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Hypercube 13 by sst13 - 22 Jun 2008
30 second videoPanorama screen shot
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Hypercube 13
Experimental/Tourney/TDM 2-4 player
FileFront, MHGaming, ..::LvL (0.37MiB, 1,396 d/loads)
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Rate release: Currently 6 / 10 (18 votes)
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Again, a very extraordinary map from sst13. The gameplay takes place is a cellshaded cube of connected plates, floating through some sort of canal with other cubes. There are no items in this map, but you spawn with the Rocketlauncher, Quad and the Battlesuit. The Quad and Battlesuit do not have timeouts either. This means rocketjumping without damage over large distances while you try to land a direct hit on anyone else inside the cube. Only direct RL hits will do damage with the battlesuit on.

Mentionable is that the darker plates the cube consists of light up and show some circuits when you hit them. Also a very interesting fact from the technical view is that the other cubes and the clouds are casting shadows on the canal. An aas file for botplay is included.

For lovers of very extraordinary and technical ambitious maps like me a must. For others, it can make a change from the more gameplay rich levels available.

Reviewed by Wakey

1986
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Posted comments:
#6 Dumbman
Not registered
03 Aug 2008, 5:03 pm
small map, but really fun!!!
#5 Nightmare
Not registered
16 Jul 2008, 3:04 am
W00t!
#4 Anonymous
Not registered
24 Jun 2008, 8:29 am
it's perfect for rocketlauncher skillz training!
#3 sst13
Not registered
24 Jun 2008, 4:38 am
At first I want to say: thanks for the review Wakey!

Some background information:
The gameplay of this map was heavily inspired by Rocketarena and the Quake1 map "Endif".
Design was inspired by the Farbrausch demo "FR-038: Theta" and the alien-shuttle from the movie AI.

There are many "hacks" inside this map.
q3map2 related stuff:
- Portal-sky, to create a huge canyon.
- BSP upscaling 1:8 (I built this map as a miniature).
- AAS reattaching from different BSP, because it was impossible to create an AAS from the oversized BSP.
Some other tricks:
- Remap shader functions, to change some original shaders.
- Noiseless func_button's, for the flashing plates.
Normal stuff:
- The other cubes including their shadows are simple func_train's.
- The canyon movement is just made by two scrolling textures, including scrolling cloud shadows.

There is also hidden a disco-mode. Just start the map in CTF.

#2 Acro
Not registered
23 Jun 2008, 8:29 am
So, basically, this is a one direct hit kill with RL's inside a cube thats moving through a narrow path of more cubes. I like the idea. It would have been cooler if you could jump into different cubes.
But, I like this map. Worth the download.
#1 Rota
22 Jun 2008, 11:52 pm
wow.. again very original.. sst13 isnt mapper, but hacker..
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