TIC TAC TOE in Cube 2 Sauerbraten | Gameplay | Race map
This time I give you the result of my experiments with the gameplay. I wanted to get as far away from the concept of race as far as possible and come to something new. Of course, my map is not the first which interpret the tic-tac-toe game, but I can guarantee that it will be the best of its kind. My goal was to bring the experience of the players as close as possible to what they would have in real life, but also to leave the time spent on the project within reasonable limits. Copying a complete tree of possible game situations would be idiocy, because the number of possible states of the playing field in it totals more than 250,000. Therefore, I settled on 179 "logical" cells, which include about 29 paths that a player can go through. In this case, only one way will lead the player to victory but as practice shows player who expiriences in tic-tac-toe can pass this in 3-5 mins on the first attemps when other can spent 15-20 mins for this. Also, as a bonus, the map has 9 Easter eggs and 2 secret zones, which represent a separate zone for parkour. In total, I spent about 45 hours implementing this map, taking into account the latest corrections. I showed the first version, which I made in 2 weeks, to a limited circle of people in March 2017. And today, I officially present this map to the general public.
Cube 2 Sauerbraten News / Новости Cube Engine
https://vk.com/cube_engine_news
Join ISMC - discord server about mapping and Level Design.
https://discord.gg/YvzTed3 or https://discord.me/ismc
Game: Cube 2 Sauerbraten
Link for map in video: https://yadi.sk/d/629FYWODuhEbRQ
What is Cube 2 Sauerbraten?
Cube 2: Sauerbraten (German for "sour roast", also known as Sauer) is a cross-platform, Quake-like first-person shooter that runs on Microsoft Windows, Linux, FreeBSD, OpenBSD, and Mac OS X using OpenGL and SDL. The game features single-player and multiplayer gameplay and contains an in-game level editor. The game engine is free and open-source software, under the zlib License, with commercial support available from the developer's business counterpart, Dot3 Labs. The game media is released under various non-free licenses. The aim of the project is not to produce the most features and highest-quality graphics possible, but rather to allow map-editing to be done in real-time within the game, while keeping the engine source code small and elegant.
The game has singleplayer and multiplayer modes. Multiplayer functionality is possible with LAN, local, and online play. The Online play gets its server listings from a master server. Offered gameplay modes are Free-For-All (deathmatch), Capture (where teams fight for control of points on the map, all weapons allowed), Capture the Flag (two teams fight to capture the other's flag and return it to their base), Teamplay (defeat the other team's players to score points for your team), Tactics (FFA, but players spawn with random equipment), Efficiency (FFA, but players spawn with all equipment) InstaHold, where two teams have to possess a single flag for a minimum of 20 seconds to score points; Collect (kill enemy players and collect their skulls, which then have to be returned to the home base), and Protect (teams try to touch each other's flag). Instagib (rifles only, 99 pieces of ammo, one shot kill, no pick-ups), regenerative weapons, and Teamplay versions of some of the game modes are available, as well as online cooperative map editing—one of Cube 2's most interesting and popular features. There are also single-player modes featuring both episodic gameplay and deathmatches on multiplayer maps with AI bots instead of human opponents.
Cube 2's rendering engine is designed around modern graphics processing units, which perform best with huge batches of geometry already stored in video memory. Lighting is precomputed into lightmaps—image files that correspond to geometry as textures—for efficient batching, with an additional stored directional component, that allows for efficient shader-based lighting effects. The original Cube engine's rendering engine assumed that overdraw (where polygons that do not appear in the final scene are occluded via the z-buffer) was more processor-intensive than sending new streams of triangles to the graphics processing every frame, which vastly limited its performance on more modern hardware where memory bandwidth is a greater limiting factor. The most recent releases (starting with "CTF Edition") support a precomputed visibility system (PVS) for graphics cards that do not support hardware occlusion.
Cube 2: Sauerbraten uses a 6-directional heightfield (or octree) world model. An octree, in Sauerbraten, is a cube that can be split into eight smaller cubes; those smaller cubes are also octrees, and can be subdivided further. This allows much more complex level geometry and easier editing.
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At present, TristamK has 24,577 views spread across 49 videos for Cube 2: Sauerbraten, with the game making up 3 hours of published video on his channel. This is 44.57% of the total watchable video for Cube 2: Sauerbraten on TristamK's YouTube channel.