Rifle - This is your Quake 2 railgun, it does 100 damage and is hitscan. Pistol - This is basically your blaster from Quake 2, slow fire and small damage, you spawn with it instantly alongside with your Melee weapon. Even the developer states so in the documentation. The weapons are blatantly based off weapons from Quake one and Quake two. You have the Yellow Armor that gives you 200 armor and the Green armor that gives you 100 armor. Theres nothing unique about the game in its gameplay. Gameplay wise, it's a poorly done rip off Quake. Theres probably two people in the Sauerbraten community that are actual people and deserve more respect than that of what they get. It's basically a third world country with handicapped cancer patients and children who have probably been sexually abused. They don't take themselves seriously and if you say something like "cube 2 is shit" - you're warranted a ban on the IRC channels by some Italian that has skin as thin as a sheet of paper. Sauerbraten has probably the most obnoxious community I've ever seen. Take it like this you got ESR, then you got Sauerbraten. The game's community is also really awful too. The movement system is a bit disgusting, its very limited and is easy to learn, easy to master, all you do is tap space bar and hold +forwards - That being said there isn't much in the way of air control and within 3 jumps you're at maximum speed. Just make sure your mousewheel finger isn’t as itchy as your trigger finger.I've been playing it recently (2-3 months ago) and got into one of the (top?) clans just by talking, the game is absolutely dire. If you’re interested in FPS map design–and aren’t afraid to get your hands a little dirty and experiment a bit to figure out what works and what doesn’t–download Sauerbraten and check it out. The engine source code, though, is open source, so it is certainly possible to use it as a base for adding additional functionality via more traditional means. It’s intended primarily for trigger events (such as causing a monster to spawn when you cross a square), rather than scripting advanced AI or adding complex new features. There’s a wiki, but it consists mostly of stub articles and partially written guides that tend to make assumptions about prior knowledge.Ī fairly basic scripting language (CubeScript) is also part of Sauerbraten. There is a forum for asking questions, and I did find it useful, but it uses very non-standard forum software that seems to have fallen through a timewarp from 1998, with a simple list of topics-as-links. My failure to master this skill meant that I constantly lost my selection, selected the wrong squares, or was only able to perform a partial edit before my fingers slipped.Īs with many open-source projects, documentation is sparse and sometimes out of date. For example, bending and deforming corners requires holding down the mousewheel while dragging to select a range, then spinning the mousewheel to edit the corners, all without ever letting the mousewheel up or clicking any of the other mouse buttons. In some cases, you need as much coordination to edit a map as to frag your friends. Multiple players logged into a map can all edit it cooperatively, allowing teams to work on a project and see each other’s changes happening dynamically. Press “g” to make the grid size smaller or larger. Press “y” to make the mousewheel cycle through textures. Most editing in Cube 2: Sauerbraten is accomplished by some mix of “click a key, then spin the mousewheel.” In essence, you constantly shift into different modes. Sauerbraten does not use a standard Windows interface. At the simplest level, editing consists of extruding or deleting cubes and adding textures, but to create the kind of beautiful maps you can see in screenshots or play as part of Sauerbraten’s distribution package, you will need to master a variety of skills, as well as creating or importing textures designed for your specific needs. You load up, or create, a map, then press “E” to begin editing it, and “E” again to leave edit mode. While many systems for designing FPS maps use an editor/engine split, where you engage in an edit/test/edit again cycle, Sauerbraten makes no such distinction.
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