zip
Rating
32
points
 (6 votes)
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Files: plutonia2.png / plutonia.zip / http://julianibus.kilu.de/plutonia.zip /

(2591) Home ~ ac_sands

ViperX07 | 2010-03-31 23:58

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | CTF | Large (9-15) | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb ac_sands made by ViperX07
Screenshot
Get original file (131KB)
Detailed description

ac_sands made by ViperX07.
I have edited and gone over this map so much since its original debut. Now the map is a detailed CTF map for games with 8-14 people. The game play is fast. Enjoy and comment.

Map file ac_sands .zip (18.13 KB)
Rating
4
points
 (1 vote)
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Files: ac_sands_1.jpg / ac_sands-.zip /

(2589) Home ~ stronghold

Meister | 2010-03-31 08:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb stronghold
Screenshot
Get original file (172KB)
Detailed description

Map for ctf and capture modes.
Thanks to skiingpenguins for the awesome skybox.

Map file packages.zip (4.97 MB)
Rating
109
points
 (13 votes)
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Files: stronghold_640x480.jpg / packages_19.zip /

(2588) Home ~ Forums ~ General Discussion ~ New Quad commandments?

griffm | 2010-03-31 01:07

General Discussion

Wow. So I am gone for almost 2 days, and there are 2 new forum posts with a grand total of 30 replies. With all this activity what have we learned?

Well based off of the past few days shenanigans, I think these NEW Commandments would be helpful.

Commandment 11
Try thine hardest to preserve our peaceful, non-spammed, (mostly) non-trolled Quad, peaceful not trolled and not spammed.
- Immature, random, or blatantly hateful posts would be a good definition of “trolling”
Its a lot like Commandment 10, but reiteration never hurt anyone.

As a solution to the Grammar Police. I propose an 12th commandment on Quad.
It is as follows -

Commandment 12
Thou shall copy and paste all forum posts, map/mod descriptions, and lengthy comments/reviews to a word processor with an adequate spell-checking feature before posting on the most glorious Quad.
- While most browsers have a "spell-checker", most can agree they are sub-par to the one used in
Microsoft Word. I am not 100% on what is used with Macs or Linux.
- Words like “Noob” and other phrases used in “The Culture of the Internet” should be exempt
from this Commandment.

AND LAST BUT CERTAINLY NOT LEAST

While nothing can be done to stop it. I think in ANY internet based community, multi-accounts are frowned upon.

Commandment 13
If thou chooses to make multi accounts for any reason, and Mods or the community find out.
Well nothing will happen but you should feel bad.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JUST SOME OTHER STUFF

Was anyone else TOTALLY THROWN by the plot twist of Chase being pwned by his bro?
I was, and to be honest, I loled. Nothing against you Chase, I just found the situation hilarious.

If any of you have siblings, and Chase apparently you do, you should realize their irrational need to mess
with you.
Its genetic or something. :D

‹ CFG FILES À New Game Mode ? ›

Rating
0
points
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Files: none

(2587) Home ~ The Caribbean - Update 3 -

t-chen | 2010-03-30 23:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Capture | CTF | Large (9-15) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb The Caribbean for Ctf and Capture - by t-chen -
Screenshot
Get original file (160KB)
Detailed description

Not much to say... Just take a look and enjoy :)
I would be happy about some constructive criticism and comments!

update 1:

-some geometry and terrain fixed
-some other small detail/things changed/fixed
-added waypoints
-added capture bases

update 2:

-added a shitwreck in the middle
-worked with tex blending
-fixed some other details

i really dont know whether the map looks better with or without this blended textures... I would be interested in what you think about it!

http://pixelbanane.de/yafu/2137037029/1.png

http://pixelbanane.de/yafu/3882917468/2.png

Update 3 - Final:

-last texmistakes fixed
-other details added/fixed
-added/fixed clip

should be the final update now.

have fun,
t-chen

Map file caribbean - update 3 - Final -.zip (2.69 MB)
Rating
171
points
 (19 votes)
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Files: caribbeanscreen.jpg / caribbean---update-3---final--.zip /

(2585) Home ~ Forums ~ General Discussion ~ Iron Fist

L. Tempris | 2010-03-30 14:56

General Discussion

Hello, and welcome to Iron Fist! This project is built as a hybrid of Blood Frontier. Iron Fist is built as a hybrid of Blood Frontier. Its main goal is to tie together Sauerbraten and Blood Frontier, as a sort of bridge between the two. Please note that this is a half-what mod, and as such may not be featured on Quadropolis. It is simply a "toss-together" of the two games, but it is clear that it is strictly tied to Blood Frontier. Thanks to Quin (lead developer of Blood Frontier), this project is possible. Without the help, I would never be able to put this together. Iron Fist is built upon Blood Frontier Beta 1 (0.80). I utilize a few open source objects found on Quadropolis, and give total credit to those whos works I use, even if I create a derivitive of it. If you find one of your works in Iron Fist, and wish for me to display it differently, or would like for them to be taken out, please contact me at: (cureproductions@live.com) or at (l._tempris@hotmail.com). Thank you.

This thread is for discusion related to Iron Fist and its happenings... You can also find this project on Sourceforge.net at
http://sourceforge.net/projects/ironfistcube2/

‹ Smaller Mapmodels "Wet Textures" ›

Rating
10
points
 (1 vote)
Attachment Size
titleplain.png 25.09 KB
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Files: none

(2584) Home ~ Dune v1.3 04/14/10

KaZ | 2010-03-30 12:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Deathmatch | Small (1-4) | Public Domain
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Dune, a tricky DM-map
Screenshot
Get original file (415KB)
Detailed description

A Deathmatch-Map by KaZ.
As you may know im an active Player and like maps on which you can do cool jumps to confuse the enemy...
Almost every jump you can imagine on that map should work...if not tell me, i ll fix that then :P.
I know that not everyone will like the Teleport...but i think its a cool idea and it fits into the map.
If you people dont like it at all i ll delete/fix that.
I hope you ll have fun jumping and fragging on that map.

*Credits*
-to MisanthropX: I started the map with him.
-to t-chen: helped me with lighting, basics and other stuff like gameplay.
-to SkiingPenguins: Skybox---> Wrath

*Edit 1.1*
Added a proper screenshot
Zip should work now
new skylight
added a sunlight
texturefixes

*Edit 1.2*
clipping
made some new stuff to create a better gameplay( the hole behind the green is bigger now so you can shot/jump through it, added some edges so its easier now to get the quad---thx to Acuerta for helping me with that)
lighting

*Edit 1.3*
different lighting
some new textures

Map file dunev1.3.zip (2.35 MB)
Rating
95
points
 (11 votes)
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Files: allin1.png / dunev1.3.zip /

(2583) Home ~ Forums ~ Help and Support ~ Tips to help Chasester In the real World

William_Shakespeare | 2010-03-30 08:41

Help and Support

Chasester, I've been reading these forums for a while, and have noticed you are (often) nothing more then a legal troll. However, I enjoy your rants every now and then, and whenever you speak you tend to get a lot of comments. Now you’re trying to step it up to the next level, trying to actually critique instead of troll. Some tips... (and this goes for anyone else who writes like they're five)

** 1) Sound Intelligent.
Try to organize your thoughts before speaking. Example of your unintelligent writing
"U ever heard of neon, it was not even textured, its in the assassine release if you care."

Could be upgraded to fifth grade work by rephrasing the sentence as follows... "Have you ever heard of the map neon? It was so bad it didn't even get textured, yet made it into the assassin release."

** 2) Learn to Use Proper Sentence Structure.
Example of your work
"Point being that something hast to have enough theme so that it has continuity through the map but not so much that to make it realistic it loses all flow."

Could simply be rephrased as follows: "A map should have a consistent theme, but too much realism is frowned upon."

** 3) Learn Proper Spelling.
Example of your spelling
"The runner, also a noob playstyle, in which a player runs to the flag and back to there flag with very minumial thought for there own safty."

Corrected... "The runner, a noob play style, is where a player runs to the flag and back without regard for their safety (much like a suicide bomber).

-----

While some of you may think it wrong to call a member of this community on the carpet like this, I think you and I would both agree that Chasester has benefited us enough with his negative comments and rants, to deserve, free of charge, a second grade lesson in grammar,dedicated to improving his intellect.

--ADDENDUM--

Thanks for the responses, I want to ask you guys two things. 1) What do you think is Chaster's real age. 2) What age do you think he asks/spells like?

You can post your answer as follows RealAge/ActAge.
Example

156/182 (just random numbers)
-----
You can think I'm wrong, but that's no reason to quit thinking.

‹ LAYOUT DESIGN BASICS: I need textures! ›

Rating
56
points
 (6 votes)

Files: none

(2582) Home ~ Forums ~ Help and Support ~ LAYOUT DESIGN BASICS:

Chasester_aka_you | 2010-03-29 17:18

Help and Support

Only cuz every one wanted me to do this.

LAYOUT DESIGN BASICS:

The best way to understand layout design is by studing. Forehense the artist in the 13 - 15 centuries studied from the great, so as you will want to study in the same way. Understanding why things are included in a map is important.

First before you study such maps a metl2, 3, 4 or nmp9 or vallhalla, or curvedm, or etc. there is a basic understanding you must have. maps are layed out ahead of time working with large details such as place, time, movement(the way the map will flow:explained later), and layout.

Place and time are easily difined as the period in which and the location of which this map is to potray. Many maps have very generalize location, such as face capture an astroyed in the sky. Or more pacific as venice or battle of the nile. Point being that the place and time will render all of your details, for example having a computer station in the middle of a medevial style map would be illogical.

Movement includes the following factors: type of map, number of estamated ppl on map, type of play styles(explained later).

At the begining of a map you must understand the mode at which you are gearing this map for(capture, ctf:regular and insta; deathmatch: ffa, insta, teaminsta, effiency, etc). This is important because if you are making a ctf map you need to make sides balenced, or if your making a capture map you need modules, or any other game type has its particular features (shown later).

Next you need to decide how many ppl should be playing the game. For example you should not have a 2v2 ctf on valhalla, it is way to big, or have a 15v15 on face capture. The point being the more open space the more ppl you want to estamate for.

Lastly the play styles of people need to be taken in account. Many maps on quad exclude to include this very useful varible in the ideas of there map, which hurts the flow or rhythm of there map. I will outline some basic play styles you should account for:

The sniper, you need both camping spots and high buildings/ location were ppl can see large portion of the map; Note: making these to portion of the map too large will over power the sniper, and lead to spawn killing (killing someone just as they have reentered the game from being dead) or will stop ppl for being able to cross the map (CTF Only).

The camper, mostly in CTF this play style and is seen as noobish, but it is when a player sits in a location to gaurd a location or the flag killing ppl as they cross there scope. Example: boxes and barrel in the cave that goes through the middle between the 2 ships, or the small indentation by the flag on emplorium.

The runner, also a noob playstyle, in which a player runs to the flag and back to there flag with very minumial thought for there own safty. This is only in CTF play styles.

The assassin, a person who is really good 1v1 and is good at sneaking up on ppl, but lacks the ablity to dodge very well or stands still when they shoot. This style uses object on maps to trick the player into a bad position and the takes an easy shot.

The soldier, a person who is good a dodging and shooting, most of the time, good on open maps more then on closed maps with lots of objects.

Now you can get to layout. This is the combaniation of all of the factors above. You must include all of these elements in your map. Example Face capture:

Sniper: to of the base.
Camper: by the flag.
Runner: One way in and many ways out, fast pace running and simple fast way.
Assassin: inside bases many teleports and object very crowed by object.
Soldier: the middle very open.

This is your basic layout factors. Now to show how these factors work for particular game modes.

CTF: in a CTF map the more ways to get to the flag = more ppl it can hold. The general rule is that a map should have at least 2 defined ways to the flag, an easy (by speed or not having to do trick jumps or persition jumping) and a hard (by speed or trick jumping). There are exception to this rule, example Face_Capture. Also there are 2 balenced sides, this is extremely important, ppl need the map to be balenced, but not perfectly symetrical, example valhalla. The idea is the should have the same basic structures but it does not have to look the same, but the more detial = more symitry. Remember to make defencive and offensive spots for both sides.

Capture: in Capture mods you should modulize the maps, meaning that you should have different area (either by rooms or distance or platforms) Example astroyes: there are 6 bases each is either on a different level or room. Astroids: on its own rock. Grenade cpt (capture point) is displaced from the rifle cpt and the shotgun cpt by elevation, or the stairs. The chaingun and the rifle and shotgun cpts are separated by rooms. The idea is to chain cpts on eachother, example: the rockets (on the astroids), the genade, and shotgun are all chained, to take over the shotgun or grenade you must avoid or take over the rockets cpts. This forces a movement around the map. The other chain on this map is the indside: rifle, chain, genades. The placement of all cpt weaponds have a rhythm to them as well. The rockets are allways above something but create a blind shot or are across from a rifle round (so a sniper can kill them). The genades are in there own enclosed room or share an area with an other cpt so they can shoot them down hill at a cpt. the chain gun is normally in an open area, shot gun is normally in a small room with many small inclosures or to conter the chain gun.

DeathMatch: This is realy the most fluid type of gameplay, normally it is one of two types, either a lare square circle or other convex shape (a shape were all points are were the points exdent from the basic shape, rather than indent) around a middle, with a few out cropings: douze, ot, academy, aard3c. The other style is that of many rooms or areas(nmp3, orion) connected in some kind of path that reflects a square or basic convex shape. Example metl2 3 4.

Lastly when working with a structure, landscape, or building, work outside in. This will help define your theme better. What makes a maps theme is not what you can get to but what you cannot (map torture).

This is basic layout.
chasester

‹ Way Points Tips to help Chasester In the real World ›

Rating
18
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(2581) Home ~ Gibbie_World, update

Mysterious | 2010-03-29 16:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Various Licenses | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A small DM , built for duels
Screenshot
Get original file (43KB)
Detailed description

A small DM especially built for the little thurst for duels :P

So have fun and comment !

Update 1.4.2010 :
-added some hiding-spots
-added some things
-fixed some things

Map file g_world.zip (760.86 KB)
Rating
59
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 (8 votes)
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Files: main_1.jpg / g_world.zip /

(2580) Home ~ vertical

polosson | 2010-03-29 13:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | Public Domain
Blurb VERTICAL - Conceptual map for mode "ICTF" with a flag on top and one bottom.
Screenshot
Get original file (20KB)
Detailed description

This map, conceptual, was created for the mode "ICTF". It is a spaceship, with a flag on top and one bottom. Some secret passages can go faster, but once we took the enemy flag, we are forced to teleport to the center of the map, which became ... a large area of fragging !
Thank you to Razor for his collaborative work, and a few guys that I forgot the nickname.
++

Map file vertical.zip (1.9 MB)
Rating
21
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Files: vertical-screen.jpg / vertical.zip /

(2579) Home ~ StoneHenge

polosson | 2010-03-29 13:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Medium (5-8) | Public Domain
Blurb A map that represent the StoneHenge site, just for... fragging
Screenshot
Get original file (39KB)
Detailed description

This map have been created to make duels... It's open to improvement, and I'm still working on it (sometimes). it represents the site of Stonehenge, with dolmens, menhirs ... and a mystical fire in the middle !
Have fun...
++

Map file StoneHenge.zip (3.45 MB)
Rating
9
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Files: stonehenge-screen.jpg / stonehenge.zip /

(2578) Home ~ Forums ~ Help and Support ~ Converting Strings

Chasester_aka_you | 2010-03-27 18:18

Help and Support

Is it possible to convert strings ("word") to array of chars ("w o r d").

I am trying to sort strings alphabetically and was wondering if it is possible to convert a string into an array so that i can look at each character in a word using cube script.

‹ A fine tale Way Points ›

Rating
4
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Files: none

(2577) Home ~ 2-step-zoom 'xzoom'

x35 | 2010-03-27 12:20

Cube 2 (Sauerbraten) | Release | Stable | Gameplay | Creative Commons (BY)
Blurb 2-step-zoom
Detailed description

This script installs a 2-step-zoom feature to sauerbraten.
When you press your zoom-key, it zooms field of view to something you set, smoothly.
When you press it again, it zooms field of view to something smaller you set.
If you press again or shoot, it zooms out.

Install:

- download the script
- copy it to your Sauerbraten main directory
- create autoexec.cfg if you cant find it and open it in an editor.
- add a line "exec xzoom.cfg" to autoexec.cfg
- save autoexec.cfg
- close the editor
- start sauerbraten
- you will see a gui which helps you with setting the required vars.

Config file xzoom.cfg (1.7 KB)
Rating
15
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Files: xzoom.cfg /

(2576) Home ~ Soul Factory - update 23-05

Drekow | 2010-03-27 11:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb A small circular map for duel with weapons like gameplay
Screenshot
Get original file (167KB)
Detailed description

I have done this map searching to archive a weapons like gameplay. I also would like to play in a small maps whit only some well-know position. There are all the powerups for ffa, and i think their position is ok.

UPDATE23-05
Clipped an some minor fix

UPDATE28-03

I'm not sure if the weapons are enough.
So i have dobled them.

I don't like the teleport mapmodel here but is helpful to "avoid" teleports when you are shooting target. So i will take it until I found something better to place. (Pacing nothing as my first idea is confusing).
I have revised the teleport. Now you can circle the map with them.

Now you can go on the very upper side, and i hve moved the quad there.

Added some shader effect to cfg. I hope you like them.

Bot, can't understand this map... so you can massacre higher lever here.

Thanks for all people who help me on this map, here and not here.

Map file SoulFactory_V3.zip (1.95 MB)
Rating
29
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 (6 votes)
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Files: screenshot_86342.jpg / soulfactory_v3.zip /

(2575) Home ~ Forums ~ General Discussion ~ À New Game Mode ?

Mysterious | 2010-03-27 06:46

General Discussion

While i was playing effic yesterday i got à great idea about à New Game Mode in sauer.

The Problem is , i don't really Know how to script or to programme.
Maybe some of you Know à Tutorial ( maybe in German too ? )

Now to the Mode :
the idea was to Set items like coins or anything like that around some Maps ( for example Hallo )
then 2 Teams ( or more) have to collect These items.
The Time limit is Set to 10 min ( maybe more or less ).
And when you get killed , the coins you collected before , are Falling on the Floor and have to Be collected again.
The Team with the Most-collected items wins.

About the weapons in my idea :
i thought of 2 versions , One with insta and the other One with all weapons , but at the Mode with all weapons you don't have to collect them , because you will spawn with them like in effic.

What is so specific about my idea ?
Some of the coins could Be Set to à place , where you Need Some "climbing-ability" to get on but Not too hard because this would get frustrating then.
I mean places like the roof of the cathedral at Hallo.

I personally Love this idea and i Hope you think so , too.
Please write your opinion here and help me to become my idea true !

So keep on fragging , Mapping , scripting , playing and so on :)
your mysterious

‹ New Quad commandments? Simple commands ›

Rating
5
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(2573) Home ~ Forums ~ Help and Support ~ How to create a game server with Windows Vista?

io | 2010-03-25 16:21

Help and Support

Hello! I and my friend want to create a game server with Window Vista
To do this we have modified the file server_init.cfg after we saved. We have launched the file server.bat file to register our server but there is written the following error:
Master server registration failed: failed pinging server_
How can resolute this problem?
Thanks in advance for any answers :-)

‹ I need textures! Sauerbraten Server ›

Rating
8
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Files: none

(2572) Home ~ Forums ~ Content Creation ~ Handgun Model | No textures

Stumpy798 | 2010-03-25 15:16

Content Creation

This is a handgun model i started making. I haven't gotten a chance to add textures to the model yet but here it is. :)

‹ Making Skyboxes in Terragen Classic I need help with using a glow texture ›

Rating
16
points
 (2 votes)
Attachment Size
gun.png 134.94 KB
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Files: none

(2571) Home ~ Ayx 1.3 - Sauerbraten Re-Run

DeathStarPC | 2010-03-25 04:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Content | All Platforms | Creative Commons (BY)
Blurb Ayx 1.3: Sauerbraten Re-Run
Screenshot
Get original file (101KB)
Detailed description

**NOTICE** this modification is for the outdated trooper edition of sauerbraten, please click here for the Justice Edition version of this mod.

Update: fixed multiplayer misspelling in main gui, fixed disconnect button in multiplayer gui, added new "update from master server" icon.

Ayx is a complete rerun of sauerbraten, it changes everything as listed below:
The whole GUI System [ALLOT OF WORK]
GUI background
Allot of the hud images (how many bullets you have etc.)
Icons
Crosshair
Sounds [ALLOT OF WORK]
Ents (big change) [ALLOT OF WORK]
Radar
Mouse
JumpPad
Teleport
Logo
Mapframe
Background
Loading Bar
and more

These files images and the rest of the work was ALL created by me, "George D. Scott" (DeathStar).

YOUR FEEDBACK IS NEEDED

My Apache server will allow a faster download:
Malibu, CA Mirror

Mod file Arx.zip (2.07 MB)
URL http://x90265.homelinux.com/files/Arx.zip
Rating
20
points
 (4 votes)
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Files: arx-2-preview-img.jpg / http://quadropolis.us/node/2973 / arx.zip / http://x90265.homelinux.com/files/Arx.zip /

(2570) Home ~ (ex)private Zoomscript by VIRUZ

Your Self | 2010-03-24 19:42

Cube 2 (Sauerbraten) | Release | Work in Progress | GNU GPL v3
Blurb "smoother" zooming , various options for differen't modes, zoomscroll & more
Detailed description

This is the zoomscript which was created by VIRUZ, not by me(!) and is used by }TC{ and was kept private for very long (and I think they still don't actually share it), I didn't want to release without getting the ok from the author, that's why I couldn't share it with the rest of you before, and as he doesn't really play sauer anymore it's quite hard to get a hold of him.
Well now I / a friend has asked him and we got the ok and therefore it is now finally open for the rest of the world, ... finally. :)
Sine more features will follow in case problems but I think it works without problems, you can set a "default" sens / scale by hand but that is up to you. Also works with the current SVN version.

Gl Hf and Happy Fragging!

P.S.

Sniper Crosshairs will not work (yet) because ofc i don't have the ok of the authors to do so, but i might add some custom ones myself soon or you can do so yourself.

Installation:------------------[
Add the following two lines to your autoexec:

exec zoom.cfg
bind "#" [showgui Zoomconfig]  //whereas # is a key you can freely choose from your keyboard e.g. "O" or "F5"

]-------------------------

//
// ES MUSS EIN
//
//........
//.......|........
//................|........
//.........................|........
//..................................|........
//...........................................|
//
// SEIN

Config file zoom.cfg (16.51 KB)
Rating
71
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 (10 votes)
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Files: zoom.cfg /

(2569) Home ~ Forums ~ Content Creation ~ I need help with using a glow texture

byte512 | 2010-03-24 14:00

Content Creation

Hi everybody
I am currently creating a map that is really dark ("ambient" is set to "16 8 8").
Now I wanted to have some parts of the map covered with a glowing texture.
As glow textures I am using the textures available here: http://www.quadropolis.us/node/2406.
Now my problem is that the brightness of those glowing textures is affected by the ambient value,
so it's not bright at all at the moment.

Is someone able to tell me, how to use those glowy textures from this package without having to change the ambient value?
Or am I doing something wrong?

regards, byte

‹ Handgun Model | No textures A drivable car ›

Rating
3
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Files: none

(2567) Home ~ Hof & Hof2

Dom | 2010-03-24 01:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Copyright
Blurb My 2nd map Update: hof & hof2
Screenshot
Get original file (85KB)
Detailed description

After my first map "Prisonofthenight" I learned more about edit mode. On my second map, called "Hof" I tried something different. I don`t really like the design of the sauer standard maps, so i tried to let it look more "real" if you know. Maybe i get better reviews now. I hope you like & enjoy it.

Update 1:

-added mapmodels
-changed some stairs & more
-bigger, "stranger" ramp
-added "Advanced Riflejumping" trough windows
-changed the little bridge (maybe i change the place soon)
-let me know if i could make other things better

Update 2 :
- fixed some mapping mistakes
- changed textures
- changed layout a little bit

Update 3:

- glasses in the window (much better look)
- second version of hof (hof2) with other skybox and sunlight
hof2 got more sauerbraten theme i think.

I hope you like it and i think i finished this project at first.

Please tell me which one do you like more =)

Map file hof.zip (1.1 MB)
Rating
41
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 (6 votes)
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Files: hof_vote.jpg / hof.zip /

(2566) Home ~ sauerpower

David | 2010-03-21 22:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Singleplayer | Huge (16-32) | Various Licenses
Blurb The Power of Sauer
Screenshot
Get original file (403KB)
Detailed description

Information
The Power of Sauer, by Suicizer is developed somewhere from 2009 till 2010 (many breaks between improvements) and has been made with inspiration of the tricky map, by makkE.
The map has been created by using official versions of the ctf edition and the trooper edition of cube engine 2.
The goal of the map is that players get better trickjumping skills. To succeed this, they'll have to jump from platform to platform by using certain weapons that are showed above the teleport, before they enter the room.
When trying to jump from platform to platform, the player shouldn't get into the water, else he or she has to start over again by taking 1 of the teleports at the side of each platform.
All platforms in a room can be succeed with the weapons that are showed above the teleport, before they enter the room. even if it looks impossible without getting into the water, just think again. There is no room that can only be succeeded by using edit mode.
Inside certain rooms, there are signs on the wall or the floor. those are just to make it easier for the player to succeed the room. Some of the rooms in sauerpower don't have those signs, just because it should be clear enough what the player knows what to do.
The map uses this name, just because there aren't many first person shooters where trickjumping is pretty common and in the same style like Sauerbraten has (this counts much for the recoil, which is a very good thing in the gameplay of sauerbraten). That's why this is "The Power of Sauer".
I hope people enjoy trickjumping on this map.

Improvements
(01)
Some modifications to certain rooms has been done. this makes it easier to succeed those rooms.
Demos are added! Every room got its own "tutorial" how it should get completed. For the newcomers, press ingame (not in multiplayer, only singleplayer) /demo name_of_demo. Don't put .dmo after the name, because it won't start up the demo on that way. To stop playing the demo, press /stopdemo.

Map file sauerpower_9dec12.zip (599.66 KB)
Rating
35
points
 (5 votes)
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Files: sauerpower_pic03.png / sauerpower_9dec12.zip /

(2564) Home ~ Monochrome Textures CFG

LoreleiC | 2010-03-21 00:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Public Domain
Blurb Monochrome Textures CFG
Screenshot
Get original file (219KB)
Detailed description

This is nine pages of textures that are chiefly monochrome.
90% of them move, several have glow colors.

...The REAL point behind posting this, however (besides having more textures than posted for the map I used it on previously) is to be used for newmap. Or applied to already-existing maps for fun.

Type /exec packages/bw/monochrome.cfg in-game for this file.

Map file MonochromeTextures.zip (218.88 KB)
Rating
40
points
 (4 votes)
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Files: pallete.png / monochrometextures.zip /

(2563) Home ~ MS Paint in Motion

LoreleiC | 2010-03-20 19:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | CTF | Large (9-15) | Public Domain
Blurb MS Paint in Motion; Monochrome pallet fun.
Screenshot
Get original file (34KB)
Detailed description

This map is filled with every imaginable combination (and a lot I ran out of room for) and use for general shape monochrome textures, in combination with the commands texscale, texscroll, with offsets and glow colors.

This map however, is made with -several- kinds of black and white pattern, including slanting, blinking, and rolling textures. The main area at the beginning splits off into three smaller rooms, each of them leading to a different general area of the largest area in the map, an enormous smoothed heightmap field (yes, I know xD)

Also be wary, in an attempt to make the waterfalls look invisible, some map settings will likely change when loading the map.

Map file Motion5.zip (1.55 MB)
Rating
40
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Files: paint.jpg / motion5.zip /

(2562) Home ~ Stone - Updated

D_wicked | 2010-03-20 19:08

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Other License
*
*
Starred Content
Blurb A stoney map made for bloodfrontier
Screenshot
Get original file (575KB)
Detailed description

Update 1: lights are more red-orange now
some misc changes
decreased the insane high resolutions of my textures

Stone is a map completely made out of stones. The textures that I used are made by me and they are of high quality in my opinion.

I'm looking for constructive criticism for my map. I'm wondering if I need to add more options to get to the opposing flag.

Enjoy my map!

Map file stone.zip (2.76 MB)
Rating
72
points
 (8 votes)
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Files: stonescreenshot.png / stone.zip /

(2560) Home ~ Forums ~ Help and Support ~ compiling?

freariose | 2010-03-20 17:35

Help and Support

i looked at the tutorial on the wiki, no help there. so i then looked around some more and found out the file that was for the current one, but then code::block was not working with me. how do you guys generally compile?

‹ Sauerbraten Server Complete function Revised ›

Rating
6
points
 (1 vote)
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Files: none

(2558) Home ~ Forums ~ General Discussion ~ Funmaps into a sauer-Release ?

Mysterious | 2010-03-19 20:11

General Discussion

Do you know funmaps like slides , mxrace ... ?

They are really Funny to play and à good Change to the main sauerbraten game .
So Why shouldnt they get into à Release ?
Why don't make à rubric "Funmaps" ?

Off course they also have too Look good .

Pls leave your opinion here to See how you all think about this !

Greetings from Mysterious

‹ Changes in Editing that I want to get into the next version of Sauer Adding new playermodels ›

Rating
10
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(2557) Home ~ Forums ~ General Discussion ~ Changes in Editing that I want to get into the next version of Sauer

byte512 | 2010-03-19 19:54

General Discussion

Hi everyone.
Since I have been trying to create some maps for a while now and am not happy with my results,
I have thought about some changes that would improve/enhance mapcreation in Sauer.

I personally want to see the following improvements in the next version of Sauer:

-editing the maps geometry with shapes (e.g. circle, half-circle, half-sphere, arches.....)
this would make mapping a lot easier, especially for beginners
alternatively: geometry templates for complex things

-direct painting onto map geometry

-a menu to add shaders to a texture used in the map(i didn't get how to work with shaders by now)

-browsing the mapmodels with preview pictures

-dynamic lists of mapmodels and textures

-angled materials and better material-shaders(you wont see lava that is right behind a glass layer and some more errors)

-some "pain-material" would be cool, too

-a mirror-texture

-working sp-elements for all gamemodes(like doors, triggers...)

-real-time lighting(though it isn't probably to have this integrated into Sauer)

Now some questions:
What do You think?
Any more suggestions?
Should I post this on sauerbraten.org?
Do You think that we can see some of this in Sauer in the future?

‹ Simple commands Funmaps into a sauer-Release ? ›

Rating
20
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(2555) Home ~ BULL3T's private server mod.

BULL3T | 2010-03-19 00:25

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Mac OS | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb I thought I would make a private server list with a bit of color, Hope you like it. Also this is the first thing I have made.
Screenshot
Get original file (25KB)
Detailed description

I'm not to sure if it works on windows I don't think anyone has tested it but I know it works on Mac.
If you don't know how to use it I made .txt file telling u how to use it.
Here are some screen shots:

http://i39.tinypic.com/2a85eoj.jpg
http://i41.tinypic.com/dw6tug.jpg
http://i42.tinypic.com/2mnfbqp.jpg
http://i40.tinypic.com/ej92li.jpg
http://i42.tinypic.com/jt8lqc.jpg
http://i40.tinypic.com/ab30he.jpg
http://i43.tinypic.com/2ijovlx.jpg
http://i41.tinypic.com/9hv2bc.jpg
http://i41.tinypic.com/34xrr81.jpg

Mod file Private server list by BULL3T 2.zip (7.03 KB)
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0
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Files: dw6tug.jpg / private-server-list-by-bull3t-2.zip /

(2554) Home ~ scedm3

David | 2010-03-17 18:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Various Licenses
Blurb scedm3
Screenshot
Get original file (355KB)
Detailed description

Ive finally assembled a map thats "worthy" enough to be on quadropolis.
That's why i present you, scemd3!

the map is designed for deathmatch, with a min. of 2 players and a max. of 8 players. at least i prefer 4 players on the map.
scedm3 is included with waypoints, even tough bots dislike the platforms pretty much, just because they cant jump like a "human" player can.
the map isnt actually themed, im sorry for that even tough i dont got much ideas to put a theme to this map (so if neccasery, all ideas are welcome)...

improvements:
(01)
- added more "random" textures in the map.
- some more geometry added.
(02)
- gamemplay of the map has been created on a more "defensive" style, while flow wont lacks because of it.
- jumppads replacing the teleport to the highest platfrom. this increases the flow in the intire map (even tough it takes the purpose of the sub-platforms to each primary platform away. this only counts for modes like insta or efficiency. when playing ffa youll lose like 45% of all ammo in the intire map if youll only use jumppads to navigate).
- lighting has been reviewed. places in maps where even the ground was very dark, has been lighted more.
- waypoints have been changed to all improvements. bots can fully play on the intire map.
- the steepest ramp to the highest platform has been reconnected to the ground, so players can acces the platforms easier then before (if they got some plan to keep the enemy away on top of the ramp, or zigzag between the horizontal platforms on the ramp).
(03)
- lighting has been reviewed another time. more different lights has been added, so its easier to navigate in the map.
- texturing has been changed a bit. the curved platforms with the jumppad on it, are now textured to a red, or blue colour (with a fitting light above it).
- geometry has been changed a little bit.
- gameplay has been also been reviewed. some health are putted on the ground, instead of having 5 health entinities on above the ground.
- waypoints are updated again.

i hope you all enjoy it!

ps. im sorry got uploading the same map twice now (even tough deleted the old content), but after waiting for like a week for some more (usefull) comments, i decided to try it on a different way then just reposting a comment.

Map file scedm3.zip (1.3 MB)
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46
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Files: scedm3_pic11.png / scedm3.zip /

(2553) Home ~ Metal_City, Final

Mysterious | 2010-03-17 15:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Other License
Blurb Metal City, a futuristic DM
Screenshot
Get original file (83KB)
Detailed description

This is my new metal-themed DM , Metal_City ( i uploaded it before as Mechanic_City , but 2 days after i uploaded it , it was away O.o, so i completed the map and used your comments to finish it =))

So have fun and give some comments pls !! :)

Update 18.03.2010 :
-changed some textures
-added some stuff (especially at this fucking ugly and empty places ^^)
-added more lights to the windows to make it looks naturally
-....

Final Update :
-added another house on the corner ( so that it dont looks empty )

Map file mc.zip (495.39 KB)
Rating
110
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 (14 votes)
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Files: mc-screen.jpg / mc.zip /

(2551) Home ~ Forums ~ Help and Support ~ Complete function Revised

Chasester_aka_you | 2010-03-16 16:21

Help and Support

The complete function that is a built-in function, so i was wondering what exactly it is used for.

I am trying to dynamically load files from a file command. The complete command run to check to see if the givin information is found in a file directory. Example:

complete string directory *.extention

This function as far as i can tell is ran when some one hit the tab key to complete the function / varible / paramater that has been typed in, or return nothing if that is the case.

I was wondering how does it add it to the ccommand (console command) or does it add to some array that i could use that is found in the script.

What i am hoping this does is sets the return value of the function complete to an array, this way i can use it in a menu.

‹ compiling? Only 1 question... ›

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7
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Files: none

(2550) Home ~ Forums ~ General Discussion ~ Adding new playermodels

Derok | 2010-03-16 14:34

General Discussion

very short question: how to add 4 playermodels? It says that it is an invalid range.

‹ Funmaps into a sauer-Release ? Proper Criticism. ›

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3
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(2549) Home ~ All Maps Oct 20, 2010 Update

Chasester_aka_you | 2010-03-16 00:49

Cube 2 (Sauerbraten) | Work in Progress | Gameplay | Mapping | Other | Other License
Blurb Script that gets all the maps in your base and sorts them from lasted modified
Detailed description

Save in your data file. Simply run by loading using the exec command ( exec data/DynamicMenu.cfg ). The menu is called AllMaps. So either load this in your own menu or type /showgui AllMaps in the console command.

To Set up in Menu:
Find Maps gui
under the newgui maps [ type
guibutton "All Maps.." "showgui AllMaps" "cube"
guibar

It will appear as an option on your loadmap menu.

update March 18 2010: completely redone, checked all spelling errors and grammar errors. Used the fileloop command to load maps. Add update command, and auto update. Autoupdate checks to see if any new file have been put in the package/base . Update is a manual function that does the same on click. The reason for this, is that a loop command every frame might slow down some computers. So if this runs slow turn this off. :)

update March 27, 2010:
Removed auto update, cuz it does not work.
Added update so it does not refresh but uses the guistayopen command, so it does not pop out and in.

Revised April 1, 2010:
fix errors:
cannot find alias p and allmaps
simple fix, an over site on the logic side of my if statement ooops :)

update Oct 20, 2010:
added new menu type (side scroll)
fixed errors
removed auto update due to slowness

Humble Master
chasester

Preview
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\\
//\\//\\ $arg1 array \\\\\\\\\///////// \
/////\\\\\ $arg2 column in tab \\\\\\//\\////// /
////\\//\\\\ $arg3 items in collum \\\\\\\/////// \
///////\\\\\\\ $arg4 menu name:0= void \\\\//\\//// /
//////\\//\\\\\\ $arg5 command on click \\\\\///// \
/////////\\\\\\\\\ $arg6 icon to load \\//\\// /
///////\\//\\\\\\\\\ $arg7 the max items \\\/// \
///\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\///

Config file AllMaps.cfg (5.31 KB)
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32
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Files: allmaps.cfg /

(2547) Home ~ Forums ~ Content Creation ~ Is it possible to activate entities in single player or place entities without going into edit mode?

Architekt | 2010-03-15 02:04

Content Creation

I am somewhat new to scripting, but there is something I want to do in a single player map I'm creating that may or may not even be possible. I want a trigger to "enable", or "activate", or even "create" two entities, a teleport and a particle. Before the player activates the trigger, the entities must be "inactive" or maybe not even there.

I am familiar with the trigger test map from the cube wiki in which the command "beam_me" switches you into edit mode, places a teleport, and leaves edit mode, but this is hardly what I want to do. I don't want the player to enter edit mode, and I want the teleport and the entity to be placed in a specific spot, not right in front of you like in the trigger test map.

Is there some kind of script I can use to make a trigger activate an entity or place an entity in an exact location?

‹ A drivable car Blender to Sauerbraten: -What format? -How to get the model to react to the lightning in sauerbraten? ›

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5
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(2546) Home ~ Forums ~ Content Creation ~ improve screen shot

Anonymous | 2010-03-14 21:04

Content Creation

I use Linux Ubuntu and need a good software to reduce the file size of the screen shot and add multiple shots in one image is there anything out there?

‹ Looking for advanced map editor Making Skyboxes in Terragen Classic ›

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(2544) Home ~ private servers menu by yata!

yata | 2010-03-13 21:18

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AssaultCube | Release | Stable | All Platforms | Other License
Blurb a new menu that lets you easily connect to private servers!
Screenshot
Get original file (32KB)
Detailed description

this mod allows you to quickly choose servers from this list. most of the servers are used for clan matches while playing, and players normally have to type in the whole pass, such as /connect idis.woop.us.
this is my first mod release and i don't know if i've done every thing right, so don't hate and advice would be good.

all credit goes to original makers of the assault cube menu's.
hope you enjoy my mod!

photo: http://img715.imageshack.us/img715/692/cmcapture1.png (sorry it wasnt uploading right..)

EDIT: updated version!
includes more servers and better layout. NOT FINAL VERSION

SECOND UPDATE:

-clan tag's added in
-MA and oNe servers added
-fixed few faults

the READ ME file included sohould be able to help all the ladies who dont know what there doing :P (non sexist comment)

NOTE: i had some trouble connecting to some servers, all the coding is right, i think, so some servers may be down and not the menu's fault.

if you are running any private servers not included in this menu mod please message me so i can add it in for all to use!

hope it all works, enjoying your clan matches on all the great servers hosted! :)

Mod file yata's private server menu mod.zip (5.75 KB)
Rating
8
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Files: cm-capture-1.png / yata's-private-server-menu-mod.zip /

(2541) Home ~ Core Refuge

Kretren | 2010-03-12 13:51

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Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A pseudo-symmetrical sci-fi map.
Screenshot
Get original file (278KB)
Detailed description

After over 2 months of editing, this map is finally done. It's a continuation (and possibly refinement) of the Core Transfer theme. In response to criticism about the lack of balance in Core Transfer, I edited that map, but I also decided to design a symmetrical map. To keep it interesting I made each side completely different in aesthetics, but more or less the same in layout. Thus, pseudo-symmetry (copyright Kretren, 2010).

The map is designed for insta ctf but is compatible for all game modes. It's been playtested extensively with bots, but they don't explore the map as much as you guys will. You'll find a lot of the buildings, like in Core Transfer, can be climbed on. Enjoy!

I forgot to mention: you'll need to download the Trak5 texture set for this map.

http://www.radicalwhale.net/socks/other/newtrak5.zip

Update 1 - fixed texture shine in some trak5 textures, added small obstacle to improve flow.
Update 2 - fixed grass textures, improved (somewhat) an obscure corner nobody will even notice. -sighs-
Update 3 - improved jumppads, employed texture blending on the ground.

Map file core_refuge.zip (6.76 MB)
Rating
92
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Files: coe_refuge_screenie.jpg / core_refuge.zip /

(2540) Home ~ Forums ~ Content Creation ~ Blender to Sauerbraten: -What format? -How to get the model to react to the lightning in sauerbraten?

vincent verheyen | 2010-03-12 10:32

Content Creation

Hi all. What i gotten so far is:

I have exported my model from blender to sauerbraten as an md3
(i have like 3 different exporters (md3, md3 + shaders, 16 oct md3 or something like that))
Is md3 the best file format to export and import for me? Will it make things more complicating?
Or will md2 or another one suffice?

-----

Keep in mind that:

- I just want the model to appear in sauerbraten as a movable mapmodel
(wich i have managed so far)

- Optionally i want to be able to load skin.jpgs unto different parts of the mapmodel
(wich i have managed so far)

-This mapmodel should react to the sauerbraten lightning.
(wich i have NOT managed yet)
For now: my mapmodel WITHOUT skin.jpgs is just looking plane black,
no mather how many lights i put around it, no mather how many times i type /calclight or /patchlight
in sauerbraten. And WITH jpgs the skin.jpgs do appear, but they also do not react to the lights around them, wich makes the form of my mapmodel very very unclear.

-----

How will i be able to solve my problem? That is: the mapmodel's form is unclear,
probably because my mapmodel is not responding to the surrounding lights.
How to make my mapmodel respond to the surrounding lights?

- Is it something that should be written in the map.cfg?
- Is it something that should be written in the md3.cfg?

- Is it because i faulty exported my model? Not clicked an option during exporting?
- Will it be solved by exporting in a different format?
- Will i have to add new stuff to my model in blender? Or delete stuff?

Basicly: what will i have to do?

Thank you very much for reading and or commenting!
Happy modelling and enjoying blender and sauerbraten!

‹ Is it possible to activate entities in single player or place entities without going into edit mode? Drawing/sketch section ›

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(2539) Home ~ Forums ~ Help and Support ~ Linux Random Crash

Greaserpirate | 2010-03-12 00:26

Help and Support

I've finally got the Linux version of Sauerbraten and it works great, I've seen the FPS go up to 200 on high quality settings. However, ten to fifteen minutes into the game it crashes. It usually goes windowed and refuses to respond, but it does a lot of unpredictable things- sometimes is spontaneously quits, and it once completely logged me off. I'm sure the crashes occur independent of my input- it's crashed when I'm standing still and when I'm computing lightmaps. It also crashes in between songs. This can get extremely annoying, especially when I'm playing multiplayer. I do have a few clues, however:

-every time I kill the process my wifi signal is low.

-When the error causes it to spontaneously quit, the screen is out of proportion- I can't reach the bottom of the screen with my mouse.

-I was on the map Caves for about a half hour and it didn't crash.

I have absolutely no clue why this happens. If you guys could help me out that would be great; otherwise, I guess I can wait for the Linux Trooper Edition.

‹ Only 1 question... 3 questions - please help me ›

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6
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(2538) Home ~ Forums ~ Help and Support ~ Only 1 question...

wrathborne | 2010-03-11 15:26

Help and Support

question #1: how do i play maps that i have downloaded?

‹ Complete function Revised Linux Random Crash ›

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(2536) Home ~ Forums ~ General Discussion ~ Proper Criticism.

Windecker | 2010-03-10 22:39

General Discussion
*
*
Starred Content

Most of these are from a wikihow page, with some modifications and clarifications- Just thought I would point that out there before somebody else noticed and started screaming "PHONY!"

"Criticism is to improve oneself and ones life, but not to insult or disgrace someone."
We use criticism as a system of finding and correcting possible faults to achieve a better end result.
If done properly, criticism is a good way to help us all improve our work by getting bits of feedback from other people, and their thoughts to help better the product.

If criticism is not done properly, for example: by one who is not a mature, diplomatic person, it may backfire. Backfired criticism leads to what may appear to be personal attacks or vastly opinionated arguments.

1: Make sure you have a good understanding of what your criticizing before you do such. Put yourself in their shoes, see things how they might see them. Think how you would like to be treated if this was your own content and other people were criticizing it.

2: Criticism should address any unclear areas and end with ways to fix them or improve them. Saying "The stairs suck," Is not criticism, it's an opinion. Instead say, "You get hung up on the stairs, this could be fixed by clipping each step."

3: Address the good things along side the bad. Do your best to refrain from making the person who's work you are criticizing feel like crap. For an example "The stairs need a lot of work, though the architecture supporting the ceiling is quite well done." This complements the work but also shows where a problem lies.

4: Do not criticize the Person for their work, criticize the work.
One great mistake is to point out the errors of the person and not their work, refrain from insulting people or putting them down because you dislike their content.

5: Don't use the word "You," as it can make what your saying seem like a personal attack, even if your not intending it to. Odds are the person will reply defensively. This is a common thing that is prone to start arguments, like that of which occurred in a node here not long ago.
As an example "You made a large error on the wall that causes players to get stuck," This could be changed to "There is an error in the one wall that causes players to get stuck." Some people will put emphasis on the "You" when they read it which sometimes make it seem more like an accusation.

6: Check over what you've said before you post it. Improper wording can lead to people interpreting what your saying as something different entirely. We don't have tone of voice in text, and if you word something improperly then someone may see it as an insult.
Imagine somebody saying "Great work!" First imagine it in a rewarding, kind tone, then in a sarcastic tone. The difference is made by the text leading up to the words, where as in real conversation the difference is shown in the way we say the words.

7: I can't put enough emphasis on this, but check your spelling and grammar! This goes hand in hand with the previous point, and a criticism that nobody can understand is of little use to anybody. If your horrible at english, or just typing in general, thats alright as long as you try your best. If all else fails then try an online app: for example www.SpellChecker.net
Once your done, read it over a time or two.

This post was read over three times and revised twice.

‹ Adding new playermodels Im new and not very good at scripting ›

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16
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(2534) Home ~ Creek_beta.v.1

t-chen | 2010-03-10 15:03

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Cube 2 (Sauerbraten) | Beta | Deathmatch | Small (1-4) | Copyright
Blurb Creek - for FFA and Insta
Screenshot
Get original file (97KB)
Detailed description

- just a DM-map - Creek is my newest map i made just in a couple of hours...so maybe it isnt perfect :) but feel free to comment!

hf
t-chen

Map file creek.zip (1.56 MB)
Rating
74
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Files: creek_1.jpg / creek.zip /

(2529) Home ~ things&more

lux | 2010-03-07 12:41

 this screenshot was not originally available or there was a problem extracting it

Artistic | Other License
Blurb here is a small still-live. models are more realistic.
Screenshot
Get original file (161KB)
Detailed description

here is a small still-live. models are more realistic. its a dinner ambient...... :))

the new mapmodels are :

- cardboard
- plastic bottle 1
- plastic bottle 2
- banane 1
- banane 2
- plate 1 (teller)
- table covers
- lamp

a new song :

- ambi1.ogg

CAUTION: you must have all other models from me, do you have not the 116.zip (dogs&more) please download it... ore look http://www.quadropolis.us/node/2527

URL http://www.bleib-bunt.de/lux/117.zip
Rating
20
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Files: things.jpg / file://www.bleib-bunt.de/lux/116.zip / http://www.bleib-bunt.de/lux/117.zip /

(2527) Home ~ dogs&more

lux | 2010-03-06 15:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Other License
Blurb more pets and experiments
Screenshot
Get original file (219KB)
Detailed description

at first...

@00Hugo00 here a 2 dogs for you...
@DNL here is a lion for you....

@all...

New Mapmodels :

- dog1
- dog2
- lion1
- snake1

... and some experiments with text

the Models are FREE for all....

URL http://www.bleib-bunt.de/lux/116.zip
Rating
56
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Files: dogs.jpg / http://www.bleib-bunt.de/lux/116.zip /

(2525) Home ~ Forums ~ Help and Support ~ Hosting a Server - The Basics

DeathStarPC | 2010-03-04 23:30

Help and Support

As we all know, Sauerbraten enables users to host servers. This is a quick forum post to teach you the basics of hosting one.

INSTALLATION

Sauerbraten comes complete with the bat (windows), and launcher (mac), you won't have to download anything if you want a server. However, if you want a fancy server, you'll need to use a server mod. The list below are just some of the mods:

QServ: https://github.com/deathstar/QServCollect
SpaghettiMod: https://github.com/pisto/spaghettimod
Remod: https://github.com/vasyahuyasa/remod-sauerbraten
Zeromod: https://github.com/andrius4669/zeromod-sauerbraten
SuckerServ: github.com/SuckerServ/suckerserv
Hopmod: code.google.com/p/hopmod

SETUP

Windows:
First off, you'll need to forward 2 ports to you hosting computers IP address, normally you can type your IP address into your web browser, this should bring you to router setup, once there find "Port Forwarding" then forward two ports: "28785" and "28786". The ports should be forwarded using TCP & UPD.

Once Sauerbraten is installed, right click it and select "show file location". You should see a file labeled "server-init", open it. Your whole server is configured here, you'll need to read the directions included in the file to finish the configuration. Once your done with configuration find the file labeled "server" its a bat file. Open that. If the Command Prompt window says "Master Server Registration failed: failed pinging server" then you've done something wrong, the server will be up but it won't be visible to anyone else that is not connected to your router. If it says "Master server registration succeeded" then your good! Keep that window open because the server will go down without it.

Mac OSX:

You'll need to forward 2 ports to you hosting computers IP address, normally you can type your IP address into your web browser, this should bring you to router setup, once there find "Port Forwarding" then forward two ports: "28785" and "28786". The ports should be forwarded using TCP & UPD.

Now, download the attached "server-init.cfg" file, unzip it and copy it to your desktop. Open sauerbraten, the "Sauerbraten Launcher" window should come up, in the launcher on the main tab you'll notice text that says "User Game Files" and right next to it there's a "Show..." button, click it. Now that your in this file you can put server-init.cfg there. Open server.init.cfg and follow the instructions included in the file to complete your servers configuration. Now your ready to start your server! Open sauerbraten again and click on "Server" from the launcher window, leave the fields that say "Description" and password and the rest blank. Click "Start". If the mini-terminal says "Master Server Registration failed: failed pinging server" then you've done something wrong, the problem usually has to do with port forwarding, the server will be up but it won't be visible to anyone else that is not connected to your router. If it says "Master server registration succeeded" then your good! Keep that window open because the server will go down without it.

Feel free to post any comments with questions, ill be happy to answer them.

Featured Comments:

Sub Zero | 2010-06-30 23:23
a few things i learned, i would run my server.bat with commands in them because the commands work just the same either in the server-init or in the server.bat (commands are: -d1 -c18 -g2 -p*** -n"namehere") (to explain to people who might read this what these commands do: -d1 (dedicating a server with var 1 for ingame server hosting) (-c amount of clients allowed at var 18) (-g2 amount of bots allowed ingame if not admin of server at var 2 bots) (-p password for admins) (-n for servers name)

Windecker | 2010-06-30 15:24
Just incase: If your one windows and you don't know your local IP, you can find it by opening the command prompt and typing ipconfig and hitting enter.
You should see something like this:

Ethernet adapter Local Area Connection:
Connection-specific DNS Suffix . : ***.***.***

IP Address. . . . . . . . . . . . : 192.168.1.100

Subnet Mask . . . . . . . . . . . : ***.***.***.***

Default Gateway . . . . . . . . . : ***.***.***.***


The local IP is the one labeled IP address.

skiing_penguins | 2010-06-30 13:35
for the ip forwarding part, put the local ip of the machine the server is on. for me it would be "192.168.1.100" NOT YOUR EXTERNAL IP.

Importing Blender models into Sauerbraten ›

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20
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Attachment Size
server-init.cfg_.zip 1.11 KB
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(2523) Home ~ Forums ~ General Discussion ~ Im new and not very good at scripting

Razfit | 2010-03-03 02:24

General Discussion

I was wondering if someone already has or would make a money system and a shop system to go with it.
Thanks for reading my post :)

‹ Proper Criticism. ( My Own ) Forum Guidelines ›

Rating
8
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 (1 vote)
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(2521) Home ~ XSBS Management GUI - DeathStar

DeathStarPC | 2010-03-02 05:43

Cube 2 (Sauerbraten) | Stable | Other | Creative Commons (BY)
Blurb XSBS Player/Master/Admin GUI
Detailed description

The GUI does just about everything XSBS does, it only works for XSBS due to its unique way of taking commands, there are a ton of commands in the GUI.

I will add another page soon.

Leave some comments please

Config file XSBS GUI.zip (2.51 KB)
Rating
18
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 (2 votes)
Attachment Size
XSBS GUI.png 104.45 KB
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Files: xsbs-gui.zip /

(2520) Home ~ fish&more

lux | 2010-03-01 21:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Other License
Blurb fish in the water, the walross in the water and a little bird....
Screenshot
Get original file (231KB)
Detailed description

... the next new models ... :))

new models are :

- little bird 1 (Spatz)
- little bird 2 (Spatz2)
- little bird 4 (Spatz3)
- fish1
- fish2
- fish3
- walross3 (Antje3)
- walross4 (Antje4)

new sound :

- dschungel (handmade with mouth :) )

update sound:

- letmeoh.ogg

have fun with it ...

the models are FREE for all

... and thx Razgriz, i have change the *.ogg from Folder songs to folder sounds/lux

URL http://www.bleib-bunt.de/lux/115.zip
Rating
20
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Files: fish.jpg / http://www.bleib-bunt.de/lux/115.zip /

(2519) Home ~ Rebels Fortress

Derok | 2010-02-28 11:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other License
Blurb Rebels Fortress
Screenshot
Get original file (160KB)
Detailed description

The ruins of rebel's fortress, middle in the desert. Yes, there aren't many ammos, but they are good to explore.

Map file Rebels Fortress.zip (1.75 MB)
Rating
38
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 (6 votes)
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Files: rebels_fortress2.jpg / rebels-fortress.zip /

(2518) Home ~ Ambush V1.6 - DeathStar & Stumpy798

DeathStarPC | 2010-02-28 00:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Ambush V1.6
Screenshot
Get original file (461KB)
Detailed description

Ambush V1.6 UPDATED!

Updates:
removed tree to keep a constant theme with the map, added ALLOT of new textures in various places, changed skybox to fit lighting, moved lights and adjusted radiuses, removed clip to allow falling off the map, added constant stair designs and textures, texture fixes.

Commentary:
please leave some constructive criticism in the comments, i need your feedback :)

Map file V1.6.zip (1.77 MB)
Rating
15
points
 (2 votes)
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Files: ambush-preview-image.png / v1.6.zip /

(2516) Home ~ Red and White GUI

Windecker | 2010-02-27 17:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Content | All Platforms | Creative Commons (BY-NC)
Blurb Very clean looking Red and White GUI - Alpha
Screenshot
Get original file (127KB)
Detailed description

Red and White GUI Mod, complete with a full set of icons and player symbols. Made to look as clean as possible.

Note: Back up your 'Data' and 'Icons' folders before using this.

Edit: Repackaged - hopefully more people will be able to successfully extract it now.

Mod file redgui2.zip (1.2 MB)
Rating
74
points
 (14 votes)
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Files: newgui.jpg / redgui2.zip /

(2515) Home ~ SauerEnhanced by Q009 adapted for Sauerbraten svn -V2!-

byte512 | 2010-02-27 16:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Source mod | Windows | Creative Commons (BY-NC)
Blurb The well known Sauer Enhanced-now for svn! -Version 2!-
Screenshot
Get original file (6KB)
Detailed description

I really wanted to use Q009's SauerEnhanced-Mod together with the svn of Sauer.
Since SauerEnhanced is a source mod, I had to combine the sources of Sauer svn and SauerEnhanced svn to reach this goal.
And since this was a lot of work i decided to post this here with the permission of Q009.

If sometimes sound will not be played that probably means game is trying to play too much sounds at once. Try "/maxsoundsatonce 10" or higher value.

Source code is included. Check "SauerEnhanced/src".

--INSTALLATION--
Download the mod-file at mediafire, URL is on the bottom of the post
Just move everything from "sauerenhancedsvn-v2-.zip" to main Sauerbraten directory.
You do need Sauerbraten svn revision 2545 or higher to use this mod.
If you are using Mac or Linux, you will have to find a way to create a compileable project file for this yourself.

--USAGE--
To run it just execute "SauerEnhanced.bat"

--KNOWN BUGS--
v.2.:The experimental GLSL support is causing the Hudgun to flicker if GLSL rendering is activated.
note that GLSL support in Sauer is still buggy and experimental.
v.1.:When you are in Editmode and select something and then turn away, your console will be spammed with "selection not in view".
-fixed in version 2.

//////////////////////////////////////////////////////////////////////

VERSION HISTORY:
v.2.: Using sauerbraten svn rev.2545 + sauerenhanced svn rev.202(post version 12.6).(wednesday 03.31.2010)
v.1.: Using sauerbraten svn rev.2346 + sauerenhanced svn rev.162(post version 12.6).(saturday 02.27.2010)

All Credits go to Q009.
regards, byte

p.s.: This has really been a lot of work, so please vote and comment!

Mod file empty.zip (187 bytes)
URL http://www.mediafire.com/?dgdz2zmqm5k
Rating
40
points
 (4 votes)
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Files: logo.png / empty.zip / http://www.mediafire.com/?dgdz2zmqm5k /

(2514) Home ~ Knight playermodel

Force | 2010-02-27 09:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Singleplayer | Deathmatch | Capture | CTF | Content | Windows | Creative Commons (BY)
Blurb Allows you to use the Knight as a replacement for Ogro.
Screenshot
Get original file (366KB)
Detailed description

This has been added to the Monster Pack now. http://www.quadropolis.us/node/2517

Download if you like, though.

Mod file ogro.zip (1.18 MB)
URL www.quadropolis.us
Rating
26
points
 (5 votes)
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Files: screenshot_55857.png / ogro.zip / http://www.quadropolis.us/ /

(2513) Home ~ mbt3_beta.v.1

t-chen | 2010-02-26 16:55

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Cube 2 (Sauerbraten) | Beta | Deathmatch | Small (1-4) | Copyright
Blurb MBT3 - for Insta and FFA
Screenshot
Get original file (93KB)
Detailed description

Mbt3 is my latest map, which I built in just a few hours yesterday. I nevertheless hope that you will like it.
I'd be very happy about comments, suggestions or something else like this.

don't forget, this map isn't finished yet!

have fun,
t-chen

Map file mbt3_beta.v.1.zip (812.41 KB)
Rating
47
points
 (6 votes)
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Files: mbt3.1.jpg / mbt3_beta.v.1.zip /

(2511) Home ~ Forums ~ General Discussion ~ ( My Own ) Forum Guidelines

Windecker | 2010-02-25 22:48

General Discussion
*
*
Starred Content

I'm no moderator or administrator, but I still think I should throw this out. This is to anybody new, or anybody who doesn't know already.

1) Use a descriptive title for your thread!
A title saying "Question" or "Please HAlp!" does not grant any relevant information as to the topic of the post, instead use something like: "HUD missing" or "Can't see menu."
Try to put the 'Subject' of your post in the 'Subject' box, ( go figure ) and save us all time. ;)

2) Don't Advertise. Advertisement is not the purpose of the forum or node comments. I'd only reckon it would be permitted if it had to do with a new cube game, maybe..
I've noticed it happen, though only in comments thus far.

3) Refrain from trolling. If somebody IS trolling, just ignore them.
If your wondering, a troll is someone who posts controversial, inflammatory, extraneous, or off-topic messages, and they more often than not want you to start arguing with them.

4) Do not submit a post that requires the download of a file when not necessary. *looks to the criticism done in PDF *
Images can be added to posts, learn your HTML tags.
Glorious HTML Tag Help Page
If you must upload a file, make sure its in a format that everybody can use. Not all of use can open .doc or .docx

5) Refrain from double posting. There is an 'Edit' button, it is there for a reason, use it. Also avoid from hitting 'Submit' multiple times if its taking a while. Most people realize that when you hit the button three times that you usually end up making three identical posts.

5.5) Use the 'Reply' button if your speaking towards a specific person. It saves the trouble of going back and forth for the readers.

6) Do not post a problem or idea on somebody else's thread, if it is something of relevance then make a new thread. We will never find your great idea if its buried in the middle of two thousand comments.

7) Refrain from completely useless comments such as "lol" "Awesome" "Cool" "Junk"
Lots of us are guilty of doing such.

8) Keep your signature short. I haven't seen any insanely long ones yet but still, a signature that is four miles long is by no means acceptable.

9) Do not post files or links to files that are illegal. Ex. Warez, Cracks, key-gens, links to pirated software, etc, or information regarding how do acquire such. Common sense.

10) Do Not Violate Copyrights!
We all know it, most of us have seen it. Don't do it.

11) Try your best to help people as much or more than you yourself ask for help.

12) Keep private conversations private, not on the forum. Don't share private information on the forum as anybody can see it ( duhh ) or carry on unrelated conversations.

13) For the unlucky Thirteen, Refrain from ALL CAPS! Check your spelling, and one question mark, one period or one exclamation mark is plenty sufficient! If you can't spell, try a browser with spell check in it: Firefox, Google Chrome. ( there are more but I am not familiar with them )

‹ Im new and not very good at scripting VIDEO... FAIL ›

Rating
61
points
 (12 votes)
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Files: none

(2510) Home ~ Forums ~ Help and Support ~ 3 questions - please help me

DNL | 2010-02-25 19:56

Help and Support

hi ! im new in Quadropolis ... and I want to make map and more like everyone ! but i have one problems ,
here some questions i want to ask :
1 . how can i make textures ??
2 . i dont know how to make server on linux (i have linux) , i dont have server.bat or something ...
3 . how can i make colorfull map titles ??

EDIT:
ok , now i know how to install textures ! yay ! :D now , i have 25 pages of textures !!! :D
so i did some changes (i removed the 4th question)

i know these questions are stupid but i dont know how to do these things ...
please help me !

‹ Linux Random Crash Auth Passwords ›

Rating
13
points
 (2 votes)
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Files: none

(2509) Home ~ pigs&rabbits

lux | 2010-02-25 19:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Other License
Blurb ok....for skiing_penguins, for The Insomniac, for 00Hugo00 and all....
Screenshot
Get original file (169KB)
Detailed description

ok The Insomniac need a ski for the penguins... here is it....
Razgriz need rabbits, ok here is it....
skiing_penguins is a skiing penguin ... look he is her....

for dirty thing here the pigs family...
.
.. a little place do you have fun in the nature with ducks, penguins, pigs, rabbits (included the SnowRabbit) and a big black bird (in german Schnapsdrossel)

... quack quack :))

the Models are FREE for all, no licenses

... at last... its all a piece of my next big map ... comming soon :))

New on this Map (Mapmodels) :

- pig 1
- pig 2
- babypig1
- babypig2
- ski
- bob
- babypenguin
- rabbit1
- rabbit2
- SnowRabbit
- big black bird (schnapsdrossel)

URL http://www.bleib-bunt.de/lux/ducktales/114.zip
Rating
29
points
 (3 votes)
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Files: screenshot_432943.jpg / http://www.bleib-bunt.de/lux/ducktales/114.zip /

(2506) Home ~ Mercury

mIscreant | 2010-02-25 07:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | CTF | Medium (5-8) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A new CTF map. *updated 3/8/10*
Screenshot
Get original file (195KB)
Detailed description

This map is designed primarily for competitive CTF games (4v4). The layout is a little unconventional, but centers the action around a main platform in the middle of the map with plenty of ammo, a HB, and quad down below. The bases are easily defendable and also have an adjoining room with a YA.

Basically, the map should reward the team that can successfully hold the middle ground, while still allowing the losing team to stock up on weapons and try to make a push out. This is my theory anyway since it hasn't been tested yet. :)

So this is a map for CTF, as forge was a map for iCTF. Please test it out and tell me if it works well or just ends up being a spawn-kill fest. I appreciate any feedback.

(Btw, I'm very well aware that the planet mercury has no atmosphere...:P)

EDIT: Some minor texture errors fixed, waypoints added.
EDIT 2: Clipping/noclipping. Got rid of the ramp leading to greenarmour...the wall there was way too thin. Some minor detail.
EDIT 3: Added a new area along with a third entrance to each base. The bases are much more accessible now and more susceptible to attack from the other team. Some texturing, clipping, waypoints, and other random crap.

Map file mercury.zip (3.61 MB)
URL qsclan.info
Rating
48
points
 (6 votes)
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Files: mercury.jpg / mercury.zip / http://qsclan.info/ /

(2505) Home ~ Yet another (kind of grunge stylish.) gui mod. UPDATED

joshd666 | 2010-02-25 05:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms | Other License
Blurb Because the 90's grunge era wasnt long enough. lol
Screenshot
Get original file (168KB)
Detailed description

This yet another gui mod, from my collection of gui mods that I have made, one of my favorite ones I've done.

I guess I'll just stick to making graphical mods and content, because if you've seen my other stuff, you would understand lol

Back up you data folder and your packages/icons folder.

-----------------------------------------------------------------------------

updated

New icons
New more readable text
New darker menuskin
New mapshot frame

and in the picture checked/unchecked are in reverse sorry it's not like that in the mod

Mod file Sauer_artisticmod.zip (1.65 MB)
Rating
2
points
 (1 vote)
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Files: untitled.png / sauer_artisticmod.zip /

(2504) Home ~ Forums ~ Help and Support ~ Sauerbraten Server

Dom | 2010-02-24 23:14

Help and Support

Hi

I am running a Server on Win7. It runs great but i`ve got some questions about scripts and more.
How can i add a script to kick Teamkillers automaticly?
Where can i get other Options like #votekick or something else?
When I am playing a map, for example hallo insta ctf mode, after the 10 minutes time the server doesn`t load a new map. why?
I typed a Motd in the Server.init but i can`t read it when i connect to it.
If i type /connect serverip it doesn`t connect, there is just the option to search it on the server list.

Please help me

Greetings, Dom

‹ How to create a game server with Windows Vista? compiling? ›

Rating
4
points
 (1 vote)
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Files: none

(2502) Home ~ Marble-like mod for gui

joshd666 | 2010-02-24 21:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms | Other License
Blurb Just for to make it pretty
Screenshot
Get original file (348KB)
Detailed description

This is a GUI makeover thing that I did to my own sauerbraten to make it look pretty, so I'm sharing.

I recommend backing up your data folder if you want to be able to change back.

This is sorta for people who don't know how to use or don't have photoshop so they can't do this on their own.

Mod file Sauer_marblemod.zip (996.51 KB)
Rating
11
points
 (2 votes)
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Files: untitled-2.png / sauer_marblemod.zip /

(2501) Home ~ penguins

lux | 2010-02-24 20:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Public Domain
Blurb for 00Hugo00 - ducktales with penguins :))
Screenshot
Get original file (167KB)
Detailed description

00Hugo00 like penguins, here there are.....

... alittle place do you have fun in the nature with ducks and penguins....
... my first 3 Mapmodels ... 3 little ducks ... quack quack :)) and 2 penguins. CAUTION ! do not feed the penguins. The penguins bite you!!!

the Models are FREE for all, no licenses

URL http://www.bleib-bunt.de/lux/ducktales/packages2.zip
Rating
41
points
 (5 votes)
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Files: penguinscreen.jpg / http://www.bleib-bunt.de/lux/ducktales/packages2.zip /

(2500) Home ~ Night Gallery

mhelenurm | 2010-02-24 19:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Small (1-4) | GNU LGPL v2.1 | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb An art gallery at night, made by Spiralz and M@RK
Screenshot
Get original file (446KB)
Detailed description

An art gallery at night. A map made by Spiralz and M@RK.
Basically all art (except two paintings) were done by Spiralz, all except 2 statues were done by Spiralz.
Spiralz also made the gallery building.
All lighting was done by M@RK.
*******************************************************
Our first map to be posted on sauerbraten.
Please do not rate until you've actually played on it. ;)
If you have any errors or suggestions, please comment.
One last thing: NO ANGRY COMMENTS, EXPLAIN WHY YOU DON'T LIKE THIS MAP! (lol)

Map file ng01.zip (1.87 MB)
Rating
56
points
 (9 votes)
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Files: ng01-copy.jpg / ng01.zip /

(2499) Home ~ ducktales

lux | 2010-02-23 20:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Other License
Blurb ducktales - a piece from a big map (comming soon)
Screenshot
Get original file (233KB)
Detailed description

... alittle place do you have fun in the nature with ducks

... my first 3 Mapmodels ... 3 little ducks ... quack quack :))

the Models are FREE for all, no licenses

URL http://www.bleib-bunt.de/lux/ducktales/packages.zip
Rating
29
points
 (3 votes)
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Files: duckscreen.jpg / http://www.bleib-bunt.de/lux/ducktales/packages.zip /

(2497) Home ~ Forums ~ Help and Support ~ Auth Passwords

Someonee | 2010-02-21 23:54

Help and Support

There are a lot of people with auth passwords who are able to kick team-killers on an auth server. I would like to be able to do this myself. Does anyone have an suggestions?

‹ 3 questions - please help me problem with obj texture ›

Rating
10
points
 (1 vote)
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Files: none

(2496) Home ~ Forums ~ Help and Support ~ problem with obj texture

lux | 2010-02-21 20:52

Help and Support

rear I has a problem with the texture. I made a small mapmodel with Art of Illusion. it revised with Silo, but unfortunately the texture is indicated not in to Sauerbraten.

in the cfg i write :

objload r7b.obj
mdlscale 2000
mdlcollide 1
mdlambient 125
mdlspec 10
mdlcullface 1

i can show the mapmodel on a map... are with nothing texture....

i have in the attachments the obj and mtl file.

Please help me ;)

and sorry for my bad english....

‹ Auth Passwords Shader effects not showing on custom textures. ›

Rating
9
points
 (2 votes)
Attachment Size
rob.zip 11.94 KB
rob.jpg 7.98 KB
rob7.jpg 150.3 KB
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Files: none

(2495) Home ~ * Final Update * - Station

Anonymous | 2010-02-21 19:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Copyright
Blurb a small map for 1 on 1
Screenshot
Get original file (297KB)
Detailed description

*Station By DokoDog And PePsILiGhT*
*Skybox By PePsILiGhT*

*Comments and Suggestions are welcomes =)*

Update:

* Fixed some details

Update 2

* weird Lighting fixed
* clip fixed

links:

ogz file (just the map): http://www.mediafire.com/file/t3tijamtd0n/station.ogz

map complete (with textures and models): Down http://www.gigasize.com/get.php?d=lzhfvfvjnwf

URL http://www.gigasize.com/get.php?d=lzhfvfvjnwf
Rating
108
points
 (13 votes)
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Files: sa.png / http://www.gigasize.com/get.php?d=lzhfvfvjnwf /

(2494) Home ~ Symmetry, updated

Mysterious | 2010-02-21 15:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Medium (5-8) | Other License
Blurb Symmetry , UPDATE 1.1
Screenshot
Get original file (111KB)
Detailed description

My new DM "Origin of Symmetry" (wtr=5k)(inspired by the Album "Origin of Symmetry" by Muse)

-------------The best mode to play at "The Origin of Symmetry" is ffa-----------------------
UPDATE :
-clip
-more light sources
-.......

Map file symmetry.zip (1.14 MB)
Rating
48
points
 (7 votes)
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Files: symmetry2.jpg / symmetry.zip /

(2493) Home ~ THE FIRST MOIVE

CFE | 2010-02-21 04:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Conceptual | Medium (5-8) | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb The First Movie Map Ever... Movies in cube
Screenshot
Get original file (287KB)
Detailed description

this is a newthing for the cube engine ... thanx to a load of ppl ... meatRO rabbitbaby Chasester_aka_you... this is no posible... this is the first movie that excedes the 4 or 5 frames and does not use textscrool funtion...
Note the map movie is not the best quality ... i riped it off utube and so i did not get a good quality ... keep in mind this is solely conceptual .. to show how and that it can be done... it is 32000 images worth of fun enjoy .. if you want the audio to line up ... due to the fact that the shader starts at runtime ... before u finish loading the map... u will need to pause the game and and then load the map... this way it will load correctly ... also the audio is music so make sure u turn it up....

---
CFE

as usual its to big follow the url
FirstMoive.zip

URL http://www.4shared.com/file/226444155/364aa3ad/FirstMoive.html
Rating
19
points
 (2 votes)
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Files: thefirstmovie.jpg / http://www.4shared.com/file/226444155/364aa3ad/FirstMoive.html / http://www.4shared.com/file/226444155/364aa3ad/FirstMoive.html /

(2490) Home ~ Frag_Zone

DeathStarPC | 2010-02-20 06:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | Creative Commons (BY) | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb Frag_Zone - Stumpy798, Nieb & DeathStar
Screenshot
Get original file (456KB)
Detailed description

Well, Stumpy and Nieb worked on the main part of the map, i fixed allot of the texturing, and did allot of details. Hope you guys like the map.

Please rate and comment.
(Suggestions Welcome)

To-Do's: make a custom skybox, add a cfg.

Details: the map is constructed for Instagib (Deathmatch) so no flags or team playerstarts were added. We wanted the map to be realistic so we did NOT add any clip, have fun falling off :). I currently am the only one working on the map.

Included: Map Preview (.jpg), Map File (.ogz), Waypoint (.wpt)

Update: renamed map.

Map file Frag_Zone.zip (265.91 KB)
Rating
15
points
 (3 votes)
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Files: frag_plaza.png / frag_zone.zip /

(2489) Home ~ Forums ~ Content Creation ~ Animation Falling From the Sky -- Revised Aug 25 2010 --

Chasester_aka_you | 2010-02-19 19:54

Content Creation
Animation Falling From the Sky
Lets define some terms: READ FIRST

Fr: frame rate
Ss: user defined as the square size for the user particular movie
Wd: width
Ln: lenth
Cs: cube size--the size of the cube in a texture in pixles-- smallest 8x8
Px: pixel--one square of one color in a picture
Mts: Max texture size--the largest size that cube can import-- set at 4096 or 2^12.
Cell: defined as one piece (as a square) that displays part of the movie-- this will be later converted into a texture. 
Grid: defined as a set of cells (squares) that define one overall movie
Pixelated: the effect when you see little boxes of color. Like a low quality pic or mov
Pic: picture
Mov: Moive, Video, or other movie like multimedia
Multi piece texture movie: a movie divided with a grid creating cells which are imported into cube and pieced back together 
Min: Minutes 
st8-^2: a term which means a number greater than 8 and is a power of 2  (ie 8,16,32,64 ect)


Note: all cubes are 8x8 px and incress by *2 or st8-^2.
Note: Quick interpretation assumes that you have flash 8 or greater. If you do not have flash read below

 

Quick ez interpretation
1:  Take a video and import into flash
2:  Cut it into peices (based on the cart at the bottom)--you will divide your movie in a grid fashion--even pieces. 
3:  Export each frame of each piece as a jpg or gif sequence
4:  Make sure to but these in folders that are the piece number.
5:  Make a new folder called current.
6:  Take all the jpg from the folder 1 (the first piece or grid cell) and copy them in the current folder.
7:  Then take all the pieces and lay them to make one texture (frame 1 upper left and last in lower right).
8:  Export as jpg.
9:  Now copy the jpgs from folder 2 and pasted them over the pics in folder current (over top the images in folder one
10: Go to the library and select all the images 
11: Right click and select refresh (I do believe)
12: Export as jpg
13: Do the above 4 steps until all the folders are done
14: These are your textures.
15: Take the textures and save them in a folder with your name on it.
16: Make a config file with the map name.
17: Define all the textures using the texture 0 command (i.e. texture 0 "myname/1.jpg" ... )
18: Above the texture command define that the textures are using the Movie shader (the attatched file).
19: Note you will have to exec the file on start so you can add the attached code to the bottom of the stdshader (data/stdshader).
20: To define a shader put this code in: setshader MovieShader
21: Note: the name MovieShader is dependent on what you name the attached code in the stdshader.cfg
22: Now that the shader is set make sure to set the vars that are defined in comments (look at the code)
23: The textures should work like all other textures. So simply line them in order and they should look good 

See example: CFE's Movie Map
This was set by Chris, using my article (and my help) :)

Tips And Tricks

☻ When making the first texture, use the align functions (window-align). Lay down all the horizonals then use the distribute command. Then group each row and distribute vertically. Note: make sure that the top and bottoms are perfectly aligned before you distribute or you will have gaps.
☺ Before exporting each image piece (or cell) of the movie change the stage size to the size you need this way you dont make to much or to little.
☻ Use the properties window to change the x y wd ln (this will make it more accurate.
☺ Export as jpg sequence not gif sequence (gif has a lower color depth--which means less colors to choose from-- it will make it look pixelated).
☻ Dont export at a fps lower then 12 or higher then 30.
  

Without Flash
Use any program that allows you to edit movies. Windows Media Player will work:
 
1: Import the movie into the program.
2: Start on the first frame and export each frame.
3: Note if you want to have multi piece texture movie you will have to divide the movie before you export.
4: Put each piece into a different folder. 
5: Go to a pic edit program (use gimp--its free)
6: Import all the pictures in one folder.
7: Lay the pics out--first frame upper left--last frame lower right.
8: Export as a jpg.
9: repeat steps 7-8 until there are no more folders.

Start at step number 14.

Graph And Cells For Your Movie

Note: this is a graph that you need to look at.
First find the length of your movie in min.

   ln        px x px
140 min        8 x 8
9 min        32 x 32
34 sec        128 x 128
2 sec        512 x 512


Now you need to figure out how much space you want your animation to take in cube. Take a grid size according to the cart and plot out the space you want the movie to cover in cube.

Ss     ingame grid size number
8                1
32               2
128              3
512              4
♪ The easiest way to find your grid size is to scroll down your grid size to the bottom (g + downscroll) thats 1. 1 g + upscroll is 2 and one more 3 etc.
♫ Now count how many wd you want. Count the number of cells in game. These will translate to the same grid cells when doing the process.

Figure out the ratio of your movie 16:9 (rectangle) or 5:4 (square). Note it is best to use something that 9 or 4 can fit in. You need to figure out how many height that is. So simply divide your in game cell count by the width ratio and multiply by the hieght ratio---

ht = wd
N    gc


Note N is the ht count and gc is the ingame count.
If you do not know how to do this simply cross multiply here

i.e.

 
If your in game count is 8 cells and you are working with 5:4 ratio. If i 8/4*5 i get 10. Now i need to put a 10x8 grid over my video and then render each cell separately.

If now your in game count is 18 cells and you are working with 16:9 ratio. If i 18/9*16 i get 32. Now i need to put a 32x18 grid over my video and then render each cell separately.

Note: YOU MUST come out with an even number-- you can not half a cell-- it would be a pain in the @$$ :)

Explaination
Problem

We need to take a picture and convert it to a movie. To do this we must trick the mind by flashing images by the eyes at such a rate that it looks like it is moving. Cube does not allow us to use any file type but image files. So we must use some type of code to solve the problem.

Solution

To solve the problem we must use a combination of code and texture format. Baby Rabbit came up with the code. Now we must apply the code to the texture.

The Code

To understand how to make a format for the code we must understand the code. The code takes an image scales it to a section (starting in the top left corner) of the texture and displays this area. Then it moves one cell over (cell means a distance of x value). When it reaches the end of the row it down one cell and back to the left side. Thus sliding thru the texture. If we can do this fast enough then we can trick the mind to think that it is a movie.

Formating

 
So what we need to do is to make our movies frames line up with the frame that the code displays. So we simply line frame 1 next to frame 2 etc until we get to the end of the texture and then we drop down and go to the left side and continue. We do this until the image is done.

Max Size Problem

Cube has a make size of 4096px. This does not seem like a problem until you have to display 30 images a second. To solve this we are going to cut our video into pieces. We will call these cells or pieces. These cells get exported as separate textures so that we do not reach above are make texture space. The smaller each cell the longer the image can go on. The cap is around 1hr 1/2 at about 30 fps. But if we divide it up too much we will run into the problem that we have too many textures to lay out which becomes a nightmare. It is best advised to keep your movies less then 9 min, because a game is only 10 or 15 min long and if you use 9 you can stay in the 2 grid size which will make it easier.

Charts and Graphs

Ok so to explain the tables and how they work and how i got the numbers.
First chart:

   ln        px x px
140 min        8 x 8
9 min        32 x 32
34 sec        128 x 128
2 sec        512 x 512


The formula is:
(((Ms/Ss)^2)/Fr)/60
Note:
Ss: squ size
Ms: max size
Fr: frame rate
60: because there are 60 seconds in a min
---------------------------------------------
The formula takes the Ms which is a const set at 4096 and divides by a Ss. Ss is a set of the following: Ss[8,32,128,512]. These are st8-^2. This gives you how many Ss's you can fit in a strait row down your texture, but a square has two sides. So we square the sides because the sides of a square are equal. Thus more or less we found the area of the cube as the Ss was the unit of measurement. Then we divide by the fr. This is because we need to know how many images we need to display in one second. Now we have the amount of seconds that we can run our video, we divide by 60, cuz there are 60 sec in a min. Note: to find hours divide by 60 again.
Second chart:

Ss     ingame grid size number
8                1
32               2
128              3
512              4


This comes from the cube code. This is simply the amount of px that each texture takes when a particular grid size is used.
---------------------------------------------------------------------------------------------------------------------

Conclusion

The above should give you a complete understanding of the medthod in which you create movies. If you have any question post them, if you have any areas of the explaination you would like me to expond opon leave a comment. If you have question about programs (other than flash) to use for this process, leave a comment. :0 And if you have any ways to improve the process please comment. 

Thanx 

Your Humble Master
chasester

‹ MULTIPLE KILLS & POINTS Rifle scope attempt (how?) ›

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(2488) Home ~ Forums ~ General Discussion ~ VIDEO... FAIL

Chasester_aka_you | 2010-02-18 23:26

General Discussion

so this weekend i was thining ... video would be great in cube 2... so i thought well how would this work ... and i figured it out...

if you take a video into Adobe flash... and render it on each keyframe, then cut it up so that each frame is a different picture ... and cut each frame picture in to a 8X8 pic square... then u could make a video ..

simply take the 8X8 pics and line them up in a row.. frame 1 - EndFrame... top to bottom... and then export as a jpg... then you could take all of these and useing the texscroll function u could line all the 8x8 squares in cube .. and then you would have a simple video...

EPIC fail.. when i learned that u can only output 4096px x 4096 pic images... well simple math would tell u that if you stack 8x8 pics on top of eachother ... u could only stack 512 of the... 512 "frames"... at 24 frames a second... is roughly 21 seconds of video... now u could make it only 12 frames per second ... but that would only alow u to double it to 42 second .. and it would look realy chopy... so ...

If you want to spend all of that time.. in theory you could make your a movie as big as u want for 42 second...

if you are wondering y dont you use a different size to make it less of a pain in the neck... the nex size up is 32 which would give you 1/4 the time ... so in fact .. at 32x32 px images you could do 10 seconds ... and higher would be 2 1/2 or higher 1/4 of a second ... in reality ... the process is to hard and would take about 6 - 7 hours to complete ... and if you make one mistake.... you have to start over..

chasester

revised
look at this for a revised version

‹ ( My Own ) Forum Guidelines Forum Activity Level ›

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(2487) Home ~ New Grass Textures

CFE | 2010-02-18 22:58

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Other License
Blurb Full more rich grass
Screenshot
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Detailed description

new 4 grass textures

green... a soid pure green... very cartoonish ... like type on relic

pale green... green grass that is more realistic ... like on river_c

yellow green...brighter green grass less realistic ...like on island

brown green ... aka dead grass ... good when u want it to be dead...

if you could suggest some colors for grass ... please leave a comment
with to colors... dark/light... give there RBG values:...
0x483244,0x382344

thanx
...
CFE

direct Download
newGrassTexures1.zip
or
Click on the url ... and then on download .... :)

Mod file lala.zip (108 bytes)
URL http://www.4shared.com/file/225752524/a672b37f/newGrassTexures1.html
Rating
50
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Files: newgrasstexture2.jpg / http://www.4shared.com/file/225752524/a672b37f/newGrassTexures1.html / lala.zip / http://www.4shared.com/file/225752524/a672b37f/newGrassTexures1.html /

(2486) Home ~ Deck16 For Bloodfrontier

D_wicked | 2010-02-18 10:46

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Red Eclipse | Release | Work in Progress | Deathmatch | Large (9-15) | Other License
Blurb A deck16 remake for Blood Frontier
Screenshot
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Detailed description

This is a deck16 remake.. What more is there to say? :p

UPDATE1: I have made another light source and changed the lights accordingly.
I have added a hallway like in the UT3 version of the map.
I have added some details.
Minor layout changes
Added more weapons

Screenshot is not updated.

Map file deck16.zip (1.93 MB)
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45
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Files: screenshot.0098.jpg / deck16.zip /

(2485) Home ~ Keystone [RE Revision]

blarg | 2010-02-18 02:09

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Red Eclipse | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Keystone [RE Revision] - Based on Foundation from Halo 2
Screenshot
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Detailed description

Keystone is essentially a remake of Foundation from Halo 2 with a few minor differences. Some of the proportions/placement may be slightly off, but this was the best I could manage going from reference pictures. I attempted to maintain the bleak appearance of the original by using light textures with a bright orangey glow enveloping the map.

[Update 1] Fixed lighting so that there is now contrast and shadows.

[Update 2] Replaced geometry crates with map models.

[Update 3] Added ambient sound effects.

[Update 4] Modified lighting, sounds, and textures, modified weapon placement, added team colors and team spawns/flags, changed particle effects, removed several map entities, fixed clipping, and modified the map geometry.

[Release 1] Added trim to the spawn room walls, some retexturing, lighting, and additional detailing.

[Release 1.1] Deleted the crate models in the main arena area and replaced two with geometry crates.

[Release 1.3] Drenched the map in team colors with a bit of unrelated retexturing.

[Release 1.5] Now only two team colors. (The four team version can still be found here: http://www.mediafire.com/?tonwg3yzxyz)

I don't know why any training facility would have a public restroom out in the middle of the testing grounds, but it has one nonetheless.

This map is currently configured for a six person deathmatch or a twelve player CTF/STF game.

Feedback is always appreciated.

[**Update**] Sept. 12, 2010

New RE compatible skybox and new texture.

Sorry about the screenshot, I am running the game through Wine and screenshot keybinds do not seem to work.

Map file KeystoneRE.zip (731.61 KB)
URL http://www.mediafire.com/?48tabqjn5877rtm
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32
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Files: keystonenew.png / keystonere.zip / http://www.mediafire.com/?48tabqjn5877rtm /

(2484) Home ~ Forums ~ General Discussion ~ Forum Activity Level

paulbhartzog | 2010-02-17 21:54

General Discussion

Just registered. My son and I evaluated a variety of map engines and are experimenting with Sauerbrauten because it's looks great.

I'm just wondering what the turnaround time in here typically is in case he needs some help. How active are these forums?

much thx,
-Paul

‹ VIDEO... FAIL Polls ›

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(2483) Home ~ playdemo.bat

Stotto | 2010-02-17 04:16

Stable | Other | Public Domain
Blurb A windows .bat file to make demos launchable
Detailed description

This tiny .bat file allows you to easily make demos launchable. Once the .bat file has been associated with the .dmo filetype (Control Panel/Folder Options), you can then double-click on a demo, or tell your browser to launch one that it has just downloaded, and the .bat script will then play the demo in Sauerbraten.
The file should be placed in the main Sauerbraten directory (the one containing sauerbraten.bat).

IMHO this file would be a good addition to the distribution.

Preview
Config file playdemo.bat (304 bytes)
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(2482) Home ~ Factory Circle

Sir_Jack-O | 2010-02-15 17:04

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4) | Copyright | Map Layout Problem | Screenshot Problem
This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Its a factory with a circle hehe!!!
Screenshot
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Detailed description

It is a map of Factory with much detail.
have fun !!!!

Map file Factory Circle.zip (719.3 KB)
Rating
16
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Files: factory-circle.jpg / factory-circle.zip /

(2481) Home ~ Brick (FINAL UPDATE )

Mysterious | 2010-02-15 12:43

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Cube 2 (Sauerbraten) | Final Release | CTF | Medium (5-8) | Other License | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb My first CTF in LEGO-Design
Screenshot
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Detailed description

This is an CTF created by me.
This map includes, funky colored lights,the colored tiles-textures,a lot of work by me xD

So pls download and comment (the final UPDATE is prepared)
Thx Mysterious :D

Attention : This map is just for CTF and ICTF

UPDATE 1: improved .cfg
UPDATE 2: more weapons, light sources, again improved .cfg, playerstart for coop edit ^^
UPDATE 3: more light sources , higher corridor
UPDATE 4: working .cfg

Map file brick(v1.2).zip (1.46 MB)
Rating
26
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Files: brick(main2).jpg / brick(v1.2).zip /

(2480) Home ~ 128 Spheres

VastLite | 2010-02-15 11:54

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Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY-SA)
Blurb A concept map by VastLite
Screenshot
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Detailed description

128 Spheres by VastLite - February 15, 2010 (Trooper)

(There are really 205, I know) This map is the culmination of a bunch of different creations, the majority of which are spheres. I have 11 different ones in total, sizes 3-12 but not one of each. Some were too frustrating/didn't look good so I skipped the size all together. There are even some sizes that have more than one version. I tired to color them interestingly but some of them look a little odd at cetain sizes (The stretched cubes make the texurtures look bad.) If you can't tell, this is a concept map, it's not really meant to be "played" on. It's also a work-in-progress, I mean to make most of them hollow but have only gotten around to half or so. I also come up with stuff I would want to add every now and then. So in summary, this is just a collection of interesting shapes and colors not meant to be too serious of a map.

-VastLite (vastlite |at| gmail)

EDIT 1: Fixed geometry errors. (2/16/10)

Map file 128R1.zip (3.37 MB)
Rating
49
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Files: 128l.jpg / 128r1.zip /

(2479) Home ~ Dragon

Architekt | 2010-02-15 00:09

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Cube 2 (Sauerbraten) | Artistic | Small (1-4) | Creative Commons (BY)
Blurb A preview of a map I'm making thats only purpose is exploration.
Screenshot
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Detailed description

Although I'm a new user, I have been a frequent user of sauerbraten and quadropolis, and also an on and off mapper, for about two years. You may have seen some maps on this website by me under the names "meatwad1992", "metaltangerine", or "Jellymouth". Well, after acquiring new skills in mapping through sauerbraten, I'm starting again with a new name and much better content.

Anyway... This is small part of a map that I've been working on lately. This map's only purpose will be to be explored by you. Right now its a hallway and three rooms. Soon it will be much larger. I'd like to know what all you guys think of it so far. If the feedback for my mapping is generally positive, I have a small map at my disposal titled "shell7", suitable for all game-modes, which I may upload.

Map file dragon.zip (1.71 MB)
Rating
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Files: screenshot_1688337.png / dragon.zip /

(2477) Home ~ Skybox page

Fistoprince | 2010-02-14 17:58

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Creative Commons (BY-NC-SA)
Blurb All default Skyboxes in an HTML file with paths.
Screenshot
Get original file (54KB)
Detailed description

I've gone through the packages folder countless times looking for all the skyboxes to find one I like. I'm too lazy to make one for my smelly little maps that I make, so I nick them. I decided to make a little HTML file that has them all there and allows me to view thumbnails of each one. Life just got easier, and I'm sharing it. :)

Pictures grabbed from the packages folder when placed inside, and an applescript for adding your own... Yes, I use mac.

Rating
5
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Attachment Size
Skyboxer.zip 6.94 KB
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Files: skbxs.jpg /

(2476) Home ~ Forums ~ Help and Support ~ Shader effects not showing on custom textures.

DarkStar | 2010-02-13 23:09

Help and Support

Hi everyone. Nice to see Quad has its own forums now!

Basically I'm working on an SP map, and I'm using quite a few custom textures. I'm currently adding specular and normal maps, but the weird thing is that these effects don't seem to show.

Well, they rendered once - and there was so much glare that the map was burned into my retinas for a week. I'd like to make these effects a bit more subtle, but the engine isn't applying these shaders any more. Thus progress is kind of on halt until I can see the changes.
Does anybody have any ideas as to what's going on? Pixel shaders seem to work with the default textures, so it's probably the way I've packaged it. The only thing is that it did work once. Then never again.

I've got a nvidia 9600gt gfx card, and all shader effects are enabled.
Map config and texture package files are attached.

Thanks.

‹ problem with obj texture For Me and My Fellow Noobs Please Tell us how to download and Use some of this stuff .... With A Mac ›

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10
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mapconfig.txt 3.19 KB
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(2475) Home ~ Forums ~ General Discussion ~ Longest Sauerbraten Escalator Ever

TtT-SmartNoob | 2010-02-13 21:18

General Discussion

I got bored and made a size 16 map, put a huge hollow tower (as high as it could go). Inside it is an escalator which spirals up around the walls eventually to the top. Each wall had 9 escalator pieces, and there were obviously 4 walls. Each escalator piece took 40 seconds from beginning to end. Based on this I calculated that it would take roughly 1,440 seconds, or 24 minutes for the escalator from beginning to end. It took quite a long time to build, even with copy/pasting.

‹ the maps selection on cube2-servers, who chooses this? No maps for Blood frontier? ›

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15
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(2474) Home ~ Apocalypse

Crito | 2010-02-13 05:22

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Large (9-15) | Public Domain
Blurb Post-Apocalypse Cityscape
Screenshot
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Detailed description

Post-apocalyptic city with a skyscraper. Previously released under a different name. More theme related content and a few game-play enhancements, such as additional spawn points. Limit on jump height for added realism. Designed for FFA, instagib and instagib team modes.

FINAL RELEASE

Map file apocalypse.ogz (791.33 KB)
Rating
18
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Files: sauerscreen.jpg / apocalypse.ogz /

(2472) Home ~ gen3, final version

Mysterious | 2010-02-12 18:17

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4) | Other License
Blurb The newest version of gen3 (1.3) by Mysterious
Screenshot
Get original file (81KB)
Detailed description

gen3 is my first , self-designed map at quadropolis.us.
It´s space themed and got only lights on the floor.
It´s a deathmatch-map for 1-4 players, because gen3 is really little.
gen3 got finished at the 12th of february in 2010 (after one week of work).
I garant, that gen3 is really lag-free.

Some information :

-Morphix helped to fix some bugs
-began to built on the 5th of february 2010 (ended 12.2)
-gen3 includes only lights on the floor
-my first map
-wtr = 14k
-used metal-themed textures (reissen-textures) combinated with the egyptian sand-texture (ot-texture)

Make your own opinion and post it here !

UPDATE (1.3) : added some jumppads, fixed some things, teleports now similar to tartech

This UPDATE was the last one, i will never change anything again now !

Map file gen3(v1.3).zip (1.04 MB)
Rating
27
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Files: gen3.jpg / gen3(v1.3).zip /

(2471) Home ~ Prison of the night

Dom | 2010-02-12 00:13

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Cube 2 (Sauerbraten) | Beta | Deathmatch | Medium (5-8) | Copyright | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb My first map (Prison of the Night)
Screenshot
Get original file (104KB)
Detailed description

This is the first map made by Dom.
It got a big big lightmap (about 200 textures) so i would prefer to run it on a good pc.
I played ffa on it with maximum of bots and it was a lot of fun ;) Some people like it, some people saying it`s crap but....I don`t care ;)
So please don`t post any kind of Spam.

Some more screens:

http://picsafe.de/file-54658-3d605056

http://picsafe.de/file-54659-79ef2617

http://picsafe.de/file-54660-6de5b4c4

Have fun on my map and enjoy it

Map file Prisonofthenight.zip (5.66 MB)
Rating
35
points
 (7 votes)
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Files: prison_of_the_night.jpg / prisonofthenight.zip /

(2468) Home ~ Forums ~ Content Creation ~ A drivable car

joshd666 | 2010-02-11 02:59

Content Creation

I would like to make this, do you think i can use lite-C?

I have this car script I wrote a while ago in lite-C, and today I wondered if I could implement it into Sauerbraten.

Thanks.

‹ I need help with using a glow texture Is it possible to activate entities in single player or place entities without going into edit mode? ›

Rating
26
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(2467) Home ~ Sauerbraten armor timer - custom sound

ConMan | 2010-02-10 22:40

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Cube 2 (Sauerbraten) | Public Domain
Blurb Custom sound to give verbal cues to armor spawns
Screenshot
Get original file (56KB)
Detailed description

Seems like everyone is using something like this nowadays, and it's unfair that mediocre players get an advantage over some good ones just because they always know the exact moment that armor will spawn. Some people seem to think it's cheating (which it's clearly not, custom sounds have always been allowed; this is even explicitly stated in the PSL rules and have received no complaint there), and some people complain that it's a cheap trick even though they use one themselves. The basic point is that this is being used by many players, and it doesn't amount to skill when such a player beats a player that doesn't have a timer.

For the record, I am not chastising anyone who is using one of these, I have one myself. I just think it's high time that this becomes public knowledge so no one is at a lame disadvantage.

Hopefully this will level the playing field and bring some new, more advanced, tactics into dueling. There are also team-mode considerations here for armor control. My hope is that it will weed out the mediocre players that win games based on a predetermined advantage and let the truly good players shine.

I can tell you quite certainly that having this will not make you a better player. For those that are worried about duel tactics being lessened by this, I can also tell you that when all players are using this it leads to some extremely tactical and positioning-based games, where map control tactics become even more interesting. In short: it makes for awesome games with good players*.

INSTRUCTIONS: Navigate to Sauerbraten/packages/sounds/free/ directory. Rename the file 'tick.wav' to back up the original armor noise. Move the tick.wav file given here into this directory. Go play a real mode (i.e. non-insta).

NOTES: This sound will play for every armor on the map, not just YA. Obviously, just as you cannot hear a pistol firing from opposite ends of a large ctf map, you will not hear announcements for every single armor on a map. You will only hear the ones you are standing near. On duel maps you can usually hear every armor on the map.

This may be obvious, but I am not taking suggestions on how to improve the sounds. You can make your own. This post is just to open it up to everyone.

*DISCLAIMER: Knowing armor spawn times does not help the unskilled. I, your beloved ConMan, claim no responsibility for your lack of improvement and/or you still losing 50-0 against decent players.

Mod file tick.zip (227.89 KB)
Rating
50
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 (8 votes)

Files: heart.png / tick.zip /

(2466) Home ~ Hostility Mappack

Drekow | 2010-02-10 21:25

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Cube 2 (Sauerbraten) | Release | Beta | Capture | CTF | Small (1-4) | Creative Commons (BY-NC)
Blurb Hostility Mappack - 9 maps for 1on1 CTF - Reversed - Update1 18-02
Screenshot
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Detailed description

I have done this maps to cover the "lack" of some true 1on1 ctf suitable layout.
I hope you like this work, and suggest me for the final relase.

All this map are Reversed, the spawn points are all in the enemy base! You Spawn near the enemy flag all times. This is hardcore for ctf duel games.
Obviously, you can play 2vs2 ctf here, and it can work, but i think more than 4 players are simply "a lot" here; say to me if this is not the truth.
I have put also 3 bases in almost each map, you can try to do a "capture duel", but a 2vs2 game should be perferct. Some maps works better than other, and they are not so optimized for this game mode. I can also understand that random base remove a lot of strategy, and i have not mirrored the bases too, but in capture, were you spawn, with weapons the gameplay is intact, maeby only a bit of more lucky. For same reason i don't like to play regen here.

So the map are:

db1r

Powerups: None
Bases: 3
TODO: Feel it empty? Need some models? Which/Where?

db2r

Powerups: Healt Boost; Quaddamage.
Bases: 3
TODO: Need better weapons near the spawnpoints?

db3r

Powerups: Yellow Armor; Healt Boost; Quaddamage.
Bases: 3

db4r

Note: Not really ok for capture.
Powerups: Healt Boost X2; Quaddamage.
Bases: 4
TODO: Left 3 bases only? How?

db5r

Note: No bots here they suidice all time, for this reason waypoints are incomplete.
Powerups: Yellow Armor X2.
Bases: 3
TODO: Base on the centre is ok?

db6r

Note: No life in this map.
Powerups: Quaddamage.
Bases: 3
TODO: Should have to fix the way for the very upper side of the map?

db7r

Powerups: Yellow Armor X2; Healt Boost; Quaddamage.
Bases: 3
TODO:Underwater, should i remove it?

db8r

Powerups: Yellow Armor; Healt Boost X3; Quaddamage X3.
Bases: 3
TODO: too many powerups? Need to remove some? Which/Where?

db9r

Powerups: Yellow Armor; Healt Boost; Quaddamage.
Bases: 3
TODO: Should have to fix the way for the very upper side of the map? I like it, but I understand it can be really abused!

Have nice duel and report issue!

And thanks to Warwolf for testing.

PS: sorry for the epic upload fail!
I have changed (and hopefully cleared) the screen.
There are some minor bug-fixes on this maps in this relase.
And also sorry for the lost of the 2 comments, but something was turning wrong on my internet (& Quadropolis), and i can't modify/fix the node so i have to delete and try to do another one.

Map file hostilitymappackU1.zip (6.56 MB)
Rating
41
points
 (5 votes)
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Files: mappack1.jpg / hostilitymappacku1.zip /

(2465) Home ~ Forums ~ Help and Support ~ Servers on Mac

Spiralz | 2010-02-10 06:40

Help and Support

Hi,

I've looked everywhere and cannot find info on making a server on Mac for Sauerbraten.
Please help.

thanks

ps- im sharing one big wireless network at school, so idk...

‹ For Me and My Fellow Noobs Please Tell us how to download and Use some of this stuff .... With A Mac How do I take screenshots in Blood Frontier? ›

Rating
10
points
 (1 vote)
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Files: none

(2464) Home ~ particle-zoo

lux | 2010-02-09 21:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Alpha | Small (1-4) | Other License
Blurb particle-zoo a little fun map
Screenshot
Get original file (356KB)
Detailed description

this is a little map for fun, you can hear it :)

In this Packages is a pack of texture and sounds for all (see the cfg's)

Map file pzoo1.zip (6.01 MB)
URL http://lux.bleib-bunt.de/
Rating
10
points
 (1 vote)
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Files: screen_14.jpg / pzoo1.zip / http://lux.bleib-bunt.de/ /

(2455) Home ~ Nightware

Retriangulation | 2010-02-06 19:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | GNU GPL v3
Blurb Nightware by Tusko aka Retriangulation (updated)
Screenshot
Get original file (307KB)
Detailed description

Pretty small map , but there are some places to hide. Map has all items except for cartridges.

Updates:

1 - Added 2 jumppads, 2 ladders ,some more holes and hide spots.

2 - Lights under the ground are now neutral color.

3 - Quad damage is now in the very center of the map.

Map file nightware.zip (1.68 MB)
Rating
46
points
 (7 votes)
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Files: nightware_scrn.jpg / nightware.zip /

(2454) Home ~ Icon Free guitext and guibutton for any cube2 based game-> AND FOR SAUERBRATEN SVN

graphitemaster | 2010-02-06 15:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Source mod | All Platforms | ZLIB License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb this mod will allow scripters to make guibutton and guitext with or without "icons" this is only for the svn of sauerbraten
Screenshot
Get original file (430KB)
Detailed description

This is a simple mod which expands the guibutton and guitext command to allow scripters to write gui's with or without "ICONS".

Install instructions:

->step 1 download the zip
->step 2 select all files & folders in the zip "CTRL+A"
->step 3 click and drag them to your game directory "THIS IS WHERE YOU WILL SEE A 'sauerbraten.bat' or a 'sauerbraten.sh' file"
->step 4 check to see if your on windows, linux or mac

->step 5a(for windows users)
-> run the game and your done
->step 5b(for linux users)
-> compile via makefile
-> run the game
->step 5c(for mac users)
-> compile via xcode project file
-> run the game

-NOTES:

->read the README_ICONFREE file for notes
->if you want to revert back their is a included menus.bak file in this zip and if you followed these steps their is also one in your games "src/engine" directory

->their is also an included .patch file for people who fell more confident in patching the menus.cpp file manually

CHEERS FROM YOUR FRIENDLY FRIEND "graphitemaster" :)

Mod file iconfree.zip (607.19 KB)
Rating
23
points
 (3 votes)
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Files: quad.png / iconfree.zip /

(2450) Home ~ Movie Recorder [BETA 3.0]

SyntaXis | 2010-02-05 19:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Gameplay | Creative Commons (BY-NC)
Blurb GUI for ingame Sauerbraten Movie Recorder
Detailed description

The third edition of my script to record movies through special gui.
New in BETA 3.0:
- added field of view slider;
- added special effects, include negative, aura, rotoscope, black&white, BGR and ect;
- added new window for standart resolution;
- added "hide hud" button.
Hope you will join this!

Some screenshots:



For autoexec type "exec movierec.cfg" in options -> autoexec.cfg, than click SAVE and EXEC button.
If you have other version of my script you just need to replace it)

Please add comments and rates.

P.S.: Sorry for too long waiting.

Preview
bind b [cleargui; showgui "movierec"; echo "Welcome to Sauerbraten Movie Recorder!"]
editbind b [cleargui; showgui "movierec"; echo "Welcome to Sauerbraten Movie Recorder!"]

newgui movierec [
guistayopen [
guititle "Movie Setting"
guilist [
guitext "name: "
guifield movname 10
]
guicheckbox "sound on/off" moviesound
guilist [
guitext "movie FPS: "
guibutton "set" [moviefps $movfps]
]
guilistslider movfps "10 12 14 16 18 20 22 24 26 28 30"
guilist [
guitext "X="
guifield movw 4 0 0 320
guitext "Y="
guifield movh 4 0 0 240
]
guilist [
guibutton "Set " [moview $movw; movih $movh; echo "Resolution has been changed to ^f3$movw x $movh^f~"]
guibutton "Choose.. " [cleargui; showgui "res"]
]
guicheckbox "hud on/off" hidehud
guibar
guilist [
guibutton "^f0Rec ^f~" [If (

Config file movierec.cfg (6.5 KB)
URL http://uno-s.clan.su/
Rating
16
points
 (2 votes)
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Files: movierec_1.cfg / http://uno-s.clan.su/ /

(2449) Home ~ Templation

Calinou | 2010-02-03 20:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | GNU GPL v3
Blurb The templation, mix of temple and things like desecration - NEW version 2 + fix + blendmaps !
Screenshot
Get original file (297KB)
Detailed description
Templation

Templation is a very small map. Work in progress. It's speedmapping, can be a bad or good concept.
Lightning may be not good, would be improved. (This is my first non-noob map)

NEW version 2 plus !

New things :

3 new rooms (a little empty for the moment)

Better ammo placement.

Better (a little) flow and layout.

Thanks to The-Sheep for ideas and some misc things !

In V2 plus :

Small fix

Blendmaps

Map file templation2-plus.zip (545.66 KB)
URL http://omploader.org/vM3Fubg/templation2-plus.zip
Rating
5
points
 (3 votes)
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Files: templation-prevquad.jpg / templation2-plus.zip / http://omploader.org/vM3Fubg/templation2-plus.zip /

(2448) Home ~ burning Town

lux | 2010-02-03 19:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Medium (5-8) | Other License
Blurb burningTown - its after a A-Bomb from BigCube Invasion
Screenshot
Get original file (259KB)
Detailed description

a little Map for fun and more....

extra Texture under packages/lux

URL http://www.bleib-bunt.de/lux/burningTown.zip
Rating
36
points
 (6 votes)
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Files: bt.jpg / http://www.bleib-bunt.de/lux/burningTown.zip /

(2446) Home ~ Slaughter Arena

Derok | 2010-02-01 16:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Other License
Blurb Slaughter Arena
Screenshot
Get original file (88KB)
Detailed description

A little arena for some player.
I changed the name in Slaughter Arena.

Map file Slaughter Arena.zip (598.58 KB)
Rating
19
points
 (4 votes)
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Files: slaughter_arena-screenshot2.jpg / slaughter-arena.zip /

(2444) Home ~ New Assault Cube Scope *edit*

huyto4 | 2010-01-31 19:21

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | All Platforms | Public Domain
Blurb A new scope
Screenshot
Get original file (24KB)
Detailed description

A new Assault Cube scope, modeled after a BDC (Bullet Drop Compensating) scope. The screen is taller than it is wide, yes, but it looks fine in game play. Recommended to only use red dot scope crosshair, but can be used with any in theory.

EDIT: Re-uploaded with another scope without black edges, just delete the 2 before you put it in.

Mod file newscope.zip (31.01 KB)
Rating
3
points
 (1 vote)
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Files: scope.jpg / newscope_1.zip /

(2443) Home ~ Akaritori

BlikjeBier | 2010-01-31 15:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Akaritori - A Skylight to the heavens while you are stuck in hell
Screenshot
Get original file (121KB)
Detailed description

I have been working on this map and textures for a while. There is no real story behind it and the textures are still not bumpmapped and such. I am still stuck with my old Athlon 1800 and a Gforce 3 card, so fancy graphics for me yet, perhaps later this year, i don't know when.

The other map with the working title "Pontifex" is still on hold because i use textures for wich i need permission to use them, so that will also come later, still it gave me inspiration the go to GC-textures and start working on my own textures again, that site has grown in the last year, and its textures are topnotch.

Well furthermore, enjoy the map, have fun and let me know if there are problems that should be sorted out!

Edit: Oops, wrong package config, should be working now.

Edit: Because of some problems i have uploaded a new zip-archive, maybe this works.
Those who already have downloaded and experienced no problems, this is still NOT the updated versie, so don't bother ok?

Edit: Some small updates, improved lighting in the basement

Map file akaritori.zip (3.67 MB)
Rating
91
points
 (11 votes)
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Files: akaritori_large.jpg / akaritori.zip /

(2442) Home ~ DeathStar's Textures V1.0

DeathStarPC | 2010-01-30 07:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Copyright
Blurb DeathStar's Textures (with help from Jonlimle)
Screenshot
Get original file (613KB)
Detailed description

The textures are simple but there are many to choose from

they are free for distribution under the Zlib Licence: http://www.zlib.net/zlib_license.html

Format: PNG
Size: 1.56 Inches x 1.56 Inches
Resolution: 72

Leave me comments, suggestions. Thanks -DeathStar

Other Contributors: Jonlimle

Map file deathstar.zip (434.49 KB)
URL http://c2clan.net
Rating
14
points
 (2 votes)
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Files: preview_0.png / deathstar.zip / http://c2clan.net/ /

(2440) Home ~ Forums ~ General Discussion ~ Suggestions - Texture Replace In Selection, Sync Selection, Config encompassment.

Windecker | 2010-01-29 12:48

General Discussion

Two more ideas here.

1) Texture Replace In Selection. Fairly self explanatory.
Just like regular /replace but would only take effect within your current selection.
Ex. /replaceinsel

2) Sync Sel. Similar to sendmap, but this would only send various peices of the map ( the part selected ) to be merged with those who already have the map. Useful for hight mapping on large maps where sending the entire map to keep synced is time consuming.
Ex. /sendsel or /syncsel

3) Ability to make one item in a config apply to all entries below it via brackets and a marking character of some sort.
As an example...

[!texture d "jake/detail"

texture 0 "aard/aardfdry256_1.jpg"
texture 0 "tech1soc/spring3.jpg"
texture 0 "tech1soc/sqrlig02wb.jpg"
texture 0 "tech1soc/sqrlig03bc.jpg"
texture 0 "tech1soc/zdetlig01bb.jpg"
texture 0 "tech1soc/zdetlig02bb.jpg"
texture 0 "aard/aardmbr16_2.jpg"
texture 0 "tech1soc/zdetlig04bb.jpg"
texture 0 "tech1soc/zdet_trim2a.jpg"
texture 0 "aard/aardmmet32_1.jpg"
texture 0 "tech1soc/zdet_trim5b.jpg"
texture 0 "schwenz/dt_tile_check.01.jpg"
]

‹ Polls Suggestion - Priority Waypoints ›

Rating
24
points
 (4 votes)
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Files: none

(2439) Home ~ Forums ~ General Discussion ~ Suggestion - Priority Waypoints

Windecker | 2010-01-28 23:18

General Discussion

Just an idea I've been toting around in my head for a while. Priority Waypoints.

----------------------------------------------------------------

Blue Waypoints - ( Regular ) Bots jump around, shoot, and act as normal.

Yellow Waypoints - ( Caution ) Bots will not jump around, or if they do, not far off the path. Helpful for areas with some dangerous edges.

Red Waypoints - ( Danger/Avoid ) Bots would find their way most directly towards the nearest Yellow or Blue zone. For areas with lots of potential dangers such as very narrow walkways, lava, or other damaging materials.

-----------------------------------------------------------------

Possible commands could be /dropwaypoints 0, 1, 2, 3.
0 - Off
1 - Blue ( Default )
2 - Yellow ( Caution )
3 - Red ( Danger/Avoid )

‹ Suggestions - Texture Replace In Selection, Sync Selection, Config encompassment. New ratings, and how it works ›

Rating
20
points
 (2 votes)
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Files: none

(2438) Home ~ Forums ~ General Discussion ~ Bloody Elite - a Blood Frontier clan

Anonymous | 2010-01-28 19:06

General Discussion

Since lots of people are here i decided to give u some info about few things, no - one thing:
Bloody Elite is a BloodFrontier clan that is focused on FIGHTING.
Heres the link: http://www.bloody-elite.tk/

And our IRC channel:
irc.gamesurge.net #bloodyelite

Bloody Elite has some members but i'm still looking for new ones so if you are interessed visit our site.

Thanks

--Q009

‹ I Need à Sky please ! Speed Mapping Client Idea - ›

Rating
39
points
 (5 votes)
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Files: none

(2437) Home ~ Forums ~ Content Creation ~ Waypointing for bots, mapping tips and tricks.

Calinou | 2010-01-28 13:14

Content Creation
Waypointing your maps for bots

1. Start your map in coop-edit mode. [/coop (mapname)] (if it's a map with bases or flags, choose capture or ctf, you can)

2. type /aidebug 6, then /dropwaypoints 1

3. Optionnaly, you can change max waypoint seeing distance with /showwaypointsradius (value, default 200).

4. Run in all the map, go on playerstarts and team playerstarts, ammo, bases, flags (avoid floating flags !!), avoid jumping while unnecessary. [do not weapon jump and take too risks]

5. When it's good, type /savewaypoints
Tip : You have 2 maps with same geometry but not same textures or entities ? type /savewaypoints (mapname)

6. Type /aidebug 0 and /dropwaypoints 0

7.


Enjoy !
Mapping with /skytexture 0

1. Go in edit mode and type /skytexture 0

2,3,4. By default clip does not clip projectiles and shots. To do weapon clip (anti-camp), create a skytexture-0-textured block and noclip it. To do player and weapon clip, simply create a skytexture-0-textured block.

5.


Enjoy !
‹ Gameplay Gridwork ›

Rating
1
 point
 (1 vote)
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Files: none

(2436) Home ~ Darkshines

GTC | 2010-01-27 18:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Copyright | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb ~A deathmatch by Godless and t-chen~
Screenshot
Get original file (18KB)
Detailed description

A deathmatch map by Misanthropx(Now godless) and t-chen.
also called the godless/tchen Cooperation team

Work in progress, not that much lights yet.

provides fast gameplay~

Map file darkshines.zip (1.45 MB)
Rating
50
points
 (7 votes)
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Files: bild2.jpg / darkshines.zip /

(2434) Home ~ Forums ~ Help and Support ~ For Me and My Fellow Noobs Please Tell us how to download and Use some of this stuff .... With A Mac

Go0nG | 2010-01-25 23:40

Help and Support

I really need some help I am new to this and I need some help I want to use the hk_menu thing but I cant get it to work with my Mac. Please help me.

‹ Shader effects not showing on custom textures. Servers on Mac ›

Rating
0
points
 (0 votes)
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Files: none

(2433) Home ~ Cartoon Muzzleflash Pack

blarg | 2010-01-25 23:00

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Source mod | All Platforms | Creative Commons (BY-NC-SA)
Blurb A set of cartoon-style muzzleflashes for AssaultCube. Also works in Sauerbraten.
Screenshot
Get original file (68KB)
Detailed description

A set of four cartoon-style muzzleflashes for AssaultCube.

Note: These muzzle flashes also work as replacements for the two small muzzle flashes in Sauerbraten. Just swap the new ones out with the appropriate images in the packages > particles folder.

Mod file Cartoon_Muzzleflash.zip (86.71 KB)
URL http://www.mediafire.com/download.php?myjgh2zvmnt
Rating
18
points
 (2 votes)
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Files: muzzleflashpack.jpg / cartoon_muzzleflash.zip / http://www.mediafire.com/download.php?myjgh2zvmnt /

(2432) Home ~ SOasago2

Ac | 2010-01-25 20:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | CTF | Large (9-15) | Public Domain
Blurb OAsago2 for Cube2
Screenshot
Get original file (37KB)
Detailed description

OAsago2 for Cube2 with extras

Map file soasago2_.ogz (923.02 KB)
Rating
17
points
 (3 votes)
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Files: soasago2.jpg / soasago2_.ogz /

(2428) Home ~ AssaultCube Sniper Crosshairs [Update 1]

blarg | 2010-01-25 04:02

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Source mod | All Platforms | Creative Commons (BY-NC-SA)
Blurb Replacement crosshairs for the sniper rifle.
Screenshot
Get original file (172KB)
Detailed description

A new set of crosshairs for the AssaultCube sniper rifle.

[Update 1]

The crosshairs are slightly transparent.

Added a new default scope with better rounding and a fade around the rim.
I left the original non-faded scope in the .zip so you can use it if you like that version better.

Mod file New-Scope.zip (43.22 KB)
URL http://www.mediafire.com/download.php?zmyittzcmyw
Rating
13
points
 (2 votes)
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Files: prevsnipe.jpg / new-scope.zip / http://www.mediafire.com/download.php?zmyittzcmyw /

(2423) Home ~ Fury_alpha.v.1

t-chen | 2010-01-22 16:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Alpha | Deathmatch | Capture | Medium (5-8) | Copyright
*
*
Starred Content
Blurb Fury - for FFA, Insta and Capture
Screenshot
Get original file (198KB)
Detailed description

Fury - a medium sized map, mainly be meant for FFA but also playable in Insta and Capture!

Be sure that u have the required trak5-texturepack! If not, you can download it here >> http://quadropolis.us/node/1877

update 23.1.10 - waypoints added
update 24.1.10 - fixed texmistakes, added some details

Credits to:

-penguins for the skybox
-TRaK for the trak5 textures

Comments and suggestions are welcome!
have fun and enjoy,
t-chen

Map file fury - final.zip (1.88 MB)
Rating
275
points
 (30 votes)
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Files: fury.jpg / fury---final.zip /

(2422) Home ~ Forums ~ Help and Support ~ I need textures!

MisanthropX | 2010-01-21 16:06

Help and Support

Hey people, i was searching for days on google, but i cant find any good looped textures, somone maybe knows a good homepage for textures?

would be nice

thanks in advance - MisanthropX

‹ Tips to help Chasester In the real World How to create a game server with Windows Vista? ›

Rating
8
points
 (1 vote)
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Files: none

(2418) Home ~ ***injustice***

jonlimle | 2010-01-20 05:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb ***injustice***
Screenshot
Get original file (296KB)
Detailed description

New map injustice by Jonlimle, Argh! & Nieb

Map file injustice.zip (700.58 KB)
Rating
71
points
 (8 votes)
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Files: injustice.png / injustice.zip /

(2417) Home ~ Pepsi's skyboxes

Pepsi | 2010-01-20 00:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other License
Blurb skyboxes by PePsILiGhT
Screenshot
Get original file (125KB)
Detailed description

iam new at making sky boxes so any error or something just inform me enjoy :D

Map file Pepsi's skyboxes.zip (909.47 KB)
Rating
39
points
 (5 votes)
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Files: darkfall.png / pepsi's-skyboxes.zip /

(2416) Home ~ ac_narco

VallDiGna | 2010-01-19 18:23

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | CTF | Medium (5-8) | Other License
Blurb ac_narco BETA by VallDiGna
Screenshot
Get original file (72KB)
Detailed description

This map is like a little city.
This is my fisrt map, so i've done some mistakes but i want to repair them...

Map file ac_narco@VallDiGna.zip (8.03 KB)
URL http://www.2shared.com/file/10728134/12a33431/ac_narco.html
Rating
4
points
 (1 vote)
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Files: ac_narco_tdm.jpg / ac_narco@valldigna.zip / http://www.2shared.com/file/10728134/12a33431/ac_narco.html /

(2414) Home ~ new DM map ***wonderland***

jonlimle | 2010-01-19 02:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Small (1-4) | GNU GPL v2
Blurb DM map ***wonderland***
Screenshot
Get original file (489KB)
Detailed description

New(kinda) DM map called "wonderland" I picked the name because a lot of people said it reminded them of "Alice in Wonderland" this has been sitting on my hard drive for about 7 months, and I know it is kinda basic, but it still has ok gameplay, someone else did help a little but i cant remember there name, anyways leave feedback

Map file wonderland.zip (2.83 MB)
Rating
36
points
 (7 votes)
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Files: ss.png / wonderland.zip /

(2411) Home ~ CubeControl

MisanthropX | 2010-01-17 18:30

Cube 2 (Sauerbraten) | Red Eclipse | Release | Deathmatch | Capture | CTF | Gameplay | Other | Copyright
Blurb A Menu to simplify Sauerbraten and Admin control.
Detailed description

it contains some private servers: such as Sauerclub 1 and 2, if youre trusted user you can connect.

but you can set up your own servers in the variables.cfg

!!this menu is not complete, especially the bindbuilder isnt finished yet.

screens are not to update
Download

overview of functions:

Main:
Several Raute commands, login, logout, renaming to several nicks,
Screen

Admin:
Thats the biggest part of the script, here you have many opportunities, you can move entire teams, spec unspec kick multiple people, and you can set several options: clantag,mastermode
Screen

Servers:
List of important servers, including localhost and my Mapping zone :)
Screen

Auth:
You can type your authenticate username and password here
Screen

Miscellaneous
Some Random Commands here, currently working on it
Screen

Settings
options
some default options, sensitivity,crosshairsize etc
Screen

bindbuilder
Here you can set all your binds, with several multiple commands
Screen

zoom
Settings about Zoom
Screen

Preview

CubeControl

--English--
extract the files to a folder of your choice in Sauerbraten/ and change the folder variable in include.cfg to the name depending on your foldername.
if you extract it to cubecontrol you dont have to change anything
When youre done, add exec folder/include.cfg to your autoexec.cfg.

--German--

Extrahiere die Dateien in einen beliebigen Ordner in Sauerbraten/, anschließend änderst du die folder variable in der include.cfg zu dem namen deines Ordners.
Wenn du den gesamten ordner Cubecontrol extrahierst, musst du nichts ändern.
Bist du mit dem fertig brauchst du nur noch in deiner autoexec.cfg exec folder/include.cfg hinzufügen.

Config file cubecontrol.zip (10.93 KB)
URL http://casualinsanity.bplaced.de/cfg/menu.zip
Rating
52
points
 (6 votes)
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Files: http://casualinsanity.bplaced.de/cfg/menu.zip / cubecontrol.zip / http://casualinsanity.bplaced.de/cfg/menu.zip /

(2404) Home ~ Miniature

Snowy | 2010-01-15 14:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Singleplayer | Superscalar | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Miniature map
Screenshot
Get original file (31KB)
Detailed description

Take a weird day for around town, be a giant and have fun exploring a town (which isnt really finished)

I'm not really done with it, most people must have been seeing me around multiplayer, but i never really had time to finish it, anyway, its still in progress, i might remake it later because it looks like a mess.

Map file Packages.zip (494.69 KB)
Rating
99
points
 (11 votes)
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Files: miniature01.bmp / packages_0.zip /

(2403) Home ~ New Scope For Blood Frontier

Sgt. Reaver | 2010-01-15 12:35

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Content | All Platforms | Other License
Blurb A simple but decent scope I made for Blood Frontier using GIMP.
Screenshot
Get original file (115KB)
Detailed description

A simple scope for Blood Frontier. Nothing too special.
Not too shabby though.

Instructions:

1. Go to data/textures
2. Backup and replace "zoom" with the new one

Mod file NewScope.zip (574.97 KB)
Rating
4
points
 (1 vote)
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Files: screenshot.0001_0.png / newscope.zip /

(2402) Home ~ Forums ~ Help and Support ~ How do I take screenshots in Blood Frontier?

Sgt. Reaver | 2010-01-15 08:45

Help and Support

I want to make a new scope mod for Blood Frontier, but I don't know how to take a screenshot.
Please Help!

‹ Servers on Mac Blood Frontier Paintball Mode? ›

Rating
1
 point
 (1 vote)
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Files: none

(2398) Home ~ Forums ~ Help and Support ~ Editing movement speed

bruhja | 2010-01-12 19:40

Help and Support

Hello, I'm not sure if this has been addressed yet but i cant find it anywhere on the net so here it goes.k

I want to edit the movement speed and jumping dynamics in Sauer. I cant seem to find any documentation covering these aspects of modding the game.

Any point into the right direction would be nice.

thanks in advance.

‹ dying.. Crumbling Bridges? Help? ›

Rating
2
points
 (1 vote)
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Files: none

(2397) Home ~ Forums ~ Help and Support ~ Blood Frontier Paintball Mode?

Minifig3D | 2010-01-12 15:20

Help and Support

I recently downloaded the game Blood Frontier after reading that it has a paintball mode. http://sourceforge.net/apps/mediawiki/bloodfrontier/index.php?title=Playing_the_game#Paintball
However, I can not find how to enable the paintball mutator. Is this option even in the beta?

‹ How do I take screenshots in Blood Frontier? New Textures ›

Rating
4
points
 (1 vote)
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Files: none

(2395) Home ~ sdm3

MX | 2010-01-10 18:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | GNU GPL v2
Blurb Very fast map for 2-6 players
Screenshot
Get original file (83KB)
Detailed description

SDM3 is a very small map with simple texturing and geometry.
Its layout makes gameplay fast and intense: spawn-BOOM!-dead, like so.
There's also one QD, but it's not very easy to get it. Enjoy.

Map file sdm3.zip (364.34 KB)
URL http://mxsauermaps.narod.ru
Rating
41
points
 (9 votes)
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Files: sdm3.jpeg / sdm3.zip / http://mxsauermaps.narod.ru/ /

(2394) Home ~ Forums ~ Content Creation ~ how to get advice on map I'm making?

TOG | 2010-01-10 18:09

Content Creation

Hi. I've got a map which is probably 90% done. I'd appreciate some considered advice on a couple things related to it.

Is my best bet to package the map and submit it here as an 'Alpha' build, or should I make an arrangement timewise to hang out in co-op edit with folk from here?

Any help appreciated

Thanks

TOG

‹ Gridwork Texture blending made blocks turn invisible ›

Rating
7
points
 (1 vote)
Attachment Size
screenshot_115768.png 3.71 MB
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Files: none

(2393) Home ~ PLATFORM WORLD - FINAL V4 - 04.02.10

steveh | 2010-01-10 13:04

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Release | Final Release | Standalone | Source mod | Content | Windows | Other License
Blurb A singleplayer platform game with 4 levels. Woodworld, Waterworld, Skyworld & Lavaworld. - (23 MB Download)
Screenshot
Get original file (107KB)
Detailed description

PLATFORM WORLD - FINAL V4 - 04.02.10
====================================

Info
----

A singleplayer platform game with 4 levels. Woodworld, Waterworld, Skyworld & Lavaworld.
Inspired by Super Mario Bros (NES).

Gameplay
--------

Collect as many coins as possible in the quickest possible time.
Get to the final fortress in Lavaworld and find 4 golden keys to unlock the final gate and rescue the golden star.
Game over...

Scoring
-------
Final score is calculated by multiplying the time remaining by total coins collected, plus the total coins collected.
Points are awarded for killing enemies and finishing the game before your time runs out.

Two Weapons
-----------

Only use two weapons in this game.
The 'mushroom grenades' and 'mushroom rockets'.

Mushroom Grenades - for close combat
Mushroom Rockets - for longer range

New enemies for this mod:
--------------------------

10 new enemies for this mod. They are still a bit 'rough around the edges' but they work ok.

Invisible / slimeball 0 pts
Yellow Snagon / fireball 400pts
Giant Red Sangon / fireball 1000 pts
Yellow Muncher/ bite 100pts
Red Muncher / bite 150 pts
Green Tortoise / Bite 250 pts
Red Tortoise / bite 200 pts
Fish / bite 100 pts
Evil Sun / fireball 1000 pts
Killer Duck / bite 200 pts

To install
----------

No instalation is necessary. Just extract the downloaded Platform_World_FINAL_V4.Zip file and click
'Play Platform World.exe' ( or'Platform World.bat'if it don't work) in the root folder to start playing.

By default the game runs in windowed mode 1024x768. You can easily change this to fullscreen by selecting
'Options / Display / Fullscreen '. Remember to change you screen resolution if necessary.

If on first starting the game a GUI appears saying 'the following settings have changed', just click 'Yes'
and the default settings will be applied. This may happen if 'config.cfg' is deleted.

Note for Sauerbraten players: This is a standalone Mod so keep it in a separate folder from Sauerbraten.

Default settings
----------------

As set in 'defaults.cfg'. Change these in 'autoexec.cfg' if required.

fullscreen 0 // Run in windowed mode
gamma 100
scr_w 1024 // For windowed mode
scr_h 768 // For windowed mode
colorbits 32
depthbits 24
stencilbits 1
fsaa -1
vsync 0
shaders 1
shaderdetail 3
shaderprecision 0
soundchans 64
soundfreq 22050
soundbufferlen 4096

System Requirements:
-------------------

Minimum requirements: 1.5 GHz+ Pentium 4/Celeron or AMD Athlon XP 1500+ CPU, 512MB RAM and a GeForce 4 MX 64MB or equivalent ATI GPU.

Recomended: 2GHz+ CPU, 2048MB RAM, GeForce 6600 GT or equivalent ATI GPU.

Keys:
-----

"A" - Move Left
"D" - Move Right
"S" - Move Backward
"W" - Move Forward
"SPACE" - Jump
"MOUSE1" - Attack / Shoot
"MOUSE2" or "Z" - Zoom in/out
"SCROLLWHEEL up/down" - Change Weapon
"PAUSE" - Pause Game
"SPACE" - Jump
"TAB" - Ingame Information
"ESCAPE" - Main Menu
"1" - Display weapon
"2" - Display Frames per second
"3" - Play in 3rd person player mode
"F12" - Take a screenshot
"F1" - Move game window ( Windowed mode only )

Known Issues:
-------------

Bonus area music is not always triggered.

If you die in bonus areas the music does not change.

Be sure to start the game by pressing ' START GAME ' at the intro splash screen as this resets all the
variables and the timers.

To Do:
------

Find a way to count player deaths.
Improve on character animations.
Replace player models with a custom character ( Mario 'ish ).
Find or create a princess type model to rescue.

Changelog:
----------

Added new health and health boost apple MD3 models.
Added 'Quit Game' to GUI menus.
Added new sounds and music + converted all to .ogg.
Lowered islands in waterworld. (Easier to jump on now).
Removed some health apples.
Added menu to lava world fortress. Now Says how many gates left to open.
TAB key now shows gameinfo GUI.
Pause at the start of the game until START GAME pressed.
Removed Inky, Orgo, Ironsnout and Mr Fixit player models.
Captain Cannon now works in 3rd person.
Changed crosshair graphics.
Changed explosions graphics.
Removed DDS textures from player model.
New shield and respawn point models.
Now collect 4 keys instead of gates to open final gate.
New Killer Duck model
Removed 10000 point finish bonus.
Removed unused weapons.
Removed all editing code.
Added 'Move game window' gui to reposition the window when playing in windowed mode.

Source Code:
------------

Included in this package.

Contact:
--------

Steve - nichols49a@yahoo.co.uk

URL https://www.dropbox.com/s/lbyel2a5oezj973/Platform_World_FINAL_v4.zip
Rating
38
points
 (5 votes)
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Files: platformworld2.jpg / https://www.dropbox.com/s/lbyel2a5oezj973/Platform_World_FINAL_v4.zip /

(2390) Home ~ Aerowalk (Update 1)

foldl | 2010-01-09 00:41

 this screenshot was not originally available or there was a problem extracting it

Release | Beta | Deathmatch | Small (1-4) | Other License
Blurb Aerowalk (Update 1)
Screenshot
Get original file (32KB)
Detailed description

Remake of the popular Quakeworld map, Aerowalk.

Intended for duel (maybe also 2v or 3v teamplay).

Update 1:
added an excessive amount of map models (calclight takes a good 5 minutes with lightprecision 32 :)
ogz size now up to 800k
added rain particles
more art deco carpentry!
didnt really touch game play, much, as this a remake (did however add shells near the jumppad)

Expect another update soon.

Map file aerowalk1.zip (925.37 KB)
Rating
48
points
 (7 votes)
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Files: aerowalk.jpg / aerowalk1.zip /

(2389) Home ~ Forums ~ Help and Support ~ what program do ppl use to make mapmodles, monsters, and weapons for sauerabrauten? please get me back on this.

hex | 2010-01-07 22:08

Help and Support

what program do ppl use to make mapmodles, monsters, and weapons?

‹ map.bak to map.ogz? Connect to hopmod with banned IP, but admin state ›

Rating
1
 point
 (1 vote)
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Files: none

(2388) Home ~ Forums ~ General Discussion ~ monster and boss monsters

Anonymous | 2010-01-07 20:24

General Discussion

iam going to talk about monsters :

there a small amount of monsters not enough for a map the monster are always same in every map and they are repeated.
also i have a idea about a boss monster like in the old games a strong monster that instead of a carrot or a door there can be a boss monster that gives the end a turn and still be fun :D

(this is a call for those who know how to make monster models)

‹ Blood Frontier Project Terminated the maps selection on cube2-servers, who chooses this? ›

Rating
5
points
 (1 vote)
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Files: none

(2387) Home ~ Forums ~ General Discussion ~ Polls

RaZgRiZ | 2010-01-07 19:50

General Discussion

Today i decided to take a quick stroll at the oldest content of quadropolis. And i discovered a decent amount of monthly poss talking about various things..Polls can be quite useful in many aspects, so how about we add them back?

Example Poll ^^
- Should inky and captaincannon be in sauer?
1) Yes (0% - 0 votes)
2) No (0% - 0 votes)
3) No and kill whoever made them up (100% - 156 Votes)

‹ Forum Activity Level Suggestions - Texture Replace In Selection, Sync Selection, Config encompassment. ›

Rating
14
points
 (7 votes)
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Files: none

(2385) Home ~ Desperation v2 by Kaiser - Update #2

Kaiser | 2010-01-06 13:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Large (9-15) | Copyright
Blurb Friends are not welcome here.
Screenshot
Get original file (61KB)
Detailed description

A redone version of Desperation designed to make it work better.
Changes from original:
-CTF removed
-Lots of removed map area and more defined paths
-Change to the glow texture on the floor
-Spawns reworked
-Capture points redone

Overall the map is more in tune with something designed to work with capture rather than having CTF support where it wasn't very useful

Comments and ideas are welcome as this map is something I am pushing to get in the next release.

- Update 1 -
Added in CTF again. Points are completely different from where the original was and hopefully they are balanced for such a small map. (yay?)

Floor texturing is redone. I am bit worried that it takes away more than it gives but reviews will answer that for me. The idea is to make it feel less based on tech to have the glow and more about mystical magical aura... stuff.... or something. Even though I am unsure about it I did personally feel better about it and hope the rest of you do as well.

- Update 2 -
Lights redone from scratch and the theme changed slightly to make it slightly easier on the eyes. The upper lights are now a coolish blue to contrast the warm orange the floor has. Hopefully it is decent enough for people not to have issues with when combined with the quake textures.

Map file desperation.zip (1.83 MB)
Rating
88
points
 (11 votes)
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Files: desperation-lg.jpg / desperation_0.zip /

(2384) Home ~ Forums ~ Help and Support ~ New Textures

Djakk | 2010-01-05 22:20

Help and Support

Im going to start a tropical island based CTF/Capture/FFA map and im going to be creating my own textures to help myself out, but i have no idea what size they need to be. Say size 3, for example, would be what size in terms of 64x64 128x128... etc.? thanks in advance for any help i can get.

‹ Blood Frontier Paintball Mode? moving textures along the pixel parameter ›

Rating
3
points
 (1 vote)
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Files: none

(2383) Home ~ Crosshair Cursor

Sgt. Reaver | 2010-01-05 03:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Content | All Platforms | Other License
Blurb A cursor for Sauer that looks like a crosshair.
Screenshot
Get original file (304KB)
Detailed description

This is a cursor I made using GIMP.

It makes the cursor look like a crosshair,which in my opinion, is pretty cool.
This is just an experiment. I wanted to see if people will like the idea.

Note: DO NOT use this as a crosshair!

Instructions are in the readme.

Mod file Crosshair_Cursor.zip (304.41 KB)
Rating
0
points
 (0 votes)
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Files: screenshot_44240.png / crosshair_cursor.zip /

(2382) Home ~ Desecration by Kaiser - Update #1

Kaiser | 2010-01-04 22:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | CTF | Large (9-15) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Second place only means you are dead.
Screenshot
Get original file (116KB)
Detailed description

A map that has been in the works for about 2 weeks and I finally feel is ready to see a release. Things can still change with this and the map has come a long way from its original form.

The map is large and has several paths to the flag. I am currently toying with the idea of doing a two flag setup with the second directly over the first at the top level.

- Update 1 -
Only changes were minor texture fixes and the removal of hidden geometry.

Map file desecration.zip (2 MB)
Rating
62
points
 (8 votes)
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Files: untitled-1.jpg / desecration.zip /

(2381) Home ~ Solaris Plasma Sword (Updated, dragon removed)

Sgt. Reaver | 2010-01-04 06:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Content | All Platforms | Other License
Blurb A more futuristic version of the solaris katana.
Screenshot
Get original file (326KB)
Detailed description

I thought the Solaris hudguns were cool, but the katana didn't seem to fit in with all the futuristic weapons since it looked too ancient.

So I thought of re-coloring the blade to make it look somewhat lightsaber-like.

This is the first content I made, so suggestions and hints will be welcome. Please comment if there is any problems.

Instructions are in the readme.

Special Thanks to:
marvin2k

Update:
Dragon removed.

Coming soon:
An appropriate sound for the weapon :D

Mod file Solaris_Plasma_Sword.zip (1.45 MB)
Rating
14
points
 (2 votes)
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Files: screenshot_466121.png / solaris_plasma_sword.zip /

(2379) Home ~ Forums ~ General Discussion ~ Simple commands

RaZgRiZ | 2010-01-03 18:06

General Discussion

I think the whole page needs simple commands such as [url][/url], [img][/img] etc to make things easier to format. I've been here for so long i i really don't even now how to make the bold! we need bb-code

‹ À New Game Mode ? Changes in Editing that I want to get into the next version of Sauer ›

Rating
16
points
 (7 votes)
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Files: none

(2377) Home ~ ac_north

Dvorakk | 2010-01-02 19:46

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb North by Dvorakk and Krizzlybaer
Screenshot
Get original file (229KB)
Detailed description

North by Dvorakk and Krizzlybaer
A medium-sized map good for all game modes
Credits go to:
-Dvorakk: Structure, design, and details
-Krizzlybaer: Some structure, and details
-Gibstick: The screenshot collage

Map file ac_north.zip (11.21 KB)
Rating
6
points
 (1 vote)
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Files: screenshots2.jpg / ac_north.zip /

(2376) Home ~ Black & White

RaZgRiZ | 2010-01-01 18:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-NC-SA)
Blurb A set of icons to use with the Mono theme
Screenshot
Get original file (358KB)
Detailed description

This is a set of icons inspired from the mono theme. it is suggested to be used with the mono gui for the optimal visuals. enjoy!

Map file b&w.zip (46.62 KB)
Rating
14
points
 (5 votes)
Attachment Size
b&w2.zip 15.86 KB
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Files: icons_0.png / b&w.zip /

(2375) Home ~ Forums ~ Help and Support ~ moving textures along the pixel parameter

Kretren | 2010-01-01 17:36

Help and Support

Yes, I have more problems. We already knew that.

Today's problem: I'm working with textures that are shifted along the x/y axis.

Here's an example of some of it that works:

setshader bumpspecmapworld
setshaderparam "specscale" 4 4 4

texture 0 "philipk/pk01_pan_wall02a1_d.jpg" 1
texture n "philipk/pk01_pan_wall02a_local.jpg" 1
texture s "philipk/pk01_pan_wall02a_s.jpg" 1

texture 0 "philipk/pk01_pan_wall02a1_d.jpg" 1 64
texture n "philipk/pk01_pan_wall02a_local.jpg" 1 64
texture s "philipk/pk01_pan_wall02a_s.jpg" 1 64

Here, the 256x128 texture was flipped to be 128x256, and then shifted 64 pixels on the x-axis.

So in theory, I know what I'm doing. However, I screwed up here, inexplicably:

setshader bumpspecmapparallaxglowworld
setshaderparam "specscale" 4 4 4

texture 0 lunaran/light_fifty1_d.jpg 0 0 64
texture n lunaran/light_fifty1_local.jpg 0 0 64
texture s lunaran/light_fifty1_s.jpg 0 0 64
texture g lunaran/light_fifty1_g.jpg 0 0 64
texture z lunaran/light_fifty1_h.jpg 0 0 64

This is a 64x128 texture that was NOT flipped, and is therefore shifted on the y-axis.

Any thoughts?

‹ New Textures Making mapmodels transparent ›

Rating
13
points
 (7 votes)
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Files: none

(2374) Home ~ Dust skybox By: jonlimle

jonlimle | 2010-01-01 09:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Other License
Blurb Dust skybox By: jonlimle
Screenshot
Get original file (10KB)
Detailed description

Dust skybox by jonlimle feel free to leave feedback

Map file dust.zip (1.26 MB)
Rating
9
points
 (1 vote)
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Files: dust.jpg / dust.zip /

(2373) Home ~ surreal skybox by: jonlimle

jonlimle | 2010-01-01 07:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Creative Commons (BY)
Blurb surreal skybox
Screenshot
Get original file (311KB)
Detailed description

surreal skybox made in terragen classic feel free to give any feedback

Map file surreal.zip (1.64 MB)
Rating
19
points
 (2 votes)
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Files: surreal.png / surreal.zip /

(2372) Home ~ Forums ~ General Discussion ~ Managing Material-Slots

Redon | 2009-12-31 23:07

General Discussion

I'm picking up the idea of the "Damage Volumes" thread because I had an idea before. I thought it's better to make a new topic since this idea goes a bit deeper than just a comment in the other thread.

I guess there are many who wanted to have a hurt-material, so it isn't a new idea. When I wanted to use it, I thought that if there was a hurt-material, there would be other martial requests because people come up with more than that.

So basically, this is just a concept idea and nothing like a perfected suggestion.
What if the materials weren't preset, but they would work like textures. There would be a default material-configuration, and the possibility to create your own map-specific material configuration in the map cfg file (after using materialreset, similar to texturereset).
The player could give every material a name and define its functions, for example how much damage it causes, if it's clipped, if it's water, lava or air, the color it has and so on. It would allow you to easily merge two materials like water and death. I'm aware that it's already possible to add two materials in the same area, but it would be a lot simpler and less confusing to not have two overlapping materials, but a self defined "water-death" material (or however you want to call it in your cfg).

It could also be possible to make the material execute a row of commands, for example kill the player after or keep damaging him during a certain amount of time, or make him drop the flag - it would be up to every mapper to create his own materials.

The water, air, noclip and other commands would be replaced by something like /addmaterial [slotnumber], and the material menu would adapt itself to the material configuration, i.e. adding a guibutton with the chosen name of the material that adds it to the map.

I realise that most likely there won't be someone who's implementing all this because I suggested it, it's rather just an idea that you can think about and leave a comment if you want.

‹ New ratings, and how it works Can't take screenshots ›

Rating
10
points
 (1 vote)
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Files: none

(2371) Home ~ Tropic

skiingpenguins | 2009-12-31 21:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
Blurb Tropic Skybox
Screenshot
Get original file (96KB)
Detailed description

I had a request for a tropical type skybox so i been working on this thing for a while. i really dont know what makes something tropical.. so whatever.

Map file tropic.zip (1.05 MB)
Rating
70
points
 (13 votes)
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Files: tropicss.jpg / tropic.zip /

(2370) Home ~ ac_petrolplant

Dvorakk | 2009-12-31 20:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Small (1-4) | Creative Commons (BY-NC)
Blurb A Petrol Plant
Screenshot
Get original file (19KB)
Detailed description

A Petrol Plant by the MusicStickRakk Mapmaking Team
-MusicMan: Structure and design
-Gibstick: Structure, design, the screenshot collage, and a few details
-Dvorakk: Details, and some design

Map file ac_petrolplant.zip (8.94 KB)
URL http://ggaclan.forummotion.com
Rating
5
points
 (1 vote)
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Files: collage-(small).jpg / ac_petrolplant.zip / http://ggaclan.forummotion.com/ /

(2368) Home ~ Forums ~ Help and Support ~ Making mapmodels transparent

Kretren | 2009-12-30 22:10

Help and Support

How would I go about making certain mapmodels transparent, so that you can fall through them? Materials (noclip) don't work, nor does md3noclip.

The specific example is the mapmodel vegetation/tree09. I want the trunk part to become transparent, so I typed md3noclip bark 1, thinking this would have the same effect as it did to leaves.

I have no knowledge of mapmodels either, so that's all I thought to do. Any thoughts?

‹ moving textures along the pixel parameter A few things ›

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(2367) Home ~ Stamina

Ace | 2009-12-30 05:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Public Domain
Blurb A small deathmatch map.
Screenshot
Get original file (18KB)
Detailed description

I made this map for fun in a few days. The lights and textures were done fairly quickly so they aren't perfect. Please let me know what I can improve on or what to fix.

-Ace

Map file packages.zip (202.87 KB)
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Files: stamina.jpg / packages_15.zip /

(2366) Home ~ mario_bros

mdu7078 | 2009-12-29 20:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Small (1-4) | Copyright
Blurb Super Mario Brothers World 1-1
Screenshot
Get original file (6KB)
Detailed description

This is the classic Super Mario Bros World 1-1 with custom music and textures all recreated to give you the full mario brother's experience. I do not own or claim to own Mario Brothers or any other Sega/Nintendo characters and or designs. This is the beta version of the map with texture refinements, please wait for further development and world 1-2! The map itself is now actually intended for gameplay! Have fun! (Please note that this is my very first submitted map YEY!! XD) THIS IS PROPERLY PACKAGED..... dont post to other sites without my permission plz....

Map file smbworld1a.zip (3 MB)
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2
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Files: superquadbros.png / smbworld1a.zip /

(2365) Home ~ Forums ~ General Discussion ~ Can't take screenshots

dwaters78 | 2009-12-29 19:13

General Discussion

I've tried f12, I've tried /screenshot, but the game doesn't seem to want to take pictures.

It lags a bit like it's TRYING to write some data, but nothing shows up anywhere. The console doesn't show anything either, I've tried specifying a folder for it so save to, but no dice. I've tried specifying a file name, nothing.

I don't know what I'm doing wrong.

‹ Managing Material-Slots Profile Suggestions ›

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(2363) Home ~ Mario land 2

MisanthropX | 2009-12-29 06:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Large (9-15) | Copyright
Blurb Mario Land Pt. 2
Screenshot
Get original file (34KB)
Detailed description

When i saw that everyone wanted to play this supermario remake xD i had to upload this map :P

it was made by the clan mX long time ago
by the lead "developers" of Xyena and me.

this is not meant to be serious or playable.
its just for fun.
enjoy xD

Map file mariolandpart2.zip (353.94 KB)
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20
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Files: bild1_0.jpg / http://www.quadropolis.us/node/2362 / mariolandpart2.zip /

(2355) Home ~ Forums ~ General Discussion ~ Damage Volumes

Windecker | 2009-12-25 21:47

General Discussion

I've wanted these for a long time, and I imagine that several other people have as well..
A material with same idea as DEATH in the aspect of sucking health away, but it damages by X amount per second rather than instant death.
It would greatly help in adding effects such as fire, perhaps acid, or hot surfaces, where the player is damaged more and more as they stand in the danger zone.

For simplicity sake, nobody really NEEDS a gui for it either, and the material could be added to a map via a command such as "/damagemat 30" the 30 being the amount of damage per second.

Give me some feedback please

‹ connection problems help going further then md3skin only... ›

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46
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(2351) Home ~ Forums ~ Content Creation ~ Drawing/sketch section

johnkills | 2009-12-22 18:30

Content Creation

I think it would be a good idea if we had a drawing section.
Most maps begin in the head of the creator then goes straight to edit mode. I think map creation could be greatly improved if before editing, we started drawing and posting sketches before editing. :)
Sketches made by software or scanned. So people could comment or draw something to suggest an idea to make someone else map better.
I know you could do that with "new content" but to motivate drawing, a section would essential. That would be so cool.

Would you like that too?

Some people are better architects than engineers.

johnkills

‹ Blender to Sauerbraten: -What format? -How to get the model to react to the lightning in sauerbraten? Gameplay ›

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(2350) Home ~ BloodToll Falls

Nieb | 2009-12-22 17:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb CTF map
Screenshot
Get original file (135KB)
Detailed description

A CTF map from the canceled MOD "BloodToll". From around 2007.

Reused some of the new media from Justice.

Actual file size is 11MB.

Map file bt_falls1.zip (22 bytes)
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114
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Files: bt-falls-shots.jpg / bt_falls1.zip /

(2349) Home ~ Foundry

Pritchard | 2009-12-21 22:07

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Public Domain | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A forge set in the depths of space
Detailed description

Let's Try it again. i need help on what to change in the way of rooms, but i have changed a few things.

Map file Foundry.zip (369.37 KB)
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11
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Files: foundry.zip /

(2347) Home ~ Czar

iSmack | 2009-12-20 20:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Public Domain | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb An insta-gib or ffa map
Screenshot
Get original file (105KB)
Detailed description

Well, this is my first upload. This is an insta-gib map that can also be played with ffa, as it has weapons laid out. It has sniping towers in each corner which are accessible through a mud pile. There is also an underground corridor that goes from one side of the map to the other. The main part is a temple like structure in the middle. Comment, rate, whatever. Be harsh if needed (: Hope you like!

Map file Czar.ogz (615.66 KB)
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15
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Files: czarscreenshot.jpg / czar.ogz /

(2345) Home ~ Forums ~ Help and Support ~ A few things

Djakk | 2009-12-20 04:07

Help and Support

Im somewhat new to SB and im trying to figure things out still. First of all, does anyone know where i can find other hudguns or characters to use in SB? or if anything, does anyone know how to create them so i can do it myself? Second, can someone help me with how to use the blendmap? I cant quite figure it out...

‹ Making mapmodels transparent Game engine is weird with Nvidia ›

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(2343) Home ~ Forums ~ General Discussion ~ How do I use Blood Frontier hudguns in Sauer?

Sgt. Reaver | 2009-12-19 08:09

General Discussion

Using the /hudgunsdir thingy, i could use the classic, ctf, solaris, and trooper hudguns, but when I try putting the weapons folder of Blood Frontier into Sauer then using the command, it doesnt work!

Please help me!
I'm new and I don't know what to do!

‹ Profile Suggestions Suggestions about Quadropolis ›

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(2342) Home ~ Forums ~ Content Creation ~ Gameplay

MisanthropX | 2009-12-19 05:15

Content Creation
*
*
Starred Content
Gameplay

When you make a layout you have to think about several things.
in this tutorial i show you how to make a playable map like you have seen in Sauerbraten. e.g. Reissen, or Tempest.

This tutorial is only about making the layout, not planning out the design and the theme.
but while making the layout or even before you need to know what theme you are using.
and what kind of map it will be, in sauerbraten you have about 3 main modes:

free for all
capture
capture the flag

so basically first think about what you would like to design your map for.
if you start a layout without any concept of what youre going to do it will possibly fail.
but because of the high speed you can work at in sauerbraten, the idea only is enough for a first map.

before we start with the layout we still need to know several things, like:

how level designer know where they place what platform and stair or ramp?
how they know where they place what ammo, health, flags, bases, playerstarts?
where to put things which can transport the player like teleport or jumppad

as a level designer you should place NOTHING randomly not even trees or rocks.
but more about that in chapter 3. design.
Mainly we differ 2 gameplay types.

Core Gameplay
The Core Gameplay is the set of rules and tools you have been given by the engine.
It determines if you can jump, and how high, how fast you run, and how you can interact with the world.

As Level designer you cant change the rules of the core gameplay, they already exist.
A Level designers job is to make the map so it fits to the gameplay.
eg. how much space you have to put between a platform so the player can jump to it.

Map Gameplay
The Map Gameplay defines where a player spawns, and gives the player environmental options to utilize the Core Gameplay.
It also provides the ways and routes to get the enemy flag or base.
What Weapons or other Pickups they can obtain, where, and if its put into a zone where you can get easily hit

The Core Gameplay defines the players toolset within a game,
and the Map Gameplay gives the player the instruments they have to use them for their advantage or disadvantage.
Map Gameplay exists to augment and provide variety in the Core Gameplay.
Always think about the "selling" point of the map.
not that you sell literally the map but there are thousands of maps on Quadropolis. and you have to give the player variety in gameplay and design. so people download your map and play it, and like it!

~to be continued~
next chapter: layout

credits to:
with gramatical support from broghan.
Hourences book: the hows and whys of level design

‹ Drawing/sketch section Waypointing for bots, mapping tips and tricks. ›

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(2341) Home ~ storytest

luckystrikerx | 2009-12-19 01:57

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Beta | Singleplayer | Large (9-15) | Public Domain
Blurb Map to test bloodfrontier story mode
Screenshot
Get original file (75KB)
Detailed description

Map to test bloodfrontier story mode. I made a 4 part template (turn, intersection, T intersection, line)
There is also the map template with only the 4 part. Useful to make a huge map in a minimum time amount.

Map file storytest.zip (1.9 MB)
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39
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Files: screenshot.0002.jpg / storytest.zip /

(2339) Home ~ Forums ~ Content Creation ~ Making Skyboxes in Terragen Classic

skiingpenguins | 2009-12-16 20:48

Content Creation
Skyboxes for Cube 2.
- By SkiingPenguins

- August, 2009


Introduction

A skybox for Cube 2 is 6 images; Front, Back, Left, Right, Up, and Down. These images are used to create a sky, or environment, in which the map is located. Many times, the skybox holds the sun, clouds, and inaccessible terrain. The terrain showed in the skybox cannot be walked upon by the player because it is just an image. More often then none, skyboxes are essential for a map to look real. In this document I will explain how to properly use Terragen Classic in an effort to create a skybox for cube 2. I will be using Sauerbraten Trooper Edition as the game in which I show how to import a skybox. I will also be using Windows and ImageMagick 6.5.4 Q16 (Refer to Links section for download)

1. Terrain Setup

In this tutorial we will be using Terragen Classic (Refer to Links section for download) to create our skybox. I will not provide help for creating terrains in Terragen throughout this tutorial. Go ahead and create your terrain and world. After you have got a decent world in Terragen, place your camera where you want to render your images at. The camera orientation does not matter at this point.

2. Rendering

To render your skybox, we will use a Terragen Script. The script is as follows:

InitAnim "C:\myskybox", 1
Zoom 1.0
CamP 0
CamH 0
FRend
CamH 180
FRend
CamH 90
FRend
CamH 270
FRend
CamH 270
CamP -90
FRend
CamP 90
Frend


Now, save the script as “Render.tgs” without the quotes, using notepad or your favorite text editor. You will have to edit the line “InitAnim "C:\myskybox", 1” and specify your own directory for skybox render output. Go into Terragen and click Terragen, then Execute Script. Navigate to your Render.tgs and run it. The script will output 6 images. These images will be numbered, and will be in .bmp format. These are not your final skybox images.

3. Conversion

After the script has finished, navigate to the folder where the script put your images. You will need to make a “bmp2png.bat” file… or something similar. The ImageMajick script we will be using is as follows:

convert 0001.bmp myskybox_ft.png
convert 0002.bmp myskybox_bk.png
convert 0006.bmp myskybox_up.png
convert 0003.bmp myskybox_lf.png
convert 0004.bmp myskybox_rt.png
convert 0005.bmp myskybox_dn.png

You will need to modify this script and replace “my skybox” with your skybox’s name. For this tutorial we will use “my skybox” as the name. run this .bat in the same folder as your images output by Terragen.

4. In-Game

Now that you have your .png skybox images, we can use them in Sauerbraten. Navigate to your Sauerbraten/packages folder and create a new folder. Name it anything you wish. For this tutorial, we will use the name “skies”. Copy your .png images to this folder. Now, go in-game into Sauerbraten and go to a map. It can even be a newmap. This doesn’t matter. Execute “/loadsky skies/my skybox” without the quotes in-game to load your skybox into the map. Your skybox will now appear. That’s it. Your Done. You’ve just created a skybox.

5. Publishing

This section is not necessary, unless you want to share your skybox. To package it, we will use the .zip format, as it is pretty much universal. The structure of your .zip file will be as follows:

myskybox.zip

/Packages/
/Skies/
myskybox_ft.png

myskybox_bk.png

/myskybox_up.png

myskybox_lf.png

myskybox_rt.png

myskybox_dn.png


Now that your skybox is in a .zip, all someone has to do is unzip the .zip to their sauerbraten directory. That is all that they will need to do to install your skybox.

6. Conclusion

Thank you for reading this skybox tutorial. Good day to you.

(THE END)

7. Links

Terragen Classic -- http://www.planetside.co.uk/content/view/16/28/
ImageMagick 6.5.4 Q16 -- http://www.imagemagick.org/download/binaries/ImageMagick-6.5.8-7-Q16-windows-dll.exe
D/L File: http://www.quadropolis.us/files/Skybox Tutorial.html.txt

‹ improve screen shot Handgun Model | No textures ›

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(2337) Home ~ Forums ~ General Discussion ~ Suggestions about Quadropolis

MisanthropX | 2009-12-15 13:55

General Discussion

there are a few things what need to be fixed.

i often want to know whats postet recently but in the "recent content" there are all maps mods script mixed with the forum threads o.O
please fix that eventually

noob code:
if $forum [
title = "last forum post"
loop a 20 [
$lastforumpost
] [
title = "recent content"
loop a 20 [
$mapsmodsetc
]
]

please post here all your general suggestions to make quadropolis a better place ;)
for way bigger things like the voting system make your own

‹ How do I use Blood Frontier hudguns in Sauer? Hudguns Disappearing Problem.. ›

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20
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(2336) Home ~ Forums ~ Content Creation ~ Cubescripting

MisanthropX | 2009-12-15 13:36

Content Creation

This tutorial is not from me, but i can recommend it to everyone who wants to learn cubescript for either SP maps or self use.
but copying it over before it vanishes ;)

i think a guy called "rknigh21" made it have fun

CubeScript
Introduction

Cubescript is the scripting language used by the FPS Sauerbraten/Eistenstern
game engines, it was originally developed by Wouter van Oortmerssen for the Cube
game engine. It's main advantage are high execution speed and compact syntax.
It's syntax is somewhat unusual and requires a bit of getting used to. If you
are completely new to map editing in sauer I suggest reading editing.html in
sauer's docs directory to get the basic hang of it. The reference document for
cubescript commands is editref.html also in the docs directory.

There are numerous cubecript command most of these are to do with configuring
the engine and user interface. This tutorial concentrates on cubescript as a
scripting language that enhances the gameplay. Generally I have organises this
tutorial in terms of how to archive certain results, however some things are
difficult to fit into this scheme so please excuse the occasional oddly places
section.

This tutorial contains 6 examples with instructions to build then from
scratch, however if you prefer they can be downloaded from here. Unpack
the zip file into the sauer root directory. The examples should end up in the
packages/base directory.

Why use cubescript
If you
enjoyied playing the great map LOST by redon in the latest release then that's
the best answer I can give. It alows the game to have much nore depth and allows
puzells and chalanges to be presented to player which makes for a much more
interesting game.

 

General info about Cubescript

Where does cubescript go
Cubescript can be held in various places. Each map
has an associated file with the same name but ending in .cfg This contains
specific cubescript associated with just that map. Cube script that is required
for every map should go in game_fps.cfg for sauerbraten and game_rpg.cfg for
eisenstern. There are also some configuration files used to set up the engine
key mappings, defaults, etc

Capabilities
Cubescript has the following
capabilities

Variables and assignments
User interactions (and menus)
Control structures
Respond to events in the map 
Managing items in the map

In addition eisenstern has the following extra capabilities


Configure npcs and their weapons
Manage npc/user interactions including
quests

This tutorial concentrates on standard sauerbraten scripting.

Make sure you are in single player(sp) mode, campaign mode in the latest release or
Eisenstern.
For all these demo's you need to be in single player
(sp) mode or Eisenstern. The eisest way to do this is to load a non existent sp
map with sp aaaa . This reports that no map called aaaa cannot be found but goes
to sp mode anyway.  To work with Eisenstern start sauer with the
eisenstern.bat file.

Executing commands from the console
You can execute the simpler commands at the console.
So if you have sauer running and
nothing is currently trying to kill you hit the "`" key (just to the
left of the "1" key not the one next to ";"). This should open the command console
at the bottom left of the screen and show a "\" at the begging of
the line as prompt. Type

echo "hello world"

followed by enter, should result in "hello world" appearing on the message output
lines at the top left of the screen.

To retype a command line used in the resent
past open the console with "`" then press the up arrow key, each press
redisplays the previous line.

All the commands down to the examples can be executed at the console in this
way.

All commands and cubescript examples are in italics.

The structure of cubecript
Cudescript consists of a series of statements usually one per line.
Statements can be grouped together into block or held as functions that do a
specific job.

Curved brackets ()
Anything in curved brackets is evaluated first. So it
is usually a good idea to put any calculations in curved brackets as you want
the calculation to be completed before the result is used.

Square brackets []
Square brackets are used to enclose a number of script
statements that need to be handled together. For example if a map fires a
trigger that
needs to execute 7 cubescript statements those statements would
be enclosed in square brackets.

Statement seperator
Cubescript uses
newline as a statement seperatore or if several statements are on the same line
the ";" may be used to separate them.

Comments
Anything after a double slash "//" is treated as a comment
and will not be executed. Comments can be on a line by themselves or on the end
of a statement that is executed. It's a good idea to put plenty of comments in
you code, this makes it much easyer to understand afterwards
and also help other who want to figure out how the code works. Comments should describe what section
of the script does.

Upper and Lower case


Cubescript is case sensative i.e. echo is not the same as
Echo this is common source of confusion. 

Spaces
Cubescript is
quite fussy about spaces, I normaly put a space each side of an
command or significant code (like a bracket) just to be on the safe
side.


 Variables, Assignments and
calculations

Storing information
Variables are used to store
information that the script needs to refer to again at a later time. Each
variable has a name that is used to refer to it in the script i.e. num_uses
or keyfound .

A variable name must start with a letter and cannot contain any spaces or
punctuation, they are case sensative. A variable can hold a number or a string
of characters.

Variable are assigned values using the =. i.e.

num_uses = 4


or

keyfound = "Yes"

Try this at the console. NOTE you must include the spaces either side of the
equals.

To access the value of a variable prefix the name with the dollar sign "$",
so to get the value of num_uses use $num_uses

So

echo $num_uses

At the console displays 4 at the lop left of the screen.

It is usually a good idea to give a variable a name that reflects what it
does, this helps make cubescript much more understandable.

 

Integer calculations
Calculation are unusual as they use prefix
notation, that is the operation comes first so instead of putting 1 + 2 it uses
+ 1 2 this needs to go in a set of curved brackets like ( + 1 2 )

To see the result of this try entering the following in the console (see
above)

echo ( + 1 2 )

Which should display 3 at the top left of the screen.

cubescript supports the following integer calculations

( + 1 2 )        Add 1 to 2
( - 10 4
)       Subtract 4 from 10
( * 4 5
)        Multiply 4 by 5
( div 11 4
)    Devide 11 by 4 returning the integer result (in this case
2)
( mod 11 4)    Divide 11 by 4 and return the remainder (in
this case 3)

To assign the value of the above sum to a variable use

sumres = (+ 1 2 )

if you need to use the value of a variable in a sum use

num1 = 5
numres = (+ $num1 7)

This would add 7 to the
5 held in the variable num1 and store the result in numres, check by using echo
to display the contents of numres ( remember to put the $ in front of the
variable name).

Min and max
Min and max return
the smallest and largest of two parameters e.g.

echo ( min 5 3 )
ech0 ( min 3 5 )

Would both print 3 to the top of the screen because 3 is the
smaller of the two parameters.

xPos =  47
ypos = 35
sPos = ( max $xPos $yPos
)

Would set sPos to 47 because it is the larger of the two
parametrs

Floating point calculations
Cubescript also
supports floating point calculations, add a f suffix to the integer operations
so +f is floating point add, to multiply 4.73 by 2.21 

echo ( +f 4.73
2.21)

 

Control Structures

IF (making decisions)
The if
statement is used to allow cubesript to execute one set of statement over
another depending on the result of a logical comparison. For example if the
player has the key then tell them they have a key otherwise tell the user they
need a key. This would look like

if ( = $key1 1) [ echo "You have the key" ] [ echo "You need to find the
key"]

Here the variable key1 is being used as a flag to indicate if the player has
the key (Contains 1) or not (contains 0). Test this at the console by setting
variable key1 to 1 with

key1 = 1

Then entering the if statements above. Now set key1 to 0 with

key1 = 0

and try the if again.

Multiple statements can be placed inside the square brackets if required.

The following comparisons
are available, both things being compared can be in variables.

( = $key1 $cmp1 ) true if the number in variable key1 is equal to 1.

( != $key1 1 ) true if the number in variable key1 is not equal to 1.

( > $key1 1 ) true if the number in variable key1 is greater than 1.

( >= $key1 1 ) true if the number in variable key1 is greater than or equal to 1.

( < $Key1 1 ) true if the number in variable key1 is less than 1.

( <= $Key1 1 ) true if the number in variable key1 is less than or equal to 1.

( strcmp $hasKey "Yes") compares two strings and is true if they contain the
same string of characters.

The result of two comparisons (or more) can be combined with the following
logical conditions. Cubescripts prefix notation applies here to.

|| or

&& and

^ exclusive or

! Not

So to check if key1 holds 1 and key2 holds 1 use

If (&& ( = $key1 1 ) ( = $key2 1)) [echo "Both hold 1"]

To test this use the consol to set the variables key1 and key2 to various
combinations of 1 and 0 and execute the if given above.

 
LOOP Repeating a block of code a known
number of times

Loop - Repeats
code a given number of times
This is used to execute cubescript statements a number of times.

loop i 10 [ echo (concatword "i holds " $i) ]

This will loop the code in the square brackets 10 times, each time the variable i
holds the iteration number. So in this case the numbers 1 to 10 will be printed
on the top line. Multiple statements can be placed between the square brackets if
required (see examples).

While Repeats a block of code while a condition is true

This is used to repeat a number of cubescript statements and check a
condition each time. If the condition evaluates to true then the code is
executed and the condition checked again.

while -
Repeats code until some condition is true
i = 1
while [(< $i 10 )] [ echo $i ; i = (+ $i 1)]

Which does the same thing as the loop statement above. Normally the condition would involve a user
input or some other event from the map (see below). Note the square brackets around
the test condition, othewise the logical test is not repeated for each
lool.


 
Functions

Basic Functions
A function is a number of cubescript
statements that together perform a given action. A function is defined by giving
a name for the function then the statements enclosed in square brackets. So to
define a function that checked if the player has a particular key you could use

checkkey = [ If ( = $greenkey 1 ) [ echo "You have the key"] [echo "Try to
find the key"]]

Note the square brackets at the beginning and end of the function. To use the
function in you script just give the name i.e.

To test this at the console enter above function (exactly as given) at the
console, set the variable greenkey to 1 or 0 with a statement similar to the one
we used for key1 above, then enter

checkkey

At the console, you should get one of the messages from the function.

Functions with parameters
The basic function is only of
limited use as it always does exactly the same thing. Say we had a map with 4
locked doors it would be much more useful if we could let the function know
which key we wanted to check for, then the same function could be used to check
all 4 keys. This is possible using parameters. Parameters are variables that can
be passed from the main program to the function. Inside the function the
variable is accessible via the arg variables, arg1 for the first parameter, arg2
for the second ,etc. Our modified function now looks like

checkkey = [ If ( = $arg1 1 ) [ echo "You have the key"] [echo "Try to find
the key"]]

Set a value for the green and red keys

greenkey = 1

redkey = 0

Now to check for the greenkey use

checkkey $greenkey

And to check for the red key use

checkkey $redkey

This can save a lot of repeated code.



 

Linking some cubescript commands to a keypress

bind - Link a
key press to some commands
The bind command allows a keypress
durring the game play to execute one or more cubescript commands, so.

bind h [ echo
"Hello world" ]

Will display "Hello
world to left if the h key is pressed durring play mode. Not this can be
setup inn edit mode but only works in play mode.

Similarly 

dsp = [ echo "First line of display" ; echo "second" ]
bind n
dsp

Will run the dsp function when the n key is pressed. Not you
cannot test this is edit mode so switch to play mode for
testing.

 
Manipulating strings

concat - Joins to strings together 
The
concat command joins the contents of all the arguments together so

fstr = "First part"
sstr = "second
part"
res = (concat $fstr $sstr)

Will result in res containing "First part second part". Which
you can test with echo $res. Note the extra space added where the two
strings join.

concatword does the same thing but does not add the extra space so.

res = (concatword $fstr $sstr)

Sets res to "First partsecond part" which does not contain the extra
space.

strstr - Search a sring
This searches a string for a given substring and returns the starting
position of the sub string. So for example if

x = "Sauer is a very easy to use FPS game
creator"

Then

echo ( strstr $x "easy")

Would return 15 because "easy" starts at position 15 (counting
from 0). -1 is returned if the sub string is not found. So

echo ( strstr $x "Easy")

Returns -1, remember sauer is case sensative.

To check if a string contains a sub string anywhere in its
lenght use

if ( >= ( strstr ( $x "easy") 0) [echo "found"] [echo
"not found"]

substr - Extract a spesific section of a
string
Returns part of a string e.g.

x = "This is another short centance"
echo ( substr $x 5 4)

will display "is a" which is the 4
characters starting from the 5th character (the first char is zero),
and

q2 = ( substr $x 8 7 )

sets the variable q2 to the stirng "another"

If only one parameter is given then this returns the
characters from that point on to the end of the string so.

echo (substr $x 17)

will return "short centance"

If two parameters are give and the first is zero then
the second parameter returns that many characters from
the begining of the string e.g.

echo ( substr $x 0 4)

returns "This" 

strreplace - Replace part
of  astring with another string

This searches a string
for substring and replaces it with another substring so

echo ( strreplace "This is a test of the xxxx command." "xxxx" "strreplace"
)

prints "This is a test of the strreplace command." top left

Format - Formated a string
The format
command provides an easy way to display the value of variables in a
string.

maxNoTasks = 7
curTask = 4
echo ( format "You are on task %1 out of %2
tasks" $curTask $maxNoTasks )

would display

"You are on task 4 out of 7 tasks"

The %1 in the string is replased with the value of the first variable, the %2
by the value of the second variable. Up to 9 variables can be includded in this
way.

 

Lists

A list is a string containing a number of items seperated by spaces, a
sentance can be though of as a list of words. Cubescript supports a couple of
list commands.

listlen - Number of items in a
list
This returns the number of items in a list
so

lst = "item1 item2 item3 item4 item5"
echo ( listlen
$lst )

returns 5

at - Extracting one item from a list
This
extracts one item from a list.

tstr = "This is a collection of words"
oneword = (at $tstr 4)

Would set oneword to "of",
counting from 0.


and

echo ( at "00 10 20 30 40 fifty 60" 5)

returnd "fifty"


Indirect execution

This is about executing cubescript commands that are either held in a string
variable or a completely different file

()
If a number of cubescript commands are stored in a
variable these can be executed by placing the string in brackets so

lsx = "loop i 10 [ echo (concat holds  $i) ]"

then the command

(lsx)

Will print the numbers 1 to 10 on the screen. Complex programms can use this
to constuct bits of code in a string variable and the execute them.

If the last command in the string is "result" then the value of the
associated variable will be returned and substituted for the expresion
enclossed in (). 

exec - execute the command stored in a file
This allows a
cfg file to be called and all the cube script it contains will be executed.

create a file containing

echo "Hello woprld"

Save this in the packages\base folder with the name text_exec.cfg

then entering

exec package\base\test_exec.cfg

which will run the echo command in the file and display "Hello world" on
screen. Commonly used routines can be setup in a file and then called for every
map. This means that the cfg file for the map only need contain the code
spesific to that map.

getalias - usine a variable to hold a
reference to another variable


If v1 contains the name of another variable (say v2) then

echo ( getalias $v1
)

Displays the contents of
v2. This allows one variable to point to anouther variable. concatword
could be used to construct a variable name from several dynamic parameters and
then the value of that variable retrieved.


 

Interactions
between cubescript and the map

Cubescript can ineract with things in the map like doors,
elivators and triggers.

Adding a door to a map
For the next couple of examples
you will need a door to control. You could add a door via the menu but you are
better of using the console as this give grater flexibility. To add a door via
the console.

1) Ensure you are in sp mode.
2) Switch to editing by pressing E
(loads of debug stuff appears bottom left), and create a new map with newmap
12  .
3) Select a square on the floor where you want the door to
appear
4) open the console and enter newent mapmodel 27 11 4

A door should appear. 27 is the map model of the door, 11 means it's locked
and 4 is the tag number. You can move it around in the usual way by selecting it
(mouse over it and click) and dragging with the mouse. You can rotate it by
selecting it, holding down R on the keyboard and moving the mouse wheel.

Come out of edit mode to test the trigger commands

trigger - Opening or closing a doors

Cubescript uses the trigger statement to open or close doors. When a door is added to a map
it is given a tag number. This is then used by cubesript to control the door.
So for our door with a tag of 4 then

trigger 4 1

Would open the door (try this at the console) and

trigger 4 0

Would close it.

Adding a platform or ellevator
For the next couple of
examples you will need an platform (or elevator) to control. To add a platform
at the console.

1) Make sure sauer is in sp mode
2) Switch to editing by pressing E, then
create a new map with newmap 12 .
3) Select a square on the
flore
4) Open the console and enter newent platform 16 20 30 
.

NOTE sometimes you have to go in and out of edit mode to see a change to a
platform or elevator.

This adds a platform with a map model 16 tag 20 and speed 30. To add an
elevator replace platform with elevator.

Come out off edit mode to test the platform.

platform/elevator - Starting and stopping a platforms and elevators
This is similar to
doors. When the platform or elevator is added to the map it is given a tag
number. The tag can then be used by cubescript to control the platform. So if
the map has a platform with a tag of 20 then

platform 20 1

Would start it moving forward

platform 20 0

Would stop it and

platform 20 -1

Would start it moving backwards.

Elevators work the same way, just replace the word platform with
elevator.

 

Adding a trigger to the map
A trigger can be added to the
map via the edit menu but it is better to do it via console.

1) Make sure you are in sp mode.
2) Switch to edit mode (press E), then
create a new map newmap 12 .
3) Select a square where you want the
trigger to appear.
4) Open the console and enter newent mapmodel 24 3
22  .

Executing code from a trigger in the map
To execute a
function in cubesript when the player activates a trigger in the map the
function must be called level_trigger_n . Where n is the tag associated with the
trigger. So if there is a trigger in the map tagged with 22 then to have some
code execute when the player activates the trigger use

level_trigger_22 = [ echo "You fired the trigger "]

You can enter this at the console. Now switch out of editing (press E) and
move over to the trigger. The level should move and the message appear top
left.




Delaying an Action

Sleep - doing something after a given amount of time
This
command waits a given amount of time then executes the statements in the square
brackets.  Create a map with a door in it taged with 4 (see above) and try
the following.

sleep 10000 [ trigger 4 1]
echo
"finished"

This displays finished at the top of the screen then 10 seconds later opens
door 4. The delay is in milliseconds so 60000 gives a 1 minute delay. NOTE the
programme execution does not pause, the code in the square brackets is executed
after the delay but the statement after sleep is executed immediately.






 
Examples

Editing and the cfg files

These examples all need the cubescript to be in the map's cfg file. There is
a cfg editor as the last tab on the edit menu but I have found this to misbehave
in unpredictable ways. Not sure if its me or the editor anyway I strongly
recommend that you use an external editor i.e. wordpad is ok or notepad. Any
text editor will work, I like crimson!

When you save a map with the savemap myname command the map is saved in the
file myname.ogz in the packages/base directory. If you add a file with the same
name ending in .cfg (in this case myname.cfg) in the same directory then any
cubescript command in that file will be loaded when the map is loaded.

Using an external editor means that before any changes to the script are
executed by the game the cfg file must be save and the game in sauer re-loaded.
So my editing sequence is

1) Save the map from inside sauer
2) Swap to the external editor
3)
Edit the cfg file and save to the same name as the map but with the .cfg
extension
4) Swap back to sauer
5) Reload the map with the sp
command

Example 1 A Door Control


Creating a map with
one door that only opens after two levers have been pulled.

Setting up the map

1) Make sure sauer is in sp mode
2) Switch to editing (press E)
3)
Create a new map with newmap 12
4) Add a locked door with newent
mapmodel 26 11 4
5) Move back from the door a little way and add the
first level (trigger) with  newent mapmodel 24 3 7
6) Move
sadeways a bit and add the second level (trigger) with newent mapmodel 24 3
8
7) Save map as tt_test1 with savemap tt_test1
8) Swap to the text
editor and add the script (see below)
9) Save the script into a file called
tt_test1.cfg in the packages/base directory
10) Swap back to sauer
11)
reload the map with sp tt_test1
12) test !

Here is the script

lev1 = 0
lev2 = 0

Checkdoor = [
If ( && ( = $lev1 1 ) ( = $lev2 1 ) ) [ trigger
4 1 ; echo "The door has opened" ] [ echo "you need to pull both levers"
]
]

level_trigger_7 = [
lev1 = 1
Checkdoor
]

level_trigger_8 = [
lev2 = 1
Checkdoor
]

How this script works
When the map loads the script runs
and first creates the two variables lev1 and lev2 and sets both of them to 0.
These variables are used to remember when a lever has been pulled. The two level
functions level_trigger_7 and level_trigger_8 are activated from the matching
triggers on the map. Both work the same way, first setting the relevant variable
to 1 then calling the function Checkdoor. Checkdoor then checks if both
variables are set to 1, if they are it opens the door, if not a message is
displayed for the user.

Re-Running the map
Going into edit mode and back to run
mode re-sets the map, that is the door closses and the levers return to the
starting position. It does not re-run the script so both variables lev1 and lev2
remain set to one which means that the door now opens when only one lever has
been pulled. To see the map work correctly again re-load the map with sp
tt_test1 .

Debuging Cubescript
Cubescript can be a bit trickery to
work with. If you do not get the cubescript exactly right strange things happen
or sometimes nothing at all. Here are some techniques I have used to help sort
out what is going on when a script does not work as expected (The above example
took 3 goes before I got it to work!)

1) Try out an individual command at the command line. Sometimes a simplified
version of the command can be executed first then work up to the full
command.

2) Display the value of a variable with the echo command at the console.

3) Add extra echo commands into the script so you can see if that particular
part of the script is being executed. e.g. if we suspected that the triggers
where not firing put an echo "trig 7" between the line level_trigger_7 = [ and
lev1 = 1 . Now if the trigger is firing the echo command will execute and
display "trig 7" at the top of the screen.

4) Start with a very simple script that definitely works then modify it in
small stages towards what you actually want, checking it each stage that it
still works.

The newent mapmodel command and triggers
The console
command "newent mapmodel" is a general purpose sauer command that adds a model
(not a monster) to the map. It takes 3 parameters, these are

1) The model number - These are defined in the file "default_map_models.cfg"
in the data directory. This file links the actual model files to the numbers. DO
NOT CHANGE THIS FILE!.

2) The trigger type - These go from 1 to 14. Some interesting ones are 11
locked door, 3 trigger once only when first touched, 5 trigger every time it is
touched and 13 trigger once and disappear( to the player this looks like a
pickup) For a full list see editref.html in the docs directory.

3) The tag or trigger number, for a door this is used to control it. For a
trigger it tells sauer which level trigger to run.

So a lever that operates once on trigger 7 would be created with

newent mapmodel 23 4 7

Because 24 is the model number for the lever model, 3 means trigger once and
7 is the trigger number that we use in the script. A locked door on trigger
4 is created with

newent mapmodel 26 11 4

Because 26 is the model number for a door, 11 means locked, and 4 is the
trigger number. In this case the door can be opened and closed by ref to the 4
and also generates a trigger when touched on trigger 4!

Model number -1

Model number -1 creates an invisible trigger which the player cannot see.





Example 2 - A door controlled by a key (pickups)

Creating a map with one door and a key to be picked up

1) Make sure you are in sp mode
2) Switch to editing (press E)
3)
Create a new map with newmap 12
4) Add a locked door with newent
mapmodel 26 11 4  .  Rotate the door by holding down R and
rolling the mouse wheel until it is parallel to the rows of patters on the
floor. If you do not do this the collision box will not match the door.


5) Add the key as a pickup - This is a special trigger that removes the
object when it is triggered. Move some distance away from the door add the key
with newent mapmodel 68 13 5 . Near the key pull up pillar so that you
can find the key again.
6) Save the map with savemap
tt_test2
7) Swap to the external editor and enter the script
below.
8) Save the script as tt_test2.cfg in the packages/base
directory.
9) Swap back to sauer.
10) Re-load the map with sp
tt_test2
11) test

Here is the script

 

key1 = 0

level_trigger_4 = [
if ( = $key1 1 ) [ trigger 4 1 ] [ echo "You do
not have the key"]
]

level_trigger_5 = [
key1 = 1
]

How this script works

When the map is loaded the script runs and sets the variable key1 to 0. If
the player then touches the door it executes the level_trigger_4 function. This
checks the variable key1 and if it equals 1 opens the door, else it tells the
player they need a key. When the player touches the key it runs level_trigger_5
which just sets the variable key1 to 1. Now if the player touches the door it
opens!

As before to re-run this re-load the map to re-set the variable key1 to
0.


 

Example 3 - Getting a trigger to open a menu

Basic menus
Sauer has a menuing system that can be
implemented from the cfg file. These menus can be integrated into a game to help
(or hinder) the player, anyway they allow for grater variation in game play.

The basic principle is define a menu in the cfg file then use a trigger from
inside the map to display the menu. The options in the menu can then do things
to the map.

Setting up the map

1) Make sure you are in sp mode.
2) Swap to editing.
3) Create a new
map with newmap 12
5) Add a consol to trigger the menu with

newent mapmodel 21 5 4
6) Save the map with savemap
tt_test3
7) Swap to the editor and enter the script (see below)
8)
Save the script as tt_test3.cfg into the packages/base
9) Swap back to
sauer
10) re-load the map with sp tt_test3
11) test

Here is the script

newgui Console1 [
guitext "Hello from the console"
guibutton "Close
" [ cleargui ]
]

level_trigger_4 = [ showgui Console1 ]


How this script works
The newgui command declares the
menu but does not display it. The showgui command in the level trigger displays
the menu. In the map the console is setup as the trigger so when the player
touches the console the trigger fires which in turn displays the menu.

 

Example 4 - Using a menu to control a door


This example uses options on the menu to open and close a door. This
example is a modification to example 3.

Assuming you have example3 loaded (if not load it with sp
tt_test3).

Setting up the map

1) Swap to editing
2) Add a locked door with newent mapmodel 26 11
5
3) Save the map with savemap tt_test4
4) Swap to the text
editor (if tt_test3 is not already in the editor load it)
5) Modify the
script (see below)
6) Save the script with savemap tt_test4.cfg in the
packages/base folder.
7) Swap to sauer
8) Re-load the map with sp
tt_test4
9) Test

 

Here is the modified menu

newgui Console1 [
guitext "Hello from the console"
guibutton "Open
Door " [ trigger 5 1 ]
guibutton "Close Door " [ trigger 5 0 ]
guibutton
"Close " [ cleargui ]
]

level_trigger_4 = [ showgui Console1 ]

 

Hopefully this is self explanatory.

Now when the player touches the console the menu open and the player should
be able to open and close the door.





Example 5 - A menu with 2 tabs that
displays some game info This is a
modification to example 4. This addes two levers and reports in the "current
state" tab which one of the levers the player last touched. I will just give
outline instructions this time and leave to the user to work out the
e
editing sequence.

Modifying the map

Add two lever triggers
to the map with

newent mapmodel 24 5 6
newent mapmodel 24 5
7

Save the map as tt_test5

Modify the script to

state = "You have not touched a lever yet"

newgui Console1 [
guitext "Hello from the
console"
guibutton "Open Door " [ trigger 5 1 ]
guibutton "Close Door " [
trigger 5 0 ]
guibutton "Close " [ cleargui ]
guitab "Current
state"
guitext $state
]

level_trigger_4 = [ showgui Console1 ]

level_trigger_6 = [state = "Last touched lever 6
"]

level_trigger_7 = [state = "Last touched lever 7
"]


Save the script as tt_Test5.cfg

Test in sauer

This adds a second tab to the menu which
displays the contents of the variable called state. When the map loads this is
set to "You have not touched a lever yet". Which is what the player sees on the
state tab when the trigger fires and displays the menu. When the player touches
a lever the appropriate trigger is fired and the message in the variable state
is changed. Now when the player triggers the menu and looks at state the new
message is displayed.



 

Example 6 - A Platform and Teleport Monster
Machine

This example shows how to use a platform loaded with monsters
and a teleport to drop the monsters into the vicinity of the player, it is quite
complex.

1) Make sure you are in sp mode, switch to editing and create a
new map with newmap 12
2) Build a wall quite long so when the player
arrives on one side of the wall he cannot see what's on the other.
3) On one
side a short distance away from the wall create a platform with newent
platform 16 20 5 that moves parallel with the wall (select the platform
entity, press R and roll the mouse wheel to rotate the platform), test which way
it goes by switching to play mode and starting the platform (platform 20
1).
4) Create a second platform with newent platform 16 21 5 a
short distance behind the first, exactly in line with the first and moving in
the same direction.
5) Put 4 monsters on top of each platform. To create a
monster at the console use newent monster 0  (0 is the orge ). Put
the monster entity's above the platform slight staggered down it's length. If
they are two close together they will displace each other and appear some
distance away from the entity. If the monster entity is to low it may displace
the platform entity which is bad news! as you have to remove all the monsters
from the platform, put the platform back in position and replace the
monsters.
6) Put a teleport in front of the platform with newent teleport
10 , so that when the platform starts moving it carries the monsters into
the teleport.
7) On the other side of the wall put the matching teledest with

newent teledest 10 .
8) A short distance away from the teledest put
one monster (just to give the player something to do when the game starts) with
newent monster 1
9) Back from the monster a bit put an invisible
trigger (this will start the platform via a script) with newent mapmodel -1
3 4 .
10) Just above the trigger put some shells as bait
11) A short
distance back from the ammo put a player start,  facing the
ammo.  Pick the player start from the edit menu. 
12) Save the
map with savemap tt_test6  .
13) Swap to the editor
and enter the script below.
14) Save the script as tt_test6.cfg
15) Swap
back to sauer and re-load the map with sp tt_test6 .
16)
Test


Here is the script

// Platform Monster machine R.Knight 15/9/08

level_trigger_4 = [
sleep 1000 [ platform 20 1 ]
sleep
10000 [ platform 21 1 ]
]


How it works

When the map starts, the play will grab the ammo (which fires
the trigger) and goes after the one visible monster. The trigger starts moving
the first platform after a one second delay via the script. The platform caries
the monsters into the teleport which moves them to the players location. After
the 10 second delay the second platform starts moving with the same
effect.


Have Fun!

‹ Texture blending made blocks turn invisible

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(2335) Home ~ Core Transfer - UPDATE

Kretren | 2009-12-15 03:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A sci-fi colony in a mountain canyon
Screenshot
Get original file (77KB)
Detailed description

It's hard to believe it's only been 7 months or so since the original Core Transfer was released. This newer version has a LOT of things worked out in it. First you can see the texturing and architecture was redone in a lot of places, and the layout was improved as well. Texture blending was applied also.

If you guys have additional comments to add so I can improve this, by all means. I have put probably the same amount of time updating this as I put into making the original, honestly. And it feels more complete.

Update 1 - fixed weird glowy grass problem, added a small ledge on cliff, made ground a bit bumpier in parts.
Update 2 - improved spawnrooms, waterfall, added details on some lights, some small changes.
Update 3 - done a while ago.. fixed some lights, groundwork, various details I forget but were essential.

If this update is used in the main release, I'd like the files here to be renamed core_transfer (in other words, drop the "1")

Enjoy!

Map file core_transfer1.zip (2.47 MB)
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(2334) Home ~ Forums ~ General Discussion ~ Hudguns Disappearing Problem..

Vault | 2009-12-14 22:05

General Discussion

I was trying to use the old assassin editions hudgun, the crossbow, but upon using the command /hudgunsdir all of my hudguns disappeared, and hudgun 1 won't bring it back. I'm going to attempt replacing the hudguns dir with a fresh copy.

Can anyone get the crossbow model to show up and animate right as the rifle hudgun?

thanx,

‹ Suggestions about Quadropolis

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(2333) Home ~ Forums ~ General Discussion ~ Where does the "kill" happen?

johnkills | 2009-12-14 20:56

General Discussion

Is the kill on the client or the server?

Lets say you are playing and you see someone in spot A. But in reality the player already moved to spot B. If you shoot at spot A, does it kill him? Because of lag, you dont have the information the player moved to spot B so you still see him in spot A.

If that is true, the client/game sends a kill message to the server saying something like "hey server, I killed ___, register it" or what happens is this.. you shoot in spot A, send the message to the server like "I shot in spot A, see if I killed ___" the server checks it if you killed or not.

What is it? :p

‹ flow drag I Need à Sky please ! ›

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(2331) Home ~ Forums ~ Content Creation ~ Texture blending made blocks turn invisible

Kretren | 2009-12-14 01:17

Content Creation

I have moved on to texture blending. I have moved on to experiencing more problems.

In the .cfg I wrote one of the textures to have a second blend layer on it. I proceeded to blend textures, but I realized this texture was everywhere so I was blending when I didn't want to. So in the .cfg I removed the "texlayer" line to make it a basic texture.

When I went back to the map, the texture had somehow 'blended' with the invisible blocks. I tried /clearblendmap and /clearpvs, as well as optimizing geometry (should that help..). I have also found that when I edit the blocks the texture is on (pushing it, then pushing it to the normal shape, for instance) this problem goes away.

Any ideas? I don't want to push every single block, or copy-paste. There must be some direct way of dealing with the problem.

Attached are two screenshots of the problem.

‹ how to get advice on map I'm making? Cubescripting ›

Rating
16
points
 (7 votes)
Attachment Size
screenshot_18986.png 3.27 MB
screenshot_32229.png 3.41 MB
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Files: none

(2328) Home ~ Forums ~ Content Creation ~ Gridwork

MisanthropX | 2009-12-13 18:18

Content Creation
*
*
Starred Content
Gridwork

Working on the Grid is important to avoid lags and it makes copy and paste much easier.
You got many Gridsizes, use them! to work with the gridsize and to understand what size i mean
when i talk about it in this tutorial you rather write

delta_edit_1 = [gridpower (+ $arg1 $gridpower) ; echo "Gridsize:^f2" $gridpower ]

in your console or copy it to your autoexec.cfg

when you type this line in your chat you get a message when the grid changes,
that tells you what size (from 0 to 12) you are using at the moment.
this will be useful later in the tutorial,
when we go deeper into the other topics: Flow and Layout

default gridsizes we need:
12~9 - only for copy big parts,like 1 part of a ctf map, not for real editing though
8~7 - for copying smaller parts of the map, like houses, terrains etc
6~5 - for building the Main layout, and making buildings, roofs etc, mountains, materials
4 - default size for Crates, Terrain Size, materials
3 - Size to hollow buildings, making doors, windows, wall thickness,
2 - default size for planks, details, borders
1~0 - Details only, you should NEVER ever create buildings with it

Cause we want to avoid Lagness (WTR)
WTR gives back the number of polygons in your map in k (k = kilo = 1000)
think about like Lagness in Percentage, your map should have not more then 100k (%) WTR
more then 100k causes lag, on good computers maps can have up to 200k~300k wtr
but because Sauerbraten is a platform for poor computers too try to make it 100k
for example Urban_C got 56k WTR, so it wont lag

Continue here:
Chapter 2 - Gameplay

‹ Waypointing for bots, mapping tips and tricks. how to get advice on map I'm making? ›

Rating
30
points
 (3 votes)
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Files: none

(2327) Home ~ Forums ~ General Discussion ~ Profile Suggestions

MisanthropX | 2009-12-13 18:10

General Discussion

I would like to have some personal statistics in the profile :D
like

points total
points average
maps uploaded total
scripts uploaded total
mods uploaded total

and maybe a few more personal settings and informations

‹ Can't take screenshots How do I use Blood Frontier hudguns in Sauer? ›

Rating
25
points
 (3 votes)
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Files: none

(2326) Home ~ RobotWars

Zapherone | 2009-12-13 05:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | CTF | Large (9-15) | Copyright
Blurb A medium sized map made for CTF
Screenshot
Get original file (540KB)
Detailed description

A futuristic map with two robots duking it out in the background. Enjoy =)

Map file robotwars.zip (6.58 MB)
Rating
32
points
 (7 votes)
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Files: robotwars.png / robotwars.zip /

(2325) Home ~ Jaggedrock

Zapherone | 2009-12-13 00:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | CTF | Large (9-15) | Copyright
Blurb A medium sized map made for regen capture and more specifically for insta ctf.
Screenshot
Get original file (414KB)
Detailed description

Basically I had a dream of a map with two castles inside of a carved-out rock floating in space. And that's how I got the idea.

Map file jaggedrock.zip (7.9 MB)
Rating
97
points
 (12 votes)
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Files: jaggedrock.png / jaggedrock.zip /

(2324) Home ~ Forums ~ Help and Support ~ Profile Picture?

RaZgRiZ | 2009-12-12 23:13

Help and Support

I've noticed the profile picture feature, but it seems like it won't accept pictures..
I tried uploading a picture of size 128x128 with 60kb size and with an alpha channel, but with no luck. actually it seems like i'm not able to upload a pic at all, so i'm here asking: is this feature used at all, or is just another forgotten thing from times past here on this site?

‹ Game engine is weird with Nvidia

Rating
0
points
 (0 votes)
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Files: none

(2323) Home ~ Forums ~ Help and Support ~ Game engine is weird with Nvidia

Kretren | 2009-12-12 21:56

Help and Support

I have two problems. Hopefully this one post can sufficiently cover both.

The first is that when I have shaders enabled on Sauerbraten, it will on occasion crash out of the blue. I can immediately re-open the game and it will run perfectly fine. As indicated, I am using an Nvidia graphics card. For that matter by the way, what is that notice I get every time I open Sauer and it says it is using the Nvidia texgen bug workaround? These are all linked, aren't they...

The other problem I have is on the map I am editing right now, from certain vantagepoints some areas will go completely invisible. The blocks aren't deleted; in one area the water disappears but I can still 'swim' in midair. And if I come closer to the area it will usually come back into view. I tried deleting and re-doing the area, to no avail. I tried recalcing geometry, again with no results. Any suggestions? I recall this was an issue for me when I worked on core_transfer and now the officially released game doesn't have any problems. But on the update I'm working on, the problem is apparent once more.

Oh, and first post ever on the forums. :)

*after Quin of course.

‹ A few things Profile Picture? ›

Rating
8
points
 (8 votes)
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Files: none

(2322) Home ~ Forums ~ General Discussion ~ New ratings, and how it works

Quin | 2009-12-12 18:46

General Discussion

G'day Quadropolites, recently you may have noticed some changes to the way the rating system works, and now that I have it refined to Nieb's tastes I'm here to tell you what's up, and how it all is supposed to work; but before you comment, please understand that while the new system is open to refinement, it won't be removed or changed back.

Points instead of stars..

This is the biggest thing that you might notice. You can now vote any amount between 1 and 10. If you really like a node, rate it 10/10, and if you don't like it, simply don't rate it. This should hopefully fall in line with your own methods of giving feedback on content.

Something is better than nothing..

Using points means that no matter how you rate a node, its score will increase. High profile nodes are more likely to benefit from this than regular nodes. By switching to a points system, the only way to vote badly is to not vote at all, otherwise any amount of points you give will go toward the node's score.

Sticks and stones may break my bones..

It was felt that the old system was too biased toward people being able to "rate down" a node for various (what I would call pathetic) reasons, some of which included pure spite or hatred toward another community member. While we were able to moderate node comments, it was difficult for us to justify tampering with user votes, so this does the job for us.

Automatic conversions..

The points are just double what you already voted in stars (* = 2 pts, ** = 4 pts, .. ***** = 10 pts) and the new system converts these old values for you. Those of you who voted poorly on a node to bring down its rating may wish to consider canceling their vote.

So, while it may take a little adjustment, and there's far more gray area in what constitutes a "good rating"; we're hoping you'll like the new system better than the last and feel more inclined to give your two cents by rating a node. Don't be shy, you're just a click away..

‹ Suggestion - Priority Waypoints Managing Material-Slots ›

Rating
46
points
 (14 votes)
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Files: none

(2321) Home ~ Lamiera

Drekow | 2009-12-12 16:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Public Domain
Blurb Lamiera v2 - iCTF map -updated 13-01
Screenshot
Get original file (97KB)
Detailed description

"Lamiera was a fast iCTF map created for the Game League back in 372PL and takes his name from the black metal it is composed. Its placed in the system on x56d, but after the strange emission form the near star and a the great debate from the creators, who does not wants to upgrade the maps to the last "security" standard, and the iCTF Game League, it was removed form the League. Now for a new event by the League itself you have the permission to play on the map during the eclipse time..."

Lamiera is my first attempt to do an iCTF map and the second map ever I have made with the editor. I focuses more in gameplay than in graphics so the cubes my look really bad near the more detailed new map. But I think the game play can be interesting on this map due to the fact that you can make really fast run to bring the enemy flag at home.
I have uploaded on Quadropolis to receive feedback for it, and maybe do an upgrade.

V1.1
I have done a massive upgrade at the map, some issue are corrected some (lot) no... i think the feeling is the same, but now bigger.

V2.0
Some update on the layout, now there are some glass that stop you to run from base to base in the central way. Also some glass close the maze (making it mazier). Some new platform are near the centre.

This map is full working in iCTF games mode. Items for CTF, bases for capture are only for testing prupose.
This map use no custom texure and the skyboxes is Eclipse (obviously).
This map have waypoints, but they are not good and bot locks funny, also they do not use all the map.

Map file Lamiera.zip (4.84 MB)
Rating
19
points
 (5 votes)
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Files: lamiera.jpg / lamiera.zip /

(2319) Home ~ serverquadmaps

johnkills | 2009-12-10 23:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Superscalar | Public Domain
Blurb Serverquadmaps
Screenshot
Get original file (17KB)
Detailed description

UPDATE: http://www.quadmapserver.com/forum/

I had no idea where to post this, if quadropolis has a forum I didnt find it.
But since a lot of people come to this section, I can read what they think.

I was thinking about making a server with only quadropolis maps, the good and the bad maps. Everything. Everyone could play all the maps.
It would have a notice to everyone to download the maps before playing and I think it would be an incentive to people participate more on quadropolis and some good maps that were forgotten can be brought back to enjoy the excitment of everyone.

The only problems is that I could go and make the server and dont tell anyone and it would appear on the list.. but then people would think it is an official quadropolis server. So if anyone should do it, it is the owners or older members. But if you dont mind, I will do it alone. But it is better if we do it together. :p

I really want to know if people think it will work or not.

So many maps, so much work, a little dust on some maps. ;)

johnkills

Map file serverquad.zip (172 bytes)
Rating
107
points
 (12 votes)
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Files: serverquad.jpg / serverquad.zip /

(2318) Home ~ Pad of Justice

Nieb | 2009-12-10 00:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A new DM map by Nieb & Geartrooper.
Screenshot
Get original file (56KB)
Detailed description

A new DM map by Nieb & Geartrooper.

*Update 1*
-Fixed texture calls

*Update 2*
-FFA pickups
-Doorway block
-different jumppad/teleport models
-fixed noclipped wall
-finished vent model
-one more poster
-fixed lighting issues
-new rock & grass texture

Map file justice4.zip (22 bytes)
Rating
317
points
 (35 votes)
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Files: justice_shots.jpg / justice4.zip /

(2317) Home ~ Tempest

MisanthropX | 2009-12-09 19:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Tempest - a CTF by MisanthropX and t-chen
Screenshot
Get original file (71KB)
Detailed description

A CTF map by me and t-chen, the skybox "wrath" by penguins is included
Also a new sound for the fans. Yet its 220k WTR but we still try to reduce it..
I hope you enjoy it.

//update: clip fixes
//update: final release: now also capture-playable

Credits to
D_Wicked for the tech1soc glow textures
SkiingPenguins for the Skybox
Nieb for cutting and looping my Fan-Sound

Map file tempest.zip (3.53 MB)
URL http://casualinsanity.bplaced.de/cfg/tempest.zip
Rating
353
points
 (38 votes)
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Files: bild1.jpg / tempest.zip / http://casualinsanity.bplaced.de/cfg/tempest.zip /

(2316) Home ~ Parking-Hell

Chasm | 2009-12-08 03:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Public Domain
Blurb Parking Hell is an insta ctf map incorporating two linked multilevel parking garages.
Screenshot
Get original file (191KB)
Detailed description

Simple map with a large parking complex with opposing flag locations and hopefully a good layout gameplay-wise. All suggestions for improvement would be appreciated.

Map file parking-hell.zip (912.36 KB)
Rating
21
points
 (5 votes)
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Files: parking-hell_640_480.jpg / parking-hell.zip /

(2315) Home ~ Authentic

Nieb | 2009-12-07 21:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | CTF | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb New CTF map by Jonlimle & Nieb.
Screenshot
Get original file (76KB)
Detailed description

New CTF map by Jonlimle & Nieb.

Update 1: Included skybox, added armour pickups.
Update 2: Expanded the X & Dot theme.
Update 3: Clipping.

Map file authentic5.zip (1.44 MB)
Rating
164
points
 (27 votes)
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Files: authentic_shots.jpg / authentic5.zip /

(2314) Home ~ Pitch Black

Justin | 2009-12-07 13:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A Doom style, deathmatch map
Screenshot
Get original file (34KB)
Detailed description

Using the trak5 textures I've attempted to create a playable map with a Doom style.
As ussual all comments and constructive critisism on how to improve are welcome. Please let me know what you think.
I have a few questions though that I couldn't find the answers to in the forums on the Sauerbraten website.
First off, when I load the map sometimes a certain texture will not show. Its the red light thats supposed to go behind
the fans and in the vents, you may notice this in the map. Any suggestions on how to fix?
Secondly, I can't figure out how to add waypoints with the info I found here and on Sauerbraten.org.
Is there a button I have to press first, or do I need to make the file first in my base folder? All suggestions/advice welcome.
I was unable to upload the textures with the map, so visit this node to get them: http://www.quadropolis.us/node/1877

UPDATE 1 -waypoints added
UPDATE 2 -some major clipping done, will continue to improve.
-all pipes on the ceiling have been retextured, let me know what you think.
UPDATE 3 - clipped everything I could find, the map should be done now in that respect.
- improved waypoints
Update 4
- Pipes retextured!
- Tweeked geometry on pipes.

Map file pitch_black.zip (2 MB)
Rating
176
points
 (20 votes)
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Files: pitch_black-(640-x-480).jpg / pitch_black.zip /

(2313) Home ~ anotherface

Meister | 2009-12-07 10:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | CTF | Medium (5-8) | Other License
Blurb anotherface
Screenshot
Get original file (68KB)
Detailed description

Medium size ctf map, suitable for 3v3 and 4v4. The map has also capture mode but I am not 100% sure about bases placement.
As the name suggest the map is inspired by the classic face-capture, but the "flag running" here is very fast, you can get to the enemy base and score in a very short time if you take the straight way.
In the beginning I set the fog value to 900 to limit camping (avoiding to shot straight base to base like in face-capture), but playing the map I noticed that fog 900 is a bit annoying, so I raised to 1200. I'll wait for comments before set the map as "final version".
Thanks to all my mates that helped me testing the map.

Map file anotherface.zip (2.42 MB)
Rating
84
points
 (12 votes)
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Files: anotherface_640x480.jpg / anotherface.zip /

(2312) Home ~ Obidarid

Poum | 2009-12-05 23:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | CTF | Large (9-15) | Other License
*
*
Starred Content
Blurb CTF/Capture Map in the rock
Screenshot
Get original file (546KB)
Detailed description

I done this map with my obidos's Castle and Catapult. I remade all the layout and the middle. It's a ctf and a capture map.
This is made for a 6v6 or 5v5 ;)

V2-- Rock modified

Map file Obidarid.zip (4.52 MB)
Rating
224
points
 (30 votes)
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Files: screen_0.png / obidarid.zip /

(2311) Home ~ Big Floating Rock

shua | 2009-12-05 18:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb Big Floating Rock- name says most of it, it's a cramped ctf/dm map.
Screenshot
Get original file (256KB)
Detailed description

this is my first map, and it's a relatively small, very cramped one. i made it to try out two things: the grenade chutes, and the sniper boxes. but the sniper boxes didn't work out. remember to read the README, thanks.
comments, questions, and complaints are welcome, well, maybe not complaints unless they're legitimate like if after downloading this map you spontaneously sustained multiple knife wounds or something.

Map file BigFloatingRock.zip (596.88 KB)
Rating
10
points
 (3 votes)
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Files: industry.png / bigfloatingrock.zip /

(2306) Home ~ ContrastFFA 0.1

Depri | 2009-11-30 00:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb First try of an FFA Map. Enjoy :)
Screenshot
Get original file (373KB)
Detailed description

Most of the work was done in a monster session in one day.

Created by: H-ello, Kanguru Xerxes and by myself.

Hope you enjoy it, and give me feedback if you liked it or not.

Update 30.11.09 to Revision 01: Improved textures a bit, adjusted some weapon, changed packing.

Plans for upcoming uptades: Improve level of detail, improve the gameplay.

Map file ContrastFFA.zip (650.72 KB)
Rating
40
points
 (7 votes)
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Files: screenshot_50869.png / contrastffa.zip /

(2304) Home ~ Excavation

LinuxJunkie | 2009-11-28 05:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | GNU GPL v2
Blurb An egyptian map focused mainly on ctf, but it is also set up for all game types.
Screenshot
Get original file (95KB)
Detailed description

This is a large map, designed for 8 players or more. The map's main focus was Capture The Flag, or ctf. However, the map is set up to play other games as well, such as Free For All (ffa), Protect, and Capture.

The map started out as a larger pyramid temple, but it was too hard to find people, so the walls of the large pyramid were done away with, which left a bunch of pyramid rooms in the ground. It looked something like a geological excavation, hence the map name "Excavation."

This map includes "Advanced Stargates" complete with wormhole transitions, Sniper Towers, Pyramids, Levitating Platforms, and three levels with many paths to and from the other side.

Hopefully this map brings many hours of fun for all. Enjoy.

Map file excavation.zip (2.75 MB)
Rating
65
points
 (10 votes)
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Files: excavation_screenshots.jpg / excavation.zip /

(2302) Home ~ Ludwig van's Keys

Ludwig van | 2009-11-27 23:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Other | Public Domain
Blurb Assign keys for commands or chatmessages. Just open the menu, write a text and assign a key.
Detailed description

-- What's this ? --
This script will give you a new menu that makes it easy to assign keys to commands and chatmessages. So, if you are a noob, you can now easily assign a key for saying "Sorry", or "Nice Shot". If you are not a noob, you can use this to save a few commands, which you then have fast access to (by menu or key). You can have up to 20 different chatmessages, teamchatmessages, commands and editcommands. There is also the possibility to look up all unused keys.
Hope, you like it.

-- How to install --
1. Download "l_keys.cfg"
2. Put the file into the directory where your sauerbraten.bat is.
3. Open "autoexec.cfg" which is located in the same directory. Add this line and save:
exec l_keys.cfg
5. Open Sauerbraten and press F10
There will be one error message on your first launch of Sauer. Don't mind it.
[6. Optional: Add this line to your data/menu.cfg before the line oldbinds = (searchbinds [@@@n]):
l_keytoclear = $@newbinds; l_clearoldkey
This will delete the Ludwig van's keybinding, if you change a key in the options/keys menu.]

-- Fix --
1. Fixed the "unknown command: nokey" error and added instruction 6 in -- How to install --.

-- Use --
You may use, or change this script for any purpose. You don't have to attribute this work. However, if you want to tell me about your using this, I would be glad.

Preview
//Ludwig van's keys - fix 1
//by Ludwig van

//standard texts
l_textreset = [
l_text0 = "Shoot red only, please."
l_text1 = "Nice shot"
l_text2 = "Write in english, please."
l_text3 = "Balance, please."
l_text4 = "Anybody up for a duel?"
l_text5 = "Sorry"
l_text6 = "Flag carrier needs some backup."
l_text7 = "Good job, team."
l_text8 = "Incoming"
l_text9 = "Help in defence needed."
l_text10 = [showgui servers]
l_text11 = [connect 98.76.543.2]
l_text12 = [connect 98.76.543.2 [1000 [password]]]
l_text13 = [if (strcmp (getteam) "good") [team evil] [team good]]
l_text14 = [setmaster 1]
l_text15 = [if (= $floatspeed 60) [floatspeed (- $floatspeed 50)]]
l_text17 = [newent particles 7 6008 20 0x00B]
l_text18 = [sendmap]
l_text19 = [getmap]
]

//resets the keys
l_keyreset = [
loop i 19 [
(concatword "l_key" $i) = ""
]
]

//will be executed only once, when you use the script first.
if (= $l_used 1) [] [
l_used = 1
bind [F10] [showgui l_say ]
l_saykey = [F10]
l_teamsaykey = "nokey"
l_commandkey = "nokey"
l_editcommandkey = "nokey"
l_showunused = 0
l_guistayopen = 1
l_guistayopen2 = 1
l_guistayopen3 = 1
l_guistayopen4 = 1
l_lines = ""
l_keytoclear = ""
l_keynottoclear = ""
l_addfieldnumber = 20
l_addfield0 = 5
l_addfield1 = 5
l_addfield2 = 5
l_addfield3 = 5
l_textreset
l_keyreset
]

//oldkeys is used to clear the old binding of a command
l_oldkey = [
loop i $l_addfieldnumber [
(concatword "l_oldkey" $i) = (getalias (concatword "l_key" $i))
]
l_oldsaykey = (getalias (concatword "l_sayke" "y"))
l_oldteamsaykey = (getalias (concatword "l_teamsayke" "y"))
l_oldcommandkey = (getalias (concatword "l_commandke" "y"))
l_oldeditcommandkey = (getalias (concatword "l_editcommandke" "y"))
]


//clearoldkey and l_clearoldeditkey are used, to delete the key of another command, if a key is used twice.
l_clearoldkey = [
loop i (- $l_addfieldnumber $l_addfield3) [
if (strcmp (getalias (concatword "l_key" $i)) $l_keytoclear) [if (= $l_keynottoclear $i) [] [(concatword "l_key" $i) = ""]]
]
if (strcmp $l_saykey $l_keytoclear) [if (= $l_keynottoclear -1) [] [l_saykey = "nokey"]]
if (strcmp $l_teamsaykey $l_keytoclear) [if (= $l_keynottoclear -2) [] [l_teamsaykey = "nokey"]]
if (strcmp $l_commandkey $l_keytoclear) [if (= $l_keynottoclear -3) [] [l_commandkey = "nokey"]]
l_keytoclear = ""
l_keynottoclear = ""
]

l_clearoldeditkey = [
loop i $l_addfieldnumber [
if (>= $i (- $l_addfieldnumber $l_addfield3)) [
if (strcmp (getalias (concatword "l_key" $i)) $l_keytoclear) [if (= $l_keynottoclear $i) [] [(concatword "l_key" $i) = ""]]
]
]
if (strcmp $l_editcommandkey $l_keytoclear) [if (= $l_keynottoclear -4) [] [l_editcommandkey = "nokey"]]
l_keytoclear = ""
l_keynottoclear = ""
]

//those aliases are executed, when you press the assigned button
l_initexec = [
loop i $l_addfieldnumber [
l_temp = (getalias (concatword l_text $i))
if (= $l_temp (at $l_addfieldpos 1)) [
if (= (at $l_addfieldpos 1) $l_temp) [(concatword "l_text" $l_temp) = ""; (concatword "l_key" $l_temp) = ""] [(concatword "l_text" $l_temp) = (getalias (concatword "l_text" (- $l_temp 1))); (concatword "l_key" $l_temp) = (getalias (concatword "l_key" (- $l_temp 1)))]
]
]
] [
if (strcmp (getalias (concatword "l_key" (- (at $l_addfieldpos 1) 1))) "") [] [bind (getalias (concatword "l_key" (- (at $l_addfieldpos 1) 1))) ""]
l_addfieldnumber = (- $l_addfieldnumber 1)
loop i $l_addfieldnumber [
if (>= (+ $i 1) (at $l_addfieldpos 1)) [
(concatword "l_text" $i) = (getalias (concatword "l_text" (+ $i 1)))
(concatword "l_key" $i) = (getalias (concatword "l_key" (+ $i 1)))
]
]
]
]


//the guis

newgui l_say [
l_oldkey
l_initexec
guilist [
guitext "^f6Say^f~"
guibar
guibutton "Teamsay" [cleargui 1;sleep 1 [showgui l_teamsay]]
guibar
guibutton "Commands" [cleargui 1;sleep 1 [showgui l_commands]]
guibar
guibutton "Editcommands" [cleargui 1;sleep 1 [showgui l_editcommands]]
guibar
guibar
guibutton "Help" [cleargui 1;sleep 1 [showgui l_help]]
]
loop i $l_addfield0 [
guilist [
guifield (concatword "l_text" $i) 50 (if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i))])
guibar
guikeyfield (concatword "l_key" $i) 11 [
if (strcmp (getalias (concatword "l_oldkey" $i)) "") [] [bind (getalias (concatword "l_oldkey" $i)) ""]
(concatword "l_key" $i) = (at (getalias (concatword "l_key" $i)) 0)
if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i)); l_keytoclear = (getalias (concatword "l_key" $i)); l_keynottoclear = $i; l_clearoldkey]
]
if (= $l_guistayopen 0) [l_temp = (getalias (concatword "l_exec" $i)); guibutton "say now" [@l_temp]] [guistayopen [l_temp = (getalias (concatword "l_exec" $i)); guibutton "say now" [@l_temp]]]
]
if (= $i (- $l_addfield0 1 )) [
guistayopen [
guilist [
guibutton "^f0Add field^f~" [if ( $l_addfield0 1) [l_addfieldpos = [ "-" @l_addfield0]; l_addfield0 = (- $l_addfield0 1); l_fieldchange]] "arrow_bw"
]
guibar
guilist [
guitext "Open this gui: "
guikeyfield l_saykey 11 [
if (strcmp $l_oldsaykey "nokey") [] [bind $l_oldsaykey ""]
l_saykey = (at $l_saykey 0)
if (strcmp $l_saykey "") [l_saykey = "nokey"] [bind $l_saykey [showgui l_say]; l_keytoclear = $l_saykey; l_keynottoclear = -1; l_clearoldkey]
]
guibar
guicheckbox "Don't close Gui when using 'say now'" l_guistayopen
]
if (= $l_showunused 0) [guibutton "^f1Show unused keys^f~" [l_showunused = 1]] [guibutton "^f1Hide unused keys^f~" [l_showunused = 0]]
]
guilist [
guilist [
if (= $l_showunused 1) [
l_searchbinds = (searchbinds)
l_lines = ""
loop i (listlen $l_searchbinds) [
l_lines = (concat $l_lines (at $l_searchbinds $i))
if (= (listlen $l_lines) 8) [guitext $l_lines; l_lines = ""]
]
if (strcmp $l_lines "")[] [guitext $l_lines]
]
]
]
]
]
] "Ludwig van's Keys: Say"

newgui l_teamsay [
l_oldkey
l_initexec
guilist [
guibutton "Say" [cleargui 1;sleep 1 [showgui l_say]]
guibar
guitext "^f6Teamsay^f~"
guibar
guibutton "Commands" [cleargui 1;sleep 1 [showgui l_commands]]
guibar
guibutton "Editcommands" [cleargui 1;sleep 1 [showgui l_editcommands]]
guibar
guibar
guibutton "Help" [cleargui 1;sleep 1 [showgui l_help]]
]
loop i (+ $l_addfield0 $l_addfield1) [
if (>= $i $l_addfield0) [
guilist [
guifield (concatword "l_text" $i) 50 (if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i))])
guibar
guikeyfield (concatword "l_key" $i) 11 [
if (strcmp (getalias (concatword "l_oldkey" $i)) "") [] [bind (getalias (concatword "l_oldkey" $i)) ""]
(concatword "l_key" $i) = (at (getalias (concatword "l_key" $i)) 0)
if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i)); l_keytoclear = (getalias (concatword "l_key" $i)); l_keynottoclear = $i; l_clearoldkey]
]
if (= $l_guistayopen2 0) [l_temp = (getalias (concatword "l_exec" $i)); guibutton "say now" [@l_temp]] [guistayopen [l_temp = (getalias (concatword "l_exec" $i)); guibutton "say now" [@l_temp]]]
]
]
if (= $i (- (+ $l_addfield0 $l_addfield1) 1)) [
guistayopen [
guilist [
guibutton "^f0Add field^f~" [if ( $l_addfield1 1) [l_temp = (+ @l_addfield0 @l_addfield1); l_addfieldpos = [ "-" @l_temp ]; l_addfield1 = (- $l_addfield1 1);l_fieldchange]] "arrow_bw"
]
guibar
guilist [
guitext "Open this gui: "
guikeyfield l_teamsaykey 11 [
if (strcmp $l_oldteamsaykey "nokey") [] [bind $l_oldteamsaykey ""]
l_teamsaykey = (at $l_teamsaykey 0)
if (strcmp $l_teamsaykey "") [l_teamsaykey = "nokey"] [bind $l_teamsaykey [showgui l_teamsay]; l_keytoclear = $l_teamsaykey; l_keynottoclear = -2; l_clearoldkey]
]
guibar
guicheckbox "Don't close Gui when using 'say now'" l_guistayopen2
]
if (= $l_showunused 0) [guibutton "^f1Show unused keys^f~" [l_showunused = 1]] [guibutton "^f1Hide unused keys^f~" [l_showunused = 0]]
]
guilist [
guilist [
if (= $l_showunused 1) [
l_searchbinds = (searchbinds)
l_lines = ""
loop i (listlen $l_searchbinds) [
l_lines = (concat $l_lines (at $l_searchbinds $i))
if (= (listlen $l_lines) 8) [guitext $l_lines; l_lines = ""]
]
if (strcmp $l_lines "")[] [guitext $l_lines]
]
]
]
]
]
] "Ludwig van's Keys: Teamsay"

newgui l_commands [
l_oldkey
l_initexec
guilist [
guibutton "Say" [cleargui 1;sleep 1 [showgui l_say]]
guibar
guibutton "Teamsay" [cleargui 1;sleep 1 [showgui l_teamsay]]
guibar
guitext "^f6Commands^f~"
guibar
guibutton "Editcommands" [cleargui 1;sleep 1 [showgui l_editcommands]]
guibar
guibar
guibutton "Help" [cleargui 1;sleep 1 [showgui l_help]]
]
loop i (+ (+ $l_addfield0 $l_addfield1) $l_addfield2) [
if (>= $i (+ $l_addfield0 $l_addfield1)) [
guilist [
guifield (concatword "l_text" $i) 80 (if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i))])
guibar
guikeyfield (concatword "l_key" $i) 12 [
if (strcmp (getalias (concatword "l_oldkey" $i)) "") [] [bind (getalias (concatword "l_oldkey" $i)) ""]
(concatword "l_key" $i) = (at (getalias (concatword "l_key" $i)) 0)
if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i)); l_keytoclear = (getalias (concatword "l_key" $i)); l_keynottoclear = $i; l_clearoldkey]
]
if (= $l_guistayopen3 0) [l_temp = (getalias (concatword "l_exec" $i)); guibutton "exec now" [@l_temp]] [guistayopen [l_temp = (getalias (concatword "l_exec" $i)); guibutton "exec now" [@l_temp]]]
]
]
if (= $i (- (+ (+ $l_addfield0 $l_addfield1) $l_addfield2) 1)) [
guistayopen [
guilist [
guibutton "^f0Add field^f~" [if ( $l_addfield2 1) [l_temp = (+ (+ @l_addfield0 @l_addfield1) @l_addfield2); l_addfieldpos = [ "+" @l_temp ]; l_addfield2 = (- $l_addfield2 1);l_fieldchange]] "arrow_bw"
]
guibar
guilist [
guitext "Open this gui: "
guikeyfield l_commandkey 11 [
if (strcmp $l_oldcommandkey "nokey") [] [bind $l_oldcommandkey ""]
l_commandkey = (at $l_commandkey 0)
if (strcmp $l_commandkey "") [l_commandkey = "nokey"] [bind $l_commandkey [showgui l_commands]; l_keytoclear = $l_commandkey ; l_keynottoclear = -3; l_clearoldkey]
]
guibar
guicheckbox "Don't close Gui when using 'exec now '" l_guistayopen3
]
if (= $l_showunused 0) [guibutton "^f1Show unused keys^f~" [l_showunused = 1]] [guibutton "^f1Hide unused keys^f~" [l_showunused = 0]]
]
guilist [
guilist [
if (= $l_showunused 1) [
l_searchbinds = (searchbinds)
l_lines = ""
loop i (listlen $l_searchbinds) [
l_lines = (concat $l_lines (at $l_searchbinds $i))
if (= (listlen $l_lines) 10) [guitext $l_lines; l_lines = ""]
]
if (strcmp $l_lines "")[] [guitext $l_lines]
]
]
]
]
]
] "Ludwig van's Keys: Commands"

newgui l_editcommands [
l_oldkey
l_initexec
guilist [
guibutton "Say" [cleargui 1;sleep 1 [showgui l_say]]
guibar
guibutton "Teamsay" [cleargui 1;sleep 1 [showgui l_teamsay]]
guibar
guibutton "Commands" [cleargui 1;sleep 1 [showgui l_commands]]
guibar
guitext "^f6Editcommands^f~"
guibar
guibar
guibutton "Help" [cleargui 1;sleep 1 [showgui l_help]]
]
loop i (+ (+ (+ $l_addfield0 $l_addfield1) $l_addfield2) $l_addfield3) [
if (>= $i (+ (+ $l_addfield0 $l_addfield1) $l_addfield2)) [
guilist [
guifield (concatword "l_text" $i) 80 (if (strcmp (getalias (concatword "l_key" $i)) "") [] [bind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i))])
guibar
guikeyfield (concatword "l_key" $i) 12 [
if (strcmp (getalias (concatword "l_oldkey" $i)) "") [] [bind (getalias (concatword "l_oldkey" $i)) ""]
(concatword "l_key" $i) = (at (getalias (concatword "l_key" $i)) 0)
if (strcmp (getalias (concatword "l_key" $i)) "") [] [editbind (getalias (concatword "l_key" $i)) (getalias (concatword "l_exec" $i)); l_keytoclear = (getalias (concatword "l_key" $i)); l_keynottoclear = $i; l_clearoldeditkey]
]
if (= $l_guistayopen4 0) [l_temp = (getalias (concatword "l_exec" $i)); guibutton "exec now" [@l_temp]] [guistayopen [l_temp = (getalias (concatword "l_exec" $i)); guibutton "exec now" [@l_temp]]]
]
]
if (= $i (- (+ (+ (+ $l_addfield0 $l_addfield1) $l_addfield2) $l_addfield3) 1)) [
guistayopen [
guilist [
guibutton "^f0Add field^f~" [if ( $l_addfield3 1) [l_temp = (+ (+ (+ @l_addfield0 @l_addfield1) @l_addfield2) @l_addfield3); l_addfieldpos = [ "+" @l_temp ]; l_addfield3 = (- $l_addfield3 1);l_fieldchange]] "arrow_bw"
]
guibar
guilist [
guitext "Open this gui: "
guikeyfield l_editcommandkey 11 [
if (strcmp $l_oldeditcommandkey "nokey") [] [bind $l_oldeditcommandkey ""]
l_editcommandkey = (at $l_editcommandkey 0)
if (strcmp $l_editcommandkey "") [l_editcommandkey = "nokey"] [editbind $l_editcommandkey [showgui l_editcommands]; l_keytoclear = $l_editcommandkey; l_keynottoclear = -4; l_clearoldeditkey]
]
guibar
guicheckbox "Don't close Gui when using 'exec now'" l_guistayopen4
]
if (= $l_showunused 0) [guibutton "^f1Show unused keys^f~" [l_showunused = 1]] [guibutton "^f1Hide unused keys^f~" [l_showunused = 0]]
]
guilist [
guilist [
if (= $l_showunused 1) [
l_searchbinds = (searcheditbinds)
l_lines = ""
loop i (listlen $l_searchbinds) [
l_lines = (concat $l_lines (at $l_searchbinds $i))
if (= (listlen $l_lines) 10) [guitext $l_lines; l_lines = ""]
]
if (strcmp $l_lines "")[] [guitext $l_lines]
]
]
]
]
]
] "Ludwig van's Keys: Editcommands"

newgui l_help [
guilist [
guibutton "Say" [cleargui 1;sleep 1 [showgui l_say]]
guibar
guibutton "Teamsay" [cleargui 1;sleep 1 [showgui l_teamsay]]
guibar
guibutton "Commands" [cleargui 1;sleep 1 [showgui l_commands]]
guibar
guibutton "Editcommands" [cleargui 1;sleep 1 [showgui l_editcommands]]
guibar
guibar
guitext "^f6Help^f~"
]
guibar
guitext "^f1How to use^f~: The left fields are textfields. There is a total of 50 characters"
guitext "for say and teamsay, and 80 characters for commands and editcommands."
guitext "The small field on the right is the keyfield. Enter a key here."
guitext "Pressing this key now will say the text, or execute the command, written in the textfield."
guitext "The keys for editing will only work in Edit mode. The others mostly won't work in edit mode."
guibar
guitext "^f1Say now^f~ and ^f1Exec now^f~: Press this button to say the text,"
guitext "or execute the command, written in the left field."
guibar
guitext "^f1Add field^f~ and ^f1Del field^f~: Will add/delete a field. There is a total of 20 fields per gui."
guibar
guitext "^f1Show unused keys^f~ : Will show you all keys that are not in Sauerbraten right now."
guitext "In the Editcommands gui the keys for editmode are shown."
guitext "Some of the displayed keys cannot be used, because SHIFT is a standalone key."
guitext "For example DOLLAR will not be accepted. Only 4 will work."
guibar
guitext "^f1Open this gui^f~ : Assign a key that will open this gui."
guitext "The key for the Editcommands gui will only work in editmode."
guibar
guitext "^f1Don't close Gui when using 'exec now^f~ :"
guitext "The menu will not be closed when pressing the button 'exec now' or 'say now'."

] "Ludwig van's Keys: Help"

Config file l_keys.cfg (17.87 KB)
Rating
58
points
 (6 votes)
Attachment Size
l_keys.jpg 257.18 KB
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Files: l_keys.cfg /

(2301) Home ~ weird_dream

johnkills | 2009-11-21 05:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb weird_dream ctf
Screenshot
Get original file (125KB)
Detailed description

CTF MAP

I know what you are thinking, simple map. :p

True and one of the most beautiful things I edited. The inspitation comes from a dream with influece of minimalist architecture, surreal movies and music.

Enjoy. ;)

johnkills

Edited by Quin: Release status changed from "Final" to "Artistic" and the map is not really anything other than concept art.

Map file weird_dream.zip (1019.59 KB)
Rating
20
points
 (7 votes)
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Files: weird_dream.jpg / weird_dream.zip /

(2300) Home ~ Core Ravage

Kretren | 2009-11-21 02:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A deserted mechanical city
Screenshot
Get original file (50KB)
Detailed description

My longest-standing project to date, started in May 2009 and completed in November 2009.

It's set in an abandoned mechanical city. It's hopelessly desolate, and with good reason.

The readme goes deeper into detail regarding the gameplay.

Map file core_ravage.zip (2.48 MB)
Rating
112
points
 (17 votes)
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Files: core_ravage_screenshot.jpg / core_ravage.zip /

(2299) Home ~ Temple of Osiris

Meister | 2009-11-18 11:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Temple of Osiris
Screenshot
Get original file (86KB)
Detailed description

Another egyptian style 1on1 map suitable especially for ffa and efficiency, but works decent also on instagib.
A special thanks to Fatum for the help, advicing and testing map in insta mode, also thanks to soilah and sen-or for testing in ffa mode, to Deimos for testing (raping me) on efficiency.

Map file osiris.zip (836.85 KB)
Rating
153
points
 (25 votes)
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Files: osiris_640x480.jpg / osiris.zip /

(2297) Home ~ X1

DeathStarPC | 2009-11-16 19:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Small (1-4) | Copyright | Detailing Problem | Map Layout Problem | Packaging Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb X1- DeathStar|PC|C2, AUZII4LIFE, Pestilince|PC|
Screenshot
Get original file (329KB)
Detailed description

IMPORTANT:we are working on the map with some of the specifications you asked. X1 took allot of time and effort, the map consists of 3 leveled platforms, Dirt, Metal, and Steel. there is a small enclosure to the side, and the other side is completely open except for some boxes. Before you ask any questions, read the README.

Map file x1 Map .zip (734.84 KB)
URL http://www.megaupload.com/?d=A9PFSYK2
Rating
32
points
 (6 votes)
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Files: x1.jpg / x1-map-.zip / http://www.megaupload.com/?d=A9PFSYK2 /

(2295) Home ~ onto's round crosshairs

onto | 2009-11-14 14:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | All Platforms | Creative Commons (BY)
Blurb Sharp, clean crosshairs for all surfaces and suitable for small sizes
Screenshot
Get original file (318KB)
Detailed description

onto's round crosshairs
Release date: Nov 14, 2009
Version: 0.1

===

This crosshair package was created by the user onto on www.quadropolis.us for free use in the game sauerbraten. You may use, modify and release the crosshairs as you wish, just give me credit.

There are 6 different cross hairs with two variations (30% transparency, full transparency in the circle) and a hit and teammate crosshair (alltogether 14 crosshairs).

I created these crosshairs as I was not satisfied with the current ones. Particularly I wanted clean and round crosshairs that would remain visible on all surfaces and would be fine for shooting and sniping. I also wanted a better kill feedback at small crosshair sizes hence the red color for the 'hit' crosshair. These crosshairs were inspired by the dual crosshairs by PrimeEvil.

These crosshairs work best with crosshair sizes between 4 and 10. Set your crosshair size with /crosshairsize 1-50.

===

Installation:
1. Go to the folder in your Sauerbraten directory where the crosshairs are located (usually in .../data or .../data/crosshairs if you use a script to change the crosshairs).
2. Select the crosshair you would like to use.
3. Rename the crosshair to crosshair.png, the hit crosshair to hit.png and the teammate crosshair to teammate.png
4. Make a backup of the existing crosshairs
5. Replace the existing crosshairs with the new ones
6. Enjoy!

===

WARNING: These crosshairs will dramatically increase your accurary in game.

===

Edit: Fixed licensing issues.

Mod file onto_crosshairs.zip (476.51 KB)
Rating
30
points
 (4 votes)
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Files: preview.png / onto_crosshairs.zip /

(2291) Home ~ Bridge-ctf

Chasm | 2009-11-08 09:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | CTF | Medium (5-8) | Public Domain | Detailing Problem | Map Layout Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Blurb Bridge-ctf is a simple, hard-to-score-on, ctf map for smaller numbers of players.
Screenshot
Get original file (195KB)
Detailed description

This is a ctf map. Players must cross their own bridge from the spawn point to reach a teleporter which takes them to the enemy bridge. from there they must ascend to the roof of the nearby enemy tower and then take the flag back across the enemy bridge to the teleporter which takes them back to their own bridge. Almost the entire map is open so it becomes mayhem with too many players.
Please note that weapon locations may not be well tuned for standard ctf play so this map is currently best for insta-ctf. please contact me with suggestions, complaints, etc concerning this map.

Map file bridge-ctf.zip (431.34 KB)
Rating
28
points
 (9 votes)
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Files: screenshot_bridge-ctf.jpg / bridge-ctf.zip /

(2290) Home ~ Plop

Poum | 2009-11-06 20:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | CTF | Medium (5-8) | Other License | Licensing Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Blurb Ctf map style : steampunk
Screenshot
Get original file (543KB)
Detailed description

A ctf, capture and DM map.

Map file Plop.zip (2.46 MB)
Rating
103
points
 (15 votes)
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Files: plopscreen.png / plop.zip /

(2289) Home ~ Purple Haze Sunset

skiingpenguins | 2009-11-05 22:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-SA)
Blurb Purple Haze Sunset
Screenshot
Get original file (210KB)
Detailed description

This skybox started out as just me fooling around in Terragen trying to create a fog-like effect, but after i got that right, i decided to add in the sunset. After i showed some in IRC, it was suggested i make it into a skybox, so here it is. This started out as a wallpaper. You can download the skybox from MediaFire here:
MediaFire
Wallpaper is in the URL Field.
(And Here: Webs.com )

URL http://www.mediafire.com/file/zgjnn2hjxom/PHS-Large.jpg
Rating
38
points
 (5 votes)
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Files: phs-preview.jpg / http://www.mediafire.com/file/mdjyjzkyxxd/Paze-Skybox.zip / http://www.mediafire.com/file/zgjnn2hjxom/PHS-Large.jpg /

(2287) Home ~ Retribution

demonmoooseguy | 2009-11-03 22:30

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Cube 2 (Sauerbraten) | Release | Final Release | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb A ctf/capture map
Screenshot
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Detailed description

This map, now finally complete, is a spiritual successor to the map Narrows from Halo 3.
I took the fundamental gameplay I loved from that map and completely redesigned everything to not only fit the gameplay of Sauerbraten, but to also show a style of mapping that I had not gone into before.
This map plays best on team modes, but is also entertaining during large free-for-all matches.
The rest is for you to experience.
Have fun! :D

*Update*-Reuploaded with reduced file size and no mac files.
*Update*-Reuploaded with improved lighting and other things.
*Update*-Released final version, now with further reduced file size and fixed all errors.

Map file retribution.zip (4.06 MB)
Rating
134
points
 (16 votes)
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Files: retribution.jpg / retribution.zip /

(2286) Home ~ Pro-Shoots

Anonymous | 2009-11-02 04:04

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Cube 2 (Sauerbraten) | Release | Final Release | Capture | Medium (5-8) | Other License | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb just a capture map
Screenshot
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Detailed description

...

Map file Pro-Shoots.zip (3.06 MB)
Rating
28
points
 (4 votes)
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Files: lol.png / pro-shoots.zip /

(2285) Home ~ sop-shop

sop | 2009-11-01 20:56

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Cube 2 (Sauerbraten) | Artistic | Small (1-4) | Other License | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb map for fun:p
Screenshot
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Detailed description

map d'un fast food

Map file shop.ogz (419.69 KB)
Rating
29
points
 (5 votes)
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Files: capture-d%e2%80%99%c3%a9cran-2009-11-01-%c3%a0-22.01.07.png / shop.ogz /

(2283) Home ~ Cold_Heights

Donut78 | 2009-11-01 06:03

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8) | Copyright
Blurb A cold, abandoned facility that is perfect for killing everybody at...
Screenshot
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Detailed description

High up inside this unknown building is an abandoned facility that has 3 stories, open walkways and spots that are great for sniping. My third map ever, it has a twin called Dark Heights which is the same thing but with no fog. You decide which one is better. Either one is fine as long as you have fun!

Admin: Please read the packaging guide. Also, do not use capitals in your file names; underscores, while acceptable, are also undesirable.

Map file Cold_Heights.zip (2.51 MB)
Rating
20
points
 (4 votes)
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Files: cold_heights.jpg / cold_heights.zip /

(2282) Home ~ Blood orange

BionicCryonic | 2009-11-01 05:32

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Basic map with basic orange/grey textures -~- capture compatible
Screenshot
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Detailed description

Firstly, I have no clue what to put for license, but as long as you credit me, feel free to do whatever things you want to the map or mod.

Very basic geometries, around 3k triangles I think. Flows fairly well, has waypoints, and three capture nodes. Small map, 6 players seems like the max. Textures are very basic, with some moving textures too. (woot woot) The first map I've really dedicated myself too, not much to say about it though, so enjoy!

EDIT: Slightly improved the map, I hope. You should notice, for sure.

EDIT2: FINALLY GOT THE $#@%#@! PACKAGING RIGHT!!! GRR... %^$%@#$@!!!!

Map file bloodorange.zip (691.95 KB)
Rating
26
points
 (4 votes)
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Files: picture-16.png / bloodorange.zip /

(2281) Home ~ Complex-R

Anonymous | 2009-10-31 23:40

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Other License | Licensing Problem | Packaging Problem | Screenshot Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb a Remake of the map Complex
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Detailed description

i made this remake with pepsilight
pepsilight had the idea to make a remake of complex.
this maps is a tribute to DestroyeR and Nieb because they are some of our favorite mappers :)

Admin: Please read the packaging guide. Also, do not use capitals in your file names; hyphens, while acceptable, are also undesirable. There are also concerns that you did not get permission to remix someone else's map.

Map file Complex-R.zip (740.12 KB)
Rating
10
points
 (4 votes)
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Files: complexrscres.jpg / complex-r.zip /

(2280) Home ~ ANARCHY soundmod

warahead | 2009-10-31 20:21

Cube 2 (Sauerbraten) | Alpha | Content | Other License
Blurb digital-alike sounds for sauerbraten
Detailed description

excuse the low volume,but they are huge and HQ(most about 160-170 kbps)
installation instructions inside,incase you lose your internet connection

digital-alike soundmod for sauerbraten,for these items:
jumppad
teleport
all hudguns(including chainsaw)
deathsounds
painsounds
explosion sounds for grenades,iceballs and slimeballs
SP doors
SP goblin death,pain and fire sound
SP spider death and pain sound sound
SP knight iceball sound

note that ALL sounds are .ogg format

later to come:anarchy female death and pain sounds

Mod file ANARCHY soundmod.zip (403.5 KB)
Rating
9
points
 (2 votes)
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Files: anarchy-soundmod.zip /

(2275) Home ~ Colosseum

Donut78 | 2009-10-26 04:13

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Copyright
Blurb My second map ever made, Colosseum!
Screenshot
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Detailed description

This is my second map ever made. I hope it does better than my first one "Arena" wich got 2 out of 5, but after reading the comments I made this one with the advice from one of the comments by K1P5YA. This is a small DM map that has rows of seats circling around the fighting area and halls going to the entrance and the fighting area and not much more to explain because its small. Hope this ones better =). EDIT: I fixed up the map a little, the halls are bigger, quad properly placed, no dead ends and more light.

Map file Colosseum.zip (539.04 KB)
Rating
12
points
 (3 votes)
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Files: colosseum.jpg / colosseum.zip /

(2274) Home ~ CON8

WayaW | 2009-10-26 00:47

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Cube 2 (Sauerbraten) | Release | Beta | CTF | Medium (5-8) | Public Domain
Blurb Medium CTF Map
Screenshot
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Detailed description

CON8(Beta 10/25/09)
U
nderground Base with Helipad. Suitable for Protect, CTF and Deathmatch. Package includes a few custom sounds and textures.

Special Thanks to Wormwood for the Tarp-Covered-Crate model as well as the Spiral Staircase.

----------------------------------------------------
Installation: Extract CON8.zip -Inside you will find these folders and files. Add them to your PACKAGES directory:

AQUA-add this folder to the root of your Packages folder (packages/aqua)

BASE(map file, screenshot, waypoints, map-config)-add these files to your Packages/Base folder.

SOUNDS/AQUA- add this to the Packages/Sounds Folder(packages/sounds/aqua)

-or simply drop the packages folder onto your Sauerbraten directory 8)
----------------------------------------------------

Gameplay Tips:
-You can reach the Health from below if you shotgun/rifle jump. Rifle jump again from there and reach the upper walkways and a shortcut to the flag.
-Grab the Grenades and spam the enemy from above.
-You can shoot from behind the grate in the pipe where the Chaingun is hidden.
-Have Fun!

Map file con8.zip (2.57 MB)
Rating
36
points
 (5 votes)
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Files: con8.jpg / con8.zip /

(2273) Home ~ Translations of Sauerbraten sounds

jonlimle | 2009-10-25 19:40

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Cube 2 (Sauerbraten) | Release | Content | All Platforms | Public Domain
Blurb ***UPDATED*** German, Spanish & French translation of sauerbraten sounds ver. 1.2
Screenshot
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Detailed description

these are German translations of the sounds played in the game, these replace the standard following messages...

quad damage
quad damage in ten seconds
health boost
health boost in ten seconds
base captured
base lost

I personally don't know a single word of German :P i just thought that there are a lot of German players who might like this, and also just a fun project for myself to do, i made these using the open source audio editor 'audacity'
please leave me any comments or questions you may have, and if you would be interested, i could also do a Spanish, and French translation, and an English with a British accent version let me know what you think and if you want the other translations.

ver. 1.1 - used correct translation, and fixed endings

ver. 1.2 - added French and Spanish translations

Mod file translations.zip (273.69 KB)
Rating
35
points
 (6 votes)
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Files: translations.jpg / translations.zip /

(2270) Home ~ itmoa_M

x35 | 2009-10-24 19:08

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Cube 2 (Sauerbraten) | Deathmatch | Other License | Licensing Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Blurb itmoa_M
Screenshot
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Detailed description

itmoa_M by SH*0o*Ter and X35.

Map file itmoa_M.zip (473.14 KB)
Rating
2
points
 (1 vote)
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Files: itmoa_m.jpg / itmoa_m.zip /

(2269) Home ~ Pharoah - An online co-op map made by Jama and R4L

r4lretro | 2009-10-23 20:19

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AssaultCube | Release | Work in Progress | Deathmatch | Medium (5-8) | Public Domain | Map Layout Problem | Packaging Problem
This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Pharoah - A co-op map
Screenshot
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Detailed description

Just a fun map we made for OSOK, DM, and KTF. This is my friend Tony's (Jama) first map, and I think he did a pretty damn good job. I helped out a bit with mapmodels and pickups. :)

Anyway, not intended to make official map status, since the WQD is a little high, but it can be fun for a large group of friends to just frag on.

Enjoy!

Map file Pharoah 1.0.zip (13.68 KB)
URL http://www.mediafire.com/download.php?yoxgtzu4zwm
Rating
2
points
 (1 vote)
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Files: pharoahscreenie.png / pharoah-1.0.zip / http://www.mediafire.com/download.php?yoxgtzu4zwm /

(2266) Home ~ Vampi Ramps

vampirefrog | 2009-10-21 18:28

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Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Medium (5-8) | Public Domain
Blurb Floating ramp map
Screenshot
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Detailed description

A map using ramps and stuff from vampiscratch2. It's still work in progress, so please suggest stuff and don't rate yet.

Update Thursday, October 22 2009: Added some noclip, and fixed the indian arch building (some decorations were missing).

Map file vampiramps.zip (803.98 KB)
Rating
63
points
 (8 votes)
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Files: screenshot_51631.png / vampiramps.zip /

(2265) Home ~ Frosty Glass Text

yes | 2009-10-21 05:45

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Cube 2 (Sauerbraten) | Release | Standalone | Windows | Public Domain | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb ***********************
Screenshot
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Detailed description

This is my first attempt at this so here goes, all you need to do is replace the chars file in ---> C:\Program Files\Sauerbraten\data folder , start up the game and the text will now be frosty semitranslucent enjoy.. this is a work in progress by the way so any comments are welcome on how to improve things thanks :D

Mod file chars.zip (241.33 KB)
Rating
14
points
 (2 votes)
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Files: 11.png / chars.zip /

(2261) Home ~ Mono

Scnd101 | 2009-10-20 14:53

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Cube 2 (Sauerbraten) | Obsolete | Content | All Platforms | GNU LGPL v3
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb A cleaner GUI for sauerbraten
Screenshot
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Detailed description

It's not entirely finished, I'd like to replace the font as well but that seems like alot of work...

Also includes an additional crosshair, to use it:
/loadcrosshair data/crosshair_modern.png 0
/loadcrosshair data/crosshair_modern_hit.png 1

UPDATE:
Ingame icons replaced
little work on the radar (it's a start)
misanthropx's font :)
loadingscreen map border
small fix to the menu image
radio buttons

Mod file mono.zip (3.19 MB)
Rating
138
points
 (15 votes)
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Files: cube.png / mono.zip /

(2260) Home ~ QArena_DM17

lcf | 2009-10-20 14:07

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Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Medium (5-8) | Creative Commons (BY-SA)
Blurb Quake 3 Arena DM17
Screenshot
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Detailed description

Yeah finally it's done. This map known from Q3 Arena as Deathmatch 17 is a much more pretty version to bring that famous Q3 feeling to Sauerbraten.
I suggest it to be played with 4-8 players - but technically there can be up to 16 without probs. It takes use of the trak5 textures that must be downloaded to play this.

WARNING: content requires the trak5 texture package, either download the textures here (http://quadropolis.us/node/1877 ) or get the complete package at the tc-forum (http://the-conquerors.net/forum/viewtopic.php?f=12&t=1237 ) (filesize would be to high including the textures).

Originally this map was designed by viruz and the original can still be found here: http://www.quadropolis.us/node/2088

In fact this is more an extendsion/ redo than a new map. But in order to convince you about this version I want to give a little list of upgraded things:
List of canges:
-fixed all jumppads to work perfectly (and as you're used to it from Q3)
-took use of much more various textures
-modeled very detailed mapobjects (combined with some really pretty textures they look very eyecandy)
-added really pretty lightscene
-added a bright moon in order to spend more light to parts of the map that were very dark
-tweaked weapon and item placement (more Q3 like and much more balanced)
-added some clip/no clip areas in order to give the map that desired feeling of Q3 (run around everywhere without being stopped by a clipping edge)
-redone sniper plattform (more like in Q3 now) so that it's harder to use rockets against snipers. It's still working but you have to aim a little more.
-as a little joke there is a deadly steam vent at the lowest plattform ;-)
-improved performance of the hole map, it's now very balanced and runs without any fps lack
-and many more little things...

At least you may have to test both to get your favourite...
However I would like to get a little feedback from you about your impressions of it.

changelog:
v1.1
fixed mapname to a recommend one (viruz posted it)
v1.2
done last fixes on some no clip areas
made it easier to get the chaingun (-just run over that little ramp to get back to mainplatform, it'll work if your're fast enough trust me)

Map file qarena_dm17.zip (908.03 KB)
Rating
48
points
 (6 votes)
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Files: bsp.jpg / qarena_dm17.zip /

(2258) Home ~ Trafic

Poum | 2009-10-19 16:28

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Cube 2 (Sauerbraten) | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb Ctf Map
Screenshot
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Detailed description

I post this map because someone ask me to post a other map than a DM map ;)

One big CTF map that can be played with other mode like Capture, CTF, FFA, Insta, ...
It's a big modern city with 2 kind of building. the first one is white and the second one is black...

Enjoy!

Map file Trafic.zip (4.6 MB)
Rating
86
points
 (13 votes)
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Files: screentrafic.png / trafic.zip /

(2257) Home ~ King of the Hill

Beef Jerky | 2009-10-19 01:31

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Cube 2 (Sauerbraten) | Release | Conceptual | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb King of the Hill themed map for all modes
Screenshot
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Detailed description

**** UPDATE: some changes reflecting MeatROme's comments:
1. water floor raised -- doesn't slow you down.
2. higher walls surrounding, plus "mazy" walls for cover and bunny hop fun.
3. 1 in 7 chance of respawning at top with chaingun and (possible) quad.
4. more weapons/health, rifle introduced
5. jumppads at the top of stairs to speed up the climb
6. Healthboost for the patient.
7. Less ammo for the king (he always had no health nearby)
8. Removed king's jumppad (didn't like it anyways)
9. green armor on the way up.
10. Teleport to the near-top.
11. Changed it into a FEMALE power phantasy map by using palm trees :-)

All the other king's handicaps remain: small & exposed surface area, poor line-of-sight, no health, being surrounded, etc. Seems the quad is the only reason to be up there now, and it may no longer be a KOTH map o.O.

P.S. Waypoints are wonked, but the bots act better now.

------

Howdy people. I'm fresh here, so I decided to give a map as sort of a welcome gift. It's more of a concept map than anything, since I'll be making more complex maps based on the king of the hill theme.

All the goodies are at the top for all modes (capture, ctf, deathmatch, etc.), and you're at a severe disadvantage at the bottom. It's NOT a run-and-gun -- more like a map of attrition :-). It scales pretty well, maybe up to 16 players might work [!]. Some interesting features:

1. A capture base is inaccessible so that whoever dominates the top will win.
2. Deathmatch players spawn from the sky (heh) and can maneuver into the water, pyramid, or the back wall whilst falling.
3. Gold-like shader effect (turn shader detail to high to see it)
4. The steepest slope anyone can climb!

In the screenshot, the waterfall has refraction off so that the silver can shine through.

Bots act bizarre on the map, but ah well. Any comments/suggestions would be appreciated.

Anyhoo, hello and happy fragging!

Map file koth.zip (714.29 KB)
Rating
18
points
 (3 votes)
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Files: koth.jpg / koth.zip /

(2255) Home ~ Onebite

BlikjeBier | 2009-10-18 12:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Medium (5-8) | Various Licenses
Blurb Just a single bit of Frostbyte
Screenshot
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Detailed description

This level is based upon "Frostbyte" wich is in the current trooper edition. Ever since "Omega Wireframe Texture Pack" by BionicCryonic (Node 2004) i played with the idea of doing some of this type of textures of my own, the textures work best with a black skybox and ambient set to 128, no lightsources whatsoever, perhaps for larger levels with a bit of black fog.

Now i had a large level in mind based on an old game called Spindizzy wich was release by Electric Dreams Software in the UK way back in 1986, thats right, 23 years ago, a time when processor speeds run in single digits (like 3 mhz) and memory was measured in kilobytes, yet in this 48k they managed to fit a world that would take hours to explore.

Sadly Electric Dreams Software still denies distribution of the orginal game, and even if the had released in into the public domain it still does not allow me to recreate the whole Spindizzy world (wich is vast!!), so i only took inspiration from the original graphics upon wich i made the textures for this map, "Frostbite" was the most obvious choice for re-texturing.

http://www.worldofspectrum.org/infoseekid.cgi?id=0004756
More info on Spindizzy

Hope you enjoy and please give comments and such.
Edit: Fixed the package.cfg in the zipfile, changed BlikjeBier to blikjebier.

Oh another thing, in the zipfile is a Jpg-file called "WIP Pontifex.jpg", this could be my next map, but i need to obtain a permission first if i am going to release this, the map as it is, is about 90% finished.

Map file onebite.zip (609.42 KB)
Rating
33
points
 (5 votes)
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Files: onebite.jpg / onebite.zip /

(2254) Home ~ The Chipotle House

captainjdogg | 2009-10-18 12:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Deathmatch | Capture | Medium (5-8) | Other License | Licensing Problem | Packaging Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Cool map of a house equipped with furniture/backyard jacuzzi. There are underground passageways and rooftop secrets.
Screenshot
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Detailed description

This is a 4 bedroom house. It is based off a real house called the "Chipotle House" because there's a Chipotle 50 yards away. This map has secrets in the closets (teleports, rooftop access, and underground access. There is a jacuzzi in the backyard which you can actually swim down to get to the underground pathway. Everything is as detailed as possible.

Map file chipotlehouse.zip (877.77 KB)
Rating
14
points
 (3 votes)
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Files: house.jpg / chipotlehouse.zip /

(2253) Home ~ ac_ancient

Sharp | 2009-10-17 06:47

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | Capture | Medium (5-8) | Other License | Licensing Problem | Packaging Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Ancient ruins style map
Screenshot
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Detailed description

CLA have discovered the tomb of a Mummy and are trying to steal all the artifacts and RSVP are out to stop them.

A small detailed map on the inside of a ruin. Hopefully it is an improvement to my other maps as it took a lot longer to make and is much more detailed.

Map file ac_ancient.zip (41.02 KB)
Rating
8
points
 (2 votes)
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Files: ac_ancient.jpg / ac_ancient.zip /

(2252) Home ~ Hope

Poum | 2009-10-16 17:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License | Licensing Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Blurb 1on1 map
Screenshot
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Detailed description

DeathMatch map.

Map file Hope.zip (731.06 KB)
Rating
91
points
 (13 votes)
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Files: hope.png / hope.zip /

(2251) Home ~ ac_Construct

philx2000 | 2009-10-16 14:42

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Alpha | Deathmatch | CTF | Large (9-15) | Other License | Licensing Problem | Packaging Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb A Large TDM map, not designed to look like anything in particular.
Screenshot
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Detailed description

A fun map for TDM, in the setting of a wierd looking town.

Map file ac_Construct.zip (73.24 KB)
Rating
2
points
 (1 vote)
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Files: ac_construct.jpg / ac_construct.zip /

(2249) Home ~ Death Master

flame | 2009-10-15 23:34

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
Blurb 1.1 Under Construction
Screenshot
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Detailed description

A good sized map which is made for Capture, CTF, and FFA. But it can be played with insta and DMSP.
It also has a good amount of ammo, health, and armour. Even though it has dark shadows there are lots of lights, so the map should be bright enough but i'm open to suggestions and if theres any problem please let me know.
hope you enjoy it!

Version 1.0 got some complaints and I have finally got around to making version 1.1, should be finished soon.

Version 1.0 submitted by Flame on Thursday, October 15, 2009
Version 1.1 [COMING SOON]

Map file DeathMaster.zip (1.63 MB)
Rating
4
points
 (1 vote)
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Files: deathmaster.jpg / deathmaster.zip /

(2247) Home ~ ac_rebuilding

philx2000 | 2009-10-15 19:12

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AssaultCube | Release | Beta | Deathmatch | Medium (5-8) | Other License | Licensing Problem | Packaging Problem
There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb A city In the Process of being rebuilt.
Screenshot
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Detailed description

A ruined city has been selected for rebuilding. but i doubt CLA will let that happen....

Map file ac_rebuilding.zip (929.06 KB)
URL http://www.akimbo.in/files/index.php?act=download&id=386
Rating
10
points
 (2 votes)
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Files: ac_rebuilding.jpg / ac_rebuilding.zip / http://www.akimbo.in/files/index.php?act=download&id=386 /

(2245) Home ~ Myst

Poum | 2009-10-15 18:25

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
*
*
Starred Content
Blurb 1on1 Map
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Detailed description

Just a DeathMatch map.

Map file Myst.zip (1.34 MB)
Rating
137
points
 (18 votes)
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Files: screen-myst.png / myst.zip /

(2244) Home ~ Impulse - Updated!

Ace | 2009-10-13 03:34

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Cube 2 (Sauerbraten) | Release | CTF | Large (9-15) | Other License
Blurb A simple mirrored ctf map.
Screenshot
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Detailed description

Just a simple ctf map based off of the map "Base Siege" from Quake Live. Please let me know what you think :)

Update: Finally got back to working on this map again. I made some changes to the layout, mainly the flag rooms and the quad room, added some more detail and fixed the lighting a bit (although its still pretty bad :P)

Map file packages.zip (4.43 MB)
Rating
109
points
 (14 votes)
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Files: impulse.jpg / packages_17.zip /

(2234) Home ~ Duel5

t-chen | 2009-10-08 21:12

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License
Blurb ...just another DM map...
Screenshot
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Detailed description

I actually posted this map, but I fixed some details and I hope now its better than before.

have fun and enjoy playin! :)

Map file duel5.zip (480.87 KB)
Rating
72
points
 (9 votes)
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Files: duel5.jpg / duel5.zip /

(2233) Home ~ Mbt2 by t-chen (updated 5.12.09)

t-chen | 2009-10-08 19:21

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Cube 2 (Sauerbraten) | Included | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb ...just another DM map...
Screenshot
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Detailed description

Just another DM map I made today in only a few hours... I hope u will like it! Ah, and thanks Finn and 0815 for some nice suggestions! :)
Comments are welcome!

fixed some minor details (5.12.09 15:00)!

and again, added some details (5.12.09 20:30)!

update: 06.12.09 - added waypoints

have fun!

Map file mbt2.2_update091209.zip (560.98 KB)
Rating
94
points
 (12 votes)
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Files: mbt2(1).jpg / mbt2.2_update091209.zip /

(2232) Home ~ Metallicity VERSION 1.1

jonlimle | 2009-10-06 03:48

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Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | Other License
Blurb Another insta/ffa map
Screenshot
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Detailed description

version 1.1- made skylight match the skybox better
By Jonlimle, Argh! and Nieb

Map file metallicity.zip (459.36 KB)
Rating
76
points
 (9 votes)
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Files: sdasdadsdasd.jpg / metallicity.zip /

(2229) Home ~ Pharaon

Baguel | 2009-10-04 08:23

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Pharaon By Baguel sop and Raz0or
Screenshot
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Detailed description

A small map for ffa/Instagib in an egypt environnement !

Map file -MAP- Phara.rar (4.22 MB)
Rating
11
points
 (3 votes)
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Files: sans-titre.jpg / -map--phara.rar /

(2227) Home ~ ac_ore

Undead | 2009-10-02 14:51

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AssaultCube | Final Release | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Large CTF map, based on an abandoned mine for AssaultCube
Screenshot
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Detailed description

Hello.

ac_ore is a large ctf map made by Undead for AssaultCube, recommended for at least 8+ players. It is based in an abandoned mine, long since thought to have run dry untill a group of CLA find a new strain of iron and precious metal deep within the mine. The RVSF find out about this, and they fight a battle for control of the mines. The map is quite detailed, and the gameplay is designed to be as fair as possible for both teams. Constructive criticism is appreciated. Thanks to Takk|oNe|n for help with the map. Map was renamed to ac_ore due to a map by Thorite named ac_iron already existing.

Have fun :)
-final release

Map file ac_ore.zip (31.37 KB)
Rating
32
points
 (4 votes)
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Files: 1.png / ac_ore.zip /

(2224) Home ~ B-Shoots

Anonymous | 2009-10-01 22:45

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Cube 2 (Sauerbraten) | Large (9-15) | Other License
Blurb a map in progress
Screenshot
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Detailed description

im making this map with pepsilight :>
its a work in progress
and i need to know what's wrong and for what mode should be and whats missing on the map PLEASE post :D

Map file B-Shoots.zip (2.6 MB)
Rating
32
points
 (5 votes)
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Files: scrbs.jpg / b-shoots.zip /

(2223) Home ~ AC GUIServer v104

Toca | 2009-09-30 06:23

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AssaultCube | Release | Work in Progress | Content | All Platforms | Various Licenses | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb ac_server with a graphical user interface
Screenshot
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Detailed description

ac_server with a graphical user interface, chat with connected
players and server admin commands available linux and windows
binaries plus source code included.

current:
AC GUIServer v104 r4 (September 29, 2009)

http://assault.cubers.net/forum/comments.php?DiscussionID=2729&page=1#Item_1

Downloads at:

URL http://www.mediafire.com/?sharekey=d619e43a2c23066995af63b7d44918aa2325eb5198c3387b
Rating
0
points
 (0 votes)
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Files: gui_serverr3c.jpg / http://www.mediafire.com/?sharekey=d619e43a2c23066995af63b7d44918aa2325eb5198c3387b /

(2221) Home ~ ac_dioura

Sniperz | 2009-09-28 18:04

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AssaultCube | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb by $N!P3R*
Screenshot
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Detailed description

Hello everyone, i am back after a long moment without realisation. Here's my latest map "ac_dioura"
Why ac_dioura? Dioura is a moroccan word that means "Houses".
It is a small map for T/osok and T/dm modes only, no ctf.

Mode recommendation
2 To 4 playeyr for the Osok/Dm mode
2 To 6 players for the Tosok/Tdm mode

Note: This map requires Niebs textures.

---edit---
Team spawns added.

---edit2---
Package Updated!
-Health packs revised.
-New details added.

Map file ac_dioura.zip (72.65 KB)
Rating
22
points
 (3 votes)
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Files: dioura.jpg / ac_dioura.zip /

(2220) Home ~ Beavercreek

RobinWilliams | 2009-09-27 21:46

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Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | Various Licenses
Blurb Small Intense CTF map by RobinWilliams and Blarget; Special Thanks to the DA Clan
Screenshot
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Detailed description

I based this map from Halo 2's Beavercreek by Bungie. No Copyright infringement intended. It makes a good small intense CTF map. Enjoy and give me constructive comments beyond the superficial if you wish to suggest improvement. Also I fixed the packaging problem.

Map file Beavercreek.zip (1.02 MB)
Rating
77
points
 (10 votes)
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Files: screenshot_4327665.jpg / beavercreek.zip /

(2216) Home ~ Sauerbraten Texture Tool

graphitemaster | 2009-09-26 17:57

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Cube 2 (Sauerbraten) | Final Release | Standalone | Windows | GNU GPL v2
Blurb A tool that aids in creation of texture configuration files
Screenshot
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Detailed description

This tool, helps mappers create texture configuration files, created with Visual Basic.Net might work for Linux domone should test in wine, this tool will get the job done. fast simple and codded in less then 60 lines this tool sure got what it takes to help any one including advance users, this tool was originally created to make the default_map_settings.cfg for Kill--Field but I thought Id release it for the public so here it is introducing Sauerbraten Texture Tool / Generator.

To use simply extract the 2 files from the zip folder to a location run the tool.exe and follow the onscreen instructions.

Mod file tool.zip (49.47 KB)
Rating
27
points
 (4 votes)
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Files: too.png / tool.zip /

(2213) Home ~ Zukulkan-Templar

RuXx | 2009-09-25 02:05

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Dm map
Screenshot
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Detailed description

umm another Dm map and zukulkan map !!

Map file zt.zip (697.49 KB)
Rating
10
points
 (2 votes)
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Files: zukulkan-temple.png / zt.zip /

(2212) Home ~ fcm

Finn | 2009-09-24 19:58

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License
Blurb fcm small dm-map by Finn
Screenshot
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Detailed description

This is my first map I'm presenting here. It's a small open dm-map in Super-Mario-stil with yellow channels cause i think it looks better than the green ones Thx for your help t-chen

Map file fcm.zip (285.86 KB)
Rating
52
points
 (9 votes)
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Files: fcm.jpg / fcm.zip /

(2210) Home ~ ac_firm_beta3

Dreamer | 2009-09-22 18:33

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AssaultCube | Release | Beta | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Small to medium sized, industrial city type map
Screenshot
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Detailed description

Small to medium sized industrial city styled map. Recommended for deathmatch, team deathmatch, one shot one kill, or team one shot one kill, for 2-10 players. Beta version, so please give feedback.

Map file ac_firm_beta3.zip (1.16 MB)
Rating
0
points
 (0 votes)
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Files: acfirmbeta3.png / ac_firm_beta3.zip /

(2209) Home ~ nova

Meister | 2009-09-22 08:08

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Cube 2 (Sauerbraten) | Release | Final Release | CTF | Medium (5-8) | Other License
Blurb nova
Screenshot
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Detailed description

Medium size CTF map, with a random name as usual, suitable for 3vs3 and 4vs4 games.

Map file nova.zip (3.19 MB)
Rating
157
points
 (18 votes)
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Files: nova_640x480.jpg / nova.zip /

(2208) Home ~ Stone_ Base

RuXx | 2009-09-22 03:44

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Cube 2 (Sauerbraten) | Deathmatch | Other License | Detailing Problem | Packaging Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Another DM map :-)
Screenshot
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Detailed description

Good in Insta -- 2v2 recommended

Map file stone_base.zip (477.32 KB)
Rating
6
points
 (2 votes)
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Files: stone_base.png / stone_base.zip /

(2207) Home ~ Gloom

skiingpenguins | 2009-09-20 22:19

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Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-SA)
Blurb Gloom Skybox
Screenshot
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Detailed description

Gloom skybox ; camera is above the clouds, near a mountain peak. most likely my last skybox.

side note: If interested, take a look at my terragen classic skybox tutorial: http://www.quadropolis.us/node/2206

Map file Gloom.zip (1.24 MB)
Rating
12
points
 (5 votes)
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Files: gloom-shot.jpg / gloom.zip /

(2205) Home ~ ac_ingress

R4zor | 2009-09-20 09:23

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AssaultCube | Release | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb Street/Industrial themed map for AssaultCube
Screenshot
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Detailed description

ac_ingress is a dark, murky street and industrial map made for AssaultCube and can be played as a large tosok or tdm or a medium ctf. It features a semi-symmetrical layout and (hopefully) good gameplay.

Read a little more about it in the info file.

Map file ac_ingress.zip (546.34 KB)
URL http://magicmrx.co.cc/maps/ac_ingress.zip
Rating
0
points
 (0 votes)
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Files: screenshot1.png / ac_ingress.zip / http://magicmrx.co.cc/maps/ac_ingress.zip /

(2204) Home ~ A-Shoots

Anonymous | 2009-09-20 05:50

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Other License
Blurb a small map for FFA
Screenshot
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Detailed description

i made it whit my cousin Pepsilight :)

Map file A-Shoots.zip (6.02 MB)
Rating
20
points
 (3 votes)
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Files: a-shootsh.jpg / a-shoots.zip /

(2203) Home ~ Skycastle-R Final

matt bierner | 2009-09-19 23:40

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Release | Artistic | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-SA)
*
*
Starred Content
Blurb A remake of the original Skycastle map
Screenshot
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Detailed description

Skycastle-R
Modified By Matt Bierner
Original Map by Okicomputer

This map is a rethinking of the original Skycastle map from 2006. It attempts to update the look of the original map and make it suitable for regular gameplay. I have correspond with Okicomputer a several times, obtaining his permission to release this map. He is working on completing the original map, and obviously his update will be more faithful to the original.

Major Changes:
* New cfg file
* Retexturing of entire map (with the same textures originally used)
* New lighting that aims for a more natural and bright look
* Update of map geometry to give the map a more open and airy appearance
* Countless geometry bug fixes and small alternations that are almost unnoticeable
* Update of map layout in an attempt to improve gameplay, especially for CTF and insta
* New ent layout

Basically I changed everything in the map while keeping the general themes and overall geometric designs of the original map.

Update 1 (September 22,2009):
*Bug fixes
*added particles for teleports
*added sounds
*added more items
*reshaped the teleport structure in the right base and the small towers on either side of the left base
*removed the dock thing in the front
*reduced fog
*fixed some lighting problems

Update 2 (October 10, 2009):
*added waypoints - These may not work perfectly since this map is very vertical in design.
*made some geometry more rounded
*reduced lighting quality to achieve a smaller size - This created a lot of lighting bugs so players are advised to calclights on their own with a lighting precision of 32 or so.
*altered some item placement slightly
*fixed a few geometry bugs in the center building
*redid the large launch teleport in the right building for the second time
*New screenshot!!!

Current State:
This map is unfinished and, for several reasons, I am likely never to finish it. This is why:

*As much as I tried with this update to the map, I could not make the gameplay what it should be. To really get an appropriate layout for gameplay, I would really have to change so much of the design that most of the original map would be lost.
*The textures lack detail and I have already completely retextured the map twice, but those retexturing were only with the 4 textures seen in the final version. To do texturing correctly would require to much more time.
*I was not able to realize my vision of the map. I am not all that happy with the end product's look. Again, I might as well make a completely new map.

The original map: http://quadropolis.us/node/392
The sky box: http://quadropolis.us/node/2119

I recommend playing the map with a slight amount of bloom.

Also, I am not quite finished with this map yet, but if anyone (hopefully the author) has an old or unfinished map that they would like me to update and revise in a similar manner, just contact me. The map must have some potential however. Overall, this project was pretty fun and I would not mind doing something similar again.

Map file skycastle-r.zip (5.6 MB)
Rating
281
points
 (30 votes)
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Files: skycastle-r-quad.png / skycastle-r.zip /

(2199) Home ~ the citadel

Meister | 2009-09-14 07:12

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Cube 2 (Sauerbraten) | Release | Final Release | Capture | CTF | Medium (5-8) | Other License
Blurb the citadel
Screenshot
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Detailed description

Medium map for ctf mode, it has capture mode also.

Map file citadel.zip (3.73 MB)
Rating
107
points
 (13 votes)
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Files: citadel_640x480.jpg / citadel.zip /

(2195) Home ~ PiPes

Chasester_aka_you | 2009-09-13 01:44

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Cube 2 (Sauerbraten) | Work in Progress | CTF | Medium (5-8) | Other License | Detailing Problem | Screenshot Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb a large waste field ... filled with pipes
Screenshot
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Detailed description

A map filled with waste and pipes that carry the waste... a simple ctf with open spawn base ... u can shot from the base like a sniper... Some pipes are small to make it hard to get away with the flag others are larger to alow room for dodging.. insta ctf only

have fun

chasester

Map file pipes.zip (2.56 MB)
Rating
4
points
 (1 vote)
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Files: pipes.jpg / pipes.zip /

(2194) Home ~ Disconnect

LoreleiC | 2009-09-11 16:20

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Cube 2 (Sauerbraten) | Artistic | CTF | Medium (5-8) | Other License
Blurb Another spinning, glowy, flashy, confusing, weird map.
Screenshot
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Detailed description

A CTF map made out of simple black and white textures, with two circular monochrome rooms, a large black chamber with many glowing textures, and a trippy basement. A large number of moving textures make shapes about the map.

Map file Disconnect2.zip (994.24 KB)
Rating
68
points
 (9 votes)
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Files: screenshot_3.jpg / disconnect2.zip /

(2192) Home ~ ac_fold

Dreamer | 2009-09-10 03:37

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AssaultCube | Release | Beta | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Small, Deserted Castle-esque map
Screenshot
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Detailed description

The RVSF were "livin' large" in the abandoned, run down castle they had just recently commandeered, when, one day, their arch enemies, The CLA moved in next door! Now both sides have began a heated battle for the entire countryside that is ac_fold!

Map file ac_fold.zip (21.31 KB)
Rating
28
points
 (4 votes)
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Files: acfold.png / ac_fold.zip /

(2191) Home ~ Snow particles

redisforever | 2009-09-10 00:57

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Cube 2 (Sauerbraten) | Release | Alpha | Small (1-4) | Public Domain
Blurb Just a small example of using particles for snow
Screenshot
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Detailed description

Feel free to use the particles here.

Map file snowparticles.ogz (272.91 KB)
Rating
0
points
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Files: screenshot_751289.jpg / snowparticles.ogz /

(2190) Home ~ ac_culvert

Bukz | 2009-09-09 20:45

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AssaultCube | Final Release | Singleplayer | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Medium sized, war torn, industrial themed map.
Screenshot
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Detailed description

This map started out as me and optus simply wanting some docks in an AssaultCube map (kinda silly, I know). But after quite a few hours of working on it, we both realised that the map had much more potential than we thought. After many, many hours of coop editing with him, we bring you ac_culvert. Hope you brought your swimming suit. ;D

Note: Some of the rooms such as the Platform room you see in the screenshot above, have changed slightly since the image was made. Also, this map uses custom content, in the form of new ambient sounds (.ogg sound files). This is the reason for the larger than normal size of the .zip package.

Backstory:
A once busy oceanside shipyard has been taken over by CLA. The RVSF forces have received intelligence leading them to CLA, and chaos ensues upon their night time arrival.

Mode recommendation:
- CTF, TDM, THTF, TKTF: up to 16 players
- DM, OSOK, TOSOK: up to 10 players

Entity statistics:
- 220 lights
- 54 playerstarts, 9 CLA, 8 RVSF, 37 FFA
- 7 pistolclips
- 7 ammoboxes
- 4 grenades
- 7 health
- 2 armour
- 1 akimbo
- 337 mapmodels, 222 clipped
- 5 ladders
- 2 ctf-flags, 1 CLA, 1 RVSF
- 46 sounds
- 185 clips

Total: 877 Entities

We sincerely hope you all enjoy the map as much as we do! Any suggestions or comments are very welcome. :)

Map file ac_culvert.zip (1.08 MB)
URL http://www.akimbo.in/files/index.php?act=view&id=358
Rating
30
points
 (4 votes)
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Files: acculvertmonitorlighted.png / ac_culvert.zip / http://www.akimbo.in/files/index.php?act=view&id=358 /

(2189) Home ~ Music Player V 2.0

Chasester_aka_you | 2009-09-08 16:48

Cube 2 (Sauerbraten) | Work in Progress | Other | Copyright
Blurb A Music play for cube.. plays all cube files... ogg mp3s ect.
Detailed description

Detailed description
if you have any feature that you would like to see in the player please leave a comment...
if you are downloading this for the first time ... use the url and not the zip... else u can use the zip
if u use the url download the full version not the min version... the min is for those that have downloaded it before
made stop buttons and play and mute and unmute not appear at the some time respectively...
made 5 new guibuttons... one for each of the following: play stop next mute unmute
repeat random are now options
u can randomly pick a song or go to the next song in the playlist
the ablity ... AT THIS POINT HARD CODE... a given play list...
CAN PLAY ALL TYPES OF MUSIC ... MP3 AND OGG!!!
previous button... bind for increasing and decreasing musicvol ... , . respectively
use the song command to play any given song... ex /song YOURSONG.FILEEXTENSION
to do list...
in game playlist makeing
playlist chooseing
add song inside of cube..
categories to choice from
stations... play list that u can flip through ... like radio on steroids

the url works on all browsers... explorer takes the longest to load... like up to 30 sec...

chasester

Preview



Config file musicplayerMin.zip (56.31 KB)
URL http://www.4shared.com/dir/19990204/f7b27612/musicplayer.html
Rating
8
points
 (2 votes)
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Files: http://www.4shared.com/file/131165587/c8d2b373/music_player.html / musicplayermin.zip / http://www.4shared.com/dir/19990204/f7b27612/musicplayer.html /

(2188) Home ~ Ddctf2

Anonymous | 2009-09-08 00:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | CTF | Medium (5-8) | Other License | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb a medium size map for CTF
Screenshot
Get original file (33KB)
Detailed description

my map :D

Map file Ddctf2.zip (4.53 MB)
Rating
37
points
 (6 votes)
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Files: schotsddctf2.jpg / ddctf2.zip /

(2187) Home ~ ac_oldfirestation

DeathDancer | 2009-09-07 16:29

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Stable | Medium (5-8) | GNU GPL v3
Blurb Small map for all modes.
Screenshot
Get original file (196KB)
Detailed description

Small map for all modes. Good for 1vs1 or 2v2.
One new texture.
Enjoy ( or hate :P )!

Map file ac_oldfirestation.zip (253.93 KB)
Rating
6
points
 (1 vote)
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Files: image.jpg / ac_oldfirestation.zip /

(2186) Home ~ Zukulkan-Temple

RuXx | 2009-09-07 05:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Copyright | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb An Egyptian Map i made today
Screenshot
Get original file (120KB)
Detailed description

another DM map :-)

Map file zukulkan-temple.zip (293.13 KB)
Rating
10
points
 (4 votes)
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Files: zukulkan-temple.jpg / zukulkan-temple.zip /

(2183) Home ~ City 1

Bp103 | 2009-09-04 19:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Huge (16-32) | Other License
Blurb A big abandoned city in space.
Screenshot
Get original file (164KB)
Detailed description

Its a big abandoned city in space, loosely inspired by the game armored core.

The city has been abandoned and now its infested with lots of violent creatures bent on killing each other.
This one I put so much time into about 6 months, it looks better (and slightly more abandoned) when the lights have been computed.

Just extract everything into "packages\base" of the Sauerbraten Directory then (assuming that you know how to edit menus.cfg or use the map command) it should work.

This is my first city map! I hope you all like it!

Map file city_1.zip (4.52 MB)
URL http://cid-18327fd37fc6a5f5.skydrive.live.com/self.aspx/Public/Sauerbraten%20Maps/city%7C_1.zip
Rating
4
points
 (2 votes)
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Files: city_1.jpg / city_1.zip / http://cid-18327fd37fc6a5f5.skydrive.live.com/self.aspx/Public/Sauerbraten%20Maps/city%7C_1.zip /

(2181) Home ~ Gold & Silver texture pack

TomekGNO | 2009-09-04 12:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Creative Commons (BY-NC)
Blurb textures
Screenshot
Get original file (232KB)
Detailed description

Pack of 8 useful textures to create some details in temples, churches.

Note: used few Sock's egypt textures for details in normal maps.

Mod file gold&silver.zip (196.04 KB)
Rating
24
points
 (3 votes)
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Files: screen_2.png / gold&silver.zip /

(2177) Home ~ Newcube

Nixot | 2009-09-03 18:02

 this screenshot was not originally available or there was a problem extracting it

Cube | Standalone | Source mod | Windows | ZLIB License
Blurb A mod of Cube that expands and improves on the original game.
Screenshot
Get original file (472KB)
Detailed description

Newcube is a mod of Cube I made ages ago. It's not very playable, but does have a cool single-player campaign and a few new maps. Here is a list of just some of the features:

* New trigger effects.
* Re-integrated LOD.
* All new music.
* Fixed loads of bugs.
* Improved savemap (doesn't mangle precise texturing).
* New sky boxes from Skiingpenguins (they're well cool).
* Improved the particle effects.
* All new textures.
* Improved the weapon selection system.
* Skill level is now saved when you quit the game.
* Red menus.
* All new enemies and guns.
* Independent monster sight sounds (ooh, I'm proud of that).
* Improved game modes with bug fixes.
* Fall damage.
* Fire particle effect.
* An improved editing interface.
* Guaranteed nought percent Braille.

New download link! The mediafire download link went offline for some reason, so you can now download it from here.

And make sure to look out for a supreme Newcube-based game, coming in a very long time.

Have fun (or at least try to)!

URL http://dl.dropbox.com/u/41414190/nce2012.zip
Rating
65
points
 (8 votes)
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Files: screenshot_20103.png / http://dl.dropbox.com/u/41414190/nce2012.zip / http://dl.dropbox.com/u/41414190/nce2012.zip /

(2175) Home ~ DokoDog1

Doko | 2009-09-03 01:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Other License | Detailing Problem | Map Layout Problem | Screenshot Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb a medium Size map For FFA
Screenshot
Get original file (25KB)
Detailed description

a map by dokodog sponsored by dokodog and presented by dokodog

Map file DokoDog1.zip (3.7 MB)
URL http://www.mediafire.com/?sharekey=4d30e606d3b8fdbb4c17ca8801618ef7e04e75f6e8ebb871
Rating
12
points
 (2 votes)
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Files: dokodog1.jpg / dokodog1.zip / http://www.mediafire.com/?sharekey=4d30e606d3b8fdbb4c17ca8801618ef7e04e75f6e8ebb871 /

(2174) Home ~ Duel8

t-chen | 2009-09-02 15:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Beta | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb ... just another DM map...
Screenshot
Get original file (118KB)
Detailed description

...just another DM map...

fixed some small deatails again (03.09.09, 14:30) ...

have fun!

Map file duel8.zip (889.47 KB)
Rating
171
points
 (18 votes)
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Files: duel8.1.jpg / duel8.zip /

(2171) Home ~ winter_arena

DeathDancer | 2009-08-31 10:35

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | Medium (5-8) | GNU LGPL v3
Blurb winter_arena - winter AC map for dynamic CTF gameplay
Screenshot
Get original file (74KB)
Detailed description

Foggy winter map.
Designed for dynamic CTF gameplay.

Map with beta status.
Any sugesstion? Post it please.

Map file winter_arena.zip (12.51 KB)
Rating
12
points
 (2 votes)
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Files: mini_image.jpg / winter_arena.zip /

(2162) Home ~ ac_nightshift

morph33n | 2009-08-25 07:44

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Stable | Small (1-4) | Public Domain
Blurb A small map featuring sparse lighting, a minimal layout, and adequate detailing.
Screenshot
Get original file (401KB)
Detailed description

[Update, August 28th] I've fixed some errors and added lighting for the driveway, so I'm uploading a new version that I will roughly title Release Candidate 2.

::ABSTRACT::
This map depicts a quiet, yet functioning storage complex. The idea is that you are experiencing this facility after hours, hence the name "nightshift."

::STRUCTURE::
There are three little brick buildings, housing such things as gastanks and boxes. Additionally, two more fenced areas are designated for more crates, one of these also having a somewhat quarantined biohazard pool. All of these encircle the central office, while a vehicle gate indicates the complex's entrance.

::GAMEPLAY::
Due to the small size of the map (newmap 7) ac_nightshift is not recommended for teamplay. But the size is just right for a two- to four-person deathmatch or osok game. There are still individual team spawns, but there are no flag positions.

::PROGRESS::
I have no more immediate plans to modify this map, so I would dubb it as a release candidate; you are more than free to download and play it, but there is a slight chance I might make a revision or two.

::COPYRIGHT::
I haven't accquired any "official" licensing for ac_nightshift, so I have no choice but to release this to the public domain. But I did not use any custom content at all; these stock packages are licensed under their respective licenses. And of course, please don't mess with this map.

::MAPPACK?::
AssaultCube Devs: I heard this might be the best place to post a map if I'd like it in the map pack. I believe my map meets almost all the requirements to make it in; the WQD might be just a bit high in some places, but other than that I'm pretty confident that this map might qualify.

Map file ac_nightshift.zip (175.69 KB)
Rating
4
points
 (1 vote)
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Files: ac_nightshift.png / ac_nightshift.zip /

(2153) Home ~ ac_edifice

Bukz | 2009-08-23 19:01

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Singleplayer | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Medium sized, war torn, industrial themed map.
Screenshot
Get original file (304KB)
Detailed description

This map has been a cooperative project between me and optus (formerly |CC{optus) since day one. Although neither one of us are what you could call, experienced mappers, we feel very proud of the finished product that has become ac_edifice.

Backstory:

CLA has trespassed onto RVSF territory. What used to be a quiet facility used by RVSF for training, storage, and weapon manufacturing, has erupted into an all out battle between the two forces, for control over this large, intimidating factory.

Mode recommendation:
- CTF, TDM, THTF, TKTF: up to 12 players
- DM, OSOK, TOSOK: up to 8 players

Entity statistics:
- 223 lights
- 62 playerstarts, 6 CLA, 6 RVSF, 50 FFA
- 4 pistolclips
- 7 ammoboxes
- 3 grenades
- 7 health
- 2 armour
- 1 akimbo
- 311 mapmodels, 223 clipped
- 7 ladders
- 2 ctf-flags, 1 CLA, 1 RVSF
- 7 sounds
- 31 clips

Total: 667 Entities

We sincerely hope you all enjoy the map as much as we do! Any suggestions or comments are very welcome. :) This is the final version of this map, assuming no errors are found.

Map file ac_edifice.zip (23.26 KB)
URL http://www.akimbo.in/files/index.php?act=view&id=341
Rating
20
points
 (3 votes)
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Files: ofc20z.png / ac_edifice.zip / http://www.akimbo.in/files/index.php?act=view&id=341 /

(2150) Home ~ Graphical enhancement for various texture packages V1.9a

D_wicked | 2009-08-21 12:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Other License
*
*
Starred Content
Blurb Graphical enhancement for various texture packages, it now includes normals, specular, glow and height maps.
Screenshot
Get original file (255KB)
Detailed description

I tried to increase the quality of various non-shadered packages already included in the game, and I added normals, specular, glow and height maps. They now are bumby, shiny and emit some shadows.

How to install :

First backup your packages and especialy your packages.cfg files in an other directory. You should do this if you want to revert to the old textures.
Then unzip/extract inside the sauerbraten directory -> overwrite all -> yes

There are many maps who benefit from my enhanced textures. If you play a map wich has dark textures, or looks strange, then it is required that you do a /calclight and save the map to keep the effect of my textures. Sadly there a number of maps that use their own texture config file, and I don't have the permission to distribute those here.

If you want too see all modified textures, then type the following when you start sauerbraten: /map texpreview

***If anyone who has made a map, and fully supports my work, let me know, so I can supply an updated config file that uses the new textures. Altough newmade maps already support my textures, unless they supply a different one.

Update V1.1 :

- added "glowcolour" parameter to the lights
- fine tuned height maps
- fine tuned specular maps

Update V1.1a :

- fixed bug in ot ( small fix )
- fixed missing texture ( thanks for kretren for alerting me )

Update V1.2 :

- Added tech1soc package

BIG Update V1.7 :

- Update now contains the dg, ikbase, ik2k, subverse, than_ind, g-pack, jf1 and payne texture packages, and some misc texture packages.
- Tech1soc and egyptsoc are updated completely.
- Some bugs are fixed.
- First config file of the map "tejen" is now included. ( approved by mayhem )
- A demo map for all the textures is now included. ( mainly for testing )
- Removed unnecesairy files inside the zips to decrease file size.
- Updated screenshot.

Update V1.9 :

- Complete remake of normals and redone some displacement maps where needed

Update V1.9a :

- Tiny fix of box texture that was to shiny. ( fixed in package: misc2-enhanced )

Map file socenhanced.zip (6.24 MB)
Rating
92
points
 (10 votes)
Attachment Size
g-pack enhanced.zip 3.53 MB
misc_1 enhanced.zip 3.87 MB
ik enhanced.zip 2.34 MB
misc-2 enhanced.zip 3.88 MB
tech.zip 6.34 MB
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Files: screenshot_226321.jpg / socenhanced.zip /

(2147) Home ~ Quick Access Pad v1.1

Anonymous | 2009-08-20 17:11

Cube 2 (Sauerbraten) | Release | Beta | Gameplay | Mapping | Creative Commons (BY-NC)
Blurb Access most important commands with numpad! Dynamic bindings.
Detailed description

Quick Access Pad v1.1

Script that allow you very quickly access most important commands.

Press 'END' to use.

--INSTALLATION--

==| Copy 'qap.cfg' file to the main Sauerbraten directory.
==| Write in your 'autoexec.cfg' file (if dosesn't exists make one in main directory) 'exec qap.cfg'.

If you find any bug or you'll have some ideas and suggestions please post comment on Quadropolis.

CHANGELOG:

1.1 - Improved client selection in server commands section.

Enjoy!

Preview
echo "Q.A.P v1.1 installed! Press 'END' to use!"

ifnotediting = [
if (! $editing) [
showgui $arg1
] [
echo "You have to be out of edit mode to access Q.A.P!"
]
]

teletag = [0]
adminpassword = []
ctn = [0]
selctn = []
mmode = [0]
mmodenames = [open veto locked private]

bind end [ifnotediting qap]

newgui qap [
guititle "Quick Access Pad"
guitext "0 - Close"
guitext "1 - Editing commands"
guitext "2 - Server commands"
guitext "3 - Says"
bind kp0 [cleargui 1]
bind kp1 [ifnotediting qapediting]
bind kp2 [ifnotediting qapserver]
bind kp3 [ifnotediting qapsays]
]

//EDITING------

newgui qapediting [
guititle "Editing commands"
guitext "0 - Close"
guitext "1 - Sendmap"
guitext "2 - Getmap"
guitext "3 - Remip"
guitext "4 - Ents"
bind kp1 [say "Sending map..."; sendmap]
bind kp2 [say "Getting map..."; getmap]
bind kp3 [remip]
bind kp4 [ifnotediting qapents]
]
//EDITING; ENTS------
newgui qapents [
guititle "Ent editing commands"
guitext "0 - Close"
guitext "1 - Ammo"
guitext "2 - Teleport"
guitext "3 - Powerups"
guitext "4 - Playerstart"
bind kp1 [ifnotediting qapentammo]
bind kp2 [ifnotediting qapenttele]
bind kp3 [ifnotediting qapentpup]
bind kp4 [ifnotediting qapentspawn]
]
newgui qapentammo [
guititle "Ammo ents"
guitext "You will be automaticaly moved to editmode"
guitext "0 - Close"
guitext "1 - Pistol"
guitext "2 - Shotgun"
guitext "3 - Gatling gun"
guitext "4 - Rifle"
guitext "5 - Grenades"
guitext "6 - Rockets"
bind kp1 [edittoggle; sleep 10 [ newent cartridges; cleargui 0; edittoggle]]
bind kp2 [edittoggle; sleep 10 [ newent shells; cleargui 0; edittoggle]]
bind kp3 [edittoggle; sleep 10 [ newent bullets; cleargui 0; edittoggle]]
bind kp4 [edittoggle; sleep 10 [ newent riflerounds; cleargui 0; edittoggle]]
bind kp5 [edittoggle; sleep 10 [ newent grenades; cleargui 0; edittoggle]]
bind kp6 [edittoggle; sleep 10 [ newent rockets; cleargui 0; edittoggle]]
]
newgui qapenttele [
guititle "Tele ents"
guitext "You will be automaticaly moved to editmode"
guilist [
guitext "Tag: "
guifield teletag 3
]
guitext "0 - Close"
guitext "1 - Teleport"
guitext "2 - Teledest"
bind kp1 [edittoggle; sleep 10 [ newent teleport $teletag; cleargui 0; edittoggle]]
bind kp2 [edittoggle; sleep 10 [ newent teledest $teletag; cleargui 0; edittoggle]]
]
newgui qapentpup [
guititle "PowerUp ents"
guitext "You will be automaticaly moved to editmode"
guitext "0 - Close"
guitext "1 - Health"
guitext "2 - Green armour"
guitext "3 - Yellow armour"
guitext "4 - Health boost"
guitext "5 - Quad damage"
bind kp1 [edittoggle; sleep 10 [ newent health; cleargui 0; edittoggle]]
bind kp2 [edittoggle; sleep 10 [ newent greenarmour; cleargui 0; edittoggle]]
bind kp3 [edittoggle; sleep 10 [ newent yellowarmour; cleargui 0; edittoggle]]
bind kp4 [edittoggle; sleep 10 [ newent healthboost; cleargui 0; edittoggle]]
bind kp5 [edittoggle; sleep 10 [ newent quaddamage; cleargui 0; edittoggle]]
]
newgui qapentspawn [
guititle "Playerstart ents"
guitext "You will be automaticaly moved to editmode"
guitext "0 - Close"
guitext "1 - Neutral"
guitext "2 - Team #1"
guitext "3 - Team #2"
bind kp1 [edittoggle; sleep 10 [ newent playerstart; cleargui 0; edittoggle]]
bind kp2 [edittoggle; sleep 10 [ newent playerstart 1; cleargui 0; edittoggle]]
bind kp3 [edittoggle; sleep 10 [ newent playerstart 2; cleargui 0; edittoggle]]
]
//SERVER------
newgui qapserver [
guititle "Server commands"
guilist [
guitext "Admin pass: "
guifield adminpassword 30
]
guilist [
guitext "Client number: "
guifield selctn 3 [ctn = $selctn; selctn = ""]
if (strcmp (getclientname $ctn) (getname)) [
if ((isspectator $ctn)) [
guitext (concatword " " (getclientname $ctn) " [YOU] [SPECTATOR]")
] [
guitext (concatword " " (getclientname $ctn) " [YOU]")
]
] [
if (strcmp (getclientname $ctn) "") [
guitext (concatword " " "[NOBODY]")
] [
if ((isspectator $ctn)) [
guitext (concatword " " (getclientname $ctn) " [SPECTATOR]")
] [
guitext (concatword " " (getclientname $ctn))
]
]
]
]
guislider ctn 0 64
guilist [
guitext (concat "Mastermode:" (at $mmodenames $mmode))
]
guislider mmode 0 3
guitext "0 - Close"
guitext "1 - Claim master"
guitext "2 - Claim admin"
guitext "3 - Use auth key"
guitext "4 - Relinquish master/admin"
if ((isspectator $ctn)) [
guitext "5 - Unspectate"
] [
guitext "5 - Spectate
]
guitext "6 - Ban"
guitext "7 - Clear bans"
guitext "8 - Mastermode"
guitext " "
bind kp1 [setmaster 1]
bind kp2 [setmaster $adminpassword]
bind kp3 [auth]
bind kp4 [setmaster 0]
bind kp5 [if ((isspectator $ctn)) [spectator 0 $ctn] [spectator 1 $ctn]]
bind kp6 [kick $ctn]
bind kp7 [clearbans]
bind kp8 [mastermode $mmode]
]
//SAYS------
newgui qapsays [
guititle "Says"
guitext "0 - Close"
guitext "1 - Go0d g4me"
guitext "2 - Nic3 sh0t"
guitext "3 - 0wn3d"
guitext "4 - 0h m4h g4whd"
guitext "5 - L4ughing my as$ 0ff"
guitext "6 - Che4t3r"
guitext "7 - Nic3 0ne"
bind kp1 [say "Go0d g4me"; cleargui 0]
bind kp2 [say "Nic3 sh0t"; cleargui 0]
bind kp3 [say "0wn3d"; cleargui 0]
bind kp4 [say "0h m4h g4whd"; cleargui 0]
bind kp5 [say "L4ughing my as$ 0ff"; cleargui 0]
bind kp6 [say "Che4t3r"; cleargui 0]
bind kp7 [say "Nic3 0ne"; cleargui 0]
]

Config file qap.zip (7.6 KB)
Rating
8
points
 (1 vote)
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Files: qap.zip /

(2146) Home ~ Curvy Castle

Nieb | 2009-08-18 05:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Another DM map..
Screenshot
Get original file (67KB)
Detailed description

Another DM map by Jonlimle, Nieb, Razgriz & others

11-09-2009 v1.1

Map file curvy_castle_1-1.zip (339.12 KB)
Rating
112
points
 (19 votes)
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Files: curvy_thumb.jpg / curvy_castle_1-1.zip /

(2145) Home ~ Alternative pistol sound for BloodFrontier

Anonymous | 2009-08-17 17:30

Red Eclipse | Final Release | Content | All Platforms | Creative Commons (BY-NC)
Blurb Just for those who don't like the original sound...
Detailed description

Alternative pistol sound for BloodFrontier

--INSTALLATION--
Just 'data' to main BloodFrontier directory.

Enjoy!
--------------------------------Q009----

Mod file pistol.zip (23.97 KB)
Rating
6
points
 (1 vote)
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Files: pistol.zip /

(2144) Home ~ Iridium by Tenyo - Version 2.0

Tenyo | 2009-08-17 17:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Deathmatch | Medium (5-8) | GNU GPL v3
Blurb A small indoor/outdoor map suitable for Singleplayer and Deathmatch.
Screenshot
Get original file (247KB)
Detailed description

Set on in a small mining base on a distant, rocky moon. The indoor section of the map is set inside the base. Players have access to the outdoor section through a portal and hidden underground entrance. Rocky, uneven terrain - good for ambush and cover attacks. Indoor section has tight corridor setions and rooms which provide a good balance to the open outdoor sections. Ammo and health are scattered across the map to encourage players to explore the map more.
This release should have fixed issues with the terrain height mapping, better waypoints for the bots and a few added architectural elements.

Map file iridium.zip (1.97 MB)
URL http://dl.getdropbox.com/u/578913/iridium.zip
Rating
18
points
 (5 votes)
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Files: iridium_screenshot.jpg / iridium.zip / http://dl.getdropbox.com/u/578913/iridium.zip /

(2142) Home ~ High quality ambient sound pack FINAL 2

Anonymous | 2009-08-15 13:37

 this screenshot was not originally available or there was a problem extracting it

Final Release | Creative Commons (BY) | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb 28 ambient sounds! Sci-fi and nature!
Screenshot
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Detailed description

Q009's ambient sound pack

UPDATE 11; FINAL 2: 2 New machine sounds
UPDATE 10; FINAL: Fixes
UPDATE 9: Fiiiiiiiiiixes
UPDATE 8: Added 4 more sounds (WAV)
UPDATE 7: More clickfixes
UPDATE 6: Clickfixes
UPDATE 5: Added 10 more sounds
UPDATE 4: Big update. Fixed all sounds
UPDATE 3: Fixed outdoor_signal sound
UPDATE 2: Fixed machine3 sound
UPDATE: Removed click and increased volume: critical_core sound

28 high quality ambient sounds:
Rain
Wind
Thunderbolts
Alot of sci-fi sounds

-->Installation:

For BloodFrontier:
Put 'sounds' in 'data'

For Sauerbraten:
Put 'souds' in 'packages'

-->Implementation:

To use them in your map just write it at end in your map CFG:

mapsound "Q009/ambience/stormwind" 200
mapsound "Q009/ambience/stormrain" 255
mapsound "Q009/ambience/stormbolts" 255
mapsound "Q009/ambience/outdoor_signal" 255
mapsound "Q009/ambience/ambient1" 255
mapsound "Q009/ambience/ambient2" 255
mapsound "Q009/ambience/ambient3" 255
mapsound "Q009/ambience/ambient4" 255
mapsound "Q009/ambience/ambient5" 255
mapsound "Q009/ambience/ambient6" 255
mapsound "Q009/ambience/ambient7" 255
mapsound "Q009/ambience/ambient8" 255
mapsound "Q009/ambience/ambient9" 255
mapsound "Q009/ambience/machine1" 255
mapsound "Q009/ambience/machine2" 255
mapsound "Q009/ambience/machine3" 255
mapsound "Q009/ambience/machine4" 255
mapsound "Q009/ambience/machine5" 255
mapsound "Q009/ambience/machine6" 255
mapsound "Q009/ambience/machine7" 255
mapsound "Q009/ambience/machine8" 255
mapsound "Q009/ambience/machine9" 255
mapsound "Q009/ambience/machine10" 255
mapsound "Q009/ambience/machine11" 255
mapsound "Q009/ambience/machine12" 255
mapsound "Q009/ambience/machine13" 255
mapsound "Q009/ambience/machine14" 255
mapsound "Q009/ambience/critical_core" 255

Sound pack is free2use
--You can use them for your maps/mods/games
--You can post it with your stuff on Quadropolis

BUT:

--You have to give me a credit!

Simple huh? Now:
Enjoy!

Map file qasp.zip (3.2 MB)
Rating
45
points
 (6 votes)
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Files: image4.jpg / qasp.zip /

(2141) Home ~ Spaceship

Falco | 2009-08-14 17:57

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Other License
Blurb Spaceship: A spaceshipmap with musik and a soundfile.
Screenshot
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Detailed description

A spaceship from inside, music and alertsound. It contains a hanger, a commandroom, a briefing room, a cargoroom, a weaponsroom, a canteen with a citchen and a foodstorage, a reactor, engines with fuel, a training room with a simulator and a bathroom.
Good for all modes.

Map file spaceship.zip (3.94 MB)
Rating
16
points
 (3 votes)
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Files: screenshot_736768.png / spaceship.zip /

(2140) Home ~ Fourth World

wsw1856 | 2009-08-14 15:25

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Copyright | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Find your way to the cage in the sky, or die
Detailed description

Fourth World

Designed as a single player game map for Sauerbraten Trooper

Bill Waller
August 14, 2009
wsw1856@comcast.net

Fourth World is a simple kill, or be killed place to visit.

As the development progressed, I found myself making more and more shooting gallery areas. Picking off the enemy in these areas makes things much easier as you move forward.

If you feel caged-in in some places, that Was the point.

Map file fourth_world.zip (2.41 MB)
Rating
10
points
 (4 votes)
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Files: fourth_world.zip /

(2139) Home ~ chutes&tunnels

wsw1856 | 2009-08-14 15:22

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Copyright | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Slide down the ramps and work your way throug the tunnels
Detailed description

Chutes & Tunnels

Designed as a single player game map for Sauerbraten Trooper

Bill Waller
August 14, 2009
wsw1856@comcast.net

Chutes & Tunnels is somewhat of a response to the non-constructive criticism of Puddles regarding my use of textures. Those who were quick to complain never explained what they considered to be the problem.

Chutes & Tunnels uses very few different textures. I hope that satisfies the critics.

My primary goal with this particular map was the geometry of the various places that must be traveled to get to the end...almost, back to the beginning.

Have fun...kill things.

Map file chutes&tunnels.zip (852.04 KB)
Rating
12
points
 (3 votes)
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Files: chutes&tunnels.zip /

(2137) Home ~ puddles2

wsw1856 | 2009-08-14 15:11

Cube 2 (Sauerbraten) | Release | Singleplayer | Copyright | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Rating
8
points
 (2 votes)
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Files: none

(2136) Home ~ Axe Of Destiny

ogrobastard | 2009-08-13 21:45

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Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | GNU GPL v3
Blurb Axe Of Destiny. Are you ready for this mission?
Screenshot
Get original file (46KB)
Detailed description

for create this map I was inspired to the game Quake
The mission:find the axe of destiny
but watch out!:the castle is full of traps and monsters
------------------------------------------------------------------------------------------------------------
PACKAGING INSTRUCTIONS

1)unzip the files in packages/base

2)ENJOY!

------------------------------------------------------------------------------------------------------------

Map file ogrocastle.zip (209.68 KB)
Rating
14
points
 (4 votes)
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Files: ogrocastle.jpg / ogrocastle.zip /

(2135) Home ~ ac_department_beta2

Sniperz | 2009-08-13 13:16

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AssaultCube | Beta | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb by $N!P3R* and SaNd'Z
Screenshot
Get original file (72KB)
Detailed description

ac_department (beta) is a small village...

*Mode recommendation*
Tosok, osok: 4-14 players
Ctf, Tdm, Tktf, Htf: 4-20 players

Here's the Beta version 2 of the map

*Details*
# More Grass details
# More Wall details
# Some mapmodels added
# Rooms more detailed
*Lights*
# Light more elaborated
# Some light mapmodels added
*Textures*
# Some textures changed

-------edit-------

Package fixed

Feedback please

Map file ac_department_beta2.zip (16.66 KB)
Rating
22
points
 (3 votes)
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Files: department.jpg / ac_department_beta2.zip /

(2134) Home ~ HOV

Jellymouth | 2009-08-12 23:33

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Cube 2 (Sauerbraten) | Release | Conceptual | Huge (16-32) | Public Domain
Blurb A map with an experimental design for all game modes
Screenshot
Get original file (414KB)
Detailed description

Basically, I'm creating this map to see what people think of a layout like this. Huge, spaced-out, and simple. I think that maps like this will provide a large enough area to contain sauerbraten's fast-paced style of game-play, but I would like to see what the mapping community thinks.

This is only a test map. I don't expect it to be in the release, but if people like the idea of this map, I'll upgrade it with more detail and maybe a few obstacles, then I'll re-submit it.

Map file hov.zip (3.11 MB)
Rating
46
points
 (7 votes)
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Files: hover.png / hov.zip /

(2133) Home ~ Vampi Scratch ][

vampirefrog | 2009-08-12 22:54

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Cube 2 (Sauerbraten) | Release | Small (1-4) | Public Domain
*
*
Starred Content
Blurb Another scratch/templates map
Screenshot
Get original file (80KB)
Detailed description

Another scratch map for the kiddies. Contains a lot of stuff, including:

* Two donuts/toruses/torii
* One inverted donut
* Some 45 degree cylinders, inverted cylinders and arches
* Some artsy stuff

Some of the stuff on the map was made by others, but most was made by me. The big torus was also edited a bit by SkyLaX.

Also contains 3 textures useful for making Cylinders and 45 degree cylinders.

You can calclight, and there is some skylight and candle light. I didn't calclight, to keep the upload small.

** UPDATE: added some stuff

Map file vampiscratch2.zip (630.51 KB)
Rating
133
points
 (14 votes)
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Files: vampiscratch2.jpg / vampiscratch2.zip /

(2132) Home ~ Crosshair change

Baguel | 2009-08-12 19:19

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Cube 2 (Sauerbraten) | Obsolete | Final Release | Other License | Quality Assurance Issue | Licensing Problem | Packaging Problem
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

There are issues or concerns regarding the licensing and/or copyright status of this content which should be addressed.

When possible, you should use an Open Source Initiative approved license. DO NOT use another person's work without permission! If this is not the case, read the comment of an Administrator or Moderator on your node that explains the licensing issue.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb A mod for change crosshair in game ;)
Screenshot
Get original file (212KB)
Detailed description

A mod to place in the autoexec and some crosshair !
With this mod you can change crosshair and crosshairsize in game !
The name is the name of the crosshair editor ;)

Mod file Crosshair pack.zip (94.06 KB)
Rating
51
points
 (8 votes)
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Files: montagecross.png / crosshair-pack.zip /

(2131) Home ~ Oval

Chasester_aka_you | 2009-08-12 06:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Other License | Map Layout Problem | Packaging Problem | Screenshot Problem
This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A space map
Screenshot
Get original file (19KB)
Detailed description

This is a space map... an oval sitting in space ... it is a small map for no more than 4 people... instigib or ffa would be good options on this map... also efficiency or any other ffa type game

Map file package.zip (4.69 MB)
Rating
12
points
 (4 votes)
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Files: copy-of-oval.jpg / package_0.zip /

(2130) Home ~ Marsbase Part.2

ogrobastard | 2009-08-11 22:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | GNU GPL v3
Blurb Part 2 of Marsbase series
Screenshot
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Detailed description

Hope you like the Part.2 of Marsbase series

Map file marsbase2.zip (393.13 KB)
Rating
12
points
 (3 votes)
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Files: marsbase2.jpg / marsbase2.zip /

(2129) Home ~ The Legend of Sauerbraten

Petman1325 | 2009-08-11 11:45

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4) | Other License
Blurb A map based a The Legend of Zelda dungeon.
Screenshot
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Detailed description

A basic singleplayer map based around the first Legend of Zelda games. I tried my best to make it "feel" like an old school Zelda game, such as hidden puzzles and finding "keys" to open doors.

Before you say anything, this is my Sauerbraten test map to help me in producing maps for the Cube 2 engine, ever since my previous epic fail. Before you say anything, this map deliberately has poor geometry so that way it has a "retro" feel. If you bash me for the lack of geometry, your comment will be disregarded.

The goal is to either clear the dungeon of all enemies or claim the magical staff at the end of the dungeon. There are several secret puzzles that add on to the game ("Fairy Fountain" that supplies the player with health) that, while optional, can help the player.

Map file Legend of Sauerbraten.zip (740.9 KB)
Rating
18
points
 (5 votes)
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Files: zelda.jpg / legend-of-sauerbraten.zip /

(2127) Home ~ K1P57A's Graphix Mod

K1P57A | 2009-08-10 11:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Content | All Platforms | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb Playing around with some of SB's interface, changing it a bit more to my taste
Screenshot
Get original file (208KB)
Detailed description

Hi Everyone!

Like I've promised on my last release: "http://www.quadropolis.us/node/2117" (K1P57A's Glass Radar) I've worked more on my custom UI!

This are my most recent modded gfx which contain following changes / updates:

1.0 Model Skins

1.1 Ammo skins with a more "modern" touch
1.2 Armor model (Makkes original kevlar Vest with modified textures)

2.0 UI

2.1 Radar (K1P57A's Glass Radar)
2.2 Items gfx updated to fit the new ammo skin gfx
2.3 Crosshair (New high res crosshairs for aim, hit & teammate)

This has taken me some time and I have put some work into this, so I'd be really happy getting some feedback, reviews or critique what I could do better ;)

I really hope you guys like it!!

Lots of fun fragging with a new interface whishes you;

K1P57A

Mod file k1s sb gfx mod v1.zip (2.35 MB)
Rating
167
points
 (18 votes)
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Files: k1_gfxui_makeover.jpg / k1s-sb-gfx-mod-v1.zip /

(2126) Home ~ towity

Anonymous | 2009-08-10 02:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8) | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb a ffa map enjoy :D for cube 2
Screenshot
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Detailed description

it my first map ive put on internet

towity

it a free for all map
enjoy :D

PePsILiGhT over and out

Map file towity.rar (2.09 MB)
URL http://rapidshare.com/files/265651948/towity.rar.html
Rating
26
points
 (4 votes)
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Files: towity2.jpg / towity.rar / http://rapidshare.com/files/265651948/towity.rar.html /

(2125) Home ~ Industry

MisanthropX | 2009-08-09 22:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Copyright
Blurb Industry - a deserted Factory
Screenshot
Get original file (70KB)
Detailed description

A new Layout with a industrial theme, i know its just "another" dm map.
but well since there is almost no theme available anymore i took industrial
have fun with it

thanks to Skiing Penguins for the Skybox :D

Map file industry.zip (2.29 MB)
Rating
84
points
 (10 votes)
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Files: preview_0.jpg / industry.zip /

(2124) Home ~ Dow

Poum | 2009-08-09 01:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb CTF-Map in Mars
Screenshot
Get original file (0KB)
Detailed description

This is a strategic base of the Space marines on the planet Mars. There are some generator and power tower for the space marines's ressource. Have fun on this map

Map file Dow.zip (4.54 MB)
Rating
43
points
 (7 votes)
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Files: screen1.png / dow.zip /

(2123) Home ~ ***5 new skyboxes***

jonlimle | 2009-08-08 07:39

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Cube 2 (Sauerbraten) | Other License
Blurb ***5 new skyboxes***
Screenshot
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Detailed description

here are 5 more skyboxes created with terragen, i think i may need to brighten up the prarie skybox, these were made on the origional terragen, but i am learning how to work around in terragen 2 and will be able to make some really nice skies when i figure it out, but anyways leave any feedback and comments on what i may need to fix, thank you

Map file packages.zip (556.43 KB)
Rating
20
points
 (3 votes)
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Files: preview.jpg / packages_13.zip /

(2122) Home ~ mbt1

t-chen | 2009-08-08 01:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | CTF | Large (9-15) | Other License
Blurb ... a new ctf map...
Screenshot
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Detailed description

A new ctf map I built in one nightsession. Hope u will like it!

Suggestions are welcome!

Greetings t-chen

Map file mbt1.zip (1.1 MB)
Rating
99
points
 (13 votes)
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Files: mbt1.jpg / mbt1.zip /

(2121) Home ~ Duel7

t-chen | 2009-08-08 00:00

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Cube 2 (Sauerbraten) | Beta | Deathmatch | Small (1-4) | Other License
Blurb My brand new DM map...
Screenshot
Get original file (178KB)
Detailed description

Duel7 is my latest DM map (playable for insta, effic and ffa (Waypoints already added for some bot-action)).

Suggestions are welcome!

Happy fraggin!
t-chen

Map file duel7.zip (942.09 KB)
Rating
60
points
 (8 votes)
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Files: duel7.jpg / duel7.zip /

(2120) Home ~ Industrial Park

Nieb | 2009-08-07 18:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A new DM map...
Screenshot
Get original file (63KB)
Detailed description

A new DM map created by Nieb, Destroyer, MisanthropX & Viruz.

Map file park2.zip (656.14 KB)
Rating
128
points
 (16 votes)
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Files: park_shots.jpg / park2.zip /

(2119) Home ~ Harmony

skiingpenguins | 2009-08-07 15:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-SA)
*
*
Starred Content
Blurb Harmony Skybox
Screenshot
Get original file (187KB)
Detailed description

Harmony skybox originally made for viruz. Attempted to make a skybox like duomo without the duomo map specific features.

Map file harmony_sky.zip (1.18 MB)
Rating
84
points
 (15 votes)
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Files: harmony_screenshot.jpg / harmony_sky.zip /

(2117) Home ~ Glass Radar

K1P57A | 2009-08-06 19:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Deathmatch | Capture | CTF | Content | All Platforms | Other License
Blurb My own version of the radar.
Screenshot
Get original file (88KB)
Detailed description

Hi Volks!

I am currently tweaking the UI to a glossy, glass-like looking style. There's still a lot of things to do, but I thought I'd already share the completed radar graphics with you.

Suggestions and critique are more than welcome. Hope you like it ;)

Cheers, K1P57A

Mod file k1.zip (64.45 KB)
Rating
112
points
 (12 votes)
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Files: glassradar.jpg / k1.zip /

(2116) Home ~ Bastion

D_wicked | 2009-08-06 16:04

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Beta | Deathmatch | Capture | CTF | Large (9-15) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb WIP dm/ctf/stf map for Blood Frontier
Screenshot
Get original file (193KB)
Detailed description

Bastion is a new Blood Frontier map I started (map number 7 so far), it's still in it's beta stages, but I guess I could already show it. If someone has an idea or early critics, be welcome to give them to me.

Update 1 :

- tweaked ambient, fog...
- added gamma base

To do list :

- add ambient sounds
- add the delta base
- more details
- light tweaks
- bot waypoints
-(maybe different texturing if needed)

Map file Bastion.zip (474 KB)
Rating
0
points
 (0 votes)
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Files: screenshot.0014.jpg / bastion.zip /

(2114) Home ~ Nightfall

Nazark | 2009-08-05 07:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Large (9-15) | Creative Commons (BY-NC)
Blurb Fairly large map set in a small town
Screenshot
Get original file (248KB)
Detailed description

Fairly large map set in a sort of post-apocalyptic town in the middle of the night.

Pretty much my first map so please give me some good advice on what i should improve on it.

Map file night.zip (1.98 MB)
Rating
2
points
 (1 vote)
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Files: screenshot_63236.png / night.zip /

(2112) Home ~ Temple of Skater By: Ruxx and DaemonHunter

jonlimle | 2009-08-03 01:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Singleplayer | Deathmatch | Capture | Small (1-4) | Other License
Blurb Temple of Skater
Screenshot
Get original file (185KB)
Detailed description

Temple of Skater
a map made by Ruxx and DaemonHunter, and uploaded for ruxx by jonlimle

Map file tos.zip (1.04 MB)
Rating
18
points
 (4 votes)
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Files: tos.jpg / tos.zip /

(2111) Home ~ Colossus

Raizen | 2009-08-03 00:18

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Medium (5-8) | GNU LGPL v3
Blurb Colossus map - good strategy
Screenshot
Get original file (65KB)
Detailed description

Great Map!
Good map strategy, ideal for ctf games!
Enjoy!

Map file Colossus.zip (4.66 KB)
URL http://www.megaupload.com/?d=MVR4QCZC
Rating
0
points
 (0 votes)
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Files: colossus.jpg / colossus.zip / http://www.megaupload.com/?d=MVR4QCZC /

(2110) Home ~ Wild

Raizen | 2009-08-03 00:12

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8) | GNU LGPL v3
Blurb Wild - small map for good combats!
Screenshot
Get original file (52KB)
Detailed description

Wild - small map for good combats!
Ideal for CTF games, and very competitive.
Enjoy!

Map file Wild.zip (3.03 KB)
URL http://www.megaupload.com/?d=NQXOQ7VI
Rating
0
points
 (0 votes)
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Files: wild.jpg / wild.zip / http://www.megaupload.com/?d=NQXOQ7VI /

(2109) Home ~ Destiny

Raizen | 2009-08-03 00:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8) | GNU LGPL v3
Blurb Map "Destiny", good for play fast and funny
Screenshot
Get original file (72KB)
Detailed description

Small map, with good strategy of game, and very fun. Ideal for CTF games.

Map file Destiny.zip (4.72 KB)
URL http://www.megaupload.com/?d=F9WB6SVX
Rating
0
points
 (0 votes)
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Files: destiny.jpg / destiny.zip / http://www.megaupload.com/?d=F9WB6SVX /

(2108) Home ~ Final Valley

Raizen | 2009-08-02 23:23

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Stable | CTF | Medium (5-8) | GNU LGPL v3
Blurb Dark and Dangerous map with good positions for shot
Screenshot
Get original file (46KB)
Detailed description

This is a dark map with dangerous traps, has good visible for shot, specially for sniper rifle. :P

Map file Final_Valley.zip (5.91 KB)
URL http://www.megaupload.com/?d=IKBR9M4E
Rating
0
points
 (0 votes)
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Files: final_valley.jpg / final_valley.zip / http://www.megaupload.com/?d=IKBR9M4E /

(2107) Home ~ four skyboxes

soul sub zero | 2009-08-02 21:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Standalone | All Platforms | Public Domain
Blurb four skyboxes, please enjoy.
Screenshot
Get original file (298KB)
Detailed description

There are four skyboxes. One has the sun setting and nearly at night (bloodynight). Another is in the mountans, at the higest alps where the snow falls all year long (snowalps). Another takes you to the other side of the earth, where it is up-side-down (downworld). And the last one takes you to scottland where a storm is coming (scottstorm). If you have any questions, comments, or complaints, please refer to my email in the Readme.

-Matthew ([Soul]Sub-Z0|TO)

Mod file ssky.zip (6.37 MB)
Rating
17
points
 (5 votes)
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Files: snowalps_bk.png / ssky_1.zip /

(2106) Home ~ Exit Strategy

mIscreant | 2009-08-02 18:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
*
*
Starred Content
Blurb A small ffa/effic/insta map.
Screenshot
Get original file (256KB)
Detailed description

This is a map I've been working on for some time, on and off. However, it still hasn't been playtested (aside from me running around) so I have no idea how it plays. The items and teleporter can be rearranged multiple ways, I'm not sure what configuration works best.

I'm releasing this now because I'll be leaving soon and don't know if I'll have time to mess with it further. At least for a while. So play a few games and feel free to make some suggestions. I'll check back when I can.

EDIT: So it's been a long time, and I finally remembered this map. I made some small changes, the main one is that the yellow armour and health boost have changed positions. Hopefully this will work better for FFA duels. There are also waypoints included.

Map file exist.zip (1.47 MB)
URL removed.by.administrator
Rating
202
points
 (22 votes)
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Files: existpic.jpg / exist.zip / http://removed.by.administrator/ /

(2105) Home ~ Secret_lab_V1.0

Shuriken | 2009-08-02 17:02

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8) | Various Licenses
Blurb RVSF are attacking a secret, underground CLA nuclear research facility.
Screenshot
Get original file (440KB)
Detailed description

RVSF are attacking a secret, underground CLA nuclear research facility. This is my first map, so please rate and give suggestions. Thanks

Map file Secret_lab_V1.0.zip (445.64 KB)
Rating
14
points
 (2 votes)
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Files: secret_lab_v1.0.png / secret_lab_v1.0.zip /

(2104) Home ~ ac_palm_beta

King | 2009-08-02 12:26

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb by $N!P3R*
Screenshot
Get original file (56KB)
Detailed description

An old map by me revised, based on osok/tosok mode
Give me a feedback please
Enjoy

Map file ac_palm_beta.zip (14.1 KB)
Rating
6
points
 (1 vote)
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Files: ac_palm.jpg / ac_palm_beta.zip /

(2103) Home ~ skybox-, loadsky- and exec-completion

viruz | 2009-08-02 10:20

Cube 2 (Sauerbraten) | Release | Gameplay | FreeBSD License
Blurb A Script for tab-completion of skyboxes and .cfg-files
Detailed description

Instruction:
1. Put the file in your sauerbraten-folder
2. Put a line "exec treecomplete.cfg" in your autoexec.cfg

What you get: tab-completion for all skyboxes and cfg-files in your sauerbraten folder, even non-default files that are not included in the official release.

greez viruz.

License is the 3-clause FreeBSD license, so do with it what you want.

Preview
alias searchfolders ".";
alias skyboxlist "";
alias execlist "";


append = [
$arg1 = (concat (getalias $arg1) $arg2);
]
treecomplete = [
alias tempfolders ""
looplist i $searchfolders [
loopfiles f $i "" [
alias filepath (concatword $i "/" $f)
filepath = (strreplace $filepath "./" "");
if (> (strstr $filepath "_ft.") -1) [
filepath = (strreplace $filepath "packages/" "");
filepath = (substr $filepath 0 (strstr $filepath "_ft."));
append skyboxlist $filepath
]
if (> (strstr $filepath ".cfg") -1) [
append execlist $filepath
]
if (= (strstr $f ".") -1) [
tempfolders = (concat $tempfolders $filepath);
]
]
]
searchfolders = $tempfolders;
if (= (listlen $searchfolders) 0) [
listcomplete skybox $skyboxlist
listcomplete loadsky $skyboxlist
listcomplete exec $execlist
] [
sleep 50 treecomplete
]
]
treecomplete

Config file treecomplete.cfg (917 bytes)
Rating
16
points
 (2 votes)
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Files: treecomplete.cfg /

(2102) Home ~ nicesky

EnzoLouis | 2009-08-02 01:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Other License
Blurb The best of my attempts at making a good skybox
Screenshot
Get original file (276KB)
Detailed description

Thanks to Micah (my tutor), after much time spent using terragen I have been able to make a decent skybox. Let me know what you think and how I can improve at using terragen.

Thanks, Louis

Mod file nicesky.zip (1.51 MB)
Rating
18
points
 (3 votes)
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Files: niceskyscreenshot.png / nicesky.zip /

(2099) Home ~ Project: Skies

cruZ | 2009-08-01 13:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Creative Commons (BY-SA)
Blurb Thematic skyboxes for Sauerbraten...
Screenshot
Get original file (73KB)
Detailed description

First release of the project skies. Includes 6 unique thematic sauerbraten skyboxes with ideal resolution. v1.25 and HQ versions coming soon...

Map file project_skies.zip (1.18 MB)
Rating
28
points
 (4 votes)
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Files: screenie.jpg / project_skies.zip /

(2098) Home ~ Obidos By Glady&Poum with Erzealh

Poum | 2009-08-01 00:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A map with two Castle
Screenshot
Get original file (588KB)
Detailed description

The Terrible War’s Lord of Obidos had many slaves. This lord had a superb castle with red flags. The slaves who hated The Lord of Obidos decided to build an identical castle but with blue flags. They made this Castle in only one night, Thanks To The Powe… Magic of Obidos. When The Lord knew that, he entered in an insane anger which extended in all the galaxy… Kingdom Of Obidos. The war is thus imminent…. Will you be a Slave of Obidos or a Lord’s Fighter in this terrible fight?

http://www.youtube.com/watch?v=U9TopS0091s

Map file Obidos.zip (7.93 MB)
Rating
246
points
 (29 votes)
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Files: obid.png / obidos.zip /

(2096) Home ~ Blood Rain [OBSOLETE]

RaZgRiZ | 2009-07-29 19:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Final Release | Small (1-4) | CC0 1.0 | Quality Assurance Issue | Map Layout Problem
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Blurb Fight in the stormy night!
Screenshot
Get original file (322KB)
Detailed description

Blood Rain is my first serious gameplay based map. Its wide open and fast paced, yet the little cover around the map is often enough to get by. for 2 to 6 players (recommended levels).

Map is obsolete, first-steps kind of work and looking back at it now, it's utter crap if not for the pointless work going into digging out the textures to make flat walls have more depth. Download at the risk of your own retinas.

Map file blood_rain.zip (1.48 MB)
Rating
32
points
 (5 votes)
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Files: br_screenshot.png / blood_rain.zip /

(2093) Home ~ VotivChurch UPDATE2

MisanthropX | 2009-07-26 22:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb VotivChurch - remake of a real church
Screenshot
Get original file (43KB)
Detailed description

A Map that just shows what all is possible with the sauerbraten editor,
its not done yet
behind the church me and nieb made something random ^^
i hope i can complete the church soon.
heres the real church, i even saw it in RL already :D
VotivChurch_Vienna

update 1: lights and crap deleted - also: towers are here :D
update 2: Finally i work on the map again.. i made a bit of the inner church :D looks awesome so far.
looking forward to make it better.
Enjoy

Update.
Began the inner.
there are ways up now in the upper stages.

Map file votiv.zip (1.85 MB)
Rating
533
points
 (57 votes)
Attachment Size
votiv1.JPG 61.51 KB
votiv3.JPG 105.5 KB
votiv2.JPG 66.4 KB
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Files: bild1_1.jpg / http://tinyurl.com/votivkirche / votiv.zip /

(2092) Home ~ Pac-Map

qubodup | 2009-07-26 18:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | ZLIB License
Blurb Pac-Map
Screenshot
Get original file (72KB)
Detailed description

It's quite nothing, just a Pac-Man-like maze (no high walls) and two ghosts. Might be fun to take a look but probably not to play.

Thanks much to Philip K's great textures!

Map file pac_map.zip (21.95 KB)
Rating
30
points
 (5 votes)
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Files: pm.jpg / http://philipk.net/ / pac_map.zip /

(2091) Home ~ Terrains1

IgC | 2009-07-26 11:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | CTF | Huge (16-32) | Other License | Potential Starred Content | Detailing Problem | Map Layout Problem
This node has the potential to become Starred Content.

Content that is of great quality or usefulness is usually promoted to the front page as Starred Content, but only if it meets Quadropolis posting standards. Please fix the other issues with this node so that a moderator can promote it.

There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

This map has a poor layout or one that could be improved.

The layout of a map is among the most important parts of a winning design, try making sure exotic geometry is removed or clipped and the level is open and free of dead-ends or unexplained phenomena.

Blurb BIG ctf/capture map, desert theme
Screenshot
Get original file (204KB)
Detailed description

I want to give to users a new map, something never seen before on Sauer, and that's it!
It's BIG, it's OPEN, it's Terrains1.
All made with hands editing cube to cube and no hmap.
ther's only the skylight and few textures but i think that's enought :)

It's ready to be played.
Snipers will love this map. but they have to play carefull cause ther's no covered places.

Map file Terrains1.zip (1.48 MB)
Rating
68
points
 (10 votes)
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Files: terrains1.jpg / terrains1.zip /

(2089) Home ~ New Chainsaw Sound

Firewolf34 | 2009-07-24 02:00

Cube 2 (Sauerbraten) | Final Release | Singleplayer | Deathmatch | Capture | CTF | Content | All Platforms | Public Domain
Blurb A new sound for the chainsaw by Firewolf34
Detailed description

This is my updated version of the old chainsaw sound. I think the original doesn't sound so good, so I cut up some chainsaw sounds and voila, here it is. I hope you enjoy this. If you reproduce this then please give me credit for it.

It rumbles like the real chainsaw when its idling. When you actually fire it up it cycles between full and semi full throttle (do chainsaws have a throttle?) and sounds like your actually using a chainsaw, instead of the two tone sounds that come with the game. So here you go, enjoy!!

Update: Sorry for the .DS Store file and the MACOSX folder. Ignore both as they were an issue from a bad compress. The true files are the Readme and the two Ogg Vorbis sound files.

Mod file Chainsaw Files.zip (31.68 KB)
Rating
16
points
 (3 votes)
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Files: chainsaw-files.zip /

(2088) Home ~ Q3DM17 - Rebuild for Sauerbraten

viruz | 2009-07-23 22:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Rebuild of an awesome quake map for sauerbraten
Screenshot
Get original file (100KB)
Detailed description

After watching a few fragmovies of fatal1ty, i could not resist building this awesome quake map.

features:
-decreased the mapsize for better flow + the fast paced gameplay of the original
-much and heavy weapons for intense ffa-gameplay.

i played the map in insta, eff and ffa, its fine everywhere.

hf and keep fragging, viruz :)

WARNING: content requires the trak5 texture package, either download the textures here or get the complete package at the tc-forum (filesize would be to high including the textures).

Map file q3dm17.zip (391.16 KB)
Rating
30
points
 (5 votes)
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Files: coop-q3dm17-167.png / http://www.quadropolis.us/node/1877 / q3dm17.zip /

(2086) Home ~ two skyboxes...

soul sub zero | 2009-07-21 18:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Standalone | All Platforms | Public Domain
Blurb a yellowish green toxic skybox, and a river like hill area.
Screenshot
Get original file (261KB)
Detailed description

a yellowish green skybox that looks like the toxic gunk we have in our nuclear reactors. and a skybox that would look like early earth back 3,000 years ago. i have a readme, this is packaged correctly.

How to use: once you have everything placed correctly, play sauer. type /loadsky ssky/toxic or /loadsky ssky/river-c

If you have any questions, comments, or complaints, please refer to my email in the readme.

Thank you for your time.

-Matthew

Mod file ssky.zip (2.86 MB)
Rating
17
points
 (4 votes)
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Files: toxic_rt.png / ssky.zip /

(2084) Home ~ Custom Splash Screen

DaemonHunter | 2009-07-21 00:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | All Platforms | Other License
Blurb A new background texture and accents for the Sauerbraten startup screen.
Screenshot
Get original file (84KB)
Detailed description

A new background texture and accents for the Sauerbraten startup screen.
Created in Inkscape,

Extract and place in your "./Sauerbraten/data" directory.
Remember to backup the original files if you don't like. :)

Enjoy,
DaemonHunter

Mod file custom_splash.zip (19 KB)
Rating
12
points
 (2 votes)
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Files: display_1.jpg / custom_splash.zip /

(2083) Home ~ AssaultCube Texture Pack

Nieb | 2009-07-20 23:49

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Creative Commons (BY-SA)
Blurb 52 new textures for AssaultCube.
Screenshot
Get original file (82KB)
Detailed description

52 various new textures for AssaultCube.

Special thanks to makkE for critique and assistance.

All textures made with sources from:
http://www.burningwell.org/
http://www.cgtextures.com/
http://www.imageafter.com/
http://www.ryane.com/

Map file ac_tex_pak_1.zip (1.81 MB)
Rating
40
points
 (5 votes)
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Files: ac_tex_pak_1-thumb.jpg / http://www.burningwell.org/ / ac_tex_pak_1.zip /

(2082) Home ~ positive

EnzoLouis | 2009-07-20 00:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Small (1-4) | Other License
Blurb A smallish FFA or Instagib map
Screenshot
Get original file (237KB)
Detailed description

Positive is a small map for about 3 to 4 people.

This is a map I've been working on for quite a while now. After the summer I got some help from some friends (Theso, Redon, and Suicizer) who helped me improve it a lot. So I hope you enjoy and please let me know what you think.

UPDATE:
Ladders, got rid of glass, made the outside better, changed small details, and much more!

Please download the new version and tell us what you think

Map file positive.zip (372.12 KB)
Rating
66
points
 (9 votes)
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Files: positivescreenshot.jpg / positive.zip /

(2081) Home ~ depletion

Justin | 2009-07-19 20:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb A large, CTF styled map
Screenshot
Get original file (46KB)
Detailed description

On a desolate planet under a dying sun, two rival factions battle for the last few drops of a precious liquid. Water. It keeps the fight going even as it is the cause of the desperate struggle. Over the reservoirs that it flows in fellow iron snouts spill each other's blood just for a taste of it.
How will this terminate? Will the fight continue until everyone is dead or too weak to fight? Or will the remaining survivors come to a truce and share what is left? Obviously that’s up to you to decide.

I thought I'd make up a story for this map instead of just releasing it so it'd have a theme. (^_^) This is still in development so comments and constructive criticism are welcome.

Updates:
-the circumference of the map has been clipped
-teledest moved to a better spot
-brown texture fixed
-bases moved to more sheltered areas

I will be away from my computer tomarrow so expect more updates on Wednesday.

Update: A healthboost has been added in the red base, if you think it's placement is tacky or to easy to get let me know.

Map file depletion.zip (5.43 MB)
Rating
52
points
 (6 votes)
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Files: depletion(640-x-480).jpg / depletion.zip /

(2080) Home ~ tb1

t-chen | 2009-07-16 21:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Small (1-4) | Copyright
*
*
Starred Content
Blurb tb1 by t-chen, with some help from Hero and MisanthropX
Screenshot
Get original file (200KB)
Detailed description

Small Deathmatchmap for 2-4 player.
tb1 is a reworking of my old map duel2.7.
I hope now it looks better and even the gameplay is much better than before.

update (17.7.09)
-waypoints added
-fixed some details
-fixed materialsmistakes
comments are welcome!

have fun and enjoy it.

greetings t-chen

Map file tb1.zip (474.63 KB)
Rating
90
points
 (12 votes)
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Files: tb1.jpg / tb1.zip /

(2078) Home ~ Nhifyla [Revision 3] by FK|Erzealh and FK|Razor

Erzeälh | 2009-07-15 20:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Instagib, ffa and efficiency duel map
Screenshot
Get original file (45KB)
Detailed description

NHiFYLA
No Hide For Your Little Ass
By Erzealh and Razor (of FK clan) with contributions of Es{ca}Rgot and Poum

New perception of the duel with this conceptual map. All the walls are in glasses, so you can see everytime the opposant actions!!!

2009-07-20: After lot of test with different player and mapper, it seems that there are a lot of problem of confusions (not only cause of the color of the skybox) and excessive fall death. The map seem cool and fun but not really playable for serious duel. We prefer stop revision and start to work on a version 2. Rebuilt all the playable structure more simple and more clear. Delate one floor and make a more close playable structure for exemple. We will try also in the futur version to reduce the numbers of polygon for better performance on small computer configuration.

Cause of school examination, we propose this version 2 in the begin of september.

2009-07-18 : nhifyla rev3 :Be carefull, the pack is a revision of the map. Replace the old files on "packages/base" if you have already download this map or an older revision.

News on the revision:

* details on the structure rebuilt
* details on textures amelioration
* problems on direction of jumpads correct
* clip and no clip on teleports correct

2009-07-17: nhifyla rev2
news on the revision

*textures rework by floor and indications on danger zones
*2 safety scares and a few gardrail add to reduce the fall suicide
*death zones add on the higher plateforms to protect health boots from cheater
*1 amo bullets add, and other amo replace differently
*jumpad for yellow armor better centred
*no-clip add on teleport

2009-07-16: nhifyla rev1
News on the revision:

*3 safety scares add
*1 health adds
*new textures add
*new skybox
*decors reworks
*bug of no death at quad zone correct
*wrong name change
*Better visibility of jumpad

Map file nhifyla.rev3.zip (570.61 KB)
Rating
171
points
 (20 votes)
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Files: nhifyla.jpg / nhifyla.rev3.zip /

(2074) Home ~ Transfer Successful

Nieb | 2009-07-13 23:22

With much assistance from Drakas we were able to salvage the database from the depths of the old crap host. We're now on a new much more reliable server.

Sorry for the scare people. Carry on then...

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Files: none

(2071) Home ~ Utopia

MisanthropX | 2009-07-11 23:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Small (1-4) | Creative Commons (BY)
*
*
Starred Content
Blurb Utopia - a dock in a bay
Screenshot
Get original file (52KB)
Detailed description

This should actually end as an capture map but it seems to be really nice for 1on1 DMs

there is no clip yet where the walkable map ends
its still work in progress but i do my best to make it better

- Map and Idea from MisanthropX and Viruz
- Skybox by Skiing Penguins (sky is still work in progress)
- Inspired by T-chen

//update: bugs gone, - all low letter cased etc
//update: makin game area bigger (+ 1 house)
screen: http://tinyurl.com/utopiaprev
//fixed: light in cellar

Map file utopia.zip (1.33 MB)
Rating
96
points
 (12 votes)
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Files: utopia.jpg / utopia.zip /

(2070) Home ~ circle templates, enhanced

AlexChastain | 2009-07-11 22:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Creative Commons (BY-NC)
Blurb enhanced circletemplates
Screenshot
Get original file (448KB)
Detailed description

somehting i made after seeing the map vampirefrog uploaded i decided to make my own circle and devote one map to them, no i did not copy the circle templates he has on there as i think they are a little different then mine in the first place. if you use these feel free you dont have to mention my name at all this is after all just a template to help others, but i encourage you to look and learn at how i made these.
________________________UPDATED 7,14,09_____________________________

circles now better

Map file circles2.zip (212.37 KB)
Rating
26
points
 (3 votes)
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Files: sauer-20090714-201546.png / circles2.zip /

(2069) Home ~ Doko_DeathRace

Doko | 2009-07-11 20:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Large (9-15) | Other License | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb a funny map for singleplayer or multiplayer
Screenshot
Get original file (32KB)
Detailed description

this map is for playing with your friend in multiplayer or alone in singlepalyer.
this map not have cfg.
Have fun! =)

Map file Doko_DeathRace.zip (4.54 MB)
Rating
75
points
 (10 votes)
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Files: shushoka.jpg / doko_deathrace.zip /

(2068) Home ~ Avor

Zarj | 2009-07-11 04:09

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb A small, symmetrical, fast-paced map designed for all game modes.
Screenshot
Get original file (50KB)
Detailed description

Avor is set in part of an underground city, long ago abandonded but now excavated. The map is small and provides for fast - paced combat (as well, there are basically no locations to camp in). It plays on lighting with varying bright and dark patches. Avor works well for all game types. It is symmetrical, and as such, is extremely easy to learn. This map could be ideally used for clan matches as neither side has any advantage.
It should be noted that this map only has spawn points for 20 players.

Map file cc_avor.zip (11.97 KB)
Rating
4
points
 (1 vote)
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Files: title.jpg / cc_avor.zip /

(2064) Home ~ Variance

skiingpenguins | 2009-07-10 03:21

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Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-SA)
*
*
Starred Content
Blurb Variance Skybox Collection
Screenshot
Get original file (201KB)
Detailed description

This is a small collection (3) of skyboxes i've been working on for a while. I thought I'd go ahead and put them out here, seeing as how there's all these other people making skyboxes. I dont know what made this rush of people do this, but I hope you take the time to look at these. The Divine skybox is a sort of test of concept, as is the Wrath skybox. The Barren skybox was previously posted onto quad under another name. I decided to redo the camera position, and I deleted that node for some reason. Anyways, because I cannot map very well, I do skyboxes... Hope you enjoy these ones. Please comment, as i like comments more than ratings!
The .zip is too big to upload to Quadropolis so it's hosted at mediafire.
MediaFire: http://www.mediafire.com/file/kwdn05w2ded/variance-pack.zip

URL http://www.mediafire.com/file/kwdn05w2ded/variance-pack.zip
Rating
148
points
 (21 votes)
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Files: variance-ss.jpg / http://www.mediafire.com/file/kwdn05w2ded/variance-pack.zip /

(2063) Home ~ frost skybox

AlexChastain | 2009-07-10 02:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Source mod | All Platforms | Creative Commons (BY-SA)
Blurb experimental skybox
Screenshot
Get original file (245KB)
Detailed description

just something i tried working with in terragen, made in about a half an hour or so.

extract to your packages folder, and type "/skybox maximus/frost" in game without quotes

thanks for taking time out of your schedule to try it out -MaXiMuS-

Mod file frost_skybox.zip (1.53 MB)
Rating
16
points
 (2 votes)
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Files: copy-of-frost_bk.png / frost_skybox.zip /

(2059) Home ~ s_poolday

smuKulu | 2009-07-09 12:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4) | Copyright
Blurb This is a remake of the map fy_pool_day of Counter Strike 1.6
Screenshot
Get original file (64KB)
Detailed description

This is a nice remake of fy_pool_day.
I've made special textures for this map. They are the same like in CS.
I hope you like it.
Have fun!

Map file s_poolday.zip (401.31 KB)
URL http://www.file-upload.net/download-1752256/s_poolday.zip.html
Rating
14
points
 (2 votes)
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Files: s_poolday_0.jpg / s_poolday_1.zip / http://www.file-upload.net/download-1752256/s_poolday.zip.html /

(2058) Home ~ Vampi scratch 1

vampirefrog | 2009-07-08 17:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Release | Conceptual | Public Domain
*
*
Starred Content
Blurb Vampi's scratch template super duper sauer map
Screenshot
Get original file (74KB)
Detailed description

Contains some stuff I made over time. You can use them freely on your maps:

Spheres: radius 2, 3, 4, and 5
3 donuts with different radii (4, 6 and 8 units), but the same thickness (4 units)
some arches
some cones (in the big building's roof, you can rearrange those into real cones)
some arches (the big building)
some 45 degree arches, to match those above
a dirt texture
some other crap you might find useful

if you find this stuff useful, i might post another batch later.

cheers!

Map file vampiscratch1.zip (897.02 KB)
Rating
140
points
 (15 votes)
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Files: vampiballs.jpg / vampiscratch1.zip /

(2055) Home ~ ac_nightcaves

King | 2009-07-06 11:42

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Large (9-15) | Creative Commons (BY-NC)
Blurb by $N!P3R*, Special thanks to SaNd'Z
Screenshot
Get original file (70KB)
Detailed description

Nightcaves, a rocky cavern map

Map file Nightcaves.zip (20.28 KB)
Rating
12
points
 (3 votes)
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Files: nightcaves.jpg / nightcaves.zip /

(2053) Home ~ Dawn skybox

AlexChastain | 2009-07-05 21:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | All Platforms | Creative Commons (BY-SA)
Blurb one of my first creations in terragen
Screenshot
Get original file (10KB)
Detailed description

this was created by accident as i forgot to save the terrain on one of my terraworlds maybe one of my best accidents ever haha, extract to sauebraten/packages folder and type /skybox maximus/utopia in game. name is messed up cause this was going to be a skybox for one of misanthropx's maps but neither of us thought it fit so i just made another, hope you like and be nice this is my firt node

_____________________________UPDATED-july,7,09-_____________________________
*packaging fixed(hopefully)
*changed extension to .png so less loss of quality
_____________________________UPDATED-july,8,09-_____________________________
fixed packaging one last time :D(thanks windecker)

Mod file utopia_skybox.zip (619.51 KB)
URL http://www.sendspace.com/file/08nc4d
Rating
42
points
 (6 votes)
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Files: utopia_rt.jpg / utopia_skybox.zip / http://www.sendspace.com/file/08nc4d /

(2051) Home ~ atomizer

Meister | 2009-07-05 09:38

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Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | GNU GPL v3
*
*
Starred Content
Blurb atomizer
Screenshot
Get original file (203KB)
Detailed description

Small map designed for 1on1, instagib and ffa modes. The map name is totally random ;)
Thanks to Fatum for placing ffa weapons and testing, and thanks to cally, m0s and overcast for helping me testing the map.

Map file atomizer.zip (2.23 MB)
Rating
100
points
 (12 votes)
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Files: atomizer_640x480.jpg / atomizer.zip /

(2048) Home ~ Cocoa Skybox

skiingpenguins | 2009-07-03 23:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Creative Commons (BY-SA)
Blurb Cocoa Skybox by SkiingPenguins
Screenshot
Get original file (179KB)
Detailed description

This is a skybox i made long ago, but found buried in my forest of folders. I Thought I'd share it with all of yall. Because i cannot map, i make skyboxes. skyboxes create a realistic atmosphere for maps, therefore, it is difficult to make a good map, without a fitting skybox. I hope this skybox fit's your map.

Update 1: Fixed my weird packaging.
Update 2: Now in 1024^2 format, with some clouds. Just what you asked for.
Update 3: Skybox is now .png file format.
Hope you like it. btw, I like chocolate milk.

Map file cocoa-u4.zip (4.93 MB)
Rating
84
points
 (10 votes)
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Files: cocoa-screen.jpg / cocoa-u4.zip /

(2046) Home ~ New Rifle Sound for Sauerbraten by uGotServed - UPDATED - 10/01/2011

jtrag | 2009-07-02 22:14

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Public Domain
Blurb Realistic new rifle sound that I made in Adobe Audition. If you play insta or use rifle a lot, you'll like the new rifle sound!
Detailed description

UPDATE - 10/01/2011 #2:
Updated/Fixed the .zip package so the "junk" files from Mac OS X are not there. I apologize for the inconvenience ;-)

UPDATE - 10/01/2011:
It's finally updated to sound a LOT better than the old one.

This time I adjusted the sound levels of the individual sound channels/frequencies to make it Louder, Clearer, and better than ever!

It's not too loud and sounds fairly realistic for a Sauerbraten Rifle Sound!

Enjoy! - uGotServed (IGN)

UPDATE July 5th 2009: It sounds much better now. Please let me know if I should fix the timing on the reload sound. To me, it seems okay considering it's Sauerbraten, but then again, I could make the reload sound start a bit sooner so it goes with the weapon animation better. What do you guys think? Please let me know so I can make this the best rifle sound possible. Any/All feedback is appreciated :)

UPDATE July 3rd 2009: I Completely revised the Rifle Sound so it is more realistic and powerful sounding!

This is a very nice Rifle sound replacement that I made in Adobe Audition. You'll appreciate this if you play Insta or use Rifle a lot.

This will replace the original rifle.wav file in Sauerbraten with uGotServed's New Rifle Sound.

***INSTRUCTIONS***

Just extract the rifle.wav in this archive to your \Sauerbraten\packages\sounds\awesund folder and overwrite the original one.

After you do that, start Sauerbraten and start fragging with your new Rifle Sound!

I made this sound from scratch within Adobe Audition to get the powerful/yet not too loud Rifle sound, and a pretty cool reload sound/shell dropping sound, all put together into one.

Enjoy!

-uGotServed (IGN)

Mod file uGotServed-Sauerbraten-Rifle-Sound-Mod-Oct-1st-2011.zip (141.96 KB)
URL http://www.quadropolis.us/node/2046
Rating
49
points
 (6 votes)
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Files: ugotserved-sauerbraten-rifle-sound-mod-oct-1st-2011.zip / http://www.quadropolis.us/node/2046 /

(2045) Home ~ BlackProject

Poum | 2009-07-02 17:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY) | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb CTF map
Screenshot
Get original file (417KB)
Detailed description

A mp with 2 base and 3 way. It's a futurist map, with a small platform on the middle of the map...

Map file BlackProject.zip (2.59 MB)
Rating
77
points
 (12 votes)
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Files: blackprojectscreen.png / blackproject.zip /

(2044) Home ~ Spacion

Poum | 2009-07-02 10:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Map in Space
Screenshot
Get original file (146KB)
Detailed description

Map in Space with 2 base and 4 way. Some jump help you to change way.

Map file Spacion.zip (4.04 MB)
Rating
166
points
 (22 votes)
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Files: spacionscreen.png / spacion.zip /

(2043) Home ~ Palace Gardens

Garak | 2009-07-02 06:24

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Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
*
*
Starred Content
Blurb A map for CTF or other game modes. (Version 3)
Screenshot
Get original file (101KB)
Detailed description

This map was designed for CTF but should work for other game modes as well. An vaguely Eastern architectural style was the goal. Comments are welcome!

7/5/2009: Version 2 has been uploaded. Notable changes:
-PVS culling is used, which has dramatically increased the framerate in many areas. However, the framerate is still kind of low in a few areas on some computers that I tested the map on. On my computer, turning down the water quality increased the fps from 29 to 55 in one area.
-The quad damage and the health boost are both much more hidden and hard to get now.
-The jump pads from the underground area to the surface have been replaced with stairways (except in the center of the map)
-The lighting has been tweaked all over.
-Small texture changes, including not having steel column bases.
I kept the sniping areas, such as the roofs near the entrances to the garden, since I don't think campers would be safe there with the four towers in the vicinity. Again, thanks for the comments!

7/7/2009: Version 3 (Minor Update)
-Fixed spawn points and moved around a few things (such as making access easier to the flags)

Map file palacegardens.zip (2.07 MB)
Rating
146
points
 (17 votes)
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Files: preview1.jpg / palacegardens.zip /

(2041) Home ~ Skyboxes Vol 1

Mayhem | 2009-07-01 07:41

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Cube 2 (Sauerbraten) | Final Release | Creative Commons (BY-SA)
Blurb A set of 5 simple skyboxes
Screenshot
Get original file (270KB)
Detailed description

These 5 skyboxes were made with Bryce 6.

Type /loadsky mayhem/afterrain into the console to view the afterrain skybox for example.

These are very simple, basic skyboxes which I used to practice texturing terrain. Feedback is welcome.

Map file skyboxset1.zip (6.75 MB)
Rating
24
points
 (3 votes)
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Files: skyboxset1title.png / skyboxset1.zip /

(2040) Home ~ Aquatic skyboxes

Mayhem | 2009-06-30 05:03

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Cube 2 (Sauerbraten) | Artistic | Creative Commons (BY-SA)
Blurb A pair of underwater skyboxes.
Screenshot
Get original file (434KB)
Detailed description

Aqua4 and Aqua9 skyboxes by Mayhem

I used Bryce 6 to create these underwater skyboxes which consist of 6 .jpg files at 1024x1024 each. Type /loadsky mayhem/aqua4 to see it in-game, or try aqua9 for a deeper underwater experience.

I was inspired by an IRC conversation and though the application of it may be limited, I decided to give it a try. This is the result. Enjoy!

Map file aquas.zip (7.13 MB)
Rating
66
points
 (8 votes)
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Files: aquatitle.png / aquas.zip /

(2039) Home ~ Superrunning

CountStep | 2009-06-29 21:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A continuously flowing symmetrical map. [Updated: Version 1.1]
Screenshot
Get original file (360KB)
Detailed description

Version 1.1
"Equilibrium"

-=WHAT'S NEW?=-

* Changed a few spots of lighting. Some was artistic, some was the lighting I should've done the first time around.

* Added smoke particles. You may need to turn them off if performance suffers. I don't think it should do too much harm, though.

* Changed position of pick-ups. Reduced Grenade Launcher count to one. Pistol rounds are gone. You won't last very long with a Pistol, anyway, so I justify it with that.

* Added two new methods of movement. The first is the teleporters at the bottom level, completing the whole bottom-middle-top thing, so that all levels can get to every other level in some fashion. Also, there is a giant ventilator shaft you can rifle-jump on top of, leaving you the rest of your rounds to snipe, at the very top level. The bots can't do this, though, so don't exploit it on them. Unless you want to. I would.

* New map boxy, actually a picture of the map this time, although with post-processing Photoshop effects. I just can't leave stuff alone. >_

Map file superrunning_1_1.zip (6.77 MB)
URL http://particolouredelephant.wordpress.com/
Rating
46
points
 (7 votes)
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Files: screenshot_42747.png / superrunning_1_1.zip / http://particolouredelephant.wordpress.com/ /

(2038) Home ~ ac_arid

BenWasHere | 2009-06-29 08:54

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AssaultCube | Release | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC-ND)
*
*
Starred Content
Blurb A desert themed AssaultCube map
Screenshot
Get original file (211KB)
Detailed description

This is a map I have been slowly working on for quite some time.
Its mainly a desert map, but with a few dark/gloomy areas with water.

...Enjoy :)

Map file ac_arid_v1.01.zip (18.89 KB)
Rating
70
points
 (9 votes)
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Files: ac_arid_.jpg / ac_arid_v1.01.zip /

(2037) Home ~ Boiler

hawku | 2009-06-28 20:52

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Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY) | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Very small FFA/Insta map for Sauerbraten
Screenshot
Get original file (63KB)
Detailed description

Very small FFA/Insta map. Recommended for 2 to 6 players.

Started to build this map about 2 weeks ago as a Quake3 kinda map (q3tourney5), but it got a little out of control :)
Here some video of first version of the map: http://www.youtube.com/watch?v=ajgVUD-IFxI

I have not properly playtested this map yet, so there might be some glitches.
There are some waypoints, but the bots just like to jump into the lava all the time. Maybe someone would like to fix the waypoints? :)

HWK, 28.6.2009

Map file boiler.zip (532.7 KB)
URL http://hwk.me/boiler.zip
Rating
48
points
 (8 votes)
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Files: boiler_compressed.jpg / boiler.zip / http://hwk.me/boiler.zip /

(2034) Home ~ Cleanshot

Mr.Floppy | 2009-06-28 14:54

AssaultCube | Mapping | Other | Other License
Blurb Clean screenshots script.
Detailed description

This script removes all HUD icons, takes a screenshot and then sets the former settings.

HOW DOES IT WORK:

Bind the cleanshot command to a key or type /cleanshot.

HOW TO INSTALL:

Copy the code below and paste it into your ../AssaultCube/configs/autoexec.cfg - file and save.

Please report bugs and feel free to post code-optimisations.

Config file clean_screenshot_script.cfg (1.44 KB)
Rating
18
points
 (2 votes)
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Files: clean_screenshot_script.cfg /

(2032) Home ~ PDA - User Control Panel for masters

MisanthropX | 2009-06-27 11:35

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Other | Copyright
Blurb Personal Digital Assistant - Improved Master Control Panel and Team Viewer
Detailed description

This is a Gui i made for better master handling.
you can select multiple people and move them to spectator or from spectator to unspecs..

Also it got a "team viewer" with what you can move people from one team to another.

A nice function is also the Clantag - you can set the clantag in the options.
so all clan member are showed yellow in the gui.
also mastermodes included in Options (1-4)

Not all is fully functional yet.. like the map backup in the options.
im open for every critism and new ideas :D

ty

(note: its already binded to B, (edit and game bind)
change it in the cfg if you want to.

how to install it:
put the pda.cfg where you want to in your sauerbraten folder..
(i prefer to create a "cfg" folder in sauerbraten)
then add to your autoexec.cfg : exec folder/pda.cfg
foldername is related to where you put it into
ingame press B to open it

//Edit: forgot some clantag changes.. its set to }TC{ now - feel free to change the clantag

Config file pda.cfg (6.81 KB)
Rating
6
points
 (1 vote)
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Files: pda.cfg /

(2030) Home ~ In-game Crosshair Menu

Maddog1906 | 2009-06-24 19:07

Cube 2 (Sauerbraten) | Release | Gameplay | Various Licenses
Blurb An in-game crosshair menu with plenty of features
Detailed description

This is the In-game Crosshair Menu which has a good deal of features that are easy to use.
Just push "o" to open and you're off.

Features:
variety of crosshairs
crosshair preview
crosshair size scroller
Load-a-crosshair - This allows you to load your own crosshairs from in the game

Included Crosshairs:

Mad-Hairs package by Maddog1906 (Billiam)
-
MX crosshairs and mod by MX (includes edit and zoom crosshair feature [MOUSE 3])
origonal node -> http://www.quadropolis.us/node/1651
-
nade cooking by luckystrikerx
origonal node -> http://www.quadropolis.us/node/1985
-
neospace by Cryx
origonal node -> http://www.quadropolis.us/node/1855
-
highres1 by 1brunobruce
origonal node -> http://www.quadropolis.us/node/1412
-
highres2 by 1brunobruce (Included with Soloris Hudguns by marvin2k and q009)
origonal node -> http://www.quadropolis.us/node/1082

If there any objections by any of the crosshair authors or quad (that i might of broken a contract) please tell me asap and we'll work it out.
Have fun, Maddog1906 (Billiam)

Config file Crosshair_Menu.zip (676.77 KB)
Rating
18
points
 (2 votes)
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Files: crosshair_menu.zip /

(2029) Home ~ YellowAlert

alex | 2009-06-24 10:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Public Domain | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb YellowAlert
Screenshot
Get original file (418KB)
Detailed description

YellowAlert

Map file yellowalert.zip (581.55 KB)
Rating
16
points
 (4 votes)
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Files: screenshot_39229.png / yellowalert.zip /

(2028) Home ~ ac_turmoil beta - All your base are belong to us

r4lretro | 2009-06-22 16:04

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Deathmatch | CTF | Large (9-15) | Public Domain
Blurb ac_turmoil beta by R4L
Screenshot
Get original file (369KB)
Detailed description

Since all my maps are too small, I decided to try my hand at a larger map.

And I think it's going OK, except for 4 things:

- The WQD sometimes reaches over 10000. Scary, I know...
- Halls are big, but lack details to leave any impression.
- Pickup placement is killing me right now. Need help making it fair.
- Did I mention the WQD?

Please note it's still in beta, so there's hope to make the map less laggier and more enjoyable to frag on! I just need some suggestions...

Also,I know I'm releasing maps fast, but I AM planning to update the others... I just need some suggestions to improve them as well.

Please try the map out :)

Thanks!

Map file ac_turmoilbeta.zip (207.27 KB)
URL http://www.2dadventure.com/ags/ac_turmoilbeta.zip
Rating
0
points
 (0 votes)
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Files: turmoilbeta.png / ac_turmoilbeta.zip / http://www.2dadventure.com/ags/ac_turmoilbeta.zip /

(2027) Home ~ The Pit

sirpugglez | 2009-06-22 03:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Medium (5-8) | Other License | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Yay my first map. This only took me a hour pluss the lighting has been blown over in 5 minutes. Anyway, I recomend 4-8 people.
Screenshot
Get original file (202KB)
Detailed description

I made this in an hour. I believe i based it from a map from unreal (don't remember)
This is a fast map and the lava at the bottom can be forgotten at times of fighting (bang, splash, dead.)
it's a beta right now as I may edit more in the future or find more bugs.
The lighting is not that great :(, but i am looking at game play more than looks.

You can freely edit it but if your going to post it on the internet send me a copy of your version, so i can grant you permission.

Map file The Pit.zip (1.63 MB)
Rating
10
points
 (2 votes)
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Files: screenshot_97147.png / the-pit.zip /

(2026) Home ~ Cube^2

Windecker | 2009-06-21 16:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Creative Commons (BY)
Blurb Playing with the logo.
Screenshot
Get original file (171KB)
Detailed description

A logo I made in a coop edit session, I thought it looked interesting, so I posted it.
Fully lit and textured.

Map file logomap.zip (182.8 KB)
Rating
58
points
 (8 votes)
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Files: 640x480.jpg / logomap.zip /

(2025) Home ~ Enigma V1.3

D_wicked | 2009-06-21 13:01

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Colourfull medium-sized map for all game-modes
Screenshot
Get original file (408KB)
Detailed description

It's a symmetric and colourfull map for all gamemodes, and it plays well in my opinion. It's 4-way symmetric, so this enables 4 teams CTF/capture.
This whole map is made roughly out of 2 textures. I just coloured them a bit with the "mad" thingy.

There is an attachment with 3 screenshots for the people who don't have Blood Frontier, so they can still give their impression.

update V1.1 :

- added some paterns on the walls and floors
- corrected ambient lightning

update V1.2 :

- added more paterns on the walls/floors/ceiling...
- added waterfall/water to the map
- added descent lights and lightsources
- completed waypoints
- improved some minor details

update V1.3 :

- the map is now multi ctf/capture friendly
- fixed some tiny details
- made the flags more easy to defend
- clipped the top in the waterfall, cause bot's could get stuck in there

Map file Enigma.zip (971.62 KB)
Rating
8
points
 (1 vote)
Attachment Size
Screenshots.zip 8.01 MB
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Files: screenshot.0003.png / enigma.zip /

(2024) Home ~ Alternative Rifle Sound for Instagib

leyton | 2009-06-20 11:54

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | GNU GPL v3
Blurb I did not agree with the sonic wave sound of the rifle so I found a new clip, and kinda merged them.
Detailed description

Replace : rifle.wav in

C:\Program Files\Sauerbraten\packages\sounds\awesund

With my file that I have supplied. Do not forget to create backups just incase you do not like the new sound!

I find the sound alot more realistic of a short range large calibre rifle.

Enjoy
Leyton

Mod file rifle.zip (111.43 KB)
Rating
22
points
 (4 votes)
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Files: rifle.zip /

(2023) Home ~ Spec-Ops - Alone on the sea...

r4lretro | 2009-06-20 11:01

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb ac_specops 1.1 revision by R4L
Screenshot
Get original file (439KB)
Detailed description

EDIT: Updated as of June 20th. Completely re-textured the inside of the building, made some areas bigger, added a vent from the elevator to a hall so it's not a dead end, fixed the snow drifts since the slopes didn't make much sense, replaced the pickups so that everything isn't in the bases, completely new lighting. Thanks to Mr. Floppy for the advice!

Also, had to re-up the map. Left some textures undone and cleared some more crap up for more space and less lag. Enjoy!

----------------------------------------------------------------------------

I wanted to go off and do a map which I think hasn't been thought of yet.

This here is an oil rig, in the middle of the Arctic! The name Spec-Ops comes from my imagining of RVSF being the ones infiltrating while CLA is in charge of the oil rig.

The map doesn't take place near any oil, but instead, the more "corporate" parts of the rig, like the security floor. I figured if I added water, it would add to lag, despite being absolutely awesome having black water simulating oil. Plus, that would just make gameplay frustrating when you're wading through blackness...

I've added many passages, and also a whole helipad and elevator, which is broken by the way. :)

The map is suitable for DM, OSOK, and CTF, although it's a bit small in some corridors. Also, want to mention that I have not added any ambient sounds, simply because I do not understand how the settings work yet. Some of my maps had them, and all the settings for each sound are random because I'm still working out how they work.

This map has taken me 24 hours of work, nonstop. I mean it! It's 7:00 A.M now here and I'm sore from sitting here and tired as all hell. So please, rate and comment. I want to improve this if I can!

R4L

Map file ac_specops1.1revision.zip (668.49 KB)
URL http://www.2dadventure.com/ags/ac_specops1.1revision.zip
Rating
12
points
 (2 votes)
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Files: specopsrev.png / ac_specops1.1revision.zip / http://www.2dadventure.com/ags/ac_specops1.1revision.zip /

(2022) Home ~ D-Day2 Beta

martinum4 | 2009-06-20 09:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Large (9-15) | Copyright
Blurb D-Day2 Beta
Screenshot
Get original file (321KB)
Detailed description

Here is the second version ( v0.5.1) of our D-Day-map for Sauerbraten.

We've added:

* Spawn-points for all Teams
* Flags
* Outposts
* Better Lightning
* New Ventilation shafts
* New Hideouts
* More Water
* More Scenery

If you know anything to make better, leave a Comment.

Map file D-Day2_Beta1.zip (4.66 MB)
Rating
52
points
 (7 votes)
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Files: sauer.png / d-day2_beta1.zip /

(2021) Home ~ ac_industrial[BETA]

Playaa | 2009-06-19 17:57

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | CTF | Medium (5-8) | Other License
Blurb An industrial map by |NR|*Playaa*
Screenshot
Get original file (635KB)
Detailed description

This is the beta release of the map, i worked on it for a week, planning it out and building it to my plans. I of course will make improvements (based on your comments) Thats why its beta = P The map is a bit similar to the map ac_depot (especially the blue base)

Map stats:
216 light
62 player start, 14 RVSF, 14 CLA, 34 FFA
3 Pistol
5 ammobox
8 grenades
7 health
2 armour
3 akimbo
106 mapmodel, 103 clipped
23 ladder
2 ctf-flag, 1 RVSF, 1 CLA

Map file ac_industrial[BETA].zip (152.33 KB)
Rating
16
points
 (3 votes)
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Files: map-img.png / ac_industrial[beta].zip /

(2019) Home ~ Altitude, Space1, and Space2 Skyboxes

Windecker | 2009-06-17 02:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Creative Commons (BY)
Blurb Three Skyboxes I made for various maps of mine.
Screenshot
Get original file (87KB)
Detailed description

Three Skyboxes I made for various maps of mine.

Altitude: Skybox I made for my map IronAngel, it is meant to be bright, and with proper use of fog it hides distant objects very well.
Space 1 and 2: Meant for a space styled map of course, and gives you something to look at in all directions.

These skyboxes are free to all, and you can modify them to your needs so long as I get credit for the originals.

Use by either typing "/skybox jwin/X" in your console or adding the line "skybox jwin/X" to you map.cfg, without the quotes of course.
( replace X with alt, sp, or sp2 )

Cheers! Jake

Mod file Jwinskys.zip (1.35 MB)
Rating
55
points
 (7 votes)
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Files: threeskies.jpg / jwinskys.zip /

(2018) Home ~ AC_Sludge... Where the sewer rats are your pals...

r4lretro | 2009-06-16 04:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb ac_sludge by R4L
Screenshot
Get original file (582KB)
Detailed description

My 4th map! :)

I took a break from making maps, since the quality went down, and down, and down... and I wasn't making much of an improvement...

This time I think I made an actual map that plays nice, and isn't too big. I've been working on this map on and off all day today, and as of about 2 minutes ago, finally finished it.

Sludge takes place underground in a sewer system, and has a couple of dim corridors and one large arena like room.

The pickup placement should be fair. Only one akimbo, two grenades, two ammo boxes and pistol clips, and four health kits. Only one armour as well. :)

The map is meant for deathmatch, but I added some extra corridors near finishing up to turn it into a fast paced CTF map as well. Note that when I say fast paced, I mean FAST.

This definitely isn't a sniping map, although you can play OSOK on it. Better suited to DM and what have you...

Please, rate and comment! I need to know how I did this time. :)

Thanks, R4L.

Map file ac_sludge1.0.zip (4.2 KB)
URL http://www.2dadventure.com/ags/ac_sludge1.0.zip
Rating
6
points
 (1 vote)
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Files: ac_sludge.png / ac_sludge1.0.zip / http://www.2dadventure.com/ags/ac_sludge1.0.zip /

(2017) Home ~ Disposal - Beta

Windecker | 2009-06-16 04:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Small deathmatch map made primarily from curved surfaces.
Screenshot
Get original file (181KB)
Detailed description

A small Deathmatch map based in a Six-way 90* pipe joint made primarily with curved surfaces, with large bulkheads on all pipe connections except the immediate bottom. The location is more or less a giant pipe where waste water traverses.

fully pathed for bots. ( lots of waypoints )

Map is in the Beta stage and there are bound to be problems here and there, please help point them out and give your ideas and opinions about the map. I'm always open to new ideas. =)

ALSO: Need somebody to help work out the spawn point problems for Team DM- Id like teams to spawn at opposite ends if possible.

Updates:
Made the light textures for the red lights actually red ( thanks to Kaiser for showing me how to )
Made the blue lights a bit more white
Added sound
Noclipped the edges of the walkways.
Remembered to include the waypoints and readme this time too!
Updates on the Updates:
Fixed sounds by using some that I THINK are included with the game, if not, tell me.
Also edited light a bit more.

Map file disposal.zip (3.04 MB)
Rating
30
points
 (9 votes)
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Files: arena_2.jpg / disposal.zip /

(2016) Home ~ Origin

Theso | 2009-06-14 22:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb A small FFA or Instagib arena.
Screenshot
Get original file (535KB)
Detailed description

Started a while ago, recently finished with the help of Redon and Suicizer. This is a small arena, for non-objective game modes. I'm open to any suggestions.

UPDATE 1:
Fixed a few minor issues, added waypoints, some details changed.

Map file origin.zip (514.56 KB)
Rating
106
points
 (15 votes)
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Files: origin-large.png / origin.zip /

(2015) Home ~ Sky Palaces

Anonymous | 2009-06-14 03:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | Other License
Blurb a small map for ffa
Screenshot
Get original file (35KB)
Detailed description

i make this map alone and in 5 hours approximately
have fun!

Map file Sky_palaces (By DokoDog).rar (279.28 KB)
URL www.mediafire.com/?nxql5ifudyg
Rating
22
points
 (3 votes)
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Files: dokodog.jpg / sky_palaces-(by-dokodog).rar / http://www.mediafire.com/?nxql5ifudyg /

(2014) Home ~ The Ajax Energy Project: Ground Zero

DaemonHunter | 2009-06-13 22:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8) | Other License
Blurb A medium sized complex styled map.
Screenshot
Get original file (99KB)
Detailed description

Ground Zero is a medium sized deathmatch map.
Very fast gameplay. Designed for 8 to 10 players. More details and credits are provided in the readme file.
Please don't rate without commenting.

Fixes:
>> Deleted skyblocks
>> Added waypoints
>> Fixed improper textures on bridge

Thanks,
DaemonHunter

Map file ground-zero.zip (748.02 KB)
Rating
38
points
 (5 votes)
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Files: ground-zero-display.jpg / ground-zero.zip /

(2013) Home ~ Chaos - Updated

D_wicked | 2009-06-13 11:40

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Work in Progress | Deathmatch | Capture | CTF | Huge (16-32) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Large open CTF/STF map for BF
Screenshot
Get original file (519KB)
Detailed description

Intoduction :

A huge map that plays well with lot's of people/bots.
I worked 9 hour on it.
I was/am aiming to create a map without 'cubes',
I think I pulled it off, everything is rounded.
Play the map, and you will see that it plays well, especially STF.
I suggest you use about 32 players for an intens game, and 64 for an SUPER game!

Update :
- Redone waypoints ( +- 5000 waypoints! )
- Changed layout, now it's less repetetive
- Added subtle blendmaps
- Added some details
- Made weapons spawnpoints visible
- Removed the Cloudlayer
- Adjusted movespeed variable
- Raised water level

Plz comment my work.

Map file chaos.zip (1.44 MB)
Rating
34
points
 (5 votes)
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Files: screenshot.0027.png / chaos.zip /

(2011) Home ~ ac_fort by Bukz

Bukz | 2009-06-12 15:40

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Medium (5-8) | Copyright
Blurb ac_fort 1 vs 1 / 2 vs 2 - T/DM T/OSOK
Screenshot
Get original file (0KB)
Detailed description

A small but intense map for AssaultCube, fit for 2-4 players.

*Change Log* Last Updated: 6-23-09 @ 12:30PM Eastern
-Minor Texture Changes
-Minor Heightfield Fixes
-Fixed Stairway
-Revised Areas Below Platforms
-Added More Pistol Ammo and Kevlar Pickups
-Fixed Spawn Points
-New Screenshot
-Final Version
~~~
-Revised Ladders
-Revised Archways
-Fixed a few Spawn Points
-New Screenshot
~~~
-Changed Many Textures
-Fixed Stairways
-Fixed Archways
-Fixed Ladders
-Fixed Spawn Points
-Fixed Arches & Slopes
-Fixed Heightfields
-New Screenshot
~~~
-Minor Texture changes.
-Added Corners
-Added Archways
-New Screenshot
~~~
-Fixed Clips
-Added More Mapmodels
-Fixed Heightfields, making ground more "realistic".
-Fixed Spawn Points
-New Screenshot

Map file ac_fort.zip (42.46 KB)
Rating
10
points
 (2 votes)
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Files: screenshot_2.jpg / ac_fort.zip /

(2009) Home ~ Extended Philipk textures

Lenore | 2009-06-11 12:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Other License
*
*
Starred Content
Blurb Extended Philipk set (159 full res and additional textures)
Screenshot
Get original file (153KB)
Detailed description

Better (Non-liquid-rescaled to fit) preview image: http://www.philipk.net/portfolio/textures/pk01_scene.jpg from texture author

When I do do maps with In Sauer without a custom .cfg, I often found myself going after one specific texture set. Realizing that a great deal of the textures in Sauer were from quake mods, I figured that an expanded set might be available, so I tracked down the original author, discovered that the texture set is being distributed in a more complete form then what was in Sauer, and set about repackaging the latest set from the author. Because of my addiction to this set, my package.cfg has alot of redundancy with rotated, pulsing, and env-reflective variations so I could achieve the designed effects in my maps- Given that you have to call this package explicitly anyways, I figured it was better to have too many variations than too few.

I *did not* create these textures, they are the work of Philipk (www.philipk.net)

Includes:
-159 textures (!)
-package.cfg file to load 112 materials, many just the common rotations I'd use for my maps
-Complete mapping on many of the surfaces which lacked them
-Most textures are twice the resolution they were previously, not sure if the old package used older versions or what
-Several lights from Philipk's older collection, included for lack of large light source options in set
-Every texture EXCEPT the aforementioned light additions is atleast bumpspecmap, some using bumpspecmapglow
-Depth-mapped trim
-Computer panels with pulse variations (Great effect, if you have never used it)
-Matte/Reflective blending on tiles, brilliant visuals (Really, try this!)
-All texture in-game scales match the older set, so converting is simple
-All trim has atleast two variations, atleast one without glow. (Actual color variations, not simply removing the glow)
-Nine new surfaces that were not present in the current Sauer set (Aswell as variations on many more)

If anyone is interested I may make a replacement mod for the default set, replacing it with the full resolution assets.

Enjoy!

-Edit1: Removed hidden Mac files, my apologies for letting those sneak in.

Mod file pk.zip (5.43 MB)
Rating
65
points
 (7 votes)
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Files: pk01_scene_lqrescale.jpg / pk.zip /

(2008) Home ~ Cube 2 GP - Frag Box

Cryx | 2009-06-10 18:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb The tiny map that turned the tide of an entire tournament
Screenshot
Get original file (208KB)
Detailed description

THIS MAP IS DESIGNED FOR FFA ONLY!
COMPATIBILITY WITH OTHER MODES IS NOT GUARANTEED!

Map features:

- Super-tiny, perfect for chaotic 1-4 player action
- Four weapons provided, as well as a Quad Damage
- Impressive level of texturing and lighting detail for its size
- Extensively in-game tested and balanced

To-do list:

- Add bot waypoints
- Balance further according to feedback

----------------------------------------------

We over at the school I go to are very fond of open-source software. It's something we just can't live without. That's why at the end of this school year, it was a grand idea of mine to host the first ever Cube 2 Grand Prix - A QuakeCon-esque tourney with simple rules. Simple, that is, in theory...

Everyone was given a computer, Cube 2, and a Singleplayer map to play through, which they had only 5 minutes to complete. Once they did, they were thrown onto a local server with eachother on a deathmatch map, and had to survive long enough to score three kills and qualify. And that was only day one...

On the second day, a concern arose - We had an avid camper in our midst, who had completely dominated the first day's proceedings. I couldn't allow this to go on. Overnight, I crafted an interesting solution, a map where all spawn points are in plain view of eachother, and there is absolutely nowhere to hide, and so it was: Frag Box.

In that round, all of the players were put tier-style against eachother in a four-way free-for-all, the one with the best score moving on to the next round, and let me tell you, most were completely dumbstruck by how such a simple, tiny little map could actually be so much hectic fun!

Safe to say, all those who attempted to camp perished.

----------------------------------------------

First release to Quadropolis! Please provide feedback and help me balance this map further!

Additionally, about the diary and candle on the roof... They're in memory of a student we had lost during the year. Sauer was one of his favorite games, so this whole tourney was partly to pay tribute to such a brilliant mind gone by...

Map file c2gp_fragbox.zip (295.93 KB)
Rating
14
points
 (4 votes)
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Files: fragbox.jpg / c2gp_fragbox.zip /

(2007) Home ~ skyscastle map with CFG!

ice-cold | 2009-06-10 15:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Large (9-15) | Other License
Blurb its /map skycastle with CFG file
Screenshot
Get original file (148KB)
Detailed description

its the orinal skycastle map with a cfg, heres how to use it:
how to use: for the CFG go to your sauerbraten folder, then go to the "data" folder (BACK UP THIS CFG IN CASE YOU WANT TO USE IT AGAIN!) then move this CFG file in the file so you have this update (skycastle will now be found in "consept maps".)
how to use: if you downloaded this and the map with it you'll have to now go to folder "packages" then go to folder "base" then move skycastle in.

also the calclight bind (k) is now calclight -1

Map file skycastle with CFG.zip (3.88 MB)
Rating
14
points
 (3 votes)
Attachment Size
skycastleCFG.zip 10.42 KB
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Files: skycastle_1.png / skycastle-with-cfg.zip /

(2006) Home ~ ac_werk

Mr.Floppy | 2009-06-10 15:56

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | Medium (5-8) | Other License
Blurb Small snowy, industrial themed map.
Screenshot
Get original file (219KB)
Detailed description

This map started as a coop-session, but I had a feeling that the other guy wasn't too enthusiastic about the whole thing and he were quite passive actually. Unfortunatelly I can't remember his name.

However, the map was almost playable when we had to quit the session, but of course poorly detailed and the RVSF base really looked like rushed together... Even though I thought this map is not outstanding or special at all, I liked the fairly simple, small layout and started to work up the entire RVSF area. Finally it looked like it was worth spending some more time on it and so I added details, adjusted models, put the scene into a snowy white and so on.

I already had some test games last night and the map turned out to be too dark. Well, I have to admit that my laptop screen is quite bright and so I gained the map's brightness to a point, I just can guess might be appropriate. I would be thankful if you keep an eye especially on the lighting and give some feedback. Thanks.

The absolute maximum of players for this map should be 10 by all means. An amount of 8 players already feels crowded, in my opinion. There are flags in this map, but flag modes don't work that good really. But I decided to keep them in the map for small matches (2vs2) and KTF.

Enjoi! :)

Mode recommendation:
- OSOK, DM, KTF: up to 6 players
- TOSOK, TDM, HTF: 4 to 8 players

Map file ac_werk_1.1.zip (92.86 KB)
Rating
48
points
 (6 votes)
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Files: ac_werk_screeny.jpg / ac_werk_1.1.zip /

(2004) Home ~ Omega Wireframe Texture Pack V2 | 124 Wireframes! (and solids)

BionicCryonic | 2009-06-10 02:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Content | All Platforms | Creative Commons (BY-NC)
Blurb 124 wireframe textures | 31 colors x 4 sizes + 31 solids!
Screenshot
Get original file (105KB)
Detailed description

Well, I've created a massive wireframe texture pack. Inspired by node 1712, it includes 124 textures. It has 31 colors, and four sizes (32x32, 64x64, 128x128, 256x256). Anti-aliasing shouldn't be a problem, as all textures wire'frame' have a width of 4 pixels in the .png (So the frame's border doesn't increase with the size of the frame). It's hard to explain.

If you want to use for anything, there are only two things I ask of you: credit me and don't use in commercial products.

Use Abuse Credit, BionicCryonic

EDIT: solids and bumpmaps added, sorta. Please ignore the .DS_store, it keeps coming back when I try to purge it. ;-;

Mod file bio.zip (16.84 KB)
Rating
24
points
 (3 votes)
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Files: picture-2.jpg / bio.zip /

(1999) Home ~ Iceland v.1.2 | pls get the new version!

Sequencekill | 2009-06-06 18:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Copyright
Blurb Iceland : It's a small map for insta and ffa.. it's a castle in winter :D.
Screenshot
Get original file (30KB)
Detailed description

09/06 : fixed screenshot, changed quad/yellowarmour position, deleted tower,added some more weapons/health. did some things of the comments :P. packages folder is now with right folder names ^^

please comment and rate :)

Map file Packages.zip (731.73 KB)
Rating
26
points
 (4 votes)
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Files: iceland_640x480.jpg / packages.zip /

(1997) Home ~ Kenon Cloudbox

skiingpenguins | 2009-06-06 15:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Creative Commons (BY-NC-ND)
Blurb Kenon Cloudbox
Screenshot
Get original file (218KB)
Detailed description

This is the first peice of two for my kenon skybox. The files included are the Cloudbox images. NOTE: Cant use these for skyboxes. you may use
"exec packages/penguins/kenon_cloud.cfg" to load the sample configuration. I am using Staffy skybox until mine is complete.
Enjoy.

Map file kenon_cloud.zip (2.55 MB)
Rating
6
points
 (1 vote)
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Files: kenon_cloudbox_screen.png / kenon_cloud.zip /

(1996) Home ~ sdm2

MX | 2009-06-05 18:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Medium (5-8) | GNU GPL v2
Blurb nice assimetric map
Screenshot
Get original file (106KB)
Detailed description

There's a map taht I've started working on about four months ago. Little by little map have been finished, and what do we have now:

medium-sized map for 5-8 players (instagib, efficiency, ffa, assassin, etc.)
different areas for playing: large open spaces and narrow corridors
full weapon range (ffa)
map uses only 2 textures (black-orange style)
Unlike previous others, this one is asymmetric

So I hope you'll like the map and waiting for feedback (suggestions, bugs, whatever)

Map file sdm2.zip (287.29 KB)
URL http://mxsauermaps.narod.ru
Rating
38
points
 (7 votes)
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Files: sdm2.png / sdm2.zip / http://mxsauermaps.narod.ru/ /

(1994) Home ~ cp_1

t-chen | 2009-06-05 01:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Large (9-15) | Other License
Blurb Cp_1 for Ictf and Insta, by t-chen
Screenshot
Get original file (23KB)
Detailed description

Name: cp_1
Mode: So far I added only playerstarts and flags for ictf and insta, but ammo, amour flags or basses for Ctf, Capture and Regen will be added, if there are some applications for it.
features: Go figure it out!
lightning: It's a night theme with a dark lightning (the lightning could be better, there a some space for improvements)

I worked the last two days on it and i think the map is up for review now.
I hope to get some good feedback on it.

Have fun!

Map file cp_1.zip (3.47 MB)
Rating
66
points
 (9 votes)
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Files: cp_1.jpg / cp_1.zip /

(1991) Home ~ Marathon Textures

boxman | 2009-06-04 04:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Content | All Platforms | Public Domain
Blurb A collection of textures from various Marathon games
Screenshot
Get original file (44KB)
Detailed description

Included in this package are 800+ (!) textures from various Marathon games. The textures from Infinity and 2 were taken from Tim Vogel's TTEP 6.0 which is freely available here: http://orbitalarm.bungie.org/downloads/textures.html
(TTEP 7 can be found here: http://www.simplici7y.com/items?search=ttep)

The textures from Rubicon can be found with the rest of the game here: http://www.marathonrubicon.com/

To install, drop the "mtk" folder into your sauerbraten packages folder. While in the game, run one of the cfg files (ex.: "exec packages/mtk/infinity_hi_water.cfg"). Note: If you run load_all_textures.cfg with all the default textures, your texture browser will tweak out. I tried to find the cfg for that menu but failed...

If you actually use these textures in a map, I strongly recommend making your own cfg file that points to the actual textures instead of the cfg files included. I say you should do this because this package is far from complete and I'll probably end up changing the cfgs sometime in the future.

In the future, you should expect these additions:
Marathon 1 textures
Tempus Irae textures
TTEP 7.0 textures (I have to convert them all from dds and resize them to get them to work)
Original 128x128 textures from the original games, not the remade textures (I like the originals WAY better)
Textures from other mods, possibly Marathon RED?
cfgs that have working glowmaps/animated textures

What is this "Marathon" game I speak of? It's what Bungie did many years before their famous Halo title. You can get a free, open source version here: http://source.bungie.org/get/

Apparantly the PHP uploader craps out after 10.5 mb. Thus, it's impossible for me to upload the file directly to quadropolis.
Here's some links to the file on various websites, seeing as how people like certain websites but don't like others and I'm not telepathic:
http://rapidshare.com/files/240591875/mtk.zip
http://www.megaupload.com/?d=XMD3L64D
http://www.mediafire.com/download.php?qmmyqmgweym

URL http://www.mediafire.com/download.php?qmmyqmgweym
Rating
30
points
 (4 votes)
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Files: mtk2.jpg / http://orbitalarm.bungie.org/downloads/textures.html / http://www.mediafire.com/download.php?qmmyqmgweym /

(1989) Home ~ ac_outpost by DES

Mr.Floppy | 2009-06-02 13:27

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Other License
*
*
Starred Content
Blurb Medium sized CTF map.
Screenshot
Get original file (168KB)
Detailed description

This map is made by various members of DES-clan.

Enjoy this map on CTF / HTF /TDM with up to 16 players.

Map file ac_outpost.zip (460.29 KB)
Rating
66
points
 (8 votes)
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Files: ac_outpost_screeny.jpg / ac_outpost.zip /

(1988) Home ~ Hollow

D_wicked | 2009-06-01 08:48

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Small map for any game mode
Screenshot
Get original file (449KB)
Detailed description

Small map I made for BF, I now worked approximatly 4 hours on it, and I think it's almost finished. I think there is some sort of strategy in the map, especially in Duels.

Update :
-Added waypoints
-Added some details
-Added water

Still to do :
-Rain ( could somebody tell me how to make this? )
-Playtesting?

Map file hollow.zip (758.57 KB)
Rating
10
points
 (1 vote)
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Files: screenshot.0020.png / hollow.zip /

(1987) Home ~ Desperation by Kaiser

Kaiser | 2009-06-01 03:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb Fear will not help you here... only the will to survive
Screenshot
Get original file (50KB)
Detailed description

A map I am quite proud of for one of my 3-day rushes. Yes, only 3 days to create this map from nothing. Still, I expect a few days maybe of tweaks and fixes, though as far as I could tell I there won't be many. I didn't see a single error as far as textures or geometry go. Map is up for review now and I hope to get some good feedback on it.

The design is MUCH closer to Corruption, one of my prouder maps. I tried keeping this one much more open spaced rather than tight quarters.

Added waypoints for bots
Bases fixed
Some geometry changes, some for looks, some for quicker movement as it seemed to be an issue
A bit more complicated geometry for looks and hopefully, improved movement and gameplay

A lot of geometry and a LOT of texture changes. This update is the biggest yet and hopefully the last as movement has been improved as well as the look of the map.

Final update I think. A good bit of lighting additions. That is about it really.

Guess that wasn't the final update. Ever so slight geometry changes and 'support' for CTF
Added just a bit more room to play. Mostly to give a few better paths to get to the upper flag. I found out that even playing against bots it was WAY too easy to protect compared with the other. Screenshot and waypoints also updated for new changes.
Final changes (I hope.) New skybox, new texture changes. Some geometry modification. Geometry was changed to drop the poly count of certain areas. Should work better now.

Map file desperation.zip (2.27 MB)
Rating
126
points
 (14 votes)
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Files: screenshot_125173.jpg / desperation.zip /

(1986) Home ~ Doom LvL 1

WayaW | 2009-05-31 19:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Medium (5-8) | Public Domain
Blurb Doom LvL 1
Screenshot
Get original file (74KB)
Detailed description

created 5.31.09
Doom level 1 for nostalgic fun purposes. Feel free to change/ improve/ edit/ recycle.
Created for Instagib, also suitable for traditional Deathmatch.

Objectives: Make the map as close to the original in Scale and Geometry as possible.Use only the largest gridsize needed and use the default texture pallet to replicate the texturing of the original.

To install:
-add the contents of packages/data to your data folder.
To load a custom level:
-type /ffa doom1 in chat to load level doom1 in free-for-all.
-type /addbot to add a bot and /delbot to remove one.

------changes-------

6.02.2009 added mapshot

Map file Doom1.zip (849.17 KB)
Rating
21
points
 (5 votes)
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Files: doom.png / doom1.zip /

(1985) Home ~ Nade Cooking Crossair

luckystrikerx | 2009-05-31 01:19

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Work in Progress | Content | All Platforms | Public Domain
Blurb Blood frontier crossair that is accurate and useful for Grenade cooking.
Screenshot
Get original file (7KB)
Detailed description

Crossair that is accurate and useful for timing grenade explosion in Blood Frontier using the clock strip around it.

Mod file grenade_crossair.zip (4.97 KB)
Rating
32
points
 (4 votes)
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Files: nadexair.jpg / grenade_crossair.zip /

(1984) Home ~ Iron Angel - WIP - Artistic

Windecker | 2009-05-30 03:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8) | Creative Commons (BY)
Blurb Iron Angel - WIP - Artistic
Screenshot
Get original file (42KB)
Detailed description

Iron Angel. Recently updated, slightly. It is largely incomplete, it is too large, with an insanely high poly count, and I've been working at it for too long. And Hopefully, not too long from now, it will be complete.

Blah Blah Blah- its a WIP and ARTISTIC CONTENT, so please don't rate on game-play. Yet.
Other useless notes.
- Textures are dull and repetitive, gimme a long time, and they will be better.
- My skybox has LOTS of bloom, its supposed to be that way, if you don't like it, then.. well.. you won't like it.
- The towers in the background hold half the poly count, this will be fixed when I either: A: make a texture that tiles the way I want, or B: Turn them in to models, which will be a 'tad' more optimized then they are now.
- If you jump off, you'll die. Go figure. BUT.. if you decide to miss the Death volume, you won't. For a while..
- The screenshot is a shot of the map in wireframe. Go figure.
- I like listing things. :P

Tell me what you think thus far, omitting the obvious flaws.

Map file Iron Angel.zip (3.26 MB)
Rating
100
points
 (19 votes)
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Files: screenshot_1560233.jpg / iron-angel.zip /

(1983) Home ~ SpaceShift - UPDATE 7

Anonymous | 2009-05-29 14:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb A big mirrored Halo style map
Screenshot
Get original file (29KB)
Detailed description

SpaceShift - UDPATE 7

A big, mirrored CTF/Capture map.
Flag bases are connected by a big bridge and one central base in the middle of the map.
Bridge has three sections: two upper and one lower.
I got inspired by Halo as you can see if you played it.

UPDATE 7: Reduced WTR to 127!!!
UPDATE 6: Reduced WTR to 176: Ramps insead if stairs in centrum
UPDATE 5.5: Propably last texture bug fix ^^
UPDATE 5: Updated waypoints and fixed texturing a little
UPDATE 4: OPTIMIZED MAP!!! [183 WTR]; Texturing improvements; Design updates

Changes after BETA 4:

Decreased map file size
Decreased fog
Lighted walls arround the map (just glow)

Changes after BETA 3:

Added more ways to flags.
Added waypoints.

Changes after BETA 2:

Much more lights.

Changes after BETA 1:

Added more lights.
Added support for Capture and Deathmatch gamemodes.
Increased ambient lighting.
Fixed ramps in flag bases.

Please post comments and rate!

Have fun!

Map file speceshift_u7.zip (2.8 MB)
Rating
256
points
 (29 votes)
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Files: spaceshiftscr.jpg / speceshift_u7.zip /

(1979) Home ~ ac_deltaforce [FINAL VERSION]

King | 2009-05-28 20:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Medium (5-8) | Creative Commons (BY)
Blurb by $N!P3R*
Screenshot
Get original file (66KB)
Detailed description

ac_deltaforce test version (testing light and pickups), a fantastic night map with mountains, especially conceived for the tosok/osok mode
I will add sounds in the next version of my map

---edit---

Final version is out:
* Clips add on Top of mountains
* Guard tower texture changed
* Some walls added
* Ambient sounds added

---edit---

* Clips fixed
* Guard tower texture changed

Map file ac_deltaforce.zip (21.21 KB)
Rating
16
points
 (2 votes)
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Files: ac_deltaforce.jpg / ac_deltaforce.zip /

(1978) Home ~ Pulse - the four dimensional map

Megagun | 2009-05-28 18:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Large (9-15) | Public Domain
Blurb Pulse - the four dimensional map, a conceptual/artistic map by Megagun
Screenshot
Get original file (110KB)
Detailed description

This here is a map which can't possibly be displayed properly by a screenshot. Slightly artistic, very conceptual, highly brain-melting.

Map file pulse.zip (742.9 KB)
Rating
38
points
 (5 votes)
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Files: pulse.png / pulse.zip /

(1975) Home ~ Suit Player Model

WayaW | 2009-05-26 21:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Content | All Platforms | Public Domain
Blurb Worst Player Model Ever
Screenshot
Get original file (60KB)
Detailed description

Once upon a time, in the process of learning Blender and testing the import export md5 scripts (yes they work fine so go to it) I simply edited the Mr.Fixit.blend file provided on the wiki.(I Bow to Geartrooper and all involved). I hope this does not offend.

INCLUDED : The most horribly crappy but funny LAWL player model and icons.
+ BONUS : Hurt and Death sounds for Increased Satisfaction
+ NEW Transparent Tab Menu Background.

It has brought me much joy and I am compelled to share with my friends. Comments and Advice ("Don't ever do this again plz" ect.) will be openly accepted without question.

-----------------------------------------------------------------
To Install Lamest Character Model Ever:
--------------------------ChangeLog-----------------------------
Suitmodel 1.1 5-29-2009
. I have added the folder "data" which contains a new guiskin.png Overwriting your original guiskin.png in your "data" folder with this one will make the TAB menu that pops up when you die INVISIBLE. This allows you to see your own death BUT having multiple menus open makes them hard to read.

STEP 0 : Extract suitmodel.zip.
You will be left with a folder titled "packages" Examine the contents(I have now added another folder "data." : see CHANGELOG ABOVE).
STEP 1 :
MOVE the following directory in YOUR ORIGINAL Sauerbraten Installation Directory to a Safe Place for Backup:

packages/models/mrfixit

then REPLACE it with the included mrfixit folder (do not ADD and OVERWRITE: REPLACE. This means deleting the orignal MrFixit Folder(or moving to a safe place)and Replacing it completely with the new one)

STEP 2 :
ADDITIONAL EXTRAS

COPY the following directories to a Safe Place for Backup:

packages/sounds/aard
packages/icons

then ADD and OVERWRITE (Do not delete or move the folders, simply add the contents and overwrite with new ones)the contents of these folders with the folders provided in the download pack.

STEP 3:
Laugh at my incompetence.(what a pro package job of a pro mod. wow)
------------------------------------------------------------
If this is still confusing: to recap:

COMPLETELY REMOVE AND REPLACE the mrfixit folder
ADD the sounds and icons, and guiskin.png to their respective folders.

Mod file suitmodel11.zip (5.71 MB)
Rating
26
points
 (3 votes)
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Files: suitmodel.png / suitmodel11.zip /

(1974) Home ~ ac_casa2

King | 2009-05-26 18:03

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb by $N!P3R*
Screenshot
Get original file (72KB)
Detailed description

ac_casa2, a continuation of 'ac_casa' by $N!P3R*
This map contain some layouts from 'ac_casa'
Enjoy, rate and comment please ;)

Map file ac_casa2.zip (15.6 KB)
Rating
0
points
 (0 votes)
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Files: ac_casa2.jpg / ac_casa2.zip /

(1973) Home ~ Paradise Lost v2

Kaiser | 2009-05-26 10:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb Eden has grown, but it is still hell
Screenshot
Get original file (661KB)
Detailed description

An updated version, or total remake more or less of Paradise Lost.

Changes to be noted:

-Removal of underground caves
-Doubled size of above ground
-Lowered fog
-Weather effect of 'rain'
-Cloud box
-Spawns redone

Still the same:

-Support for capture
-Support for CTF

Basically a big change to the map to make it a bit more playable for CTF. Sides are a bit more even and the added distance between spawns helps that out.

Map file paradiselost.zip (1.66 MB)
Rating
40
points
 (5 votes)
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Files: screenshot_7560104.png / paradiselost.zip /

(1972) Home ~ Dust Skybox

skiingpenguins | 2009-05-24 02:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-NC-ND)
Blurb Dust Skybox
Screenshot
Get original file (109KB)
Detailed description

This is a skybox i made using the new Terragen 2. You can use the cloud feature of sauerbraten with this skybox. I think it works nicely.
Please Enjoy.
Comments are always welcome.

Map file dustskybox.zip (502.51 KB)
Rating
28
points
 (4 votes)
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Files: dustskybox.png / dustskybox.zip /

(1971) Home ~ ac_moon (the first gravity map)

Deathstar | 2009-05-22 22:11

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Medium (5-8) | Public Domain
Blurb conceptual gravity map
Screenshot
Get original file (117KB)
Detailed description

This is a conceptual map, you are in a moon station and you can jump very high... this map is laggy, but just conceptual, maybe it can be cool in singleplayer if it is too laggy Online. have good experience :)

Map file ac_moon [ By Deathstar ].zip (158.76 KB)
URL http://www.acka.biz
Rating
32
points
 (4 votes)
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Files: screen_little.jpg / ac_moon-[-by-deathstar-].zip / http://www.acka.biz/ /

(1970) Home ~ Hazel Texture Pack

Windecker | 2009-05-22 13:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Content | All Platforms
Blurb A pack thrown together using hazel textures.
Screenshot
Get original file (166KB)
Detailed description

Small texture pack using textures from http://www.hazelwhorley.com/
All I did was ask permission to use, made normal maps, a config, and packaged.

Includes high-res Sahara Skybox.

I think they are beautiful textures, hope you guys like! =)

There was already a Hazel folder with a skybox from the same site, so these will extract to that same folder.

and could somebody look at my config? I have normals working, but not the way id like them too.

Mod file Hazeltex.zip (16.29 MB)
Rating
8
points
 (1 vote)
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Files: deco_panel.jpg / hazeltex.zip /

(1969) Home ~ sub-zeros-texture-pack

ice-cold | 2009-05-22 01:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Content | All Platforms | Public Domain
Blurb the alaphabet, numbers, and signs.
Screenshot
Get original file (43KB)
Detailed description

its RE-UPDATED! It now has a CFG! (new re-re-update: worked out all the CFG's bugs.) It has new textures! It has some old textures mixed to mkae new better looking textures. It has two new signs `~
. It now has a blank (black) texture for a "space"! I made the entire alaphabet uncapital and capital. Updates include: the color have been changed from a black BK and a blue lettering to a black BK and a white lettering. I also re-updated the ReadMe. Also I fixed letters a-e for better balance. Also I had removed the extra filefolder. Also I renamed it to be sub instead of sub-text. Also they are all PNG'S!!!. it has also with it numbers 0-9. and signs as such: ,./;'[]!@#$%^&*()_+=-}{|":?>

Mod file sub.zip (1.46 MB)
Rating
14
points
 (3 votes)
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Files: ice-ball.png / sub.zip /

(1968) Home ~ Waypoint package 2009

Calinou | 2009-05-21 08:18

Cube 2 (Sauerbraten) | Release | Content | All Platforms | Public Domain
Blurb Waypoints for maps
Detailed description

over 120 waypoints files for sauerbraten

to view waypoints : type /showwaypoints 1

Update : Link updated. (because dead link before)

Mod file wppackage.zip (4.97 MB)
URL http://omploader.org/vM2Z0NQ/wppackage.zip
Rating
23
points
 (4 votes)
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Files: wppackage.zip / http://omploader.org/vM2Z0NQ/wppackage.zip /

(1967) Home ~ ac_africa

King | 2009-05-20 10:34

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb by $N!P3R* with help from snoosnoo
Screenshot
Get original file (82KB)
Detailed description

ac_africa, desert map, medium size and well detailed
Please comment and rate
Enjoy ;)

Map file ac_africa.zip (13.87 KB)
Rating
6
points
 (1 vote)
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Files: ac_africa.jpg / ac_africa.zip /

(1966) Home ~ Chainsaw soundeffect replacement

Yohurt | 2009-05-19 15:50

Cube 2 (Sauerbraten) | Release | Singleplayer | Deathmatch | Capture | CTF | Content | All Platforms
Blurb A nice relaxed rocky loop, because the orginial one gives me headaches
Detailed description

A nice relaxed rocky loop, because the orginial one gives me headaches.

Installation:

WIN32:
Move the ogg file to:
C:\Program Files\Sauerbraten\packages\sounds\soundsnap

Other:
No idea, but you can figure it out :)

Edit:
Updated it with a different sound :D

Mod file soundsnap.rar (186.14 KB)
Rating
6
points
 (1 vote)
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Files: soundsnap.rar /

(1965) Home ~ BloodGrounds

D_wicked | 2009-05-17 11:18

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Final Release | Deathmatch | Capture | Medium (5-8) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb Medium sized 'quake remake' DM-map of campgrounds
Screenshot
Get original file (568KB)
Detailed description

A map based on the famous Quake III map : Campgrounds (q3dm6)

If you have comments or things you dislike, pleaze tell me.

update V1.1 :
- Retextured most of the map

Map file bloodgrounds.zip (1.02 MB)
Rating
0
points
 (0 votes)
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Files: screenshot.0001_1.png / bloodgrounds.zip /

(1964) Home ~ Jus_GreenPlantTower !

Justice Master | 2009-05-17 03:12

 this screenshot was not originally available or there was a problem extracting it

AssaultCube
Blurb Justice Clan Visit http://cafe.naver.com/ksajdxckscj // http://JusticeClan.ba.ro
Screenshot
Get original file (332KB)
Detailed description

This map made in Korea Clan cube.

244 people in Korea who have joined Here Clan

Map file Jus_GreenPlantTower.cgz (10.24 KB)
URL http://cafe.naver.com/ksajdxckscj
Rating
8
points
 (2 votes)
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Files: 20090517_02.43.21_jus_greenplanttower_ctf.jpg / jus_greenplanttower.cgz / http://cafe.naver.com/ksajdxckscj /

(1963) Home ~ Athanesia

Windecker | 2009-05-16 18:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb Small deathmatch map, is easy to navigate and fun to play with bots.
Screenshot
Get original file (277KB)
Detailed description

Athanesia
Small DM map,
Map is clipped and no-clipped where nessecary for smooth movement. The paths are fairly wide and easy to navigate. This map has a fair bit of height in comparison to length and width, but plays very well, with both humans and with bots.
This map includes waypoints neatly lain throughout, and bots can navigate anywhere within the map that humans can without problems.
Playtested for two hours against bots.

Update: minor fix to way-points and clipping.
Second path added to exit water,
Tuned lighting,
Clipped and noclipped upper areas better,
Added another platform with teleport in upper area.
Now only 4 rocket pickups
Only 4 bullet pickups
Widened and no0clipped windows
Modified jumppads so they can be told apart
No-clipped entrances to center ( water ) room.

Map file Athanesia.zip (509.91 KB)
Rating
64
points
 (8 votes)
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Files: athanesia.jpg / athanesia.zip /

(1959) Home ~ ac_2fast2furious

King | 2009-05-15 18:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb by $N!P3R*
Screenshot
Get original file (99KB)
Detailed description

A Small/Medium Urban map with new textures

Map file ac_2fast2furious.zip (383.49 KB)
Rating
22
points
 (3 votes)
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Files: ac_2fast2furious.jpg / ac_2fast2furious.zip /

(1958) Home ~ Visor

Megagun | 2009-05-14 15:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Content | All Platforms | Creative Commons (BY-NC)
Blurb Visor - modification of geartrooper's snoutx10k
Screenshot
Get original file (116KB)
Detailed description

For a project I was working on, I needed to place dead bodies on the ground, but neither dead Fixits or dead Ironsnouts made sense, so I began tweaking snoutx10k. Since I'm no modeller at all, and have no modelling skills whatsoever, a visor instead of the snout's face was the easiest thing to do, and so I did.

Eventually, I began using it as my snoutx10k player replacement, and tweaked the skin and config around to make it stand out more for each team's side (as I had some troubles myself with differentiating between red and blue players before with the original snoutx10k, which -as it turns out- is partly due to the 'morning' skybox used as a reflection map). I'm pretty satisfied with how things turned out.

Depicted on the picture is a comparison between visor and snoutx10k. Note that these don't have the 'brightening of player models' enabled, as they're all mapmodels. So in-game, if you have the brightening enabled, they stand out just a bit more... For those curious to what I changed: I tweaked the helmet, the torso (made it less fat), and the arms.

Also note that the download size is 17.9MB, and that this is more-or-less DELIBERATELY packaged wrong, as you might want to BACKUP YOUR EXISTING SNOUTX10K FOLDER in case you want to revert back to the original Snoutx10k.

URL http://mooses.nl/sauer/visor/visor-a2.zip
Rating
95
points
 (11 votes)
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Files: visor.jpg / http://mooses.nl/sauer/visor/visor-a2.zip /

(1956) Home ~ Beacon

Windecker | 2009-05-11 13:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A medium sized Deathmatch/insta map
Screenshot
Get original file (232KB)
Detailed description

Made by me, a one week project- Lots of glass here.
Include full bot support ( fairly orderly way points) that I watched the bots play and tuned for about two hours.
Four Jump-pads
One Quad-damage
Two Green Armors
One Yellow Armor
One Health Boost

Now has more weapons and lots of objects have been moved and fixed.
Map is now clipped to prevent escape and getting hung up.

If you find errors i missed, inform me please.

Map file Beacon.zip (1.58 MB)
Rating
7
points
 (2 votes)
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Files: beaconscreen.jpg / beacon.zip /

(1955) Home ~ DeadSimple Update V2

D_wicked | 2009-05-09 18:56

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Included | Work in Progress | Deathmatch | CTF | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Small CTF/DM/TDM map
Screenshot
Get original file (408KB)
Detailed description

It's a remake from an old doom II map with the same name.
It was my favorite map:p

Updated Blendmaps ( done by quin )

Update v2:

Gone over the map, and changed alot of stuff. Just see for yourself.
Screenshot not up to date.

Map file deadsimplev2.zip (1.21 MB)
Rating
33
points
 (4 votes)
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Files: screenshot.0017.png / deadsimplev2.zip /

(1954) Home ~ Asylum

DaemonHunter | 2009-05-09 15:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Beta | Deathmatch | Medium (5-8)
Blurb A Small Ironsnout Asylum Deathmatch Map
Screenshot
Get original file (126KB)
Detailed description

A small/medium sized tech-styled Ironsnout asylum.
There are weapons placed, along with the quad, yellow and green armour.

Please Comment,
DaemonHunter

Map file asylum1.1.zip (689.32 KB)
Rating
25
points
 (5 votes)
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Files: display.jpg / asylum1.1.zip /

(1950) Home ~ Cube 2: Sauerbraten "Trooper Edition" Released

Quin | 2009-05-05 23:07

Cube 2 (Sauerbraten) | News

The latest version of Cube 2: Sauerbraten is finally here! After almost a year of development, and alot of hard work from the developers and community members, we proudly present you with "Trooper Edition"; the sexiest version of Cube yet. Be sure to check it out and let people know just how good it is, just like the folks here are doing - word of mouth is the most powerful tool in the open source world.

From his post on the Cube Forums, the Lead Developer, eihrul, announces the release:

It's been almost a year and there have been a ton of changes, of which I offer you a slightly condensed version:

new playermodel, IronSnout X10K
new weapon models
new sound track
new splash screen and logo
28 new multiplayer maps!
1 new singleplayer map
new "protect" and "insta protect" game modes
bots that work for both MP and offline play
ragdoll physics
texture blending and new flame/smoke particles for map editing
in-game movie recording and also PNG screenshots
new engines features like ZIP archive support, better grass, pre-compressed DXT1/3/5 textures for faster loading, fixed-function shadowmaps & dynamic lights, low cost blob shadows, particle culling, faster shader loading, revised post-process effect system, and more
support for custom server ports, server passwords, public key crypto, and server-init.cfg for easier server configs

The full changelog is here: http://sauerbraten.org/docs/history.html

Downloads here: http://cubeengine.com/files.php4

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Files: none

(1949) Home ~ AutoBot

Quin | 2009-05-05 21:54

Cube 2 (Sauerbraten) | Release | Work in Progress | Gameplay | ZLIB License
Blurb Try to balance players on a Cube 2 server
Detailed description

This script attempts to maintain a player balance on an online server automatically.

Usage:

Add `exec autobot.cfg` to your autoexec.cfg
Claim master on any online server
Type `/autobot ` where num is the number of players to balance (optional)
Relax and let the script manage balancing for you :)
To turn off, type `/autobot 0`

Preview:

maxautobot = 8 // maximum number of bots we can add
balautobot = 8 // attempt to keep this many players

runautobot = [
cln = (listclients 1)
bot = 0; ppl = 0
loop i (listlen $cln) [
num = (at $cln $i)
if (= (isspectator $num) 0) [
ppl = (+ $ppl 1)
if (strcmp (getclientname $num) bot) [ // not ideal, but it works
bot = (+ $bot 1)
]
]
]
if (> $balautobot 0) [
amt = (- $balautobot $ppl)
if (> $amt 0) [
if (> (+ $bot $amt) $maxautobot) [ amt = (- $maxautobot $bot) ]
if (mod (+ $ppl $amt) 2) [ amt = (- $amt 1) ]
if (> $amt 0) [ loop i $amt [ addbot ] ]
] [
amt = (- 0 $amt)
if (> $amt 0) [
if (> $amt $bot) [ amt = $bot ]
if (mod (- $ppl $amt) 2) [ amt = (+ $amt 1) ]
if (> $amt 0) [ loop i $amt [ delbot ] ]
]
]
] [
if (> $bot 0) [ loop i $bot [ delbot ] ]
]
]

doautobot = [
runautobot
if (&& (= $balautobot $arg1) (> $balautobot 0)) [
sleep 1000 [ doautobot $balautobot ] // rinse, repeat
]
]

autobot = [
if (> $numargs 0) [ balautobot = $arg1 ]
doautobot $balautobot
]
Config file autobot.cfg (1.5 KB)
Rating
40
points
 (11 votes)
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Files: autobot.cfg /

(1948) Home ~ Thor2009 map

cronos | 2009-05-05 16:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Large (9-15) | Various Licenses
Blurb Now the Thor2009 map for the New 2009 build of sauerbraten includes new texture and map models.
Screenshot
Get original file (374KB)
Detailed description

Hello all

This is the Thor2009 map. I fixed and optimized this version of the original Thor2 map and it works now with the New 2009 build of sauerbraten.

It includes new texture and map models.

Greetings

Gregor Koch "cronos"

Map file GK_Thor2009_Map_Textures_Objekts_LowResV1.zip (19.51 MB)
URL http://www.maxstudios.de/images/sb/gk_thor_map/GK_Thor2009_Map_Textures_Objekts_LowResV1.zip
Rating
68
points
 (8 votes)
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Files: thor2009_previw.jpg / gk_thor2009_map_textures_objekts_lowresv1.zip / http://www.maxstudios.de/images/sb/gk_thor_map/GK_Thor2009_Map_Textures_Objekts_LowResV1.zip /

(1947) Home ~ Ravenstein

MuzzleFlash | 2009-05-04 09:18

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb The private castle of MuzzleFlash
Screenshot
Get original file (108KB)
Detailed description

This will be the first in a series of "stein" maps, featuring a common modern-castle-like theme. The focus is entirely on freedom of design (often experimental) and gameplay, sacrificing realism if need be.

Ravenstein is the private castle of MuzzleFlash (yeah right, I wish). Anyway, you're invited!

All gamemodes are supported, with 2 teams of 8 players or 16 in DM.

Have a blast.

Map file ravenstein.cgz (12.26 KB)
Rating
8
points
 (1 vote)
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Files: ravenstein-scr1.jpg / ravenstein.cgz /

(1946) Home ~ Entity Property Editing Script

Mr.Floppy | 2009-05-04 08:38

AssaultCube | Mapping
Blurb This script allows you to edit entities' properties.
Detailed description

This script allows you to edit entities' properties, like height, angle, asigned texture and so on.
You can edit all entity kinds after placing them somewhere in the map.

HOW DOES IT WORK:

1) Move yourself next to the entity, which you want to edit.
2) Select which property should be attached, by toggling through the 4 entity values (default keys: UP, DOWN). (Any entity has 4 values, while sometimes only the first one or two are in use. See the explanation below.)
3) Change the values upwards or downwards (default keys: LEFT, RIGHT).

Light: 0 = radius, 1 = red (or brightness if 2 and 3 are left blank), 2 = green, 3 = blue
Clip: 0 = elevation above the ground (negative values possible), 1 = X dimension, 2 = Y dimension, 3 = height of the box
Mapmodel: 0 = angle, 1 = number of mapmodel refering to the config file, 2 = elevation above the ground (NO negative values possible), 3 = assigned texture
Sound: 0 = the sound to play, 1 = radius, 2 = size, 3 = volume
Flags 0 = angle, 1 = Team (0 = CLA, 1 = RVSF)
Playerstarts: 0 = angle, 1 = Team (0 = CLA, 1 = RVSF, 100 = FFA)

It works the same for pickups and the ladder entity.

*NOTE: It doesn't work on Coop mode. Everbody except yourself will not see the changes.

HOW TO INSTALL:

Read the instructions given on the top of the file.

*NOTE: There are default binds (UP, DOWN, LEFT, RIGHT). Change them before running AC, if you want to keep your arrow keys for movement.

Please report bugs and feel free to post code optimisations.

Config file entity_property_editing_script.cfg (1.15 KB)
Rating
10
points
 (1 vote)
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Files: entity_property_editing_script.cfg /

(1944) Home ~ Sauer-planet - Sauerbraten procedural planet demo

sdaau | 2009-05-04 03:47

 this screenshot was not originally available or there was a problem extracting it

Blurb Sauerbraten procedural planet demo (not fully functional yet)
Screenshot
Get original file (156KB)
Detailed description

Sauer-planet v0.001 - demo of procedural planets in Sauerbraten

# INTRO
# PACKAGE CONTENTS
# PHOTO GALLERY
# USAGE
# CULPRITS / NOTES
# DETAILS
# COMPILING W/ CODEBLOCKS + MINGW UNDER WINDOWS
# WHY??

# INTRO

This package is a, not fully working, demonstration of procedural planets in the open-source engine Sauerbraten (http://www.sauerbraten.org/). It is based on CTF Edition (June 17, 2008) for Windows (http://downloads.sourceforge.net/sauerbraten/sauerbraten_2008_06_20_ctf_edition_win32_setup.exe), and includes sources, patch files and a Windows executable (a Sauerbraten installation is required to run the executable).

The procedural code is taken almost verbatim from GPL'd code by Sean O'Neil from:
* [http://web.archive.org/web/20061104133933/http://www.sponeil.org/Sandbox-src.zip Sandbox Source Code]
* [http://web.archive.org/web/20061104133933/http://www.sponeil.org/Sandbox-exe.zip Sandbox Executables]

described in a series of articles on Gamasutra.com, "A real time procedural universe":

** [http://www.gamasutra.com/features/20010302/oneil_01.htm "A Real-Time Procedural Universe, Part 1: Generating Planetary Bodies"]
** [http://www.gamasutra.com/features/20010810/oneil_01.htm Gamasutra - Features - "A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies"]
** [http://www.gamasutra.com/features/20020712/oneil_01.htm Gamasutra - Features - "A Real-Time Procedural Universe, Part Three: Matters of Scale"]
** [http://www.gamasutra.com/features/20060112/oneil_01.shtml Gamasutra - Feature - "A Real-Time Procedural Universe, Part Four: Dynamic Ground Textures and Objects"]

# PACKAGE CONTENTS

The contents have the same layout as the directory structure for Sauerbraten on Windows - you can just copy the package contents (all dependencies should be there too) over to a Sauerbraten installation folder, and run sauerbraten_planet-mingw.bat to start the executable. The executable is compiled with Mingw using Codeblocks.

Also, source code and a Codeblocks workspace project is provided - copying over should also replace the necessary files in Sauerbraten's source directory. There are also diff .patch files, both in respect to Sauerbraten CTF Edition (June 17, 2008) source, and in respect to Sandbox procedural planet code.

# PHOTO GALLERY

http://img141.imageshack.us/gal.php?g=12sauerplanet07.png

http://img141.imageshack.us/my.php?image=12sauerplanet07.png

# USAGE

sauerbraten_planet-mingw.bat automatically starts a map called untitled (provided in packages/base), which is an empty map, in fps (first person shooter) mode of Sauerbraten. Once in it:
* Press E to activate edit mode
* (Alt: use /togpshade - see below)
* Choose a tile on the floor and type /newent planet 1
* Press E to exit edit mde
* Press E to enter edit mode again
* After a slight delay (and a noticeable framerate drop) the planets should start rendering.
Then, look for two small dots overlaid on the screen, and fly towards them. You should eventually arrive to two spherical renderings like on:
http://img141.imageshack.us/my.php?image=09sauerplanet05.png

Additional to the new entity type 'planet', there are some added commands for the in-game console:
/togpshade N
(N can be 0, 1, 2) - toggle different shading of planet atmosphere (hardware shader, software shader, software scatter shader) - see below
/moveme X Y Z
A command like /moveme 100 100 100 will try to take you to x=100, y=100, z=100 position in the game world, by tossing you there with high speed, in an attempt to overcome the physics engine :) It doesn't take you exactly to the required location, but close enough. (Current position of player is also rendered in the console).

# CULPRITS / NOTES

- There is no interaction whatsoever with the planet renderings.
- A serious crash of the GPU (at least on ATI Mobility Radeon) is caused by src\engine\planet/Planet_Quad/PlanetaryMapNode.cpp line 674: m_boVertex.Enable(&m_shape); unfortunately, it seems this step is required in order to properly render planet surfaces. So ...
- ... There is a bug with the graphics, so the planet surfaces, although calculated, are not rendered. Only planet atmospheres are rendered on screen.
- There is a bug with the planet atmospheres blending, so they are represented as a dense wireframe.
- Using the /togpshade command while planets are rendered can result with a crash; use before planets are placed.

# DETAILS

By executing the command

/newent planet N

in edit mode, and activating the planet entity (by exiting then enteirng edit mode), will read the text file named "N.conf" in packages/planet. So, '/newent planet 1' will read the provided packages/planet/1.conf file, which is a near copy of Planet_Quad.conf (from Sandbox sources). Each .conf file can contains information about multiple planets, and properties for each of them (such as noise map specifications). Note that rendered planets will not be placed in respect to the entity placeholder - but instead at the absolute coordinates specified in the .conf file.

In the Sandbox sources:
- the Planet_Quad project shows procedural surface generation based on a .conf file and uses a hardware shader for the atmosphere. Note that the code in this package was produced using a graphics card without support for hardware shaders, so the atmosphere is rendered as wireframe:

http://img139.imageshack.us/my.php?image=01planetquad01.png
http://img136.imageshack.us/my.php?image=02planetquad02.png

- The ScatterCPU project shows a software atmosphere scattering shader, which on the same graphics card is rendered like this:

http://img91.imageshack.us/my.php?image=03scattercpu01.png
http://img78.imageshack.us/my.php?image=04scattercpu02.png

This demo package includes the code for both the hardware renderer and software scattering renderer (although due to the above blending bug, the software scattering renderer is also rendered as wireframe in this demo), which can be toggled using:

/togpshade N

where N can be:
- 0 (hardware), http://img141.imageshack.us/my.php?image=09sauerplanet05.png (38-41 fps)**
- 1 (software - simple),
- 2 (software scattering). http://img136.imageshack.us/my.php?image=11sauerplanet07b.png (8-10 fps)

** Note that 38-41 fps was obtained before any software rendering code was present at all - after the software rendering and the toggle, framerate drops to about 19 fps, regardless of the rendering method used. In both cases, a debug MingW executable under Win XP was used; initially at empty map, before planets are placed, it displays about 120 fps. You can also try editing the 1.conf file, and setting one of the planets to be 'big' - say at (1000,1000,1000), with a radius of 500 - in this case, speed can drop to 9 fps.

From a Sauerbraten perspective, the planet class is a "dynamic entity" just as monsters (the planet.h file is based on monster.h) - this is so to allow for a possility to place and save "planets" in a map, using the map edit facilities of Sauerbraten - and the possibility to become a part of the physics engine. From the perspective of Sandbox procedural planet sources, it implements code in the Planet_Quad and ScatterCPU projects.

# COMPILING W/ CODEBLOCKS + MINGW UNDER WINDOWS

You can use the provided CodeBlocks workspace (and project) file. Maybe not trivial (CodeBlocks 8.02), see:
#11565: Menus not Building Correctly?
http://cubeengine.com/forum.php4?action=display_thread&thread_id=1&start=11558

So needs
TDM-MinGW / TDM-GCC
(exe that can be unpacked with PeaZip):
http://sourceforge.net/project/downloading.php?group_id=200665&filename=tdm-mingw-1.902.0-f1.exe&a=36511655

And also:
http://downloads.sourceforge.net/mingw/binutils-2.19.1-mingw32-bin.tar.gz
http://downloads.sourceforge.net/mingw/mingw-utils-0.3.tar.gz
http://kent.dl.sourceforge.net/sourceforge/gnuwin32/libpng-1.2.35-lib.zip
http://kent.dl.sourceforge.net/sourceforge/glew/glew-1.5.1-win32.zip (must build from source)
http://www.libsdl.org/release/SDL-devel-1.2.13-mingw32.tar.gz
if there are problems..

# WHY??

I recently got to know Sauerbraten, and I found it to be most playable and smooth open source engine.. On the other hand, I'm fond of FPS, but not too much - I like a bit of adventure thrown in :) That is why I liked Freelancer - because it allowed the "seamless descent" from space to a planet, and had most of the "go shoot, go sell, go buy" mechanics..

So eventually, I'd love an open-source, single-player, open-ended game that would allow me to:

1. Start on surface
2. Shoot some monsters
3. Get into a ship and launch to space
4. Go mine resources (or shoot ships)
5. Descent on surface
6. Shoot some monsters
7. Possibly go in a portal loading an FPS map; finishing or exiting it takes you back to planet surface
8. Go to NPC, sell booty, buy ammo
9. Go back to 1 :)

And Sauerbraten actually provides most of this for me - except for the planets. So although I have very basic knowledge of C++ and OpenGL, when I saw how 'compatible' the sources for the Sandbox procedural planets and rest of Sauerbraten looked, it became almost an obsession to try and integrate them - at least as a proof of concept :)

As both Sauerbraten and the procedural Sandbox code are open-source, my particular work in their integration is also under the same terms and conditions.

:)n 2009

Mod file Sauer-planet.zip (2.43 MB)
Rating
0
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Files: 12sauerplanet07.jpg / sauer-planet.zip /

(1943) Home ~ Thor2 Map - and "greGor" texture set

cronos | 2009-05-03 21:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Beta | Deathmatch | Large (9-15) | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb The Thor2 maps is in a industrial setting focused on vertical and horizontal game play (includes new Texture set and map models)
Screenshot
Get original file (311KB)
Detailed description

Hello All

After 2 years I finely found some time to do a new map for Sauerbraten. It is accompanied by a part of my new "greGor" texture set and some useful map models.

screenshots can be found under:

http://www.maxstudios.de/images/sb/

GK_MaxStudiosDE_MAP_Thor2_SC001.jpg

to

GK_MaxStudiosDE_MAP_Thor2_SC024.jpg

All textures are high resolution 1024x12024 and 2048x2048 and they are saved as JPG files. They are used in game with a 0.25 and 0.5 scale to get a higher Texel density for bigger screen resolutions. The style of the Thor2 map is an SF / industrial look unlike the Thor map that as been in a somewhat fantasy / medieval setting.

The full resolution version of the map / "greGor" texture set is later also going to be available ( PNG files losses compression but it is then a 177 mb download )

Use the external download link the file GK_Thor2_Map_Textures_Objekts_LowRes.zip is 18 mb and includes all new textures and map models.

!!! The current Thor2 map is not working with the SVN version see follow-up posts for details. !!!

I update the Thor2 map for the new 2009 build the file is on my FTP (I also added some better lighting in to it)

http://www.maxstudios.de/images/sb/gk_thor_map/GK_Thor2_Map_Textures_Objekts_for_New_2009_Build_LowRes.zip

Can you have a look and tell me if the map works also for you ?

I left the old fie also on he FTP and it is still attached to this post as zip.

Greetings

Gregor H. Max Koch "cronos"

Map file GK_Thor2_Map_Textures_Objekts_LowRes_.zip (17.42 MB)
URL http://www.maxstudios.de/images/sb/gk_thor_map/GK_Thor2_Map_Textures_Objekts_for_New_2009_Build_LowRes.zip
Rating
74
points
 (9 votes)
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Files: thor2_map.jpg / gk_thor2_map_textures_objekts_lowres_.zip / http://www.maxstudios.de/images/sb/gk_thor_map/GK_Thor2_Map_Textures_Objekts_for_New_2009_Build_LowRes.zip /

(1942) Home ~ Novus Terra

KI113R | 2009-05-03 03:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Novus Terra (New Land) Tartech-Tarin Tribute By: KI113R
Screenshot
Get original file (535KB)
Detailed description

This map is great for capture, however I recommend greatly that you play it in FFA, there are plenty of weapons and health, making for great game play. The map also has a very nice uphill battle theme going on, more of the better items are located up top, however it does not handicap you trying to reach them.

I've always loved Tartech, although it is underapreciated, it is my favorite place for a nice FFA fight or a game of efii. That is exactly what I tried to accomplish here, however making it much larger.

Every thing you see on the map was created by me, I did not copy and paste any of it from Tartech. Although it may look very similar, it was all done by sight. There are also very unique additions of my own.

ENJOY =)

P.S Thanks Penguins for all the help with clouds and other such technical things. Your a great friend, and I appreciate your help.

*EDIT
I fixed the packaging.
As well as moved my sauerSVN to windowed 640x480 res, that way I could just do /screenshot and not run it threw my resizing program.

Map file novus_terra.zip (489.8 KB)
Rating
65
points
 (9 votes)
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Files: screenshot_82590.png / novus_terra.zip /

(1941) Home ~ Amynya2

Windecker | 2009-05-02 21:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A largly reworked version of the map Amynya -
Screenshot
Get original file (36KB)
Detailed description

Amynya2 ~CTF~
My map Amynya with some major additions, making it able for CTF.
This includes two symmetric bases, one red, one blue, both containing flags and team player starts.

There are multiple paths to either base and are formed for quick movement in some areas, and force careful movement in other areas, primarily the upper section. This map is such that a person needs to get used to it, not like most run and gun styles, so please don't rate until you've gotten the hang of the movement.

Also: There is one Health boost per base, and a quad damage which takes a bit of jumping skill to get to.

There may be some errors, though I looked over the map several times.

I put lots of work into this, I hope you all like it.

By J-Windecker

Updated:
- All lights were redone, now looks more professional, and less ugly and choppy looking.
|- Still multiple sunlights, but they were also tuned and one removed.
- Changed the look of four of the jump pads so they can be told apart from the lights on the floor.

Map file amynya2.zip (6.23 MB)
Rating
84
points
 (11 votes)
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Files: 2amynya2.jpg / amynya2.zip /

(1940) Home ~ Dualstar

D_wicked | 2009-05-02 16:34

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Work in Progress | CTF | Large (9-15)
Blurb Large CTF map for BF
Screenshot
Get original file (489KB)
Detailed description

My second version of my map. (First version never posted, cause it's in the SVN already)

It's a large CTF map with symmetric bases.
I ussually play it on INSTA-CTF.
I don't know if it's suited for normal CTF cause I think my weaponplacement is bad:p

Improvements : Added a lot of detail
Clipped some more stuff
Removed the long halls, and replaced them with something better
There is a problem with the bots, there are some waypoints inside the walls, and I don't know if it's possible to delete them:S

I'm wondering if this version is better than the previous.
Let me know if there is something you dislike. I really need some comments.

I have added some screenshots for the non-bloodfrontier users:p

Map file Dualstar.zip (3.92 MB)
Rating
16
points
 (2 votes)
Attachment Size
Dualstar_old.zip 3.04 MB
Screenshots.zip 1.69 MB
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Files: screenshot.0002.png / dualstar.zip /

(1937) Home ~ (ac) asperate

R4zor | 2009-05-02 03:55

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb a rocky, cavernous map
Screenshot
Get original file (574KB)
Detailed description

the map was inspired by an idea I had one day looking at a picture of an underground cave, as well as some inspirtation from ac_mines

It is best used in a small match, perhaps TOSOK or DM

Simple layout, basically a square with an extention.

Map file ac_asperate_beta1.zip (595.65 KB)
URL http://www.mediafire.com/download.php?jzddhvmm3ty
Rating
0
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Files: screen_1.png / ac_asperate_beta1.zip / http://www.mediafire.com/download.php?jzddhvmm3ty /

(1936) Home ~ Lost

Redon | 2009-05-02 02:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Singleplayer | Small (1-4) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Big, futuristic Singleplayer Map with lots of scripts
Screenshot
Get original file (322KB)
Detailed description

Here it is. Finally. I don't know what to say, I've worked on this map for ages. Mainly because i had no motivation to build anything sometimes, but I always continued a while later :)
This was called red_sp1 earlier, some of you may remember the little demo i uploaded over 40 weeks ago - Yes, I kept my promise and completed the map ;)
The main idea of this map was to make very much scripts, because i thought that the current sauerbraten singleplayer maps have too much senseless killing and don't really use the possibilities of cubescript. So that's why i put much work into the cfg as well, it's over 1000 lines and doesn't have many texture settings, most of the textures settings are in a separate file.

Thanks to PhilipK and Metlslime for the great textures i used on my map, to Younes for translating the whole campaign into french, and to the people who helped me with ideas, especually MisanthropX.

UPDATE 1: I fixed/changed a few things in the scripts and changed the ammo placement a bit, since it had too much ammo now in my opinion.
UPDATE 2: There's now a french Translation of the campaign avalible as an attachment, tranlated by Younes. Thank you very much!

Note: The French Translation requires the original map pack to play, just replace the default file "lost.cfg" with the translated one.

Here are other maps I built or helped on, you should check them out and leave a comment :)


Map file lost.zip (3.8 MB)
Rating
275
points
 (31 votes)
Attachment Size
French Translation.zip 8.8 KB
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Files: lost_screenshot.png / http://www.quadropolis.us/node/1923 / lost.zip /

(1935) Home ~ CarbonMod

ironzorg | 2009-05-01 08:49

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Obsolete | Stable | Source mod | ZLIB License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb An AssaultCube graphical mod
Screenshot
Get original file (206KB)
Detailed description

The Carbon Mod is a graphical mod which main goal is to provide a new HUD to AssaultCube players: it is fully customizable with several options like:
- crosshair color and alpha transparency
- ammobox
- personnal score counter
- scorebox
- ...

The files we modded are those that are displayed on the HUD while playing ( compass, life bars, items icons etc... ).

We created a lot of commands that can be used to manage the HUD, so you can easily create several autoexec files/scripts that could be launched at any time while playing !

One of the biggest advantage of this mod is his capacity to be easily rolled back to the AC classical HUD, so you won't lose anything of the genuine AssaultCube.

Actually implemented Cvars (available in the readme file):

-*cbar*-
Call: /cbar
Function: Display bars intead and rate instead of numbers to show your health and your armour.

-*ammobox*-
Call: /ammobox
Function: Display either the little icons at the right of the screen or the classical numbers.

-*scorebox*-
Call: /scorebox
Function: Display the most important parameter to make you win the match you are playing ( either frags in team
deathmatch/tosok or flags in ctf/htf/tktf );

-*skillmenu*-
Call: /skillmenu
Function: Display a personnal score counter to let you know how many times you killed someone, etc...

-*crosshaircolor*-
Call: /crosshaircolor R V B A
Function: Modify the crosshair's colors with the parameters you specify ( supports alpha transparency ).

-*crosshairname*-
Call: /crosshairname
Function: Display the nick of the team mates you aim or not under the crosshair.

-*hudstyle*-
Call: /hudstyle X
Function: use fully customisable life bars when X=2 ( X=1 rolls back to the classical life bars )

-*hudrgb*-
Call: /hudrgb X R G B
Function: modify the colours of the customisable lifebars, X=0 for the health, X=1 for the armour, R G B are the colour components.

-*delhudrgb*-
Call: /delhudrgb X
Function: fall back to the classical customisable bar ( X=0 for health, X=1 for armour ).

Mod file CarbonMod.zip (11.23 MB)
Rating
40
points
 (5 votes)
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Files: 20090411192855acminesct.png / carbonmod.zip /

(1934) Home ~ duel2.7

t-chen | 2009-04-30 14:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4)
Blurb duel2.7 (updated) for Sauerbraten, by t-chen
Screenshot
Get original file (216KB)
Detailed description

...updated (15.09 22:50)

added:
new lightning
new textures
new particles
some small details
new waypoints

...updated (1.5.09 18:00)

...updated (1.5.09 13:00)

I fixed some details and redesigned the environment around the map. Hope it looks now better...
The focus of this map is located more on the gameplay than on the appearance.

Duel2.7 is a small Deathmatchmap for 1-4 player.

Map file duel2.7.zip (507.15 KB)
Rating
50
points
 (8 votes)
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Files: duel2.7.10.jpg / duel2.7.zip /

(1933) Home ~ Tech ( trak 5 test )

Windecker | 2009-04-30 13:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic
Blurb Quick basic map made to try out trak5 textures
Screenshot
Get original file (60KB)
Detailed description

Just a map I built when trying out the TRak5 textures, ( love em )
feel free to edit this how ever you want.
It's supposed to be kinda doom style in the lower parts, I even added some vents for you to spring out of. =)

Map file tech.zip (936.32 KB)
Rating
33
points
 (5 votes)
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Files: image1.jpg / tech.zip /

(1932) Home ~ ac_city

Anonymous | 2009-04-28 23:29

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Medium (5-8) | Public Domain | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb A simple city map
Screenshot
Get original file (67KB)
Detailed description

A simple city map compatable and fun for most modes

Map file ac_city_by_enzo.rar (9.65 KB)
Rating
6
points
 (2 votes)
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Files: ac_city.jpg / ac_city_by_enzo.rar /

(1931) Home ~ Missile Defense System 31

Drakker | 2009-04-28 04:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | CTF | Large (9-15) | Other License
Blurb A complex CTF / Protect / Capture map
Screenshot
Get original file (230KB)
Detailed description

I made this map because I was tired of all those big open maps. I wanted something indoor that required a little more thinking and strategy to play. The map is mirrored and has distinctive themes on both sides (so you always know where you are). It has 3 interlinked floors and supports CTF/Protect and Capture.

CTF/Protect: there's a flag on each side of the map. Ample room to run around in protect, if you are the flag bearer, there is enough cover to require some serious thinking and good strategy from your opponents if they want to force you in a corner and get your flag.

Capture: 10 bases disposed in an "eye" shape. Designed for big games (12+ players), should be perfect for those big 20+ players public servers.

The map requires some learning to master, a few games will be required to know it by heart. Follow the purple and green lights to locate the enemy flag.

Map file mds31.zip (3.75 MB)
Rating
15
points
 (3 votes)
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Files: mds31.jpg / mds31.zip /

(1930) Home ~ Sacrifice to the Northern Gods - CTF version

Drakker | 2009-04-28 03:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Capture | CTF | Huge (16-32) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A large CTF / Protect / Capture Map set in a Viking theme
Screenshot
Get original file (216KB)
Detailed description

A big CTF / Protect / Capture map. Designed around a mostly but not completely mirrored layout with a Viking theme.

The map is part of the development release of Cube2, GET IT FROM SVN!

Map file sacrifice.zip (4.08 MB)
Rating
68
points
 (9 votes)
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Files: sacrifice_quad.jpg / sacrifice.zip /

(1929) Home ~ Powerplant remake

Drakker | 2009-04-28 02:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A remake of the Cube map "powerplant"
Screenshot
Get original file (202KB)
Detailed description

A remake of the map "powerplant" from Cube. It's a small FFA/INSTA/Duel map.

The map is in the development version of Cube2, get it from SVN!

Map file powerplant.zip (1.19 MB)
Rating
52
points
 (7 votes)
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Files: powerplant_quad.jpg / powerplant.zip /

(1928) Home ~ Core Transfer

Kretren | 2009-04-28 01:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A sci-fi colony in a mountain canyon
Screenshot
Get original file (220KB)
Detailed description

This is a large map, mostly for CTF/capture, in a (hopefully) new theme in Sauerbraten: A sci-fi colony.

The readme includes the main "story" behind the map. It also explains the purpose of everything.

Enjoy this map. It's been a while in the making and I'm pretty happy with where it is. I'm hoping for ways to improve this map but it's my most complete project to date (instead of releasing it as soon as I finished it, I kept it for a week and improved small details).

Update 1 - Fences improved, clipping, spawn room

Map file Core Transfer.zip (5.73 MB)
Rating
123
points
 (17 votes)
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Files: core_transfer_compile.jpg / core-transfer.zip /

(1927) Home ~ ac_army_beta

King | 2009-04-27 20:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb by $N!P3R* and SaNd'Z
Screenshot
Get original file (137KB)
Detailed description

Our latest map called [beta] ac_army_beta The First and The Best AssaultCube Tactical map.
A map based on a Desert Village destroyed by Assaults ...
I know the WQD is quite high, but its playable and i cant do better .
Please comment the map.

Enjoy ;)

Map file ac_army_beta.zip (150.11 KB)
Rating
8
points
 (1 vote)
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Files: ac_army.jpg / ac_army_beta.zip /

(1926) Home ~ Amynya~

Windecker | 2009-04-27 13:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A medium deathmatch map, includes teleports, jumppads, armor, and and lots of weapons.
Screenshot
Get original file (49KB)
Detailed description

UPDATED

Changes:
-lower level added, center is now a tad safer, and less worry of dieing when you fall through a hole in the floor, as they lead to the lower level.
-Upper most areas, on top of the map, have been heavily modified to better suit game play.
-Jumppad-teleports now have a cage around the back and sides to avoid accidental teleport.
-Some lights added in areas that were too dark
-Many textures have been replaced to better suit the object\s applied to.
- Two more player starts - The four on the main level are supposed to be in the air to avoid possible spawn blocking.
-Some weapons have been replaced, as the rifle was in there A LOT, still working on weapon placement though, I'm trying to get a sort of balance to the placement.

Newer Changes..
-widened stairwells
-removal of 4 jumppads
-improved upper level access
-MUCH improved upper level navigation
-added 4 new paths to "round off" the map
-balanced weapons better
-map is now a bit Bigger

Final Updates, I hope.
- Fixed an error caused when i duplicated an object,
- Tuned the lighting ( though there's still lots of dark spots )
- Added several more lights
- Corrected yet more textures
- Weapons are now balanced
- Power-ups all reachable via rifle jump/ rocket jump
- Symbols on walls to help you tell the opposite ends apart.
- Map now IS PLAYABLE - I spent over an hour play testing with various people and it played quite well.

I've also included the original map, called "windeckerarena" in the .zip ( minus the config ) you may look, compare, and snicker all you like, Its just there to show you how much work I've done since the original post.

Cheers!

Map file amynya.zip (2.36 MB)
Rating
40
points
 (6 votes)
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Files: screenshot_41478.jpg / amynya.zip /

(1925) Home ~ Windecker Castle

Windecker | 2009-04-26 14:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | Huge (16-32) | Creative Commons (BY-SA)
Blurb I large castle with lots of catwalks and lots of stairs.
Screenshot
Get original file (42KB)
Detailed description

Castle Windecker - Made by me in roughly 8 days, comes with really nice outdoor lighting, terrain, and lots of z axis movement ( though slow ) within the castle.
There are 20 spawn points, and 20 Capture points ( yes, 20 )
It would probably work good for 4 teams on RegenCapture, and as of yet, there are still no weapons for regular death match, those will come when i make the map flow a LOT more fluid. I'm considering jump pads but I'm afraid they will ruin the effect.

Config contains settings for grass with a // in front, remove the // to enable
- the settings will change the defaults if enabled, they are best ignored, but are there if you want the pretty grass and the processor load. ( Can somebody tell me how to make it so they don't change the defaults? I don't know how to do anything other than enter the basic commands. )

Please feel free to tell me what i should change, add, ( or remove ) im always open to new ideas.

Map file WindeckerCastle.zip (3.25 MB)
Rating
34
points
 (5 votes)
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Files: merge2.jpg / windeckercastle.zip /

(1924) Home ~ Arabic Urban

MisanthropX | 2009-04-26 01:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Arabic Capture Map
Screenshot
Get original file (57KB)
Detailed description

Its a Arabic styled Capture map with 6 bases and lots of health
its not done yet and it needs much more detail and textures inside and outside
Also lights are undone yet.. only skylight and 1 light yet

But it got a nice gameplay
I hope you like it ;)

VERSION2:

added some lights, (candles)
and new textures

still fighting with textures... dont know what texture fits where.
bases changed.

i hope it is better now..
please give me new feedback i need it :D

thanks > MisanthropX

V3: final version. bases: done, lights: done, weapons/ health/armor : done
layout / gameplay/textures : done

Map file arabic.zip (950.78 KB)
Rating
102
points
 (12 votes)
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Files: arabic.jpg / arabic.zip /

(1923) Home ~ frozen [Update 6A: January 2015]

Redon | 2009-04-24 17:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb A small DM map with snow, ice and metal constructions
Screenshot
Get original file (113KB)
Detailed description

Another extensive update, and hopefully the last like it. However, I expect some smaller fixes to follow soon. There's a big chance I missed something somewhere.

The map is currently saved as "frozen6a" to avoid conflicts with the current release version. Please try to playtest the map with friends and give me feedback on the changes, any further suggestions are welcome.

Thanks to Frosty for spending a lot of time on the map, helping me with good ideas, and lastly for his contribution in the cave (:
A big thanks also to swatllama, Fatality, starch and everyone else who helped out with feedback while I was working on the map.

2015 January - Update 6A:

- The lighting on the map has been completely redone. The light of the lamps shifted towards a more orange color.
- Changed skybox to meister/uzze
- Added more fog and a fogdome
- More skylight, less sunlight: The sharp shadows are gone and instead the map has a cloudier, gloomier atmosphere.
- Added snowflakes
- Added mapsounds and sound effect for jumppad.

- Added slippery ice (thanks to Frosty)
- Changed the hue and opacity of the ice texture and removed the specmaps from the snow texture.
- Cleaned up the texture cfg to remove duplicates
- The shabby old mountains have been replaced and new sections have been added
- The mountains use two new rock textures from the terrain_soc set
- Blendmapping has been renewed and some were added to the snow and metal floor

- The platform near the yellowarmour and the surrounding area has been redesigned to make movement easier
- The section around the bigger staircase has been created from scratch because the old version was very lazy
- The point where the staircase disappears into the ice has been done from scratch without the snow in the way. Looks a lot nicer this way.
- Countless other improvements to geometry and texturing to make the map look a little prettier. Like this.

- The healthboost and greenarmour have switched places: More cover for the GA, more risk for the HB down on the ice.
- Reduced number of health pickups from 6 to 4.
- Added two additional ammopacks: shells and grenades.
- Some shells and grenades have switched places.
- One of the bullets packs near the jumppad was removed. Bullets near the lower teledest were moved down to the ice.
- Added a lot of playerstarts and adjusted existing ones (from 8 to 27)
- Cleaned up clipping after all the changes

- Of course I forgot to mention the wider corridor near the YA. Arguably one of the most important changes.

Old

After memento, this is another small deathmatch map for which I focused on the flow of gameplay, this time with a snowy theme. Again, the map didnt take too long, but a bit longer than memento. I started it 2 days ago, and now it's done with waypoints. I'd like to hear what you think about it, and if you have any suggestions for improvements, write a comment :)

2012 January - UPDATE 5:
- Most importantly: The water pits have been removed. The entire area is now covered with snow and ice, providing the map with a central area for fighting, without getting stuck in the holes.
- Increased width of two hallways, giving the players more space
- Changed the double jumppad gap to a continous path, with a platform on the side to climb up
- Moved teledest to greenarmour spot
- Added healthboost at old teledest location
- Moved greenarmour to new location
- Added stairs in front of yellowarmour for people with walking disabilities
- Added some details in the lower area

Thanks to Suicizer and Misan for the help!

UPDATE 4: Clipped/Noclipped a few things, changed Screenshot and Mapimage
UPDATE 3: Changed the snow texture, Changed Jumppad Texture
UPDATE 2: Fixed a clipping error and removed the pistol ammo
UPDATE: Removed Deathclip in the Water, removed some snow, changed jumppad texture and improved the ice texture


Map file frozen_update_6a.zip (1.58 MB)
Rating
170
points
 (20 votes)
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Files: frozen_update_6a.jpg / https://i.imgur.com/UebIwgc.jpg / frozen_update_6a.zip /

(1922) Home ~ Sauerbraten ingame mediaplayer

viruz | 2009-04-24 15:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Other | Creative Commons (BY-NC-SA)
Blurb A small music-player for ingame
Detailed description

Installation:
-put the script into your sauerbraten folder
-put a line "exec music.cfg" in your autoexec.cfg (create if not exists)
-create a folder "music" in "packages" and place your .ogg files (mp3 and others not supported) there

Binds
M = show playlist
N = Next Track
B = Stop Playback
Q = Toggle loudness

Settings (in the playlist):
The first Slider is for loud music volume
The second Slider is for the silent sound-level (toggle with q)
Random playback

Screenshot:


greez viruz, hf with this

Config file music.zip (1.71 KB)
Rating
36
points
 (4 votes)
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Files: http://img16.imageshack.us/img16/4715/cooplayout27.png / music.zip /

(1921) Home ~ Recovery

Redon | 2009-04-23 16:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Futuristic Map for all Gamemodes
Screenshot
Get original file (315KB)
Detailed description

Note: This map is the multiplayer version of my Singleplayer map Lost, that's why it looks quite the same ;)

Finally! This is a map for Ctf, Protect and Capture, based on my Singleplayermap Lost. I can't really tell how long this map took me, since I took the outside parts of the sp map and adjusted them for Multiplayer games. Anyway, the singleplayer map took me months, so I'm pretty happy that this one is done. :)

The map is kinda formed like an "U", with the flags at the ends and jumppads in the middle.

Please download, rate and comment it! :)

This map is called recovery, because the matches on it actually take place after your adventure on the earlier mentioned singleplayer map, as the base gets recovered after your escape.

UPDATE 1: Enlarged the middle room because it was too narrow, changed the ground to make it less bumpy, added two little forts at both sides.
UPDATE 2: Enlarged the entrance to the middle room, enlarged the entrance to the towers, added waypoints, added pvs, added some lasers to indicate that the hole is deadly, replaced the quad damage with a healthboost.
FINAL UPDATE: Made the jumppads to yellow armour more obvious, added some bridges between the towers that bring more cover from snipers at the top and a lot of new trickjumps. Fixed the lightcolor in the room under the red side

Here are other maps I built or helped on, you should check them out and leave a comment :)


Map file recovery.zip (2.3 MB)
Rating
110
points
 (13 votes)
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Files: recovery_screenshot.png / http://www.quadropolis.us/node/1936 / recovery.zip /

(1920) Home ~ The Angry Gardener Campaign

stewbasic | 2009-04-23 15:12

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Large (9-15) | Creative Commons (BY)
Blurb SP campaign for Cube (3/8 complete)
Screenshot
Get original file (172KB)
Detailed description

I started making a SP campaign for Cube (yes, Cube 1... my computer is old). I've only done 3 of the 8 levels planned, but since I haven't worked on it for a while, I thought it might be good to put up what I've done.

The emphasis of these levels is on finding your way around, and a little bit of puzzle solving... but don't worry, if you want challenging fights, put the skill level to 10 and you'll get them.

Also included are three novelty SP maps:
- mazedemo.cgz randomly generates mazes
- pairs.cgz is a very dangerous version of the "match the pairs" game
- textdemo.cgz is me getting carried away with writing text all over the floor

If you play it, please let me know what you think.

Map file angrygardener.zip (80.35 KB)
URL http://geocities.com/stewbasic/cubecampaign.htm
Rating
30
points
 (4 votes)
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Files: all.jpg / angrygardener.zip / http://geocities.com/stewbasic/cubecampaign.htm /

(1906) Home ~ Snow Castle

DaemonHunter | 2009-04-22 15:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
*
*
Starred Content
Blurb Small castle-like map. (a new theme designed to overwrite Menacing-Green)
Screenshot
Get original file (133KB)
Detailed description

Since the original map (Menacing-Green) had such a good layout and gameplay, I thought I'd re-establish a new theme and try to create a better, more sophisticated-looking map. I have redesigned a new theme to overwrite, "Menacing-Green".

Now with a new skybox, changed textures, and some snow here and there, the map has a new theme that is more realistic.

Please Comment,
DaemonHunter

Map file snowcastle.zip (874.82 KB)
Rating
46
points
 (6 votes)
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Files: snowcastle.jpg / snowcastle.zip /

(1905) Home ~ Averine

cube_zero | 2009-04-22 12:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Medium (5-8) | Other License
Blurb A medium size map with an English village theme. (Please post comments as this is my first map. Thank You)
Screenshot
Get original file (112KB)
Detailed description

A medium size map built with standard Sauerbraten textures. A English village theme suitable for most types of game play styles. Comments welcome. Need some feedback for my first map.

Map file averine.zip (1004.64 KB)
Rating
34
points
 (5 votes)
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Files: averine.jpg / averine.zip /

(1904) Home ~ ac_dropoff

snoosnoo69 | 2009-04-21 23:25

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | Medium (5-8) | Other License | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb snoosnoos first map for small tosok/dm
Screenshot
Get original file (30KB)
Detailed description

my first map, uploaded for (nice) comments :) suggestions on how to improve would be nice :P i know lighting is dark, it was meant to be darkish... may have left it to dark

been updated a little bit, added some lights and changed couple of textures like sunny said ^^ will do more later today :)

Map file ac_dropoff.zip (3.91 KB)
Rating
12
points
 (2 votes)
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Files: ac_dropoff.jpg / ac_dropoff.zip /

(1903) Home ~ "My Maps" GUI (using "loopfiles")

MeatROme | 2009-04-20 16:45

Cube 2 (Sauerbraten) | Release | Beta | Singleplayer | Deathmatch | Capture | CTF | Gameplay | Mapping | Other | ZLIB License
Blurb dynamic mapgui with all your (quad) downloads
Detailed description
Goal:

Avoid people asking "why don't I see my downloaded maps in the menu".
This script works as a plugin for the SVN version of sauerbraten and will create a new gui "mymaps" listing all previously unlisted OGZs it finds at engine-startup.
If so inclined we leave it to the user to incorporate this into the general map-gui.

TODO:

find a sane way to trigger rebuilding of the tab definitions

Quick-Start:

Download the script-file and place it into your sauerbraten homedir, or sauerbraten installdir - where your autoexec.cfg is and the packages folder lives too.
Put the following line into your autoexec.cfg to make it execute every time .. probably you'll want to enter this into you game-console manually, at least once, for testing.
exec dynmapmenu.cfg

You can toggle the personal map-gui with the P-key, or execute showgui mymaps.

History:

v0.1 : initial release : 2009 April 20

Config file dynmapmenu.cfg (2.93 KB)
Rating
35
points
 (5 votes)
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Files: dynmapmenu.cfg /

(1902) Home ~ memento [Update 2B: January 2015]

Redon | 2009-04-20 16:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Small Deathmatch Map
Screenshot
Get original file (346KB)
Detailed description

Since I found more things I wanted to improve about the map, here's update 2B. Hopefully the last? Let me know if I missed anything.

The map is currently saved as "memento2b" to avoid conflicts with the current release version. Please try to playtest the map with friends and give me feedback on the changes, any further suggestions are welcome.

2015 January - Update 2B:
- Fixed the gap behind the jumppad that was out of range
- New lighting with more skylight, so the shadows from the sun aren't as dominant anymore
- Added a fogdome and changed fogcolour to a brighter and warmer color that transitions into the greenish tint of the skybox
- Added mapsounds that were missing in the last update
- The map now loads all its textures from the cfg, which allowed me to change some texture settings more easily.
- Fixed a few minor texture errors while retexturing the map
- Added blendmaps to the mountains and caves
- Added the two grass patches back in, but with a dry, brown color.
- Added an arch and brick texture from Gregor Koch's set which were used to make the gates in the cave a bit prettier.
- The grates near the cave were replaced with something similar, but still let grenades pass through.
- The section below the biggest house was also changed using the new arch texture.
- More detail on the window frames and blinds, as well as on the pillars and roofs of the three cover pieces
- The shape of the roof of each cover piece has been changed slightly to bend downwards at the sides. This should make it easier to hit the surface with rockets from the side so they provide less of an advantage.
- Some minor clipping improvements
- Added more playerstarts (from 13 to 20)
- Removed two health pickups, one at each greenarmour (from 7 to 5)
- Changed position of the three ammo packs below the upper greenarmour
- Moved the very helpful cartridges to the roofs of the cover pieces
- Added three bases for tiny capture or hold games

2014 December - Update 2A:
- Moved teledest back into its original corner, and green armour back down
- Changed the HB roof into a balcony with railing
- Reduced size of top platform with rockets
- Changes to ammo placement
- Added more spawnpoints
- A few more boxes are back in the center
- Improved clipping
- I honestly don't even remember
- Other minor things

2014 November - Update 2:
- Lowered floor in the upper area to allow easy jumping from the right platform to the left, as well as a roof not in the picture.
- Moved teledest in the upper area from the left to the other end seen in the picture above the boxes.
- Moved upper area green armour to where the teledest was.
- Removed most of the boxes that cluttered the central lower area, to provide easier movement, and placed a platform that replaces all their functions.
- Changed the layout of this area and reduced the size of the cover so you don't hit your head on it anymore.
- All cover pieces are now the same size. The two in the lower area received a tiny free strip before the drop to make jumping around them easier. (see image above)
- Prettier hills.
- Prettier caves!
- Moved health boost to a new location.
- Expanded this area and added a way around to the rockets instead of the old box jump up a narrow platform. Jumping against the box also no longer makes you drop all the way down to the stairs.
- You can now easily shoot grenades through the iron bars near the caves.
- Adjusted jump-pad strength
- Did I mention that the jumppad is prettier too?

Old

UPDATE 1: I fixed a few things, like the flames that were going through the roof, clipped the water parts in the cave and removed the grass.

This is a small deathmatch map that i made today in a few hours, which is pretty unusual for me, since it normally takes ages until I finish a map. I hope this isn't noticeable in the quality of the map. On this map, i mainly focused on the gameplay, since my maps usually just look good but don't have a too great gameplay, in my opinion.
I tried to give the map a good flow so that you dont get stuck often, and I hope I managed to do that.

Please download, rate, and comment!

Map file memento_update_2b.zip (1.35 MB)
Rating
155
points
 (19 votes)
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Files: memento_update_2b.jpg / https://i.imgur.com/YzpUKqp.jpg / memento_update_2b.zip /

(1901) Home ~ Iron Tomb

SweëtMiserÿ | 2009-04-20 16:02

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8)
Blurb Sweetmp9, Iron Tomb
Screenshot
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Detailed description

sweetmp9, Iron Tomb by SweetMisery.
Released the 20 april 2009.
Just another simple map for DM. Some of you will notice the obvious inspiration of Metl4 !

Map file sweetmp9.zip (895.87 KB)
Rating
40
points
 (5 votes)
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Files: screenshot_23.jpg / sweetmp9.zip /

(1898) Home ~ Zenith

Mayhem | 2009-04-20 03:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-SA)
Blurb A large platform CTF map connected by a network of jumppads.
Screenshot
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Detailed description

In the wake of a dying quasar, with exotic neutrinos zipping past and through, a mysterious space station is discovered.

Nobody knows who built the network of platforms, which ride precariously on the edge of the disaster, nor do they understand the purpose they were designed for. Was it built to study the quasar? Or perhaps it was responsible for the quasar's demise?

It will forever be a mystery solvable only by the builder's themselves, if they still exist. They who are as much a mystery as the artifacts they have left behind and abandoned for centuries.

Now this place serves as a battle-arena for those who aren't afraid to fly.

This map is made for CTF, Capture, and DM. The recommended number of players is to be determined but I imagine it would take 6-12 comfortably.

New skybox and noise texture included.

Enjoy

Map file zenith.zip (5.31 MB)
Rating
44
points
 (6 votes)
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Files: zenithtitle.jpg / zenith.zip /

(1897) Home ~ Yop by Trillian (Sauer-joutes)

Trillian | 2009-04-19 21:21

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Cube 2 (Sauerbraten) | Artistic | Huge (16-32) | Other License
Blurb Yop by Trillian; final night version
Screenshot
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Detailed description

Yop is my first map, probably the biggest and the most beautiful. Many persons already saw this map on a serveur before but not this version... You can't play on yop, it's too big, maybe a 64/64 :D. I don't try to do a map for playing, it's like a demo map. Just beautiful landscapes and impossible rooms... if you test the map, post a comment and don't forget to vote :p I hope you a beautiful visit; Thanks a lot =).... Trillian

Map file yop.zip (6.4 MB)
Rating
141
points
 (16 votes)
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Files: screenshot_6955676.png / yop.zip /

(1896) Home ~ Reaktor

viruz | 2009-04-19 15:31

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb A small deathmatch-map
Screenshot
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Detailed description

A small Deathmatch - Map

Features:
Many glass-walls that cause an intersting gameplay
2 teleports

I played it in FFA and Insta, it works for both, but i would prefer insta.

greez viruz

Map file reaktor.zip (771.25 KB)
Rating
48
points
 (7 votes)
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Files: unbenannt.png / reaktor.zip /

(1895) Home ~ Ceethon

David | 2009-04-19 12:22

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Copyright
Blurb small deathmatch 1 on 1 map, ment to be in next release
Screenshot
Get original file (39KB)
Detailed description

Ceethon is a small deathmatch map, thats ment to be played with up to 4 players. Its a replica of an old quakemap, by id software.
The teleports are just placed that you cant abuse them, because it takes pretty long before u into another teleport.

Improvements:
-detailing (more texture combinations)
-lightning (better ambient and better used lights)
-mapmodeling (replaced for detailing)
-gameplay (teleports and playerstarts got a different direction or a different place. Made the lavabath deeper to)

Please give it the rate is deserves!
Have fun to play this map :D!

Map file ceethon.zip (1.13 MB)
Rating
42
points
 (6 votes)
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Files: ceethon_quadro1.jpg / ceethon.zip /

(1894) Home ~ ctfstadion_v.1

t-chen | 2009-04-19 11:28

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Cube 2 (Sauerbraten) | Release | Beta | Deathmatch | Large (9-15)
Blurb cftstadion_v.1 for Cube 2 (Sauerbraten), by t-chen
Screenshot
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Detailed description

So it updated it again. Now i fixed some details and also the file-size. Now its looks much better than before i guess.
Have fun!

Ctfstadion_beta is a very large map for about 8-32 players. Provisional only for insta modes.
Due to the size it is a paradise for Sniper and Camper. But also for the flagcarriers is well adapted.
There are many different paths lead to and away from the flag, scores are therefore guaranteed.

Some minor details still need to be improved, but anyway I hope you will have much fun on it.

Map file ctfstadion_v.1.zip (3.8 MB)
Rating
51
points
 (9 votes)
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Files: ctfstadion_v.1.jpg / ctfstadion_v.1.zip /

(1892) Home ~ Torment

Majikal | 2009-04-18 22:24

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Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Small arenalike deathmatch map for Cube 2 Sauerbraten
Screenshot
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Detailed description

Small arena DM map made by Majikal, thanks to eihrul for help and insight, and tenshi for making that cool picture :)

19.4 : Update on lights, now it shouldn't be too dark :)

Map file torment.zip (867.54 KB)
Rating
44
points
 (7 votes)
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Files: torment.jpg / torment.zip /

(1889) Home ~ Classic Hudgun Update

slick | 2009-04-17 00:12

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Cube 2 (Sauerbraten) | Obsolete | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Updated classic hudgun replacement
Screenshot
Get original file (30KB)
Detailed description

a few pages back, SomeGuy posted a download for all the spring edition hudguns, but due to ctf edition's new packing format, there were issues, such as some weapon models not appearing and animations not playing. this small update fixes the mod to fully work with ctf edition, and the mod will continually be updated with each new game release. hopefully there aren't any issues, but if found, be sure to post them

Mod file SHudguns.zip (3.25 MB)
Rating
6
points
 (1 vote)
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Files: screenshot_156067_1.jpg / shudguns.zip /

(1888) Home ~ Advanced Server Control Script v1.0

Anonymous | 2009-04-16 16:44

Cube 2 (Sauerbraten) | Release | Final Release | Gameplay | Creative Commons (BY)
Blurb ASCS v1.0 for SVN
Detailed description

Advanced Server Control Script v1.0 by Q009

It allows you to quickly spectate, unspectate, ban, change mastermode, map and more, more and more! Also it has a AFK function!

HOW TO USE: Just press 9 on your numpad to open script menu.

INSTALLATION:

1. Place "ascs.cfg" file in the main Sauerbraten folder.
2. Open "autoexec.cfg" file. If doesn't exists just make one.
3. Add line "exec ascs.cfg".
4. If you did good launch Sauerbraten and on startup you should have blue message "Advanced Server Control Script v1.0 installed!".
5. Enjoy and have fun!

If you have any problems or suggestions just send me email: q009q009@gmail.com or catch me on MSN: q009_msn@hotmail.com or just post comment on Quadropolis!

Config file script.zip (8.16 KB)
Rating
0
points
 (0 votes)
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Files: script.zip /

(1885) Home ~ The Ocean

skiingpenguins | 2009-04-16 07:10

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Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Creative Commons (BY-NC-ND)
Blurb Ocean and Tears Skyboxes by SkiingPenguins
Screenshot
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Detailed description

These is the Ocean and Tears Skyboxes by SkiingPenguins. The Tears skybox is under the attachments section (tearsaddon.zip)
Please read the included read me.
To install: extract to sauerbraten directory
To use in game: Type /loadsky penguins/ocean
-Or for tears: Type /loadsky penguins/tears

Tears is the night version of ocean and is slightly different. The major changes are the land color, then sun (in this case, moon) placement/attributes, and camera location.

Please comment and vote!

Map file oceanskybox.zip (1.02 MB)
Rating
56
points
 (7 votes)
Attachment Size
tearsaddon.zip 818.44 KB
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Files: ocean_tears_screenshot.jpg / oceanskybox.zip /

(1884) Home ~ training_parkour

King | 2009-04-15 19:35

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb by $N!P3R* and SaNd'Z
Screenshot
Get original file (103KB)
Detailed description

Hey Traceurs/Traceuses, Do you like parkour or freerunning ? Great!
Download this map and practice your skills
Enjoy ;)

Map file training_parkour.zip (412.79 KB)
Rating
20
points
 (2 votes)
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Files: training_parkour.jpg / training_parkour.zip /

(1879) Home ~ Better Solaris Gun Noises

Nixot | 2009-04-14 11:33

Cube 2 (Sauerbraten) | Release | Stable | Content | All Platforms | Various Licenses
Blurb If you don't like the Solaris sounds then go here for deathier ones!
Detailed description

I don't like the old Solaris gun sounds, and I have seen people's reviews saying they don't much like them either. So I edited them a bit and created these new versions which are much more deathy and feel you're doing some damage.

The shotgun is now much more meaty and bassy.

The rocket launcher has also increased highly in kick.

The chaingun has been improved to sound more chainy.

Mod file bsgn.zip (184.38 KB)
Rating
0
points
 (0 votes)
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Files: bsgn.zip /

(1878) Home ~ tbf

Meister | 2009-04-14 08:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Various Licenses
*
*
Starred Content
Blurb the bot factory
Screenshot
Get original file (246KB)
Detailed description

Map suitable for 1on1 or small deathmatches max 4 players.

Map file tbf.zip (1.46 MB)
Rating
76
points
 (10 votes)
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Files: tbf_640x480.jpg / tbf.zip /

(1877) Home ~ TRaK5 texture set - 150 textures

TRaK | 2009-04-14 04:55

 this screenshot was not originally available or there was a problem extracting it

Included | Final Release | Content | MIT/X11 License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb 150 scifi textures
Screenshot
Get original file (65KB)
Detailed description

All textures in the preview image are from this pack.

Approx. 150 textures at 512x res, with normal/parallax maps and an incomplete set of untested spec maps. Originally made for quake2world.

I updated the download link with the sauer-compatible pack. Get the original pack here: Link
PSD files: Source files

Under an MIT/X11 license. Feel free to use/modify these as you see fit. You do _not_ need to ask me for permission in order to use them.

Check my website for some other texture packs: Link

Enjoy :)

---

Edit: Xsaii kindly repackaged the set to be compatible with sauerbraten: Download (mirror of the download link below)
I assume this pack works, I haven't tested it personally. Thanks Xsaii :)

URL http://trak.mercenariesguild.net/files/trak5-sauer.zip
Rating
272
points
 (28 votes)
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Files: b9nrgngxa7ak46bh54dg.jpg / http://www.trak.mercenariesguild.net/files/trak5-textures.zip / http://trak.mercenariesguild.net/files/trak5-sauer.zip /

(1876) Home ~ skyscraper

metaltangerine | 2009-04-13 23:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Large (9-15)
Blurb A large sized ffa/instagib/capture map set on the roof of a building
Screenshot
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Detailed description

Keep in mind, I'm still a rookie at mapping, so this map isn't going to be something of beauty. I only upload maps to get feedback, I don't expect it to be included in the release or anything.

The map alternates between an open area on the rooftop of the building hindered only by a few air conditioners to the closed quarters of the top two stories of the building containing many hiding places.

Map file Skyscraper.zip (2.4 MB)
Rating
2
points
 (1 vote)
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Files: skyscraper.jpg / skyscraper.zip /

(1875) Home ~ Suicizer's Cube Engine Deathmatch Map

David | 2009-04-13 11:46

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Copyright
Blurb Deathmatch map for cube engine 2, costum made for in release
Screenshot
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Detailed description

Scedm is a deathmatch map that's ment to be played with up to 8 persons. Its even possible to, to play (regen)capture on it, but then with max. 10 persons. It's got a woodstyle actually and its ment you getting keep active most of the time.
Please give it the rate it deserves!

Have fun 2 play this map :D.

Map file scedm.zip (979.03 KB)
Rating
30
points
 (6 votes)
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Files: scedm_quadro2.jpg / scedm.zip /

(1874) Home ~ Elephant Temple

vampirefrog | 2009-04-12 19:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Singleplayer | Deathmatch | Small (1-4) | Public Domain
*
*
Starred Content
Blurb For Sauerbraten, by vampirefrog and wrack.
Screenshot
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Detailed description

Relax. You don't have to shoot anyone on this map.

I made the temple, wrack made the elephant in the temple. I recommend insta on it.

Some other people made the little well and the samurai closet, i think it was Tomek and someone else, i forget who. I'll update here if I remember/am reminded.

Cheers!

Map file elephant-temple.zip (1.14 MB)
Rating
106
points
 (13 votes)
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Files: screenshot_22.jpg / elephant-temple.zip /

(1873) Home ~ dauntless

stayne | 2009-04-12 15:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Stable | Deathmatch | Small (1-4)
Blurb Small 1v1 Map
Screenshot
Get original file (216KB)
Detailed description

Small 1v1 map

Map file dauntless.zip (541.18 KB)
Rating
22
points
 (5 votes)
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Files: dauntless.jpg / dauntless.zip /

(1872) Home ~ Deserted v1.10 (OLD)

MuzzleFlash | 2009-04-12 12:51

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
Blurb A ruined city in the Sahara
Screenshot
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Detailed description

A long abonded stronghold - now in utter ruines - located somewhere in the Sahara. You cast one glance and you can tell: this place has seen glory now forgotten. Its walls rebuild many times, changing the place as time went by. A strong wind keeps the sand in the air. You cover your face and enter through a gap in the wall.

Welcome to Deserted.

Map file Deserted_v110.zip (26.14 KB)
Rating
30
points
 (4 votes)
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Files: deserted_v110_scr1.jpg / deserted_v110.zip /

(1870) Home ~ Labyrinthus

BlikjeBier | 2009-04-10 18:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Medium (5-8) | Other License
Blurb All is not what it looks like
Screenshot
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Detailed description

Actually i should be doing completely different things now, in just three weeks time we (me and a load of friends) are releasing our eleventh edition of http://www.animecon.nl The oldest anime-festival in the Netherlands, ah well. the booklet is with printers now, at least i made that deadline.

Map file labyrinthus.zip (1.17 MB)
Rating
6
points
 (1 vote)
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Files: labyrinthus.jpg / labyrinthus.zip /

(1869) Home ~ Dock

iamtheone | 2009-04-10 12:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Small ffa/insta Sauerbraten map for 2-4 players.
Screenshot
Get original file (174KB)
Detailed description

This is a small map set out overlooking a small dock. Good for ffa/insta with 2-4 players.

Hope you like it!

Map file dock.zip (1.38 MB)
Rating
88
points
 (11 votes)
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Files: dock001.jpg / dock.zip /

(1868) Home ~ Deserted v1.20

MuzzleFlash | 2009-04-10 12:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb A fallen city in the Sahara
Screenshot
Get original file (62KB)
Detailed description

A long abonded stronghold - now in utter ruines - located somewhere in the Sahara. You cast one glance and you can tell: this place has seen glory now forgotten. Its walls rebuild many times, changing the place as time went by. A strong wind keeps the sand in the air. You cover your face and enter through a gap in the wall.

Welcome to Deserted.

This is v1.20, with many updates on gameplay, architecture, sound, lighting, item placement etc over v1.00. Enjoy!!
P.S.: This is the final release. I've moved on to the next project :-)

by MuzzleFlash

Map file deserted_v120.zip (26.36 KB)
Rating
0
points
 (0 votes)
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Files: deserted_v120-scr_1.jpg / deserted_v120_1.zip /

(1863) Home ~ Puritania

flame | 2009-04-07 22:26

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
Blurb Small map designed around a big, melting rock
Screenshot
Get original file (129KB)
Detailed description

"Puritanical Euphoric Misanthropia"
Puritania is a small rocky map with some tunnels going through the rock, and emerging on the other side.
There are two teleports on either side of the map, adding to the speed of the fight.
It should make for interesting gameplay, although I will welcome all comments and suggestions.

- Blaze

Map file Puritania.zip (717.13 KB)
Rating
14
points
 (3 votes)
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Files: puritania.jpg / puritania.zip /

(1862) Home ~ Tau+ Crosshair Pack

Neo_OmegaDelta | 2009-04-07 22:23

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Content | All Platforms
Blurb A Crosshair Mod For Blood Frontier
Screenshot
Get original file (41KB)
Detailed description

A Crosshair Pack For Blood Frontier

To Install And Use The Crosshairs Go To Programs/BloodFrontier/Data/Textures And Back Up Damage, Hit Crosshair, Crosshair, Loadback, Teamcrosshair and Snipecrosshair to another location. Than extract the .zip file into the textures folder. Now you can run the game and use the new crosshairs.

Mod file Tau+.zip (1.41 MB)
Rating
8
points
 (1 vote)
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Files: crosshairad.jpg / tau+.zip /

(1861) Home ~ Night Construction Arena

Montoto | 2009-04-07 21:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb Arena for instagib, efficiency and ffa.
Screenshot
Get original file (529KB)
Detailed description

This map was made it basically for instagib, efficiency and ffa, but can be played in insta arena and tactics arena too.

I think that the number of players can be 6 or maybe 8.

I'm glad if you have fun testing this map and hope your comments and suggestions.

-Bolt and Montoto-

Map History:

Events happen when the owner of the building paralyzes the construction threatening to fine the construction company becuase the major sculpture was placed earlier than planned, interrupting the lay-out of matrials movement, and perhaps the sculpture can be damaged for that materials movement.

That is why the construction company make a citation to all staff involved in the placement of the sculpture, with the intent to find the person responsible for that mistake.

When the event starts all present begin to blame each other triggering a bloody pitched battle.

P.S. Thanks for playing!!!!! Good games for all!!!!!! :-)

Map file NightConstructionArena.zip (567.72 KB)
Rating
36
points
 (5 votes)
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Files: nc_arena.png / nightconstructionarena.zip /

(1860) Home ~ ac_derb

King | 2009-04-07 13:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb by $N!P3R*
Screenshot
Get original file (127KB)
Detailed description

My latest map is out, small but well detailled
The theme is a small snowy village
Enjoy ;)

Map file ac_derb.zip (131.05 KB)
Rating
0
points
 (0 votes)
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Files: ac_derb.jpg / ac_derb.zip /

(1859) Home ~ AssaultCube's Italian Reference [Manuale in italiano di AssaultCube]

AndreONEz | 2009-04-07 11:32

AssaultCube | Release | Work in Progress | Other | ZLIB License
Blurb AC's Italian Reference...
Detailed description

Manuale e manuale ingame di AssaultCube tradotti in italiano.

Leggete il readme per ulteriori informazioni!
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AssaultCube's reference and ingame reference translated to Italian language.

Please read the readme for further infos!

Config file italiandocs.zip (58.54 KB)
Rating
0
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Files: italiandocs.zip /

(1858) Home ~ shinmei1

Meister | 2009-04-07 08:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | Various Licenses
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
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Starred Content
Blurb shinmei1
Screenshot
Get original file (143KB)
Detailed description

Small map made by me and shinki for 1on1 duels, instagib or ffa. Special thanks to soilah and Fatum for helping us on map testing.

Map file shinmei1.zip (763.55 KB)
Rating
84
points
 (11 votes)
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Files: shinmei1_640x480.jpg / shinmei1.zip /

(1855) Home ~ NeoSpace Crosshairs

Cryx | 2009-04-05 22:10

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Release | Beta | All Platforms | Copyright
Blurb High-precision, good-looking crosshairs made specifically for Blood Frontier
Screenshot
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Detailed description

Ah yes, another productive weekend of Blood Frontier and Photoshop.

-----------------------------------------------------

Crosshair pack includes:

Sniper:

High-detail, futuristic crosshair.
Ammo clip fits nicely within the inner scope ring.
The center dot indicates the predicted path of Rifle shots.
The ring around the dot indicates the predicted path of the average Carbine shot.
Mild transparency, so as not to obstruct the view you need.

Standard, Hit, and Teammate:

Larger viewing reticle.
Ammo clip fits beautifully around it.
User-friendly indicators appear at the top for hits and teammate aiming.
Mild transparency for an unobstructed view.

-----------------------------------------------------

So yeah, a lot of work, thought, testing, adjustment, retesting, blood, sweat, and tears have been put into these.

I would love some feedback on these. They're my first crosshairs, and in my opinion, they're some of the best content I've ever made.

They've already received critical acclaim in #bloodfrontier by regulars and devs alike. See how you like them!

Mod file NeoSpaceCross.zip (34.57 KB)
Rating
46
points
 (6 votes)
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Files: neospace.jpg / neospacecross.zip /

(1854) Home ~ PoolCarnage

MuzzleFlash | 2009-04-05 11:45

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Medium (5-8) | Copyright
Blurb My private swimming pool
Screenshot
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Detailed description

A remake of my private swimmingpool, just something I wanted to share with the community. This is where I swim after getting shot at over and over.

Map file PoolCarnage.zip (4.43 KB)
Rating
12
points
 (3 votes)
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Files: poolcarnage-scr.jpg / poolcarnage.zip /

(1853) Home ~ BeastWars

MuzzleFlash | 2009-04-05 11:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Copyright
Blurb A Beast of a Team War...
Screenshot
Get original file (74KB)
Detailed description

Two opposing forts having a showdown with a large battlefield smack in the middle, including trenches and plenty of crates. Snipers be happy here!

Map file BeastWars.zip (9.98 KB)
Rating
12
points
 (2 votes)
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Files: beastwars-scr.jpg / beastwars.zip /

(1852) Home ~ Catcombs

metaltangerine | 2009-04-04 15:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Huge (16-32)
Blurb A very large ctf map. Constuctive criticism needed.
Screenshot
Get original file (45KB)
Detailed description

A large ctf map. This is the second map I've submitted to this website, so its not exactly perfect. Like my other map, I'm only uploading this to get feedback. So if you have any opinions, please share them.
As for the iraq map, well I'm a very scatterbrained person, so I'm lucky when I actually get a map finished.

Map file catcombs.zip (4.43 MB)
Rating
6
points
 (1 vote)
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Files: catacombs.jpg / catcombs.zip /

(1850) Home ~ Complex II

Kal | 2009-04-04 06:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Public Domain
Blurb A medium size FFA map with excellent flow
Screenshot
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Detailed description

A fast, open FFA map with good flow, best for 2-3 good players. Texturing by Halleck.

Map file kffa.zip (462.06 KB)
Rating
65
points
 (9 votes)
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Files: kffa.jpg / kffa_1.zip /

(1849) Home ~ Area51

sospiro | 2009-04-02 17:47

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Cube 2 (Sauerbraten) | Beta
Blurb Area51
Screenshot
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Detailed description

Area51 by ICC|Eithel and ICC|sospiro.
Map for all modes
2.0

Map file area51.zip (876.13 KB)
Rating
14
points
 (2 votes)
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Files: area51_screen.jpg / area51.zip /

(1848) Home ~ ctf_valley

David | 2009-04-02 16:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Copyright
Blurb a (insta)ctf map for cube engine 2, ment to get in next release...
Screenshot
Get original file (59KB)
Detailed description

ctf_valley is designed to play with 6 to 14 people.

Its made from the idea, to only use textures that has been used on c_valley, but that its got to be a ctf_map, so not a replica of c_valley.
The gameplay is very nice, because there r several (3 commmon and many uncommon ways)ways to get the opponents flag. From first idea u would think its 1 big campmap, but after u played it, then u c u can avoid the campers pretty easy, like as example by using 1 of the undergrounds or the catapult.
Please give it the rate that it deserves it...

Have fun 2 play this map :D

improvemtens:
-geometry
-details
-gameplay
-clipping and noclipping
-jumppad on the catapults

Map file ctf_valley.zip (1.85 MB)
Rating
56
points
 (7 votes)
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Files: ctf_valley_quadro4.jpg / ctf_valley.zip /

(1847) Home ~ sac, Sauerbraten Apartment Complex

David | 2009-04-01 10:02

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Capture | Large (9-15) | Creative Commons (BY)
Blurb (insta)ctf, (regen)capture map for Cube Engine 2
Screenshot
Get original file (44KB)
Detailed description

Sac, is an urbanic map, where you play in a apartment complex. Its ment to play with 6 to 16 people and on (insta)ctf or (regen)capture.
It actually feels small, cause the halls are narrow, but that makes you have to take caution at every step.
Ive spended something like 3 days on the map, cause of the much light, mapmodels, and details (without mapmodels, the map really gets boring).

Please have fun 2 play this map :D.

Map file sac.zip (8.91 MB)
Rating
24
points
 (3 votes)
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Files: sac_quadro3.jpg / sac.zip /

(1840) Home ~ Europium Mines

Hero | 2009-03-28 23:30

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Cube 2 (Sauerbraten) | Included | Final Release | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
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Starred Content
Blurb wasteland-themed CTF map with an extensive mine complex
Screenshot
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Detailed description

That map was born completely from scratch and out of boringness some time ago, when I passed the spot where the map is done layout-wise, which is also the point where I won't turn back and leave the map as it is :)

The map was played in an earlier stage on the first map beta test day and there were several releases in IRC and a lot of people already commented on it and gave some appreciated suggestions. To name at least some: Drakker, eihrul, viruz, SomeGuy, shmutzwurst and more. Thanks!

The map features a couple of different ways, an extensive mine section, some texture blending blablabla. viruz also contributed some geometry.

Ahh, and I don't want to forget the fancy spawn room doors: you can get out, but not back in :o)

Have fun and good luck!

Edit: one last bugfix - and it's included in svn already, so d/l it directly from there :)
for safety reasons, I put the final version in here, too.

Map file europium_mines.zip (1.91 MB)
Rating
62
points
 (9 votes)
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Files: 4europium_mines.jpg / europium_mines.zip /

(1837) Home ~ Nadir

Mayhem | 2009-03-26 06:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
Blurb An arena style CTF map.
Screenshot
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Detailed description

Two bases, separated by a large central arena, are connected by seemingly random corridors.

There are some areas that need detail work to make this map truly finished. I'm having trouble deciding if it's worth the effort. Any feedback will be most appreciated and help me decide it's fate.

Map file nadir.zip (2.44 MB)
Rating
14
points
 (2 votes)
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Files: nadirtitle.png / nadir.zip /

(1832) Home ~ player-management

viruz | 2009-03-22 17:43

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Gameplay | Creative Commons (BY-NC-SA)
Blurb a helpfull tool for all playerbound-operations
Detailed description

This script makes it easy to do everyday-stuff like kicking/specting and unspecting.

features
it includes all player-effecting commands, including tcmod-#stats and hopmod-depending commands.

to install it, place the script in your sauerbraten-directory and write /exec pgui.cfg in the console.

then press f3 and have fun

update:faster selection of the player (you can now click the name)

Config file pgui.cfg (1.49 KB)
Rating
0
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Files: pgui.cfg /

(1831) Home ~ Longhorn by MuzzleFlash

MuzzleFlash | 2009-03-22 14:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Large (9-15) | Copyright
Blurb Pure CTF map. Two strongholds, a connecting bridge, flank buildings and a canal. Sniping allowed :-)
Screenshot
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Detailed description

A long bridge connects the two CTF teams. Bullets whizz along its path as deperate people aim for the glory that comes with a capture.
This is hell to some, paradise to snipers. Go get that flag!

Map file longhorn.zip (9.91 KB)
Rating
0
points
 (0 votes)
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Files: longhorn-scr-small.jpg / longhorn.zip /

(1830) Home ~ Apache by MuzzleFlash

MuzzleFlash | 2009-03-22 14:32

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Large (9-15) | Copyright
Blurb Rooftop...Carpark...Liftshaft...Pipeworks
Screenshot
Get original file (56KB)
Detailed description

"After having suffered heavy losses in their attempt to secure nuclear materials at Fort Knox, CLA leaders have sent one of their terrorist task forces to the Swiss Alps where a summit on biological warfare is in progress. Several key scientists have been taken hostage and are being held in the basement carpark of the mountain hotel compound. The RVSF has respondend and heli-dropped an assault team on the freezing rooftop. Will you propel down the elevator shafts, crawl through the pipeworks, or just take the stairs?"

Map file apache.zip (19.83 KB)
Rating
24
points
 (3 votes)
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Files: apache-scr-small.jpg / apache.zip /

(1825) Home ~ AssaultCube Carbon Edition

ironzorg | 2009-03-21 12:27

AssaultCube | Release | Final Release | Content | All Platforms | ZLIB License | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb AC-Carboned
Detailed description

A Carbon mod for AssaultCube, made by Primevil.

Enjoy.

Mod file AC-Carboned.zip (1.58 MB)
Rating
0
points
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Files: ac-carboned.zip /

(1821) Home ~ Credulity

Skilax | 2009-03-15 16:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Public Domain
Blurb Credulity [Updated once again]
Screenshot
Get original file (293KB)
Detailed description

A "playable" (I think...) map made with some detailled parts
People who helped :
- Daniel,
- Tomek,
- Vampirefrog,
- and someone else I got to delete his work for some reasons,
And the other hell members.
It could be played in Ffa, CTF, Capture, but I think instagib is the best for this map.
The map is quite big because of the light (lighterror 2, lightprecision 8, calclight 3 for better quality, maybe too big xD I'll think about a smaller version).

Map file credulity.zip (8.96 MB)
Rating
55
points
 (9 votes)
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Files: credulity.png / credulity.zip /

(1820) Home ~ Damnation

Majikal | 2009-03-15 03:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb CTF / Capture map for Sauerbraten
Screenshot
Get original file (62KB)
Detailed description

A ctf/capture map for Sauerbraten, best played with 6+ players, took me alot of time to get this done, but it sure was fun. This should be final release, or very close to it (more playtesting will show). Have fun playing it :)

18.3 Minor fixes made.

And thanks to all who left comments and votes, glad you like it :)

Map file damnation.zip (1.15 MB)
Rating
176
points
 (20 votes)
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Files: damnation2.jpg / damnation.zip /

(1818) Home ~ Killcore3

Redon | 2009-03-15 02:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb "Redon the explorer has discovered KI113Rs lost dungeon!"
Screenshot
Get original file (517KB)
Detailed description

Killcore3 by KI113R and Redon

"Killcore3 started out as concept map, Killer was just gonna make it REALLY big and pretty (He may do this later, or maybe make a completely new one) As the projected continued on its path to victory, He realized that the lights and other details would take ages. This is were I came in, my good offered me a spot and I accepted his offer to help with this idea that was bouncing around in his head. Before I was fully accepted into the project, the layout was 70% done.
After we got to working on all the major entities we realized that the WHOLE map needed to be retextured (-_- fortunently this was very easy thanks to Myself copy and pasting all the textures while killer worked on other parts of the layout) Soon after I finished the lights, textures and other small details, we got to work on the cfg, adding things here and there and disagreeing on things, but we managed to pull threw and finish the main part of the cfg.
By this time 80%-85% of JUST the layout had been finished (That last few percent was a bunch of knick-knacks added in at the very end)
Killer began to realize that Emereald was just not cutting it, there had to be some way to get a better skybox. one day while browsing Quake 3 mods by ..::LVL he cam across a skybox package (with over 50 skyboxes) These skyboxes were free to use for non-comercial purposes, as long as the artist's name was provided. As soon as the .TGA's were converted into .JPG's he tested out 6 skyboxes. Killer decided that "Green" was the best. (in the midst of all this Killer and I decided to make a custom texture for the map)
The map was finally looking up to the standards of Cube 2's moderators and developers. Killer and I added the final touches such as; health, weapons, armour, and particles. One of the most annoying things to do was the particles.
The map was finally finnished.. or was it? I fixed a few things in the cfg (Generatde PVS /genpvs) and packaged the files
My final job was to write exactly what your reading now. Enjoy this wonderful map by KI113R and Redon not only by playing death match's and capturing bases, but by taking your spare time to look at the beautiful geometry that was slaved to render.

Total time was about 20 hours (not including ideas thought up at night during our sleep)
Enjoy The Frags on this beautiful map,
KI113R and Redon"

(epic description written in my point of view by: KI113R)

Here are other maps I built or helped on, you should check them out and leave a comment :)


Map file killcore3.zip (7.13 MB)
Rating
134
points
 (18 votes)
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Files: killcore3_screenshot.png / http://www.quadropolis.us/node/1936 / killcore3.zip /

(1817) Home ~ ac_parkour [Final release]

King | 2009-03-12 19:11

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb by $N!P3R*
Screenshot
Get original file (68KB)
Detailed description

My latest map called ac_parkour, an urban/desert city map

Map file ac_parkour.zip (14.5 KB)
Rating
16
points
 (2 votes)
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Files: ac_parkour.jpg / ac_parkour.zip /

(1815) Home ~ Menacing Green

DaemonHunter | 2009-03-12 02:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb A small castle-like map with menacing green lighting. (designed specifically for instagib/tactics arena)
Screenshot
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Detailed description

A green evil castle, rather simple, but provides exciting gameplay.
Final Release. Designed specifically as an instagib/tactics arena map. [version 4.2]

More intricate details in the .txt readme file concerning lighting and other basic stuff.

Also, please check out the new theme here:
http://www.quadropolis.us/node/1906

Enjoy,
DaemonHunter

Map file menacing-green-v4.2.zip (759.74 KB)
Rating
32
points
 (4 votes)
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Files: display-dh-v3.jpg / menacing-green-v4.2.zip /

(1814) Home ~ ac_foundation

r4lretro | 2009-03-11 21:38

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb ac_foundation by R4L for Assault Cube
Screenshot
Get original file (447KB)
Detailed description

I'm not sure about this map... it has it's charm, and it doesn't...

It was supposed to be a flooded basement of sorts, but I ended up adding things that wouldn't be in a normal person's basement, such as a stockpile of nuclear waste. :)

The map is the basement of, well, SOMETHING. It could be YOUR basement. Whoever's basement it may be, it's flooded now, and has barrels of nuclear waste leaking all around.

The map is set for CTF, but you can easily play OSOK and DM. I added a lot of details, and some tricks I learned, and there's even a fallen wall to reveal your enemies.

I won't lie. The map pushes over 8000 WQD sometimes, but I didn't think it was TOO bad.

Anyway, here's my forth map, from yours truly. :)

Map file ac_foundation by R4L.zip (13.26 KB)
URL http://www.2dadventure.com/ags/ac_foundation_by_R4L.zip
Rating
12
points
 (2 votes)
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Files: foundation.png / ac_foundation-by-r4l.zip / http://www.2dadventure.com/ags/ac_foundation_by_R4L.zip /

(1813) Home ~ ac_idlewood

Lenntic and Jak | 2009-03-11 13:46

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A small, fast-paced partymap with an innovative design.
Screenshot
Get original file (287KB)
Detailed description

Ac_idlewood is a medium-sized partymap, designed for team one shot, one kill. To make this map more widely accessible, a capture the flag option has also been added, although I honestly have to say the map wasn't really planned to be a ctf-map.
This map features:
- two guard towers, one for each side
- small water trenches
- a mountaineous hill in the middle
- a lot of pine trees
The first criticism on this map would obviously be "there are too many trees on this map, people will lagg!", which i could understand, however, me and my teammate Lenntic (and other players) didn't have any lagg while playing this map with 10 people. The map's concept is strongest in the darkness of trees, a lot of sneaky action and gibbing can take place there.

Although it's nothing like our more serious maps, this map is - in my opinion - really playable and a lot of fun.

Map file ac_idlewood.zip (2.45 KB)
Rating
16
points
 (3 votes)
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Files: ac_idlewoodpic.jpg / ac_idlewood.zip /

(1812) Home ~ 10 new wood textures pack 5

Calinou | 2009-03-11 13:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Final Release | Content | All Platforms | Public Domain
Blurb 10 new wood textures, again !
Screenshot
Get original file (164KB)
Detailed description

10 new wood textures pack 5,

follow the instructions from the other wood textures pack.

Mod file woodtex5.zip (16.05 MB)
URL http://www.fileden.com/files/2008/3/22/1829860/woodtex5.zip
Rating
4
points
 (1 vote)
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Files: woodtexscreen5.jpg / woodtex5.zip / http://www.fileden.com/files/2008/3/22/1829860/woodtex5.zip /

(1811) Home ~ Frequent Stairways

LoreleiC | 2009-03-10 18:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb Frequent Stairways
Screenshot
Get original file (0KB)
Detailed description

A staircase that rises at different frequencies. The teleport at the bottom isn't as deep as it looks, though it loops infinitely.

Map file Frequent stairs.zip (1.26 MB)
Rating
30
points
 (6 votes)
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Files: screenshot_1.png / frequent-stairs.zip /

(1810) Home ~ Clockwork CTF

LoreleiC | 2009-03-10 17:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | CTF | Medium (5-8)
Blurb Clockwork CTF Map
Screenshot
Get original file (0KB)
Detailed description

A map made chiefly of moving textures meant to lead one side to another (though it's not really that confusing of a map to navigate.) The lava walls behind each base are actually noclip materials.

Map file Clockwork CTF.zip (992.57 KB)
Rating
38
points
 (6 votes)
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Files: screenshot.png / clockwork-ctf.zip /

(1809) Home ~ ac_iron_beta

oblivion | 2009-03-09 20:01

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Beta | Deathmatch | Small (1-4)
Blurb small osok, dm map
Screenshot
Get original file (137KB)
Detailed description

Small DM or OSOK map. Fight in or on the sides of a drainage pool for dominance over the map.

Map file ac_iron.zip (17.13 KB)
URL http://www.mediafire.com/download.php?ldzjn5ny4hv
Rating
20
points
 (3 votes)
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Files: ac_iron_beta.jpg / ac_iron.zip / http://www.mediafire.com/download.php?ldzjn5ny4hv /

(1808) Home ~ 10 new wood textures pack 4

Calinou | 2009-03-09 18:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Final Release | Content | All Platforms | Public Domain
Blurb 10 other new wood textures
Screenshot
Get original file (198KB)
Detailed description

10 new wood textures

note : wood isn't really wood sometimes...

Mod file woodtex4.zip (15.52 MB)
URL http://www.fileden.com/files/2008/3/22/1829860/woodtex4.zip
Rating
20
points
 (3 votes)
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Files: woodtexscreen4.jpg / woodtex4.zip / http://www.fileden.com/files/2008/3/22/1829860/woodtex4.zip /

(1807) Home ~ lc_night

Lenntic and Jak | 2009-03-08 11:30

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A detailed, small village by night, suited for team deathmatch and capture the flag.
Screenshot
Get original file (223KB)
Detailed description

Lc_night is a typical assaultcube map; small, fast-paced and detailed. You play throughout a small village by night, in capture the flag or team deathmatch. By Lenntic feat. Jak

Open for comments!

Map file lc_night.zip (7.34 KB)
Rating
26
points
 (4 votes)
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Files: lc_nightscreen.jpg / lc_night.zip /

(1806) Home ~ Rubble

Deathbringer | 2009-03-08 10:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15) | Public Domain
Blurb A bombed office center
Screenshot
Get original file (28KB)
Detailed description

I have added capture base's and a couple of alternate routes up floors any other input is welcome. Thanx Deathbringer

Map file rubble.zip (898.56 KB)
Rating
82
points
 (11 votes)
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Files: rubble.jpg / rubble.zip /

(1805) Home ~ Great Pyramid

Dima | 2009-03-07 22:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Medium (5-8)
Blurb Serios Sam: First Encounter like map. Egypt...
Screenshot
Get original file (184KB)
Detailed description

This is singleplayer map. Recommended to play SP, DMSP.
Difficulty level: Medium.
Weapons: Rockets, Bullets.
Accessory: Yellow Armor.

Map file great_pyramid.zip (495.89 KB)
Rating
24
points
 (4 votes)
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Files: screenshot_321269.jpg / great_pyramid.zip /

(1804) Home ~ Duel map

Dima | 2009-03-07 22:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4)
Blurb Duel map. I try make maps without visible polygons. I hate cubes, but i dont known other good game for Linux (or dont have).
Screenshot
Get original file (208KB)
Detailed description

No more comments. Map good for DM 2-3, DMSP.

Map file round.zip (3.19 MB)
Rating
18
points
 (3 votes)
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Files: screenshot_1630189.jpg / round.zip /

(1802) Home ~ 10 new wood textures pack 3

Calinou | 2009-03-07 18:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Final Release | Content | All Platforms | Public Domain
Blurb 10 new wood textures
Screenshot
Get original file (183KB)
Detailed description

10 other new wood textures

Note : for the future textures pack, wood isn't really wood, for the pack 4, 5,...

Mod file woodtex3.zip (14.57 MB)
URL http://www.fileden.com/files/2008/3/22/1829860/woodtex3.zip
Rating
0
points
 (0 votes)
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Files: woodtex3screen.jpg / woodtex3.zip / http://www.fileden.com/files/2008/3/22/1829860/woodtex3.zip /

(1801) Home ~ Marsbase part.1

ogrobastard | 2009-03-07 13:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | GNU GPL v3
Blurb Another new singleplayer map
Screenshot
Get original file (44KB)
Detailed description

the OTG (ogro technology corporation) is a supplier of war material for the Ministry of Defense of the united states.The property is located on mars.
you are a marine who was transfered to one of the bases for a routine mission.suddenly an enemy entity attacks all the bases transforming all the people in monsters.Only you are the only survivor to infection.
Your mission is to get out alive from the structure!

Map file marsbase.zip (681.03 KB)
Rating
24
points
 (4 votes)
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Files: marsbase.jpg / marsbase.zip /

(1800) Home ~ viruz small script package

viruz | 2009-03-07 09:41

Blurb a collection of usefull scripts
Detailed description

The cfg has got a couple of small scripts

(un)spect
makes it possible to spect/unspect several cns at once, do /spect 2 5 6 for example, or /unspect 2 7 5 3

arg1vsall
you can do clanwars with it, /arg1vsall }TC{ will put all players using the }TC{ tag in the same team, the rest in the other (good-evil)

multiteams
same as above, but supports several teams, do "/multiteams }TC{ RB| Mx" for example to do a capture-clanwar with 3 clans. rest will end up in team rest

PGUP/PGDOWN
they will do screenshots with sensefull names ( screens/[modename]-mapname]-id.bmp, page up removes hud-elements.
requires to create the folder /screens (in the main-folder)

Config file scripts.cfg (2.85 KB)
Rating
50
points
 (6 votes)
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Files: scripts.cfg /

(1799) Home ~ 10 other new wood textures

Calinou | 2009-03-06 18:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Final Release | Content | All Platforms | Public Domain
Blurb 10 other new wood textures
Screenshot
Get original file (133KB)
Detailed description

10 other new wood textures, seamless and with bumpmaps

you can add an other pack of wood textures, just copy and paste the text of cfg (from the first texture 0 to the last .jpg)

UPDATED !

The zip is now correctly packaged.

There is now a simple screenshot (text)

Mod file woodtex2.zip (11.83 MB)
URL http://www.fileden.com/files/2008/3/22/1829860/woodtex2.zip
Rating
6
points
 (1 vote)
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Files: screenwood.jpg / woodtex2.zip / http://www.fileden.com/files/2008/3/22/1829860/woodtex2.zip /

(1798) Home ~ Dark Metal Matter

graphitemaster | 2009-03-06 01:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Various Licenses
Blurb Dark Metal Matter
Screenshot
Get original file (53KB)
Detailed description

Dark Metal Matter, what else is there to say, test it out you will like it :)
I hope I packaged it right.
Note This is Open For Review, Thanks and have fun.

Comments on improvent are most welcome.

Map file dmm.zip (1.09 MB)
URL http://killfield.servequake.com
Rating
24
points
 (5 votes)
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Files: dmm.jpg / dmm.zip / http://killfield.servequake.com/ /

(1797) Home ~ 10 new wood textures

Calinou | 2009-03-05 19:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Final Release | Content | All Platforms | Public Domain
Blurb 10 new wood textures
Screenshot
Get original file (184KB)
Detailed description

type in your map cfg

/exec packages/woods/package(-nospec).cfg

add -nospec to the exec to have non specular textures

all woods are bump mapped and seamless.

UPDATED !

Now zip is correcty packaged.

There is now a simple screenshot (text)

Mod file woodtex.zip (12.64 MB)
URL http://www.fileden.com/files/2008/3/22/1829860/woodtex.zip
Rating
40
points
 (5 votes)
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Files: woodscreenp1.jpg / woodtex.zip / http://www.fileden.com/files/2008/3/22/1829860/woodtex.zip /

(1796) Home ~ New cloudlayer

Calinou | 2009-03-05 18:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Final Release | Content | All Platforms | Public Domain
Blurb 4 new cloudlayers
Screenshot
Get original file (104KB)
Detailed description

type /cloudlayer clouds/cloudlayer(number)

for make clouds scrolling, type :

/cloudscrollx 0.008
/cloudscrolly 0.001

it is examples, you can insert other values.

For change the size, type:

/cloudscale (scale, 1 is default)

More values are available.

EDIT : Link changed.

Mod file clouds.zip (2.75 MB)
URL http://omploader.org/vM2dmbA/clouds.zip
Rating
9
points
 (2 votes)
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Files: cloudlayerscreen.jpg / clouds.zip / http://omploader.org/vM2dmbA/clouds.zip /

(1795) Home ~ Iraq

metaltangerine | 2009-03-03 22:21

 this screenshot was not originally available or there was a problem extracting it

Release | Work in Progress | Deathmatch | Medium (5-8) | Public Domain
Blurb My first real map. Constructive criticism needed
Screenshot
Get original file (40KB)
Detailed description

Basically, this is my first map that I've submitted. I'm uploading this map ONLY to get feedback, so please share your opinions, and be honest.

The map alternates between closed-quarter and open space combat. The layout may be a little bit awkward because it was originally going to be a ctf map, but I changed a few things and made it a deathmatch map.

The skybox was made by taking an existing skybox and dicking with it in photoshop.

Map file iraq.zip (1.54 MB)
Rating
14
points
 (2 votes)
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Files: iraq.jpg / iraq.zip /

(1794) Home ~ Assault Cig's mapmodel v 1.1

Deathstar | 2009-03-03 21:54

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | Content | All Platforms
Blurb assault cigarets pack
Screenshot
Get original file (74KB)
Detailed description

assault cigarets pack inspired of malboro red pack :)
don't forget "smoke gib you!" ;)

Mod file assault_cigs.zip (107.29 KB)
URL http://www.acka.biz
Rating
16
points
 (3 votes)
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Files: screen_newskin.jpg / assault_cigs.zip / http://www.acka.biz/ /

(1793) Home ~ Deathfort

Deathbringer | 2009-03-02 23:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8) | Public Domain
Blurb A fast paced small map for ffa with a fort on either side
Screenshot
Get original file (25KB)
Detailed description

Two castle forts facing eachother with no advantage over either side. Weapons are easy to find as well as other people. With two quad damages and one health boost in the center field, anyone wanting them must sacrifice cover to retrive them. All in all the map seems fun and fast, have fun!
Deathbringer

Map file deathfort zip.zip (179.83 KB)
Rating
14
points
 (2 votes)
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Files: deathfort.jpg / deathfort-zip.zip /

(1792) Home ~ the Forge

mIscreant | 2009-03-02 05:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | CTF | Medium (5-8) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A small, fast CTF map.
Screenshot
Get original file (279KB)
Detailed description

This is a rather small CTF map with multiple routes between flags. I think it will provide for some fast and intense games, and is probably best for teams of 3 or 4. I also have a feeling it'll be better suited to insta ctf than ffa ctf, but that remains to be seen.

You need to have the SVN version of Sauerbraten to open this.

UPDATE: More rain and it is no longer blue. Geometry and some texture changes along the bottom route.

Map file forge.zip (1.99 MB)
Rating
161
points
 (18 votes)
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Files: forgepic.jpg / forge.zip /

(1790) Home ~ Knox v1.01

MuzzleFlash | 2009-03-01 09:21

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Public Domain
Blurb A nuclear waste storage and processing plant for CTF and DM
Screenshot
Get original file (75KB)
Detailed description

The terrorist have done it again, only this time they are aiming high. Now the CLA is in possesion of a nuclear waste storage and processing facility. There is no room for mistakes. An RVSF team has surrounded the plant, the bad guys are trapped...let operation clean sweap begin!

Map file knox.cgz (16.59 KB)
Rating
42
points
 (5 votes)
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Files: knox-scr-small.jpg / knox.cgz /

(1788) Home ~ Another Sauerbraten Icon!

Bucklemon | 2009-02-26 23:52

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Cube 2 (Sauerbraten) | Release | Source mod | Mac OS | Creative Commons (BY-NC)
Blurb Compatible with Mac OS X 10.5.
Screenshot
Get original file (197KB)
Detailed description

Macintosh: To install, just right click "Sauerbraten.app" (control click for single button mouse) and select "Show Package Contents", then open "Contents", then open "Resources". Just drag "sauerbraten.icns" into "Resources" to replace it. Please note that if your dock contain "Sauerbraten.app", you will have to take it out, find "Sauerbraten.app", and put back in to see any change in the icon. This Icon is made for Mac OS X 10.5 (Leopard), if installing doesn't work on a Mac OS X 10.4 or lower, then you can make your own icon by using "sauerbraten.png".

Window: No support. Can be installed, but would require modification to the "sauerbraten.png" to a different file size and type (I don't know how).

Linux: The "sauerbraten.png" is the icon, but I don't know how to install it, sorry.

Mod file sauerbraten_icon.zip (407.48 KB)
Rating
0
points
 (0 votes)
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Files: sauerbraten_1.png / sauerbraten_icon.zip /

(1787) Home ~ KillCore2

KI113R | 2009-02-26 16:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Copyright
Blurb Stranger: "This is an Ogro Dungeon, can't you hear their screams, kid?"
Screenshot
Get original file (151KB)
Detailed description

You: *wakes up from horrid dream*... Uhh, what is this place?

Stranger: "This is an Ogro Dungeon, can't you hear their screams, kid?"

You: But, there is weapons, and... armour!

Stranger: "Yeah, thats right, you make that observation all by yourself, or did someone help you?"

You: Wait a second, you said this is an Ogro dungeon? What would the Ogro's want with us IronSnout's?

Stranger: "What does every Ogro want to see happen to EVERY living being..."

You: Wait... you mean?

Stranger:"Thats right kid, Death Match"

You: Well, why are you here, are you my teammate against the Ogro's? (Great, I got some grumpy old Snouty as my teammate...)

Stranger: *chuckle* Kid, I am your enemy... and luckly for me the Ogro's are in the mood to watch me fight some more, because, here... a kid they have set before me!

You: *sigh* So be it...

Map file KillCore2.zip (5.33 MB)
Rating
22
points
 (3 votes)
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Files: picture-1.jpg / killcore2.zip /

(1785) Home ~ Facility v0.3a

frostyraver | 2009-02-26 08:37

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Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | ZLIB License
Blurb Goldeneye Facility map V0.3a
Screenshot
Get original file (51KB)
Detailed description

Conversion map of goldeneye facility map on the n64!, Still has a bit of work to do, I want to implement the dam/runway and full facility if it's not too big, I've done 1 test run with a friend, probably a few too many rocket pickups, the top of the dam is in development, and so is the rest of the facility, I just thought I might release this playable first part of the facility!

*Note this is a remake of the goldeneye level facility **AFTER** the explosion right after Jamebond flys out and the place blows up.

Map file Facilityv0.3a.zip (1.08 MB)
URL http://geocities.com/goldeneyecube2/
Rating
18
points
 (4 votes)
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Files: stairs2.jpg / facilityv0.3a.zip / http://geocities.com/goldeneyecube2/ /

(1782) Home ~ ac_poolday

Lenntic and Jak | 2009-02-25 10:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A party map, based upon the counter-strike original; fy_poolday.
Screenshot
Get original file (290KB)
Detailed description

Ac_poolday is a fast-paced party map, intended for 4-8 players. It is based upon a counter-strike classic map; fy_poolday, and has thesame basic lines, although there is much more detail here. This map is not intended to win any prizes, it is just a fun map to play, suitable for clan battles or for some quick matches. ~ Lenntic feat. Jak

Map file ac_poolday.cgz (2.11 KB)
Rating
0
points
 (0 votes)
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Files: ac_pooldayposter.jpg / ac_poolday.cgz /

(1777) Home ~ ac_chamber

r4lretro | 2009-02-23 06:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Medium (5-8) | Public Domain
Blurb ac_chamber map for Assault Cube 1.0
Screenshot
Get original file (601KB)
Detailed description

Finally, A well detailed map with low WQD. It's under 2000 to be exact.

This map is actually called Medieval Chamber, because that's what it is. It's set high on a rocky mountain top in the ocean. It used to hold prisoners way back when... now this chamber has become killing grounds.

I finally figured out the arches and slopes to a degree, so I used them a little bit in this map. No lights this time, because I would like this to become a AC release. :)

The weapon and health pickups are fairly balanced. Also, being a REALLY small map, I can only suggest playing DM or CTF on it. OSOK would be relatively pointless. Last Swiss Standing is great for this map, along with Pistol Frenzy.

The map itself is very detailed. Scattered shells fill the floor, along with cigarettes, opened ammo boxes with shells spilled around them, falling debris, and damaged floors, walls, and pillars. The RSVF and CLA's equipment make the scene a little more modern, with communication racks and servers installed in their respective bases while keeping the old look as well.

This is my third map in the course of 3 days. Please download, comment and enjoy. :)

EDIT: The screenshots are misleading hehe. I didn't add lights, which means the map is all dark... learn something new everyday. I thought desert had some sort of fullbright option on to make it look so bright, but I saw it was just lights.

Anyway, updated the links with the fixed map.

Map file ac_chamber by R4L fixed.zip (10.49 KB)
URL http://www.2dadventure.com/ags/ac_chamber_by_R4L_fixed.zip
Rating
24
points
 (3 votes)
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Files: medievalchamber.png / ac_chamber-by-r4l-fixed.zip / http://www.2dadventure.com/ags/ac_chamber_by_R4L_fixed.zip /

(1775) Home ~ ac_station

r4lretro | 2009-02-22 21:42

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Large (9-15) | Public Domain
Blurb ac_station map for Assault Cube 1.0
Screenshot
Get original file (464KB)
Detailed description

My second map! YAY!

It's called Station because the first thing I made was a check-in building for cars and trucks, and then I built the rest around it. I was trying to make a part of a city, that had become a warzone for two warring sides, and I think I did a good job.

The map is fairly large, and is set at night, but it shouldn't be a problem with the lights I put in. It features 5 buildings. An old, run-down building with water infestation with windows for sniping, the check-in building with a window for sniping, a nightclub with a dance floor, bar, tv's and cover, a small office building with a window for sniping, and a warehouse for some extended cover. There's also a small waterway.

The map has flags for CTF, CLA having the warehouse for a base, and RSVF having the nightclub as a base. Also has spawn locations for FFA so you can play OSOK and all that good stuff.

The streets are filled with objects for cover. Crates and roadblocks hide you in tight spots, and fences block the way of gung-ho soldiers. I think this map is my best so far, so please download and enjoy!

EDIT: New upload. I accidently made a spawn point in an area you couldn't get out of. Stupid me... anyway, new upload is up.

Map file ac_station by R4L fixed.zip (1.57 MB)
URL http://www.2dadventure.com/ags/ac_station_by_R4L_fixed.zip
Rating
16
points
 (2 votes)
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Files: station.png / ac_station-by-r4l-fixed.zip / http://www.2dadventure.com/ags/ac_station_by_R4L_fixed.zip /

(1774) Home ~ ac_underground

r4lretro | 2009-02-22 03:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Large (9-15) | Public Domain
Blurb ac_underground map for Assault Cube 1.0
Screenshot
Get original file (429KB)
Detailed description

This is my first map I made. It's mainly for CTF, but you can play OSOK, TOSOK, DM, TDM, and any other modes really.

The map has some decent lighting, 2 pools of water with 1 guard tower in each. The map is evened out. No side has an advantage over the other, unless you have decent team mates. :)

The map is small, but for some reason is quite large in WQD. It's about 2000 over the WQD limit of 5000, and I don't understand why. Maybe it's the lights I put in, and the amount of water.

Anyway, please download and enjoy!

Map file ac_underground by R4L.zip (2 KB)
URL http://www.mediafire.com/?ym2idd2aydr
Rating
14
points
 (2 votes)
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Files: underground2.png / ac_underground-by-r4l.zip / http://www.mediafire.com/?ym2idd2aydr /

(1773) Home ~ frigid

turtles | 2009-02-22 00:16

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Large (9-15)
Blurb After having a lot of fun on bs_dust2, I decided to make a similar map to try and improve upon the concept.
Screenshot
Get original file (61KB)
Detailed description

This map is designed to allow large balanced ctf games with multiple avenues to the enemy flag.

Map file frigid.zip (15.91 KB)
Rating
30
points
 (4 votes)
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Files: 20090221_frigid.jpg / frigid.zip /

(1771) Home ~ Sky Box Compilation

skiingpenguins | 2009-02-21 05:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Creative Commons (BY-NC-ND)
Blurb Sky Box Compilation by SkiingPenguins
Screenshot
Get original file (307KB)
Detailed description

Sky Box Compilation consisting of:
Trouble
Serenity
Wasteland
Arid
Morning

Edit: Arid is now included in the SVN version. Arid is used on dust2, if you would like to check it out.

Map file skybox_compile.zip (4.61 MB)
Rating
66
points
 (8 votes)
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Files: sky_screenshot.png / skybox_compile.zip /

(1770) Home ~ Number Menu

Fistoprince | 2009-02-20 17:22

Cube 2 (Sauerbraten) | Release | Beta | Mapping | Creative Commons (BY)
Blurb A co-op edit number-bashing menu system.
Detailed description

This script allows you to do various things by holding down right shift and pressing the number keys. With a little practice, common tasks such as backing up the map in a co-op edit session can be done in seconds (RSHIFT + 1,2,1,1/2/3) . The key combos only work in edit mode apart from the take master and set to veto button (RSHIFT + 1). Keep the below instructions in some easily accessible place for future reference.

Command Reference:

Hold right shift to activate menu system.

In normal game:

1 sets you as master and mastermode to 1 (veto)

In Edit mode:

1 map menu
>1 mastermode (0-3)
>2 backup
>>1 save (1-3)
>>2 load (1-3)
>3 newmap (10)
>4 sendmap
2 game menu
>1 kick player (0-6)
>2 spectator
>>1 spectate player (0-6)
>>2 let player (0-6) play
>3 disconnect

Config file number menu.cfg (2.73 KB)
Rating
4
points
 (1 vote)
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Files: number-menu.cfg /

(1768) Home ~ new mastergui - work in progress

viruz | 2009-02-17 21:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Gameplay | Creative Commons (BY-NC-SA)
Blurb a real comfortable and powerfull mastergui for the next release ( new svn-commands required)
Detailed description

Mastergui - The script offers a comfortable method of administration.

Offers a few binds you often need, the possibility to vote modes and maps in a quick way and the playerboard/clanwar-assistent


This playerport sorts the players in teams and gives you the most usual commands as shortcuts, atm this are "kick" "setteam" "spect" "follow" and for spectators "kick" and "unspect".

In ctf setteam switches player automaticly between good and evil, in other teammodes you get a gui with buttons for the existing teams (the scripts supports a random number of teams) and a field to create new teams.




Helps doing clanwars, multiple teams in non-ctf-modes possible. the script also checks if some settings are not right (playerids and mapnames) 0ladderdb2 1ladderao4 2ladderux0.

todo:
- "setmaster" auth-key storage, if you want it
- a sensefull gui for non-team-modes (in progress, not finished

-------------------------------------------------------------------
if you have any suggestions, please tell me. thats why i am posting.
-------------------------------------------------------------------

special thanks to:
eihrul: for cube2 and that he wrote the commands i asked for ("isspectator" and "getclientteam")
a group of players (hero, liugam, thomas ...) that helped me trying more or less.

greez viruz

Config file mastergui.cfg (16.44 KB)
Rating
30
points
 (3 votes)
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Files: http://img413.imageshack.us/img413/6348/0ladderdb2.jpg / mastergui.cfg /

(1766) Home ~ ac_watertreatment

fetus | 2009-02-14 17:12

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY)
Blurb The CLA have taken resodence in a water treatment facility.
Screenshot
Get original file (522KB)
Detailed description

The CLA have taken over a water treatment facility for nefarious purposes...

Intended game mode is CTF. I have placed ffa spawns throughout as well as pistol clips to support experimentation with other modes.

Looking for feedback. All comments welcome.

Minor updates include:
- fixes to textures based on feedback & and review
- changes to a couple pickup placements

Map file ac_watertreatment.zip (10.67 KB)
Rating
24
points
 (3 votes)
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Files: watertreatment_2.png / ac_watertreatment.zip /

(1765) Home ~ Asgard

MuzzleFlash | 2009-02-14 15:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Public Domain
Blurb This is where the ancient Vikings did their workout. CTF and Deathmatch alike.
Screenshot
Get original file (58KB)
Detailed description

Asgard. A place only found in Viking legend. Or is it? Winds are said to suck the life out of you in mere seconds. The water is far worse. Enemy's may appear from above and below...yup...this is a place where only the most agile stand a chance. The action is simply furious, and hidden dangers can lurk from a pit or from a distance far away. And don't forget to watch your back too!

A fast CTF or Deathmatch map in an Ice-Arena type of setting. High FPS. Up to 24 players supported in any game mode.

Recommended Config Settings (create textfile "asgard.cfg"):
loadsky "textures/skymaps/socksky/grave"
fogcolour 0x001015
fog 250

Map file asgard.cgz (5.08 KB)
Rating
4
points
 (1 vote)
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Files: asgard-scr-small.jpg / asgard.cgz /

(1764) Home ~ Sandman

MuzzleFlash | 2009-02-14 14:57

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Public Domain
Blurb Terrorists have taken hold of a desert dity fallen in ruins
Screenshot
Get original file (103KB)
Detailed description

Terrorists have established a camp of operations in the ruins of a once magnificent city, only visited by deadly sandstorms. It's name has been lost. An anti-terrorist team has been assigned to deal with the occupational force. The task could not have been more deadly: snipers have made there home in many fallen buildings and a shotgun might face you around every corner. You know it. You probably leave this place in a bag. Welcome to Sandman.

Recommended Config Settings (create textfile "sandman.cfg"):
loadsky "textures/skymaps/steini/steini4"
fogcolour 0xd0b0a0
fog 250

Map file sandman.cgz (18.63 KB)
Rating
6
points
 (1 vote)
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Files: sandman-scr2-small.jpg / sandman.cgz /

(1763) Home ~ suburb

Meister | 2009-02-13 14:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | Small (1-4) | Various Licenses
Blurb suburb
Screenshot
Get original file (165KB)
Detailed description

Small urban map for 1on1, deathmatch and capture.
Thanks to overcast from sp4nk for helping me testing the map.

Map file suburb.zip (815.56 KB)
Rating
26
points
 (3 votes)
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Files: suburb_640x480.jpg / suburb.zip /

(1762) Home ~ Snowy textures

TomekGNO | 2009-02-13 13:58

 this screenshot was not originally available or there was a problem extracting it

Included | Final Release | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb textures
Screenshot
Get original file (46KB)
Detailed description

Useful textures for Sauerbraten maps. You can choose these textures to make a winter map. The content includes: Normal maps, Height maps and Specular maps.

Map file snowy textures.zip (298.67 KB)
Rating
24
points
 (3 votes)
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Files: snowypic.jpg / snowy-textures.zip /

(1759) Home ~ Wasteland

skiingpenguins | 2009-02-10 21:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Other License
Blurb Wasteland
Screenshot
Get original file (902KB)
Detailed description

See: http://freezurbern.com

Map file empty.zip (22 bytes)
URL http://freezurbern.com
Rating
28
points
 (4 votes)
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Files: wasteland_640x480.png / http://freezurbern.com/ / empty_0.zip / http://freezurbern.com/ /

(1758) Home ~ Tower Defense CTF

trfcrugby | 2009-02-09 21:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Large (9-15)
Blurb Tower Defense Concept
Screenshot
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Detailed description

Concept map of a Tower Defense game. One team is on the top of the maze defending, while the other team is in the maze trying to capture the flag at the end. Top teams wins by keeping the score under 10 for the ten minute time limit.

At the start of the game, one team is in the maze bunker. Jump into the colored teleporter to arm yourself with ammo or armor before entering the maze. There is no health, so when you die, you start back at the beginning.

Team two starts above the maze, with similar teleporters to arm themselves. There is a catch, though. The more powerful the weapon the top team member chooses, the further away from the fight he will be teleported to gear up at the armory.

Small map, but works best with teams of 10 or more on each side. Be sure to install the .cfg file, too.

Edit: Added a ReadMe file to explain the rules of the game.

Load the map in Mode 17 (CTF) for it to function properly. This map is not designed for single or FFA mode.

Map file tower3.zip (876.74 KB)
Rating
10
points
 (2 votes)
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Files: tower3.jpg / tower3.zip /

(1757) Home ~ Dust2 - Capture and ctf map

viruz | 2009-02-08 17:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Large (9-15) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb a dust2 remakre from cs for sauerbraten
Screenshot
Get original file (69KB)
Detailed description

Dust2 - Remake

What made me doing it?

viruz: what shall i built, damn...
unlix: build dust2

well, after sareching some screenshots and reworked a picture from uppon (gave it a grid for good proportions while realising it for sauerbraten), i startet building.

a first version was finished a few moths ago and it was fun at maptestday. gameplay was fine but a bit to much spawnkilling (well, cs doesn't have that problem).

blahville: yes dust2 looked like tons of fun
Drakker: blahville: it was :)
blahville: stop saying that
Drakker: hehe

i finished it with the help of (afair) finn, hero and some more i think. i fixed spawnkilling with building some houses/rooms.

Finn: Something is missing
Unlix: Stupid Steam-Advertices?

one more:
unlix fragged viruz
unlix stole your flag
viruz (mumble): you know that u are running trough our spawnarea?
unlix (mumble): fuck
viruz fragged unlix

well, hf trying it.

greez viruz

PS: i never played cs or dust2, so please dont be to strikt

===== UPDATE =====
now requires svn-version, lightning and a general rework of the map by drakker. im sure he did well.

Map file dust2.zip (861.83 KB)
Rating
81
points
 (11 votes)
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Files: coop-dust2-89.jpg / dust2_0.zip /

(1755) Home ~ SauerFlauer

Suicizer | 2009-02-08 16:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Other License
Blurb A small map for instagib, ffa, efficiency and tactics arena
Screenshot
Get original file (18KB)
Detailed description

This map is made to be played on instagib, ffa, efficiency and tactics arena. Its ment to be played with min. 2 and max. 6 players. There are 10 respawnpoints, a quad, 2 green armour, and 4 suplies for each weapon (and 4 health).

I start making the map somewhere in december, in 2008. Ive spend something like 12 hours on the map.

Its a normal sized map for playing instagib, ffa, efficiency, tactics arena on it, but cause there is only 1 big platform and 8 connected platforms (the leaves), looks the map smaller if u play it.

improvements:
- made the 2nd leave and the main floor bigger (not much bigger but its bigger :P)

Have fun to play this map!

Map file sauerflauer.zip (2.02 MB)
Rating
70
points
 (9 votes)
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Files: quadro_sauerflauer.jpg / sauerflauer.zip /

(1754) Home ~ Trouble and Serenity Sky Boxes

skiingpenguins | 2009-02-07 18:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Content | All Platforms | Other License
Blurb SkiingPenguins' Trouble and Serenity Sky Boxes
Screenshot
Get original file (93KB)
Detailed description

See: http://freezurbern.com

Mod file skyboxes.zip (201.5 KB)
Rating
40
points
 (5 votes)
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Files: trouble-skybox-screenshot-001.png / http://freezurbern.com/ / skyboxes.zip /

(1752) Home ~ cwcastle

viruz | 2009-02-05 19:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY-NC)
Blurb A small castle - caputremap
Screenshot
Get original file (70KB)
Detailed description

A small capture-map with 5 bases.

There are much items around, yellow armour can be reached with a rifle-jump in the shop.

map made by }TC{viruz and }TC{hero

Map file packages.zip (1.75 MB)
Rating
64
points
 (8 votes)
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Files: ffa-cwcastle-75.jpg / packages_4.zip /

(1751) Home ~ Micro Machine Gun

sunnyD | 2009-02-05 16:08

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb New one handed weapon model mod. Replaces SMG.
Screenshot
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Detailed description

My first HUD gun. Modeled after the famous John Cleese.

Mod file mods.zip (188.03 KB)
Rating
62
points
 (7 votes)
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Files: mmgscreen.jpg / mods.zip /

(1748) Home ~ ac_pyramide

ADIO45 | 2009-02-02 16:06

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | Capture | CTF | Large (9-15) | GNU GPL v3
Blurb ac_pyramide
Screenshot
Get original file (37KB)
Detailed description

Are you happy in the dry? We say that the players map ac_pyramide is super :-)

Map file ac_pyramide.zip (2.68 KB)
URL http://assaultcube.no-ip.info/ac_pyramide.zip
Rating
0
points
 (0 votes)
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Files: pyramide.jpg / ac_pyramide.zip / http://assaultcube.no-ip.info/ac_pyramide.zip /

(1747) Home ~ Sauer Mario Brothers

jackycola | 2009-02-01 20:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Sandbox | Release | Final Release | Deathmatch | CTF | Medium (5-8) | Other License
Blurb It's me! Luigi!
Screenshot
Get original file (40KB)
Detailed description

I think the Screen explains most things :)

You can't fall off right or left, so you will feel like the real Mario.
There are flags and weapons and all stuff that's needed.
The question-mark bricks usually indicate jumppads to get up there.

I made it because I was quite bored, and the editing is far away from being perfect.
Just wanted to finish fast and be the cool guy with the Mario-Map at the next LAN.

Have fun and such. *Greetz*

Map file smb.zip (150.49 KB)
URL http://upload.coke-paradise.com/Jackycola/sauer/smb.zip
Rating
78
points
 (10 votes)
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Files: smb_big.jpg / smb.zip / http://upload.coke-paradise.com/Jackycola/sauer/smb.zip /

(1746) Home ~ New paintball map (SVN and RC1)

Calinou | 2009-02-01 11:29

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Capture | CTF | Medium (5-8) | Public Domain
Blurb New paintball map. STF and CTF compatible.
Screenshot
Get original file (107KB)
Detailed description

Map only for paintball, Paintball CTF and Paintball STF.

Please don't edit and don't rate before download and try

Map file pbmap1.zip (530.5 KB)
URL http://www.fileden.com/files/2008/3/22/1829860/pbmap1.zip
Rating
6
points
 (2 votes)
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Files: pbmap1.png / pbmap1.zip / http://www.fileden.com/files/2008/3/22/1829860/pbmap1.zip /

(1745) Home ~ New cfg mods for Blood Frontier (SVN and RC1)

Calinou | 2009-02-01 11:21

Red Eclipse | Deathmatch | Capture | CTF | All Platforms | Public Domain
Blurb 11 new mods.
Detailed description

11 new mods. Higher speed, health, regeneration, respawn time etc...

Mod file bfmods.zip (3.23 KB)
URL http://www.fileden.com/files/2008/3/22/1829860/bfmods.zip
Rating
6
points
 (1 vote)
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Files: bfmods.zip / http://www.fileden.com/files/2008/3/22/1829860/bfmods.zip /

(1744) Home ~ RETURN TO THE KILLUMINATI UNDERGROUND

Anonymous | 2009-01-31 23:42

Cube 2 (Sauerbraten) | Release | Singleplayer | Deathmatch | Large (9-15) | Various Licenses
Blurb Map for single and multi
Detailed description

YOU ARE RETURNING TO THE KILLUMINATI UNDERGROUND TO KEEP IT CLEAR OF ASTAROTH'S FORCES AND ALL OTHERS WHO ATTEMPT TO TAKE IT OVER.

Map file ac_maze1.zip (240.84 KB)
URL blackcell6.nud.cc
Rating
0
points
 (0 votes)
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Files: ac_maze1.zip / http://blackcell6.nud.cc/ /

(1743) Home ~ SandStorm

Redon | 2009-01-31 23:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
*
*
Starred Content
Blurb Small Deathmatch Map with Technical-Egypt Ambience
Screenshot
Get original file (387KB)
Detailed description

SandStorm by Redon and MisanthropX

Hey! This is our newest map, made for FFA and Instagib Deathmatches. One side of the map was supposed to be the first part of a singleplayer map i started months ago, so it's quite narrow compared to other maps. But we figured out, that it gives the map a very special gameplay!

So mainly, we didn't add any rockets, because we thought that it would make the gameplay in FFA very annoying. That's also the reason, why we don't advise you to play efficiency on this map ;)

We didnt add any Quad and YellowArmour either, so noone can be really dominating the game. In the End, the map provided a very fast and interesting gameplay, for both FFA (where the grenades seems to be one of the most powerful weapons) and Instagib (where the fist is an important element with 3 or more players)
We already had the chance to play a few test games with 2-4 players, and we were pretty happy with the result. If you have any suggestions how to improve the map, post a comment, we're open for review! :)

Thanks to Misan, who had the idea of turning it into a Deathmatch map and helped me enlarge the part that was already there, and to Suicizer, who helped us finding some mistakes in the map.

Map file sandstorm.zip (603.26 KB)
Rating
108
points
 (13 votes)
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Files: sandstorm_screen.png / sandstorm.zip /

(1742) Home ~ ac_casa

King | 2009-01-31 17:54

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | Deathmatch | CTF | Large (9-15) | Creative Commons (BY)
Blurb by $N!P3R*
Screenshot
Get original file (134KB)
Detailed description

My new map is out, its based on a dust/desert theme
Enjoy ;)

Map file ac_casa.zip (15.1 KB)
Rating
0
points
 (0 votes)
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Files: ac_dust3_beta.jpg / ac_casa.zip /

(1741) Home ~ ac_blarg

oblivion | 2009-01-30 22:55

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Stable | CTF | Medium (5-8)
Blurb quick map for contest
Screenshot
Get original file (38KB)
Detailed description

Really simple map for the contest. Started on Wednesday and finished it today, so I know it's not the best and I really just made it to see what I could make in that time span.

Map file ac_blarg.zip (90.42 KB)
URL http://www.mediafire.com/download.php?dyjnmzqzgml
Rating
0
points
 (0 votes)
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Files: ac_blarg.jpg / ac_blarg.zip / http://www.mediafire.com/download.php?dyjnmzqzgml /

(1739) Home ~ Refuge

mIscreant | 2009-01-30 08:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A small arena for ffa, efficiency, or instagib duels.
Screenshot
Get original file (172KB)
Detailed description

A small arena with good flow. Made primarily with 1v1 free-for-alls in mind, but of course it works for efficiency and instagib as well. Test it out, I'd like to hear some people's thoughts.

UPDATE:

I redid the top, added a 'shelf' with shotgun ammo, added a rocket entity, and did a bit more texturing and fixed some small things.

Map file refuge.zip (571.38 KB)
Rating
76
points
 (10 votes)
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Files: refugepic.jpg / refuge.zip /

(1738) Home ~ ac_brick

Lukas | 2009-01-28 23:04

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | Medium (5-8) | Other License
Blurb simple osok, md, lss map
Screenshot
Get original file (56KB)
Detailed description

simple map for osok, dm and lss in urban style

Map file ac_brick.zip (12.32 KB)
URL http://www.acka.biz/ackastranky/downloads/ac_brick.zip
Rating
8
points
 (1 vote)
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Files: ac_brick2.jpg / ac_brick.zip / http://www.acka.biz/ackastranky/downloads/ac_brick.zip /

(1737) Home ~ frogger

Meister | 2009-01-28 14:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Various Licenses
Blurb frogger
Screenshot
Get original file (234KB)
Detailed description

A map freely inspired by a famous coin-op of the early 80s. The idea is to have a bunch of players fragging each others while jumping. The map has CTF and capture mode.
Thanks to C0m3t4 for creating the "Mohai" and to overcast for map testing.

Map file frogger.zip (1.2 MB)
Rating
34
points
 (4 votes)
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Files: frogger_640x480.jpg / frogger.zip /

(1732) Home ~ Return to Kartoffel

Cryx | 2009-01-26 08:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Creative Commons (BY) | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Stain your hands with the blood of the fortress's defenders once again in this Cube classic SP map.
Screenshot
Get original file (144KB)
Detailed description

Ahh Cube, your singleplayer was amazing. Before all the fancy lightmapping and occlusion culling and even jump pads, you managed to give everyone such a fun experience, even on their own.

Kartoffel, the little known yet crazy fun SP map, was my alltime favorite, and ever since I lost interest in Cube and moved on to Sauerbraten, I've wanted to experience it once again, in a way only Sauer could deliver...

And thus it was reborn. Return to Kartoffel.

Using the best lightmaps, all original monster, carrot, and item placements, and even the original tune, Return to Kartoffel (kartoffel2) is everything it was and so much more.

Whether you consider this a blast from the past, a stab at recent overly glamorous yet horribly broken SP maps, or just a way of getting to know Cube all over again, you're going to love this map.

- UPDATED! -

Packaging has been corrected. If any further bugs pop up, leave a comment letting me know.

The MP3 will now be included as an attachment. If you want to use it instead of the MIDI, simply change the file extension in kartoffel2.cfg.

Map file Return_to_Kartoffel.zip (1.16 MB)
Rating
38
points
 (6 votes)
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Files: rtk.jpg / return_to_kartoffel.zip /

(1731) Home ~ ac_sniper-arena

ADIO45 | 2009-01-25 19:39

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Large (9-15)
Blurb ac_sniper-arena
Screenshot
Get original file (63KB)
Detailed description

ac_sniper_arena is designed for training through sniper shooting

URL http://assaultcube.no-ip.info/sniperarena.zip
Rating
6
points
 (1 vote)
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Files: arena_1.jpg / http://assaultcube.no-ip.info/sniperarena.zip /

(1730) Home ~ Predator (v1.02)

MuzzleFlash | 2009-01-25 16:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Large (9-15) | Copyright
Blurb Fast CTF Map, with a Counter-Terrorist Trainingcamp theme
Screenshot
Get original file (105KB)
Detailed description

One of the few counter-terrorist trainingcamps in the world. Designed by veterans from the ground up to put your long and hard training to the test. A true nerve-wrecker where mortal danger lurks around every corner and the action is furious!

Map file predator.cgz (4.05 KB)
Rating
0
points
 (0 votes)
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Files: predator-scr4.jpg / predator.cgz /

(1729) Home ~ ac_iran

ironzorg | 2009-01-24 01:58

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | CTF | Medium (5-8) | ZLIB License
Blurb A desert map for AssaultCube
Screenshot
Get original file (187KB)
Detailed description

This map provides AssaultCube players a desert map in which strategic points are the main goals: tunnels, arches or garden, you will have to progress in a medium map to capture the enemy flag !

Map file ac_iran.zip (21.33 KB)
Rating
6
points
 (1 vote)
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Files: prev.jpg / ac_iran.zip /

(1728) Home ~ New large CTF map - Ditch!

MuzzleFlash | 2009-01-23 13:19

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Capture | CTF | Huge (16-32) | Copyright
Blurb Large CTF map with a whole load of water in between the two teams
Screenshot
Get original file (99KB)
Detailed description

A great place to hang out with two large CTF teams. Water is the common denominator here, separating red and blue teams. There is a definite "Arena" feel to the map, with plenty of tricks to use...or to get tricked. Both Snipers and Mid-Range combatants will feel at home here!

Map file ditch.cgz (9.29 KB)
Rating
0
points
 (0 votes)
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Files: ditch-scr1.jpg / ditch.cgz /

(1727) Home ~ Sauerbraten : Csl Icons

KILLthemAll | 2009-01-22 10:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | All Platforms | Other License
Blurb cube icons
Screenshot
Get original file (290KB)
Detailed description

This is not my original design
Its the icon from CSL made by Jakub Uhlik [ aka }TC{Sandman ]
I just did a little tweaking to it to make it "really cool :D"

I noticed that the icons included were not so good looking
so i am including the standard 256x256 icons in 3 colours in the zip
use them as u like

Mod file cube icons.zip (605.08 KB)
Rating
12
points
 (2 votes)
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Files: icons.png / cube-icons.zip /

(1726) Home ~ Big House

Chinchy | 2009-01-22 05:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | Large (9-15) | Creative Commons (BY-NC)
Blurb It is a big house you are a mouse you must kill all other mice.
Screenshot
Get original file (41KB)
Detailed description

This map was created by Chinchy please do not edit it without my premission.

This map has been on my mind for some time I'm so happy this game supports such a good editor anyways there isnt much to talk about. This map is is a giant house and the familly is out for the day and you and some other mice start having territorial disputes your job is to kill all the other mice. There are secrets and traps thrown around the map, and some hidden jokes. :)

UPDATE: Fixed the vents texture to blend in better with the rooms it is in. Found most of the holes in my map. I'm still open to ideas for my map so if you have one look for me in game or post under this map I check this site daily.

P.S (DO NOT TAKE MY MAP AS YOUR OWN THIS IS WHY IM POSTING IT NOW I'VE SEEN LIKE 5 DIFFERENT SERVERS IN COOP EDIT USING MY MAP)

Don't rate it till you have played it download it and try it with some friends.

Map file Map Big House.zip (2.48 MB)
Rating
55
points
 (9 votes)
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Files: kitchen.jpg / map-big-house.zip /

(1724) Home ~ sctf1

MX | 2009-01-20 16:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Stable | Deathmatch | CTF | Medium (5-8) | GNU GPL v2
Blurb Second s* series map (CTF)
Screenshot
Get original file (62KB)
Detailed description

Second s* series map with simple textures, now for CTF and for 4-12 players.
Layout is simple but very playable: you can gain max. speed and keep it till you arrive opposite map end. Use RocketJump to get QD, GrenadeJump to get yellowarmour.
Update 2:
- side jumppads tweaked
- added borders => easier to land on upper level platform
Update:
- Broken teleport fix (now it won't teleport you to lava)
- Jumppad texture fix
- Changed teleport textures

Waiting for your comments.
P.S. Sorry for lack of new screenshot. RMax

Map file sctf1_rc2.zip (893.14 KB)
URL http://mxsauermaps.narod.ru
Rating
52
points
 (7 votes)
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Files: sctf1.jpg / sctf1_rc2.zip / http://mxsauermaps.narod.ru/ /

(1721) Home ~ ac_shelter

DarKnoT | 2009-01-18 18:42

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | CTF | Large (9-15) | Copyright
Blurb The Shelter Base
Screenshot
Get original file (161KB)
Detailed description

In 1992, the CLA movement found a little "Shelter" near the "Tray" RVSF base.
The problem is that RVSF want to take this shelter and kick out the CLAs...
Who will win? You have the choice.

-- History coming soon --

Map file ac_shelter.zip (14.95 KB)
URL www.r-game.c.la
Rating
14
points
 (3 votes)
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Files: 1226764722-(2).jpg / ac_shelter.zip / http://www.r-game.c.la/ /

(1720) Home ~ pwned slave (deathmatch version)

Meister | 2009-01-18 15:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Various Licenses
Blurb pwnslave_dm
Screenshot
Get original file (145KB)
Detailed description

The last map of the "pwned slave" series, the deathmatch.

Map file pwnslave_dm.zip (1.42 MB)
Rating
64
points
 (8 votes)
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Files: pwnslave_dm_640x480.jpg / pwnslave_dm.zip /

(1719) Home ~ ac_fabrik

Mr.Floppy | 2009-01-18 15:24

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8)
Blurb Entry to AC´s current mapping contest.
Screenshot
Get original file (236KB)
Detailed description

This is my entry for the current mapping contest. It´s called 'fabrik' which is the german word for 'factory'.

THE SCENARIO:

Since the contest`s theme is street/city I decided to make an industrial part of a town. Imagine there are two factories producing the same product and now each wants to get rid of his business rival...

THE FACTS:

The major layout is window shaped. Have a look at the ms windows icon and you may understand. ;) This way it´s quite symmetrical. The whole map is mirrored along the diagonal axis, despite some little differences, which should give equal conditions to both sites. The street is pretty open, of course, but there are entrances, gaps between buildings and crates to run for cover.

Refering to the maps layout I recommend playing it on CTF and TOSOK.

ENJOY!

Map file ac_fabrik_1.1.zip (22.8 KB)
Rating
0
points
 (0 votes)
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Files: ac_fabrik_screeny.jpg / ac_fabrik_1.1.zip /

(1718) Home ~ Pac-Attack!

LoreleiC | 2009-01-16 19:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Large (9-15)
Blurb Ever wonder what it's like to be Pac-Man?
Screenshot
Get original file (254KB)
Detailed description

This was originally a Cube 1 map, made while double-checking the dimensions of the very first level of arcade "Ms. Pac-Man"... This map is color-coded to keep from getting completely disoriented, divided into four almost even sectors by a very easily-noticed color. There's four teleports, two on each side (of course), and a quad in each corner. The ghost chamber is actually filled with water, though it's rather difficult to end up in there by mistake without spawning there.

Map file Pac-Man.zip (346.07 KB)
Rating
4
points
 (1 vote)
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Files: pac-man.jpg / pac-man.zip /

(1716) Home ~ Checkers?

LoreleiC | 2009-01-16 05:08

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Cube 2 (Sauerbraten) | Conceptual | Small (1-4)
Blurb A weirdly disorienting checkerboard...
Screenshot
Get original file (159KB)
Detailed description

A smallish map, meant to disorient slightly with jump pads in specific places. Very good for instagib, though I'm not sure about other modes.

Map file Checkers.zip (118.55 KB)
Rating
0
points
 (0 votes)
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Files: checkers.jpg / checkers.zip /

(1714) Home ~ pwned slave (CTF version)

Meister | 2009-01-15 14:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | CTF | Large (9-15) | Various Licenses
Blurb pwnslave_ctf
Screenshot
Get original file (145KB)
Detailed description

This is a series of three maps freely inspired by the cover of an album of the greatest metal band ever.
This is the CTF version, slightly different from the capture version (symmetric and night time). I wish to thank jkr (from noVI), overcast and liugam (from sp4nk) for helping me in map testing.

Map file pwnslave_ctf.zip (1.84 MB)
Rating
58
points
 (7 votes)
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Files: pwnslave_ctf_640x480.jpg / pwnslave_ctf.zip /

(1713) Home ~ pwned slave (capture version)

Meister | 2009-01-15 14:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Capture | Large (9-15) | Various Licenses
Blurb pwnslave_capture
Screenshot
Get original file (172KB)
Detailed description

This is a series of three maps freely inspired by the cover of an album of the greatest metal band ever.
This is the capture version. I wish to thank jkr (from noVI), overcast and liugam (from sp4nk) for helping me in map testing.

Map file pwnslave_capture.zip (815.32 KB)
Rating
56
points
 (7 votes)
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Files: pwnslave_capture_640x480.jpg / pwnslave_capture.zip /

(1710) Home ~ ac_stoops

fetus | 2009-01-12 04:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY)
Blurb ac_stoops is a team play map for 6 - 8 players
Screenshot
Get original file (590KB)
Detailed description

These streets give you nothing but shadows, windows, and stoops.

My entry in to January's "city" map contest. Enjoy.

Updates since beta include lighting adjustments, clipped a couple areas, and beat up the buildings a little. I'll leave it as it stands now.

We'll run it on fetusfest server later this week.

Comments always welcome!

Map file ac_stoops.zip (6.98 KB)
Rating
14
points
 (2 votes)
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Files: ac_stoops.png / ac_stoops.zip /

(1709) Home ~ MUZZLEFLASHS PACK

Deathstar | 2009-01-11 20:04

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Alpha | Content | All Platforms | Potential Starred Content | Packaging Problem
This node has the potential to become Starred Content.

Content that is of great quality or usefulness is usually promoted to the front page as Starred Content, but only if it meets Quadropolis posting standards. Please fix the other issues with this node so that a moderator can promote it.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb 24 muzzleflash for your AC...
Screenshot
Get original file (137KB)
Detailed description

Muzzleflash pack by Deathstar

license: free to use for
non-commercial

=> http://www.acka.biz

-----------------------------------------

"Basic" part is from Makke
read the text file in "basic" folder...

=> http://assault.cubers.net

-----------------------------------------
=========================================
IN THIS PACK:
=========================================

24 muzzleflash (128x128) for your AC:

- Basic = Basic muzzleflash of AC,
5 different colors.

- Bubble = Fire bubble muzzleflash
5 different colors.

- Circle = Big simple circle muzzleflash
5 differents colors.

- Explosion: Star explosion muzzleflash
5 different colors.

- Others: Some funny muzzleflashs !

* Comic = comic style muzzleflash
1 color version.

* Paper = Paper muzzleflash.
1 color version.

* Fireball = red fire ball muzzleflash
1 color version.

* Nothing = No muzzleflash.
1 totaly transparent...

==========================================
HAVE FUN !!!
==========================================

http://www.acka.biz

Mod file muzzleflash_pack.zip (490.39 KB)
URL http://www.acka.biz
Rating
48
points
 (6 votes)
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Files: affiche.jpg / muzzleflash_pack.zip / http://www.acka.biz/ /

(1708) Home ~ S.W.A.T player skin

Deathstar | 2009-01-11 13:32

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | All Platforms
Blurb the Custom s.w.a.t skin for your AC!
Screenshot
Get original file (130KB)
Detailed description

This player skin by: Deathstar from aCKa Clan
date: 11/01/09
license: free to use and modify, but credit me ;)

=====================================================================
WWW.ACKA.BIZ
=====================================================================
---------------------------------------------------------------------
About Swat:
---------------------------------------------------------------------

SWAT (Special Weapons And Tactics) are elite tactical
units in American police departments.
Similar organisations in other areas are Australia's
Police tactical Groups like South Australian
STAR Force (Special Tasks and Rescue), London's C019
and Taiwan's Thunder Squad. It is trained to perform
high-risk operations that fall outside of the abilities
of regular patrol officers, including serving high-risk
arrest warrants, barricaded suspects, hostage rescue,
counter-terrorism, and engaging heavily-armed criminals.
SWAT teams are often equipped with specialized firearms
including assault rifles, submachine guns, shotguns,
carbines, riot control agents, stun grenades, and high-powered
rifles for snipers. They have specialized equipment
including heavy body armor, entry tools, armored vehicles,
advanced night vision optics, and motion detectors for
covertly determining the positions of hostages or hostage
takers inside of an enclosed structure.
The first SWAT team was established in the Los Angeles Police
Department in the 1960s. Since then,
many American police departments, especially in major cities
and at the federal and state-levels of
government, have established their own elite units under
various names; these units, despite their official
name, are referred to collectively as SWAT units in colloquial usage.

source: wikipedia,
more about s.w.a.t on wiki: http://en.wikipedia.org/wiki/SWAT

-------------------------------------------------------------------------

Mod file s.w.a.t.zip (173.67 KB)
URL http://www.acka.biz
Rating
42
points
 (8 votes)
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Files: swat_promo.jpg / s.w.a.t.zip / http://www.acka.biz/ /

(1706) Home ~ campo

schmutzwurst | 2009-01-08 22:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Stable | Singleplayer | Deathmatch | Capture | CTF | Various Licenses
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb an italian-style little square at night - all modes, 2-16 players.
Screenshot
Get original file (66KB)
Detailed description

+++++++

You need the SVN verision of sauerbraten - and if you get it, there is no need to extra download it as the map is already included.

+++++++

here comes "piazzetta" (italian for "little square"). again night-themed. with the fullbright ogros dark maps are just so convenient for the eye :-)

well, just take a look at it. it is again meant to be for all modes and from 2-16 players which requires for compromises. so please, don't be too harsh. thinking in terms of an iCTF 8v8 and a 1v1 ffa at the same time makes perfect solutions hard to find. nevertheless i think you might like it. there will definitively be some bugs to find and stuff you may not like perfectly. tell me, im really glad if you let me know. as usual i will give it a revision in a couple of weeks and so far (i.e. with the other maps before) almost every constructive comment has been realized or at least the mentioned flaw been otherwise erased.

make sure you check out fighting from the balconies. you can walk around the whole piazzetta jumping from one to the other.

have fun!

Map file campo.zip (1.34 MB)
Rating
56
points
 (7 votes)
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Files: piazzettapreview.jpg / campo.zip /

(1705) Home ~ Sacrifice to the Northern Gods

Drakker | 2009-01-08 05:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Other License
Blurb Sacrifice to the Northern Gods - Small training map requested by clan TC
Screenshot
Get original file (395KB)
Detailed description

This is a special request by clan TC for a small arena for dueling practice.

Sit down and enjoy the show.

Map file sacrifice_1.0.tar.gz (609.51 KB)
Rating
30
points
 (5 votes)
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Files: sacrifice.png / sacrifice_1.0.tar.gz /

(1704) Home ~ ac_iceroad

Undead | 2009-01-06 11:56

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A large 10+ player map for AssaultCube. Entry to the AC Mapping Competition.
Screenshot
Get original file (48KB)
Detailed description

ac_iceroad by Undead[C=64] and DES|RuThLe$$
Map history:
The CLA have made it through the sewers of the small industrial city of Veneskra, Russia and have made it to the basement of the city. The RVSF have being tracking them and are preparing their defense against them. A great battle turns this quiet city into a massive battlefield. Prepare for a deadly firefight.
-------------------------------------------
ac_iceroad should be played with 10+ players on public, as the map is quite big, almost as big as ac_keller or ac_power. CTF is the ideal mode but HTF and TKTF work as well.

Map file ac_iceroad_beta.zip (34.07 KB)
Rating
18
points
 (3 votes)
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Files: ac_iceroad_screenshot.jpg / ac_iceroad_beta.zip /

(1702) Home ~ NeonDevastation Complete Overhaul

Halleck | 2009-01-06 00:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Medium (5-8) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb NeonDevastation has been completely redone. More details, better textures, and great gameplay.
Screenshot
Get original file (327KB)
Detailed description

Long story short, the reason why the old NeonDevastation didn't look very finished was because I uploaded the wrong file on accident and my computer somehow deleted the finished one. I never got around to finishing it for a second time until now. It looks much better than the previous version and gameplay has improved slightly in my opinion. I hope that this version of NeonDevastation can replace NeonPanic in the next build Sauerbraten if others feel that the quality is up to par.

As always, comments and criticism is appreciated... Except if you complain about how it hurts your eyes. Suck it up.

Enjoy :)

Edit: Added YA on the top middle section to give players a reason to go up there, changed screeny to a jpg, changed location of HB, and removed some boxes to leave room for strafing.

FINAL VERSION! There will be no further updates unless major bugs are found.

Map file neondevastation.zip (1.3 MB)
Rating
96
points
 (12 votes)
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Files: screenshot_21.jpg / neondevastation.zip /

(1700) Home ~ Elaborate Glass

graphitemaster | 2009-01-03 03:27

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Cube 2 (Sauerbraten) | Work in Progress | Medium (5-8) | ZLIB License
Blurb Insta Ctf Map Fun & Elabroate
Screenshot
Get original file (48KB)
Detailed description

A neat & elaborate *(insta ctf)* Open For Review...
----------------------------------------------------
Glass.ogz is a glass & castle map (Open For Review)
(Lighting Added!!!)
The idea came to my mind one day, when I picked up a glass filled with milk and started drinking it, the reflection of the light on the glass caused a glare with the light off my glass window, and what I saw, when I squinted was a theme for a map.. so I got on my pc and I put this together this.

P.S nah I just got out a pen and started making a pilimanary layout of the map! Next day I built it.

(It's Open For Review So If You Have Any Ideas To Improve It Post A Comment)

By: MARK_{RT}/Acid-Burn

I Might Need To Redo Screen Shot.

UPDATE:

-Fixed Lighting!!!
-Looks Better Now:
-Will Be Making New Screen Shot For Quadtrop!

UPDATE:

-New Screen Shot
-Uploaded Fix
-Zip Cleaned

UPDATE:

-fixed wall bug
-improved performance
-cleaned junk cubes

UPDATE:

changed cfg added envmap for reflection
changed cfg added ambient for lighter shdows

rezipped in clean zip folder
easy installation

CHECKOUT MY CUBE 2 CONVERSION

http://killfield.servequake.com

YEAH IK SUBDOMAIN

gonan get a real domain soon....

Map file glass.zip (430.59 KB)
Rating
16
points
 (3 votes)
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Files: elaborate-glass.jpg / glass.zip /

(1699) Home ~ rood_canion

RooD | 2009-01-03 00:30

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Alpha | Capture | CTF | Huge (16-32) | Creative Commons (BY)
Blurb Battle betwen two basses in canion.
Screenshot
Get original file (83KB)
Detailed description

Two base in Canyon. There is a main road with 3 Bridges, and meany underground
corridors. Lots of walls thet u can jump bunkers and other funnt things.

Map file rood_canion.rar (13.87 KB)
URL http://www.plazowo.pl/ac/index.php?site=maps
Rating
14
points
 (4 votes)
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Files: rood_canion1.jpg / rood_canion.rar / http://www.plazowo.pl/ac/index.php?site=maps /

(1698) Home ~ Monster Pen

fredwbauer | 2009-01-02 03:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Alpha | Singleplayer | Small (1-4) | Public Domain
Blurb Small SP map for stress relief
Screenshot
Get original file (60KB)
Detailed description

This is my first attempt at a Sauerbraten map. I started with the idea of blowing the hell out of confined monsters for stress relief but now it's elaborate enough that someone else might enjoy it. It's playable as single player by just killing all the monsters. It could work as a deathmatch map because it has some sniping points and sneaking possibilities.

The map is mostly flat with a tower at the corner of a courtyard containing small buildings where bauuls and goblins are locked up. I am not sure why they weren't disarmed before they were locked up but they weren't and now you have to kill them.

I fixed up some things and added a room below. This is the 2nd upload.

Map file monsterpen.zip (603.07 KB)
Rating
0
points
 (0 votes)
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Files: monsterpenpreview.jpg / monsterpen.zip /

(1697) Home ~ ac_riverdry

Lukas | 2009-01-02 00:17

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AssaultCube | Stable | CTF | Medium (5-8) | Other License
Blurb Multilevel desert map for all modes.
Screenshot
Get original file (71KB)
Detailed description

Desert style map for ctf, osok and all possible modes in AC.

Map file ac_riverdry.zip (18.59 KB)
URL http://www.acka.biz/ackastranky/downloads/ac_riverdry.zip
Rating
22
points
 (4 votes)
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Files: screen2_3.jpg / ac_riverdry.zip / http://www.acka.biz/ackastranky/downloads/ac_riverdry.zip /

(1696) Home ~ ac_farcry by $N!P3R*

King | 2009-01-01 18:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | Medium (5-8) | Creative Commons (BY)
Blurb ac_farcry
Screenshot
Get original file (98KB)
Detailed description

A small fun map called ac_farcry made by me ($N!P3R*) Support tdm, tosok, lss mode.

Map file ac_farcry.zip (13.47 KB)
Rating
0
points
 (0 votes)
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Files: ac_farcry.jpg / ac_farcry.zip /

(1694) Home ~ Apollo's Arabic Night (1.4)

apollo.ger | 2009-01-01 00:06

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | CTF | Huge (16-32) | Other License
Blurb A desert themed map with various builds and streets - and it's a desert map at night
Screenshot
Get original file (43KB)
Detailed description

Have fun with this map. If you are familiar with the official desert maps you will find some eastereggs on this one :)
Version information and alternative download - see URL below.

Map file apollo_arabicnight1.4.zip (21.06 KB)
URL http://forum.tearyoudown.org/showthread.php?tid=1034&pid=11727&#pid11727
Rating
16
points
 (2 votes)
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Files: aan.jpg / apollo_arabicnight1.4.zip / http://forum.tearyoudown.org/showthread.php?tid=1034&pid=11727&#pid11727 /

(1692) Home ~ autosave script

Teddy | 2008-12-31 06:17

Cube 2 (Sauerbraten) | Release | Final Release | Mapping | Public Domain
Blurb An autosave script for map editing
Detailed description

This script allows you to automatically save your maps every X minutes, which can be set. This is useful if you are making a map and something goes wrong, leaving you without a recent save.

To use it bind toggleAutosave to a key of your choosing
For example: /bind P toggleAutosave

You can also set the amount of time between saves. Do this by setting the variable saveinterval.
For example (again): /saveinterval = 10
That would set it to save every 10 minutes.

The last option is the autosavemapname option. It controls the name your map is saved under when autosaving.
Example: /autosavemapname = testingmap

Save the script as autosave.cfg in your sauerbraten dir and add "exec autosave.cfg" to your autoexec.cfg

Config file autosave.cfg.txt (348 bytes)
Rating
40
points
 (5 votes)
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Files: autosave.cfg.txt /

(1691) Home ~ ac_mayhem

fetus | 2008-12-31 02:05

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Medium (5-8) | Creative Commons (BY)
Blurb My favorite map!
Screenshot
Get original file (477KB)
Detailed description

I built ac_mayhem for OSOK / TOSOK. Games are fast: you're pretty much always exposed and need to keep moving.

TOSOK plays a little better: the map is so open, it's hard to place stand alone spawns in safe places.

Tested on fetusfest as "ac_fetus9".

I hope you enjoy-- I'll be running it on fetusfest.

Map file ac_mayhem.zip (2.96 KB)
Rating
0
points
 (0 votes)
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Files: ac_mayhem.png / ac_mayhem.zip /

(1690) Home ~ ac_krullskeep

fetus | 2008-12-31 01:51

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Medium (5-8) | Creative Commons (BY)
Blurb Approved by Krull
Screenshot
Get original file (222KB)
Detailed description

Krull needed a place of his own to kill, since no one ever (ever) offers him a chance at joining their clan. Tested on fetusfest server as "ac_fetus8".

Map file ac_krullskeep.zip (3.2 KB)
Rating
12
points
 (2 votes)
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Files: ac_krullskeep.jpg / ac_krullskeep.zip /

(1689) Home ~ ac_gimp

fetus | 2008-12-31 01:40

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Medium (5-8) | Creative Commons (BY)
Blurb ac_gimp is a fast, enjoyable TOSOK map created for two 3-player teams.
Screenshot
Get original file (624KB)
Detailed description

Built on vacation after rediscovering the joy of assaultcube! Tested on fetusfest server as "ac_fetus7" for many hours of hours fun. Intended mode is TOSOK (you won't find ammo on the map).

Try it! Enjoy. All comments welcome.

Map file ac_gimp.zip (3.76 KB)
Rating
0
points
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Files: ac_gimp.png / ac_gimp.zip /

(1688) Home ~ ac_shortway

DogDancing1 | 2008-12-31 01:12

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Small (1-4) | Creative Commons (BY)
Blurb A small 1vs1 & 2vs2 map
Screenshot
Get original file (59KB)
Detailed description

Here is a small map by me(dog), for 1-4 players 6 at the max. It is meant for the mode tosok primarily but also supports modes such as lss, tdm, osok, ctf..etc.
This map is for people who want to have a quick, fun, and fast-pace game with few people(1vs1, 2vs2).
I started working on it about 3 weeks ago, working on and off. It's not meant to be very "fancy" just to test a new "style".

Fill free to post suggestions.

Map file ac_shortway.zip (4.4 KB)
Rating
0
points
 (0 votes)
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Files: ac_shortway.jpg / ac_shortway.zip /

(1685) Home ~ Complex II

Kal | 2008-12-30 00:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Copyright
Blurb A medium size FFA map with excellent flow
Screenshot
Get original file (536KB)
Detailed description

A fast, open FFA map with good flow, best for 2-3 good players

Map file kffa.zip (182.92 KB)
Rating
34
points
 (6 votes)
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Files: kffa.png / kffa.zip /

(1684) Home ~ Stained Glass Textures Pack by PainKillAH

PainKillAH | 2008-12-28 22:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Content | All Platforms | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A set of various glass textures ideal for medieval maps.
Screenshot
Get original file (222KB)
Detailed description

Some time ago, while I was helping Blindabuser to create his Fantasy Castle IV map, we came across with the problem of not having any stained glass texture that would have given the church a more realistic touch; and after searching all the known free image sites without any luck, I felt compelled to make one all on my own...

After realizing that a good glass texture gives the final touch on any Medieval Map when you are trying to recreate an almost "real" scenario, I thought to create more and I started working on it; and I came along with this pack that I hope you would like and use on your own maps.

Inside it you will find:

Four round-shaped glasses thought to be used mainly on churches.
Three harlequin and two cottage glasses thought to be used in any regular structure (like houses, taverns, cottages or the alike).
Two flower and one broken-glass textures to be used also in churches.

Of course these are only my suggestions, but you are free to use them on your own maps where and how you consider properly.

Special thanks:

Wouter van Oortmerssen and Lee Salzman (the Cube2 engine, FPS game and built-in editor).
Blindabuser (for his constant help, support and precious input).

License:

The included textures are released under a Creative Commons "Attribution-NonCommercial-ShareAlike 2.5" license. Please refer to "PK_readme.txt" for more details concerning usage and distribution. Thanks in advance for your interest and feedback.

Mod file pk_vitrales.zip (1.03 MB)
Rating
74
points
 (8 votes)
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Files: pk_textures.jpg / file:///F:/Users/MEU/Documents/GITHUB/QuadroArchive/1670 / pk_vitrales.zip /

(1683) Home ~ training2

Meister | 2008-12-26 15:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Various Licenses
Blurb A simple map for training and duel purposes
Screenshot
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Detailed description

In the beginning I made this map mainly for training purpose, but I guess it fits 1on1 or 4 players instagib as well. Since I don't know ffa modes I please the experienced ffa players to give me some advices in placing weapons, I suppose I placed too many... ;)
* update 3 jan 2009 *
- added some textures and lights
- added teleport and corridor
- removed useless weapons

Map file training2.zip (576.07 KB)
Rating
64
points
 (8 votes)
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Files: training2_640x480.jpg / training2.zip /

(1682) Home ~ Russia

viruz | 2008-12-18 21:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Beta | Capture | CTF | Huge (16-32) | Creative Commons (BY)
Blurb Russia - A big CtF Map
Screenshot
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Detailed description

Russia

Well, every mapper once builds a town map, so here is mine ^^

it was ment to be a big ctf-map, but there is a request for big capture maps, so i added bases (16! nothing for less than 20 players).

Basicly i wanted to build something like starlingrad, how ever the result is far away from that, please dont wonder about the mapname.

The lack of details is caused by the optimation of the map, was already hard enought to get it 205 wtr (there was snow, sandbags-bunkers and 2 tanks, but with that, it would have endet up to 450 wtr).

Features:
nice effects, causing a stromy and rainy night with tunder and lightning (unique depressing atmosphere).
possibility of binding a streetmap to m (bind gets dropped at other maps).
spawnroom like in mach2.

one of the testpersons had a bug that caused error messages. because i dont have them, its quite difficult to fix, so please help :-)

Map file packages.zip (6.02 MB)
Rating
108
points
 (14 votes)
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Files: russia.jpg / packages_11.zip /

(1680) Home ~ Inan - CTF

Berk | 2008-12-06 15:07

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Cube 2 (Sauerbraten) | Work in Progress | CTF | Large (9-15) | Various Licenses
Blurb map for 16 players for CTF and ICTF
Screenshot
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Detailed description

Its a symmetric map and the flags are near to each other. But to get the enemies flag you have to go arround. There are some ways where you have to use a easy weapon jumps. The ways without weaponjumps are the longest and the safest ways.

Quad
I try to add a difficult way to get the quad. Every Team have a teleporter (which is hidden near the lava ) to get in the quad room. But you can't move in the quad room you get pushed off the room throw a teleporter and if there is a quad you will get it.
But if there is no quad avaivable you have go throw the hidden way again. So a quad camping is useless

Healthboost
If you want to get the Healthboost you have jump in the lava. So its a tactical decission if you want the Healthboost

Spawn
I tried to add a similar spawn like in berlin_wall and mach2, so spawnkiller have no chance

So I hope you like my idea

Update-1

The map is now smaller and I have delted one big room and many weapon jumps ways.

Map file i2.zip (1.61 MB)
Rating
16
points
 (3 votes)
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Files: i2.png / i2.zip /

(1679) Home ~ Sewage

Element | 2008-12-05 01:11

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Other License | Potential Starred Content | Packaging Problem
This node has the potential to become Starred Content.

Content that is of great quality or usefulness is usually promoted to the front page as Starred Content, but only if it meets Quadropolis posting standards. Please fix the other issues with this node so that a moderator can promote it.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb If you were to play in a sewer.
Screenshot
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Detailed description

I decided to make it look like a sewer and added some other parts that would add an interesting affect, and so far I really like this map. I thought this map was a great idea to do and I thought it looked pretty cool and I would say that map would be for 1-8 players for either instagib or efficiency.

I hope you all enjoy the map and comment please :) Thank you.

Map file Sewage Packaging.zip (2.45 MB)
Rating
14
points
 (2 votes)
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Files: sewer-pic1.jpg / sewage-packaging.zip /

(1677) Home ~ BlackList Updater: Easy Blacklist updating under Linux !

ironzorg | 2008-12-03 15:24

AssaultCube | Stable | Other
Blurb BlackList Updater: Easy Blacklist updating under Linux !
Detailed description

+=+Blacklist updater: readme+=+
=+= Actual version: 1.0 =+=
+=+ Needs: lwp-request +=+
=+= OS: Ubuntu 8.04 =+=

Blacklist Updater is a C based tool for AssaultCube 1.0 which can be used to update your blacklists files.

How does it work ?

The application, when launched in a shell, download several blacklists from the web. The downloaded blacklists are the latest BL files, and are taken from the most popular servers. The last blacklist file you used is saved as backup_serverblacklist.cfg in the same directory, but be careful: if you launch BLU one time, it will make a backup, but if you run it again, the last backup would be overwritten ! So if you want to make regular backups to see the blacklist changing, you will have to rename each backup before updating.

How to use it:

- Copy BlackList Updater and config.cfg in your AC directory.
- Run this application in a shell, with the command './BlackListUpdater'.
- Press enter, and let the application work.

What blacklists are dowloaded to my hard drive ?

The actual config files let the application download the blacklists files from the TyD and the BC servers. Of course you can add
your own web path ;)

Config file BlackListUpdater.tar.gz (6.8 KB)
Rating
0
points
 (0 votes)
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Files: blacklistupdater.tar.gz /

(1676) Home ~ P9SB1

PAK9 | 2008-12-02 22:37

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Cube 2 (Sauerbraten) | Stable | Deathmatch | Small (1-4) | Creative Commons (BY) | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb Small DM map
Screenshot
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Detailed description

A small map suitable for DM, Instagib etc... Dominated by a central atrium which produces a lot of vertical gameplay. There is no quad damage or health boost, but every weapon is present.

Map file P9SB1.zip (359.92 KB)
Rating
38
points
 (5 votes)
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Files: preview_6.jpg / p9sb1.zip /

(1675) Home ~ Taco Tuesday

RADIUM-V | 2008-12-02 03:39

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb A map I've been working on for a while now focusing on symmetry
Screenshot
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Detailed description

I've been working on this for a while, some of you may have even helped me on it. Me being the perfectionist that I am, it'll never be finished in my eyes, so I figure it's best to release it now than never.

I worked most on keeping things symmetrical while still allowing enough for the players to do.

One last thing - best not to ask about the name. This map started as a joke and evolved into something actually relevant.

Map file moo-taco.zip (868.93 KB)
Rating
8
points
 (2 votes)
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Files: moo-taco.jpg / moo-taco.zip /

(1671) Home ~ Release: AssaultCube v1.0

MeatROme | 2008-11-26 17:18

News
*
*
Starred Content
AssaultCube v1.0 has been released

After lot's and lot's of work the wait is finally over - AssaultCube has hit a milestone release with it's version 1.0.

There are tons of new features from CubeScript over interactivity down to the gameplay. New commands, a new voting system and new gametypes have been implemented. There are a number of new maps and new models to play on and play with. The network protocol has gotten a big overhaul - it now uses more server-side logic to combat a number of cheats seen in the older versions and records demos server-side too; with the new spectator mode this allows for a detailed analysis of games in retrospect and is definitely a furthering of the fun factors of the game.
If you want to see how much fun can be put into 40 MB - just check out the official website or go to the release download page directly.

Files: none

(1668) Home ~ l_ctf V3

THEtarget | 2008-11-20 22:22

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Cube 2 (Sauerbraten) | Included | Work in Progress | CTF | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A ctf map. Updated: Slight layout modification, improoved look.
Screenshot
Get original file (456KB)
Detailed description

General presentation V2 (improoved too ^^)

This map was build not to be an other face to face CTF, althought it's symetric for the sake of balance. So I gave it a L shape, with a lot of vertical gameplay. Even there was not an absolute need, I gave each side of the map a color theme: green and blue. Depending of my mood, I used to prefer one side or one other, that's a strange feeling, so I believe overall it's OK. It doesn't camouflage your oponents (wich are red or yellow, and may be difficult to see when the map is red or yellow), and it balances with the red shades of the skyboxes and the skylight I chose.

Update 3 : I changed the layout slightly, remove useless details here and there, add some details here and there. I believe the overrall look of the map has improoved.

Update 2: (Better flow, better CTF, now with capture).

A major flaw with the flow need to be corrected, and it lead to the rebuild of a part of the map. Now I believe the gameplay to be really good in CTF, especially insta. I also modified other little things, like putting clip where _I_ wouldn't need it but where non-bunny-hoping player may have feel unconfortable without.
Because of the rebuild, the map felt like it was OK for capture now, then I placed capture bases in a non-symetric way; it lets me use every interesting part (for a base) only once, so it shouldn't feel redundant despite the map is symetric. Ammo is random, because I believe it had a lot of replayability and force players to change their tactics (yeah, there are tactics in SB, sure! :) ) according to which ammo is where (especially in regen capture).

Update 1:

Lights fixed, Item placement fixed, flow fixed, and playerstarts placed.

Map file l_ctf_udated.zip (1.09 MB)
Rating
102
points
 (14 votes)
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Files: l_ctf-v3.png / l_ctf_udated.zip /

(1664) Home ~ Muybridge Cut-Scene

MeatROme | 2008-11-18 09:24

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Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Small (1-4) | Public Domain
Blurb proof of concept cut-scene approach
Screenshot
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Detailed description

The question of how to create a cut-scene within Sauerbraten has passed me by a couple of times ..
.. then, one rather boring train-ride brought me to a possible solution.
This is even a movie-esque installment - which plays it's 15-frame sequence 9 times before closing the gui by itself.
I'd like to caution you: avoid including all the frames of your 4 ½ minute 1600x1200 movie :-P

The text is created dynamically but could equally well be a set of texts displayed for less frequent updates of the image .. in a silent-movie (including sound would be possible too, but isn't part of this example) or maybe comic-strip style.

I look forward to finally seeing those singleplayer maps that people have been holding back .. ;-)

Map file muybridge.zip (143.23 KB)
URL http://en.wikipedia.org/wiki/Image:Muybridge_race_horse_animated.gif
Rating
92
points
 (17 votes)
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Files: muybridge_nodeshot.jpg / muybridge.zip / http://en.wikipedia.org/wiki/Image:Muybridge_race_horse_animated.gif /

(1662) Home ~ Cold Blood

demonmoooseguy | 2008-11-17 12:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Deathmatch | Medium (5-8) | Copyright
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A chilly suburban block.
Screenshot
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Detailed description

This is my first asymmetrical map (finally) :D
It is designed to be played on instagib with 5-8 players, but also fits for all other gametypes including ctf.
I decided not to tell the story of this map because it is open to so many possibilities if interpreted by the explorer of the map.
There's not much else to say, except this map is open for review so rate, comment, criticize, and enjoy the map!

EDIT: Packaging has been fixed.

Map file Cold Blood.zip (1.42 MB)
Rating
96
points
 (12 votes)
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Files: cold_blood.jpg / cold-blood.zip /

(1661) Home ~ Satellies

Kretren | 2008-11-17 03:15

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Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb A space/machine themed CTF/Capture map
Screenshot
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Detailed description

This map was based on Reissen by SATAN!!! and you can definitely see the resemblence. I used the same .cfg file (minorly edited). Besides that, Satellies is a pretty large map (laggy on my computer, but it's crap) with plenty of paths and hidden things lying about.

The map was started on November 07, 2008 and released on November 16, 2008.

Anyways, enjoy the map and please do give me pointers. It's my largest project to date and I went all-out to make it as detailed as possible.

Map file satellies.zip (8.15 MB)
Rating
86
points
 (18 votes)
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Files: satellies.jpg / satellies.zip /

(1659) Home ~ AFRF

Justin | 2008-11-16 21:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb (Alternate Fuel Research Facility)
Screenshot
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Detailed description

Hmmm, don't have much to say. This map has been constantly evolving until now. But now I'm all out of ideas so this is the near final release.

Please let me know what you think and what I can change about this map to make it better. I'll take any kind of feedback.
Please don't rate this map by the screenshot only, it's not the whole map.

Thanks for your reviews! and special thanks to Saurfreak for helping with the packaging.

update: -fixed awkward texturing
-deleted thumbs file
-cliped some more areas
where a player could get stuck
-nocliped the jumpacross

Map file afrf.zip (4.1 MB)
Rating
16
points
 (2 votes)
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Files: afrf(640-x-480).jpg / afrf.zip /

(1658) Home ~ ac_dimp by TRA$H_PC

oxsor | 2008-11-16 15:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Final Release | Deathmatch | Medium (5-8) | Other License
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb ac_dimp for assaultcube 1 BETA and assaultcube 1
Screenshot
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Detailed description

/!\ not for ac 0.93 /!\

Map file ac_dimp.zip (118.31 KB)
Rating
32
points
 (4 votes)
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Files: ac_dimp-by-tra$h_pc.jpg / ac_dimp.zip /

(1653) Home ~ - rg_desert -

DarKnoT | 2008-11-15 16:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Final Release | CTF | Medium (5-8) | Copyright | Packaging Problem
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb rg_desert is like a little desert with a speacial history...| Map made by meganus
Screenshot
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Detailed description

This map is a new desert discovered in 1979 by the CLA team.
They built some structures but the RVSF found this base and want to kill them all.

Will the CLA or RVSF team win this war?

Map file rg_desert.zip (4.96 KB)
URL www.r-game.c.la
Rating
22
points
 (3 votes)
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Files: 1226764740.jpg / rg_desert.zip / http://www.r-game.c.la/ /

(1652) Home ~ sdm1

MX | 2008-11-09 14:45

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Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Small (1-4) | GNU GPL v2
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Fast insta/ffa map
Screenshot
Get original file (65KB)
Detailed description

sdm1 - symmetric map with simple textures in Q3/war§ow style for FFA/Insta gamemodes. Fast and intense gameplay provided.
No +10, no yellow armour.
Use riflejump to get QD.
For some CRT monitors better will be to replace sdm1.ogz with sdm1_CRT.ogz
If you don't like reflections on walls, replace sdm1.cfg with sdm1_noEnv.cfg
After that, delete unneccesary files

Update:
- power of jumppads decreased, now they're easier to use
- platforms with playerstart moved a bit to increase playability
- some more clipping added

Map file sdm1.zip (495.45 KB)
URL http://mxsauermaps.narod.ru
Rating
82
points
 (10 votes)
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Files: sdm1.jpg / sdm1.zip / http://mxsauermaps.narod.ru/ /

(1651) Home ~ CX+HP pack

MX | 2008-11-09 11:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Content | All Platforms | GNU GPL v2
*
*
Starred Content
Blurb Concept crosshair pack
Screenshot
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Detailed description

This is a 64x64 crosshair pack I made with GIMP.
These are not ordinary crosshairs, cuz they're displays 3color health bar: Red-Green-Blue when >50hp, Red-Green-Black when 26...50hp and Red-Black, when 1...25hp (it maybe not so cool in words, try it in game).
There are 3 crosshair sets: circle, X-type and X-type with brackets, all of these 3 subdivides into 3 groups: simple white crosshair, white crosshair with health bar and red crosshair with HP bar.
For X-type crosshairs it have alternate "line" crosshairs for zoom mode.

I really hope that you will like these crosshairs, and waiting for your comments!

Mod file cx+hp_crosshairs.zip (90.4 KB)
Rating
52
points
 (7 votes)
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Files: cx+hp_crosshairs.png / cx+hp_crosshairs.zip /

(1650) Home ~ WeatherStation

Kaomé | 2008-11-08 01:16

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Development (SVN) | Work in Progress | Deathmatch | Small (1-4)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A small DM map for Blood Frontier
Screenshot
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Detailed description

It's a small map, the first I made for Blood Frontier.

The purposes were:
to get used with the texture set,
to produce good looking elements easily copied and pasted to make an other (BF) map*,
to make a deathmatch map from a simple layout.
to move around and understand the game a little more...

The file include bfprefab.bgz, it has all the elements I planed to reuse*.
The name is not the best name for this map. Feel free to suggest one.

* I put some elements from other bf maps too.

Map file weatherstation.zip (3.03 MB)
Rating
6
points
 (1 vote)
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Files: screenshot.0001.png / weatherstation.zip /

(1649) Home ~ Redemption v2

Kaiser | 2008-11-06 01:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb This facility seems to have something wrong with it.... WAR!
Screenshot
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Detailed description

I have gone through several incarnations of this map. Finally I have settled on a design that brings out what the map can really achieve

Map file redemption.zip (1.63 MB)
Rating
49
points
 (6 votes)
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Files: redemption_1.jpg / redemption_2.zip /

(1648) Home ~ Instagrave

JayTizzle | 2008-11-04 23:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Copyright
Blurb A floating metal platform with dim lighting. Great for insta and ffa.
Screenshot
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Detailed description

There are 8 playerstarts and 4 teleports that lead to the opposite side of the isle. There is a bridge with a quaddamage. A little deathtrap below the bridge with a yellow armour, and healthboost, and 2 teleports both which teledest's lead different directions. 2 grenades, 2 rockets, 2 bullets, 2 riflerounds, 10 health, 2 green armour, 1 quaddamage, 1 healthboost. Very dim lighting and a nice skybox to go with the map.

Recommended -- Instagib // FFA Default (or another like it)

READ THE README PLEASE

Map file Instagrave.zip (256.67 KB)
Rating
18
points
 (3 votes)
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Files: instagrave.png / instagrave.zip /

(1647) Home ~ The Mountain Street

GARCiA Alvares | 2008-11-04 18:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
*
*
Starred Content
Blurb The Mountain Street
Screenshot
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Detailed description

The Mountain Street was made in Sauerbraten Spring Edition. "Ulica v kopcoch" means The Mountain Stret in my language.

Have a fun :)

Map file Ulica.zip (1.8 MB)
Rating
66
points
 (8 votes)
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Files: ulica.jpg / ulica.zip /

(1642) Home ~ The Void

viruz | 2008-11-02 17:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb The Void - Spacestation for every type of gamemode
Screenshot
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Detailed description

A Spacestation

I wanted to build a CTF-Map that looks a bit like the old Chronos map (not included in the new release anymore -.- ). Well, the result is far away from Chornos, but i played normal CTF today at the map (6 players) and it was really fun.

Map:
Symetric
Open and Closed Areas
Quad
No +10
2 * Yellow Armor
6 * Green Armor

Gamemodes:
CTF
Capture (needs much players)
Deathmatch (needs much players)
Assasin

Thanks to:
[Hell] Daniel
Leg@cy
some guys from Mx, i can remember badsocks and razor
some more guys

Map file thevoid.zip (3.3 MB)
Rating
90
points
 (11 votes)
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Files: thevoid.png / thevoid.zip /

(1641) Home ~ valhalla

Meister | 2008-11-02 17:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Capture | CTF | Large (9-15) | GNU GPL v2
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb valhalla
Screenshot
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Detailed description

Medium-large map suitable for ctf and capture modes.

Map file valhalla.zip (3.05 MB)
Rating
175
points
 (22 votes)
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Files: valhalla_640x480.jpg / valhalla.zip /

(1640) Home ~ BSS

MX | 2008-11-02 00:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Huge (16-32) | GNU GPL v2
Blurb LHC themed map
Screenshot
Get original file (71KB)
Detailed description

This is a map I've started about 3 months ago. The main idea is a collider.
Map divides into two parts: overground and underground. Underground part - huge complex with all life support systems that could be needed: water boilers, ventilation, toilets, living rooms and any more. Also underground transport exists there. Geometry is quite simple and mirrored, but looks nice, what I can't say about lights: at the few areas they looks overbright and/or strange.
By the moment, map isn't suitable for any gamemode, but you can try play insta on it.



All suggestions/critics/comments/etc. are always welcome. Enjoy!

Map file lhc.zip (14.56 MB)
URL http://mxsauermaps.narod.ru
Rating
20
points
 (3 votes)
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Files: bss.jpg / lhc.zip / http://mxsauermaps.narod.ru/ /

(1638) Home ~ Advanced Fighting Script

viruz | 2008-10-28 12:15

Cube 2 (Sauerbraten) | Release | Gameplay | Creative Commons (BY)
Blurb better weaponhandeling, special mode and fader for every weapon
Detailed description

The script makes weaponhandeling easier.

Key - Weapons
[1] Pistol and Fist
[2] Pumpgun
[3] MG
[4] Rockets
[5] Rifle
[6] Grenades

When pressing Mousewheel, the advanced shoting mode is active, the config will be optimised for the situation the weapon is ment to be used.
For example Pistol and Rifle will have a sniping-mode.

Also all weapons will get (hopefully) good individual crosshair.

The sniper-crosshair and the normal version will disapear short after shoting and "slowly" return. This will enable you to see the blood when high pinged players dont die immediately.

Version 2:
fix: crosshair3.png in package
new feature: scrollwheel scrolls through weapons
new feature: "mouse2" quickchat

Version 3 (and maybe last):
new feature: in advanced shooting mode, scrollwheel will zoom screen

Config file asf.rar (2.77 KB)
Rating
40
points
 (5 votes)
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Files: asf.rar /

(1637) Home ~ Stadium

ObeliX_86 | 2008-10-24 11:53

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Cube 2 (Sauerbraten) | Release | Final Release | CTF | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Stadium - capture the flag
Screenshot
Get original file (80KB)
Detailed description

capture the flag but you can use only jump to enter in the enemy half field

Map file Stadium.zip (1.97 MB)
Rating
30
points
 (6 votes)
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Files: stadium.jpg / stadium.zip /

(1632) Home ~ Eisen Mod

Chasester_aka_you | 2008-10-17 20:54

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Cube 2 (Sauerbraten) | Release | Conceptual | Singleplayer | Content | Windows | Other License
Blurb A new rpg game... in progress
Screenshot
Get original file (52KB)
Detailed description

This a mod of the Eisenstern game type in the Sauerbraten.

In this mod I have created a very lose story line... you basicly go around talk to people and fight creatures and do quest. I have expanded the amount of creature to include spiders bats and snakes.

List of errors I am going to fix: aka wishlist

I: AI-AI is horrible... there are many error with the ai
A: The npcs run arround like crazzy
B: The npcs run away from you when you come and they are in thier move comand
C: The npcs menu just adds options to the bottom of thier menu rather than clearing and only alowing certain replys
D: The creatures do not work when they are on a hill and you are above them on the hill
E: The creatures are stupid and all swarm to you and stand stacked behined one another
F: The creatures get stuck on eachother when they get to close
G: The creature scary tree only can attack well on a hill and its at the bottom
H: The creature wolf some times works and some time does not... i do not know why
I: The creature babby_spider does not work all the time... i do not know why
II: In the new Eisenstern you drop everything the first time only
A: Fix so you drop things more than the first time
B: Put everything of some ones inventory in a sack
III: Sacks
A: Make box menus and sack menus dynamicly
B: Make books dynamic
C: Make Inventory menu cooler... add pictures and make it look like a real rpg menu

Ok to download this you need to put this over top your Sauerbraten folder.
This means that you should unzip in your program files. You will be overriding things but all the things you over ride you will not need to run the FPS they are RPG exclusive.

The only files you should override are the rpg_config.cfg the rpg_game.cfg and the menus.cgf

chasester

Mod file eisenstern.zip (4.66 MB)
Rating
26
points
 (3 votes)
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Files: rpg_01.jpg / eisenstern.zip /

(1631) Home ~ Lost in Sand

MisanthropX | 2008-10-17 12:47

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Copyright | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb "metal in sand" themed capture
Screenshot
Get original file (50KB)
Detailed description

I made this long time ago, its one of my first metal themed maps

Map file LostInSand.zip (1.6 MB)
Rating
76
points
 (19 votes)
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Files: lostinsand.jpg / lostinsand.zip /

(1630) Home ~ Warehouse

MisanthropX | 2008-10-17 11:16

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Small (1-4) | Copyright | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb First ever map > Warehouse
Screenshot
Get original file (63KB)
Detailed description

its my first ever sauer map. (yes really)
TUX (maker of night_capture or smth like that) helped me first time gettin started with sauer. but i made most parts by myself ^_^
i always thought its too bad for upload . its "just a map".
but well.. its better then some quadro noob maps.
i did this map when there was no little gridsize
but i did one or two "details" today before uploadin just for fun

Map file Warehouse.zip (428.68 KB)
Rating
53
points
 (15 votes)
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Files: warehouse_0.jpg / warehouse.zip /

(1623) Home ~ Campgrounds

jackycola | 2008-10-12 13:29

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8) | Other License
*
*
Starred Content
Blurb Just another q3_dm6 remake.
Screenshot
Get original file (182KB)
Detailed description

This is my first map I'd like to release to the public.

The idea was to create a remake of q3_dm6. The map has also been redone for UT2004 called "DM-Campgrounds". My goal was not to do an 1:1 remake and I tried to find an own style to do things. Also I wanted to get familiar to the Cube-Editor so this is not a real masterpiece of work. At least I hope that i got little experience and learned some lessons for a next map if there will be one.

I'm kind a fan of this map, so I did a short video to compare UT2004, Q3 and my version.

http://vimeo.com/1939460
http://www.youtube.com/watch?v=e7VQamA3ndc

Thats it. Greetz.

Map file campgrounds.zip (1.23 MB)
URL http://www.youtube.com/watch?v=e7VQamA3ndc
Rating
94
points
 (12 votes)
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Files: campgrounds_large.jpg / http://vimeo.com/1939460 / campgrounds.zip / http://www.youtube.com/watch?v=e7VQamA3ndc /

(1621) Home ~ Konkuri-to

BlikjeBier | 2008-10-11 20:08

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Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Large (9-15) | Copyright
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Konkuri-to, a heap of concrete, the modern day temples of death and destruction.
Screenshot
Get original file (64KB)
Detailed description

I gave been working on this map for a while so have fun with and please do give constructive comments.

Edit: I have uploaded the proper version now, the map has now a mapmessage

Map file konkuri-to.zip (3.06 MB)
Rating
97
points
 (13 votes)
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Files: konkuri-to-title.jpg / konkuri-to.zip /

(1619) Home ~ Boa - Now playable.

Kaomé | 2008-10-10 23:12

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Cube 2 (Sauerbraten) | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
Blurb Named from a snake, because of the curvy and spiky part.
Screenshot
Get original file (77KB)
Detailed description

New release, without too much lava. It does not feel the same anymore, but now it runs... There is also a few improovement concerning lightning; and now I hope it'll receive gameplay review.

The map was initally planned for CTF, but can be played on every mode. Item placement should be improoved, and I post the map on quad in order to have advices about that.

I want to thank all these guys for making a little part of the map:

Argh! (he does the spiral column, and an other little thing) Skylax (a few texturing and geometry), Misan (there is still part of a Misan's thingy somewhere), Hoffi (have no idea who is this guy and what he did, but I wrote his name in my credit.txt XD), and Daniel (he did nothing but gave usefull advices).

Map file boa.zip (9.92 MB)
Rating
62
points
 (8 votes)
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Files: boa.jpg / boa.zip /

(1617) Home ~ ac_alley(updated)

Loelin | 2008-10-09 22:59

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AssaultCube | Release | Conceptual | Deathmatch | Medium (5-8) | Other License
Blurb A mini urban-themed TDM Map
Screenshot
Get original file (38KB)
Detailed description

i looked at the comments and improved on my map work, and a thought of a concept to see that somewhere in a back alley, there are still bum fights.

New UPDATE: Redone lights, Ambient sounds, and made map more realistic

i like this included in the 1.0 release

Map file ac_alley.zip (4.97 KB)
Rating
8
points
 (2 votes)
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Files: untitled-1.gif / ac_alley.zip /

(1616) Home ~ Evil Arena

Daniel | 2008-10-09 17:46

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Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Small (1-4) | GNU GPL v2
Blurb Dark ambient and deep holes, An Instagib and Regen Capture map in a creepy arena
Screenshot
Get original file (226KB)
Detailed description

Best to play as Instagib or Regen Capture.

Thanks to Bobfrog for the template and thanks to Skylax for his help and advice.

This map is under GPL, feel free to modify it and publish your own version of it.

Map file Evil_Arena.zip (683.06 KB)
Rating
18
points
 (3 votes)
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Files: evilarena.jpg / evil_arena.zip /

(1613) Home ~ obj.cfg creation automate python script

gabdab | 2008-10-07 22:30

Cube 2 (Sauerbraten) | Final Release | Other
*
*
Starred Content
Blurb automate obj.cfg creation
Detailed description

Python script to automate the creation of obj.cfg file needed in obj files directories.

You need Python installed to run this script. To build an obj config just launch it with the directory where .obj and .mtl files are as first argument (just the directory name).

Config file objcfg.py.zip (921 bytes)
Rating
8
points
 (1 vote)
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Files: objcfg.py.zip /

(1611) Home ~ Off Station

demonmoooseguy | 2008-10-04 02:49

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Cube 2 (Sauerbraten) | Final Release | Large (9-15) | Copyright
Blurb Futuristic base map at night. Best for insta-ctf.
Screenshot
Get original file (468KB)
Detailed description

Story:
Alone in this place, your shift has begun. Searching in the night with flashlight and gun in hand, you dutifully fulfill your position. Suddenly, you hear a rustle. A footstep. You stealthily move toward the source of the noise. You see nothing. Suddenly, you see them. All in red, they come rushing at you with no remorse. You raise the alarm. A swarm of your blue allies comes to your aid. You have done your job and avoided a massacre. Now take up your arms and fight!

Description:
This is a medium-large map designed for insta-ctf. It also works on all other gametypes. The map is a nighttime military outpost and has many areas for tactical gameplay. Try this map out. It's fun as hell, trust me. Enjoy!

Map file off_station.zip (786.91 KB)
Rating
80
points
 (11 votes)
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Files: off-station.jpg / off_station.zip /

(1610) Home ~ Abandonment

demonmoooseguy | 2008-10-04 02:27

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Cube 2 (Sauerbraten) | Final Release | Medium (5-8) | Copyright | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Map that takes place on mysterious floating instillation. Best on instagib.
Screenshot
Get original file (129KB)
Detailed description

Story:
In the far future, explorers returning to our original homeland, Earth, found a peculiar floating instillation. When they tried to explore it their ship suddenly gave out for an unknown reason. The crew ejected quickly before it fell to the water miles below them. They were stranded on the outpost forever. Nobody knows what happened to these people, but what they do know is that the purpose of this place will forever remain a mystery.

Description:
This is my first map to be released to the public. It is a small/medium map optimized for instagib. All other gametypes work on this map too, though. There's not much to explain about this map other than its simplistic form can surprisingly become hours of gut-splattering fun. Enjoy! =D

Map file Abandonment.zip (2.34 MB)
Rating
67
points
 (11 votes)
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Files: abandonment.jpg / abandonment.zip /

(1608) Home ~ Factory - Capture the Flag

viruz | 2008-10-01 11:40

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Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb CTF-Map in a Factory-area
Screenshot
Get original file (554KB)
Detailed description

Yesterday i joined a coopedit-server with the map "newmap" i was surprised i already saved some trash to that, build in a time, there was no ctf. this trash looked quite interesting and so i finished it with the help ot MX|theone, [Hell]SkyLax, Daniel (dr. house ftw) and some other guys (i am sure i forgot someone).

Gamemodes:
Deathmatch
Capture
CTF

viruz

Map file factory_ctf.zip (1.68 MB)
Rating
80
points
 (11 votes)
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Files: screen1.png / factory_ctf.zip /

(1606) Home ~ Blackforest

Chasester_aka_you | 2008-09-30 17:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | CTF | All Platforms | Copyright | Node Problem
This content is either filed in the wrong category or poorly formatted.

If your node is not in the right place, it makes it harder for others to find. A node also is a formal presentation of your work, and allows users to review your work before downloading. It is important your content is presented nicely if you would like people to review it and download it. Refer to the User's Guide for tips on how to fix this.

Blurb A deep dark forest!! 0.0 Scary!!
Screenshot
Get original file (25KB)
Detailed description

Black forest is a map in the middle of a deep dark forest...

Have fun...

Mod file BlackForest.zip (2.09 MB)
Rating
46
points
 (8 votes)
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Files: blackforest.jpg / blackforest.zip /

(1605) Home ~ Base Maps 1 + 2 [Updated]

DarkStar | 2008-09-30 16:48

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Cube 2 (Sauerbraten) | Conceptual | Medium (5-8) | Other License
Blurb Two base landscapes for beginners to use as a template.
Screenshot
Get original file (257KB)
Detailed description

In the Readme:

"This map is designed to be used as a template for map designers.
You may edit all elements of this map and redistribute as your own without the need for credit.
Please do NOT redistribute this map if it has not been edited.

This map comes as geometry only.
All lighting, skyboxes, fog and textures are not set. This is for the owner of the map to do.
The map has been checked for bugs and smoothed so that it looks clean when lit,
but geometry may be buggy if you edit with a small grid size."

This map is aimed mainly at beginners who want their map to look natural and realistic. One of the main problems I have when designing a map is how to 'fence it in' without making the player feel trapped.
Novices can use this map as a base to create their own maps which they can then redistribute without needing to credit me.

I did make some 12x12 and even a 14x14 maps, but these took 10 minutes to render lighting and I thought them impractical to use for the moment.
This map is mainly to test the water and see what you all think of the idea, but if it gets approval I'll set to work creating some more detailed and interesting maps and upload them as a pack.

You'll be downloading an .OGZ file only. It's up to you to create a config file and change the settings. This map is simply a base to build on.
I've tried to keep a large amount of flat land to build on so that you're not forced into building into the hills. From my experience the height map tool can be very glitchy, but I've tried to smooth the geometry so that you don't get so many errors.

I hope this isn't considered a waste of space. I try to make sure my work is worth downloading before I upload anything.

Also, just a shameless plug. *whistles*
I'm currently working on a Silent-Hill based map, imaginatively called Sauer Hill which will be single player map. It'll be chock-full of new sounds effects, music and textures. So hopefully it'll be fairly engaging and interesting.
If anybody's interested, you can visit http://www.sauerhillproject.webs.com/

Any support would be greatly appreciated. :)

[EDIT]
I've just finished a larger and slightly more interesting template map to make downloading the file more worthwhile. It takes 30 seconds to render on my computer so it shouldn't be too much trouble.
There are two maps, both geometrically identical, the only difference being that one has a river and the other is left as a dry ditch.
Hopefully this one should feel less claustrophobic and more natural.

Map file basemaps.zip (621.85 KB)
Rating
96
points
 (15 votes)
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Files: mapshot.jpg / http://www.sauerhillproject.webs.com/ / basemaps.zip /

(1603) Home ~ ac_gridlock

oblivion | 2008-09-29 01:43

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AssaultCube | Release | Work in Progress | Deathmatch | Medium (5-8)
Blurb medium tdm,dm,ctf industrial map
Screenshot
Get original file (25KB)
Detailed description

umm not much of a plot like bombs or secret hideout stuff. Its a medium sized industrial map. Made it for ctf but people said they liked it better on tdm. Some people said it should go into v 1. if that could happen it would be great I really want harsh comments and opinions about whats wrong with it so I can improve on my map making abilities.

Map file ac_gridlock.zip (15.7 KB)
Rating
16
points
 (2 votes)
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Files: ac_gridlock2.640-480.jpg / ac_gridlock.zip /

(1600) Home ~ red_crosshair3

Redon | 2008-09-26 23:05

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Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Creative Commons (BY-SA)
Blurb Futuristic Crosshair for Sauerbraten
Screenshot
Get original file (344KB)
Detailed description

This is a futuristic crosshair i made in about an hour using Photoshop. (I improved it many times)
There are 3 diffrent crosshairs to make it work with crosshairfx, download the file to see them ^^
I hope you like it - please post a comment and tell me what you think :)

(Sorry for the texture bugs in the background, either the textures are messed up without shaders or the model-textures when i turn shaders on - bad graphics)

Readme:

Red_Crosshair3 by Redon

How to use it

- Put the "rch3.cfg" file of "red_crosshair3/data" into the "sauerbraten/data" folder.
- Put the folder "redon" of "red_crosshair3/packages" into the "sauerbraten/packages" folder
- Start Sauerbraten and type "/exec data/rch3.cfg"
- (Optional) - Set the recommended crosshairsize by typing "/crosshairsize [crosshairsize]", to make the crosshair look best.

Recommended crosshairsize: 24 - 35, depends on resolution.

Mod file red_crosshair3.zip (4.32 KB)
Rating
30
points
 (4 votes)
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Files: rch3_screenshot.png / red_crosshair3.zip /

(1599) Home ~ Sp attack

Calinou | 2008-09-26 19:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Public Domain
Blurb Sp maps with lot of monsters
Screenshot
Get original file (33KB)
Detailed description

4 maps with attacks of different monsters : ogro, goblin, knight and rat.

Sorry for the poor quality of the screenchot.

Map file sp_pack.zip (71.4 KB)
URL http://www.fileden.com/files/2008/3/22/1829860/sp_pack.zip
Rating
20
points
 (5 votes)
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Files: ogro-attack.jpg / sp_pack.zip / http://www.fileden.com/files/2008/3/22/1829860/sp_pack.zip /

(1598) Home ~ Capture the Flag - Maze

viruz | 2008-09-25 22:03

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Cube 2 (Sauerbraten) | Conceptual | CTF | Small (1-4) | GNU GPL v2
Blurb A Concept-Map, insta ctf maze
Screenshot
Get original file (48KB)
Detailed description

Its a small map i tried to get some different work, a bigger project got boring.

there is not much to tell about it, i saw a labyrinth and thought about building a sauer-map. the corners seem to be really challenging in insta, reaction will be very important and short-distance aiming will be normal.

jet there are only ctf-spawns and no enties like weapons, because its only a concept map for gameplay. if you like the idea of this kind of map, i might build an other version thats more detailed.

greez

Map file ctf-maze.zip (130.42 KB)
Rating
28
points
 (4 votes)
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Files: zwischenablage01.jpg / ctf-maze.zip /

(1597) Home ~ Eclipse

Kretren | 2008-09-25 03:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb An ancient-looking map with ALOT of movement
Screenshot
Get original file (157KB)
Detailed description

I decided to delete my old node because I changed it so much since the last update. This map is larger than the mayan ghetto map I did most recently, and it has more twists and turns without being cluttered. I hope people enjoy this map. It is designed for instagib, although I put ammo in there. Open for review as it is not completely done yet, but I've pretty much polished everything up. I don't take credit for the skybox btw. I just rotated it so the sun matched my lighting :P

EDIT 1 SINCE RELEASE: additional lava, lighting, architecture.

Map file eclipse.zip (970.21 KB)
Rating
92
points
 (19 votes)
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Files: eclipse.jpg / eclipse.zip /

(1592) Home ~ Insanity

Chasester_aka_you | 2008-09-23 17:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8)
Blurb Its Insanity!!! RUN!!!
Screenshot
Get original file (42KB)
Detailed description

Insanity is cool... I used one texture and made the lights do all the work. The map is split into 2 sides red and blue (DUH!!) and each side is identical with 5 close to identical cambers contected by a bridge in the middle. This of course means that you want not to be on the bottom.

Map file insanity.zip (751.83 KB)
Rating
20
points
 (4 votes)
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Files: insanity.jpg / insanity.zip /

(1590) Home ~ Sauerbraten Icon v.2, v.3, and v.4

Bucklemon | 2008-09-22 03:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Mac OS
Blurb This is the second, third, and fourth Sauerbraten icon.
Screenshot
Get original file (268KB)
Detailed description

I made this in Blender. The second version took me about an hour, the third version took me about another two hours, and the fourth version took me about another 4 hours (please note that the first version is the original that comes with sauerbraten, and is made from someone else).

This zip file contain a 512x512 (Mac version) icns. Please post as many complaint as possible.

Mac installation:
File directory, "sauerbraten/Sauerbraten.app/".
Click and hold "Control" and click on "Sauerbraten.app" and click on "Show Package Contents".
File directory, "Contents/Resources/".
Drag and drop "sauerbraten.icns" into "Resources" folder.

Mod file sauerbratenicons.zip (852.86 KB)
Rating
45
points
 (6 votes)
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Files: sauerbratenicons.png / sauerbratenicons.zip /

(1583) Home ~ fraggarden

Ninja888 | 2008-09-20 11:29

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Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Deathmatch | Small (1-4) | FreeBSD License
Blurb A small DM map for Sauerbraten
Screenshot
Get original file (174KB)
Detailed description

This map is a small winter DM arena. It has a pool, small building and a graveyard :P. On this map You can be very easyly back stabbed becuse thare are many camping areas... of course they are traps for all campers :) And one thing more... its winter on the map and the snow is on the bushes (there is no snow on the boxes, tombstones and on the house becuse someone has clean them.. simple? In the maze is no snow becuse its warm there... all those alive plants and electric lamps).

Comments friendly seen.

EDIT@
* I made the map more bright.
* There is no jumppad on the map.
* I have added the fog and water fog.
* Chasester said that he want to jump in the maze... so be it :P

Map file fraggarden.zip (156.62 KB)
Rating
40
points
 (5 votes)
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Files: t3hscreenshotololol.jpg / fraggarden.zip /

(1582) Home ~ Freezetag (w/ Grappling Hook)

altrag | 2008-09-20 11:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Source mod | Windows | ZLIB License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb The game of Freezetag added into Sauerbraten. Comes with the grappling hook addition.
Screenshot
Get original file (61KB)
Detailed description

For those of you who remember the good old Freezetag mod and Grappling hook from Quake 1/2/3 days, we've recreated them for your Cubing pleasure! Grapple can be used in any game mode, and FT in any team play game mode.

--- Addendum ---
Since I didn't think to post instructions here, I'll just copy in Gindrex' note from the comments and add a few qualifiers:
**

If you use the included modified batch files/config you shouldn't need to do much to actually turn it on, other than switch to a multiplayer mode like insta team dm.
**
(Altrag notes: FT is only available in team games, not regular DM games. Grapple is available in all modes. Also, the pre-built executable is ftsauer.exe, not sauerbraten.exe. Recompiling will overwrite the original sauerbraten.exe filename however. ftserver.bat and ftsauer.bat are your two basic batch files to run ftsauer. I've also changed the default port to 38785 and added a -mnomaster option in the batch file so that I wouldn't be polluting the master server with untested code. Keep that in mind if you want to start a server for non-LAN players).
**

Basically, the ftserver batch file will start it with freeze turned on internally.
**
(Altrag notes: FT and grapple were intended to be votable options, but I haven't gotten the voting working correctly yet, so for the moment they're both hardcoded on the server side. You will have to recompile to disable them. Voting is still planned for the future however).
**

Then all you need to do is connect the corresponding client to it. Once you change to a multiplayer mode like insta team dm, etc, it will pull the mode from the server and turn it on.

Of course, you need at least 3 clients before it starts getting more fun, since a single player per team results in a team score and autothaw, so you never see the icecubes.

To use the grapple, you need to bind something to usegrapple
i.e. /bind mouse2 usegrapple
**
(Altrag notes: I've actually added this into defaults.cfg now. There's also a menu option in the Input tab if you wish to rebind the key that way).
**

Mod file freezetag.zip (6.71 MB)
Rating
57
points
 (7 votes)
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Files: screenshot_11.jpg / freezetag.zip /

(1581) Home ~ Spring Edition Hudguns

SomeGuy | 2008-09-19 20:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Final Release | Content | All Platforms | Creative Commons (BY-NC-SA)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb the "classic" guns
Screenshot
Get original file (30KB)
Detailed description

Just thought I'd upload this for anyone that preferred the old hudguns (from the "Spring Edition"). To install, simply unzip into the Sauerbraten directory. I highly recommend that you first move the current hudguns to somewhere else before extracting the files, just in case you want to switch back.

I do NOT claim ownership of this, all credit goes to makkE

NOTE: as of "Trooper Edition", this "mod" is incompatible with the current release of Cube2/Sauerbraten.

Mod file spring_hudguns.zip (1.14 MB)
Rating
1
 point
 (1 vote)
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Files: screenshot_156067.jpg / spring_hudguns.zip /

(1580) Home ~ New skyboxes for ac_complex

Dypak RUS | 2008-09-19 05:08

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Mac OS
Blurb New skyboxes for ac_complex by Dypak|RUS|
Screenshot
Get original file (285KB)
Detailed description

New skyboxes for ac_complex

Mod file ac_complex Night.zip (488.77 KB)
Rating
0
points
 (0 votes)
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Files: picture-23.png / ac_complex-night.zip /

(1579) Home ~ Skin Terror

Dypak RUS | 2008-09-18 07:01

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Source mod | All Platforms | Other License | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Skin Terror
Screenshot
Get original file (109KB)
Detailed description

Skin Terror

Mod file Terror.zip (161.17 KB)
Rating
12
points
 (3 votes)
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Files: picture-22.png / terror.zip /

(1576) Home ~ cvs_sunset (assaultcube)

R4zor | 2008-09-14 05:10

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb ac_sunset - the official (cvs) version for 0.93.
Screenshot
Get original file (258KB)
Detailed description

This map is basically:

"ac_sunset; reloaded!"

This is the map found in the CVS version of Assaultcube. I have refitted it to fit the current version (0.93). The map is exactly the same except for a few minor things found only in CVS.

I have had this readily packaged for a while, but as the .cfg is needed (clippings), I postponed the release. Since having more time on my hands, I've made a screenshot and have decided to post it here.

Map file cvs_sunset.zip (703.5 KB)
URL http://www.megaupload.com/?d=S6AVNTWP
Rating
4
points
 (1 vote)
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Files: screenshot_20.jpg / cvs_sunset.zip / http://www.megaupload.com/?d=S6AVNTWP /

(1574) Home ~ The Floating Stone Temple

skiingpenguins | 2008-09-12 20:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
Blurb The Floating Stone Temple
Screenshot
Get original file (29KB)
Detailed description

I am posting this map becuase KI113R can't:

The Floating Stone Temple

Until the ice age this was a beautiful scenic place of peace and serenity.
Now that the place is ridden with falling ice and snow, it has been used to bring about death through weapons and hypothermia. The death threw weapons comes about by death match a brutal sport created by Ogro's in which the objective is to kill one another. As for hypothermia, ones that are too weak are left to the mercy of the cold fierce winter wind, sure enough they die. If you’re brave enough ill meet you at this location, bring your rifle or you’re going to die, no doubt.

Sky Box is by SkiingPenguins

UPDATE 1
I think I fixed the packaging!

Map file StoneTemple.zip (953.86 KB)
Rating
96
points
 (12 votes)
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Files: stonetemple_screenshot.jpg / stonetemple.zip /

(1573) Home ~ ac_bunker

Mr.Floppy | 2008-09-11 17:22

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8)
*
*
Starred Content
Blurb Get the rats out of the bunker!
Screenshot
Get original file (246KB)
Detailed description

THE STORY:

The RVSF decided to recommission an old army-bunker to use it as a headquarter. The bunker is built in a mountain and has an elevatable platform for helicopters...

They already cleaned up the place, filled the water and fuel tanks, switched on the generators and stocked lots of equipment all over the base.

The RVSF were waiting for a helicopter carrying a team of engineers, when suddenly ropes fall off the upper gate and a group of CLA-fighters enter the base...

THE FACTS:

- recommended for DM / TDM
I put flags into the beta-version, but if it turns out to be unbalanced I will remove them. The map is designed for TDM actually and I haven´t focused on CTF-requirements.

- each base got 2 entrances
- gimmick: you can climb up one rope
- lots of rooms and corridors

Opinions and suggestions are welcome! :)

Map file ac_bunker_1.0.zip (30.59 KB)
Rating
64
points
 (8 votes)
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Files: ac_bunker_screenshot.jpg / ac_bunker_1.0.zip /

(1572) Home ~ Oil Plant

SylentPhantom | 2008-09-11 03:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY) | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb An oil plant still making profits- and frags.
Screenshot
Get original file (36KB)
Detailed description

This is one of my best maps yet, and i am willing to change things get it even better, so please reply :).

Map file Oil1.zip (808.63 KB)
Rating
38
points
 (7 votes)
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Files: oil1.5.jpg / oil1.zip /

(1568) Home ~ New Scope

firzenr | 2008-09-07 13:23

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Source mod | Creative Commons (BY-NC-SA)
Blurb A new, simple scope for Assault Cube.
Screenshot
Get original file (23KB)
Detailed description

A new custom scope for the Sniper Rifle. I whipped this out on GIMP in less than half an hour. Not much more to say about it, just hope you like it. Please comment, because this is my first mod. Extract Scope.png into packages\misc\scope.

Mod file scope.png (10.79 KB)
URL http://ifile.it/ornyzsk
Rating
18
points
 (3 votes)
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Files: new-scope.png / scope.png / http://ifile.it/ornyzsk /

(1565) Home ~ Apollo's Facility (1.4)

apollo.ger | 2008-09-06 21:02

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Work in Progress | Deathmatch | CTF | Huge (16-32) | Creative Commons (BY-NC-ND)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb An abonded research facility in the hands of CLA. For AC 1.0 (CVS)
Screenshot
Get original file (27KB)
Detailed description

CLA has entered an abandoned but full functional secret research facility. Now RVSF has to bring the facility under its control.

Map file apollo_facility.zip (20.29 KB)
Rating
56
points
 (7 votes)
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Files: apollo_facility.jpg / apollo_facility.zip /

(1562) Home ~ wildwest

Deathbringer | 2008-09-05 19:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Large (9-15) | Public Domain
*
*
Starred Content
Blurb An abbandoned western town
Screenshot
Get original file (466KB)
Detailed description

This is it! I changed the graveyard the doors are gone and all glitches I noticed are fixed. Try this new version and see what you think!

Please tell me if there is things needed for I have yet to play this with other people, thanx

Deathbringer

Map file wildwest.zip (5.03 MB)
Rating
168
points
 (20 votes)
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Files: snapshot8.png / wildwest.zip /

(1561) Home ~ Spiralz - stuff added (Da Vinci stairs)

Kaomé | 2008-09-04 22:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Da Vinci's stairs (as in le château de Chambord - France ) added to the map spiralz.
Screenshot
Get original file (39KB)
Detailed description

When I was praticing in editmod, I found that some of the things I was making fit perfectly in the map spiralz.

I added two different spiral stairs, two really different Da Vinci's stairs -double helix stairs-, inside a tower or not, squared or rounded. The big difference with de DV's stairs is that one is wide enought to let a player jump without collide with the "ceiling".

I named the map spiralz2, but I didn't change anything of the original stuff. So you can replace spiralz by this one if you wish.

edit: packaging fixed (I hope).

Map file spiralz2.zip (501.85 KB)
Rating
32
points
 (4 votes)
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Files: spiralz2.jpg / spiralz2.zip /

(1560) Home ~ ac_harbor

Dvorakk | 2008-09-03 22:38

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AssaultCube | Work in Progress | CTF | Medium (5-8) | Public Domain
Blurb A medium-sized harbor map
Screenshot
Get original file (145KB)
Detailed description

The RSVF has found a CLA base, inside an old harbor. The RSVF, ready to take the CLA's base down, has arrived by boat and the war rages on. (The reason for the 16-bit screenie is my comp SUCKS. i can't run ac without it being slow on 24-bit.

Map file ac_harbor.zip (3.87 KB)
Rating
22
points
 (5 votes)
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Files: ac_harbor.gif / ac_harbor.zip /

(1559) Home ~ ac_arctic

kc | 2008-09-02 09:00

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Final Release | Deathmatch | Medium (5-8) | Public Domain
*
*
Starred Content
Blurb ac_arctic (the 1.0 official map for 0.93)
Screenshot
Get original file (207KB)
Detailed description

This is the version of ac_froze that was renamed to ac_arctic and will be released as a 1.0 map for assaultcube

The screenshot was done by r4zor as apart of the contest I hosted to select a screenshot to be included with the map.

Map file ac_arctic.zip (1.18 MB)
URL www.des.designweapon.com
Rating
46
points
 (8 votes)
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Files: arctic1-4.jpg / ac_arctic.zip / http://www.des.designweapon.com/ /

(1551) Home ~ Egypt Castle CTF

Idanwin | 2008-08-28 19:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Public Domain | Detailing Problem | Packaging Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb CTF map for Sauerbraten
Screenshot
Get original file (70KB)
Detailed description

A medium (small actually) CTF map for Sauerbraten.
Some may recognize the greatwall maps in it.
Screenshot
map

Please tell me what you like/not like!

Map file egypt_castle_ctf.tar.gz (83.78 KB)
Rating
8
points
 (4 votes)
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Files: egypt_castle_ctf.png / http://i321.photobucket.com/albums/nn365/Idanwin/deathfromabove.png?t=1219952193 / egypt_castle_ctf.tar.gz /

(1550) Home ~ Rouge Soldier test level

redisforever | 2008-08-28 15:27

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Conceptual | Singleplayer | Small (1-4) | Quality Assurance Issue | Packaging Problem
This content does not meet Quadropolis' quality assurance standards.

The site maintains a strict policy of only having content that is of value to the public in some way. Content should be thoroughly worked on before submission, and a node will be unpublished if something remains seriously wrong with it for a long period of time.

Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb Rouge Soldier
Screenshot
Get original file (20KB)
Detailed description

This is the first level of my mod for Sauerbraten called Rouge Soldier. Please give me feedback because I need to know how to improve it. It's small and has no enemies yet but tell me what you think so far.

Map file half.ogz (200.19 KB)
Rating
18
points
 (5 votes)
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Files: rouge-soldier.jpg / half.ogz /

(1549) Home ~ Map ac_industries

Mapas | 2008-08-25 19:27

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AssaultCube | Release | Deathmatch | Medium (5-8) | FreeBSD License
Blurb ac_industries
Screenshot
Get original file (245KB)
Detailed description

New map ac_ac_industries
ac_industry was created by me.

the rings help me :)

I love Toca :P

I hope that you like, suggestions, tips anything can speak here :)

try to improve next time :)

Map file ac_industries.zip (17.59 KB)
Rating
14
points
 (4 votes)
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Files: map-doctor-2.jpg / ac_industries.zip /

(1548) Home ~ DEVA STATION

ogrobastard | 2008-08-25 16:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | GNU GPL v3 | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb my first arena
Screenshot
Get original file (49KB)
Detailed description

This is my first arena made with sauerbraten

Map file devastation.zip (133.14 KB)
Rating
28
points
 (5 votes)
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Files: screenshot_38522.jpg / devastation.zip /

(1547) Home ~ DPDM

demonicpriest | 2008-08-24 22:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb Indoor map made for deathmatch.
Screenshot
Get original file (48KB)
Detailed description

Indoor map. I tried to give this one slightly more detailed textures, taking advice from reviewers of my previous maps. Its all indoor, and as with my last maps, has every weapon, armor, quad and health, but no health boosts. It has a tunnel filled with water which would be impossible in real life the way I made it, but whatever, this isnt real life.
Good hunting, vote fairly, rock on, give me some pointers and all that jazz.

Map file DPDM.zip (662.88 KB)
Rating
34
points
 (10 votes)
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Files: screenshot_44538.jpg / dpdm.zip /

(1546) Home ~ ac_Suburbs

Dvorakk | 2008-08-24 20:55

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AssaultCube | Work in Progress | CTF | Medium (5-8) | Public Domain
Blurb An abandoned part of the suburbs
Screenshot
Get original file (96KB)
Detailed description

An abandoned part of the suburbs, including two small houses, a large industrial building, and a torn restraunt. You need toca's mapmodels to play this map. A night skybox is included in the zip.

Map file ac_suburbs.zip (101.4 KB)
Rating
0
points
 (0 votes)
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Files: ac_suburbs_screenie.gif / ac_suburbs.zip /

(1545) Home ~ ac_komplex

oblivion | 2008-08-23 22:20

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Medium (5-8)
Blurb ac_komplex
Screenshot
Get original file (118KB)
Detailed description

A medium sized deathmatch, tdm, osok, and tosok map. I put flags in but that's probably not the best mode for it. Made it in 2/1 weeks for fun but I would like to know if its good enough to be added into the next release.

Map file ac_komplex.zip (11.83 KB)
URL http://www.mediafire.com/download.php?9me7m9e9lyj
Rating
38
points
 (5 votes)
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Files: ac_komplex.jpg / ac_komplex.zip / http://www.mediafire.com/download.php?9me7m9e9lyj /

(1542) Home ~ dume1m1

Ninja888 | 2008-08-23 14:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | GNU GPL v3
Blurb A Doom style map for Sauerbraten
Screenshot
Get original file (449KB)
Detailed description

The map is inspired by one of the product from Id Software... Doom. The level has six rooms , one plaza and a corridor leading to it. There is a secret too (Doom players will already know where is is). There are 4 player spawns, some ammo, two armors, quad and a health boost. In two places there is nukage, a toxic substance, but unlike in Doom this version kills You instantly! So whatch Your step :D.

XMAS Update (yea.. in August :P)! I have done few changes in the map. Now the nukage is more green, and there is no fog. And whit TomekGNO i have put more lights and do the observation tower less cubic.

Map file dume1m1.zip (3.86 MB)
Rating
20
points
 (4 votes)
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Files: dume1m1.png / dume1m1.zip /

(1541) Home ~ TrainStation

indijan | 2008-08-21 11:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb Train Station CTF / capture map
Screenshot
Get original file (46KB)
Detailed description

Trainstation with trains (duh) a building with a sort of dome and a glass/steel construction.
Suitable for CTF and Capture play.
Feedback is welcome!

Map file trainstation.zip (3.56 MB)
URL http://home.scarlet.be/jan.celis/files/trainstation.zip
Rating
28
points
 (4 votes)
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Files: screenshottrainstation.jpg / trainstation.zip / http://home.scarlet.be/jan.celis/files/trainstation.zip /

(1540) Home ~ ac_plop

DarKnoT | 2008-08-19 21:58

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Conceptual | Deathmatch | Medium (5-8) | Copyright
Blurb A funny arena made for the fun
Screenshot
Get original file (25KB)
Detailed description

This map was the 1st arena where the CLA prisonners fight for survive

Map file ac_plop.zip (2.29 KB)
URL www.explosive-alliance.c.la
Rating
6
points
 (1 vote)
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Files: plopbck.jpg / ac_plop.zip / http://www.explosive-alliance.c.la/ /

(1539) Home ~ Molten (Beta 4)

mrpiddly | 2008-08-19 21:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Large (9-15) | ZLIB License
*
*
Starred Content
Blurb A cartoon style CTF map in a lava field
Screenshot
Get original file (108KB)
Detailed description

This is an experimental CTF map designed to use the avocado palette for a cartoonish effect. It is still under development, but I would like some user's input on various aspects of the map. The Readme included in the download has additional information. I will take all reasonable suggestions or criticism into account for future releases.

The map is set on two castles in the middle of a lava field. Players must navigate a number of "islands" in order to reach their opponent's flag. The two sides are almost mirror images of each other so neither team has an advantage.

For the correct texture configuration, please make sure you have the latest aard/boxtex/alt_package.cfg installed. It can be found in Avacado by Tentus:

http://quadropolis.us/node/1523

Thanks for looking at my map, please provide feedback so I can improve this map further.

New for beta 4:
-added simple pixelated cloudbox for horizon
-added simple cloudlayer for star twinkling effect
-added mapmodelreset to support future custom map models
-added background sounds
-reduced health numbers on side islands
-reworked noclip/clip to make them more efficient
-deleted extra geometry
-tried making lights more orange again (now too pink???)
-various other fixes/optimizations

Map file Molten.zip (1.48 MB)
Rating
135
points
 (17 votes)
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Files: molten_screen1.jpg / molten.zip /

(1536) Home ~ ac_crematorium

DarKnoT | 2008-08-18 21:33

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Conceptual | CTF | Large (9-15) | Copyright
Blurb A map where the deads come back
Screenshot
Get original file (25KB)
Detailed description

The CLA took possession of the crematorium and it' now their base.
The RVSF planified an operation to take controle of this one.
A new war begin ...

Map file ac_crematorium.zip (4.52 KB)
URL www.explosive-alliance.c.la
Rating
6
points
 (1 vote)
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Files: crembck.jpg / ac_crematorium.zip / http://www.explosive-alliance.c.la/ /

(1535) Home ~ CenterX

Element | 2008-08-18 17:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8) | Other License
Blurb This is my first map that was sent in, open to sujestion, I tried to make everything open and as eazy killing and also complex.
Screenshot
Get original file (74KB)
Detailed description

This map is designed for easy killing but also a challenge to play on because of the jump pads and the quick moving capabilities. I also made an open feature to help the faster killing process but if your skilled, you would do very well on this map. Anyways, i hope you enjoy it and i am open to critique. Thanks

Edited by Admin: Unmarked maps as requiring the 'Development' branch of the game. Sauerbraten CVS is still compatible with the release as far as maps go.

Map file centerx.ogz (225.01 KB)
URL www.quadropolis.us/map/centerx
Rating
26
points
 (4 votes)
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Files: centerx.jpg / centerx.ogz / http://www.quadropolis.us/map/centerx /

(1534) Home ~ ac_sun (Final Version) by $N!P3R*

King | 2008-08-18 10:58

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Medium (5-8) | Creative Commons (BY) | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb ac_sun Final Release !!
Screenshot
Get original file (206KB)
Detailed description

ac_sun by $N!P3R*

Admin Message: Archive package contains superfluous "ac_sun" subdirectory. All content should be archived as they would be seen from the game's base directory.

Map file ac_sun.zip (218.8 KB)
Rating
38
points
 (5 votes)
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Files: screen_ac_sun.jpg / ac_sun.zip /

(1533) Home ~ Mayan Ghetto

Kretren | 2008-08-18 04:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb A multi-level ruin built for Instagib
Screenshot
Get original file (92KB)
Detailed description

This map only took me 2 days to make but I hope it doesn't show. It's basically a bunch of ruined architecture with lots of twists and turns. It's built for Instagib, Efficiency, and FFA/Default.

Map file mayan_ghetto.zip (517.76 KB)
Rating
68
points
 (13 votes)
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Files: mayan_ghetto.jpg / mayan_ghetto.zip /

(1532) Home ~ Silenced Pistol Pack

Storm | 2008-08-16 21:34

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | All Platforms | Creative Commons (BY-NC)
Blurb Added silencer to the pistol with a silencer sound.
Screenshot
Get original file (60KB)
Detailed description

An simplistic yet original moddification for AssaultCube

The pistol with an added silencer by Storm. My first mod ever! :)

My first go at modelling using milkshape
Any constructive advice/critism would be gladly accepted.

I do realize it looksquite boring, but in game it should look, feel and sound better.

Mod file Storms_Silenced_Pistol.zip (210.61 KB)
Rating
56
points
 (8 votes)
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Files: screenshot_59163.jpg / storms_silenced_pistol.zip /

(1531) Home ~ command control

ogrobastard | 2008-08-16 21:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | GNU GPL v3
Blurb my new singleplayer map. enjoy
Screenshot
Get original file (62KB)
Detailed description

in this map you have to steal the quad or the enemies will become stronger

Map file commandcontrol.zip (234.98 KB)
Rating
32
points
 (5 votes)
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Files: commandcontrol.jpg / commandcontrol.zip /

(1530) Home ~ ac_say - Under Development

Sharper | 2008-08-15 12:35

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AssaultCube | Medium (5-8) | Other License
Blurb ac_say - Under Development
Screenshot
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Detailed description

*UPDATE* Added respawns, changed lighting, finished the map (with more future changes expected soon), changed mapmodels, added pickups.

Map is almost finished, but not completed. Reason being, I need help with this map :(
I plan to suggest it to be released in 1.0 AC. I plan for it to be a Team Survivor map, and a Team One Shot One Kill. Maybe Team Deathmatch, and the slightest chance that it might be CTF.

It requires Toca's mapmodels; you can get it on another section on this site.
The unlighted part is the unfinished part, as obviously noticeable.

Any suggestion on what to do with the unlighted part is welcome - I wish to get it finished before 1.0 is released. Suggestions on the lighted parts, such as improvements or glitches that you've spotted are welcome. I am also looking for a suitable map name; any suggestions are welcome as well.

Map file ac_say.zip (15.88 KB)
Rating
36
points
 (5 votes)
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Files: ac_say.jpg / ac_say.zip /

(1528) Home ~ Dropsector

micklionheart | 2008-08-14 19:15

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb A small, darkish map for intense games.
Screenshot
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Detailed description

This is a platform based map with many opportunities for perilous drops (ending with death). Map may be chaotic with large numbers of players due to it's open areas and small size. Please, PLEASE download and comment.

Map file dropsector.zip (1.63 MB)
URL http://mick.hopto.org/
Rating
38
points
 (6 votes)
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Files: dropsector_shot.png / dropsector.zip / http://mick.hopto.org/ /

(1524) Home ~ de_dust

micklionheart | 2008-08-13 23:42

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Cube 2 (Sauerbraten) | Release | Deathmatch | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Clone of Counter-Strike map de_dust
Screenshot
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Detailed description

A non-exact but very close clone of de_dust from Counter-Strike. There's two versions in the zip, one with and one without weapons. This map isn't completed yet, but I wanted to upload it for suggestions. This is my first sauerbraten map (I've played with the editor before, but never made a complete map).

Map file de_dust.zip (1.09 MB)
URL http://mick.hopto.org/web/sauer/de_dust.zip
Rating
22
points
 (4 votes)
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Files: de_dust_shot.png / de_dust.zip / http://mick.hopto.org/web/sauer/de_dust.zip /

(1523) Home ~ Avocado

tentus | 2008-08-13 19:00

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Cube 2 (Sauerbraten) | Obsolete | Conceptual | Deathmatch | Capture | CTF | Medium (5-8) | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Similar in concept to Guacamole, but with slightly different implementation
Screenshot
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Detailed description

Clarification: the map is just a demonstration. The cfg in packages/aard/boxtex is the point.

This is a demo map I've entitled "Avocado" after Aard's "Guacamole". The demo map is now in omega, so it has DM, Capture and CTF support, and I have no plans of really adding anything else. I'm assuming that playability and visuals are OK, aside from SheeEtin no one has given me any criticism or pointers.

The map is pretty symmetrical, though the river/path in the middle throws things off a tiny bit. Nashaii and I did some playing around with vegetation and discovered that the grid palette doesn't work so great for making attractive plants: I think Aard hit it on the head, and I don't want to copy his art, so I'm just SOL. :D

Feel free to use the alt_package cfg in maps of your own, don't worry about crediting or anything.

Map file avocado.zip (291.1 KB)
URL http://tsholden.com/pages/avacado.htm
Rating
72
points
 (9 votes)
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Files: avocado.jpg / avocado.zip / http://tsholden.com/pages/avacado.htm /

(1522) Home ~ Badmouth player character

deathguppie | 2008-08-13 17:15

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Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Creative Commons (BY-NC)
Blurb Just a different player character nothing special ..
Screenshot
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Detailed description

I needed to figure out the player character export so I just grabbed a really old model of mine and animated and exported it. So if you want to try something different you can check it out just by replacing the mrfixit folder with this one.

**WARINING** REMEMBER TO BACK UP YOUR MRFIXIT FOLDER SO THAT YOU CAN PUT IT BACK IN PLACE !!

Please don't rate me by this model. This is one of the first game characters I ever made, so my modeling skills have come a long way since then.

Mod file badmouth.zip (5.42 MB)
URL http://proviction.com/deathguppie/sauerbraten/badmouth.zip
Rating
54
points
 (7 votes)
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Files: screenshot_19.jpg / badmouth.zip / http://proviction.com/deathguppie/sauerbraten/badmouth.zip /

(1521) Home ~ Solaris Construction Trooper

marvin2k | 2008-08-13 12:07

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Obsolete | Artistic | All Platforms | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb MAP MODELERS ONLY
Screenshot
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Detailed description

_______________________________________________________
Solaris Construction is ONLY FOR MAP MODELERDS set.

PLAYERS DON,T WILL USE THEM, you will have several problems.
-------------------------------------------------------
Hello,

NEWS: I add for map modeles few old Objects in *.obj file that i made for another project, and can you use in your creations. You have a few starships, that have a lot of polys, so you must use them carefully. And you have too some constructions with very low Poly, to use them like a distant objects, or constructions.

I made normal maps, specular maps and parallax maps for general sauer textures. I don,t change the textures that they have their own license. The maps are in original folder but maps modeles must use with carefull adding in theyr specific map folder, because i add them to original folders and this change original textures to random caos.
BACKUP your filer firts if you will use them.
USE WITH CAREFULL.

Some maps work very well, other no. But you can change it without restriction.
- If specular map shine a lot, use brightness and contrast options to made it more dark.
-If parallax map up to much (z axis) use brightness and contrast to made it more grey.

I,m not expert in map creation, i will accept all sugestion to help yours to create mode interesants maps.

thank you.

URL http://rapidshare.com/files/235647609/Solaris_Construction_Trooper.zip
Rating
14
points
 (2 votes)
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Files: construction.jpg / http://rapidshare.com/files/235647609/Solaris_Construction_Trooper.zip /

(1520) Home ~ Subzero by Mr.Biggles and FREAK

MrBiggles | 2008-08-11 20:27

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Huge (16-32) | Other License
Blurb An epic frozen capture map
Screenshot
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Detailed description

After about a month of work, FREAK and I are proud to present you with our newest map, Subzero!

Subzero places you in a large arctic battleground just waiting to hear the sounds of gunshots and explosions.
Four massive bases containing weapons of all kinds are set facing each other, waiting for its next victim, or new owner. Four bridges constructed over the large pit of death are the only things that stand between you and certain death. The moon is gleaming, the stars are shining and the battle is beginning...

*EDIT* You guys who are commenting and telling me "your textures arent very detailed" and "theres no really detailed texture or geometry work" are misssing the point of this map by a long shot. if you want detailed and goood texture work go download my first map Gen. however pretty it may be its completely unpractical and laggy and unusable for any fighting at all. thats why i made this map. i wanted a map that was uncluttered, simple and fun to play on for a large amount of people say 10 to 20. Stop picking out the tiny details of whats not good and grab a few buddies and try the map out... thats where the true beauty of Subzero is.

Map file packages.zip (3.56 MB)
Rating
130
points
 (18 votes)
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Files: untitled_1.jpg / packages_7.zip /

(1519) Home ~ Ruined Cities (incomplete)

commie | 2008-08-10 19:46

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AssaultCube | CTF | Superscalar | Public Domain
Blurb AC - Ruined Cities
Screenshot
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Detailed description

Ruined Cities is my first AC map, it consists of two opposing bases on each side of a canal. Most walls and ceilings are partially or completely destroyed along the edges of the canal, with more complete structures found near the center of each base. Trenches, narrow ledges and stairs, bunkers, and lots of sniping. There is no 'perfect cover', no matter where you might choose to hole up, you can get shot from almost anywhere, so stay alert!

The level is so big and open that opposite sides of the map are shrouded in distance fog...however, this prevents extreme range sniping and encourages getting into the trenches with a shotgun.

Windows on the RVSF base don't render well when viewed from the CLA flag area. Sometimes the engine renders columns at a distance that should not be there either.

There aren't many map models yet, and I'm still getting the grasp of sloped surfaces. If anyone is interested in helping me flesh out the level in coopedit or wants to build off of it on their own, let me know.

Map file ac_ruinedcities.zip (16.65 KB)
Rating
0
points
 (0 votes)
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Files: ruinedcities.jpg / ac_ruinedcities.zip /

(1513) Home ~ breach

del_signo | 2008-08-09 07:10

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Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Medium (5-8)
Blurb omg there are trees
Screenshot
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Detailed description

i know you probably have some problems with it but i really don't like going back to maps I've already done so I'm sorry but you will have to fix them yourself:( this doesn't mean don't leave feedback it just means that you wont be seeing another release of this map but you will see you suggestions in future maps :)

i would like to thank BlikjeBier for all the textures and his config (if you have any problem with me using all of that stuff just pm/post/email me and ill take the map down) without it I wouldn't have made a map like it. hope you enjoy.

Map file Breach.zip (168.3 KB)
Rating
28
points
 (4 votes)
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Files: screen_9.jpg / breach.zip /

(1509) Home ~ ac_strike by TRASH_PC

THEtrashpc | 2008-08-07 22:36

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AssaultCube | Release | Huge (16-32)
Blurb ac_strike
Screenshot
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Detailed description

large map

Map file ac_strike.rar (148.92 KB)
Rating
34
points
 (5 votes)
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Files: ac_strike_by_trash_pc.jpg / ac_strike.rar /

(1508) Home ~ temple of revelations

ogrobastard | 2008-08-07 12:52

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Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | GNU GPL v3 | Packaging Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

Blurb a normal sp map,but really cool.ENJOY
Screenshot
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Detailed description

get away from the temple of the revelations or you will die!!!

Map file egypt3000.zip (581.66 KB)
Rating
12
points
 (3 votes)
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Files: screenshot_36413.jpg / egypt3000.zip /

(1507) Home ~ hellpig2

deathguppie | 2008-08-07 05:41

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Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Content | All Platforms | Creative Commons (BY)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb new replacement character for the hellpig in fps Sauerbraten
Screenshot
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Detailed description

a replacement character for the hellpig in single player sauerbraten.

I can, and have done much more detailed characters than this, but it was about 16 hrs total work. so not bad time wise.

I am as allways open to the possibility of creating characters for a new fps.

cheers!

ooops.. sorry, didn't realize the mesh was missing..

FIXED!!

Ok.. final. This was a simple character and I don't want to spend more time on it because I have more to do. So here is the character looking pretty good and functional..

Mod file hellpig2.zip (325.33 KB)
URL http://proviction.com/deathguppie/sauerbraten/hellpig2.zip
Rating
142
points
 (15 votes)
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Files: screenshot-1.jpg / hellpig2.zip / http://proviction.com/deathguppie/sauerbraten/hellpig2.zip /

(1506) Home ~ Psion

SylentPhantom | 2008-08-06 23:35

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A tiny map only good for ffa.
Screenshot
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Detailed description

This map is meant for ffa and is inclined to become chaos quickly. I would suggest only 1-4 people on the map, and though i didn't put TOO much time into this, i had a lot of fun making it.

Map file stone1.zip (101.05 KB)
Rating
12
points
 (2 votes)
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Files: stone1.jpg / stone1.zip /

(1505) Home ~ DM-poop

FischKopF | 2008-08-04 22:29

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Cube 2 (Sauerbraten) | Release | CTF | Small (1-4) | Public Domain
Blurb a small DM/CTF Map
Screenshot
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Detailed description

A small space CTF/DM Map made by T$, Bl00d, FiSCHkOPF

Map file dm-poop.zip (1.13 MB)
Rating
28
points
 (8 votes)
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Files: sauerbraten-2008-08-05-00-19-01-82.jpg / dm-poop.zip /

(1503) Home ~ ac_zone_beta2 by $N!P3R*

King | 2008-08-03 16:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb ac_zone_beta2
Screenshot
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Detailed description

ac_zone_beta2 made by $N!P3R

Map file ac_zone_beta2.zip (448.56 KB)
Rating
0
points
 (0 votes)
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Files: screen_zone.jpg / ac_zone_beta2.zip /

(1502) Home ~ AC_FARCE (updated)

Loelin | 2008-08-03 16:13

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Deathmatch | CTF | Large (9-15)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A Nice Desert Map inspired by Combat Armz
Screenshot
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Detailed description

A detailed desert map which was inspired by the map Junk Flea in Combat Arms. Made the farthest passage clear from one mapmodel and refixed lights (by Accident)

Map file ac_farce.zip (9.19 KB)
Rating
8
points
 (4 votes)
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Files: 1217779009.gif / ac_farce.zip /

(1501) Home ~ Enhanced SP mode

rknigh21 | 2008-08-02 19:51

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Cube 2 (Sauerbraten) | Obsolete | Conceptual | Singleplayer | Standalone | Windows | GNU GPL v2
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A small mod that allow script to change various monster parameters including the model and behaviour.
Screenshot
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Detailed description

Small mod to sauerbraten that

1)Change all parameters for the 9 standard monsters (including models) from cubescript.
2)Picked up the second parameter to the “newent monster” command to allow monsters to be tagged into groups.
3)Added code to allow script to change the state of all monsters with a specific tag.
4)The monster ai calls a piece of script each refresh. Each tag can have its own script. This currently does nothing useful but proves it works.

The download includes the moded exe called sauerbraten_rk1.exe (for windows only), a batch file to start it sauerbraten_rk1.bat, the sauce code (all in monster.h and game.h commented). A few extra models, a smallish sp map called sp_thefarm and the instructions in sp_thefarm_readme.html. It should not overwrite anything on your existing installation however I take no responsibility for for anything it does to you pc (or even you head!)

The included demo map/game includes “in game menus” that allows the player to operate things in the game (doors?). This is not part of the mod it is standard sauer.

To install download the zip file and unpack into you sauer directory.

Mod file sp_theFarm.zip (3.48 MB)
URL http://www.clearcrystal.co.uk/sauer.html
Rating
60
points
 (7 votes)
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Files: marines1s.jpg / sp_thefarm.zip / http://www.clearcrystal.co.uk/sauer.html /

(1499) Home ~ ac_vent

Undead | 2008-08-02 12:39

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AssaultCube | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Presenting yet another map, ac_vent by Undead[C=64]. Good for tosok and tdm.
Screenshot
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Detailed description

ac_vent is a map created by Undead[C=64]. Great for tdm/tosok, it should be played with 4-12 people.

-Backstory-
The RVSF have received intel on a secret factory in Alaska. Learning of the secret, illegal materials made in this factory for example, drugs, ammunition and guns, and various other illegal things. The ventilation system in this factory is quite complex, and is the RVSF's ticket in.
RVSF Elite forces plant a bomb in the far north of the factory, blowing up a gigantic portion of the wall. The RVSF break into the factory to take the illegal materials for their use. Although they thought they were catching them by suprise, the CLA were well prepared. A bloody battle ensures in the factory.

Have fun :)

Map file ac_vent.zip (452.58 KB)
Rating
80
points
 (10 votes)
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Files: ac_vent-screeny.jpg / ac_vent.zip /

(1498) Home ~ Elite Mapping [EM] Map Pack

MisanthropX | 2008-07-31 15:32

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Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
Blurb creative map pack of 4 guys (MisanthropX, Badsock, Redon and Smukulu)
Screenshot
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Detailed description

Finally its done the map pack of the EM group
it provides
- a space map (em_space) CTF / CAPTURE
- a industrial-like map (em_storage)FFA/INSTA
- a medieval map (em_castles)CTF/FFA
- a metal map (em_deathmetal)FFA/INSTA

i hope you like our maps and enjoy the fights in our maps =P

Map file EM-PACK.zip (6.26 MB)
Rating
126
points
 (21 votes)
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Files: preview2.jpg / em-pack.zip /

(1496) Home ~ ac_crashed

Archangel | 2008-07-30 21:44

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AssaultCube | Artistic | Singleplayer | Creative Commons (BY)
Blurb Space + Zombies + AC? Awesome!
Screenshot
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Detailed description

This isn't really meant to be played - it's sorta just a work of art. Oh, sure, I added RVSF and CLA spawns, so it can be played. But it was really just trying to see if a 'future' map might work, as several people on the AC forum when discussing the 2nd Mapping Competition thought that making a futuristic map would be impossible. And it fits nicely with the 2nd Comp itself, although I cannot enter it because I am a judge, which was determined to be a ship-based thing. I also made quite a little short story to go a long with it.

May The Frag Be With You. [ well, a gib is preferred ]

BACKSTORY: [ warning: this is a bit long ] [ you might notice a few references in it to the AC community and various other things :P ]
Lieutenant Gerald Gimmick looked at the terminal. A message had just arrived from some RVSF base on an asteroid. He pressed a few keys and it opened:

Commanders Log: Entry 4442
Well, after a long and very, very, VERY boring 12 years of nothing much worth mentioning, something has finally happened. A ship that looks like a piece of crap just crashlanded on our asteroid near the base, in a small crater.

Sending a team of RVSF specialists to investigate.

Commanders Log: Entry 4443
We lost communication with the RVSF operatives when they entered the ship, after blowing open the doorways with charges. I sent another team and the same happened. I am sure as hell not going down there myself . . there's something fishy. I'm ordering all doors to be locked securely.

Commanders Log: Entry 4444
There was a hammering on the door last night shortly after I transmitted my last log. We opened it to find one of the RVSF. He had scratches and bites all over him. We asked him what had happened and then interrogated him but he said nothing, just stared at a wall.

Commanders Log: Entry 4445
A lot of the doors mysteriously opened last night. Now they can't close. We put the survivor in a cell, but I'm getting my men to get ready for an attack. I will be transmitting all logs since the ship crashed to Command.

Commanders Log: Entry 4446
Oh God. We got attacked yesterday evening by a bunch of . . I don't know what to call them. Zombies. They were all pale and bloody, and they were wearing torn up RVSF uniforms. I'm beginning to think some sort of virus was in that ship. We killed most of them, and then they ran away.

Commanders Log: Entry 4447
Everyone who was wounded in yesterdays skirmish started turning all gray today, and becoming violent. One attacked a man. Oh, there's one at the door now. He's holding his arms out in front of him and walking towards meeeeeeeeeeeeeeeeeecdxfsxdersxxxxxz sorry about that. I can't delete the stuff; my elbow fell on the keyboard. I shot the man, but he bit me. I fear I might, too, join the undead, for there are no other words for them . . .

[ There are no more Logs ]

Gimmick looked up for a moment before pressing a few more keys on the terminal's keyboard. A face appeared on the monitor, of Lieutenant General Makke. "Yes?" the face asked him, the gruff voice of Makke sounding slightly annoyed. This was compounded by the downward slant of the Lieutenant Generals bushy eyebrows.
"Sir, there's a transmission from Base 0666. Ah . . you might want to see it."
"Put it in."
Lieutenant Gimmick pressed a few *more* keys. The stern visage of Makke looked down at something below the screen for a while. Then he looked up and said, "Send several teams of RVSF immediately."
- - -

Sergeant "Dancin' Dog" Cole of M Platoon looked around, his MTP-57 slung across his back. This place was a mess. Blood all over the walls and floor. Shotgun shells lying around. A crate of ammunition had been torn open, the contents spilling across the floor around it. Some doors were forced open and barrels were piled in makeshift barricades. "Lieutenant Harps - you seeing this crap?"
"Ya," replied Harps. "let's take a look at the ship. There are four entrances. Cole, prepare to enter the SW entrance. Master Sergeant Floppy, take the north-western. Gunnery Sergeant Rowan, get the NE. Sergeant Diana, I'm pretty sure you can figure out which one you get."
"Sir, yes, sir," answered the various sergeants. The reply wasn't too enthusiastic.
"Corporal Shadow, I want you covering the entrances to the ship." Shadow was a dead shot with the sniper rifle. "The rest of you, you know your sergeants, get with them."
"Sir, yes, sir!"
"Uh, sir?" this was Private Casey, or "KC". "there's this thing, like, a gray human guy. He has blood all over him, and he just bit Deadeye. And he looks like he's going to bite me, too - " a gunshot echoed "Uh, mind if I, sorta, killed him, a bit? And Deadeye is looking a bit, odd. There's like, white stuff. Coming out of his lips. And he's mumbling, 'brainsbrainsbrainsbrainsbrains'. Real fast-like. What should I do?"
"Er . . . "
Harps was interrupted by PFC "Emo" Poser. "Er, sir? There's another one. Just like Kay Cee - " it was pronounced as two separate words. " - said. And, er, it's like, all over Floppy. And Intel," Corporal Intel was a notoriously annoying person who spammed up the communications device. He was also somewhat vain; he had taken to calling himself 'majestic' recently. "And Private Tipper. What should I do?"
"Well, shoot it, of course," replied Harps.
"Oh wait, nevermind. Some random idiot just came and whacked it with a plank, and it sorta fell off of them."
"Hey, there's another one of them. Actually, there's about . . . two dozen . . . "
"EVERYONE RETREAT! GET BACK TO DA CHOPPAH!" yelled Harps. "I mean hangah," he amended himself, and started to run. Once they got to the passageway leading to the hanger, where they had landed with a transport, they saw that the door was held open with a barrel; while usually this would work to their advantage, but M Platoon was not to good at figuring out things like that and thus it was assumed that the barrel meant that the door was being held closed. "Well, men," said Harps, "and women - " he noticed a sharp look from Sergeant Diana - "We shall just ha - " he was interrupted by a heated stare from a small blue fuzzy ball. Corporal ElCol was not considered human by most of his companions and Harps was beginning to realize that perhaps they were correct. " - ah, men and women and small blue fuzzy things, we shall have to make a stand here and hope help arrives."

And thus the epic battle for survival, epic-ness, and pie began . . . it is said that the first shot was from a local SHOOP which had been hovering above the asteroid in space.

Map file ac_crashed.zip (2.69 MB)
Rating
78
points
 (10 votes)
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Files: ac_crashed.jpg / ac_crashed.zip /

(1494) Home ~ DemonicPriest CTF/Loadout

demonicpriest | 2008-07-30 08:04

 this screenshot was not originally available or there was a problem extracting it

Cube | Release | Work in Progress | CTF | Medium (5-8)
Blurb Two bases with loudouts for about everything. CTF. ZIP FIXED.
Screenshot
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Detailed description

A colorful CTF. Two bases packed with all the armor, machinegun, shotgun, rocket and rifle ammo you could possibly need, a accessible roof for sniping defense and a simple bridge to cross to the other base, and come across again with the flag.

Edited by Administrator

Node presentation is the responsibility of its author, therefore enticing users to download your map is up to you to do properly. You may not use any notices to justify a poorly presented node, every user here is both participant and critic and will act according to their own will.
Map file DPCTF actual zip.zip (111.62 KB)
Rating
10
points
 (5 votes)
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Files: screenshot_2197633.jpg / dpctf-actual-zip.zip /

(1493) Home ~ Iron Hills

SylentPhantom | 2008-07-30 04:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb A small map for ffa and instagib.
Screenshot
Get original file (38KB)
Detailed description

I made this map a while back, and i just wanted to put it on here for fun. Not expecting the best reviews, but i put it on anyway. :)

I wouldn't mind a few ratings to see how i did back then.

Map file Lan4.1.zip (1.05 MB)
Rating
26
points
 (5 votes)
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Files: lan4.jpg / lan4.1.zip /

(1491) Home ~ Easy Master CP

MisanthropX | 2008-07-28 09:42

Cube 2 (Sauerbraten) | Obsolete | Other | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb usefull but small master control panel
Detailed description

i got sick of typing all the day "spectator 0 X or spectator 1 X , mastermode 1 2 3 etc"
so i made myself a control panel ;) like i said, nothing great but very usefull for quick spec / unspec / kick / goto / clearbans etc
also provides a map panel i never use it but its usefull too (newmap / loadmap/ sendmap etc)

tons of ppl askin me everyday "OLOLOLZ WHERE CAN I DOWNLOAD!?!?" well usually i dont upload every crap.. but here you are.. (finally)

its also a demonstration what cubescript is able to, and "newbs" are able to change the script, its really easy

update: now it works! xD

Preview
// Config script

Config file mcp.cfg (1.59 KB)
Rating
14
points
 (7 votes)
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Files: mcp_1.cfg /

(1489) Home ~ D-day

SylentPhantom | 2008-07-27 02:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
Blurb My D-day map.
Screenshot
Get original file (43KB)
Detailed description

It's time to take the beach- or defend it. This map is all ctf and though not quite finished, very fun to play.

Tell me what you think and what needs to be added. Thank you.
Please rate and reply.

Map file d-day1.zip (1.28 MB)
Rating
10
points
 (3 votes)
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Files: d-day2.jpg / d-day1.zip /

(1484) Home ~ How-To: One-Way Cubes

MeatROme | 2008-07-26 15:18

Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Guide
One Way Cubes

So - we saw handy do these in his mini_arena
and then explaining their creation in a tutorial included in factory..
also SheeEttin gave a very quick how-to in his comment to the mini_arena-node.

I've decided to put this up as a real guide too though - credits do have to go to those two for the research though! Well done boys - that's the true spirit of this community!!

Step Description
Visual
1 First we need a regular cube.
We use the default gridsize (3) for our tutorial.
2 Now we push one corner in all the way (left pic),
then back one step (right pic).
This tutorial has picked the bottom-left,
so for each face that's the corner to point to!
Use Q+MW to push/pull corners.
3 Repeat this operation for all four side-faces of the cube.
On the right pic you can see clearly
how each edge has been pushed in exactly an 8th.
4 Now go round again,
pushing in the last 8th.
The left pic is the before,
the right pic the after.
After corner #3 you'll see the bottom face disappear.


Hope that helps.
Enjoy!

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Files: none

(1483) Home ~ MFFA

MisanthropX | 2008-07-26 10:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
*
*
Starred Content
Blurb creative curvy medieval CTF / Capture / FFA map
Screenshot
Get original file (31KB)
Detailed description

a "MisanthropX" characteristic map!
bad textures - amazing buildings and details

it was made by the "EM" team, there should be (somewhen) a map package, but actually all are inactive (except badsock and me), and i dont want to leave this map behind

on this map worked: Redon, Smukulu and MisanthropX

i hope you guys enjoy this foretaste of the "EM (=elite mapper xD)" map pack
i also hope my team guys dont get mad at me if i upload this.

Map file MFFA.zip (920.33 KB)
Rating
171
points
 (27 votes)
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Files: mffa.jpg / mffa.zip /

(1482) Home ~ New Map Desert

Mapas | 2008-07-26 01:56

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Artistic | Singleplayer | Medium (5-8) | Creative Commons (BY)
Blurb ac_desert4.0
Screenshot
Get original file (99KB)
Detailed description

entertained map of the original ac_desert_secret more edited by Doctor and Br0s visit (woop.us) - (brc-team.vai.la)

Map file ac_deser4.0.rar (15.34 KB)
URL http://www.bigupload.com/files/68KLIAM69M/ac_deser4.0.rar.html
Rating
0
points
 (0 votes)
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Files: ddd.jpg / ac_deser4.0.rar / http://www.bigupload.com/files/68KLIAM69M/ac_deser4.0.rar.html /

(1480) Home ~ Fort_teams

Spaceoffz | 2008-07-25 18:14

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Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | Public Domain
Blurb A gameplay-focused classic-style map
Screenshot
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Detailed description

A Sauer map for Team deathmatches, CTF(mainly CTF) and Capture.
Second map I'm releasing to quadropolis, and this one is more focused on gameplay that being nice to look at.
This is a map for really tough fights, as its very open to be shot at.
Its for 6+ players, but I dont see why it wouldn't play well with less.

Map file fort_teams.zip (120.85 KB)
Rating
42
points
 (6 votes)
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Files: fort_teams.png / fort_teams.zip /

(1477) Home ~ Plasmer

Kretren | 2008-07-24 23:11

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb An insta CTF based map (other game compatible) with alot of strategies.
Screenshot
Get original file (40KB)
Detailed description

Currently the map is in theory done. I finished it just today and did some runthroughs for sloppy work that needed fixing. Thus it's open to any criticism and edits that you suggest. I intend to have this map submitted for the next release of Sauerbraten, so I'd like it fixed up as much as possible. I doubt there are many edits that can be made.

-update 1: packaging improved, removed unnecessary details.

Map file plasmer.zip (2.5 MB)
Rating
48
points
 (15 votes)
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Files: plasmer.jpg / plasmer.zip /

(1474) Home ~ Mysterious Castle

TomekGNO | 2008-07-24 17:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY-NC)
*
*
Starred Content
Blurb Capture/CTF map
Screenshot
Get original file (256KB)
Detailed description

It is medium size capture map with 6 bases. Please comment and rate this map.
Map is suitable for capture, ffa, instagib.

update 07/25/08: fixed geometry;
update 07/27/08: added new building, added ctf mode.
update 07/31/08: removed mapmodels, changed particles

Map file mysterious_castle.zip (4.43 MB)
Rating
154
points
 (19 votes)
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Files: zamek.jpg / mysterious_castle.zip /

(1472) Home ~ ac_fracht

Mr.Floppy | 2008-07-24 13:56

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb Ahoi! Get on the ship....
Screenshot
Get original file (129KB)
Detailed description

This map is different from what I´ve done before. I would even call it a fun-map. It´s supposed to be a ship.

THE STORY:

The CLA is transporting weapons and stuff to suport their troups... RVSF found the ship and already entered it...

THE FACTS:

- all modes available
- maximum players about 8 - 10
- probably a nice map for 1vs1/2vs2 games

It took me only 3 days, so you might not expect too much. I actually planed another project, but I had this idea on my mind and wanted to find out if it works. Leave a comment what you think about it and enjoy! :)

Map file ac_fracht_1.0.zip (17.05 KB)
Rating
76
points
 (9 votes)
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Files: screeny_fracht.jpg / ac_fracht_1.0.zip /

(1471) Home ~ I.N.G: Ingame Newbies Guide (Video & Audio Tutorials)

Deathstar | 2008-07-24 02:18

AssaultCube | Conceptual | Other
Blurb Ingame (in menus) Video and Audio tutorials in the goal to help begginers.
Detailed description

BETA VERSION 1.0
Some stuffs are missing, some little bugs are present, don't worry that's only beta version.
This is conceptual project, it is normal if isn't perfect for the moment.
thanks for comprehension! :D

SCREENSHOT: http://img515.imageshack.us/img515/6112/inguz0.jpg

There are a lot of newbies, and newbies don't like/don't know (generally) search tutorials on google...
I tought it left tutorials for newbies ingame (like in warsow). RandumIdiots did creat tutorials for newbies on his website (http://ri-ac.co.nr). I recorded demos and added voice (synthetical voice) with RI texts to creat interesting tutorials.

1)Instal I.N.G (see readme)
2)Start game
3)Bind ESCAPE, clic on: "Help", clic on "~>Newbie Guide<~"
4)Choose a Tutorial in the list.
5)Watch and Hear The tutorial :)

enjoy.

PS (to RI): I added credits to you in readme file. I used your texts because it is good stuff, and it help a lot newbies. And I don't have good english vocabulary, so isn't good to help people. I think isn't a problem to you if I use you text to help the comunity (it is your goal too). If maybe it is a problem, say me, and i'll redo myself the texts(voices). thanks :)

Config file ING (ingame newbies guide).zip (867.96 KB)
URL http://acka.roxorgamers.com
Rating
0
points
 (0 votes)
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Files: ing-(ingame-newbies-guide).zip / http://acka.roxorgamers.com/ /

(1469) Home ~ Necromancer

Matthias | 2008-07-21 22:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | CTF | Large (9-15) | Copyright
Blurb Necromancer CTF/Regen Status:update final release
Screenshot
Get original file (180KB)
Detailed description

same as First necromancer but updated it is a evil tower and a pentacle for raising the dead! Designed for CTF but has Regen bases if you want to use it

Map file Necromancer.zip (1.12 MB)
Rating
22
points
 (6 votes)
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Files: necromancer.png / necromancer.zip /

(1466) Home ~ ac_sand2 by $N!P3R

King | 2008-07-21 10:57

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb ac_sand2
Screenshot
Get original file (135KB)
Detailed description

Desert map made by $N!P3R // King

Map file ac_sand2.zip (392.34 KB)
Rating
0
points
 (0 votes)
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Files: sc.jpg / ac_sand2.zip /

(1464) Home ~ Castle Combat

SylentPhantom | 2008-07-21 02:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | CTF | Medium (5-8) | Creative Commons (BY)
Blurb My CTF map.
Screenshot
Get original file (30KB)
Detailed description

A small map only for insta ctf. I will be doing more work because right now its not that great. :(

Map file dentctf2.zip (115.3 KB)
Rating
12
points
 (4 votes)
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Files: terbert.jpg / dentctf2.zip /

(1463) Home ~ Tartarus

DrV | 2008-07-20 16:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Dark indoor CTF map with side-by-side mirrored layout
Screenshot
Get original file (336KB)
Detailed description

This is a dark CTF map in an indoor facility with plenty of ammo pickups and a couple of routes between the flags, with a (hopefully) interesting layout with two mirrored bases side by side.

This is only a first try at detailing and layout, so please comment about both of these things.

Map file tartarus.zip (1.23 MB)
Rating
24
points
 (3 votes)
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Files: quadshots.png / tartarus.zip /

(1462) Home ~ Coast

Spaceoffz | 2008-07-19 23:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Public Domain
Blurb Coastal Beach map
Screenshot
Get original file (512KB)
Detailed description

A coastal based map, with a lot of detail.
It may lag people, you may want to recalc light in lower detail.

Map file Coast.zip (431.51 KB)
Rating
18
points
 (3 votes)
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Files: coast_screen_small.png / coast.zip /

(1461) Home ~ ac_scaffold

DogDancing1 | 2008-07-18 23:21

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Work in Progress | Deathmatch | Small (1-4) | Public Domain
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A one shot one kill map
Screenshot
Get original file (239KB)
Detailed description

Map ac_scaffold made by me(DogDancing) this is my 4th map for ac, it is a small osok/dm map and also has tosok capability. I have been working on it for about a month of on and off again work. I focused on fast gameplay, as well as different gameplay than other maps. For example I added wire platforms and others, to make it a kind of two story map. This map is a small map as I have said, 1-6 people. Its good for 1vs1 or 2vs2 tosok. This is the beta so any suggestions are more than welcome.
Enjoy!
Note: one platform will be invisible unless used in cvs.
This obviously uses some of Toca's mapmodels, so if you don't have them you can download them on quad(search).

Map file ac_scaffold.zip (357.73 KB)
URL http://www.mediafire.com/?pzyyuhxrfkn
Rating
36
points
 (5 votes)
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Files: ac_scaffold-copy.jpg / ac_scaffold.zip / http://www.mediafire.com/?pzyyuhxrfkn /

(1460) Home ~ lc_blood

YoUrSeLf | 2008-07-18 03:51

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Small (1-4)
Blurb a bloody assasination
Screenshot
Get original file (482KB)
Detailed description

map by YoUrSelf|uMc|'s.
this map is made for last swiss standing.

enjoy

Map file lc_blood.cgz (3.81 KB)
Rating
12
points
 (2 votes)
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Files: picture4uz3.png / lc_blood.cgz /

(1457) Home ~ ac_ice_beta

oblivion | 2008-07-17 22:38

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Capture | Medium (5-8)
Blurb another snow filled map
Screenshot
Get original file (32KB)
Detailed description

worked on this map for a while and I think its done..................... with help from Intel

Map file ac_ice-zip.zip (17.59 KB)
URL http://www.mediafire.com/?tnt1dg2nzm1
Rating
6
points
 (1 vote)
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Files: screenshot_2853874.jpg / ac_ice-zip.zip / http://www.mediafire.com/?tnt1dg2nzm1 /

(1455) Home ~ Industrial Subway

Dvorakk | 2008-07-17 17:47

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Medium (5-8) | Public Domain
Blurb A small, abandoned industrial subway.
Screenshot
Get original file (357KB)
Detailed description

An abandoned industrial subway that the CLA is trying to keep hold of, not only for the subway's excellent hiding spot, but for the barrels and crates of forgotten materials. However, the RSVF has found the subway station and the CLA.

Map file ac_indsubway.zip (3.58 KB)
Rating
16
points
 (3 votes)
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Files: ac_indsubwaypic.gif / ac_indsubway.zip /

(1451) Home ~ Aztec CTF

MisanthropX | 2008-07-16 04:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | CTF | Medium (5-8) | Copyright
Blurb Aztec styled CTF Map
Screenshot
Get original file (45KB)
Detailed description

this map is an aztec-styled CTF map,
its really great fun to play the map there are some traps (the one-way-way for an example)
the textures are bad but the geographs are very good.

it needs ca. 10 seconds to get the flag
and ca. 14 seconds to return the flag

the map is also good balanced (mirrored/same weapons)

Map file aztec_ctf.zip (711.3 KB)
Rating
91
points
 (19 votes)
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Files: aztec_ctf.jpg / aztec_ctf.zip /

(1450) Home ~ s_poolday

smuKulu | 2008-07-15 19:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Idea from Counter Strike 1.6 --> fy_pool_day
Screenshot
Get original file (64KB)
Detailed description

This is a Sauerbraten Remake of a small Counterstrike 1.6 Map named fy_pool_day.
I've worked only 4 houres on it and I've made my own textures. It's just a funmap , so I didn't make any deatils :) just a few, like a toilette :P.
Have Fun and Good Luck :D

Map file s_poolday.zip (389.04 KB)
Rating
46
points
 (6 votes)
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Files: s_poolday.jpg / s_poolday.zip /

(1447) Home ~ Hide and Seek

killerbee | 2008-07-12 20:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Deathmatch | Medium (5-8) | Public Domain
Blurb Medium map to hide and seek. Don´t forget to shoot.
Screenshot
Get original file (52KB)
Detailed description

Medium sized Deathmatch or Instagib map with many secrets and good shooting positions

Map file Hide_and_Seek.zip (510.86 KB)
Rating
20
points
 (4 votes)
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Files: killerbees.jpg / hide_and_seek.zip /

(1446) Home ~ AC Skybox Pack - A New View For You

Sharper | 2008-07-12 18:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | Content | Windows | Other License
Blurb Rearranged by TheSharpShooter for AC, Content made by ScentedNectar
Screenshot
Get original file (178KB)
Detailed description

*UPDATE* Now including a config menu which allows you to load the skymaps using the Main Menu. *

This skymaps pack was made by TheSharpShooter, formerly known as |BC|*~Sharp~*.
The skyboxes were created by ScentedNectar.

There are 16 new skyboxes for Cube engine games or other FPS's.
You may use these skyboxes for your maps and etc. as long as you include the license with the files you use.
The license can be found in packages/textures/skymaps/nectar. Please read it before using any of these textures.

I have asked for permission of the author and am releasing this mod/pack. I will release more soon.
To explain throughly, I didn't just receive the images and put it in the pack. I have renamed all the images accordingly, adjusted the pictures so they are properly arranged according to its cameras (rotating pictures to fit etc.), and test every single one in AC.
There shouldn't be any problems, but if you do encounter them, please leave a comment of what precisely happened.
Also, just to let you know, ScentedNectar is not an FPS player or anything. She makes art for fun, should I say.

-------------->Non-Mappers Read This!!!<--------------
If you do not know how to load skymaps and/or do not want to make your own maps using these skymaps but want to use them in your normal gameplay, type in the following command to load the skyboxes during gameplay

/loadsky "textures/skymaps/nectar/nectarX"

and so on. X is the digit which will determine what skybox to load out of the 16 there is. So, if you wish to load skybox 6, type in

/loadsky "textures/skymaps/nectar/nectar6"

This probably only works for Windows. If there are other ways to do it on Linux or Mac, please tell me. Also, if you're good with config, you may re-edit it so it will load these textures automatically for you on particular maps. Binding is another option. Contact me for more info about this.
_______________________________________________
Below are screenshot previews of my soon-to-be map, ac_say (be aware that ac_say is an temporaily name)

http://i219.photobucket.com/albums/cc117/Tickytac1/screenshot_162155.jpg
http://i219.photobucket.com/albums/cc117/Tickytac1/screenshot_217091.jpg
http://i219.photobucket.com/albums/cc117/Tickytac1/screenshot_265676.jpg
http://i219.photobucket.com/albums/cc117/Tickytac1/screenshot_93430.jpg

Mod file Nectarskymaps.zip (9.09 MB)
Rating
40
points
 (5 votes)
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Files: screenshot_42774.jpg / nectarskymaps.zip /

(1445) Home ~ red_sp1 (work in progress)

Redon | 2008-07-12 18:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | Small (1-4) | Creative Commons (BY-SA)
Blurb Singleplayer Map (dont know what else <.<)
Screenshot
Get original file (111KB)
Detailed description

This is my first serious Singleplayer map. It isnt done yet, im working on it, but i wanted to give you a little demonstration of my map :)
tell me what you think of it^^

Map file red_sp1.zip (418.71 KB)
URL http://www.file-upload.net/download-974989/red_sp1.zip.html
Rating
74
points
 (11 votes)
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Files: red_sp1_screen.jpg / red_sp1.zip / http://www.file-upload.net/download-974989/red_sp1.zip.html /

(1444) Home ~ ValleyForts

Madrick | 2008-07-10 23:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | CTF | Large (9-15) | Creative Commons (BY)
Blurb A large map in a valley pitting two large forts against each other.
Screenshot
Get original file (88KB)
Detailed description

This map is my second release (although it is my 5th real map) and I'm very proud of it. I invested more time into this map than I have for all of my others. ValleyForts is intended for CTF, but can also be played equally well in Capture or Regen Capture.

The map is based in a valley, split into two sides by a river running through the center. Two castles run the length of each side, each has four large battlements which give segmented views of the map. The layout of the map causes the player to cross sides at up to five points to reach the other base (alternate routes may cause this to differ). In the exact center of the map is a building which marks where the "territory" of each side ends. In the middle of the building there is no floor save for a small arena, which houses a capture base in the capture gamemode.

Overall, this is a large CTF castle-themed map with expansive bases and caverns. It is by far my most visually stimulating map and may not run extremely fast on lower-end computers. I enjoyed making it and I hope that you'll enjoy playing it :D

Hope you love it and PLEASE comment!

Map file valleyforts.zip (7.23 MB)
Rating
38
points
 (5 votes)
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Files: multishot-valleyforts1.jpg / valleyforts.zip /

(1442) Home ~ SD_SauerDefense

Megagun | 2008-07-08 19:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | CTF | Public Domain
*
*
Starred Content
Blurb SD_SauerDefense: a 'Tower Defense' style CTF map for Sauerbraten.
Screenshot
Get original file (108KB)
Detailed description

SD_SauerDefense is a 'Tower Defense' styled CTF map for Sauerbraten. Concept by myself, map by }TC{Hero, DeeArrVee, and myself.

Goal is for one team (attackers) to run through a course.
The other team tries (defenders) to prevent them from reaching the exit.

Attackers win if they score 10 times.
Defenders win if they prevent the attackers from scoring 10 times after 10 minutes..

Hasn't been really tested in-game and might thus be quite imbalanced or nonworking; consider this a proof of concept or 'demonstration' styled map..

Map file SD_sauerdefensev02.zip (474.79 KB)
Rating
63
points
 (9 votes)
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Files: sauerdefense.jpg / sd_sauerdefensev02.zip /

(1437) Home ~ offa1

dairyking | 2008-07-07 12:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A snowy old castle/fortress in the mountains.
Screenshot
Get original file (23KB)
Detailed description

This is a small, fast dm/ffa/insta map me and Jake made in about 10 hours not including extra details. However those "10 Hours" stretched over a period of 4 days but the end result is awsome. It has been play-tested thoroughly and I think it's absolutely perfect. Flows well and has good gameplay and looks good although it doesn't have as much details as some maps but it still looks ok. I HIGHLY suggest not exceeding more than 4 players on this map.

About the Quake texture (The moving space in the portals) I have recently been told by maddog39 that people do, in fact, have permission to use quake textures from ID Software as long as you don't try to sell it which I'm not in less you want to buy it in which case I'll have to decline =D In any case he mentioned something about it being on the Enemy Territory Quake Wars Forums or something so I'm assuming theres written proof that we have permission but I don't have it on me. Anyway Enjoy the map! =D

UPDATE Monday, July 14, 2008: Fixed lighting and added some bookshelves for personality.

Map file offa1.zip (1007.46 KB)
Rating
130
points
 (16 votes)
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Files: offa1.jpg / offa1.zip /

(1436) Home ~ Crayon Wars *UPDATED*

AronNWA | 2008-07-06 22:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | Public Domain
Blurb A map that will provide for quick and exciteing gameplay.
Screenshot
Get original file (401KB)
Detailed description

So here i am, once again bringing with me a map. Surprisingly, this one may be pleasing to your eyes. I present to you, Crayon Wars. As goofy as a name as it is, it fits I believe. This was inspired by Redon's map in the making, Guacamole CTF. The texture set, just intrigued me. Anyway, the map uses the boxtex textures. When i designed the map, i had something like... what you may see in a kid's imagination, or a drawing perhaps just coming to life, if that makes any sense to anyone. The map consists of two castle/forts separated by a river. This is purely a CTF map. Attempting to play in other modes, will cause a mass mosh pit in the water. =P If you really want other game modes, just say so, and ill adapt the map accordingly, but just setting foot in the map screams CTF. A special thanks for Mr.Biggles for the designing of the trees, and slight detail and some texturing, and odds and ends. I hope everybody who downloads this finds it enjoyable. OH! And a big surprise for Meatrome. I ACTUALLY packaged a map correctly! I'm proud of my self, arent you? ;P

Update 1:Updated the map with some modifications from Biggles. 1.The ramparts now have some nice support beams, and theres some poles on the sniper towers. Also, the zip file is NOW correctly packaged. =P

Update 2: Improved the geometry of the castle towers, and biggles completely redid the flag room. It can now be described as a "Dr. Seussy" throne room type thing =P
Biggles and I also Made new bridges: 1 big one in the middle for assaults, but provides little cover, and 2 smaller ones, one on each side. These are for flank attacks, and provide maximum cover, except for rockets. Still no Capture mode support, but i fortunately added in standard spawnpoints for other game modes such as instagib, and FFA. Be sure and leave us a comment to tell us how were doing. =]

Map file crayonwars.zip (446.98 KB)
Rating
74
points
 (10 votes)
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Files: crayonwars1.png / crayonwars.zip /

(1435) Home ~ Zoozie's Map Pack

zoozie | 2008-07-06 01:58

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Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Medium (5-8) | Public Domain
Blurb 2 new good quality maps by Zoozie
Screenshot
Get original file (25KB)
Detailed description

Quoted from Readme
"there are 2 maps stored in these folders. one is Fragatron. Fragatron is a space themed map that is made up of various platforms. the other map, c_cf stands for colonial forts capture. it is night and 2 forts seperated by a creek and many trees are at battle. the are not many secrets but the real secret is learning how to get around quickly and efficiently."

Map file Zoozie'sMapPack.zip (1.07 MB)
Rating
58
points
 (8 votes)
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Files: mappackpic.jpg / zoozie'smappack.zip /

(1434) Home ~ Dual crosshair

evilprime | 2008-07-04 15:10

 this screenshot was not originally available or there was a problem extracting it

Release | Artistic | Content | All Platforms | Copyright
Blurb A custom crosshair with black outlines
Screenshot
Get original file (6KB)
Detailed description

DUAL CROSSHAIR

- A custom crosshair always visible on every surface

- The black outlines really helps your aim

- The crosshair size depend of your resolution screen so don't forget to set it with /crosshairsize cvar

- Just put to Sauerbraten/data/... (you must save the original one before)

Mod file dual_crosshair.zip (7.83 KB)
Rating
10
points
 (1 vote)
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Files: crosshair_view.jpg / dual_crosshair.zip /

(1431) Home ~ ac_froze

kc | 2008-07-02 21:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Deathmatch | Medium (5-8) | Other License
Blurb my first team deathmatch map
Screenshot
Get original file (56KB)
Detailed description

my first team deathmatch map is ready for beta testing

it takes place in a small snowy town where cla and rvsf fight to gain control of the place

it is mainly for team deathmatch, but i would like to know if you guys find it useful for team one shot one kill as well as any other mode you might play on it

updated: July 6th

added more ground textures, detailing, grenades

updated: July 8th

added more detail, changed lights, fixed grenade pickups

updated: July 10th

more detail, changed light scourers, fixed snow

updated: July 11th

more detail, light sources tweaked, texture changes, cfg file change, pickups tweaked

Map file ac_froze.zip (16.03 KB)
URL www.des.designweapon.com
Rating
6
points
 (1 vote)
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Files: ac_froze.jpg / ac_froze.zip / http://www.des.designweapon.com/ /

(1430) Home ~ Bomb Testing Chamber

SylentPhantom | 2008-07-02 20:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb An IronSnout Bomb Testing Chamber.
Screenshot
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Detailed description

A medium sized Deathmatch map.

Map file Dent5.zip (446.11 KB)
Rating
8
points
 (3 votes)
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Files: chamber.jpg / dent5.zip /

(1425) Home ~ Paradise Lost v2

Kaiser | 2008-06-30 00:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | CTF | Large (9-15) | Copyright
Blurb Paradise has been reborn
Screenshot
Get original file (461KB)
Detailed description

Just a simple remake of paradise lost that I did as a demonstration as to what rain effects and cloud layers could look like. Nothing special and this map might be too much for some graphics cards with how the rain is set up.

Map file paradiselostv2.zip (1.71 MB)
Rating
24
points
 (3 votes)
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Files: sauer-20080629-020552.png / paradiselostv2.zip /

(1423) Home ~ The Orchid Tower

Kretren | 2008-06-28 18:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Small (1-4) | Other License
Blurb A small Instagib map, might be made into Deathmatch, teams, etc. but I'd have to increase size
Screenshot
Get original file (19KB)
Detailed description

This is a nicely lighted map that I decided to make. It's really small so intended for 6 players TOPS. I tried to add as much as I could in a small space. You'll notice jumppads are numerous. They're even right beside the tower, so if you walk on them you'll be thrown onto another platform. This is built with symmetry in mind as well as playability. The textures are pretty weak I know, I'll probably add more variety later.

Three things I absolutely need for this are a good screenshot (the "pretty screenshot script" couldn't be downloaded for some reason????), a license (creative commons I know, but how would I do this?), and finally proper packaging for this (I've already made a CFG file for this but I'm only asked for the screenie and the map file, not a zip.. so how would I do this?? Btw I intended to put the Mars skybox in this, it's in the CFG)

Map file design1.ogz (353.09 KB)
Rating
16
points
 (3 votes)
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Files: design1.jpg / design1.ogz /

(1420) Home ~ DISCO

SW Kira W | 2008-06-27 06:51

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Cube 2 (Sauerbraten) | Small (1-4) | Copyright
Blurb We could run around shooting eich other. OR, we could DANCE!!!
Screenshot
Get original file (25KB)
Detailed description

A map including an awsom disco and outside area. this is still in major development. calclight and nightball skybox is a MUST for full use of this map. for those who dont know how just type this:
/loadsky socksky/nightball
THEN type this:
/calclight

Hope you enjoy our map and go easy on the comments as it is early development. may eventually turn into a city not just one building but thats confidential for now.

Made by Kiraa and Slick. ALL RIGHTS RESERVED (C) DISCO V 1.0

any feedback for further development would be apreciated. on that subject. need help making a cfg to open a skybox and set thumnails

Map file DISCO.zip (148.27 KB)
Rating
30
points
 (7 votes)
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Files: disco.jpg / disco.zip /

(1417) Home ~ Sandtrap Station

SheeEttin | 2008-06-25 17:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | CTF | Medium (5-8) | Creative Commons (BY-SA)
Blurb Sandtrap Station: A mix of tech and sand
Screenshot
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Detailed description

What started out as an image of sand divided by metal walkways evolved into what what is now Sandtrap Station, a "sand processing station". (Why you'd want to process sand is beyond me.)

Anyway, this map makes quite a bit of use of scrolling textures, as well as one instance of the new gradient shader. Also some manipulated glowmaps.

The texturing isn't the best; I started out with just the gray metal plate that you see near the center, then had a sudden inspiration and went on a retexturing rampage with the Lunaran's textures. The end result isn't half bad, but I suppose I still have a bit to learn about detail work. :)

The map is built around two opposing "control" areas, each a base for a CTF flag. This was designed mainly for CTF, but is certainly usable in other gametypes.

Feedback is, of course, welcomed (encouraged, even).

Updated 6/25/08: Added some light in the flag area, slowed the sand scrolling speed, heightmapped the sandfalls, and broke up some monotonous textures.
Updated 7/8/08: Lowered the grille-type things again, fixed a glaring texture error, updated screenshots.

Map file sandtrap.zip (363.43 KB)
Rating
33
points
 (5 votes)
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Files: sandtrap_aslkd.jpg / sandtrap.zip /

(1413) Home ~ Rcketfrag

zoozie | 2008-06-24 16:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | CTF | Small (1-4) | Public Domain
Blurb when antigravity and old platforms meet.
Screenshot
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Detailed description

a small space map filled with multiple levels of platforms

Map file Rcketfrag.zip (679.92 KB)
Rating
24
points
 (4 votes)
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Files: rcketfrag.jpg / rcketfrag.zip /

(1412) Home ~ Ultra-sharp crosshair

1brunobruce | 2008-06-24 12:34

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Cube 2 (Sauerbraten) | Final Release | Content | All Platforms | Public Domain
Blurb An ultra-sharp crosshair for the new Sauerbraten
Screenshot
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Detailed description

An ultra-sharp round crosshair for the new Sauerbraten release (ctf edition).
This crosshair will be sharp up to CROSSHAIRSIZE 50 !!!
It is a true gift from heaven.

Mod file sharp_crosshair.zip (39.67 KB)
Rating
65
points
 (8 votes)
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Files: screenshot.png / sharp_crosshair.zip /

(1411) Home ~ ac_desert4 (finished)

King | 2008-06-23 19:58

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb desert map
Screenshot
Get original file (210KB)
Detailed description

ac_desert_4 made by $N!P3R/King

Map file ac_desert4.zip (93.37 KB)
Rating
2
points
 (1 vote)
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Files: screen2_2.jpg / ac_desert4.zip /

(1410) Home ~ Editing Menu Mod

Dvorakk | 2008-06-23 02:03

AssaultCube | Work in Progress | Mapping | Public Domain
Blurb Two .cfg files to make toca's mapmodels easily accessable from the Editing menu.
Detailed description

Two .cfg files are included in the zip. How to install them are also in the .txt. A small, useful mod so that toca's mapmodels are in the Mapmodels menu. Note: You will need to already have toca's mapmodels installed for this mod to work. This mod also will not work with maps that have there own .cfg file. This is my first submission to quadropolis so tell me what you think. =)

UPDATE: I added the mapmodel #'s next to all the mapmodels on the list.

Config file Menu_Mod.zip (10.38 KB)
Rating
4
points
 (1 vote)
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Files: menu_mod.zip /

(1408) Home ~ ac_gothic || by R4zor.

R4zor | 2008-06-22 08:55

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb A medium sized TOSOK/TDM/LSS map in semi-darkness.
Screenshot
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Detailed description

I've deleted the original DESC. of this map as the map is highly different to the original. ac_gothic is a semi-dark TOSOK based map with old architecture and designs. It features many arches, elevated floors and great looks. I tried to focus on creating an interesting and different map.

Updates since Beta #1:
+ More gothic architecture and feel.
+ Lights redone, now more seeable but while keeping the dark feel.
+ Pickups redone.
+ Details added.
+ Other small changes.

EDIT: Sorry guys, ZIP should be fixed now.

Map file ac_gothic_beta2.zip (489.04 KB)
Rating
34
points
 (5 votes)
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Files: screenshot_18.jpg / ac_gothic_beta2_1.zip /

(1407) Home ~ ac_carport

Loelin | 2008-06-22 01:11

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AssaultCube | Deathmatch | CTF | Large (9-15) | Copyright
Blurb A Carshop for AC
Screenshot
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Detailed description

Its a detailed illegal car body shop, which of course, CLA its trying to protect

Map file ac_carport.zip (3.7 KB)
URL http://totalarena.ipbfree.com/
Rating
8
points
 (2 votes)
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Files: screenshot003.jpg / ac_carport.zip / http://totalarena.ipbfree.com/ /

(1405) Home ~ Abandoned

L. Tempris | 2008-06-21 18:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Public Domain
Blurb An abandoned space station
Screenshot
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Detailed description

Description: Deathmatch, small sized map, 4-7 players, a small
spaceship like complex with Many 3D Textures on walls
and such, floating with asteroids also...

Map's Story: This ship was once a space bound laboratory that served the Triberian
world. After a destructive find, the ship was abandoned and left for
dead. After many long years, this ship was descovered. Now dormant in
an asteriod belt, it has a new purpose, as a deathmatch arena...

Map file Abandoned Extract.zip (2.3 MB)
Rating
14
points
 (3 votes)
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Files: abandoned.jpg / abandoned-extract.zip /

(1403) Home ~ SkyShip (upgraded2)

L. Tempris | 2008-06-20 19:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | Other License
Blurb My 7th release! An airship like complex- read the readme for more info...
Screenshot
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Detailed description

3.2 7th public release - Fixed some lazy mistakes. Now can play CTF with it!

If you have any sugestions of improvement, feel free to send a email to:
l._tempris@hotmail.com

You can also edit and send me the edited version with your improvements listed in a Word or
Notpad document.

Thanks-A-Bunch!!!

Copyright & Permissions:Sauerbraten Engine/Game by Wouter van Oortmerssen aka Aardappel. (www.sauerbraten.org)You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission!If you have a mapping website, and you want to upload this map in it, or if you're making a map pack and want to include this map, you're totally free to do so. Always remember to include all files unmodified. Especially this readme file.

Map file SkyShipExtract.zip (4.36 MB)
Rating
45
points
 (8 votes)
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Files: skyship.jpg.jpg / skyshipextract.zip /

(1402) Home ~ Redemption

Kaiser | 2008-06-20 18:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Large (9-15) | Copyright
Blurb Space has gone to hell
Screenshot
Get original file (429KB)
Detailed description

CTF remake of an old map of mine. A lot of the geometry has been changed from the original not to mention some new parts have been added in. Right now the release of this only contains the geometry but I am trying to get a feel for what players would like to see done with this to better fit how they play.

The current concept is that from flag-to-flag there are more or less 5 paths (2 top, 2 middle, 1 bottom) that a player can take. The top is the fastest by far but provides little cover. The middle path gives a good bit of cover but getting to the flag takes some work. The bottom path is very open and very straight so it can be either a quick escape or just a fast way to die.

UPDATE 1:
I will now call this a beta version of the map. A few geometry changes to make the time between flags a bit longer. The lighting is done and items and spawns are all in place. As of right now all I need on this map is a bit of testing and refining before I will call it done. If there are any changes anyone would like to see in this let me know and I will see if I can toss them in. The map is intended mainly for CTF so the placement of weapons is sided more towards the spawns of the map but I managed to place the regular spawns out quite evenly so that they are within easy reach of some weaponry.

UPDATE 2:
Widened the side hallway a lot. This took a lot of time and I think it worked out well. I don't plan to widen the other hallways as they are much shorter and benefit from the narrowness in this case. I took out a lot of the small pillars to give the map a little more open feel and also raised a few areas where the ceiling was too low. Teleports have been added in to make getting between levels just a tad faster.

UPDATE 3: Okay I just tore through the map and removed as much obstructions as I felt the map could do without. This is about as far as I can take the map to make it more open. There will be at least one update after this to tie up a few loose ends such as adding Capture and a new screenshot as well.

UPDATE 4:
Addition of small visual changes to the map as well as a few texture fixes. The large side hallway now is connected between the top and bottom to improve the flow of the map a bit as well as give a little more in the way of paths to take to the flag. Capture support added in and new screenshot is now packaged with it.

UPDATE 4.5:
Tossed in a teleporter in each side to help with getting to the upper levels and also made it so that grabbing the flag will be just a tad harder but not too much.

UPDATE 5:
I think the change is obvious. I think it improves the map quite a bit by giving more options of where to go and at the same time increasing the chance of a run in between teams and also allowing for a better chance at getting the flag back should it be captured.

UPDATE 6:
Added in some particle effects by request. Some might get changed or removed on the next update. About 1/4 of the envmaps are now gone to reduce a little bit of the drag they were causing.

UPDATE 7:
The end is near!!! A few texture and geometry fixes. The major update here is less noticable as it is the reduction of the envmaps down to a more reasonable level. From edit mode look above the map and you will see how this was all done.

Map file redemption.zip (1.48 MB)
Rating
66
points
 (8 votes)
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Files: sauer-20080622-144430.png / redemption_0.zip /

(1401) Home ~ Garten

Osbios | 2008-06-20 09:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | GNU GPL v2
*
*
Starred Content
Blurb refresh of my garden map
Screenshot
Get original file (65KB)
Detailed description

The old garden map wasn't created with multiplayer in mind.

After some people asked me to make garden usable for multiplayer I started to change some details, added a underground area and inserted startpoints and supply.

I call it Garten, which is German for garden. ;)

Now I need some players to test the map and give advised what can be done better. And son after that it hopefully will be a release.

I stay with the standard PVS size of 32. But I forgot to calclight with best quality... well I noticed it 5 Seconds ago. I will do better on the next calc. ;)

Update (Beta2):
- changed water/waterfall colour
- calclight 3
- recreate PVS because of a small flaw
- and some small changes

Map file garten_beta2.zip (1.38 MB)
Rating
94
points
 (12 votes)
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Files: garten_beta1_image.jpg / garten_beta2.zip /

(1396) Home ~ Phantom Skin

Loki | 2008-06-17 07:38

Cube 2 (Sauerbraten) | Release | Final Release | Singleplayer | Deathmatch | Capture | CTF | All Platforms | Copyright
Blurb SKin for sauerbraten Ironsnout
Detailed description

another skin this one is a white/ice blue color with a blue trim also black eyes

(this is a skin for the ironsnout) ZIP.file

Rating
0
points
 (0 votes)
Attachment Size
Phantom Skin.zip 211.13 KB
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Files: none

(1395) Home ~ kc_mud

kc | 2008-06-16 23:36

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Large (9-15) | Other License
Blurb kc_mud made by KC
Screenshot
Get original file (57KB)
Detailed description

New map made by DES|KC.

Muddy type looks with a few new ideas (ex. the boxed windows).

story:
RVSF and CLA are taking the fight to a muddy level. The level has useful items to both sides like a power core.

notable landscape items:
The thing with all the barrels, it is meant to be a barrel maker.
Also note that the map is set up almost perfect symmetrical.

update june 18th:
texture change, more pickups, alittle more detailing

enjoy

Map file kc_mud.zip (12.96 KB)
URL des.designweapon.com
Rating
0
points
 (0 votes)
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Files: kc_mud.jpg / kc_mud.zip / http://des.designweapon.com/ /

(1394) Home ~ AC Knife Edit 2.0

sauerfreak | 2008-06-16 22:34

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Work in Progress | All Platforms | Creative Commons (BY-NC-SA)
Blurb A slightly bloodied knife for AC.
Screenshot
Get original file (50KB)
Detailed description

Version 2.0 of the "AC Knife Edit," as I have come to call it. Bloody knife doesn't sound as technical or cool. :B What I've done in this version is made the blood more realistic looking. I've achieved this (I hope so) by making the blood transparent and by adding various splotches and whatnot to it. I've also updated and added the world model, it's not a carbon copy of the hudgu...hudknife, but it's there. Hope you like it! (You can rate it by looking at the screenie, if you really don't want to d/l it and look at it in-game. But then that would defeat the purpose of the whole thing, now wouldn't it?) ; )

~sauerfreak

Mod file knife.zip (179.46 KB)
URL http://www.freewebs.com/sauerfreak/
Rating
18
points
 (3 votes)
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Files: knife.jpg / knife.zip / http://www.freewebs.com/sauerfreak/ /

(1392) Home ~ Assault Cube Winchester MOD 1300 Weapon Model + Menu Model *UPDATED*

mrfish7 | 2008-06-16 16:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | All Platforms | Creative Commons (BY-NC)
Blurb A Winchester with shell animation. *Bug ( with the tube) fixed* + *shell bug*
Screenshot
Get original file (54KB)
Detailed description

My next weapon. a shotgun in the style from the Winchester Mod 1300. I have created a shell animation.
Install: "How to install.txt" is in the ZIP. Video : http://de.youtube.com/watch?v=omJaJWYq6jo

Have Fun!

*BUG FIXED*

*SHELL BUG FIXED*
*TUBE BUG FIXED*

Mod file W1300.zip (374.31 KB)
Rating
28
points
 (4 votes)
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Files: winchester1300.jpg / w1300.zip /

(1391) Home ~ M60 Weapon Model and Sound

mrfish7 | 2008-06-16 15:15

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | All Platforms | Creative Commons (BY-NC)
Blurb My First Weapon :)
Screenshot
Get original file (315KB)
Detailed description

Hmm, thats my first Weapon I've made. The skin.. hmm it's not soo good but it looks funny. :) The Sound.. Is very Good.. i think xD . This is a Model for the Subgun.. I hope you like it. How to install : The "How to install.txt" is in the Zip!. Heres a Video from my M60: http://de.youtube.com/watch?v=zgK9Aig_9VA

Mod file M60.zip (782.03 KB)
URL http://www.file-upload.net/download-917867/M60.zip.html
Rating
18
points
 (3 votes)
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Files: m60.png / m60.zip / http://www.file-upload.net/download-917867/M60.zip.html /

(1387) Home ~ quake series

ogrobastard | 2008-06-14 12:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | GNU GPL v3
Blurb quake series
Screenshot
Get original file (16KB)
Detailed description

this is a series of quake with 4 maps.Enjoy

P.S:Sauer4u was my first name in the game.Now i'm ogrobastard.

Map file quake series.zip (503.22 KB)
Rating
0
points
 (0 votes)
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Files: quake-series.jpg / quake-series.zip /

(1386) Home ~ Fanatic's Quake2

marcpullen | 2008-06-14 00:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Deathmatch | Small (1-4) | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Another small quake textured map
Screenshot
Get original file (61KB)
Detailed description

This is another simple Quake textured map for a small 1-4 player game.

I'm hoping this will make it in the upcoming release on the 15th, so let me know if there are any basic improvements that need to be made!

Requires the latest CVS release. Unzip to your packages\base folder, and load it from the console as: /map fanatic_quake2

Map file fanatic_quake2.zip (2.37 MB)
Rating
54
points
 (7 votes)
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Files: fanatic_quake2_screenshot.jpg / fanatic_quake2.zip /

(1383) Home ~ Kanyon

Kaomé | 2008-06-12 18:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Capture | Large (9-15)
Blurb A symetrical map with an important underwater part. I'll make a CTF version when the next release is out.
Screenshot
Get original file (43KB)
Detailed description

It will be a CTF when I know how this mod works for sauerbraten (spawn, ammo, etc). So I may remake it partly in a few days. The flags will be between each pair of sparky lens flare.
There are ammos, armors and bases so the map is OK for capture and FFA, and maybe Assassin.
I would remake it too if I get a GPU that supports shader. Actually I can't see them, so I just ignore them.

Map file kanyon by Kaomé.zip (2.5 MB)
Rating
20
points
 (3 votes)
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Files: kanyon640.jpg / kanyon-by-kaom%c3%a9.zip /

(1382) Home ~ Ruins

The_Yeti | 2008-06-12 15:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten)
Blurb A destroyed place with ruins
Screenshot
Get original file (25KB)
Detailed description

A destroyed place with ruins. The map can be played in all gamemodes. Have fun with it!

Map file ruins.zip (947.49 KB)
Rating
22
points
 (4 votes)
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Files: ruins.jpg / ruins_0.zip /

(1381) Home ~ MBG

Wolfeater | 2008-06-24 03:47

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
Blurb mayan battlegrounds
Screenshot
Get original file (399KB)
Detailed description

Ancient Mayan battlegrounds, map size 10, minimized to suit indoor needs... capture, default, or instagib map, taken down to the samllest detail, such as small chips in the moss-covered stone, or a pebble on the floor.




More detailed version of MBG, and added a second floor with nice sniping points, but also blind spots for hiding. lights are more even, and there are way fewer torches, the main blaze is no longer blue, but the colour of the torches, to make things look better. i hope every one likes it -Assassin-w00t(A.K.A Wolfeater)
Special Thanks To: Biggles, Ace, Farcry, FREAK, SATAN, Kaome, and Laharl :D

Have Fun!

Map file mbg.zip (1.61 MB)
Rating
80
points
 (10 votes)
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Files: mbg.png / mbg.zip /

(1380) Home ~ Master Control Panel

Hero | 2008-06-11 20:12

Cube 2 (Sauerbraten) | Release | Work in Progress | Other | Public Domain
Blurb GUI to spec/unspec/kick/whatever easily
Detailed description

This is a small gui, got the idea from SATAN||| and a little help from apflstrudl, who is going to make a different gui for that topic.

install instructions:
1. copy the mcp.cfg into your sauerbraten main directory.
2. add this to your autoexec.cfg: exec mcp.cfg
3. create a bind with: bind KEY_OF_CHOICE [showgui mcp] (replace KEY_OF_CHOICE with the name of any key on your keyboard)

usage:
Choose a clientnumber by using the slider, then decide what to do with the player. The gui will show the name of the player you had chosen, thats why it just works right in CVS.

EDIT: woops... Forgot to upload the file o.OO
Sorry about that, it's online now.

Config file mcp.cfg (728 bytes)
Rating
0
points
 (0 votes)
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Files: mcp.cfg /

(1379) Home ~ Dusk Arena

Kal | 2008-06-11 10:05

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Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A medium size Egyptian theme FFA map
Screenshot
Get original file (118KB)
Detailed description

A medium size Egypt theme FFA map for 1-6 players with excellent gameplay flow. We're hoping to get this in the upcoming release, so a lot of play testing and feedback would be appreciated!

by DairyKing and Kal, cheers to Blahville, Satan and Nieb for playtesting/suggestions.

**Edit notes**

Moved quad out of the nook, onto the rounded corner.
Moved Yellow Armour from the platform up to the ledge. //Need feedback on this change, not sure if it'll improve flow.

Fixed some texture problems, tweaked some clipping

Map file kalking1.zip (668.09 KB)
Rating
65
points
 (10 votes)
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Files: kdk.jpg / kalking1.zip /

(1375) Home ~ TTF2Font

Quin | 2008-06-09 23:47

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AssaultCube | Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Release | Work in Progress | Standalone | All Platforms | ZLIB License
*
*
Starred Content
Blurb Utility program designed to create font bitmaps for Cube Engine games.
Screenshot
Get original file (43KB)
Detailed description

TTF2Font is a utility program designed to create font bitmaps for Cube Engine games, it works by taking a Truetype font and building it into a set of coordinates in an image. It was created by Quinton "quin" Reeves and Lee "eihrul" Salzman, to assist Joshua L. "verbalshadow" Blocher in his creation of content for Blood Frontier.

For help using this program, please see the included ReadMe, or view the online wiki article at: http://www.bloodfrontier.com/wiki/TTF2Font.

URL http://sourceforge.net/projects/bloodfrontier/files/Vault/TTF2Font/ttf2font%20v0.3/ttf2font-0.3.zip/download
Rating
78
points
 (14 votes)
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Files: ttf2font.jpg / http://www.bloodfrontier.com/wiki/TTF2Font / http://sourceforge.net/projects/bloodfrontier/files/Vault/TTF2Font/ttf2font%20v0.3/ttf2font-0.3.zip/download /

(1374) Home ~ Dark_Towers

The_Yeti | 2008-06-09 21:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A dark and very evil place.
Screenshot
Get original file (13KB)
Detailed description

A dark and very evil place. Map can (like allways) be played in all gamemodes.

PS: DON´T complain about the trees! They are very important! ... have fun ;D

Map file dark_towers.zip (746.87 KB)
Rating
8
points
 (1 vote)
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Files: dark_towers.jpg / dark_towers.zip /

(1373) Home ~ High Train

GARCiA Alvares | 2008-06-09 17:56

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Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Small (1-4)
Blurb High Train
Screenshot
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Detailed description

... just high train... Nothing for anyone with fear from highness :)

Map file Train.zip (931.79 KB)
Rating
12
points
 (2 votes)
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Files: screenshot_13.jpg / train.zip /

(1371) Home ~ monstermodels

alex256 | 2008-06-09 06:25

Cube 2 (Sauerbraten) | Mapping | Public Domain
Blurb simple .cfg that allows you to use monsters and rpg charactors as mapmodels.
Detailed description

just put in main sauerbraten folder and while you are in game type
/monstermodels.cfg

Config file monstermodels.zip (517 bytes)
Rating
0
points
 (0 votes)
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Files: monstermodels.zip /

(1370) Home ~ Castle3

The_Yeti | 2008-06-08 19:34

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Cube 2 (Sauerbraten) | Large (9-15)
Blurb A big castle.
Screenshot
Get original file (19KB)
Detailed description

A big castle. This map is the new version of my first selfmade map. The map is available in all gamemodes.

Map file castle3.zip (2.91 MB)
Rating
22
points
 (3 votes)
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Files: castle3.jpg / castle3.zip /

(1367) Home ~ Script to get/update CVS Version of Sauerbraten (Windows only)

Osbios | 2008-06-07 21:35

Cube 2 (Sauerbraten) | Obsolete | GNU GPL v2
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb CVS Tool + Batch file to get/update the CVS Version of Sauerbraten
Detailed description

This is a CVS Tool and a Batch file for Windows to get the latest CVS Version of Sauerbraten.

I only tested it on Windows XP. Feel free to correct my English or report other "bugs". ;)

PS: I did this because so many User on the Servers tried to explain other users how to use CVS to get the developer version of Sauerbraten. And now they can just write "look at quadropolis :D"

Rating
32
points
 (4 votes)
Attachment Size
get_sauerbraten_cvs.zip 342.26 KB
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Files: none

(1366) Home ~ High quality multiplayer map-pack (version 4.1)

sCaSd | 2008-06-07 21:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | GNU GPL v2
*
*
Starred Content
Blurb This pack contains four maps, two capture/CTF/FFA, one FFA/capture and CTF/FFA
Screenshot
Get original file (159KB)
Detailed description

High quality map-pack written for Geforce 8600 GTS and derivatives. It contains four medium and one small sized map:

alienbase3 - medium, modes: capture/FFA
base2 - medium, modes: capture/CTF/FFA
ctfrug - small, modes: CTF/FFA
floatingforts2 - medium, modes: capture/CTF/FFA ---> http://www.quadropolis.us/files/cft_floatingforts.jpg
sirius_castle - medium, modes: capture/FFA

Features:
- Usage of new CTF gamemode in three maps
- Anti-rocket-spam improvement for better regen-capture gameplay
- The three CTF maps are 95% mirrored for fair competitions
- Mostly fixed base-sets for better capture gameplay
- Model-geometry of trees consists of clip-cubes now so its possible to walk on them
- Trees are no longer bullet proof (additional configs in the vegetation folder)
- Offensive usage of parallax-textures and shaders
- Some new parallax-maps/normal-maps for older Sauerbraten textures
- Massive clip/noclip improvements
- Two maps have 3D backgrounds
- one new and one modified skybox

------------------------------------------------------------------

Update 2.0:
- A new map, Alien Comet Exploration Base, version 3
- Some geometry fixes and tweaks
- The scripts have also been changed

Update 2.1, 2.2:
- again some geometry and script fixes

Update 3:
- some major geometry tweaks for sirius_castle

Update 3.1:
- changes to the license: it is now licensed under the GPL v2
- geometry/light tweaks

Update 4:
- some cloud-boxes added
- lots of geometry tweaks
- folders are rearranged - two folders: package/scasd and package/models/scasd
- bugs fixed
- scripts are tweaked for the new release
- extra-tree config is removed now
- some of the background-geometry is now foliage for better performance

Update 4.1:
- Teleporter fix

------------------------------------------------------------------

Level authors: Alex256, Jochi, Madrick, Redon, sCaSd, Yosh and VastLite

Map file mp-map-pack9.zip (12.39 MB)
Rating
84
points
 (10 votes)
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Files: screenshot_5.jpg / mp-map-pack9.zip /

(1365) Home ~ Coolguy's script pack

Coolguy | 2008-06-07 18:46

Cube 2 (Sauerbraten) | Creative Commons (BY)
Blurb Just a bunch of random (but useful for me) things put together.
Detailed description

This is just a bunch of useful things that I put all into one package. This is free to distribute, just so long as you DO NOT POST IT ANYWHERE WITHOUT GIVING SOME CREDIT TO ME!!! Feel free to comment, as I would at least like to know if people like it (or I wouldn't have posted it XD) There might be updates, depending on if I'm lazy or not XD. Also, please vote on the stars, as that would also help.

Config file Coolguy's Script Pack.cfg (1.65 KB)
Rating
4
points
 (1 vote)
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Files: coolguy's-script-pack.cfg /

(1364) Home ~ Sunset

The_Yeti | 2008-06-07 16:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8)
Blurb An outdoorarea and some buildings.
Screenshot
Get original file (18KB)
Detailed description

An outdoorarea and some buildings. well ... there is nothing more to say -.-

Map file sunset.zip (3.44 MB)
Rating
0
points
 (0 votes)
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Files: sunset.jpg / sunset.zip /

(1363) Home ~ Castle2

The_Yeti | 2008-06-07 16:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A small castlearea with outdoor part.
Screenshot
Get original file (19KB)
Detailed description

A small castlearea with outdoor part. The map can be played in all ingame modes. I hoipe youll have fun and like this map ;)

Map file castle2.zip (2.43 MB)
Rating
16
points
 (2 votes)
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Files: castle2.jpg / castle2.zip /

(1362) Home ~ Capturedef

Kaomé | 2008-06-07 13:49

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Cube 2 (Sauerbraten) | Conceptual | Capture | Large (9-15)
Blurb An experimental capture map where bases are easy to defend.
Screenshot
Get original file (25KB)
Detailed description

It's a conceptual map, with one area for each weapon (even the gun). Each area is designed to be easily protected.
IE: the machine gun base is protected by a sort of Vauban's fortification;
the shotgun base is attainable by sinuous and narrow ways;
the rifle base is up in a tower, that provide a good field of view on all the map;
the rocket base is on a raised block in a lava cave, and can be reach by jumping from block to block (designed to be difficult when someone is shooting rockets at you)
the grenade base allows indirect fire on incoming oponents, using bouncing on geometry and shooting under a glas wall;
and finally for the pistol, there is two bases close enought to get life and armor twice fast as usual in regen capture. A good hospital.

The map isn't really good looking because I was unable to give to all this stuff a coherent look.

I am dazed by the weight of the map file, but I hadn't find how to optimize it yet. I destroyed all the envmap, turn lod off, optimize geometry, etc, and I still have a 2MB file for a 9k vertices/18k triangles map, with not so many lights. Moreover, there could be a matter with the skybox, but I don't understand what's wrong with my cfg...
Then I put it in beta version because it is not well polished, but this it is very close too the final release of this map. If I wanna make it better, I should remake it totally.
I would be interest if someone use the 2 pistol base concept in an other map.

Thx for reading.

Kaomé

Map file Capturedef.zip (1.94 MB)
Rating
10
points
 (3 votes)
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Files: capturedef.jpg / capturedef.zip /

(1359) Home ~ ac_sunset (by R4)

R4zor | 2008-06-06 23:45

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb A fast paced, small to medium sized map for ctf.
Screenshot
Get original file (46KB)
Detailed description

The fight has moved to the.. well.. desert, once more. RVSF and CLA Battle it out.
This is my competition entry to the First AC Mapping Competition.
It has small to medium sized rooms with a slightly larger room near the middle. This map is meant to be cramped as what, it's the nature of the map.

Have fun on it. Final version has been uploaded!

[UPDATE] [15/6/08]
-Small amount of detail added
-New crate texture added
-Licenses added to zip file

[UPDATE] [17/6/08]
-Map changed to AC_sunset, but only because this is a comp entry.
-Various updated made to the map.

Map file ac_sunset.zip (462.42 KB)
Rating
46
points
 (6 votes)
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Files: screenshots_4.jpg / ac_sunset.zip /

(1358) Home ~ Red_Steel

The_Yeti | 2008-06-06 12:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A kind of big factory.
Screenshot
Get original file (6KB)
Detailed description

A kind of big factory. The map is available in all ingame-mods! If u like boxes you´ll like this map ;)

Map file red_steel.zip (853.42 KB)
Rating
0
points
 (0 votes)
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Files: red_steel_2.jpg / red_steel.zip /

(1355) Home ~ Egypt_temple3

The_Yeti | 2008-06-05 16:00

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Blurb A big temple with lava and a small outdoor area.
Screenshot
Get original file (19KB)
Detailed description

This temple consists of tree big parts. Two rooms and a smaller outdoor area. The map can also be used for capture mod! (update without fu*king teleporter)

Map file egypt_temple3.zip (1.73 MB)
Rating
14
points
 (2 votes)
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Files: egypt_temple3.jpg / egypt_temple3.zip /

(1354) Home ~ ac_dune

Undead | 2008-06-05 10:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
*
*
Starred Content
Blurb Mid-sized map, good for ctf.
Screenshot
Get original file (48KB)
Detailed description

A map entered for the ac mapping competition. First one too apparently. Lets hope it isnt the only one.

Nice, desert themed map for ctf. The CLA have taken one of the power cores inside of the industrial complex, as the RVSF soon find out, they launch a further attack. The RVSF are ready and a battle ensures.

Have fun guys, this is on alpha for the competition, i might make further detailage after the competition.

Map file ac_dune.zip (666.65 KB)
Rating
60
points
 (8 votes)
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Files: ac_dune-pic.jpg / ac_dune.zip /

(1353) Home ~ Jake 6 (Arena X)

Jake77777 | 2008-06-05 02:18

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Cube 2 (Sauerbraten) | Final Release | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Medium sized Arena for any game mode
Screenshot
Get original file (36KB)
Detailed description

The CVS is needed to play this map. It will not work if you do not have the CVS.

Arena X is a medium to large sized map. Its best played with 3 to 6 players on each team. Any game mode can be played on this map. Please comment.

Map file arena_x.zip (615.8 KB)
Rating
82
points
 (10 votes)
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Files: arena_x.jpg / arena_x.zip /

(1352) Home ~ Floating Forts CTF

Madrick | 2008-06-03 02:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Creative Commons (BY)
Blurb A medium-sized CTF map on two floating islands each with an expansive base and a watch tower, plus much more.
Screenshot
Get original file (48KB)
Detailed description

This is the promised release of the CTF version of FloatingForts2. The map has been edited by a very large amount since the last release, many bugs have been fixed and the secret areas have been moved to improve team balance.

The map consists of two medium sized chunks of land, floating in air, connected by a bridge. On each island is a medium-sized sci-fi castle of sorts, and a watchtower. There are several secret areas, but they are pretty well easy to find, so gameplay should not be affected too severely. There are several different ways to retrieve the flag, ranging from slow and safe to fast and painful (involving rockets).

This map is also compatable with the capture and deathmatch gamemodes.

If the map needs anything, please comment below.

Thanks, and enjoy the map. Please rate it!

EDIT 2: The screenshot in the zip has been replaced with a much better one, with the correct skybox.

EDIT: This map was not only made by me, but also (mainly) by Penetrator. HR*Redon graced us with his presence in a coedit session and spruced up the bases with lighting fixtures, an awesome bridge, and the flag base.

Map file ctf_floatingforts.zip (925.36 KB)
Rating
44
points
 (6 votes)
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Files: cft_floatingforts.jpg / ctf_floatingforts.zip /

(1350) Home ~ The Core

ogrobastard | 2008-06-02 10:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Singleplayer | GNU GPL v3
Blurb really good map
Screenshot
Get original file (36KB)
Detailed description

the core is a maximum security prison for aliens.
you have been captured and taken to a cell. now you must escape
(please can you insert this map for the next release?thanks)

Map file core.zip (34.03 KB)
Rating
8
points
 (3 votes)
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Files: core.jpg / core_0.zip /

(1349) Home ~ Glitchies AHOY!

terlmann | 2008-06-02 01:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | Superscalar | Creative Commons (BY-NC)
Blurb Glitch in sauerbraten rendering engine
Screenshot
Get original file (5KB)
Detailed description

just place in base and run it with /map glitch.
Small glitch I knew existed in the rendering engine. On this map are 7 cubes, in a configuration with one at the center and the other 6 touching it's six sides.All six of them have been "bent" , and the central cube is totally invisible! To prove it exists, I have filled it with MAT_WATER, so when you fall in you can see the water. Hope you enjoy, terlmann.

Map file glitch.zip (4.65 KB)
Rating
0
points
 (0 votes)
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Files: radar.png / glitch.zip /

(1348) Home ~ Reissen

SATAN | 2008-06-01 19:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A medium/large mirrored CTF/regen map.
Screenshot
Get original file (114KB)
Detailed description

Map Reißen (simplified to 'reissen' for everyone's ease of typing) is a medium-sized mirrored CTF map. This map rewards agressive, smart players, and provides many opportunities for skilled jumps and route crossovers.

____________________________________________________

I'm happy with the geometry but, as usual, wish I could pin down the lighting a little more skillfully. But, in general, I'm pleased with the outcome, and I look forward to your feedback.

A bunch of people provided excellent feedback and encouragement, for which they have my thanks, and in particular major thanks to eihrul for keeping me on the straight and narrow.

This map is based on the Lunaran Q4Power texture set, with a few additional team-accent textures (feel free to use them if they look to be useful). The skybox was made by Darc, and found at the Wadfather site.

____________________________________________________

Map file reissen.zip (3.55 MB)
Rating
181
points
 (21 votes)
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Files: quadimage.jpg / reissen.zip /

(1347) Home ~ hf_insta

Redon | 2008-06-01 14:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Deathmatch | Medium (5-8) | Creative Commons (BY-SA)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Hyper Frag Instagib Arena
Screenshot
Get original file (246KB)
Detailed description

OK. Lets try again, and whoever deleted the node, please could you tell me first why before you delete it, so i have a chance to improve it??
As i said in the first node, this is a very small Instagib Map for 1on1 games without any places to hide.

[ADMIN] : I've repackaged it .. bringing a 5.05 MB ZIP down to 576.21 KB :-P .. and omitting the copyrighted track of music.
I also fixed the CFG & README ...
This is just a little nod toward my ex clan "Hyper Frag" .. don't get used to such treatment :-P (MeatROme)

Map file hf_insta_REPACKAGEDbyMeatROme.zip (576.19 KB)
Rating
28
points
 (5 votes)
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Files: hf_insta_screen.png / hf_insta_repackagedbymeatrome.zip /

(1345) Home ~ depot

Redon | 2008-06-01 09:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Medium (5-8) | Creative Commons (BY-SA)
Blurb Depot Deathmatch
Screenshot
Get original file (391KB)
Detailed description

"Depot" is a medium sized deathmatch map for instagib, and with much ammo for ffa, assassin etc.

Map file depot.zip (854.82 KB)
Rating
0
points
 (0 votes)
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Files: depot_screen.png / depot.zip /

(1344) Home ~ aslctf

alex256 | 2008-06-01 04:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Conceptual | CTF | Small (1-4) | Public Domain
Blurb abandoned science lab CTF style.
Screenshot
Get original file (57KB)
Detailed description

my old map made into a ctf map.only works with cvs version.duh =P

Map file aslctf.zip (608.8 KB)
Rating
2
points
 (1 vote)
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Files: abandoned_science_lab_1.jpg / aslctf.zip /

(1342) Home ~ Tejen

Mayhem | 2008-05-29 04:03

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Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | Public Domain
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
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*
Starred Content
Blurb An arena under an obelisk.
Screenshot
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Detailed description

This is a medium sized arena with an egyptian theme.

Credits go to PunDit, wintermute and fweep for their invaluable input.

As before, I am still open to any and all critiques.
Enjoy :)

Map file tejen.zip (1.6 MB)
Rating
60
points
 (8 votes)
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Files: tejen.jpg / tejen.zip /

(1340) Home ~ Pool W.I.P.

airut6 | 2008-05-28 19:24

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Cube 2 (Sauerbraten) | Release | Medium (5-8)
Blurb abandoned Pool map
Screenshot
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Detailed description

This is my first map ever. It´s abandoned pool house. I nedd little more practise on teh architecure. The pool itself is medium sized with ladder on one side. Im still working on outside terrain and interior of the pool. All ideas and are welcomed.
Thanks

Map file POOL.ogz (170.09 KB)
Rating
18
points
 (3 votes)
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Files: pool.jpg / pool.ogz /

(1338) Home ~ Dragracing

AronNWA | 2008-05-27 03:20

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Cube 2 (Sauerbraten) | Release | Conceptual | Small (1-4) | Public Domain
Blurb A map designed just for what it says
Screenshot
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Detailed description

This is a map for drag racing. It is purely just conceptual, and designed for at least several minutes of amusement. It is still under development. Also note that this map isnt really based on visual "eyecandy". Also, big thanks to Skipenguins for the lights on the track. I will apply proper packaging and screenshot very soon.
You may have to calclight, if not already done, and type loadsky socksky/nightball

Map file dragracing.ogz (417.53 KB)
Rating
3
points
 (1 vote)
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Files: sauer-20080527-001143.png / dragracing.ogz /

(1337) Home ~ Bubblegum --RC2

terlmann | 2008-05-27 00:27

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Cube 2 (Sauerbraten) | Release | Work in Progress | Capture | Large (9-15) | Creative Commons (BY)
Blurb Cought between a rock and a hard place -- CHEWING BUBBLEGUM!
Screenshot
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Detailed description

Added some geometry with friends and some radical lighting. like, radical, DUDE!
base ents fixed --
teleports fixed --
some glitches fixed.
Directory structure fixed and thumbpic included.

Bubblegum introduces some radical concepts to capture that may drive you insane. best with 6+ players.
6 BASES. 6 textures. 2 teleports. plenty of lighting.
no cfg needed.

Map file BubblegumRC2.zip (929.43 KB)
Rating
22
points
 (4 votes)
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Files: swirly.jpg / bubblegumrc2.zip /

(1336) Home ~ ac_ambush_beta

Archangel | 2008-05-26 18:57

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AssaultCube | CTF | Large (9-15) | Creative Commons (BY)
Blurb In an abandoned town in Eastern Europe, the CLA are caught in their hideout by the RVSF . . .
Screenshot
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Detailed description

This is a release meant purely for feedback on how the map's coming along. As you can see, I still need to:
- add pickups
- redo lights
- add details

Backstory: An RVSF informant in the CLA has given the counter-terrorists the location of a small terrorist base in Eastern Europe, codenamed "Cheetah". The RVSF quickly sent a unit to the area to kill all terrorists there. Unfortunately, they were ambushed upon their arrival. The CLA had known that they were coming; the informant had been found out by the CLA, who had tortured him until he revealed what he had told the RVSF. The RVSF unit was killed, being made up of only four operatives. A much larger detachment of counter-terrorists was sent to the CLA base to destroy it.

Credit to Toca for mapmodels and to Wotwot and makkE for the textures. As you may have found out, I used ac_urban's (the CVS version) .cfg file, modified slightly, for this.

Map file ac_ambush_beta.zip (2.43 MB)
Rating
0
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Files: ambush.jpg / ac_ambush_beta.zip /

(1335) Home ~ Cube Cat

RADIUM-V | 2008-05-26 03:11

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Cube 2 (Sauerbraten) | Artistic | Small (1-4) | Copyright
Blurb Cube Cat
Screenshot
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Detailed description

Over the past few months, I have created this egg on most coopedit servers I've been to. Recently, I went to a server and people instantly recognized it. Some suggested I put it on Quadropolis, so I did. And here it is.

This is the specific design geometry for the original Cube Cat. Spread it around! Put it in all of your maps!

***If someone is willing to help me make a map model of Cube Cat, let me know! Thanks!***

Map file cubecat.zip (708 bytes)
Rating
26
points
 (6 votes)
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Files: screenshot_92120.jpg / cubecat.zip /

(1334) Home ~ ctf_ocean_blue

Coolguy | 2008-05-26 00:06

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Cube 2 (Sauerbraten) | Release | Conceptual | CTF | Small (1-4)
Blurb An underwater ctf map!
Screenshot
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Detailed description

This is a ctf map for the cvs version of sauerbraten. And... It's underwater!!! It's still a work in progress, but I'll try to keep this updated. Oh, and I don't have a liscense, but I think anyone can show it to anyone else as long as they don't say they made it all by themselves. If they modify it, the same goes. But I think it could be awsome! (Haven't really tested it due to the lack of players on the cvs version(that I've seen anyways)) Feel free to comment, as I could use the feedback.

Map file ctf_ocean_blue.zip (1.1 MB)
Rating
12
points
 (2 votes)
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Files: ctf_ocean_blue-screenshot.jpg / ctf_ocean_blue.zip /

(1333) Home ~ Base

SweëtMiserÿ | 2008-05-25 19:07

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Cube 2 (Sauerbraten) | Obsolete | Deathmatch | Medium (5-8) | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Base
Screenshot
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Detailed description

"Base" is my seventh map, heavily inspired by a custom map for Doom 3 called "aerowalk"
This is a small map for intensive DM (6-8 players)

Map file sweetmp7.zip (736.21 KB)
Rating
75
points
 (10 votes)
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Files: screenshots_5.jpg / sweetmp7.zip /

(1331) Home ~ New sounds

SweëtMiserÿ | 2008-05-25 07:42

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Funny sounds for sauer or cube
Detailed description

Hey.
Here's a sound pack that replaces some sounds by funny yells and shouts, when you pick ammo for example...

Mod file Funny_sounds.zip (2.38 MB)
Rating
58
points
 (7 votes)
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Files: funny_sounds.zip /

(1329) Home ~ Secret Lair

digitalspaghetti | 2008-05-24 18:22

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Cube 2 (Sauerbraten) | Obsolete | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A quick and dirty Sauerbraten deathmatch level
Screenshot
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Detailed description

This is my first Sauerbraten map that I have released. It's a simple 2-4 player deathmatch level.

The level is a small lair with some environmental hazards and plenty of sneaky spots to play from

Any feedback appreciated

Map file secretlair.zip (2.58 MB)
URL http://mercury.digitalspaghetti.me.uk/index.php?download=%2Fsecretlair.zip&share=3
Rating
6
points
 (1 vote)
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Files: secretlair.jpg / secretlair.zip / http://mercury.digitalspaghetti.me.uk/index.php?download=%2Fsecretlair.zip&share=3 /

(1326) Home ~ Constitution Class Enterprise

dangerstripedan | 2008-05-23 15:46

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Cube 2 (Sauerbraten) | Release | Artistic | Superscalar | Other License
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Starred Content
Blurb The Starship Enterprise from the original TV show. The whole ship. all 2 million+ square feet.
Screenshot
Get original file (71KB)
Detailed description

The Constitution Class Starship Enterprise from the show; 26 decks, 2 million+ square feet, 1.2 million blocks (after optimization). Not really a practical deathmatch map, as it's WAY too big and the design was not optimized for DM (e.g., lots of rooms with only one entrance or exit, etc). It's also not set up for single player. Think of it more as a sort of modern art- it exists for it's own sake.

Not a lot of license restrictions- details are in the readme file. Basically, feel free to copy it or modify it, just give credit back where it's due and if you do something really cool, I want to know about it.

Map file Enterprise.zip (7.01 MB)
Rating
372
points
 (42 votes)
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Files: enterprise.jpg / enterprise.zip /

(1325) Home ~ Floating Forts

Madrick | 2008-05-22 23:55

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY)
Blurb A capture or regen capture map on two floating islands, each with thier own expansive base.
Screenshot
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Detailed description

This map was created by three people: HF*Redon, penetrator, and Madrick.

I did the basic layout of the map and some other details but the mojority of the texturing and fine detail work was done by penetrator. Redon did some work inside the base on textureing and other stuff.

Map Description:

Two islands, separated by a bridge. Each island has an expansive medium sized base with ramparts, sniper towers, etc. Each island also has a watch tower close to the bridge. There are several Capture Bases spread out throughout the map at critical points.

There are two secret areas on each island, one has health boost and the other has quad damage.

This map will be modified to allow CTF in a later release.

Hope you enjoy it!

Map file floatingforts.zip (621.85 KB)
Rating
24
points
 (4 votes)
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Files: floatingforts.jpg / floatingforts.zip /

(1324) Home ~ Arcade Announcer Voice Announcements

PunDit | 2008-05-22 23:49

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Public Domain
Blurb Arcade style high quality voice announcements for Sauerbraten.
Detailed description

Here is a another high quality voice pak for Sauerbraten. This one is more up beat and has an arcade announcer style.

To install copy the included sounds.cfg to the data directory.

Special thanks to eihrul for his helpful feedback.

Please vote it helps me get an idea of what people like and keeps me motivated :D

Mod file arcade_announcer_voice_pak_2.zip (291.66 KB)
URL http://hopmod.e-topic.info/pundit/download
Rating
10
points
 (2 votes)
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Files: arcade_announcer_voice_pak_2.zip / http://hopmod.e-topic.info/pundit/download /

(1322) Home ~ Olympus - Campus Inferno

BlikjeBier | 2008-05-21 19:46

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Cube 2 (Sauerbraten) | Release | Medium (5-8) | Other License
*
*
Starred Content
Blurb Home of the gods/Playground of the Devil
Screenshot
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Detailed description

Beta release of my latest map. Still beta, i have bases and such.

I am also working on a map that i call "The hive", its geometry is based on hexagons and it even gets me lost once in a while, but i don't i will able to finish that in time for the summer release.

For the link, on the webpage click on "WIPS" and the hive should be on top of the list of works in progress (I should update the page now, the "Festival boek" is finished, printed and handed out to a gratefull audience)

Haven't done much about Olympus, but i made a mappack that includes the Devils playground, Campus Inferno. Have a go at it.

Edit: added some shells and bullets, once side was a bit low on it :)

Map file mappack.zip (2 MB)
URL http://home.kabelfoon.nl/~rjvveeke/index.html
Rating
54
points
 (7 votes)
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Files: olympus-inferno_screenshot.jpg / mappack.zip / http://home.kabelfoon.nl/~rjvveeke/index.html /

(1321) Home ~ Castle

The_Yeti | 2008-05-21 19:01

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb The new version of my first castlemap!
Screenshot
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Detailed description

The new version of my first castlemap! Check it out! Its better then the last version!

Map file castle NEW!.zip (2.65 MB)
Rating
12
points
 (2 votes)
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Files: castle_new!.jpg / castle-new!.zip /

(1320) Home ~ Warlords CTF

apflstrudl | 2008-05-21 14:35

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Cube 2 (Sauerbraten) | Release | Work in Progress | CTF | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Smaller CTF map for 3on3 or 4on4 ported from Red Faciton :)
Screenshot
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Detailed description

This is a smaller CTF map for Sauerbraten.
It is copied from Red Faction, there it's a very popular CTF map.
It's not like the original one, because it would be too fast for sauer.
I changed a texture of rorschach, so that there is the nice ctf red/blue schema.

Hope you like it! Have fun playing :P

If you find any mistakes i made or if you have any ideas to improve the gameplay it would be really nice if you can tell me :)
If anyone wants to test this map i'm up for, i really wanna test it so i know how good the gameplay is :P

UPDATE:

2nd flag added :P

UPDATE 2:
-added sounds
-fixed some bugs
-added wooden supports in upper corridor

Map file warlords.zip (1.25 MB)
Rating
68
points
 (9 votes)
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Files: warlords_screen.jpg / warlords.zip /

(1319) Home ~ Psycho Ignis Fatuus

POTSheep | 2008-05-21 13:46

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4) | Creative Commons (BY) | Detailing Problem | Screenshot Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb a strange singleplayer map for Sauerbraten
Screenshot
Get original file (224KB)
Detailed description

This my first SP Sauerbraten map
would be extremely grateful of feedback and constructive critiscism as im only learning:D

Map file Psycho.zip (2.29 MB)
Rating
12
points
 (2 votes)
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Files: psycho.jpg / psycho.zip /

(1317) Home ~ TOLL - The Old Lost Lair

Max of S2D | 2008-05-20 14:05

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb TOLL - The Old Lost Lair
Screenshot
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Detailed description

Port of the old map from Cube.

This is better with 3/4 players.

Map file toll.zip (932.73 KB)
Rating
20
points
 (3 votes)
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Files: toll.jpg / toll_1.zip /

(1316) Home ~ Artict Terror skins (v.2)

Deathstar | 2008-05-18 15:47

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AssaultCube | All Platforms
Blurb New player skin + new Hand skin for your AC !!!
Screenshot
Get original file (158KB)
Detailed description

==================================================
pack contains:

- Artict Terror Player Skin.

- Artict Terror Skin Hands. (screenshot)

- Original MD2 player model File.

- Tutorial To instal the skins.

==================================================

Description:

One year before I did a skin like this but i didn't send it because it was very ugly one! lol
My idea was: there are snow maps and no snow playerskin? strange thing... lol
Say me if you have suggestion, because it is alpha version for the moment.

To learn about this player, read the text on the screenshot :)

Mod file Artict Terror2.zip (573.73 KB)
URL http://acka.roxorgamers.com
Rating
24
points
 (3 votes)
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Files: artict-terror-model2.jpg / http://img381.imageshack.us/img381/53/skinhandsjo7.jpg / artict-terror2.zip / http://acka.roxorgamers.com/ /

(1315) Home ~ New Tokyo

dreamzzzzz | 2008-05-17 22:29

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb "New Tokyo" by jb (a.k.a. dreamzzzzz)
Screenshot
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Detailed description

from the readme
---------------
---------------
---------------

"New Tokyo" by jb (a.k.a. dreamzzzzz)

Notes:

- Thanks for downloading my map for Sauerbraten =D!

- Extract to your Sauerbraten folder ('C:\Program Files\Sauerbraten' by default), open Sauer, open up a little chat dialog thingy ('t' by default, I think? XD), and do /map newtokyo

- First uploaded to quadropolis.us on 18 May 2008.

- I regularly used 4-16 lights where I could probably have used 1 in pursuit of a certain effect, and if this is the cause of the relatively large filesize I apologise for the silliness... but if you're having trouble fitting it on a floppy disk, or the level has some sort of notably large loading time on your computer it is your problem...

- While the map title may invoke images of an urban environment, futuristic or otherwise, this was merely an idea that served as inspiration. Although I ultimately ended up with a slightly less literal interpretation, one can still observe the nature of the original idea throughout the map (e.g. 'bright city lights', buildings, a 'downtown', a 'warehouse district' etc.). PLUS urban maps are just silly =(.

- I would suggest no more than 4 play DM or instagib on this level, but I don't really enjoy playing anything other than (co-op)edit and 4-or-less instagib, so... see what works for you =). You can probably fit in a few more...

- Some early feedback I received highlighted the initially confusing arrangement of teleports. Simply: there are a few teleports directly below and facing the towers they teleport in/out of, there are a few teleports used where I found the jumppad sound silly, a few teleports at the ends of simple paths to create interesting chase scenarios, and a one-way teleport away from the underground quad.

- I usually take some time trying to do weapons and playerstarts... but this time I didn't XD. Feedback in this area would be especially appreciated.

- All feedback really is appreciated... but please be nice =P.

- You may share this work, in a non-commercial capacity, and may do so only if I am credited as the creator. You may not edit the work. For license detail: http://creativecommons.org/licenses/by-nc-nd/2.5/au/legalcode

http://creativecommons.org/licenses/by-nc-nd/2.5/au/
http://www.quadropolis.us/
http://www.sauerbraten.org/
mailto:jason.rld@gmail.com
---------------
---------------
---------------

P.S. I haven't uploaded a map before, so please be gentle in correcting me if I have packaged the map incorrectly...

Map file newtokyo.zip (1.97 MB)
Rating
60
points
 (9 votes)
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Files: newtokyo_screenshot.jpg / newtokyo.zip /

(1314) Home ~ Forest

Hirato | 2008-05-17 17:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Deathmatch | Capture | CTF | Medium (5-8) | Various Licenses
*
*
Starred Content
Blurb A simple forest with a river
Screenshot
Get original file (331KB)
Detailed description

It's simply just a heightmapped cube with over 180 trees placed in total, so far most feedback I got for this has been very positive

This hasn't been tested in play, and the map itself wasn't intended for play either. so keep in mind the weapons were quite hastily placed, along with bases, power ups and flags

License wise, the map itself is PD
includes textures files (with the exception of greengrass.png) are under the CC-BY-SA license (and created by me)
and all included audio are under CC-BY-NC-SA and sampling plus licenses

edit 1
======
Removed the .svn directory (grr, bad hirato), on the good side, it's 0.8MB smaller :P

Map file forest.zip (3.44 MB)
Rating
65
points
 (9 votes)
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Files: forest.png / forest.zip /

(1311) Home ~ Terlmann's Awesome Crash-Your-Computer Map!

terlmann | 2008-05-16 23:02

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Cube 2 (Sauerbraten) | Release | Artistic | Singleplayer | Superscalar | GNU GPL v3 | Novice
Blurb Terlmann's Awesome Crash-Your-Computer Map!(TM) CVS ONLY
Screenshot
Get original file (143KB)
Detailed description

Out of consideration for others, I have finally uploaded a screenshot. Beware me.

Map file fractal.zip (175.56 KB)
Rating
40
points
 (6 votes)
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Files: screenshot_6667502.jpg / fractal.zip /

(1310) Home ~ mach2

Hero | 2008-05-16 20:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Quite large, mirrored CTF map with various possible ways
Screenshot
Get original file (48KB)
Detailed description

The map is already in the CVS tree - get recent version from there :)

2mach1 is the name of the original map from Quake.
WahnFred showed me the map and asked whether it would be possible to sauerize it, so we started working.

I did most of the work, nearly everything with geometry, texturing and lighting due to the circumstance that Wahn never mapped before. I tought him a bit during the mapping sessions.
But he helped a lot with ideas and critics, so he deserved a credit here :)

The map is a pure CTF map. I spread some playerstarts for other gamemodes, but mainly it's thought to play CTF in it.
It has a highly secure spawn room with ammo and two teleporters in it, one for offense and one for defense players. They are marked by mapmodels (an axe and a shield - thanks to eihrul for that idea.)
You have 4 ways to get to the flagroom and out again.
Beneath the middle part between the castles are some tunnels you can walk through, above is some stuff.

Many things in this map aren't in the 12-year-old (iirc) quake map. I think, you can imagine how detailed that one was? ;)
We added a lot of different stuff there. The center is complete made-in-sauer, the spawnroom, and so on. We just took the great layout of the older map.

Some notes, before you are commenting/suggesting/whatever:
- the jumppads are best how they are now
- I have no idea how to solve that heightmap-lighting-problem. (You can see the problem in the water somewhere, mainly)

Before I forget it: thanks to SATAN with his lighting-hints, eihrul, Nieb, apfl, schmutz and others who put some comments on that map already :)

Update:
Added a few details and removed useless materials.

Update No.2:
Added a little more details and some mapmodels, uncluding an axe to mark the offensive teleporter. Removed the O/D-Signs.

Update No.3:
Nieb, eihrul (thanks a lot, you two!) and me redesigned the rockwalls and the ground. You shouldn't notice it, but it has now way less triangles, as you can see in the filesize falling down to 670 kb. :)
I also added a small room in the map.

Update No. 3.1:
little bugfix

Update No. 3.1:
updated some text here. I'm not gonna update the map here since it's in CVS (no need there, I guess)

And: Thanks for the comments here :)

EDIT: Mmh, can't upload the new screenie...
http://fdbdownloads.fd.ohost.de/Sauerbraten/mach2.jpg

Map file mach2.zip (684.83 KB)
Rating
124
points
 (16 votes)
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Files: mach2.jpg / mach2.zip /

(1309) Home ~ c_egypt

Redon | 2008-05-16 16:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Capture | Medium (5-8) | Creative Commons (BY-SA)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb An Egypt Temple Capture Map
Screenshot
Get original file (466KB)
Detailed description

I finally finished my "c_egypt" map :)
I worked on it very long and tried to make it as good as possible, so enjoy it. If you have any suggestions what i could improve, just tell me. This Version of the map is playable in instagib and all capture modes. But i can add weapons if you want.
Please rate it and post a comment to tell me what you think :)

UPDATE 1 (17 May 2008)
- Replaced Lava at the Temple Ruins
- Added more details at the roof of the Temple Ruins
- Added clip and noclip at the Temple Ruins
- Fixed path of the music file in the cfg
- Added a Readme

UPDATE 2 (1 June 2008)
- Replaced the clip wall
- Moved the Quad
- Added two buildings
- Replaced the playerstarts
(and some other things)

FINAL UPDATE (2 June 2008)
- Removed the big black box under the map
- Removed some healths
- Removed the music file

The Map is now included in Sauerbraten, thank you all for you tips :)

Here are other maps I built or helped on, you should check them out and leave a comment :)


Map file c_egypt_update3.zip (1.1 MB)
Rating
70
points
 (9 votes)
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Files: c_egypt_screen.png / http://www.quadropolis.us/node/1936 / c_egypt_update3.zip /

(1307) Home ~ New anouncments

conorkirk | 2008-05-15 03:18

Cube 2 (Sauerbraten) | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb some anouncments
Detailed description

These are just some announcements for sauerbraten. They aren't packages because I would like people to use them to base new ones on if they want.

Mod file anouncer.zip (134.75 KB)
Rating
0
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Files: anouncer.zip /

(1306) Home ~ c_mansion

MX | 2008-05-14 15:56

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Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Deathmatch | Capture | CTF | Medium (5-8) | GNU GPL v2
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb CTF map
Screenshot
Get original file (34KB)
Detailed description

C_Mansion is a small simmetric and quick CTF/FFA/Capture map for 2...8 players made in mixed style (different for each part).
There are five bases for capture and two flags for CTF (two ways to get flag and four to take it to your base).
Some issues are fixed (second version is wider, flags are fixed, textures in stairs room replaced, too)

I hope that you'll like that map.

Please, leave your opinion about it in comments

Map file c_mansion_rel2.zip (2.12 MB)
URL http://mxsauermaps.narod.ru
Rating
22
points
 (4 votes)
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Files: c_mansion_rel2.jpg / c_mansion_rel2.zip / http://mxsauermaps.narod.ru/ /

(1305) Home ~ Assault Cube Sound Replacement

Wierdoom | 2008-05-14 14:35

AssaultCube | Release | Final Release | Content | All Platforms
Blurb New/edited sounds for almost everything in AC.
Detailed description

This replaces almost all sounds in AC, with much much more realistic ones. I think this is much better than my last AC release. If you have any questions, E-Mail me at: wierdoom@gmail.com
To install, extract the .ZIP archive to anywhere convienient, then move the "sounds" folder to /packages/audio folder in your AssaultCube directory. Backup your sounds folder if you use these.

Enjoy!

Mod file sounds.zip (4.35 MB)
Rating
10
points
 (1 vote)
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Files: sounds_1.zip /

(1304) Home ~ Replacement announcer voice pak

PunDit | 2008-05-13 23:00

Cube 2 (Sauerbraten) | Release | Final Release | Content | All Platforms | Public Domain
Blurb replaces the current announcer voices with high quality stereo custom voices
Detailed description

This is a replacement announcer voice pak for Sauerbraten.

I have had very postive feedback from the community so I think they are pretty good.

To install make a backup of data/sounds.cfg and copy the provided sounds.cfg to data/ overwriting the original.

Mod file pundit_voice_pak_1.1.zip (312.14 KB)
URL http://hopmod.e-topic.info/pundit/download/
Rating
22
points
 (3 votes)
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Files: pundit_voice_pak_1.1.zip / http://hopmod.e-topic.info/pundit/download/ /

(1303) Home ~ The_Darkness

The_Yeti | 2008-05-12 20:54

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A very dark complex.
Screenshot
Get original file (8KB)
Detailed description

This map is very dark ("/fogcolour 0"; "/fog 300").
It´s very funny if your enemy first see you when he is 5m away from you :D

Map file the_darkness.zip (1.01 MB)
Rating
14
points
 (3 votes)
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Files: the_darkness.jpg / the_darkness.zip /

(1302) Home ~ Space_Station

The_Yeti | 2008-05-12 20:49

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A big station in space.
Screenshot
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Detailed description

Don´t get lost in space :D

Map file space_station.zip (812.1 KB)
Rating
20
points
 (3 votes)
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Files: space_station.jpg / space_station.zip /

(1301) Home ~ Small_Village

The_Yeti | 2008-05-12 20:47

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A nice little village.
Screenshot
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Detailed description

Nice map with meny places to hide.

Map file small_village.zip (489.64 KB)
Rating
24
points
 (4 votes)
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Files: small_village.jpg / small_village.zip /

(1300) Home ~ Small_Complex

The_Yeti | 2008-05-12 20:44

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Cube 2 (Sauerbraten) | Small (1-4)
Blurb A small complex with boxes.
Screenshot
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Detailed description

This map is good for a 1on1.
But also 4 Playergames (2v2//4v) are very nice here.

Map file small_complex.zip (232.6 KB)
Rating
16
points
 (3 votes)
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Files: small_complex.jpg / small_complex.zip /

(1299) Home ~ Medium_Complex

The_Yeti | 2008-05-12 20:41

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A medium size complex with boxes.
Screenshot
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Detailed description

A complex with 2 floors.

Map file medium_complex.zip (320.82 KB)
Rating
18
points
 (3 votes)
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Files: medium_complex.jpg / medium_complex.zip /

(1298) Home ~ Grim_Retreat

The_Yeti | 2008-05-12 20:39

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A kind of temple
Screenshot
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Detailed description

The inspiration for this map was a similar map in "Turok Ragewars" (N64)
that also was called "Grim Retreat".

Map file grim_retreat.zip (302.91 KB)
Rating
14
points
 (3 votes)
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Files: grim_retreat.jpg / grim_retreat.zip /

(1297) Home ~ Egypt_Temple

The_Yeti | 2008-05-12 20:34

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A temple in egypt style
Screenshot
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Detailed description

An old egypt temple in a desert.

Map file egypt_temple.zip (878.74 KB)
Rating
28
points
 (4 votes)
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Files: egypt_temple.jpg / egypt_temple.zip /

(1296) Home ~ Castle_Of_Hell

The_Yeti | 2008-05-12 20:30

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Cube 2 (Sauerbraten) | Small (1-4)
Blurb A dark castle in hell.
Screenshot
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Detailed description

Small map with a castle in the middle. Arround it is lava.

Map file castle_of_hell.zip (444.24 KB)
Rating
22
points
 (4 votes)
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Files: castle_of_hell.jpg / castle_of_hell.zip /

(1295) Home ~ Big_Complex

The_Yeti | 2008-05-12 20:23

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb A big complex with boxes.
Screenshot
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Detailed description

A big complex with 3 floors.

Map file big_complex.zip (1.22 MB)
Rating
18
points
 (3 votes)
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Files: big_complex.jpg / big_complex.zip /

(1293) Home ~ ac_asylum

kc | 2008-05-09 03:48

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AssaultCube | Release | Work in Progress | CTF | Large (9-15) | Other License
Blurb Asylum by DES|KC and DES|sundown
Screenshot
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Detailed description

Time to take the fight to the asylum

the rooms:
rvsf base and joining room - test lab/basement
cla base and joining room - psych ward/shower
middle - low security holding cells

2 main ways of crossing the map in a figure 8 type style (one way going above, one way going down)

special paths for crouch:
the two paths in the middle that connect the upstairs to the downstairs, as of now they are accessible, but upon the release of 0.94 they will be updated to crouch tunnels

Map file ac_asylum_beta.zip (12.17 KB)
URL http://www.mediafire.com/?nmxbb3fmc4m
Rating
24
points
 (3 votes)
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Files: asylum.jpg / ac_asylum_beta.zip / http://www.mediafire.com/?nmxbb3fmc4m /

(1291) Home ~ AC_Pit

balck | 2008-05-08 02:36

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AssaultCube | Obsolete | Conceptual | CTF | Medium (5-8)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Fight enemies through the bottom of the pit.
Screenshot
Get original file (180KB)
Detailed description

Travel to the enemy's base by going down and climbing back up the Pit. Four corners to climb back up.

Map file AC_Pit.cgz (1.68 KB)
URL http://o-n-e.co.nr/
Rating
6
points
 (3 votes)
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Files: acpit.jpg / ac_pit.cgz / http://o-n-e.co.nr/ /

(1289) Home ~ Berlin Wall

schmutzwurst | 2008-05-05 23:22

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Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Various Licenses
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb large CTF/capture/insta map, historic theme
Screenshot
Get original file (78KB)
Detailed description

2008-06-20: Updated the zip to what is in the realease too so anyone who edited the map and wants the official version back can get it from here.

Thanks again a billion to Nieb, SATAN and fweep who helped me a lot on this map!

UPDATE 05/20/08

after a several hour long coop edit session with Nieb, apflstrudl and fweep we were able to reduce the geometry in berlin_wall drastically. Thanks so much for your help, guys !!!

its now 1,4 MB instead of 2,3 MB and might have up to twice the fps you previously had. Some Buildings are goone, the rest were just minor optical, but major gridsize changes. i hope you all like it. i dont really have the time to update the picture, but except for some buildings it looke pretty similar still.

----------------------

05/18/08: UPDATED

tried to fix everything mentioned and added a train station right under the brandenburg gate. i didnt do all things that were suggested, but most. thanks for all the good hints, tricks, bugfinds etc.!!!

-------------------------------

here comes another CTF map. it requires the CVS version of it, but you might want to check it out anyway, because it now contains new models, CTF (finally!) and thousands of other improvements so far.

just follow this guide (WIN/MAC), its easy, takes just about as long as the usual release to download, you just need a different program to do so:
http://www.the-conquerors.net/clanpage/index.php?site=static&staticID=10

it is meant as a tactical CTF map and therefore uses a spawn-room in which you have to decide what role you want to play until you die the next time. depending on how you decide (defensive player, offensive one, going for quad or trying to sniper you get your required ammo for the role. the map itself is equipped then only equipped with few ammo but still creates incentives to browse through it as the spawn room gives you no armour...

in insta and ffa it works similar like akroseum: it tries to keep you in the center of the map (by letting you spawn there only) so it should even be fun with just few people.

i know some of you (me included) hate symmetrical maps - but with CTF they just seem to be the only real solution. hope can cope with, i'm having a hard time myself releasing such a map ;-)

well, give it a try. it is still at beta stage, though.

my major problem is my partially broken graphics card which makes sauer crash whenever i try to load the map myself lately. therefore i'm happy to have a version for you to look at and test,

but: i wont be able too fix or update the map right away. however i will read what you write and will will work out all of your critique that you gave good reasons for. i will just probably have to go to a friend's place in a few weeks and finish it as my computer can`t run the map anymore.

another issue: unfortunately it got a little big in size. if anyone knows how to make it smaller or speed it up a little without rebuilding it or changing much in the map itself, tell me.

i used:
/lightprecision 256
/calclight 1

Map file berlin_wall.zip (2.81 MB)
Rating
154
points
 (19 votes)
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Files: berlin-wall.jpg / berlin_wall.zip /

(1288) Home ~ SPM2

cubefan486153153486 | 2008-05-03 01:44

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Cube 2 (Sauerbraten) | Release | Singleplayer | Large (9-15) | Other License
Blurb My first map using lights!
Screenshot
Get original file (22KB)
Detailed description

This is my first map where i use lights, and i know that that map isn't the brightest map, but thats kind of the point, to make a dark-ish map. I also don't know what happened to my other maps, i'll repost them after i get to making them better. Let me know if you have any suggestions or anything like that. I sent a good amount of time on this map so i hope that its better compared to my other maps. Thanks

Map file SPM2.zip (432.77 KB)
Rating
6
points
 (3 votes)
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Files: spm2.jpg / spm2.zip /

(1287) Home ~ Loading Bay

StD | 2008-05-02 13:45

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Medium (5-8) | Public Domain
Blurb Loading bay within a foreign planet
Screenshot
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Detailed description

Not much to say about this one. It's set somewhere in outerspace as the loading bay of some unknown organization which is actually built into the planets surface. However it just started as some random fiddling with the map editor and the result is what you see here.

It's pretty straight forward in terms of gameplay, nothin really complex

however.. Have fun and tell me what you think about it!

Map file loadingbay.zip (1.29 MB)
Rating
26
points
 (4 votes)
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Files: loadingbay.png / loadingbay.zip /

(1285) Home ~ ac_shine

DogDancing1 | 2008-05-02 01:29

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AssaultCube | Release | Work in Progress | CTF | Large (9-15) | Creative Commons (BY)
Blurb ac_shine, new desert map!
Screenshot
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Detailed description

Hello everyone, I have finished my 3rd map for Assaultcube. Called ac_shine its a new desert map that is made for ctf. There is multiple ways to get in and out of the bases.
I have used Toca's mapmodels along with 1 of my own textures that I made. My own texture is included, if you don't have Toca's models heres a link: http://www.quadropolis.us/node/1181

Hope you guys like it!

Map file ac_shine.zip (68.46 KB)
Rating
70
points
 (9 votes)
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Files: ac_shine-copy.jpg / ac_shine.zip /

(1284) Home ~ AC_Nogarden

Cobain | 2008-04-30 20:27

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb My 2nd
Screenshot
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Detailed description

for my second map on Assault cube a send to you the 2 version of this ;)

what do you think?
Have you some think?

Map file ac_nogarden.zip (93.61 KB)
Rating
8
points
 (1 vote)
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Files: ac_nogarden.jpg / ac_nogarden.zip /

(1283) Home ~ AC_KELLER

Mr.Floppy | 2008-04-30 14:39

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AssaultCube | Deathmatch | CTF | Medium (5-8) | Copyright
Blurb You might take your water proof boots on...
Screenshot
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Detailed description

Ok guys, here´s my new map called ac_keller (keller = cellar). I´m pretty happy with it so far. I experimented with coloured lights. That supports the 'dark' atmosphere very well. But I´m not shure if it harms gameplay... What are you thinking about it?

THE STORY: [...that´s for you sharper :)]

CLA have overtaken an ammo-factory. RVFS can´t enter the building, because there are too much snipers around... Finally they decide to attack from the underground.

THE FACTS:

- traditional 8-layout
- two ways crossing in the center of the map
- each base got two entries
- recommended for ctf
- .cfg file included (changes fog, -edit- )
_________________________________________________________

UPDATE:

- removed unnecessary information from the config file
- added some little details in one spot (I would be very surprised if someone finds that ;)
- added/refined pickups

UPDATE:

- config fixed
- some flaws fixed
- added some details and mapmodels

UPDATE:

Final release for the current ac-version. Thanks to everybody!!! Have fun!

Map file ac_keller.zip (29.22 KB)
URL http://www.misterfloppy.de.vu
Rating
104
points
 (13 votes)
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Files: ac_keller.jpg / ac_keller.zip / http://www.misterfloppy.de.vu/ /

(1282) Home ~ InsideOutSpheres

zoozie | 2008-04-29 22:51

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Cube 2 (Sauerbraten) | Conceptual
Blurb some inside out spheres, wondered if there was a better way to make
Screenshot
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Detailed description

some inside out circles... just something i made while i was screwing around.. i wondered if anyone had a better way to do this
P.S. THIS IS NOT A MAP! more of just a question in the form of a map!
ITS NOT ALL THAT GREAT!

Map file insideout.ogz (5.28 KB)
Rating
0
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Files: pic.jpg / insideout.ogz /

(1281) Home ~ the Sewer

sunnyD | 2008-04-28 19:36

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AssaultCube | CTF | Large (9-15)
Blurb Take the battle to the sewers.
Screenshot
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Detailed description

The setting is in a dark, musty sewer. This is my first "good" map and it still has a good way to go I believe. Please check it out and leave some comments and some suggestions, I'd love to hear them.

Map file sd_sewer.zip (12.78 KB)
URL http://www.mediafire.com/?ezd75nlm0x3
Rating
46
points
 (6 votes)
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Files: sewerscreen.jpg / sd_sewer.zip / http://www.mediafire.com/?ezd75nlm0x3 /

(1280) Home ~ Desert Temple

Berk | 2008-04-28 13:46

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Cube 2 (Sauerbraten) | Obsolete | CTF | Large (9-15) | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb CTF Desert Temple
Screenshot
Get original file (252KB)
Detailed description

This is my 2nd map that I made, I'm not a mapper but I also try somethink to show how I imagine a CTF map ;)

I think the much important think is that a CTF map is mirrored !
Then I try to make 3 diffrent ways into the Temple.
You can go by the sides (teleporter, jumppad) or throw the entrance.

After that I try to make the flag postion so that its very hard to camp there. Therefore i add the lava in the temple and open the temple so that you can attack a camper from outside.

I hope you like the idea :)
---
Update
Update
I try to add more details in this map andmake it bigger than the last one.

The New Changes:

- Added more Lights
- Added more Details in the maps
- Removed waterfall
- Added 4 big pillars

There 2 ways to the quad, you can go with a grenate jump or with the "secret" teleporters

For CTF I add some lava, e.g. in front of the stairs, so a flag holder has to watch out where he's going to.
The lava inside the temple has a water layer, so if someone fells down he's not immediately dead.

I also added bases for Capture, so there are 7 bases.

---
update2
-Fixed some bugs
-Fixed Lights
-added some new Details middle section, water section

Thanks to apflstrudl who helped me by the lighting and for his tipps and thx to Jorge who give me nice feedback and found some bugs.

update3
I think its now the last update ;)
-added small underground
-fixed walls

Map file dt2.zip (1.27 MB)
Rating
57
points
 (8 votes)
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Files: dt.png / dt2.zip /

(1279) Home ~ ac_ghost_town

kc | 2008-04-28 04:29

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AssaultCube | Final Release | CTF | Large (9-15) | Other License
Blurb ghost town made by DES|KC and DES|sundown
Screenshot
Get original file (44KB)
Detailed description

sundown and i come together to make a map

cla starts in the jail of a ran down desert ghost town
rvsf starts in what would be the saloon

rvsf is passing through this desert ghost town, as cla have been left in their jail cells where they have been alone for days as everyone has left them alone in town, soon rvsf realizes they are not alone as cla breaks free of their jail cells, war quickly breaks out between the two enemies that leave the town looking worse then when they found it

Map file ac_ghost_town.zip (981.85 KB)
URL http://www.hophost.net/DOWNLOAD/c94232040/ac_ghost_town.zip
Rating
18
points
 (3 votes)
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Files: ghosttownscreen.jpg / ac_ghost_town.zip / http://www.hophost.net/DOWNLOAD/c94232040/ac_ghost_town.zip /

(1278) Home ~ ac_riverside2

Deathstar | 2008-04-27 16:58

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AssaultCube | Final Release | CTF | Medium (5-8)
Blurb * The original map is by Shadow, and this is my remaked version (with shadow accord)
Screenshot
Get original file (182KB)
Detailed description

NEW UPDATE (04/30/08)
All crates textures are fixed



NEW ZIP FILE (bug fixed)
*Skybox problems fixed in this new zip file, crates texture problems fixed too.*


ac_riverside is on a lot of server, people like this map.
I found a lot of problems (ugly textures, fullbright light, little laggy...) so i wanted to remake the map of shadow (with his accord) to make it look better. So i created ac_riverside2.

thanks to R.I to helpt me to fix wqd.

Admin: Replaced text separators with HTML horizontal rules.

Map file ac_riverside2.zip (124.04 KB)
URL http://acka.roxorgamers.com
Rating
4
points
 (1 vote)
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Files: riverside2.jpg / ac_riverside2.zip / http://acka.roxorgamers.com/ /

(1277) Home ~ Straining2 - AR Hardcore training map

Sharper | 2008-04-27 10:49

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AssaultCube | Work in Progress | Singleplayer | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Straining2 - Another AR Hardcore Training map!
Screenshot
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Detailed description

|BC|*~Sharp~* brings you another hardcore, most difficult training map just for YOU!
Reason I made this? People who've played straining 1 was hungry.. for a harder one!!
Beware; this map is extremely hard... read the README if you can spare the time ;)

~If you finish the map before 3 minutes have passed, you're a VERY talented and agile AR shootist. You have mastered the art of AR jumping, angling and timing your shots and jumps. You surpass almost all other AR jumpists

~If you finish the map before 5 minutes have passed, you are pretty good - probably better than most people. However, you could try harder and become better.

~If you finish the map before 10 minutes have passed, you take your time but you're good. Try harder - you might make it before 5 minutes.

~If you finish the map before 15 mins or do not finish, don't worry. Its normal, most people can't finish the map or barely make it. Don't be glad though - you're about average and you might want to train yourself on this map more than twice a week to be better than average.

Also, Im putting names of people who've completed the map under my eyes meaning it was legit, and no cheating. This is a significant achievement, because most people cant finish the map before time runs out xD

Here are the nominees:

DES|R4zor - under 10 mins

All parts of the map have been tested by me, and they ARE possible. So count me in as one of the nominees ;)

I don't think I need to explain anymore - but there is one more thing.
I am working on an map named ac_say that I will probably release within the next month. This map is different from my others, because Im trying to make it to the officials :)

Stay on tune and watch out for my future releases!

Map file straining2 - By Sharp.zip (2.83 KB)
URL http://www.mediafire.com/?ddnjksc2irl
Rating
0
points
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Files: straining2-quadpost.jpg / straining2---by-sharp.zip / http://www.mediafire.com/?ddnjksc2irl /

(1276) Home ~ Straining - Hardcore training map

Sharper | 2008-04-26 13:59

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AssaultCube | Work in Progress | Medium (5-8) | Creative Commons (BY-NC-SA)
Blurb Straining - AR Hardcore training map
Screenshot
Get original file (243KB)
Detailed description

Straining - wondering why its named like that?

Simple, it stands for Sharp training. While I was wondering what name I should put to this map, I was thinking how people will strain to complete this training map. Then it hit me, like a jolt of elecricity from the chair. Strain and training combined is, Straining!
It makes sense.. people are straining to finish the map!

Here are the nominees for this map:

MCS{TyD}
Paule{TyD}
|oNe|skee
DES|KC

Anyhow, this is my first training map and it is intended for the Assault Rifle. Don't press edit mode and go to the next level if its too hard, or to the end. That will 100% destroy the purpose AND fun of the map.

You have to combine your IQ and skill to pass all levels/stages safely.
I have one more thing to say.. Good luck! It's probably one of the hardest training maps ever created in AC.
(All paths have been tested by me and others online - they work, so no complaints saying its impossible)

Map file straining - By Sharp.zip (2.92 KB)
URL http://www.mediafire.com/?5yz9hvejymx
Rating
12
points
 (2 votes)
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Files: straining-quadpost.jpg / straining---by-sharp.zip / http://www.mediafire.com/?5yz9hvejymx /

(1274) Home ~ Access

SATAN | 2008-04-25 03:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Capture | Large (9-15) | Other License
*
*
Starred Content
Blurb A medium/large sized Regen/Capture map, for later-than Assassin Edition builds.
Screenshot
Get original file (93KB)
Detailed description

Sauerbraten map: "access"
Created by SATAN!!!, and completed on April 24, 2008.

Map 'access' is a regen/capture/ffa map based on the theme of fast and easy access from one base to the next. This map is the first entry in what I hope will be a series of 3 similarly themed maps (fingers crossed). While the map is moderately large, movement times between each base are fast. Although there are a number of hallways twisting through the map, care was taken to keep the learning curve moderate: the map is wrapped around a central pit that is frequently visible, and you are never more than a few steps away from a scene that lets you see the sky (both to provide a sense of where you are, and to keep things from feeling too "lost in the bunker").

There are a few aspects of the map to note:

-I broke my own rule, and have three (count 'em, three!) flags that are nearly overlapped on the radar. Bad Satan!

-While I know it's not common to do so, the map contains two drop-to-your-death areas that are covered with natural terrain instead of openness or lava. While I know this will raise a few eyebrows, my thinking is that a user would rapidly learn and get used to this aspect, and no problem related to it would persist. I didn't want to use lava in this map in the central pit, nor have an infinite-droppoff in the little canyon outside. So, I decided to take some creative liberties on that front.

-I very much would have loved to spend more time on the interior lighting, and on the skybox. However, I feel I need to blaze on ahead to my next map, so decided to wrap this map up and call it good enough.

-As this is my first submission to Quad, I do hope I haven't messed up my packaging or any other aspect of this submission. Please give a shout if anything is awry.

I look forward to hearing your comments, and thanks for taking a moment to check the map out.
~SATAN!!!

-----------------------------------------------------

This regen/capture/ffa map was created mainly using Lunaran's excellent q4power texture set. The skybox used is a slightly reorded (so the sun is in the right spot) series created by Dash, found at the Wadfather site. Thanks Lunaran and Dash!

This map requires a build greater-than the "Assassin Edition" version of Cube2/Sauerbraten.

-----------------------------------------------------

I am very thankful for a whole host of people who offered sound advice, encouragement, and excellent feedback, including:
eihrul
Drakker
Hirato
Nieb
Demosthenes
Pbrane
clan The Conquerors in general, and in particular:
Schmutzwurst
Andi
Jorge
Hero
and all the fine people in #sauerbraten channel on the QuakeNet IRC network.

... and thanks quin for getting me sorted out on screenshots!

Map file access.zip (2.63 MB)
Rating
206
points
 (23 votes)
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Files: access_quad.jpg / access.zip /

(1273) Home ~ Lost Refuge 1.0

tentus | 2008-04-25 02:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Large (9-15) | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A large-ish CTF/Capture map
Screenshot
Get original file (100KB)
Detailed description

Note: requires most recent CVS to play.

The concept behind this map is pretty simple. I wanted the player to get the feeling that they're in a kind of safehouse in the sky, a hybrid of solid stone and high-tech. I ended up keeping it fairly low-detail because the size of the map was causing framerate and filesize problems as I added details. So for now, very low detail.
This map has not been thoroughly tested. I am considering a number of revisions depending on how my playtests turn out. Please send me feedback so I can start implementing changes!

We are currently on version 1.2.

Additions/Changes since version 1.0:
-New details to help atmosphere and distinguish two sides of map.
-Very, very subtle lighting changes to help differentiate from two sides.
-New route to (but not from) flag.
-Changes beneath sniping, affecting accessibility and speed.
-Slight changes in and over main hallways, adding cover.
-PVS added.
-Light detail dropped to 56.
-Trees simplified to single model.

(Note: screenshot above very out of date, will replace when back in town).

Map file t_refuge-1_2.zip (1.75 MB)
URL http://tsholden.com/pages/lostrefuge.htm
Rating
30
points
 (4 votes)
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Files: lostrefuge.jpg / t_refuge-1_2.zip / http://tsholden.com/pages/lostrefuge.htm /

(1272) Home ~ Paradise Lost

Kaiser | 2008-04-24 13:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Work in Progress | CTF | Large (9-15) | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Eden has gone to hell
Screenshot
Get original file (54KB)
Detailed description

Okay so I have been hearing a lot of complaining that I haven't been making any maps as of late. It has only been 6 months... okay so that is a long time. So here is my 4 day rampage attempt at a map that I think rolls pretty well. You will need CVS for this and it supports CTF and Capture as well as kicks it hard in the FFA part of the design. This is my first nature map and I have to thank Nieb for tossing in a bit of architecture on it in a little coop we did together. Tear it apart and let me know if you find any glitches or mistakes so I can fix them before release.

Update 1: 4-24
Changes some of the geometry around so that it is harder to rush right to the flag in CTF. The quad and the yellow armour are spaced so they are about the same distance from each spawn. Minor lighting and texture changes.

Update 2: 4-25
Moved CTF spawns around and worked on the lighting a bit.

Map file paradise.zip (710.72 KB)
Rating
53
points
 (9 votes)
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Files: paradiselost.jpg / paradise.zip /

(1269) Home ~ Quick Chat for Sauerbraten

Redon | 2008-04-21 12:41

Cube 2 (Sauerbraten) | Obsolete | Gameplay | Creative Commons (BY-SA)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A Quickchat Gui for Sauerbraten to send important little messages during a game
Detailed description

Its a config that allows you to send some important text messages.
You can choose them in a gui menu while you walk, so you dont have to stop for typing something. You can switch between global and team messages. Add it to your autoexec.cfg file
Im ready to improve it if you find anything bad, so just type your comment ;)

- you should use it as a 2D user interface (esc>options>misc>2D user interface)
- omg sry uploaded a broken version first - fixed

Preview
// Config script

Config file quickchat.txt (7.33 KB)
Rating
66
points
 (9 votes)
Attachment Size
quickchat.jpg 294.04 KB
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Files: quickchat.txt /

(1268) Home ~ AC Seafight

teammatehase | 2008-04-21 11:33

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Medium (5-8) | Other License
Blurb Two ships are fighting on the sea
Screenshot
Get original file (204KB)
Detailed description

Hi,
some times ago i made this map called seafight.
Its cool for playing fast but its also possible to camp a lil bit.
Thanks to DES|Undead for bringing this beautiful skymap to AssaultCube.

Pls take a look in readme file.

Have fun in playing this map!
Your teammate(hase)

Map file seafight.zip (615.01 KB)
Rating
8
points
 (1 vote)
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Files: seafight.jpg / seafight.zip /

(1267) Home ~ ace2 - UPDATED

Ace | 2008-04-19 19:29

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | Large (9-15) | Various Licenses
Blurb Ace's third map submitted to quad, probably my best yet!
Screenshot
Get original file (15KB)
Detailed description

I have tried uploading this map three times now. The first time, it seemed like quad just didn't like it. The second time, I found THREE major sunlights that were not supposed to be there. Anyways, this is my third map in Sauerbraten. The idea is this is an energy center that, well, stores energy. This map is good for insta, capture and deathmatch. Please download it and tell me what you think of it.

Thanks to everyone who has helped make this map possible, you know who you guys are.

P.S. I wasn't able to get a good screenshot on here but this one managed to work. This shot was from a older and worse version of the map, so please download the map to see what it actually looks like.

UPDATE: I have made some new changes to this map. The most obvious change is that most of the floors are now made of glass. I have also added more lights to dark places, more weapons and health and have fixed other small bugs. Please check out the new version and see what you think.

Also, how can I update this map so that people will be able to see the update on the front page of quad?

-Ace

Map file ace2.zip (2.32 MB)
Rating
68
points
 (10 votes)
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Files: ace2.jpg / ace2.zip /

(1265) Home ~ Jump map pack

Archangel | 2008-04-19 16:35

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Conceptual | Deathmatch | Medium (5-8) | Other License
Blurb Jump maps
Screenshot
Get original file (224KB)
Detailed description

Apparently I wasn't as serious about leaving as I thought and I came back to the cube games.
Well anyway, here are some "jump" maps. They aren't serious maps and are best with lss. The point isn't to frag your enemies, but to complete the maps - except for one of the maps in the pack, jump_objective, which is meant for ctf. Please rate this accordingly.

EDIT: I'm sorry, I don't understand the license thing. I'm not using a license, or at least I am not aware of it, so I put Other License.

Map file jump_pack.zip (10 KB)
Rating
32
points
 (4 votes)
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Files: jump_screenshot.jpg / jump_pack.zip /

(1264) Home ~ The Dam

rknigh21 | 2008-04-19 08:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Large (9-15)
Blurb Monsters have stopped this project, scour the valley killing the monsters and closing the 5 portals to Hell.
Screenshot
Get original file (64KB)
Detailed description

The Dam – Monsters have stopped this dam being completed, scour the valley killing the monsters and closing the 5 portals to Hell.

Work on this dam has stopped because monsters have invaded the valley and the construction crew had disappiered. Your task is to scour the valley killing the monsters and closing the 5 portals to hell that the monsters use to get into the valley. Supplies have been air dropped into the valley at strategic places. Good Luck

Hope you like the ending.

This is a large mostly outdoor sp map, Hope you like it. More info on my website. Any comments appreciated.

Map file sp_theDam.zip (5.56 MB)
URL http://www.clearcrystal.co.uk
Rating
36
points
 (7 votes)
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Files: thedamm1a.jpg / sp_thedam.zip / http://www.clearcrystal.co.uk/ /

(1260) Home ~ Sauerbraten dock icon

MovingTarget | 2008-04-17 21:35

Cube 2 (Sauerbraten) | Final Release | Content | All Platforms | ZLIB License
Blurb A more stylish Sauerbraten icon than the default one
Detailed description

So, I download RocketDock, and it turns out to be pretty cool. Of course, I disagree with its claim to be the "greatest piece of software ever", but that's my problem.
So I'm populating the dock, and I drag Sauerbraten onto it. Being of the picky type, I completely dislike the idea of having the fugly icon of a batch file representing the greatest piece of software ever.
So I fire up Photoshop, whip up a dock icon, and sucker it onto Sauer's little spot, and voila! That's much better.

I decided to share this icon with the world, in hopes that someone will actually like it. It's in .PNG format, the default dock icon format, so live with it.

Mod file sauericon.zip (36.83 KB)
Rating
78
points
 (9 votes)
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Files: sauericon.zip /

(1256) Home ~ obl_snow

oblivion | 2008-04-16 19:15

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Medium (5-8)
Blurb small snowy type map
Screenshot
Get original file (33KB)
Detailed description

its a small snowy town with the cla fighting in a complex looking town with the rvsf.

Map file obl_snow.cgz (15.49 KB)
URL http://www.mediafire.com/?wcvbwnfkfy9
Rating
42
points
 (8 votes)
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Files: obl_snow.jpg / obl_snow.cgz / http://www.mediafire.com/?wcvbwnfkfy9 /

(1254) Home ~ ac_hazard

Undead | 2008-04-16 12:31

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Quick CTF map for AssaultCube.
Screenshot
Get original file (30KB)
Detailed description

CLA have entered a broken factory, which RVSF are guarding to make sure they dont steal the explosives in the back. The whole place is falling apart, so they better hurry before it blows up!

This map is for CTF, i wouldnt say this is the final release, but its pretty dang nice at the moment.

Thanks to KC and R4zor for the input. Sorry if i missed anyone else i didnt credit :)

Map file ac_hazard by Undead.zip (770.63 KB)
Rating
90
points
 (11 votes)
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Files: hazard-picture.jpg / ac_hazard-by-undead.zip /

(1253) Home ~ Maycreant Map Pack

mIscreant | 2008-04-16 06:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
*
*
Starred Content
Blurb Three maps from Mayhem and mIscreant.
Screenshot
Get original file (70KB)
Detailed description

These are three maps that Mayhem and I have been working on lately. The two small maps, fireside and prism, are both intended for 2 to 4 players, created by me. I released the first version of prism a while back, but since then I've tweaked and improved it and decided I might as well throw it in here with the others.

The third map, duomo, is a collaboration between Mayhem and myself, but most of the credit should go to Mayhem, who fixed and added to my crappy geometry, textured, detailed, and did lighting for the entire map, as well as improving item placement. The basic central layout of the map was mine, but he's responsible for everything else.

Also included are some new skyboxes by Mayhem.

That's about it...we'd like to hear feedback!

Map file MaycreantMapPack.zip (4.2 MB)
URL http://quicksilver.mygameclan.com/main.asp
Rating
76
points
 (10 votes)
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Files: maycreantpic.jpg / maycreantmappack.zip / http://quicksilver.mygameclan.com/main.asp /

(1249) Home ~ Small brick texture pack

MovingTarget | 2008-04-13 18:18

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms | Public Domain
Blurb A smallish pack of nine brick textures
Detailed description

These textures (which come with normal maps, specular maps, and displacement maps), were primarily designed as an exercise with the Photoshop Clone Stamp tool. I grabbed these off of cgtextures and made them seamless, and created the maps with CrazyBump. If the developers think they're good enough, they can be included in the game (although my hopes are not high that they will be :D).

Have fun with them! If you like 'em enough, I will consider making more.

Mod file brick.zip (3.81 MB)
Rating
28
points
 (4 votes)
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Files: brick.zip /

(1248) Home ~ Gen1 (aka Generator)

MrBiggles | 2008-04-13 02:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Deathmatch | Capture | CTF | Medium (5-8) | Copyright
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Mr.Biggles-w00t and FREAK-w00t present: *trumpets play majestically* Gen1
Screenshot
Get original file (54KB)
Detailed description

Ok so this map is set in a futuristic power plant on Earth. But the powerplant is deserted and falling apart because of some unknown incident (tomcat suggested that a worker spilled coffee on one of the computer XD). So the power plant was purchased by some entrepreneur dude and convert into a deathmatch arena. I hope you like it. I've spent the last 2 months of my life working on it so yeah. Its my first map and hopefully my next one wont take so long to make as this one did.

FREAK-w00t deserves a ton of credit for his major contributions, time, help, endorsement and effort that he put into it.

thanks to Terlmann, Killer, Syco, Gordo, Zoozie, Ace, Tomcat, Babykiller, Laharl, EDIT-LEE-w00t, Assassin-w00t, Coley-w00t, jochi, and A-ron

*UPDATED*
Ok so the map is now nearing completion. there are just a few things that need finished up and weapons and such still need added.Tons of stuff fixed. less laggy now. anyone who got the old version shoudl get this updated version. this time i calced and then saved so they lighting is fixed. and just so everyone knows i will make the CFg and package this soon when i get a chance... sorry for the inconvenience

-Mr. Biggles

Map file Gen1.6.ogz (2.78 MB)
Rating
156
points
 (20 votes)
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Files: comproom212.jpg / gen1.6.ogz /

(1247) Home ~ Legoland

alex256 | 2008-04-12 23:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Small (1-4)
Blurb Legoland blast from the past
Screenshot
Get original file (67KB)
Detailed description

The old Legoland Map from normal map release of sauerbraten. texture pak and cfg is included. enjoy!!!!!

Map file legoland.zip (411.82 KB)
Rating
60
points
 (7 votes)
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Files: legoland.jpg / legoland.zip /

(1246) Home ~ obl_storage

oblivion | 2008-04-12 14:55

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Small (1-4)
Blurb small ctf in a storage type area
Screenshot
Get original file (49KB)
Detailed description

its a small ctf map that looks kind of like ac_depot. i started to try and make it looks like a mod off of halflife2 but i changed directions.

Map file obl_storage.cgz (8.56 KB)
URL http://www.mediafire.com/?um2m5xegxux
Rating
12
points
 (3 votes)
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Files: ob_storage__ss2.jpg / obl_storage.cgz / http://www.mediafire.com/?um2m5xegxux /

(1245) Home ~ Ancient Tsenkieh Temple

Death90 | 2008-04-10 19:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb An old temple for single player
Screenshot
Get original file (46KB)
Detailed description

This is an ancient temple where the dust of Tsenkieh (fictive ancient god) is kept (in an urn). You've broken in and have to avoid the traps and the monsters.

Map file tsenkieh.zip (382.45 KB)
Rating
56
points
 (7 votes)
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Files: tsenkieh.jpg / tsenkieh.zip /

(1244) Home ~ Station001

Death90 | 2008-04-10 19:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Medium (5-8) | Creative Commons (BY-NC-ND)
Blurb Space Station001, a simple single player map
Screenshot
Get original file (49KB)
Detailed description

My first map, a space station with enemies. It's a bit simple. If you prefer SP you will like it.

Map file station001_final2.zip (421.07 KB)
Rating
42
points
 (6 votes)
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Files: station001.jpg / station001_final2.zip /

(1241) Home ~ Hill Billy Warz

SpiderDuckie | 2008-04-09 05:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Copyright
Blurb Small Map out in the forest. "We Don't Like Yer Kind Round Here!"
Screenshot
Get original file (597KB)
Detailed description

You are sent on a top secret mission deep in the forest to investigate a hostile group of villagers known as "Hill Billys". Armed with nothing but a Gauntlet and your Pistol, you must be prepared to battle.

Step into the small world of the Hill Billys and fight for your life! Perfect map for instagib and DeathMatch! The map suits 2 players perfectly although up to 6 players on the map has worked fine. I may expand the map and make it capture, but currently it is suited for instagib and deathmatch.

NOTE
• I do not mean to offend anyone by the use of the term Hill Billy.
• My in-game name is [Jack]Rabbit also, so please do not be confused with SpiderDuckie/[Jack]Rabbit.

Map file Hill_Billy_Warz.zip (300.17 KB)
Rating
2
points
 (1 vote)
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Files: snapshot.png / hill_billy_warz.zip /

(1240) Home ~ Sauerbraten Launcher

White-Tiger | 2008-04-08 09:56

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Standalone | Windows | Copyright
Blurb This is a Programm that can run SauerBraten as Client / Server. You can add Profiles
Screenshot
Get original file (28KB)
Detailed description

This is a SauerBraten Server and Game luncher to make it easy to manage Sauerbraten
btw my english is very wrong / bad what ever xD

Features:
Launch Sauerbraten easy as Server / Client,
Profiles to quick launch your Game,
Command Line launch to run a Profile at start up,
Very easy to control,
Little size,
Custom Settings so you can run whit your own Commands,

CommandLine Options:
-client "ProfileName"
-server "ProfileName"
-custom "ProfileName"
all commands whit " becouse if you have spaces in the name it doesn't work

This is my First release so.. i hope it is bug free but if you find some please contact me here or
per email at: white06tiger(at)gmx.de
If you can speak german then write in german pls xD

Sry about ma bad english :(

I wish you a lot of fun while playing Sauerbraten xD xD xD

Mod file SauerbratenLauncher.exe (568 KB)
Rating
2
points
 (1 vote)
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Files: sbl-screen1.jpg / sauerbratenlauncher.exe /

(1239) Home ~ kc_dam

kc | 2008-04-08 02:24

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | CTF | Large (9-15) | Other License
Blurb dam made by DES|KC
Screenshot
Get original file (70KB)
Detailed description

Rvsf and Cla fight to take control over the dam

information on the dam:
complete with power station, control center, water treatment center, and the dam itself

Map file kc_dam.zip (9.57 KB)
URL http://www.hophost.net/DOWNLOAD/f68ba1920/kc_dam.zip
Rating
112
points
 (15 votes)
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Files: kc_dam.jpg / kc_dam.zip / http://www.hophost.net/DOWNLOAD/f68ba1920/kc_dam.zip /

(1238) Home ~ Assault Content Pack

Wierdoom | 2008-04-07 14:59

AssaultCube | Final Release | Content | Linux | Windows
Blurb New stuff for Assault Cube.
Detailed description

This mod replaces some things I didn't like in Assault Cube, including:
New hand textures.
New weapon sounds.

To install, unzip the archive, and move the "packages" folder to your Assault Cube directory.
Enjoy!

Mod file modpack.zip (1.72 MB)
Rating
4
points
 (2 votes)
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Files: modpack.zip /

(1237) Home ~ ElevatorMenus

Titanic12ship | 2008-04-04 01:53

Cube 2 (Sauerbraten) | Release | Singleplayer | Mapping
Blurb A config that allows you to easily create elevators in Sauerbraten.
Detailed description

This is the second version of ElevatorMenus. ElevatorMenus lets you easily create elevators without typing anything. You can pick any of the three mapmodels on the menu. You can now also set the speed and tag of the elevator. Of course, this isn't the only way to add elevators in the game. It is just an easy way for beginners to add elevators. Please comment on this, as I would like to see how people feel about it.

How to install: Create a document called autoexec.cfg, and a document called elevators.cfg. Place the autoexec.cfg into your Sauerbraten folder, and the elevators.cfg into your data folder. Next copy and paste the following into the autoexec.cfg: exec data/elevators.cfg. Then copy and paste the code on the page that comes up when you click on the link "config file" into the elevators.cfg. And that's it. Now you can easily create elevators in Sauerbraten.

What's new in version 1.1:

1. You can now set the speed and tag of elevators you create with this menu.

2. SkyMenus no longer comes with this menu.

3. All selections are now done on one page, instead of multiple pages.

Config file elevators.cfg (7.43 KB)
Rating
6
points
 (2 votes)
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Files: elevators.cfg /

(1236) Home ~ Ancient Valley

zoozie | 2008-04-01 22:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | CTF | Medium (5-8)
Blurb an ancient valley in conflict between the local town and the king of the castle
Screenshot
Get original file (60KB)
Detailed description

an ancient valley complete with 2 or 1 rivers (depends how u look at it) a few secrets...(goto homepage) a SMALL town and a castle complete with secret passages and loopholes (places to shoot out of) and a secret mapmaker room.the plot is the local (and small) village is in conflict with the local (and small) castle. thats about it...

Map file valley.ogz (910.76 KB)
URL waistbandwarriorman.webs.com
Rating
76
points
 (11 votes)
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Files: valley_1.jpg / valley_1.ogz / http://waistbandwarriorman.webs.com/ /

(1234) Home ~ A new map pack from MitaMAN

MitaMAN | 2008-03-30 17:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Singleplayer | Medium (5-8) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Private Stan Sauer Returns
Screenshot
Get original file (82KB)
Detailed description

Hello to the Sauerbraten community!

I have a new single player SAUERBRATEN map pack called "Private Stan Sauer: Run n' Gun". If you've played any early mpsp series maps, you'll know what to expect!

Get it here:

http://chronicfatiguemusic.com/mpsp9_final.zip

Or visit the website here and look around:

http://chronicfatiguemusic.com

This is a rather large download, approximately 25mb. The map pack contains the following:

1. (3) single player maps (mpsp9a, mpsp9b, mpsp9c)

2. 200+ new MitaMAN textures (including normal and spec maps) along with a few new and reworked textures from the loopix, noctua, and g-pack texture collections.

3. Mask textures for several of the mitaman models included from the original "Army of One" (mpsp6) map pack.

4. New doors, fence, elevator and floor board mitaman models.

5. Several DCP models (light, grates, switch, etc...) that were not part of any CUBE or Sauerbraten release.

6. A texture/model config template (mpsp9_template.cfg) to make it easy to use the new textures / models in your own map.

I tried to make the textures as "real world looking" as possible. They should prove very useful for modern-day as well as RPG type maps. The textures are high resolution, most 512x512, and scaled down to half or quarter size in the map configuration to maintain detail.

If you like more "shiny-plastic" looking textures change the following setting in the map configs:

from: setpixelparam 1 2 2 2

to: setpixelparam 1 4 4 4

This map will push your system hard in some areas. There are many explosions, items that move, outdoor water areas, and elevators. I used most of what the engine has to offer map builders.

Take care of what you shoot at! Sometimes you'll find stuff after an explosion - BOOM!

Extract the "mpsp9_final.zip" file into your Sauerbraten folder (not "packages" folder). Some of the files from the original mpsp6 (Army Of One) map pack will be over-written. Don't worry, it's just improved model textures and md2 configs. YOUR SAUERBRATEN INSTALL WILL NOT GET MESSED UP!

ALL NEW TEXTURES ARE IN THE packages/mpsp9 FOLDER IN THEIR OWN SUB-DIRECTORY.

To play the map, open the console, type "sp mpsp9a" (without quotes) and press enter. Then Run, Gun, and have fun!

Any feedback on this map would be great.

MitaMAN (aka Mike Poeschl)

URL http://chronicfatiguemusic.com
Rating
86
points
 (11 votes)
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Files: mpsp9_quadpost.jpg / http://chronicfatiguemusic.com/ /

(1233) Home ~ Apollo's SubCity 1.1

apollo.ger | 2008-03-29 14:34

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb Enter an underground world
Screenshot
Get original file (43KB)
Detailed description

An underground map with two abondend subway stations and a sewer area.
This map contains new opensource textures and some Toca's models (all files are included)

Changes in 1.1:
- Some textures fixed
- Enclosed open areas fixed (thanks TheSourPatchKid)

For a complete version review click here

Map file apollo_subcity1.1.zip (1014.67 KB)
Rating
24
points
 (3 votes)
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Files: apollo_subcity1.0.jpg / http://forum.tearyoudown.org/showthread.php?tid=376&pid=4942&#pid4942 / apollo_subcity1.1.zip /

(1232) Home ~ AC City Streets

firzenr | 2008-03-28 13:06

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8) | GNU GPL v2
Blurb A really lame CTF map which allows you to jump over and on buildings.
Screenshot
Get original file (147KB)
Detailed description

This is the lamest map you will ever encounter, it really sucks, I know how flawed it is, but I will try and work on this.

Anyway, this map takes place in the downtown city streets. You can actually go on top of the buildings, it was built like that, just use the recoil of your weapon. It's pretty fun like this but it still sucks.

The reason why I'm releasing this out is because I need you all to comment on how bad it is, so I can fix it. Hopefully.

Map file ac_citystreets.zip (1.79 KB)
URL http://www.hophost.net/DOWNLOAD/05dd1526/ac_citystreets.zip
Rating
0
points
 (0 votes)
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Files: ac_citystreets_screenshot.png / ac_citystreets.zip / http://www.hophost.net/DOWNLOAD/05dd1526/ac_citystreets.zip /

(1231) Home ~ Hand of God II

shadow | 2008-03-27 19:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY-NC)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb Hand of God II
Screenshot
Get original file (59KB)
Detailed description
Put the map files in packages/base
Download the evil_textures zip, and extract to packages/evil_textures if you don't already have my custom normals for them (you probably don't)
Shoot stuff
Map file hand of god 2.zip (931.36 KB)
Rating
79
points
 (17 votes)
Attachment Size
evil_textures.zip 454.34 KB
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Files: hand-of-god-ii.jpg / hand-of-god-2.zip /

(1230) Home ~ vertigo

alex256 | 2008-03-26 19:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Large (9-15)
Blurb 64 spiral staircases copied and pasted
Screenshot
Get original file (5KB)
Detailed description

stangemap i made a while back someone wanted me to post

Map file vertigo.zip (1.16 MB)
Rating
42
points
 (7 votes)
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Files: vertigo.jpg / vertigo.zip /

(1228) Home ~ abandoned science lab

alex256 | 2008-03-25 20:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb a fun little quik deathmatch map for small groups to fight in
Screenshot
Get original file (57KB)
Detailed description

quik little map made for 2 to 4 players mabe even 6.its not done yet but here it is anyway

sauerbraten is the greatest ....man i love makeing maps.
even if im not the best at it i really enjoy it alot...

Map file abandoned_science_lab.zip (605.04 KB)
Rating
14
points
 (2 votes)
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Files: abandoned_science_lab.jpg / abandoned_science_lab.zip /

(1227) Home ~ snow

Deathbringer | 2008-03-25 20:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | Medium (5-8) | Public Domain
*
*
Starred Content
Blurb An empty pioneer settlement just waiting to get lit up!
Screenshot
Get original file (13KB)
Detailed description

This is the updated trooper version. Thanx to all for the input :) I hope i incorporated it fully.

Deathbringer

Map file snow.zip (911.59 KB)
Rating
171
points
 (21 votes)
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Files: snow-screenshot.jpg / snow.zip /

(1224) Home ~ Castle pack

seba_killer7 | 2008-03-23 01:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Deathmatch | Superscalar
Blurb My first five castles are already here enjoy them =P.
Screenshot
Get original file (47KB)
Detailed description

Here we got the 5 castles the Lost Shrine, The Hunted Castle, Tha valley castle, The Los Iluminados's Castle and The lost Castle check them out ;P

Map file Castle_pack.zip (4.7 MB)
Rating
22
points
 (3 votes)
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Files: castles01.jpg / castle_pack.zip /

(1223) Home ~ akroseum by shmutzwurst

schmutzwurst | 2008-03-22 22:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Deathmatch | Capture | Medium (5-8) | Various Licenses
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb map for ALL modes especially capture/regen/insta but CTF too - 2-16 players
Screenshot
Get original file (88KB)
Detailed description

2008-06-20: Updated the zip to what is in the realease too so anyone who edited the map and wants the official version back can get it from here.

----------

04-21-08 (after the CVS playtest) - changed skybox, relighted the whole map added new details, rearranged most weapons. added entities.

------

here comes akroseum (the name is a mixture of akropolis and museum).

before you start complaining, please read the following lines.

ok, with this map i tried to achieve three goals:

the first goal was:
it has to be suitable for ffa, instagib and capture (and now even CTF!) at the same time and should to be playable even with just 2 people. im not sure if fulfills that 100% perfect in your opinion but i think it is an acceptable compromise between the different game modes. sure: it's gonna be more fun the more people play on it, due to its size - but we've tested it a lot with 1on1s and it is actually pretty ok. maybe test it too. the magic trick/idea was to let all spawn points circle around the heart of the map. this way you'll face each other most of the time, even when just playing a 1on1.

the second goal was:
i love capture but i get a bit bored with the capturing of bases. its too often the same. thats why i tried to put a specialty to every base: one is under water, on is in a labyrinth, one is easily attacked from a jumppad but hard to defend, one is surrounded by spawnpoints and the last is easily attacked with long range weapons. i believe it to be fun in regen and normal capture, though it does not support the "stand-at-the-base-and-just-fire-non-stop-at-other-bases" kind of playing as you cant reach from one base to the other.

the third goal was to make it playable and balanced in the new mode in the CVS version: capture the flag although it is not symmetrical.

please be mild :-S

******************
update 03/24/08: fixed several minor bugs, replaced some lights, added walls, etc. thanks for all feed back and testing so far, especially dunedan, zero, jorge, wahnfred, solea ... and all i forgot :-)

revision 04/13/08:
As promised, most of your critique had some influence on the map. ive added CTF flags too so you´ll need the CVS version to run it. come to #tc at irc.gamesurge.net to ask us to play with you in case you cant find anyone to test it with. most TC members got the CVS up and running.

Map file akroseum.zip (1.55 MB)
URL http://www.the-conquerors.net/forum/viewtopic.php?f=12&t=605
Rating
213
points
 (26 votes)
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Files: akroseumbig.jpg / akroseum.zip / http://www.the-conquerors.net/forum/viewtopic.php?f=12&t=605 /

(1222) Home ~ .bak to .ogz

Titanic12ship | 2008-03-22 20:36

Cube 2 (Sauerbraten) | Other | Public Domain
Blurb A workflow for Macs that allows you to convert one or more .bak files to .ogz files. Note: You can only get it from my website.
Detailed description

Have you ever accidentally saved over a great level you were working on? It happens mostly when you name your levels with numbers. If you did happen to accidentally save over a level you were working on, you can always use the .baks that Sauerbraten creates whenever you save your map. However, you have to convert your .baks to .ogzs to be able to open them in Sauerbraten. Converting them manually can take a lot of time. You would have to rename them one at a time. Now that has changed. You no longer need to manually convert each .bak file to a .ogz file one by one. With this workflow, you can pick the .bak files you want to convert then, with a single click, convert them all to .ogz files.

How to install: Installing is simple. Just put it wherever you want. As far as I know, it doesn't have to be in a specific place.

How to use: All you have to do is click the add button under the heading "Get Specified Finder Items," then locate the .bak files you want to convert. To select multiple files just hold down control. When you have the .baks you want to convert selected, push "add." The file selection window should close. Then just push the button that says run under it. You don't have to type anything under the heading "Replace Finder Items." When you push the run button, the .bak files you specified are turned into .ogz files. That's all you have to do.

Note: This workflow only works on Macs. You also must have Automater.
Note 2: You can only download the workflow from my website because the file type is not supported on Quadropollis.

Enjoy!

URL http://e.macsrule.googlepages.com/bakto.ogz
Rating
2
points
 (1 vote)
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Files: http://e.macsrule.googlepages.com/bakto.ogz /

(1221) Home ~ MassAttack

rknigh21 | 2008-03-22 15:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Small (1-4)
Blurb Smallish sp map with Spiders.
Screenshot
Get original file (54KB)
Detailed description

This is a Kill all monsters map I created as a learning exercise. It utilizes spiders, aiclip and a platform. Any comments gratefully received.

Map file sp_massattack.zip (379.49 KB)
Rating
12
points
 (2 votes)
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Files: sp_massattack.jpg / sp_massattack.zip /

(1220) Home ~ Russion Localization v. 0.1 Beta

MX | 2008-03-21 16:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms | Linux | GNU GPL v2
Blurb Light Localization for Sauerbraten
Screenshot
Get original file (0KB)
Detailed description

ВНИМАНИЕ!
Это не столько полноценный мод, сколько поверхностная правка некоторых файлов.
Суть его в том, что он заменяет все БОЛЬШИЕ латинские буквы на русские => в некоторых местах возникают проблемы.
Также несколько изменена раскладка, чтобы сохранить некоторые необходимые символы:

[`Ё][1!][2@][3#][Ч$][5Ж][БЮ][7Ъ][8*][9(][0)][-_][=+][Э|][⇐]
[Tab][qЙ][wЦ][eУ][rК][tЕ][yН][uГ][iШ][oЩ][pЗ][[{][]}]
[CAPS][aФ][sЫ][dВ][fА][gП][hР][jО][kЛ][lД][;:]['"][ENTER ⏎]
[⇧SHIFT][zЯ][xХ][cС][vМ][bИ][nТ][mЬ][,<][.>][/?][⇧ SHIFT ⇧]
[Ctrl][Alt][----------------SPACE--------------][Alt][Ctrl]


Как видите, некоторые буквы сбились :(
+ проблема с большими латинскими буквами
Русские символы вводятся БЕЗ переключения раскладки (ENG->РУС)
Все эти проблемы я намереваюсь решить в будущем (Если кто желает помочь (с переводами, кодингом и т.д.) - подключайтесь!)
=============================================
Установка и запуск:
• Скопируйте и распакуйте архив в корневой каталог Sauerbraten'a
• Для запуска используйте опцию -kRusMod
Пример:
bash-3.1$ ./sauerbraten_unix -kRusMod
=============================================
В качестве дополнения к моду, выкладываю скрипт-Злоген [Уже второй версии] :)
#############################################
Обновление 1:
• Поправлены строки исходников, теперь БОЛЬШИНСТВО сообщений тоже на русском;
• Шрифты выглядят чуть-чуть лучше (поправлены Ш и Ё)

Mod file rusmod.0.1.B.zip (871.67 KB)
Rating
0
points
 (0 votes)
Attachment Size
zlogen.cfg (old) 2.2 KB
zlogen.cfg 2.7 KB
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Files: flag-ru.png / rusmod.0.1.b.zip /

(1219) Home ~ R4_Sleet

R4zor | 2008-03-21 01:06

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | Medium (5-8) | Other License
Blurb A mine city iced over in a snow storm.
Screenshot
Get original file (23KB)
Detailed description

r4_sleet - From R4zor.

Is there much to put as a description?
**Many have told me the layout and feel of the map is nice.
I tried to make the map feel comfortable to most players, giving the right amount of space for the given modes.

UPDATE:
Spawn problems fixed, some lights dimmed.

Map file r4_sleet.zip (729.72 KB)
Rating
47
points
 (6 votes)
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Files: screenshots_3.jpg / r4_sleet.zip /

(1218) Home ~ ac_deserted

teammatehase | 2008-03-20 22:44

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Medium (5-8) | Other License
Blurb One more desert map (depot+desert)
Screenshot
Get original file (61KB)
Detailed description

Yes,
it's me again XD
one week ago i have made a new map.
It has the same funktion like ac_depot,
that means you have two main ways to enemy place.
This map was made for multiplayer, i put less as possible
mapmodels in it.
No many details, because it schould be playable this time.
Have fun!
Your teammate(hase)

Map file ac_deserted.zip (5.24 KB)
Rating
4
points
 (1 vote)
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Files: ac_deserted.jpg / ac_deserted.zip /

(1217) Home ~ junglerpg

iosq | 2008-03-20 14:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Huge (16-32) | GNU GPL v2
Blurb A large jungle style map....
Screenshot
Get original file (53KB)
Detailed description

A large, "Junglish" map. When completed, it will be primarily a SP map, however CTF will be added, perhaps. Please leave advice, as this is my first large map project (i.e spent over 20 hours on it already) and I want to start my mapping on a good one. Currently at about 30% completion, although gives a general idea of what the finished product will be like.

Map file junglerpg.zip (6.48 MB)
Rating
10
points
 (2 votes)
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Files: junglerpg.jpg / junglerpg.zip /

(1216) Home ~ ac_magic-school

teammatehase | 2008-03-19 21:41

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | Capture | CTF | Superscalar | Other License
Blurb Its like the school of a famous magic pupil
Screenshot
Get original file (300KB)
Detailed description

________________________________________________________________________
Update:
map: ac_magic-school1
multiplayer smaller version!

name: ac_magic-school
full version!
________________________________________________________________________

Hi,
maybe you know me, as the author of maps like "poolhouse" ;
"matrix revolution" ; "seafight" and so on.
Until 3 month I have finished the biggest map i ever made.

It's a little bit like the school of Harry Potter but in detail its completly different ;-)

There is something new, so for example you can go on the roof of the conservatory and you also can go in. So you have a real 3D roof.

An other example is a flight of winding stairs. I never seen such thing in
an other map befor.

So how i choose in category, it's a really big map so i will try it somtimes
in multiplayer but you should play it more in singleplayer because i could imagen, the map starts lagging.

I hope you enjoy the map, and have a lot of fun.
And remember, it's a magic school, so sometimes walls could be also doors ;-)

Kind regards
your teammate(hase)

Map file ac_magic-school.zip (140.32 KB)
Rating
32
points
 (6 votes)
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Files: ac_magic-school.jpg / ac_magic-school.zip /

(1211) Home ~ newtextures

alex256 | 2008-03-18 17:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Deathmatch | Capture | CTF | All Platforms
Blurb a very small nonbump texture pack for pictures/wallpaper.exc....if you want the complete texture pack download from the link
Screenshot
Get original file (3KB)
Detailed description

this is a retarded texture pack.im trying to figure out how to put bumpmaps in the game.ive made a few but i cant figure out how to use them :-P.

oh yea to use these,put the pictures folder in the packages folder.then copy the contents of the pictures.cfg to the bottom of your maps cfg.then you will be able to use them on your map.or while in game
type /exec packages/pictures/pictures.cfg

[ADMIN]: packaging it correctly would help.

get the complete 800+ textures and .cfg from the url

Mod file pictures.zip (30.09 KB)
URL http://www.mediafire.com/?gfsnfdxqmz2
Rating
0
points
 (0 votes)
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Files: 3.jpg / file:///F:/node/226 / pictures.zip / http://www.mediafire.com/?gfsnfdxqmz2 /

(1209) Home ~ Jord's Custom Mod Pack v2

Jord | 2008-03-17 06:20

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | All Platforms | Creative Commons (BY-NC-SA)
Blurb Jord's Custom Mod Pack v2 (Built on from v1)
Screenshot
Get original file (0KB)
Detailed description

=================
Update! (18/3/07)
=================

Fixed up Licence
=================

Posting here all the README file (it covers all aspects):

********
README:
********

**************************
Jord's Custom Mod Pack 2.
**************************
Released 16th March 2008.
**************************

Original Models (Such as Barrel, Mait Sign) have been skinned and modelled by MakkE.
These models have only been edited by Jord.

-----------
Quick Chat
-----------

Quick chat is made by Jord, and can be found under Multiplayer, Quick Chat menu in
AssaultCube.

The Commands for Quick Chat include:

Incoming!
Sorry!
Watch out!
Lol!
:)
:(
:\

A sub-menu in Quick Chat is Team Tactical Chat. These chat messages include:

Fire at Will!
Cease Fire
Fall In
Regroup
Stop TEAMKILLING me!
Follow me
Cover me!
I'm going for the flag!
Fire in the Hole!
I have the flag, don't shoot me!

This Quick Chat feature has also been binded to the F1 key, for even easier and quicker access.

---------------------------------------
Custom Map Models (Originals By MakkE)
---------------------------------------

These mapmodels have been custom made off of MakkE's models.

--

Yes, these are the same map models as in Jord's Custom Mod Pack 1, but are here for you to use.
However, there are 2 new ones, and the originals are by makkE, of course.

The new ones are:
Electric Sign
Poisonous Barrel

All of the map models are available in the Menu under Editing > Mapmodels.

-----
Menu
-----

In the menu.cfg, there is some new features. With the Quick Chat, some fix-ups and a new menu to help new players
who are new to the game and at being master. This menu has a quick guide showing how to set up a map and mode.

This is available under Multiplayer > Change Map/Mode > Help... or Multiplayer > Change Map/Mode > [Any] > Other...

Also, there is a Key Bind for the Quick Chat menu (as said above) which is F1, which will automaticly pop-up the
Quick Chat menu in-game.

A fix that I have done is in the Editing > Pickups I have added Grenades, so you don't have to keep typing /newent
grenades 1 all the time.

----------
Key Binds
----------

There are some key binds that you may find useful in this mod pack.
These key binds are:

F1 - Open Quick Chat menu
F12, Print Screen - Take a screenshot
F4, M - Get map (also clears secure maps)
F2 - Open Team Tactical Chat menu

--------------
[Mapname].cfg
--------------

This config file is for you to copy and use for any map. This includes all mapmodels in it. Where the [mapname]
is goes your map's name, of course, and take out the brackets. Then paste it in the packages/maps folder.

*IMPORTANT*
If you do this, make sure you send the .cfg file and your extras with your map, so every other user has the right adjustments for
your map!

---------
Textures
---------

There are also some custom textures in this mod pack, made by Jord (me). Please refer to the 'Permissions' document in
the folder with the textures 'Jord folder' if you want to use my textures.

These textures are:

grass - Just a tropical looking fresh grass texture.
bitumen_with_leaves - A greyish road with autumn leaves on it.
leafs - A texture full of autumn leaves (good for making a pile of autumn leaves).
bitumen - A normal road or path texture.
grass2 - A darker, more dense version of grass (above).
red - A plain red.
blue - A plain blue.
green - A plain green.
yellow - A plain yellow.

-----------
Crosshairs
-----------

In this mod pack, there are also some crosshairs, which are available under Player Setup > Set Crosshair menu in-game.

These crosshairs are:

+_dot.png
tri_cross.png
tri_cross_with_dot.png
X-cross.png
+_dot(green).png
+_dont(blue).png
-------------------------------------------
Questions, Comments, problems or Feedback?
-------------------------------------------

If you have any questions, comments, problems or feedback, please don't hesitate to email me:
jordancomley@hotmail.com

But please, so I do not recognize it as spam, put the subject:
'Jord's Custom Mod Pack 2'

********
Credits
********

Original Map models by MakkE.

Thanks to all who have given comments thouought the time that I have been making this mod pack - really have
given me confidence.

Thanks to all who have suggested ideas, and hopefully they are in this mod pack, or future ones!
Thanks, and Have fun!

Mod file Jord's Custom Mod Pack v2.zip (2.48 MB)
URL http://www.mediafire.com/?yyjlst0olpy
Rating
28
points
 (4 votes)
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Files: custom-mod-pack-v2-pic.jpg / jord's-custom-mod-pack-v2.zip / http://www.mediafire.com/?yyjlst0olpy /

(1208) Home ~ Jake4 (Techopolis)

Jake77777 | 2008-03-17 03:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | CTF | Medium (5-8) | Creative Commons (BY)
Blurb Medium-sized capture or CTF map with a Tech theme. CVS IS NEEDED
Screenshot
Get original file (42KB)
Detailed description

The CVS of Sauerbraten is needed to play this map! If you download this file it will not work.

This is the final release of jake4. So if you find any bugs, glitches, or any other problems, please tell me and I will fix it ASAP.

Techopolis is a Tech themed map for capture or CTF.

Techopolis is one of the few, small human civilizations left on earth after the wars of the two great ironsnout empires. The building is Techopolis's main communication center that was recently abandoned because of the raging battles inching closer and closer. Now, the ironsnouts are battling to take it over to use it to there advantage.

I give some credit to Snowy18 who came up with a few ideas, and Dairyking who started the first few rooms of the map and also contrbuted some ideas, and to those of you who gave me some great ideas from your posts.

Update #1:
- More clipping added
- Finished the hallway (you might notice which one)
- Changed some lighting
- Changed some lighting and the computers in the room with the YA
- Added the YA
- Changed the Ambient White Light to 20 instead of 1 or whatever it was
- And a few other things that i forgot

Update #2:
-Added lights to the outside

Update #3:
-Only for CVS
-Added mountains (Thanks for the idea Drakas)
-Barely moved 2 weapons
-Moved the Quad for better game play
-Added flags and spawn points for CTF
-Maybe some other things i just dont remember

Update #4:
-Added glass in the windows
-Added envmaps
-Changed some clipping

Update #5:
-Chairs and flashlight redone with smaller cubes
-Clipped open window
-Maybe a few other things

Update #6: Final Realease
-Deleted some envmaps for quicker load time
-Deleted a bad playerstart
-Added 2 lights (cant really notice them)
-Changed a few textures (again hard to notice)
-Fixed a weird texture bug
-A few other things

If you have any problems or suggestions please comment.

Map file jake4.zip (4.68 MB)
Rating
167
points
 (20 votes)
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Files: jake.jpg / jake4.zip /

(1206) Home ~ ac_offices - From CS Zero

Sharper | 2008-03-16 12:56

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb This map is still under development, and suggestions are welcome - I got some random storyline, Enjoy
Screenshot
Get original file (185KB)
Detailed description

UPDATE: Removed all the tris.md2 and Thumbs files. Changed spawn locations, changed item spawns, added more mapmodels.

UPDATE: Added Toca's Mapmodels, Storyline (not much, I guess), Night Version Available now, More space for CLA base

Storyline:

It was boring guarding the perimeter. A week has passed since they captured these office buildings. They've been using it as a communication and information centre for their terroist movement; the anti-terrorist group hasn't noticed their activities - yet. They hijacked the local radio and is voicing propaganda through it to join us (CLA).
So far, its been successful. Village men in this country are rebelling, and already attacked a prison where our comrades were captured. They've escaped and managed to make it to our temporaily HQ. Our comrades who returned are proffessionals. They were trained since their childhood. The only reason they were captured by the stupid anti-terrorist government forces were because our leader told them to surrender so we can escape. We escaped while the comrades were surrendering. The only reason the leader valued our group, was because we were technicians. CLA needed more educated technicians, and we were the only ones that could operate and hack into computers, hijack radio channels and the such.
Me and one other guy named Bernadino were playing cards while discussing how boring it was sitting out in the freezing cold and guarding. Bernadino was a nice guy. He was only 16 years old when he joined us. It's only been a month since then.
I suddenly felt a punch in my chest, and heard a sound that sounded like an bird swooping by. It winded me... I looked back to see who did it. There was no one. Suddenly, it felt extremely cold...and when I turned back Bernadino looked terrified. Blood was spatterd on the ground and on the cards. I couldn't speak.. so I pointed at Bernadino's walkie-talkie. Bernadino got the idea, and as soon as his hand reached it his head exploded. Damn, I thought. I couldn't think straight... my vision was whitening.

*The RVSF sniper, Eagle, searched the ground for other guards. He saw none, and he radioed in the other team it was safe to go. The rest of the team moved towards the office buildings. One of them code-named Bear shot the barely alive terrorist in the head with a silenced pistol.
They passed through the garage door silently. It was midnight, but the part of the office occupied by the CLA were brightly lit. The team then followed the set plan - to gather intelligence for the location of the CLA leader, and if possible eliminate all CLA threats within the vicinity. It was hard to determine with the satellite images they've taken before the misson, but it was possible there were some hostages. If so, it was also their mission to rescue them.
They crept into the shadows, and approached the office buildings.*

~This story is based on the night version of ac_offices, ac_officesn~

I am not strictly following the CS version, only using CS version as an base/idea.

Don't forget that this maps still under development, so don't rate me harsh - I will detail it later.
The mapmodel pics.. what do you think of them? :0

Oh and all the windows - you can crouch through them in 0.94
It will increase player mobility throughout the map. Yep, even the desks.

(Try throwing nades through some of the skymaps)

Map file ac_offices.zip (3.42 MB)
Rating
20
points
 (4 votes)
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Files: ac_offices.jpg / ac_offices.zip /

(1203) Home ~ kc_rust

kc | 2008-03-15 03:22

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Large (9-15) | Other License
Blurb rusty storage factory
Screenshot
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Detailed description

an old ran down storage depot with rusty, nasty looking buildings

an old rvsf weapon storage being invaded by cla, to keep their ran down facility under their control, they must defend it at all cost

update, march 17th

some textures redone, a few new mapmodels, buildings not so square anymore

NOTE: a few of toca's mapmodels are used (not many at all), so be sure to download them if you hadn't for the full experience
here is the link for them: http://www.quadropolis.us/node/1181

feedback is welcome

Map file kc_rust.zip (11.81 KB)
URL http://www.hophost.net/DOWNLOAD/dd0d11921/kc_rust.zip
Rating
52
points
 (7 votes)
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Files: kc_rust_demo01.jpg / kc_rust.zip / http://www.hophost.net/DOWNLOAD/dd0d11921/kc_rust.zip /

(1201) Home ~ Solaris Complete Trooper

marvin2k | 2008-03-14 18:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Final Release | Content | All Platforms | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Trooper Edition updated
Screenshot
Get original file (279KB)
Detailed description

Solaris Object in trooper edition:
it was deleted, User interface, Airstrip Tipography, weaponchange, and it can present some problems with sounds. We dont know how to solve this problems, there are a lot of changes in this sauer edition. You must be patient with us, we do all that we can. thanks.

to see more images about it:
More images

For install, backup the original folders, delete and insert the new.

The maps creators can use this content as them want.
---------------------------------------------
IMPORTANT INSTALATION INSTRUCTIONS

In trooper edition the solaris hudguns mus be added to a specific player (ironshout or MrFixit) Now hudgun files are under MrFixit folder by default, if you want to use them with ironshout model add them on hudguns folder under ironshout folder.

----------------------------------------------

The content is thought to be used with:
Solaris hudguns

Solaris Construction

Mod file Solaris Objects.zip (8.39 MB)
URL http://rapidshare.com/files/235637549/solaris_Complete_Trooper.zip
Rating
88
points
 (10 votes)
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Files: complete.jpg / http://marvin2kk.deviantart.com/ / solaris-objects.zip / http://rapidshare.com/files/235637549/solaris_Complete_Trooper.zip /

(1198) Home ~ Demo runthrough demonstrating all areas of my WeaponTraining map *updated

Kal | 2008-03-13 21:54

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Deathmatch | All Platforms | Copyright
Blurb Demo runthrough demonstrating all areas of my WeaponTraining map.
Detailed description

This is a training map I created to help people learn and practice different weapon trick jumps. It covers running jump, rifle jump, running rifle jump, MG jump, running MG jump, rocket jump, grenade jump, double grenade jump and rocket+MG jump.

There is a training section where you can just practice the jumps over and over conveniently, then there is a difficult test once you've learned the jumps. On the test, the type of weapon present indicates what weapon jump you must use to get to the next platform.

The black and silver texture line on the ground in some places indicates a jump point; you must jump there in order to gain enough speed to complete the jump.

For those of you who don't know, moving forward gives +30% speed, and jumping also gives +30% speed. So moving straight forward and jumping gives +60% speed boost.

Includes 4 demos, one of the old practice areas in a single run, a new demo for the new triple nade jump practice section, and one for each of the two test areas.

Also includes the new weapontraining map for the convenience of those who don't already have it.

For the triple nade wall jump, you have to nade jump toward the black markers on the walls. After the first nade, you have to flip around so you're going backwards, nade off the wall, then do it again against the other wall.
Best form is get up high with the first nade and stay up as high as you can.

Mod file Weapontraining+Demos.zip (885.28 KB)
Rating
10
points
 (1 vote)
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Files: weapontraining+demos.zip /

(1196) Home ~ R4_Scorched

R4zor | 2008-03-12 08:01

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AssaultCube | Work in Progress | Singleplayer | Deathmatch | Medium (5-8) | Other License
Blurb A hot map for most modes.
Screenshot
Get original file (25KB)
Detailed description

Welcome to Scorched, the hot map that will burn you to a crisp!
Since the map isn't too big, it cannot be played with CTF. ;S
To fully enjoy the map you will need the fabulous skymap by Acord! Luckily it comes with the ZIP. Instructions on how to install it is in the readme ;)

I hope you enjoy my map!

UPDATE: Roadblocks gone.

Map file r4_scorched.zip (1.28 MB)
Rating
14
points
 (2 votes)
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Files: screenshots_0.jpg / r4_scorched.zip /

(1194) Home ~ Monster Castle

AGNX | 2008-03-10 18:52

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Medium (5-8) | ZLIB License
Blurb Full moon atmosphere in a dark little castle.
Screenshot
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Detailed description

Monster Castle by BoeserBub, Z1GMA, AGNX-FuBar and AGNX-RemixedCat.
This map was a joint project between us during a Coop edit session.

Monster Castle is a capture and ffa map in a castle during a full moon. It has many levels and corridors and the 7 bases are very well placed. Even though it is supposed to be at night the lighting is very well done. I expect this map would be very fun to play and a good capture challenge.

Version 2.0
A major enhancement of the map! The middle of the map has been enlarged to allow for a larger couryard between castle towers. MASSIVE details such as arches and smoothed out corners everywhere! Better texture use in many places. Drastically improved bridges and stairs. Improved ramparts (blocks on top of castle walls). More and better lighting. Some more ammo, armor, and models.

Seriously, if you can get a few friends together I DEFINITELY recommend a go on this map! Not to toot my own horn but WOW I seriously love how this came out. It looks great and is a lot of fun. I haven't played a map with this good of a layout in a wile and it is awesome!

I have permission by BoeserBub and Z1GMA to release this map under a Zlib license.

Map file monstercastle.zip (1.18 MB)
Rating
62
points
 (8 votes)
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Files: mc2.jpg / monstercastle.zip /

(1180) Home ~ clr

Deathbringer | 2008-03-05 11:00

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8) | Public Domain
Blurb The updated map
Screenshot
Get original file (0KB)
Detailed description

This is the new version of clr. It is a capture map that has incorporated all of the previous suggestions. I hope it plays well!

Deathbringer

Map file clrx.zip (1.08 MB)
Rating
77
points
 (10 votes)
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Files: sreenshotclrx.jpg / clrx.zip /

(1177) Home ~ c_arena

MX | 2008-03-04 12:04

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | GNU GPL v2
Blurb Dirty urban arena
Screenshot
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Detailed description

Dirty arena in center of city. Large open space with some obstacles, such as broken car, boxes, holes in sand makes map ideally suitable for ffa, instagib and efficiency modes for 2-4 players.
Also there's two sniper spots, which are takes place at flats in buildings #3 and #6.
All suggestions are welcome!
Enjoy, I hope that you will like my map :P



Release 5:
· Minor geometry changes
· Big lump in south-east part replaced with UPYACHKAman
· Four new textures

Map file c_arena_rel5.zip (611.61 KB)
URL mxsauermaps.narod.ru
Rating
40
points
 (6 votes)
Attachment Size
c_arena_cube.zip 2.68 KB
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Files: c_arena_rel5.jpg / http://www.upyachka.ru/ / c_arena_rel5.zip / http://mxsauermaps.narod.ru/ /

(1176) Home ~ ac_MidNight

DogDancing1 | 2008-03-04 08:12

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AssaultCube | Work in Progress | CTF | Large (9-15) | Public Domain
Blurb This is a Large CTF map based with a night theme.
Screenshot
Get original file (256KB)
Detailed description

Hello everyone,
My 2nd map for AssaultCube is now done. It has taken me around three months of working on it on and off. I have tried to make it a good large CTF map and with some
eye candy.
The theme is centered around a Night time setting in an industrial/grassy
area. The file also includes a "new" skymap that you might have and might not because I think it has been used in another map or two. I hope you guys/gals enjoy it I worked hard on this map!
I have definitely learned a lot about mapping through the course of this map, I would also like to thank Apollo for teaching me a few things about mapping that I didn't know.

Map file ac_Midnight.zip (675.02 KB)
Rating
36
points
 (5 votes)
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Files: ac_midnight.png / ac_midnight.zip /

(1167) Home ~ RBVC by |RB| team

MX | 2008-02-29 05:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Artistic | Superscalar | GNU GPL v2
Blurb indoor volleyball court
Screenshot
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Detailed description

This update is a final update. There's nothing more to correct, add or improve except config-file.
Indoor volleyball court with 486 spectators places, commentator's cabin, air vent and many other stuff.



Changelog:
Update 4
- Config file fixed (texture bug removed)
Update 3
- Improved level of details
- UPYACHKAman is improved
- A lot of geometry changes
- Sport car replaced with VAZ-2101
- Improved illumination and added some new textures
Update 2
- Added some new geometry (elevator, signs etc.)
- Copied map `c_arena` to the top of stadion
- Added some new geometry (small details in stadion)
- Some retexturing
Update 1
- Added some new geometry (small details in stadion)
- Some retexturing

Map file rbvc_release5.zip (4.23 MB)
URL http://mxsauermaps.narod.ru
Rating
110
points
 (14 votes)
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Files: rbvc_rel4.jpg / rbvc_release5.zip / http://mxsauermaps.narod.ru/ /

(1162) Home ~ villa_a.k.

alex256 | 2008-02-18 18:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8) | Other License
Blurb a villa type map inspired by dairyking
Screenshot
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Detailed description

this map is my first i really tried on.
special thanks to:dairyking for the no clip around the pool,vastlite for the roof ,and quikshot for the gate idea
............................................................................ updated version

Map file villa_a.k.zip (974 KB)
Rating
36
points
 (6 votes)
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Files: villa_a.k..jpg / villa_a.k.zip /

(1161) Home ~ abod

skiingpenguins | 2008-02-18 05:53

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Cube 2 (Sauerbraten) | Singleplayer | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY)
Blurb ABOD ! ! !
Screenshot
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Detailed description

abod was made by a-ronNWA.
I DID NOT MAKE THIS

I DO HAVE HIS PERMISSION TO UPLOAD

Map file abod.zip (243.8 KB)
Rating
8
points
 (4 votes)
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Files: abodcom.jpg / abod.zip /

(1160) Home ~ ac_fetus

fetus | 2008-02-17 22:38

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AssaultCube | Deathmatch | Small (1-4)
Blurb Small map for 2 to 3 players.
Screenshot
Get original file (223KB)
Detailed description

This is my first ever map. I'm including it here to round out the "fetus set" thus far.

Map file ac_fetus.zip (229.93 KB)
Rating
12
points
 (2 votes)
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Files: ac_fetus.jpg / ac_fetus.zip /

(1159) Home ~ ac_fetus2

fetus | 2008-02-17 22:22

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AssaultCube | Deathmatch | Small (1-4)
Blurb Made for my brothers and me-- we got tired of trying to find each other on the stock maps.
Screenshot
Get original file (226KB)
Detailed description

This is a small map for those times when you have just 3 - 4 people. Tried to focus on duck and weave elements: the crates, the cornered windows, many entry points.

Admittedly, it's not very polished, but people have had fun.

Map file ac_fetus2.zip (231.93 KB)
Rating
0
points
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Files: ac_fetus2.jpg / ac_fetus2.zip /

(1158) Home ~ ac_fetus4

fetus | 2008-02-17 22:08

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AssaultCube | Singleplayer | Deathmatch | CTF | Medium (5-8)
Blurb Smaller groups seeking a a changeup in the rotation.
Screenshot
Get original file (190KB)
Detailed description

I was attempting to create a change-the-pace map for 6 - 8 people.

Still trying to get the mapping thing down. Please tell me what works-- or if the map is worth keeping around at all.

Thanks!

Map file ac_fetus4.zip (197.14 KB)
Rating
0
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Files: ac_fetus4.jpg / ac_fetus4.zip /

(1157) Home ~ ac_fetus3

fetus | 2008-02-17 21:52

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AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb My first attempt at team play map. Let me know what works or doesn't. If it's worth keeping, we can make it better. Thanks.
Screenshot
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Detailed description

We are all the same.

Team play for me is always crazy until I figure out what the other team looks like. My biggest gripe with team play is how hard it is to identify targets-- er, teammates-- before the big ugly red letters pop up. We all look the same...

I made a symmetrical map using similar textures for each team to underline this theme. They converge on a choke point -- not a very "ac" thing to do, perhaps more a hang-over from my UUT2004 days, but there you have it.

Map file ac_fetus3.zip (617.92 KB)
Rating
0
points
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Files: ac_fetus3.jpg / ac_fetus3.zip /

(1156) Home ~ ac_aftermath

icarus | 2008-02-17 19:54

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AssaultCube | Work in Progress | Deathmatch | CTF | Large (9-15)
Blurb Aftermath full of action and detail! :)
Screenshot
Get original file (246KB)
Detailed description

This map was made entirely by me and the idea was a run down complex sort of theme. I put alot of detail and time into this one. Hope you enjoy.

Map file ac_aftermath.zip (16.75 KB)
Rating
46
points
 (6 votes)
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Files: ac_aftermath.jpg / ac_aftermath.zip /

(1155) Home ~ Custom Mods, Textures and Quick Chat for AssaultCube!

Jord | 2008-02-16 01:32

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AssaultCube | Work in Progress | All Platforms | Creative Commons (BY-NC-SA)
Blurb New barrel mods, all map models, few custom textures, and Quick Chat for AC!
Screenshot
Get original file (42KB)
Detailed description

Features in this package:

*************************************************************
Quick Chat - Found in AssaultCube > Multiplayer > Quick Chat
*************************************************************

Quick Chat lets you use important messages, like "Incoming!" or "Cover me!" in
just the click of a button! This will save you time in typing, and have a
smaller chance of getting killed when typing!

These message include:

Incoming!
Cover me!
I'm going for the flag!
Watch out!
Sorry!

************************************************************************
New Map Models! Found in AssaultCube > Editing > Mapmodels > Industrial
& Other
************************************************************************

These new map models are fully compatable with any map! Make sure though that
when you make a map and you upload it, you upload thedefault_map_settings.cfg
file or the (mapname).cfg file with it, or they will NOT be able to view the
map models!

The new map models include:

Icy Barrel
Nuclear Barrel
Biohazardous barrel

The current map models that are now in the menu under 'Other' include:

Minelift
Sail Cloth

***************************************************
Custom Textures! Plain Red, Blue, Yellow and Green
***************************************************

These custom textures are just plain colours, red, blue yellow and green. Make
sure though that when you make a map and you upload it, you upload the
default_map_settings.cfg file or the (mapname).cfg file with it, or they will
NOT be able to view the custom textures!

********
Credits
********

Thanks to makkE for making some wonderful map models, such as the 'barrel'.
Edited barrels such as Icy Barrel, Nuclear Barrel and Biohazardous Barrel are
edited copies of the plain 'barrel' model.

Edited barrel copies, Quick Chat, and custom textures all made by Jord.

[ADMIN]: fixed the license from "Copyright" to "CC by-nc-sa" as required by the barrels you've taken under that license!

Mod file packages_by_Jord.zip (133.34 KB)
URL http://www.mediafire.com/?0gzv15ywyls
Rating
32
points
 (6 votes)
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Files: mods.jpg / packages_by_jord.zip / http://www.mediafire.com/?0gzv15ywyls /

(1154) Home ~ ac_terror2

Deathstar | 2008-02-15 15:03

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Large (9-15)
Blurb This is the 2nd version of ac_terror
Screenshot
Get original file (14KB)
Detailed description

=================================================================
TAKE A LOOK AT THE MAP ON VIDEO BEFORE DOWNLOADING:

link: http://video.google.fr/videoplay?docid=2460266656674142782

=================================================================

This is the custom version of ac_terror (by Deathstar) It is a History map, it's why you can see nazis cross and American flag... ac_terror2 have more mapmodels, new skybox, and an ambience song was added.

"You are in the American boat team of WWII (RVSF), or you are a NAZIS defender into the bunker(CLA), it is the chaos on one of the beach of Normandy, you hear machinesguns, bombs, human crying during a long night... It is horrible, but you must FIGHT!"

PS: ctf is fun :)

Map file ac_terror2.zip (1.05 MB)
URL http://acka.roxorgamers.com
Rating
34
points
 (5 votes)
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Files: screenlittle.jpg / ac_terror2.zip / http://acka.roxorgamers.com/ /

(1153) Home ~ ac_blackpearl

Lukas | 2008-02-14 18:45

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AssaultCube | CTF | Medium (5-8) | Other License
Blurb Great map made by Archangel, Lukas and Faber
Screenshot
Get original file (60KB)
Detailed description

If you want to feel as Captain Jack Sparow, you should try this map :) very funny sniping and running with flag, one base is situated on the ship and the second in port

Map file ac_blackpearl.zip (5.34 KB)
URL http://sweb.cz/bestalien/ac_blackpearl.zip
Rating
0
points
 (0 votes)
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Files: ac_bp_shot.jpg / ac_blackpearl.zip / http://sweb.cz/bestalien/ac_blackpearl.zip /

(1152) Home ~ sniper_arena

Lukas | 2008-02-14 18:25

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AssaultCube | CTF | Medium (5-8) | Other License
Blurb This map shows how good sniper you are
Screenshot
Get original file (29KB)
Detailed description

Two bases of RVSF and CLA snipers and between them is river, question is who win :)

Map file sniper_arena.zip (7.92 KB)
Rating
10
points
 (3 votes)
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Files: ac_sniper_obr.jpg / sniper_arena.zip /

(1151) Home ~ ac_western

Lukas | 2008-02-14 17:59

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AssaultCube | CTF | Medium (5-8) | Other License
Blurb Yipie Yipia Yay
Screenshot
Get original file (71KB)
Detailed description

Map is from old american times, when who has quicker gun and more courage he won, so it is working in map made by Lukas and Mile

Map file ac_western.zip (8.89 KB)
URL http://sweb.cz/bestalien/ac_western.zip
Rating
12
points
 (3 votes)
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Files: ac_western_shot.jpg / ac_western.zip / http://sweb.cz/bestalien/ac_western.zip /

(1150) Home ~ ac_rock

Lukas | 2008-02-14 17:27

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8) | Other License
Blurb Rock a cave style map
Screenshot
Get original file (64KB)
Detailed description

Multilevel map with water, caves, trees and layout for quick playing, many ways of moving from one base to the other and many camping places. It isnt boring map :) Best modes are htf,ctf and ktf.

Map file ac_rock.zip (16.75 KB)
URL http://www.acka.biz/ackastranky/downloads/ac_rock.zip
Rating
48
points
 (6 votes)
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Files: ac_rock_final.jpg / ac_rock.zip / http://www.acka.biz/ackastranky/downloads/ac_rock.zip /

(1149) Home ~ ac_Hell&Heaven

Lukas | 2008-02-14 15:16

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Medium (5-8) | Other License
Blurb Map for all who like quick map
Screenshot
Get original file (10KB)
Detailed description

map is devided into 3 parts, hell part, heaven part and middle part.
You can use this map for ctf, tdm,dm,osok,tosok.
But the best is in ctf mode :)

Map file ac_H&H.zip (12.58 KB)
URL http://sweb.cz/bestalien/ac_H%26H.zip
Rating
18
points
 (3 votes)
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Files: ac_h&h.jpg / ac_h&h.zip / http://sweb.cz/bestalien/ac_H%26H.zip /

(1147) Home ~ AC_STRIP (the 1st fun map on ac :))

Deathstar | 2008-02-13 20:40

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Conceptual | Small (1-4)
Blurb You'll take good time in ac now :D
Screenshot
Get original file (14KB)
Detailed description

This is an original map, it is conceptual :D You are in the Strip Club of a little district, and you have some animated girls who dance with music, and some other animated characters... It use a bit more mapmodels, but the map isn't laggy. I think the better game mode on this map is LSS because when you are gibed into the club, you can take a look at the girls :p

SPECIAL THANKS TO:

-makkE: I had the map idea when i talked with him yesterday, so this map is for you!!! ahah xD
-All perverts: I know a lot of player like beautiful girls, so this map is for you too ;)

SORRY TO:
-Girls: there are only girls who dance, sry i dont have motivation to do a "boy version"!!! xD
(ps: or maybe you like the big security guy?lol)

Map file ac_strip.zip (6.3 MB)
URL http://acka.roxorgamers.net
Rating
56
points
 (8 votes)
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Files: strip.jpg / ac_strip.zip / http://acka.roxorgamers.net/ /

(1146) Home ~ Old Boston 83 *updated

TheSourPatchKid | 2008-02-13 19:33

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Deathmatch | CTF | Large (9-15) | Copyright
Blurb A large CTF / TDM map.
Screenshot
Get original file (338KB)
Detailed description

RVSF arrive on a ship and CLA defend Terrier Park. Fight in two sewers, a Warehouse, Neighborhood rooftops, Coffeee Cafe, and an Apartment.

Now updated! Thanks for the feedback!

Map file oldboston83folder.zip (13.57 KB)
Rating
10
points
 (3 votes)
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Files: acoldboston79.jpg / oldboston83folder.zip /

(1144) Home ~ ac_nest

Mr.Floppy | 2008-02-12 18:27

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Deathmatch | CTF | Medium (5-8) | FreeBSD License
Blurb The CLA are stocking weapons, ammo,... in an old military-base.
Screenshot
Get original file (215KB)
Detailed description

THE STORY:
The CLA are stocking weapons, ammo,... in an old military-base which was left by the army years ago.
Now the RVSF are attacking the base. They have already entered the main entrance. The battle begins...

THE FACTS:
- playable at all modes (ctf recommended)
- each base got a room to hide with flag (on RVSF side: go down the ladder next to the flag)
- several ways to get from one base to another
- some sniper spots

I already had a beta-test today. People liked it and everything worked well so far. BUT suggestions are very welcome!!!

UPDATE:
As suggested on the AC-forum I changed the map.

- some new textures (inside the base)
- new lighting
- some more solids

Map file ac_nest_1.1.zip (17.68 KB)
Rating
44
points
 (6 votes)
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Files: ac_nest.jpg / ac_nest_1.1.zip /

(1143) Home ~ Jord's City for AssaultCube

Jord | 2008-02-11 06:11

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Capture | Huge (16-32) | Copyright | Screenshot Problem
The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Nicely detailed map with lots of buildings and bridges, making it a challenge for everyone.
Screenshot
Get original file (14KB)
Detailed description

Jord's City is a nicely detailed map with lots of buildings and bridges, making it a challenge for everyone. This map is great for Capture the Flag, and team death match. STRATEGY and TEAMWORK is required.

Map file Jords_City_AC.zip (10.33 KB)
URL http://www.mediafire.com/download.php?32byx12byld
Rating
22
points
 (3 votes)
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Files: jords_city.jpg / jords_city_ac.zip / http://www.mediafire.com/download.php?32byx12byld /

(1139) Home ~ Rune Temple Ruins

Xsaii | 2008-02-10 19:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-NC-SA)
Blurb Some circles in the ceiling and some ruins. GOOD2GO.
Screenshot
Get original file (59KB)
Detailed description

Some people apparently liked my older map, ruins. Well I couldn't really find any room to go back and improve so I ended up making another one from scratch. I like this one better, but are some things I wish I could have incorporated into it. The problem I ran into was that I could never fit in more places to travel through yet keep the map looking good an balanced. Having a large area would offset the balance, but making more tunnels or rooms would also only make it a tad more mazey.

In the end, I just packed it up and here it is.
...

Until I got to the part where the license is. This must be new.
...

Seriously wtf now I have to spend my time reading this crap so I can upload A FREAKING MAP!!!

edit: I got the idea from here, http://home.f01.itscom.net/spiral/zou/zou1.html

So if you like it, go ahead and use it.

Map file xs_rune.zip (969.48 KB)
Rating
38
points
 (5 votes)
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Files: rune.jpg / xs_rune.zip /

(1136) Home ~ Russian Research Station.

Undead | 2008-02-09 10:08

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Medium (5-8) | Copyright
Blurb Small tdm/dm/osok/lss map. Good for 4vs4 or 3vs3. Still in progress.
Screenshot
Get original file (14KB)
Detailed description

The CLA have seized control of a power supply area at the back of the station, and must get to the RVSF, who have being repairing a recently bombed area of the facility. Its up to CLA to clear em out so they can take control, and its up to RVSF to eliminate the CLA from the area and keep the peace.

-Update-
Fixed some stuff, detailed a bit more. Added a third entrance outta RVSF base. Thanks Harp's for the help. :)

Map file ac_russia.zip (6.35 KB)
Rating
20
points
 (5 votes)
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Files: screenshot_3094841.jpg / ac_russia.zip /

(1132) Home ~ ac_urban

Archangel | 2008-02-06 23:37

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Small (1-4)
Blurb Sorry for the lack of a good screenshot.
Screenshot
Get original file (41KB)
Detailed description

ac_urban - the industrial district of a city, long abandoned. The CLA have been using it for some time - but the CLA had a leak, and the RVSF have assaulted the place. Go, go, go!

Good for CTF with 5 v 5 or something like that.

Oh, and goodbye - I'm leaving AC. I might be back, later, in a year or so, but probably not. You can contact me at weberjake@gmail.com.

Map file ac_urban.zip (51.2 KB)
Rating
54
points
 (7 votes)
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Files: ac_urban.jpg / ac_urban.zip /

(1131) Home ~ How do you rate our rating-system?

MeatROme | 2008-02-06 22:10

*****
29% (2 votes)
Great
14% (1 vote)
Good (3 stars)
57% (4 votes)
Quite Good
0% (0 votes)
Not So Great (1 star)
0% (0 votes)
Total votes: 7

Files: none

(1129) Home ~ Lighting config

RandumIdiotMaps | 2008-02-06 20:13

AssaultCube | Obsolete | Final Release | Mapping | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A config file to allow you to easily place lights in ac. Especially useful for first time map editors.
Detailed description

How to use this:

1) Download config file. Save it into your config folder as "lights.cfg".
2) Open "autoexec.cfg". Copy/paste the below into it and then save it.

exec "config\lights.cfg"
bind L [ if $editing [ showmenu lighting ] ]

3) Open ac, go into edit mode. Press L and it will bring up the new menu.

FYI: This menu will be obsolete when AssaultCube version 1.0 comes around, as there will be a new 'slider' menu available in that release.

Config file lights.cfg (30.31 KB)
Rating
22
points
 (3 votes)
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Files: lights.cfg /

(1124) Home ~ The fourt Castle

seba_killer7 | 2008-02-05 19:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Superscalar
Blurb Los Iluminados's Castle has come to us brothers!
Screenshot
Get original file (19KB)
Detailed description

Si quiero matar! its what the Iluminados tell me when i make their castle enjoy and there is a new archive called 'my textures' if u create some textires place them there ;P

Map file Castle_4.zip (635.61 KB)
Rating
34
points
 (6 votes)
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Files: castle04.jpg / castle_4.zip /

(1121) Home ~ king4

dairyking | 2008-02-05 07:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb A small base on an arctic planet
Screenshot
Get original file (14KB)
Detailed description

Awhile i ago I started king2 and king4, both never go finished before i made king5, 6 , and 7. I recently replaced king2 thanks for the base of the replacement map from Jake. This is a replacement for king4 but not because i ditched it, in fact king4 was rather good. I absolutely HATE the sci fi texture set (page 9 in texture list) and after a while I lost interest in the map. But Jake who was a co author of the map liked it so I decided to hand it over to him as long as he gave me credit for what I had already done which he promised he would do. This map is a replacement for king4, behold the new king4! It not my worst map but its definetly worse than some of my other maps. This is a quick replacement and it shows. I really didn't try on this one. I focused more on gameplay this time. Also I suck with the chosen texture set. But anyway here it is.

Map file king4.zip (429.91 KB)
Rating
20
points
 (4 votes)
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Files: king4.jpg / king4.zip /

(1120) Home ~ Carcosa Dread Enclave

MeatROme | 2008-02-05 00:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8) | ZLIB License
Blurb Your DooM as built by The "Ancient Ones"
Screenshot
Get original file (62KB)
Detailed description

apflstrudl and MeatROme built this in a series of coop-editing sessions.
makkE helped us out with a couple of light-textures and some of our first feedback - Thanks!
For more information on The "Ancient Ones", Carcosa and the names mentioned in the pop-up-GUI you can search the interwebs for Cthulhu and H.P. Lovecraft or go to wikipedia:Cthulhu.

Tell us what you think - we're pretty much sure we've finished the map,
but are still willing to put some more effort into it, if anyone has some constructive criticism/ideas!

UPDATE r002: (2008-02-06)
... we've added a capture version for now - what do you think of our evil base placement? ;-)
There will come a time .. when we will put CVS to use and then we'll most certainly brush it up some more;
I guess what we really need to know is wether 3vs3 or 4vs4 maybe now shows up gameflow-problems in certain areas .. and of course in cde_c whatever the result of this rather adventurous placement of bases is for capture-matches of all the flavours we got to play :-P ;-)

Anyway - Enjoy your fragging :)

Map file CDE_r002.zip (1.59 MB)
Rating
178
points
 (26 votes)
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Files: cde_shot.jpg / http://en.wikipedia.org/wiki/Cthulhu / cde_r002.zip /

(1119) Home ~ ac_storage - path unlocked in 0.94+music

Sharper | 2008-02-04 11:03

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Huge (16-32) | Copyright
Blurb Storage Complex - Crouch Tunnel for 0.94 with default AC music
Screenshot
Get original file (14KB)
Detailed description

UPDATE: If you add the map config in the map folder correctly (or extract) the default AC music should run in loop. Enjoy :)

UPDATE: Fixed some mistakes, such as the 1/4 box which looks weird (thanks to players online for spotting it). The side panels in the underground tunnel have extra height which allows you to crouch and go on it - this is probably the last update, enjoy my map :(

UPDATE: Added Fog, and lightscale and recalc has been tested. Should be a bit, and I mean only a bit, but better now :)

UPDATE: Fixed Lighting, prefix of the sun as 45 degree from CLA base.. lighting is set according to that, and shadows are also present now

UPDATE: Tweaked a tiny bit of the map - Conveyor Belt Section

UPDATE: Fixed the zip folder problem, should work finely now. Also edited the map outside, so you won't have empty spaces when you go into edit mode and press F5.

One thing before describing it, the path in the RVSF base that you cannot walk through because you hit the ceiling, is for the 0.94 release with the crouch ability. When you can crouch, you can crouch and walk through the conveyor belt. So please do not give me a low rating on that matter, I am fully aware that you cannot use the path in 0.93. I can't wait for 0.94 though :) (You could play it on CVS)

I am thinking that I should suggest this map to be put into the list of maps in 0.94, mainly because I worked hard on it and pride myself about it. The crouch tunnel seems like an good idea to me, so I would keep it there. PLEASE give me suggestions, to improve this map.

Awesome map, if I say so myself.. :)
Suggestions are MOST welcome, and please enjoy this map.. Play it online with about 20 people
You might want to use the experimental server

The first stage release got me a good rating, with most people online rating it about 8~ out of 10
Then I added another path to RVSF and CLA

The story is, CLA (Terrorists) have captured the safes which contain quite a sum of money, and hostages. RVSF (Government forces) have rescued the hostages with some kills and losses. Now they are ordered to kill all terrorists and retrieve the money. CLA would have to defend the money they took from the safes at all costs and if they have a chance they must seize control of the enemy base.
If anyone has a better story, I would use that one ^^

Map file ac_storage (By SharpShooter).zip (74.49 KB)
URL http://www.mediafire.com/?9f3qyrhojom
Rating
68
points
 (10 votes)
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Files: ac_storage-quad-post.jpg / ac_storage-(by-sharpshooter).zip / http://www.mediafire.com/?9f3qyrhojom /

(1118) Home ~ Test Skins

Cheeseburger | 2008-02-01 18:49

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Small (1-4)
Blurb Test Skins...
Screenshot
Get original file (147KB)
Detailed description

I'm not sure anyone has tried this... Might be an option????

Rating
0
points
 (0 votes)
Attachment Size
SS1.jpg 189.12 KB
SS2.jpg 146.74 KB
SS3.jpg 179.64 KB
CLA.zip 86.9 KB
RVSF.zip 205.64 KB
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Files: ss2_1.jpg /

(1116) Home ~ Gladiator

JBridge | 2008-01-31 20:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Large (9-15)
Blurb My first "real" map. Has quite a few gimmicks.
Screenshot
Get original file (169KB)
Detailed description

There's the arena and the pit. Players start out in the pit and fight in the arena. (Usually). Go back into the pit if you need ammo and health. There are quite a few tricks in the arena, such as the ceiling of water and the bunker. As a first map, it's OK, but nothing to cry home about.

Map file gladiator.zip (316.21 KB)
Rating
10
points
 (5 votes)
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Files: gladiator.png / gladiator.zip /

(1114) Home ~ FBI_base7

iClan Kaho | 2008-01-31 08:23

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Artistic | Singleplayer | Deathmatch | CTF | Medium (5-8)
Blurb Fun map people like it there walk thru doors and a good shooting range enjoy :P
Screenshot
Get original file (24KB)
Detailed description

My map FBI_base7 again the other didnt work enjoy :)!

Map file FBI_base7.cgz (8.96 KB)
Rating
2
points
 (1 vote)
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Files: scrn-shot_0.jpg / fbi_base7.cgz /

(1112) Home ~ ac_office

iClan Kaho | 2008-01-29 09:55

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb ac_office fun game play short and sweet enjoy!
Screenshot
Get original file (46KB)
Detailed description

This map is made by |-iClan-|Kaho and |-iClan-|Undead fun map loots of room (not to many of course) and the map is newly made i hope you like it many others do thanks!

Map file ac_office_12647085.BAK (3.96 KB)
Rating
18
points
 (5 votes)
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Files: screenshot_10.jpg / ac_office_12647085.bak /

(1105) Home ~ Arabian Nights (Night version)

dairyking | 2008-01-28 05:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb An Arabian Palace
Screenshot
Get original file (35KB)
Detailed description

Night version of Arabian Knights (king2)

Map file packages.zip (349.66 KB)
Rating
54
points
 (7 votes)
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Files: despal.jpg / packages_10.zip /

(1104) Home ~ Arabian Knights

dairyking | 2008-01-28 04:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb An Arabian Palace
Screenshot
Get original file (60KB)
Detailed description

This is an Arabian Palace. I only used a few textures because it looked good with lights. Building was made by Jake and with his permission I remade it into an ffa map so the version of it he will be using in his map will be different. The original king2 we started to work on and finish together but it turned out very bad so we ditched it and went on. This is the replacement. Enjoy!

Map file packages.zip (475.9 KB)
Rating
54
points
 (7 votes)
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Files: king2.jpg / packages_9.zip /

(1103) Home ~ desert_warfare

woodzy45 | 2008-01-27 11:36

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | CTF | Medium (5-8)
Blurb Made by Marine and |-iClan-|Kaho
Screenshot
Get original file (0KB)
Detailed description

This is a large map made for CTF matches with alot of players. The map has 2 sniper towers (one for each team), 2 bases, a few broken walls for cover and an underground tunnel. The object of the map is to use team play, or you will never get any flags. You have to use snipers and people in the tunnels to make a safe capture. Made by Marine and |-iClan-|Kaho.

Map file desert_warfare_11978528.BAK (5.14 KB)
Rating
2
points
 (1 vote)
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Files: preview.jpg / desert_warfare_11978528.bak /

(1102) Home ~ Crosshairz

Anonymous | 2008-01-27 10:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms | Other License
Blurb A Buch of CrossHairs I made from Scrach Enjoy
Screenshot
Get original file (0KB)
Detailed description

TO install copy the .png files to the sauerbraten\data folder or some other folder if you know what your doing ;)

to load type /loadcrosshair data\filename.png s
IE [ /loadcrosshair data\lsr.png will load the laser cross hair]

types
hx2 [hx2.png] half X hybrid best for melee recommended 12-27

BARON [baron.png] WW1 fighter Theme recommended size is 12-28

LASER [lsr.png] All Around / Sniping recommended size is 10-30
CX {CX.png} UBER CROSS HAIR try playing with the /crosshairsize and watch what happens start at 10 and move up to 30
for different effects unintended but cool non the less ;)

MADE BY {Qs}{Homicidal}

Legal Eagle Stuff...
you free to modd these as much as you like just let me know before you do and don't claim you did all the work and
that there yours and yours alone Cuz we both know thats not the case. ;^) enjoy...

CONTACT @ rjc862003@gmail.com

Mod file crosshairz.zip (3.43 KB)
Rating
14
points
 (2 votes)
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Files: baron.jpg / crosshairz.zip /

(1096) Home ~ Python map packaging script RC4

MovingTarget | 2008-01-23 21:20

AssaultCube | Cube | Cube 2 (Sauerbraten) | Red Eclipse | Work in Progress | Standalone | Linux | Windows | ZLIB License
Blurb A Python packager that ensures proper directory structure
Detailed description

This is a little Python script I whipped up which
takes the name of the map you want to package, and
Sauerbraten's base directory, and makes a directory
structure with your map, cfg file, readme, and screenshot.
It then mashes the lot into a compressed .zip
archive, and deletes the original folders.

It *should* be cross-platform, because I use os (.path)
methods, but I've only tested it on Windows.

Simply run the script, follow instructions, and you will
have a compressed .zip archive with the name of your map
sitting in your current directory. So all you have to do is
post it on Quadropolis. No newbies getting their nodes
deleted, and no admins angry at bad directory structure!
We're all happy.

Windows users: There is an exe in there for you, so don't
panic if you don't have Python installed.

*UPDATE*: Added support for Blood Frontier, SVN version
*UPDATE TWO*: Added zip file support, cleaned up code a lot
*UPDATE THREE*: Added compression support, made exe for Windows users
*UPDATE FOUR*: [I think] I've fixed all MeatROme's tips (hope you can revise your rating!)
Added .exe for Windows users, attachment for linux users. README goes into more detail

Mod file setup.exe (1.32 MB)
Rating
45
points
 (6 votes)
Attachment Size
linux.zip 1.97 KB
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Files: setup.exe /

(1095) Home ~ TinyDM

MovingTarget | 2008-01-23 19:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb TinyDM, a very small deathmatch map
Screenshot
Get original file (177KB)
Detailed description

TinyDM is my first map here at Quadropolis, so be nice.
It is a very, very small map that will be potentially
overcrowded if more than six players are on it.

I tried to balance the ammunition and the health as good
as I could. There is no quad damage or health boost, as
TinyDM is so, well, tiny.

I would really love constructive criticism, so give me all
you've got!

MovingTarget

*UPDATE* Made cracks, indents, other destructive things to my map, like Zheddo suggested. Added another mapsound. Tweaked lighting, and made a lot of texture changes and adjustments. I would really like more comments on this map!

Map file tinydm.zip (1.25 MB)
Rating
36
points
 (6 votes)
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Files: tinydm_screenshot_quadropolis.jpg / tinydm.zip /

(1094) Home ~ Taj Mahal

tyros | 2008-01-22 23:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Singleplayer | Medium (5-8) | Other License
*
*
Starred Content
Blurb Model of the Taj Mahal, one of the wonders of the world
Screenshot
Get original file (85KB)
Detailed description

This is all white-marble mausoleum in Agra, India, one of the wonders of the world. More information is here:
http://en.wikipedia.org/wiki/Taj_Mahal
Originally I planned on making a set of maps of all wonders of the world. But now I don't think I will be able to do that (mainly because I tried to make the Colosseum and failed to finish it). All I know about the Taj Mahal is from the pictures so don't blame me if I was not exact enough. The inside of the mausoleum is all my imagination because I haven't seen any pictures of the interior(I think, it's not allowed to take camera inside). The textures are from http://www.m3corp.com
Please take a look and rate it
All suggestions are welcome!

UPDATE:
- Deleted the "worker's hut"
- Added some more fountains
- Added stairway to the balcony
- Changed the bridge texture
- Added map sounds for fountains and torches

UPDATE 2:
- Added the tomb! (I know there are two tombs in the real Taj but I wanted to keep symmetry :)
- Added the gateway
- Other minor updates

UPDATE 3:
- Changed outside texturing
- Added inlay textures
- Updated lighting

FINAL RELEASE:
- Fixed texture glitch on the stairway (thanks to MX for noticing that)

Map file taj_mahal.zip (1.57 MB)
Rating
301
points
 (36 votes)
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Files: taj_mahal_screen.jpg / taj_mahal.zip /

(1093) Home ~ Roxors

Justin | 2008-01-22 22:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A lot of rox and stuff (:
Screenshot
Get original file (10KB)
Detailed description

Re-released! I added more lights like you asked.... please tell me if you want more. So fare as brushing I might but I'm working on a new map and homework is catching up with me. ):

Map file roxors.zip (849.63 KB)
Rating
62
points
 (10 votes)
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Files: roxors.jpg / roxors.zip /

(1092) Home ~ Area 52 entrance.

seba_killer7 | 2008-01-22 19:19

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Huge (16-32)
Blurb The Area 52 entrance, but look's like its has been atacked...
Screenshot
Get original file (21KB)
Detailed description

The entrance to the Area 52 has been atacked now its empty there is no people around there so check it out =P.

Map file packages.zip (3.34 MB)
Rating
20
points
 (4 votes)
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Files: a.52_entrance.jpg / packages_8.zip /

(1091) Home ~ Hero1 - 1.1

Hero | 2008-01-22 18:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Medium (5-8)
Blurb Small capture map.
Screenshot
Get original file (81KB)
Detailed description

This is my first map that is really thought to provide gameplay which has nothing to do with tennis :D

It has some jumppads which allows you to move quickly and on several ways to other locations. It has bases for capture, but I think it can be played in other game modes to.

feel free to comment that work, I would be happy if I get some hints or tips to do some things better :)

UPDATE:
in the new version there are 2 major (geometry) modifications, one are the teleporters and the other another way to the hallway. I also added a (even small ;D) chance to hide on the center base and worked on the lighting.
AND I added some ammo for ffa/teamplay/assassin/whatever.

Map file hero1.zip (627.48 KB)
Rating
24
points
 (5 votes)
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Files: hero1.jpg / hero1.zip /

(1089) Home ~ Krypton

Destroyer | 2008-01-20 19:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Singleplayer | Large (9-15)
Blurb Krypton is a mars complex
Screenshot
Get original file (285KB)
Detailed description

Krypton
This map is a complex/station on mars.
Launch on SP mode to have doors and boxes.
Post comments, tell me if you like my map.

Map file packages.zip (2.89 MB)
Rating
38
points
 (6 votes)
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Files: krypton640x400.jpg / packages_6.zip /

(1088) Home ~ Shyraka Version 2 - Update 1

Obi | 2008-01-19 19:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Deathmatch | Small (1-4) | Other License
Blurb A small Insta map!
Screenshot
Get original file (60KB)
Detailed description

This is a small Insta map!
I upload it here, because I want to her some improvement suggestions.
So let me hear :)
I hope you like it.

Obi

P.S.: Thanks to
- Redon (It was his basic idea]
- rock.n.roll (show me some tricks with lightning)

Sorry for this bad english :P

Map file shyraka_v2_u1.rar (313.88 KB)
Rating
44
points
 (7 votes)
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Files: shyraka.jpg / shyraka_v2_u1.rar /

(1087) Home ~ Ravine v1.3

KoiKitsune2006 | 2008-01-19 17:39

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Cube 2 (Sauerbraten) | Deathmatch | Huge (16-32)
Blurb Working on making an old map look good
Screenshot
Get original file (101KB)
Detailed description

Update 1/24/08

More light Changes, new textures in different area's, and new structures which wasn't in the original map. Was getting creative.

Update 1/20/08

New fixes such as new lighting, 2 new hallways to different rooms, and different texturing on platforms to make the map look more less bland. In the beginning I was actually trying to make it look like the actual N64 map, but then decided to make it look better but keeping the map near to its original.

There were some rooms and platforms that were indeed very dark. So I implemented some new lighting to brighten up some rooms and platforms. But keeping the somewhat dark feel and realistic lighting to the map. I will add more soon.

____________________________________________________________

This is a remake of Ravine from the N64 game Perfect Dark. As I've built it, I've added alot of things Sauer. This map was released before, but then was deleted by me. So I added some geometry so we all know how the platforms hang in mid air.

Please keep in mind that this map is based off a N64 map. I added nice lighting and such, but I wasn't aiming for anything spectacular. I know this map doesn't have any good gameplay but back then, there was great gameplay in this map. So maybe some old FPS players such as myself may appreciate this map.

I may add on more to this map later to make the map more prettier. Such as new geometry in different rooms. But comment and tell me what exactly you think should be implemented in this map.

Also second note, I'm not the greatest mapper here. Actually, I'm not as good as any of you. You may know more stuff about mapping in Sauerbraten then I do. So give some sign of sympathy. Thank you.

Map file Ravine v1.3.zip (1.53 MB)
Rating
38
points
 (7 votes)
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Files: ravine-v13.jpg / ravine-v1.3.zip /

(1086) Home ~ KHPortal1

shadow | 2008-01-18 22:10

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Cube 2 (Sauerbraten) | Obsolete | Conceptual | Singleplayer | Small (1-4) | Creative Commons (BY)
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Continuing on Tentus' idea
Screenshot
Get original file (40KB)
Detailed description

Inspired by Tentus, I'm going to try to take it a bit further. Attempting to introduce puzzles and elements not found within Portal. This will be an ongoing project. Note: these puzzles will be exceptionally difficult.

PS: Be sure to play in SP mode.

Edit: added new detail texture shader!

Map file khportal1.zip (69.68 KB)
Rating
86
points
 (16 votes)
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Files: khportal1.jpg / khportal1.zip /

(1085) Home ~ eAss 2 FINAL

MX | 2008-01-18 18:04

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | CTF | Large (9-15) | GNU GPL v2
Blurb large map for all gamemodes
Screenshot
Get original file (57KB)
Detailed description

EgyptAssault v.2 [RC2] by MX
Egypt-styled large map for all gamemodes. Good illumination and geometry, balanced gameplay. Map is for 9-15 players, but you can play 1x1 (hide&seek :P ) I hope you'll like it
I haven't found anything would be possible to improve. So, it's final release.
P.S. Please, don't look at the shorten name - eAss! It's only reduction of `Egypt ASSault`
==========
Final release
· few non-serious geometry changes
Release candidate 2:
· decreased map size (680.2 KiB)
· moved two playerstarts/bases
· some new objects
· replaced one texture
· more rounded corners
Release Candidate 1:
· few geometry changes
· improved illumination
Beta 2:
· some new ammo, health ents
· new objects
· more detailed
Beta:
· now 10 playerstarts
· now 7 bases for capture
· improved lights on corners and added some new ones
· more detailed
Alpha:
· Map is created

Map file eAss2final.zip (691.06 KB)
URL http://mxsauermaps.narod.ru
Rating
64
points
 (8 votes)
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Files: eass2f.jpg / eass2final.zip / http://mxsauermaps.narod.ru/ /

(1084) Home ~ Area 52

seba_killer7 | 2008-01-18 17:40

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Here is a new map for you it got new textures but if you dont like it u can change them.
Screenshot
Get original file (31KB)
Detailed description

Well maybe someone know this map or maybe the game what its inclued this map but i try to do the best for this map and if someone ask... its from Perfect Dark this map hope you like =P and it this map got even his own music check it out...

Map file area 52.rar (4.15 MB)
Rating
28
points
 (5 votes)
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Files: area52.jpg / area-52.rar /

(1083) Home ~ New Gothic map! Gothic2 ! (UPDATED)

Marwo | 2008-01-17 23:23

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Cube 2 (Sauerbraten) | Capture | Huge (16-32) | GNU GPL v3
Blurb Gothic2: Bigger, better and more detailed than the previous one!
Screenshot
Get original file (234KB)
Detailed description

This map is something that im proud of, and ive spent alot of time makeing it!
Compared to the previous gothic map, this map is bigger and has alot more buildings, area and details. I also would like to say that it may work more as a artwork than a gaming map. Cause im not so sure this will run very smooth unless you have a very good computer!
Please, tell me if you have any suggestions or if theres something you would like to point out, it would be very helpfull!
Hope you will enjoy this map!

Thx.

Update1: added more buildings, a bridge and fixed all the torches.

Update2: added a new castle that haves some bridges leading to it wich also makes the area a bit more accesable. added a small water temple lookalike structure... Also sorry about no updates, but ive been really busy lately! I know this may be too late for the new sauerbraten release, but i sure hope the developers would look at it anyway! :)
Il still update and do fixes to the map if anyone notices any bugs etc..

Map file gothic2.zip (3.16 MB)
Rating
95
points
 (12 votes)
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Files: gothic2.jpg / gothic2.zip /

(1081) Home ~ Particle Texture Replacements

Hirato | 2008-01-17 10:08

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Cube 2 (Sauerbraten) | Other Mod | Artistic | Content | All Platforms | Creative Commons (BY-NC-SA)
Blurb Replacements for the particles.
Screenshot
Get original file (158KB)
Detailed description

I created everything from scratch by using the GIMP and many of it's plugins. I tried to recreate similar texture for calimer to use inside PAS, to what was already available in sauerbraten, instead of doing my own thing. So you may, or may not notice much difference to the originals.

to use it in PAS, you'll need to modify some source files first :)

Update 1

Swapped two lensflares around, looks better now
Made lighting slightly more friendly to the blue colour channel
Used a cartoon shader on explosion.jpg. it now has a few 'holes' in it

NOTE the changes aren't reflected in the screenshot YET

Mod file particles.zip (457.25 KB)
Rating
54
points
 (6 votes)
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Files: particles.jpg / particles.zip /

(1079) Home ~ trapdoor

steve_e | 2008-01-16 04:39

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Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Content | All Platforms | Other License
Blurb A horizontal 'trap' door
Screenshot
Get original file (82KB)
Detailed description

Retextured animated trap door that was mentioned here:
http://www.quadropolis.us/node/1068
(made using Blender and Photoshop)

Added much more detail in the hinges as well as with the UV map itself

Note: Doors look better in game with the bump mapping than the blender screen grab

Install instructions:

Unzip contents to the Sauer folder - it should get placed correctly on this path:
packages/models/steve_e/doors/...

for the map .cfg (or however you intend to place it):

mapmodelreset
mmodel "steve_e/doors/trapdoor" //4x4 sized door
mmodel "steve_e/doors/trapdoor/trapdoor_150" //6x6 sized door
mmodel "steve_e/doors/trapdoor/trapdoor_200" //8x8 sized door

Make certain you are in SP mode, place the door and set it to type 10 (auto open) and check them out.

Mod file trapdoor.zip (805.69 KB)
Rating
32
points
 (4 votes)
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Files: trapgrab.jpg / trapdoor.zip /

(1078) Home ~ Autolight for mapmodels

Megagun | 2008-01-15 13:55

Cube 2 (Sauerbraten) | Mapping | Public Domain
Blurb Automatically creates specific lights for various mapmodels (torches, streetlamps, etc.)
Detailed description

This little script is meant as a script to automatically create light entities for all of the mapmodels you have in your map.
It won't place them correctly (as such a thing is impossible currently in Sauerbraten) though! This is also the reason why shadow-casting calclights aren't supposed to be calculated after using Autolight!

Meant to be run only once, and preferably near the end of the development cycle of a map.

And yes, I know my script isn't really optimized.. ;)

Config file autolight.cfg (1.95 KB)
Rating
32
points
 (4 votes)
Attachment Size
autolight.jpg 163.21 KB
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Files: autolight.cfg /

(1077) Home ~ Sand Storm

dairyking | 2008-01-15 03:56

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb A Research Facility on a newly discovered desert planet, for FFA
Screenshot
Get original file (67KB)
Detailed description

This is a research facility on a planet with a desert enviroment that earth recently discovered in the future. This was going to have capture on it but i decided not to. Its good for ffa and insta. This is my second map that i did by myself. Please comment AND DON'T IGNORE IT LIKE YOU DID KING5 >=(

Map file king6.zip (1.06 MB)
Rating
80
points
 (10 votes)
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Files: king6.jpg / king6.zip /

(1076) Home ~ Eclipse

8bit | 2008-01-14 19:38

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb Another church mod. 8bit[C=64] and Datastream put some use of that empty space behind the church.
Screenshot
Get original file (40KB)
Detailed description

Datastream and I [8bit] took church and have been opening it up. In edit mode I noticed the ton of empty space behind the church. The first thing I did was fill a lot of it in with solids. Then we began working on the landscape and added a side entrance to the church. We will probably do more with the surrounding buildings, most likely add more. The goal is to make it look nicer and open the map up to different game modes.

Map file Eclipse.zip (4.73 KB)
Rating
14
points
 (2 votes)
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Files: oneshot.jpg / eclipse.zip /

(1075) Home ~ Cloudkeep by Marwo

Marwo | 2008-01-14 19:34

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Cube 2 (Sauerbraten) | Conceptual | Capture | Medium (5-8)
Blurb A keep that floats in the sky!
Screenshot
Get original file (158KB)
Detailed description

Cloudkeep: a keep that floats in the sky. Theres 3 istles connected, the first istle has a small keep on it, the second has a different keep, and the third bigest istle has some kind of park on top, a cave inside and a steel structure on it!

I made this map from an idea that came to my head randomly some day.

Its a Capture/Regencapture map, but TDM/DM or Instagib suits it too! This is the Beta versiob of the map.
Take a look and tell me what you think!? Any suggestions are welcome! :)

Map file cloudkeep.zip (699.77 KB)
Rating
32
points
 (5 votes)
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Files: cloudkeep.jpg / cloudkeep.zip /

(1073) Home ~ Diagonal

demosthenes | 2008-01-13 06:33

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | ZLIB License
Blurb A diagonal map for 1-4 players.
Screenshot
Get original file (46KB)
Detailed description

An admittedly quick map that I had a lot of fun making, Diagonal makes for some very fast-paced action with four players, and is in fact more tuned to two players for some intense 1v1 competition. With the quad damage and health boost visible from almost anywhere on the map, you can easily keep an eye on the two vital powerups. The simple symmetry of Diagonal makes it hard to get lost in this map.

Map file cdiag.zip (257.6 KB)
Rating
28
points
 (5 votes)
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Files: cdiag.jpg / cdiag.zip /

(1072) Home ~ Platforms

seba_killer7 | 2008-01-12 21:00

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Large (9-15)
Blurb Do you like lasers platforms?, then this map is for you, Laser platforms to fight whit anothers players.
Screenshot
Get original file (21KB)
Detailed description

This platforms are in space there are laser what make posible that u can stand there so explore ir if you like =P

Map file Platforms.zip (28.48 KB)
Rating
12
points
 (3 votes)
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Files: platforms01.jpg / platforms.zip /

(1071) Home ~ Technophobia

Nieb | 2008-01-12 14:37

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Small (1-4)
Blurb Coopedit between Snowy18 and Nieb.
Screenshot
Get original file (81KB)
Detailed description

Thanks to Quin for the clever name. ;)

Map file technophobia.zip (641.27 KB)
Rating
76
points
 (10 votes)
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Files: screenshot_16.jpg / technophobia.zip /

(1070) Home ~ Castle 3

seba_killer7 | 2008-01-12 00:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Huge (16-32) | Other License
Blurb ok this is my third castle so i wanna know if u like this 1 for do bets the 2nd and 1st its have some secrets =P
Screenshot
Get original file (48KB)
Detailed description

my third castle is now here so i hope u like anyway for opinios im right here to listen them and try to make a better map for u =P(sry everyone looks like a misstake with conection yesterday XD!!)

Map file Castle_3.zip (1.07 MB)
Rating
2
points
 (1 vote)
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Files: castle3-01.jpg / castle_3.zip /

(1069) Home ~ Castle Carnage

dairyking | 2008-01-11 07:49

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | Public Domain
Blurb Blast each other away in this mountain castle!
Screenshot
Get original file (76KB)
Detailed description

This is a (pretty much) finished version of my latest map King5 or "Castle Carnage". Some of you may have seen me working on it on a server and some may have helped me a bit as well. In any case this is my first map that I did mostly by myself. Its a fort/castle set in a grassy mountain designed for small to medium sized audiences for DM though it may also work for other modes, not that I tested any...
Anyway please comment! =)

Map file King5.zip (344.29 KB)
Rating
28
points
 (4 votes)
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Files: king5.jpg / king5.zip /

(1068) Home ~ animated doors

steve_e | 2008-01-11 05:25

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Cube 2 (Sauerbraten) | Singleplayer | Content | All Platforms | Other License
Blurb 2 animated doors - one a folding cage door and the other a swinging heavy door
Screenshot
Get original file (90KB)
Detailed description

A couple of animated doors (again using Blender and Photoshop):

1. the cagedoor is a folding and rising cage type door in four sizes (see the install notes).

This is very much in alpha phase as there are texture glitches. I have only used this in dark environments but realise there is glitching in high light levels. I really spent no time UV mapping this texture.

2. the greydoor is a swinging door that opens after the handle turns counter clockwise (in two sizes - see below).

This is a beta release I suppose - I could be more clever combining the UV textures into one file, but whether there would be a real benefit in doing that I don't know...

Install instructions:

Unzip contents to the Sauer folder - it should get placed correctly on this path:
packages/models/steve_e/doors/...

for the map .cfg (or however you intend to place it):
mapmodelreset
mmodel "steve_e/doors/cagedoor" //4x5 sized cagedoor
mmodel "steve_e/doors/cagedoor/cagedoor_75" //3x4ish sized cagedoor
mmodel "steve_e/doors/cagedoor/cagedoor_150" //6x8ish sized cagedoor
mmodel "steve_e/doors/cagedoor/cagedoor_200" //8x10 sized cagedoor
mmodel "steve_e/doors/greydoor //4x6 sized greydoor
mmodel "steve_e/doors/greydoor/greydoor_150 //6x8 sized greydoor

Make certain you are in SP mode, place the door and set it to type 10 (auto open) and check them out.

Mod file steve_e_doors.zip (639.28 KB)
Rating
10
points
 (2 votes)
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Files: steve_e_doors.jpg / steve_e_doors.zip /

(1067) Home ~ Danger Industry

Jord | 2008-01-11 04:33

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AssaultCube | Work in Progress | CTF | Large (9-15) | Other License
Blurb A map made by Jord and KC. Good detail, and good for CTF.
Screenshot
Get original file (56KB)
Detailed description

KC and I (Jord) have come up with a detailed map, with many ways to get from Base A to Base B.
This map has been thought through well, and with some of the in-game comments about it, I believe you will like it.

***NEW UPDATE***
12/1/08
***NEW UPDATE***

Map file Danger Industry.zip (10.19 KB)
URL http://www.hophost.net/DOWNLOAD/9b2b21507/danger_industry.cgz
Rating
36
points
 (6 votes)
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Files: danger-industry.jpg / danger-industry.zip / http://www.hophost.net/DOWNLOAD/9b2b21507/danger_industry.cgz /

(1066) Home ~ Portal Test (version 2.1)

tentus | 2008-01-11 01:23

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Singleplayer | Small (1-4) | Other License
*
*
Starred Content
Blurb Four simple attempts at creating a Portal-eque play mechanic
Screenshot
Get original file (77KB)
Detailed description

Edit 2.1: I managed to get a non-gamer (my teenage sister) to play through t_portal, and decided to implement some stuff based on her play experience. Added some atmosphere and implemented an "intro room", as well as some other graphical touchups and some clipping changes. Also played a bit with the lightmaps to bring the file size down by most of a meg, and repositioned some of the secrets.

Edit 2.0: I have lumped all the maps into one ogz, so that they're easier to manage and play. The new mapname is t_portal, so go ahead and delete all of the old maps and cfgs, etc. This new map not only includes a new test, but some very slight changes/fixes to the existing maps, and also 10 little "secrets": my not-so-sneaky way of getting my commentary in there, just like the comments in portal (but not as cool, seeing as my comments are just gui text and no audio).

---

Very simple concept. I basically just bind MOUSE2 to pause and put you in editmode: MOUSE1 then becomes the ability to place the second "portal". For the third and fourth tests I bound both MOUSE1 and 2 to allow you to place both portals. Feel free to email me corrections or improvements: something has gone horribly wrong with my spellchecking stuff, and I don't have enough caffeine in the house to do it myself.

This zip contains four tests in a single ogz, mostly consisting of what used to be my portaltest, portal2, and portal3 maps. None of the tests are too difficult, but they should still provide a basis from which mappers can start working and getting ideas.

Map file t_portal_2-1.zip (1.15 MB)
Rating
66
points
 (9 votes)
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Files: portal.jpg / t_portal_2-1.zip /

(1065) Home ~ tnt box 'barrel' - something to blow up

steve_e | 2008-01-10 06:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Content | All Platforms | Other License
Blurb This is a .md3 to be used as a barrel in Sauer
Screenshot
Get original file (182KB)
Detailed description

I knocked this up yesterday in Blender and Photoshop - a simplistic box of TNT to be used as a barrel in Sauer Assassin Edition.

The fuses on the tnt UV texture are a bit metalic, but the bump mapping of the tnt itself seems to work reasonably well from certain angles in the game.

Unzip contents to the Sauer folder - it should get placed correctly on this path:
packages/models/steve_e/barrels/tnt

for the map .cfg (or however you intend to place it):
mapmodelreset
mmodel "steve_e/barrels/tnt"

UPDATE: Changed title to reflect the shape is a box (not a barrel)

Mod file tnt_barrel.zip (654.06 KB)
Rating
30
points
 (4 votes)
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Files: tnt_barrel.jpg / tnt_barrel.zip /

(1064) Home ~ Training Station

demosthenes | 2008-01-10 02:49

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4) | ZLIB License
Blurb An abandoned cyborg combat training facility suspended high in the air.
Screenshot
Get original file (33KB)
Detailed description

A map with lots of ramps and platforms, this map is a multiple-level maze of death! This map is designed for Assassin mode, with lots of nooks and crannies to hide in. You never know where you'll find your prey!

At this point, I'm looking for feedback, mostly on pickup placement.

* Update 1/11/2008
** Added six base entities
** Added more large lighting (probably will need to do this again and re-release, but meh)
** Changed ramp light color so that it varies by room/area
** Changed pickup placements/quantities

Map file cmap1.zip (1.15 MB)
Rating
64
points
 (8 votes)
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Files: cmap1.jpg / cmap1.zip /

(1061) Home ~ lazor_template

lazor | 2008-01-07 10:52

 this screenshot was not originally available or there was a problem extracting it

Small (1-4)
Blurb WIP - templates for public use
Screenshot
Get original file (63KB)
Detailed description

This is meant as library of objects to be used by the Cube mapping community, or simply as example.

I am not a mapper, I have never done a map in my live, but I like to model stuff. And modelling with Cube is quite fun. So I decided that I could collect all my models that I create in one map and publish it here.

At the moment, it is work in progress. Hopefully I will update it alot.

Map file lazor_template.ogz (343.47 KB)
URL http://lazor.de/sauer/lazor_template.zip
Rating
36
points
 (5 votes)
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Files: lazor_template1.jpg / lazor_template.ogz / http://lazor.de/sauer/lazor_template.zip /

(1060) Home ~ Moria's mine by Seba

seba_killer7 | 2008-01-06 17:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Huge (16-32)
Blurb A rally nice map for deathmatch and big falls
Screenshot
Get original file (5KB)
Detailed description

This map is big for guys who like to kill enemies from very far, well at exeption the fog so enjoy it

Map file Moria's Mine.zip (1.17 MB)
Rating
34
points
 (6 votes)
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Files: moria.jpg / moria's-mine.zip /

(1059) Home ~ Castletest

Blackdragon | 2008-01-05 11:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Huge (16-32)
Blurb A huge map for gameplay
Screenshot
Get original file (49KB)
Detailed description

It is hardly to describe, gife it a try!

URL http://upload.worldofplayers.de/files/Castletest.zip
Rating
6
points
 (2 votes)
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Files: castletest2.jpg / http://upload.worldofplayers.de/files/Castletest.zip /

(1058) Home ~ eAss

MX | 2008-01-03 13:05

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | CTF | Medium (5-8) | GNU GPL v2
Blurb medium-sized map for effi, ffa and CTF
Screenshot
Get original file (198KB)
Detailed description

Medium-sized map which great for ffa, efficiency and CTF. 7 playerstarts, some weapons/ammo, 10 bases(flags), 2 HealthBoost & QuadDamage.
Made using egyptsoc textures
- Now with 4 buildings which you can enter, moved QD, added 2 bases (now 8), more ammo and 1 more HB (now 2)
- Fixed bug with pillars which placed very close to walls
- Fixed some lights and added rounded corners
- Added some new lights and high border, now map looks much better
- Second level
- Added 2 bases (now 10)
- Added 2 playerstarts (now 7)
- Added 2 health ents and 4 ammo
- Improved illumination
- Some new objects
====
Final release
Hope u like it ))

Map file eAss_final.zip (648.39 KB)
URL http://mxsauermaps.narod.ru
Rating
54
points
 (8 votes)
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Files: eass_final.jpg / eass_final.zip / http://mxsauermaps.narod.ru/ /

(1056) Home ~ Ace's Park Of Death (aPod)

Ace-w00t | 2008-01-02 20:43

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Cube 2 (Sauerbraten) | Work in Progress | Large (9-15)
Blurb This is a fun map and is not a traditional deathmatch map.
Screenshot
Get original file (58KB)
Detailed description

This is the first map I am putting on Quadropolis so please, go easy on me. This map is a park full of rideable rides. I myself made most of the map with help from several people, like FREAK-w00t, PugSchnizzle, Blindscope-w00t, Xyena, and many other people. If I forgot to mention you, sorry.

There are about 20 rides here including an ice rink, a large maze, a lava zone, a slide, a few trick houses and more. Like I said before, this is probably not the best map you can use to play a deathmatch. I'm pretty sure most people will like the map. I didn't want to add lights or really nice textures or anything because the map is already laggy enough. If you find any glitches please let me know and I will fix them.

Map file aPod.zip (143.47 KB)
Rating
57
points
 (9 votes)
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Files: apod.jpg / apod.zip /

(1055) Home ~ The_City

tyros | 2008-01-02 20:36

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Cube 2 (Sauerbraten) | Artistic | Singleplayer | Medium (5-8)
Blurb A part of modern city
Screenshot
Get original file (48KB)
Detailed description

This is a map I did just for fun. It's got most of the buildings a city usually does. I tried to make them as detailed as possible. Here you will find hotel, bank, hospital, McDonalds :) etc. I haven't really tried to play on it, so i don't know if it's going to be balanced. Please, tell me your suggestions in comments.

Update: I added /skylihgt, so now it's all equally lit

Map file the_city_updated.zip (2.84 MB)
Rating
129
points
 (15 votes)
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Files: the_city_screenshot.jpg / the_city_updated.zip /

(1054) Home ~ new AC scope

antiklimax | 2008-01-02 18:19

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AssaultCube | All Platforms
Blurb a new scope for the sniper rifle
Screenshot
Get original file (51KB)
Detailed description

unzip and write over the original scope image file:
AssaultCube\packages\misc\scope.png

Mod file scope.zip (35.91 KB)
Rating
56
points
 (7 votes)
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Files: ac_scopeshot.jpg / scope.zip /

(1053) Home ~ Sauerbraten Server Launcher (SSL).

conorkirk | 2008-01-01 06:00

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Cube 2 (Sauerbraten) | Standalone | Windows
Blurb A program that launches Sauerbraten servers.
Screenshot
Get original file (19KB)
Detailed description

I wrote this program for my personal use, but I decided to release it thinking it could help someone.

My next planned feature is "profiles" so you can launch certain server configurations.

Basically what this program does is launches sauerbraten server based on input you give the program.

I am open to suggestions, though, I have no idea what those could be :P

Mod file ssl.zip.zip (3.96 KB)
Rating
59
points
 (8 votes)
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Files: ssl.jpg / ssl.zip.zip /

(1052) Home ~ ac_foundation

Archangel | 2007-12-31 21:56

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AssaultCube | Work in Progress | CTF | Large (9-15)
Blurb An old map of mine.
Screenshot
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Detailed description

A ruined complex, filled with water.
This is NOT as serious map, rather a map for fun. I was just testing out ideas in this, so regard it as a test. However, in multiplayer it turned out to be quite fun.
Anyways, this map is monthes old.
Hope ya like it.
BTW, the screenshot is purposefully unrevealing.

Edited by Quin: Removed inflammatory remarks. Please note not everyone has time to download everything on Quadropolis and rate it.

Map file ac_foundation.cgz (10.44 KB)
Rating
20
points
 (3 votes)
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Files: foundation_0.jpg / ac_foundation.cgz /

(1051) Home ~ qmp1

Mic | 2007-12-31 13:06

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Small (1-4)
Blurb My first map after a quite long time.
Screenshot
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Detailed description

A quite small Multi-player free-for-all map, with some nice particles, imo, It's not that good.. bad lightning/weird shadows. It's designed for use in an upcoming mod (qMod).

Credits:
[X]!Ts!
tiko[HUN]

for helping me a bit.

Map file qmp1.zip (533.56 KB)
Rating
34
points
 (5 votes)
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Files: qmap1.jpg / qmp1.zip /

(1050) Home ~ ac_streets, by {TyD}Toca

Toca | 2007-12-31 04:03

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AssaultCube | Work in Progress | Large (9-15)
Blurb Urban map for Assault Cube, by {TyD}Toca, November 2007
Screenshot
Get original file (88KB)
Detailed description

This is the first map I made, a big one, CTF flags are outside bases for a quicker game play, I haven't had the chance to test it with a lot of players.
but I hope you like it.

Map file ac_streets.zip (22.22 KB)
Rating
16
points
 (3 votes)
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Files: ac_streets_screenshots.jpg / ac_streets.zip /

(1049) Home ~ Waterfall Texture

shadow | 2007-12-31 01:12

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Cube 2 (Sauerbraten) | Artistic | Content | All Platforms
Blurb Replacement for the waterfall texture
Screenshot
Get original file (25KB)
Detailed description

Eihrul said he was going to make a new waterfall shader, and needed a normal, dudv, and whitewater map. I made them, but eihrul never coded it. Anyways, I found that the whitewater map looks pretty good in sauer as it is.

replace waterfall.jpg in packages/textures to install

Mod file waterfall.zip (36.37 KB)
Rating
28
points
 (10 votes)
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Files: waterfall.jpg / waterfall.zip /

(1048) Home ~ meg_turok by Megalodon (final version)

Megalodon | 2007-12-30 20:43

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AssaultCube | Work in Progress | Deathmatch | CTF | Medium (5-8)
Blurb A middle sized map with an atmosphere of Turok
Screenshot
Get original file (45KB)
Detailed description

This is my biggest map until now, spending the most time of all my maps in making it. It is middle sized with a fast gameplay, ideal for ctf. It is only the Alpha version, so I hope you can give some reviews about it, how I can make it better. At the moment it is only for team modes.

Edit: Now it is the Beta version. I added new details for a different gameplay, because it was too much opened in the centre. There are ffa spawn points added, too.

Edit2: Now it is the final version. I added some details and made some new ways open. I hope for some reviews!

Map file meg_turok.zip (7.46 KB)
Rating
6
points
 (1 vote)
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Files: screen_turok2.jpg / meg_turok.zip /

(1047) Home ~ Foggy SP by Steve E.

steve_e | 2007-12-30 13:00

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Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Large (9-15)
Blurb Foggy - a 3 part narrative based FPS/RPG/Adventure game
Screenshot
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Detailed description

Description:
"Foggy" is a 3 part narrative based FPS/RPG/Adventure style game. The game contains full menu support and conditional updating of tasks, hints and narrative history. Also are options to set game difficulty and to turn off narrative pop-ups. This plays under sp mode - not under slowsp as slowsp removes the abiltity to change gamespeed which is a feature of the maps.

Downloads:
There are two downloads for this map (ignore the singular foggy.ogz link if it appears):
1. http://tigerleo.com/igd/cube2/foggy.zip
This contains the .ogz and .cfg files plus ambient sounds. THE FOLLOWING LINE NEEDS TO BE ADDED TO autoexec.cfg FOR THE MAPS TO RUN CORRECTLY (sorry for shouting):
exec packages/base/foggyini.cfg

2. http://tigerleo.com/igd/cube2/steve_e.zip
This contains the sound tracks - if you downloaded my "Proof of Concept" tech demo as discussed on the Cube Engine forum here: http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1615
then you do not need to download the sound tracks (unless of course you have deleted them already...;). Otherwise you will need to download both zip files (12.8MB and 21.2MB respectively)

Features:
* 3 maps with 4 distinct environments
* Interactive narrative based gameplay
* Pick-ups and 'special abilities'
* Puzzles/mazes
* Scripted gui help system
* Conditional display of hints and tasks
* Other stuff that I may have forgotten ;)

Development:
This was built over a period of 4 weeks (which was probably equivalent to 8 weeks in time) originally using the Summer Edition of Sauer then "finished" off using the Assassin version:

The first map, 'foggy' was my second map attempt and as such reflects very limited texturing as I was trying to see what was possible with 3 or 4 textures and mainly lighting to create the visual atmosphere.

The second map 'foggy2' was my 4th map (the 3rd being my 'proof of concept tech demo refered to above) and a rather frustrating attempt to use the heightmap tool. With the release of the Assassin Edition of Sauer I have simply not managed to suss out the new heightmap tool so 'foggy2' is rather rough and the heightmapping and texture glitches are quite apparent.

'foggy3' is my 5th map that I have created and I avoided the heightmap tool and added more textures and detail. Also with the release of the Assassin Edition exploding barrels and platforms feature a fair bit in the game play.

The foggyini.cfg and foggymen.cfg files were developed to experiment with some key bindings and the gui system. Thanks to a suggestion by SheeEttin about using the gui system for conditional feedback/history etc I wanted to see how much that could be employed into the game narrative. Really, very very easy to do.

My comments:
The second map, foggy2 is really quite rough in parts thanks to my frustration of trying to get differing heightmapped regions to come together. Then just when you think you have it looking almost passable I would edit something and boom, the heightmaps would explode and fragment. Some areas are crying out to be touched up/fixed, but I was having little success with the Summer Edition heightmap and no success with the Assassin edition. I almost didn't include this map as it has many faults, but the map was the middle of the game narrative so it couldn't really be left out.

Texturing, in general, is something that I need to pay more attention to in my next map(s). I will be avoiding heightmaps at this stage until I either get the hang of it or I grow more insane. Part of the purpose in building these maps was to use the existing textures and seeing what could be done with the cubescript itself and existing map models. I am a multimedia artist/designer, however creating textures for games is something new to me and something that I realise I have to put more time in to. The scripting on the other hand has been rather fun and despite my first reservations when looking at the syntax, it really is quite a clean language to use.

So there you have it - really another tech demo as I used this experience to try out a few things with Sauer to see what could be achieved from a game development perspective. I am glad this set of maps is finished (or almost completed) as it ended up taking on a life of its own for a while. I am now looking forward to trying out some different ideas and building some smaller single player maps to get concepts across. Cheers.

UPDATE: Damn - I didn't save the first map and .cfg before submitting - these have been uploaded again - my most humble apologies...
http://tigerleo.com/igd/cube2/foggy.zip

Update 2
Fixed gui menus so that they can be switched from 2d to 3d - will not force gui2d onto the system at startup.
Initialised variables in foggy.cfg rather than foggyini.cfg - this may solve some intialisation issues.
http://tigerleo.com/igd/cube2/foggy.zip

Update 3
Changed the alias level_trigger_1 to 41 - that should stop any errant triggering of the book 1. But I couldn't see anything triggering that first book to pop_up... and certainly I haven't experienced of those issues. All the non opening doors are trigger 0, and every other door has a trigger starting from 5 up... I even deleted doors to see whether there was another trigger at the same place, and there is nothing in the .cfg that calls the level 1 trigger.
http://tigerleo.com/igd/cube2/foggy.zip

Update 4
Deleted various triggers and doors from areas not accessable in the firt map, foggy.ogz - these were left over when I was developing map 1 and 3 in conjunction with each other (sorting out common geometry). Deleting these doors and triggers might be the cause of the errant triggers - they shouldn't be, but you never know as they had different trigger types associated to the trigger value to them that the 'real' tirggers in level 1 used. 8|

I hope this is what the issues has been by deleting these redundant triggers and doors - fingers crossed!

Map file foggy.ogz (1.85 MB)
URL http://tigerleo.com/igd/cube2/foggy.zip
Rating
30
points
 (5 votes)
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Files: foggy.png / foggy.ogz / http://tigerleo.com/igd/cube2/foggy.zip /

(1046) Home ~ Jake1(Cargo Enclosure)

Jake77777 | 2007-12-29 06:55

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb Small 1 on 1 to 4 player Deathmatch Arena
Screenshot
Get original file (42KB)
Detailed description

My first map I really tried my best on. I made it quite a while ago but I decided I should post it. Im not very sure if this is the final release because im sure i could do a lot to make it much better. The detailing isnt to great because I havnt touched it for about 2 months. Best when playing Deathmatch, and the Instagib isnt too bad. So give it a try and see what you think. Im not expecting very good things about it.

Map file jake1.zip (698.96 KB)
Rating
32
points
 (6 votes)
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Files: jake1.jpg / jake1.zip /

(1045) Home ~ The Adam Parker Missions - Day Three (SP Sauer by Junebug)

junebug | 2007-12-29 02:04

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Cube 2 (Sauerbraten) | Final Release | Singleplayer | Large (9-15)
Blurb Continuing SP Missions of Adam Parker
Screenshot
Get original file (294KB)
Detailed description

PREVIOUS ADAM PARKER MISSIONS RE-CAP:

On Adam Parker day 1, you kicked-ass on several enemy bases and helped slow the Mutainians from gaining a full and powerful enemy brigade. You even saved our secret base from an enemy invasion! NOTE: This is a multiple-mission-map-pack that is NOT included in the official Sauerbraten release. If you haven't played this epic epidode yet, you should download it here: http://www.quadropolis.us/node/311

On Adam Parker Day 2, we sent you into enemy territory to recover any information you could about a secret stone called "SYON". Again, you proved your worth to us as you infiltrated their base and brought back to us the numbers that were carved into the SYON stone for decoding. NOTE: This map is included in Saurbraten, and is called "The Ancient Stone".

(extra special note: the soundtrack for this map is the most daring piece of MIDI music I've made to date. It contains several unique pieces of music within the same soundtrack and it's 21 minutes long!!)

AND NOW - - - -

ADAM PARKER - DAY THREE:
------------------------
Great job on finding SYON, Adam!!
We knew we could count on you to finish the mission!

We've had our coding deparment working on those numbers you retrieved from SYON yesterday.
They've been here all night long, and have succesfully unscrambled the codes.

It appears that some of the numbers from SYON are exact directions to the secret hide-out of "QUEEN MARVARIA" - one of the top Mutainian officers!!! Her hide-out appears to be located in the 7th sector, West of Station Zero. It's gonna be a hard push on our power systems, but we CAN beam you out there!

As you know, Adam - Queen Marvaria has been a thorn in our side for centuries!
She gains her power from the leaves of the "NIGHT-BLOOMING IXIA PLANT" - an extremely rare plant that the queen has possesed for over a thousand years.

Our Sattellite intelligence entercepted an encryted message that the queen will be away from her hide-out for the next 48 hours. This is our perfect chance to strike, since her forces will be weakend without her presence!

What we hope is that you can find her IXIA Plant, and bring it back to headquarters.
Legend has it that without her plant, the Queen should wither and perish.

The plant will surely be well guarded, Adam - you'll need to stay on your toes if you plan on coming home alive! Her soldiers won't let you just walk in and take away their be-loved Queen's power!

Be sure to keep your eyes peeled for hidden areas as well -- It's been rumored that the Queen's hide-out is WELL STOCKED with plenty of extra ammo in case of an invasion!

We have also heard of a well-stocked SHRINE dedicated to Queen Marvaria where her followers pray to her daily. It might be wise to try and find this shrine and take what you can! You can bet that it WON'T be easy to find, so take your time and really poke around!

Lastly, we're aware of Queen Marvaria's use of a special "happy gas" to keep her troops brainwashed. We've equipped you with a gas mask so this gas will not affect you.

We're counting on you Adam - You MUST NOT FAIL!! Bring us back the NIGHT-BLOOMING IXIA PLANT!

MAP INFO:
---------
Build Time: MONTHS and MONTHS and MONTHS (WHEW!!!)...
Main Build Version: Spring '07 Release (finished the map with the Summer '07 Release, and just a TOUCH of the "Assasin" Release: one set of exoploding barrels...)

Secret Areas: 5
(these "secret" areas contain small wooden crates that have "SECRET" printed on them,
so you'll know when you find them! Count them up to make sure you find all five!)

Hidden Areas: 2
(2 official hidden areas which have "HIDDEN AREA" signs)

New Textures from Six Dog Studios: 3
1. computer keyboard "top"
2. computer keyboard "side"
3. "incubation room" sign

New Mapmodels:
1. carboard box (by dcp)
2. storage container (by dcp)
3. keycard (by dcp)
4. egg (by tentus)
5. sauerbraten video game console (by dfs)
6. animated video monitors (by geartrooper)
7. crystal (by tentus)

New Sounds: no

Soundtrack: Original fourteen and a half minute MIDI soundrtrack by Junebug featuring SEVEN original pieces of music!

Extra Credits: Special thanks to TmT of SixDogStudios for mapping the "Hidden Shrine" area. Extra special thanks to TmT for mapping ideas and play-testing APD3 over and over -- so we could get everything just right!

HOW TO INSTALL AND PLAY:
------------------------
Copy the "pacakges" folder from this download into your main SAUERBRATEN directory.
This will NOT overwrite ANY existing files!

Start up SAUER, hit the Tilde "~" key and type

sp apd3

Now -- KICK SOME BUTT AND GET THAT PLANT!!!

Map file Sauer_SP-APD3.zip (2.7 MB)
URL Http://www.SixDogStudios.com
Rating
40
points
 (5 votes)
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Files: adamparker-day3_screenshot.jpg / sauer_sp-apd3.zip / http://www.sixdogstudios.com/ /

(1044) Home ~ Breeze

Halleck | 2007-12-29 01:46

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb Its a sunny day, there is a slight breeze blowing, and PEOPLE ARE BLOWING THEIR BRAINS OUT!!
Screenshot
Get original file (210KB)
Detailed description

Yes, this s a map completed in only 1 day. A NEW RECORD!!

Anyway, it is a small 1 on 1 map (again) set on a pair of floating island. The theme was shamelessly ripped from Nieb (Thanks Nieb :D) But i have wanted to do a floating island map for a long time and i am not going to let ethics stop me!

The map has not been playtested yet but it should be good for a bit of 1 on 1.

Enjoy!

UPDATE1: Missed on minor texturing glitch :(, its fixed now.

Map file packages.zip (78.11 KB)
Rating
38
points
 (5 votes)
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Files: screenshot_1379063.jpg / packages_5.zip /

(1043) Home ~ ac_knast

Mr.Floppy | 2007-12-28 13:33

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AssaultCube | Final Release | Deathmatch | CTF | Medium (5-8)
Blurb A huge prison building...
Screenshot
Get original file (276KB)
Detailed description

This is my second map. It´s designed for DM/TDM, but it´s available for every mode.
I took up the prison theme and created a building with lots of rooms and ways.

Actually it´s not finished yet. I will add some more details, ´cause I think it
looks a bit 'plain'.

UPDATED TO ALPHA-VERSION!

Suggestions are welcome!

Map file ac_knast.zip (13.54 KB)
URL http://www.misterfloppy.de.vu
Rating
40
points
 (5 votes)
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Files: ac_knast_screen.jpg / ac_knast.zip / http://www.misterfloppy.de.vu/ /

(1042) Home ~ Juggernaught

dairyking | 2007-12-28 11:39

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Large (9-15)
Blurb Egypt map for capture and ffa
Screenshot
Get original file (14KB)
Detailed description

This is a ruin of a Palace in ancient Egypt with a garden and oasis included within and outside its walls. Set up for both capture and ffa but works with other modes as well. Made by me and Jake with some small help and advice from about 5 or 6 other people. I have a screenshot this time but i have no idea how to make its dimensions smaller but i included it in the zip file and i'm sure that guy who takes screenshots of maps will show up anyway...anyways enjoy!

Map file packages.zip (1.51 MB)
Rating
40
points
 (6 votes)
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Files: missing.jpg / packages_0.zip /

(1041) Home ~ m3u playlists in sauerbraten

Anathema | 2007-12-28 06:27

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Work in Progress | Source mod | Linux
Blurb let there be playlists
Screenshot
Get original file (11KB)
Detailed description

*built with original 12-22 assasins edition, no patches*
Documentation of Anathema's playlist mod

1. What is
2. Installation
3. Use

1. What is the m3u playlist mod
The m3u playlist mod is a tiny (~200 loc) modification in the src/engine/sound.cpp file that enables sauer to load an m3u playlist placed in the packages/ folder that have relative file paths. The m3u playlist standard is essentialy a list of music files + metadata, originaly created by the winamp peoples.

for an example of what one looks like, see packages/default.m3u

2. Installation

On linux, extract this zip file into your sauerbraten directory.
it will overwrite the binary and default_map_settings.cfg, and add the folder m3u_src to sauers dir.

On windows, mac, copy the src files and build your own binary ;P

3. Using the m3u playlist mod

command: playlist
accepts: string, interger
loads playlist file string, which should be an m3u playlist with relative links placed in the /packages folder. the interger can be 0, 1, or 2. if no arguments are provieded, assumes 0. 0 creates a new playlist from file string, 1 appends to the current playlist, and 2 only creates the playlist if there is no current playlist (used in modified defualt_map_settings.cfg)

command: nextsong
accepts: interger
with no arguments, this just plays the nextsong. if interger is passed, it will play the song specified.

command: deletesong
accepts: interger, interger (optional)
deletes song of number first interger. if a second interger is
passed, it will delete that many songs beginning at the first interger.

command: randomlist
accepts: interger (optional)
by default this command flips the random setting of the playlist.
passed a one it will force the playlist random, passed a 0 it will
force the playlist straight-through play.

command: printlist
accepts: (none)
prints every song on the playlist + it's order number, and then
prints total # of songs.

Mod file m3umod (630.57 KB)
Rating
0
points
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Files: music-notes.jpg / m3umod /

(1037) Home ~ Wilderness

farcry15-w00t | 2007-12-24 22:05

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Cube 2 (Sauerbraten) | Work in Progress | Capture | Medium (5-8)
Blurb a outdoors level
Screenshot
Get original file (30KB)
Detailed description

This map has been in the Making for a long time now even though i wouldn't call it a professional map but it is pretty nice. Anyway its a capture map with 4 bases and some intense outdoor action. any comments appreciated.
Thanks to members of the w00t clan for review and improvements(you know who you are and i can't remember anyway).

Map file wildernessbeta.zip (376.65 KB)
Rating
16
points
 (3 votes)
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Files: screenshot_160926.jpg / wildernessbeta.zip /

(1036) Home ~ ri_toxic

RandumIdiotMaps | 2007-12-24 11:21

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AssaultCube | Final Release | Singleplayer | Deathmatch | Large (9-15)
Blurb ri_toxic :: A christmas present to the AC community.
Screenshot
Get original file (14KB)
Detailed description

EDIT (1/1/08): Spawns have all been re-done. So bad spawn points have been fixed.
---

ri_toxic is my first good map. This has had a lot of work put in it over a long time, but with the holidays, I have been able to finish it.

The rumor is true, this map IS going to be in the official AC 0.94 distribution.

Once upon a time, there were people that wrecked havoc and created a huge mess, destroying buildings, etc etc... they were known as RVSF... and of course there were the terrorists, known as CLA.
CLA found a nice, recently abandoned storage complex. Most of the stuff stored there had been removed.. and that's what made it so perfect... Perfect for what? Why dumping toxic waste of course!

CLA had only just started dumping waste (which they were making thousands of dollars off) when RVSF got jealous and deployed themselves into the abandoned complex to gain control of it and carry out CLA's plans for their own profit. What followed that? Why, havock of course!

Map file ri_toxic.zip (18.29 KB)
URL http://www.ri-ac.co.nr/maps/ri_toxic.html
Rating
75
points
 (10 votes)
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Files: ri_toxic.jpg / ri_toxic.zip / http://www.ri-ac.co.nr/maps/ri_toxic.html /

(1035) Home ~ Apollo's Castle (2.5)

apollo.ger | 2007-12-24 08:43

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Singleplayer | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
Blurb Welcome to my castle
Screenshot
Get original file (64KB)
Detailed description

Have fun with "Apollo's Castle".

Changes in 2.5:
- some textures changed or fixed
- a bug fixed

For a complete version review click here

Map file apollo_castle2.5.zip (12.32 KB)
Rating
46
points
 (6 votes)
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Files: screenshot_castle.jpg / http://forum.tearyoudown.org/showthread.php?tid=380&pid=4984&#pid4984 / apollo_castle2.5.zip /

(1032) Home ~ AC Ravenholme + Music

Sharper | 2007-12-23 04:49

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Large (9-15) | Creative Commons (BY-NC-SA)
Blurb Based on Half Life 2
Screenshot
Get original file (318KB)
Detailed description

The skymap might look bad with it, so you might want to use Deathstar's Galaxie skymap. Actually, I recommend that... looks much better with a night sky; the lighting was based on night time.

To add a bit of detail, I added some mapmodels to the dumpsters.. look inside them to find out what I mean.
However I did not edit the dumpster mapmodel itself, i literally mean look inside them.
Suggestions welcome

(To play map, read the installation_guide inside the zip folder and follow the instructions)

Map file ac_ravenholme (By SharpShooter).zip (2.04 MB)
URL http://www.mediafire.com/?3viytji0mw0
Rating
14
points
 (2 votes)
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Files: ravenholme~home.jpg / ac_ravenholme-(by-sharpshooter).zip / http://www.mediafire.com/?3viytji0mw0 /

(1031) Home ~ Crimson

Halleck | 2007-12-22 22:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb UPDATE: Fixed glitch and changed skybox and removed jumppads. Fixed zip. UPDATED ALLOT!!
Screenshot
Get original file (0KB)
Detailed description

Yes, as i said, the gameplay is not the best but it looks cool :)
I was inspired by wake to create a map with cell shaded graphics. I would like to thank wake for helping me to get my textures working.

UPDATE: The ogz file was all messed up. I fixed it now :)

UPDATE: Changed skybox and removed jumppads.

UPDATE: When i upload, it deletes the Halleck folder. :/ Ill try to fix it but i think it might be a glitch in quad.

UPDATE: Once again, a glitch somewhere in the system. I uploaded the same packages.zip for the third time and it appears that the halleck folder is there now.

UPDATE AGAIN: The halleck folder appears to have disappeared again >:( I have no idea why, the files were correct a few minutes ago, admins should look into this.

UPDATE AGAIN AGAIN: This was the final update, unless someone discovers anything hugely wrong. Thanks wake for helping me with the color :) The map looks more like a big candy cane now :D

Merry Christmas!

Map file packages.zip (124.88 KB)
Rating
68
points
 (9 votes)
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Files: screenshot_29088.jpg / packages_3.zip /

(1030) Home ~ NEW VERSION: ac_iced

Deathstar | 2007-12-22 18:02

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Huge (16-32)
Blurb -50°c in the map you'll be freeze :) (no problems with folders now)
Screenshot
Get original file (37KB)
Detailed description

================================================================
NEW VERSION:
================================================================
- NEW textures for no copyrights problems (from sauerbraten)
- NEW Lights: more realistic, less "star lights".
- Bugs fixed (say if you see again other problems :D)

================================================================

This is my new map, it is a snow map, with a bunker and an iced river...
some litle secret passage and a lot of fun in ctf.
I worked more than 200hours on it, but i don't like the light, so if you can help me in coopedit it will be cool :D thanks, and have good games!

**************************************************
What do you think about my map?(qst to ac realisator)
Do you think this map can be in 0.94? thanks for answers... :)

Map file ac_iced(by deathstar).zip (731.21 KB)
URL http://acka.roxorgamers.com
Rating
74
points
 (10 votes)
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Files: ac_iced2.jpg / ac_iced(by-deathstar).zip / http://acka.roxorgamers.com/ /

(1029) Home ~ Large sound pack for Sauerbraten

MovingTarget | 2007-12-21 22:35

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms
Blurb Good-sized pack of [scifi-ish] sounds (20 in all) for Sauerbraten
Detailed description

I recently picked up a bunch of free sounds from a professional sound developer's website, and thought that they would sound pretty cool if I put them in Sauerbraten.

So I edited a lot, adjusted them here and there, and tried them out. In my opinion, they sounded great (but that's just my take on things). So here they are, replacements for all weapon sounds, all item sounds (e.g. pickup), weaponswitch, explosions, jumppad, and teleport. Enjoy (but be sure to tell me what you think of them)!

MovingTarget

Mod file sound_pack.zip (587.16 KB)
Rating
40
points
 (6 votes)
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Files: sound_pack.zip /

(1028) Home ~ powerst

MX | 2007-12-21 17:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4) | GNU GPL v2
Blurb Small map for deathmatch
Screenshot
Get original file (31KB)
Detailed description

Map for ffa/instagib
Great for 1x1, but up to 4 players

Map file powerst-final.zip (333.7 KB)
URL http://mxsauermaps.narod.ru
Rating
24
points
 (6 votes)
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Files: powerst_final.jpg / powerst-final.zip / http://mxsauermaps.narod.ru/ /

(1026) Home ~ wake6

wake | 2007-12-21 12:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4)
Blurb wake6 - fast gameplay in cellshading look
Screenshot
Get original file (51KB)
Detailed description

wake6 aka unknown is a small but dodgy deathmatch/instagib map for 1on1 or up to 4 players. Capture is planned too. I think I am the first one who throws a (real) cellshading look into sauer, I hope you will like that swift style and maybe adapt it. This is a straight step against eye-candyfied maps with horrible gameplay, there are too much of them out there.

Developers: wakeup feat. rocknrol ;)
Testers: Drakas (and hopefully more to come)

EDIT: well final now ;)

Map file wake6.zip (313.49 KB)
URL http://lifebook.ath.cx/wakeup/maps/cube2/wake6/
Rating
149
points
 (18 votes)
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Files: wake6.jpg / wake6.zip / http://lifebook.ath.cx/wakeup/maps/cube2/wake6/ /

(1025) Home ~ King1

dairyking | 2007-12-21 09:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A Theme-less Death Match map
Screenshot
Get original file (14KB)
Detailed description

This map took 4 days to make. It has no base theme but rather different areas are based on different themes so I'd rather think of it as a mixture of themes in one map. It could also be a museum on Mars. I did most of the work but alot of credit goes to iRRVi, Thanks man. I'm sorry but I couldn't get a screenshot. I tried print screen but it didn't work.

Map file King1.zip (455.51 KB)
Rating
34
points
 (7 votes)
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Files: missing_1.jpg / king1.zip /

(1022) Home ~ ac_kanal

Mr.Floppy | 2007-12-20 20:37

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Final Release | CTF | Medium (5-8)
Blurb Map with the river/bridge theme. Two brigdes leading across the river...
Screenshot
Get original file (96KB)
Detailed description

Map with the river/bridge theme. Two brigdes leading across the river, but it´s also
possible to 'swim' through. On each side is a huge building (=base). CLS starting
from kind of a company buidling and RVFS at a little hotel.

It was originally designed for CTF-mode, but it may be more fun on OSOK/TOSOK.
Actually every mode is avaliable. There are about 25 FFA-spawns...

I know there are still some details which should be changed, but I finally finished
working on this map.

By the way, 'kanal' is a german word for 'river'.

http://www.misterfloppy.de.vu

Map file ac_kanal.zip (12.02 KB)
URL http://www.misterfloppy.de.vu
Rating
24
points
 (4 votes)
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Files: screenshoot_ac_kanal.jpg / ac_kanal.zip / http://www.misterfloppy.de.vu/ /

(1021) Home ~ Legend Of Zelda - Hyrule Sauerbraten Map v1.0b

SpiderDuckie | 2007-12-18 04:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb A Legend OF Zelda Hyrule Replica for the LoZ fans out there. Made for Sauerbraten in Sauerbraten.
Screenshot
Get original file (134KB)
Detailed description

Hyrule recreated for all you Zelda fans! Now you can blow up players in Hyrule instead of Space!

To install simply place the .ogz files in the base folder!

Admin: Moved from Mods.

Map file Sauerbraten_ZeldaMod_v1_By_SpiderDuckie.zip (175.1 KB)
URL http://students.easthighschool.net/Spiderduckie
Rating
16
points
 (4 votes)
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Files: outside-view.png / sauerbraten_zeldamod_v1_by_spiderduckie.zip / http://students.easthighschool.net/Spiderduckie /

(1018) Home ~ Ogro's Army Supply Base - Updated v1.5

Drakker | 2007-12-18 00:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Final Release | Deathmatch | Capture | CTF | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Ogro's Army Supply Base
Screenshot
Get original file (249KB)
Detailed description

About time for an update. The capture through walls has been fixed. The base ammoes are fixed too, to ensure consistently fun games.

Changelog:

-Fixed the capture through wall in the yellow armor room 
    -Moved the whole room
    -Changed the stairs leading there
-Fixed the capture through wall in the small room with a window facing the main outside area
    -Added a second floor and a ladder
-Made a little more room around the capture base in the stairs, it's a little less claustrophobic now
-Newbified the lava room, should make it easier to navigate
-Abused the small cubes, particles, sounds and new models
-Some ammo balance
-Lots of visual tweaks that do not affect gameplay
-Added support for CTF/Protect
-Added some cover outside

-----------------------------------------------------------------------------------------------------------------
The final version of the map is in the development version of Cube2, GET IT FROM SVN!
-----------------------------------------------------------------------------------------------------------------

.

Map file ogrosupply1_5-7_(fixed_bases).tar.gz (1.06 MB)
URL http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/packages/base/ogrosupply.ogz?revision=1559
Rating
75
points
 (13 votes)
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Files: ogrosupply_quad.jpg / ogrosupply1_5-7_(fixed_bases).tar.gz / http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/packages/base/ogrosupply.ogz?revision=1559 /

(1017) Home ~ SW (Starwars)

Falco | 2007-12-17 19:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8)
Blurb This is a spaceship with all what a spaceship needs.
Screenshot
Get original file (230KB)
Detailed description

This is a spaceship with all what a spaceship needs. A controll room, a hanger a room with vegetation and a reacktor.
This map will may be become update. Check the version.

- Lights!!!!!! (added)(3 bugs fixed!)
- Items (added)
- some texture bugs fixed (+2 more now)
- now computerlight bugs fixed
- engines added
- prisson added
- escape pod added

Map file map_SW.zip (1.53 MB)
Rating
28
points
 (6 votes)
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Files: sw.jpg / map_sw.zip /

(1016) Home ~ Yoda and Han Solo present :

Brocoli87 | 2007-12-16 23:51

Cube 2 (Sauerbraten) | Work in Progress | Source mod | All Platforms
Blurb May the force be with yours sounds.
Detailed description

I had fun to put sounds of Star Wars at the place of the sounds of
sauerbraten. Mod for fun :).
Sorry, there isn't readme, i am so bad in english. But that is not a difficult mod.

Mod file mod_starwars_sounds.zip (1.13 MB)
Rating
10
points
 (2 votes)
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Files: mod_starwars_sounds.zip /

(1015) Home ~ Jake5 (The Pit)

Jake77777 | 2007-12-16 23:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb Good all around Deathmatch or Instagib map. Now updated to CVS.
Screenshot
Get original file (41KB)
Detailed description

New Update 6/16/08

-Hallways are a lot wider
-Upper area twice as wide
-Few lights added and many lights moved or changed
-The Quad and Healthboost were moved
-Geometry on doors, teleports, and jumppads were changed
-Skybox now evilsky
-Works only for CVS or newest sauerbraten edition
-Stupid X things on every spawn, ammo, and powerup were removed
-Some weapons moved
-Probably a few other things missing

This is it. For sure this is the final release. I hope you enjoy this map because i think this is one of my best and if there r any problems please comment.

Map file dm_pit.zip (2.11 MB)
Rating
156
points
 (19 votes)
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Files: dm_pit.jpg / dm_pit.zip /

(1013) Home ~ Helldoor

CaptainAhab | 2007-12-16 19:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Small (1-4) | Creative Commons (BY)
Blurb work in progress of a mansion built over an ancient temple...the backdoor to hell
Screenshot
Get original file (27KB)
Detailed description

the first map I've done thats fit to see the light of day
comments are welcome.

a simple map with future plans to make it SP and given to the Metropolis project.
I'm showing it now to get feedback and helpful hints to make it better

------------------------------------------------
all files renamed to 'helldoor.*' and not the easily remembered/typed name I use on my own computer
updated with 95% finished basic lighting
all rooms can be reached now...including upper tower
added psuedo-doors .... doors that are partially open made from cubes with noclip so players can move through but cannot see or shoot through. A kludge to make it sorta usable in either mp or sp play.

0.5
Started doing some detailing
a couple of rooms so far
as soon as I learn to handle the new features, I'll throw them in too

0.6
added more detail...I'm ready to start putting it over to sp with rpg mode stuff
although I still have the 'staffy' skybox..it really looks better with the 'moon' skybox
decided to use Creative Commons lic....just give proper credit for my work if you use any of it

Map file helldoor.zip (959.89 KB)
URL http://moukotiger.googlepages.com/sauerbraten
Rating
67
points
 (10 votes)
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Files: screenshot_30992.jpg / helldoor.zip / http://moukotiger.googlepages.com/sauerbraten /

(1006) Home ~ nebula42

Mayhem | 2007-12-13 04:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb A nebular gas collection station.
Screenshot
Get original file (76KB)
Detailed description

A dark and mysterious atmosphere surrounds this small map designed for ffa with insta in mind.

Map file nebula42.zip (989.12 KB)
Rating
22
points
 (3 votes)
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Files: nebula42.jpg / nebula42.zip /

(1005) Home ~ Particle Menus

demosthenes | 2007-12-13 04:29

Cube 2 (Sauerbraten) | Work in Progress | Mapping | ZLIB License
Blurb A menu system to aid the creation and editing of particle entities.
Detailed description

This config file adds a new particle menu and extends the existing entity editing menu (tab, by default) to allow easy editing of particle properties. The menus are different based on the type of particle being edited, and allow separate editing of color channels for particle types which use only a single argument for color.

To use the particle menus, you'll need to add this to the "newent" gui:

guibutton "particles.." "showgui newparticles"

You will also need to remove the initentgui alias and the line starting "newentgui particles" from near the end of your menus.cfg. After that, simply add "exec particlemenus.cfg" to your autoexec.cfg, and you should be good to go.

In-game, you can find the new particles menu under the new entity editing sub-menu; the particles editing menu replaces the entity editing menu's particle attr tab, as well as adding a new tab to change the particle type.

* Update 12/13/07
** Entity editing menu now re-opens automatically when particle type is changed.
** Fixed "Explosing" typo.
** Properly initialized "particlemultiname".

* Update 12/14/07
** Removed auto-re-opening feature in entity editing menu that was causing the menu to need escape to be hit twice to close the menu.

* Update 12/19/07
** Fixed typo in Lens Flare section (RGB maximum value).

* Update 12/20/07
** Added working automatic re-opening feature to quicked menu (thanks, Hirato!)
** Added support for Lightning (type 7) particles (thanks, Hirato!)

* Update 12/24/07
** Added support for Fire, Smoke, Water particles and multi-particles.

* Update 1/10/08
** Fixed error message on first load: "unknown lookup: particlealiases".
** Fixed improper initialization of particlecaptype (Capture Meter bug).

Config file particlemenus.cfg (10.63 KB)
Rating
76
points
 (9 votes)
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Files: particlemenus.cfg /

(1003) Home ~ Terragen Skybox

farcry15-w00t | 2007-12-11 01:54

 this screenshot was not originally available or there was a problem extracting it

Work in Progress | Content | All Platforms
Blurb A skybox made in Terragen
Screenshot
Get original file (0KB)
Detailed description

I made this in terragen for an upcoming map(it took 5 minutes)
extract to: c:\program files\Sauerbraten\packages\
and type /loadsky farcry/farcry15 to load
ENJOY!!!

HINT:do some googling for terragen and a skybox tutorial

Mod file Farcry.rar (138.73 KB)
Rating
12
points
 (2 votes)
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Files: screenie.jpg / farcry.rar /

(1001) Home ~ Top Five

MeatROme | 2007-12-10 20:33

News

A new page to bookmark - the Top-5-Listing - /node/1000 .. catchy URL ;-)

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Files: none

(1000) Home ~ Most Popular

MeatROme | 2007-12-09 21:51

show 6« top »8
Top Notch
show 6« top »8
show 4« stars »6   show 4« stars »6
These are the top 7 nodes from the categories
Content, MODs & Scripts.
 
Only nodes with 3 - or more - votes are considered!
Ignore nodes with less than 1, 2, 3, 5 or 10 votes counted
 
Try these extremes alpha & beta & gamma


Content
Node Rating Votes
 

Huge Modelpack - updated on 22th of October '12.



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[5.0] 17
 
 

Anticube 2



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[5.0] 16
 
 

eX Texturepack



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[5.0] 8
 
 

Boognish Race Map Pack



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[5.0] 5
 
 

Monochrome Textures CFG



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[5.0] 4
 
 

[Race] Foliage



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[5.0] 4
 
 

Cubic Mapping Event - Ended



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[5.0] 3
 
 
Mods
Node Rating Votes
 

New Grass Textures



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[5.0] 5
 
 

Gameplay Models Enchanced!



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[5.0] 5
 
 

SauerEnhanced by Q009 adapted for Sauerbraten svn -V2!-



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[5.0] 4
 
 

Minimal / Flat UI Theme and HUD



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[5.0] 4
 
 

Sauerbraten Editing Utilities



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[4.9] 6
 
 

TRaK5 texture set - 150 textures



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[4.9] 28
 
 

SuperSauer Sauerbraten Mod



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[4.8] 3
 
 
Scripts
Node Rating Votes
 

Full Entities Gui menu (including particles)


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[5.0] 7
 
 

Texture Prefabrication


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[5.0] 5
 
 

new mastergui - work in progress


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[5.0] 3
 
 

Sauer Typewriter 0.3


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[5.0] 3
 
 

ClanWar Tool - v2.0


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[4.9] 17
 
 

QuickConnect - v1.2


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[4.9] 7
 
 

Cube-Art Script, making pixel-art a bit easier. UPDATED 1.1 (4/20/12)


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[4.8] 9
 
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Files: none

(999) Home ~ Relic by LordCube Updated

Cube Master | 2007-12-08 05:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | CTF | Large (9-15)
Blurb Relic, The Legendary Mountain Fortress.
Screenshot
Get original file (44KB)
Detailed description

Relic, the legendary mountain fortress that was used to defend the mountain from the monsters of the land. Its strong walls and strategic position allowed the ogres to defend themselves for several years until it's walls were breeched by the deadly Bauul. The orgos were forced to flee their fortress which was taken over by hostile forces. Several years later the fortress was abandoned for the mountain face had collapsed and buried half of it. Until today it has been abandoned when once again. Ogres return and fight for the right to rebuild what was once a great fortification.

This map took a while to make. Please rate well and review. Please tell me how I can improve this map. The map works on Capture the Flag, Deathmatch, Teamplay and Instagib. Try this online to find out how fun it is to play in just like I did. It's worth the download.

Admin:Fixed ZIP
Update:I have fixed 7 more geometry errors and lighted the sniper room.

Map file Relic by LordCube v1.4.zip (956.89 KB)
Rating
80
points
 (10 votes)
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Files: screenbig.jpg / relic-by-lordcube-v1.4.zip /

(998) Home ~ Crashed

marcpullen | 2007-12-08 02:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb WIP You crash land your spaceship on an abandonded space base on a crappy little moon
Screenshot
Get original file (61KB)
Detailed description

This is a Work In Progress and is about 40% complete. Many paths and areas are blocked off because they are just not done yet.

A few rooms are obviously not complete, reflective glass is not optimal, rain goes through the ceilings inside, and some other buggy type things.

I basically wanted to get this much in for the contest on Quadropolis and I wouldn't be able to really complete this until mid-2008 at my current pace.

I plan on doing a custom song or set of songs, adding lots of custom sound effects, etc.

The basic story is that you had to crash land your spaceship on this crappy little moon base after one of your engines blew, which was recently attacked by space pirates.

You can see all the damage around the base where concussion grenades were used on the first attack raid. Everyone has gone, but the base was left open and unattended.

Your job is to wander around and figure out what happened, and discover any mysteries left behind... (cue evil music here)

Anyway, hopefully there's enough to look at and enjoy. Right now it's just another wandering nomonsters type of map. Long term goal for the finished map is a fun DM type map with lots of creepy areas to play in.

ADMIN: fixed ZIP

Map file fanatic_crashed_v1.1.zip (4.6 MB)
URL http://fanaticalproductions.net
Rating
118
points
 (15 votes)
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Files: fanatic_crashed.jpg / fanatic_crashed_v1.1.zip / http://fanaticalproductions.net/ /

(997) Home ~ Round Hell

SheeEttin | 2007-12-07 23:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Small (1-4) | Creative Commons (BY-SA)
Blurb Battle in a round bit of hell
Screenshot
Get original file (66KB)
Detailed description

Something I've been working on for a while.

It's basically a circular lava chamber with a passage around the outside. The passage has a little ledge for running around, and the lava chamber has a health boost. Ammo and armor is placed in each quarter of the map.

So far, it's a little skimpy on details. The only detailed things are the gargoyles--please take a look at them, it took a long time to do them (and I still don't think they're quite right!).

As far as gameplay, it's rather simple--perhaps too simple. I tried to push away from the habit of making just one floor, but it only resulted in the ledge running around the outside passage. It should work better in insta than any other mode.

You might notice a somewhat rumbling sound in the background every so often, this is intended to be a constrained demon somewhere, but the sound didn't quite work right. (This is the result of that "delayed sound play" thread on the forum--thanks again to everyone who helped me!) It doesn't mesh with all the music too well, either, so feel free to disable it or set it to play only some music that fits.
The whispering around the pickups, however, work perfectly.

I welcome (and encourage) all comments; this is but my second "real" map and the only one suitable for actual play.

Oh, and this is my entry for the running contest... If I submitted anything else that qualifies for the competition, disregard it, please.

Map file roundhell.zip (759.59 KB)
Rating
127
points
 (17 votes)
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Files: roundhell_quad.jpg / roundhell.zip /

(996) Home ~ AC_Techdust Final

sauer2 | 2007-12-07 22:18

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Beta | Deathmatch | Medium (5-8) | Public Domain
Blurb Not another desert map...
Screenshot
Get original file (90KB)
Detailed description

On the first look it looks like a desert map, but it is a bit more technical...
It will only have nades as items, because it is made for the gamemodes osok, survivor and last swiss standing.
It hasn't so much nades because the gamemode isn't called "Last Bazooka Standing"...
EDIT: The lights are turned down a bit.

Map file ac_techdust_release_25_1228685089.zip (14.56 KB)
Rating
40
points
 (7 votes)
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Files: screenshot_9.jpg / ac_techdust_release_25_1228685089.zip /

(995) Home ~ sketch beta

aftasardem | 2007-12-07 16:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb simple FFA arena type of map
Screenshot
Get original file (52KB)
Detailed description

a kinda cartoonish simple arena map. all new textures and models. but it is still a beta, ok?
i need some feedback on item placement, overall brightness, and some possible bug i did not noticed. any comments are welcome, so if you are inclined to drop a few lines. :)
thanks and best of luck!

Map file sketch_beta.zip (1.93 MB)
URL http://w14.easy-share.com/11823641.html
Rating
125
points
 (16 votes)
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Files: sketch_beta4p.jpg / sketch_beta.zip / http://w14.easy-share.com/11823641.html /

(993) Home ~ The-hole

Brocoli87 | 2007-12-06 14:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Capture | Large (9-15)
Blurb Map being played in 4 level in the crater of an arranged volcano
Screenshot
Get original file (40KB)
Detailed description

Card being played in 4 level in the crater of an arranged volcano. It
is made to play in mode captures with a number of players to the top
of 5 or 6. There are few flags, but they are difficult to hold. This
card is also playable in ffa.

___ I udapte the map while taking your advice : 1 more flag in a room. I created the room for support the strategy.
I tryed to destroy geometry problems and texture problems.

Map file the_hole(udapted).zip (1.44 MB)
Rating
10
points
 (2 votes)
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Files: the_hole.jpg / the_hole(udapted).zip /

(986) Home ~ for newbies

halo | 2007-11-30 23:21

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Deathmatch | Capture | Gameplay | Mapping
Blurb commands
Detailed description

These are the commamds you should enter during mapping. P.S. I may be missing some
UPDATE 1: I made some better descriptions for the save/load map command

ADMIN: fixed title to "newbie" since the other spelling is generally accepted to be not nice ;)

Config file sauerbraten.txt (1.01 KB)
Rating
10
points
 (5 votes)
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Files: sauerbraten.txt /

(985) Home ~ himbeertorte

apflstrudl | 2007-11-30 21:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb small 1on1 map for insta/ffa
Screenshot
Get original file (22KB)
Detailed description

This should be a map with a good gameplay for insta/ffa 1on1.
I hope the open spots and those to hide are balanced.

For those who just asked themselves: Why this name?
Short answer: I just wanted to name a map himbeertorte

Hope you like it.
I welcome every commend/critic on this.

FIX1:
-changed some textures (grass)

Map file himbeertorte.zip (728.95 KB)
Rating
34
points
 (5 votes)
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Files: himbeertorte.jpg / himbeertorte.zip /

(983) Home ~ Hide & Seek

Zheddo | 2007-11-29 15:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb It's Hide & Seek time!
Screenshot
Get original file (48KB)
Detailed description

This map contains the idea of an old fashioned game; hide & seek

**Warning** this is an extremely dark map, locking yourself up in your room, closing all possible shutters to ensure maximum gaming pleasure is advised ;)

The idea behind this map was to make a map where you dont see too far ahead and that you have to "search" for your opponents. Its devided into 4 levels, which consist of one underground corridor, the ground level, the top floor and a bridge above the whole arena. This shoud encourage for "surprise attacks" such as enemys jumping down on you which you will not see looking up etc.

This map is purely experimental and I will surely work on it a little, since it's my first map im sure texturing isn't all too good yet, but I tried.

My main goal was to make it a fun map with good gameplay (which I hope i have achieved since all corridors, stairways, etc should enable enough room for jumping / dodging)

Hence I'd encourage DMs and Instagibs on this map

Advice, critisism and ratings are very welcome

K1P57A - It's Fragtastic!

EDIT 1: clip/noclip added, some changes in texturing, .cfg edited ;), some lighting edited

Map file kipsta.zip (1.45 MB)
Rating
120
points
 (15 votes)
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Files: h&s.jpg / kipsta.zip /

(982) Home ~ Marble Arena

MeatROme | 2007-11-27 09:21

News
Marble Arena

The game is freeware but not open-source;
downloads available for Windows and Mac OS X ... but (sadly) not for linux (yet???).
Quoting Marble-Arena.com:
---
Zap your way to the top in this exciting new game. Control your marble around easy to intricate levels, up and down slippery slopes, mastering physics contraptions such as jumppads, air vents and vortexes.

Fight your way through AI controlled marbles and send them flying into each other and towards their doom. The more points you get the bigger you grow and the harder you are to be pushed around by physics mechanisms or other marbles.

Navigate on several types of surfaces, such as ice, glass, water, sand and tarmac. Prove that you have what it takes by finishing levels before the time limit and get rewarded with upgrade points which you can use to improve your marble or change your skin.

Join your friends online and battle it out on every map available in the game. Not enough excitement fighting by yourselves ? Add as many AI controlled marbles as you need to make the game really intense.

The arena awaits YOU !
---

Quadropolis has added this game into the selection list,
so you can now upload media for it :)

Files: none

(981) Home ~ The Metropolis Project (Version 2007-12-04)

Osbios | 2007-11-27 04:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Superscalar
Blurb community based map (You can help!)
Screenshot
Get original file (206KB)
Detailed description

The Metropolis Project

Ok here we are.

Why not building a big community based map? Well we did, but only in coop mode. And there are Problems which grow with the age and size of the map.
I just saw yellowprotoss Hotel map. (http://www.quadropolis.us/node/979)
And he talked about svn maps. But I don't believe that this will coming soon.

Lets do it manually!

The full ABOUT is too long, so only the short here :

The Theory
You send your map files/changes to me and I add them to the map.
[...]

The map releases
From time to time I will put it all together and run a nice calclight 3 over the map. The name of the map will be metropolis[iso date]. For example: metropolis2007-11-27
I also include a change log.
[...]

Interested? E-Mail: osbios13[AT]gmail[DOT]com

UPDATE 2007-12-04: There are 2 new buildings from freak and rocknrol.

Map file matropolis2007-12-04.zip (519.34 KB)
Rating
63
points
 (8 votes)
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Files: metropolis2007-12-04.png / file:///F:/files/about_metropolis.html / matropolis2007-12-04.zip /

(979) Home ~ Hotel

yellowprotoss | 2007-11-25 21:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Hotel, hoping to see rising a big city around with cars, monuments, museums, ...
Screenshot
Get original file (23KB)
Detailed description

Hotel, hoping to see rising a big city around with cars, monuments, museums, ...

Looking forward for svn map (to coopedit maps)

Regards
link to download: http://yellowprotoss.ye.funpic.org/website/sauerbraten/hotel-frenchn00b.zip

Rating
10
points
 (2 votes)
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Files: hotel-frenchn00b.jpg /

(978) Home ~ Vanaha

Nutnoze | 2007-11-25 19:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb A work-in-progress map that adds a new level of story to basic maps.
Screenshot
Get original file (384KB)
Detailed description

Other screenshots: (Spoilers)
http://img145.imageshack.us/img145/1555/bauulht1.png
http://img98.imageshack.us/img98/583/brokenhalldu2.png
http://img145.imageshack.us/img145/4701/minireactoryf4.png

Most single player maps are simple "Run in a straight line and shoot the crap out of everything that moves."
While these are nice, there's something missing.
A storyline anyone?

Vanaha is my first map that I have spent more than 3 hours on (Approx 20-28 hrs,) and feel deserves to be released.
(Taken from readme)
Your name is Quitaren on a planet in a distant galexy.
Teleporter technology allows you to teleport to the mines on your planet's moon every day to work.

But one day something strange happens when you teleport...

The rest of the story, however, is told as you go along in-game. I would STRONGLY advise that you read the story the first time you go through, because if you go too fast then all the messages get garbled up. Afterwards you can try to beat your fastest time.

This map is not easy, there aren't all that many enemies, but there also aren't all that many items for you to pick up, so use your supplies wisely and be carefull. It is possible to beat this without dying, I have, but it's not by any standards easy. The vents can be confusing your first time around them, and even somewhat dangerous, so be carefull.

This map is short, sweet, and to the point, and has a decent storyline with a nice twist. I can't really tell or show you as much as I want to because that would spoil the surprises.

Map file Vanaha.zip (999.56 KB)
Rating
26
points
 (4 votes)
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Files: vanahass.png / vanaha.zip /

(976) Home ~ Tombrider

Falco | 2007-11-25 18:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | Large (9-15)
Blurb A map after tombrider buildt form redpower and me
Screenshot
Get original file (210KB)
Detailed description

A map after tombrider buildt by redpower and me. Good map for capture and ffa. also good for instagib.

Map file tomb.zip (510.88 KB)
Rating
22
points
 (4 votes)
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Files: tomb.jpg / tomb.zip /

(975) Home ~ HK's Configuration Extensions V0.20

Hirato | 2007-11-24 14:43

Cube 2 (Sauerbraten) | Obsolete | Gameplay | Other | Various Licenses
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
*
*
Starred Content
Blurb Modifications to many menu entries, along with extra music, skyboxes and other cooky configuration stuff!
Detailed description


To install it, simply download the zip and extract the contents into your sauerbraten directory, and do likewise with the associated content packs (if you want them). If you download the extra content packs, edit hirato/data/config.cfg so it knows you have them present.
You might've noticed it extracts into a directory named hirato, this is not a mistake. This is to prevent critical files (such as data/menus) being overwritten.
To launch sauer with the scripts, just run the respective "HK menus.bat" or "hirato_menus_unix" scripts. If you're on OSX, I'm certain the launcher has something that'll add 'package directories' (if not, just overwrite the files or chuck the files into your private configuration directory)

to uninstall the scripts, just delete the 'hirato' directory

The includes the following:

Adds LOTS of new menus
Adds a lot options to the menus
A working Jukebox, with shuffle, looping and sequential playing options
A highly sophisticated and working skybox menu
A mastermode menu with handy utilities for kicking players, spectating them, forcing them onto teams
17 additional heavy metal oriented tracks (which fit into sauer perfectly), check the metadata/jukebox for authors (check the attachments for download packs)
Several entities have received additional editing options via quickedit (TAB in editmode)
A HUGE menu to simplify the creation and editing of particles (based on those by demosthenes)
A HUGE assortment of space skyboxes, from the Vegastrike project
Brings various colour outlines with the custom default settings cfg.
makes the edithud useful for purposes other than entity attributes (there's an included source mod to extend it even further, and it's actually recommended)

Changelog


Thirteenth Release 0.20
======================

* fix custom map listings
* fixed kick button in several locations of the mastermode menu
* blendmap menu
* mimic justice ed. togglemainmenu setup
* mimic justice ed. crosshair menu

LICENSE
=======
All content produced by me are released under the terms of either a zlib/libpng license (code) a CC-BY-SA (art)

All Audio was obtained freely under the CC-BY-NC-SA license from newgrounds.com

The skyboxes are the property of the vegastrike project and are licensed under the GNU GPL

Preview
// Config script

Config file hk_menus_V0.20.zip (59.96 KB)
Rating
286
points
 (37 votes)
Attachment Size
hk-menus_musicpack1R2.5.zip 9.83 MB
hk-menus_musicpack2R2.5.2.zip 6.24 MB
hk-skybox1.zip 5.12 MB
hk-skybox2.zip 9.6 MB
standalone-particles.txt 7.02 KB
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Files: http://vegastrike.sourceforge.net/ / hk_menus_v0.20.zip /

(972) Home ~ level9

rocknrol | 2007-11-23 21:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Singleplayer | Large (9-15) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
*
*
Starred Content
Blurb A sci-fi themed singleplayer map with raising difficulty level
Screenshot
Get original file (39KB)
Detailed description

This map is now included in Sauerbraten Assassin Edition

This is my first SP map. I began to work on this map 10 months ago, when i used one of my old DM maps and tried to add stuff like doors and triggers for the SP mode. It worked well, and from time to time, i added more and more stuff, lol. Finally, with the Summer Edition, i was able to add animated particle fx ;)

I hope, you have fun with this SP map, i had a LOT of fun while making this map.

Note: A mid-range graphics card might be needed to play this map in high quality settings.

-----------------------------------------------------------------------------
Update:

* shrinked the filesize of the .ogz file by using standard values for lightprecision and light error, also used "calclight 1" instead of "2"

* Doors now have names, also fixed the "unlit-door-issue"

* Fixed monster entity spawnpoints

* Minor changes in some parts of the map, also fixed some bad lightsources and some ugly shadows

-----------------------------------------------------------------------------
Update 2:

* added a door to prevent getting trapped behind the first "Junction" - door

* added a one-way teleport to prevent from making a shortcut to the upper level and finishing the map to soon

* minor noclip fixes

-----------------------------------------------------------------------------
Update 3:

Aargh. The door i added leaded to another problem, i exchanged it with another one-way teleport and shut the entrance from the side to the inner ventilation shaft.
Lol, sry for the 3 million updates ;)

EDIT: just flagged this map as "competition entry"

NOTE: Due to the fact that this map is included in the latest Sauerbraten release, i will not submit any updates of it here anymore. You will find the latest version in the Assassin Edition and further map updates will be submit to the CVS Repository instead.

Map file level9.zip (5.06 MB)
Rating
299
points
 (36 votes)
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Files: l9titlecomplete.jpg / http://www.quadropolis.us/node/1034 / level9.zip /

(971) Home ~ Gravlab

a turtle | 2007-11-23 05:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb A second gravity-shifting map!
Screenshot
Get original file (51KB)
Detailed description

UPDATE: I decided to touch up a few details in the map. Mainly, I removed some "double teleport" bugs, deleted teleports that did nothing, and made ammo much easier to find. I also placed bases, two in each dimension, just to see how capture would work out. Also added a couple of details to prevent some “accidental” teleports.

Overall, I think the update is good. However, due to the change in glass type in the new version of Sauerbraten, the map loses a bit of its looks, but there is not much I can do about that :(

Last note: I do not want to hear anyone say “I think it will not work” until they have actually playtested the map. Considering the concept, I think the map is surprisingly playable if one learns their way around it.
Original description follows.

This is my second gravity-shifting map, and this one aims to be actually playable. Be sure to check out my first, Dimensions (http://www.quadropolis.us/node/848). Several people have asked to see the concept applied to a "real map", and I think this is as practical as it will get.
The idea is this: walk into an arrow, and the gravity will switch to the wall at which it is pointing (actually, you will be taken into another dimension with the gravity in that direction, so it is not true multi-gravity). In an attempt to make the concept playable, I have made the map a small cube, a sort of "gravity lab". All the platforms are semi transparent so that it is easier to find other players to shoot at (this was a problem in "Dimensions"). I have also tried as well as I could to place platforms in such a way that the map is playable from all sides.
When you play the map, please PLAYTEST it! Do not just suppose that it is unplayable. Get a feel for the map (this may take a bit of time), then play with a friend so that I can find out if the map is at least somewhat practical.
This will be my last gravity map, but if people show enough interest in either gravlab or dimensions, I may update them to make them more attractive.
I hope you like my map. I spent a lot of time making it, and some details were a real hassle. I include a skybox with the map that I specifically made for gravlab (unfortunately, terragen couldn’t be used for this purpose), so make sure that it works. The map looks completely different without its skybox.
Hopefully, the map is at least worth a look. Keep in mind that making it was not as easy as it would seem.

Map file gravlab.zip (662.38 KB)
Rating
22
points
 (3 votes)
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Files: gravlab2.jpg / gravlab.zip /

(970) Home ~ FragPlaza

Halleck | 2007-11-22 13:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb A small dm designed for insta and eff. Update1: Fixed clipping, removed lightbox.
Screenshot
Get original file (84KB)
Detailed description

How could i put out such an awesome map less than a week after neondevastation was released!? Well, i guess im just a hard worker ;)
FragPlaza is a small, fast pace map designed for instagib and efficiency. It is a little bit more complex than my previous maps... but not much.

Thanks to Posey and Kreptor for testing it with me =)

Note: I used a different application to zip the files, hopefully it got rid of the mac files and everything works alright.

Update1: Fixed clipping, removed lightbox. Thanks for reminding me that i forgot clipping ;) I knew i forgot something but i couldn't figure out what.
Update2: Dimmed lights.

Map file packages.zip (401.83 KB)
Rating
57
points
 (8 votes)
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Files: plazascreen / packages_1.zip /

(967) Home ~ Deep Space Station

Hirato | 2007-11-20 08:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Small (1-4) | Various Licenses
Blurb A long singleplayer map. Where you start as an inmate and sabotage several fleets (incomplete)
Screenshot
Get original file (110KB)
Detailed description

This is still highly incomplete, many areas aren't done, hundreds of triggers aren't yet written, neither are many aliases to accompany them.
Also note you'll need a CVS client, (checkout roughly from 11 November 2007 or later) to experience the map to its full and actually get to the end level trigger)

estimate of current progress: 25%

The map is still far from complete. but it's making steady progress, so consider what you're seeing to be a poorly textured demo. You wake up in a cell, with little, to no idea of where you are, or what you're doing there. A quick glance at your surroundings, you spot a nearby vent that possibly leads to your freedom. You enter it, and wonder as to why its so close to the ground, and why you, a prisoner still has a weapon. Eventually chaos ensues at your behest.

The map is a deep-space style map, using several modified textures, many well written triggers (opinions may vary), and what is currently "totally-sweet" in CVS like exploding barrels and elevators.

The zip itself contains a few sounds that're essential to the ambience. A song (M-Theory 1, by AdmiralConquistador, licensed under the CC license) that suits the theme quite well, a custom skybox (once again, not made by me), a modified lava texture, the map itself, and what is currently one of but many tests I'll have to create to extend the level's gameplay. And all the configuration files needed to play

release 2

I didn't get as much done as I would've liked, got sidetracked with menu modifications

Most of the mess hall area is done, just the kitchen needs a lot of geometry made, and the shower area needs geometry too. And ignore the offensive cleaning supply door. There was aiclip added in several areas. another secret (yay, a third secret). A few more surprises, and at least a change from elevator pies to elevator racks. And don't let the 28 monsters in the dorm put you off, they kill themselves a lot more. the only other thing I'm sorry for not getting round to are the shiny metalic dining tables. you can see them as big cubes currently

LICENSE
==============

the Audio were composed by several artists, who all released their work under the CC license. BY-NC-SA

My work are under the GNU GPL, along with derivatives I created of other's work

Map file DSS2.zip (6.31 MB)
Rating
56
points
 (8 votes)
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Files: screenie.png / http://www.quadropolis.us/node/975 / dss2.zip /

(966) Home ~ FSOD-Current Version

FREAK-w00t | 2007-11-18 17:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Superscalar | Copyright
Blurb INSANLEY UBERLY MASSIVE UPDATES TO FSOD!!!
Screenshot
Get original file (61KB)
Detailed description

Ok people.
Its about time I upload this version.
I have a big update list so here I go.

-Added mines.
-Added Zip pads to first section
-Added ammo pickups, health pickups and armor pickups to the first section.
-A secret area I made because I was bored.
-Some very different changes to certain sections.
-A slight extension to the entire course.
-Improved teleport bunker system.
-Some more playerstarts.
-Many geometry bugs fixed.

And last but not least...
MASS AMOUNTS OF NEW BUNKERS!!!

O and just to let you know that little block there signals where I last finished so you don't get confused as in to where the heck your supposed to go after coming out of the last lava tunnel section.

So download this new version and get your sliding gear on!

Map file packages.zip (70.58 KB)
Rating
68
points
 (9 votes)
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Files: screenshot_195711.jpg / packages_2.zip /

(964) Home ~ Campo de batalla

danigator | 2007-11-18 02:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Medium (5-8)
Blurb Un campo de batalla para modo multijugador (Deathmatch)
Screenshot
Get original file (210KB)
Detailed description

Un campo de batalla para luchar en modo multijugador.
El diseño del mapa es una gran roca flotante con
ruinas, vegetación y tres plataformas para poder subir
y bajar mientras luchas y no tener que enfrentarse todo
el rato en llano.

espero que os guste. gracias

Map file Campo de batalla.zip (238.96 KB)
Rating
4
points
 (1 vote)
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Files: battle.jpg / campo-de-batalla.zip /

(963) Home ~ w00tw00t UPDATED

w00t_is_back | 2007-11-17 20:38

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb w00tw00t by w00t clan - an instagib map ~BETA VERSION (Updated)
Screenshot
Get original file (616KB)
Detailed description

w00tw00t was made by the w00tclan. Read about it in the readme file located in the zip (when you download it) You will need winzip to open it, if you dont have it, search for winzip download on google. Anyway, its an instagib map, enjoy!

Map file w00tw00t.zip (931 KB)
Rating
8
points
 (3 votes)
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Files: w00tw00t.png / w00tw00t.zip /

(962) Home ~ drv4

DrV | 2007-11-17 19:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb Small DM map with Quake bumpmapped textures
Screenshot
Get original file (378KB)
Detailed description

This is a small DM map using the Quake bumpmapped textures as seen in fanatic_quake (and I've shamelessly borrowed some style elements from that map also).

This is the fourth Sauerbraten map I've worked on, but only the first I've considered anywhere near "presentable", so please help me to become a better mapper with your comments and criticism. :)

Update 1:

- Added another hallway and tunnel to water area under pipes
- Replaced some floor textures
- Modified water entrance/exit areas

(Updated again - minor detail on backside of the pipe with the rockets was missing)

Map file drv4.zip (823.8 KB)
Rating
38
points
 (5 votes)
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Files: drv4_shots.png / drv4.zip /

(955) Home ~ Sauerena

StD | 2007-11-14 15:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb Small Arena Map for Sauerbraten inspired by Quake and UT
Screenshot
Get original file (77KB)
Detailed description

Sauerena is an Arena-Style map with a pit in the middle. It is designed for pure deathmatch. Basically that's it.

It uses only core files. If you wonder why it's 2mb then, it's thanks to the lightmaps which were rendered at quite a high resolution.

Anyways, I hope I'll get some feedback on this one as it's my first map with the Cube2 Engine. I've been working with several others before (Golden Source (internal name of the modified Quake Engine used for the first game of the Half-Life Series), Unreal Engine, Serious Engine, etc.), so I'm not all new to mapping. But I have to say that Sauerbraten offers the most straight-forward tools I've ever worked with.

Map file StD_Sauerena.zip (1.86 MB)
Rating
30
points
 (5 votes)
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Files: sauerenascreen.jpg / std_sauerena.zip /

(954) Home ~ Warehouse

Anonymous | 2007-11-14 15:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Large (9-15)
Blurb Warehouse - simple?
Screenshot
Get original file (332KB)
Detailed description

A simple (maybe - i don't known ) map...
Map supports Capture mode and deathmatch.

If you see bugs please comment about it here.

BTW: Sorry for bad homepage... I don't have time for it.

Map file qmp2.zip (1.39 MB)
Rating
11
points
 (2 votes)
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Files: ware05.jpg / qmp2.zip /

(953) Home ~ New Gun Sounds

Wierdoom | 2007-11-13 17:31

Cube 2 (Sauerbraten) | Work in Progress | Content | Windows
Blurb Replaces most weapon sounds.
Detailed description

This will replace the weird weapon sounds in vanilla Sauerbraten, with new, awesome ones.
To install, unzip the files in the archive, and cut/paste them in your Sauerbraten directory. For example: C:/Program Files/Sauerbraten/
This is my first upload so please go easy on me.
Enjoy!

UPDATE: Louder grenade launcher sound, alternate chaingun sound, and new punch sound.

Mod file Sauerweps.zip (395.66 KB)
Rating
18
points
 (3 votes)
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Files: sauerweps.zip /

(952) Home ~ Lee (named after lee in takeshi's castle)

Falco | 2007-11-13 17:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | Large (9-15) | Other License
Blurb A cool map builded after Takeshi's castle and lot's of diffrent obstracles.
Screenshot
Get original file (272KB)
Detailed description

A cool map builded after Takeshi's castle and lot's of diffrent obstracles. For example a walls with doors (only one is right), or a maze and so on. PLease vote my map AFTER download. It is a SP (mode -2) and a multi MP map (mode 0; 2 - 13). 1 last please: plese don't edit.

- Now lighting added.
- 5 bugs fixed
- Observer place
- Screenshot updated
- 2 more bugs fixed
- Startscreen imagage changed

Some bugs:
-You can leave the way at some diffrent points
(3 thing fixed, pls tell per comment if you find an other way to leave the way)

NEW!!!!:
-BIGGER maze!
-1 more obstracle
-observerplace upgreade
-better lighting
-less bugs (if you find one, pls write a comment)
Don't comment:
-a .cfg file (it is no need to make one)
-My name(lol)

Thx and i wish u a lot of fun!
Please vote my map.

Map file lee.zip (1.27 MB)
Rating
34
points
 (7 votes)
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Files: lee.jpg / lee.zip /

(951) Home ~ New entity demo map

SheeEttin | 2007-11-12 21:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Singleplayer | Small (1-4) | Public Domain | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb Map demonstrating the box, barrel, elevator, and platform entities
Screenshot
Get original file (14KB)
Detailed description

A quick demo map to show the new entities backported from 3rd Space Incursion.

These new ents should allow some very interesting SP maps, no?

Oh yeah, and this requires CVS. Make sure you get it before trying this map or all you'll get is entities with no type.
Sourceforge recommends, for Windows, the TortoiseCVS CVS client. For compiling, I hear Code::Blocks is pretty good (not to mention it's supported by Sauerbraten). You may also want the MinGW compiler. (I don't know what Windows needs, I use Linux.)

Rating
51
points
 (7 votes)
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Files: entdemo.jpg / http://www.tortoisecvs.org/ /

(949) Home ~ Crosshair Pack

JadeMatrix | 2007-11-12 01:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Content | All Platforms
Blurb Small crosshairs pack that matches my skin WIP.
Screenshot
Get original file (0KB)
Detailed description

Here's an image (not screenshot) of the skin WIP: link
I've included two versions of each crosshair, one with true alpha and the other with black backs. My Sauerbraten will only use true alpha, but seeing as Cube crosshairs have always used black -> alpha, I included those just in case.

These crosshair are meant to be used one with each weapon. Since "loadcrosshair" is still in CVS (I believe), I'm not packing any scripts. Updates will probably include these, along with my matchup suggestions.

Oh, and you may ask why there are eight crosshairs. I wasn't thinking, and thought that six weapons = eight crosshairs. XD

URL http://files.filefront.com/jm+crosshairs+2007+v1zip/;9023109;/fileinfo.html
Rating
0
points
 (0 votes)
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Files: scrnsht.jpg / http://www.maj.com/gallery/kofan/sauer/newskin_example.png / http://files.filefront.com/jm+crosshairs+2007+v1zip/;9023109;/fileinfo.html /

(948) Home ~ ac_tray

DarKnoT | 2007-11-11 20:01

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AssaultCube | Conceptual | CTF | Large (9-15) | Copyright
Blurb A famous map for training... sorry , the screen is bad but don't worry ...
Screenshot
Get original file (29KB)
Detailed description

* ac_tray is a funy map but very hard to play . I'ts because with my designer we did a lot of nice envirronments totaly different for someone.
Download and enjoy ;)

Map file ac_tray.zip (521.26 KB)
URL www.xtreme-k1ll.co.nr
Rating
20
points
 (4 votes)
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Files: tray-quadro.jpg / ac_tray.zip / http://www.xtreme-k1ll.co.nr/ /

(947) Home ~ AutoSave Script

horace | 2007-11-11 19:50

Cube 2 (Sauerbraten) | Mapping
Blurb This is a simple AutoSave Script.
Detailed description

Just paste this text into your autoexec.cfg file.
If you dont have any, make one!

For use type the /autosave command!

Config file autosave.cfg (546 bytes)
URL http://sauerbraten.blog.hu/2007/11/11/horace_s_autosave_script
Rating
0
points
 (0 votes)
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Files: autosave.cfg / http://sauerbraten.blog.hu/2007/11/11/horace_s_autosave_script /

(944) Home ~ Frostbyte [updated]

BlikjeBier | 2007-11-11 10:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Work in Progress | Medium (5-8)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A dish served cold, ice-cold!
Screenshot
Get original file (14KB)
Detailed description

I decided to release it now, and i would appreciate feedback from you. Especially about things like ammo-placements, bases, the zip-archive (naming convention and possible problems with unpacking)

I experimented with the skylight, skybox and fog wich should give nice cold feeling. I also made some new textures based on ones i downloaded from various sources like http://www.cgtextures.com/

Thanks for looking and have fun.

Edit: Took care of the config-file, changed uppercase/lowercase and the slashes, please provide feedback :).

Edit-2: Uploaded a new version, indeed one of the snow-textures had a white line running across it, that should be fixed now. I did something about the bases (there are now six of them). Please feedback, i will be out of the country for the next two weeks (leaving at Christmas day), i won't be able to do anything about Frostbyte while i am away, that's because of a crappy laptop.

Rating
143
points
 (16 votes)
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Files: frostbyte.jpg /

(938) Home ~ Jail

Osbios | 2007-11-08 20:04

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Cube 2 (Sauerbraten) | Artistic | Singleplayer | Small (1-4)
Blurb My cheating resolution. :|
Screenshot
Get original file (0KB)
Detailed description

This is a extrem small map!!!

You can not play or do anything. Hey, dont forget its a jail! :)

PS: This is NOT a map for any competition!

Map file jail.zip (583.25 KB)
Rating
12
points
 (3 votes)
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Files: jail.jpg / jail.zip /

(935) Home ~ GUI Workover!

Zheddo | 2007-11-06 07:03

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Cube 2 (Sauerbraten) | Work in Progress | All Platforms
Blurb Modified the GUI so it looks a bit "cleaner" and it is actually semi-transparent, includes modified symbols and a new cursor
Screenshot
Get original file (172KB)
Detailed description

I have edited the grafics for the GUI so that it appears semi transparent with a darker semitransparent border around the frame.

I have however tried to keep it as close to the original as possible ;)

I did not intended to copy any of Obi's work, and if it appears so, I appologize (since his post is earlier than mine)

EDIT: Complete Symbol makeover, I have now changed all symbols to give it an overall clearer appearance, I have also added a new cursor and added my grafics for the Items in the package

EDIT II: .DS_Store Files removed

EDIT 29/11/07: New Cursor, New Crosshair, New Radar, Cleaned out GUI some more, Correct Licence added (I hope ;) )

ENJOY FRAGGING! -KIPSTA

Mod file sauerbraten.zip (163.6 KB)
Rating
68
points
 (8 votes)
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Files: menu.jpg / sauerbraten.zip /

(930) Home ~ ac_desert3

Nieb | 2007-11-02 01:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb ...
Screenshot
Get original file (14KB)
Detailed description

The map is designed with CTF in mind. The layout is more open and less maze like to allow for more of a battle for the flags.

Update 1: Redid some of the texturing, added a bit more detailing.

Map file ac_desert3_3.zip (10.03 KB)
Rating
36
points
 (5 votes)
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Files: untitled-1531513.jpg / ac_desert3_3.zip /

(928) Home ~ A new Gui skin and Config

Obi | 2007-10-31 17:01

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Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms
Blurb This is a new Gui skin + a new config
Screenshot
Get original file (0KB)
Detailed description

Made by: Rambo{Hekla}
Helped by: }TC{obi_de

Explanation of the stuff in the mod

------------
FROM THE MOD
------------

sauerbraten/config.cfg is a modified config.cfg containing zoom binds to your numpad's 0123
containing say binds to your numpad's 789+-
containing edit-allfaces bind to your "P"
containing repammo binds to your scrolling wheel

sauerbraten/editconfig is a normal defaults.cfg containing nothing special: This file is ment to be changed with the mod's sauerbraten/config.cfg when editing because of the handy scrollingwheel-repammo...you'll notice.
if you don't want to do this every time: just delete the mod's sauerbraten/ config.cfg and /sauerbrateneditconfig and there will be a fresh sauerbraten/config.cfg ready (taken from the defaults.cfg) once you open sauerbraten.

sauerbraten/data is a modified interface containing blips from bf
containing grass from bf
containing a new radar, new quiskin, new guislider, new guicursor
containing new sounds.cfg from bf,...
containing a crosshair (nr5) from muki
containing new balls for the monsters from bf (martin folder)
containing the * -character in the newerchars.png

sauerbraten/packages/icons is a modified menu-interface containing new icons for the menu

Mod file gui_skin.zip (546.39 KB)
Rating
16
points
 (3 votes)
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Files: test.png / gui_skin.zip /

(926) Home ~ New skins for your ammo

Zheddo | 2007-10-31 08:48

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Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms
Blurb New skins for item pickups
Screenshot
Get original file (55KB)
Detailed description

A brief makeover for your ammo / armour pickup

The armor model I got from Asasult Cube and made a gray (100 armor) and a yellow (200 armor) version

EDIT: .DS_Store Files removed
EDIT 29/11/07: Correct Licence added (I hope ;) )

Mod file models.zip (303.86 KB)
Rating
28
points
 (4 votes)
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Files: models.jpg / models.zip /

(924) Home ~ Beams (Concept)

apflstrudl | 2007-10-30 20:44

Cube 2 (Sauerbraten) | Conceptual | Deathmatch | Small (1-4) | Other License
Blurb many many beams :P
Detailed description

rocknroll showed me a map where he made somthing simmilar, but only as detail.

I just thought about using beams+clip instead of geometry. This is what i made in about 1 hour.
It's just conceptual. Perhaps someone could use it in their maps (neon maps?)

I want to thank MeatROme, because he made a very good gui for the colors of the beams (I was to lazy to figure it out myself)

Hope you like this idea! :)

Map file beams.zip (107.49 KB)
Rating
14
points
 (2 votes)
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Files: file:///F:/node/908 / beams.zip /

(921) Home ~ Stadion 1.5.1

Hero | 2007-10-30 00:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Final Release | Deathmatch | Medium (5-8) | Creative Commons (BY-SA)
Blurb Second map for playing tennis in Sauerbraten.
Screenshot
Get original file (44KB)
Detailed description

I'm getting rid of the readme text in this post here since its kinda just taking up space. If you want to read it anyway, check the included version or the link below.

in 1.6, I added some courts on the outside. Enjoy.

For those who don't know what sauertennis is: you play tennis with grenades. It's as easy as it gets :)
Again, for detailed rules and info, check the link.

Also I am happy to announce another tennis tournament! It will take place on Sunday, September 12th, 8PM UTC+1 (german time; usual PSL capture time).
If you want to take part, drop a mail at hero AT sauerworld DOT org, catch me in IRC or use the guesbook on that fancy page. :)

Map file stadion_1.6.zip (1.5 MB)
URL http://fdb.cwsurf.de/index.php?page=sauertennis
Rating
87
points
 (13 votes)
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Files: stadion.jpg / stadion_1.6.zip / http://fdb.cwsurf.de/index.php?page=sauertennis /

(917) Home ~ NeonFrenzy

Halleck | 2007-10-27 20:55

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Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb EDIT: THIS IS THE ONE AND ONLY ABSOLUTE LAST VERSION OF THIS MAP! EDIT: Fixed mapmsg =/
Screenshot
Get original file (32KB)
Detailed description

I didn't expect the first one to be included in the game but i was excited when i found out. Since then i have played it online extensively and realized that it had many flaws. So, i come here today with NeonFrenzy! The 1 on 1 instagib sequel with better gameplay (hopefully) than the original. Tell me what you think...

EDIT: This is the final version of this map! If the ZIP doesnt show up then visit my website (http://www.freewebs.com/fergusonproductions) and download the individual files. For a screenshot visit halleck.tumblr.com

EDIT 2: The files didn't upload... See above post.

ADMIN: fixed

EDIT: I deleted the "skycubes" and did some minor lighting changes and fixed some weird textures... I also made the skybox more mild for anyone who gets motion sickness. If you already have the map and aren't satisfied with the skybox, you can change it yourself. Just open the cfg with a text editor and change the value from -5 to whatever you want.

EDIT: THIS IS THE ONE AND ONLY ABSOLUTE LAST VERSION OF THIS MAP! All i did in this update was make the mapsize smaller.

EDIT: Fixed mapmsg

Map file neonfrenzy.zip (330.33 KB)
URL http://www.freewebs.com/fergusonproductions
Rating
72
points
 (9 votes)
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Files: neonfrenzy_0.jpg / neonfrenzy.zip / http://www.freewebs.com/fergusonproductions /

(910) Home ~ ac_aim

Nieb | 2007-10-26 04:25

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Small (1-4)
Blurb The original ac_aim.
Screenshot
Get original file (53KB)
Detailed description

The original ac_aim. Best suited for 'team one shot one kill.'

Map file ac_aim.zip (6.64 KB)
Rating
40
points
 (6 votes)
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Files: screenshot_256144.jpg / ac_aim.zip /

(908) Home ~ Entity Control (Colour & Bodies)

MeatROme | 2007-10-25 15:27

Cube 2 (Sauerbraten) | Red Eclipse | Work in Progress | Mapping
Blurb wrappers for colours (RGB-to-Integer) and a GUI-set for entity-particle-bodies
Detailed description

If you haven't got your hex-calculator at the ready for those fogcolour experiments or your particle entities that require some colour attribute then use the entfogcol.cfg wrappers ergb and frgb.

For placing rings of tape particles or a smoke-vent ... or any other of the bodies of particle entities - use the GUI-menu set to help you by not needing to remember all the combos off by heart ;-)
Just call sgeb as shorthand alias for showgui "Entity Bodies" ... the construction follows from there. Quite the same way as my trigger construction GUI-menus set, actually :-) ... so you all know that.

EDIT: 2007-11-02 ... you'll be glad to hear that apflstrudl has taken on the job of fixing up those numeric values for directional particles - so kudos to him for that ... and for fixing a few small oversight-bugs of mine from the last version. Thanks!

EDIT: 2007-11-13 ... missing ";" added to line 81

Config file EntityControl_071113.zip (3.08 KB)
Rating
54
points
 (12 votes)
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Files: entitycontrol_071113.zip /

(903) Home ~ Linux server launcher script

Hirato | 2007-10-24 08:40

Cube 2 (Sauerbraten) | Red Eclipse | Work in Progress | Other
Blurb A very small script to launch a sauerbraten server on GNU/Linux
Detailed description

There's not much too it, just a few days ago I wanted to start a server, and I ended up writing this up to make it easier. not everyone is looking forward to typing ./bin_unix/native_server -n"Ultimate Server" -p"I like pie" -c8. yeah I know, just press the up arrow several times and use the version in the history. As far as I know, everyone even running a server probably already created one of these for themselves.
I'm not saying mine's the best, but it's written by a newbie for a newbie. I've made it 'easy' to configure so to speak.

below is the part of the script where the user would define a few variables

#SAUER_DIR, should be .
SAUER_DIR=.
#SAUER_PASS, just set a password for admin, if it contains spaces, place it in "" eg "hack me"
SAUER_PASS="hack me"
#SAUER_CLIENT, set the maximum number clients eg "4"
SAUER_CLIENT=8
#SAUER_NAME, the name of your server in the server GUI
SAUER_NAME="Sauerbraten Server"
#SAUER_SERVER, eg linux, native, the prefix of the executable.
SAUER_SERVER=linux

just a few notes, the script it meant to be installed in the / of the sauer directory, and it will actually check the root first, before the bin_unix folder for the executable. if it's not installed in the / dir, it's still easy enough to point it to the right location.
other than that, download it, configure it, use it, and own me in a game.... or twenty =-p
enjoy

~Hirato Kirata

PS I just felt like showing off =-p

Update 1 There was no change, just placed the file in a zip so that others could access it

Config file hirato_server.zip (683 bytes)
Rating
12
points
 (2 votes)
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Files: hirato_server.zip /

(896) Home ~ Dark Theater

Luciusan | 2007-10-20 23:29

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Conceptual | Singleplayer | Deathmatch | Capture | CTF | Medium (5-8)
Blurb I am not very good making descriptions but the map is just a theater with caves behind it
Screenshot
Get original file (31KB)
Detailed description

I am not very good making descriptions but the map is just a theater with caves behind it

Map file ac_darktheater.zip (660.4 KB)
URL http://deathalliance.low-ping.com
Rating
2
points
 (1 vote)
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Files: ac_darktheater_1.jpg / ac_darktheater_1.zip / http://deathalliance.low-ping.com/ /

(894) Home ~ WIGSPLITTA'S BACK!!!!!!! Introducing Tower of Babylon

WigSplitta | 2007-10-20 20:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb Hey its been awhile but I'm back.... but this time with Sauerbraten not Assault Cube
Screenshot
Get original file (36KB)
Detailed description

This is my comeback. For those who dont know me, which from the members list seems like alot, I used to edit maps for AssaultCube. Took a long break... now I'm back and I am doing something I've always wanted...Sauerbraten editing. I always thought it too hard, but I stuck with it and finally have my first map finished

Super small but I wanted to see what I was capable of so here it is Tower of Babylon. Lots of jumppads and a cave ,"Woo Hoo", I know :), but I was pressured by my girl to get back in, CUz now she likes to map :) so you might see here stuff on here in the future.
Please rate good or bad and tell me what u think, even if it sucks!!!

Map file Babylon.zip (158.72 KB)
Rating
6
points
 (1 vote)
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Files: babylonscreenie.jpg / babylon.zip /

(889) Home ~ Chat Colors concept

GreyMario | 2007-10-17 06:27

Cube 2 (Sauerbraten) | Conceptual | Other
Blurb This is just a quick idea I whipped up as a really neat function. However, it's single-client only! So unfortunately, concept.
Detailed description

I came up with the idea thinking that chatcolors went through to every client's screens.

I was wrong.

So you have this little piece of junk that adds a menu to set your chatcolor as you see it.

Instructions: Copy the .cfg file to chatcolors.cfg in your base Sauer folder. Run Sauer, perform /exec chatcolors.cfg, and press F8. Choose the color you want your text to appear in for you. Don't exec it again until you want to change the color AND you've shut down Sauer since the last exec.

So yeah, I'm submitting this just so the sauerbraten devs have a new idea. *coughCHATCOLORScough*

Config file chatcolors.cfg (1023 bytes)
Rating
6
points
 (2 votes)
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Files: chatcolors.cfg /

(888) Home ~ Evasion [FINAL RELEASE]

sauerfreak | 2007-10-16 21:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb An outdoors arena with the theme of 'Evasion.'
Screenshot
Get original file (37KB)
Detailed description

Well, it's finally here. I've worked long and hard and endured one of the crappiest PC's on the planet, and I'm only up to 277 KB. Pretty sad, isn't it? Well, some of you have pointed out that it is only just an arena map, and you were correct, so I have tried to add enough details so that it is not painful to the eyes. Changelog: Added special effects for the Yellow Armor, added walkways to the middle level, added details like wear and tear to the platforms, walls, etc., added portals between one side of the map to the other, (infuriating your enemies is fun!) and added lighting to the waterfalls to give it a 'evasionish' look. You don't have to tell me what I could change, because it's the final releas, but plaese gve full reviews if you have the time. Don't forget to rate! Hopefully, enjoy.

Map file evasion.zip (322.35 KB)
Rating
72
points
 (11 votes)
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Files: evasion_large.jpg / evasion.zip /

(887) Home ~ stanley_5

stanley | 2007-10-16 16:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Medium (5-8)
Blurb Artistic map set in Ancient Egypt by James Stanley, Maximilian Krupa, and Dracion
Screenshot
Get original file (54KB)
Detailed description

This is an artistic map set in Ancient Egypt.

It was made in coopedit on a private server by James Stanley, Maximilian Krupa, and Dracion (who wishes to remain anonymous). It plays fairly well on DMSP, but best on multiplayer. There are four towers surrounding a central courtyard with corridors linking them. The top of the towers contain rifle spawns and a pool, the middle is an MG post, and the bottom is a spawn and teleport area.

To install the map, go to your sauerbraten install directory and extract the zip file. Provided you don't already have a map named stanley_5, nothing should be overwritten.

Contact me on jamesstanley@bluebottle.com for more information.

Map file stanley_5.zip (958.38 KB)
URL http://stanley.homelinux.org/stanley_5.zip
Rating
12
points
 (2 votes)
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Files: scrn1.jpg / stanley_5.zip / http://stanley.homelinux.org/stanley_5.zip /

(886) Home ~ Olympic Castle

Destroyer | 2007-10-14 16:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Large (9-15)
Blurb Castle city
Screenshot
Get original file (193KB)
Detailed description

Olympic Castle is a large map for lot of players.
It is a castle field with water, mountains, grass...

Map file OlympicCastle.zip (2.04 MB)
Rating
14
points
 (2 votes)
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Files: olympiccastle_3.jpg / olympiccastle_3.zip /

(881) Home ~ Template "my first map" (CFG)

MeatROme | 2007-10-12 19:38

Cube 2 (Sauerbraten) | Singleplayer | Deathmatch | Capture | CTF | Mapping
Blurb a basic CFG and README-stub to get going
Detailed description

Suggested entry-point if map-CFGs aren't your friend yet,
CubeScript seems an iron-clad secret or
you haven't figured out the guidelines for distribution yet.

The cfg gives you an introductory gui for your map,
use the space well.

the OGZ template furbishes you with some ideas for a -
to base your project tailor-made ones off ?!?! -
editing base-map (instead of the half-filled octree newmap provides).

---

07-10-12 : ... this is just the basic concept so far,
input welcome as to enhancements.

---

Let's use threads heavily in this node;
then l8r we can delete those that were incorporated into the template :)

Config file myfirstmap_template_20071012.zip (1.83 KB)
Rating
11
points
 (2 votes)
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Files: file:///F:/node/226 / myfirstmap_template_20071012.zip /

(880) Home ~ AD-Script

horace | 2007-10-11 18:53

Cube 2 (Sauerbraten) | Gameplay
Blurb This is a simple text message looper for AD.
Detailed description

This is a simple text message looper for AD.

Just paste this text into your autoexec.cfg file.
If you dont have any, make one!

For use type the /adscript command!

Config file autoexec.cfg (626 bytes)
URL http://sauerbraten.blog.hu/index.php/2007/10/11/horace_s_ad_script
Rating
10
points
 (2 votes)
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Files: autoexec_3.cfg / http://sauerbraten.blog.hu/index.php/2007/10/11/horace_s_ad_script /

(877) Home ~ Sauerbraten SFX Redux 2.0.0

KoiKitsune2006 | 2007-10-11 14:08

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Final SFX revamp from me. Hope you enjoy.
Detailed description

This is the last version of Sound Effects I am gonna release for Sauer. I also quit the Map making scene quite awhile ago since I'm not that good at map making. :p Hope you guys enjoy the new SFX I applied within the folder. Peace out.

Mod file SFX Revamp v.2.0.0.zip (3.47 MB)
Rating
26
points
 (4 votes)
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Files: sfx-revamp-v.2.0.0.zip /

(876) Home ~ Mico

alex | 2007-10-07 17:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | Small (1-4)
Blurb This is my first Map
Screenshot
Get original file (36KB)
Detailed description

This is my first Map

Map file mico.ogz (729.68 KB)
Rating
30
points
 (4 votes)
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Files: mico.jpg / mico.ogz /

(875) Home ~ Hellsgate for Sauerbraten

apflstrudl | 2007-09-30 17:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Hellsgate for Sauerbraten with a slightly different theme
Screenshot
Get original file (21KB)
Detailed description

I made Hellsgate for Sauerbraten.
I changed some details and textures, but the main layout is the same.
I hope you like it.
If you find any bugs plz tell me.

Map file hellsgate.zip (317.04 KB)
Rating
43
points
 (7 votes)
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Files: hellsgate.jpg / hellsgate.zip /

(871) Home ~ SheeChurch

SheeEttin | 2007-09-29 23:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8) | Creative Commons (BY-SA) | Detailing Problem
There is improper or inadequate detail in this content.

If this is a map, it could mean a problem with the lighting, texturing, geometry, or layout; try the Cube Wiki for tips on using the engine. Should it be some other form of content, then it may need to be elaborated upon to be worth something.

Blurb A church map based on two real churches.
Screenshot
Get original file (35KB)
Detailed description

A map based on a church near me and a church I visited in Vermont.

Not really for playing, more of a work of art. However, it is somewhat playable if you really want to.
Doesn't contain that many pickups, but the models, particles, etc. are fully in place.
What pickups there are are a little sparse.
As marked, this is a work in progress. It's mostly complete, but feedback is always helpful.

The space outside the walls is a bit empty, but the focus is the church itself.

There's nothing in the basement... I can't think of anything to put in it. Perhaps bookshelves?

This is my first "real" map. I have a few other semi-complete ones sitting around.

Feedback is very much welcome.
Also, I might as well enter this in the contest. If I make another one before the end of the year, I might withdraw it in favor of that one.

ADMIN: resized to fit maximum height of 480 (640x480 resolution limit!) and it works ;-)
also slightly enhanced and converted to a 33KB jpg

SheeEttin: Oh, that's why. Rescaled from the original BMP (BMP > PNG > JPG lost quite a bit of quality). Perhaps it should tell you that's what the problem is?

Map file sheechurch.zip (588.25 KB)
Rating
16
points
 (2 votes)
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Files: sheechurch_shot.jpg / sheechurch.zip /

(863) Home ~ Q4 2007 Competition

Quin | 2008-01-03 07:01

News

The results are in! Congratulations to the winner marcpullen, your map was excellent, as were many others, which were considered great additions to Sauerbraten Assassin Edition!

1st Place

Caves by marcpullen (4.9 from 10 votes)
2nd Place

level9 by rocknrol (4.7 from 24 votes)
Garden by Osbios (4.7 from 11 votes)
3rd Place

Drenched by shadow (4.3 from 15 votes)
Runner Ups

Round Hell by SheeEttin (4.0 from 9 votes)
Deep Space Station by billy65bob (4.0 from 6 votes)
wake5 - Greyskull by wake (4.0 from 9 votes)
Stadion 1.3 by Hero (3.0 from 4 votes)
LT Space Deathmatch by DTurboKiller LT (2.5 from 4 votes)


Alright people, this is the mapping competition for the 4th quarter of 2007, so let's end this year off with a bang.

Because of the lack of people entering these things, the rules are going to be fudged a bit. Anyone can enter, because the winner will be judged by popularity (rating). ANY mod/gamemode can be used for your submission. This competition ends when Quadropolis time hits 7th January 2008.

To mark your map as a competition entry, select it from the "Release Status" drop down box when you create or update your node. Remember: One map entry per person!

Remember to have fun, and be sure to vote for your favorite maps!

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Files: none

(862) Home ~ wake5 - Greyskull

wake | 2007-09-29 14:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb wake5 aka Greyskull is a fast map meant to be played 1on1,
Screenshot
Get original file (45KB)
Detailed description

wake5 aka Greyskull is a fast map meant to be played 1on1 FFA or instagib but it is fun with up to four players. rocket-, rifle-, grenade-, or chaingun-jumps are encouraged!

Thanks to all the testers.

UPDATE: wake5b is available, it is MUCH better for competetive 1on1 matches and you can get it here:
http://lifebook.ath.cx/wakeup/maps/cube2/wake5/

Map file wake5.zip (361.5 KB)
URL http://lifebook.ath.cx/wakeup/maps/cube2/wake5/
Rating
80
points
 (10 votes)
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Files: wake5.jpg / wake5.zip / http://lifebook.ath.cx/wakeup/maps/cube2/wake5/ /

(859) Home ~ Ot

Nieb | 2007-09-27 00:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4)
Blurb A quick coopedit.
Screenshot
Get original file (56KB)
Detailed description

A quick coopedit.
This map is designed with gameplay in mind, instagib 1vs1 to be specific.

Update 1: Fixed clipping.

Map file ot_1.zip (104.34 KB)
Rating
53
points
 (7 votes)
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Files: screenshot_2823392.jpg / ot_1.zip /

(856) Home ~ daMfr0^'s remake of the Passa's Great Deathmatch

_daMfr0 | 2007-09-25 15:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb A remake of Passa's Great Deathmatch
Screenshot
Get original file (78KB)
Detailed description

A remake of the old map pgdm!
Changes from the orginal version:

New theme (ancient)
Some layout changes

Update 1:

Removed some clipping
Reduced the fog by 100
Added some new lightning
Added some new detail that no one will notice :P

Map published with the kind permission of Passa.

Map file pgdm2.zip (1.69 MB)
Rating
60
points
 (8 votes)
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Files: pgdm2.jpg / pgdm2.zip /

(855) Home ~ Sam's Revenge (beta 2) by Nercury

nercury | 2007-09-25 01:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Large (9-15)
Blurb Second release of large Deathmatch map
Screenshot
Get original file (111KB)
Detailed description

Sam's Revenge Map (beta)

Game type: DM & TeamDM
Map size: Large
Players: 8-20
Release date: 2007-09-26

Update (beta2):
Reduced number of items in map. Actually, restored them to the initial amount i had in mind when designing it (all items should have memorable places now).

This is my first map for Cube2 engine.
I wanted to try few ideas at first, and pretty soon they turned into quite big map. However, I could not leave it empty :)

Any feedback, especially about gameplay is very appreciated.

Future plans: adding capture game mode to this map, release final version, and move on.

Map file samsrevengebeta2.zip (945.88 KB)
Rating
26
points
 (4 votes)
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Files: screenshot_40480.jpg / samsrevengebeta2.zip /

(854) Home ~ Sauerbraten Tennis Court

Hero | 2007-09-22 20:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Deathmatch | Medium (5-8)
Blurb This is Sauerbraten-Tennis, the revolutionary new sport!
Screenshot
Get original file (135KB)
Detailed description

-----------------------------------
-- general information
-----------------------------------

Title: tennis
Engine: Cube 2 - Sauerbraten
Creators: Apflstrudel and Hero, TC (conquerors.csmsites.com)

-----------------------------------
-- idea
-----------------------------------

The idea was from a guy called Axel which I met on a coop-server. He had invent the main idea, after that, I and Apfl created this map and redesign the game rules.

Yes, right, this isn't a map like others! This is the map with a revolutionary kind of game mode - without modding the sourcecode!

-----------------------------------
-- The Sauerbraten-Tennis rules!
-----------------------------------

Description of words:
refill - refill your ammo, armor and health on the refill station near the court.
by time - when a round is running

1. Goal of this game is, that you kill your enemy.
2. 2 Player play against each other with grenades. One Player serves from the back line, then he is allowed to move on his half of the court. In the next round, the other player will serve.
3. Only after one player has shot, the other is allowed to shoot one time!
4. After 5 shots from everyone, the players are allowed to jump around. Before a jump is a foul.
5. There are so many rounds to play, until one player has 4 points.
6. Points are given
- for a kill
- for a suicide of the enemy (lava, etc)
- for a 2 fouls of the enemy
-> fouls are:
-> shoot at the net
-> serve from line
-> shoot more than one time on one turn
-> use the pistol/other weapons
-> refill by time
-> jump over the net by time
-> jump before the 5th shot
7. Refill at the beginning and after each round. A round ends if someone has got a point.
NOTICE: If someone makes a foul, the game continue without a refill. After 2 fouls in ine round of a player a point is given and the next round begins!
8. Change the sites after 2 rounds.
9. When the players run out of ammo, no one get a point and the round ends.
10. Special mode: Turn the big green field into lava. (coop-edit-mode required)

The game mode you can use is ffa.

-----------------------------------
-- install and play instructions
-----------------------------------

Put the file tennis.ogz into \packages\base of your Sauerbraten folder. You can switch to it ingame by typing /map tennis .
This map is only senseful in Multiplayer. Be sure, that everyone has it. To share it with the people on a server, do that:
1. Take master (/setmaster 1) or coop with the master, if there is already one.
2. Change/make the master change the map to this one (/map tennis), in coop-edit mode. This mode is required!
3. Upload the map (/sendmap) and let the others first get the map (/getmap) and afterwards save the map (make them type /savemap tennis)
4. Restart the map (/map tennis), advised game mode is ffa. Now you and the others can take the ammo, that's cause these steps are important.
5. Now you can play! :)

-----------------------------------
-- additional information
-----------------------------------

You can get help in the Thread in the The-Conquerors forum. Use the link above. Or you can write an e-mail to hero[at]the-conquerors[dot]net.

Have fun with this idea! :)
Hero

Map file tennis.zip (17.89 KB)
URL http://the-conquerors.net/forum/viewtopic.php?p=2589#2589
Rating
44
points
 (6 votes)
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Files: tennis.jpg / tennis.zip / http://the-conquerors.net/forum/viewtopic.php?p=2589#2589 /

(853) Home ~ October-fest!

Quin | 2007-09-22 13:40

AssaultCube | Cube 2 (Sauerbraten) | Singleplayer | News

After the hit success of their last event, the Woop Clan are holding another one of their infamous Frag Fests starting Saturday, the 20th of October.




The Woop Clan holds frag fests every two to three months, with a variety of input from the Sauerbraten and AssaultCube communities. Woop Clan member Drakas was kind enough to answer a few questions regarding this fantastic event, read on for more.

Can you tell me why/how woop holds the frag fest?

Why - for fun, of course. How - we gather and play. We like to spark more interest in both the Sauerbraten and AssaultCube communities, most of the games done by other groups are region and clan-specific.

We want to make sure that everyone gets an equal share of fun, not just the Europeans, recruiting some more players into communities is an added bonus.

What, if any, measures have been taken to make sure this fest goes more smoothly?

Well, some people will be given passwords, any cheaters/crackers will get iptables-banned at the server level. All fests are demo recorded, and we will be trying to get 2 or 3 servers for the event, as the last fest had almost 20 people per server, we hope to get that down to around 12 for smoother and more fun gameplay.

We expect it to be alot of fun mainly, and fairly issue-free.

What can others do to help Woop make this the best frag fest it can be?

One thing that people can do is turn up in the Woop channel and participate in the discussion on the Woop website. Needless to say, simply turning up to the event is the best thing people can do. Also, other clans are more than welcome to join in.

Is there anything else you'd like people to know?

I think that the christmas-fest will be more of a clan based competition, we also aim to help create other clans/communities, not just expand ours.

A competitive environment is always good and we encourage that.

You can visit the Woop Clan website at http://woop.us/ and participate in their discussion at http://woop.us/talk, or join them on IRC in #woop-clan on GameSurge. For more information on the event, or to see videos of the past event, visit http://woop.us/fest. Any questions may be directed at any of the previous resources, or sent directly to Drakas, who's kindly organizing this event.

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Files: none

(852) Home ~ Mission Next

geartrooper | 2007-09-20 17:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Capture | Large (9-15)
Blurb A map for capture and insta.
Screenshot
Get original file (220KB)
Detailed description

This map is for capture and insta. It capitalizes on the dichotomy of capture and insta mode.

Map file mission_next.zip (933.02 KB)
Rating
30
points
 (6 votes)
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Files: screen_12.jpg / mission_next.zip /

(851) Home ~ ac_jailsnow

Luciusan | 2007-09-20 01:57

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb This ia jail in a place with snow =)
Screenshot
Get original file (43KB)
Detailed description

This ia jail in a place with snow =)

Map file ac_jailsnow.zip (6.77 KB)
URL http://deathalliance.co.nr/
Rating
10
points
 (5 votes)
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Files: ac_jailsnow.jpg / ac_jailsnow.zip / http://deathalliance.co.nr/ /

(850) Home ~ Cube Server Lister (CSL) v0.8

WahnFred | 2007-09-19 18:23

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Cube | Cube 2 (Sauerbraten) | Red Eclipse | Work in Progress | Standalone | All Platforms | GNU GPL v2
*
*
Starred Content
Blurb Tool to monitor Cubeengine based servers.
Screenshot
Get original file (103KB)
Detailed description

Website: http://cubelister.sourceforge.net

Features:

support for Cube 1, Sauberbraten, AssaultCube, Blood Frontier
get servers from master / manually add servers
connect to server / wait for free slot
favourites
filter servers
search for servers/players



Changelog:

feature: fully customizable GUI using dock/floatable widgets.
feature: added 3 more dockable player views (micro,mini,default)
feature: search for players
improved: speed up listing of servers and made the lists flicker free
URL http://cubelister.sourceforge.net/
Rating
321
points
 (39 votes)
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Files: csl_small2.jpg / http://cubelister.sourceforge.net/ / http://cubelister.sourceforge.net/ /

(849) Home ~ strudl

apflstrudl | 2007-09-19 14:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb A complex map for ffa/insta
Screenshot
Get original file (33KB)
Detailed description

This map was planed for 1on1 insta, but it's a bit too big for it. Perhaps 2on2 works, haven't tried that yet.

It's still WiP because
-i want to make some details
-weapons missing for ffa
-lighting is a bit strange so far
-i want to know your opinons and suggestions what i can make better and what's good

I hope you like the layout, tried to make it very complex, so that the gameplay isn't too easy :)

UPDATE:
-added some lights (geometry)
-added some details
-added weapons
-corridors are higher now
-railing at jumppad is nocliped

I want to add some more details, but i uploaded it now to show you that i'm working on it and to get some reviews.

UPDATE2:
-changed the jumppads model
-fixed some lightning
-added a corridor
-few more details
-not too narrow anymore(at some places)
-changed skybox

i change the clip thing thx to wotwot
I Think that's all, can't remember anything more.

NOTE: I changed the screenshot to .jpg, because that makes the filesize smaller
Hope you like the changes! :)

UPDATE3:
-textures changed
-jumppad changed
-more details
-2 new holes in the wall :D (dunno how to say)
-perhpas some more changes, can't really remember

Have a look at it and plz comment, if there are still some bugs.
This should be the final release, i'll only fix bugs and add some shaders in the next and final release.

Map file strudl.zip (785 KB)
Rating
100
points
 (13 votes)
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Files: strudl.jpg / strudl.zip /

(848) Home ~ Dimensions

a turtle | 2007-09-19 03:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Deathmatch | Medium (5-8)
Blurb Run on walls, the ceiling, and the floor, in three parallel dimensions of a 2 story home
Screenshot
Get original file (45KB)
Detailed description

Use portals to travel into parallel dimensions of a two-story home, where gravity can be on a wall or on the ceiling.
DO NOT FEEL OVERWHELMED. At first glance the map seems burdensome to find your way around, but this is not so. Try to get to the right-side-up dimension and take a tour around the home to see the general layout. The portals on the wall will shift gravity to that wall. Portals on the ceiling will shift it to the ceiling.
Take your time. Once you feel comfortable in the map, you will like it.
This is the first map I fully completed. Although it took me a long time to finish, I enjoyed designing it, and I hope you will enjoy playing it. It is meant to show the creative things you can do with simple commands in Sauerbraten. If you like it, and think it is worth seeing, please say so here, and show it to a friend.

Update: New screenshot!

Once again, please take some time to look around the map (without flying around using "e"), and do not give a bad rating just because it may seem confusing at first. I hope you enjoy it.

Map file dimensions.zip (651.41 KB)
Rating
79
points
 (12 votes)
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Files: dimensions-f3.jpg / dimensions.zip /

(847) Home ~ OldCastle

Freemined | 2007-09-19 03:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Large (9-15)
Blurb This map is made for Deathmatch and Capture.
Screenshot
Get original file (53KB)
Detailed description

It uses basic textures from the default menu, but it is also unique in looks. It has plenty of room to jump around and has some nice curvature to it. I built this thinking of Quake 3 and old style maps and added my own twist. This map should run pretty decent on any computer, but the main lobby(with the water). I wanted this in the contest(August 2007), but it wasn't fully done, so I hope to get it in the next one.

Map file oldcastle.zip (882.25 KB)
Rating
16
points
 (4 votes)
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Files: oldcastle.jpg / oldcastle.zip /

(846) Home ~ ac_tenochtitlan

Luciusan | 2007-09-19 02:35

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb This is the map of 2 importants pyramids of the culture aztec in Mexico
Screenshot
Get original file (30KB)
Detailed description

This is the map of 2 importants pyramid of the culture aztec in Mexico with some modifications

Map file ac_tenochtitlan.zip (6.69 KB)
URL http://deathalliance.co.nr/
Rating
12
points
 (6 votes)
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Files: ac_tenochtitlan.jpg / ac_tenochtitlan.zip / http://deathalliance.co.nr/ /

(843) Home ~ wake2

wake | 2007-09-18 18:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb small 1on1/ffa/insta map
Screenshot
Get original file (60KB)
Detailed description

wake2 aka Bio-Dome by wakeup is a 1on1/ffa map for sauerbraten/cube2. I thought about an research base/exhibition of biologic material in a future where artificial intelligence replaced life. There are two versions included, wake2.ogz/cfg for gameplay and wake2_alpha.ogz/cfg for a visual demonstration of the theme. If you adapt the map, please use wake2_alpha.
Hope you enjoy the map. Thanks to sweetmisery for teleport0.wav.

I am really happy to present you my first serious map, because it took me %&!$ long! :> Special thanks go also to damfr0^, he did the major testing and helped me out with the layout.

Update: Some light issues...

Map file wake2.zip (2.68 MB)
URL http://lifebook.ath.cx/wakeup/maps/cube2/wake2/
Rating
46
points
 (6 votes)
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Files: wake2.jpg / wake2.zip / http://lifebook.ath.cx/wakeup/maps/cube2/wake2/ /

(842) Home ~ uber slide v2

FischKopF | 2007-09-18 13:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Singleplayer | Huge (16-32)
Blurb UberSlide
Screenshot
Get original file (205KB)
Detailed description

Uber Slide v2
new textures, new slides

ADMIN: edited the node - added screenshot and fixed the spawn - usually a reason for deleting a (more elaborate) node, but this was too quickly done ;-)

Map file uberslide2.zip (37.73 KB)
Rating
62
points
 (13 votes)
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Files: uberslidev2.jpg / uberslide2.zip /

(841) Home ~ Deck18

Destroyer | 2007-09-17 04:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Deck 18 map from unreal tournament
Screenshot
Get original file (226KB)
Detailed description

Deck 18 is a small lava factory ffa / insta map.
This map is based on Deck 17 / Deck 16 from Unreal tournament 2004 and Unreal tournament.

Map file Deck 18.zip (1.68 MB)
Rating
38
points
 (6 votes)
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Files: deck18.jpg / deck-18.zip /

(840) Home ~ Conor2 by Conor

conorkirk | 2007-09-17 03:27

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small 1v1 or 2v2 map.
Screenshot
Get original file (21KB)
Detailed description

I started this map a while ago, and I forgot about it for a while.

I came back on it, added a new texture, put a little details in, and it is done.

It isn't amazing, just something for insta training and whatnot.

Map file packages.zip (586 KB)
Rating
2
points
 (1 vote)
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Files: conor2.jpg / packages.zip /

(838) Home ~ Log Cabin by Toastisgood

Macsforever | 2007-09-16 08:07

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Singleplayer | Medium (5-8)
Blurb A box canyon with a log cabin, a winding path, a waterfall, and a patio.
Screenshot
Get original file (15KB)
Detailed description

A box canyon with a log cabin, a winding path, a waterfall, and a patio.
I first started this map off with a house in the middle of nowhere. I then added log-like walls and a fireplace. I then made it dark and had the idea to make a canyon around the cabin. As you can tell i was just experimenting and thought some of you might be interested in this work of art.

Map file logcabin.ogz (58.05 KB)
URL http://files.filefront.com/Log+Cabin+by+Toastisgoodzip/;8566984;/fileinfo.html
Rating
12
points
 (2 votes)
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Files: logcabin.jpg / logcabin.ogz / http://files.filefront.com/Log+Cabin+by+Toastisgoodzip/;8566984;/fileinfo.html /

(837) Home ~ Diode

shadow | 2007-09-16 04:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | Small (1-4)
Blurb Random industrial thingy
Screenshot
Get original file (43KB)
Detailed description

As always, suggestions appreciated.

Map file diode.zip (1.36 MB)
Rating
68
points
 (15 votes)
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Files: diodequad.jpg / diode.zip /

(835) Home ~ Night City

Dave101 | 2007-09-15 15:34

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Conceptual | Deathmatch | CTF | Medium (5-8)
Blurb I have seen so many city maps, but thought it would be great to do a night assault one.
Screenshot
Get original file (39KB)
Detailed description

A city map at night, it can be used for dm, tdm, ctf, osok, tosok, pf and lss, though was designed for ctf, dm and tdm.

I tried to keep a dark and "moody" feel to the map, using authentic lights and textures. Huge towers, nooks and passages everywhere.

Map file ac_nightcity.zip (649.53 KB)
Rating
6
points
 (1 vote)
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Files: ac_nightcity.jpg / ac_nightcity.zip /

(833) Home ~ Spider

geartrooper | 2007-09-14 20:23

 this screenshot was not originally available or there was a problem extracting it

Work in Progress | Content | All Platforms
Blurb Its a spider.
Screenshot
Get original file (236KB)
Detailed description

Modeled by KaiserTodretter
Animated by Geartrooper
Skinned by Geartrooper and KaiserTodretter

Released for use in Sauerbraten. Very effective in groups. Terrify players on your map with the unexpected.

Mod file spider.zip (1.03 MB)
Rating
12
points
 (2 votes)
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Files: screen_5.jpg / spider.zip /

(831) Home ~ Working monitors

geartrooper | 2007-09-13 13:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Work in Progress | Content | All Platforms | Other License
Blurb Animated Monitors
Screenshot
Get original file (200KB)
Detailed description

Animated monitors that each have four screens from which the screen rotates in 3 second intervals. The outer texture is not intended to stand by itself, rather, to be covered by the map to merge with the texture theme of maps.

Mod file animonitor.zip (121.93 KB)
Rating
47
points
 (7 votes)
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Files: screen_15.jpg / animonitor.zip /

(830) Home ~ Fixed keymap.cfg for extra mouse button support

N1NJ4 | 2007-09-13 10:25

AssaultCube | Cube | Cube 2 (Sauerbraten) | Red Eclipse | Sandbox | Other Mod | Release | Final Release | Singleplayer | Deathmatch | Capture | CTF | Gameplay | Mapping | Other | Public Domain
Blurb Use ALL your mouse buttons
Detailed description

This is a very simple fix, adding a few lines to your keymap.cfg file to let you use up to nine mouse buttons (if you have them). Note Sauerbraten SVN adds three more mouse buttons, so for the next release of Sauerbraten, you won't need this, unless you have more than 6 mouse buttons.

How to use:
Where "SAUER" is the directory you have Sauerbraten installed:
1) Replace SAUER\data\keymap.cfg with this file.

Config file keymap.cfg (2.55 KB)
Rating
8
points
 (1 vote)
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Files: keymap.cfg /

(829) Home ~ Quick Options GUI

DarkStar | 2007-09-12 19:20

Cube 2 (Sauerbraten) | Conceptual | Other
Blurb Easy Access to Multiplayer, Gameplay and Performance Options.
Detailed description

This is an adaptation of the Tweaks GUI from Gracefool's 'Pro Config suggestions 2.1' script.

Basically I liked the idea of having options that may be changed regularly to be in one convenient place.
Admittedly, some features could be accessed via the main GUI, but a lot of options are scattered in different GUI, and it can be frustrating going through different menus to change a greatly variable option.
Also, a few options aren't on the GUI, and you have to access them from the command console.
I'm a bit of a novice at scripting, and I've learned a few things while making this script, but everything has been tested fully.
Though of course, there may be a few bugs, which I'd like reported please so that I can fix them.

It may be especially useful for people who are new to the game, as I've also included a list of keys and what they do. Each divided into easy to understand categories.
[If I've missed anything out, please tell me!]

You can open the GUI by pressing F4.
From it you can:

CHANGE VOLUME SETTINGS
SET GUI TO 2D MODE
SET THE DAMAGE BLUR
SET THE FPS RATE
SET GAMMA
TOGGLE EDIT MODE
TOGGLE THE CONSOLE
SHOW/HIDE HUD, HUDGUN AND INFORMATION
TURN TEAM COLOURS ON
TURN BLOOD ON/OFF
CHANGE FIELD OF VIEW
CHANGE GAME SPEED
CHANGE MONSTER SKILL
CONNECT TO LAN
DISCONNECT FROM MULTIPLAYER
UPLOAD MAPS
DOWNLOAD MAPS
UPDATE SERVER LIST
OPEN SERVER LIST
SHOW/HIDE SCORES
ACCESS A DESCRIPTION OF CONTROLS FOR EDIT MODE AND GAMEPLAY

Hopefully more complex options will be added when I learn C++ in a little more detail.

I'm hoping to make it possible to access Eisenstern RPG via the menu without having to use the console, as well as a more flexible way or changing the resolution.

If there are any more options you'd like to see on the menu, please write them here, along with suggestions for improvement.

Thanks a lot.

------------------
Installation
------------------

Just paste all of the code into your autoexec.cfg file.
If you don't have one, make one via notepad and save it to your main sauerbraten directory.
Make sure everything is copied, otherwise the GUI will not work properly.
Just press ctrl+A to highlight everything.

Config file autoexec.cfg (2.85 KB)
Rating
16
points
 (2 votes)
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Files: autoexec_2.cfg /

(828) Home ~ Subway - BETA

DarkStar | 2007-09-11 17:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | Singleplayer | Medium (5-8)
Blurb Explore and enjoy!
Screenshot
Get original file (202KB)
Detailed description

After my old map Hive_Demo got some useful critique, I decided to make a new map, taking all of the suggestions into consideration and putting most of them into practise.

I've spent a good month on and off building this map, and I'm really quite happy about it.
I've added lights, particles, envmaps, objects etc, so it may be hard on slower computers, but hopefully it should work quite adequately.

I'd be really grateful if anybody took the time to download and review it.

-------------------------------------------

As of yet I've not added any weapons or monsters, but I will in the future, once I've gotten some feedback, along with any changes that need to be made.
Hopefully you wont feel like you've missed out in any way, as it should take you a while to find your way from one end to the other and take it all in.
As long as you explore everything.

[Don't miss the staircase in the central column of the room you start in.]

I got the idea from Creep, and a little from Silent Hill. Though don't expect it to look exactly like either.
Though hopefully I've created some degree of atmosphere. =]

------------------------------------------------

THE STORY:
You find yourself in an abandoned subway. The entrance is bricked up, and you'll have to swim, jump, and climb your way out. (In update: while fighting your way past monsters)
Hopefully this should make a good basis for a survival-horror single player.

---------------------------------------------

Additional information is included in the readme.
Hopefully it's all packaged correctly this time.

I hope you enjoy exploring it as much as I have making it. ^_^

P.S If you play this in single player, I just remembered I put a Baaul on the second level of the main lobby. Watch out for him. =3

Map file subway.zip (1.33 MB)
Rating
30
points
 (4 votes)
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Files: subway.jpg / subway.zip /

(827) Home ~ Factory

Luciusan | 2007-09-11 00:11

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Huge (16-32)
Blurb It is an a huge factory with a 2 tunnels and there are many boxes in some rooms
Screenshot
Get original file (32KB)
Detailed description

It is an a huge factory with a 2 tunnels and there are many boxes in some rooms

Map file factory.zip (10.2 KB)
URL http://deathalliance.co.nr/
Rating
8
points
 (4 votes)
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Files: factory.jpg / factory.zip / http://deathalliance.co.nr/ /

(826) Home ~ New Bot_names

Deathstar | 2007-09-10 19:45

AssaultCube | Other
Blurb New Bots Names for your singleplayer mode in AC
Detailed description

This is new names for your bots in singleplayer.

=====================================================================================================
How to instal?
=====================================================================================================
Put this file: "bot_names.txt" in "assaultcube/bot"
start ac, choose singleplayer (dm or osok) and the bot got new names...
easy!

=====================================================================================================
http://acka.roxorgamers.com
=====================================================================================================

Config file bot_names.zip (1.11 KB)
Rating
14
points
 (3 votes)
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Files: bot_names.zip /

(825) Home ~ ac_forts

Luciusan | 2007-09-10 00:55

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Singleplayer | Deathmatch | Capture | CTF | Medium (5-8)
Blurb There are 2 forts and in the midlle there are boxes
Screenshot
Get original file (33KB)
Detailed description

There are 2 forts and in the midlle there are boxes

Map file ac_forts.cgz (3.51 KB)
URL http://deathalliance.co.nr/
Rating
12
points
 (4 votes)
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Files: ac_forts12.jpg / ac_forts.cgz / http://deathalliance.co.nr/ /

(823) Home ~ ac_terror (new version)

Deathstar | 2007-09-09 19:37

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb RVSF are in a boat and CLA in a bunker...
Screenshot
Get original file (41KB)
Detailed description

This map is based on the old ac_assault, i loved ac_assault, but i lost it and nobody got it!!! But that's not a new version of ac_assault! It's my assault version, with a lot of news...
RVSF are in a boat and CLA in a bunker, the map is a little dark, with the beautiful skybox of steini :)

*NEW version includ: NEW ceiling in the bunker, the boat is more large, some new corners, new light...*

PS: this map is not for slow machine, it is laggy :s
------------------------------------------------------------------------------------------------------------
http://acka.roxorgamers.com

Map file ac_terror(acka.roxorgamers.com).zip (9.69 KB)
Rating
8
points
 (2 votes)
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Files: ac_terror.jpg / ac_terror(acka.roxorgamers.com).zip /

(819) Home ~ Warning Light

geartrooper | 2007-09-08 14:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms
Blurb Warning lights to further concepts of maps.
Screenshot
Get original file (178KB)
Detailed description

These are animated warning lights. Textures are included. Animation features spinning lights. Content features above and below warning lights. Unzip into /packages/models. Add mapmodel 0 0 0 "warninglight"
mapmodel 0 0 0 "warninglight/warninglightdown" to your map.cfg to use. You may have to mapmodelreset beforehand. If you do use the mapmodelreset command you can call the models with "/newent mapmodel 0" and "/newent mapmodel 1", respectively.

Mod file warninglight.zip (283.46 KB)
Rating
0
points
 (1 vote)
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Files: warning_light.jpg / warninglight.zip /

(817) Home ~ Pxtl just had a baby!

Pxtl | 2007-09-06 20:16

I just thought I'd abuse the fact that I'm an admin here (although a barely-present one) to announce the birth of my first child, Julian. I'm a Dad now. Freaky. He's healthy, and we're doing great.

And I've explained to my wife many times, whether we had a girl or a boy, I would raise them the same way. He will know how to frag, and know how to cook.

-- Pxtl.

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Files: none

(816) Home ~ Icarus 12 C

geartrooper | 2007-09-06 05:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | Large (9-15)
Blurb Multi-tiered tactics
Screenshot
Get original file (200KB)
Detailed description

This map is a large structure with many tiers. If you can name the source of inspiration I'll be impressed. Critiques are welcome as I think improvements can still be made.

URL http://johnny3d.promail.ca/icarus_12/packages.zip
Rating
28
points
 (10 votes)
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Files: screen_3.jpg / http://johnny3d.promail.ca/icarus_12/packages.zip /

(815) Home ~ Evilspace

Hirato | 2007-09-05 09:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8) | GNU GPL v2 | Packaging Problem | Screenshot Problem
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

The screenshot for this content is either missing, improperly captured, has incorrect dimensions, or poorly depicts the content.

Screenshots let people get a feel for your work, and is the most important part of a node. They should be the correct size, and have no heads up display elements. Refer to the User's Guide for information on how to fix this.

Blurb A fast paced space floater map. By Hirato Kirata
Screenshot
Get original file (14KB)
Detailed description

While I was scavenging through some of nexuiz' files, I happened to run across a song that just made me want to build a space floater.
Basing it heavily on the Evilspace map from there, the map is littered with powerups, jumppads and strangely enough, suitable textures (I'm surprised they were there myself).
The skybox and the background music (the one that made me want to build it in the first place) wasn't created or composed by me, I wrote small readmes saying exactly where I found them, and their license. To accommodate the illusion of the modern space farer, there's even a nearby sun to bask the station in some of its glory.
Buildtime; 4 days, including the time I showered, slept, went to school, or just showing off and getting some constructive criticism.

note, the website, being hosted on my own computer isn't always up. I need to sleep. The bandwidth is also limited (384 KBit/s upload is). If the site is down, do go to hirato.servegame.org instead. (there's much more bandwidth and uptime, but it may be outdated). While I suspect the map will be uploaded to the quadropolis servers, there's probably nothing to worry about.

Update 1; possibly long awaited,

A few texture inconsistencies were corrected
the jumppads are more effective, there are two more arches on the top platform
over 500 more lights were placed, despite most of them having hardly any effect on the map at all
all the beams/ arches have lights on their side too look more high tech, though I'm not sure that was a good move so to speak

Update 2
There were only cosmetic changes, by default the lights will flicker, I provided an alternative config in which is doesn't.
The lights on the beams/railings are now coloured yellow to match the light entities
The arches at the top are now slightly slanted
The zip's structure was also checked, in case anyone wants to complain again =-p

All that's left to do now is to minimise the entries in the config, ask the devs to add some Newtonian physics so a part of one's movement speed gets added to the projectiles (having the grenades explode in your face when you jump across in this map isn't pleasant), and mark this as finished

LICENSE
==============
The music was composed by 70mm13, and distributed under the GNU GPL

not that there's anything to worry about, but my stuff are also under the GNU GPL ;)

URL http://202.72.164.103/sauerbraten/
Rating
80
points
 (16 votes)
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Files: evilspace_0.png / http://202.72.164.103/sauerbraten/ /

(814) Home ~ DL26

Drakas | 2007-09-04 11:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Medium (5-8)
Blurb The last flight
Screenshot
Get original file (99KB)
Detailed description

A small sci-fi style map optimised for 2on2 or 3on3 capture/teamplay games.

Your flight out to search for new planets has been stopped by an alien-controlled asteroid. Half of you crew has been infected by the alien virus. Fight for survival!

Done by:

Drakas - Base layout, most of the work including lighting
rocknrol - Lighting, texturing, most of the detail
wotwot - Texturing, detail
URL http://drakas.woop.us/dl26.zip
Rating
20
points
 (3 votes)
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Files: dl26.jpg / http://drakas.woop.us/dl26.zip /

(813) Home ~ Mapping Competition

Quin | 2007-09-04 06:42

AssaultCube | Cube | Cube 2 (Sauerbraten) | News

The last (August) Mapping competition turned out to be a bust, and I'll admit this is partly my fault for screwing up the last one so badly, but also due to the fact that it is so difficult to follow and enter.

Due to the poor turnout, only one map was officially submitted in time, which wins by default. I will be endeavouring to automating the competition process somewhat during a redesign of some of the systems here on Quadropolis (you may have already noticed some of these improvements), utilising the rating system. Suggestions and comments on this are more than welcome.

Results for August 2007
1st: Rust Factory by DrMiracles with 2/5
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Files: none

(810) Home ~ Realistic Weapon Sounds

FischKopF | 2007-09-02 20:45

Cube 2 (Sauerbraten) | Work in Progress | Standalone | All Platforms
Blurb Replaces the old sounds
Detailed description

Replaces the old sounds with some realistic weapon sounds

EDIT: i uploaded the Zip archive

Mod file realistic_weapon_sounds.zip (635.46 KB)
Rating
35
points
 (6 votes)
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Files: realistic_weapon_sounds.zip /

(808) Home ~ ac_darkpearl

Archangel | 2007-09-01 12:48

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Large (9-15)
Blurb A small port city and a pirate ship face off.
Screenshot
Get original file (16KB)
Detailed description

A small port city and a pirate ship face off. The town has several buildings including an inn, and the two masted pirate ship has excellent sniper spots.

Judging by the ingame reaction this map is pretty good. I made it in a random coopedit with my clanmate Lukas and the assistence of my other clan member F4B3R. Originally it was called Captain_Jack for a certain character in a certain movie. Now there are two versions - ac_blackpearl, which is the same as ac_darkpearl except it has daylight, while ac_darkpearl is more around evening and much darker, thus the name.

P.S. I can't seem to get the screenshot to work - whenever I upload a screenshot and try to preview this it says "invalid screenshot". Could someone give help?
ADMIN : well, done one for you ... it's really not that hard : don't exceed 640x480 or 1MB (as stated in the upload-form!)

Map file ac_darkpearl.cgz (5.24 KB)
Rating
4
points
 (1 vote)
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Files: ac_darkpearl.jpg / ac_darkpearl.cgz /

(807) Home ~ Muki's crosshair pack

Muki Hyena | 2007-08-31 23:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms
Blurb Crosshair pack
Screenshot
Get original file (0KB)
Detailed description

All crosshairs made by Muki Hyena.

Crosshair 1:
I tried to make a crosshair that was well balanced for both short-range and long-range weapons; wide enough for short range but it doesn't obstruct the view enough to make it ineffective at long range.

Crosshair 2:
Made for precision, long-range weapons.

Crosshair 3:
Medium-longrange weapons with enough of a view in the middle to see what you're shooting.

Crosshair 4:
Same as Crosshair 3, just a slightly different design.

Crosshair 5:
Same as 3 and 4.

Crosshair 6:
Made for precision, with a bit of a standard + shaped twist.

Crosshair 7:
Made for short range, but with a dot in the middle for precision.

Crosshair 8:
A larger version of Crosshair 3.

Mod file MukiCrosshairs.zip (3.71 KB)
Rating
10
points
 (3 votes)
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Files: crosshair1.png / mukicrosshairs.zip /

(804) Home ~ Monastery

shadow | 2007-08-28 20:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Artistic | Deathmatch | Capture | Large (9-15)
Blurb It's big, but it works
Screenshot
Get original file (94KB)
Detailed description

Some people liked it, some didn't. Eihrul was one of the latter, so I present it to you in all it's glory on Quadropolis. Enjoy.

Oh, and if there's an applicable contest for this to be in, throw that in there too.

Map file monastery.zip (1.64 MB)
Rating
74
points
 (15 votes)
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Files: outline.jpg / monastery.zip /

(803) Home ~ Artic Complex

Destroyer | 2007-08-28 15:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Conceptual | CTF | Medium (5-8)
Blurb Capture the flag test for sauer
Screenshot
Get original file (77KB)
Detailed description

Artic Complex is a CTF map for sauer where teams red and blue fights, i have put bases for flags and teams spawns on the 2 places on the bottoms.

Map file ArticComplex CTF.zip (1.28 MB)
Rating
0
points
 (2 votes)
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Files: artic-complex.jpg / articcomplex-ctf.zip /

(802) Home ~ K1LL_house

DarKnoT | 2007-08-28 10:53

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | CTF | Huge (16-32)
Blurb Big map for big fight ... ;)
Screenshot
Get original file (22KB)
Detailed description

Just a nice big map release in ac v0.92 and now in quadropolis !!! :)

Map file K1LL_house.rar (3.75 MB)
Rating
16
points
 (4 votes)
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Files: k1ll_l11.png / k1ll_house.rar /

(801) Home ~ Geartrooper's Jabbinello Accessories pack

geartrooper | 2007-08-26 20:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Accessory Textures
Screenshot
Get original file (86KB)
Detailed description

Gp zip file of the accessories of the Jabbinello character. Includes mask, helmet, bicorn, rifle and sword textures. Include my name if used.

Mod file accessorytextures.zip (1.34 MB)
Rating
18
points
 (2 votes)
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Files: jabbinello_pack_1.jpg / accessorytextures.zip /

(800) Home ~ Geartrooper's Jabbinello Creature

geartrooper | 2007-08-26 19:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Jabbinello creation
Screenshot
Get original file (86KB)
Detailed description

Gp'ing the Jabbinello. .Blend includes the main mesh, rifle, bicorn, helmet, and sword with sheath. Main body textures included, accessory item textures will follow in another post. Keep my name in the credits to use.

Story behind the Jabbinello was;

The Jabbinello are creatures of the night. They were commissioned ruthlessly by Boss goblins to steal children for soup ingredients. Hence the acrobatic skin. The Doughboy and Bonaparte outfits displayed the mischievous nature of the Jabbinello which they wore on combat missions to make fools of their enemy. The mask is a nod to the Punch character of Punch and Judy fame.

Mod file Jabbinello.zip (1.42 MB)
Rating
48
points
 (11 votes)
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Files: jabbinello_pack.jpg / jabbinello.zip /

(799) Home ~ Geartrooper's Monster Pack

geartrooper | 2007-08-26 19:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Free as in beer monster models
Screenshot
Get original file (56KB)
Detailed description

Here are some models that have remained untouched on my system for some time. Rather than seeing them go to waste I'm releasing them to the GP. Most if not all are uvmapped. Some are rigged. Textures not included. Use them as you see fit in whatever project, just stick my name in there somewhere to throw darts at.

Mod file monsterpack.zip (1.27 MB)
Rating
24
points
 (8 votes)
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Files: monsterpack.jpg / monsterpack.zip /

(798) Home ~ Jumptest

apflstrudl | 2007-08-26 14:42

Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb This is a jumpmap. Not very nice textured, or anything special, only for jumping.
Detailed description

This is a jumpmap. I d/l BT-Conor and found the idea very good, so i made another one. Lightning and texturing aren't very good. It's only for jumping and i was to lazy to make a screenshot or zip it xD :P.

If you like such maps tell me and i'll add some more jumps to this map, or i'll make some new maps. For those who can't get to the end, i can make a demo and upload it somewhere.

Hope you like it.

apflstrudl

Map file jumptest.ogz (159.01 KB)
Rating
24
points
 (4 votes)
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Files: jumptest.ogz /

(796) Home ~ ac_aztec (version 0.2.5)

Deathstar | 2007-08-25 10:16

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb NEW VERSION: No Problems with "PACKAGES", New textures added, New lights, More details...
Screenshot
Get original file (114KB)
Detailed description

NEW VERSION:
There are some modification of this version:
- NEW PACKAGES (from 6th september 2007)
- new textures (9)
- Barrels mapmodels added
- new light (in some spots)
- more details (boxs, broken walls, tag on the flat...)
- Song end at 15 min.
- no problems with slopes, and no bug with floor... (thx RI who helped me!)

**NEXT new light is coming...(more dark)**

PLEASE DELET THE OLD AC_AZTEC MAP and PLAY ON THE NEW VERSION. THANKS
___________________________________________________________________________________________________________________
Description:

This is the Assault cube version of the de_aztec map (from counter strike)
This is a big map, i worked 50hours on it. a lot of work! :)
___________________________________________________________________________________________________________________
PS: I have 2 problems,
1] i don't know how to clip my roadblock on my bridge, if you know how, help me please (i tried nothing clip, but not worked)

2)when the map is send: and people type: "/getmap" there are bug with a wall texture in cla spawn...

Map file ac_aztec.zip (1.39 MB)
Rating
114
points
 (15 votes)
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Files: screen-aztec-qdp.jpg / ac_aztec.zip /

(794) Home ~ meg_park by Megalodon

Megalodon | 2007-08-24 23:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Work in Progress | Deathmatch | CTF | Medium (5-8)
Blurb A park with 2 fortresses and much water
Screenshot
Get original file (41KB)
Detailed description

This is a small map for 5-8 players (but you can play with more, if you want).
CLA and RVSA start at their fortresses and try to get the enemy's flag on the other side (or try to kill each other at dm).
There is much water on the map and many ways to get anywhere.

Map file meg_park.zip (5.48 KB)
Rating
12
points
 (3 votes)
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Files: meg_park.jpg / meg_park.zip /

(793) Home ~ OilRig

iamsquat | 2007-08-22 04:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Small (1-4)
Blurb Small OilRig based map made for instagib
Screenshot
Get original file (21KB)
Detailed description

This map was an entry to be released with the current version of Sauerbraten. Small simple instagib map made for 2-4 players. Enjoy.

Map file OilRig.zip (2.94 MB)
Rating
0
points
 (4 votes)
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Files: screenshot_44117.jpg / oilrig.zip /

(792) Home ~ New Sauerbraten Release: Summer 2007

Nieb | 2007-08-22 01:02

Cube 2 (Sauerbraten) | News

"Saurebraten: Summer Edition" release is out, with a few new texture sets and maps, revised netcode, new map editing features, and more...

Cube forum page and changelog:
http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1512

Download:
http://sourceforge.net/project/showfiles.php?group_id=102911

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Files: none

(791) Home ~ Edited voices

sinsky | 2007-08-21 15:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Content | All Platforms
Blurb Hopefully enhanced replacements of the current speech files.
Screenshot
Get original file (7KB)
Detailed description

To install the mod make backups of the original files (currently in packages/sounds/aard/voice) and replace them. the .psy file can be used to process additional files with Psycle (psycle.pastnotecut.org), something like a source file. I also used Windows Sound Recorder and Audacity for conversion.

Mod file psycled.zip (1.46 MB)
Rating
6
points
 (3 votes)
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Files: screen_10.jpg / psycled.zip /

(790) Home ~ Hive Demo

DarkStar | 2007-08-20 19:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb Loosely Based on Resi-Evil's "Hive"
Screenshot
Get original file (156KB)
Detailed description

This is my first proper map.
The screen shot doesn't really show all of it, as the 'action' is largely under ground. (But that's a surprise ;) )
I've still got a lot of ideas going right now, but I was hoping I could get some constructive criticism before I post the finished product.

I figured nobody would download it if there was nothing to do, so I've put in some monsters, ammo/health and doors to make it worthwhile.
It's based on "The Hive" from Resident Evil (got the idea watching Resi-Evil:Apocolypse), and I'm trying to make it as close to a survival-horror as possible. With surprises, scarce health and ammo (but enough to survive), and dim lighting.
I've got a lot to do yet, but I was hoping I could get some advice.
That's not to say I want you all to do the thinking for me. :)

The skybox should be set as "dash/moon", but I'm not sure how to set the maps default skybox.
Some advice on how to do that would be useful.

-------------------------------------------------
The Aim (For now):

The door behind where you start leads you to freedom, but you have to go deep inside the infected base to power up the door. (The map pretty much leads you to it.)
Then you'll have to find your way back out to complete the game.

(In the final product, the switch will also open doors that release numerous monsters, so you'll have to battle your way back out.)

------------------------------------------------

Technical information is in the README file included.

I hope you enjoy it.
Hopefully I'll post the finished product up soon.
Thanks.

P.s Sometimes the lights don't render properly, so use the "TAB --> Quicklight" function if it looks like it's in fullbright mode.

Map file Hive_Demo.zip (1.01 MB)
Rating
0
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 (3 votes)
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Files: hive.jpg / hive_demo.zip /

(788) Home ~ "vweps" for Sauerbraten

wurfel | 2007-08-20 09:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | Content | All Platforms
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Some additional "vweps" for Sauerbraten
Screenshot
Get original file (47KB)
Detailed description

This mod adds 6 additional "vwep" (viewable weapon) md3 models for Sauerbraten's great "Ironsnout" character.
It includes a new chaingun, pistol, rifle, shotgun, rocket and grenade launcher.
The models are a bit crude but I think they might be useful in multiplayer. :D

You need the recent Sauerbraten "2007-08-19 summer edition" for this mod.
Please see included readme for installation help and cases where it won't work.
I recommend to use the new "-k" command line parameter if you don't want to overwrite the original vweps.

Mod file vwep_wurfel.zip (18.05 KB)
Rating
56
points
 (8 votes)
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Files: vwep_wurfel.jpg / vwep_wurfel.zip /

(786) Home ~ N1NJ4's Pro config 3.4

N1NJ4 | 2007-08-19 12:46

Cube 2 (Sauerbraten) | Red Eclipse | Singleplayer | Deathmatch | Capture | CTF | Gameplay | Other License
Blurb Recommended config and bindings (multiple setups, sniper zoom, fisheye, suicide, chatkeys, new menus, Sauermod/Blood Frontier)
Detailed description

My autoexec.cfg file. It has recommended settings and bindings for competitive matches.

Multiple keys setups (edit OPTIONS at start of config):
* RDFG (on by default) - to make weapon switching faster and less disruptive to moving around (there is a tutorial at the end which explains this). I've been using bindings like these since 2001 for Quake and UT.
* WASD (off by default) - due to popular demand, but I recommend you try RDFG for a while.
* Extra mouse buttons (off by default) - lets you use more keys for weapon switching (and therefore more pwnage).
* Simple mode (off by default) - removes some keys so you're not overwhelmed with new keys and features.
* Dvorak (off by default) - for people using the dvorak keyboard layout

Features:
* Keys help (press F1)
* Easily adjustable options and bindings
* 1337-pwn3r3r keys - switch to the right weapon instantly while moving in any direction. This WILL improve your game.
* Blood Frontier support
* Support for additional mouse buttons (you need a fixed keymap.cfg)
* Sniper zoom (with optional zoom distance switch) with SAME SENSITIVITY as when unzoomed
* Button for fisheye/thirdperson
* Double-click suicide button
* Quickchat keys
* Mastermode key (with password support)
* Quickvote key (F2)
* Favourite servers menu for superfast connecting (F3)
* Tweaks menu for easy in-game fov & sensitivity experimentation (F4)
* You can always use the latest version of this config without losing your own settings (read the first paragraph in the config for instructions)

Yes the config is complicated but you only need to read the first two sections, the rest you can safely ignore, although I recommend reading the "FPS keybind tutorial".

Even if you already have a good setup you may get a new idea from this. Check it out, feel free to critique.

Credits:
* eihrul and aard, for making the most responsive FPS ever
* quin, for suggestions, for sauermod, and for considering suggestions for sauermod
* MeatROme for feedback and help

-------------------------------------------
Changelog:
3.4 "Dvorak"
Added option for dvorak keyboard layout
Added safety aliases so config still works without defaults.cfg (excepting edit mode)
Swapped keys for fist and shotgun - SPACE is harder to press than SHIFT
Fixed editmode toggle (now works with any bindings). Made WASD-based editmode optional. Removed binding to Y (reserved for teamsay).
3.34 - 3.31 Bugfixes, tweaks and tidying
3.3 "Clarity"
Bugfixes, changed some keys, key aliases for clarity, added blood frontier support, added "customized" option, added new maps list
3.2
Zoom sensitivity now automatically calculated to be the same as when unzoomed
Added sounds for suiciding and screenshots
3.12, 3.11, 3.1 Bugfixes
Added key for edit mode
3.0 "Hydra"
Added multiple key setups (RDFG/WASD, extra mouse buttons/3 mouse buttons, advanced/simple)
Added mastermode key
Added zoom distance switch (with sound)
Improved suicide key (proper double-click)
Suggested separate file for custom settings
Weapon aliases for clarity
2.1 Bugfixes
2.0
Changed mousewheel zoom to a simpler, faster hold-key zoom (spacebar)
Added thirdperson to fisheye
Added sauermod support
Added keys help
Added superfast vote aliases

-
Known bugs / 2do:
* custom bindings can get screwed up if you toggle edit mode
* change options in-game
* option to change from hold-zoom to toggle-zoom
* I can't bind a sound to zoomFarOff, anyone know why?
* compatibility with other keyboard layouts

Things I want to do but can't:
* loadcrosshair for teh BOOM HEADSHOT!!!!111!1! - requires latest (unreleased) Sauerbraten patch
* Quickdraw bindings (switch, shoot, switch back) - requires Sauermod 0.31+ / Blood Frontier 0.32+
* Write to a file from config. This would let me save preferences, and do many fancy things like generating all the binding stuff (including help menus) from a list of keys

Rating
40
points
 (7 votes)
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Files: http://www.quadropolis.us/node/418 /

(784) Home ~ Frozen Structure

Masterwabbit | 2007-08-17 20:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8)
Blurb A snowy battlefield for war. On a small scale.
Screenshot
Get original file (186KB)
Detailed description

This map took about 3 days to complete. It's certainly a smaller arena, so don't expect to have 15 on 15 megabattles on this map. Other than that, it should be interesting. And yes, the quad is reachable, in case you feel like giving up on it.

Constructive criticism is always welcome!

*EDIT* I think I got rid of the hidden files Macs tend to leave around. If that's not the case, comment on that, will ye?

Map file Frozen_Structure.zip (231.78 KB)
Rating
0
points
 (2 votes)
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Files: frozen_structure.jpg / frozen_structure.zip /

(783) Home ~ djg1

DJ Gentoo | 2007-08-17 09:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My first map.
Screenshot
Get original file (421KB)
Detailed description

My first map, inspired by metl4 (the mood) and nmp9 (the layout). Constructive criticism encouraged, that means no "OMG U R TEH SUX0RZ @ TEH MAPIJ" or other stuff I know already.

Map file djg1.ogz (76.95 KB)
Rating
0
points
 (3 votes)
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Files: screenshot_djg1.png / djg1.ogz /

(782) Home ~ 3-level zoom

Muki Hyena | 2007-08-17 05:52

Work in Progress | Gameplay
Blurb A 3-level zoom, using middlemouse
Detailed description

After a while studying other people's zoom scripts, and with a little help from MeatROme, I managed to come up with a 3-level zoom activated by the middle mouse button. It scrolls you through two levels of zoom, both of which change the crosshair size and take the gun off the screen.

It's also set to play sounds zoom.wav and zoomend.wav (which aren't included, but you can add custom ones)

Have fun sniping.

Update: If you weapon switch while zoomed it'll unzoom.

Config file my3lz.cfg (503 bytes)
Rating
8
points
 (1 vote)
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Files: my3lz.cfg /

(781) Home ~ Rust Factory 1.1

DrMiracles | 2007-08-15 21:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb The main product of this factory is rust. ...and death
Screenshot
Get original file (119KB)
Detailed description

This is a fairly standard map compared to my first attempt(Tsunami Cove). I wanted to try my hand at the rusty factory style FF map, but wanted to kick it up a notch(the rust, that is). It took me about three days to make, and I think it's pretty close to completion. I'm sure someone will let me know if it's not.

VERSION 1.1
Change to night map
Changes to brick and floor textures
Reduced intensity of main lights
Add some lamp lights

Enjoy, and vote for me!

Map file rust_factory1_1.zip (1.31 MB)
Rating
0
points
 (5 votes)
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Files: rust_factory640480.jpg / http://www.quadropolis.us/node/673 / rust_factory1_1.zip /

(779) Home ~ Middle age arena, V. 1.3.1

Fracula | 2007-08-14 18:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb A medieval arena to fight in deathmatch mode. Now with lightning and other new stuff
Screenshot
Get original file (227KB)
Detailed description

No, it wasn't really hard to build this map, but i'm quite proud of it. It's a medium deathmatch map for Sauerbraten.
You are plying in, and outside a small castle and it's inner court.

Now ( in version 1.3.1) with lightning, a tower to go up, trees, a new tunnel and you can play outside the castle too now.

have fun,
Fracula

Map file middle_age_arena.ogz.zip (294.45 KB)
Rating
0
points
 (5 votes)
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Files: middle_age_arena.jpg / middle_age_arena.ogz.zip /

(778) Home ~ SunDreamCanyon_Capture

Muki Hyena | 2007-08-14 02:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Large (9-15)
Blurb SunDreamCanyon_Capture: Two symmetrical canyons linked by a series of tunnels.
Screenshot
Get original file (269KB)
Detailed description

============================================================================================
SunDreamCanyon_Capture by MukiHyena
============================================================================================
08/13/2007
============================================================================================
Installation:

Extract SunDreamCanyon_Capture.jpg, SunDreamCanyon_Capture.ogz, and SunDreamCanyon_Capture.cfg into the Sauerbraten/Packages/Base directory.

Also included is a modified "Menus.cfg" that you may want to put into the Sauerbraten/Data directory; it includes the map in the GUI under the "Capture" map category. However, I suggest reading over the following documentation to understand exactly what I did:

http://cube.wikispaces.com/Script+Demo+-+Map+Menu
============================================================================================
Introduction:
Basically a few months ago, I had a dream about a custom Halo level. Now usually I forget my dreams right after I have them, but for some strange reason this level was stuck in my mind.

After a while, I thought to myself, "That map would actually make for some very interesting gameplay." However, due to my lack of experience in Halo mapping, I turned to Sauerbraten and tried my hand at a first map.

After posting my first SunDreamCanyon map and getting negative feedback, I decided to add what I felt was missing; more tunnels to allow more maneuverability, capture points (BIG improvement), windows that you can jump from, and lighting in the tunnels.

============================================================================================
Contact:

E-Mail: kamunouhyena@gmail.com

MSN: kamunouhyena@hotmail.com

XBox Live: Muki Hyena

============================================================================================
P.S.

Constructive criticism is welcome. Please refrain from flaming.

Map file SunDreamCanyonCapture.zip (470.61 KB)
Rating
0
points
 (2 votes)
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Files: 640.jpg / sundreamcanyoncapture.zip /

(773) Home ~ Sorrow3

FIRESIDE | 2007-08-13 01:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Large (9-15)
Blurb Fight in an open desert city
Screenshot
Get original file (39KB)
Detailed description

I payed a lot of attention to detail in this map, sadly I could not do it solely with geometry so I made some moderate use of map models (don't worry, my system is seven years old and it runs well). So without further ado, I present Sorrow3!

Changelog
v 1.1 - Added some noclip to the map to prevent grenade/rile/rocket jumping
v 1.0 - Inital Release

Map file Sorrow3.zip (320.66 KB)
Rating
0
points
 (4 votes)
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Files: sorrow3.jpg / sorrow3.zip /

(766) Home ~ Sorrow][

FIRESIDE | 2007-08-10 01:34

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Fight in broken ruins
Screenshot
Get original file (36KB)
Detailed description

After 8 painstaking hours of work I feel the first version of Sorrow is ready to be released. This map may appear small, but it is actually quite large, and can comfortably fit at least 6 players.

Map file Sorrow][.zip (169.67 KB)
Rating
0
points
 (3 votes)
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Files: sorrow][2.jpg / sorrow][.zip /

(765) Home ~ ac_aim2

Deathstar | 2007-08-09 18:52

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb after ac_aim, ac_aim2 , this is not a remake of ac_aim , just a new aim map ! :)
Screenshot
Get original file (100KB)
Detailed description

ac_aim2 is an aim map, the map is in the desert... fun in ctf ;D
good game!

Map file ac_aim2.zip (3.95 KB)
Rating
4
points
 (1 vote)
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Files: screenaim2.jpg / ac_aim2.zip /

(762) Home ~ Warehouse

Death | 2007-08-08 02:47

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb This is a Warehouse designed map for AssualtCube.
Screenshot
Get original file (65KB)
Detailed description

This map is designed after a Warehouse, it took over 30 hours to create. There are small areas, and passage ways, to create a little different gameplay. Also this map is recommended for CTF even though there is another map design of the same map for FFA, and similar game modes. Please send feedback as this was my first map. Also while playing pay attention to the signs.

Map file Warehosue.zip (87.19 KB)
Rating
22
points
 (5 votes)
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Files: ac_warehouse.jpg / warehosue.zip /

(761) Home ~ Industrial Complex 0.7

Dr Azrael Tod | 2007-08-06 20:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Red Eclipse | Deathmatch | Medium (5-8) | Other License
Blurb an old industrial Complex
Screenshot
Get original file (50KB)
Detailed description

an industrial complex, many different rooms of every size and much space to have fun with friends (or enemys)

This Map is not finished. Not even nearly!

(my first map)

Changes:
0.70 - now playable in RedEclipse
0.60 - multiple small changes on the outside, new objects like crates on the outside, lights in rooms, reachable by jumppad (but still totaly wrong colored)
0.53 - designed 2 buildings on the boarder of the map to look at least a bit apealing
0.52 - redesigned a small romm and a small to a slightly bigger room, installed a jumppad
0.51 - replaced the "Chains" with Mapobjects of real chains, some smaler changes in Design (Thanks to a guy named FREAK-w00t for the idea with the chains)
0.50 - first release

Map file industrial_complex.ogz (529.04 KB)
URL http://g33ky.de/static/games/industrial_complex.tgz
Rating
33
points
 (5 votes)
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Files: industrial_complex.jpg / industrial_complex.ogz / http://g33ky.de/static/games/industrial_complex.tgz /

(760) Home ~ Optic Death

Keers | 2007-08-06 18:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb It's total optical doom
Screenshot
Get original file (268KB)
Detailed description

Total optical oblideration. Easily creates headaches. It's basically a glass maze with sky texture all around it. There are tunnels connecting opposite corners. Some ammo and armor and some teaser ammo and armor (put inside walls).

Map file opticdeath.ogz (21.32 KB)
Rating
0
points
 (7 votes)
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Files: picture-1_1.png / opticdeath.ogz /

(758) Home ~ Water Treatment Facility

SweëtMiserÿ | 2007-08-06 09:57

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb Water Treatment Facility by SweetMisery
Screenshot
Get original file (56KB)
Detailed description

Hey !
Here is my first map. I created it during april month, but I re-edited it for Quadropolis on August.
This map take place in a futuristic water treatment facility, maybe on another planet...

Map file SweetMp1.zip (1.54 MB)
Rating
20
points
 (3 votes)
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Files: sweetmp1.jpg / sweetmp1.zip /

(756) Home ~ Command TAB-Completion

MeatROme | 2007-08-05 00:16

Cube 2 (Sauerbraten) | Gameplay | Mapping
Blurb complete the _argument_ of (selected) commands with TAB
Detailed description

For all us console-junkies out there ...
... ever wished you could TAB-complete "yellowarmour" for a "newent yellowarmour" ??? ... now you can! :)

To install simply unpack this into your sauerbraten folder and add
exec cmdcomplete.cfg
to your autoexec.cfg.

The given setup gives you TAB-completion on "newent", "entfind", "connect" and "showgui";
so if you have e.g. a favourite server you often connect to you just need to add a 0-byte file to data/complete for it; say it's address is server.sauer.rok then the file should be called server.sauer.rok.srv, if it's a static IP ... like - for example - 123.123.123.123 then the file would be 123.123.123.123.srv ... you get the picture!?!
Likewise for menus you regularly open - extension "gui" in that case.

If you would like other commands to auto-complete too, then simply add them to the cmdcomplete.cfg using the scheme of those already there - just pick an existing ending (if appropriate) or select a new one for yourself - anything remotely useful for the community will be gladly added to this package (of course with attribution to the contributor) - just drop me a line!

Enjoy!

Glyphosate built his scripting version of what AssaultCube does internally (using XML data files) - he provides us with an online help.
Nice work ... and an excellent example of the usage of cmdcomplete (even if I say so myself)!
So check out Generic Console Help.
To use it simply add these two lines to cmdcomplete.cfg after unpacking his ZIP:

cmdcomplete h hlp
cmdcomplete hs hlp

Then you can call anything from /h alias to /h while for your online help pleasure.

Config file cmdTAB.zip (5.49 KB)
Rating
71
points
 (9 votes)
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Files: http://assault.cubers.net/ / cmdtab.zip /

(754) Home ~ WarHawkridge

warhawk | 2007-08-04 21:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb a map with tunnels leading to a lake
Screenshot
Get original file (45KB)
Detailed description

.....

Map file WarHawkridge.zip (156.71 KB)
Rating
0
points
 (0 votes)
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Files: warhawkridge.jpg / warhawkridge.zip /

(753) Home ~ Dead factory

BlikjeBier | 2007-08-04 20:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Sometimes you have to start again from Scratch!
Screenshot
Get original file (135KB)
Detailed description

Not that the previous "deadfactory" was bad, only i have gotten a bit to enthousiastic, so instead of demolishing halve the map or more its better to start all over again.

Again a deathmatch map, i really should start figuring out how to do something with SP-maps or CTF-maps. So have fun and let me know if things are wrong or can be done to improve the map.

Unpack the map to the packages/base directory, i hope we will have less issues with the zip file than last time.

Map file Deadfactory.ZIP (1.92 MB)
Rating
8
points
 (2 votes)
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Files: deadfactory.jpg / deadfactory.zip /

(752) Home ~ Lambda Core

SweëtMiserÿ | 2007-08-03 13:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Lamba Core by sweetmisery
Screenshot
Get original file (101KB)
Detailed description

Hi.

Here is my fifth map : lambda core.
Inspired by half-life. There are two secrets rooms (teleporters)

Sorry for my english (i'm french Oô)

Map file SweetMp5.zip (1.25 MB)
Rating
22
points
 (3 votes)
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Files: lc.jpg / sweetmp5.zip /

(751) Home ~ August 2007 Mapping Competition

Quin | 2007-08-01 00:00

Cube 2 (Sauerbraten) | News

This month we shall try something different and hopefully more effective. All Sauerbraten maps posted to Quadropolis during this month will be eligible for the contest, all you need to do is enter it by posting your map as a comment to this node.

Current Entries
Rust Factory by DrMiracles
Results for June 2007
1st: c_Lea_Stadium by geartrooper with 7.5/10
2nd: Crush Depth by Acord with 6.3/10
3rd: Tsunami Cove by DrMiracles with 5.3/10

The current Sauerbraten release is: Summer Edition. You may also use Spring Edition if you still have it. Read on for further information.

Parameters

There are no specific things that need to made or used, all that's required is to follow the Guidelines which apply to all competitions, and your imagination! Your Jurors will be the general public, by using the star rating system provided on the map's Quadropolis node with feedback left as comments. The deadline is August 31st, with the final score being read for all maps on September 7th to allow time for voting.

If you have a map you've posted this month and would like to enter it into the competition, please leave a comment to this news post and make a note that the map is entered into the competition (and urge people to rate it if you'd like) in your node body.

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Files: none

(750) Home ~ Playroom ***NEW VERSION***

Fracula | 2007-08-02 13:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Medium (5-8)
Blurb Youre playing on a desk in a childrens room.
Screenshot
Get original file (54KB)
Detailed description

Youre playing on a desk in a childrens room.
The map is made out of pencils, playingcards, rubbers, apples, and other stuff.
HAVE FUN!!!

Whats new in this version:
-added many things under the table (e.g.: a very larger apple, a underground maze and many secrets)
-more playerstarts
-more fun

Map file playroom.ogz.zip (448.95 KB)
Rating
22
points
 (4 votes)
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Files: playroom.jpg / playroom.ogz.zip /

(749) Home ~ Combathall (Metroid Prime Hunters)

Kraid | 2007-08-01 09:47

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb This map is ripped from Metroid Prime Hunters, NOW WITH ORIGINAL SOUNDTRACK!!
Screenshot
Get original file (252KB)
Detailed description

This map is ripped from Metroid Prime Hunters!!!
Mail me to kraid07@web.de for Friendcode-swapping ;D
Now its updated with:
1.Better lightning
2.ORIGINAL SOUNDTRACK!!

Map file combathall.zip (2.24 MB)
Rating
14
points
 (3 votes)
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Files: combathall.jpg / combathall_1.zip /

(747) Home ~ Apollo's DesertCity (2.2) for AC 1.0/CVS

apollo.ger | 2007-07-31 10:58

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Development (SVN) | Work in Progress | Singleplayer | Deathmatch | CTF | Large (9-15) | Creative Commons (BY-NC-ND)
This content requires the Development Branch of the game it was designed for, which can only be obtained from the SVN repository. If you do not understand this, you should wait until the next release of the game to download this content.
Blurb A new desert city with a temple in its center
Screenshot
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Detailed description

Attention this a new 2.2 with modified lights

For a complete version review click here

Map file apollo_desertcity.zip (13.1 KB)
Rating
70
points
 (9 votes)
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Files: screenshot_1135517.jpg / http://forum.tearyoudown.org/showthread.php?tid=100&pid=1199&#pid1199 / apollo_desertcity.zip /

(746) Home ~ ac_under_construction

Deathstar | 2007-07-29 20:00

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AssaultCube | CTF | Large (9-15)
Blurb This is a map in an industrial zone...
Screenshot
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Detailed description

This is a map in an industrial zone...
I worked more than 30hours on it, if you see some problems, post coms, thx ;)

created by deathstar (& skymap by acord)

Map file ac_under_construction.zip (1.28 MB)
Rating
2
points
 (1 vote)
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Files: ac_under_construction.jpg / ac_under_construction.zip /

(745) Home ~ Castle Highway

Twitch | 2007-07-28 18:49

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Caslte Highway. My first Sauerbraten Map.
Screenshot
Get original file (82KB)
Detailed description

Caslte Highway
By Twitch
2007

Hello all. My first Sauerbraten Map. This map is based on a map i made in Time Splitters 2
by the same name, only this one looks and plays better. Like i said it is my first map so please
give a little friendly input in to how i could do things better. I used this map to help me
learn how to use Sauer (you can tel cus' some parts look better then others). But i'm happy with
how it turned out. So have fun everyone and tell me what you think.

P.S. This could be a fun Capture level but i'm not sure yet (it was a CTF map on TS2).
Tell me what you think and I may make it into a Capture map as well. Thanks all.

Update: Fixed the lighting at bit. Added a few more lights. Made it a bit darker over all.

Update2: Sorry guys for updating twice in one day, but after playing around i found some player spawns were looking a the wall. So i fixed them. That should be it for a wile. Thinks all.

Thanks guys for the suggestions.

Map file highway (update2).zip (372.7 KB)
Rating
0
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Files: highway3.jpg / highway-(update2).zip /

(742) Home ~ Abandoned (Doesn't require CVS anymore!)

conorkirk | 2007-07-27 05:43

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb An Abandoned building. Presented by the |1PF| clan.
Screenshot
Get original file (25KB)
Detailed description

This is a map that I created in about +/- 2 days.

Enjoy!

http://1pfclan.co.nr/

UPDATE: I commented out the code that causes Sauer to stop reading a map if it is newer, so it just kept on loading, and I converted the CVS map to a Spring Edition map.

A couple of enities were out of place (Quaddamage was a teleport, teledest was monster, and greenarmour was yellowarmour) but I fixed those.

Every thing else in the map works perfect.

I have updated the conor1.zip file for you to use with the spring edition. It can be converted back to the CVS edition by simply opening the map with it, and doing a savecurrentmap.

Map file Abandoned.zip (413.38 KB)
Rating
0
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Files: screenshot_10061.jpg / abandoned.zip /

(741) Home ~ D.O.C.S Space Colony

Kraid | 2007-07-26 17:56

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Cube 2 (Sauerbraten) | Singleplayer | Huge (16-32)
Blurb This map is a big space-station with 36 rooms! Now updated to final version!
Screenshot
Get original file (132KB)
Detailed description

Jear 4075
You are Stan, an human which Quest
is to defeat the evil aliens who
conquered the D.O.C.S Space Colony.
Mission Objectives:
-Get in the Engine Room
-Turn off the engines
-Get into the Bridge
-Kill the master alien
-escape with the Stargate

map made by Kraid and Brindley|Ubuntu
Soundtrack by Junebug(http:/sixdogstudios.com)

Map file docs.zip (4.07 MB)
Rating
76
points
 (10 votes)
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Files: docs_image.jpg / docs.zip /

(739) Home ~ w00tablous

Warlord | 2007-07-25 13:08

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Small (1-4)
Blurb Action map for funny sessions
Screenshot
Get original file (39KB)
Detailed description

The map idea comes from Unreal Tournament CTF-w00tablous. Now, it's available for Sauerbraten. It's playable in deathmatch mode as well as in capture mode. If you find any bugs or you have suggestion for improvement, tell me.

Map file w00tablous.zip (513.57 KB)
Rating
0
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Files: w00tablous.jpg / w00tablous.zip /

(738) Home ~ Streets

apflstrudl | 2007-07-24 18:33

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Large (9-15)
Blurb Street map with many details for capture
Screenshot
Get original file (19KB)
Detailed description

This is the first map i really finished.
Some Streets with a few buildings. There are many detailed things on it.
I hope u like it.

If you use anything of that map, plz tell me, cause it was much work and i want to know who's using it for some other maps ;)

UPDATE:
-moved some bases
-fixed some textures mistakes
-made a few own textures
-changed some healthboost/yellowarmour/greenarmour
-mad the schoolrooms lokk a bit nicer :)
and a few little things more

Hope you like the changes

Map file streets_fix1.zip (1.56 MB)
Rating
0
points
 (5 votes)
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Files: streets.jpg / streets_fix1.zip /

(736) Home ~ Hidin' in Chaos

Rainforce | 2007-07-24 15:54

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Cube 2 (Sauerbraten) | Release | Work in Progress | Deathmatch | Large (9-15)
Blurb complex test map
Screenshot
Get original file (157KB)
Detailed description

I started my first map, just to test how the textures look, or to build some first nice ideas...
after a month it was so much that I could play on it, so I decided to load it up.
this map isn't real usefull for playing. It is to big, don't have enough weapons... the only little thing you can play on this map REAL good is hide'n'seek, 'cause it's more a labyrinth then everything else. It's just a start to load up my entire maparchive.
I know that there are some lights that doesn't look right or some steps that aren't real textured, it does't have a maintheme, etc. but I don't want to fix it 'cause I have now other (real) maps to build.

Map file RF_chaos.zip (1.22 MB)
Rating
0
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Files: rf_chaos2.png / rf_chaos.zip /

(732) Home ~ Zimmer (Room)

Adamska | 2007-07-20 16:13

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Funmap (not for real playing)
Screenshot
Get original file (9KB)
Detailed description

This is a funmap. It is not made for playing. The map is a copy of my little crappy room. I made the map a while ago. All textures are photos of my room. I think the map is funny. It reminds me of micromachines for the old psone. Thats not how my room looks like right now. Some things changed. ;-)
Please give me some comments. It would be funny if somebody does the same. I like running and shooting in other peoples Bedrooms.
There are some copyright violations contained because I took photos of some newspapers and other stuff. But honestly, I don't care. ;-) ;-)
If the map runs very slow on you machine try to downsize the maxtexture size.

Write this in your autoexec.cfg file:

maxtexsize 512

If its still slow try:

maxtexsize 256 (and so on, bla)

I am sorry for my bad english.

Map file zimmer.zip (1.16 MB)
Rating
40
points
 (5 votes)
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Files: zimmer.jpg / zimmer.zip /

(731) Home ~ Insta 1:1 Map (the try for the ultimate 1:1-map)

viruz | 2007-07-19 19:08

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb an small 1on1 instagib-map
Screenshot
Get original file (29KB)
Detailed description

i thought about the best insta-1on1-map ever. the best i know is complex so i took the best things out of it (and made some better (i hope so)):

in the center courdyard. i like it but i miss some hidings, so i added some boxes (thanks to King berk here, i did to much big ones ^^)

a lower level with a wall to hide. nothing changed, only more walls.

a higher level where u can snipe down to lower levels and hide with a few steps back. added only some boxes

i started to build the map and i played the first time insta 1:1 on it before it had lights and textures. gameplay was good, so i finished it.

greez

PS: its an old one, TC-pyro wanted me to upload it.

Map file perplex.zip (532.07 KB)
Rating
14
points
 (2 votes)
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Files: screen2_1.jpg / perplex.zip /

(726) Home ~ An old Cube 1 map of mine that some may still find fun

Twitch | 2007-07-15 18:37

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Cube | Deathmatch | Small (1-4)
Blurb One of my first Cube maps back in the day When CUBE 1 was still hop'n.
Screenshot
Get original file (95KB)
Detailed description

Cube Castle

By Twitch

Hello all, This is one of my first submits, so don't eat me. I love Cube
and I love Sauerbraten. I've been playing them for a long time now and
hope they will be around for even longer until the whole world bows to their
power! This is an old map of mine but i feel it still fun so...

One of my First Cube maps back in the day When CUBE 1 was still hop'n.
I know the lighting sucks, I don't have the time to fix it right
now. If you want to fix the lighting your self and re-post it feel free
to but you have to have my name on it still and say you only fixed the
lighting. Thanks for Playing my humble map.

Map file c_castle.zip (4.91 KB)
Rating
0
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Files: c_castless.jpg / c_castle.zip /

(725) Home ~ ac_UrbanCombat

Mile | 2007-07-15 16:54

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AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb This map is situated in a small part of town in the night. Map repaired with F-key :) I hope it is ok now
Screenshot
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Detailed description

Big filesize is only cause "galaxy skymap" from Deathstar is included.
Counterterrorists from RVSF finded out, where CLA terrorist are fortified. They made their way thru the wall of the CLA house, all on their positions for suprizing snake attack under the cover of the night...
I wish you to have a lot of frags, flags & fun on my map !!!!
|aCKa|Mile

Map file ac_UrbanCombat.zip (137.83 KB)
Rating
4
points
 (1 vote)
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Files: ac_urbancombat.jpg / ac_urbancombat.zip /

(723) Home ~ Conceptual Bunny Track for Cube 2.

conorkirk | 2007-07-15 05:13

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Cube 2 (Sauerbraten) | Capture
Blurb Concept for Cube 2 Bunny Tracks
Screenshot
Get original file (158KB)
Detailed description

TAKEN FROM BT-CONOR.TXT:

This is a small map that I made as a concept.

What this is is a Bunny Track for Sauerbraten.

Bunny Track (From Wikipedia):

"BunnyTrack - These maps start with CTF-BT- or BT-, a movement game where you must jump on blocks, shoot targets, dodge up ramps, dodge crushers, press switches, etc., if you fail once you usually fall in lava/slime and go back to the start, you must get to the end and capture the flags. Typically, maps feature a series of creative obstacles that test the player’s dexterity, skill, and thought process. Surviving obstacles sometimes requires problem solving; others involve precise aim combined with quickness and direction. Obstacles range in difficulty, as do the Bunny Track maps themselves. "

NOTE: A few things don't apply to my Bunny Track, as the Cube 2 engine doesn't support certain features that UT does (EX: dodging).

This map is just a CONCEPT, so don't expect any fancy lighting, texturing, or extremely detailed geometry.

You know when you have "capped" (Means captured, or Completed) this BT when you capture the base at the end.

This map IS possible, I have personally capped it.

Oh, and if you play BT on UT 99, then please let me know, I would like to join up :D

Map file Desktop.zip (800.6 KB)
Rating
0
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Files: bt-conor.png / desktop.zip /

(719) Home ~ Sam1

Samcalgon | 2007-07-13 12:55

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb My first ever map, egyptian themed 2 players Duel :)
Screenshot
Get original file (178KB)
Detailed description

Sam1 By Sam:

Here's my first ever map have fun on it !
(sorry i dont speak english very well, my description is short :P)

Size: Tiny (duel)
Players: 1v1 FFA(recommended)
Theme: Egyptian flying map :P
Weapons: All
Quad: Yes
Boost: Yes
Armors: Yes

Credits: Sam_calgon@hotmail.com (msn)
My other works: http://nilsn.deviantart.com

Map file Sam1 By Sam.zip (219.64 KB)
Rating
0
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Files: sam1.jpg / sam1-by-sam.zip /

(718) Home ~ Sam2

Samcalgon | 2007-07-13 12:33

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My second map (ever), egyptian/church themed 5-10 players, Deathmatch or Team Deathmatch :)
Screenshot
Get original file (256KB)
Detailed description

Sam2 By Sam:

Here's my second ever map, 3 days of work, have fun on it !
(sorry i dont speak english very well, my description is short :P)

Size: Large
Players: 2-8 FFA 4-10 TEAM (recommended)
Theme: Egyptian mixed with Goth inspirations
Weapons: All
Quad: Yes
Boost: Yes
Armors: Yes
Noobs: No, probably..

Credits: Sam_calgon@hotmail.com (msn)
My other works: http://nilsn.deviantart.com

Map file Sam2 By Sam.zip (1.03 MB)
Rating
10
points
 (2 votes)
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Files: sam2.jpg / sam2-by-sam.zip /

(717) Home ~ Movie Map Shader Test Map

MeatROme | 2007-07-11 18:35

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Cube 2 (Sauerbraten) | Small (1-4)
Blurb testing the proof-of-concept movie_shader posted by baby-rabbit on the forum
Screenshot
Get original file (49KB)
Detailed description

just for your viewing pleasure.
refer to the original thread

Map file movie_map_springSB.zip (2.56 KB)
Rating
30
points
 (9 votes)
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Files: movie_map.jpg / http://cubeengine.com/forum.php4?action=display_thread&thread_id=1451&start=0 / movie_map_springsb.zip /

(716) Home ~ 4b - Four Bases

MeatROme | 2007-07-09 18:27

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4) | Other License
Blurb Ithaqua needs to be stopped!
Screenshot
Get original file (116KB)
Detailed description

This is an alpha-release of my SP campaign "4b - Four Bases";
it is based on the post spring-release CVS of sauerbraten and will not work with the spring release!

It contains 4 maps for you to play;
I'm including a rather make-shift skybox texture - feel free to adapt and improve on it and send it to me to include in the next update (of course you'll get credit!).
The ZIP also includes a few extra textures I needed and a model (with variations on the skin) originally made by geartrooper and enhanced by makkE - thanks guys! (also for your beta-testing and constructive criticism).

Be sure to kick-off by reading the contained README_4b.html;
unpack the ZIP to your sauebraten CVS installation folder - nothing will be overwritten!

start playing by entering "sp 4b/0" ... preferrably directly after "skill 10"

Those of you that have played "sp bbb" from any of the last couple of Sauerbraten releases will recognize quite a bit of geometry ;) ... I promise, the next SP campaign - I'm currently already dreaming up - will have a new (and more elaborate style) ... but there's quite a bit of work that went into revamping the most bland bits and I definitely think you'll enjoy all the scripting aspects I've put in - feel free to adapt those to your own work!

Enjoy :)

Map file 4b_070709.zip (5.78 MB)
Rating
13
points
 (2 votes)
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Files: 4b_all_screenshot.jpg / 4b_070709.zip /

(715) Home ~ Caves

marcpullen | 2007-07-08 21:52

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Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Small (1-4) | Other License
*
*
Starred Content
Blurb A small village plagued by ancient vampires from deep within the caves.
Screenshot
Get original file (54KB)
Detailed description

I started this map about a month or two ago after watching the Blade movies back to back one weekend.

The general idea is you wake up in a small town, everything looks like it was recently in use, but no one can be found.

You wander around and find deep down in the caves an underground vampire "castle", and they must have just fed and are back in their coffins.

This map was not intended to run fast or with high FPS. It was designed to look "pretty". As such, I didn't add any weapons or ammo, no health or pickups.

Think of it as a demo map to see what the engine can do and how well (or poorly) your system can run it.

I added some custom sounds for wind and water effects, nothing fancy, and a custom song I wrote for the map that plays in a loop.

Load it up, wander around, and enjoy.

If you get stuck on any stairs or a non-flat surface, press E twice and you will bounce out of it. It looks like the engine doesn't handle some weird angles well and the player gets stuck.

---------------

Unzip all the files in this zip file in your Sauerbraten/packages/ folder with directory structure.

It will unzip the main map files in packages/base and the sound files in packages/sounds/fanatic/

---------------

Fix the blocking on curvey chains before running the game, and read more below for details on the map itself.

Modify your local file for the curve chain models to make them non-blocking:

[Sauerbraten install]\packages\models\tentus\chains\md2.cfg

...from:

mdlspec 100

...to:

mdlspec 100
mdlcollide 0

That will make the curve chain non-blocking. This is currently fixed in the CVS version, but not the current public release.

If you don't change it, you will have to jump over the bounding box of the curve chain in several areas, and won't be able to get past a few other areas.

Map file fanatic_caves.zip (12.34 MB)
Rating
259
points
 (29 votes)
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Files: fanatic_caves_screenshot.jpg / fanatic_caves.zip /

(713) Home ~ Strong

terlmann | 2007-07-07 17:42

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb fight over water in a breathless desert ruin.
Screenshot
Get original file (43KB)
Detailed description

designed for 1-6 players. email me : terlmann at yahoo dot com if you have info about making
.cgz files.

Map file terlmann.zip (187.67 KB)
Rating
24
points
 (7 votes)
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Files: screenshot_8.jpg / terlmann.zip /

(712) Home ~ ac_azu

Kraid | 2007-07-07 15:46

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Small (1-4)
Blurb Its a House...
Screenshot
Get original file (197KB)
Detailed description

Originally its made by Splash,
but he wants that I do it to quadropolis...

Map file ac_azu.cgz (3.66 KB)
Rating
14
points
 (2 votes)
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Files: ac_azu_image.png / ac_azu.cgz /

(711) Home ~ Sakrileg

apollo.ger | 2007-07-07 09:26

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AssaultCube | Singleplayer | Deathmatch | Huge (16-32)
Blurb a big church with underwater fun, hallway and many more
Screenshot
Get original file (58KB)
Detailed description

My 2nd map: A church with many different places (hallway, graveyard, underwater hall etc.)
Try it out

Map file ac_sakrileg.zip (8.47 KB)
Rating
6
points
 (1 vote)
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Files: screenshot_7.jpg / ac_sakrileg.zip /

(709) Home ~ Simple Crystal

tentus | 2007-07-02 14:02

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Cube 2 (Sauerbraten) | Content | All Platforms
Blurb A simple model of a rhombohedral crystal.
Screenshot
Get original file (93KB)
Detailed description

What you see is what you get. It's really simple, intended for one of fanatic's maps.

Mod file crystal_simple.zip (26.61 KB)
Rating
0
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Files: crystal.jpg / crystal_simple.zip /

(708) Home ~ Corruption

Kaiser | 2007-07-02 03:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Enemy forces have penetrated the outer defenses! - Update (5)
Screenshot
Get original file (78KB)
Detailed description

Not bad for another one of my 5 day builds. I must say I am overly pleased with the simplicity I tried to keep when making this map. Its size is a good bit smaller than others I have done and I feel this will work out greatly in FFA. Capture support will probably be added by the next update. One advantage I see this map has is that both people who like fighting in tight corridors and people who enjoy large open spaces will both be at home in here.

Update (1):
Added support for Capture, although this map isn't really designed with capture as its main purpose. Aside from that, some of the entities have been moved around. The elevator on the ground level now includes a jump pad to make the flow a bit better.

Update (2):
Suggested changes for clipping done. A few items have been moved slightly although the placement might still have changes to it in later updates. A few minor texturing fixes.

Update (3):
A few fixes to textures and geometry.

Update (4):
Small texture and clipping fixes. Big change is in the central area. There is now a trench running along the bottom and under a few parts of the map. Inside it are some pickups as well as a new spawn. I might add or move one of the bases to that location as it provides a nice strategic location.

Update (5):
Fixed the elevator to match the other jump pad locations as well as brightened up the trench. New screenshot added to show the map as it is now.

Map file corruption.zip (708.9 KB)
Rating
128
points
 (15 votes)
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Files: corruption_ss.jpg / corruption.zip /

(706) Home ~ Halo 2 Lockout MAP

onbsecret | 2007-06-30 08:40

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Halo 2 MAP Lockout for Sauerbraten
Screenshot
Get original file (41KB)
Detailed description

Finally i got a decent Remake of Halo's Lockout map.
same as my other post, anyone if free to modify it and improve it, the lighting isn't perfect and I'm on the task of getting the original Halo textures and Detailed Mapmopdels.

The call for helping souls, willing to remake some of our favorite Halo and Halo 2 maps, is still On.
-LS- contributed with a good start for Beavercreek, and im currently working on Warlock.

-Hope you guys enjoy-

Oh, and dont be soft on your comments Cuz i want to get this map to be really good someday, so i welcome feedback.
But keep in mind, if someone thinks its a lousy job, Help making it better.

Cheers Folks!!

Map file lockout.ogz (852.46 KB)
Rating
14
points
 (2 votes)
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Files: lockoutmod3_0.jpg / lockout_1.ogz /

(705) Home ~ INSTA 1on1 MAP

TCobi | 2007-06-30 07:51

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Instagib 1on1
Screenshot
Get original file (177KB)
Detailed description

This is a 1on1 map for Instagib.... only for Instagib

Map file obi.zip (262.67 KB)
Rating
4
points
 (2 votes)
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Files: screenshot_2247403.jpg / obi.zip /

(704) Home ~ Cube Mak 2 for sauer !!!!!

Destroyer | 2007-06-29 16:32

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb mak2 map of cube for sauer
Screenshot
Get original file (37KB)
Detailed description

This is the cube map Mak2 but made in Sauerbraten

Map file Mak2.zip (437.69 KB)
Rating
0
points
 (0 votes)
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Files: mak2.jpg / mak2.zip /

(699) Home ~ Redhot

Quin | 2007-06-28 10:40

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Cube 2 (Sauerbraten) | Conceptual | Deathmatch | Capture | Large (9-15)
Blurb In this lava pit you must fight or die, one wrong step and your soul will be condemned to the flames.
Screenshot
Get original file (182KB)
Detailed description

This is my first map and contains several experimental features using lava, particle fireballs, and pulse glowmapping.

Extract this archive into your Sauerbraten folder, and then to play type: /map redhot

You may freely distribute this map so long as you do not misrepresent it's origins, or modify any of the included files. If you wish to modify this map, please contact the author directly.

This map may only be used with Summer Edition or later, which contains the "lava" material for use in game.

This map, along with an ETZ containing waypoints for this map is in SauerMod's latest branch.

Update [v0.2] 14th August 2007:
* lighting/item tweaks
* lava level raised for more effective death

Map file redhot.zip (824.9 KB)
URL http://sourceforge.net/projects/sauermod
Rating
32
points
 (4 votes)
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Files: redhot_screenshot.jpg / http://sourceforge.net/project/sauermod / redhot.zip / http://sourceforge.net/projects/sauermod /

(698) Home ~ Egypto

Kraid | 2007-06-28 00:10

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Medium (5-8) | Creative Commons (BY-SA)
Blurb An Egypt singleplayer map
Screenshot
Get original file (388KB)
Detailed description

Its made by Kraid, -{ TT }-T$, SheeEttin
Have fun!

Map file egypto.ogz (372.89 KB)
Rating
46
points
 (6 votes)
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Files: egyptoimage.png / egypto.ogz /

(697) Home ~ FightNight

rocknrol | 2007-06-27 23:44

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small instagib map
Screenshot
Get original file (33KB)
Detailed description

This is a small instagib training map. I made it to have fun with some friends, but decided to upload it here, too. It´s for insta only and i hope you have some fun with it, too ;)

Map file fightnight.zip (957.15 KB)
Rating
0
points
 (1 vote)
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Files: fightnight.jpg / fightnight.zip /

(693) Home ~ TheBunkers - BETA

Anonymous | 2007-06-26 18:43

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Cube 2 (Sauerbraten) | Capture | Huge (16-32)
Blurb BETA version of my first, cool capture map
Screenshot
Get original file (0KB)
Detailed description

BETA version of this map is only for insta gib and capture (recommended).
BETA version of this map not have ammo enityies!

Map file TheBunkers-BETA.zip (2.72 MB)
Rating
14
points
 (2 votes)
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Files: screenshot_2.jpg / thebunkers-beta.zip /

(692) Home ~ Quad Fixes

Quin | 2007-06-27 09:18

News

Nieb: File size limit for uploading content has been fixed.

Quin: While I'm here learning drupal and php (all over again) so that I can make some changes to the site it feels appropriate to open the process to the public that uses this site, to make it the most useful it can be. You might notice the new "Recent content" now on the sidebar, which is the first and top priority module I'm currently working on.

So, what things would you guys find useful?

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Files: none

(690) Home ~ OgroTravel - Episode 1

Max of S2D | 2007-06-26 11:24

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Cube | Singleplayer
Blurb My last SP for Cube.
Screenshot
Get original file (77KB)
Detailed description

Extract into cube/packages/base/ , launch Cube, type /sp ogrotravel1 , and enjoy.

Travel trough a strange land, egypt, a factory, and more !

Episode 2 coming soon...

Map file ogrotravel1.zip (33.07 KB)
Rating
0
points
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Files: ot1.jpg / ogrotravel1.zip /

(689) Home ~ Rome

capncrunch | 2007-06-26 06:25

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb This map resides in the center of Ancient Rome.
Screenshot
Get original file (488KB)
Detailed description

This is my first ever map.

In the center of Rome, there lies a large ceremonial pool. This is possibly the only holy place in the city. Everywhere you look there is ruins, sniper towers, confusing mazes, and ancient buildings. With the RSVF flag in a building accessible by a maze, and the CLA flag in an ancient castle-style building surrounded by ruins and sniper spots, you'll have your work cut out for you trying to get the enemy's flag safely back to your own. These brick and stone streets will make you believe you're in Rome itself, thousands of years ago.

Map file rome.cgz.zip (7.42 KB)
Rating
0
points
 (0 votes)
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Files: rome-pic.png / rome.cgz.zip /

(688) Home ~ Swamp

capncrunch | 2007-06-26 06:09

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AssaultCube | CTF | Medium (5-8)
Blurb A swamp filled with trees to provide cover, water up to your waist, sniper spots, three main buildings, and a base on each side.
Screenshot
Get original file (268KB)
Detailed description

This is only my second map, so please be easy on the hate comments.

This medium sized swamp leaves you at natures mercy. With water up to your waist everywhere you go, trees surrounding you, dimly light ruins, and only three so-called "secure" areas in the swamp, you'll never be able to stand still without worrying about someone standing behind your back. A small wooden house is home to the RSVF flag, while the CLA flag resides in a cluster of ruins in the far corner of the swamp. You'll be in constant battle over the brick building in the middle, which has sniper spots and open windows for easy firing and protection at either side. Trees and small ruins of ancient houses will provide a small amount of protection in this creepy, dimly-lit swamp map.

Map file swamp.cgz.zip (5.04 KB)
Rating
12
points
 (4 votes)
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Files: swamp-pic.png / swamp.cgz.zip /

(687) Home ~ New Desert Village

apollo.ger | 2007-06-25 21:59

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AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb My 1st map; desert style
Screenshot
Get original file (102KB)
Detailed description

This map contains multiple houses and two water channels.
The team bases have red or blue light.

Map file ac_newdesert.zip (7.27 KB)
Rating
0
points
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Files: screenshot_47783.jpg / ac_newdesert.zip /

(686) Home ~ ac_dry

N0VA | 2007-06-25 20:06

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AssaultCube | CTF | Medium (5-8)
Blurb Desert themed. Medium size.
Screenshot
Get original file (64KB)
Detailed description

Designed for team modes. Works well with CTF. Contains a few underground passages. My 2nd map.

Map file ac_dry.cgz (5.09 KB)
Rating
6
points
 (1 vote)
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Files: pic4q.jpg / ac_dry.cgz /

(683) Home ~ The Academy

makkE | 2007-06-24 23:52

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small and fast duel map for insta and ffa.
Screenshot
Get original file (167KB)
Detailed description

A small map, coopedit of Nieb and makkE.
Creation time 7 hours. It was fun.
It´s a fast map. :)

Map file academy.zip (475.35 KB)
Rating
42
points
 (11 votes)
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Files: academy.jpg / academy.zip /

(682) Home ~ Colosseo-Capture

viruz | 2007-06-24 20:55

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Large (9-15)
Blurb Fight for your Honour in the colosseo
Screenshot
Get original file (397KB)
Detailed description

Story:
The ogres invaded rome. They saw the colosseo and couldnt resist, building a capture-map.

Version 1.0
standarts

Version 1.1
Healthboosts/Armors/more flags

Version 1.2
Some smaler changes and a screenshot
Downloadlink: http://www.file-upload.net/download-313638/colosc.zip.html

Features:
wide and high tunnels, you will never tough any Cover

Made by:
Viruz
>3ck!

Map file colos.zip (1.53 MB)
Rating
30
points
 (5 votes)
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Files: screen.png / colos.zip /

(679) Home ~ Castlegrounds

Cloud7654 | 2007-06-23 20:42

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb A ravaged old castle now serves as your battleground.
Screenshot
Get original file (341KB)
Detailed description

After a fierce war, all that remains of this once eloquent castle is a ravaged battleground. Fight your way through a bombed out building and destroyed castles to claim victory and take back your land.

This is my second ever map, and I couldn't come up with a good name for it. It's designed as a capture map, but it's also insta-compatible. The setting is an old castle-like area that has been wrecked by a war.

Map file castlegrounds.zip (498.27 KB)
Rating
0
points
 (1 vote)
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Files: castlegrounds.bmp / castlegrounds.zip /

(678) Home ~ Power Station

wotwot | 2007-06-23 09:51

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AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb Large map based on a power station, designed for CTF but also works on FFA.
Screenshot
Get original file (89KB)
Detailed description

Large map based on a power station, designed for CTF but also works on FFA.

Map file ac_power.zip (15.52 KB)
Rating
17
points
 (4 votes)
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Files: ac_power.jpg / ac_power.zip /

(677) Home ~ Park

viruz | 2007-06-23 09:41

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small insta map (3-6 Player)
Screenshot
Get original file (64KB)
Detailed description

Screenshots:
http://img404.imageshack.us/img404/2408/screenshot24355bf3.png
http://img404.imageshack.us/img404/4629/screenshot48972we2.png

A real small map in a Park, there are some ways and a tunnel.

enjoy it ;-)

Map file park.zip (334.99 KB)
Rating
2
points
 (1 vote)
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Files: screen_7.jpg / park.zip /

(675) Home ~ Serenity

Kaiser | 2007-06-21 19:31

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | Large (9-15)
Blurb Fight for your life as this peaceful mountain setting erupts in gunfire. - Update (4)
Screenshot
Get original file (158KB)
Detailed description

Here it is! A few people have seen the progress of this map and the results are in. I have spent a good amount of time working on this map and I must say I think it might just be my best on so far. The layout is fairly complex but quite manageable. There are multiple levels and areas of the map, each with its own unique style. The map is quite large... possibly bigger than paradigm and easily bigger than redemption, but it is still small enough for as little as 4-6 players.
Hope everyone enjoys this map :)

NOTE: Might have extra OS X files in it just ignore them.

Update(1):
Redid the item layout and worked on the clipping to make parts of the map work a little better.

Update(2):
Reworked quite a bit of the geometry to make some of the narrower parts a bit more accessible. Lighting has been changed slightly as well in some parts to make them a little brighter.

Update(3):
Clipping worked on and bases moved around a bit. A few minor texture fixes.

Update(4):
This is probably the last update. Last of the minor clipping issues I could see have been fixed and a few other small things as well.

Map file serenity.zip (1.51 MB)
Rating
50
points
 (6 votes)
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Files: serenity_ss.jpg / serenity.zip /

(673) Home ~ Tsunami Cove 1.2

DrMiracles | 2007-06-21 03:36

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Large (9-15)
Blurb Fight it out on this volcanic cove on the edge of disaster.
Screenshot
Get original file (176KB)
Detailed description

Update: Tried to use the new lava, but it crashes. I guess I cannot keep improving this map.

Original version 1 can still be downloaded here:
http://www.mediafire.com/?63bidwxdbrw

Story:
For some odd reason, time stands still in this usually sleepy cove as disaster encroaches. With an impending tsunami approaching and the volcano rumbling, you do what anyone would in this situation: have a knock-down-drag-out battle until old-man time gets his act together!

Map details:
6 flags for capture
Standard powerups for deathmatch
Big enough for eight to ten, but with four volcanic geysers to blow you all over the map, smaller groups can play too.

Map features:
Giant tsunami
Overturned freighter
Volcano
Lava chamber
No time!

To load map:
/map tsunami_cove

Developer notes:
This is my first attempt at mapping, so be kind:)
I tried to use the provided config, but my textures didn't show up, so I copied most of the default setting into my config. I don't really know specifically which textures my map uses, so I used the brute force method.

Making such an organic shaped terrain was a nightmare. The engine would flip out and "tear" some of the more extreme geometries at odd times. I had to repair theses glitches by hand, which was difficult/impossible. You can see some of the scars from this in areas. The heightmap doesn't work very well on established terrain, so I usually couldn't fix these areas with the smoothing. The inside of the lava-chamber took a long time because every square edge had to be rounded by hand.

My idea for this map was to use vertical water for a game-play element. So, tsunami was what I came up with. That naturally happens on a beach, so I added a volcano, which also gives a lot of game-play possibilities and cool areas. I just wish I could have lava, but I did my best to suggest it using particles, water, and lighting. Maybe its possible with water fog color and different water texture, but I didn't want to screw up my tsunami with orange color.

**I made quite a few changes to help playability. I would love feedback on how I can make it better, especially item placement.
UPDATE v1.1
Flatten beach
Move boat
Enlarged interior
Fixed terrain glitches
Added clips over some rougher terrain
Enlarge cave openings

Version 1.2
More clip to smooth things out
Enlarged some indoor areas
Fix more terrain glitches

Map file tsunami_cove_1_2.zip (4.51 MB)
Rating
34
points
 (6 votes)
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Files: tsunami_cove2.jpg / tsunami_cove_1_2.zip /

(672) Home ~ Oddworld

makkE | 2007-06-20 16:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Oddworld ported to Sauerbraten
Screenshot
Get original file (94KB)
Detailed description

A small duel map.
Have fun.

Map file oddworld.zip (222.85 KB)
Rating
8
points
 (7 votes)
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Files: odd.jpg / oddworld_1.zip /

(670) Home ~ Plusplex

makkE | 2007-06-17 14:35

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Modified version of The Complex
Screenshot
Get original file (73KB)
Detailed description

This version adds a few slight changes that change the gameplay quite a bit.
It´s not meant to replace the classic version, just an alternative.

It´s made with instagib 1on1 in mind, I think on ffa it might become a bit chaotic.
Have fun!!

Map file plusplex.zip (345.95 KB)
Rating
18
points
 (8 votes)
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Files: plusplex_scr.jpg / plusplex.zip /

(668) Home ~ Stone Ship

Masterwabbit | 2007-06-16 17:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Fight on a floating battleship of stone.
Screenshot
Get original file (28KB)
Detailed description

This is a battleship of stone. You can fight on it. What more do you need to know?

Map file StoneShip.zip (147.35 KB)
Rating
4
points
 (1 vote)
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Files: stoneship.jpg / stoneship.zip /

(667) Home ~ AssaultCube Real Sound Pack

xace | 2007-06-16 13:53

AssaultCube | Content | All Platforms
Blurb AssaultCube Real Sound Pack
Detailed description

***ENGLISH***
An AssaultCube mod that modifies the sounds for Gun, MTP-57, Grenade, A-ARD 10 Submachine gun, Precision Sniper Rifle

The Sounds are getting more real with this mod.

Sounds lifted from RomuStrike and SauerBraten.

README file included with the mod.

***FRANCAIS***
Un pack de sons pour assaultcube qui modifie le un, MTP-57, Grenade, A-ARD 10 Submachine gun, Precision Sniper Rifle

Les sons deviennent plus réels avec ce mod.

Sons recuperés de RomUstrike et SauerBraten.

fichier README inclus pour l'installation.

Mod file real sound pack.zip (435.23 KB)
Rating
0
points
 (0 votes)
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Files: real-sound-pack.zip /

(664) Home ~ Capture_night

tc-tux | 2007-06-14 17:16

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Cube 2 (Sauerbraten) | Included | Alpha | Capture | Large (9-15) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Capture_night: A litle Capture Map like Face-capture (red Base/blue Base) but mor running space and a litle bit darker...
Screenshot
Get original file (52KB)
Detailed description

Capture_night:
A litle Capture Map like Face-capture (red Base/blue Base) but mor running space and a litle bit darker.

Capture_Night is my first Capture map in Sauerbraten.
I hope it like it;)

mfg.
TUX

EDIT: 15.june.07
I have made an Update of the Map.
There was some Camper edges but I delettet them.

Map file Capture_night.zip (1.15 MB)
Rating
53
points
 (8 votes)
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Files: screen-capture_night.jpg / capture_night.zip /

(656) Home ~ Reactor

Anonymous | 2007-06-09 11:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb The Reactor (for free for all and insta gib)
Screenshot
Get original file (64KB)
Detailed description

The Reactor.
I included here ambient sounds!

Map file Reactor.zip (0 bytes)
Rating
0
points
 (1 vote)
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Files: screenshot_63172.jpg / reactor.zip /

(655) Home ~ Residence

Sharper | 2007-06-09 05:58

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AssaultCube | Deathmatch | CTF | Large (9-15)
Blurb The layout was Nova's idea, I made the pool, and basically outside of the house. Set the waterlevel to 0
Screenshot
Get original file (60KB)
Detailed description

Made by Nova and SharpShooter...was planning to make a super scale one, but after Nova abandoned the map, I couldn't bother to do it...still, it's like ac_depot with the entrance to the base...two ways with alternate passage on one way..Good with 8-10 players? (water may make it lag, so you might have to lower the waterlevel so it won't appear).

Map file coy.zip (4.4 KB)
Rating
0
points
 (1 vote)
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Files: tunnelsdry_0.jpg / coy.zip /

(653) Home ~ Tikal

SBmapmakers | 2007-06-08 01:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb There is one map so far in my package.
Screenshot
Get original file (31KB)
Detailed description

I am making a expansion and this is the first of the tikal series of the maps, there will be different series.

Map file tikal.ogz (83.69 KB)
Rating
2
points
 (1 vote)
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Files: tikal.jpg / tikal.ogz /

(652) Home ~ AssaultCube v0.93 is released

MeatROme | 2007-06-07 18:24

AssaultCube | News

The newest release of AssaultCube (formerly ActionCube).

ActionCube v0.93 is out - so view wiki FAQ and download AssaultCube v0.93,
then you can also take part in the first ever official AssaultCube "release Cup"

Files: none

(651) Home ~ c_Lea_Stadium June 2007 Mapping Contest

geartrooper | 2007-06-06 21:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture | Medium (5-8)
Blurb Fight your way through an ancient arena for control of the flags.
Screenshot
Get original file (214KB)
Detailed description

You are the main event in this ancient arena. Strategy and guts are needed for control of the flags. Echos of warriors past can still be heard in its halls.

Map file c_Lea_Stadium.zip (1.19 MB)
Rating
0
points
 (0 votes)
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Files: screen_6.jpg / c_lea_stadium.zip /

(650) Home ~ Paradigm

Kaiser | 2007-06-05 19:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Capture | Large (9-15)
Blurb Updated version of Paradigm
Screenshot
Get original file (88KB)
Detailed description

I took some time to clean up the sounds in paradigm so that it would run much better. Everything else is still the same in the map so no worries on gameplay. I made this a new post as the original is about 8 or 9 pages back in the history (basically no one looks there). All you need to do is replace the existing paradigm map with the new one. I made the zip on a Mac so there might be some extra OS X files in there. I can't figure out for the life of me how to get rid of them.

EDIT: Hurray for upload failures!
http://www.freewebs.com/familyguyofloathing/paradigm.zip

Map file paradigm.zip (1.58 MB)
Rating
10
points
 (1 vote)
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Files: screenshot_101574_0.jpg / http://www.freewebs.com/familyguyofloathing/paradigm.zip / paradigm_1.zip /

(649) Home ~ Crush Depth (for the June 2007 mapping competition)

Acord | 2007-06-03 16:09

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Deathmatch | Capture | Medium (5-8)
Blurb Crush Depth is a capture map for 4 - 10 players. Submitted for the June Mapping Competition.
Screenshot
Get original file (310KB)
Detailed description

Map Title: Crush Depth
Author: Acord(tonycord@gmail.com)
Date: 6/3/2007

Description:
------------
Crush Depth is a small, fast paced capture map for 4 - 10 players. There are three capture points, with two entries into each point. The map can also support the regular Sauerbraten DM/TeamDM game modes.

Instructions:
-------------
1. Extract the zip into Sauerbraten/packages directory
2. Open the console and type "map acord/crushdepth"
3. If you don't understand what I'm talking about, read the fine manual.

License:
--------
This map may be copied/redistributed and played by anyone, but may NOT be altered and redistributed without explicit consent from the author.

Map file crushdepth.zip (775.37 KB)
Rating
16
points
 (2 votes)
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Files: crushdepth.jpg / crushdepth.zip /

(648) Home ~ Time Travelling

Alex_of_cubefr | 2007-06-02 15:44

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Medium (5-8)
Blurb This is a new SP for Cube
Screenshot
Get original file (43KB)
Detailed description

The earth will be destructed by a star.
You have to travel in the time for find stone for
use a machine for destruct this star.

I haven't translated in English yet.

Map file Time Travelling.zip (89.91 KB)
Rating
7
points
 (2 votes)
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Files: quadro.jpg / time-travelling.zip /

(646) Home ~ Martian Base

conorkirk | 2007-05-31 13:58

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb An ancient base on mars
Screenshot
Get original file (134KB)
Detailed description

This is a quick map I did to see how a mars thing would turn out. This is supposed to be some sort of martian base, and since this doesn't have to be real, it has grass, and life. This map requires the newest CVS version of SauerBraten.

Map file Mars.zip (324.19 KB)
Rating
4
points
 (2 votes)
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Files: screenshot_45459.gif / mars.zip /

(645) Home ~ * Galaxy skybox *

Deathstar | 2007-05-28 11:24

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All Platforms
Blurb this is a galaxy skybox for Action Cube, Sauerbraten or cube
Screenshot
Get original file (133KB)
Detailed description

This is a galaxy skybox made by myself, for Action Cube, Sauerbraten or cube... read the readme file if you have problems or send message on acka website :)

Mod file galaxy (by deathstar).zip (121.39 KB)
Rating
33
points
 (5 votes)
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Files: skybox-galaxy.jpg / galaxy-(by-deathstar).zip /

(644) Home ~ Canal

Cloud7654 | 2007-05-28 05:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Simple, symetrical deathmatch map with a canal cutting it in half
Screenshot
Get original file (135KB)
Detailed description

This was the first map I ever tried to make look good and play well, so the texturing and lighting is pretty basic. It's pretty easy to get from Point A to B on Canal and my friends say they enjoy the map. Hopefully you will too. Enjoy!

PS: Try to find the hidden teleport, but be careful. =P

Map file canal.ogz.zip (151.25 KB)
Rating
0
points
 (0 votes)
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Files: canalscreenshot.png / canal.ogz.zip /

(643) Home ~ Missing Content

Nieb | 2007-05-27 20:59

News

Just FYI, any maps that are missing either the map-file or the screenshot will be taken of the site.

If your map file is larger then 2MB get a hold of me ("contact admins" link) and I'll manually upload the map for you. Till we can get the uploading fixed.

Your screenshots must be 640x480 under 1025kb and JPG, PNG or GIF format.

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Files: none

(642) Home ~ fy_grenade

Deathstar | 2007-05-27 10:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8)
Blurb this is a fast map with a lot of grenades, very funny when there are a lot of players :)
Screenshot
Get original file (78KB)
Detailed description

this is medium map in the snow, with 2 spawn... this is a grenades map, use weapons is not funny :( lol
enjoy :)

Map file fy_grenade (By aCKa clan).zip (4.54 KB)
Rating
0
points
 (2 votes)
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Files: fy_grenade.jpg / fy_grenade-(by-acka-clan).zip /

(641) Home ~ Home sweet home

beaarthursghost | 2007-05-27 05:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb Quick, fun SP map
Screenshot
Get original file (237KB)
Detailed description

My first map. I don't have a scroll (or a mouse, for that matter) so I had to improvise; if anything looks familiar, that's because I stole it. Regardless, it's a fun little map to do some sniping on. Here's the story-line, if it helps you suspend disbelief for the duration of the match:

After a long day at the ogro mines, you return home for a relaxing night of rearranging the sacks and vases scattered throughout your house, when you realize that all is not well: a local Baul (who is apparently 'connected') has sent his ogro henchmen to collect a small debt. How far will your ten rifle rounds go? Is someone in the shed? Who's in the pool? Despite these troubling questions, one thing is clear: it's time to take out the trash, baby!

Map file home.ogz (29.54 KB)
Rating
0
points
 (1 vote)
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Files: home.jpg / home.ogz /

(639) Home ~ Foundations

penner63 | 2007-05-27 00:16

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb A copy of the Halo 2 Map 'Foundations'.
Screenshot
Get original file (195KB)
Detailed description

It's not an exact copy of the map 'Foundations', but the it's mainly the same. I just added a little tunnel with a Jumppad. And don't judge it too hard ;) It's my first serious map.

Map file Foundations.ogz (82.15 KB)
Rating
4
points
 (2 votes)
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Files: foundations01.gif / foundations.ogz /

(635) Home ~ June 2007 Mapping Competition: "Capture Arena"

Quin | 2007-06-01 00:00

Cube 2 (Sauerbraten) | News

The mapping competition is under way, so get your 'E' key ready for some heavy lifting!

We're looking for some amazing capture maps that we can hopefully convince the Sauerbraten developers to include in the release. So come on, dazzle us with your mastery of geometry, finesse with lighting, and ingenuity with design.

Read on for the competition details. You will also want to read the Guidelines which apply to all competitions.

Jurors

The jurors will evaluate all maps entered into the competition according to Scoring and Judging guidelines. If you would like to participate in the jury please contact Quin. This month the jury will be:

Quin
Drakas
Parameters

The parameters highlight the goal of the competition, which counts towards the entrant's Achievement score. These must be followed, in addition to the General Rules contained in the Guidelines for all competitions.

The current Sauerbraten release is: Spring Edition.

The map theme is "Capture Arena", it can be any type of arena from any period of time, and be fictional or not.
The map may not be symmetrical in any way, except optionally the outline of the edge boundary (eg. the Colosseum had a symmetrical seating pattern surrounding the Arena, but of course it doesn't anymore).
The map must be large enough and able to accommodate for eight to ten players, but be small enough to allow four to six players to play comfortably on it.
The map must contain a minimum of three and a maximum of six bases (one of which must be located underwater), and be designed for capture, but playable in other game modes by adding at least one of each powerup (except the pistol) to the map.
The map config may optionally contain; a maximum of two additional detail textures (small textures used for outlines), and a maximum of two other textures (any type, one of which must be an 'autograss' variant of another texture used in the map), both sets of which must be picked from the textures included in the current Sauerbraten release.
The map config may optionally use 'mapmodelreset' and define new mapmodels with 'mmodel', which must be picked from the models included in the current Sauerbraten release.
The map config may also contain the following variables; fog, fogcolour, watercolour, waterfog, waterspec, grasswidth, grassheight
Config

The config entrants must use for their map is:

// June 2007 Mapping Competition Entry
// 'Map Name' by Author

loadsky "skyboxes/morning" // The selected skybox may be modified

materialreset

texture water "golgotha/water2.jpg" // The selected water texture may be modified
texture 1 "textures/waterfall.jpg" // The selected waterfall texture may be modified
texture 1 "textures/watern.jpg"
texture 1 "textures/waterdudv.jpg"

texturereset
setshader stdworld
texture 0 "skyboxes/morning_bk.jpg" // The selected texture may be modified to match the skybox

exec "packages/aftas/package.cfg"

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Files: none

(631) Home ~ Competition Guidelines

Quin | 2007-05-24 15:44

Cube 2 (Sauerbraten) | Guide

Entrants should follow the following guidelines for entries into the competition:

submit one entry only
have the submission marked as "Competition Entry" in "Release Status" of their node no later than 11:59pm GMT on the last day of the current quarter
use only the current release of the program you design your content for, if possible.
properly package the content by;
being properly lit, preferably with '/calclight 3' (for maps)
using '.zip' format only
naming files (including the zip) with lowercase letters only (the exception being an underscore)
having proper relative paths such as './packages/base'
including a 'name.jpg' screenshot at a resolution of 256x256 (for maps)
providing a 'name.txt' which includes;
information on the creator
the license it is released under
a description of the content
optionally any other information (story, etc. at entrants discretion)
properly release the map on Quadropolis by;
giving the submission a proper title, with capitalization
filling in all text fields (blurb, description) during submission
uploading a screenshot of the map at a resolution of 640x480
providing a file to download, or a link to where it can be downloaded
make screenshots without displaying any hud elements (hudgun, console, text) or editmode indicators whatsoever

If there is a conflict between the competition parameters and the rules laid out in the announcement, the announcement is said to take priority in that instance.

The total score will be taken by reading the star rating of entered maps node submissions on the 7th day of the month following the quarter, when the winner and scores will be announced.

Files: none

(630) Home ~ Dust2 for ActionCube

Nieb | 2007-05-23 18:24

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8)
Blurb dust2 from CS...
Screenshot
Get original file (86KB)
Detailed description

I started this a few weeks ago. I've been too busy to finish it, figured I'd release it anyway.

Map file dust2.zip (18.25 KB)
Rating
48
points
 (6 votes)
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Files: screenshot_279989.jpg / dust2.zip /

(629) Home ~ Quadropolis Mapping Contest scores are in!!

Nieb | 2007-05-22 21:39

Cube 2 (Sauerbraten) | News

After much delay, the scores are finally in.

Final Scores

Horror by Wotwot : 100 / 120 1st Our Winner!
Mayan Temple by Shadow :  69 / 120 2nd
Seclusion by Lonescourge :  66 / 120 3rd
Double by Alex_of_cubefr :  44 / 120 4th

Click Here to view the scoring details.


Quin agreed to take the place of Pxtl. He will also be the host of future mapping competitions on Quadropolis. He's already began to organize the next competition, so stay tuned for more details!

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Files: none

(628) Home ~ Maze Brawl

Ioxus | 2007-05-21 21:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb An Arena Map
Screenshot
Get original file (47KB)
Detailed description

A map that has a maze in the middle and platforms around the upper part of the map. Also ha s a tower that has a quaddamage o top of it

Map file M4Z3.zip (85.46 KB)
Rating
2
points
 (1 vote)
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Files: m4z3.jpg / m4z3.zip /

(627) Home ~ Galactic Warehouse

Maddog1906 | 2007-05-20 03:54

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A nice size deathmatch map
Detailed description

niced sized map for deathmatch like melt14. sorry i cant upload the picture

Map file Galactic Warehouse.zip (406.61 KB)
Rating
0
points
 (0 votes)
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Files: galactic-warehouse.zip /

(626) Home ~ Neuronentod

Ich | 2007-05-19 14:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small green wicked challening Deathmatch Map
Screenshot
Get original file (293KB)
Detailed description

Here is my first map done in Sauerbraten. Its not that good but its a good start in sauerbraten i think. Well its a very small map and you fall down easily. Without *.cfg

Map file Neuronentod.zip (212.13 KB)
Rating
0
points
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Files: screenshot_5847.jpg / neuronentod.zip /

(625) Home ~ Cosmos

SoraOblivion | 2007-05-19 05:57

Cube 2 (Sauerbraten) | Deathmatch
Blurb big as hell
Detailed description

waterfalls chambers tall ass buildings teleports

Map file base1.zip (295.76 KB)
Rating
0
points
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Files: base1.zip /

(624) Home ~ City Pool Version 1.5!!

FIGames | 2007-05-19 03:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Medium (5-8)
Blurb New version adds many new features!
Screenshot
Get original file (78KB)
Detailed description

Here is the newest version of City Pool!

Many new features had been added (thanks apflstrudl)!

New Features:
Beds were clipped so you can't walk through them.
Pond looks more natural
Jumppads removed for the diving boards
Changed ground textures for the Pool
Sloped the bottoms of the stairs for the apartments
Redesigned the waterslide
***Bonus!*** Botroutes for SauerMod!****

Hopefully this release will make it so this map is more enjoyable to play on.

Note! If you do not have SauerMod installed, you do not need the copy the "mod" directory into your sauerbraten folder!

Map file City Pool Version 1.5.zip (858.47 KB)
Rating
2
points
 (1 vote)
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Files: poolquadropolis.jpg / city-pool-version-1.5.zip /

(623) Home ~ 2084 - New G-UI

marvin2k | 2007-05-18 17:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms
Blurb New User Interface
Screenshot
Get original file (221KB)
Detailed description

Hello.

From now, all of my mod would named like 2084.
User Interface is:
-Atmosphere rounded type second versión.
-New UI, green aqua style, and icons.
-Sauer ICON, for mac (*.ICNS) windows (*.ICO) and Linux (*.PNG)--you must ad manually.
-New suer logo with cube engine.

enjoy!

Mod file 2084 GUI.zip (992.93 KB)
Rating
20
points
 (3 votes)
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Files: screen_1.gif / 2084-gui.zip /

(622) Home ~ Explosions pack by aCKa clan!

Deathstar | 2007-05-17 17:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | All Platforms
Blurb This is an explosions pack for action cube producted by aCKa clan...
Screenshot
Get original file (164KB)
Detailed description

this pack contains:
-10 explosions textures for you action cube.
-Help: "how to instal?"

:) enjoy

Mod file explosions pack (by aCKa clan).zip (131.35 KB)
Rating
18
points
 (4 votes)
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Files: explosions-pack.jpg / explosions-pack-(by-acka-clan).zip /

(621) Home ~ ac_castle (by aCKa clan)

Deathstar | 2007-05-16 09:23

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Huge (16-32)
Blurb this is the finnaly version of claclastle(by epuhi-japanese), the new name is ac_castle :)
Screenshot
Get original file (293KB)
Detailed description

Description:
It's a very big map, with castles, water, and lot of passages etc...
This ma is funny :)

Map History:
First, epudhi worked on clacastle map, he did some versions of it. But
deathstar and him thought the map was not finished.. they did some
modifications together, and did the final version.
Now the map is call ac_castle.

We worked a lot on this map, respect it please, thanks :)

Map file ac_castle (by aCKa clan).zip (12.02 KB)
Rating
0
points
 (0 votes)
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Files: ac_castle.jpg / ac_castle-(by-acka-clan).zip /

(620) Home ~ Redemption

Kaiser | 2007-05-16 03:50

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Deathmatch map based on a space facility - Updated again
Screenshot
Get original file (91KB)
Detailed description

This is a map that took me several days to make and I think the results are very pleasing. The design is fairly straightforward with players spawning around the outside of the map with the intention of most of the fighting taking place in the middle. Camping the spawn points is rather difficult due to the fact that they are almost all out of sight of one another and a player can quickly sneak in behind anyone camping the outer hallways. Hope everyone enjoys this map as much as I enjoyed building it.

Map file redemption.zip (797.22 KB)
Rating
0
points
 (0 votes)
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Files: redemption.jpg / redemption.zip /

(619) Home ~ Balk

Dioroxic | 2007-05-15 23:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A very boucny map.
Screenshot
Get original file (0KB)
Detailed description

Not a very serious map just a little fun to jump around and frag your friends. Map made by =LS=Dioroxic

Map file Balk.zip (20.85 KB)
Rating
2
points
 (1 vote)
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Files: screen.jpg / balk.zip /

(618) Home ~ Ocean View Skybox

Acord | 2007-05-15 22:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb An Oceanic Skybox
Screenshot
Get original file (131KB)
Detailed description

Another Skybox - loosely based around a request on the Sauer boards. Comments welcome!

Mod file AcordOcean.zip (851.74 KB)
Rating
42
points
 (5 votes)
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Files: sky3_scrn.jpg / acordocean.zip /

(617) Home ~ Apocalyptic Skybox

Acord | 2007-05-15 19:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb An apocalyptic skybox for Sauer
Screenshot
Get original file (129KB)
Detailed description

My first Sauer skybox - something for a little variation that doesn't have kilometers high mountains for a change. Red Mars sort of thing. Free to use, don't forget to give creds! Thanks.

Mod file acord.zip (1.24 MB)
Rating
0
points
 (0 votes)
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Files: sky1scrn.jpg / acord.zip /

(616) Home ~ 4 Base

Ioxus | 2007-05-15 02:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb A Nice Map For Instagib...Looks Nice
Screenshot
Get original file (64KB)
Detailed description

A Nice Instagib Map Made By =LS=I0xu5. Nice Lighting,Textures And Size. Enjoy

Map file 4base.rar (257.11 KB)
Rating
0
points
 (0 votes)
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Files: dfaf.jpg / 4base.rar /

(615) Home ~ Douze 41 A.D.

makkE | 2007-05-13 19:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Finally - Douze for Sauer !!
Screenshot
Get original file (73KB)
Detailed description

UPDATE (#2 !! sorry folks):

Due to clipping problems, a little update. And another.

http://makke.snieb.com/douze_beta-clip-update2.zip

This is only for the spring edition, the version in cvs is diffrent.

It´s now night themed and kinda roman/ancient.
It is mostly true to the cube version (I started this before there was "importcube"), .
The openings are all a tad wider, but that´s about all.

Item placement is a lot more sparse, with 1on1 in mind.
Sorry all fans of this map it took me so long.. I hope you like it.

IMPORTANT : When prompted to overwrite /tentus/chains/md2.cfg please do so.
All it does is unclip the chains. Otherwise you´ll bump into them occasionally.

Map file douze_beta-clip-update2.zip (22 bytes)
Rating
181
points
 (25 votes)
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Files: screen_1.jpg / douze_beta-clip-update2.zip /

(614) Home ~ Forest Fight

Ioxus | 2007-05-13 05:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A Map Set In A Forest...Multiple Entrances To Each Base.
Screenshot
Get original file (42KB)
Detailed description

This map is very dark underwater so youll have to kind of go by landmarks. Each base has 2 entrances. Enjoy. Made By =LS=

Rating
2
points
 (1 vote)
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Files: forest.jpg /

(613) Home ~ Combat Hall

Dioroxic | 2007-05-13 03:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Nice deathmatch arena.
Screenshot
Get original file (36KB)
Detailed description

A map from Metroid prime hunters for the Nintendo DS. Very fun and addictive. Map made by =LS=Dioroxic

Map file combathall.zip (81.52 KB)
Rating
0
points
 (0 votes)
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Files: combat-hall-screen.jpg / combathall.zip /

(610) Home ~ Dezert

Ripp3r | 2007-05-11 15:26

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb SP map for Sauer
Screenshot
Get original file (100KB)
Detailed description

My second SP map for Sauer. This time you're placed in small desert town ocupated by aliens.
To run map first extract this zip into packages/base folder of Sauerbraten. then pull down the console and enter "sp dezert" (without quotes).
Feel free to comment and rate it.

Map file dezert.zip (352.73 KB)
Rating
0
points
 (1 vote)
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Files: sauer_dezzert.jpg / dezert.zip /

(608) Home ~ NEW VERSION: ac_estate (By Deathstar)

Deathstar | 2007-05-08 19:50

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb This is the new version of ac_estate !!! read more...
Screenshot
Get original file (29KB)
Detailed description

==================================================================
NEW VERSION:
------------------------------------------------------------------------------------------------------------------
- No Lags (all big walls are with "F" key)
- No Bugs
- New mapmodels for the grass floor and the 2nd floor of the house.
- New light (+ red light in CLA spawn)
- more details
...
===================================================================
PLEASE DOWNLOAD THE NEW VERSION AND DELET THE OLD VERSION !!!!!!!!!
===================================================================
Description of the map:

A big garden with a big house (2 floor), the RVSF have to attack the
house... CLA have to counter them. and there are an undergound passage.

I wanted to do the same map like in Counter strike (cs_estate) but for
Assault cube, it's not really the same map... I changed some things.

I worked a lot on this map, respect it please, thanks :)

Map file ac_estate(v2).zip (28.51 KB)
Rating
6
points
 (1 vote)
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Files: screen_13.jpg / ac_estate(v2).zip /

(607) Home ~ Village Arena

Mayhem | 2007-05-08 08:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb An arena suitable for deathmatch or capture
Screenshot
Get original file (136KB)
Detailed description

This is a busy, multi-leveled arena.
Birds are singing, the breeze is refreshing, couldn't be a nicer day to frag someone.

Thanx to mIscreant and PunDit for their help getting this ready for release.
Thanx to Nieb for uploading it.

Map file villagearena.zip (22 bytes)
Rating
0
points
 (1 vote)
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Files: villagearena.jpg / villagearena.zip /

(602) Home ~ Cntst1_Fort

Snowy18 | 2007-05-01 12:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A Fort made for Instagib
Screenshot
Get original file (36KB)
Detailed description

A fort made for instagib u can play ffa in it but then u must use a rifle..

Map file Cntst1_fort.rar (418.28 KB)
Rating
0
points
 (1 vote)
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Files: sauershot2.jpg / cntst1_fort.rar /

(600) Home ~ contest 1: Mayan temple

shadow | 2007-05-01 04:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb my entry into the first official sauer contest
Screenshot
Get original file (45KB)
Detailed description

Thanks to Quin and Geartrooper for helping me finish this bad boy in time ;)

Map file contest1 kh.zip (854.31 KB)
Rating
0
points
 (0 votes)
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Files: contest1.jpg / contest1-kh.zip /

(599) Home ~ Space Station !

Destroyer | 2007-04-30 15:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Capture
Blurb Capture map in space
Screenshot
Get original file (44KB)
Detailed description

Capture map in space with platforms and a station on middle

Map file SpaceStation.zip (469.22 KB)
Rating
0
points
 (0 votes)
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Files: spacestation.jpg / spacestation.zip /

(598) Home ~ TrenchWarfare2 By SharpShooter

Sharper | 2007-04-30 13:44

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Huge (16-32)
Blurb A lot of people liked this so much, I think it deserved attention
Screenshot
Get original file (64KB)
Detailed description

So many people liked it with TDM, especially with huge or superscale amount of people. Not too much details, so it won't lagg for superscale. It's really fun throwing grenades overhead and dodging enemy grenades at the same time, about 7 lol (if more than 10 people are present)

I can understand if all of you graphical paranoids hate it because it's simply boring textures, but for GODS SAKE, play in one of them and you might enjoy them, instead of judging it from the screenshot etc.

Map file TrenchWarfare2.cgz (1.14 KB)
Rating
0
points
 (0 votes)
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Files: trenchwarfare2.jpg / trenchwarfare2.cgz /

(597) Home ~ RuinedFortifications By SharpShooter

Sharper | 2007-04-30 13:41

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Large (9-15)
Blurb Dunno...ppl liked it
Screenshot
Get original file (44KB)
Detailed description

I kinda think it sucks, but ppl liked it so...I'm posting it here nways

Map file RuinedFortifications.cgz (3.22 KB)
Rating
0
points
 (0 votes)
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Files: ruinedfortifications.jpg / ruinedfortifications.cgz /

(596) Home ~ ac_Flood By SharpShooter

Sharper | 2007-04-30 13:21

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Large (9-15)
Blurb Excellent for tosok..it's just a map for one person to shoot another person in forts...
Screenshot
Get original file (71KB)
Detailed description

It's not the details that count, its the playability. Btw, if you think this map sucks because it doesn't have the 'details' to make it so realistic, then make it yourself, with this map as base. Seriously, maps are about playability and ideas...not making it so realistic it lags. No one bothers to look at details while being shot at anyway.

Map file ac_Flood.cgz (1.94 KB)
Rating
0
points
 (1 vote)
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Files: flood.jpg / ac_flood.cgz /

(595) Home ~ NOT FOR THE FAINT HEARTED Labyrinth By SharpShooter (Also called CanYouGetOutAlive)

Sharper | 2007-04-30 13:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Huge (16-32)
Blurb A complete maze, with only one exit to the top...can you make it?
Screenshot
Get original file (72KB)
Detailed description

Many death traps included! Don't fall, or you are going to have to suicide :D

It makes you despeate, this map, specially if you keep going over the same place again and again. Not for the faint hearted. It would make you claustrophobic.

A excellent death match map, by the way. The more people, the better; if they are not laggy.

Construction time: 2 hours
Idea forming time: 1 hours

Map file Labyrinth.cgz (2.4 KB)
Rating
2
points
 (1 vote)
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Files: labyrinth.jpg / labyrinth.cgz /

(594) Home ~ Under_Construction_Bridge By SharpShooter

Sharper | 2007-04-30 13:07

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb A experimental map for now...
Screenshot
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Detailed description

This map is kind of finished, I would use improvements and suggestions to make it better...so keep giving me suggestions! Also, I'm planning on making a underwater Tunnel, through the armor respawn at the well.

Map file Bridge.cgz (2.65 KB)
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Files: bridge.jpg / bridge.cgz /

(593) Home ~ TunnelsDry By SharpShooter (Water Version Avaliable)

Sharper | 2007-04-30 05:52

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AssaultCube | CTF | Medium (5-8)
Blurb Playing with ideas...
Screenshot
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Detailed description

I'm only playing with ideas, this IS NOT finished. I need help on what to do next...make it subway based, have it a under construction tunnels....can you guys suggest, after viewing the map? And yes, I would change the wall using No. Pad 7 and 4...I just need help, I'm trying to get rid of these maps with a good rating. Also want to finish them...very complicated, but nway need suggestions

Posting here is also to keep people from pirating my maps...

Map file TunnelsDry.cgz (2.32 KB)
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Files: tunnelsdry.jpg / tunnelsdry.cgz /

(591) Home ~ Contest1_seclusion

lonescourge | 2007-04-29 22:07

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb A small walled village surrounded by mountains. My entry for the mapping contest.
Screenshot
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Detailed description

Ok, so this is my entry for the mapping contest here, and also my first ever released map. I've been playing around with the engine, learning to use the editing system for some months now so I feel like it's a pretty good map.

This map is a small walled village with 4 buildings, a tower, and a sewar system. The buildings have limited interiors, so that they are not too complex for deathmatch, but more than just scenery. I plan on relreasing this map with more varied textures after the contest, and also replacing the pickups. I'm not very good with the pick-ups so any sugestions here would be much appreciated. I'm not sure if I put too much amo or too little. I tried to use almost every texture available, while still keeping a clear theme for the map. I hope you enjoy this map.

Map file Contest1_seclusion.zip (551.15 KB)
Rating
16
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Files: contest1_seclusion.jpg / contest1_seclusion.zip /

(590) Home ~ Chemlab

olid | 2007-04-29 18:54

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Smallish DM for strategic vertical DM action (view for link to download)
Screenshot
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Detailed description

My first map for Sauerbraten, based on a map I made for the original Quake years ago. Smallish map best played with 2-6 players although its got enough spawns and can handle loads more. With fewer numbers theres lots of room for strategy, sneaking about and maintaining total domination of the map!

I can't seem to upload the map, so get it here...http://www.asdkjhasdjfs.com/chemlab.zip

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Files: screeny.jpg /

(589) Home ~ Odejoy - Spring release.

Sauce | 2007-04-29 17:45

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Fast paced dm map.
Screenshot
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Detailed description

April, 29th 2007
----------------

This is the newest release of my first map odejoy. I updated it for the spring release.
I added autograss that was avaible in the newest release. Also I fixed the playerstarts, you
no longer face any walls when you spawn. I also fixed a bunch of other random problems. I seperated
the capture feature from the original odejoy map because I needed to erase things to insert the bases
correctly. It did not seem logical to have a quad and a base side by side. I also added an odejoyb;
rocknroll suggested putting a ledge instead of the jumppad to get the quad, but I like it the other
way. So I wanted to give everyone the best of both worlds. This map has evolved alot since it's
original creation in 2002. I really hope this make can eventually meet the standards of a future
release. I am still working on other maps, so this is not my only chance. But the layout in this
map is sensational, to me. Enjoy!

Installation
------------

To install the map and get it to run on Sauerbraten(Cube 2), you must first extract
odejoy.ogz,odejoy.cfg,odejoy_c.ogz,odejoy_c.cfg,odejoyb.ogz and odejoyb.cfg into the
Sauerbraten/packages/base folder. Once you have these files in the base directory, just type
/map odejoy.

Map Summary
-----------

This map is a medium size multyplayer map which was originally created in Cube, but later
transfered into Sauerbraten. This is my very first map for Sauerbraten, and I plan on making many
more. This map works best with numbers between 2 and 7. Higher numbers then that, the map tends to
get crowded, but still is a tun of fun. The map is fast paced, and packed with strategical possibilities.

Map file odejoy.zip (421.88 KB)
Rating
14
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Files: odejoy.jpg / odejoy.zip /

(587) Home ~ Sauerbraten SVG Icon

punx69 | 2007-04-29 00:27

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Cube 2 (Sauerbraten) | All Platforms
Blurb An Originallike SVG Icon
Screenshot
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Detailed description

note: On KDE3 you must extract thist to png because KDE3 does not support Inkscape's Blur filter

you can use this command to export this to png(inkscape must be Installed):

inkscape Zeichnung.svgz --export-width=128 --export-height=128 --export-png="sauerbraten.png"

License is PD do whatever you want

Mod file Zeichnung.tar.gz (2.26 KB)
Rating
18
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Files: sauerbraten.png / zeichnung.tar.gz /

(586) Home ~ Mansion by RADIUM-V

RADIUM-V | 2007-04-28 20:46

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb The Mansion is a big, detailed house with many secrets and other goodies.
Screenshot
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Detailed description

I've been working on this map for a long time. It is a mansion, with plenty of rooms, and plenty of secrets. It isn't finished yet, but I will post the final product soon. Consider this a beta - most everything planned is there, except for a few key items and a few things to work out.

Map file mansion.zip (573.48 KB)
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Files: mansion_1.jpg / mansion.zip /

(584) Home ~ ArenaX for Insta gib and free for all

Anonymous | 2007-04-28 13:35

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb ArenaX
Screenshot
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Detailed description

...?

Map file ArenaX.zip (970.84 KB)
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Files: screenshot_0.jpg / arenax.zip /

(583) Home ~ Fragginmaze

elisantiago | 2007-04-27 12:29

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Cube 2 (Sauerbraten) | Deathmatch | Huge (16-32)
Blurb My map is a maze, much corridors, and hiding spots.
Screenshot
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Detailed description

Well, I was really thinking in a big game(like +16 players), and how in most of those games... you(lol, I mean noobs like me) get killed too quick, and never have a chance to even grab some ammo, fight may occur in any place, and also... I made some interesting water portal(tunnel). I just want some one to grab it and fill it with players, it would be great.

Map file Fragginmaze.zip (8.3 KB)
Rating
8
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Files: picture-1.png / fragginmaze.zip /

(580) Home ~ Cube Legends Archive Edition

tentus | 2007-04-25 23:11

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Cube | Standalone | All Platforms | Other License
Blurb The archive of CL from it's very last moment
Screenshot
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Detailed description

This is the archive I kept of Cube Legends when I stopped working on it. (see this thread for details) It is unfinished, and there are no plans of me finishing what I begun. This means some maps are sitting around half-baked, one of the guns is not fully skinned, and the docs are not up to date, etc. Nothing has changed since 04/05/2006.

As is the case with all my Cube material, anyone can pick this up and edit it, revise it, republish it, so long as I don't get bothered by it.

URL http://sourceforge.net/projects/bloodfrontier/files/Vault/Cube%20Legends/cl.zip/download
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12
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Files: cl_logo.gif / http://cubeengine.com/forum.php4?action=display_thread&thread_id=550 / http://sourceforge.net/projects/bloodfrontier/files/Vault/Cube%20Legends/cl.zip/download /

(579) Home ~ The Horror of the Heights UPDATED - 25.5.2007

wotwot | 2007-04-25 19:55

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Medium-sized FFA- and insta-map.
Screenshot
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Detailed description

Medium-sized map utilizing vertical gameplay. Ment for FFA and insta. I made this map for the mapping contest so that´s why the horrible skybox! :D I think I´ll change that after the contest. The name is taken from one of Arthur Conan Doyles novels. ;)

Thanks for Drakas, Miki, hamZta, Rasputin, damfro^, Squat and everyone else(sorry, can´t remember) who gave me feedback and tested this map.

UPDATED - 26.4.2007
Swapped places of Quad and yellow armor.

UPDATED - 23.5.2007
Now that the competition is over I changed the filename and the skybox and added normal-, height- and diffusemaps for the textures.

UPDATED - 25.5.2007
Now the right file has been uploaded to Quadropolis, so you can download the map as normal. KillHour gave me some tips about lighting and environment maps so those have been changed, thanks for him. Thanks for Nieb for letting me know about the error in normal-maps, it has been fixed now.

Map file js_horror.zip (22 bytes)
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2
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Files: horror_env.jpg / js_horror.zip /

(577) Home ~ tc_cage

schmutzwurst | 2007-04-24 17:05

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Large (9-15)
Blurb 5-base capture map by }TC{shmutzwurst
Screenshot
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Detailed description

place tc_cage.ogz and tc_cage.cfg in your "base" folder in the "packages" folder within sauerbraten.

easy to understand map, b/c symmetric design, but nevertheless much fun (as far as we tested)... playable in ffa, insta and capture but designed for capture. have fun!

Map file tc_cage.zip (1.28 MB)
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Files: tc_cage.jpg / tc_cage.zip /

(576) Home ~ Madness

Kal | 2007-04-21 03:27

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A large rectangular map where the walls are climbable
Screenshot
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Detailed description

This is a pretty unusual map that adds another dimension of play to Sauerbraten.
The walls are ladders most of the way up, so at least half of the fighting is done on almost vertical walls, which adds a lot to the gameplay. There is 1 quad, no healhboost, and lots of ammo and armour. It's a pretty loaded arena. It's also extremely fun for insta, because you don't just have horizontal fighting, you have people crawling all over the walls. Or rather, flying all over them, since you can move up the walls very quickly.

Map file madness.zip (237.66 KB)
Rating
4
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Files: madness.jpg / madness.zip /

(575) Home ~ Split

Kal | 2007-04-21 03:19

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small map good for FFA or Insta.
Screenshot
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Detailed description

My first map, built in about 10 hours. It's good for small insta or ffa games.

EDIT:
Changes: I got rid of the 2 dead ends by connecting them. I also made the yellow armour a little easier to access. It was annoying me when I tried to get it before.

Map file split.zip (176.02 KB)
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Files: split.jpg / split.zip /

(574) Home ~ Destroyer

Destroyer | 2007-04-20 01:43

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Cube 2 (Sauerbraten) | Deathmatch
Blurb Little map on the mountains
Screenshot
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Detailed description

That's a map i have fully made

Map file Destroyer].zip (296.59 KB)
Rating
6
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Files: screenshot_27285.jpg / destroyer].zip /

(573) Home ~ Nebulous

mIscreant | 2007-04-19 03:13

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A sci-fi map for deathmatch or capture.
Screenshot
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Detailed description

I've had this map in the works for a loooong time, but didn't get a chance to work on it more until lately. It's a space themed map for deathmatch or capture, probably better for smaller numbers of players (4-8).

Map file nebulous.zip (1.27 MB)
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Files: screenshot_46617.jpg / nebulous.zip /

(571) Home ~ Game Controller Support

dbox | 2007-04-18 15:47

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Cube 2 (Sauerbraten) | Windows
Blurb Play sauerbraten console-style with your game controller of choice...
Screenshot
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Detailed description

Just for kicks I thought I would see if I could set up game controller support for Sauerbraten. I know most serious PC gamers would never dream of giving up the mouse. Personally, I sometimes get tired of being hunched over the computer and find it relaxing to sit back on the couch and play console-style. So if you've got a pc game controller with at least one stick (preferably analog) on it you might give this a shot.

UPDATE: 04/23/2007 - Changed the joystick configuration menus to use some of sauer's new gui features (e.g. sliders, checkboxes, etc.). This makes the configuration screen a little more intuitive and reduced the number of sub-menus I needed.



Setup
The following steps will install the game controller support. The files are installed along side the existing sauerbraten files and will not affect the ability to play the unmodified original game.

STEP 1: Backup the data/keymap.cfg file if you want to keep the original
(the changes are additive and will not affect the original game)
STEP 2: Extract this archive into your Sauerbraten directory.
STEP 3: Execute the sauerjoy.bat file.
STEP 4: Configure your controller by typing "/joymenu" in-game (without quotes)



Menu Configuration
Users can now configure game controllers using the intuitive menu-driven interface. Simply type /joymenu in-game to see the following menu:

Show Menu

From this menu you can configure all of the joystick settings. I recommend that you first set show events to yes before setting the other properties. This will cause the joystick events to be displayed in the console as buttons are pressed or axes are moved. This should help when deciding which button, pad or axis to use with each setting or action.

For any who might have been familiar with previous versions of this mod, Sauerbraten's new 3d menus have allowed me to implement some new features. There is a now a new setting, "emulate mouse", which will map a joystick button to mouse clicks. This is useful for using the game controller to select menu options, so you don't have to keep switching between mouse and game controller while you're playing.



How it works:
This section is here for those who might be interested in doing custom scripting, or interested in how the code works. If you aren't interested in this, you might just want to skip down to the Disclaimer section.
Basically, I took the approach that I would intercept joystick events and translate them into sauerbraten keypress events. This allows joystick events to be "bound" to actions like you would any other keyboard or mouse event.

Config File Settings
The following new variables have been defined to configure the joystick. Once set, they will be automatically placed in the autoexec.cfg. The joystick can be completely configured using the dynamic menus.

joyfovxaxis / joyfovyaxis
This setting specifies which stick should control the field of view (what the mouse does for you now). Each stick has a horizontal and a vertical axis. Each axis is numbered starting with 1. So, for example, on my controller, which is very similar to the one pictured above, if I wanted the use the left stick the settings would be:

joyfovxaxis 1
joyfovyaxis 2

or

joyfovxaxis 2
joyfovyaxis 1

depending on how your controller numbers the axes.

If you wanted to use the right one (recommended) the settings would be:

joyfovxaxis 3
joyfovyaxis 4

or

joyfovxaxis 3
joyfovyaxis 4


joyfovinvert
Specifies how the stick controls your field of view. If set to 0 you will look in the direction you press on the stick. If set to 1 (inverted) the control works like a flight simulator: pull back on the stick to nose up, push forward to nose down. This is the default.

joyaxisminmove
This property sets up the minimum amount of movement that is required to trigger an event when binding axis movements to actions. The range for this setting is 1-30. If set to 1 you basically just have to breath hard on the stick and it will trigger the event. If set to 30 you'll have to push it practically to the edge. The default is 8.

joysensitivity
This is the property you'll probably end up tweaking the most. On certain maps where you're getting really low fps you might need to bump this up a bit. The range for this setting is 1-10 where 1 is the least sensitive and 10 is the most. Remember, these values can be set from within the game. Just type /joysensitivity n at the console to bump the sensitivity up or down, or better yet, create an alias and map this to a couple of your joystick buttons. (See the response below titled "Joystick Sensitivity Script" for an example of how to do this.)

joyshowevents
This property is meant to be used when configuring your game controller. When joyshowevents is set to 1, all joystick events will be displayed in the console. This will help you determine which button to use when binding actions to the joystick, as well as which axis to use for movement and field of view control.

For example, if you want to use a certain button to fire your gun, press that button and you will see something like this displayed in the console:

JOYBUTTON7: DOWN
JOYBUTTON7: UP

You can then bind that button from within the game by typing:

/bind JOYBUTTON7 [attack]

(Binding joystick events is discussed further in the next section.)

This is also useful for configuring the field of view axis. In this case you just move the axis to the left and right and then up and down. This will display which axes are being moved which you can use to set the joyfovxaxis and joyfovyaxis values.

Binding Joystick Events
There are currently three types of joystick events you can bind to actions:

Binding Buttons
I've left space for up to 20 joystick buttons that can be bound to the action of your choice. For example, I wanted to map "attack/shoot" to my right trigger finger button, and "jump" to the trigger finger on the left. On my controller the right trigger button is button 8 and the left trigger button is button 7, so I added the following lines to my autoexec.cfg file:

bind "JOYBUTTON8" [attack]
bind "JOYBUTTON7" [jump]


Binding Stick Movements
I've left space for up to 5 sticks (10 total axes) that can be bound to actions. I wanted to use the left stick to control my movement: push forward on the stick to move forward, back to move backward, right and left to strafe. So, I added the following lines:

bind "JOYAXIS1MIN" [left]
bind "JOYAXIS1MAX" [right]
bind "JOYAXIS2MIN" [forward]
bind "JOYAXIS2MAX" [backward]


Binding Pad Movements
Some controllers, like the one in the picture above, have those little up/down/left/right "pad" or "hat" controls. In the picture above I have up mapped to zoom-in and down mapped to zoom-out. The binding for that would look like this:

bind "JOYHAT1NORTH" [fov 15; crosshairsize 50]
bind "JOYHAT1SOUTH" [fov 110; crosshairsize 22]

You could also use that pad for controlling your movement. That would look like this:

bind "JOYHAT1NORTH" [forward]
bind "JOYHAT1NE" [forward; right]
bind "JOYHAT1EAST" [right]
bind "JOYHAT1SE" [backward; right]
bind "JOYHAT1SOUTH" [backward]
bind "JOYHAT1SW" [backward; left]
bind "JOYHAT1WEST" [left]
bind "JOYHAT1NW" [forward; left]




Disclaimers:

This is built from the 2007-04-13 spring edition of Sauerbraten.
This works for all(2) of my controllers. I do not know if it will work for you. (Please try it out and let me know.)
If your game controller does not have at least one stick, this will not work.
This supports only one game controller. If you have more than one connected, I'm just going to take the first one I find.
If no game controller is recognized, or the game controller cannot be initialized for whatever reason there will be no notification, sauerbraten will just load as normal.
I have not tried this on linux yet.
Note to Cube Players: I have discontinued including updates for the Cube code and executables. You can still get it here. If there was enough interest in the Cube/ActionCube community, I would consider continuing Cube support.

Let me know what you think. I would appreciate any and all feedback.

- dbox

Mod file sauerjoy.zip (264.16 KB)
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Files: controller_0.jpg / http://farm1.static.flickr.com/230/470440955_6bf5ac96f3.jpg?v=0 / sauerjoy_1.zip /

(570) Home ~ PX2657

mitto_mors | 2007-04-17 10:33

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Cube 2 (Sauerbraten)
Blurb An Egyptian themed Map for Sauerbraten
Screenshot
Get original file (50KB)
Detailed description

Well This is my first map and i dont think it's fully finished. I would like some hints and tips with pickup placement so i thought post it here :). The screenshot shows the outside but there is also inside the pyramid where there are a couple of secret passage ways to find.

I will eventually make this a singleplayer map and a ctf map with extra areas and teleports. At the moment i think it will be best suited for FFA and instagib and maybe some dmsp as i had fun with that. Enjoy for now.

[Edit] Fixed zip file as per request, now is all lower case and kept folder structure, feel free to contact me on msn messenger, i would appreciate any input i can get, especially ammo placement lol. Thanx :)

Map file px2657.zip (610.56 KB)
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Files: px2657_prev.jpg / px2657.zip /

(569) Home ~ M2k Glider

marvin2k | 2007-04-16 19:00

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Cube 2 (Sauerbraten) | All Platforms
Blurb granade glider
Screenshot
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Detailed description

Ci-Fi glider weapon.

ok, this is the last weapon, but, first to make a final complilation. i will fix bug of all of it, and made improvements. Please send me your suggestions.

to instal unzip and localize original sauer and replace with the new.
thanks.

Mod file m2k glider.zip (753.1 KB)
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Files: glider.gif / m2k-glider.zip /

(565) Home ~ Kill Arena

OnceAmbitiousOne | 2007-04-15 23:50

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb The original map complex expanded.
Screenshot
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Detailed description

This was my first map I ever edited and just kept adding things to. It is a big map with lots of room. My friends and I have been playing it on a LAN and i decided to upload it here so people can play it online. It is a very fun deathmatch map.

Have fun with it and look for my map I'm currently working on soon! As of now it is called House Of Pain and is a castle with multiple floors and an underwater part too.

Map file killarena.zip (435.42 KB)
Rating
2
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Files: killarena.jpg / killarena.zip /

(564) Home ~ Doom 2 - Entryway

Ripp3r | 2007-04-15 09:00

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Cube 2 (Sauerbraten) | Singleplayer
Blurb Doom 2 map remake for Sauerbraten
Screenshot
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Detailed description

My remake of Doom 2 first map. Contains even music from Doom 2 and 1 secret with original logo.
I was making this map for 2 days and I can say it's good. Old players will remember music and design. To run the map pull down the console with ¸ and type: "sp entryway" (without quotes).
You can freely comment and post when you find a secret.

Map file entryway_doom.zip (474.94 KB)
Rating
12
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Files: entryway_01.jpg / entryway_doom.zip /

(562) Home ~ Capture Valley

Nieb | 2007-04-15 00:41

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Cube 2 (Sauerbraten) | Included | Alpha | Capture | Large (9-15) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb The result of a random Coopedit...
Screenshot
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Detailed description

The result of a random Coopedit...

By: Nieb, Wa! & Zorro

Map file c_valley_v11.zip (569.24 KB)
Rating
65
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Files: screenshot_99836.jpg / c_valley_v11.zip /

(561) Home ~ Texture pack

conorkirk | 2007-04-14 07:17

Content | All Platforms
Blurb A few new textures for AC/Cube/Sauer
Detailed description

I took some textures and reworked them in Photoshop 7.0, and voila! A small texture pack!

Some of these include heightmaps.

Mod file conor.zip (1.48 MB)
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Files: conor.zip /

(558) Home ~ Memico

Mile | 2007-04-11 14:52

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AssaultCube | Deathmatch | Capture | CTF | Large (9-15)
Blurb My first map : there are 5 ways you can go - also uderground(with or without water)- bugs fixed
Screenshot
Get original file (218KB)
Detailed description

This map was uploaded here once, but it was having some bugs. Here they are fixed (I hope all of them :) ). Any suggestions to make it better invited. Enjoy & have fun

Map file Memico.zip (3.61 KB)
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Files: memico-pub_0.jpg / memico_0.zip /

(556) Home ~ new version of: ac_inka

Deathstar | 2007-04-10 21:05

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AssaultCube | Capture | Large (9-15)
Blurb A map in south america, with the secret city of inka! delet the old versione there were a problem
Screenshot
Get original file (308KB)
Detailed description

2spawn, one outdoor, little beach and a waterfall... one in a secret temple, there are a secret passage between the 2spawn, in teh water... good games :)

Map file ac_inka.zip (4.88 KB)
Rating
4
points
 (2 votes)
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Files: ac_inka-pub-+-motif.jpg / ac_inka.zip /

(555) Home ~ Hades

Kaiser | 2007-04-09 19:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A medium sized map based on a sewer system
Screenshot
Get original file (45KB)
Detailed description

Situation:
A small group of heavily armed ogros have captured part of the local sewer system and are threatening to poison the sewer water. Ogros are a bit stupid and do not realize that the human population does not drink and bathe in sewer water as the Ogros do. The fact still remains that they have weapons so it has been decided that they need to be stopped even if their plans pose no real danger.
--------------------------------------------
Notes:
I spent about 3 days on this map and it really came together nicely. I think the design works fairly well and it took a bit of work to streamline the map to keep the game going as fast as possible. I hope everyone enjoys playing on this and I certainly enjoyed putting it together.

SUPPORTS CAPTURE MODE

If the link to the file does not work then you can download it from here: http://www.freewebs.com/familyguyofloathing/hades.zip

Map file hades.zip (695.77 KB)
Rating
58
points
 (7 votes)
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Files: screenshot_115309.jpg / hades.zip /

(554) Home ~ orbe

aftasardem | 2007-04-07 15:11

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb a simple arena type of map. with all new textures and models
Screenshot
Get original file (39KB)
Detailed description

hi.
this is my first map for sauer; it is a very simple structure arena type of DM map.
the zip is quite large (7.55 Mb)due to the all new content. i made all the textures, models, skins and the skybox. nothing too fancy, but i got to learn a lot doing it the hard way.
i tested it in the gui release ONLY. don't know about the cvs files since the last official release.
if nothing terribly wrong is found, this will be the final version.
i hope you enjoy and please give-me some feedback!

best of luck!

the quadropolis upload seems to be broken!
download links:
http://www.wikiupload.com/download_page.php?id=120855

http://files-upload.com/155323/orbe_by_aftasardem.zip.html

Rating
18
points
 (2 votes)
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Files: orbe_2_640.jpeg /

(551) Home ~ Arena voices

thojoh370 | 2007-04-04 09:13

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb British arena voice pack for Sauerbraten.
Detailed description

The ZIP package contains new voices for Sauerbraten. When you play the game you will feel like you are playing in an arena.

About the voice:
Language: English
Accent: British

It is a woman that will announce things if you install this pack.

Mod file arena.zip (656.48 KB)
Rating
24
points
 (4 votes)
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Files: arena.zip /

(550) Home ~ Dimension Of Weirdness v.1.0

Z-ero_Xz | 2007-04-03 17:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer
Blurb A specially weird singleplayer map for Sauerbraten.
Screenshot
Get original file (184KB)
Detailed description
Dimension Of Weirdness v.1.0

This is my second map and it's for singleplayer mode. I started a few months ago to create this map (Somedays I worked on map, somedays not). This map doesn't include actual story but it has some minor texts. This map is "medium" sized singleplayer map and it takes about 5-20 minutes to complete it (depending on player). Hope this map suits your tastes. :)

Features:
- Full Bumpmap shader textures.
- 2xAA shadows. (calclight 2)
- Over 300 monsters!
- About 8 different areas to clean up from monsters!

Leave comments below!

Edit:

Here's the alternative link:
Dimension Of Weirdness v.1.0 - WikiUpload
and another (if above doesn't work)..
Dimension Of Weirdness v.1.0 - RapidShare
(Copy this link if above doesn't access the file: http://rapidshare.com/files/24287249/dow.zip.html)

Rating
14
points
 (2 votes)
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Files: dow_big.jpg / http://www.wikiupload.com/download_page.php?id=118266 /

(549) Home ~ Digital character sheet

thojoh370 | 2007-04-03 17:08

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Cube | All Platforms
Blurb It's a new HUD made by me (character sheet and crosshair).
Screenshot
Get original file (9KB)
Detailed description

THIS PACKAGE MAY NOT BE USED IN SAUERBRATEN!

This package contains:
- A crosshair.
- A green character sheet.

Note: The character sheet might be a little buggy, but the font was too wide so I wouldn't
be able to fit them the way they're supposed to be placed in the newchars.png file...... Did you
understand that? Anyway I mean it was hard to make the newchars.png file with the font I used.
Crosshair has alpha-channel. Also included character restoration file (oldchars.png).

Mod file HUD.zip (87.42 KB)
Rating
0
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Files: newchars.png / hud.zip /

(545) Home ~ Desert Base

Mic | 2007-03-31 19:39

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AssaultCube | Deathmatch | CTF | Small (1-4)
Blurb uhh..
Screenshot
Get original file (47KB)
Detailed description

Insta/DM/CTF desert themed map (I know its a bit too small for CTF..)
People online liked the map alot, i hope you do too, cuz its my first map for Action Cube.

Map file ac_desertbase.zip (5.95 KB)
Rating
2
points
 (1 vote)
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Files: ac_desertbase.jpg / ac_desertbase.zip /

(543) Home ~ Paradigm

Kaiser | 2007-03-30 20:12

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A very Quake3/4 style of map
Screenshot
Get original file (88KB)
Detailed description

NOTE: YOU WILL NEED THE LATEST CVS VERSION OF SAUERBRATEN AS OF MARCH 30, 2007 FOR THIS TO WORK.



I started this a few weeks back and here is the results. A good amount of work went into this map to get it to where it is and I'm still not entirely certain that I am ready to call it 100% done. As far as I am aware, this is one of, if not the first Sauerbraten map to feature sounds through out the map. So if you play with the music cranked all the way up try playing with it on a 30 or so or even turned completely off and run around the map to see AND hear what it has to offer so far. This map supports Capture mode. I hope everyone has as much fun playing this as I had in making it.

It seems as though Quad doesn't want me to upload this so here is a link to my file dump: http://www.freewebs.com/familyguyofloathing/Paradigm.zip

Map file paradigm.zip (2.18 MB)
Rating
24
points
 (3 votes)
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Files: screenshot_101574.jpg / http://www.freewebs.com/familyguyofloathing/Paradigm.zip / paradigm.zip /

(541) Home ~ meat's picks

MeatROme | 2007-10-13 14:49

News
Last edited:

2007-10-13, 2007-03-30

Maps MODs Scripts
favourites


Army of One [SP]
Adam Parker : Day 1 [SP]
Douze 41 A.D.
Lost In Space
Plusplex
Greyskull
The Transport



BloodFrontier
CSL - Cube Server Listener


cube:

cubebots



quine
simple zoom
NINJ4's pro-config (see also BloodFrontier)

cube:

makke's editing config
ViM syntax definition


mine


iam - Ithaqua's Arena
4b* - Four Bases [SP]
aaa - Amores Anarchia Arena
bbb - Big Bad Base [SP]
ccc - Chaos Cube Citadel



FreeMatch
MovieShader (based on forum-post by baby-rabitt)



QCSP : queue'in CubeScript Pak (this is for sauerbraten!)
entproperty control : editing speedup fix
pretty screenshot : hide/unhide for "clean" screenies
meATpAk 0.6 : final version (deprecated!)
triggers : pre-gui trigger menu fix

cube:

HF SkriptPak : cube menu translation (german)

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Files: none

(539) Home ~ Attacko for sauer

Acieeed | 2007-03-27 21:24

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Remake of attacko for sauerbraten
Screenshot
Get original file (274KB)
Detailed description

Hello, this is a remake of goezenzar's attacko for Cube 2(sauerbraten).
...ATTACKO UGH UGH!...

Map file attacko_s.zip (956.79 KB)
Rating
0
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Files: attacko.jpg / attacko_s.zip /

(538) Home ~ fy_pool_day (from CS) V.0.2 (no problems now)

Deathstar | 2007-03-27 18:28

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb fy_pool_day from counter strike is playable now on action cube, 2 cloakrooms and between a swimmingpool...
Screenshot
Get original file (229KB)
Detailed description

BEFORE ALL: This map was here before Ri_pool_day, this is just the new version of my old fy_pool_day...
I deleted all bug there were! this is a perfect fy_pool_day now!
_________________________________________________________________________________________________________________
description:
The famous map called fy_pool_day from cs is playable now, on action cube... my goal is to make cs map playable on action cube, i work a lot on my map, so respect it please. thanks! enjoy and see you on AC! :)

Map file fy_pool_day.zip (3.06 KB)
Rating
14
points
 (3 votes)
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Files: fy_pool_day-pub-for-quadropolis.jpg / fy_pool_day.zip /

(533) Home ~ ac_Normandie (by Deathstar/Zozo/elpecno

Deathstar | 2007-03-25 19:48

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Large (9-15)
Blurb One of the beachs in normandie (France) in the 2nd world war!!! (by Deathstar/Zozo/elpecno)
Screenshot
Get original file (196KB)
Detailed description

One of the beachs where there were battles in normandie (France) in the 2nd world war!!!
MY first big map!!!

Map file ac_normandie (By aCKa clan).zip (10.19 KB)
Rating
0
points
 (1 vote)
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Files: ac_normandie-pub-for-quadropolis.jpg / ac_normandie-(by-acka-clan).zip /

(532) Home ~ ac_city

Deathstar | 2007-03-24 19:31

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AssaultCube | CTF | Medium (5-8)
Blurb a map in a little city, with a square, big buildings, like in NY! lol
Screenshot
Get original file (204KB)
Detailed description

I wanna did a little New York city, and i created this map... I like it very much :D I work a lot on my map, so respect it please!thanks.

Map file ac_city (By aCKa team).zip (3.63 KB)
Rating
0
points
 (1 vote)
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Files: ac_city-pub-for-quadropolis.jpg / ac_city-(by-acka-team).zip /

(531) Home ~ Memico (by Mile from aCKa clan)

Deathstar | 2007-03-24 19:26

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Large (9-15)
Blurb A big map, with undergound passages, water etc. (By Mile from aCKa clan)
Screenshot
Get original file (218KB)
Detailed description

The first big map of Mile... you can be indoor or outdoor, there are a lot of underground passages...
See you on Action Cube

Map file Memico.zip (4.1 KB)
Rating
2
points
 (1 vote)
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Files: memico-pub.jpg / memico.zip /

(530) Home ~ ac_Building

Deathstar | 2007-03-24 12:24

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Small (1-4)
Blurb A little map, with a big building, CLA spawn on the roof, RVSF on the floor, good games :) enjoy
Screenshot
Get original file (196KB)
Detailed description

A little map, with a big building, CLA spawn on the roof, RVSF on the floor,
I work a lot on my map, so respect it please, thanks
See you on Action Cube :) enjoy

Map file ac_Building (By aCKa team).zip (2.22 KB)
Rating
2
points
 (1 vote)
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Files: ac_building-pub-for-quadropolis.jpg / ac_building-(by-acka-team).zip /

(529) Home ~ Aim_Ak_Colt

Deathstar | 2007-03-23 21:22

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8)
Blurb The famous aim_aka_colt (from CS) are playable now on Action Cube!
Screenshot
Get original file (219KB)
Detailed description

This is a map from CS, I make the same map but for action cube!!! cool map i think, when there are a lot of player! My goal is to make counter strike maps for Action Cube! I work a lot on my map, so respect it please, thanks :) good playing! enjoy :)

Map file aim_aka_colt (By aCKa team).zip (2.53 KB)
Rating
2
points
 (1 vote)
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Files: aim_ak_colt-pub-for-quadropolis.jpg / aim_aka_colt-(by-acka-team).zip /

(528) Home ~ Duckhunt

Alex_of_cubefr | 2007-03-23 19:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch
Blurb The Duckhunt remix, under Sauerbraten in 3D
Screenshot
Get original file (59KB)
Detailed description

There is a giant living-room with a giant TV.
The players can't go through the screen

Map file duckhunt.zip (1.09 MB)
Rating
0
points
 (1 vote)
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Files: screenshot_38326.jpg / duckhunt.zip /

(527) Home ~ FY_ICE_WORLD

Deathstar | 2007-03-23 19:09

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | CTF | Medium (5-8)
Blurb Snow map
Screenshot
Get original file (132KB)
Detailed description

Fy_Ice_World is from Counter Strike (CS), I make the same map but for Action Cube (AC), Map is in the snow...
My goal is to make map from Counter Strike for ActionCube,I work a lot on it, respect my work please :D enjoy and good game, see you on Action Cube!

Map file Fy_Ice_World (By aCKa team).zip (3.41 KB)
Rating
2
points
 (1 vote)
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Files: fy-ice-world-by-acka-team-for-quadropolis.jpg / fy_ice_world-(by-acka-team).zip /

(526) Home ~ contest1_double

Alex_of_cubefr | 2007-03-23 18:08

 this screenshot was not originally available or there was a problem extracting it

Capture
Blurb My map for the mapping competition
Screenshot
Get original file (48KB)
Detailed description

This a map with to base, with a middle water trench.
Wall surround the map.

Map file contest1_double.zip (567.91 KB)
Rating
2
points
 (1 vote)
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Files: screenshot_2929137.jpg / contest1_double.zip /

(525) Home ~ M2k "Morning star"

marvin2k | 2007-03-22 15:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms
Blurb first crazy anmo
Screenshot
Get original file (10KB)
Detailed description

Madness frist weapon called "the Morning star".

it,s simply weapon, but, it works! it goes too fast but i can,t change this seting, only a programer can do it.
well, i,m working on glider, release soon.

bye

Mod file M2k First.zip (443.95 KB)
Rating
28
points
 (4 votes)
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Files: screen2.jpg / m2k-first.zip /

(519) Home ~ Outpost from "Starship Troopers" [DMSP]

danigator | 2007-03-18 21:39

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb the last outpost of Starship troopers
Screenshot
Get original file (19KB)
Detailed description

Is the last map of the Outpost of StarshipTroopers but this is in DMPS and is at night
in your boxsky put the night ball for that the map see so good ;)

Map file Outpost of ST for DMSP.rar (513.46 KB)
Rating
2
points
 (1 vote)
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Files: st.jpg / outpost-of-st-for-dmsp.rar /

(517) Home ~ 2fortac

Loelin | 2007-03-17 18:49

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb A Fort map inspired by The TFC map
Screenshot
Get original file (146KB)
Detailed description

A Fort map inspired by The TFC map. it is in a different layout and has a river that separates the two. and a sniper window to cover their ground

Map file 2fortac.zip (14.6 KB)
Rating
0
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Files: 2fort.gif / 2fortac.zip /

(515) Home ~ Outpost from "Starship Troopers" [SP]

danigator | 2007-03-16 18:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb is the out post of stership troopers
Screenshot
Get original file (34KB)
Detailed description

this map is the part of the film starship troopers when the soldiers are into the outpost and defend the post of more bugs, the map has the famous dropships , turrets ... the Bauul of cube in this map is the tanker bug on the film and the hell pighs are the warrior bugs . JOIN TO THE FIGT!

Map file outpost st.rar (1.16 MB)
Rating
0
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Files: outposthhh.jpg / outpost-st.rar /

(514) Home ~ ac_snow v.2

_daMfr0 | 2007-03-15 14:54

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8)
Blurb An old mining city in russia :)
Screenshot
Get original file (25KB)
Detailed description

An old mining city in Russia, where CLA recently have found an old weapon storage from the seconds world war, with the most deadly weapons in it. The RVSF must stop CLA to put their hands on the weapons to any price!
:)

Map file ac_snow.zip (16.5 KB)
Rating
0
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Files: screenie1.jpg / ac_snow.zip /

(513) Home ~ Prism

mIscreant | 2007-03-15 00:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small, fast map for 1v1's or 2v2's.
Screenshot
Get original file (108KB)
Detailed description

This is a map I've been working on for the last couple of days. I made it for small, quick games, 4 players max; I honestly don't think it's big enough to accommodate more and still be fun.

Updated version now: redid some lighting and made other minor changes.

Map file prism.zip (1 MB)
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0
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Files: screenshot_5216650.jpg / prism.zip /

(512) Home ~ Difficulty uploading

Pxtl | 2007-03-14 18:08

News

You may have noticed some difficulty uploading, some nodes appearing half-empty. I'm looking into this issue, but I'm not having much luck. New stuff is still appearing on the site occaisionally, so all I can suggest is keep trying. I've tried to contact Nieb and Meat to see if they have any ideas on what's causing the probelm, but I haven't heard anything back yet.

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Files: none

(511) Home ~ GibArena

Anonymous | 2007-03-12 14:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb GibArena for InstaGib or Free For All
Screenshot
Get original file (0KB)
Detailed description

Underground arena for InstaGib or Free For All.
Author : Q009

This map do not have Quad Damage and roclets...

Map file GibArena.zip (609.29 KB)
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0
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Files: screenshot_1.jpg / gibarena.zip /

(507) Home ~ AC_PRISON version 2.0 by The Wigsplitta

WigSplitta | 2007-03-08 01:12

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | CTF
Blurb This is my 5th map for Action Cube. Hope you like. Details by Spury.
Screenshot
Get original file (61KB)
Detailed description

I have been working on this map since I released AC_ASSAULT2.My 5th map and personally my favorite one yet. Thanks to Spury for helping me with the details. The map is a prison theme, with an actual prison, execution place, courtyard, garage, breaker room, and a CLA interogation facility. Hope You like and please rate.

Someone help me, how do you delete maps off the menu in ActionCube and Cube? Also how do you pin your own maps to the start menu of ActionCube and Cube? If you can answer this thnx.

-Version 2.0 has been uploaded. It address the texture problems, and other placement stuff that damfro pointed out.

Map file ac_prison.zip (6.91 KB)
Rating
0
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 (2 votes)
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Files: other.jpg / ac_prison.zip /

(506) Home ~ FreeMatch

MeatROme | 2007-03-07 09:42

Cube 2 (Sauerbraten) | Obsolete | Source mod | Linux | Windows
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Matches made with more freedom of choice
Detailed description

This is a server MOD.
As such the terms of use do not allow you registering it on the official masterserver!
You need to restrict it to localhost or a third-party masterserver.
(Note: There are some links in the forum (use search); any hosters of masterservers welcome to be listed here (and in docs))

The server will announce itself with a MOTD upon your first connect.

It includes a server-side setup for offering new matches (map/mode combinations).

The MOD also gives additional powers to master players:

fraglimit : 0 is off, otherwise games stop when this fragcount is reached
timelimit : sets the following matches timelimit (see README for details)
noquad : to stop quaddamage from spawning in a mode with entities

The ZIP contains example configuration files, a src-diff-patch and precompiled linux binary (kernel2.6) and no Win32 EXE,
maybe I'll build one later, you know ...

History:

2007-03-07 : v0.123 - first public release
2007-03-11 : v0.124 - added toggles for logscores, logchat and logpmatch; "N frags left" announcement for 10, 3 and 1 frag left
Mod file FreeMatchMOD_v0124linux.zip (59.09 KB)
Rating
6
points
 (6 votes)
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Files: http://sauerbraten.org/masterserver/retrieve.do?item=list / freematchmod_v0124linux.zip /

(504) Home ~ Sno1 - Snowy18

Snowy18 | 2007-03-04 15:20

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Sno1 Snowy18's map.. newmap like metl4
Screenshot
Get original file (214KB)
Detailed description

Sno1 Snowy18's map looks a bit on uh.. metl4 but mine is not so big

Map file Sno1.rar (379.08 KB)
Rating
0
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Files: sno1afb.jpg / sno1.rar /

(503) Home ~ 1ron-3

Snowy18 | 2007-03-04 15:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb colour full.. good for fighting in Instagib
Screenshot
Get original file (183KB)
Detailed description

colour full.. good for fighting in Instagib =D

Map file 1ron-3.rar (313.55 KB)
Rating
0
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 (1 vote)
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Files: 1ron-3afb.jpg / 1ron-3.rar /

(502) Home ~

Snm3

Snowy18 | 2007-03-04 14:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Snm3= Snowy18's new maps-(part3) _ Gun Lockdown
Screenshot
Get original file (271KB)
Detailed description

Gun Lockdown by Snowy18

Map file Snm3.rar (452.54 KB)
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0
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Files: snm3afb.jpg / snm3.rar /

(501) Home ~ BigBase

Anonymous | 2007-03-04 14:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb Big sky-desert base
Screenshot
Get original file (0KB)
Detailed description

Military-roughinery-atomic base in sky-desert.

Map file BigBase.zip (835.94 KB)
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0
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Files: screenshot.jpg / bigbase.zip /

(500) Home ~ ac_police_station

DAVO | 2007-03-03 09:14

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Huge (16-32) | Other License
Blurb This is my first map.I hope you will like it. ENJOY!
Screenshot
Get original file (73KB)
Detailed description

The download for this node was lost, if you have a copy of this file please contact the administrators.

Do not bump this node saying the download is missing, or insisting that we delete the node. It is no fault of the author or the administrators that it is missing; Quadropolis has been relocated a few times and it caused the databases to screw up a little.

Rating
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Files: screen_8.jpg /

(497) Home ~ M2k Rocket

marvin2k | 2007-02-28 15:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms
Blurb Ci-Fi Rocket launcher
Screenshot
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Detailed description

New Rocket launcher, is less original than other models but works well. i hope you like it. The critics are wellcomed.

To instal, Unzip and Drag in saur original carpet and replace the original rocket with this.

Mod file M2k Rocket.zip (655.19 KB)
Rating
9
points
 (1 vote)
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Files: screen.gif / m2k-rocket.zip /

(496) Home ~ Azz

Cobain | 2007-02-28 08:55

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Capture | CTF
Blurb this map is my first for this mod
Screenshot
Get original file (264KB)
Detailed description

is a map who are compatible with all game mode but she supports the bots

Map file azz.cgz (2.55 KB)
Rating
0
points
 (0 votes)
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Files: screenshot_42638-(small).jpg / azz.cgz /

(495) Home ~ Quadropolis Mapping Contest

Nieb | 2007-02-28 05:21

News

Everyone is invited to take part in the first ever Quadropolis Mapping Contest! Yes that means you, even if you havn't mapped before or havn't made a map in a really long time.

The rules & limitations are as follows.
This mapping contest will be for Sauerbraten. Download the attached map and use it as the base for your submission. We (the judges) picked out a few random textures that you'll be limited to, which are included in the attached map.

Rules
- You cannot increase the map size.
- You cannot add to or change the map.cfg
- Map must be submitted by 23:59-Apr. 30, 2007.
- You can only submit one map.
- The map must be designed for one or more of the multiplayer gamemode(s).
- While I'd prefer you use the latest package, the CVS version is ok.
- The map cannot be a map previously submitted to Quadropolis.
- No plagiarism, the map must be entirely your own work!
- Have fun!

The judges will vote on all the maps after Apr. 30th, and pick a winner.
Maps will be voted 1 to 10 (10 being the highest) in;
- Gameplay/Layout:
- Design: Geometry and texture detailing/use.
- Lighting:
- Originality: While this cadigory isn't a priority, it is encuraged.
Your judges will be: Nieb, makkE, Pxtl

When finished, add your submission to Quadropolis as you normally would, but name it "Contest1_*your-map-name*"

The winner will receive...umm, we're working on this part...

Any Questions? Feel free to leave a comment and ask.

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Files: none

(486) Home ~ New Captcha

Pxtl | 2007-02-26 02:09

News

Quadropolis recently had trouble with some spammers flooding the site with bogus comments and users. Because of that we temporarily had to lock down new-user-registration. We have since added a captcha-authorization for new users to deter spammers. Hopefully this will be enough or we'll have to make the captcha more complex. At any rate, new-user-registration is back.

Unfortunately, we discovered a minor bug in the aftermath: node moderation votes are not undoable. So, moderators, make damn sure you have made up your mind before you hit +1 or -1 on a post. My own use of this like a drunken sailor is why we have a torrent of maps on the front page. Node moderation might be returning to it's hiatus if a solution can't be found.

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Files: none

(485) Home ~ neonpanic

Halleck | 2007-02-25 16:12

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Cube 2 (Sauerbraten) | Final Release | Deathmatch | Medium (5-8)
Blurb A fast pace DM map that will give you a headache. UPDATED!!!
Screenshot
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Detailed description

My 5th map. I think it is allot better than the first two i submitted.

UPDATED!!! I read your suggestions and put in jumppads, removed the light things, got rid of the wierd sand, improved weapons and alot of other random things i needed to fix.

Map file neonpanic.zip (425.52 KB)
Rating
51
points
 (7 votes)
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Files: neonscreen / neonpanic.zip /

(482) Home ~ Octagon

cabbie | 2007-02-22 06:27

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Deathmatch | Medium (5-8)
Blurb An 8-sided fortress is defended by RVSF against relentless CLA assaults ...
Screenshot
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Detailed description

The RVSF have built an octagonal fortress deep within enemy territory. Infuriated, the CLA are determined to capture it.
Four of the eight outer walls are diagonal rather than rectangular. The gate opens onto rocky terrain, where the CLA forces gather and emerge. There are several ways to get into the castle, and a large inner chamber provides open fighting space while the same is true of the rocky grotto outside.

Map file octagon.zip (8.38 KB)
Rating
0
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Files: octagon.jpg / octagon.zip /

(480) Home ~ warehouse

futurefailure | 2007-02-21 22:26

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb its a ctf map
Screenshot
Get original file (39KB)
Detailed description

its x-rays map not mine. he hasnt finished it . its good for capture and other modes.

Map file warehouse.zip (772.72 KB)
Rating
0
points
 (0 votes)
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Files: shot-1.jpg / warehouse_0.zip /

(479) Home ~ Skyscraper

Halleck | 2007-02-21 21:34

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A blown out skyscraper...
Screenshot
Get original file (199KB)
Detailed description

I was originally making this map just to see if i could... Or rather to make an architectural achievement of my own.
Then i decided to actually put weapons and ammo in and stick it online. It probably doesnt have good gameplay so dont say i didnt warn you.

Map file skyscraper.zip (221.64 KB)
Rating
0
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Files: screeniegood / skyscraper_1.zip /

(477) Home ~ Four Points

iamsquat | 2007-02-14 16:16

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Cube 2 (Sauerbraten) | CTF | Large (9-15)
Blurb Experimental CTF map that a group of players and I made
Screenshot
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Detailed description

Large CTF map made with much input by many players and major help from PL, JamesYellow, and Bornprodigy. Feedback on what can be fixed to make this map better is greatly appreciated.

Map file fourpoints.zip (1.19 MB)
Rating
0
points
 (0 votes)
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Files: big_0.jpg / fourpoints.zip /

(475) Home ~ Session2

Anonymous | 2007-02-13 18:46

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Military base
Screenshot
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Detailed description

Military base

Map file ses2.zip (388.55 KB)
Rating
0
points
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Files: screenshot_69080.jpg / ses2.zip /

(472) Home ~ Two Kingdoms

cabbie | 2007-02-13 06:28

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AssaultCube | CTF | Large (9-15)
Blurb Two fortresses separated by a trenched no-man's land ...
Screenshot
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Detailed description

"Two Kingdoms" is a fairly large map (size 8) with some deep well features that increase the space volume. (Consequently too many players may produce game lag.)
Two fortresses -- each with two sections connected by tunnels -- are separated by a "plain" with trenches. Cover is provided both for defenders and attackers. There are also traps.
Each fortress is quite distnct from the other, and there are low-level water features as well.

Map file 2kingdms.zip (8.51 KB)
Rating
0
points
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Files: 2king-full.jpg / 2kingdms.zip /

(471) Home ~ Xfire Cube

xgmx | 2007-02-11 22:52

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Cube | Content | All Platforms | Other License
Blurb Lets you play Cube on Xfire
Screenshot
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Detailed description

Feel free to play Cube on Xfire, in both Group Chats and servers, for free.

Mod file Xfire Cube.zip (93.35 KB)
Rating
13
points
 (3 votes)
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Files: health.png / xfire-cube.zip /

(470) Home ~ rcdraco's combination mod

rcdraco | 2007-02-11 04:17

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Combination of a few nearly essential mods.
Detailed description

This is a mod compilation that I made, I combine a few good mods and added different content to change the game experience. I have included backups of all of the sounds, just incase you don't like them.

You can extract this straight to your Sauerbraten directory, Enjoy.

Mod file dracomod.zip (2.83 MB)
Rating
4
points
 (1 vote)
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Files: dracomod.zip /

(469) Home ~ M2K Chaingun

marvin2k | 2007-02-08 14:54

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Cube 2 (Sauerbraten) | All Platforms
Blurb Ci-Fi Chaingun
Screenshot
Get original file (13KB)
Detailed description

New Chaingun, is in green color like others, anyway when all guns will be finished, i change the green for other colors in all of them. and i try to revise all of your previous coments.

Unzip on cube2 folder or delete the original rifle and sustitute with the new, follow the zip route on your cube2 folder

thanks again.

Mod file M2k chaing.zip (581.9 KB)
Rating
12
points
 (2 votes)
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Files: content.jpg / m2k-chaing.zip /

(464) Home ~ BS Deathmatch

BlikjeBier | 2007-02-04 00:06

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Yup, its new, larger, perhaps better, so try it..
Screenshot
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Detailed description

As usual, unzip it in the "Sauerbraten\packages\base" folder, i did not use pathways this time since they gave some errors the last time.

Paid more attention to lighting, a larger area to play in and letting the architecture not become as repetitive as in the previous map, although that's for me really the hard part.

Well, fire away.

Edit/Update: I am glad you all like this map. I had been paying attention to the comments on the previous maps, people wanted a larger room, breaking the monotone corridors, i can do that, a lot of elements are repeated all along the map, but with different lighting you still can achieve an effect of them being different.

Light reflecting of bright surfaces also adds to the atmosphere, a good example and inspiration to do so is the official map "Metl2". It really makes a difference if you pay attention to those details. Off course it also helps if you have some education and experience with illustrating, 3d modelling and design in general. Also, do some homework, do a bit of study in gothic churches and cathedrals by looking a some pictures (google is your friend) if you want a medivial look on your maps for example, it really adds to atmosphere if you have those tiny details covered as well.

As for using the old textures, ahem.. that has a bit to do with the machine i am working on, its a almost 5 year old Athlon 1.8 with a gig of memory and a now outdated Gforce 3 Titanium 200 card with just 64mb. I am still thinking about replacing the computer, but then i have a holiday comming up (three weeks in Japan \O/) so it won't be until well after that holiday that i am going to replace my hardware.

Yes that's right, i am making this on a old "steam powerd" computer. So i actually have to keep things like framerate in mind, i was not planning to let it drop under 35 frames per seccond, so map making for me is a constant process of tweaking, normalising the map, tweaking again, and so on. It indeed takes time.

More later :)

Map file DM_BS1.zip (1.09 MB)
Rating
0
points
 (1 vote)
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Files: dm_bs1_big.jpg / dm_bs1.zip /

(463) Home ~ Bathroom

Teddy | 2007-02-03 21:51

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Cube 2 (Sauerbraten) | Large (9-15)
Blurb Makes me want to take a shit
Screenshot
Get original file (102KB)
Detailed description

Made by:
Teddy, ablindman, bornprodigy, skip, alexander.
Yesterday, some friends and I were making random junk in coop-edit and I decided to make a toilet as a joke. This gave me the idea to make a map inside a toilet, as a joke also :). Later ablindman suggested we make an entire bathroom and so we did. I think this map is hilarious and it was funny to make.

The sink, tub, and toilet are connected by pipes that you can crawl though from the drains.

There is a big turd in the toilet :P..... i couldn't hold it.

So anyway.... enjoy :P

Map file bathroom.zip (144.61 KB)
Rating
10
points
 (2 votes)
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Files: bathroom.jpg / bathroom.zip /

(462) Home ~ Castle Trap

marcpullen | 2007-02-03 03:58

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Cube 2 (Sauerbraten) | Included | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A medium size castle type of map
Screenshot
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Detailed description

This is a more simple map, took a few days to complete, more indoor areas than outdoor, etc.

The flow should be better than my previous map for DM games.

Map file fanatic_castle_trap.zip (608.1 KB)
Rating
0
points
 (0 votes)
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Files: fanatic_castle_trap_screenshot.jpg / fanatic_castle_trap.zip /

(461) Home ~ snipe by Megalodon

Megalodon | 2007-02-02 16:54

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb A snipe map with ctf
Screenshot
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Detailed description

Well, the map is not very beautiful, but it is fun to snipe the enemy from the enemy tower. And it is a very tactical map, because it is difficult to get the enemy flag, which is on the enemy tower. So, more than enough enemys! ;)

Map file snipe.zip (1.6 KB)
Rating
0
points
 (1 vote)
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Files: snipe-gross.jpg / snipe.zip /

(460) Home ~ fantasy by Megalodon

Megalodon | 2007-02-02 16:43

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb A fantasy castle for bloody ctf matches
Screenshot
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Detailed description

Here you are on a fantasy map with a castle, grass and water. It is ideal for ctf, because the map is perfect for teamplay (sniper tower for defense, bridges for offense) and the speed is very high with some players more.

Map file fantasy.zip (2.32 KB)
Rating
0
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Files: fantasy-gross.jpg / fantasy.zip /

(459) Home ~ temple by Megalodon

Megalodon | 2007-02-02 16:27

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb A little mystic temple
Screenshot
Get original file (27KB)
Detailed description

It is a map, where you can play in a temple. It's a dark atmosphere there and some interesting details. Good for ctf!

Map file temple.zip (2.03 KB)
Rating
0
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Files: temple-gross.jpg / temple.zip /

(458) Home ~ illusion by Megalodon

Megalodon | 2007-02-02 16:14

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AssaultCube | Deathmatch | CTF | Medium (5-8)
Blurb A map, where the walls are like the background, a perfect illusion, very strange!
Screenshot
Get original file (31KB)
Detailed description

It is a fun map, very good at playing ctf on it. It is not easy to find the way to the enemy's flag/base, because of the walls being illusions.

Map file illusion.zip (1.79 KB)
Rating
0
points
 (1 vote)
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Files: illusion-gross.jpg / illusion.zip /

(457) Home ~ The City Pool

FIGames | 2007-02-02 04:31

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A pool, with a city around it... (no duh)
Screenshot
Get original file (73KB)
Detailed description

Ok, heres a map. I've been working on this map off and on for about 4 or 5 months (one month of which my computer crashed... ahhh windows :D ) But anyway here it is. So this is my second map, I've worked on this one all by my self and tryed to make it perfect compared to my last map. But, I took the good things out of the other map and put it in this one and worked on it and blah blah blah... About the map: Yea, its a big pool and the pools in the middle of the map. Its got a waterslide, 4 diving boards and a big building. There are 2 apartment buildings, one of them has a maze underneath it and it teleports up to the top of the building. There is the big park and the dodgeball court. There is an underground cave (don't ask.) And about 5 houses. So download, and enjoy. (and I'll shut up.)

Map file CityPoolv1.1.zip (698.37 KB)
Rating
0
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Files: screenie7!!.jpg / citypoolv1.1.zip /

(455) Home ~ The Dark Museum - Remade, extended and more deadly than before!

Meatloaf | 2007-01-29 07:51

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Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb The Dark Museum - Remade, extended and more deadly than before!
Screenshot
Get original file (24KB)
Detailed description

Well, i was sitting at home about a week ago and i decided to review my old maps that had been floating around my computer. Well i came acroos the dark museum and i decided to test it out. So, i booted up sauerbraten and i proceded to play the map. All the way through i noted that the same egyptia tile texture was repeated over and over and over...
So i decided to remake this map because of that. So this version has:
> More lights and more visablity
> 150+ monsters
> an extra area and some more traps
> better texturing and slightly more varity

This version isnt part of a campaign so it has no storyline. Just you and a museum full of monsters...enjoy!
Thx to lex Luthor for the calclighted version!

Map file Museum.zip (1.02 MB)
Rating
0
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Files: dark1.jpg / museum.zip /

(453) Home ~ Facility By RogerD

RogerD | 2007-01-27 07:31

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My first map! not sure how it will work on some comps but try it out!
Screenshot
Get original file (37KB)
Detailed description

In the year of 2010 a factory was burnt to the ground mystriously. The factory was a major producer of weapons of mass destruction. Now it has been remade into a sauer deathmatch for all you fragging needs, Enjoy!
*this is my very first map. It took 4 hours to make and has been tested with sauermod and in dmsp. please like it as much as i did!

Map file Facility.zip (383.93 KB)
Rating
0
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 (0 votes)
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Files: facility-by-rogerd.jpg / facility.zip /

(452) Home ~ Asteroid Jumping: Most hazardous sport in the galaxy!

Meatloaf | 2007-01-25 06:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb Asteroid Jumping: Most hazardous sport in the galaxy!
Screenshot
Get original file (16KB)
Detailed description

Asteroid Jumping: Most hazardous sport in the galaxy! Especially when youve got 20 bauuls launching rockets at you! Its fast paced action in a space setting! Bauuls on platforms ready to fire as soon as you come into view! This map wasnt built for eye candy just for some fun! Its very difficult and try and beat this score: 540. Good for 5 minutes of distraction.

Map file Astroroids.zip (448.41 KB)
Rating
0
points
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Files: astro.jpg / astroroids.zip /

(447) Home ~ Search Tools

TristamK

For most simple searches, we recommend using the Custom Search by Google, otherwise you can pick from alternate site views below.


flexiNODE Browser

All Maps
order by .. CommentCount VoteCount Rating ChangeDate


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order by.. CommentCount VoteCount Rating ChangeDate


All Mods
order by.. CommentCount VoteCount Rating ChangeDate

 
Taxonomy Browser

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Files: none

(446) Home ~ Sauerbraten editing cheatsheet V1.0

Digital Spaghetti | 2007-01-23 16:58

Guide

Today, I have release Version 1.0 of my Sauerbraten editing cheat sheet. You can download it from my site, or here on Quadropolis.

The cheat sheet's aim is to give both new and experienced developers a desktop help that they can have on hand when editing levels. Version 1.0 only covers basic editing, with future versions to include heightmap, entity and other config settings that users find handy.

Anyone is welcome to download, and contribute or make suggestions to the project, which forms part of a series of tutorials on Sauerbraten I am planning.

Attachment Size
Sauerbraten_Cheatsheet_1_0.pdf 27.05 KB
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Files: none

(445) Home ~ Complexities

marcpullen | 2007-01-23 04:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb A moonlit map with loads of natural caves, mountain, and water areas.
Screenshot
Get original file (44KB)
Detailed description

IMPORTANT: This was built using a version of Sauerbraten from the CVS repositorty:

Date Created - Monday, December 04, 2006, 1:00:24 AM

If you can't find it, try this link to download it:

http://sauerbraten.cvs.sourceforge.net/*checkout*/sauerbraten/sauerbraten/bin/sauerbraten.exe?revision=1.187

Rename your old Sauerbraten/bin/sauerbraten.exe to something else for safe keeping, and save the downloaded version from the CVS in its place as sauerbraten.exe

This is my uber detailed DM style map for Sauerbraten. It was built in about 3-4 weeks, and I used the smallest size editing grid for everything.

The only copy/paste operations were done in a few of the hallways, otherwise everything else was done 100% by hand.

Lighting was done at 8xAA at a light precision of 15 (e.g. very hard shadows).

Read fanatic_complexities.txt in the zip file for more details and performance issues.

This map has a lot of water, some at different heights, and will not perform well on slower machines unless you turn some fancy features off.

Map file fanatic_complexities.zip (6.65 MB)
Rating
16
points
 (2 votes)
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Files: fanatic_complexities_screenshot.jpg / fanatic_complexities.zip /

(444) Home ~ Recommended Modes for Map

Pxtl | 2007-01-22 21:03

AssaultCube | Cube 2 (Sauerbraten) | Other Mod | News

Maps that used to be listed as "Multiplayer" are now listed as "Deathmatch". This is a minor but overdue change which provides useful detail to the map-type list. I've added "Capture" and "CTF" types... I mulled it over in my mind, and every other solution involved adding a laundry-list of taxonomy names (which would all appear at the top of every node they applied to)... so instead, I focussed on compatibility, as I did at the beginning.

If you've uploaded any maps as "multiplayer" for which the designation "CTF" or "Capture" would be more appropriate than their new designation "Deathmatch", it would be appreciated if you'd go and change that (where CTF is ActionCube's CTF mode, and Capture is Sauer's Dom-style Capture mode).

edit: also, because of Digital Spaghetti's nice "Cheatsheet", I've added a (very small) space for uploading data as part of stories and guides.

edit2: I've set up a new, better Search page!

edit3: Attention ActionCube mappers: If your AC map works in all AC multiplayer modes, please tag it as both Deathmatch and CTF.

read more for further discussion of these decisions.

Reasons for the decision

Most capture maps are not DM maps, and vice versa, but most instagib maps are just as good as TDM maps. I would've liked to have included one taxonomy term for each gametype if Drupal would allow that to be done gracefully - but it doesn't. The only issue for me was Arena modes since, while technically they are compatible with DM maps, their layout is fundamentally different. Still, given the abysmal unpopularity of Arena, I've left that out of the list.

I changed the name of "Multiplayer" to "Deathmatch" because the capture and TDM modes are also multiplayer modes.

Uploading files for Guides

The guides section is kinda pointless - a Wiki does guidework better, and using the Wiki is OnceAndOnlyOnce, which is good policy with everything, not just code. Maybe one day we'll take down the Guides section.

But for now, it should be useful... and useful guides often require pictures and files, so every user is getting 2 megs of arbitrary data storage for their guides - you can attach as many files as you like to the guides. If it becomes a problem, we'll nuke it. If you need more space, just ask.

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Files: none

(443) Home ~ Skaarj

Drakas | 2007-01-22 17:17

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Can you really kill me?
Screenshot
Get original file (56KB)
Detailed description

Well, this map took a long time so far.
It was all started by me, I wanted some kind of map with a fast-paced gameplay and for it to be in space. As my favourite maps are metl2, complex and killfactory, I thought on making something that has an alike gameplay, but would be situated totally differently.

Was lot of fun to create and lot of fun to test, here it is - the Skaarj map!

I thank following contributors:
* makkE - made the map look truly professional
* rock.n.rol - worked on lots of the detail
* Blindabuser - the skybox
* wotwot - early stages
* sdk - early stages
and others, who I don't remember (yeah, started about 5 months ago).

This map is not intended for ffa, and is more for instagib.
Don't whine about the placement of things, it is not random.
Really, this map was intended for training but now it looks good for me ;)
Why for training, though? Well, this is purely for instagib - first, there is defense available - you won't get shot straight away. Second, there are floating boxes and a floating platform - they are made for the player to train their shooting skills from air-to-ground and ground-to-air, meaning that you get better all the time. The basic defensive idea is more like map complex, where you have part of the map for standing at the top and part for higing and the safest place being under the actual platform.

Thank you! Enjoy!

Map file skaarj.zip (326.2 KB)
Rating
0
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 (1 vote)
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Files: skaarj.jpg / skaarj.zip /

(442) Home ~ Orgosville

Cube Master | 2007-01-21 04:42

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb Stealthily or boldly break your way out of town. Great gameplay and detail. The best action packed SP map yet!
Screenshot
Get original file (119KB)
Detailed description

It took a while to make this map but i have finally finished and release to you all, Orgosville!

Story:
The game takes place in a small monster village called orgosville. An orgo agent has broken in to check suspicious activicty inside the town. Suddenly the orgo agents identity was revealed and the whole town raised and alarm. The orgo agent must escape the town before they catch him.

Details: The map uses a high variety of mapmodels and interesting textures. My stupid slow computer ran it around 6 fps. I suggest you all use a fast computer for this level. I am open to suggestions on how to improve the map. Please give a very good rating for I put alot of effort into this. The town has lots of good places, eg. The libary, Butchers and grainary but I forgot the pub. Lol, hope thats ok with u all! have fun!

Map file Orgosville.zip (1.71 MB)
Rating
48
points
 (7 votes)
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Files: bigshot.jpg / orgosville.zip /

(441) Home ~ Cuality Font Type

marvin2k | 2007-01-20 20:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms
Blurb Cuality Font Type
Screenshot
Get original file (12KB)
Detailed description

Mod to change the font of Sauer, I make a lot of changes from the original Jay Vidheecharoen,s Atmosphere type.
(http://www.dafont.com/jay-vidheecharoen.d326). In her rounder versión. I use in hudgun and is very lovely Ci-Fi type, is litle bit strange but very beatuty in game. The normal font is very poor, sorry, i need change it.

To instal drag in /data folder ad replace the original.

Mod file newerchars.png (103.16 KB)
Rating
28
points
 (4 votes)
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Files: screenshot_22380.jpg / newerchars.png /

(440) Home ~ QCSP_plugin 'de'-keymappings

MeatROme | 2007-01-19 00:05

Cube 2 (Sauerbraten) | Other
Blurb enable german keys in sauerbraten (based on QCSP)
Detailed description

This plugin is for use with the "Q" CubeScript Pack (current release v0.02).
It enables the german "Umlaut"-keys (including the SZ-key) for use with the sauerbraten game engine.

Unzip into your sauerbraten folder and follow the instructions in packages/QCSP/kmap/km_de_info.txt.

---
Dieses plugin ermöglicht die Benutzung der Umlaut-Tasten (inkl. der ß-Taste) innerhalb von Sauerbraten.
Es basiert auf QCSP (v0.02).

Einfach innerhalb des Ordners entpacken, wo Sauerbraten installiert ist und den (auch deutschsprachigen) Anweisungen in packages/QCSP/kmap/km_de_info.txt folgen.

Viel Spaß! :)

Config file QCSP_plugin-de_070119.zip (1.98 KB)
Rating
0
points
 (2 votes)
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Files: http://www.quadropolis.us/node/435 / qcsp_plugin-de_070119.zip /

(439) Home ~ First commercial game using the cube engine

Clark | 2007-01-18 21:08

 this screenshot was not originally available or there was a problem extracting it

Cube | Standalone | Linux | Windows | Mac OS
Blurb download it free at http://www.bloodtoll.com/
Screenshot
Get original file (52KB)
Detailed description

Blood Toll officially released today and is one of the first games to allow players to compete for real money. The game currently uses a highly modified version of the Cube Engine. The game is still completely free to download and play so give it a try Blood Toll. The only time that it will cost you money is if you decide to make a credit card deposit to play for real money.

Rating
2
points
 (2 votes)
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Files: quadropolis1.jpg / http://www.bloodtoll.com/ /

(438) Home ~ M2k Rifle

marvin2k | 2007-01-17 20:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Obsolete | All Platforms | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb new rifle preview
Screenshot
Get original file (92KB)
Detailed description

New Ci-Fi hudgun. I have a serius problem with the hands, i know, i will make a good low poly hands and change in all of my guns, anyway i post the finished preview of rifle. i will change hands, i promise. :-P

Unzip on cube2 folder or delete the original rifle and sustitute with the new, follow the zip route on your cube2 folder.

tnk, to all post for your suggetions, i use it!

Mod file M2k rifle prew.zip (579.5 KB)
Rating
10
points
 (1 vote)
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Files: img2.jpg / m2k-rifle-prew.zip /

(437) Home ~ sanctum

mIscreant | 2007-01-17 07:53

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small layered deathmatch map.
Screenshot
Get original file (108KB)
Detailed description

This is a map I worked on periodically over the holidays. It's kind of small for more than eight people; I'd say it would be best for between two and six. It's probably more suited for instagib, but I also added in some bases for capture.

Map file sanctum.zip (883.63 KB)
Rating
6
points
 (1 vote)
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Files: screenshot_5154570.jpg / sanctum.zip /

(435) Home ~ "Q" CubeScript Pack

MeatROme | 2007-01-14 11:32

Cube 2 (Sauerbraten) | Obsolete | Final Release | Gameplay | Mapping | Public Domain
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb script package - editor and gameplay enhancements
Detailed description

This script hasn't been tested with any of the new releases - it was developed for the "spring release" (2007-04-13) - it might still be interesting for CubeScripters as a reference or example, but since it doesn't use any of the newer scripting commands it's methods and functions can probably be improved upon quite a bit if you start using functions incorporated into the game since 2007 (which was 3 years ago at the time I added this paragraph).

history
v0.1a : alpha release
v0.2 : added DOC-Strings and the voting-function-set
v0.3a : some fixes and additions, HTML-doc still bare skelleton only
v0.4 : fixed some bugs
v0.5a : overhaul and functions added

last change

2010-03-30 : fixed the link to the online-README
2007-05-27 : v0.5a
2007-02-03 : v0.4b4

Usage
Use the GUI menu to power your editing,
the F1 key will popup the Q menus.
Toggle your function sets via N + MouseWheel,
for editing and gameplay different sets are used.

See the documentation README_QCSP.html before downloading, it's contained in the ZIP;
although the stylesheets will only work if you copy them from the install-dir into home-dir/docs/style.css

Don't forget to move your config.cfg before running the first time,
salvage "bestscore_MAPNAME" aliases from it later to the newly written config.cfg!

Config
Basic setup is in the top section of packages/QCSP/init.cfg
Change the value of _QCinfo to your liking, 1 is default and gives only short info, 2 for long, 0 for minimalistic sound supported navigation (geeky)

Your personal/enhanced function sets are in QCSP/iota or QCSP/epsl (for game or edit function-sets respectively).

Gamers
This section is for those little things you sometimes need,
but forget exact syntax for or so.
Put them into a function-set-cfg and quickly scroll to it(n), execute[one of 1-9], and back to weapons (0)

Editors
LALT (left Alt-key) is now your turbo-key, speeds up texture scrolling and entproperty control.
Use your number keys for a range of different functions,
for in-game and in-edit with seperate function-sets ... naturally ;)

MW + J is your gamespeed modification in steps of a bounded list : "10 30 50 100 200 500 1000"
A silent echo to your console is the only feedback you'll get mostly.
On 100, 10 and 1000 you'll get DEF, MIN and MAX messages printed.

Your function sets are in packages/QCSP/epsl/*.cfg, add new functions-cfg's just like for QCSP/iota/.

Preview
// Config script

Config file QCSP_v0.5a_070527.zip (156.77 KB)
Rating
30
points
 (4 votes)
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Files: http://sites.google.com/site/meatrome/home/readme_qcsp / qcsp_v0.5a_070527.zip /

(433) Home ~ Lost In Space

rocknrol | 2007-01-12 13:43

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Deathmatch | Capture | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A sci-fi multiplayer map for all gamemodes
Screenshot
Get original file (111KB)
Detailed description

This map was planned as an insta-only-map, but i decided to make it suitable for all game modes. All in all it was big fun to make this map and i hope you enjoy playing it ;)

And Yes, i´m addicted to these normalmap-textures...

How to install:

Extract the .zip - content into your Sauerbraten folder.
Please also read the contained lostinspace.txt - Readme !

Have fun !!! ;)

Map file lostinspace.zip (2.7 MB)
Rating
51
points
 (7 votes)
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Files: test1.jpg / lostinspace.zip /

(432) Home ~ What is your favorite ActionCube map, based on 'layout' and 'fun value'?

Nieb | 2007-01-09 22:44

ac_complex
38% (20 votes)
ac_depot
13% (7 votes)
ac_desert
17% (9 votes)
ac_desert2
12% (6 votes)
ac_mines
19% (10 votes)
Total votes: 52
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Files: none

(431) Home ~ Best MODs, Best Maps, Best Scripts

Pxtl | 2007-01-09 14:27

News

You've probably noticed these new links in the nav-box. You may have even tried clicking on them and gotten "access denied". That's because these are still a work-in-progress, and don't actually work yet. So please stop messaging me through the "Contact Admins" button about it.

kthxbye

EDIT: [MeatROme]
Sorry about this boys&girls ... they seemed to work, but actually I messed up - it's fixed now.
Sorting is - as requested by Nieb - done by adding all votes together,
so a massively voted upon item might rank higher than one with an overall higher score.
E.g. : (11 x 5)

Files: none

(430) Home ~ Lifepool v2.2 by Pablo "RatBoy" Ciamarra

RatBoy | 2007-01-09 00:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Final Release | Deathmatch | Small (1-4)
Blurb A small medieval arena for one on one matches.
Screenshot
Get original file (0KB)
Detailed description

Map's Story:
Long ago this was a place of magic, misteries and many battles. But sadly an evil wizard locked it up for himself, and called it "My Robe's Personal Bathroom", for the only purpose of washing his mighty robe.

Time passed and the wizard die drowned by his own magical robe. The place was forgotten and the robe went on to become a musician. In the present the place was found by a wandering fella who donated it for deathmatch.

Notes:
It's finally here, this one took me a lot of work, headaches and long mapping nights. The map originally made by my brother for cube, I've modified, then ported it to Sauerbraten and detailed it a lot, changed most of the textures and added mapmodels everywhere. But, I'm releasing this before it's finished, since tomorrow I'll be going on vacations for two weeks to the mountains, and I wont have any kind of internet connection or any civilization at all =P

I wanted to add some more things to this map, but I need a texture artist who is willing to work with me on this one, this includes bump mapping some textures, modifying some others, really dumb jobs that I can't do on my own. But this petition I make for the begining of february, before that I'm not at home and I wont answer any mails.

I'm pretty happy with the outcome of the map, I think it looks great and hope you too, and wait for the next version that will be even better ^_^.

Update v2.1:
Well, here it is, after all this time, I'm releasing the map the way I originally wanted to do but couldn't make it in that moment, I've learned how to use photoshop and modified the textures needed to be done, also removed those clipped lamps as everyone wanted, and as a plus added a lot more of detail everywhere, hope you like it as much as I do, next version will probably be with bump mapping.
Also, as a bonus, I'm releasing a new "deluxe" version of this map for Cube (v1.1), modified to make it look more like this version.
Link: http://www.quadropolis.us/node/339

Update v2.2:
Alright, so I wanted to update this one a long time ago, but frankly, I was afraid of bump mapping, really scared of it. Time passed on and I realized it wasn't so hard, and went working on it. The textures were made with CrazyBump (www.crazybump.com), excellent and simple program, and then most of them were retouched with Photoshop. Also I've added small fixes around, some neat details and fixed all the lightning so it would look better. Enjoy ^^.

Map file Lifepool_v2.2.zip (6.69 MB)
Rating
18
points
 (2 votes)
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Files: preview_1.jpg / lifepool_v2.2.zip /

(429) Home ~ Filthy RatTrap v1.3 by Pablo "RatBoy" Ciamarra

RatBoy | 2007-01-03 21:11

 this screenshot was not originally available or there was a problem extracting it

AssaultCube | Release | Stable | Deathmatch | Medium (5-8)
Blurb Medium sized, industry themed map for ActionCube.
Screenshot
Get original file (166KB)
Detailed description

Map's Story:
This place was long ago a very nice location, with a shoe factory and two storage facilities, it was a very productive zone of the city. But one day the manager of the shoe factory was murdered with a shoe in his throat. The crime was never solved, and the factory closed down.

After that the RVSF took over one of the storage facilities, and ever since this become a dangerous place. Recently the CLA has installed themselves in the other facility, unleashing a rough war in the whole zone.

The manager of the shoe factory was buried with the shoe in his throat and a statue was made in his memory.

Notes:
For this map I set a personal goal. To start and finish an ActionCube map before I went on vacations. And I did, I worked in this map for only four days, and I'm really happy with the outcome. The irony is that my vacations were screwed, but that's another subject =P

The map is a medium sized, for 6-10 players, it has spawns for ffa and for teams. It's set in a realistic theme with three industrial facilities, you can go inside two of them though.

Special thanks to makkE that helped me with a little issue =)
I hope you download it, enjoy it, and if you want drop me a comment about what you think of it. Until next one!

Update v1.1:
Alright, the map has been fully corrected, works perfectly for version 0.91 and also I've updated it with some new mapmodels, made by dcp, and some few arrangements. Hope you enjoy it.

Update v1.2:
Well, I was planning on releasing this like a month ago, and actually I had it finished about that time, lost track of time I guess xD. I've corrected minor bugs and detailed some places, nothing really noticeable. Also fixed the playerstarts that were bugged, and moved arround some obstacles so there's more room for moving around. I was going to make bot waypoints but I really don't understand how to, so I didn't xD.

Update v1.3:
Had this one finished some time ago, got the urge for mapping again so I'm working on fixing my old maps. This update improves both gameplay and graphics. I've expanded doors, corridors and some rooms that were a little stuffed, added some new rooms around also. In some places I've remade the lights, also modified the looks on the white building, and added more detail everywhere. I'm open to comments and hope you all like it =D

Map file Filthy RatTrap v1.3.zip (1.19 MB)
Rating
16
points
 (2 votes)
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Files: preview_4.jpg / filthy-rattrap-v1.3.zip /

(428) Home ~ Gravity Testing Facility

Xsaii | 2007-01-02 20:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Can play with 3-6 people nicely, a bit dark.
Screenshot
Get original file (39KB)
Detailed description

Hrm, I am still noob at mapping so, oh well.

The map was supposed to be named something else, (and have a slightly different layout with better features) but it didn't come out that way.

It also started out really, really dark, so I brightened it up a bit for you people who keep complaining every map is too dark. I think my next map will be a bright one. ;)

Oh and sorry there is only 1 jumppad if you were expecting more, maybe another time.

Map file Xsaii_4.zip (1.54 MB)
Rating
0
points
 (0 votes)
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Files: xsaii_4_big.jpg / xsaii_4.zip /

(427) Home ~ Egyptian Multiplayer 1: An evening in the Arena

Meatloaf | 2006-12-29 07:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A Multiplayer Map from a SinglePlayer maker?
Screenshot
Get original file (0KB)
Detailed description

Now as the horizon sets on 2006, the demand for Multiplayer maps on the hit free game, sauerbraten has never been greater. Now as the year comes to an end, the Alpha Corporation, that specialises in Singleplayer maps has broken away and made a multiplayer map. Egyptian singleplayer 1: An evening in the arena is the first, of hopefully many of the upcoming maps from Alpha corporation. This multiplayers ultimate aim, is to surcure a section in the next realease of Sauerbraten, which is considered a great honour. However for this to happen, this multplayer must be of exception standards that are overranking of previous map entities onto the sites. So test and vote on this map to see if it meets up to the high cirteria. Suitable for 1-8 players.

Map file Egyptian Multiplayer 1.zip (400.07 KB)
Rating
0
points
 (0 votes)
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Files: screenshot1.jpg / egyptian-multiplayer-1.zip /

(426) Home ~ Starry Night Skybox

herb | 2006-12-26 01:06

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Skybox (Starry Night)
Screenshot
Get original file (11KB)
Detailed description

Starry Night Skybox, 1024x1024 jpg

Mod file starrynight.zip (1.08 MB)
Rating
0
points
 (0 votes)
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Files: starrynight_ss.jpg / starrynight.zip /

(425) Home ~ The Elements

thojoh370 | 2006-12-25 15:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb You're going to get cold, hot, sweaty and wet.
Screenshot
Get original file (40KB)
Detailed description

Just run around killing each other in the Volcano world, Forest world, Ice/Snow world, Water world or Desert world. Containing both night and day maps:
elements is the night map with only a few lights.
elements_d is what you must write to play in daytime.

Why have you been uploading so many maps recently?
It's because our internet connection has been down for several weeks, and during
that time I've been able to create some maps. That's why everything pops up now
and not earlier.

Map file elements.zip (393.82 KB)
Rating
0
points
 (1 vote)
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Files: screenshot_218984.jpg / elements.zip /

(424) Home ~ Relic

Lakenz1 | 2006-12-24 23:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb This Map Is Small Best for 1-6 Matches
Screenshot
Get original file (42KB)
Detailed description

Ive Fixed it up again.Well here it is Relic(Bigger)

Map By Lakenz

Map file RelicNew.zip (114.92 KB)
Rating
14
points
 (2 votes)
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Files: largerelic.jpg / relicnew.zip /

(423) Home ~ Four Worlds

thojoh370 | 2006-12-24 16:00

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Huge (16-32)
Blurb Are you lost in a maze ... ?
Screenshot
Get original file (20KB)
Detailed description

This map is called Four Worlds (or Colors Full Edition if you would like to call it that). It is a
complete ... maze, with four colors - green, red, purple and blue. I have included a bot waypoint file
if you're using the SauerMod (What's a bot waypoint file?)! ;)

Do not forget that this map was not created to be called Colors Full Edition, so do not compare this
map with Colors Limited Edition. Thank you.
Bot waypoint file (WPZ) included !!!
UPDATES:
December 26, 2006: Clip sky moved 2 cubes upwards. This might also fix the bot bug.

Map file four.zip (198.57 KB)
Rating
0
points
 (1 vote)
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Files: screenshot_1643899.jpg / http://www.quadropolis.us/node/418 / four.zip /

(422) Home ~ The 10 Sauer Commandments

shadow | 2006-12-24 05:51

Guide

I: Thou shall not infringe on copyrights.

II: Thou shall not make gimmick maps.

III: Thou shall not post a map that took less than 12 hours to complete on Quadropolis.

IV: Thou shall not use the clip/noclip materials in thine first three maps.

V: Thou shalt not capitalize file names.

VI: Honor thy Aardappel and Eihrul

VII: Thou shall not create spawn points facing a wall. This includes both monsters and playerstarts.

VIII: Thou shall not use the smallest grid size to create an entire map.

IX: Thou shalt not touch the lighterror variable. Ever. I will break the face of anyone who does.

X: Thou shalt not be a douche bag on public servers.

Files: none

(420) Home ~ Egyptian SP 1B: The Dark Museum...

Meatloaf | 2006-12-23 10:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb The Dark Museum...Can you make it out alive?
Screenshot
Get original file (36KB)
Detailed description

Well, Agent 512. Youve gotten past the main courtyards. Its disturbing that alien forces have already penertated this far. Luckily more ammo dropzones are in this next sector. You will have to travel trough a museum. It may sound like a walk in the park, but dont get cocky. Now that you have found aliens in the last sector, there are sure to be more inside the facility.

A final note: Some areas inside are not fully lighted so watch out for aliens that may attack from the shadows.

Good Luck Agent 512...

Map file Egyptian SP Part 2_The Dark Museum....zip (923.87 KB)
Rating
12
points
 (2 votes)
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Files: screen1_0.gif / egyptian-sp-part-2_the-dark-museum....zip /

(419) Home ~ Park

Lakenz1 | 2006-12-23 03:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Yes its a park
Screenshot
Get original file (23KB)
Detailed description

Not my first but not my best.Done extremly quickly.

This is a crappy map!

Made by Lakenz

Map file Park.zip (214.95 KB)
Rating
0
points
 (0 votes)
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Files: largescreenshot.jpg / park.zip /

(418) Home ~ Red Eclipse

Quin | 2010-06-06 11:44

 this screenshot was not originally available or there was a problem extracting it

Red Eclipse | Standalone | All Platforms | Various Licenses
*
*
Starred Content
Blurb Red Eclipse is a single-player and multi-player first-person shooter game, built as a total conversion of Cube Engine 2.
Screenshot
Get original file (53KB)
Detailed description

This is a continuation of the now-terminated Blood Frontier project.

Red Eclipse is a Free and Open Source game, using SDL and OpenGL which allows it to be ported to many platforms; you can download a package for Windows, Linux/BSD, Mac OSX, or grab a development copy from our Subversion repository and live on the bleeding edge.

The game is a single-player and multi-player first-person ego-shooter, built as a total conversion of Cube Engine 2, which lends itself toward a balanced gameplay, completely at the control of map makers, while maintaining a general theme of agility in a variety of environments. For more information, please see our Chat.

In a true open source by the people for the people nature, it tries to work closely with the gaming and open source communities to provide a better overall experience, taking all sorts of feedback from your average player, to your seasoned developer, aiming to create a story-driven game environment that is flexible, fun, easy to use, and pleasing to the eye.

URL http://www.redeclipse.net/
Rating
500
points
 (61 votes)
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Files: redeclipse-regular.png / http://www.redeclipse.net/devel / http://www.redeclipse.net/ /

(415) Home ~ Fortbase 1.3 Final

Lakenz1 | 2006-12-20 04:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb The Final of this map
Screenshot
Get original file (26KB)
Detailed description

A flying base (my first level) required 1-4 players

Thanks to MeatROme for giving me tips on my map.

Map by Lakenz NOT Lakenz1

Map file Fortbase1.3(final).zip (168.84 KB)
Rating
12
points
 (2 votes)
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Files: fortbase_1.3_large.jpg / fortbase1.3(final).zip /

(413) Home ~ Desert, Hi-Res Skybox

herb | 2006-12-18 07:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Desert Hi-Res Skybox
Screenshot
Get original file (25KB)
Detailed description

Sandy desert at 2048x2048 high resolution skybox

Mod file h3desert.zip (1.95 MB)
Rating
0
points
 (0 votes)
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Files: h3desert_ss.jpg / h3desert.zip /

(411) Home ~ Overcast Bay

herb | 2006-12-17 18:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Overcast Bay
Screenshot
Get original file (20KB)
Detailed description

A high resolution texture-mapped skybox at 2048x2048 per texture. Level sits on a shelf of rock on an overcast day in a small sound (inlet) on rocky terrain spotted with sand and growth.

Mod file Overcast_Skybox.zip (1.77 MB)
Rating
20
points
 (3 votes)
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Files: overcast_ss.jpg / overcast_skybox.zip /

(409) Home ~ Rocky Road, Emerald Sky

herb | 2006-12-15 04:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Rocky Landscape, Emerald Sky, High Resolution Skybox 2048x2048
Screenshot
Get original file (31KB)
Detailed description

A high resolution skybox of a river gorge through a rocky terrain with distant mountains and landforms and an emerald sky, rendered high-detail 2048x2048, jpg

Mod file Rocky.zip (4.18 MB)
Rating
0
points
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Files: rockscreen.jpg / rocky.zip /

(407) Home ~ Muddy Skybox

herb | 2006-12-14 20:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Muddy Landscape - A high resolution skybox 2048x2048
Screenshot
Get original file (0KB)
Detailed description

A high resolution skybox texture set for Sauer. 2048x2048 highly detailed render of a scene with "playdough" orange mountains over a muddy sea with a cyan and turquoise sky.

Mod file Muddy.zip (2.06 MB)
Rating
16
points
 (2 votes)
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Files: screenshot_1.jpg / muddy.zip /

(406) Home ~ 2048x2048 high resolution skybox

herb | 2006-12-14 13:08

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Grey mountains, blue sky, no water. High resolution skybox (2048x2048)
Detailed description

Simply add to existing skybox infrastructure, or replace existing skyboxes with this one. More to come in this series.

Mod file GreyHiRes.zip (4.17 MB)
Rating
0
points
 (0 votes)
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Files: greyhires.zip /

(405) Home ~ Egyptian SinglePlayer 1a Remade, Extended and Lighted up!

Meatloaf | 2006-12-12 05:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb The Search through the remains of an egyptian town.
Screenshot
Get original file (57KB)
Detailed description

Welcome back, Agent 512.
Its time to send you on a mission in Egypt. Some local civilians have located a town that is concealed deep in the desert. Once you are inside, make sure that any alien lifeforms are eliminated.

Locate the enterence into a underground city region, more on that as you complete your mission. Get going!

Map file Egyptian Singleplayer 1a.zip (523.01 KB)
Rating
14
points
 (2 votes)
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Files: screen1.gif / egyptian-singleplayer-1a.zip /

(404) Home ~ Brightskins pack

PrimeviL | 2006-12-10 16:49

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Cube 2 (Sauerbraten) | All Platforms
Blurb Brightskins pack Sauerbraten
Screenshot
Get original file (101KB)
Detailed description

These skins are like "promode skins". I hope you'll like it.
Enjoy !

Mod file fullbrightskins_v1.rar (538.04 KB)
Rating
0
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Files: brightskins_v1_ingame.jpg / fullbrightskins_v1.rar /

(403) Home ~ GlassArena

Halleck | 2006-12-09 20:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Small Glass themed multiplayer map
Screenshot
Get original file (123KB)
Detailed description

My third ever map. Just something random i came up with one day. Suggestions welcome.
Snipe players from the towers as other players run to the center to get rockets. Once players have rockets it becomes easy to destroy people in the towers.

Map file GlassArena.ogz.zip (565.21 KB)
Rating
14
points
 (2 votes)
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Files: full1.png / glassarena.ogz.zip /

(402) Home ~ i need help

Sick-in-the-head | 2006-12-09 15:23

how do i send cfg in sauerbraten?

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Files: none

(400) Home ~ New Sauerbraten Release

Nieb | 2006-12-06 18:13

News

"Saurebraten: GUI Edition" release is out, with a few new texture sets and maps, revised netcode, and much more...

Cube forum page and changelog:
http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1139

Download:
http://sourceforge.net/project/showfiles.php?group_id=102911

Files: none

(399) Home ~ M2k Shotgun

marvin2k | 2006-12-04 17:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | All Platforms
Blurb Second of my new hudguns, the reloaded shotgun
Screenshot
Get original file (40KB)
Detailed description

New cuality Ci-Fi shotgun, is bigger than the originals but it use the best images that cube2 can use.

Unzip on cube2 folder or delete the original shotgun and sustitute with the new, follow the zip route on your cube2 folder.

Mod file M2k shothgun.zip (543.28 KB)
Rating
14
points
 (2 votes)
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Files: shot_0.jpg / m2k-shothgun.zip /

(398) Home ~ Tine park

Drakas | 2006-12-02 11:05

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Tine park
Screenshot
Get original file (81KB)
Detailed description

Well, a good demonstrational map!
There is not much of genre there, just a nicely done map. Forgive me for some places having bad corners but it is not anyones fault!

Credits:
wotwot made the house,
rock.n.rol made the base ground, fire, a cylinder
I made the big castle, added water in places, finished all the weapons

and I think there was few other people working on this too :)

Enjoy!

Map file tinepark.zip (349.27 KB)
Rating
0
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 (2 votes)
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Files: tinepark.jpg / tinepark.zip /

(396) Home ~ Advanced sniping script

Drakas | 2006-12-01 22:06

Cube 2 (Sauerbraten) | Obsolete | Gameplay
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb No need to recustomise everything all over again!
Detailed description

A simple snipering script for Sauerbraten.
Has a big advantage as it returns everything to as it was,
and if you change the zoom, it will remember the zoom
that was set when zooming in.
Default bind key is left Alt key

No more needing to customise everything all the time.
To set your wanted values, just edit the variables through config.cfg
Or, type /ss_ :)

Enjoy!

Config file adsnipe.cfg (1.48 KB)
Rating
52
points
 (6 votes)
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Files: adsnipe.cfg /

(393) Home ~ SYON: The Ancient Stone (Adam Parker - Day 2)

junebug | 2006-11-30 16:29

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Cube 2 (Sauerbraten) | Work in Progress | Singleplayer | Small (1-4)
Blurb The continuing saga of Adam Parker and his missions for "The Agency".
Screenshot
Get original file (44KB)
Detailed description

I released "The Adam Parker Missions: Day 1" a few months ago.
This map continues the story of Adam Parker. If you haven't played Day 1 yet, you can download it here: http://www.quadropolis.us/node/311

This new map contains 2 hidden areas, a LOAD of secrets and the most daring midi soundtrack i've done to date. The soundtrack itself is over 20 min. in legnth and features 6 original pieces of music!

ENJOY & please comment. Thanks - JUNEBUG

TODAY'S STORY:
------------------
Perfect timing, Adam - One of our computer techs from level 29 just hacked into the Mutainians MAINFRAME!

He found a hidden folder on their system titled "SYON: The Ancient Stone".
This folder was over-flowing with photos, diagrams, and information on SYON.

We've heard rumours of this stone for centuries, Parker.
Some have said it holds great power. Others thought it was simply a myth.
We now have the co-ordinates of where they are holding SYON.

Go investigate and bring back any news!

Map file Sauer_SP_Syon-TheAncientStone.zip (1.74 MB)
Rating
28
points
 (4 votes)
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Files: syon_screenshot.jpg / sauer_sp_syon-theancientstone.zip /

(392) Home ~ Skycastle

okicomputer | 2006-11-28 20:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Huge (16-32) | Other License
*
*
Starred Content
Blurb A giant high detailed map + a jumppad sound
Screenshot
Get original file (115KB)
Detailed description

This a heavy map I am working since 2 month.At the moment it's a work in progress project.
Many things have to be done and improve but it's playable.
I also synthetised a new sound for jumppads.
Update will come sooner.
Hope you enjoy.

Map file skycastle.zip (1.97 MB)
Rating
233
points
 (25 votes)
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Files: skycastle.jpg / skycastle.zip /

(389) Home ~ The Desert Warehouse

NerfLad | 2006-11-26 21:17

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Desert/Tech Themed Multiplayer Map
Screenshot
Get original file (31KB)
Detailed description

This is sort of Desert Warehouse version 0.9 ~ It is very close to being finished and any advice as to what I could change/add would be greatly appreciated.

Please at least download it and give it a try; it is one of the first maps I have really worked hard on.
~Nerflad

Map file desert.zip (886.46 KB)
Rating
0
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 (1 vote)
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Files: dthumb.jpg / desert.zip /

(388) Home ~ ladder ~ Finished by w00t

_The_real_w00t | 2006-11-26 05:20

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb I took the old ladder and finished it. ~w00t
Screenshot
Get original file (51KB)
Detailed description

I have finshed/edited this map, ladder. I added alot, it is barely the map it once was. I named the map ladderz.ogz. Check it out. If you like it, and you wanna replace the old ladder, just take away the 'Z' at the end of the name. 35% credit goes to ablindman for doing textures in big building, and that big triangualr structure in middle, and much more.

~w00t

Map file ladder_finished.zip (146.92 KB)
Rating
0
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Files: ladder.jpg / ladder_finished.zip /

(385) Home ~ Octron

Cube Master | 2006-11-25 06:11

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Cube | Deathmatch | Medium (5-8)
Blurb A map with the most weird design ever. But when it comes to gameplay its the best!
Screenshot
Get original file (64KB)
Detailed description

It all started like this...

I was sitting down at my computer and was just thinking. "I need to make a better map." Then it struck me... A picture and thought. It was this picture above. I said to myself. "Why not just give it a go." So for one week I messed around on sauerbraten and finally made half of the map! Then I accidently quit sauerbraten without saving... (Hey, Now dont call me stupid, Anyone could make that mistake.) I kicked up a small temper and... hurt myself while attacking my computer then sat down and started making it again. This time saving after every hour. At last the ultimate masterpiece was complete. A name... Whats orange like this map... Octron! Yes thats it. And so thats the story of cube master and making the map octron. As you probably know, It took a long time so please give it some good comments. Hope you like this map. Yes, I know its got the weirdest design probably ever used in sauerbraten but it has a very interesting effect. Have a battle in this. Pretty good, I say. Thanks.

Cube Master.
PS: I'm not really mad.

Map file octron_mp_sauer.zip (897.72 KB)
Rating
6
points
 (1 vote)
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Files: big-shot.gif / octron_mp_sauer.zip /

(382) Home ~ Sewers

Teddy | 2006-11-22 21:12

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Small (1-4)
Blurb A map in the sewers.
Screenshot
Get original file (56KB)
Detailed description

A long time ago i had learned to create pipes. I made a great map out of those pipes, but then later lost it. This is a remake of that map, and although it may not be the same its definately not worse :P. Its good for insta, but then again i like insta on all maps. It also works for capture. Tell me what you think.

P.S. I would like to point out that this is a map decated to the Dark Angels clan of which im a member and am constructing the web page.

Map file Sewers.zip (145.87 KB)
Rating
0
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 (1 vote)
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Files: sewers.jpg / sewers.zip /

(381) Home ~ Ithaqua's Arena [updated 061205]

MeatROme | 2006-11-22 07:35

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb a 1-on-1 arena [updates [3] : 20061205]
Screenshot
Get original file (48KB)
Detailed description

This is the second sauerbraten incarnation of an old Quake ][ map of mine.
The other is "Amores Anarchia Arena" (a101.ogz) which is playable for all gamemodes.

I made this due to my feeling that there are too few 1-on-1 maps available
as much as all my other mapping having gone astray at some point or another ;-)
So I came back to the tried-and-true layout of this arena - I really liked playing that map!
This version is more true to the original - compared to a101.ogz (see above) - both to scale and intention.

I'm open to hearing what you'd like to see improved about it.
That there is only grenade and rifle ammo lying around is kinda intentional though ;-)

20061125 : updated light and fleshed out towers
20061129 : I removed the alltoo colourful lights and those models inside the arena,
somehow this wasn't what the map was supposed to be like:-P
Further differentiated the towers, now you might be able to keep your bearings!?
Maybe there should be different flavours of this map?
Changing all grenades to rockets would change little,
but changing all cartridges to shells or even bullets would change the weight of certain towers considerably.
What do you think of the weighting the way it is?
20061205 : refactored for the new release - map size went down again - thanks, dev-team!

Map file iam.zip (469.42 KB)
Rating
6
points
 (1 vote)
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Files: v2screeny_iam.jpg / http://www.quadropolis.us/node/232 / iam.zip /

(380) Home ~ how do i make a screenshot the right size

futurefailure | 2006-11-21 17:59

i need help i can't make a screenshot. i wanna make put a map on quadropolis. please reply soon.

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Files: none

(378) Home ~ Boxes

Teddy | 2006-11-19 20:23

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb Lots of Boxes
Screenshot
Get original file (27KB)
Detailed description

This is a map created by X-ray. I dont really know much about it, but he asked me to upload it for him so here it is. Its great for instagib and works for capture too. I think he went a little overboard on the number of bases though :P. Its a great map;simple but fun.

Map file Boxes.zip (210 KB)
Rating
4
points
 (2 votes)
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Files: screen_2.jpg / boxes.zip /

(377) Home ~ W.A.R - Close Combat

thojoh370 | 2006-11-19 17:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Work in Progress | Deathmatch | Capture | Large (9-15)
Blurb This is the "Close Combat" map from W.A.R.
Screenshot
Get original file (14KB)
Detailed description

This is the "Close Combat" map from W.A.R (my mod). There are two bases, each with exactly
the same content. There are playerstarts in both bases - no team spawning (can you even
make playerstarts spawn that way?).

Updated 19th of November 2006 19:01
Added support for capture mode, lights and mapmodels. Removed a noclip error.

Updated 19th of November 2006 19:18
Fixed so that both bases have armor (earlier only the Red base had armor.)

Updated 9th of December 2007 10:51
The development of this mod has ceased.

Map file war_cc3.zip (1.54 MB)
Rating
8
points
 (2 votes)
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Files: screenshot_2110336.jpg / war_cc3.zip /

(374) Home ~ CubeScript Quine :P

driAn | 2006-11-18 22:57

Cube 2 (Sauerbraten) | Other
Blurb a script that writes its own content to the console - quite useful ;P
Detailed description

a script that writes its own content to the console - quite useful ;P

Config file quine.cfg (43 bytes)
Rating
0
points
 (2 votes)
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Files: quine.cfg /

(373) Home ~ MiniMaze

DuckThatSits | 2006-11-15 07:42

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A tiny maze with a castle theme
Screenshot
Get original file (0KB)
Detailed description

A tiny maze with a castle theme.

My first map besides making stuff in coopedit for a while. (Both Cube and Sauerbraten)

P.S: You can walk through some parts of the walls, too.

Map file MiniMaze.zip (70.99 KB)
Rating
0
points
 (1 vote)
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Files: screenshot.jpg / minimaze.zip /

(372) Home ~ ActionCube v0.91 is released (Beta 2)

Nieb | 2006-11-15 03:17

News

ActionCube v0.91 is out, with a new map, two new gamemodes, a better netcode, better balanced weapons and other new stuff as well as bugfixes. have fun...

changelog:
http://action.cubers.net/readme/v0.91/docs/history.html

download:
http://action.cubers.net/download.html

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Files: none

(370) Home ~ the core

mIscreant | 2006-11-12 08:29

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb The heart of an underground mining facility.
Screenshot
Get original file (119KB)
Detailed description

My second map. Basically, this is a large, multi-tiered, indoor deathmatch map that should be good for anywhere between 2 to 12 players. There are multiple rooms and corridors, all connected by a central core.

I've made some changes since I first uploaded it--just minor stuff like texture fixes and more pickups.

Have fun and tell me what to improve.

Map file core.zip (1.29 MB)
Rating
0
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Files: corescreen.jpg / core.zip /

(369) Home ~ Weapon Mod

Baxter | 2006-11-12 06:32

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Other Mod | Content | All Platforms
Blurb A weapon model mod!
Screenshot
Get original file (26KB)
Detailed description

This adds new models for the Rocket Launcher,Shotgun and Machine Gun the screenshot is the Machine Gun!

Mod file weapon mod.zip (4.27 MB)
Rating
10
points
 (2 votes)
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Files: screenshot_0.jpg / weapon-mod.zip /

(368) Home ~ Texture Pack (6)

conorkirk | 2006-11-07 03:49

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Cube 2 (Sauerbraten) | Content | All Platforms
Blurb This is a small texture pack for sauer/cube.
Screenshot
Get original file (38KB)
Detailed description

This is a small texture pack for sauer/cube.

These are made from things around my house. (minus the sand ;) )

Hope you like them!

EDIT: teh 18th of november

added more textures!

Mod file Sauertextures.zip (4.91 MB)
Rating
4
points
 (1 vote)
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Files: sand.jpg / sauertextures.zip /

(367) Home ~ Cube-TC: ActionCube Public Release (v0.9)

Nieb | 2006-11-04 21:42

News

ActionCube is released !

After 2.5 years of silent spare time development we are proud to bring the first beta release to the public.
It´s a full feature, complete game, masterserver available.

ActionCube is a team-oriented total conversion of the cube engine, themed in a realistic looking environment (as much as it can get in cube of course). That´s just the theme though.
Gameplay is fast and arcade.

Visit our website:
http://action.cubers.net
for downloads and information.

Join us in irc: #actioncube @ quakenet

We had lots of fun doing this, and we basically were noobs in our fields when we started.
We learned a lot, cursed a lot \o/´ed a lot, sweat a lot, kicked each others asses a lot; and now it´s finally done.
It was a great experience and we hope you´ll give it a try and have fun.

You might ask "Cube-mod? wtf?! Why not Cube2?"

When we started in July 2004, Sauerbraten was still labelled "for devs and adventurous mappers only".
When the first mature release of Sauerbraten was out a year later, we decided to stick with cube rather than forking off an uncomplete, early-stage Sauer-version.

A port of ActionCube to ActionBraten might be considered at some point in the future, when the Cube2-FPS has somewhat reached a final state.

Some brief info:

8 New Weapons:

Knife
Pistol
Akimbo Pistols (powerup)
Pumpgun
Submachine Gun
Assault Rifle
Sniper Rifle
Timeable HE Grenades

Gamemodes:

7 Multiplayer Gamemodes:

Team Deathmatch
Team Survivor
Capture the Flag
Deathmatch
Last Man Standing
Pistol Frenzy
Last swiss Standing

Bot Deathmatch Singleplayer

We´re looking forward to your feedback.

Mac bins are in the works.

(!) Please do not start new threads about AC on this forum, instead, use this:

http://sourceforge.net/forum/?group_id=123

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Files: none

(366) Home ~ Night

theButcher | 2006-11-04 15:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A medium-sized normalmapped map.
Screenshot
Get original file (54KB)
Detailed description

Night by theButcher

A medium-sized normalmapped indoor map. Best with bloom.

Map file nightdm.zip (555.92 KB)
Rating
0
points
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Files: nightscrshotbig.jpg / nightdm.zip /

(365) Home ~ New Gun

marvin2k | 2006-11-03 19:04

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Cube 2 (Sauerbraten) | All Platforms
Blurb Gun Hudgun M2K, not real gun of course.
Screenshot
Get original file (40KB)
Detailed description

MD3 hudgun with realistic masks and good cuality animation, i think :-P

Mod file M2K GUN.zip (508.58 KB)
Rating
10
points
 (1 vote)
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Files: screenshot_65863ok.jpg / m2k-gun.zip /

(364) Home ~ Quadropolis Upgrade?

Nieb | 2006-11-02 12:05

News

I've been fiddling around with thew newest version of Drupal, and theres alot of nice new features it has. A better search tool, much better admin tools etc.

Theres a demo if want to check it out, you can't really tell much from it, but it really is a lot nicer than what we have for Quadropolis now. Also it has a new spiffy theme.

I'm going to try and upgrade from what we have now, so the site might be down for a bit. If that doesn't work I'll start a poll to see who's up for a new Quadropolis. We could manually re-upload some of the resent content, so it shouldn't be to much of a problem.

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Files: none

(362) Home ~ Suburb

Cube Master | 2006-10-28 03:49

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb Not as good as MitaMAN'S great sp map pack, yet fun. try it out and give a comment.
Screenshot
Get original file (64KB)
Detailed description

Hi all, This is the first sauerbraten SP map I have uploaded to quadropolis. Please download it, try it out and have fun! Please send a comment or give it a rating.

--------- Details ----------
Your goal in this map it to destroy all the monsters in the map. There are ammo placements around the map. I dont think I put too much in this time. I made this map a while ago on one of the older versions of sauerbraten. I just remembered it and now I have uploaded it. This is not as good as MitaMAN's sp map pack he uploaded (man its a good!) and mabey could be improved a bit. But I just want people to play it and have fun. It starting is easy and the map gets harder as you progress through it. Please rate it or send a comment. Thanks.

Cube Master.

Map file suburb_sp_sauer.zip (879.26 KB)
Rating
0
points
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Files: suburbs_large.gif / suburb_sp_sauer.zip /

(361) Home ~ AN ARMY OF ONE

MitaMAN | 2006-10-26 23:40

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Cube 2 (Sauerbraten) | Singleplayer
Blurb New Sauerbraten SP map from MitaMAN
Screenshot
Get original file (55KB)
Detailed description

New SP map from MitaMAN: AN ARMY OF ONE

Hello to all!

I have a new single player SAUERBRATEN map called "AN ARMY OF ONE". (3) maps and several new textures and models are included.

Story: You are Private Stan Sauer. You are the only human soldier left alive from the great "BRATEN WAR". Seek revenge against the Invaders. You must go out and....story lines, who needs story lines, just kill everything and have fun.

Note: New folders/files are added to "packages" and "models" folders. Packaging/folder structure per Aardappel's request.

**NONE OF THE EXISTING FILES IN THE 09-12-06 RELEASE VERSION OF SAUERBRATEN WILL BE OVERWRITTEN**

Extract the "mpsp6_final.zip" file into your Sauerbraten folder (not "packages" folder). Open the console, type "sp mpsp6a" (without quotes) and press enter.

Unless you have a high end video card, I suggest lowering the game resolution to 800x600 or 640x480. This map will push your system hard.

**Special thanks to makkE for all his texture, skinning, modeling, and PhotoShop advice.**

Any feedback on this map would be great.

Run, Gun, and have Fun - MitaMAN

Map file mpsp6_final.zip (5.09 MB)
Rating
46
points
 (6 votes)
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Files: mpsp6_quad_screen.jpg / mpsp6_final.zip /

(360) Home ~ Quadropolis Hosting...

Nieb | 2006-10-26 06:16

News

We've raised enough for the hosting bill! Thanks to everyone who donated, your help is much appreciated. :)

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Files: none

(359) Home ~ Dual Map Pack: Dash & Mountains

Cube Master | 2006-10-25 11:36

 this screenshot was not originally available or there was a problem extracting it

Cube
Blurb Two maps in one. Multiplayer of course and great on DMSP. Made them in a couple hours and really pretty good!
Screenshot
Get original file (87KB)
Detailed description

This package has two great maps. Dash and Mountains. I made them in about 4 hours. they were simply designed yet they turned out well. You dont need to tell me if there is an error. I would know, I just submited them for others to have fun with! There is alot of ammo and some really annoying hills. Please dont send any comments telling how they can be improved. I dont want to fix them up. Have fun and score them well!

--------------- Dash -----------------
I got the name from the skybox I used in it. The theme of the map is on a ruined mountain. earth has been destroyed and you have to fight an opponent on that mountain. Please send a comment on this maps improvements needed if you want. but please dont send one about mountains. For 1 - 4 players. Have fun!
--------------Mountains---------------
This is a grass themed map inspired by the tribes 2 terrain. I stuffed it up with the hills! This map has some good hotspots. There are 2 mountains and 2 valleys either side of them. made for about 4 - 30 players. Please dont send a comment! I'm not going to remake the whole thing. The ammo on this map has been highly overdone but anyway have fun!

Map file Dual_mp_sauer.zip (829.63 KB)
Rating
0
points
 (1 vote)
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Files: dual_large.gif / dual_mp_sauer.zip /

(358) Home ~ Icebase Updated

Cube Master | 2006-10-24 13:24

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb The updated version of Icebase, Great new snow texture provided by acieeed. Try it out!
Screenshot
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Detailed description

Well, This is my second map. I personally did not like it that much but all my freinds bugged me to put this on. So I have uploaded it. I might of made the same ammo mistake I made with my other map again. but overall this map is pretty good for alot of people wanting to do a LAN.

-----Details-----
My map has 2 forts, A white base and a red tower. The map is basicly a capture the flag map but it also works well in DMSP. Many hills are in the map between the two bases giving it a touch of stradegy. Please comment on this map and rate it whatever you want. More maps will come soon!

Map file icebase_mp_sauer.zip (3.44 MB)
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Files: screen_icebase.gif / icebase_mp_sauer.zip /

(357) Home ~ Quadropolis Hosting

Nieb | 2006-10-23 07:30

News
Hello all, my hosting service will be up soon (01/01/2007). It'll cost $94.80USD to continue the hosting for another 2 years.
 
http://www.hostingplex.com/services/hosting/index.html
 
I'm a little tight on money right now, so I figure I would ask the community for help covering the cost.
 
So if you want to keep Quadropolis alive, please help out...
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Files: none

(356) Home ~ Evacuation

Kaiser | 2006-10-23 03:09

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb Based off of the Evacuation map from FEAR (updated)
Screenshot
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Detailed description

I made this based off of the map Evacuation from FEAR. I have "sauerized" it a bit to make it a little easier to make as well as play. Don't complain about the narrow hallways. Many of the parts of the map are actually more open than they are in FEAR. I had quite a bit of fun making this map and I must say it is the best one I have built thus far. For the time being consider it a beta version until I get some feedback on it.

-UPDATED-
Okay so I made some new textures that actually more closely follow the look of the actual FEAR map. Only the walls were done as from what I could tell they were the main issue in terms of appearance. The new textures are simple concrete style blocks of various sizes and although they mimic the first texturing pass somewhat they look much cleaner than before.

Just unzip to the Sauerbraten folder

Map file Evacuation.zip (3.27 MB)
Rating
16
points
 (2 votes)
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Files: evacuation.jpg / evacuation.zip /

(355) Home ~ Boxed In

theButcher | 2006-10-21 16:52

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A smallish normalmapped map loosely based off of Block City from Mario Kart Double Dash.
Screenshot
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Detailed description

Boxed In by theButcher

My first map.
A smallish normalmapped map loosely based off of Block City from Mario Kart Double Dash.
Might be good for 1-on-1.
The config script is copied from deathtek's and slightly modified.

Map file boxdm.zip (514.64 KB)
Rating
0
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Files: boxdmbigscreen.jpg / boxdm.zip /

(354) Home ~ Sky Roads

Grog | 2006-10-19 02:04

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Completely open concept / fast map.
Screenshot
Get original file (39KB)
Detailed description

Here are the key concepts:

* No symmetry in the overall map layout.
* No camping spots. You can hang out on a top platform, but even so, protection is minimal, and there is no health on the higher platforms (except a megahealth).
* Minimal hiding spots. If you want to chat, go use an instant messenger.
* Quad intentionally requires two rocket jumps (one if you are fairly good at them). This way, when you get quad, you will be weakened. It's a small price to pay. ;)
* No yellow armor on the map. This allows newly-spawned players to have a fighting chance.
* Weapons distributed fairly randomly.
* A fair amount of health. You can stay alive a long time with the health on the map, but it's lower on the map.

It should work well as a free-for-all; lesser as an instagib map. If someone wants to retexture / add-on to it, let me know.

Map file skyroad.zip (240.44 KB)
Rating
0
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Files: skyroad1.jpg / skyroad.zip /

(353) Home ~ Waterforts

elisantiago | 2006-10-19 00:20

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Cube 2 (Sauerbraten) | Huge (16-32)
Blurb Have fun in a map with swimming pool, base jumping, bunkers, a fort and so!
Screenshot
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Detailed description

Hope you like it, its for you to mod it at like.

Map file Waterforts.ogz.zip (28.39 KB)
Rating
4
points
 (2 votes)
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Files: picture-7.png / waterforts.ogz.zip /

(350) Home ~ Classic Chaingun

theButcher | 2006-10-16 21:28

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Cube 2 (Sauerbraten) | All Platforms
Blurb Brings back the original CG hudgun model from old cube releases
Screenshot
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Detailed description

Brings back the classic chaingun hudgun from cube.
Taken from cube release August 2005 (in packages/models/hudguns/chaing_.)
Simply extract the whole thing to your sauerbraten folder.
This hasn't been tested much, it looks okay, but you're welcome to improve the aesthetics if you want.

Thanks to Passa - this is rev.2 which uses the revised hudgun from later releases.

Mod file classiccg-rev-2.zip (37.28 KB)
Rating
10
points
 (2 votes)
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Files: classiccg.jpg / classiccg-rev-2.zip /

(349) Home ~ Bunker

Cube Master | 2006-10-16 13:53

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb My first ever real sauerbraten multiplayer map. 1 - 4 players, could be a bit more... Please send a comment!
Screenshot
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Detailed description

Ilve wanted for some time now to insert one of my multiplayer maps to a site like this. Now since ilve found this site I will put up some more. This is a small 1 to 4 multiplayer map. Players run around in a complex shooting each other, There are lots of spots in the roof supports where you can hide. I have used the gippe textures. Hope you like it. send a comment!

Map file Bunker_mp_sauer.zip (652.74 KB)
Rating
0
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Files: screen_bunker_large.gif / bunker_mp_sauer.zip /

(348) Home ~ SauerGod's Temple

Lazy | 2006-10-15 12:41

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb An egyptian theme symmetrical map.
Screenshot
Get original file (125KB)
Detailed description

*********************

SauerGod's Temple

*********************

An egyptian theme symmetrical arena with 2 huge rooms using Sock's textures.

:: installation: unzip into your Sauerbraten\packages\base folder, load the game and
type "/map stemple" on the console

:: you may not use this map for commercial purposes

:: version 1.0

:: author: Lazy [HUN] (Gabor Toth)

:: contact
e-mail: tgabor.mail@gmail.com
MSN: lazy@coder.hu

I appreciate any kind of feedback.
Sorry for the high policount :)

Have fun!

Map file stemple.zip (1.65 MB)
Rating
12
points
 (2 votes)
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Files: stemple.jpg / stemple.zip /

(347) Home ~ Shindou 1.1

BlikjeBier | 2006-10-15 12:10

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Shindou - Tremor, shocking and such
Screenshot
Get original file (112KB)
Detailed description

Yes i know i still have another map to finish, in the meanwhile you might enjoy yourself with this one. Let me know if things should be corrected.

A new version, added a teleport that leads upstairs and corrected some errors. Made also a new zipfile, "BlikjeBier" folder goes inside
"Sauerbtraten\packages\" folder. And "Shindou.cfg" and "Shindou.ogz" should go into "Sauerbtraten\packages\base" folder.

Map file Shindou.zip (1.01 MB)
Rating
28
points
 (4 votes)
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Files: shindou_big.jpg / shindou.zip /

(346) Home ~ dfs_mapmodels

CrazyTB | 2006-10-13 05:50

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Cube | Cube 2 (Sauerbraten) | Content | All Platforms
Blurb 5 five mapmodels created by me: arcade, beerbottle, bottleandcup, orelhao, terminal
Screenshot
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Detailed description

Five MD2 mapmodels I've made. Four of them were made in 2005 (but I haven't released until now). They are:

arcade
beerbottle
bottleandcup
orelhao
terminal

All modelling was done in Blender.

beerbottle and bottleandcup models could have more polygons, but unfortunately I only noticed that after it was done.

I'm bad with textures. I need better textures, people!

I need a texture for orelhao, its texture currently is just some quick paint done inside blender, it is by no means a final texture.
I need a better texture for terminal. Current texture is just some quick Gimp gradients, patterns and noise, all applied together.

Both final files (tris.md2 and skin.jpg/skin.png) and source files (*.blend, *.xcf and others) are included in this package.

Mod file dfs_mapmodels.zip (2.01 MB)
Rating
31
points
 (4 votes)
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Files: dfs_mapmodels640.jpg / dfs_mapmodels.zip /

(345) Home ~ Spire

Heresiarch | 2006-10-11 15:00

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb I made this map while having another in mind, sunspire from unreal that is.
Screenshot
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Detailed description

Unzip files into Sauerbraten\packages\base

I made this map while having another in mind,
sunspire from unreal that is.

This map is a architectual statement rather
than a deathmatch map, and I hope people will
enjoy playing on it, or reverseengineering it..

So long suckers!

Map file Spire.rar (394.21 KB)
Rating
4
points
 (2 votes)
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Files: screenshot.jpg / spire.rar /

(344) Home ~ Chronos Phoenix

Kaiser | 2006-10-08 23:44

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb The newly rebuilt Chronos
Screenshot
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Detailed description

Chronos was one of the original arenas used for modern gladiatorial games. An arena that, while not the most brutal, offered a challenge to even the most skilled warrior.

Over the many years of combat in the gladiatorial games, Chronos saw its share of bloodshed. However, not all things are made to last forever. The harsh combat took its toll on the arena and it slowly began falling apart.
The end for Chronos came in the year 2187 when the Gladiatorial Fighting Commission declared the arena to be too heavily worn to provide a suitable place for matches. Often times, competitors were being injured or killed by failing pieces of the aging structure. The arena was spared demolition due to the fact that its deterioration was so extensive that no company was willing to take the risk of demolishing the venue.

In time, Chronos was all but forgotten. Then, in the year 2215, the CEO of SolCorp, Wilhelm Falke, came across the derelict while surveying the area for a new mining operation. The arena was still under ownership by Marmaduke Industries. Wilhelm purchased the arena for a mere 20,000,000 credits, one tenth the cost to originally build it. Repair and restructuring of Chronos was started immediately and was completed in 2118. Thus Chronos Phoenix was born.

At first, the GFC was unwilling to allow the rebuilt arena to become a part of the list of official fighting venues. Upon hearing this, Wilhelm Falke sent invitations to two of the most highly respected teams in the league, Team Ronin and Team Vengeance. The two teams fought in a televised exhibition match at the same time of the GFC's Blood Tournament finals. When more people tuned in to witness the carnage taking place at Chronos than did the Blood Tournament final, the GFC gave in and admitted Chronos Phoenix to the list of combat arenas.

Long ago, Chronos would give any person who battled there nightmares for a week. Now, they will be lucky to ever sleep again, having fought at Chronos Phoenix.

Map file chronosphoenix.zip (1.95 MB)
Rating
16
points
 (2 votes)
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Files: screenshot_58062.jpg / chronosphoenix.zip /

(340) Home ~ Duke3D HRP textures and a sample map

Swiss_CM | 2006-09-29 15:44

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Cube 2 (Sauerbraten)
Blurb Some Duke3D HRP textures and a sample map showing a good use for them
Screenshot
Get original file (37KB)
Detailed description

Basically a small sample selection of textures from the Duke Nukem 3D HRP (licensed under the GPL) and a sample map to go with it. One thing lacking from Sauer was modern city textures, it is rather difficult to build good looking interiors and exteriors using any of the textures supplied with Sauer. To rememdy this I decided to test Duke Nukem 3D-like textures to see if they worked, and I beleive they did.

Go to http://hrp.duke4.net/ for more textures. The license allows distribution this way and we have the blessing of 3D Realms so use them however you please (within the terms of the license of course ;)!

Map file dmap.zip (7.97 MB)
Rating
18
points
 (2 votes)
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Files: dmap_640.jpg / dmap.zip /

(339) Home ~ Lifepool v1.1 by NEXUS & RatBoy

RatBoy | 2006-09-29 06:26

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Cube | Deathmatch | Small (1-4)
Blurb A small map set in an old and magic medieval symetric arena.
Screenshot
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Detailed description

Map's Story:
Long ago this was a place of magic, misteries and many battles. But sadly an evil wizard locked it up for himself, and called it "My Robe's Personal Bathroom", for the only purpose of washing his mighty robe.

Time passed and the wizard die drowned by his own magical robe. The place was forgotten and the robe went on to become a musician. In the present the place was found by a wandering fella who donated it for deathmatch.

Notes:
I know you're all right now all like "WTF, a Cube map? This dude is a little crazy" but meh. I've been out a long time, since I had some personal things to attend, and also I couldn't find the inspiration necessary to make anything I like. But that inspiration is somehow back, and messing around yesterday I fixed this map made by my brother and I think it looks better now, also I've redistributed the entities, fixed player starts and arranged the lights a bit.
You can see the previous version here: http://www.quadropolis.us/node/201

With this I finish my cube mapping career for the moment to work more on Sauerbraten. I'm already porting this same map and SastreZ, so expect news soon ^^

Hope you all enjoy this one, and as always any kind of feedback is really apreciated.

Update v1.1:
New deluxe edition, updated the map with Sauerbraten version's textures to make it look more nice to the eyes. For those who still play Cube around here ^_^.

Map file Lifepool_v1.1.rar (533.03 KB)
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Files: preview_2.jpg / lifepool_v1.1.rar /

(338) Home ~ Battle of the Nile

save | 2006-09-24 07:58

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Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Medium (5-8) | Creative Commons (BY)
Blurb An ancient templetown by the Nile
Screenshot
Get original file (116KB)
Detailed description

It took me several days to complete and finally it's ready. This map is quite open with many outdoor areas, still it contains a temple with several floors - with surrounding indoor structures, a shop and the shopkeepers house, a stable and a few 'hidden' areas.

Here's some more screenshots:

http://www.mediamonster.se/games/sauerbraten/screenshots/battleofthenile01.jpg
http://www.mediamonster.se/games/sauerbraten/screenshots/battleofthenile02.jpg
http://www.mediamonster.se/games/sauerbraten/screenshots/battleofthenile03.jpg
http://www.mediamonster.se/games/sauerbraten/screenshots/battleofthenile04.jpg
http://www.mediamonster.se/games/sauerbraten/screenshots/battleofthenile05.jpg
http://www.mediamonster.se/games/sauerbraten/screenshots/battleofthenile06.jpg

In case mapdownload doesn't work at this site, download it from,
http://www.mediamonster.se/games/sauerbraten/battleofthenile.rar

Happy gaming!

Map file battleofthenile.zip (1.53 MB)
Rating
2
points
 (1 vote)
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Files: battleofthenile.jpg / battleofthenile.zip /

(334) Home ~ The Shortest Mile

Swiss_CM | 2006-09-23 16:13

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A map influenced heavily by Q3DM17, or The Longest Yard
Screenshot
Get original file (27KB)
Detailed description

It's by no means a 1:1 copy, somewhere half-way I went in my own direction. It should be pretty fun to play.

Map file TheShortestMile.zip (568.41 KB)
Rating
0
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Files: shortestmile.jpg / theshortestmile.zip /

(331) Home ~ The Bad Place (q1dm4)

Lazy | 2006-09-22 10:52

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A remake of the Quake1 DM4 map using Sauerbraten textures
Screenshot
Get original file (115KB)
Detailed description

****************************************
q1dm4 - The Bad Place - from Quake 1
****************************************

:: author: Lazy [HUN] (Gabor Toth); original map by American McGee, ID Software
:: version 1.0, released in September 2006
:: installation: unzip into your Sauerbraten\packages\base folder and type "map q1dm4" on the console
:: 2 player DM is strongly recommended

:: minor changes according to the original map:
- the 150 armor has been replaced with riflerounds
- the yellow armor room is lowered so you can get back to the center with a rifle jump :)
- added an extra health pack near the teleport on the top floor
- 1 rocket pack instead of 3 on the first floor
:: built in 4 days using Sauerbraten editor and watching the original map's layout in Qoole, a Quake map editor
:: thanks to Blindabuser for ideas and support
:: this is my first release for Sauerbraten
:: you may not use this map for commercial purposes
:: contact
e-mail: tgabor.mail@gmail.com
MSN: lazy@coder.hu

Have fun!

Map file q1dm4.zip (1.7 MB)
Rating
22
points
 (3 votes)
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Files: q1dm4.jpg / q1dm4.zip /

(330) Home ~ SauerbratenServerMonitorClient v0.40 [for 2006-09-12 release]

MeatROme | 2006-09-18 21:05

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Cube 2 (Sauerbraten) | Source mod | All Platforms
Blurb serverbrowser w/o running the graphics engine
Screenshot
Get original file (20KB)
Detailed description

This version of the ServerMonitorClient comes with a few enhancements in comparison to the previous releases.

sorting methods - by map, by mode, by players and others
though still WiP - a python GUI is in the works - contributed by apflstrudl

Excerpt from the README :

General paramters:
------------------

The client will run with default values unless you pass it parameters.
In the following listing each parameter 'x' is described as:

'x': parameter name : [default] (range)

Further descriptions of the paramters follow below the listing.

's': scanloops : [3] (1 - 512)
'w': wait4loop : [1] (0 - infinity)
'c': comparison : [0] (0 - 4)
'o': omit_update
'd': debug_output
____________________________________________________________________________________________________

some examples :
-o -s3
-o -w0 -s9 -c3
-w3 -s23 -c4
____________________________________________________________________________________________________

comparison : "-cN"
The default sorting method (in-game) is by ping - this is true for the ServerMonitor too,
although the ping values never get output - since the routines usually run too fast to make
measurements meaningful and the values are usually grouped in blocks of "low, medium and high".
But the higher up in the list an entry is shown, the lower the ping.
You can always find out it's true ping value in the game, or by manually pinging it.

The sort methods are :
0 - by ping [unprinted]
1 - by time-remaining
2 - by map
3 - by gamemode
4 - by number of players

Mod file SBSMC_040.zip (619.85 KB)
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0
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Files: screenshot_1.gif / sbsmc_040.zip /

(327) Home ~ ReVamp Experiment

MeatROme | 2006-09-16 23:18

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb Proof-Of-Concept : revisualize same OGZ through CFG
Screenshot
Get original file (11KB)
Detailed description

- unzip into your sauerbraten folder
- run sauerbraten and call "/sp revamp/revamp0"

-------------------------------------------------------------------------------

Usage :
---------

On revamp/revamp0 you will only see a star filled sky,
but on your console a command has been prepared for you.
Trust me and hit ENTER.

You will then get transported into the actual map which we will "revamp".

It just contains some bare geometry, two teleports & their destinations,
as well as a "regular" trigger and the end-of-level-trigger.

When you hit the trigger you will
a) move back a few steps but almost right away forward again,
the gamespeed will drop to 50% and the console will remind you to hit ENTER
This is _really_ important - it doesn't work any other way.
This is also the reason why it has no real value for anything;
I'd consider such a setup intolerable as a player myself!

b) through hitting ENTER you internally increment the "state flag"

c) through moving forward you will hit the end-of-level trigger

d) you get transported into _the same_ map, but it will look different.
That is what this demo is about - it shows you can reuse geometry,
but handle it's visuals depending on the "state flag" (RMix).

After having shown you this 3 times,
you finally get back to a real game of sauerbraten DMSP.
Or - if you modified at the top of the cfg - whatever you want to play :)

-------------------------------------------------------------------------------

This is dedicated to junebug - to whom I tried to be a smart-ass,
telling him he could cut down map-PAK size with an "easy scripting trick".
Yeah, well ... so much for that.

Map file revamp_experiment.zip (37.29 KB)
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Files: revamp.jpg / revamp_experiment.zip /

(323) Home ~ Toll - The Lost Factory

Max of S2D | 2006-09-16 10:04

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Cube | Deathmatch | Small (1-4)
Blurb A lost factory.
Screenshot
Get original file (0KB)
Detailed description

A map i did with Snot. I hope you'll enjoy it ! I tryed to make WQD as lower as possible, but in few points it can go a bit too high. Sorry for the incovenience.

26/9 : Version 1.1 released :p
26/9 (again) : 1.2 released. Added health room, yellow armour room. And changed the pillar lights.
27/9 : Version 1.3 released : added a lot of lights and corrected the "jumpin' pathway" !
30/9 : Version 1.4 released : Added a few lights near the jumppad, low lights at the remainings dark places and a little blue light at the health room :)

Have Fun Good Luck !

Map file toll.zip (3.53 KB)
Rating
6
points
 (1 vote)
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Files: toll.jpg / toll.zip /

(321) Home ~ Xsaii_3 Scarab Temple

Xsaii | 2006-09-16 05:05

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Egyptian themed map ! in the middle of nowhere ! :D
Screenshot
Get original file (56KB)
Detailed description

I'm feeling lazy so just try it out and post your thoughts ok? :)

Nothing much to say, except the quad and health boost are sortof easy to get.
The quad room is supposed to be the 'moon room' and the health room is supposed to be the 'sun room'.

Map file Xsaii_3.zip (136.89 KB)
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Files: xsaii_3_big.jpg / xsaii_3.zip /

(316) Home ~ Skyworks

mIscreant | 2006-09-15 06:08

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A large-ish deathmatch map with tons of catwalks and "connections."
Screenshot
Get original file (113KB)
Detailed description

I spent about a week learning mapping, lighting, texturing, all that good stuff, and this
is what I ended up with. I was going for a multi-layered interconnected deathmatch map, and
I guess that's how it turned out. Unfortunately, I'm afraid the paths may be too skinny
and end up being annoying; also, I'm afraid that older hardware will have problems with
this (I hope I'm wrong!). Well anyway, please give me some feedback.

Map file Skyworks.zip (605.47 KB)
Rating
0
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Files: screenshot_12993039.jpg / skyworks.zip /

(315) Home ~ World War X

whobob121 | 2006-09-15 00:41

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Battle between 3 bunkers and a castle....
Screenshot
Get original file (13KB)
Detailed description

A sort of spinnoff off World War II this is a map that has 3 bunkers
and a great big castle. Many secrets and traps.

Map file toxic.zip (354.71 KB)
Rating
2
points
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Files: 0.jpg / toxic.zip /

(313) Home ~ Xsaii_2 Imperial Starport

Xsaii | 2006-09-10 19:32

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small, back area of a starport on some random planet. :D
Screenshot
Get original file (33KB)
Detailed description

This map took me about 8 or 9 hours to complete, over the course of a week.
It is built for about 4-5 players.

If I can remember correctly, the ent list is:
5x spawn points
3x health packs
2x shotgun shell boxes
2x rifle clips
1x bullet boxes
1x pack of rockets
1x green armor
1x health boost
No yellow armor or quad damage. No teleports.

It is based loosely on the Ramsees Hed Docking Port on Cal-Seti from Starwars Darkforces.
I started playing around with a small wall (the bigger outside area is actually where I started hehe) and trying out some textures. I was originally going to use the tech textures but they were too light and didn't suit my preferences. If you compare it to the actual level, this one has less hallways and not as run-down. It also has more of a darker atmosphere as opposed to the bright blue skies it has.

I didn't really want to venture into the big goliath block textures but still have a big, sci-fi feel.

The glass that serves as a wall in one area is actually supposed to be a forcefield, but you can't cut or curve glass so I just decided to fill the visible area up with it to keep it from looking funky.

I also clipped above the outer walls. I wished to keep a low-wall feeling however keep the players inside and limit outer level design.

The only big I can find might be with the sky. It tends to have black spots for split seconds but it isn't major. Might just be me. Otherwise just minor texture blending problems almost every map has. :)

I am thinking about updating this map again possibly. Not sure though.

Map file Xsaii_2.zip (504.56 KB)
Rating
6
points
 (1 vote)
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Files: xsaii_2_big.jpg / xsaii_2.zip /

(312) Home ~ Unnamed

conorkirk | 2006-09-09 19:37

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb This is my first map, hate it, or love it. (probably hate it)
Screenshot
Get original file (54KB)
Detailed description

What to say, what to say.

This is my first map, I waited a while to upload this but finally got the courage to do so.

You may hate it or like it, but i prefer the latter :)

So enjoy! (I hope)

Map file unnamed.zip (1.11 MB)
Rating
2
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 (1 vote)
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Files: unnamed.jpg / unnamed.zip /

(311) Home ~ Sauer_SP-The Adam Parker Missions: Day 1 (by Junebug)

junebug | 2006-09-08 19:23

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Cube 2 (Sauerbraten) | Singleplayer
Blurb 3 missions tied together with a storyline.
Screenshot
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Detailed description

STORYLINE:
You are Adam Parker: Bounty Hunter & "Problem Solver".
You work for "The Agency".

They contacted you via secret email 7 years ago asking for your "services" and you've been working for them exclusively since.

You have never met anyone from "The Agency" in person -- you simply show up to work and a computer screen tells you where to go and what to do.

The agency teleports you to your destinations and you follow orders without questions.
That is the arrangement.

At the end of your shift, you collect the payment they leave for you.

Never once have you met an actual HUMAN BEING from The Agency, but it's not
your job to ask questions, Parker.

You have never failed on a mission assignment, Adam - now let's get to work!

--------------------------------
(version 1.0a) - i included the missing textures.

Map file Sauer_SP-TheAdamParkerMissions_Day1.zip (7.57 MB)
Rating
46
points
 (6 votes)
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Files: adamparkermissionsday1-640x480.jpg / sauer_sp-theadamparkermissions_day1.zip /

(310) Home ~ thojoh370's Voice Pack v1.0

thojoh370 | 2006-09-07 12:09

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Cube 2 (Sauerbraten) | All Platforms
Blurb Robotic speaker voices
Screenshot
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Detailed description

A sound pack that will replace the voices in Sauerbraten with my robotic voices. These have an echo, so it will sound like there are speakers in the arena from which these sound effects come from. This mod will also replace the "quad-damage-is-over" file called "acid5.wav" in the packages/sounds/free directory - instead you will hear a voice saying the same as the message that is shown in the console.

Read the README.txt file for further information.

Mod file vpak.zip (1.08 MB)
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Files: vpak.jpg / vpak.zip /

(309) Home ~ thojoh370's Crosshair Pack v1.0

thojoh370 | 2006-09-06 07:56

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Cube 2 (Sauerbraten) | Windows
Blurb 10 new crosshairs
Screenshot
Get original file (12KB)
Detailed description

This package contains several crosshairs that can be used with the Sauerbraten Game Engine. Recommended crosshair size: 20, Sauerbraten default: 15

Mod file crosshair.zip (78.67 KB)
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0
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Files: crosshairs2.jpg / crosshair.zip /

(308) Home ~ MasterMode Control

MeatROme | 2006-09-05 00:37

Cube 2 (Sauerbraten) | Gameplay
Blurb keep your games under control with these wrappers around mastermode & co.
Detailed description

The script defines a couple of aliases for your usage :

MMset : this is the wrapper around mastermode, it will automatically grab master for you if required.
MMiam : tell the script what your clientnum is - currently only MMallspec uses it, though
MMallspec : send everybody to SPECTATOR, for when they're just asking for a time-out...
MMgriefkick : kick everybody [thanks to Script Kid for this one]

It will also output some (hopefully) useful text via chat,
to inform the other players of who's in control ;-)

The default bindings set by the script are :

RETURN : MMset 0 :: grab master
V : MMset 1 :: veto
PAUSE : MMallspec :: Time-Out
Config file mastermode_basics.cfg (1.8 KB)
Rating
16
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 (2 votes)
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Files: mastermode_basics.cfg /

(307) Home ~ Ultimate Cube 1.1

Passa | 2006-09-03 00:20

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Cube | Release | Content | All Platforms | Other License
Blurb The Ultimate Cube map-pack 1.1. Now with 50 maps and more content for Cube.
Screenshot
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Detailed description

This updated version of Ultimate Cube now brings an additional 50 maps to Cube. It also contains makkE's old items pack for old skool Cube goodness. The menus.cfg file is automatically patched so all these maps will appear in the menu. Refer to the readme for more information.

Mod file ultimatecube11.zip (3.71 MB)
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Files: large_0.jpg / ultimatecube11.zip /

(306) Home ~ Senjou

BlikjeBier | 2006-08-30 20:33

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb Senjou is Japanese for Battleground
Screenshot
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Detailed description

This is by no means a finished map, i only included playerstarts and nothing else. It is also not my first map, but it is the first one that i found worthy to upload. What i am looking for is comments, constructive comments, is this map overdone, to large, and how does it play on your machines. This map was created with the latest version of Sauerbraten, the 2006_07_22 release. The machine it was created on is a 1.5 Celeron with 1 gig of memory and a GForce 3 Titanium 200 with 64mb.

Now as for the map itself, i wanted to create some rather large round structures and the map itself has a symetrical layout centered around a central arena, the lay-out has been divided into two themed parts that only can be reached from the central arena, there is no way you can go from one themed part to the other, you have to cross the arena. I guess this would make a decent Capture the base map.

Please let me know what you think of it, and what can be done to improve.

Map file Senjou.zip (1.09 MB)
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Files: senjou.jpg / senjou.zip /

(305) Home ~ Stakhanov's Griffin Cliffs

Boukharine | 2006-08-30 03:40

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Rocky sky islands arranged as a deathmatch arena. Hazardous to cross , to say the least.
Screenshot
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Detailed description

Creepy inspiration brought this map to still life. Note that this is the first released FPS map of my "career" ever , due to perfectionistic tendencies. It should be very playable nonetheless - my playtester victim did not fall to his demise that often.

Texturing is minimalistic , but lightings are supposed to hide this. Few rock textures were appropriate , anyway.
Assuming enough people are playing it , the map will (in theory) induce a balanced game flow. But it will require a lot of learning , and a even a few trick jumps to master. Gravity writes the rules , but 2 out of the way jumppads and teleports are here to compensate.

Suggestions welcome , even though this is likely to remain the final version. It is definitely not my last aerial map , I have a larger (way higher) scale project going on... I'm open to online coopedit work - but my spare time may soon shrink to nothing.

Map file griffin.zip (240.97 KB)
Rating
6
points
 (1 vote)
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Files: griffinlarge.jpg / griffin.zip /

(302) Home ~ City Docks

thojoh370 | 2006-08-26 10:29

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Cube 2 (Sauerbraten) | Deathmatch | Huge (16-32)
Blurb Let's see what's going on at the docks. ("City Docks" is only one part of a huge city!)
Screenshot
Get original file (0KB)
Detailed description

This map is very large, and has many more walkways than seen in the screenshot.
I've tried to put some playerstarts here and there, but it seems like I need to put
many more of them ... but I just don't know where :) "City Docks" is only one part
of a huge city! Map was finished after 1½ week.

Important information taken from the readme file:
This map is created for use in the Gear mod, but you might be able to run it
with the non-modded version of Sauerbraten. I am not sure if this works or not,
though - therefore I've imported all textures that is listed in the file
"default_map_settings.cfg" in the Gear mod directory - so the Engine might
tell you that some textures could not be found. That is because they are not
included in this package, and they will never be. Just enjoy the map, and ignore
all texture exceptions - except for the following files (if any exception regarding
this file is shown, please report it):

sign/caution1.jpg
sign/dockzone_l.jpg
sign/dockzone_r.jpg
asphalt.jpg

This map is taken from the Gear mod by thojoh370.
Map file city-dm.zip (846.1 KB)
Rating
4
points
 (2 votes)
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Files: quadshot.jpg / city-dm.zip /

(301) Home ~ Snow Skybox

shadow | 2006-08-26 06:03

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Cube 2 (Sauerbraten) | Content | All Platforms
Blurb New skybox for sauer
Screenshot
Get original file (56KB)
Detailed description

comes in 512, 1024, and 2048 flavours

Mod file skybox.zip (13.53 MB)
Rating
6
points
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Files: snow-preview-large.jpg / skybox.zip /

(300) Home ~ full entproperty control

MeatROme | 2006-08-20 15:23

Cube 2 (Sauerbraten) | Mapping
Blurb advanced entproperty control
Detailed description

This is a suggested fix for the entproperty modifier,
which in the 2006-07-22 and 2006-09-12 releases does not allow for manipulating other then entproperty 0.
This will editbind 1..4 to each property-index; use your mouse-wheel to edit the values.

Pressing LALT (left ALT) increases step-size to 10.

simply add this to your autoexec.cfg to use this fix.

Thanks to CrazyTB for cleaning this one up!

Config file bind_entprop.cfg (461 bytes)
Rating
0
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Files: bind_entprop.cfg /

(299) Home ~ realistic gun weapons

eb | 2006-08-19 11:05

Cube 2 (Sauerbraten) | Gameplay
Blurb for the pistol and single barreled shotgun
Detailed description

I have lost track of the sources of the files but
i thought these files would go well with the pistol
and also the single barrel shotgun.

Before overwriting the files make sure you BACK UP the
below two mentioned files.

place the rifle sound file in
Sauerbraten\packages\sounds\awesund

and the pistol file in
Sauerbraten\packages\sounds\free

Tell me what u think of the pistol sound.

Anyways enjoy.

Config file gun sound replacement.rar (13.76 KB)
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0
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Files: gun-sound-replacement.rar /

(297) Home ~ golm (garden of lost memories)

praxibetel | 2006-08-17 15:26

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Cube | Deathmatch | Medium (5-8)
Blurb The garden of lost memories. Many spirits have come to this forgotton land to sit on their asses and do nothing.
Screenshot
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Detailed description

The garden of lost memories. Many spirits have come to this forgotton land to sit on their asses and do nothing. Dont disturb them. theyre proabley so bored they will just sit around more. there is a room of water where elmer the retard elephant sleeps. he looks like a bridge.

Map file golm.zip (8.73 KB)
Rating
2
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Files: screenshot_16970.jpg / golm.zip /

(296) Home ~ Castle Deathmatch

thojoh370 | 2006-08-16 09:29

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Try to get the Quaddamage - you'll get killed on the way...
Screenshot
Get original file (31KB)
Detailed description

Go to one of the corridors (rocket or rifle), or go to one of the Bullet Towers. Then shoot, shoot, shoot! By watching the shot you maybe say: "It doesn't look too hard to get the quad", but remember that everyone is shooting .. rockets and riflerounds fly from one side to another - making it quite hard to get the quaddamage and the health..

Map file castle-dm.zip (41.33 KB)
Rating
2
points
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Files: shot.jpg / castle-dm.zip /

(295) Home ~ Fanatic's Quake Map

marcpullen | 2006-08-13 14:07

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Cube 2 (Sauerbraten) | Included | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb This is a small DM type of map using the bump mapped Quake style textures in the latest Sauerbraten engine release.
Screenshot
Get original file (46KB)
Detailed description

Title: Fanatic's Quake Map
Author: Marc A. Pullen
Website: http://fanaticalproductions.net

This is a small DM type of map using the bump mapped Quake style textures in the latest Sauerbraten engine release.

Unzip into your Sauerbraten/packages/base folder, and run it in the game by pressing the "~" key, then type: /load fanatic_quake

Should be good for 2-4 player DM games.

Enjoy!

-Marc

Map file fanatic_quake.zip (1.18 MB)
Rating
42
points
 (5 votes)
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Files: fanatic_quake_screenshot.jpg / fanatic_quake.zip /

(294) Home ~ L1quid CSL3

l1quid | 2006-08-05 05:05

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Modeled after one of the greatest maps of all time CSL for Rogue Spear
Screenshot
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Detailed description

Ive had some great comments on this map, so i decided to show it to everyone, I modeled it after a map for Rogue Spear called CSL, its got 4 buildings , each 2 stories, and a basement, the health bonus is hidden on the top level of the map, and the quad damage is hidden in the basement. All i can say is download it and try it, comments welcome..

Map file l1quid-csl.zip (211.58 KB)
Rating
0
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Files: screenshot_27202_r.jpg / l1quid-csl.zip /

(292) Home ~ FrozenBase (Included In Official Release)

junebug | 2006-08-02 02:08

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb Don't let the enemy finish re-building this base!
Screenshot
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Detailed description

Mission Briefing:

Back in the time before the great Bauul war of 2751, the Ogro we're spending all their
time creating military bases around the RS galaxy. Our organization is aware of most of these bases and many of them are no longer occupied or operational.

We have received a top secret tip that the Ogro have been trying to rebuild one of these bases since an earthquake shook it almost to the ground a few months ago. It is said to be in poor repair at this time, which is why we are sending you in now when the Ogro won't
be prepared for such an attack.

You must clear this base of all workers so the Ogro won't be able to get the base fully functional again. This job should be right up your alley. We know we've picked the right person for this operation!

Good luck, see you back at H.Q. !

Map file Sauer_SP_FrozenBase_byJunebug.zip (350.57 KB)
Rating
10
points
 (2 votes)
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Files: frozenbase-screenshot.jpg / sauer_sp_frozenbase_byjunebug.zip /

(291) Home ~ Better sniping

theButcher | 2006-08-01 21:34

Cube 2 (Sauerbraten) | Gameplay
Blurb A good sniping script... better than g+mousewheel
Detailed description

Zooms in, increases maxroll, changes crosshair, removes hudgun. Also features adjustable zoom using the mousewheel (uses domodifier 1). By default hold SPACE and use mousewheel to zoom in.
I know everybody can use g+mouse, but I find that annoying sometimes. After you're done changing your fov, it doesn't go back to 100. That's why I made this.

Config file snipe.txt (171 bytes)
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Files: snipe.txt /

(290) Home ~ Fort Condor, a Simple DM map

JackXIII | 2006-07-31 20:00

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My first DM map and it's AWESOME!
Screenshot
Get original file (35KB)
Detailed description

This be my first map. You're in a sealed off fortress with no means of escape except for one way. You see other people around and you hear a voice in your head saying "Kill to be free...". At this point,you know that you must kill your opponents to survive. Simple Map, a few tricks and Traps, and evenly placed weaponry. Balanced yet simple. Enjoy it, I sure did.

Map file FORTCONDOR.zip (333.45 KB)
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Files: fullthumb.jpg / fortcondor.zip /

(289) Home ~ Improving this site a bit..

Butcher | 2006-07-30 18:50

Hi! ;-)

First of all, sorry if my english sounds bad because I'm a brazilian and I speak and mainly I think in portuguese... 8-P But I understand perfectly the english language...

Here are my suggestions...

Let me say that I downloaded everything from this site.... with the exception of the guides...

1 - Split or Divide the Maps, Mods, Scripts and Guides section, one for the Cube Engine and one for the SauerBraten engine, because many people here could want to download only maps for Cube or only for SauerBraten...

2 - Create a standard file naming system (SFNS)... because I found many *.RAR and other extensions like *.cgz and *.ogz (cube and sauerbraten maps)

3 - About the SNFS mentioned above something like get the *.RAR files, unpack and pack with ZIP and the same goes to the other files

4 - The same SNFS goes to the scripts/guides and mods...

5 - When I downloaded everything one of the boring things that I found was the pages of the files (16 total) with 158 files carrying about 10 each...

6 - I tried creating an account "Butcher" to see if there is an option for displaying 50 files or all the files but I didn't find an option... So I need to click 16 times to download all the files......

7 - The use of the thumbnails, well, I don't like this so much but this is a personal issue because this demand waste of the time for loading the pages... (I still have a 56k modem connection)

8 - Put a page like... the last 10 files added to each section or the last files added in the last week or the last month...

9 - This can be useful for people like me for downloading only the last maps added.

10 - Create a template Text for the maps/mods/scripts/guides and this template will inside each *.ZIP file like this

http://www.gamers.org/pub/idgames/UPLTEMPL.TXT

Because if the Cube/SauerBraten engines are good enignes, so I think that the *.cgz and *.ogz files could have the same kind of information like the...

- WAD Files - DOOM, DOOM2, HERETIC, HEXEN, STRIFE and the Rise of the Triad
- BSP Files - Quake / Quake 2 / Hexen 2 / Heretic 2 / Half-Life / Quake 3
- MAP Files - Duke Nukem 3D / Shadow Warrior / Blood / Redneck Rampage
- UNR Files - Unreal Engine / Na Pali / Tournament

And one last thing This file is missing: http://www.quadropolis.us/files/castle.zip

Please take look at the CASTLE located at the 11th page..

Thanx for reading this and my best regards!!! 8-D

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Files: none

(288) Home ~ Floating Towers

Masterwabbit | 2006-07-29 00:24

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb This is my first map
Screenshot
Get original file (53KB)
Detailed description

This map was created by me in roughly three days. It's not exactly perfect, I can tell you that, but I hope you have fun with it! Comments are welcome and Constructive criticism is advised!

Map file ftwrs.zip (252.95 KB)
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Files: ftwrs1.jpg / ftwrs.zip /

(287) Home ~ Cerberus Station

Kaiser | 2006-07-24 15:45

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A medium map that is reminiscent of a space station that uses a small number of textures
Screenshot
Get original file (121KB)
Detailed description

A friend of mine gave me a challenge to create a map using as few textures as I possibly could. In the end I used a mear 5 textures to create this map and I must say it did turn out better than I thought it could. The map plays well but may be a little heavy on the ammo pickups. If this is the case then I will remove a few of them. There are 3 different levels to the map as well as an outside area. The walls have a lot of glass in them making it possible to see where other players are but getting to them can be a bit more difficult.

Map file cerberus.zip (1.3 MB)
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0
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Files: picture-4.jpg / cerberus.zip /

(286) Home ~ Phosgene

wurfel | 2006-07-23 14:52

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Deathmatch | Medium (5-8)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A multiplayer map.
Screenshot
Get original file (49KB)
Detailed description

This map was speedmapped and later improved. May still suck but I think it is quite nice now.

Story (some people seem to need one):
Once upon a time there was a guy who thought he would be more intelligent, brave and wise than all the other guys.
And so he build his home into the sky.
But it turned out that he was wrong. Now he pollutes the atmosphere and everyone is suffering therefore. The End?

Map file phosgene.zip (636.52 KB)
Rating
10
points
 (2 votes)
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Files: phosgene.jpg / phosgene.zip /

(285) Home ~ Pedro's Crosshair script

PFL | 2006-07-23 01:26

Cube 2 (Sauerbraten) | Gameplay
Blurb Crosshair grow and zoom function to add to your autoexec plus bonus crosshairs!
Detailed description

Yeah, I know this is pretty easy to do and most folk will have something similar but I thought it would be nice to have a wee package with some crosshairs that compliment the bit of script. I love Sauerbraten and just wanted to give something to the community, however little it is. I hope you like some of the crosshairs and maybe some new comers will gain something from this. Please feel free to comment - but no nasty things, ok?! :)

Config file Crosshairs.zip (28.22 KB)
Rating
16
points
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Files: crosshairs.zip /

(284) Home ~ Sauer_DM-Abandoned Complex by Junebug

junebug | 2006-07-20 20:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My 1st multi-player map for Sauer.
Screenshot
Get original file (41KB)
Detailed description

I'm not altogether happy with the way this map came together,
but it's a really fun map to frag on nonetheless.

i hope you enjoy it!
please let me know your ideas for improvements too!
(i'm mostly a "single player map" maker)
thanks --
JUNEBUG

Map file Sauer_DM-AbandonedComplex.zip (573.03 KB)
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0
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Files: ac_screenshot.jpg / sauer_dm-abandonedcomplex.zip /

(283) Home ~ Castlewars v.1.0 Final

Z-ero_Xz | 2006-07-19 12:55

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A medium RPG styled multiplayer map which have a lot of secret places, traps and prisons... (Now updated file!)
Screenshot
Get original file (48KB)
Detailed description

Castlewars v.1.0 Final

Created by Z-ero_Xz (ZXZ) - e-mail address: t.v.katainen@hotmail.com
Assistance by DemiGod & Smogelore

This is our first map so don't blame us if it's awful! The map has been in development
since June. We have continued development every free time that we had and tried our best to do a
good map. Actually this map is tiny and looks like a piece of shit but it's better than you believe!
The lead developer of the map is Z-ero_Xz and some minor developers are DemiGod and Smogelore.
It was fun to create a map with many people! Have a fun playing Castlewars map! ;)

Map file Castlewars v.1.0 Final.zip (2.03 MB)
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Files: cwv10b.jpg / castlewars-v.1.0-final.zip /

(282) Home ~ drk1

sNoT | 2006-07-13 19:58

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb Dark multiplayer map
Screenshot
Get original file (106KB)
Detailed description

Not much to say, i made the basic layout two days ago. Max of S2D and CC_machine helped me a little with the lights and some details yesterday. (Max also made his own version of the map with my basic layout)
I have tested it and i think the gameplay is pretty good, the only change i made was to add a little light in the corners to make it less camper friendly.

Please tell me what you think

(this is my first map here on quadropolis so i hope i will do everything right:)

sNoT

Map file drk1.cgz (3.35 KB)
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0
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Files: drk1-copycopycopycopycccccc.gif / drk1.cgz /

(281) Home ~ Chess

CC_machine | 2006-07-13 17:47

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Cube | Deathmatch | Small (1-4)
Blurb really small map by sNoT and CC - Good for 1on1 or insta
Screenshot
Get original file (51KB)
Detailed description

A Long, long time ago in the very beginnings of the cube engine, the cube giants like Aard were playing chess with one another. But then somehow the board got put into the cube engine by a freak accident...

Ok, i'm no good at storylines. sNoT made this map a while ago with me and i thought id just upload it rather than let it be lost on my HD..

There are a couple of secrets, see if you can find them without going into edit mode...
P.S. Makes for crazy insta :D

Map file chess.cgz (1.79 KB)
Rating
10
points
 (3 votes)
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Files: big_chess.jpg / chess.cgz /

(280) Home ~ Bauul Training Grounds

junebug | 2006-07-13 00:37

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb Super intense action - thank god for the grenade launcher!
Screenshot
Get original file (37KB)
Detailed description

The agency has beamed you inside the secret Bauul Training Grounds.
Kill everything that moves!
These enemy troops must not finish their training!

The enemy has been alerted to your intrusion here --
they will be expecting you!!
Their numbers are high and the odds are stacked against you,
but we are confident in your abilities.

Don't forget to utilze the zoom feature --
(hold "g" and scroll the mouse wheel)
and you MIGHT make it out alive!

Good luck soldier -- you MUST NOT FAIL US!

Map file Sauer_SP-BauulTrainingGrounds.zip (1.13 MB)
Rating
0
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Files: btgscreenshot.jpg / sauer_sp-bauultraininggrounds.zip /

(279) Home ~ Skyboxes

sinsky | 2006-07-08 18:25

Guide

Although probably not as fun as level design, making skyboxes can add a lot to the experience of creating a map, as well as the atmosphere and gameplay of a level. Skyboxes can be loaded with the "loadsky" command, followed by the path to the files. The "loadsky socksky/desert" command for example will load the desert skybox located in the folder packages\socksky. You can browse to this folder and view the six images that compose the panorama you see in game. This guide will focus on the process of creating a skybox with several software rendering packages.

Many of the Cube and Sauer skyboxes were created with Terragen. You can find a detailed step-by-step tutorial by googling for "Terragen skybox" and "Lloyd M". In Terragen, as well as in the other packages we're about to use, there are a few basic rendering parameters that need to be set for each of the six images so they can blend seamlessly. In Terragen v0.9 (the version used here), all of the parameters can be accessed from the Rendering settings window. Images need to be square, so first click on Image size and set both height and width to 128, 256, 512, 1024, etc. Click Camera settings and set Zoom / Magnification to 1. Below is the camera orientation, which you can set individually for each image before rendering:

skybox_LF -- pitch = 0, head = 0
skybox_RT -- pitch = 0, head = 180
skybox_BK -- pitch = 0, head = 90
skybox_FT -- pitch = 0, head = 270
skybox_DN -- pitch = -90, head = 0
skybox_UP -- pitch = 90, head = 0


All images must be saved in jpeg format, the last two images (filename_up and filename_dn) must be flipped horizontally and vertically. So after rendering you should edit the images in image processing software like Adobe Photoshop, The Gimp, etc. and make the needed changes. You could also add stuff and use a smudge tool or other tools to make additional corrections.

Terragen also allows to make a simple six-frame animation script to turn the camera and render the files automatically as opposed to editing parameters every time you render. Here's an example script (can be saved in a text file and then loaded in Terragen from the Terragen->Execute script menu):

InitAnim "c:\folder\filename", 1
CamP 0
CamH 0
FRend

CamH 180
FRend

CamH 90
FRend

CamH 270
FRend

CamH 0
CamP -90
FRend

CamP 90
FRend

If you are not comfortable with editing each image individually, a batch file could be used to convert the images produced by the above script automatically. Windows batch files are text files that have the .bat extension and can be used to execute several commands. You can place the batch file in the folder where the images reside. When you double-click the file (filename.bat), the sequence of commands it contains is started (and hopefully, will end in a few seconds). If you have ImageMagick installed these commands can be, for example:

convert filename0001.bmp skybox_lf.jpg
convert filename0002.bmp skybox_rt.jpg
convert filename0003.bmp skybox_bk.jpg
convert filename0004.bmp skybox_ft.jpg
convert -flip -flop filename0005.bmp skybox_dn.jpg
convert -flip -flop filename0006.bmp skybox_up.jpg


This tutorial is not finished. Two more sections are planned, with info on using Blender and POV-Ray.

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Files: none

(278) Home ~ Chronos by Kaiser

Kaiser | 2006-07-07 05:12

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A medium map in a space environment that should be fun to play... Updated... Again
Screenshot
Get original file (7KB)
Detailed description

This map didn't take me too terribly long to build surprisingly yet out of all of the maps I have created thus far this one I am most pleased about. The lighting is a tad sketchy in some places but overall it runs well. I might have gone a little overboard on the ammo, if so tell me and I will put this map on the Atkins Diet. There a a few tricky things in this map you need to watch out for and believe me when I say that not everything is how it seems :)

UPDATE: Okay I fixed a few things in the map. Got rid of the two quads (I forgot that I already had a third one). Moved the armour around just a little bit to make it easier, and actually possible to get. The biggest changes came with the doorways which now have a lot more going for them. Last, I modified some of the lighting for the rooms and added trimming in parts of them to again improve the look. As for the neon look, sorry that is the way it is going to have to be ;)

Update 2: Texturing changed to try and make people happy. ARE YOU HAPPY?

Map file Chronos.zip (1.42 MB)
Rating
20
points
 (3 votes)
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Files: screenshot_421932.jpg / chronos.zip /

(277) Home ~ ServerMonitor [v0.20 [for 2006-06-11]]

MeatROme | 2006-07-07 04:47

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Cube 2 (Sauerbraten) | Source mod | All Platforms
Blurb Output of the "server browser" menu to your console without firing up the whole game.
Screenshot
Get original file (8KB)
Detailed description

This release works soley with the 2006-06-11 release of sauerbraten.
It will output a list of currently replying servers to your console.
See the included README for details.

linux binary and EXE for Win32 included.

Mod file ServerMonitor_v0.20_20060707.zip (517.21 KB)
Rating
14
points
 (2 votes)
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Files: servermonitor_v0.20_screenshot.jpg / servermonitor_v0.20_20060707.zip /

(276) Home ~ Pretty Screenshot

MeatROme | 2006-07-05 16:05

Cube 2 (Sauerbraten) | Other
Blurb Make a pretty screenshot - with no HUD, HUDGUN or stats on it
Detailed description

This alias is best bound to something like F9 (just uncomment the last line for that);
then you can either call the "normal" F12 (which just does screenshot) or you call
MPscreenshot and it will hide all it can from the screen,
take the screenshot and restore your view to what it was before.

This is an alias which I like to use especially when preparing screenshots for quadropolis :-)

EDIT: adapted to auto-toggle from editmode to regular view (so materials look right, no grid, ...) and will toggle back to editing after having made the screenshot.
It also toggles the gamespeed to 10 - so you don't need to have any geometry to stand on, where you want to make the shot - due to the slow gamespeed you will only drop a fractional amount of a cube ;-)

Enjoy!

Config file MPscreenshot.cfg (529 bytes)
Rating
78
points
 (9 votes)
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Files: mpscreenshot.cfg /

(275) Home ~ Sauerbraten SP Map - Ogro RS-15 Waystation (INCLUDED IN LATEST RELEASE!)

junebug | 2006-07-04 02:55

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Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb Expect 30+ minutes of super-fun single player action! Play strategically or balls-out!
Screenshot
Get original file (52KB)
Detailed description

Mission Briefing:

The reports are in.
We have official confirmation that the Ogro are in fact expanding intergalactically.

We have located several strategically positioned waystations.

You are the closest agent we have to "Waystation RS-15".

Your orders are to infiltrate the area and "do what you do".

We are calling this mission "Clean Sweep"...

Are you CLEAR, Soldier?

We are going to teleport you inside.

After that, you'll be riding solo -- so watch your back out there!

Good luck, see you back at H.Q. !

Please let me know what you think of this map!
I've mapped for cube for a long time now, and this is my 1st map in Sauer.
ENJOY!
JUNEBUG
WWW.SixDogStudios.com

Map file Sauer_SP_OgroRS-15Waystation.zip (972.63 KB)
Rating
14
points
 (2 votes)
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Files: ogrors-15_bigshot.jpg / sauer_sp_ogrors-15waystation.zip /

(274) Home ~ Valhalla Reloaded

Kaiser | 2006-07-04 00:28

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb The remade map of Valhalla (needs lighting and items see details)
Screenshot
Get original file (56KB)
Detailed description

This is the remade version of Valhalla. There are NO items or lighting in this map yet. I have decided on starting a little contest. Your mission, should you choose to accept it will be to create and item layout and lighting design for this map. Why you ask? I'm not lazy. I'm just not good with the lighting and item layouts in these maps. I really want to see this map brought to its full potential. I prefer that no retexturing or reconstruction take place. The winner will have their name appear in the map message as credit for their work. Enter as many variations as you like I don't care. I will look at them all. Entries should be emailed to benderb0t@yahoo.com. The winner will be announced depending on the quality and number of entries I get. I hope to start seeing those designs very soon.

Map file valreloaded.ogz (95.03 KB)
Rating
2
points
 (1 vote)
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Files: screenshot_75755.jpg / valreloaded.ogz /

(273) Home ~ Zonion!

shocktrooper1 | 2006-07-01 23:04

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Other Mod | Content | All Platforms
Blurb It..... is.... Alive!
Screenshot
Get original file (20KB)
Detailed description

So you think you got rid of the Konion? Well, bad news for you, for you are about to witness

Ride of the Zombie Konion! (a.k.a.) Zonion!

You thought you sent the Konion to hell with a hail of bullets. You thought wrong. The Zonion is back and he's rotten!

-------------------------------------------------

Skin courtesy of Conan the Librarian. This kids got talent!

Acieeed suggested using the Konion in the Hellpig slot and I must say it suits it far better than in other slots. Same goes for the Zonion.

Be sure to remove all files already in the Hellpig slot so the animations are correct for Konion/Zonion.

Mod file Zonion.zip (189.29 KB)
Rating
6
points
 (1 vote)
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Files: zonion.jpg / zonion.zip /

(272) Home ~ Konion!

shocktrooper1 | 2006-07-01 07:25

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Other Mod | Content | All Platforms
Blurb ...One Konion to Rule Them All
Screenshot
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Detailed description

Spawned from the bowels of the Earth, the Konion(Killer Onion) has risen to claim the throne of mankind. Armed with the foulest breath, breath to bring any man to tears, the march of the foul Konion has begun.

Load your rocket launchers, dear friends, for the time to uphold the laws of humanity against the stinky ideals of the Konion army has drawn nigh.

--------------------------------------------

Drop the konion files in an existing monster file to see the konion ingame. Be sure to remember to save the default files beforehand so you can replace them later.

Note to mapmakers: The konion is best placed facing away from the player's approach. This will make the konion appear to be in the ground like a normal plant as the stand animation for the konion is below ground level.

Mod file konionfiles.zip (128.94 KB)
Rating
0
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Files: konarge.jpg / konionfiles.zip /

(271) Home ~ Symmetrypak1

Kaiser | 2006-06-30 07:02

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Cube | Deathmatch | Medium (5-8)
Blurb Two maps that are more or less symmetrical in design and rather fun for fast paced action
Screenshot
Get original file (74KB)
Detailed description

Valhalla: The second map that I ever made and probably the most used amongst my friends. A remake of this map for Sauerbraten is currently under construction and is scheduled to be completed by early July.

Tanis: A much different design but quite fun. There isn't a whole lot to really say about this map. It has been a pleasure to fight others on it and it's design is incredibly straightforward and simple.

Map file symmetry1.zip (8.05 KB)
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0
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Files: valhalla1.jpg / symmetry1.zip /

(270) Home ~ Labpak1

Kaiser | 2006-06-30 06:43

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Cube | Deathmatch
Blurb A set of 3 maps designed to look like a series of laboratories.
Screenshot
Get original file (10KB)
Detailed description

Bio Lab X: The first of the three that I built. Large map for up to 15 people. Multiple distinctive zones. Fairly well made and playable in my opinion. Good for instagib tournaments

Lab Democracy: Medium sized map that is a typical run of the mill run around kill! maim! destroy! type of map. Fun for all ages ;)

Lab Vulcan: Newest of the three. Very vertically oriented map. A good amount of work went into this but with exams approaching I had to cut a few corners. Only the very small details were sacrificed but the enjoyment of playing it is still there.

Map file Labpak.zip (38.45 KB)
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Files: labx3.jpg / labpak.zip /

(269) Home ~ Tribewars

shocktrooper1 | 2006-06-27 08:24

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb Capture Map-Fu
Screenshot
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Detailed description

Tribewars. Take to the trees or dig in behind strong barricades. All fighting is observed by a tumultuous volcano high on the slope.

-------------------------------

File contains 3 new mapmodels. Keep the critiques comming.

-------------------------------
Changes from first version;

Allowed more area to frag in
Added pickups
More lights
More map detail
faster lightlod and lightprecision

This is a capture map. Entities were added in the possibility it is used as ffa.

--------------------------------

v.08 Changes;

new mapmodel jpg's scaled to 256x256
This version will also be known as the
'Makke_ said to. And in truth
he was right it doesn't make too much
difference in the detail of the skins' version.

Map file tribewars_c_v.08.zip (1.02 MB)
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Files: large_1.jpg / tribewars_c_v.08.zip /

(268) Home ~ Store Demo

Pallindromemaster | 2006-06-26 20:25

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Cube 2 (Sauerbraten)
Blurb A template for making shops in Sauerbraten
Screenshot
Get original file (32KB)
Detailed description

It's pretty much just the flesh and bones of a store. No textures or lights, but it does demonstrate how to make a "kill monsters, get gold, buy stuff" map. Only item for sale right now is green armor so... enjoy! Hope to see some people use this to make maps!

Map file Store.zip (3.74 KB)
Rating
4
points
 (1 vote)
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Files: picture2.jpg / store.zip /

(267) Home ~ Anonimous Fortress A.K.A. SastreZ v1.0 by Pablo "RatBoy" Ciamarra

RatBoy | 2006-06-24 01:22

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Cube | Work in Progress | Deathmatch | Medium (5-8)
Blurb Medium sized map in a futuristic complex called Feather War Factory.
Screenshot
Get original file (0KB)
Detailed description

Map's Story:
During the war in the Estrada system, SastreZ was a part of the Feather War Factory that wasn't even built. When the war was over and the Identi planet finally conquered, the factory tried to get more commercial, and started producing for other systems and for other wars. To do so, the SastreZ sector was built, it's purpouse was to be the reception for visitors, burocratic employees and other stuff like that.

But one day one visitor's son brought an ear worm he had as pet secretly into the base, this ear worm escaped this kid's pocket and started reproducing, soon the whole sector was infested with them, every living being was affected by these worms, and acted irrationally.

Soldiers began shooting everyone, burocrats began to sue everyone, soon the whole sector was dead, and the factory closed. Thats when the owner put both Katrez and SastreZ sector to the purpouse of deathmatch.

It's rumored that the ghosts of the burocrats still roam these hallways, annoying everyone with burocratic crap.

Notes:
This was in fact my very first Cube map. I started learning the engine and the editor and this is what came up. I really don't like it as much as I like KatreZ, and I'm going to remake it entirely, removing lots of things and changing the whole structure and also texturing, but I decided to do that in Sauerbraten, and releasing this one for Cube as my final Cube level for the moment. The WDQ count is only 3600 at the bigger areas, so you won't have any real problem.
What I don't like about this level is mainly that has the same textures as KatreZ wich would make it look a little repetitive, but I haven't found a better texture set so this will do for the moment. And also I don't like the structure as much as KatreZ.
But anyway, hope you enjoy this one, and also I would like to get as much feedback as you can give me to make the Sauer version. Good luck!

Final Version:
Here it is. The final version of SastreZ. You'll probably wonder why didn't I updated the old post of this one, well mainly because no one will even see it since the site doesn't announce it like new posts, and also because it now looks a lot better than the previous beta. I've reduced the amount of ammo in the level since it was just too much, also added a new area. I've worked a lot on the lightning of the level and giving a meaning to those lights (I mean, putting lamps, candles, etc), I think it looks a lot better and I'm pleased with it, and hope you'll be also.
Suggestions, critics, feedback, everything is apreciated. Have fun!

Map file SastreZ_v1.0.zip (423.89 KB)
Rating
6
points
 (1 vote)
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Files: preview_3.jpg / sastrez_v1.0.zip /

(266) Home ~ Half Door

tentus | 2006-06-21 13:17

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Cube 2 (Sauerbraten) | Content | All Platforms
Blurb A very simple little door, made to swing sideways.
Screenshot
Get original file (10KB)
Detailed description

Haven't got that part down yet(the opening), so for now it's just eye candy. The skin could probably use some touching up too, so I'll leave it up to people who download it to give me opinions that I can work from.

(Deliberately did not put a skinned screenshot up, so that people who hadn't downloaded it wouldn't be giving me presumptuous advice. I get plenty of that at home :)

Mod file halfdoor.zip (31.41 KB)
Rating
28
points
 (3 votes)
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Files: halfdoor.png / halfdoor.zip /

(265) Home ~ Xsaii_1

Xsaii | 2006-06-20 23:56

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A castle fort thingy in the middle of nowhere! :D
Screenshot
Get original file (58KB)
Detailed description

I think this map started out pretty well, and then I began to run out of ideas. =/ I left alot undetailed. Meh.

Map file Xsaii_1.zip (408.35 KB)
Rating
0
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Files: xsaii_1b.jpg / xsaii_1.zip /

(263) Home ~ meATpAk [0.6x for sauerbraten-2006-07-22]

MeatROme | 2006-06-20 12:20

Cube 2 (Sauerbraten) | Gameplay
Blurb scripts galore for your playing, editing and configuration needs
Detailed description

See the README_meATpAk.html file to get you started.

When you've got it running you can either hit random keys
to see what goodies I've bound for you or UTSL ...
... the keyboard layout plugin [kbrdlay] is where to look
to find out which key to press for what action.
Also the menus have been completely reworked in v0.666,
now that we have colour ;)

There are comments in the scripts themselves that should benefit gamers, users, mappers & coders alike,
so feel free to look into the cogs & wheels of your meATpAk to see how it works.
If you have suggestions, requests or bug-reports email me!

This version works with the engine releases from
2006-06-11
and
2006-07-22

History
2006-06-20 : first stable release
2006-07-24 : v0.666 : coloured menus
2006-07-29 : v0.696 : removed surplus echo
Config file meATpAk_v0.696.zip (65.87 KB)
Rating
0
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Files: meatpak_v0.696.zip /

(262) Home ~ FIX : trigger menu 4 sauer 2006-06-11

MeatROme | 2006-06-19 21:40

Cube 2 (Sauerbraten) | Obsolete | Mapping
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb fixes the empty trigger menu
Detailed description

This patch implements a three step menu for trigger creation.
Replace the line
newmenu trigger
in your data/menus.cfg with the contents of the patch file.

You will create your triggers from the menu by the following steps :

first it's visual style

invisible
a carrot
switch #1
switch #2
Door #1
Door #2
Door #3
second the trigger type - see documentation for reference table;

animation loop
trigger once (popback)
trigger once (popback & rumble)
trigger once
trigger once (rumble)
trigger multiple (popback)
trigger multiple (popback & rumble)
trigger multiple
trigger multiple (rumble)
door (open once)
door (auto close)
door (locked)
vanishing trigger
vanishing trigger (rumble)
End Of Level Trigger
third is the trigger index. (1..9)
Use "/entproperty 3 +/- X" to tweak;
place doors carefully on grid and use entproperty 0 to rotate mapmodels.
Config file possible_trigger_menu.cfg (1.57 KB)
Rating
22
points
 (8 votes)
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Files: possible_trigger_menu.cfg /

(261) Home ~ My sauer-map utility

xoltra | 2006-06-18 05:47

News

I've recently completed a utility that provides a command line means of querying and manipulating Sauerbraten maps. Hopefully it will be useful to developers and mappers. You can find it here:

http://home.austin.rr.com/selliott4/sauer-map

Feel free to send me any comments or questions that you might have.

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Files: none

(260) Home ~ Big Bad Base [modified : 20061229]

MeatROme | 2006-06-15 12:07

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Cube 2 (Sauerbraten) | Singleplayer | Small (1-4)
Blurb Beelzebub's Building Blocks
Screenshot
Get original file (39KB)
Detailed description

Start the map with
/skill 10;sp bbb
from inside the game.

This is an SP map that started off with a concept of "low tech & high yield",
going for an intense fighting scenario without having to worry too much about
"believability" or "eyecandy", well, this changed - to a degree - over time.

In the end I've now spent quite some time on fine-tuning some of the aspects of this map,
there has been positive feedback that kept me spending time on it.

I guess the map is now complete in a geometric sense.
Maybe some final decor and even monsters and ammo could still make sense;
I'm keeping to the tried and true for now!

Let me know what you think of the monster placement, the end-of-level effect and anything else that you care to comment on.

HISTORY : EDIT
removed the forcing of skill 10 from the CFG - but play at less only if you're a wimp :-P
added a couple of doors to keep the slith from teleporting & jumping to their deaths.
modified the the end-of-level trigger to give less redundancy but still "catch you" every time ;-)
included an "alternative_bbb.cfg" that does away with the toggleconsole @end-of-level
reworked the cfg. happy now? ;-)
finished off the map with a worthy showdown fighting scene
you could call it Fear Tactics - always leaving a "witness" behind, that can tell his mates ...
hope you enjoy the joke :o)
I dare you to tell me you managed to snipe my witness ... :-)
some tuning of monster angles to hopefully keep them coming in waves 8-)
20061229 : updated CFG to comply better with latest release (gui edition), also added a mapshot
Map file bbb.zip (479.77 KB)
Rating
6
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Files: bbb_screener.jpg / bbb.zip /

(258) Home ~ Orion

TheMisterCat | 2006-06-11 12:34

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Space platform rig. Have fun falling to your doom.
Screenshot
Get original file (25KB)
Detailed description

Like uhh, platforms and stuff. This is my first official sauerbraten map release. Any comments or constructive criticism would be welcomed.

Map file orion.zip (355.74 KB)
Rating
0
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Files: orionfull.jpg / orion.zip /

(254) Home ~ Simple Sauerbraten icon

thojoh370 | 2006-06-05 15:23

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Cube 2 (Sauerbraten) | Content | Windows
Blurb A simple icon for your Sauerbraten shortcut.
Screenshot
Get original file (3KB)
Detailed description

Use this icon for your Sauerbraten shortcut(s)! Since it's transparent, it won't hide your beautiful wallpaper too much...! :D

//thojoh370

Mod file icon.zip (253 bytes)
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Files: icon_full.jpg / icon.zip /

(253) Home ~ Sauerbraten SFX Mod v.1.2.1

KoiKitsune2006 | 2006-06-05 11:13

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Cube 2 (Sauerbraten) | Content | All Platforms
Blurb Sauerbratens version of SFX
Screenshot
Get original file (77KB)
Detailed description

My old SFX pack for Cube started to sound bland. I wanted to hear a more mature version. And this is the result. Changes are the pistol, grenade launcher, jumping, landing, pain sounds and water splash's. Hope you enjoy! And please point out any flaws. I shall fix them. Also if you want to add SFX of your own, send them to me. I will add them.

v1.2.1 Changes Include

*New Door Sound

Mod file Sauer Sounds v.1.2.1.zip (1.75 MB)
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Files: screenshot_140947.jpg / sauer-sounds-v.1.2.1.zip /

(252) Home ~ Big Falls

thojoh370 | 2006-06-05 10:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A simple jungle map.
Screenshot
Get original file (13KB)
Detailed description

This map is quite simple... You spawn in a huge waterfall and then you'll land in the river. You are surrounded by trees, and you've got to fight to survive.

There are some ammo in the forest, but you should keep yourself to the outposts to get more ammo. There's also a hidden quad.

This is one of two versions:

bigfalls.zip - This is the map you can download here, at Quadropolis.
bigfalls2.zip - This map is the same as above, but with green fog. It'll take much more time to kill each other if there's fog everywhere! Please, download the fog version too! (Comments to bigfalls2.zip can be added to this map.)

[Download BigFalls v2.0]

The default version (v1.0) has been updated. The clip in the towers are now removed. Unfo this is
not applied to the second version (v2.0). Download now, and get rid of the clip!! Config file not updated,
though. :P

Map file bigfalls.zip (168.82 KB)
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Files: screenshot_52478.jpg / http://tpj.productions.googlepages.com/bigfalls2.zip / bigfalls.zip /

(251) Home ~ Monster

shocktrooper1 | 2006-06-03 09:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Content | All Platforms
Blurb The horror!
Screenshot
Get original file (42KB)
Detailed description

Geezumpy monster model for sauer. Shown here facing the shockmgun(mod) and crosshair(included in moonbase1 map). Made for sauerbraten, released under the gnu gpl. I don't have the resources to implement a source mod so if you desire to, feel free to include it in a build.

Mod file Geezumpy.zip (405.14 KB)
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Files: large_3.jpg / geezumpy.zip /

(249) Home ~ HOW-TO : get started playing sauerbraten online

MeatROme | 2006-05-31 16:17

Guide

HOW-TO play sauerbraten


This document is now unmaintained since wiki:Multiplayer Guide has more current information and more contributors to edit it :)
[2006-08-22] (updated link:2006-12-10)


First off : Read the documentation,
it will help you understand the more intricate aspects of the game,
as well as telling you how to setup your personal configuration.
It is in HTML format and located in your
sauerbraten/docs folder.

I'll try and give you some hints to get you kicked off a little faster though.

create a "autoexec.cfg" file in your sauerbraten base folder,
if it doesn't already exist.
This is where you will place all your configuration settings.
You can modify everything in the game too, but to keep settings you
should enter them there. This file is read once upon start of the engine.
If you shut down normally (no crash) the engine will write it's current
configuration to a file called "config.cfg", sometimes it has been known
to hold bad data so you might need to delete it if you encounter any
troubles (key bindings not working or the like). But this is rarely the case.
write into the autoexec.cfg file (using your favourite text editor)
name "myname"
team "1234"
choose the values to your liking, name is limited to 16 chars,
team to 4 chars.
Other settings you might wish to place into "autoexec.cfg" are
soundvol, musicvol, sensitivity, sensitivityscale, gamma, fov and maxroll.
See the documentation to find out any more commands.
Also - users of ATI and NVIDIA cards sometimes are required to have
special commands in there to avoid troubles with their graphics cards.
oqmm, ati_texgen_bug, nvidia_texgen_bug and the likes.
I'll try and update these as I become aware of more.

fire up sauerbraten
(using the sauerbraten.bat or sauerbraten_unix shell script)

press ESC(ape) to call up the menu, select "multiplayer"
and then "update from masterserver"
This will in turn give you a list of currently available servers
to play on the internet.
The list shows number of players, current map and game mode.
Simply select one to join to it.

while playing online you should keep track of what is output to
the console, if it scrolled past you can either backtrack
with the "-" key (numeric keypad) or call up a maximized console
via the "F11" key. The "+" key will reset it to the current line.

previous to 2006-07-22 release :currently servers in PRIVATE mode are not marked in any way in the
server browser, you'll only see a message about being denied access
on your console ... so watch out for that.
Since the 2006-07-22 release private and locked servermodes get displayed with a "P" or "L" (respectively),
this character is appended to the number of players.

when in play you will probably soon see some line like
"foo suggests instagib on map curvedm (select map to vote)"
This means that another player has decided it would be more fun
(for him/her) to play on that map in that mode.
To agree with them - and force a map/mode switch on the server -
simply go into your menu, multiplayer and use the vote submenus
to set the same map and mode as in the line you saw in your console.

some modes are team modes. In case you have joined or voted for a
match in team mode it is suggested you modify your team setting
so as to end up with two distinct teams on the server.
Best to do this before the vote is accepted too, so probably you'll
chat about going to team mode before actually voting for it.
In some cases more teams can be considered but generally two should
be the number to go for.
To change your setting during play simply call up the chat console
and type any commands with a preceding "/".
So - like in autoexec.cfg - to change your team just type:
"/team red"
For ease of use red & blue team settings are available from the
multiplayer menu too.

There are some mastermodes to consider as well;
the first player to join (or next in line if he/she disconnects)
is considered the MASTER, the current player with this power
is depicted in green letters on your scoretable ("TAB" key).
If the MASTER sets mastermode to 1 anything he/she votes for will
become active immediately - MM1 is called VETO.
MM2 is called LOCKED, this means any new players to join the server
will automatically be made SPECTATOR. This is useful especially
for team mode matches, where the players would like to keep the
(hopefully balanced) teams and avoid distraction by people joining
and disconnecting all the time.
Only a MASTER can change SPECTATORS back into active players,
you can always make yourself a spectator by typing "/spectator 1".
MM3 is called PRIVATE and will deny anybody from joining the server.
To relinquish any power the MASTER can type "/mastermode 0" to reset
the server to MM0, which is called OPEN.

Enjoy the game and respect your fellow players, if you don't the current
MASTER might see it fit to BAN you. This BAN will be lifted as soon
as the server is empty once again.

Passa has written a nice tutorial (with screenshots) that explains some of this too and goes more into depth about setting up your sauerbraten for a Win32 system.
E.g. screen resolution, shortcut properties and a look at the basic folder where it all begins ...

Another FAQ, more focused on Cube so some aspects only apply to that, but installation for linux is discussed which remains valid for Cube2 (Sauerbraten) and will probably get you going even if your getting going with Cube3 (Eisenstern) [unreleased as of 2006-06-07].

In case you haven't you should definitely check the documentation regulary.
Be sure there isn't a command you've forgotten completely about -
but which at your current level of involvement -
will help you do what you want in the game.

Another good call at this point is : Keep Backups!

If you regularly perform a task, you might think about scripting it.
Bind an easy to remember command to an alias and thus enable yourself to call a set of actions
at any convenient time.
After all you can always place stuff you seldom need but then dearly always place into your menus.cfg.

When using scripts for maps remember that _before_ any map is loaded default_map_settings.cfg is executed.

When having trouble with scripting and/or general behaviour of the engine it helps to send config.cfg to it's room and deal with that later, apart from autoexec.cfg the general settings of the game (from defaults.cfg) will be used for the next run of the engine.

If you are running into problems with your graphics card note precise card specifications, operating system and release date of your currently installed engine.
please always ensure for yourself to have installed most adequate driver and that other applications already work as advertised.
But if you didn't find anything in the local documentation HTML about some switch to test for lower compatibilities you might find it via the
cubeforum-search : "texgen_bug"

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Files: none

(247) Home ~ LM Deathmatch

lemming | 2006-05-31 07:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Very suitable for instagib or 1-3 players
Screenshot
Get original file (93KB)
Detailed description

A very quick map suitable for instagib or deathmatch with two or three people. Spreads over three levels, and hopefully it should be fairly even play.

Map file lmdm1.zip (616.82 KB)
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0
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Files: lmdm1-l.jpg / lmdm1.zip /

(246) Home ~ Shockarmor Bladed Fist Mod

shocktrooper1 | 2006-05-29 02:56

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Content | All Platforms
Blurb It slices, it dices
Screenshot
Get original file (49KB)
Detailed description

This excerpt from a mission log on the moonbase1 conflict;

(blasts heard in the background)
"Sarge they're guarding the ammo!"

"..zzznntcchhshshh...."

"Pop your blades, shocktroopers.... and go for their necks!"

"You heard the sarge! Move out!"

///////////////////////////////////////////////

Now your shocksuit can be modded with a blade. For slower systems convert the 512x512 skin.jpg to 256x256 dimensions, pixel.

Mod file shockfist.zip (173.87 KB)
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Files: screenlarge.jpg / shockfist.zip /

(245) Home ~ Shocksuit Machinegun Mod

shocktrooper1 | 2006-05-27 22:40

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Content | All Platforms
Blurb Machinegun mod for the shocksuit
Screenshot
Get original file (36KB)
Detailed description

"Eat bullets you Aardappian scum!"
-shocktrooper1 while on
moonbase1

Here is a chaingun mod designed with the shocksuit mod in mind. You may use it with or without the suit mod but it feels best with it.

--coming soon, hudfist mod!

Mod file shockmgun.zip (241.75 KB)
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Files: mgunlarge.jpg / shockmgun.zip /

(244) Home ~ Moonbase1

shocktrooper1 | 2006-05-26 05:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Sci-fi Sauer
Screenshot
Get original file (57KB)
Detailed description

Listen up, shocktroopers! Moonbase1 has been compromised! The Aardappians have secured our top secret shocksuit technology and we have to get it back before they lift off that rock! Lock and load that magazine!

.................................................
Features;
All new textures by evil lair from his webpage
New crosshair
New teleporter model
................................................

This is it you fraggers! Prepare to drop in 5... 4... 3... 2...

Map file moonbase1.zip (4.62 MB)
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Files: moonlarge.jpg / moonbase1.zip /

(243) Home ~ Quadropolis Upgrade??

Nieb | 2006-05-25 22:19

News

We were considering changing a few things around on the site, then the idea came up to change/upgrade the entire CMS (Content Management System, it's what the entire website is built on). If we did choose to change/upgrade the CMS, all the current content would be lost and it would be like starting over.
The changes we were discussing are:
- wip/beta maps section
- change the comment system to be more understandable, it can be confusing with alot of comments. Maybe more of a "forum" like interface
- a different way of visually organizing lists so you can see more in one screen instead of scrolling so much
- a better rating system could be possible with a new CMS

Some of this can be done with the current CMS, but a new CMS maybe more flexible and visually appealing.
Please comment and vote (poll) on you opinions, and if you have any suggestions for a CMS or ideas for the site, please do tell.

EDIT: The only thing possible on the list would be a "wip/bata maps section, with the current CMS."

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Files: none

(242) Home ~ Should Quadropolis receive an upgrade?

Nieb | 2006-05-25 23:18

Yes, a new CMS and new features.
51% (34 votes)
Yes, just some new features though.
21% (14 votes)
No.
28% (19 votes)
Total votes: 67

Files: none

(241) Home ~ Platsch

Terrorist | 2006-05-24 03:13

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten)
Blurb its just a newbie map
Screenshot
Get original file (73KB)
Detailed description

its just a newbie map!

Map file platsch.zip (440.41 KB)
Rating
4
points
 (2 votes)
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Files: platsch1-1.jpg / platsch.zip /

(240) Home ~ Slow-Motion gameplay

thojoh370 | 2006-05-22 15:31

Cube 2 (Sauerbraten) | Gameplay
Blurb Add this line at the other BIND commands in config.cfg to get slow-motion!
Detailed description

You can fight in slow-motion by adding this line into the configuration file.
By default the slow-motion key is TAB, make sure to change it if you don't
want the TAB key as your slow-motion key.

Installation instructions:
1. Open the file "config.cfg", found in the Sauerbraten directory.
2. Scroll down until you can see the list of BIND commands.
3. Copy the line from the file "slow.txt" (the one I've published) and
paste it at the beginning of all BIND commands (this is recommended
for unexperienced people).
4. Change the key if you would like that. Just make sure that you've
spelled the name correctly and that the key is free to be set (the key
must not be used by another BIND command).
5. Save the file and run the game.

Using the function:
Keep the slow-motion key pressed while fighting. Your HUD (health, armor,
ammo) will not be shown when you are in slow-motion mode. Release the
key to exit slow-motion mode.

Here's a little tip from the author:
Bind this line to the CapsLock key.

Config file slow.txt (94 bytes)
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Files: slow.txt /

(239) Home ~ Phizogro (INCLUDED IN THE LATEST RELEASE)

wurfel | 2006-05-21 13:47

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Capture | Large (9-15)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb A multiplayer ('capture') map.
Screenshot
Get original file (73KB)
Detailed description

A multiplayer ('capture') map. :)

Story (if you need one):
The ogros are friendly creatures, but if it comes to their most precious sanctuary, their brewery...

/* EDIT (2006-06-12): */
This map was included in the Sauerbraten 2006/06/11 release.

I'm glad some people seem to like it. Let's see how long that lasts. IMO it's only an average map.
I wish you much fun with this map and hope that it was a nice addition to the original game. :P

/* EDIT (2006-07-23): */
An updated version of this map (fixed flaws) is now included in the Sauerbraten 2006/07/22 release. :D
I uploaded the zip again.

/* EDIT (2006-12-30): */
I changed some small things. Thanks.


Map file ph-capture.zip (371.87 KB)
Rating
39
points
 (5 votes)
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Files: phizogro.jpg / ph-capture.zip /

(238) Home ~ Anonimous Fortress A.K.A. SastreZ b2.0 by Pablo "RatBoy" Ciamarra

RatBoy | 2006-05-20 23:24

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb Medium sized map in a futuristic complex called Feather War Factory.
Screenshot
Get original file (60KB)
Detailed description

Map's Story:
During the war in the Estrada system, SastreZ was a part of the Feather War Factory that wasn't even built. When the war was over and the Identi planet finally conquered, the factory tried to get more commercial, and started producing for other systems and for other wars. To do so, the SastreZ sector was built, it's purpouse was to be the reception for visitors, burocratic employees and other stuff like that.

But one day one visitor's son brought an ear worm he had as pet secretly into the base, this ear worm escaped this kid's pocket and started reproducing, soon the whole sector was infested with them, every living being was affected by these worms, and acted irrationally.

Soldiers began shooting everyone, burocrats began to sue everyone, soon the whole sector was dead, and the factory closed. Thats when the owner put both Katrez and SastreZ sector to the purpouse of deathmatch.

It's rumored that the ghosts of the burocrats still roam these hallways, annoying everyone with burocratic crap.

Notes:
This was in fact my very first Cube map. I started learning the engine and the editor and this is what came up. I really don't like it as much as I like KatreZ, and I'm going to remake it entirely, removing lots of things and changing the whole structure and also texturing, but I decided to do that in Sauerbraten, and releasing this one for Cube as my final Cube level for the moment. The WDQ count is only 3000 at the bigger areas, so you won't have any real problem.
What I don't like about this level is mainly that has the same textures as KatreZ wich would make it look a little repetitive, but I haven't found a better texture set so this will do for the moment. And also I don't like the structure as much as KatreZ.
But anyway, hope you enjoy this one, and also I would like to get as much feedback as you can give me to make the Sauer version. Good luck!

Map file SastreZ_b2.0.zip (13.28 KB)
Rating
20
points
 (3 votes)
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Files: sastrez-preview.jpg / sastrez_b2.0.zip /

(237) Home ~ Player ShockMod

shocktrooper1 | 2006-05-20 20:57

 this screenshot was not originally available or there was a problem extracting it

Other Mod | Content | All Platforms
Blurb Shockmod for all
Screenshot
Get original file (57KB)
Detailed description

........alert.........alert..............

All shocktroopers please suit up and report to
the dropship in hangar 82. Be advised, this is
not a drill.
.........alert..............alert............

Go to your directory, /sauerbraten/packages/models/monster/ogro and move skin.jpg and tris.md2 to another place. I use the CVS folder that is in that directory. Download and unzip the shock zip into the now empty Ogro folder. When you want to switch back to Ogro just replace the Ogro .md2 and .jpg.

Mod file shockarmor.zip (144.73 KB)
Rating
24
points
 (3 votes)
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Files: shocksuit.jpg / shockarmor.zip /

(236) Home ~ Passa's Great Deathmatch - IN THE LATEST RELEASE

Passa | 2006-05-20 01:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A small DM map suitable for FFA and instagib.
Screenshot
Get original file (61KB)
Detailed description

A rich baaul got some of his ogro workers to build him a large warehouse. But when he left the server, they all got high on quads, and started building stuff randomly. When the baaul reconnected to the server, he discovered the 'warehouse' he wanted built was not suitable for storage at all. He was furious and TKed all the ogros. Then he realised that the 'warehouse' was perfect for deathmatching. Hence it was renamed Passa's Great Deathmatch. Then he uploaded it to Quadropolis.

NOTE
This map is in the latest release with an updated version (changed lighting, quad placement change and removed upper roof area with slightly different architexture)

A small, simple layout DM map. Its ok for FFA and pretty good for instagib. Suitable for 2-6 players. And please leave comments, don't just rate :)

Map file pgdm.zip (667.44 KB)
Rating
18
points
 (4 votes)
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Files: largethumb.jpg / pgdm.zip /

(235) Home ~ New Release of pCube

Nieb | 2006-05-19 10:24

News

There's a new release of pCube, for more info click here.

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Files: none

(234) Home ~ pCube

Nieb | 2006-05-19 10:12

 this screenshot was not originally available or there was a problem extracting it

Cube | Source mod | All Platforms
Blurb A mod that adds ctf and several other useful features..
Screenshot
Get original file (98KB)
Detailed description

Cube has a slow release cycle and some people recently asked for needed features and bugfixes so we decided to start a mod/fork that will include the necessary ones.
We try to follow "Cube's way" in simplicity, game wise but also code wise. We don't want to change cube's gameplay (physics, weapons, etc), pCube should just be an advanced version of Cube.

For More Information visit: pcube.sprintf.org
For Downloads visit: pcube.sourceforge.net

Rating
16
points
 (2 votes)
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Files: screenshot_190524.jpg / http://pcube.sprintf.org/ /

(233) Home ~ ServerMonitor [v0.11 [for 2006-04-26]]

MeatROme | 2006-05-17 18:04

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Source mod | Linux | Windows
Blurb Output of the "server browser" menu to your console without firing up the whole game.
Screenshot
Get original file (16KB)
Detailed description

This release works soley with the 2006-04-26 release of sauerbraten [protocol].
It will output a list of currently replying servers to your console.
See the included README for details.

linux binary and EXE for Win32 included.

Mod file ServerMonitor_v0.11.zip (474.2 KB)
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0
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Files: srvmon_full.jpg / servermonitor_v0.11.zip /

(232) Home ~ AmoresAnarchiaArena 101

MeatROme | 2006-05-17 11:48

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Small (1-4)
Blurb An arena for all multiplayer modes, simple in layout with lot's of jumppads and some teleporters
Screenshot
Get original file (38KB)
Detailed description

This map aims to please in every game mode,
DMSP monsters tend to bundle themselves at lowest map points though :(

This is a reprise of a Q2 1-on-1 map I did some years back.

There are only 4 player spawns for now, due to the layout other starts
would have to be in the arena and I'm still not sure if I'd like that.

Map file a101.zip (654.79 KB)
Rating
4
points
 (1 vote)
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Files: a101_screener_v0.2.jpg / a101.zip /

(231) Home ~ Nod

Gadfly | 2006-05-15 20:01

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb It's a struggle to keep my eyes open.
Screenshot
Get original file (27KB)
Detailed description

A first map! I have no idea what I'm doing. Ammo, etc doesn't seem to show up, and I can't find a decent source on how to do things properly. Hopefully I'll learn. In the meantime, it looks kinda cute.

Map file Nod.zip (1.44 MB)
Rating
20
points
 (3 votes)
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Files: nod.jpg / nod.zip /

(227) Home ~ COLORS Limited Edition

thojoh370 | 2006-05-15 16:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb A capture map for two teams (in limited version - four teams in full)
Screenshot
Get original file (22KB)
Detailed description

COLORS is a capture arena.

Each room contains:
1. A maze with armor jumppad in the middle
2. A tower with a teleport
3. A base flag (neutral when map loads)
4. Two exits to the other room

In the middle of the mazes you can find jumppad holes. Go into them and jump, jump, jump
until you get into the little hole in the roof - in which there's a yellow armor (unfortunately
it is half-hidden in the roof).

The lightning was cool, until I lighted the maze up (I had to!)... ;)

Map file colors.zip (599.45 KB)
Rating
4
points
 (2 votes)
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Files: colors_ltd.jpg / colors.zip /

(226) Home ~ HOW-TO : package content for Quadropolis

MeatROme | 2006-05-14 12:27

Cube 2 (Sauerbraten) | Guide

Are you planning to upload some content to Quadropolis - Great! Read on!
The Cube Wiki article Distributing Maps contains the original text of this guide;
This deals with the specifics of Quadropolis postings.
It tries to prepare you for providing poished content to the community and avoid any unwanted tags, maybe even get you a starred content one. ;-)

Content

Apart from the must-read part on proper packaging there's a lot more information on this topic, feel free to read those at your leisure.

Quadropolis Nodes - for the technically inclined
Use ZIP files - the default argument
correct ZIPping - the must read
OS look-out-for's - operating system caveats
optional content - the nice to have elements


Make a good screenshot - both for the node as for games that use it in-game
Have a README - why have one, what to call and where to put it
Have a Way-Point file - why have one, what to call and where to put it
Beware of OS caveats - the most common problems

Quadropolis Nodes

Quadropolis uses a number of paradigms to serve differently formatted media-packages for Cube Engine games of a number of flavours;

The top-level paradigm "node" is wether your media is a Map - this might need to include more than the actual *.cgz, *.ogz or whatever extension your MOD uses, actually - or whether it's a MOD - that might mean anything from some basic content modding up to a full-blown total-conversion - or if it's a Script addon.
The Scripts currently might need to be refactored; while they were actually thought for CubeScript Only there's a number of early nodes there that should be MODs - please put non-CubeScript scripts into MODs yourself, thanks!

The node paradigm results in a type-specific container which will hold a number of attributes.
So you will want to present users with a screenshot of your map or mod .. but traditionally scripts don't have one.
maps will want to be categorized by the different gamemodes (e.g. a Capture-only map or even a gamemode only available in a quadropolis supported mod (e.g. CTF for AC)), or size (for 4 players, 16 players ..).
A mod will need to flag the operating-systems it's for.
Please take care when filling out the form for an upload - incorrect settings here are often reason for complaint, really pick the right choice/choices for each field! Especially Licensing has repeatedly been assigned incorrect values.

Don't forget to check display of your new node, e.g. after having logged out .. to see it's showing up everything;
you can always click on "edit" when viewing nodes you posted (of course being logged in again),
and fix up any or all the field settings .. if you want to update your node with a new file for example :)

Use ZIP files

Even if it's just a single map!
Do not use any other packaging software; ZIP is universally available.

Always package content so that it can be extracted directly into the installation folder;
this explains why even a single map file should be zipped (they should be in the subfolder packages/base/ inside the ZIP (or equivalent for non-sauerbraten games))... maybe the only exception to this zipping rule would be a very simple script - one that will either be called directly from autoexec.cfg (or even be copied into it), since they would best be placed directly in the installation folder anyway.

Don't replace content! There is always a way to make your content sit side-by-side with the regular stuff,
if you actually do need to replace stuff (models come to mind) then just add information about how to switch to and fro in your README.

correct ZIPping

Remove all cruft from it too before uploading, just the content and a readme should be in it.
Don't include any hidden files of your system ... like those Windows and MacOS like to create - but *Nix users should watch out too! Remove them from the ZIP-file after zipping if you can't prevent them from going in in the first place. Also do not name your ZIP-file packages.zip.
A good naming convention can be:
For a map called The Arena Of Splatz, filename: splatza would work very well as splatza2345aug31.zip with

packages/base/splatza.ogz
packages/base/splatza.cfg
packages/base/splatza.jpg
packages/textures/splatza/textures.cfg
packages/textures/splatza/sign02.png
packages/textures/splatza/team_red.png
packages/textures/splatza/team_blue.png
packages/models/mapmodels/splatza/lamp/tris.md5
packages/models/mapmodels/splatza/lamp/skin.png
packages/models/mapmodels/splatza/lamp/md5.cfg
packages/sounds/mapsounds/splatza/sounds.cfg
packages/sounds/mapsounds/splatza/near_flag.ogg


Your ZIP should be structured something like this:

or see a fully expanded version.

operating system (OS) look out for stuff
*Nix

On linux I can recommend using a file with a line for each part to be included in the zip and then
calling something like zip -r my_upload.zip -i@my_files ./ from the installation folder.

Windows

On Windows XP (or later) ZIP is integrated into your FileManager (Explorer).
Unless you're using a more elaborate GUI capable of compressing into classic WinZIP format I'd suggest the following procedure to create a clean upload:

Create a folder for your download - imagine this to be the folder sauerbraten is installed into;
place a README_theFileName.[html/txt] into this folder.
Depending on what you are distributing you should add appropriate subfolders like packages/theFileName or packages/base and/or whatever needs to be added to a vanilla sauerbraten installation to use your upload.
When everything is in place go to the folder with your README and mark everything (Ctrl + A),
then right-click on the README and "send to ZIP-compressed folder".
Apple

For MacOS the following programs have been mentioned on the forum.

Thanks to Halleck
MacZipIt, which seems to work well via simple drag-n-drop.
Thanks to MovingTarget
article about dot_clean in the hope Mac users will find it useful.
Only once and I have not heard any feedback about it - clean archive.

Nice To Have

These aspects may be optional and/or required - this depends largely on the target engine, but can also be due to the very nature of your node;
you should have some good idea of what would go as using common sense simply by examining other nodes on quadropolis - pick one w/o packaging issues and with probably highly rated content, don't just rely on one ZIP though - examine as many as you can.

Make a good screenshot

For content nodes that require a screenshot please take some care in creating it.
Take a look at the subline of the screenshot-form-element in the upload-form to see current limitations,
at the time of writing these were 1024 KB maximum file-size and 640x480 maximum dimensions.
JPG or PNG should be the formats of choice and reducing file-size as much as possible a courtesy to the community :)

Consider using the Pretty Screenshot (by MeatROme [2006-07-05 17:05]) script to avoid ugly output as well as the HUD and hudgun to clutter that extra nice viewpoint you've chosen for your map. A much more recent Script (by RaZgRiZ [2011-07-26 09:58]) is Q-Screen, so check that out!
To shoot from angles where you can't stand on geometry consider switching to gamespeed 10 - that way you don't get the editmode stuff on your screenie ;)
The regular screenshot is usually too dark,
consider using channel-mixing techniques to enhance the image so it shows up better!
In-Game settings can also enhance your screenshots - e.g. fullscreen shaders (bloom, ..), FOV but not gamma!

Have a README

It's always a good idea to include a readme, usually named something like README_mycontent001.txt;
place information in there about creation date, contact information (nice-to-have not must-have) and
anything pertaining to how to use your work with the engine.
For the self-check to work the map filename in the ZIP must be different than the wip_mapname_023 - Work-In-Progress - editing filename was .
You should try out your own zip by extracting it into your own game-home-DIR - see the where is my home FAQ on our wiki.

Have a Way-Point file

It's recommended you provide a .wpt, or whatever waypoints get saved as in your game.

thanks to Quin (2010apr03)
BloodFrontier, for example, saves them directly into it's map-file, so there's no extra file in such package-ZIPs.
Way-Point creation - for the record - it's not very difficult. Type /dropwaypoints 1 and run around the map, being sure to avoid complicated moves that the bots cannot handle (rifle/rocket/grenade jumps, etc), in Sauerbraten type /savewaypoints when you are done, or in Blood Frontier simply type /savemap.

Beware of OS caveats

You should be aware that not everyone out there is running the same OS (operating system) as you are.
Especially variations on upper-/lowercase can be a problem here,
even if your Windows loads the textures fine with the file being image.JPG but the map-CFG loading IMAGE.jpg - it won't work on systems that are aware of case in their filenames (Unix, Linux, Mac OS X, ...) - your safest bet is to always go for lowercase filenames ... and check the extensions (some systems blend them out by default).
Another pitfall can be using weird characters in your filenames - even spaces can be quirksome - please avoid them.

request for help by MeatROme (2010apr03)
People really ignore the size-increase and cross-platform-nonsensicalness of leaving files like "Thumbs.db" or "._DS_store", "__MACOSX"-directories lying around.
There are many explanations out there to help you do this.
I'd be more than happy to provide per-OS-HowTo's at this point - with due credit to the author -
so as to improve on the helpfulness of this node.

All this is to avoid you getting comments like

"Where do I put this?" - all packages on quadropolis work the same for their target engine
"There's a "texture missing" error ..." - your package is both self-check and backup in one
"Why are so many walls not textured?" - see above
"Why can't I hear the music?" - see above
"Please fix your node!" - either tagged 'packaging error' or referenced in a comment

If you adhere to the guidelines above you should be safe just pointing newcomers here - or the user guide.
The examples are fitted for Sauerbraten content,
the other games are sufficiently similar, or will be commented on in appropriate sections.
BloodFrontier needs no extra .wpt, AssaultCube has packages/maps base directory, stuff like this.

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Files: none

(224) Home ~ The Island

thojoh370 | 2006-05-13 20:24

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A strange building on an island is discovered...
Screenshot
Get original file (40KB)
Detailed description

April 21st, 23:30
We've docked at the shore to take a look at the strange building.
Hmm... it seems to be some kind of armory... We thought that there was
no armour on this island at all, until we infiltrated the deeper
sections of the buildings... Also, my divers has discovered a power
center in the below... that explains where the power came from. But
I wonder where the owners are now? There is a lot of ammo in the
hallways...

I'm feeling threatened by the balloon that is hanging over
our heads all the time. When I took my binocular to take a closer
look at the object I found there was nobody there, but then the
thought hit me - there must be someone there or the balloon would
be grounded long time ago ... This is a mystery not to be forgotten...

April 25th, 23:30
Okay we have this little island. But the enemies are not so far away, they say.
We use this island as a CONQUER island from now on....

Good luck exploring the unexplored!

Map file island.zip (487.22 KB)
Rating
4
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Files: island_jpg.jpg / island.zip /

(223) Home ~ Ultimate Cube

Passa | 2006-05-13 08:33

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Cube | Content | All Platforms
Blurb The Ultimate Cube map-pack. A pack containing 40 maps and more content for Cube.
Screenshot
Get original file (59KB)
Detailed description

This map-pack brings an additional 40 maps to Cube. It also contains SilentFox's sound pack and makkE's old items pack. The menus.cfg file is automatically patched so all these maps will appear in the menu.

Mod file ultimatecube.zip (5.12 MB)
Rating
10
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Files: large.jpg / ultimatecube.zip /

(222) Home ~ Fragtown by headwound

shocktrooper1 | 2006-05-12 22:28

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Fastest map in the West
Screenshot
Get original file (46KB)
Detailed description

This map is fast. Real fast. Stay out of the saloon. Gunfights erupt there frequently. If you have money keep it out of the bank because its robbed daily. Gear up in the general store for supplies.
Horse shoes are available at the Livery. And try and stay out of jail.

Map includes new textures and instructions to make signs for your own maps with the provided .md2's. All new content made after invaluable help from maKKe. Couldn't have done it without his guidance. Thankyou , homey.

Type /map hwwest after installing the files to run it. Instructions included.

Map file fragtown.zip (1.37 MB)
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Files: screenshot_2.jpg / fragtown.zip /

(220) Home ~ Military Base

phoenix | 2006-05-11 06:55

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Cube 2 (Sauerbraten) | Deathmatch | Capture | Medium (5-8)
Blurb Far out in the desert, under the burning sun, lies an abandoned military facility where the Ogro children gather to play...
Screenshot
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Detailed description

In terms of storyline, the blurb more or less sums it up...

My first, complete, regular ol' no-special-rules-or-weird-concepts deathmatch map.

Anyone who is familiar with Doom may notice that the general layout of this map is loosely based on E1M1.

Enjoy!

And don't drink the water.

Version 1.1

-reorganized the packaging structure. militarybase.ogz and militarybase-c.ogz now reside in /packages/base
-added all new background terrain
-graphical tweaks, including the texturing to the exterior of the buildings and some changes in lighting
-gamplay changes, including the removal of one capture base and minor changes in item placement
-probably some other things that I forgot to mention

Version 1.0

-first release... I know it's somewhat lacking in detail, but it's playable (that's the important part). I will continue working on it, but only if people comment :)

Map file militarybase.zip (485.85 KB)
Rating
2
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Files: militarybase.jpg / militarybase.zip /

(219) Home ~ HF SkriptPaket

MeatROme | 2006-05-08 16:11

Cube | Other
Blurb A Script PAK to translate the cube menu into german and include some nice features ...
Detailed description

There is
- the german menu
- Keyboard-Layout flipping
- Persona flipping
and some miscellaneous scripts included. For example : transitionless zooming

The PAK will not overwrite any original files.
This is the latest stable release but on http://count0.dyndns.org/HF_cube/
you might find some beta versions (the XMAS-pre package comes to mind).

There are also 4 maps included,
one of them "menu.cgz" was an experiment at having a map as a menu for cube.
If you rename metl3.cgz to metl3o.cgz (as backup) you can even have it as startup map ...
... in the map you walk over (visible) triggers to launch yourself into 3 different maps and before that you have chosen one of three modes. Modify the CFG if you really like this to match your favourite maps & modes.

This is not actively developed anymore, since I have my private edition working and am playing sauerbraten now anyways.

Enjoy!

Config file HF_cube.zip (30.98 KB)
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Files: hf_cube.zip /

(218) Home ~ meATpAk [0.5 for sauerbraten-20060426]

MeatROme | 2006-05-07 20:49

Cube 2 (Sauerbraten) | Other
Blurb This is a whole Script-PAK - with plugin philosophy - it has a JukeBox, KeyLayout-Switch and Persona-Configuration and more ...
Detailed description

You should definetely read the included readme.txt to get you started.
The PAK should be extracted into the base sauerbraten folder and won't overwrite any files.

The current setup is especially tweaked for german users,
so owners of other keyboards will need to edit 4 lines in both of the keyboard layout scripts to their liking -
that's the first feedback I'd really love to have - which keys would you prefer to use on - say - an english keyboard?
If you _do_ own a german keyboard you'll also have to edit something - but in this case it's the data/keymap.cfg - which needs to be told about the keycodes for the "Umlaut" keys.

In both cases : see the readme.txt for details!

Maybe somebody has a good idea how to simplify the whole JukeBox plugin since I'm anxious it will be to complicated to setup for most users - but hopefully I clarify all that in the aforementioned readme.txt

The whole concept of the Keyboard-Layout-Switcher (plugin "kbrdlay") is probably going out the window as soon as the main engine will take care of this; IIRC there is a plan in the works to have different bindings for edit and game mode - well this plugin already gives you that.
I had something very similar to this for cube already (HF-SkriptPaket) but in sauerbraten most of the extra bindings I found helpful in edit mode are now obsolete - sauerbraten editing is already quite sufficiently configured to the mouse wheel and it's "delta" modes. Nevertheless I intend to upgrade the keyboard-layouts still further, but need to do some more mapping time to find out what's needed.

Any suggestions are more than welcome and I'd be happy to oblige your requests for new functionality.

Look for "lite" edition : size 526K shrinks down to 19K
http://count0.dyndns.org/sauerbraten/meatpak/meATpAk_v0.5_lite_20060514.zip

Config file meATpAk_v0.5_20060514.zip (527.16 KB)
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Files: meatpak_v0.5_20060514.zip /

(215) Home ~ Chaos Cube Citadel

MeatROme | 2006-05-06 10:41

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb This was my entry to a "Mini-Map-Contest" (yes! Mini!) ... it is of "/newmap 1" size - but uses ALL space available ...
Screenshot
Get original file (40KB)
Detailed description

We had a "Mini-Map-Contest" on our Clan (Hyper-Frag.de.vu) beginning of 2006 and this was my entry.
It was aiming at using all space available with
"/newmap 1"
and it does use the whole octree structure. Hence the huge size of the file.
It doesn't use any configuration though ...
It has 3 distinct levels - a basement area, with lots of items, a ground-floor area with some items only and the roof area where you can do some sniping.

This is the first sauerbraten map I am releasing to the public so I'd appreciate some comments.
Also I hope I really fixed everything to the new physics algorithms, since I was building it right before these were implemented :-/

BTW : I am aware there is very little ammo distributed ... it's supposed to be like that, to encourage more strategic play,
... there's always somewhere to run to ;-)

2006-05-07:
Thanks for the input makkE!
I've added 4 jumppads (one to each gallery walkway) and
another one to the bottom "garden" to reach the "hanging garden" ...

Also I remip-ed the map and relighted it ... I seem to remember I used to get weird lighting errors with lower light precision;
guess that was due to the old sauerbraten not doing lighting as efficently as the current release.
Thanks to this filesize has dwindled down to 1.2 MB (previously 5.3MB) ... thanks again : makkE!

Just need to give a shout out to octree and it's merits here too. Lighting a BSP used to take my old box AGES -
mapping cube/sauerbraten is so much more rewarding since you get releaseable results in just the time it takes to refill your cup ;-)

Map file ccc.ogz (1.13 MB)
Rating
14
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Files: ccc_screener.jpg / ccc.ogz /

(213) Home ~ Adventure Golf

thojoh370 | 2006-05-05 17:53

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Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb Now you can play golf with your grenade launcher! Suitable for SP only (not DMSP).
Screenshot
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Detailed description

You start outside a boring building. But when you get inside it, don't go out - instead go all the other ways first.
There you will find ammo, secret entrances and more. When you think you're done - if you're done you should have 30 grenades
in your grenade launcher - go outside using the door. Shoot your grenades to hit the holes, as if you were playing golf!
And you - don't cheat.

A weird ending, 2 monsters. Don't say that's not enough! Play and you'll see. This is my first PUBLISHED map - give me your opinion!

And I know the lightning ain't so good...... :(

THIS MAP IS NO LONGER A PART OF MY LIFE.

Map file golf.zip (52.81 KB)
Rating
8
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Files: golf.gif / golf.zip /

(212) Home ~ Passa Capture Valley

Passa | 2006-05-05 11:00

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Cube 2 (Sauerbraten) | Capture | Medium (5-8)
Blurb A medium-to-small sized capture map.
Screenshot
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Detailed description

This map is designed for capture gamemode, but should be fine for others as well. It is best with 4-8 players. Two tips, to get the quad you need to rifle jump to it, and to get the two health boosts you need to grenade jump or rocket jump.

Map file pcvalley.zip (521.83 KB)
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Files: picfull.jpg / pcvalley.zip /

(211) Home ~ Fraggingyard

shocktrooper1 | 2006-05-04 13:28

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Midnight in the Yard!
Screenshot
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Detailed description

Its midnight in the yard and production has ended for the day. Now it is time for the Ogros to come out and frag each other into oblivion! Rated 'h' for high action!

Map file fraggingyardv2.zip (1.67 MB)
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Files: fragg.jpg / fraggingyardv2.zip /

(210) Home ~ Standard Zoom and Attack Script

Passa | 2006-05-04 13:14

Cube 2 (Sauerbraten) | Gameplay
Blurb Simple hold to zoom, release to zoom out script with intresting crosshair changes.
Detailed description

Simple hold to zoom, release to zoom out script with intresting crosshair changes when the weapon is shot. Has a nice feel to it ;-)

Just stick it in your autoexec.cfg file. If you dont have one, copy and paste the config.cfg and rename the copy autoexec.cfg. Open the autoexec.cfg file in Notepad and delete the contents. Then copy and paste into the autoexec.cfg the contents of the zoomin.txt file on this page. Then fire up Sauerbraten and enjoy.

Config file zoomin.txt (161 bytes)
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(209) Home ~ Mousewars!

shocktrooper1 | 2006-04-30 00:46

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Cube 2 (Sauerbraten) | Huge (16-32)
Blurb Its GIGANTIC! It will change the way you view sauerbraten!
Screenshot
Get original file (58KB)
Detailed description

Never before has anyone experienced a level like mousewars in sauerbraten! Make sure you bring your scope (g + middle mouse wheel) 'cause its frag or be fragged in this nonstop action! The map is full of hidden jumps, teleports, secret passages and more! Can you find the second quad? Can you find the sniper post? Can you survive Mousewars?

Map file mousewarsv1.1.zip (1014.4 KB)
Rating
8
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Files: mousewars2.jpg / mousewarsv1.1.zip /

(208) Home ~ Fortassault v2 update

CC_machine | 2006-04-29 18:08

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Cube | Deathmatch | Large (9-15)
Blurb remake of the original... a land with 2 opposing forts
Screenshot
Get original file (62KB)
Detailed description

more changes:
-added more detail in some places
-more texture variety
-deleted beach area (sorry prax, it just didnt fit)
-shortened name from fortassaultv2 to fav2

notes:
1.there is a bar area if you look behind the waterfall (in edit, you will soon find out how to get there without edit) and also a garden (go to where the river ends and under the bit opposite to the waterfall)
2. ammo packs are found behind the stairs, the the fort lookouts, in the bar and on the little bridge, ammo is quite scarce

changes:
-changed skybox to socksky/emerald
-added a "garden" area
-added a slope down to the river
-tried experimenting with korners on the rocky walls, but i dont think it turned out quite right
-added more health pickups
-tried to make more shadows from the pillars
-reduced number of bullet pickups in the lookouts from 2 to 1 and added some rockets

Map file fav2.zip (6.83 KB)
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Files: fav2_screen.jpg / fav2.zip /

(206) Home ~ KatreZ Dark Night v2.2 by Pablo "RatBoy" Ciamarra

RatBoy | 2006-04-26 12:56

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb The Feather War Factory's storage and processing facility.
Screenshot
Get original file (0KB)
Detailed description

Map's Story:
Long ago, before the deathmatch was considered as a legal sport, a war raging for conquer Identi planet took place in the Estrada system. During this war the human race built a base of operations in the close small Avarax planet, and with it the Feather War Factory, destined to supply the soldiers with vehicles, equipment and of course, weapons.

After the war finished, the Feather War Factory had some legal issues and went down like an extinct eagle. The factory closed, and the owner, desperated and without money, heard about this so called "deathmatch arenas", so he supplied the processing and storage facility of the factory (aka KatreZ) for deathmacth matches.

Notes:
This is it. I've finished porting the map, I added a lot of detail and corrected a lot of things that were bad. Using some home made textures (With paint :P) I've added a lot of life to it.
Originally I made two versions of the map, one for daylight and another for night ilumination. The daylight one got into the last oficial Sauerbraten release (And I couldn't be happier), so I'm releasing this one for those that want it this way, it's always nice to have the choice.

What I want now is all the feedback you can throw me, also you can critic the daylight version right here.

Again, enjoy this map, gimme feedback, and good luck!

Update v2.1:
Here it is, the hopefully final version of KatreZ, this update fixes some minimal graphical bugs I saw in the last version. Also I've modified some places I didn't like, I think this is as good as I want it to be. Again, any feedback is totally apreciated and have fun playing this one.

Update v2.2:
When I say final version, I don't really mean it, since I'm always modifying my creations. This new version is updated to the last release of Sauerbraten (09-12-06), it includes some fixes that misteriously appeared in the last versions of Sauer. I've deleted textures that were useless, so the file weights less, there's some gameplay fixes, and some graphical details. Hope you enjoy it. Next version will hopefully have bumpmaps and more detail. Day version has been submitted for the next Sauer release.

Map file KatreZ_Dark_Night_v2.2.zip (1.02 MB)
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(204) Home ~ The Transport

dbox | 2006-04-22 19:42

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A sauerbraten space adventure awaits...
Screenshot
Get original file (43KB)
Detailed description

A band of ogro mercenaries has taken control of a transport ship currently in orbit. The cargo it holds is vital to the Municipality. It's up to you to regain control of the ship. Assemble your team and use the asteroid defence transporters to infiltrate the ship.

Good luck, and do not let that ship leave orbit!

Updated 5/15/2006 - Version 1.6
- Fixed minor texture problems.
- Updated phoenix's skybox mod, but set my old plain moon version as the default (at least for now, see comments below).

Updated 5/8/2006 - Version 1.5
- Added phoenix's lunar sunburst to skybox.

Updated 5/7/2006 - Version 1.4
- More asteroids!
- Corrected inverted earth in skybox and added the moon.
- Added more weapons and health to roof of the ship.
- Updated launch bay detailing, including shuttles.
- Reworked computer equipment on observation deck to match bridge.
- Miscellaneous detailing and texture enhancements.

Updated 4/29/2006 - Version 1.3
- Added new consoles for additional cover on the bridge.
- More detailing work to the hallway and stairwell.
- Added more asteroids around landing bay entrance to make it easier to jump in from the roof.
- Completely changed layout of weapons and health to a more strategic placement.

Updated 4/26/2006 - Version 1.2
- Major work done on the detailing and texturing.
- Added ships to the landing bay.
- Added asteroids on opposite side of ship to allow entry to landing bay from roof.
- Altered ammo and heath placement.

Map file transport.zip (964.17 KB)
Rating
38
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Files: detail.jpg / transport.zip /

(203) Home ~ Generator

Max of S2D | 2006-04-21 09:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb An ancient electric central.
Screenshot
Get original file (17KB)
Detailed description

It's a lost eletric central, suddenly, it reappareared. Now you can battle on.
There are some secrets... :)
A little collab with CC_Machine : he made a little part of the map =D

22/04/2006 = By the MaKKe suggestions, i've updated the map, change textures, etc... just play it, i hope it be better for you.
23/04/2006 = Another update ; thanks to CC_Machine ; Change some textures and add some additionnal stuff.

Map file Generator.zip (548.71 KB)
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Files: generator_screenshot.jpg / generator.zip /

(202) Home ~ Sauerbraten Menu - Spanish Translation v1.1 by Pablo "RatBoy" Ciamarra

RatBoy | 2006-04-21 03:02

Cube 2 (Sauerbraten) | Other
Blurb The whole menu and sub-menues translated to Spanish language.
Detailed description

This is my Sauerbraten translation to spanish, for those who want it that way.
As before the same advice:

WARNING: I recommend creating a backup of the existing "Sauerbraten\data\menus.cfg", since if something doesn't work, or you want to go back to the original, it's not possible if you overwrited the original unless you reinstall the game.

Instalation: place the downloaded "menus.cfg" in the "Sauerbraten\data\" folder and overwrite the original.

Update v1.1:
Alright, I've actualized it to the new release of Sauerbraten (26-04-2006), and also added some new features.
Again be warned to backup the old "menus.cfg" if you don't want to reinstall all the game.

Enjoy!

Config file menus.cfg (14.48 KB)
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Files: menus_3.cfg /

(201) Home ~ Lifepool b1.0 by NEXUS

RatBoy | 2006-04-20 18:23

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Cube | Deathmatch | Small (1-4)
Blurb A small medieval 1on1 map.
Screenshot
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Detailed description

This is actually a map made by my brother a long time ago.
It's simple and plain but nice, and that's why I decided to publish it since he didn't care (I do have his permission), It would be a shame to just erase it, so I uploaded it here.
I take NO credit for any of it, I didn't modify one single cube from the original level.
It's suited for 1on1 matchs, but it can easy be played up to four players (More than that would be madness).

If you have any feedback or want to contact my brother, in the ReadMe are his details.

Map file Lifepool_b1.0.zip (5.66 KB)
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Files: lifepool-preview.jpg / lifepool_b1.0.zip /

(200) Home ~ Cube Menu - Spanish Translation by Pablo "RatBoy" Ciamarra

RatBoy | 2006-04-19 23:42

Cube | Other
Blurb The whole menu and sub-menues translated to Spanish language.
Detailed description

A time ago I translated the whole thing to Spanish for my own use, since I'm from Argentina and we talk that language.
And I think it's time to share it with whoever wants to have it done and is too lazy to do it for himself :P

WARNING: I recommend creating a backup of the existing "Cube\data\menus.cfg", since if something doesn't work, or you want to go back to the original, it's not possible if you overwrited the original unless you reinstall the game.

Note: This is for the release of 29-08-2005 of Cube.

Instalation: place the downloaded "menus.cfg" in the "Cube\data\" folder and overwrite the original.

Enjoy!

Config file menus.cfg (16.83 KB)
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Files: menus_2.cfg /

(199) Home ~ KatreZ v1.2 by Pablo "RatBoy" Ciamarra

RatBoy | 2006-04-19 19:31

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Cube | Deathmatch | Large (9-15)
Blurb A large map set in a futuristic processing facility called KatreZ.
Screenshot
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Detailed description

Map's Story:
Long ago, before the deathmatch was considered as a legal sport, a war raging for conquer Identi planet took place in the Estrada system. During this war the human race built a base of operations in the close small Avarax planet, and with it the Feather War Factory, destined to supply the soldiers with vehicles, equipment and of course, weapons.

After the war finished, the Feather War Factory had some legal issues and went down like an extinct eagle. The factory closed, and the owner, desperated and without money, heard about this so called "deathmatch arenas", so he supplied the processing and storage facility of the factory (aka KatreZ) for deathmacth matches.

Notes:
I started building this map long ago, when I downloaded the 2002 release, this month I found out that Cube is still alive, so I downloaded the last version and arranged and improved a lot of the map. So here it is, finally finished, it has no custom textures or mapmodels, but it does have a custom skyboy courtesy of Mighty Pete. WQD goes up to 5000 in the two higher parts, but no more than that, the rest is between 200-2000.
That is all, have fun with it. If you happen to find any bug, please report it to my mail (ReadMe file).

Update v1.1:
Fixed some really minimal things, I think you won't even notice them, but I'm uploading it anyway. :P

Update v1.2:
Yet another deluxe edition for my cube maps, last one I hope. Just like with Lifepool, I've detailed it with Sauerbraten's modifications and textures, and also, as a bonus, I've re-edited the lightning since I didn't like it, think it looks better now.

Map file KatreZ_v1.2.zip (441.02 KB)
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Files: preview_5.jpg / katrez_v1.2.zip /

(198) Home ~ Fort-Assault

CC_machine | 2006-04-19 17:40

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Cube | Deathmatch | Medium (5-8)
Blurb large-ish map featuring a waterfall, river, 2 forts and a bar! HF!
Screenshot
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Detailed description

yet another coopedit map by me(CC_machine) and also: praxibetel, sNoT, Max of S2D and Bdgraue.

HF! dont forget to rate the map! also take a look at my last map, templemaze! (http://www.quadropolis.us/node/142)

Map file fortassault.zip (8.75 KB)
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Files: screen_fortassault.jpg / fortassault.zip /

(197) Home ~ Simple Zoom Script

Evil_Muska | 2006-04-19 17:23

Cube 2 (Sauerbraten) | Gameplay
Blurb Adds a simple yet fun zoom feature to the game. Further details in the txt file.
Config file Saur_Zoom.txt (907 bytes)
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Files: saur_zoom.txt /

(194) Home ~ Pyramid

Max of S2D | 2006-04-19 10:18

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb A map with an egyptian theme, by Max of S2D, on a idea of Ramses9167 :)
Screenshot
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Detailed description

Look at, behind ivy, you can see a teleportor. He carries out towards other rooms (funeral?) or you can fight, etc... the goal being to arrive at the top of the pyramid... but even at the top of the pyramid, you are not at the end of your sorrows... if you jump on the point of the triangle ?

(traducted to the french by Google Translate, excuse me ^^')

Map file pyramid.zip (811.17 KB)
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Files: pyramid_screenshot.jpg / pyramid.zip /

(193) Home ~ Yes, FOV120 is down, we know.

Pxtl | 2006-04-17 23:34

Fov120.com is down, which also includes all of Aardappel's engine sites and the master servers... so currently, Cube is FUBARed. In the meantime, anyone wanting to post server addresses or information relevant to the outage can reply to this thread. Quadropolis isn't directly associated with Aardappel's sites, so we don't have any more details on the outage than you do.

Sorry about our sluggish reaction - I've been busy for Easter weekend.

Edit: Never mind this post, it's back now. Hallelujah!

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Files: none

(191) Home ~ Mouse2 switch Sniper Zoom/Jump

korf | 2006-04-15 01:44

Cube | Gameplay
Blurb A script to switch the mouse2 between Jump and SniperZoom
Detailed description

All is in the blurb! I really love the jump on mouse2 (i'm too lasy to press the spacebar) so i made a script to switch between Jump and SniperZoom on mouse2. The zoom script is from rootnis. (Real Zoom, found here)

Config file mouse2switch.cfg (973 bytes)
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Files: mouse2switch.cfg /

(190) Home ~ Virtual Reality

shadow | 2006-04-11 00:08

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Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb SP map for Sauer
Screenshot
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Detailed description

Rusting on the abandoned HDD of a once famous architect, this beautiful city of chrome and glass has decayed into the horror it is today. Plagued with viruses and bad sectors, it will never return to its former glory. Even dreams corrode when condemned and forgotten.

Map file vr.zip (834.95 KB)
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16
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Files: virtual-reality-large.jpg / vr.zip /

(188) Home ~ Babel3

Max of S2D | 2006-04-08 06:13

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb It's an old cube map, i've imported it and re-arranged it, and add some cool things.
Screenshot
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Detailed description

"It's an old cube map, i've imported it and re-arranged it, and add some cool things."
If the light is like that, it's for disturb you.
And i hope you'll enjoy it.

Map file babel3.zip (182.24 KB)
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3
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Files: babel3_screenshot.jpg / babel3.zip /

(186) Home ~ Hoops

phoenix | 2006-04-07 06:59

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb It's sort of a cross between basketball and dodgeball... with explosives.
Screenshot
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Detailed description

It's my first [complete] map, but don't hesitate to say that it sucks if you really think so.

Shoot grenades through the hoops to get at your opponents. It's a tiny map, so more than 3 players is _not_ recommended.

comments and suggestions very much appreciated

Map file hoops.zip (33.35 KB)
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Files: screenshot_40364.jpg / hoops.zip /

(184) Home ~ Warehouse

disturbed | 2006-04-05 20:27

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb a medium size mars themed map ,
Screenshot
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Detailed description

a medium size mars themed map ,

Map file warehouse.zip (5.76 KB)
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Files: screenshot_3.jpg / warehouse.zip /

(183) Home ~ The Room

disturbed | 2006-04-05 16:24

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Cube | Deathmatch | Small (1-4)
Blurb a small multiplayer map that i made quite a while ago
Screenshot
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Detailed description

i worked a lot on it and i think it looks real good.

Map file The Room.rar (5.09 KB)
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Files: screenshot_4.jpg / the-room.rar /

(182) Home ~ Chronicles Of The Dead ( fixed )

disturbed | 2006-04-05 16:10

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Cube | Singleplayer | Large (9-15)
Blurb a singleplayer campaign game , containing 17 maps connected by triggers ,using my own textures , map models & monsters
Screenshot
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Detailed description

Unpack The zipped archive to cube/packages and everything will go fine(some models will get replaced , but there are also backup files so don`t worry )when you`ve done that start map COTD and enjoy :D

A little something i made for cube wile i was still learning how to map , so it isn`t the best mod i have made
if you find bugs or any problems in it , like running slow for example , you can write me at my e-mail downloader@hotmail.bg or just post a comment in quadropolis

some of the textures used are made by me , others are "borrowed" from various games ...
i i`m NOT responsible for the copyrights of any of these textures
p.s i think i removed all the bugs , so ENJOY :D
Visit my homepage @ http://www.insomnia1.cjb.net and see what i am working on

Map file COTD for cube.rar (12.29 MB)
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Files: screenshot_1.jpg / cotd-for-cube.rar /

(181) Home ~ Showdown

Acieeed | 2006-04-05 10:27

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb ..
Screenshot
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Detailed description

Hope you like it

Map file showdown.zip (430.32 KB)
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Files: gro%c3%9f_0.jpg / showdown.zip /

(180) Home ~ Conceptual Planet

Pbrane101 | 2006-04-05 02:01

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb This is the first map i have made with the engine, hopefully more will follow!
Screenshot
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Detailed description

A small Deathmatch style map built off of an old railroad station.

Map file Conceptual1.ogz.zip (194.63 KB)
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5
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Files: screenshot_432696.jpg / conceptual1.ogz.zip /

(178) Home ~ Phobia

wurfel | 2006-04-01 15:40

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb A simple multiplayer map with a weird theme.
Screenshot
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Detailed description

My map for April 1st. :)

Map file phobia.zip (193.02 KB)
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Files: phobia.jpg / phobia.zip /

(177) Home ~ PassaMP2

Passa | 2006-04-01 05:50

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Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small multiplayer map, highly suitable for instagib.
Screenshot
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Detailed description

A small, simple map for 2 - 8 players. I found it quite good for instagib but it works for ffa/default as well.

Map file passamp2.zip (333.25 KB)
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Files: screenshot_6.jpg / passamp2.zip /

(176) Home ~ Sauerbraten Wallpaper 1

Passa | 2006-03-29 21:13

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Cube 2 (Sauerbraten) | Content | Linux | Windows
Blurb A Sauerbraten wallpaper.
Screenshot
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Detailed description

The original image for this was 1280x1024 so the 1600x1200 version has just been run through some filters to make it look nice at 1600x1200.

There are 4 files,
1600.jpg - for 1600x1200 resolutions
1280.jpg - for 1280x1024 resolutions
1024.jpg - for 1024x768 resolutions
800.jpg - for 800x600 resolutions

Tell me what you think of it.

Mod file sauerwallpaper.zip (1.66 MB)
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Files: largethumb2.jpg / sauerwallpaper.zip /

(174) Home ~ Monster Egg

tentus | 2006-03-25 15:39

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Cube 2 (Sauerbraten) | Content | Linux
Blurb Monster Egg for Sauerbraten (just the model)
Screenshot
Get original file (5KB)
Detailed description

Not actually a mod, I just don't have a better place to put this.

This is the egg Aard wanted me to make, for a possible future weapon. It has a slightly greenish, spotted skin, complete with large dark crack, 256x256 jpg. 224 faces, 164 vertices, 12.8 Kb unzipped. A higher polycount than usual for me, but I figured it should be about the same level of detail as DCP's models, so I made it more than usual. Done in Q2modeller and 3Dmax (3Dmax was just involved for a few seconds, I just wanted a .3ds sphere to work with).

Mod file egg.zip (7.73 KB)
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Files: egg.jpg / egg.zip /

(173) Home ~ CSleep

driAn | 2006-03-23 09:58

Cube | Other
Blurb This ugly script makes it possible to create multiple "sleeps" at a time instead of only one. Useful for complex cube scripts.
Detailed description

Look at the 'csleep_test' alias at the bottom of the file to see how it works.

Config file csleep.cfg (2.41 KB)
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Files: csleep.cfg /

(172) Home ~ Cube/Sauerbraten Game Controller Support

dbox | 2006-03-22 20:33

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Cube | Cube 2 (Sauerbraten) | Obsolete | Source mod | Windows
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb Play Cube or Sauerbraten console-style from the comfort of your couch...
Screenshot
Get original file (56KB)
Detailed description



UPDATED 5/25/2006
- Updated to be compatible with the 04/26/06 build of Sauerbraten.
- Fixed typo in keymap.cfg that was causing binding errors.

UPDATED 4/05/2006
- Added menu-driven joystick configuration. See below for details.

UPDATED 3/29/2006
- Added the joyshowevents property. See below for details.
- Also, verified that the mod works with non-analog sticks.

UPDATED 3/25/2006
This mod now contains executables for both Sauerbraten and Cube.

Why would you do this?
Just for kicks I thought I would see if I could set up game controller support for sauerbraten. I know most serious PC gamers would never dream of giving up the mouse. Personally, I sometimes get tired of being hunched over the computer and find it relaxing to sit back on the couch and play console-style. So if you've got a laptop with support for TV-output and a pc game controller with at least one stick (preferably analog) on it you might give this a shot.

How it works:
Basically, I took the approach that I would intercept joystick events and translate them into sauerbraten keypress events. This allows joystick events to be "bound" to actions like you would any other keyboard or mouse event.

Config File Settings
I added the following variables to the config.cfg to configure the joystick:

joyfovxaxis / joyfovyaxis
This setting specifies which stick should control the field of view (what the mouse does for you now). Each stick has a horizontal and a vertical axis. Each axis is numbered starting with 1. So, for example, on my controller, which is very similar to the one pictured above, if I wanted the use the left stick the settings would be:

joyfovxaxis 1
joyfovyaxis 2

or

joyfovxaxis 2
joyfovyaxis 1

depending on how your controller numbers the axes.

If you wanted to use the right one (recommended) the settings would be:

joyfovxaxis 3
joyfovyaxis 4

or

joyfovxaxis 3
joyfovyaxis 4


joyfovinvert
Specifies how the stick controls your field of view. If set to 0 you will look in the direction you press on the stick. If set to 1 (inverted) the control works like a flight simulator: pull back on the stick to nose up, push forward to nose down. This is the default.

joyaxisminmove
This property sets up the minimum amount of movement that is required to trigger an event when binding axis movements to actions. The range for this setting is 1-30. If set to 1 you basically just have to breath hard on the stick and it will trigger the event. If set to 30 you'll have to push it practically to the edge. The default is 8.

joysensitivity
This is the property you'll probably end up tweaking the most. On certain maps where you're getting really low fps you might need to bump this up a bit. The range for this setting is 1-10 where 1 is the least sensitive and 10 is the most. Remember, these values can be set from within the game. Just type /joysensitivity n at the console to bump the sensitivity up or down, or better yet, create an alias and map this to a couple of your joystick buttons. (See the response below titled "Joystick Sensitivity Script" for an example of how to do this.)

joyshowevents
This property is meant to be used when configuring your game controller. When joyshowevents is set to 1, all joystick events will be displayed in the console. This will help you determine which button to use when binding actions to the joystick, as well as which axis to use for movement and field of view control.

For example, if you want to use a certain button to fire your gun, press that button and you will see something like this displayed in the console:

JOYBUTTON7: DOWN
JOYBUTTON7: UP

You can then bind that button from within the game by typing:

/bind JOYBUTTON7 [attack]

(Binding joystick events is discussed further in the next section.)

This is also useful for configuring the field of view axis. In this case you just move the axis to the left and right and then up and down. This will display which axes are being moved which you can use to set the joyfovxaxis and joyfovyaxis values.

Binding Joystick Events
There are currently three types of joystick events you can bind to actions:

Binding Buttons
I've left space for up to 20 joystick buttons that can be bound to the action of your choice. For example, I wanted to map "attack/shoot" to my right trigger finger button, and "jump" to the trigger finger on the left. On my controller the right trigger button is button 8 and the left trigger button is button 7, so I added the following lines to my config.cfg file:

bind "JOYBUTTON8" [attack]
bind "JOYBUTTON7" [jump]


Binding Stick Movements
I've left space for up to 5 sticks (10 total axes) that can be bound to actions. Like in the picture above I wanted to use the left stick to control my movement: push forward on the stick to move forward, back to move backward, right and left to strafe. So, I added the following lines:

bind "JOYAXIS1MIN" [left]
bind "JOYAXIS1MAX" [right]
bind "JOYAXIS2MIN" [forward]
bind "JOYAXIS2MAX" [backward]


Binding Pad Movements
Some controllers, like the one in the picture above, have those little up/down/left/right "pad" or "hat" controls. In the picture above I have up mapped to zoom-in and down mapped to zoom-out. The binding for that would look like this:

bind "JOYHAT1NORTH" [fov 15; crosshairsize 50]
bind "JOYHAT1SOUTH" [fov 110; crosshairsize 22]

You could also use that pad for controlling your movement. That would look like this:

bind "JOYHAT1NORTH" [forward]
bind "JOYHAT1NE" [forward; right]
bind "JOYHAT1EAST" [right]
bind "JOYHAT1SE" [backward; right]
bind "JOYHAT1SOUTH" [backward]
bind "JOYHAT1SW" [backward; left]
bind "JOYHAT1WEST" [left]
bind "JOYHAT1NW" [forward; left]


Menu Configuration
Sauerbraten users can now configure joysticks using the much more intuitive menu-driven interface. Simply navigate to the joystick menu under options->joystick (If you do not see the images below go here):

The following screen will be displayed:

From this menu you can configure all of the joystick settings. The example above shows the user changing the joystick axis used for looking left and right. The example below shows the user selecting an action for a button:

I recommend that you first set "show events" to "yes" before setting the other properties. This will cause the joystick events to be displayed in the console as buttons are pressed or axes are moved. This should help when deciding which button, pad or axis to use with each setting or action.

Disclaimers:

This is built from the 4/26/06 release for Sauerbraten and the 8/29/2005 release for Cube.
This works for all(2) of my controllers. I do not know if it will work for you. (Please try it out and let me know.)
If your game controller does not have at least one stick, this will not work.
This supports only one game controller. If you have more than one connected, I'm just going to take the first one I find.
If no game controller is recognized, or the game controller cannot be initialized for whatever reason there will be no notification, sauerbraten will just load as normal.
I have not tried this on linux yet.
Note to Cube Players: Because of cheat protection built into Cube, modified clients cannot connect to official release servers. So if you want to play online with others you'll have to start up a server using the executable included.
Note to Cube Players: The menu-driven configuration is currently only available for Sauerbraten. If there is enough interest I can back-port this feature to Cube.

Let me know what you think.

- dbox

Mod file sauerjoy.zip (261.96 KB)
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Files: controller.jpg / / sauerjoy.zip /

(169) Home ~ pcm1

wurfel | 2006-03-21 14:09

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Cube | Deathmatch | Medium (5-8)
Blurb Simple, bright and rather flat Cube map for multiplayer use.
Screenshot
Get original file (52KB)
Detailed description

...
A map?
:)

Map file pcm1.zip (4.87 KB)
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Files: pcm1.jpg / pcm1.zip /

(166) Home ~ Cube maps/textures for cash?

Pxtl | 2006-03-13 17:16

News

I have no idea how serious this guy is - but he wants to pay you for maps. I received an offer through the feedback system, listed below:

-- The following message was sent using the feedback page --

Hi

My Name is Ian Clark and I am doing a College business project using
Cube. This project will hopefull make money and I will continue to run
it after the class ends. I have been looking into the copyright issue
and it seems that most of the textures are or might be copyrighted. I
seem to have run across the same problem that some members of your
community have, that it is very diffucullt to tell what one can or
cannot use within cube. So what I am looking for are 4 or 5 Cube levels
suitalbe for 4-7 players (multiplayer) made with original textures, and
have an original look. I am willing to pay 50-100$ US each and it would
be for a non-exclusive commercial license meaning that the person would
just be giving me permission to use it. I know that it is not a lot but
at least it is some extra cash for their hard work. We are trying our
best not to rip off anything from cube, and customers will not have to
pay for the game we will make our profits with other methods. It is our
goal to make a business to bring cube and sauer to the next level and
give back as much as we can to the community.

Thank you for your time and if you could send some people my way, or put a post on the site I would be forever greatful

Thanks

Ian Clark



----------------------------------
Site Name : Quadropolis
Registered name : Clark
Full Name : Ian Clark
E-mail address : XXXXXXXXXXXXXXX
Referring page : http://www.quadropolis.us/
IP Address : XXXXXXXXXXXXXXX
Browser info : Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.8.0.1) Gecko/20060111 Firefox/1.5.0.1


Anyone interested in taking him up on his offer, use the "admin feedback" to request his email address (unless you're reading this Ian, and you want me to post your address publicly).

FYI to Ian, I think the models may also be a problem - I don't know that they're usable for retail gaming, which is what it sounds like your project is. You'll have to look into the licenses for the MD2s packaged with Cube - they may be "free use only". However, MD2s are easily swappable for other md2s, so if you can find any that are usable for any application (not just freeware) then you can just drop them in place of the existing models.

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Files: none

(165) Home ~ Chat Say

Passa | 2006-03-13 05:24

Cube 2 (Sauerbraten) | Other
Blurb Lets you select 3 preset chat messages that will appear in order 1, 2 and 3 when you press the binded key.
Detailed description

This script means you can quickly press left shift (this binding can be changed to anything of your liking) so a chat message will appear. This will also work in Cube. To install place it in your autoexec.cfg file OR your config.cfg file.

Config file chatsay.txt (240 bytes)
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5
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Files: chatsay.txt /

(163) Home ~ PassaMP1

Passa | 2006-03-11 13:30

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small multiplayer map great for 2 - 4 players.
Screenshot
Get original file (48KB)
Detailed description

This map passamp1 (it is called DeltaArena) is a great map for 2 - 4 players and makes good use of the new health boost. This map is also awesome for instagib.

Map file passamp1.zip (278.83 KB)
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Files: screenshots_1.jpg / passamp1.zip /

(162) Home ~ The Jungle

Nieb | 2006-03-10 12:44

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Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Coopedit map between Iamtheone & Nieb.
Screenshot
Get original file (49KB)
Detailed description

...

Map file jungle.rar (254.61 KB)
Rating
0
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Files: jungle_screen.jpg / jungle.rar /

(161) Home ~ Hand of God

shadow | 2006-03-02 05:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb Small arena built to take advantage of the new health boost
Screenshot
Get original file (48KB)
Detailed description

...

Map file hog.zip (74.7 KB)
Rating
0
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Files: hogsmall.jpg / hog.zip /

(160) Home ~ Copyright issues requiring removal of some mods.

Pxtl | 2006-02-28 15:03

News

From Makke:


Hi there

Due to Aard clarifying lately that it´s illegal and not appreciated to
make a small mod, but redistribute all else in the cube folder with it,
we´ll have to remove two mods: Sopo and Vector-x

Authors should be contacted to repackage their mods (only changed/new
content) and provide a seperate exe (maybe, not really sure on this).
greetings
makkE

This suprises me, but we have to respect copyright so the downloads for Sopo and VectorX will be removed immediately. I'll leave the nodes there incase the authors wish to reuse the old description and screenshots. If the authors don't fix the original nodes, I'll removed them completely. Also, if that includes my installer for Cube (May 2004) I'll take that down too (it's out-of-date anyways).

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Files: none

(159) Home ~ Classix Arena Sauerbraten Version

Passa | 2006-02-27 12:40

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb The Sauerbraten version of Acieeed's great Classix Arena for Cube.
Screenshot
Get original file (37KB)
Detailed description

This is a Sauerbraten version of Acieeed's Classix Arena map. All I did was fix the conversion errors and put the Sauerbraten lighting in. I hope you guys like the lighting anyway! Also it is a big file because it has 3 textures included. To install extract it into the Sauerbraten directory (the one with the *.bat launcher).

Map file classix_arena_sauer.zip (667.6 KB)
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0
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Files: screenshots.jpg / classix_arena_sauer.zip /

(158) Home ~ Classix Arena

Acieeed | 2006-02-21 19:55

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb little Arena
Screenshot
Get original file (0KB)
Detailed description

...

Map file classix_arena.zip (6.1 KB)
Rating
0
points
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Files: gro%c3%9f.jpg / classix_arena.zip /

(157) Home ~ chthon

staffy | 2006-02-21 08:03

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A mp map.
Screenshot
Get original file (35KB)
Detailed description

Sorry about the lava.

Map file chthon.zip (159.63 KB)
Rating
14
points
 (2 votes)
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Files: big444.jpg / chthon.zip /

(156) Home ~ Improved Cube Icon

Passa | 2006-02-20 12:34

Cube | Other
Blurb A cool looking cube icon. This was taken from the Quadropolis logo.
Detailed description

Similar specs to my Sauerbraten one. It is also 64x64 so works well in 'Tiled' view.

Config file cubeicon.ico (5.56 KB)
Rating
16
points
 (2 votes)
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Files: cubeicon.ico /

(155) Home ~ Improved Sauerbraten Icon

Passa | 2006-02-20 12:24

Cube 2 (Sauerbraten) | Other
Blurb An icon for Sauerbraten. This was taken from the Sauerbraten logo.
Detailed description

This icon is 64x64 so is suited for 'Tiled' icons as well as normal icon view. It is 24 bit colour and it is transparent.

Config file sauericonfinal.ico (12.56 KB)
Rating
0
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Files: sauericonfinal.ico /

(154) Home ~ Blitz

Passa | 2006-02-20 09:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Another map I made ages ago for Sauerbraten. This one was my second map. It is suitable for 5 players+.
Screenshot
Get original file (47KB)
Detailed description

Pretty awesome map with cool lighting in the main chamber. The layout is pretty lame but I just made this map to toy with Sauerbraten's awesome lighting.

Map file blitz.zip (449.39 KB)
Rating
0
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Files: screenshotsfinal.jpg / blitz.zip /

(153) Home ~ Hidden

Passa | 2006-02-20 09:33

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small Sauerbraten map I made quite a while ago. It is very suitable for 2 players.
Screenshot
Get original file (49KB)
Detailed description

A small multiplayer map I made for Sauerbraten a long time ago. It was my first map and I think it is awesome for two players. Three is pretty good too.

Map file hidden.zip (85.7 KB)
Rating
0
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Files: screenshotfinal.jpg / hidden.zip /

(152) Home ~ Idoma(ish)

staffy | 2006-02-19 08:29

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A small multiplayer map for sauer. The layout is based off a UT04 map.
Screenshot
Get original file (40KB)
Detailed description

.

Map file id.zip (164.94 KB)
Rating
5
points
 (1 vote)
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Files: big222.jpg / id.zip /

(151) Home ~ Ogro Mines

shadow | 2006-02-11 19:57

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Medium sized underground MP map
Screenshot
Get original file (36KB)
Detailed description

This is my second attempt at making a detailed sauer map that's not too huge. Again, I probably failed miserably. This map is totally underground, and features some pretty maze-like corridors. This map isn't technically finished to the point where I'm happy with it, but I've spent WAY too long on it as it is (almost 4 months), so it'll have to do...

Map file Ogro Mines.zip (502.44 KB)
Rating
10
points
 (2 votes)
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Files: ogromines_large.jpg / ogro-mines.zip /

(150) Home ~ Sauerbraten Icon

KoiKitsune2006 | 2006-02-11 11:28

Cube 2 (Sauerbraten) | Other
Blurb Sauerbraten Icon for Shortcut on your desktop
Detailed description

It's an icon. Nuff said.

Config file sauerbraten.ico (2.19 KB)
Rating
0
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Files: sauerbraten.ico /

(149) Home ~ Sound effects redux v1.1

KoiKitsune2006 | 2006-02-11 09:38

Other Mod | Other
Blurb SFX Changes for both Cube and Sauerbraten
Detailed description

SFX changes for Cube and Sauerbraten. Read the Readme file before using.

Config file sounds.zip (1.47 MB)
Rating
0
points
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Files: sounds.zip /

(148) Home ~ NSP6

Nieb | 2006-02-11 08:50

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Large (9-15)
Blurb new sp map
Screenshot
Get original file (58KB)
Detailed description

Had some random insperation to make a Cube SP map. Uses some of the new textures that came with the latest release.

Enjoy...

Map file nsp6.rar (43.34 KB)
Rating
12
points
 (7 votes)
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Files: screenshot_124319.jpg / nsp6.rar /

(147) Home ~ out

staffy | 2006-02-10 10:02

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small multiplayer map.
Screenshot
Get original file (48KB)
Detailed description

Works with the latest version of sauer.

Map file out.rar (158.98 KB)
Rating
0
points
 (1 vote)
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Files: screenbig_out.jpg / out.rar /

(146) Home ~ The Keep

Raelus | 2006-02-03 15:58

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb A multilevel castle perfect for mid range combat.
Screenshot
Get original file (61KB)
Detailed description

A multilevel castle perfect for mid range combat. Experienced players will find themselves at an advantage with careful use of the quad damage powerup and the sniper tower.

Map file thekeep.zip (2.1 KB)
Rating
8
points
 (2 votes)
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Files: screenshot.gif / thekeep.zip /

(145) Home ~ Some Interesting Statistics for 2005

Nieb | 2006-01-07 02:42

News
This is a list of the top most downloaded content on this site.
enjoy
 
 
Most Downloaded MODs:
Name

Download Count


 Cube_2004_05_22

 1241


 cube-bot-0.2

 669


 pcube_0.03-beta1
 541

 vectorx

 399


 fragger

 358
 
Most Downloaded Maps:
Name:

Download Count:


 TOGoS-shin1-2004.12.01

 318


 nsp4
 214

 mpsp5

 181


 kitchensink

 180


 stsp1

 178

 Fortress Redux
 175


 hvyindustry

 164


 roughinery

 159


 enigma_CastleMap(enig4)

 158

 CUBE_SP-TempleOfLostSouls_by_Junebug
 156


 nc13mp03

 154


 blood_mechanic

 154


 mpsp4

 153


 oddworld

 151
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Files: none

(144) Home ~ SP3

staffy | 2005-12-30 11:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb This is a small singleplayer map for sauer.
Screenshot
Get original file (0KB)
Detailed description

....meh

Map file sp3.zip (435.3 KB)
Rating
0
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Files: big.jpg / sp3.zip /

(143) Home ~ Handier Demo Recorder

driAn | 2005-12-25 22:48

Cube | Other Mod | Gameplay
Blurb Records cube demos to a random file.
Detailed description

It's annoying to write a full filename everytime you want to record a demo in cube, so this script saves a demo to $yourprefix_$milliseconds. Thanks to Aard for the millis-function he added in the current release, yay!

Config file record_demo.cfg (98 bytes)
Rating
0
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Files: record_demo.cfg /

(142) Home ~ Temple-Maze

CC_machine | 2005-12-24 16:52

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb A temple with a maze surrounding it and it's dark cellar by gimi and CC_machine.
Screenshot
Get original file (0KB)
Detailed description

Gimi and I made this map in a few coopedit sessions quite some time ago, I thought it shouldn't just be left to gather dust on my hard drive. It's one of the few maps with a maze out there. DMSP here is always fun :D

Warning: to all those who have slow PC's out there, the wqd can get high in places, but not many.

Map file templemazev2.cgz (5.59 KB)
Rating
0
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 (1 vote)
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Files: screenshots.jpg / templemazev2.cgz /

(141) Home ~ Welcome To Quadropolis!

TristamK

*
*
Starred Content
Welcome to Quadropolis, your source and destination for Cube Engine content. You can see the community's recent activity on the right side of your screen, and some of the featured content and news items below. New users to Quadropolis please read our user's guide, some of the more seasoned users still need to know about our packaging guide and for those it concerns the moderator's guide. If you would like to ask a question, please make sure it hasn't already been answered before and save us the need to go through with it again by using the search tools.

Note: Registrations have to be authorised! send an email to quadropolis@gmail.com, let us know on irc.quakenet.org, channel #sauerbraten if you want an account.

For those looking to download the development version of Sauerbraten, you can find the project here on SourceForge.
This is the direct link to use if you want to check out:
http://svn.code.sf.net/p/sauerbraten/code
Note: The SVN project version is now 1.7, and older clients may be unable to update/check-out!

May your stay be pleasant.

Files: none

(140) Home ~ Quadropolis Gets A Domain!

Nieb | 2005-12-09 19:32

News

Quadropolis has a new domain name.

http://www.quadropolis.us/

Be sure to update your bookmarks and tell your friends the news.

Files: none

(139) Home ~ 007GoldenEye: Complex

Nieb | 2005-12-09 09:22

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb ...
Screenshot
Get original file (40KB)
Detailed description

...

Map file complex.rar (55.36 KB)
Rating
0
points
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Files: screenshot_large.jpg / complex.rar /

(138) Home ~ "Frozen" plus some nice 512^2 skies.

staffy | 2005-11-24 00:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb see above.
Screenshot
Get original file (51KB)
Detailed description

...

Map file a.zip (1.2 MB)
Rating
6
points
 (1 vote)
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Files: screenshot_111481.jpg / a.zip /

(137) Home ~ NMP8 Daytime

Nieb | 2005-11-22 09:45

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb ...
Screenshot
Get original file (52KB)
Detailed description

...

Map file nmp8_d.rar (308.43 KB)
Rating
156
points
 (23 votes)
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Files: screenshot_16602_2.jpg / nmp8_d.rar /

(136) Home ~ CUBE_SP: Temple Of Lost Souls by Junebug

junebug | 2005-11-08 00:02

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Large (9-15)
Blurb Very fun map - get ready for some fun temple exploration!
Screenshot
Get original file (41KB)
Detailed description

Temple Of Lost Souls started out as just a basic idea, but developed into a very big and fun map - there is a "jump-room" so be forewarned! ;)



also - i apologize for the high WQD count in the beginning of the map (outside of the temple) -- there was no way i could find to keep it down without compromising the level idea - you may need a pretty fast PC to run this map smoothly. This only affects the very start of the map - most of the level takes place INSIDE the temple. Once you get INSIDE the temple, the WQD count is very much in reason for the rest of the map.



Have fun - and please leave me some FEEDBACK about the map!

thanks CUBERS!

JUNEBUG


Map file CUBE_SP-TempleOfLostSouls_by_Junebug.zip (15.83 KB)
Rating
0
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Files: tols_large.gif / cube_sp-templeoflostsouls_by_junebug.zip /

(134) Home ~ Matrix

Ridge Racer | 2005-10-18 22:36

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb The classic "lobby" scene from The Matrix, ported to Cube
Screenshot
Get original file (62KB)
Detailed description

This scene is a real cult classic fight scene. I know for a fact that there have been at least ten maps depicting this scene for Counter-Strike as well as countless other FPS's. So naturally I couldn't resist making this for Cube. Gameplay is fast-paced, and aggressive use of pillars as cover is a must. Unfortuately, using your fist in an attempt at "kung-fu" won't get you far here. ;)

Map file matrix.zip (3.02 KB)
Rating
0
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Files: matrix.jpg / matrix.zip /

(133) Home ~ Twin Towers

Ridge Racer | 2005-10-18 03:36

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb Deathmatch on the site of the former Twin Towers.
Screenshot
Get original file (54KB)
Detailed description

A nice 128x128 deathmatch modeled after the former WTC Twin Towers in New York. I originally got the idea from a Counter-Strike map. Since CS is teamplay, playing this in Cube is a bit different, but I still think it has good play value.

Map file twintowers.zip (2.99 KB)
Rating
4
points
 (2 votes)
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Files: twin.jpg / twintowers.zip /

(132) Home ~ NMP8

Nieb | 2005-10-03 23:37

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Floating castle ruins...
Screenshot
Get original file (38KB)
Detailed description

This map isnt quite finished i just thought i would post it cause i havnt worked on it in a while....dont really have time too. (Requires Sauer Version 2005_08_15 or later)

Get it here http://sourceforge.net/projects/sauerbraten/

Map file nmp8.rar (204.61 KB)
Rating
8
points
 (1 vote)
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Files: screenshot_100069.jpg / http://sourceforge.net/projects/sauerbraten/ / nmp8.rar /

(131) Home ~ Skyscraper

shadow | 2005-09-24 01:19

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Large (9-15)
Blurb A large, heavily vertical map that takes place on and in a modern skyscraper
Screenshot
Get original file (47KB)
Detailed description

I don't like making "-ish" maps, so gameplay has to suffer for my art. That being said, this map is an attempt at a playable, realistic skyscraper. I tried not to make it too big (and failed horribly). As such, the lighting is VERY detailed (recalc at your own risk!). Have fun, and I hope you like stairs ;)

Map file skyscraper.zip (1.23 MB)
Rating
0
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Files: skyscraper-big.jpg / skyscraper.zip /

(130) Home ~ We are experiencing minor technical difficulties - F5 is your friend.

Pxtl | 2005-09-22 14:46

News

As you may or may not have noticed, the new version of Drupal (the CMS backend of the site) has some problems. Really, we would've just left the old version, but there was a serious security weakness.

At any rate, the complaint is usually the layout missing some crucial elements (like the login box, or the "maps" entry in the content type list) - just refresh your browser and the problems seem to go away.

If there are any unsolvable problems, use the "contact admins" or comment on this thread and we'll try to work it out.

We apologise for the inconvenience.

Edit: on further inspection, it may have to do with the "throttle" system. Likely the new version improved "throttle"'s sensitivity. This module converts the site into a lower-bandwidth form when the load is heavy. While I'm not positive that this is the source of the problem, it means that said features are disabled when too many users are hitting the site. Dunno how to tweak it to work better. More as it develops.

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Files: none

(128) Home ~ Quadropolis Returns!

Nieb | 2005-09-07 05:54

News

After long hours of trying to get the CMS updated, and keep the site intact at the same time, we've finally got her back up and running.
If it happens again we'll be forced to remake the site with a different CMS and in turn lose all of the content to date. Lets hope for the best.

Files: none

(127) Home ~ Monthly Poll | September: Do you like the new theme for Quadropolis?

Nieb | 2005-09-07 04:01

Yes
50% (11 votes)
No, I liked the older one.
36% (8 votes)
No, and I didn't like the last one either.
14% (3 votes)
Total votes: 22

Files: none

(126) Home ~ Catastrophobia

NightWind | 2005-09-02 00:21

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A multiplayer map designed for player-on-player skirmishes. Not all is as it seems.
Screenshot
Get original file (59KB)
Detailed description

This was, admittedly, my first map, and it shows. However, I'm told it's rather good for such a lack of experience (by my friends). The pillboxes were inspired by a childhood of laser tag. Everything else was more or less random, but the little raised bits that seem random are there to slow down careless players. Be careful ;)

For more screenshots, see http://nightwind.t35.com/sauerbraten.htm
Sorry about the pop-ups.

Map file catastrophobia.zip (297.54 KB)
Rating
0
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Files: catastrophobia_large.jpg / catastrophobia.zip /

(125) Home ~ Night Mission

junebug | 2005-09-01 04:43

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Large (9-15)
Blurb Large deathmatch map - lots of telporters and jumppads!
Screenshot
Get original file (49KB)
Detailed description

I spent waaay too many hours mapping this -
;)
started out as a single player design, but ended up as a very large deathmatch level. at LEAST 4 players are needed to get any action going. I dont play CUBE online, but even offline with the BOT download, this level is very fun to frag in!

please forgive my high wqd count, i'm pretty sure it never goes above 10,000 -- but it does hit 9,000+ in a few spots due to the open design of the outdoor area. most of the areas are very reasonable, coming in at below 3,000.

this map is called NIGHT MISSION, and is nice and moody, while still being able to see very well i think.

if you like this map, you can grab some more of my CUBE maps at
www.SixDogStudios.com

have fun!
JUNEBUG

Map file CUBE_NightMission_DM_by_Junebug.zip (14.78 KB)
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Files: nightmission-big.gif / cube_nightmission_dm_by_junebug.zip /

(124) Home ~ Cube Bot

Rick | 2005-08-31 21:11

 this screenshot was not originally available or there was a problem extracting it

Cube | Source mod | Linux | Windows
Blurb Bots for cube, so you can play offline or coop. This is the latest version and is ported to cube 2005_08_29.
Screenshot
Get original file (57KB)
Detailed description

Main new features
- Ported to cube 2005_08_29
- Source is included again
- Fixed: config.cfg didn't load

Description
The cube-bot is, as the name says, a bot for the game Cube.
This bot will simulate opponents in multiplayer or buddies in singleplayer(coop).

Mod file cube-bot-0.31.tar.gz (991.28 KB)
Rating
0
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Files: screenie-0.31.jpg / cube-bot-0.31.tar.gz /

(123) Home ~ It´s official : makkE is a big fool..

makkE | 2005-08-30 00:37

News

Okay, I want to apologise for many of the maps I have rated "too high wqd" and "too big"

As I found out today with the help of CrazyTB, I had my lighterror set to 1 all the time, without noticing it would heavily raise wqd :S
So
Whoever´s map I might have dissed for it being too high wqd I want to apologise.
I am soo stupid.
Sorry Folks

I´m going to look at all my ratings and reviews again on lighterror 8 the next few days, correcting any possible mistakes I made due to that.

Doesn´t mean that there weren´t some of them really too big, but a few might have been rated
wrongly by be.

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Files: none

(122) Home ~ Stairs-o-matic

CrazyTB | 2005-08-29 01:14

Cube | Obsolete | Mapping | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb A simple script to aid you when you are making stairs.
Detailed description

Stairs are a simple and very useful structure. Many maps have stairs. Some maps have a lot of stairs. Some maps have small stairs, others have big stairs.

However, there is nothing as boring as making stairs manually, step by step...

I wrote this little script to solve this problem. With this script, creating stairs is (almost) as simple as running one command on console.

How to use:

Select the area on map where you want your stairs.
Probably you will want to make it flat. Use . (dot) and/or , (comma).
Type: /stairsx step inc, where step is the width of each step, and inc is the height of each step.
Done.

Detailed description:

Type /stairshelp to show a little in-game help about this script.
Use /stairsx to make stairs on "x" axis, or use /stairsy to make stairs on "y" axis
This script is able to make stairs both on floor and on ceiling. It will make it on floor if you are look at floor, or on ceiling, if you are looking at ceiling.
The step parameter must be greater or equal to 1. The inc parameter, however, can be positive or negative. If you try to use this script to make a left-right stairs, but get a right-left one, try to invert the inc signal.
After running this script, your old selection will be lost.
You can't easily undo the modifications of script. undo command will undo one step per time. This can be boring if there are a lot of steps. A faster way will be re-select then entire stairs area and flatten it.
When you use negative inc on floor or positive inc on ceiling, the stairs will be "sunken" on floor/ceiling. This is intentional. You must re-select the entire stairs and raise/lower it as you want.
This script just executes some commands which will generate stairs if executed on a flat ground. If the ground is not flat, the results may not look like stairs, but may be still interesting. For example, if you superimpose "stairsx" and "stairsy", it will look like a Q-Bert level.

I accept feedback, but I don't plan to add more features to it. I want to keep it simple.

I would like to know if there is any way to make "local variables" in Cube scripting, or some way of "removing" an alias.

Just one final note: do not abuse of this script, and do not use only this script to make your stairs. Add little details by yourself to make your map look better.

Preview
// Config script

Config file stairs.txt (715 bytes)
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Files: stairs.txt /

(121) Home ~ Cube icon

Acieeed | 2005-08-28 17:50

Cube | Other
Blurb Cube icon
Detailed description

a icon for cube ;)

to save: "save target as..."

Config file cube.ICO (2.19 KB)
Rating
0
points
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Files: cube.ico /

(120) Home ~ All Your Base for Cube

kracho | 2005-08-28 03:10

 this screenshot was not originally available or there was a problem extracting it

Cube | Release | Gameplay | Other License
Blurb Little script which spams the chat with Zero Wing quotes.
Detailed description

Usually such scripts are annoying, but this one is cult :P


http://fun.drno.de/flash/ayb.swf

BTW the _nextp method is totally unnecessary, but the user's guide told me not to send in "oversimplified scripts".
Haha, have fun!

Preview
// Config script

Config file zw.cfg (1.55 KB)
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Files: zw.cfg /

(118) Home ~ Syntax highlighting for cube scripts in Vim editor

CrazyTB | 2005-08-25 13:43

Cube | Other
Blurb Syntax highlighting for cube scripts in Vim editor
Detailed description

This is a syntax file for Cube cfg files. It applies to autoexec.cfg, package.cfg and any other file which uses Cube script.

Features:

Support for keyboard keys names only after "bind" command. (MOUSE1, MOUSE2,... is also supported)
Support for entities names only after "newent" and "clearents" commands.
Support for all cube commands of version 2004_05_22, except "keymap" (which you should not use, according to docs).
Recognizes special aliases "level_trigger_xx" and "nextmap_xx".

Install details:

Put the file on ~/.vim/syntax/ directory. Then, when opening some Cube cfg file, type:
:set syntax=cube

You can/should also put this line at top or bottom of your Cube cfg file:
// vim: set syntax=cube
This will make vim automatically apply the Cube syntax.

See also:
Vim official site
This script at vim official site

Config file cube.vim (4.34 KB)
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16
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Files: http://www.vim.org/ / cube.vim /

(117) Home ~ Arena 01

007 | 2005-08-24 11:09

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb Classic arena design
Screenshot
Get original file (60KB)
Detailed description

Classic arena design, with a lower battlefield in the middle and a higher ring around.

2/3 of the spawnpoints are in smallrooms under the ring. So you don't spawn in the middle of the battle. The only way out of the room however is to jump right into the battle anyway.

While testing this map I discovered that you can jump higher and further when you jump sideways or even backwards. Wonder if this is intended by the coders (?)

Map file arena01.zip (284.78 KB)
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Files: arena.jpg / arena01.zip /

(116) Home ~ Old Items Pack

makkE | 2005-08-23 20:47

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Cube | Content | Windows
Blurb Brings back the old stuff ...
Screenshot
Get original file (58KB)
Detailed description

Call me nostalgic or conservative.. I just can´t make friends with the new items.
Imho, the old ones were perfect, much easier to spot in the heat of a battle.
If you feel like me, you can download the stuff here.

Contains all the old items, slightly enhanced skins for the boxes, and a slightly enhanced items.png...

Mod file bla.txt (35 bytes)
Rating
5
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Files: screen_0.jpg / bla.txt /

(115) Home ~ Real zoom

rootnis | 2005-08-15 22:45

Cube 2 (Sauerbraten) | Gameplay
Blurb Traditional zooming - like in UT , Serious Sam and other games.
Detailed description

First click - smooth zoom in as long as you hold the buton or fov reaches 12. Second click - instant zoom out. Sensitivity changes proportionally if starting fov is 120 and sensitivity 30. when zoomed/ing in, hudgun 0, when zoomed out hudgun whatever it was before.

NOTE. Use with Cube 22.08.2005 or sauerbraten 2006.02.27 physics edition or later.

Config file rzoom.txt (708 bytes)
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Files: rzoom.txt /

(114) Home ~ SmallTown

007 | 2005-08-14 01:14

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Cube | Deathmatch | Large (9-15)
Blurb A large DM map, with a fairly open character.
Screenshot
Get original file (61KB)
Detailed description

A large varied map, with an open character (with nice wqd-count though).

Map file smalltown.zip (10.04 KB)
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Files: smalltown.jpg / smalltown.zip /

(113) Home ~ Monthly Poll | August: Favourite Weapon

Pxtl | 2005-08-09 14:21

Shotgun
16% (11 votes)
Rocket Launcher
13% (9 votes)
Rifle
18% (12 votes)
Chaingun
28% (19 votes)
Pistol
6% (4 votes)
Fist
18% (12 votes)
Total votes: 67

Files: none

(112) Home ~ Doompool

tentus | 2005-08-07 13:12

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A simple conversion of a CL map to Sauer.
Screenshot
Get original file (58KB)
Detailed description

This was my way of learning how to edit in Sauer- convert an extremely small, straightforward map from CL. It helped a lot, and produced this very concise little map for Sauer.

There is only one room, with a pool of water in it. The only ammo is 4 shells and 4 riflerounds, there are 4 healths down in the water (if you get down there you'll need 'em) and a quad just barely in jumping range. There are also four teleports which add to the hectic feeling of the map.

Overall it plays very fast, a straightforward shoot-jump-die level. There is very little detail in this map, and the lighting is so simple, almost fullbright, that i was able to drop down to coarse without noticing a difference. All in all it's one of the best running Sauer maps there is, due to it's simplicity.

Kudos to Nashaii for letting me use his origial map for this, the only thing i've chaged is the lack of mapmodels on the walls.

Map file doompool.zip (106.9 KB)
Rating
8
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Files: main_0.jpg / doompool.zip /

(111) Home ~ Space Station Sauer

JCDPC | 2005-08-03 22:28

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Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb A map of a space station.
Screenshot
Get original file (39KB)
Detailed description

In the future, engineers at NASA will use Sauerbraten instead of Milkshape like they use now. They designeed this ship as a tribute to greatness of sauer and launched it to explore mars and bomb illegal aliens. Unfortunatley, The engineers forgot that they had accidently left the Portal to the Firey Abyss (PFA) in there. Fortunatley, you, a fat greasy ogro, happened to be aboard, and so did a bunch of weapons and med packs and armor. Only you can save space station sauer.

Map file sss.zip (1.54 MB)
Rating
4
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Files: screen.jpg / sss.zip /

(110) Home ~ RPGish

staffy | 2005-07-29 09:47

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Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb A rpg map - just a test really. (Uses a large amount of the "demomap" content)
Screenshot
Get original file (42KB)
Detailed description

WARNING: You need a very good system to run this map. e.g. 1.5ghz+ processor and a 128mb graphics card. (a radeon 9800 should do quite nicely ;) ), however you can crank up the fog and test it in edit-mode.

Map file rpg.zip (564.25 KB)
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Files: new.jpg / rpg.zip /

(109) Home ~ Megafluxer

shadow | 2005-07-25 03:54

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Other Mod | CTF | Medium (5-8)
Blurb Yet another CTF map for ProCube
Screenshot
Get original file (62KB)
Detailed description

This map features bright, high-contrast lighting, which allows for dark corners and ambush points while still being easy to navigate without eyestrain. This map also has some unique features that allow for interesting tactics (mostly for campers).

Due to the lighting, this map seems much larger than it really is, and is best suited for 3v3. In addition, there are some crappy textures that I'll fix later, and a storyline that I'm to lazy to include.

The WQD never reaches 4000

Map file flux.zip (21.72 KB)
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Files: flux-master.jpg / flux.zip /

(108) Home ~ Natural Park

Heretic | 2005-07-23 08:57

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Cube | Deathmatch | Medium (5-8)
Blurb A natural park map
Screenshot
Get original file (57KB)
Detailed description

A medium-sized multiplayer map set in a natural park. Many different areas and dark locations to hide. Good for FFA and Instagib.

Map file natpark.zip (9.02 KB)
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Files: natpark_shot.jpg / natpark.zip /

(107) Home ~ ctf_haus2house

Acieeed | 2005-07-19 18:11

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Other Mod | CTF | Small (1-4)
Blurb another ctf map ! new version !
Screenshot
Get original file (43KB)
Detailed description

This is a new version of the map, but the wqd count is too high(sometimes over 5000).
So this map is not fitted for a PCube release.
I think the map is playable with a "stronger" machine(like mine 1 GHz also lower). ;)

Map file ctf_haus2house.zip (638.54 KB)
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Files: gross_1.jpg / ctf_haus2house.zip /

(106) Home ~ Battle Skar

shadow | 2005-07-19 07:04

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Other Mod | CTF | Large (9-15)
Blurb My CTF submission for Pro-Cube
Screenshot
Get original file (28KB)
Detailed description

A large map with open dashes, kill zones, and close quarters combat.

The WQD peaks at about 6000, but is usually much less

Map file skar.zip (6.52 KB)
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Files: screenshot_37962.jpg / skar.zip /

(105) Home ~ Using free tools to produce .md2 models

sinsky | 2005-07-15 16:41

Cube | Cube 2 (Sauerbraten) | Other Mod | Obsolete | Guide
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.

In this small tutorial I will try to explain how to use Blender v2.36 with the Quake 2 modeller to produce and texture a simple mesh for use with Cube.

Disclaimer: I can't guarantee that the tutorial will be of any use to anyone. If you arise damages from the tutorial, I don't want to know about it.

What we need:

Blender 2.36 and the Blender md2 import/export scripts by Bob Holcomb
(script files must be put in the .blender/scripts folder in order to work)

The Quake 2 modeller by Phillip Martin and Jaimi McEntire (hopefully v0.91b)

First let's start by creating a cube in Blender. I assume you have some basic knowledge on how to use this program, otherwise from now on it may be a little hard to follow. Place the cursor in a 3D View window, hit spacebar and select add=>mesh=>cube. In edit mode, press A to select all if needed (not needed in our case because all is selected by default, but good to know anyway), then click the Mesh menu and select faces=>convert quads to triangles. Use keypad 1, 3 and 7 or SHIFT + the latter to change top and side views. Keypad 5 switches between perspective and orthogonal view. Once you've chosen a view enter UV face select mode and press U. Choose Bounds to 1/1 or experiment with other options. When you've made your choice enter the UV/Image editor window, select an image, go back to 3D view, enter Object mode and press ALT+Z to see your model textured. If you have difficulty with all those hotkeys look for corresponding commands in the menus, personally in most cases I find it more convenient to use a hotkey.

After you export the mesh, open the .md2 file with Quake 2 modeller. You need to have UV mapped the mesh in Blender even if you didn't select a texture, otherwise it may not load properly. Select, move, scale, manage frames, export to md2 and try with Cube.

This way of producing Cube model data is not very reliable. Nonetheless, I think the information presented here or parts of it may be useful to Cube people.

Sinsky

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Files: none

(104) Home ~ CTF Kazad

tentus | 2005-07-14 15:19

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Other Mod | CTF | Medium (5-8)
Blurb A CTF Map for ProCube
Screenshot
Get original file (44KB)
Detailed description

This is a CTF map for ProCube, based off of my very first Cube map, second version. As such, it was a pretty massive overhaul. It's very symmetrical, essential one big columned room with a chasm in the middle. There are three basic ways to get into the enemy territory- use jumppads to jump across the chasm, run up tunnels from the bottome of the chasm, or (the recent addition, and probably easiest way) use teleports to get into the corners of enemy territory.

A note about the corners- they're the only place you can bring the WQD count up to 4000 (as far as my testing shows, anyhoo). And this only happens when you have two more of the corners in your FOV. If you're noticing this you obviously aren't playing hard enough.

I made a custom skybox for this map, but again decided not to include it in this zip. I picked emerald as a replacement, but it's just not as good. I also made some custom CTF textures, but decided they weren't worth including.

Map file ctf-kazad.zip (8.92 KB)
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Files: kazadpic.jpg / ctf-kazad.zip /

(101) Home ~ Monthly Poll | July: Favourite Theme of FPS Deathmatch Map

Pxtl | 2005-07-08 00:24

Space Maps. -12 frags from falling rulz
23% (12 votes)
Sprawling landscapes. I miss Tribes (and ever seeing my opponents).
26% (14 votes)
Gimmick Maps. Just swim up the water column into the teleporter-crusher to grab the BFG.
9% (5 votes)
Corridors. It's like Pac-Man with guns!
19% (10 votes)
Teeny-tiny arena. Deathmatch gameplay peaked with Dead Simple.
23% (12 votes)
Total votes: 53

Files: none

(100) Home ~ Abandoned Building (enig5)

enigma_0Z | 2005-07-06 05:14

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Large (9-15)
Blurb An old burned-out building themed map.
Screenshot
Get original file (27KB)
Detailed description

A larger burned-out building themed map. A little more traphically intensive than my other maps... Kinda dark, kinda creepy. It also has a custom skybox.

It's got an L-shaped area that is more open with some smaller areas inside the L. Good for interesting fights, that's for sure. Try to find the secret to get to the quad!

Map file enigma_BuildingMap(enig5).zip (286.78 KB)
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Files: 640_enig5.jpg / enigma_buildingmap(enig5).zip /

(99) Home ~ Enigma's Castle (enig4)

enigma_0Z | 2005-07-06 05:08

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Cube | Deathmatch | Large (9-15)
Blurb This map is a larger castle-themed map.
Screenshot
Get original file (52KB)
Detailed description

A large castle in the center of the map with a open area around the outside.

Lots of ammo and fight opportunties outside as well as a couple of "secret" entrances into the castle.

There are teleporters to the towers, if you can find them, and there's a special way to the rockets. (no, you can't walk thru the bars!).

Map file enigma_CastleMap(enig4).zip (4.31 KB)
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Files: 640_enig4.jpg / enigma_castlemap(enig4).zip /

(98) Home ~ Alien Spaceship (enig3)

enigma_0Z | 2005-07-06 05:04

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Cube | Deathmatch | Small (1-4)
Blurb Small & close quarters alien-themed map
Screenshot
Get original file (32KB)
Detailed description

This map is an alien-themed tiny map. Very close quarters... It works best for 1-4 players but can work for more if you want.

It's really small, but the hallways are tight and curvey.

Oh yeah, and try to find the teleporters! heh heh heh...

Map file enigma_AlienMap(enig3).zip (2.06 KB)
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Files: 640_enig3.jpg / enigma_alienmap(enig3).zip /

(97) Home ~ The Factory (enig2)

enigma_0Z | 2005-07-06 04:46

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Cube | Deathmatch | Huge (16-32)
Blurb A huge factory-themed map... great for DMSP
Screenshot
Get original file (34KB)
Detailed description

OK, this map is absolutely huge! Good for alot of people. This map is so huge that it has two quads!! Don't get lost in the sewer system!

This map is sutable for alot of players, or dmsp. DMSP in this map is quite fun because there are usually monsters hiding in the corners.

Try DMSP skill level 10 and see what happens!

Map file enigma_FactoryMap(enig2).zip (589.57 KB)
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Files: 640_enig2.jpg / enigma_factorymap(enig2).zip /

(96) Home ~ Scarab Temple (enig1)

enigma_0Z | 2005-07-06 04:40

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Cube | Deathmatch | Medium (5-8)
Blurb An egyptian themed map. All shall hail the scarab!
Screenshot
Get original file (56KB)
Detailed description

This was my first map that I made in cube... I really didn't have a plan of sorts, I just started doodling...

Anyway, it's egyptian-scarab themed, so have fun with it! It's not too big of a map, perhaps from 5-8 players, more if you want it fast & furious... It will also work for fewer players because the rooms are bigger.

Map file enigma_ScarabMap(enig1).zip (4.35 KB)
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Files: 640_enig1.jpg / enigma_scarabmap(enig1).zip /

(95) Home ~ castle

luke davis | 2005-07-04 09:32

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb Very small map inside a castle with water on both sides, and a secret that will confuse the jesus out of your enemies.
Screenshot
Get original file (35KB)
Detailed description

Very small map inside a castle with water on both sides, and a secret that will confuse the jesus out of your enemies. No eye candy what so ever. :(

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Files: castlefull.jpeg /

(94) Home ~ New

staffy | 2005-07-03 11:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A deathmatch map that could be used for CTF. (not much eye candy :( )
Screenshot
Get original file (22KB)
Detailed description

See above. :)

Map file new.zip (116.71 KB)
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Files: bih.jpg / new_0.zip /

(93) Home ~ More lovin' for the Scripts

Pxtl | 2005-07-01 15:51

News

Hey. Was just looking in and - we've had a ton of activity on the Scripts section of all places. An auto-updater for Sauer, a map-list generator, several zoom and crosshairs scripts, etc. Not to mention my fave script, and "offhand fist" trick that is nuts-handy for Insta. I won't bother linking them here, the section is pretty much packed with good stuff. Just go there and take a look. Just thought you all should know.

Files: none

(92) Home ~ sauer updater

staffy | 2005-07-01 01:46

Cube 2 (Sauerbraten) | Other
Blurb Place this in the directory where you extracted sauerbraten e.g desktop (or where you want sauer to be if you don't have it yet)
Detailed description

Gets the latest files off cvs. (stolen from pushplay's site)
Just extract it and run sauerbraten.bat.
(windows only)

Config file cvs.zip (330.01 KB)
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Files: cvs.zip /

(91) Home ~ sp2

staffy | 2005-06-27 08:54

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Large (9-15)
Blurb A medium length SP map.
Screenshot
Get original file (60KB)
Detailed description

....

Map file sp2.zip (439.61 KB)
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Files: screenshot_6778976.jpg / sp2.zip /

(90) Home ~ TCave3

TOGoS | 2005-06-26 21:42

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Cube 2 (Sauerbraten) | Singleplayer | Superscalar
Blurb A cliffy terrain that's full of caves.
Screenshot
Get original file (58KB)
Detailed description

To play this map will require a fast computer and a good video card. I promise I won't do this again for a long time.

See if you can find the "You Win" sign. For extra challenge, jump in each of the 4 surrounding teleporters and find your way back (without jumping in another teleporter right off :P).

And no, I'm not going to select 'Multiplayer' because it's not a multiplayer map. Not unless you add umpteen playerstarts and have 40 people running around in it.

Map file tcave3b.zip (1.44 MB)
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Files: tcave3a-shots.jpg / tcave3b.zip /

(89) Home ~ Foundation

wolf | 2005-06-22 20:27

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb A arena style map based of Foundation for Halo 2
Screenshot
Get original file (0KB)
Detailed description

An arena style map for 4-10 people. Players spawn in the rooms on the corners of the map while most of the action happens toward the center. Fun for almost all gametypes.
By teh \\'olF

Map file foundation.zip (3.82 KB)
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Files: screen.jpg / foundation.zip /

(88) Home ~ TCave1

TOGoS | 2005-06-22 12:11

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Large (9-15)
Blurb A green and brown cave system interconnected with tunnels
Screenshot
Get original file (40KB)
Detailed description

My first real map generated with TMapGen. That is, TMapGen generated the caves, and then I went through and added lights, ammo, decorations, and tunnels to connect otherwise separate cave sections. Should make a fun deathatch map, especially if you're like me and enjoy search-and-destroy games, as the place is rather large with several places to run off and hide in.

Map file tcave1b.zip (107.38 KB)
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Files: tcave1-med.jpg / http://tmapgen.sourceforge.net/ / tcave1b.zip /

(87) Home ~ Ironic

staffy | 2005-06-21 11:15

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb It is a great example of how not to map. ;)
Screenshot
Get original file (56KB)
Detailed description

I didn't put enough thought into the "eye candy" but it should still look decent.

Map file ironic.zip (185.99 KB)
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Files: blah2.jpg / ironic.zip /

(86) Home ~ Arches

shadow | 2005-06-20 03:25

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten)
Blurb A prefab map for Sauer
Screenshot
Get original file (62KB)
Detailed description

I will add more content if requested, and would appreciate any suggestions.

Feel free to use or modify anything as you see fit.

Map file Arches.zip (93.95 KB)
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Files: arches-large.jpg / arches.zip /

(85) Home ~ (semi-)auto map list generator

CrazyTB | 2005-06-20 01:39

Cube | Other
Blurb Two little bash scripts that generate a two-level menu with all maps currently installed
Detailed description

These are two simple bash scripts to be run outside cube. They will scan packages directory and generate a file map_list.cfg with a two-level menu system listing all installed maps.

These bash scripts were only tested on Linux. They may work anywhere else where bash, find, sort and tr programs are available.

How to use:
Add this line at end of "autoexec.cfg":
exec map_list.cfg

Bind showmenu map_list to some key or something.

Go to cube directory (the directory that holds "cube_unix" file) and run ./update_map_list. This command will generate the "map_list.cfg" file. Repeat this whenever you want to update the map list.

Config file map_list.tar.gz (661 bytes)
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Files: map_list.tar.gz /

(84) Home ~ Easy map load, save and send

CrazyTB | 2005-06-20 01:15

Cube | Mapping
Blurb A few aliases and bindings to make it easier to (re)load, save and send a map.
Detailed description

Use /setfilename mymapname to set the "internal map name" . Then, use:

F2 to save the map
F3 to (re)load the map
F4 to save and send the map

These three commands will use the "internal map name", which must be set by /setfilename.

These commands won't save/load/send the map instantly. They will show a prompt with the command ready to be executed. You must press "enter" to confirm the command.

I think this script is VERY useful when making maps. It is much more easy to save/load (or send, if coopedit) using these commands.

People who will look at source code will note a lot of comments like // {{{ and // }}}. Don't worry, there are just marks used by vim editor to "fold" the code.

Config file ezmap.txt (1.27 KB)
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Files: http://www.vim.org/ / ezmap.txt /

(83) Home ~ Fog Color RGB aliases

CrazyTB | 2005-06-20 01:04

Cube | Mapping
Blurb Defines some aliases for getting/setting fog color using RGB values.
Detailed description

This script adds the following aliases:
fogcolourrgb - Sets the fog using RGB values.
fogcolourgetrgb - Gets current fog color, showing the RGB values.

In addition, these three aliases were defined:
fogcolor
fogcolorrgb
fogcolorgetrgb
They were created because I always use "color" without 'u'.

Config file fogcolorrgb.txt (353 bytes)
Rating
10
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Files: fogcolorrgb.txt /

(81) Home ~ Gone, daddio

Pxtl | 2005-06-16 11:21

News

I'm heading to Chicago for the weekend, will be back Tuesday. If anything is gonna happen on the front page in the meantime, it's up to Nieb or the mods to do it.

Singleplayer Splurge

Some nice singleplayer maps have come out (notably some of the first for Sauer) thanks to JCDPC, Staffy, and the infamous LavaBall.


Sweet Sauer

Some damn pretty maps are out thanks to Sparr, Staffy, and TOGOs (who should check the "mulitplayer" tag, not "singleplayer").


Mod from JCDPC

A fun little 60 map mod has popped up. Go get it.


Also, a reminder, keep an eye on Sauer - new versions keep popping up, and the new one's got a pistol!

Files: none

(80) Home ~ TR2 Map Pack

LavaBall | 2005-06-16 05:51

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb Its a map pack for Sauer.
Screenshot
Get original file (49KB)
Detailed description

I made clones of maps Oil Rig and Bartoli's Hideout for Sauer and single player

Also these are clones of TR2 for the fans.

Map file TR2.zip (3.91 MB)
Rating
0
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Files: big2.jpg / tr2.zip /

(78) Home ~ Kitchensink

JCDPC | 2005-06-15 15:21

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Medium (5-8)
Blurb Medium map with a vareity of enviroments
Screenshot
Get original file (30KB)
Detailed description

Medium size map with lots of places to go and people to kill.

Map file kitchensink.zip (21.65 KB)
Rating
2
points
 (1 vote)
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Files: big.jpg / kitchensink.zip /

(77) Home ~ Sniper Crosshairs

shadow | 2005-06-15 00:33

Cube | Gameplay
Blurb New crosshairs for more accurate insta
Detailed description

Slimmer, more accurate crosshairs - just replace the crosshair.png file in the data folder.

It's not really a .cfg file, but I feel that it's given me enough of an advantage in insta to make it worth posting.

Config file sniper crosshairs.zip (536 bytes)
Rating
10
points
 (7 votes)
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Files: sniper-crosshairs.zip /

(76) Home ~ stsp1

staffy | 2005-06-11 11:31

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb this is a sp map that I made in 2 hrs. :)
Screenshot
Get original file (59KB)
Detailed description

This map is best described as "random". :) It should provide you with 2 mins of fun.

Map file stsp1.zip (116.89 KB)
Rating
0
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Files: screenshot_13833.jpg / stsp1.zip /

(75) Home ~ Monthly Poll | June: Most over-requested feature?

Pxtl | 2005-06-10 18:59

CTF
25% (19 votes)
More realism. Any game that is not Counterstrike sucks.
21% (16 votes)
Its too faaaaaaast! waaaaaah!
12% (9 votes)
Stencil shadows, normal mapping, ragdoll physics, and a trip to Tahiti.
29% (22 votes)
Falling damage, drowning, acid damage, and hernias.
13% (10 votes)
Total votes: 76

Files: none

(74) Home ~ Quick Fist

makkE | 2005-06-09 23:13

Cube | Gameplay
Blurb Quick fist...
Detailed description

This one is useful for people with low(er) sensitivity and especially in instagib matches.

Keep a button pressed to:
Change to fist and continuously box while having higher fov and higher sens for the close encounters.
Upon releasing the button it will change back to shotgun (or rifle in instagib).

Adjust the settings like you need em.

Note: Originally comes from German pro-cuber Kracho.
He´s got it all elegant with aliasses and stuff, but I suck at scripting ;) it works though...

Config file boxing.txt (100 bytes)
Rating
0
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Files: boxing.txt /

(73) Home ~ Permafog

shadow | 2005-06-09 04:36

Cube | Mapping
Blurb A .cfg file for over-obsessive map makers that prevents people from changing the fog ingame
Detailed description

This .cfg file will reset the fog level every time the player moves forward - effectively preventing people from increasing fog level ingame.

This file has limitations though - since .cfg files are NOT sent when playing on line, it is completely innefective for ingame distrobution of maps (but so is your carefully set fog, so it doesn't really matter). Also, the user could just delete the code, and this code will NOT work if the user has a custom key binding for forward movement (unlikely).

Config file permafog.zip (644 bytes)
Rating
0
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Files: permafog.zip /

(71) Home ~ TShagger1a

TOGoS | 2005-06-03 01:08

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Singleplayer | Medium (5-8)
Blurb Just me playing around with the latest Sauerbraten. Interesting but not done.
Screenshot
Get original file (50KB)
Detailed description

My first map that is at all interesting. It's not done yet - there's really no goal and not even that many places to go, but it should provide you with a few minutes of exploring fun. I can't really get much farther with this map until doors and switches are implemented. But then...THEN...bwahahahaha it'll be Crapi all over again :) Maybe I should finish Crapi first. Oh, well. I got all summer.

Map file tshagger1a.zip (337.64 KB)
Rating
0
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Files: tshagger1a-shot.jpg / tshagger1a.zip /

(70) Home ~ New Moderators

Pxtl | 2005-06-02 14:57

News

Well, the site's starting to take off, and while it's probably unnecessarily early for this, I'm appointing some moderators. I just went through some of our more prolific and notable contributors and have given them moderator access. It doesn't really matter a whole lot - pretty much most decisions you make as a moderator need to be reinforced by a second moderator before they take direct effect. At any rate:

MakkE, Shadow, Staffy, MitaMAN, Dplomat, and Sparr are now moderators. There's no additional responsability - you can totally ignore the priviledges if you like. All they can do is moderate up and down comments and help move stuff to the front page. Please read the moderators' guide before using your mod access.

This is just experimental and not a big deal - the worst I'll do if it doesn't work out is change the moderator access or remove it altogether - but I'm sure it will be useful.

Files: none

(69) Home ~ Space

staffy | 2005-06-02 12:28

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb A small space based multiplayer map.
Screenshot
Get original file (22KB)
Detailed description

...

Map file space.zip (206.69 KB)
Rating
16
points
 (3 votes)
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Files: space.jpg / space.zip /

(68) Home ~ Roughinery

sparr | 2005-06-01 07:32

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb UT2K4 DM-1on1-Roughinery remake
Screenshot
Get original file (61KB)
Detailed description

This is my remake of Roughinery. 90% faithful geometry, a bit warped vertically to allow for efficient cube placement. 80% faithful on pickup and spawn placement, matches the original as closely as possible, although substitutions have been made. Light placement is 90% faithful, although lighting is much more intense than the original, with brighter bright areas and far lower ambient light, making for some pretty dark shadows.

The map has been saved with lightprecision=128 to keep the size down. To see some of the beautiful lighting that Sauer is capable of I suggest doing the following:
/aalights 2
/lightprecision 8
/calclight
(now walk away from your PC for an hour)
/savemap

Map file roughinery.zip (704.54 KB)
Rating
23
points
 (4 votes)
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Files: roughinery_screen.jpg / roughinery.zip /

(67) Home ~ Cube Singleplayer Speed Runs.

staffy | 2005-05-31 09:12

Cube | Guide

Send me your singleplayer run times and I will place them here:
http://cube.snieb.com/files/times3.txt

Rules:
-skill must be 10.
-you cannot press 'e' at any time.
-gamespeed cannot be modified.
-no saving

no fake times please....

Attachment Size
times3.txt 765 bytes
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Files: none

(66) Home ~ Acieeed Zoom

Acieeed | 2005-05-29 12:38

Cube | Gameplay
Blurb Little zoom script
Detailed description

Change the mousesensitivity and crosshairsize at zoom.

Config file zoom.txt (376 bytes)
Rating
0
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Files: zoom.txt /

(65) Home ~ Nice to see new Sauer maps - plus, a new mod for Cube.

Pxtl | 2005-05-27 22:37

News

Just a little shot:

Notice the HUD elements. In't that hella cool? I just thought I'd point you to JayMan29's nifty new Cube mod while I punt it out of the Map section after he graciously reposted it as a mod. Quick note for new users - please read the Users' Guide at the top before posting content.

Sauer maps:

Now, a few Sauer things. Congrats to my partner-in-crime Nieb for making what is by far the sexiest thing I've seen on Aard's engines yet.


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Files: none

(64) Home ~ NMP7

Nieb | 2005-05-27 13:18

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb A quick map to show off Sauer's purdy new lighting!
Screenshot
Get original file (57KB)
Detailed description

I made the rocks more "rocky". and put a sky in.
Enjoy :)

Map file nmp7.rar (410.81 KB)
Rating
0
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Files: tb2.jpg / nmp7.rar /

(63) Home ~ boo2 (It is in the latest release if you want it)

staffy | 2005-05-27 07:41

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Small (1-4)
Blurb This is a remake of Aard's b0o map...
Screenshot
Get original file (37KB)
Detailed description

blah. This is one of those maps that doesn't flow too well. Just rememeber to rocket jump....

Map file boo2-final.zip (414.93 KB)
Rating
0
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Files: screenshot_33412.jpg / boo2-final.zip /

(62) Home ~ BoxFactory

ZappaZ | 2005-05-27 07:35

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Release | Alpha | Deathmatch | Small (1-4) | Creative Commons (BY)
Blurb A small factory style map for deatchmatching.
Screenshot
Get original file (61KB)
Detailed description

This is a Factory style map, purely for deathmatches.
Some thinking has gone into item placement but due to lack of multiplay
it might still be unbalanced.

Map file boxfactory.zip (644.27 KB)
Rating
0
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Files: boxfactory_big.jpg / boxfactory.zip /

(61) Home ~ Fortress Redux

shadow | 2005-05-27 03:44

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My origional Saur map modified to work with the 2005/05/24 release
Screenshot
Get original file (57KB)
Detailed description

You wanted it - and I provided. The first map for the 2005 Saurbraten release. Makes good use of the new lighting system, and includes makkE's highplane skybox.

Map file Fortress Redux.zip (862.15 KB)
Rating
0
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Files: fortress-redux.jpg / fortress-redux.zip /

(60) Home ~ Mines of Titan 2 for Cube

JayMan29 | 2005-05-27 03:04

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Cube | Obsolete | Source mod | Windows | Other License
This content is compatible with older edition(s) of the game it was made for, and is not guaranteed to work with the current or development versions.
Blurb This file provides the source code for the new Mod for Cube called Mines of Titan 2. The mod is playable but still incomplete.
Screenshot
Get original file (14KB)
Detailed description

This file contains the description file, makefile, a small collection of new graphics, and source code for the Mines of Titan Mod. The actual mod is expected to eventually develop into a full-blown First-Person Adventure game. Details are in the description .txt file. The source code should be compatible with GCC compilers prior to version 3.2. This mod sets up more detailed RPG Ratings for the user, and the included autoexec.cfg file creates a new menu. This new menu is activated by the M key by default, and allows the user to re-roll the player stats, as well as view them on a new player statistics screen. Player stats will influence a lot more in the future. For now, the Agility attribute affects running speed and jump height. (Technically, it directly affects the maxspeed attribute of the player in code.) Money and skill attributes have been implemented, but do not yet affect anything. Furthermore, the future promises new entities and very different maps. Crosshairs for the different Cube weapons have been implemented. This version (0.1.2) is a bit more complete as a game than the first version I put out there.

Mod file MoTCube.zip (504.08 KB)
Rating
0
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Files: drunkmissile.jpg / motcube.zip /

(59) Home ~ The Odyssey

MitaMAN | 2005-05-26 23:29

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer
Blurb Large single player map from MitaMAN
Screenshot
Get original file (58KB)
Detailed description

"The Odyssey" is a large SP map (about 800 monsters, about an hour of gameplay) with a variety of areas to explore and kill in. The map also includes some new textures and triggered Fanatic music.

Just unzip into the CUBE folder and start it with "sp mpsp5".

Gameplay hints: I suggest that when you teleport into a new area gather up supplies and save before moving on. Also, don't just blindly run into an area without checking out your surroundings, you will trigger more than you can handle if your not careful!

Special thanks to makkE and Spentron for their "map editing aid".

"Come for the fun, stay for the killing!!"

MitaMAN

Map file mpsp5.zip (1.76 MB)
Rating
0
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Files: screenshot_mpsp5.jpg / mpsp5.zip /

(58) Home ~ Sauerbraten Maps Wanted

Pxtl | 2005-05-26 19:28

Cube 2 (Sauerbraten) | News

Aardappel has announced his first relatively stable release of Sauerbraten. We've had a whole day and still no maps yet - I'm kinda disappointed.

Go get it. The first decent map I see is going on the front page. Shadow, Staffy, Bltchgranmda, and Nieb posted maps for older versions of Sauer, which they should update for the new version - at least show us some shadow-mapped screenshots.

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Files: none

(56) Home ~ Gigabyte

shadow | 2005-05-26 02:41

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb An arena DM map for cube with a supercomputer theme
Screenshot
Get original file (49KB)
Detailed description

-The Story-

The monotony of maintaining the world's most expensive calculator had finally caused one shifty member of the nightshift to snap. Covered in blood and nearly flooded with coolant, the government was forced to sell the state-of-the-art system to the highest bidder - Tartech Industries - for use in public exibitions. This arena is now one of the bloodiest venues ever established, mostly because of its ironically close proximity and frequent use by the local asylum - where the disgruntled technician is now held.

-The Details-

This was my first attempt at a decent arena map. I mostly attempted to carry a constant theme, rather than concentrating solely on gameplay. This map is different than most arenas in that it is wider at the edges and tighter at the center - hopefully creating a more mazelike feel, while still preserving classic arena gameplay.

Map file Gigabyte.zip (5.25 KB)
Rating
0
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Files: gigabyte-(large).jpg / gigabyte.zip /

(55) Home ~ Strange Universe

MitaMAN | 2005-05-26 00:55

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Small (1-4)
Blurb A single player map from MitaMAN
Screenshot
Get original file (53KB)
Detailed description

"Strange Universe" is a mid-sized SP map with over (30) new textures, lots of DCP's models, and Fanatic's music triggered at various parts of the map.

Just unzip into the CUBE folder and start it with "sp mpsp4".

"Come for the fun, stay for the killing!!"

MitaMAN

Map file mpsp4.zip (885.73 KB)
Rating
20
points
 (3 votes)
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Files: mpsp4_screenshot.jpg / mpsp4.zip /

(54) Home ~ Monthly Poll | May: What's the most amusing bug in Cube?

Pxtl | 2005-05-25 08:42

Right gametype, wrong map.
18% (7 votes)
Right map, wrong gametype.
8% (3 votes)
Invulnerability!
18% (7 votes)
Graphics bugs (oOOooh, psychadelic colours!)
45% (17 votes)
Rocketing the Hall of Mirrors crash.
11% (4 votes)
Total votes: 38

Files: none

(53) Home ~ Content splurge

Pxtl | 2005-05-25 08:17

News

There's been a sudden boom of activity in the maps list. Thanks MakkE for your spectacular trickjumping map, and thanks Sparr for your laundry list of very innovative (and bizarre) maps. Plus, let's not leave out recent contributions by JCDPC and The Punk.

Now, a quick roundup (titles in the image alt text):

from JCDPC, MakkE and The Punk


from the prolific and bizarre Sparr


Quick sidenote: thanks Sparr for making your thumbnail filenames easy to figure - it made this process much easier. Also, if you didn't get mentioned in this roundup, don't take it as a slight, I just wanted to highlight the sudden flurry of interesting activity in the map list.

Files: none

(52) Home ~ Ruins

JCDPC | 2005-05-25 01:22

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Small (1-4)
Blurb A short romp through monsterville.
Screenshot
Get original file (41KB)
Detailed description

Its really pretty in some places, not so pretty in others, its really short, but the gameplay is nice. I did a couple interesting things with the lights. Some neat archtechture, but none of it is really coherent. The layout isnt well thought out, but the map is pretty and thats all that matters.

Map file ruins.zip (9.79 KB)
Rating
0
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Files: screenshot_127940.jpg / ruins.zip /

(51) Home ~ Tricky Pit

makkE | 2005-05-23 12:46

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Cube | Small (1-4)
Blurb A Trickjump Map for Beginners and Advanced Jumpers
Screenshot
Get original file (41KB)
Detailed description

Trickjump-map with four difrent courses including basic strafe- and rocket-jumping and advanced rifle- and rocketjumping.

Linux users read the included tricky.txt file!

Comes with a blank skin for the sign model, so mappers can create their own signs. ;)

Enjoy !

Map file trickypit.zip (128.55 KB)
Rating
22
points
 (8 votes)
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Files: tricky_screen.jpg / trickypit.zip /

(50) Home ~ Temple Mount

dbox | 2005-05-22 19:53

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb While exploring in the mountains you stumble upon the site of an ancient Ogro civilization...
Screenshot
Get original file (60KB)
Detailed description

It was a golden time in Ogro history, a time when science, art, and culture were the pillars of Ogro society. Not much remains of this past. One advancement forever changed the nature of Ogro civilization... gunpowder. Art, science and culture were all cast aside as the Ogro people focused all of their attention on shooting one another.

There is evidence of this change all around. Weapons and ammunition lie scattered about the site. It would seem that the ancient Ogros who built these structures annihilated themselves in a final fierce battle. But then, in the distance you hear a gunshot... you pick up a shotgun laying nearby and can only hope that after all this time it still works...

Ok, enough silly intro. My goal with this map (aside from learning most of the editing features of cube) was to create a fairly convincing outdoor map that felt very open (less like the more common 4-walled courtyard) with detailed, recognizable features.

It's a fairly large map. So unless you like the hunter/hide-and-seek type game you probably will want to start with about 4 players. I think it would probably scale up to about 12 to 16 for faster-paced games. I also think it works pretty well for instagib.

Thanks to everyone who indulged me and test-played the map over the last few days and gave me feedback.

Enjoy and let me know what you think of it.

Map file templemount.zip (11.55 KB)
Rating
0
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Files: main.jpg / templemount.zip /

(49) Home ~ Shifting Worlds

sparr | 2005-05-22 04:16

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb A small DM map spanning 5 small themed sections
Screenshot
Get original file (62KB)
Detailed description

Shifting Worlds. I just had this idea and decided to run with it. The map consists of 5 small areas with different themes (tech, stone, water, eqypt, sky) with lots of teleports for travel. The teleport links are somewhat random, but do follow an overall scheme. Each individual room is very small, so you either have small dogfights or teleporter chases.

Map file shifting.zip (3.11 KB)
Rating
0
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Files: shifting_screen.jpg / shifting.zip /

(48) Home ~ Falling

sparr | 2005-05-22 00:16

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb Falling, a map of endless sky
Screenshot
Get original file (61KB)
Detailed description

In this map you are falling. And you shoot at people. That's about it.

This map idea works a lot better in engines with seamless teleports and silent pushers, but its playable at least. The map provides ammo pickups, but works best with instagib mode.

Map file falling.zip (1.44 KB)
Rating
6
points
 (1 vote)
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Files: falling_screen.jpg / falling.zip /

(47) Home ~ ultrav

sparr | 2005-05-22 00:07

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb Remake of Quake map ultrav, Small Egyptian themed 1v1 or light FFA map.
Screenshot
Get original file (62KB)
Detailed description

This is a remake of ultrav, a somewhat popular Quake deathmatch map. Eqyptian themed, with slight room over room. The conversion is about 80% accurate. Geometry changes include omission of one-cube floor and ceiling edging, slightly longer hallways (to eliminate room over room in favor of perpendicular hallway over hallway), and slight changes in some corner shapes to allow for Cube's tricky corner rendering. Entity placement is effectively arbitrary, with only a little ammo and the Quad remaining in place, due to the disparity between Quake's available items as well as Cube's lack of multiplayer triggers.

The map plays well with 2-4 players. It is 'smaller' than it looks due to three teleports making it far more connected than it would seem at first. There are no dead ends, with at least two ways out of every room.

Map file ultrav.zip (3.82 KB)
Rating
0
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Files: ultrav_screen.jpg / ultrav.zip /

(46) Home ~ bOo

sparr | 2005-05-21 02:32

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb Remake of the Doom 2 map bOo (by Aardappel)
Screenshot
Get original file (60KB)
Detailed description

This is a mostly-accurate recreation of Aardappel's map 'bOo' for Doom 2. Very few liberties have been taken. The elevator has been replaced with stairs, and powerups added in place of extra weapons. The outdoor view is gone (along with the awesome tree), replaced by skybox. A couple of corners had to be solidified to account for Cube's odd corner logic.

The map works best for 1v1, and gets pretty cramped with 4 players.

Map file boo.zip (2.04 KB)
Rating
0
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Files: boo_screen.jpg / boo.zip /

(45) Home ~ Doom2 Map07

sparr | 2005-05-20 22:45

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb Remake of Map07 from Doom2, small 4 player DM
Screenshot
Get original file (62KB)
Detailed description

This is a faithful recreation of Doom 2's Map07, one of the few good DM maps included with the game. The geometry is accurate to within half a cube (to the map's fully-triggered configuration) everywhere that Cube's design allows, with exceptions for the box stacks and the diagonal hallways. Texturing is unfortunatly not as precise.

8 playerstart positions make respawn frags less common than in most DM maps this simple. Every weapon, along with armor and the quad, is available in the central room, at the risk of high exposure. Extra shotgun shells and health packs are arranged along the outer rooms and hallways.

Lighting in this map is rather detailed, resulting in WQD as high as 7500 with default settings. If this is a problem for your computer then '/lighterror 64' will help tremendously.

Map file doom2map07.zip (2.95 KB)
Rating
0
points
 (0 votes)
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Files: doom2map07_screen.jpg / doom2map07.zip /

(44) Home ~ 2Fort-256

sparr | 2005-05-20 22:28

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | CTF | Large (9-15)
Blurb Two opposing fortresses, complete with sewer tunnels and watchtowers. Large Map.
Screenshot
Get original file (62KB)
Detailed description

This map is symmetric, with two identical forts facing each other. Originally designed as a 5v5 or larger CTF map, it plays ok in DM modes with enough players (10+).

Each fort is comprised of multiple floors. The basement level consists of a short hallway and staircase leading up from the sewer as well as an underwater tunnel leading to a grate-covered pit visible from above on the first floor. The first floor spans the entire fort, is accessible via staircases from the basement and second floor as well as front and back doors leading outside, contains two playerstart positions, and provides excellent visibility of the 3 other floors as well as the outdoors through large windows. The second floor is reached via two staircases and holds most of the ammo inside the fort, as well as a green armor. It provides access to the upstairs windows and the rear balcony as well as a jumppad to the third floor, and has good visibility of most of the first and third floors and the outdoors. The third floor is reachable only via jumppad or rocket jump and contains a healthboost. The third floor also provides the ideal location for flag placement in CTF mods.

Outside the forts there is a very large outdoor area comprised of a simple maze. Series of platforms lead from the corners of the map up to the middle to acquire the quad, with health boosts placed along the way. Also located outside are two sniper towers accessible via jumppad at their bases. One playerstart position is placed at the base of each tower. Visibility ranges from poor to excellent, including into the first floors of the forts. Ammo and health is generously distributed.

Below the map lie sewers, both lit and unlit. The sewers are accessible via staircases within the forts, outside the forts, and at the base of each tower. They are also visible through grates in the ground outside and above the pits inside the forts. Two playerstart positions are placed in the sewers, as well as health and ammo, with two yellow armors in the pits under the forts.

WQD gets up to 10000 due to very few occluding walls, with an average of around 3500. A large number of mapmodels on this map, mostly neccessary for architecture, leads to lower than expected FPS. LOD adjustments can help, but not to the same extent as on a cube-only map.

Please note that this map cannot be used as-is in Quad CTF because of Quad's replacement jumppad mapmodel and incorrect handling of stacked Bridge mapmodels.

Map file 2fort-256.zip (10.86 KB)
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(43) Home ~ Serpentine

sparr | 2005-05-20 22:13

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Cube | Deathmatch | Small (1-4)
Blurb Remake of UT2K4 Serpentine, small open map on top of a close-quarters maze.
Screenshot
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Detailed description

This map is an approximation of DM-1on1-Serpentine from UT2004. Much detail had to be abandoned for lack of models, textures, and geometry. However the basic gameplay remains. The basic layout of the level starts with a large open room with a trench maze inlaid into the floor. Surrounding this is a sniper walkway with a narrow view of the whole room. Above the room is a long bridge, reachable via jumppads, which provides tricky access to the quad.

Map file serpentine.zip (3.19 KB)
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Files: serpentine_screen.jpg / serpentine.zip /

(42) Home ~ Blut

Acieeed | 2005-05-20 18:43

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Cube | Deathmatch | Small (1-4)
Blurb Small arena for dm and instagib.
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Detailed description

Small arena for dm and instagib.
Skybox by Dietmar Pier(dcp).

Map file blut.zip (858.64 KB)
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Files: gross.jpg / blut.zip /

(41) Home ~ TrainingDay(x2)

sparr | 2005-05-16 23:43

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Cube | Deathmatch | Medium (5-8)
Blurb A variation of the original TrainingDay, this time with 4 hallways meeting in the middle. Fast DM action with no distractions.
Screenshot
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Detailed description

A variant on TrainingDay, this map features a second copy of the map rotated 90 degrees, providing a little less monotony and room for more players. Even with 2 players the action remains fast, all the more so with 5-8. Includes 2 health boosts, 2 green armors, and one quad requiring a rocket jump.

Map file trainingday2.zip (3.81 KB)
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Files: trainingday2_screen.jpg / trainingday2.zip /

(40) Home ~ TrainingDay

sparr | 2005-05-16 23:40

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Cube | Deathmatch | Small (1-4)
Blurb The distilled essence of DM. One hallway, two loops. Constant action for 2-4 players.
Screenshot
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Detailed description

This is a remake of the first map of UT2k4, TrainingDay. It features a basic figure-8 with the center junctions skewed apart a bit. Each basic ammo type is present once, plus one healthboost and two green armors. The map is very small and very compact. This makes for very fast DM action, whether FFA or Insta. Rarely will you live more than 20 seconds on this map against even a single opponent.

Map file trainingday.zip (2.29 KB)
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Files: trainingday_screen.jpg / trainingday.zip /

(39) Home ~ 2Fort-128

sparr | 2005-05-11 18:06

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Cube | Deathmatch | CTF | Large (9-15)
Blurb Two opposing fortresses, complete with sewer tunnels and watchtowers
Screenshot
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Detailed description

This map is symmetric, with two identical forts facing each other. Originally designed as a CTF map, it plays out rather well in FFA and other weapon-ful modes. Not so great for instagib or any of the fist-only modes.

Each fort is comprised of multiple floors. The basement level consists of a short hallway and staircase leading up from the sewer as well as an underwater tunnel leading to a grate-covered pit visible from above on the first floor. The first floor spans the entire fort, is accessible via staircases from the basement and second floor as well as front and back doors leading outside, contains two playerstart positions, and provides excellent visibility of the 3 other floors as well as the outdoors through large windows. The second floor is reached via two staircases and holds most of the ammo inside the fort, as well as a green armor. It provides access to the upstairs windows and the rear balcony as well as a jumppad to the third floor, and has good visibility of most of the first and third floors and the outdoors. The third floor is reachable only via jumppad or rocket jump and contains a healthboost. The third floor also provides the ideal location for flag placement in CTF mods.

Outside the forts there is a large open area punctuated by a chain of platforms leading from the corners to the center, providing access to the yellow armor, healthboost, and quad. Also located outside are two sniper towers accessible via jumppad at their bases, and a wall around the edge of the zone. Visibility ranges from moderate to excellent, including into the first floors of the forts. Ammo and health is generously distributed.

Below the map lie sewers. The sewers are accessible via two staircases near the center of the map, and two staircases down from the first floors of the forts. They are also visible through grates in the map corners and above the pits inside the forts. Two playerstart positions are placed in the sewers, as well as health and ammo, with two yellow armor items in the pits under the forts.

WQD gets up to 5500 due to very few occluding walls, with an average of around 3500. Also to be noted is WVT from 3500 to 14000 and EVT from 13000 to 100000. A large number of mapmodels on this map, mostly neccessary for architecture, leads to lower than expected FPS. LOD adjustments can help, but not to the same extent as on a cube-only map.

Please note that this map cannot be used as-is in Quad CTF because of Quad's replacement jumppad mapmodel and incorrect handling of stacked Bridge mapmodels.

Map file 2fort-128.zip (6.57 KB)
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(38) Home ~ The Tunnel

Acieeed | 2005-04-30 19:53

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Cube | Deathmatch | Large (9-15)
Blurb Great deathmatch map with long tunnel passages.
Screenshot
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Detailed description



THE TUNNEL
Relase Date: 3.may 2005
Description: Great deathmatch map with long tunnel passages.

This map is inspired by Half-Life and is my first true Map.
Please post wen you see any Bug in this map. THANKS :)

Map file thetunnel.zip (7.09 KB)
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Files: pic3.jpg / thetunnel.zip /

(37) Home ~ Castylvania

shadow | 2005-04-27 01:23

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Cube 2 (Sauerbraten) | Medium (5-8)
Blurb Medium-sized castle for Sauer
Screenshot
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Detailed description

This was actually designed to be a cut and paste building for a larger Sauer map instead of a stand alone map. I feel that the only way that large Sauer maps would be feasible is with "preset" buildings like this one. Feel free to use it in your own maps, as long as you give me credit.

P.S.: The spiral staircase has not been properly textured b/c I could not find a suitable texture :)

Map file Castylvania.zip (36.13 KB)
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Files: fortresslarge.jpg / castylvania.zip /

(36) Home ~ complex menu

nightelf_IX | 2005-04-19 20:16

Cube | Other
Blurb Contains a big fat menu for cube. includes Rick's bot menu; a very good zooming config and much more [its more than just a menu]
Detailed description

Copy the file into your DATA directory.
Backup your existing menu before overwriting! [rename to oldmenu.cfg or something like that]

An info to the controls menu:
The keys shown in the basic keys info-menu are may be not the same as the real "default" keys. I have customized these keys for gameplay, but not for editing.
Please mail me your favorite 'key map' when its very different from the key packs.

IMPORTANT 1: IF YOU USE RICK'S BOT MOD please delete // at menuitem "Bot control" "showmenu [Bot menu]" to grant yourself access to the implemented BOT menu. if you use this, you also have to copy this file over [menus_bot.cfg]

IMPORTANT 2: TO ALLOW THE MOUSE WHEEL TO WORK open autoexec.cfg and add // to all bind commands [i. e. bind w forward => //bind w forward; or bind mouse4 [universaldelta 1] => //bind mouse4 [universaldelta 1]] or delete it. This would block this file here and the mouse wheel eventually wont work correctly. You wont have to delete the // anymore. If you dont want to delete or change anything in autoexec.cfg, you can also type exec data/menus.cfg at the beginning to override all blocking autoexec commands.

Pressing F sets fov -70. Pressing it again sets it to fov +70.
Check the controls menu if you want another value for 70!
While you are zooming your sensitivity will be decreased to increase your aiming performance!

Bugs and ideas for key packs oder additional menus and help menu items: contact me (nightelf_ix@gmx.net)

You can use the mouse wheel to edit your maps now again!
Works a little bit different from the default in autoexec.cfg:
while you are not editing, the moue wheel will always change the weapons.
to change the mouse wheel action you can use [mouse3] or [minus] for previous action and [Q] or [equals] for next action. the following list describes the actions:
while in game:
always: change weapons
while in edit mode:
0: edit height [depends whether looking up or down]
1: edit vdelta
2: floor/ceiling texture [depends whether looking up or down]
3: wall/upper wall texture [depends whether looking up or down]
4: make wall solid/not solid [new]
5: change the first property of the nearest entity

Please comment if you want more than this 6 things customizable with the mouse wheel.

There is a new way to zoom using the mouse wheel!
How this works:
While not in edit mode you can use the mouse wheel to zoom [the zooming strenth is also modifiable in the controls menu -> zooming step]. just press Q. you should see [mouse wheel modifier = 1]. pressing it again changes between 0 and 1. if it's 0 you can use the mouse wheel to change weapons normally. if it's 1 you can use the mouse wheel to zoom. when you zoom this way, Q wont change the modifier! it will change to any other weapon, if your out of ammo. press the middle mouse button to reset fov. Now press the middle mouse button OR Q again to return to [mouse wheel modificator = 0]. Try it!

--[NEW]--
The right mouse button can now easily be modified!
Just press the right mouse button to bind it to an action. If you want to change this action while its already set, just press R.
Just an info: All 'normal' keys are used by the key packs or the default settings... the keys you can freely modify are [and have always been] the right mouse button and F2 - F9.

Thanks to all using it!

Config file menus.cfg (60.73 KB)
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(35) Home ~ Monthly Poll | April: Do you perfer single player or multiplayer in Cube?

Nieb | 2005-04-03 14:53

Single Player
15% (9 votes)
Multiplayer
48% (30 votes)
"Multiplayer, there arn't very many good single player maps for Cube."
16% (10 votes)
"Single player, the singleplayer maps they have now are great."
0% (0 votes)
"I like them both."
21% (13 votes)
Total votes: 62

Files: none

(34) Home ~ nsp4

Nieb | 2005-04-03 14:46

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Cube | Singleplayer | Large (9-15)
Blurb My last attempt at making a SP map.
Screenshot
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Detailed description

This was my last attempt at making a SP map. It's pretty old, i started it a year or so ago and forgot about it than finally finished it about 6 months ago.

It's pretty much the same theme as "nsp2", medium difficulty.

Map file nsp4.zip (272.57 KB)
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Files: pic33.jpg / nsp4.zip /

(33) Home ~ Heavy Industry

shadow | 2005-04-01 05:13

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Cube | Deathmatch | Large (9-15)
Blurb A large MP map for Cube with a factory setting
Screenshot
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Detailed description

This rather large map consists of a factory, testing lab, and a set of offices. There are several large arena type rooms, and plenty of ammo. The skymap, however, is rather crude and if anyone would like to improve on it, I would be thankful.

P.S. The quad is rather difficult to reach, but it is possible.

Map file hvyindustry.zip (146.91 KB)
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Files: heavy-industry-large.jpg / hvyindustry.zip /

(32) Home ~ News 3-23-2005: Update on permissions...

Nieb | 2005-03-23 11:01

News

As of now, you must be logged in to post a comment. So make a user account... it won't hurt I promise. :)

Update by Pxtl: Feedback system is fixed, so you can use the "contact admins" button now.

In detail: Sorry, I just found out the Feedback system wasn't working. It should operate properly now. Junebug, thanks for finding that problem - you can send feedback now.

Files: none

(31) Home ~ Staffy dm2

staffy | 2005-03-18 10:52

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Cube | Deathmatch | Small (1-4)
Blurb This is a multiplayer map. You will need a decent system for it to run well though.
Screenshot
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Detailed description

As you can see it is just one huge room. (should be ok for singleplayer dm and insta)

Map file blah.zip (884.25 KB)
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Files: stdm2.jpg / blah.zip /

(30) Home ~ Some general mapping tips

makkE | 2005-03-16 17:32

AssaultCube | Guide

I just want to share some knowledge and give some tips on mapping. This is for novice mappers as well as for people that are already familiar with Cube editing. For learning the basics of how to edit maps, refer to the readme.html.
Some opinions on certain topics might be influenced by my personal taste and views. I don´t claim this were the ways to do it, but it´s the way I do it and what I find important.

Since I have never made a singleplayer map (I like multiplayer better) I can only talk about making multiplayer maps here.
I will divide this into sections, which are

1. Layout/Performance
2. Gameplay
3. Design (detail, mapmodels, light and stuff)

1. Layout/Performance

Starting a new map, it is always good to have some basic concept or idea in mind.
Sometimes I will just start mapping and develop ideas as I go, but often I have an idea, and I will take a piece of paper and get it down first. (sometimes stanze aka lahme, my beloved girlfriend came up with sketches too ;)

So, while I build the basic layout of the map, I like to keep an eye on the performance, by carefully figuring out where solids are needed to occlude enough of the map to make it enyoyable on most systems.

Keep in mind that if you want the map to have a pretty large open area, you must sacrifice some of the detail, to keep the wqd count reasonable. By "reasonable" I mean about 2500-3500 average, tops may reach 5000-5500 but not much more.(the figures given in the readme.html have risen a little since 2001, but be sure to play aard3... it shows that a great map doesn´t need a high wqd-count) Even if you experience no slowdown on your system, please think about those people that don´t have such a pretty high-end machine like you have ;) A lot of people don´t only play cube because it´s cool and free, but also because it has relatively low system requrements.

Since working out the layout in fullbright, or with temporary 16 255 lights ("l"-button) will not represent the wqd counts of a fully detailed section of a map, I use to "spam" the whole map with small lights ("2 255") This way I can get a better picture of how much wqd a special section will have when fully detailed. (turn on "showmip" to see what I mean)

I add occluders where they seem neccesairy and this sometimes "dictates" the layout in a way, and it just helps to work out and realize the initial layout. This is yet another great thing about cube mapping. Also, a corridor that does a U- or S-turn of some sort, or has a pillar in the middle not only helps performance, but also makes fighting more intresting later !

While making the layout, I will try to alter the levels the map has (adding stairs or jumppads). In cube you can´t make a room over a room (with a ceiling dividing both),but if you add different levels to a map and do it good, noone will really notice that ;) Even just slight alterations can spice it up, look at metl3.

Also keep an eye on architecture itself. Of course, the places where cube happens in are by no means realistic, but some stuff might just look odd to the human eye. As an example, some 8 thick cube ceiling resting on 2 fragile 1 cube wide cube-pillars might look as if it´d tumble down every second.. also, a big building resting on an only 1 cube thick wall will look fragile aswell. And it would furthermore not leave enough room for intresring wall inlays too... in my maps, I try to keep major walls at least 4 cubes thick...
In this respect, it´s also a good idea to get the basic layout done first, rather than fully detailing out a room and then make the next one from scratch. At this state it´s still easy to change overall layout...

Let´s get to the basic idea behind the layout. There are basically 3 diffrent "classical" types of a Deathmatch-Map layout.

The "Arena" type layout : Maps like aard3, douze, tartech, nudist, kmap5 (and the like) are all centered around one main room/area, and have a rather circular layout. Where ever you go, in the end you will get back to the main area again. This type of layout is very popular, because you won´t get lost easily, and players will learn to navigate the map quite fast.

Next up is what can be called a "mazy" layout. Examples are biologie, mak1, powerplant, spillway, infertile, etc.. these maps are generally laid out for a larger number of players. Not being centered arount a main area these maps make sure a lot of individual fighting can commence, without all the players meeting in one place all the time. They rather consist of a series of larger rooms connected by lots of corridors.

The last type of layout is the "opposing bases" layout, that most ctf maps have. These maps are quite symetrical. Of course cube doesn´t have ctf (yet, hopefully), but on a smaller scale, this type of layout can be exellent for 1on1´s, or even for deatmatch. (see minion 1, ogrosupply)
The advantages are, that it´s easy to learn the map, and both players have just the same choices in where to go and where to predict/expect the enemy.

Of course, not all of cube´s maps can be categorized in these types, many are a mix of those. metl3 and metl2 are more a blend of "Arena" and "Mazy" style. After all, not everything you might have in mind will turn out very playable. Try to balance between idea/concept and actual playability.

You should know what you want gameplay to be like on your map, so it might help to keep these types in mind. This leads us to the most important element in a map:

2.Gameplay

Still a mystery to me and hard to figure out why a map is fun or not, I can only give some basic tips here.

Leave enough space !! This is very important.
Imagine a 50 meter long and 4 cubes wide, 6 cubes high corridor. You are running along it, trying to reach the next room with that valuable armour/health/ammo item in it. you run.. you run..
Half way though it, another player enters that corridor from behind, loaded up on ammo, good health and a big armour. The guy/girl starts shooting at you. What can you do? Evade his fire by strafing eradically? No, there´s no space to do that.. Evade his fire/rocket-splash by jumping like a mad kangaroo? Nope, you only bump against the ceiling.. turn around and answer fire? Yep, that´s all you can do, but you´re already dead...
See what I mean?

In that respect, try every corridor to have a good "headroom" so players can jump around. Many Cubers just love the high and bunny-like jumping it offers, and use it to be harder to hit, get less of those rocket´s splash damage and to confuse their opponent at close range.
Also, let narrow corridors be 8 cubes wide (or six, but no less) so players have a chance to strafe around... There are of course certain situations where this doesn´t have to apply, and it leads us to the next aspect of cube gameplay : Items!!

Item placement is very important for the fun a map can offer. I think there´s two types of items in cube. The ordinary ones (ammo, health,greenarmour) and the powerfull ones (healthboost, quad, yellowarmour)

Let´s take a look at the powerfull ones. These items are very important in order to survive long enough, or to get a lot of frags (quad). Therefore, it´s important to not have them too close to each other. If you make a room that holds the healthboost, quad and yellowarmour at once, gameplay will become a gamble. Whoever is gonna get to that room first can be the dominating player easily. Therefore, it´s better to scatter those items around the map, so everyone has a chance to get a piece of that sweet cake ;)
Also, don´t add too much of them. Only one of their kind helps to put the focus on certain areas. Some larger maps might hold 2 healthboosts or 2 greenarmours, but be careful. Do not oversupply the players, it could make it pointless to go to a certain place or not.

It´s also a good idea to place those important items in places that are a bit risky to reach. If everyone can grab ´em without effort, it´s just luck if you can get em or not.
This does mostly apply to the most powerful item, the quad. Look at how the quad is placed in metl1, metl2, douze, inkedskin, tartech... either you have to do a well planned jump (douze, metl1) or you have to go into a dead end (inkedskin/tartech,metl3) or you have to do special jumps like on metl2... this makes sure that getting the quad is some kind of risky, and that players seeing you getting it still have a chance to fight you (If they´re good).
It just helps to balance stuff, and make the map more challenging.

About the important items: I consider quad the most important, after that yellowarmour, then healthboost. Quad or not is also and important question. Usually a map with quad is more fun, one without is more appealing to the ambitious, competitive player. A quad in a map intended for 1on1 is basically not such a good idea. Good players can have a feeling of when to be there when the next quad spawns (some even count to 60), so the gameplay could rather end up in a "be there for the quad race" than some intresting and colourful fight.

MG ammo is a special case. It´s ammo, but by far the most important one. The machinegun in Cube is so powerfull that this is the most important weapon at all.
Ever seen how that ammo is fought over in several maps? Keep that in mind.

Ammo: Ammunition shouldn´t be distributed to generous. As the readme states, try to add it in a way that forces players to move around, and always keep an eye on it. Spamming one room with 4 bullet-entities, 2 packs of rockets, 2 health packs and even more ammo/poweups will invite players to just stay there and frag everyone comming by.
It´s also a good idea to put the certain types of ammo where they are most usefull. Put rockets somewhere above (because rockets work best when your opponent is somewhere below). Put shotgun shells where it´s narrow, put the rifle ammo where there´s a lot of space, for example at the start of a large corridor, or open area.
Put mg ammo wherever there´s large open or mid-distance situations nearby..
Just try to put the ammo where it makes sense for gameplay. This way you can also give hints to players (like "look this riflerounds, consider using it, because the next corner will lead you into some large area where you might find it usefull...")

Health should be scattered widely across a map. Try to put it so that players that need health will always know where to go to find the next health spot... also putting some just "along the way" and some in spots that have to be reached with some effort will spice up gameplay. (see metl3 for example)

However you put items in, I think the most important factor is to place them evenly and in a fair manner. If you compare nudist and inkedskin for example, these maps differ a lot when it comes to item placement. Nudist is really full of it, while inkedskin has a very spartanic item placement.
Both maps are fun though. Inkedskin is tough because you really have to keep an eye on your ammo and health. In nudist, you´ll run across it all the time, but still nudist is a very intense ffa experience.. both are perfectly balanced... ;)

Spawn Points:
Rule of thumb : The more, the better. Try to add as many as you can. Also, avoid spawnpoints that are in the middle of a room, or a corridor. Spawning and being instantly killed just because being in the line of fire of some other players is frustrating.
Note to novice mappers. It´s a common mistake to place the spawns with a wrong orientation.
If you want to add a spawn in a corner, select the cube you want the spawn to be and fly over it, then add the entity while looking in the desired direction. This holds true for teledest entitiys as well.

I have noticed that the spawnpoints you add first seem to be chosen more frequently for "random" spawning. So it´s a good idea to remove all temporary spawns you might have added while building the map, and then add the first ones to be far away from each other, like in the four courners of the map. This way you can make sure that players won´t spawn too much in one area, to a certain extent.

3. Design (detail, mapmodels, light)

Design is the sugar and spice of maps. The most important factor is to keep it on an even level.
Having one room just consisting of ceiling floor and walls, and the other full of heightfields, lamps, floor inlays and mapmodels, will make that room feel out of place.

When starting to work out the design and detail, it´s always good to have a theme in mind. Chose what´s going to be your prominent floor, wall and ceiling textures, and use the replace feature at first to get your map into a general theme. Also , orienting on the diffrent pack´s themes is a good idea. Some maps happen to combine a lot of styles (like cellar, exellent mix of themes) but it´s easier to go with those that fit together naturally (themes are generally "tech/base" (metl3, tartech, powerplant,mak2,ogrosupply, darth etc) "egypt" (nudist, gzdm1, metl1 etc) "midevial" (metl1, b2k, most maps that feature the new dg textures, and the "bricky"-kind (aard3, gib, inkedskin, douze...)

There are some diffrences between the textures of a certain pack. Some are to be used on a large scale, others arent, they are "trim" textures, and shouldn´t be used on large walls or floors, because they can become too repetitive.

It´s usually better go go around the map and add detail step by step. First you might concentrate on the basic Architecture, such as pillars, arches, the way your stairs and jumppads look. Try to find some good trim textures, and use em throughout the map. Add other "simple" architectural elements, like windows, additional arches or ceiling work, etc... go step by step, this will help to get a certain amount of consistency in design. While doing so, keep an eye on how wqd rises, to find out how detailed you can go.
After that, you can start to add diversity. Try to make certain areas recognizeable, either by adding unique elements, or by
slightly changing the textures used. Keep some things same throughout the map (preferred trims or lights/lamps) so a new room
will still feel like part of the same building.. This will help the player to learn the map faster, and to know where he is.
Bad examples are mak1 and q3dm2 both use far to many diffrent textures in my opinion. I don´t like em at all anymore...

Light: Important : do not use the "l" button everywhere. In cube, usually smaller light sources lead to better results, because they will add more contrast. Of course it´s faster to add some big light sources, but you can always bind some keys to "/newent light x x" ;)

Big light sources tend to blurr the textures and make it all appear a little bland. A more contrasting lightning will always be more visually appealing.
This is pretty much a matter of taste though. The most important rule should be (imho) that there has to be a visible diffrence between fullbright and lit.
Take a look at how maps you like are being lit, and learn from that.

Though cube´s lightning doesn´t produce shadows like they would naturally appear, you can still add a kind of realism to places. Outdoor areas can use bigger lightsources, while corridors and indoor rooms benefit from more contrast lightning. There are a lot of special "lamp" textures you can use on the ceilings and walls or even floors, in addition to small "highlights" they can add both detail and interesting light to indoor rooms...

Coloured lights: When adding coloured lights, be careful. Some textures can become bland if exposed to certain colours. If you add a yellow light to an egypt style map, the yellow will wash out the subtle shades of yellow/brown in the texture.
Also make sure you keep a consistent colour theme. Don´t add a red, a blue and a yellow light to the same area...
Good examples of coloured light are infertile (note how the red fog and red lights add to create a unique atmosphere), and minion1, where the slight blue in the lights help to crate a literally cool atmosphere and make the blue textures shine a little more, without washing them out) Metl3 is outstanding in using subtle colour to add fine variation to the textures.

Mapmodels:
You should add them after all is done, not sooner. After the 2004 release with all of dcp´s great mapmodels, there were a lot of maps done that used the mapmodels to add detail in a considerably bland environment. There are so many possibilities to add detail to a map without them. Be sure to have maxed out the architectural possibilities of cube(and your map) before adding them, only as "super extra spice". There´s nothing more boring than a map that looks empty after a "/clearents mapmodel"...

Be careful with the surrounding lights. Mapmodels will light up using only the amount of light of the cube they rest on. Try to adjust, especially when using architectural stuff. It might be hard to adjust a big pile of barrels to each other without
getting undesired effects on the sourrounding architecture, but you shouldn´t use large amounts of mapmodels anyways. Repetition will make look things boring.

Look at all the older maps, especially those from goetz and metl... it doesn´t take lots of mapmodels to make things interesting ;) And when you put them in, be sure to avoid repetition. They will lose their magic...

This is about all advice I can think of giving right now. Hope it helps somebody. Generally, take a look at your favourite maps and try to figure out what makes ´em so good, whether it´s design or gameplay.

You might also want to check out this intresting article:

http://www.cliffyb.com/art-sci-ld.html

and recently these two previews of chapters have popped up:
http://book.hourences.com/booklighting.htm
and
http://book.hourences.com/bookgameplay.htm

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Files: none

(29) Home ~ Blood Mechanic

kermit | 2005-03-16 10:40

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb "Blood Mechanic" is a map that ideally encourages a wide range of playing styles.
Screenshot
Get original file (62KB)
Detailed description

"Blood Mechanic" is my first foray into Cube mapping as well as mapping for any game. My initial goal was to create a map that had a more Half-Life, as opposed to Quake-like, feel to it. Then I abandoned all pretense halfway through development and decided it was more important to work on how my map was going to guide the action of the game.

My hope is that the map encourages a diverse range of playing styles. For example, there is a few places on the map ideal for sniping. However, those places are also open to attack from multiple directions. There also are a couple simple (very simple) jumping puzzles that hopefully reward quick reflexes and dexterity. Getting the quad for instance requires one to look out for enemy fire while focusing on their jumps.

To sum it up, I hope you enjoy playing my map and thanks!!!

-kerm

Map file blood_mechanic.zip (2.37 KB)
Rating
0
points
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Files: bmech_map.jpg / blood_mechanic.zip /

(28) Home ~ Midievil Warfare

shadow | 2005-03-12 05:38

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb Small castle themed DM map
Screenshot
Get original file (53KB)
Detailed description

This was my first map created for cube. However, since then it has gone through several improvements. While small, this map has enough ammo to easily support 4-6 players.
The map is comprised of a castle courtyard with two medium sized buildings and a tower in the center. There is a wall that circles nearly the entire outside which is designed specifically with snipers in mind, and a small hedge maze for close quarters combat.

Map file Castle.zip (3.47 KB)
Rating
0
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Files: castle-large.jpg / castle.zip /

(26) Home ~ sniper config

staffy | 2005-03-12 03:16

Cube | Gameplay
Blurb Allows you to change the fov quickly and easily.
Config file config readme.txt (3.19 KB)
Rating
0
points
 (0 votes)
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Files: config-readme.txt /

(25) Home ~ New

staffy | 2005-03-11 11:25

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb This is a map that I put together a while ago.
Screenshot
Get original file (33KB)
Detailed description

blah

Map file new.zip (4.42 KB)
Rating
0
points
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Files: saf.jpg / new.zip /

(24) Home ~ Staffy sp1

staffy | 2005-03-11 11:19

 this screenshot was not originally available or there was a problem extracting it

Cube | Singleplayer | Small (1-4)
Blurb This is a small sp map I made quite a while ago.
Screenshot
Get original file (46KB)
Detailed description

There are just over 70 enemies. Enough to keep you busy for a minute or two.

Map file lair.zip (7.08 KB)
Rating
0
points
 (0 votes)
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Files: sp.jpg / lair.zip /

(23) Home ~ YADSM...In the latest release.

staffy | 2005-03-11 10:36

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb Another test map.
Screenshot
Get original file (60KB)
Detailed description

This is an egyptian style map that I made in a few minutes.

Map file staffy2.zip (11.54 KB)
Rating
0
points
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Files: staffy2.jpg / staffy2.zip /

(22) Home ~ Oddworld

makkE | 2005-03-11 00:18

 this screenshot was not originally available or there was a problem extracting it

Cube | Included | Deathmatch | Small (1-4) | Other License
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb Small mp-map base style...
Screenshot
Get original file (51KB)
Detailed description

Inspired by inkedskin, this map has comparable sparse item distribution.
This abandoned ogroic millitary installation is seated on a distant planet, whose only known lifeform is a blobb of microcellular slime , mimicing the ground it dwells on...

Suited best for 1on1 FFA/Insta, or 2 vs 2 teamplay. No more than 3-4 players for FFA is perfect.
Average wqd-count: ca 2500.

Map file oddworld.zip (292.59 KB)
Rating
110
points
 (13 votes)
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Files: odd_shot.jpg / oddworld.zip /

(21) Home ~ "Aquaeduct der Ausserirdischen" ("Alien´s Aquaeduct")

makkE | 2005-03-10 01:41

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Small (1-4)
Blurb A small/medium mp-map themed around an aquaeduct.
Screenshot
Get original file (43KB)
Detailed description

Themed around an aquaeduct over a little river, this map povides lots of vertical action. Sparse distribution of mg ammo. Rocketjump to get that quad.
Controling the upper levels is the key to success here.
I myself ain´t to happy with this one, because the performance isn´t optimal.
Don´t ask me why it´s got such a weird name...
The layout and idea came from stanze.
Uses custom skymap and dcp´s 4x4 architectural model.

Map file aquae.zip (295.98 KB)
Rating
0
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Files: aquae_shot.jpg / aquae.zip /

(20) Home ~ Shin1

TOGoS | 2005-03-08 21:23

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Large (9-15)
Blurb Large DM level with a dungeon and a park.
Screenshot
Get original file (49KB)
Detailed description

A large deathmatch level for cube, made mostly on a coop-edit server with 3 other people. Includes a deep dark dungeon, a park, a 'prison' with a moat around it, and lots of teleporters, bridge entities, and fun secrets. Great for about 15 minutes bit of good ole' fasion exploring. For DM, you'd be good to have a lot of players, or else enjoy searching for eachother!

Map file TOGoS-shin1-2004.12.01.zip (29.99 KB)
Rating
6
points
 (2 votes)
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Files: shin1-comboshot1.jpg / togos-shin1-2004.12.01.zip /

(19) Home ~ Monthly Poll | March: How long have you been playing Cube?

Nieb | 2005-03-06 21:14

Less than a month
31% (16 votes)
More than a month
6% (3 votes)
More than three months
8% (4 votes)
More than six months
14% (7 votes)
More than a year
18% (9 votes)
More than two years
16% (8 votes)
"I've been here since the beginning!"
8% (4 votes)
Total votes: 51

Files: none

(18) Home ~ nc13mp03

Nieb | 2005-03-06 21:04

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb Yet another map by Cyl1t3L and me.
Screenshot
Get original file (49KB)
Detailed description

A mostly out door castle map...

Map file nc13mp03.zip (713.86 KB)
Rating
4
points
 (1 vote)
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Files: screen903.jpg / nc13mp03.zip /

(15) Home ~ Staffy dm1... In the latest release

staffy | 2005-03-05 06:14

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Deathmatch | Medium (5-8)
Blurb My first attempt at making a decent sauerbraten map.
Screenshot
Get original file (41KB)
Detailed description

The map is set in a underground warehouse. That is about all you need to know.

Map file stdm1.zip (83.33 KB)
Rating
6
points
 (1 vote)
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Files: 1.jpg / stdm1.zip /

(13) Home ~ Terragen config scripts and other useful things to make skys for cube (windows only)

staffy | 2005-02-27 00:33

Cube | Mapping
Blurb Stuff for terragen
Detailed description

load default.tgw then modify it (using the world maker to make terrain).
make sure you change the image size to 512 x 512 pixels.
check out the skysetting.doc and change the values in terragen
run the skybox2.tgs script.
go to c:/ and then change the files to .jpg
then put sky.bat with the pics and execute it.
you now have a skybox for your map.

Config file terra.zip (753.28 KB)
Rating
0
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Files: terra.zip /

(10) Home ~ Config to get the best visuals in cube.

staffy | 2005-02-06 01:44

Cube | Gameplay
Blurb Tweaked config
Detailed description

blah

Config file autoexec.cfg (1.61 KB)
Rating
0
points
 (0 votes)
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Files: autoexec.cfg /

(8) Home ~ makkE´s editing config

makkE | 2005-01-25 22:44

Cube | Mapping
Blurb makkE´s editing config with a few usefull extra binds
Detailed description

Just some useful binds in here, entproperty-binds have been layed out across the numpad, therefore upper wall texture change is moved to Up and Downarrow, Heightfield edit on Right and Leftarrow.
Some light binds on the numbers and Menus accessible via F-Keys.
To be execed via keybind from autoexec-cfg, change between playing and editing.cfg.

Config file editing.cfg (2.78 KB)
Rating
0
points
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Files: editing.cfg /

(6) Home ~ nc13mp02

Nieb | 2005-01-21 18:14

 this screenshot was not originally available or there was a problem extracting it

Cube | Deathmatch | Medium (5-8)
Blurb A quick map Cyl1t3L and I made.
Screenshot
Get original file (25KB)
Detailed description

Cyl1t3L did most of the lighting and we worked to together on the layout and texturing.

Map file nc13mp02.zip (5.92 KB)
Rating
10
points
 (1 vote)
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Files: screen000001.jpg / nc13mp02.zip /

(4) Home ~ User Guide for Quadropolis

TristamK

Welcome

Welcome to Quadropolis, your source and destination for Cube and Sauerbraten content.
You can browse through the repositories of mods, maps, and config scripts through the links at the top of the page.
More links are present in the side bars to the right,
for recent content/comments and site-access according to your status (anonymous, user, moderator).

Make yourself familiar with the different ways to view the communities data.
This wild conglomeration was submitted for various types of cube engine -
from Cube (the original) and Assault Cube
over Sauerbraten, Blood Frontier and Marble Arena
on to Eisenstern.

Cube Engines

Cube, Sauerbraten, Eisenstern .. if you're confused what this site is about, I go and see the Cube Engine website. All will be revealed there.

Content Types

We have some guides here,
but you should check the wiki for documentation of the engine and - naturally - your local copy of the basic documentation (which includes a static copy of the wiki at release-time).
Mainly the content nodes fall into one of the three sections

Map,
Script or
Mod
Taxonomy

The terms under which we categorize nodes
For each of these a number of specific categories might be applicable,
you can view certain legitimate combinations via the taxonomy browser -
but some combos just don't work that way.
Like just finding Sauerbraten Deathmatch maps - you'll need to filter the game it's for yourself - e.g. just read over those maps not for Sauerbraten. The only logical operator is AND :-/
If you're looking for Capture maps you'd be in luck - they only exist in Sauerbraten,
CTF maps are just for Assault Cube -
so in such a case you can slim down on the viewed list to just one subclass of maps.

Flexinode

The sections content nodes generally fall into
Another - more flexible - access to these sections comes via the flexinode module directly;
For maps it can display a list, a ranked list or a table.

These views are also available for Scripts [List Rank Table]
or Mods [List Rank Table].

a list is always sorted by the date the last change occured
a ranked list sorts by stars awarded and subsorts by number of voters
a table can be sorted by any column, initially order will be descending, resort to reverse

 

Comments and Ratings

If you would like to rate, comment on, or submit content, then you must create an account for yourself.
This requires an existing email address for your default password.
Once you are a member, you can rate content by clicking on the "stars" at the bottom of the article.
Your rating will be averaged into the existing rating.

You can change your rating at any time.

Do not be afraid to do so,
WiP nodes might one day be of release quality and thus require your judgement to be reevaluated.

Now a word on how to use the 5-star system:
First we got to talk about extremes; of course the ultimate extreme is no rating -
a node that is not worth being rated or too fresh to have received one.
But don't leave nodes unrated - tell the author what you think of his work!

If you rate a node extreme you should leave a comment too, but it's not required;
it might be hard to vote something 1 star ... but if you have nothing more to say to the author ...

Feel free to rate and comment on any map or mod that you have tried out.
Please don't rate content you haven't tested yet - unless the node is malformatted, of course. To avoid getting 1 star for your nodes because people are unhappy with what you posted you should read the packaging guide. Please rate fairly, and consider not only how much you enjoyed the map, but also how well it does what it claims to do in its description - if its only a proof of concept or techdemo map, keep that in mind. That means a map demonstrating a new entity, shader or is just stage for some CubeScript should not be judged by the same aspects as a map intended for being played on.

You may notice that there is no general purpose forum here at Quadropolis.
This site is intended to be for content submission, discussion and review only.
Discussion and development of Aardappel's engines should be left to the Cube Forum. Offtopic discussion should be left just about anywhere else.

In general: if it applies to the node you can ask/answer questions or just shout out your opinion of this node to the viewer. Moderators might have a go at your posting though if they deem it inappropriately phrased, so just stay polite boys-n-gals ;-)

 

Submitting Content

To do so, click the "create content" link in the sidebar. Any regular user can submit maps and config scripts. Maps and scripts will appear in their sections of the site. Moderators can then push the content to the front page if it's impressive enough.
Improperly formatted, malicious, overbloated, or pointless content will be deleted and your account may be suspended.
For more detailed information read the packaging guideline.

Maps

Cube and Sauerbraten have excellent facilities for mappers, but it also means that new users can easily make completely pointless maps. Please do not submit your first map, or beta versions of maps, the Quadropolis - this site is intended for complete content that you are proud of.

Screenshots

When uploading screenshots, I highly recommend you cut the image up into smaller chunks and combine them into a single image, as exemplified by rocknrol's image below:


Scripts

If you have useful scripts, then they can be submitted to Quadropolis as well.
Please don't submit single-operation or otherwise oversimplified scripts - that would simply bloat the database. If you have a script, make it as useful and multipurpose as possible - feel free to bundle several scripts together into a pack.

Mods

If you've created a mod, you can submit it to Quadropolis. The term "mod" is pretty vague, so generally any modification to Cube (be it content or a new executable, or some total conversion) is generally considered a "mod". Quadropolis is intended to be a player-resource first and a developer-resource second, so try to package things in a form that would let them be useful to a player. If you're submitting models or skyboxes, package them with scripts that allow an unskilled player to see them in-game (for example, by optionally including a script to replace an existing piece of existing content with the new content).

Stories

If you have News or a useful Guide for Cube modders or map editors, you can submit it as a story. Note that there is no limited section for News, and that won't likely change, so you need moderator help to get news on to the front page. Guides, on the other hand, have their own section if you've useful information for cube modders and mappers.

On HTML

All nodes support a limited subset of HTML.
This includes the description blocks of maps/mods/scripts, and the stories. Take advantage of this.
The single-large-screenshot allows us to keep our locally-hosted-filesize under control without resorting to more complex systems of file management,
not to mention making it simpler to post at least one screenshot of the map.
However, if you want to add some splash or secondary screenshots (hosted externally) to the description, you can.

Content Creators

For various reasons we restrict the ability to create certain forms of content on Quadropolis. It used to be mods, it's currently stories (and guides) -- too many people were trying to use "submit story" to ask for help or request changes. As such, certain users are flagged as "content creators" to give them permission to do things like that.
Use the "contact admins" option to request "content creator" status, which gives you permission to upload the blocked content. Give us a good sales pitch about whatever you need to do.

On Moderation

Prominent users are made into Moderators on Quadropolis.
This gives them the power to vote up/down comments and content on Quadropolis.
If something you posted either spontaneously disappears or is bumped to the frontpage, then you can thank a moderator.
Any content or comments that are deemed to be malicious, malformed, illegal, copyright-infringing, etc. will be removed either by the moderators or by the admins of Quadropolis.
You may not get a notice that this has happened.
 
If you've been made into a moderator (you might not get notice of that either, you'll suddenly just get a few new options onscreen - we're lazy like that) then please read the Moderators' Guide before abusing your powers.
 

Conclusion

That's our site.
Enjoy it - take care of it and it will take care of you.
We look forward to playing with your crap.

Files: none

(3) Home ~ nmp4

Nieb | 2005-01-21 00:59

 this screenshot was not originally available or there was a problem extracting it

Cube 2 (Sauerbraten) | Included | Alpha | Singleplayer | Medium (5-8) | Creative Commons (BY)
This content is now included in the official release of the game, so you do not need to download it if you already have the latest release. The content stored here may not reflect the copy the game uses.
Blurb An arena map for sauer...
Screenshot
Get original file (38KB)
Detailed description

...

Map file nmp4_01-19-2005.zip (36.95 KB)
Rating
22
points
 (3 votes)
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Files: untitled.jpg / nmp4_01-19-2005.zip /

(1) Home ~ Monthly Poll | February: Favourite Cube monster model?

Pxtl | 2005-01-19 21:33

Rhino
27% (12 votes)
Slith
9% (4 votes)
Bauul
13% (6 votes)
Ogro
36% (16 votes)
Hellpig
16% (7 votes)
Total votes: 45

Files: none