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FPSC Classic Work In Progress / [X9] ZER0 Day Virus

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TerrorNation
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Posted: 27th Mar 2010 23:19 Edited at: 26th Jul 2013 21:18


“Why am I here?”

“Everybody is gone Alex. They wouldn't tell me why.
Just a sudden decision to pack up and leave. They didn't take you. 'Because of your incompetence.' The others seemed to be in a rush.”

“Why won’t you tell me what’s really going on?”

Story:

You are Alex Doferman, and you are a hapless, failure of a scientist. You made blunders and blew up equipment; everyone had had enough.
They deserted you in an abandoned laboratory functioning underground. You were excluded from the experiments, so you are oblivious to the horrors that loom....

And, the worst of all.....

The ZER0 Day Virus.

***NEW 21/07/2013***
Video 1


***NEW 29/08/2012***
Video 2


***NEW 08/02/2012***
Video 3



***NEW 19/01/2012***
Video 4


***NEW 02/01/2012***
Video 5


***NEW 30/9/2011***
Video 6


***NEW 12/2/2011***
Video 7


***NEW 9/1/2011***
Video 8


----- Older Videos -----
Video
Video 2
------------------------


Screenshots:














Constructive criticism is always welcome!
TerrorNation
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Posted: 27th Mar 2010 23:50 Edited at: 28th Mar 2010 15:03
I know my lighting skills are not great, but hey, I\'m here to learn .

Screenshot 3

Thanks to Cosmic Prophet (for the segments), bond1 and charger bandit (for the zombie).

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Butt monkey
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Posted: 28th Mar 2010 00:57
Ok, firstly, you're going to need to learn to control your segment editor. The rooms are overly big to the point that the entities within them look completely out of place. Scale those rooms down massively. Also, increase the ceiling to the level above if you can. Your rooms will feel alot more open. You should also consider using interesting shapes of rooms - be experimental. Don't just make "rooms" - make areas which have interesting architecture.

Secondly, increase your lightmap quality etc so you get some nice shadows that compliment your lighting and put your settings up so the screens show the best of what FPSC can offer. Lower your ambience and decrease the range of your lightmaps. It's very lazy to just stick one light in a room to light it up. Try several small lights coming from various sources. Restrain yourself from using multitudes of coloured lights and try not to use the default one - create your own lighting palette.

Next, really fill your rooms with entities. They are extremely bare at the moment. Carefully choose which you are going to use for each room - don't randomly place entities that don't fit in the environment (like that barrel in the second picture).

Have a look at some real buildings and architecture and get inspiration from those. Good luck with your game!
TerrorNation
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Posted: 28th Mar 2010 02:38 Edited at: 28th Mar 2010 12:50
@Butt Monkey

Thank you for the advice and I will take heed and improve.
Wehtam_
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Posted: 28th Mar 2010 11:46
The first shot reminds me of Duke Nukem 3D, which is good!
Also, being able to play as Mike Reid a.k.a Frank from Eastenders would be absolutely amazing

Keep going with this!

TerrorNation
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Posted: 28th Mar 2010 12:48
@Wehtam_
Thank you so much for the compliment, and I will keep up the work.

As for the name, I might have to reconsider changing it as it conflicts with the actor
TerrorNation
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Posted: 28th Mar 2010 13:37
Screenshot 4 (update on the 3rd screenshot with lowered ambience levels).

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TerrorNation
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Posted: 28th Mar 2010 15:13
Another screenshot attached.

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TerrorNation
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Posted: 28th Mar 2010 16:01
Screenshot 5:

Le Shorte
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Posted: 29th Mar 2010 03:23
Looks pretty good, considering you seem to be pretty new here. This your first WIP/Showcase? But I would suggest making the blue a bit brighter, it looks like you're using default blue. It's coming along nicely. Keep it up!

http://forum.thegamecreators.com/?m=forum_view&t=166194&b=25
RADS, X10 Game. Still in Development as of 3/25/10
Jingle Fett
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Posted: 29th Mar 2010 09:25
I'll make a suggestion--
When you make a building interior, visualize the whole structure. Start with the supports, are there any visible? There might be depending on the type of building. Also get the stuff that absolutely has to be there, put that in first before moving on to stuff like crates and debris and stuff like that. Make sure that the building has a sort of logic to the way it's built. What's the purpose of the rooms in the screenshots? Once you know that answer, then you can decide what sorts of entities to decorate it with and the more specific you are the better. Is the room a lab where mutants are cloned (for example)? Then put in cylinders with dead creatures inside, cloning machines, lab equipment, etc. Each room should have a purpose in terms of the actual building

http://s140.photobucket.com/albums/r33/Sanky_Panky/Gabriel%20Acosta%20Unity%20FPS/?albumview=slideshow
My Unity FPS WIP
TerrorNation
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Posted: 29th Mar 2010 20:22
Thanks guys! It's great to get advice on mapping.
TerrorNation
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Posted: 31st Mar 2010 00:44
Updates:




Hope you like them!
charger bandit
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Posted: 31st Mar 2010 15:53
Yay,actually someone that uses my zombies.Looks great.


A.K.A djmaster
TerrorNation
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Posted: 31st Mar 2010 19:06
@charger bandit

Thank you and bond1 for the great zombies
AbdulAhad
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Posted: 31st Mar 2010 20:50
It looks great!

Abdul Ahad
TerrorNation
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Posted: 31st Mar 2010 21:03
@AbdulAhad

Thanks for the compliments
TerrorNation
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Posted: 31st Mar 2010 22:20
New screenshot:
TerrorNation
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Posted: 4th Apr 2010 14:02
@ Everyone

I've just had to reinstall my OS on my PC, and whilst backing up my game, I lost vital scripts I wrote, which took me a lot of time to write. At the moment I feel very disappointed, and not in the mood to write them again. This means I may have to scrap a level requiring said scripts and change the storyline a bit.
TerrorNation
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Posted: 5th Apr 2010 19:53
Well, I'm back to work, and here's an update!

TerrorNation
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Posted: 8th Apr 2010 23:55
Here's a video for you to watch of one of my levels in progress.

Sorry about the low quality and erratic frame rate; that was HyperCam's fault

Updated first post with video link.
TerrorNation
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Posted: 13th Apr 2010 20:04
550 views and not even 10 comments? Could someone please give me gome feedback?
Metal Devil123
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Posted: 13th Apr 2010 21:32
Quote: "550 views and not even 10 comments?"

That happens... 10 comments is very much comments to get.

I see you are improving with this! You design is getting better, but still it looks a bit boring to me. THere couls be something more in there. But it's still good!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
TerrorNation
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Posted: 14th Apr 2010 12:05
What could I add to make it look a lot less boring?
Metal Devil123
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Posted: 14th Apr 2010 16:00
Some fitting sci-fi stuff. Maby some wires or pipes somewhere. I can see this has potential and it might become a very good looking game! Not that it's bad right now!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
TerrorNation
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Posted: 14th Apr 2010 16:40
Thanks MetalDevil123!

I was wondering whether I needed pipes and things like that for a water source etc.

PS When are you releasing your huds?
Metal Devil123
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Posted: 14th Apr 2010 17:41
Thanks for reminding, will do it right away!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
TerrorNation
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Posted: 14th Apr 2010 18:01
No problem
Thanks again for the feedback
TerrorNation
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Posted: 31st May 2010 01:34
Well, here's a small update, as I have been off working on my game for a while, so here it is:



Constructive Criticism is appreciated!
Metal Devil123
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Posted: 31st May 2010 02:21
Nice! Seems you impoved alot, comparing to your first screenshot! Looks actually really nice. I like it!


Heimo Vesa ROCKS!!!!!
AbdulAhad
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Posted: 31st May 2010 07:47
Looks good! Improved a lot as well.

Just one question, are you using Cosmics Scifi stuff?

Abdul Ahad
TerrorNation
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Posted: 31st May 2010 13:00
@Metal Devil123 & AbdulAhad

Quote: "Looks actually really nice. I like it!"

Quote: "Improved a lot as well. "


Thanks for the positive comments! I will keep up the good work!

PS Yes, I am using Cosmic's Scifi stuff. It's amazing!
TerrorNation
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Posted: 31st May 2010 19:25
A new screenie showing a dissecting room in the lab.

Special thanks to Kravenwolf, bond1, Cosmic Prophet and charger bandit.

AbdulAhad
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Posted: 31st May 2010 19:41
Your Welcome!

Abdul Ahad
Metal Devil123
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Posted: 31st May 2010 20:02
Looks pretty nice! The red could be toned down though.


Heimo Vesa ROCKS!!!!!
TerrorNation
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Posted: 31st May 2010 22:00
@Metal Devil123

Yeah I did think the red was a bit too 'harsh'. I'll work on it!
The Storyteller 01
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Posted: 1st Jun 2010 00:41 Edited at: 1st Jun 2010 00:41
Quote: "550 views and not even 10 comments? Could someone please give me gome feedback? "


You really need that explained?

6 or 7 of the views are from me. I check if there is a demo out and be gone if not.

When I was new I was commenting screenshots in over 50 WIPS threads.

Of these 50 WIPs less than 10 led actually to a demo.

And over the half of them where accompanied with lousy excuses why the actual game looked horrible, had a framerate below 20 or not a single of the "promised new features".

So much for spending time commenting screenshots.....

In case you find my grammar and spelling weird ---> native German speaker ^^
TerrorNation
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Posted: 1st Jun 2010 01:08
@The Storyteller 01

I'm not exactly sure what your point is...

I made that post quite a while ago, and now I realise why the amount of views are highly out-proportioned to the replies.
TerrorNation
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Posted: 4th Jun 2010 13:17 Edited at: 4th Jun 2010 13:44
Anyhow, I've got another screenshot here to show you all!



EDIT: Sorry about the screenshot size; I will resize them from now onwards.
D0MINIK
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Posted: 4th Jun 2010 14:41
Actually, your screenshot... doesn't show anything. Or let's say nothing of interest, nothing remarkable.

What's the point?

TerrorNation
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Posted: 4th Jun 2010 18:48
@D0MINIK

Haha yeah, I'll have to stop posting useless screenies like that

I hope this one is better:
DarkJames
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Posted: 4th Jun 2010 18:56
mm those walls dont fit the scene, try getting your Lightmapquality up

TerrorNation
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Posted: 4th Jun 2010 19:15
What would a good level be for lightmapping?
Should I try a darker colour for the walls?
DarkJames
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Posted: 4th Jun 2010 19:36
i meant in Setup.ini, in Lightmappen put 32 and in quality put 95-120

TerrorNation
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Posted: 4th Jun 2010 19:43
I know what you meant by lightmapping, don't worry.

You mentioned the walls didn't fit the scene, so I was wondering whether you wanted me to tone down the colour.
DarkJames
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Posted: 4th Jun 2010 20:31
No the thing that dont fit is the Seams from it

TerrorNation
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Posted: 4th Jun 2010 21:07
If you're talking about the white things, they are curtains for dissecting (found on the other side of them). I will fix them up later though.
Butt monkey
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Posted: 4th Jun 2010 21:32
Quote: "You mentioned the walls didn't fit the scene, so I was wondering whether you wanted me to tone down the colour. "


The curtain doesn't look seamless - each segment has big lines down each side. Some of the actual seams of the curtain look too blocky as well (top left). If I were you, I'd tone their colour down massively to a kind of greyish, murky green (similar to the colour of the shadows in that scene) and then mess them up further - perhaps add dark brown marks for dried blood etc.

I just want to say that I really like the lighting in the last screen. It's a good improvement over the others. I like the subtle, angled shadows on the walls. The highest light has no source by the way.

Just be careful - Don't rely on shadows alone to create a nice scene. While they can be very important, they need to go hand in hand with the lighting. For example, the screen with the cage - while it casts a nice shadow, the lighting itself isn't so special. Use the shadows to compliment your lighting, but don't rely on them soley.

Personally, I'd tone your blue lights down a tad and make them a bit greyer, but that's just me.
TerrorNation
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Posted: 4th Jun 2010 21:48
Quote: "The curtain doesn't look seamless "


I am fully aware and I'll improve


Quote: "I just want to say that I really like the lighting in the last screen. It's a good improvement over the others. I like the subtle, angled shadows on the walls. The highest light has no source by the way."


Thank you for the constructive criticism I will get rid of that light at the top or give it a source.
TerrorNation
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Posted: 6th Jun 2010 15:45
I've had a shot at retexturing the curtains:



Tell me what you think!

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