Bill Spencer

CUBE LEVELS
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    Monster Machine   

singleplayer Game episode
        5 maps for CUBE 

With this game, I set out to push the limits of gameplay, creativity, diversity of environments, and taste. It features custom and original textures, skyboxes, music and ambiences, with settings from the natural to the improbable to the strange. Challenge is based on ability to withstand extended attack rather than tight resources. It is aimed at skilled players but moderately skilled players should be able to beat it with perseverance and trying various approaches.

Read the review at Underworldfan's
   

download episode here
(14+ minutes of music, 3 skyboxes, 27 added textures, +, in a mere 2.4 MB)

Best for Cube version 10-16-02 or later. Also compatible with 6-24-02 version.
DOWNLOAD CUBE

The Maps

1    Welcome
         ... start area
      . Monster Test Chamber No. 6
      . The Valley of Cubemapping Death
      . Column Of The Crystals

2
    Stage of Sickness

3
    The Key

4    Space

5
    The Final Machine
      . the end


      . there are 3 clear secrets

but they do not require rocket jumps      . the 3rd makes 6
More screenshots on LEVELS page


from old demo version beginning of 3rd map (5 KB)


About

;-)
These "machines" are the result of an interest in finding additional ways to surprise and challenge the player in Cube. The teleporting monsters in Staligrad 2215 (based in turn on Doom 2) caught my eye as a means to this end and I took to overengineering the concept. The results are constructions with a Rube Goldberg quality ... Rube's original cartoons included animals and people as part of machines ... so the term monster machines seemed too fitting. In these machines, the monsters are the active element. Geometry is used as the controlling element, often with teleporters and sometimes triggers. Effects include simulated invisible-triggered monsters, pre-angered monsters, delayed monsters, and introduction of additional randomness and complexity.

The above example relies on teleports; where it says "player goes through here" is a "double teleport" chamber containing a teledest for bringing the player in and then the player is immediately teleported out. Teleports are handy for implementing these machines because they are one-way, etc. but it is also possible to avoid using them, at least partially.

These levels also provide automated control of music, fog and watersubdiv.

Music

Guitar, bass, drum programming, recording, tracking (MODPlug Tracker) by Bill Spencer. Note these tracks can be played with Winamp (.it format).


feedback is desired!
email:
spentron@draac.com (or use form)

 

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Copyright 2003 Bill Spencer.
Download Copyright 2003 Bill Spencer (see included notices). Internet distribution of my maps is to be
only through web sites of my choosing as long as one exists.