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FPSC Classic Product Chat / what is considered a large map

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gorba flamingo
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Posted: 23rd Nov 2008 06:21 Edited at: 23rd Nov 2008 06:25
heres somthing for you all to chew on

What is considered to be a large, medium or small map size in fpsc?
How big are the maps you make in fpsc?
How long should a map take to complete in the final game? 10-15 mins? what size?
AND
how much detail do you put into ur maps?

below are two screens, one of my maps size and the other is the detail.

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gorba flamingo
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Posted: 23rd Nov 2008 06:22 Edited at: 23rd Nov 2008 06:25
and the detail

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Game Maker
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Posted: 23rd Nov 2008 06:51
Please post .jpg, not .JPG... Lol, confusing, isn't it?
gorba flamingo
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Posted: 23rd Nov 2008 08:27
whats wrong with how they are? it says you can view em.

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Zay333
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Posted: 23rd Nov 2008 16:00
I like your level design,very life-like...
To answer your thread,that map is kinda medium size in comparison whit the one I'm working on.Oh...and it's good if a level/map is 10 min long atleast.
SamHH
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Posted: 23rd Nov 2008 16:12 Edited at: 23rd Nov 2008 16:23
I think it all depends on your game, if you have a series of short enemy intensive levels the game will feel much shorter but a lot of fun, an exploration level with scares or cool puzzles can be a lot of fun too. Detail really makes the difference though, rooms and hallways without any scenery or props are going to give the player a boring and confusing experience. I don't think it matters how long each level takes to complete, but! It is important to make sure the level play time is longer than the load time. A 20 level game where you spend 5 minutes waiting for each load screen is going to get annoying.

Oh, and what are those arrow things? next to the trigger zones?


Avenging Eagle
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Posted: 23rd Nov 2008 16:38
It does depend on your game. Corridor shooters have the advantage that they don't need to be that big to be convincing. If you wanted an outdoor level, think of all the scenary you would have to put in. Also, it is unlikely you would be able to utilise many of FPSC's 20 layers.

In terms of length, I think approximately 10 minutes is a good minimum length. I don't think Half Life 2 levels are much longer. Also, eye-candy will slow down players while the take a look at your handy-work, that's why it takes me longer than the average player to complete a game, because I like to marvel.

Quote: "Oh, and what are those arrow things? next to the trigger zones?"


Benge's animated sprites. Judging by the placement, next to a window, they are probably light rays.

AE

JRH
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Posted: 23rd Nov 2008 19:02
Remember,
this is FPSC so a map 3x3x1 can be considered large and laggy.

I'm a mac, on boot camp!
gorba flamingo
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Posted: 24th Nov 2008 04:48
lol
yes, they are light rays
very interesting thanks for the imput

one thing though ( this isnt the place but
the site said it was made in fpsc x10, what are your opinions? the sky looks familiar but thats about it!

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Zdrok
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Posted: 24th Nov 2008 22:15
Quote: "this is FPSC so a map 3x3x1 can be considered large and laggy."


My map for the first level of Automatic is more than three times that size but on different levels and broken up. If I put it in a straight line, it'd lag.

Use multiple levels and rooms, that way it won't lag as much.
piXX3D
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Posted: 24th Nov 2008 22:21 Edited at: 24th Nov 2008 22:23
Quote: "one thing though ( this isnt the place but
the site said it was made in fpsc x10, what are your opinions? the sky looks familiar but thats about it!"


As far as I know x10 doesn't use Ageia Physics, as the logo in the bottom corner describes! It could've been made in x10 but I doubt it, the graphics look too custom if you get me (i.e. the gun n everything). But meh, who knows. I have my doubts, especially with that whole light reflection thing on the camera...

An important aspect is, yes, loading times. If your level (which seems huuuggggeee but verry awesome!) takes ages to load, then the player will be bored and annoyed, although the level is very big and sure looks cool. How long are the built game loading times for you?
gorba flamingo
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Posted: 25th Nov 2008 01:45 Edited at: 25th Nov 2008 01:45
ahh yes
my laptop specs
Nvidia Gefroce GO 7600 (lol) 512 RAM
Intel Centrino duo wuth 2GB RAM
Vista Premium
Blah Blah BLAH lol

and the loading time is 1 - 2 minutes so it takes a little while im sure that if i didnt have aero and other apps running it would be much faster.

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TZap
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Posted: 25th Nov 2008 22:47
I personally prefer lots of short levels. It makes the player feel he is making progression. Also it's better for the game engine as well!
Paul112
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Posted: 26th Nov 2008 00:02
Your level design looks good. Level's can be aslong as you want obviously, but 5-10 minutes of action (not just walking) in a level seems good for me. Plently of detail aswell, 5-10 minutes is relatively short, but if it has some really memorable decorations you're set.

Size wise, I like levels to be compact, overlapping each other, but at the same time the first level of my game is like that and still takes up most of the map. Keeping lag to minimum is of the upmost importance.

And no, that game wasn't made in FPSCX10. I think it's some sort of technical demo for Ageia PhysX.

Best,
Paul

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