The plan was to create an entirely new game incorporating Cube 's simplicity and movement style in a more realistic environment. The first official release was in November 2006. Hunt The Flag (Known as VIP in other games)ĪssaultCube started out as ActionCube in July 2004 by a few members of the Cube community.Keep The Flag and Team Keep The Flag (Find the flag and keep it as long as you can).Pistol Frenzy (Pistols, knives, and grenades only) and Team Pistol Frenzy.Survivor and Team Survivor (Teams fight until opposing team is eliminated).Last Swiss Standing (Knives and grenades only) and Team Last Swiss Standing.One Shot One Kill and Team One Shot One Kill (Fight with no pickups and 1 hp with only sniper rifle and knife).Deathmatch (Known as Free-For-All in other games)and Team Deathmatch.Game modesĪssaultCube has fourteen different gamemodes excluding bot game modes and the in-game level editor: This feature was inherited from Cube, though it was absent in the original release of AssaultCube.ĪssaultCube's weapons are all fictional and fill the basic niches of a modern first-person shooter: the assault rifle, sub-machine gun, sniper rifle, carbine, shotgun, pistol and knife. This was also included intentionally, allowing players to achieve faster movement and jump higher. This was left intentionally unfixed by the developers because it was considered an enjoyable feature of Cube, similar to bunny hopping in Quake.Īnother feature of the game is the potential for using the recoil of the weapons (which pushes one backwards) to reach and perform moves that were previously impossible. There are two different teams in AssaultCube, called the "Cubers Liberations Army" (CLA) and the "Rabid Viper Special Forces" (RVSF).ĪssaultCube retains a movement bug from the original Cube engine that allows players to utilize straferunning to move at a faster speed. In comparison to other games, AssaultCube is slower than Quake but faster than Counter-Strike. But if you wish to redistribute/use/modify it in a different way you will need to adhere to the licenses for the packages that you are using.AssaultCube was designed to be more realistic and team-oriented than Cube while keeping Cube 's distinctive fast-paced gameplay. The ENTIRE AssaultCube package MAY be redistributed as mentioned above. This game consists of many different packages with different licenses. zip/tgz/rpm/deb/dmg), any changes beyond that require explicit permission.ĪssaultCube is distributed WITHOUT WARRANTY, you may use it for any purpose as long as you do not blame us for any damages incurred. You may re-compress using different archival formats (i.e. Thanks to flowtron and exis for organising the 0.93 AssaultCube Release Cup.ĪssaultCube is FREEWARE, you may freely distribute the AssaultCube installer/archive unmodified on any media. For 1.1 testing the list comes to: Robtics, TheCrema, RIPBillyMays, Ronald_Reagan. Topher (Death Illustrated) Some crosshairs.Īttila “Antiklimax“ Feher Amazing new sniper scope.ĭarren “HitmanDaz” Pattenden Playermodels.Īlso thanks to kurtis84, player1, quase, exis, talou, and others for testing. Jamz Server hosting, financial support, active war against the cheaters. ![]() R4zor and others AssaultCube Community Map Pack Pwnage Ladder server hosting and tournaments organization. GeneralDisarray Code advice, 1.1 voice com, and scripts.ĭrakas Ladder server hosting and tournaments organization. Kirin Code contributions and fixes, client stuff, advice. Gibstick Scripts and miscellaneous fixes. KanslozeClown Code contributions and advice.įrançois “Brett” Villars Extensive play testing. Grenadier (aurhat) Small code contributions/fixes. Julian “absinth” Mayer Packaging AssaultCube for Mac. ![]() Wouter “Aardappel” van Oortmerssen and others The Cube Game/Engine.Īndrew “Arghvark” Davis Previous project leader, game concept, code.Įlliot “Verbal_” Lockwood Q&A, advisor, lead tester, pro-coffee service. Shane Nieb Map: ac_desert2, ac_desert3, plus mapmodels, 2D-art and hosting.ĭogDancing Map: ac_shine, ac_scaffold, plus textures. Stef Bug fixes, additional code, server stuff, new modes. Markus “makkE” Bekel Lead artist, models, skins, animations, mapping, 2D-art, textures, sounds. Inactive Developers and Project ConsultantsĪdrian “driAn” Henke Lead coder, OpenAL, OpenGL, gameplay code. Mr.Floppy Maps, textures, models and map management Sebastian “aerkefiende” NSIS (Windows-Installer), VisualStudio "2K.x", and more ![]() Toca Mapmodels, sounds, textures, documentation, other stuff. Lee “eihrul” Salzman Coder, OpenGL expert, Enet Library, Cube2 backporting. Nigel “RandumKiwi” Maps, documentation, tester, team janitor.īrahma Coder, anti-cheat, analysis and community liason. Report bugs on the SourceForge bug tracker.įlowtron Universal team member, additional code, admin, community chief. Help and discussions on the AssaultCube forum.ĭevelopment, testing and gaming on IRC #assaultcube on Quakenet.
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