Quote: "You see, I reckon that this is why TGC made X10: because, quite frankly (and everyone will agree with me) FPS Creator X9 is completely and utterly worthless at creating games worth playing."
Maybe I'm cynical because I've been around a few years, but no, you're dead wrong. Seriously, FPSC is an engine. Find me an engine, ANY game engine, with fewer bugs than FPSC. I dare you. I double-dog dare you. Torque, Unreal, Quake... they all have bugs. And do you really think there aren't any FPSC games that have been made that are worth playing? I'd bet BOTB developers would resent that. I know I would if I won that title. And seeing as how I'm currently developing a major project in FPSC, one that I plan to sell commercially by the way, I resent that remark as well. But then FPSC isn't just a drag and drop editor for me, I'm working my butt off altering the source code, adding custom models, the works. That's what you'd end up doing with any other engine on the planet as well, by the way. The cool thing about FPSC, they give you models to work with, with available model packs for purchase, and package everything for easy use and implementation. I defy you to name a single other engine that does that. Seriously, FPSC is awesome.
I don't regular these boards, I'm a Geek Culture and Game Design Theory dweller, so pardon my ignorance here... but have you ever made a full game? Not a level or two, but a full game, with, I dunno, 5+ levels and some sort of plot. I don't want this to come across as rude as it's likely to sound, it's a real question though. I don't think you can honestly respect FPSC for all its worth until you've seen how much work it takes to make a full game with source code you've written yourself. It's easy to bash an engine for having a few bugs, but I'll tell you this: If you can make a game with fewer bugs than FPSC (not an engine, just a game) while keeping other projects fully updated, and still making new projects, I'll eat my Pumas.
Sorry, not singling you out or anything... it just really annoys me when everyone is so critical of FPSC without understanding how much work is involved here, and without knowing anything about other game engines either... there's no such thing as a perfect game engine, but FPSC is as close as you can get without dishing out thousands of dollars.
EDIT: PS, at MISoft we've already worked out how to adjust terrain from playing with the source code, you'll see a game using that down the road from us