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FPSC Classic Work In Progress / Un[Doom] - FPSC WIP - Feedback appreciated (second try)

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X10 User
16
Years of Service
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Joined: 21st Jan 2009
Location:
Posted: 17th Feb 2009 22:39 Edited at: 17th Feb 2009 22:45
I *HAD* uploaded pictures to my last one but it got locked before i had a chance to fix the broken links so here it is again, in line with your 'rules'

as before screen shots are below

i mean jeez why did u approve the post if the pictures werent showing?!


Here is my first game demo

direct link here (to big to upload to forum board)

http://www.megaupload.com/?d=5IE3MIAT

(available from my website, still undergoing heavy editing (little sfx, music, lighting may be reworked etc)

made using FPSC x9 v1.07 and stock media its basically a homage to DooM

www.undoom.tk <- game an further information available there

screenies below although a lot more are available on the website, please join for regular updates, regular beta tester as well as developers required to join us at NeoArtProductions


and i addeda fourth for good measure



are we happy now?



- Why is everyone on here so rude? -
Dude232
17
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Joined: 18th Jan 2008
Location:
Posted: 17th Feb 2009 23:32
looks good for the lighting but add some entities i know it is supposed to be like doom but at least add ways for cover

Asteric
17
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 18th Feb 2009 01:27 Edited at: 18th Feb 2009 01:28
I have to disagree, i think you should improve the lighting to be honest, mess around with the different settings in the setup.ini. Add lightmaps, increase the detail, it really helps. Also add a light source, the light has to come from somewhere, make the light come from a light entity, to add some more realism to the game.

Aaagreen
17
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 19th Feb 2009 09:23
May I ask as to how the player has managed to lose his arms in the fourth pic?

Your signature has been erased by a mod - Please reduce the combined size to 600x120 maximum size
HKCrazy
17
Years of Service
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Joined: 17th Jan 2008
Location: I have no clue...
Posted: 19th Feb 2009 11:18
Quote: "May I ask as to how the player has managed to lose his arms in the fourth pic?
"


He's using the stock 1911. X10 User, may I suggest that you use EAI's 1911? It would fit in better with EAI's other weapons than the stock one. Oh, and your lighting is a tad bit too orange, but that's my own opinion. I have never played Doom so I do not know the ambience of the game, so it could be spot on for all I know.
Aaagreen
17
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 19th Feb 2009 12:37
I know HK, i'm just trying to get the message across that switching weapon model packs is craaazy.

X10 User
16
Years of Service
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Joined: 21st Jan 2009
Location:
Posted: 20th Feb 2009 14:58
To all the weapon comments, i appreciate the feedback but this is a dirty prototype i knocked up to get some opinion about it, i am planning on using custom weapons in the final version as i want them to at least resemble the originals (double barrel, chaingun, rocket launcher, bfg etc) i just used stock weapons and entities to get a test for the feel as everyone knws the fps rate of |FPSC is hard to maintain and the main feel of the game has to be fast paced so i want to maintain the gameplay before i move onto models

on that note is there anyone particularly proficient in weapon modelling who may be able to lend a hand? or know where i may be able to turn in a vain attempt to learn it myself?

- Why is everyone on here so rude? -
DestroyerHive
16
Years of Service
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Joined: 8th Mar 2009
Location: Ravenholm - pwning headcrabs
Posted: 10th Mar 2009 20:57
Doom is one of my favorite games. You need pentagrams and more blood! Lighting is helpful too. Set the lights dynamic and use light2 instead of light1, makes them blink. More entities would be cool, but other than that, great job!

A single drop of water can mean a drained ocean for future generations

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