11 Dec 10, 11:36PM
AssaultCube mapping is not about what the engine can do for you, but what you can do with the engine. And this isn't meant as an encouragement to find loopholes in the heightmap-geometry-structure, but meant as a challenge to get a good enviroment going for a match where there's no problem even for the lowliest box able to run the game.
This might be confusing to some teenagers out there that didn't start their fps-career with Wolfenstein .. but AssaultCube has these "restrictions on creativity" (*) built-in by design. If you need more freedom to create your world, you should move to the Cube2 engine (e.g. Sauerbraten) or just stick to playing good maps made by people who understand S-Curves and Visual-Occluders (term correct?).
Just look at stuff relating to the BSP-based engines (like DooM/Quake) .. for example this paper on mapping for a BSP engine
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(*): term used to pander to said teenagers, it's not meant to limit the creativity, but it definitely makes ascendancy from "tinkerer" to "master mapper" a time and sweat consuming effort!
This might be confusing to some teenagers out there that didn't start their fps-career with Wolfenstein .. but AssaultCube has these "restrictions on creativity" (*) built-in by design. If you need more freedom to create your world, you should move to the Cube2 engine (e.g. Sauerbraten) or just stick to playing good maps made by people who understand S-Curves and Visual-Occluders (term correct?).
Just look at stuff relating to the BSP-based engines (like DooM/Quake) .. for example this paper on mapping for a BSP engine
____
(*): term used to pander to said teenagers, it's not meant to limit the creativity, but it definitely makes ascendancy from "tinkerer" to "master mapper" a time and sweat consuming effort!