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FPSC Classic Product Chat / Excellent Product..Easier than UnrealEd

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Hazmat Breath
18
Years of Service
User Offline
Joined: 22nd Nov 2006
Location: Virginia, USA
Posted: 22nd Nov 2006 15:21
I am a newbie with this software.

This is an excellent platform; way way easier than UnrealEd. I've been using UnrealEd since it's first public release in 1998. I used to design maps for Tactical Ops. It was a pain using UnrealEd. No need to carve out objects with this software. Just pick a segment and paint the grid editor, it's that easy. FPSC needs to improve on it's lighting features though. Not sure if you can create lens flare. Other than that, the game is very user-friendly and the scripting is top-notch. It's all in the manual!

For new mappers, best way to start mapping is to think of an objective. What do you want players to accomplish in the game? Next is to write a story/plot. Draft your maps on paper. Levels should flow smoothly. And finally...Test the map. The way I test maps is to drag my character along the walls and see if there are any clipping or collision problems (well...this is what I did for UnrealEd).

Hope this helps!
Doggy
18
Years of Service
User Offline
Joined: 9th Dec 2005
Location:
Posted: 22nd Nov 2006 17:58
Well, the main difference between these two program is that other is a map-maker, other a program that allows to create intependent games as fast as possible.
I'm not that familiar with UnrealEd, but I know that you don't have to "carve" objects with it, most game makers simply model a separate 3D model of a object, then import it to the map (some even model such things as buildings and then simply import them).

And welcome to the forum!
MK83
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 23rd Nov 2006 05:33
welcome to the forums.


http://www.mk83productions.com http://www.freewebs.com/mk83
Silent Thunder
18
Years of Service
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Joined: 6th Feb 2006
Location: The Ship
Posted: 23rd Nov 2006 06:41
welcome to the forums.



SpyDaniel
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: United Kingdom
Posted: 23rd Nov 2006 13:09
FPSC is not what I would use, if I had another program which had an editor like radiant, where you drag out brush work to build the level and where you face select the brushes to add textures.

FPSC is easy, but limiting if you want to build out of the editor like you can in others.

bdgbdg
18
Years of Service
User Offline
Joined: 30th Jul 2006
Location:
Posted: 23rd Nov 2006 18:34
I used to work with XIIEditor, which used the Unreal Engine and it was a real pain, but still fun, surprinsingly...

But FPSC is a lot better...

Project FPS - 71%
Hazmat Breath
18
Years of Service
User Offline
Joined: 22nd Nov 2006
Location: Virginia, USA
Posted: 23rd Nov 2006 20:25
Yes I used the XIIIEditor Cel-animation too. A bit buggy and yes it was a real pain. LOL! UnrealEd is a complex platform and it ate tons of CPU cycles too. It took me months to figure out how to do curved corners and vertex editing. The script wasn't all that bad. The bot script was a pain though and the waypoint commands. All in all, a great platform if you want to be a career mapmaker. I'm thinking about converting some of my UT maps into FPSC just to gain some confidence level with FPSC. Practice practice practice.

Uh huh...thank you very much..

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