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FPSC Classic Work In Progress / Pointless Assault

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RickV
TGC Development Director
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Posted: 28th Nov 2006 23:10
Brilliant level design! This inspires the TGC team to bring you more features!!!

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TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
mccb
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Posted: 29th Nov 2006 18:09
This is by far the best level design I've seen with FPS Creator. Great job.
wizard of id
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Posted: 29th Nov 2006 19:57
@RickV thank you

@mccb still lots of work to be done not happy with the current tetures and some of the lightmapping...guess I'll never be happy...

the wall textures does need some reworking...don't like it...but we will see all in good time what happens...
wizard of id
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Posted: 29th Nov 2006 21:28 Edited at: 28th Dec 2006 20:21
Well some new screenshots changed ligthmapping "little" and some new stuff







this is some of the textures got a great libary setup now...pity I can't use all of them.

Metal texture I'm planing to use on the default metal stairs, still have to find a ceiling texture and a floor texture...
wizard of id
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Posted: 5th Dec 2006 21:23 Edited at: 5th Dec 2006 22:30
wizard of id
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Posted: 5th Dec 2006 22:10
Has any one downloaded the video and what are your view please??
Unknown Truth
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Posted: 5th Dec 2006 23:50
I think the level design in that video was awsome.

The truth is still unknown... or is it!
Nigezu
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Posted: 6th Dec 2006 10:22
Freaking awesome level desing. Enemy AI looked to work correctly. I can't wait to play demo or something.

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wizard of id
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Posted: 6th Dec 2006 18:57
KeithC
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Posted: 6th Dec 2006 19:32
Really nice screens; I like your use of curved segments; it really helps to break up the usual "boxy" looks of many FPSC levels. I'm downloading the second video now (dial-up).

-Keith

wizard of id
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Posted: 6th Dec 2006 20:06
@KeithC Good luck on the download I uploaded it on a "dialup" lol

A Lot of people seem to like the level design...well there are still a few tweaks to make mabye change the grate texture a little.

I'm pretty impressed with the way the blue lightmapping worked out took awhile to get it just right.The red lightmapping from the grates just didn't make the cut.It didn't make that fall off the blue lightmapping is making now...

Curved segments you should see what I did with the second part of the level that I'm tweaking now...this is not done 100% but the basic layout is there......

Nigezu
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Posted: 6th Dec 2006 20:50
Looks interesting.

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wizard of id
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Posted: 7th Dec 2006 05:22
Well here is a demo I did a while back nothing special no sound background music standard menu ect...enjoy.This was more or less what I wanted Pointless assault to look like but never used the idea.

http://w10.easy-share.com/704232.html
wizard of id
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Posted: 7th Dec 2006 18:45
There has been 11 downloads so far I guess not to bad.For those who downloaded what's is your view so far.
Locrian
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Posted: 7th Dec 2006 19:08
Nice map and expansive but to many slow running sections. To much looks the same. And cinderblock thats suposedly 2.5ft wide bug me to death. With your level design being tops the unrealistic textures make this look like a indie game, which is a shame because you've put alot of work in it. I also noticed a few sections that you didn't bother covering up/cleaning up the bleeding sections where you get the texture flash. Thats another point that makes this look like an indie game to me.

I know this doesn't say much good about your creation but I think you'd rather have me point out the things that can be improved upon rather then giving you an "atta-boy". I know thats the way I feel, but 90% of the guys around here will just coddle you and that doesn't help at all.
wizard of id
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Posted: 7th Dec 2006 19:33
@Locrian cool thanks mate like I said this isn't the demo for Pointless assault but more an idea level....From the video from real pointless assault demo a lot more work went it to it
bdgbdg
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Posted: 7th Dec 2006 23:14
You inspire me... lol.

Project FPS - 71%
wizard of id
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Posted: 9th Dec 2006 14:25
Quote: "You inspire me... lol."
@bdgbdg is that suppose to be light hearted or sarcastic........
bdgbdg
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Posted: 9th Dec 2006 21:25
I'm saying the truth... I'm not having much inspiration but this is REALLY inspiring me...

Project FPS - 71%
wizard of id
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Posted: 10th Dec 2006 19:01 Edited at: 10th Dec 2006 19:06
Well I said I was going to change the textures.Well had to change the lightmapping as well test level I'm not sure I'm happy with the end result might tweak it a little more.



Nigezu
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Posted: 10th Dec 2006 19:33
Lightmapping looks really good.

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wizard of id
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Posted: 10th Dec 2006 20:10
@Nigezu...Lightmapping is not the problem texturing is...
Nigezu
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Posted: 10th Dec 2006 21:01
Well, the textures aren't that bad either. You would scale down those floor slabs though.

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wizard of id
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Posted: 10th Dec 2006 21:12
@Nigezu I might try another floor texture....Got plenty to choose from.....
wizard of id
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Posted: 16th Dec 2006 10:56 Edited at: 28th Dec 2006 20:24
gate crasher
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Posted: 17th Dec 2006 23:01
it looks good if you ask me.


wizard of id
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Posted: 20th Dec 2006 22:22 Edited at: 20th Dec 2006 22:27
So I updated to RC8 and this is what I came up with...pretty happy with the overall look will have to add a few more static objects get the shadows to look even better.Well the previous light mapper "leaked" the light mapping so I got the effects I wanted with the grates..which sadly I don't get any more and had to come up with another plan.Doesn't give the same effect but still looks okay...I guess.The light mapping might need to change because of the new light mapper but we will see all in good time.

By the way thanks LEE for the great great update to FPScreator.





Inverted
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Posted: 20th Dec 2006 23:04
Splendid mate, keep it up

Opposites are different, not wrong
wizard of id
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Posted: 21st Dec 2006 19:55
Well so I played around with new settings and this is the final design...Some small tweaking required but this will be the final layout for the level.







wizard of id
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Posted: 25th Dec 2006 20:40
some new updated screenies Light mapping changed a bit from previous version because of the new lightmapper




Zdrok
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Posted: 28th Dec 2006 22:30
Very good. Keep it up, and you can end up with an 8.9/10 on Gamespot. Looks sorta XBOX360 worthy.

Keep it up, mate. 15/10 for all your work. Haven't seen the videos or the demo, though. You ever thought about uploading the videos to Youtube? I hear Youtube has an FPSC video section.

All is gone, but your heart isn't. ~AmericanInfantry
wizard of id
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Posted: 29th Dec 2006 18:58
Added some model pack 3 things.Lightmapping does need a tad more adjustment and it will be perfect....







Zdrok
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Posted: 30th Dec 2006 15:39
Well, still looks good. Although, I don't know why you want to have over-the-top perfect lighting, though. Just get it done and over with, or else you'll end up with your computer blown in half, with all the wires showing and....

OK, I'm done.

Automatic: Biological Warfare

Comin' soon, maybe in Jan./Feb. 2007!
wizard of id
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Posted: 2nd Jan 2007 19:14
Like I said I might change textures.Well I did.This should really be the last texture change.Your view on this would be great.



Nickydude
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Posted: 2nd Jan 2007 21:33
Again some outstanding screen grabs and kudos on the lighting, a fine effort.


Zdrok
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Posted: 2nd Jan 2007 21:41
Wizard of Id, you have some OUTSTANDING work there! But, uhhhh.....why are you so concerned about lightmaps? A few games don't even bother with it!

Automatic: Biological Warfare

Comin' soon, maybe in Jan./Feb. 2007!
wizard of id
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Posted: 3rd Jan 2007 05:04
Quote: "Wizard of Id, you have some OUTSTANDING work there! But, uhhhh.....why are you so concerned about lightmaps? A few games don't even bother with it!"
Better graphics makes a better overall game...Some thing has to make up for the lack of "GOOD" AI....Besides if you haven't noticed by now I am a lightmapping freak.....
wizard of id
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Posted: 3rd Jan 2007 12:32
Quick question guys with which wall/ceiling/floor texture should I go with from these screenshots.
Avenging Eagle
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Posted: 3rd Jan 2007 18:09
Reminds me of FEAR quite a bit...very nice level there Wizard of id!

Its just a pity that built game have those annoying lightmap problems.

AE

JohannesM
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Posted: 3rd Jan 2007 19:55
Everything is 10/10 but always the FPSC ai stops the perfectness. You walked past many ai npcs that did nothing. Can't blame you for it though.

wizard of id
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Posted: 4th Jan 2007 17:43
Quote: "Reminds me of FEAR quite a bit...very nice level there Wizard of id!

Its just a pity that built game have those annoying lightmap problems.

AE"


Well I don't have any problems what so ever with the latest RC 9 release(mabye one tiny problem with NPC's but you won't even notice it).The only other problem I have is when I build the game with full lightmapping I end up with no shadows so I only use soft lightmapping.
wizard of id
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Posted: 4th Jan 2007 18:34
Well slowly but surely every thing is coming back togehter.







FredP
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Posted: 4th Jan 2007 20:01
Quote: "Better graphics makes a better overall game"

Better gameplay makes a better game.
There are quite a few games with really impressive graphics that suck.
I like the pics...and you did a good job on the lighting.

wizard of id
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Posted: 4th Jan 2007 21:31
Quote: "Better gameplay makes a better game."
True But both go hand in hand.
JohannesM
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Posted: 5th Jan 2007 08:47
@ wizard of id

SCENERY GOD!!!! You are really good with the entities.

wizard of id
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Posted: 5th Jan 2007 18:55
Quote: "@ wizard of id

SCENERY GOD!!!! You are really good with the entities."
Nah I wish I was better at scenery....
wizard of id
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Posted: 7th Jan 2007 09:37
well what can I say working with two version of the level still have to see which one I will be using.
Zdrok
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Posted: 7th Jan 2007 16:54
Why're those red markers there? They're hurt zones, right?

Automatic: Biological Warfare

Comin' soon, maybe in Jan./Feb. 2007!
Avenging Eagle
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Posted: 8th Jan 2007 09:07
Wow, that's alot of lights!

Can i ask how long a test level takes to load?

AE

wizard of id
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Posted: 9th Jan 2007 18:51
Quote: "Wow, that's alot of lights!

Can i ask how long a test level takes to load?

AE"


Thanks to my dual core well within 4 mins.But lately I found the test levels to be slow, AI some how slows down the fames in the test mode but runs perfectly well during a final build...so go figure.

Well the current level has 755 light objects.Besides that every part of the level will have between 30000 and 60000 polys on screen at any given time.The might be a slight frame drop here and there but thats caused by AI once killed it jumps right back.

Quote: "Why're those red markers there? They're hurt zones, right?"
Well it's a good place to put them because if you deside to go all suicidal on me and jump off the platform you won't be stuck two level down.

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