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FPSC Classic Product Chat / Level needs testing!

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unbound
14
Years of Service
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Joined: 29th May 2012
Location: Australia
Posted: 1st Apr 2013 13:03
I need this level to be tested. If anyone wants to test here is the download for the level:

https://www.dropbox.com/s/vy08k9wj0ejdlj3/FPSCLevelTest.7z

I would like to know peoples average FPS (Stable, Unstable, Etc) as well as ways to improve it's design.

Current Optimizations: VERY optimized TF341 Solider scripts, Soldiers spawned in Trigger Zones.

Current Bugs: Rare deaths at start of level.

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Corno_1
15
Years of Service
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Joined: 3rd Nov 2010
Location:
Posted: 1st Apr 2013 18:19
Quote: "Current Bugs: Rare deaths at start of level."

I see this, so I can“t win your game.

For me it is stable, I have 80 FPS, so there is a lot of place to add something.

You should add some pipes. Just search for it. There are a lot in this forum


yrkoon
22
Years of Service
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Joined: 14th Jan 2004
Location:
Posted: 1st Apr 2013 21:43
Personally, I am no friend of "illogical" dimly lit Levels; industrial and - I think - military complexes are simply never fitted that meagerly with insufficient lighting for everyday illumination like in your levels (but you share that with a lot of other level makers).
Maybe, better try to invoke the impression that standard illumination in is at fault, and the light is coming from emergency lights.

BTW: What are those flower pots doing in your dimly lit levels ?

Other than that, it played very well and fluently, I had to try 6 or 7 times to complete it (so, it felt interesting enough to do that). I did not experience any unexplainable deaths at start.

Sometimes at the start, it told me to pick up ammo before to pick up the weapon, but that was no problem at all.

Occasionally, after an enemy had died, pressing "w" fired my weapon instead of moving me forward.

Playing the level reminded me VERY MUCH of playing "DOOM" (way back in time), especially the elevator sequence. Good.

The intelligent behaviour of activated enemies is fine, but that of enemies clearly visible (and shootable) at the end of long halls is not.

Why there are explodable oil drums scattered around in such a place is also beyond me, but, again, you share that secret with other level makers, especially those of DOOM.

There should really be more inventory items, but not necessarily more pipes. Again, try to let the complex make sense to your players.

Overall, I guess, former Doom players may be attracted much by your game. Please also supply a story why we are there and supposed to kill the enemy.

Lives of great men all remind us we may make our lives sublime
unbound
14
Years of Service
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Joined: 29th May 2012
Location: Australia
Posted: 2nd Apr 2013 08:48 Edited at: 2nd Apr 2013 08:50
Thanks for the feedback! I have not seen the W to fire bug yet though. I'll add in some more trimmings.

The levels are not supposed to be so dark, I forgot to set the ambiance to the brightness in the testgame.

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yrkoon
22
Years of Service
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Joined: 14th Jan 2004
Location:
Posted: 2nd Apr 2013 21:29
Don't get me wrong, the current darkness seems like ok to me,
sometimes the fact that I was attacked from nearby out of the darkman's made me jump

Only the fact that it looks as if this was regularly lit because all lamps are on feels wrong.

If only every fifth lamp (or so) were in working order, the lighting would look consistent to that.

But since lights don't fail in 4-and-1-groups (unless shot out by a manically pedantic person), I thought of emergency lights, but that is just my idea, and it might not be consistent with what you have in mind.

Lives of great men all remind us we may make our lives sublime

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