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FPSC Classic Work In Progress / Darkest hour (Powered by Lemur v.2)

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Reality Forgotten
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Posted: 16th Jan 2008 06:38 Edited at: 16th Jan 2008 06:39
Darkest hour was created for Lemur v.2 and will be released free when lemur v.2 is released. This is a multiplayer game, though all of the images are shown in the single player version. There are various things that need to be accomplished before this game is ready for release. here are some screenshots. C&C welcomed!

The low frame rate is from using Fraps...








Cheers,
Dave


Perdition
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Posted: 16th Jan 2008 06:38
wow this looks beautiful. Commercial quality looking i love the rustic feeling.

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Gunn3r
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Posted: 16th Jan 2008 06:40
That looks pretty good. It makes me want Lemur V2 that much more. I'm going nuts with anticipation for Lemur.
Question, will this implement the radar feature?

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Reality Forgotten
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Posted: 16th Jan 2008 06:41
If it's still in the final cut of lemur than it will be in this release


Gunn3r
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Posted: 16th Jan 2008 06:45
Sweet. I look forward to playing this game. This will actually be one of the first MP games that I've played against forum members... Shows how lazy I am...

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Silvester
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Posted: 16th Jan 2008 09:56
I might also consider playing it, I think this will be one of the few MultiPlayer games that will actually be played

nackidno
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Posted: 16th Jan 2008 10:00
Multiplayer eh? Not that i don't like it, it's superb but it would have been so much better if you make a singleplayer adventure of it, that athmosphere and level design is almost at the same level as demon sun and lifeless. But it would be great as a multiplayer game to.

Keep it up!

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Defy
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Posted: 16th Jan 2008 11:59
I was keen to see when the mp game would show for LemurV2. I do like the screens. You have done nice work.
I’m not sure if player glow or something like this is being added to players in Lemur. I should ask Urlforce. I take it from your screens you may have tested player models in the distance for visibility, unless this is more based on strategy.
I noticed above you have mentioned your still working on this. All the best.
Paul112
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Posted: 16th Jan 2008 13:20
Quote: "level design is almost at the same level as demon sun and lifeless"

wow, not forgotten eh? I might make a new WIP soon after I get a certain character made...

Screens look great, I will certainly be wanting to try this

Paul
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Posted: 16th Jan 2008 17:12 Edited at: 16th Jan 2008 17:13
Quote: "Multiplayer eh? Not that i don't like it, it's superb but it would have been so much better if you make a single player adventure of it"


I am making the single player version to go along side this one, The single player version will most likely be independent of Lemur v.2, but that is all subject to change depending on what Lemur will add to the single player build.

Quote: "that athmosphere and level design is almost at the same level as demon sun and lifeless"


Those are some pretty big shoes to fill

I have always prided myself on my atmospheres, I try to lure the player in by creating a feeling that hits as many senses as I possibly can.

Quote: "I’m not sure if player glow or something like this is being added to players in Lemur"


Player glow would be neat to have but with fog turned on it might present a bit of a problem, but we'll never know until we try, right?

Quote: "I take it from your screens you may have tested player models in the distance for visibility, unless this is more based on strategy."


visibility is good, though more testing is going to be needed..

This game is wrapped with strategy, there are only a few medium to large size rooms and lots of hallways and hiding spots. This forces the teams to work as a cohesive unit to achieve victory. This level is also great for an ambush style game.

Cheers,
Dave


SpyDaniel
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Posted: 16th Jan 2008 18:02
Quote: "i love the rustic feeling."


Doesn't look like the country to me.

//

Looks good Dave.

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Posted: 16th Jan 2008 18:03
lol, thanks Higgins.


AaronG
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Posted: 16th Jan 2008 19:17
Wow this looks great!
Yeah, the grungy feel is awesome.
Can't wait for Lemur now either.


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Inspire
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Posted: 16th Jan 2008 20:59
Looks great! I think you should throw around some paper overlays. I released some if you need them, check my history.


Quote: "wow, not forgotten eh? I might make a new WIP soon after I get a certain character made..."


I was gonna ask you about that!

Paul112
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Posted: 16th Jan 2008 21:03
Wow, these looked a lot darker at school, they look just as good, if not better now

@Inspire, it's still in progress, not scrapped it yet

Good luck RF, eagerly awaiting more details
Paul
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Posted: 17th Jan 2008 18:30
thanks for the kind comments guys! Here area few more screenshots to keep you all wanting more..











Cheers,
Dave


Inspire
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Posted: 17th Jan 2008 22:32
Oh baby, that is very good.

...

Great screens, all the entities seem to be too orderly though (the crates and the barrels). They are perfectly stacked, and they are all facing the same exact way.

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Posted: 17th Jan 2008 23:29
I plan on scruffing things up once I get everything in to the rooms they belong in.. Sorta like moving


Cheers,
Dave


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Posted: 18th Jan 2008 04:41
Looks GREAT mate! I can't wait to blast some heads on this map if I get a chance!!! Best of luck to you Reality.

Astek


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Posted: 18th Jan 2008 04:46
Yeah this is a great multiplayer map and looks like u made some improvements.

Best s4

Perdition
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Posted: 18th Jan 2008 07:48
i love the color scheme, a dust look, great work keep it up

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Reality Forgotten
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Posted: 18th Jan 2008 17:41
thanks man, I have a few rooms to outfit but nothing to major, and then I get to go in to the rooms and jack them up to ake it looked ruined yet still somewhat realistic


Cheers,
Dave


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Posted: 18th Jan 2008 22:23
Hey, RF, what light color are you using?

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Posted: 18th Jan 2008 22:35
#276092

that is the level lighting. the fog softens it quite a bit..

Cheers,
Dave


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Posted: 18th Jan 2008 23:04
Thanks!

Would you mind giving me the fog settings too? The atmosphere you have there is exactly what I'm aiming for in this level I'm working on.

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Posted: 18th Jan 2008 23:07
what is the main entity color of the level?

I will create a custom light setting for you. it would be easier that way and create a very unique feel for your game.


Inspire
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Posted: 18th Jan 2008 23:20
Main entity color is rusty and the walls generally cement or metal.

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Posted: 18th Jan 2008 23:28 Edited at: 18th Jan 2008 23:30
ok cool let me see what I can come up with


*edit*

the colro fog I have sounds like the best choice:

R:39
G:39
B:39

Cheers,
Dave


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Posted: 19th Jan 2008 00:33
Looks good. 10/10 for ya, RF.

If that's a warehouse, then how do you create a realistic warehouse? Do you think you could post a tutorial on warehouse making?

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Posted: 19th Jan 2008 11:27
Quote: "
If that's a warehouse, then how do you create a realistic warehouse? Do you think you could post a tutorial on warehouse making?"


I will type something up eventually, maybe later today..

Thanks for the kind comments.

Cheers,
Dave


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Posted: 19th Jan 2008 15:14
Quote: "I will type something up eventually, maybe later today..

Thanks for the kind comments."


Okay, thanks for the heads-up.

And you're welcome.

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Inspire
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Posted: 19th Jan 2008 20:56
Thanks for the info, Dave.

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Posted: 19th Jan 2008 20:58
Your welcome,

I am editing some of the rooms right now to give them that rough and tumble feel. Watch this space.. as updated screenshots are sure to follow

Cheers,
Dave


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Posted: 19th Jan 2008 23:41 Edited at: 19th Jan 2008 23:45
There are 37 photos in this series, I have posted 9 of them here and will post a link to the rest in a little while. Keep in mind that this series of photos are for three rooms only.....


* Thanks doomray for the industrial fan *














C&C welcomed!

Cheers,
Dave


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Posted: 20th Jan 2008 00:03
Wow these are really nice. The mp9 and 10 go well with it too.
What are your ambiance and fog settings if you don't mind telling me, because the style of this game is great.


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Perdition
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Posted: 20th Jan 2008 02:16
wow those last screenies are great! i love the feeling and id like to know the settings as well, it looks like x10, great job.



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Posted: 20th Jan 2008 02:27
Thanks guys,

I posted the fog and light settings above, the ambiance is around 10.

And I can assure you that this is x9. This level is build as far as layout goes but the rooms need to be refined in about 75% of the map.
After I release this MP map I will start right away on converting it to SP. Though it's weird as I am building the MP in SP and when I am finished I will swap it to MP and perform the final build. Me and a few others have played MP on the basic shell build of this map.


Cheers,
Dave


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Posted: 20th Jan 2008 23:04
Looks great Dave, reminds me of Half life 2, so it's bound to be a great map to play online, keep it up.

Inspire
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Posted: 21st Jan 2008 01:21
I agree, it reminds me of HL2 as well. Looks fantastic, can't wait to play it.

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Posted: 21st Jan 2008 01:46
Thanks, you know I have yet to play HL2. HIggins is working on a health pack for me and once that gets textured and brought in to the engine all I will have to do is build it and then get it to a few people (URLForce, S4real) for testing.. hopefully it will not be to long before you all can play this level. I think in the meantime I am going to work on the single player version of this map..


Cheers,
Dave


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Posted: 21st Jan 2008 02:10
G'day, I'm new here and in the process of buying fps creator.
That looks great Reality Forgotten, goodjob.
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Posted: 21st Jan 2008 16:30
Thanks man, and welcome to he forums.


Cheers,
Dave


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Posted: 21st Jan 2008 16:56
@ RF: The map's still looking good! A question: how do you get that wire fence flooring? That'd look nice in my game, too.

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Posted: 21st Jan 2008 18:30 Edited at: 21st Jan 2008 18:34
Thanks AI, Th fence flooring took a little tom-foolery but it got done

I tried to build the level last night but it decided it wanted to crash. When it crashed the 10th or so time I sounded like the devil in "the pick of destiny" You know the part where he was challenged to a rock off. I think I even sang the F-Bomb

No biggie, I reverted to a previous state of the .fpm file. I should have an update soon..

Cheers,
Dave


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Posted: 21st Jan 2008 18:37
What do you mean by tom-foolery? Did you copy and edit the wire fence's settings (the one from MP3)?

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Posted: 21st Jan 2008 19:09
it's just a matter of swapping textures man.


Urlforce Studios
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Posted: 23rd Jan 2008 07:13
Dave this map looks great. I know you had to revert back a few steps, but it will turn out 2x as good.

Lemur's users will love this map.

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Posted: 23rd Jan 2008 23:58
Updated screen shot, this one is using a very stripped down version of lemur v2..

Enjoy!




Gunn3r
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Posted: 24th Jan 2008 00:45
Nice water effects. Is it just that one area that runs at 21 FPS? With Lemur, shouldn't it be a little more than that?

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Posted: 24th Jan 2008 02:06
Quote: "Nice water effects. Is it just that one area that runs at 21 FPS? With Lemur, shouldn't it be a little more than that?"


What he has is just the water, no speed improvements, it was a water test.

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