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FPSC Classic Product Chat / Smallest FPS Maps

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Ched80
15
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 21st Apr 2011 13:46 Edited at: 22nd Apr 2011 11:05
Hi,

Because my system is so poor and trying to create any decent sized map in FPSC causes my machine to physically sweat; I tend to try and make my maps as small as possible.

I was wondering, therefore, what are the smallest maps other people have made for their games and what they did to make the small level interesting and fun.

I'm current working on a level that is 6W,9L,2H and I've added interest because the level floods and the player has to solve a puzzle to escape drowning. Overall the level takes 2-3mins to complete.



Post a pic or an *.fpm if you can, otherwise a description would be good.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Anigma
15
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Joined: 25th Mar 2011
Location:
Posted: 21st Apr 2011 16:33
My machine chokes on FPSC stuff too, so I feel your pain. My future son-in-law showed me a site where I can get a state of the art gaming machine (or rather, the parts to build one) for around $700. SOOOO tempting... darn him, he'd better build me one if he wants me to pay for his wedding to my daughter in a couple years.

But I digress.. I try to keep the rooms small and only use dynamic entities when *absolutely* necessary - most of my scenery is static, including lights.

You can have many rooms and not impact performance too much if you use trigger zones to spawn your entities as you go, then remove them when killed rather than have them all up and running at once, and laying around dead all over the map afterwards. I also go into the setup.fpi on my final builds and turn off post processing since bloom tends to look like crap on my machine anyway, and isn't worth the performance hit I take whenever it's on.

It compiled! Ship it!
97k
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Joined: 24th Jan 2011
Location:
Posted: 1st May 2011 06:42
Hello Ched80.
Nice idea for a level, I tried the same on Little Big Planet 2
But, I know what is going to lag that level out.
My computer runs a standard level at roughly 28 FPS. But the moment even a 5 foot pool of fluid,(water) enters the level, my machine goes down to 3-5 FPS. Its dissapointing, so if your computer cant run big levels, I dont think it would run water.
PS. Have you tested the level with water yet?
Just trying to help!
Good Luck
Ched80
15
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 1st May 2011 12:44
Hey 97k,
Yeah I tested the level and found what you report - water kills the frame rate, even on the tiniest of maps on my machine.

So i think i'll have to design my levels without water.

Originally I was going to use water as the antagonist in my game, i.e. the player had to solve a puzzle to escape each level before the player drowned. I think I'll have to change it to poison gas or something and mabe use decals? I'll see how decals effect my frame rate.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
uman
Retired Moderator
21
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Joined: 22nd Oct 2004
Location: UK
Posted: 2nd May 2011 03:49
Quote: "physically sweat"


I like that description. FPSC has been threatening to blow my cpu, video card and fan for years. My fan goes bananas constantly when FPSC is running and my Video card overheats. Some bits have gone and been replaced with more powerful but its nothing like enough for FPSC. Not sure what is as I dont have it.

Clever use of level design and puzzles as suggested can prolong gameplay and one option is to make a game repeat play utilising respawning and alike. Effectively a game than never ends. If you want to keep speed up best you can make something without or with just one actual Shooting AI enemy which respawns, as they kill frame rates quickly.



250 seamless textures : http://www.umedia.co.uk
Ched80
15
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 2nd May 2011 19:05
cheers uman,
I like the respawning idea, similar to what they do in borderlands, but I find the spawn controls in FPSC too limited.
I'm trying to go for no shooting enemies in my current levels and use some other element to add jeopardy/danger.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Ched80
15
Years of Service
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 5th May 2011 13:59
Have decided to make a challenge out of this.

Going to limit every level in my current game to a maximum of 10x10x10.

Got a few levels down to 5x5x5, but these are just introductory.

I'll post a WIP when I've got about 4 levels done as I'd like to hear the C².

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

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