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IDEA: Community-Project "Cube" Map

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Well i think we have to see what is possible with the new hammer editor. And if there is someone who can and will code such stuff.

We already have a lot ideas for the map, some you already mentioned: moving rooms, prime numbers, etc.

But even if people will create alot rooms, combining them, and creating a mainroom with a puzzle that is connected to the most of the rooms will be hard. And the free roam experience which we are planning with will make the balancing and testing of these maps extremly complex, even without coop.

So, from our point of view as non-mappers, we think that if there will be more interest in this project, the only way to achieve something like this is to create a wiki or community based developer site, where everyone can do a part of the work.

Greetings

msleeper wrote:
And wow, really Player1? The fact that there was a screw up in the script or something ruined the entire movie for you? Learn to enjoy things and stop picking them apart for flaws. Geeze.

I think it was just a memorable goof being invoked as an inside joke relevant to the thread. :shrug:

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster
Hober wrote:
msleeper wrote:
And wow, really Player1? The fact that there was a screw up in the script or something ruined the entire movie for you? Learn to enjoy things and stop picking them apart for flaws. Geeze.

I think it was just a memorable goof being invoked as an inside joke relevant to the thread. :shrug:

It was, however...

I have no problem ignoring the little things (like

Spoiler
the space core orbiting wheatley
) that have no bearing on the overall plot. However, the movie Cube has at it's very center, as it's very driving plot device, these prime numbers (and later on prime factors). I therefore have a serious problem when script writers get stuff like that wrong.

It's like if they filmed The Right Stuff, but instead of basing it on the actual rocket science involved in getting people into space, just asked us to accept at face value that they were going to waterski into space. Just because the prime number thing is less in your face does not make it any less wrong. Fourth wall gets broken, unintentionally, and that's never a good thing for immersion.

That said Cube certainly had some interesting puzzle ideas, so to try and bring this back on topic I think we need to consider the following:

1) I think we need to base this off the first movie. The first movie is the one that is closest to sanity so to speak. While the second movie (Hypercube) certainly had concepts that fit well with portal technology (heck, they're talking about quantum teleportation and go through portals and have actual portal like experiences) there's no real puzzle in that movie to figure out. Just some numbers that in the end don't amount to much. The third movie (Cube Zero) is more reminiscent of the first movie, but use letters instead of numbers, but they don't actually spend much time on the actual puzzle there.

2) I think we should _not_ redo the whole prime-number factorization puzzle thing. For one thing I think it's actually very few people who both can, would want to and find it fun to solve that kind of puzzle. And for another it's not very portally.

3) I think we need to center on the concept of finding a way out of a maze that keep's rearranging itself, but somehow make using portals key to figuring out how everythings arranged. Now that Portal 2 can support portals on moving surfaces there might be an idea to leaving a portal inside a room just before it moves or something such like.

The big question: is there enough interest in the community to give this project a chance?

If so:

- How to proceed with this project? (creat wiki/dev page/etc..)
- We need a team of mappers, maybe designers. etc. My friend is a programmer, but has never worked with source-mapping
- Work out a plan, put the idea on paper, todo-list
- Collect ideas
- ..

I think that, if we really start this project, that the actuall mapping process will start with the official portal 2 sdk. the current mapping possibilities are too complicated to adress our project to a huge mass of potential mappers.

Let`s all hope that Valve will create a user friendly Hammer for Portal 2 and a lot more people might get into mapping.

Greetings

There's nothing preventing you from learning Hammer and starting this yourself, FYI.

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We won't need programmers. Hammer can be used for practically anything if you know what you are doing.
And also, as msleeper stated above, A remake of cube in the game would be boring. We should instead use the general concepts and make them more relavant to portals.

I thought about that too and would like to help mapping.
Unfortunately the SDK is not ported to Mac already :(

(Sorry for bad English :oops: )

Well,

i am not so into modding and mapping that i would spent my free time with it, well at least not with the actual portal 2 mapping situation. Why should i learn how to work with the Alien Swarm SDK, when the new SDK might look completly different.

if they make the new sdk user friendly i might take a look at it but at no chance that much time this project needs.

I just thought the idea was good and it was worth sharing with you. I also was ofc curious what other ppl would think about it.

Maybe my friend is going to put some effort in it, but i doubt that he has the free time for that either.

Well, everybody should be free to use thise for his inspiration and someone might even work on with our ideas.

Thanks for your time.

JPollock

JPollock wrote:
Why should i learn how to work with the Alien Swarm SDK, when the new SDK might look completly different.

if they make the new sdk user friendly i might take a look at it but at no chance that much time this project needs.

The new sdk will be pretty much the same, the only major difference will be better support for portal 2.
Thanks for sharing this idea, though.

All iterations of the Source SDK are fundamentally equal. There are some tweaks, some new additions, but at the end of the day, Hammer will work the same way it's worked for the past 8 years.

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