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Messages - Catelite

#36
The Mega Archive / Re: Merging with mX
June 03, 2009, 10:08:48 PM
Understanding that I don't know every person in mX clan, or even Hell clan (I'm getting close), mind that this is far from an expert opinion. :P

But I have no objections to a merge between both clans, myself. I've seen nothing but friendly behavior between both, and I've seen some pretty awesome maps coming from mX, and even some old friends from Cube 1.

But for it to work, we need a little bit more than just a democratic vote. It won't do to have infighting if everyone can't agree. Needs planning, and a name like Vampi said.
#37
Maps / Re: arches2-0011
May 21, 2009, 06:51:18 PM
You have skills, Vampi. :P

#38
Resources / Re: Generic Spam Scripts
May 21, 2009, 06:29:15 PM
They go into config.cfg, which is a text file in disguise.
#39
The Mega Archive / Re: Cooperative match thought.
April 01, 2009, 07:17:10 PM
The map doesn't look like it initially, but what it is is a -large- map that is made to reflect a -small- map. Except, the two exist in the same place.

There's a neat illusion even when you jump into the chess board initially, since the larger version looks just close enough to the smaller version to fool most people for a brief moment.

So for every structure (within reason), there should be a matching miniature structure inside of the base cabin.

However, later on the main playerstart will not be inside of the main cabin. The player will discover the well-protected cabin only if they explore, and find a smaller-scaled likeness of the larger map...
#40
The Mega Archive / Cooperative match thought.
March 27, 2009, 06:21:50 PM



Would it be possible for several of us to get together and build castles and such on a large map like this one? (It's bigger than it looks, really!)

Wouldn't have to be perfect or anything, so long as it's fun to run around on.

#41
Resources / Generic Spam Scripts
March 26, 2009, 05:19:30 PM
Here I'll post all of the spamming scripts I've got here, none of which are especially detailed, but may be useful as skeletons.

"Dancer" script makes a stick figure appear, dance, and then poof. :D

"Namer" makes spam that you can see through, but others cannot.

"Randomer" generates random numbers, of course.....

"Teamer" switches teams quickly. However, it's best used on a key bind, like all of these others, if you don't want to do /teamer when you feel like it. (Useful for playing tricks in multiplayer)
#42
Applications / Re: N3xT-Poum
March 26, 2009, 04:58:48 PM
Your maps have a strange sense of realism that I always aim for, but mysteriously miss on every attempt. :D

<3 Asteroids
#43
Maps / Maps to date
March 13, 2009, 03:35:17 PM

An old Cube 1 map, with virtually nothing changed except for the particles and lightmaps.
The underground passageways were originally covered with identically-textured mapmodels, though.
#36. : D



Another old Cube 1 map, similarily unchanged since being imported to Cube 2. It's not the exact likeness of a Pac-Man maze, but it's close enough. I've changed the door in the ghost cage to be an invisible one way wall. : D

...There's a quad in every corner, too.


The screenshot doesn't do this map justice, since 90% of the textures move about on their own.
Taken from the model of the previous (above) map but modified in shape to be perfectly symmetric, this map is meant specifically for CTF mode, possibly Capture.

..I'll eventually get rid of the lava and replace it with something else.


This map wouldn't convert over to Cube 2 well (It was made almost entirely of mapmodels.)
Though no one actually -uses- the stairs. The main mode of travel is downwards, though the portal on the floor.

Try it, it'll make more sense. : D




A map called "Rail" for testing faster-than-missle speeds.
Haven't done anything special with it, though.


A map called Diamond that makes a distinct diamond shape when viewed from outside.



A map called "Maze" (Not the most creative name.)
It's actually exactly what it says.
A 5x5x5 maze, which doesn't neglect a single tile of space. It's more difficult that it looks...
(Really)



A map called "Core."
Also an old Cube 1 map I finally got around to fixing, this one named "Core2" glows brightly with the CFG.

The map "Core" uses the default texture set.


This map was an experiment to see whether invisible walls would prevent light from moving.
(Called "Virus")
...It turns out, they do.