Quote: "Well, it could be
Print "Hello world"
40 000 times "
Ha ha
Quote: "I wrote over 20,000 lines of code for RPG EdMod. It took me about a year working on it by myself (part-time). There is now around 60,000 lines of code for FPSC. I think Lee wrote about 40,000 (maybe almost 50,000) lines of code himself but I'm not sure if he had help in the early days."
Wow, that sounds like a big headache
Quote: "I know Bill Gates personally from the 60's and early 70's. "
Aww, lucky!
Quote: "Yes, I turned my basement into a office. Lol.
I have people volenteering for me. Atleast 12 of them. About 8 I physicaly know and the others are from the forums."
Interesting!
Quote: "...and 3 zombies with scripts that don't even work! (Need some repair, Either that or i'm not setting it up correctly.)"
Well, post them in the scripts board! Most of us are here to help fellow devs. Unless you want to keep the scripts private or the maker of the script doesn't want them made public, post them! I love scripting, I'd be happy to help
Quote: "Whats making me feel hopeless - I feel hopeless because I have to finish too much with no actual technical help from my team except for my 2 scripters and 1 modeler! I also only get level help from my CEO, and he just started this like 1 month ago. The rest are just level designers. See what I mean here?"
Okay, so what do the other 9 guys do?

If most of these guys are level designers, why do you have to do all nine maps ? They work for you, right? There's this little thing called project management (PM) in the real world - it's
leading (not bossing around) a team and delegating appropriate amounts of work to team members based on budget, time constraints, and the amount of quality the job requires. I don't think that's the best definition in the world, but I don't think it's too shabby either.
So, if they all do good work and have the time, give each of them 1 map to do (that is, if they are all level designers and aren't just critics looking over your work). In the mean time, you'll manage everything, try to fix the scripts (with a little help from the community!

), and
update and fix your website. There, you have just eased your work load, while showing the rest of your team that you aren't just shoving work off to them so you can be lazy. And boom! If all goes well, your project is done!
The success of this, ofcourse, depends on group dynamics, time schedules, etc. But if you're nice and actually help them out, it could work
Furthermore, if you already have a demo that people actually like (an accomplishment for an FPSC game

), why would you want to quit and dissappoint everyone? Also, try to upload your game to a file sharing site; it'll allow you to distribute your game for free - all someone needs is a good internet connection.
Let us know what happens
Captain Coder
As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.