Hey all,
Well I have been gone for a while, Holidays, new baby. So thought I take some time and share what I have gone through with FPSC so those that may just be getting into it might know what to expect. By no means are my experiences the norm for everyone. However I think the basic reasons for starting with FPSC are the same.
I started about two years ago, on a crappy hp laptop that would limit the ability to design the levels I was seeing in my head. However I pressed on for about the first year. Once I realized how much I enjoyed working with Fpsc and trying to come up with cool ideas. I upgraded to a much more powerful laptop. Which allowed me to bring the ideas in my head to fpsc reality.
My first piece of advice for someone who is first using FPSC. Get the latest upgrade. Also don't get carried away with scripting, modeling, retexturing, reanimating etc. Start off with jsut having fun getting to know what the software does, what it can do. Build a few basic levels, try a few design ideas. See how everything works together, or doesn't work together.
When I first started I had it in my head I was going to come up with the next great game. I was going to put Halo,Doom,Duke Nukem, MOH, left for dead and so on to shame. Some day they'd put my game in the video game hall of fame.
Then I realized something. I could probably make a cool playable game with FPSC. But I wasn't going to be inducted in the game maker hall of fame with it.
I jumped in with both feet downloading anything I could find and just clouding up what was really there. I had all this stuff but had no clue how to use it. I tried to learn scripting right from the begining, which didn't go well. I tried modeling from the start, that didn't go well either. It was only after about a year of not really getting anything done, that I thought lets just design a level from start to finish, then go back and add the little extras like custom scripts, custom models etc. That is when everything started to click. I started to see things in a way I hadn't before. Scripts made sense I could read a script and follow along and have a general idea of what it was telling the enginge to do. With that came editing or customizing scripts, and actually writting some that were good enough to post on the forums for others to use.
Soon after I started populating my level I started to notice that I needed some custom models to fill out my scene. In this case the level took place in an old Bio Lab. The whole level had entities placed common to what you'd see in such a setting. I needed a carboard box that had the red cross on it and the term medical supplies on it. There were a few out ther in the cyber world that others designed, but it wasn't exactly what I was looking for. So I taught myself, along with blender cookie tuts, blender and desinged the exact model I was looking for. From start to finish learning what I needed to make the model took about two days at about an hour 1/2 a day. With that came texturing and later on shaders. After a short time I was really making some good flowing levels, with several custom scripts and models that challaged you and made you think.
Which brings me to my second piece of advice: After you spend some time getting to know FPSC. Start to explore the other things like modeling scripting and the like. It's a good distraction when you hit a level design wall. It's good to step away from the level your working on and come back to it. Youll likely have fresh eyes and possibly new ideas . Spend some time checking out the finished game videos on Youtube and on the forums to get new ideas or inspiration.
My third piece of advice: spend some time on the forums, read the questions others ask and the answers they receive. You'll get quite a bit of insight from the more seasoned FPSC users. And you may jsut find things that you didn't think possible with fpsc.
And always remeber to give back to the forums. There are new people joining everyday. And those people are going to have the same questions or issues you had. So help out where you can.
My last piece of advice

on't take yourself too seriously, your not under a deadline from EA, or Ubisoft. This is supposed to be fun, not a pressure packed someone over your shoulder game design firm. Its software, not a game design test. Yournot going to get fired if you don't finish your game in time.
Fpsc can become all consuming. As Black Fox will attest you'll find yourself going about your everyday life and think to yourself hey my broom closet would be a good place for a med pack, or wonder if the automated doors at the super market were opened by a trigger zone. I worked on a script once so hard that I would close my eyes at night and see script lines. Or Id find myself thinking in scripting terms. :state=1,plrbladder=full:Etimerstart,plrsound=$0
:state=1,etimer=200,plrbladder=empty:state=4
It seems funny but if you get into enough you'll find yourself doing it too.
Well thats all I can think of at the moment. Just writting that made me want to bust out the Laptop and get to designing. It's like Crack.
If anyone wants to add their input, please do.
Have fun.