1. Post #1
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    Some of you may remember that a fair while back, Lord Ivan released a map based on the 1997 movie 'Cube'. As I've not seen anyone try and oust it, I thought I would give it a shot.

    Whilst a brilliant map, I always felt like it suffered from one problem, in that after playing it so many times, you would memorize the traps and the way out which removed all challenge from the map. Based off this dilemma, I didn't want to make a map that was simply bigger; I wanted to make it different each time you played it.

    After two weeks, I finally have something to show for it. I've managed to make a cube maze that is randomly generated and is also significantly larger (over 10 times bigger!). The dimensions of this new map are 9x9x9, which gives you a total of 729 rooms to play with! To add to that, every one of those rooms has the chance of being one of seven colours and also has a chance of having a random trap in it! This gives it near unlimited replay-ability.

    Whilst the exits will most likely be fixed, the method of getting to the exit will also be randomized just to make it even trickier! And also due to the fact that the colours of the rooms will be different each play through (as well as the rooms that are trapped and the traps within those rooms); trying to remember a path through the maze will be all but impossible - so bring friends!

    The traps can be tested in the typical fashion - either throwing in a boot or throwing in a friend; I've always preferred the latter.

    Another feature I've added is the ability to go up cubes, and not just down or into cubes horizontal of yours. This system can take a little getting used to, but once you have gotten used to it, it is pretty fluid.

    A few pictures! All textures were made by Lord Ivan so all credit for those go to him! (If Lord Ivan has an issue with me using them, then he's free to contact me, however he will be credited in the map(I did also ask a few years back and he said yes, so hopefully his mind hasn’t changed in the meantime)).

    As you can see, the lighting suffered greatly due to being unable to predict the colour of the cube and adjusting the lighting correctly.

    This map naturally only works at the moment in the Garrysmod Beta, this is because it uses a huge amount of edicts (During my extreme stress testing, I managed to get the map up to 25k Edicts)

    The way it works at the moment is that the maze is completely empty - no traps or cubes. When you go within a certain range of a cube, it decides what colour that cube should be and spawn that colour of cube, it spawns the doors, ladders and dismount points - but it also decides whether it should be a trapped cube and if so, which trap should it use. This adds the randomness to the maze.

    The map itself is incredibly modular, and traps can be added to it simply by adding an additional line to a single logic_case. I have also made it so that the gamemode designed can modify the trap probability at will (From 0% to 100% chance if you feel like screwing with people). And to add to it, gamemode developers will also be able to run a command that 'refreshes' the traps on the map so that all cubes re-run their trap probability calculations (otherwise any probabilty changes will take affect only on new cubes that spawn).

    There are also math_counters which keep a count of the number of cubes spawned, so you will be able to limit the number of cubes that can ultimately be spawned to avoid server meltdown if you're so inclined - based off this, I would recommend that the map is round based.

    This is still a WIP, however all the features mentioned in this thread work and we're still stress testing and beta testing.

    Anything you would like to see in this map? Trap Suggestion? Feedback? A new name would also be helpful (it's 3 because a super-scripted 3 means cubed)

    (We're also going to be coding a gamemode for it, more details about that is on our blog http://bbservers.co.uk/dblog/?p=239 )
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  2. Post #2
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    Seriously, this is an awesome idea. It's like Hypercube: Source, but this sounds better, as this has no set pattern, making it a lot more challenging.

    About the traps, well, add all the traps in Cube 1 and Cube: Zero. If you want to add the Hypercube traps, that fine. As for other ideas for traps, I got nothing.

    Good luck on this map, and I wish you luck in finishing it.

  3. Post #3
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    Seriously, this is an awesome idea. It's like Hypercube: Source, but this sounds better, as this has no set pattern, making it a lot more challenging.

    About the traps, well, add all the traps in Cube 1 and Cube: Zero. If you want to add the Hypercube traps, that fine. As for other ideas for traps, I got nothing.

    Good luck on this map, and I wish you luck in finishing it.
    Thanks! I've added all the traps I can from Cube 1 and Cube: Zero - The ones from Cube 2 are just terrible. There is about 16 traps so far, but I'm stumped on ideas for anymore so suggestion are more then welcome (Even if it sounds like a stupid idea, I can try and implement it)

  4. Post #4
    Gold Member
    DwarfOverlord's Avatar
    December 2010
    971 Posts
    Nice Idea!
    Haven't seen cube, but I sadly saw the 1998 movie sphere...

    NOT Good (sphere i mean)

  5. Post #5
    Gold Member
    TH3_L33T's Avatar
    June 2006
    1,371 Posts
    Nice Idea!
    Haven't seen cube, but I sadly saw the 1998 movie sphere...

    NOT Good (sphere i mean)
    You should watch it, I watched the first one a few years ago, and was confused out of my mind and thought it was stupid, but than I got to the end of the 3 part movie a few months ago finally and it is now a really decent movie that I would recommend to people!

  6. Post #6
    Gold Member
    Bubz's Avatar
    September 2009
    5,019 Posts
    The boots man the boots.
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  7. Post #7
    I know nothing about you but fuck it here's a title
    Anthracite's Avatar
    December 2005
    1,788 Posts
    oh god, this is going to be a nightmare.

  8. Post #8
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    oh god, this is going to be a nightmare.
    Oh trust me, it is! Imagine having to escape from it against a timer as well!

  9. Post #9
    chill_dude's Avatar
    December 2008
    636 Posts
    So cool. I loved the first cube map in Garrysmod, and i'm sure i will like this one too. Do you mind telling us what the traps are?

  10. Post #10
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    So cool. I loved the first cube map in Garrysmod, and i'm sure i will like this one too. Do you mind telling us what the traps are?
    I'm keeping that bit a secret, but I will tell you that at the moment, there is only about 16 different traps.

  11. Post #11
    chill_dude's Avatar
    December 2008
    636 Posts
    How's it coming along?

  12. Post #12
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    Pretty much done, but I can't test and to the usual bug sweep till the Gmod Beta is updated.

  13. Post #13
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    Pretty much done, but I can't test and to the usual bug sweep till the Gmod Beta is updated.
    Sweet, can't wait until the release. (I might even make a video on a playthrough too!)

  14. Post #14
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    Thought it was better to bump this thread then make a new one!

    Still working on this, but re-done most of the aesthetic's of the map and a lot of back end stuff. Here are some video's in which you can see the design has been completed re-done versus the original screenshot's. If you're wondering why the doors don't match the colour of the cube, it's due to a Touchlink limitation that exists in source - I could create a different door system per each colour cube that could be spawned, but I already pre-cache too many ents and so trying to make an individual door system per colour of cube was causing the map to just flat out crash.


    Videos:

    Just me wondering about before a trap gets the better of me. Worth noting that traps are scarce in this due to issues with the system which dictated if a cube was trapped or not(Which has since been fixed).


    And the next one, because who doesn't like big scary spikes?

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  15. Post #15
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    Amazing! I loved the CUBE series and can not wait until this is released.

  16. Post #16
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    any chance I can beta test? or see the vmf? I want to learn how to use those math_counters and stuff :P

  17. Post #17
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    any chance I can beta test? or see the vmf? I want to learn how to use those math_counters and stuff :P
    We're probably having a closed Beta test internally within our community for now and sorry - I'm very protective of my VMF's. And math_counters are quite easy to use and an absolute god send really, you can use them for all sorts of things, like creating rotating props that allow you to easily adjust their speed using buttons to using it to ensure all doors on a lift are closed before being able to depart.

    Do a bit of reading here https://developer.valvesoftware.com/wiki/Math_counter . Goes hand in hand with a logic_compare (https://developer.valvesoftware.com/wiki/Logic_compare) which allows you to really make some nifty logic circuits.

  18. Post #18
    Just an update on this, but we'll probably have it up for basic testing in the not too distant future via our Lobby server on the GMod beta.

    It'll be fairly interesting to see the survival rates of players.

  19. Post #19
    Gold Member
    killermon's Avatar
    January 2008
    109 Posts
    Just an update on this, but we'll probably have it up for basic testing in the not too distant future via our Lobby server on the GMod beta.

    It'll be fairly interesting to see the survival rates of players.
    About 0% from what testing we've done so far

    And we are overdue for our beta of this!

  20. Post #20
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    719 Posts
    About 0% from what testing we've done so far

    And we are overdue for our beta of this!

    If you ever need them for any reason, I would absolutely love to test this. I always thought the CUBE trilogy was great. (Except for the second, it was a lot different and a bit more boring)