AssaultCube

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AssaultCube
The AssaultCube logo
Developer(s) Rabid Viper Productions
License Open Source
Engine Cube
Version v0.93
Platform(s) Cross-platform
Release date 4 June 2007
Genre(s) First-person shooter
Mode(s) Multiplayer, Singleplayer
Input methods Keyboard and Mouse

In video gaming, AssaultCube is a first-person shooter based upon the Cube engine. Although its main focus is online play, a single player mode exists which consists of computer-controlled bots, and AssaultCube includes Cube's map maker which allows for in-game editing.

AssaultCube is available for Microsoft Windows, Linux and Mac OS X. While the Cube engine is free software, parts of AssaultCube, such as the graphics, are proprietary.



Contents

[edit] History

AssaultCube, originally ActionCube, was started in July 2004 by a few members of the Cube community. The first official release was in November 2006. The plan was to create an entirely new game incorporating Cube's simplicity and movement style in a more realistic environment.

As of May 6, 2007, ActionCube has been renamed to AssaultCube due to a request from the developers of Action Quake.[1]

Despite its simple graphics and gameplay, AssaultCube maintains a consistent player base with more than a dozen user-run servers online at any given time. AssaultCube also has several gaming clans (e.g. TearYouDown!), some of which participate in organized tournaments. The game's increasing popularity is likely due to its creative but simple gameplay style, cross-platform nature, and low hardware requirements.

[edit] Gameplay

AssaultCube was designed to be more realistic and team-oriented than Cube while keeping Cube's distinctive fast-paced gameplay. In comparison to other games, AssaultCube is slower than Quake but faster than Counter-Strike. The two fictional teams in the game are the Cubers Liberations Army (CLA) and the Rabid Viper Special Forces (RVSF).

AssaultCube retains a movement bug from the original Cube engine that allows players to utilize straferunning to move at a faster speed. This was left intentionally unfixed by the developers because it was considered an enjoyable feature of Cube, similar to bunny hopping in Quake.[2]

Another unrealistic feature of the game is the potential for using the recoil of the weapons (which pushes one backwards) to achieve unusually high jumps when shooting downwards. This was also designed intentionally, allowing players to achieve faster getaways in capture the flag games.

AssaultCube's weapons are all fictional and fill the basic niches of a modern first-person shooter: the assault rifle, sub-machine gun, sniper rifle, pistol, knife, and shotgun. However, a part of the community, primarily consisting of newer members, wants the weapons to be real, or for there to be more of them.

AssaultCube has many team and non-team based match modes:

  • Capture the Flag
  • Team Deathmatch and Deathmatch
  • One Shot One Kill and Team One Shot One Kill (Sniper rifle only)
  • Last Swiss Standing (Knives and Grenades only)
  • Team Survivor (Teams fight until opposing team is eliminated) and Survivor
  • Pistol Frenzy (Pistols, knives, and grenades only)

There is rumor of a VIP mode in version 1.0 of AssaultCube.

AssaultCube, as mentioned above, retains a very easy to use ingame mapping feature from the original Cube game, resulting in a variety of custom maps that are both good or bad. Several maps from other games have been remade for the Cube engine - most notably, de_dust2 from Counter-Strike.

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[edit] External links