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Thread: Crap Contest FM: The Cube Dec. 11/06

  1. #1
    Member
    Registered: Dec 2003
    Location: Making Larry Miserable

    Crap Contest FM: The Cube Dec. 11/06

    No one else has mentioned this one. I've just spent an hour and half playing it and have finally finished but only by resorting to Dromed. It is very frustating with no clues of where to go, you keep getting caught on the doors and reloading every 2 minutes is essential. Having said that it is a nice concept and has some intertesting areas.

    BUT what is crap about it (other than it being gut wrenchingly frustrating!)


  2. #2
    Member
    Registered: May 2000
    Location: East Achewood, CA
    At least the movie The Cube had some kind of solvable code that led you past all the traps. Not that I'd be able to figure it out.

    And, as in the movie, only an idiot would be able to exit the cube.

  3. #3
    Member
    Registered: Jul 2003
    Perhaps we'll be seeing a Cube 2: Hypercube FM soon? Now that would be evil!

  4. #4
    Member
    Registered: May 2001
    Location: Italy
    me and Sluggs tried in the past to do a mission like that based on the movie then we give up..! so praise to the autor that finally made it..!

  5. #5
    Member
    Registered: Dec 2003
    Location: Making Larry Miserable
    Damn! I thought sluggs made this one!

  6. #6
    Member
    Registered: Jul 2003
    Location: United Kingdom
    I'm saying zippo!

  7. #7
    Member
    Registered: May 2003
    Location: West Seattle
    I had to reload every room or so... I got out, but I didn't find it too difficult, the traps were just frustrating. I do think it would have been better if there was a pattern, or code or something

  8. #8
    Member
    Registered: May 2001
    Location: Italy
    Quote Originally Posted by sluggs View Post
    I'm saying zippo!
    Whoops... ''i did it again..'

  9. #9
    Member
    Registered: Oct 2001
    Location: The Crippled Burrick
    I made it about 10 minutes in this one and gave up.

  10. #10
    Member
    Registered: Aug 2004
    Location: milton keynes ( UK )

    i only just made it out lol hard mission though

  11. #11
    Member
    Registered: May 2003
    Location: Tannar Appreciation Society HQ
    I thought the film was crap, so this FM was naturally crap for me.

  12. #12
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand
    Oddly enough I did this in twelve minutes.
    I have absolutely no idea what I did, but here is a walkthrough for those who want to go through asap.


    spoiler:
    From the start, there are two grate doors with buttons to the side of them.
    Take the right.

    Now in this room there is a red light on the ceiling, left hand side.
    On the right side on the floor is a ribcage.
    between them is a grate door you can crouch through
    You should hear a couple of zombies behind this door.

    Look up for some buttons and open this zombie grate door.

    Enter it, grab the holy sword and kill the zombies. Take their keys.
    In this room is two lockboxes and switches at crouch level.

    Open the right one to enter a room with LOTS of buttons in a circle.

    Directly ahead of you behind the ladder is another crouch door grate. This is the one you want to get into. To get into it look at the switches from the door you just left. Directly opposite the door you want to enter is a button. Click the second button on the left or right ( I cannot remember) from the centre one. Another grate should open.

    You should now go into the next room with crates and a skull on the floor.

    With the sword, bash the crates and exterminate the spiders. Take the keys from the smashed crates and open the grate ABOVE you.

    You should be in a watcher room with random lights going on and off. Also in this room are lockpicks.

    When the watchers go off, they shoot a large number of arrows. To avoid them, move right into a corner.

    Look and grab the lockpicks and look around the room. One on side of the room there are lockboxes with levers and on the other lockboxes with no levers.

    With the lockboxes with no levers facing behind you, look to the left pair of LB's with switches. Pick the lock on the left. It should open the lever on the ceiling.

    Go up the next area. This are should have a pressure plate in there. Use it and your out of there.

  13. #13
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    thats the shortest route, there are a lot more depending on how many of the 27 rooms you care to go to.

  14. #14
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand
    Quote Originally Posted by Ottoj55 View Post
    thats the shortest route, there are a lot more depending on how many of the 27 rooms you care to go to.
    True. but there are those who have played it and want to finish it, who have had their head done in by this FM.

    Wait? I found the shortest route?

  15. #15
    Member
    Registered: Dec 2003
    Location: Making Larry Miserable
    Not being rude to the author (it was a nice idea) but the shorter the better. It is a one frustrating FM.

  16. #16
    Member
    Registered: Jun 2002
    Location: SC, USA
    Quote Originally Posted by The_Dude View Post
    Not being rude to the author (it was a nice idea) but the shorter the better. It is a one frustrating FM.
    Well it is a mission for the Crap FM contest...

  17. #17
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    where shortest equals fewest traps to figure out and reloads to finish it

  18. #18
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    dml to fix a lot of doors with double door property - no more door flying

    Code:
    DML1//The Cube//Door Fixes and a key//UN//miss20.mis.dml
    
    -link 394 369 "ControlDevice"
    -link 40 48 "ControlDevice"
    
    
    +Link 40 48 "Corpse"              
    {
    	"Propagate Source Scale?" false
    }
    +Link 369 302 "ControlDevice"              
    {
    
    
    }
    -ObjProp 1029 "TransDoor"
    -ObjProp 103 "TransDoor"
    -ObjProp 1020 "TransDoor"
    
    -ObjProp 132 "TransDoor"
    -ObjProp 133 "TransDoor"
    -ObjProp 134 "TransDoor"
    -ObjProp 135 "TransDoor"
    -ObjProp 136 "TransDoor"
    -ObjProp 137 "TransDoor"
    -ObjProp 138 "TransDoor"
    -ObjProp 139 "TransDoor"
    -ObjProp 144 "TransDoor"
    -ObjProp 145 "TransDoor"
    -ObjProp 146 "TransDoor"
    -ObjProp 147 "TransDoor"
    -ObjProp 148 "TransDoor"
    -ObjProp 149 "TransDoor"
    -ObjProp 150 "TransDoor"
    -ObjProp 151 "TransDoor"
    -ObjProp 152 "TransDoor"
    -ObjProp 153 "TransDoor"
    -ObjProp 154 "TransDoor"
    -ObjProp 155 "TransDoor"
    
    
    -ObjProp 162 "TransDoor"
    -ObjProp 163 "TransDoor"
    
    
    -ObjProp 173 "TransDoor"
    -ObjProp 174 "TransDoor"
    -ObjProp 179 "TransDoor"
    
    
    -ObjProp 180 "TransDoor"
    
    
    -ObjProp 200 "TransDoor"
    -ObjProp 201 "TransDoor"
    -ObjProp 208 "TransDoor"
    -ObjProp 209 "TransDoor"
    -ObjProp 21 "TransDoor"
    -ObjProp 213 "TransDoor"
    -ObjProp 214 "TransDoor"
    -ObjProp 215 "TransDoor"
    -ObjProp 216 "TransDoor"
    -ObjProp 217 "TransDoor"
    -ObjProp 218 "TransDoor"
    -ObjProp 219 "TransDoor"
    -ObjProp 220 "TransDoor"
    -ObjProp 221 "TransDoor"
    -ObjProp 22 "TransDoor"
    -ObjProp 228 "TransDoor"
    -ObjProp 229 "TransDoor"
    -ObjProp 23 "TransDoor"
    -ObjProp 233 "TransDoor"
    -ObjProp 234 "TransDoor"
    -ObjProp 235 "TransDoor"
    -ObjProp 236 "TransDoor"
    -ObjProp 237 "TransDoor"
    -ObjProp 238 "TransDoor"
    -ObjProp 24 "TransDoor"
    -ObjProp 240 "TransDoor"
    -ObjProp 241 "TransDoor"
    -ObjProp 242 "TransDoor"
    -ObjProp 243 "TransDoor"
    -ObjProp 25 "TransDoor"
    -ObjProp 27 "TransDoor"
    
    
    -ObjProp 296 "TransDoor"
    -ObjProp 297 "TransDoor"
    -ObjProp 298 "TransDoor"
    -ObjProp 299 "TransDoor"
    -ObjProp 300 "TransDoor"
    -ObjProp 302 "TransDoor"
    -ObjProp 303 "TransDoor"
    -ObjProp 367 "TransDoor"
    
    
    -ObjProp 374 "TransDoor"
    -ObjProp 375 "TransDoor"
    -ObjProp 377 "TransDoor"
    -ObjProp 378 "TransDoor"
    
    
    -ObjProp 386 "TransDoor"
    -ObjProp 387 "TransDoor"
    
    
    -ObjProp 471 "TransDoor"
    -ObjProp 473 "TransDoor"
    -ObjProp 474 "TransDoor"
    -ObjProp 479 "TransDoor"
    -ObjProp 480 "TransDoor"
    -ObjProp 60 "TransDoor"
    
    
    
    
    -ObjProp 64 "TransDoor"
    
    
    -ObjProp 70 "TransDoor"
    -ObjProp 703 "TransDoor"
    -ObjProp 704 "TransDoor"
    -ObjProp 705 "TransDoor"
    -ObjProp 706 "TransDoor"
    -ObjProp 707 "TransDoor"
    -ObjProp 708 "TransDoor"
    -ObjProp 709 "TransDoor"
    -ObjProp 71 "TransDoor"
    -ObjProp 710 "TransDoor"
    -ObjProp 711 "TransDoor"
    -ObjProp 712 "TransDoor"
    -ObjProp 713 "TransDoor"
    -ObjProp 714 "TransDoor"
    -ObjProp 715 "TransDoor"
    -ObjProp 716 "TransDoor"
    -ObjProp 717 "TransDoor"
    -ObjProp 718 "TransDoor"
    
    
    -ObjProp 75 "TransDoor"
    -ObjProp 76 "TransDoor"
    
    
    -ObjProp 96 "TransDoor"
    
    
    -ObjProp 1030 "TransDoor"
    -ObjProp 301 "TransDoor"
    -ObjProp 62 "TransDoor"

  19. #19
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Given the contest this was for, it's possible this was intentional, though. Right?

  20. #20
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    I don't think so. The doors are sliding doors, the author gave them the rotating property and forgot to remove translating. Many doors have revert links, means, they are supposed to close again after some seconds. But they can't after flying into the void.
    This mission was made in a hurry, there are other issues and careless mistakes.

    We discussed the "crap" aspect of every single Crap Contest Mission. If there is suspicion of "intended crap", we didn't fix it. For example the saving bug in Incubus - it might be intended.

  21. #21
    Member
    Registered: Oct 2012
    We've also come across a couple of other missions where doors or panels flew across the map when you opened them and as with the above it turned out the author had given those doors bad properties. Bottom line they look weird and completely unrealistic.

    In The Cube a number of doors also remained ajar when opened, whereas most doors closed behind you, but we felt it best to leave those alone as although that I suspect that was not intended we couldn't be certain that wasn't the author intention.

    Edit: Here's a save if you wish to see how some doors are behaving in The Cube. Frob either middle or r/h lever and check out the grill on the left or right.
    Last edited by fortuni; 10th Sep 2019 at 08:01.

  22. #22
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Thanks for the explanation, I just thought I would ask, but you both are being thoughtful and meticulous in these fixes.

  23. #23
    Member
    Registered: May 2005
    Having just finished the mission, I don't think it was the author's intention to have broken doors. This is a normal fan mission with an unusual concept. It is not like many other missions from the Total Crap FM Contest, which were intentionally broken for laughs. From my perspective, the DML improves the experience. Almost all doors worked now, except one that connects the SSW room with the S room on the lowest level. I couldn't get that one to close again. There is also a small issue in the room with the three undead on the lowest level: If you kill them, the keys from their belts don't fall to the ground but float in mid-air.

    My final gametime was 1 hour and 22 minutes. Because of the high number of reloads you have to do, I would triple that amount: 4 hours is probably closer to my real time, during which I explored all of the rooms in The Cube. I even wrote my own map on quad paper, with notes on the traps, items and locks in each room. Mapmaking is something I always shied away from in the past when I attempted RPGs like Dungeon Master and Eye of the Beholder, so it was nice to try out something new. Though I must say this made playing The Cube feel more like a science project. I got a nice feeling of accomplishment when I finally arrived at the exit.

  24. #24
    Member
    Registered: May 2005
    I had a chat with fortuni. He advised me to upload my maps and share the link in this thread. Here is a link to a folder which contains a PDF export and the ODT original: Google Drive. Feel free to rehost this file on your own website. You can also rework it if I missed anything. I hope the map and the room descriptions are helpful to some players.

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