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FPSC Classic Work In Progress / [x10] The Compound

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ThoughtWire Software
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Posted: 14th Feb 2011 21:06 Edited at: 26th Feb 2011 14:08


Developer:

ThoughtWire Software


Description:

Set within a long abandoned Wehrmacht storage facility, 4 players are set about to fight each other in both open and enclosed environments. This is my first publicly announced project in FPSC; I don't expect (nor want) you to go easy on it. If anything looks terrible, tell me.


Back-Story: (in a Nutshell)

After the defeat of Nazi Germany at the hands of the allied nations; a vast warehouse of weaponry and ammunition was evacuated and deserted. In 2034, the factory is discovered by organised criminals. Instead of looting the facility, the leader of the criminals demands it be instead kept as it is. He then steals away those who oppose him and those who anger him; locking them into the faciltiy to fight for their lives. You play as one of these doomed men. Your goal: Murder the opposition. Your prize: Freedom.


Beta Versions to Date:


Lag & Aesthetic Betas:

The Compound - V 0.1 - http://www.megaupload.com/?d=9Y87B6B9

The Compound - V 0.2 - http://www.megaupload.com/?d=43EWBP4J - [FAULTY]

The Compound - V 0.3 - http://www.megaupload.com/?d=IB8KG7GE


[center]V 0.1 Details[center]
[center]This is the main map (in singleplayer). When playing through it, please tell me about any of the following things: Areas with lag (with screenshot preferably), in-correctly placed entities (e.g. a pipe which ends before it reaches the wall). After I have revived sufficient feedback, I will post a secondary 'Lag & Aesthetic Beta.' The process will then repeat until the map is running smooth and has no odd entities etc. Work will then begin on weapon placement etc. Soon after which a multiplayer version of the beta will be released!


Screenshots:






Additional Credits:

PW Productions (sci-fi segments/pipes/other entities)


Thanks for reading!


ThoughtWire Software -

www.thoughtwire.co.uk
Dark Frager
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Posted: 14th Feb 2011 21:38
Looks good, I like the textures, D/L' ing the beta right now.

If you can see the enemy, they can see you.
Windows 7 Home Premium 64-Bit, Intel Core i5 2.27ghz, nVIDIA GTX 260M 1GB, 4GB DDR3 RAM, DirectX 11
Darkline - Coming 2011
ThoughtWire Software
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Posted: 14th Feb 2011 21:45 Edited at: 14th Feb 2011 21:45
@Dark Frager The segment textures (and segments themselves) are in PW Productions's 2nd sci-fi grunge pack!

www.thoughtwire.co.uk
Dark Frager
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Posted: 14th Feb 2011 21:58
I played it and it ran about 60-250 FPS most of the time. It was high quality however the environments were samey and got boring after a while.

If you can see the enemy, they can see you.
Windows 7 Home Premium 64-Bit, Intel Core i5 2.27ghz, nVIDIA GTX 260M 1GB, 4GB DDR3 RAM, DirectX 11
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ThoughtWire Software
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Posted: 14th Feb 2011 22:02
@ Dark Frager I was worried about that. I have a modeller making some additional things so hopefully it won't be 'samey' for long!

TY for comments. I'm going to go get some sleep now!

P.S. It is nice to know that the whole thing plays at a high frame-rate!

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 14th Feb 2011 22:21
Yeah hopefully I'll have some more geometry for it soon
Ed at Thoughtwire Software
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Posted: 15th Feb 2011 10:17
I've a table as a generic object Textured and UV-mapped working on some more objects for it hopefully it will have a lot more objects by the end of the week
- Ed

www.thoughtwire.co.uk
3ds Max 2011 - Modelling - lighting - Texturing
Nigezu
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Posted: 15th Feb 2011 14:16
The level runs smoothly. Nice 300-600 frames per second on my system, but there was occasional drops to around 150, so there's nothing to worry about. As said before, the level is very repetitive, and it makes it hard to navigate. If you used different segments in different areas, it would be much easier for players to locate where they are.
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Posted: 15th Feb 2011 16:24 Edited at: 17th Feb 2011 16:43
Update Post 2:


Replies

@ Nigezu Good to hear about the frame-rate, the drops are nothing to worry about. As for the repetition I have a solution, I will go into more depth later in the post.


@ Ed at ThoughtWire Software Good to know, will import later today whenever you get the chance to email me it.


Repetition Solution?

There is two things I would like to do in an attempt to solve this issue: My first solution would be to create a parralell area to what exists of the map so far, created with brighter segments (mabye based in the compound's offices and cafeteria). This may, however, make the map too large. Especialy for only 4 players. My second idea is based on the responses I have recieved. This is simply to play with existing segments to make rooms more memorable, mabye adding different variaties of entites to certain rooms etc. Post your responses and I will make an informed decison; the sooner I get these responses, the sooner V 0.2 can come out and the multiplayer beta will be closer to being released (if responses come soon!)


ThoughtWire Software -


www.thoughtwire.co.uk
Nigezu
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Posted: 15th Feb 2011 17:48
Quote: "maybe adding different variaties of entites to certain rooms etc."


This is a supportable idea! You could have one room full of barrels and another filled with boxes.
ThoughtWire Software
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Posted: 15th Feb 2011 18:58
Quote: "This is a supportable idea! You could have one room full of barrels and another filled with boxes."



@ Nigezu No, lol, not quite... (Made me laugh though.)

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 15th Feb 2011 20:26
Tested my exporter, works better than the commercial version!

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Posted: 21st Feb 2011 21:35 Edited at: 22nd Feb 2011 13:25
Update Post 3:

New Screenshots:
This screenshot is of a new outdoor area being designed. This is (in relation to feedback from Nigezu and Dark Fragger) a way of giving players a reference when navigating the map by making memorable areas. The lighting in the image is not the final lighting, it was merely placed for the early aesthetic testing of the area.



@ Ed at ThoughtWire Software Good to hear! But, as we've discussed via steam, I have had issues with making them FPSC ready.

FPSC Ready Models
As mentioned above, I am having trouble making models FPSC ready. I have found many variants of model creation software on the forums that could help me (if I was using FPSC x9) however all of them have not been compatible with FPSC x10. If anyone reading can tell me how I could make the models FPSC ready it would be greatly appreciated.

For those it may concern, the model I am trying to make FPSC ready is a .x file with a .tga texture file. The files are attached in a winrar file if anyone wants them.

Thank you for reading

ThoughtWire Software -


www.thoughtwire.co.uk

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Dark Frager
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Posted: 21st Feb 2011 23:34
I looked at your files and they are all good however you are missing a .fpe file. This file basically is a entity preferences thing like you would right click on the entity in the editor, except you need it in your entity's files.

How do you make an .fpe file?
Easy, look at examples of other .fpe files and you should get the basics.
That's all there is to it, I guess.


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anayar
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Posted: 22nd Feb 2011 00:08
Here is the table FPSC X9 ready... I dont have X10, therefore dont know how it works

Screeny:


Hope this helped...

Cheers,
Anayar


For KeithC

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ThoughtWire Software
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Posted: 22nd Feb 2011 13:21 Edited at: 22nd Feb 2011 13:37
[center]Update Post 4:

Replies:
@ anayar Thanks very much! Greatly appreciated. Will post screenshot later in this post.

@ Dark Frager Thanks also! This should help when making new models.

New Screenshots:
The new screenshots show a slightly more complete outdoor loading bay area; as well as the new table in FPSC x10. Almost ready for the Lag & Aesthetic Beta - V 0.2.

First I'll show you the table in FPSC x10, with additional entities on top to give an idea of how it will fit in a populated scene. (This isn't an in game screenshot for The Compound, it is a test screen for the entity only.)



This is a more complete version of the outdoor area. I am currently working on reducing lag in this area.



New Title Graphic:
In the first post, I have added the new title graphic. It isn't much but it is much better than it was before. If there is something you don't like about it please tell me and I will attempt to make it better. Here it is:



Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
3Bit
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Posted: 22nd Feb 2011 16:08
Looks really good actually, can't wait to see how it turns out.

3Bit
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Posted: 22nd Feb 2011 21:04 Edited at: 22nd Feb 2011 21:05
[center]Update Post 5:

Replies:

@ 3Bit Good to hear!

New Area (Screenshots):
Another area is being created, it uses brighter segments and a different set of entities to provide players with another point of reference whilst playing. It is set out like a map/radio room. The inspiration for this room was taken whist creating the display screenshot for the new table.

Here is the first screenshot:



The second one:



Additional Models Being Made:
More custom models are being created; big thanks to Ed at ThoughtWire Software for that! Will post screenshots when done.

Final Pieces (V 0.2):
V 0.2 (a Lag & Aesthetic beta) is almost ready to be built. As with the last one; when you download it comment on any imperfections with entity placement, lighting faults, areas with lag (screenshot if necessary) as well anything you just plain don't like about it.

Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 22nd Feb 2011 21:08
Looking good so far, Nice to see my tables are being used!

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Wolf
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Posted: 22nd Feb 2011 21:11
Interesting! I've never been a fan of arena/gladiator type games but this one seems promising.

Looking good, especially for an X10 game



-Wolf

God Helps the Beast in Me!
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Posted: 22nd Feb 2011 23:01 Edited at: 23rd Feb 2011 17:36
[center]Update Post 6:

Replies:

@ Ed at ThoughtWire Software Thanks! And also, the tables work very well. Thanks again.

@ Wolf You know what, I also never really liked arena/gladiator style games. So what possessed me to create one I will never know. Also, thanks for the compliment, it means alot to hear it from a BotB developer such as yourself.

That is it for today:
This is going to be my last post today as I have done too much work and want to relax and watch TV.

For those it may interest (level design):
If you were wondering "Well golly wizz! I do ponder as to what level design The Compound uses?" Then today is your lucky day. It is based on a design idea I developed which I call 'The Figure 8'. This type of level design allows two combat engaged players a route of escape (or a path to another player). This screenshot shows it being used in The Compound:



If anyone is wondering as to why I am telling you my ideas to level design, it is because (for me) part of the fun in developing ideas is seeing whether other people like them or not and if - and how - they use it. In a later post I may feel obliged to tell you more of my level design ideas, but for now just the one will do nicely.

The Canteen (screenshot):
Here is another screenshot from The Compound. It is a canteen. Notice the stock sci-fi chair re-skin. Comment and criticism is welcomed warmly as always!



A close up of the chair re-skin:



Thanks for reading!

ThoughtWire Software -

www.thoughtwire.co.uk
Dark Frager
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Posted: 22nd Feb 2011 23:03
Looks good so far!


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General Jackson
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Posted: 22nd Feb 2011 23:21
Really nice level design idea. I have a question for you.
Is that so the player can have two different routes to win the game?
Also, can I use your design idea?


-GJ

I am Southern, and I love Grits. Feel free to ask me what grits are if your a yankee
ThoughtWire Software
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Posted: 23rd Feb 2011 14:09 Edited at: 23rd Feb 2011 16:02
[center]Update Post 7:

Replies:

Dark Frager Thanks, it's always nice to hear.

General Jackson Feel free to use my level design idea! I am always interested to see how other people utilize my ideas. Also, the overall point is to allow a player trapped a fire-fight the ability to escape. It also allows a cunning player to use it to their advantage for means of trapping an escaping player. It helps add pace and strategy to an otherwise shot and simple game. Although; if you are making a single-player game there is a modified version of this level design type that I have developed to enhance a single-player game and increase it's replay value. All in all, if you are making a single-player game I will give you a slightly different level-design to use. If you are making a multi-player game use the method above. Hope this helps your game!

Well, I'm up early:
For reasons I shall not delve into, I am wake early. So, I'll do a nice little early morning update for anyone to read now or later.

Level Design Guide:
How would you guys feel about me, rather than every once in a while posting some level design ideas etc, writing up a full downloadable guide and posting it here on the forums for you to download and look at at any-time. Or would you just prefer for me to give you info in little snippets. Reply with your responses.



V 0.2 is complete and available for download (see first post). However, this version is very laggy. I am going to have to re-arrange part of the map. Don't fret though; V 0.3 will be better. This issue, however, may only exist on my PC (for reasons I don't understand). This is why I have released V 0.2. If the game crashes/lags post a screenshot and how severe it was. This version (like V 0.1) is still single-player. Hopefully after V 0.3 the map will perform well enough to begin focusing on weapon placement (the weapon placement in this map will follow a level design strategy I call 'reverse requirement') and player spawning etc. This version as of yet still doesn't have custom menus and loading screens. This will be included in the first multi-player beta.

No Screenshots Today!
Sorry, however with the beta V 0.2 being released, there is currently no need for screenshots. More screenshots will be in the next post.

Thanks for reading!

www.thoughtwire.co.uk
The Storyteller 01
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Posted: 23rd Feb 2011 18:11
I tried to play Beta02 but the game randomly crashed after 20-30 seconds until I gave up. Sorry

In case you find my grammar and spelling weird ---> native German speaker ^^
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Posted: 23rd Feb 2011 18:33
[center]Update Post 8:

Replies:

@ The Storyteller 01 Well, I don't blame you for giving up! It was a failure of a beta. It wasn't performing well on my PC but I suppose it was better of me to post it and see other people's results before branding it: AWFUL. But I can now make swift progress thanks to this beta so I suppose it wasn't completely useless.

The Failure of Beta V 0.2
There is rarely a case of success without first having failure. An example of this is beta V 0.2. However, this is what betas are for. And so, I am 'trimming' the levels to ensure playability and re-arranging lighting as well as entity placement. Hopefully V 0.3 will be playable. Due to it's epic failure, the beta V 0.2 link has been branded: FAULTY (see first post).

Screenshots:
Here are some more screenshots of the Canteen. It is all I have to show at the moment; but if you hang on for a while I'll have some new places to show you guys!

The Canteen screen one:



The Canteen screen two:



Hopefully V 0.3 will be good!

ThoughtWire Software -

www.thoughtwire.co.uk
The Storyteller 01
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Posted: 23rd Feb 2011 19:08 Edited at: 23rd Feb 2011 19:09
I really appreciate your continous effort to produce a decent playable level!

To test it the hard way (and to add a little fun to try the level out) you could risk to add 3 hostile NPCs

In case you find my grammar and spelling weird ---> native German speaker ^^
ThoughtWire Software
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Posted: 23rd Feb 2011 19:19 Edited at: 23rd Feb 2011 22:41
@ The Storyteller 01 Oh don't worry, I will be doing that But for now I must see to it that I fix the problem at hand. If I am happy that there is no major lag in v 0.3 I will add some NPCs for the fun of it! I will also be doing extensive testing myself to make sure all areas in the map can handle groups of people. But I'll go into more detail after the release of V 0.3.

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Posted: 24th Feb 2011 00:24 Edited at: 24th Feb 2011 00:50
[center]Update Post 9:

Rendering Too Many Polygons:
Well, I'm currently working on finding a way of reducing lag. The reason the map freezes at points is because (for some reason) at certain points in the map it is rendering far more than it should be. The question I need answering is: Will door segments act as area-portals from room to room. Because at the moment I have avoided using door segments as to allow the player quick access to other rooms. I'm testing this out anyway but some replies on this topic would be helpful.

A Bigger Canteen:
It seems all of my screen-shots at the moment are of canteens! Anyway, this is a larger canteen I have made to separate the dense warehouses of one side of the map. Enjoy it; even though it is a bit too bright at the moment!



Will post results tomorrow!

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 24th Feb 2011 11:44
@Thoughtwire Software
I think the lighting is slightly too intense on that screenshot, try turning it down a little

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Dark Frager
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Posted: 24th Feb 2011 12:15
@Thoughtwire Software

Generally in my opinion using doors would block off excess polygons from view, however then again, using a high poly door could mean not using a door could be better.

Hope this helped.


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Ed at Thoughtwire Software
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Posted: 24th Feb 2011 13:48
@Thoughtwire Software
@Dark Frager


Yeah, I could make a UV mapped low poly door to create some segments if need be.

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Posted: 24th Feb 2011 17:36
[center]Update Post 10:

Replies:

@ Dark Frager Doors are working well at stopping un-necessary rendering. Only two areas in the map left to sort lag wise; then I can start working on NPC tests and releasing V 0.3 for public testing.

New Models:
Big thanks to team member: Ed at ThoughtWire Software for making two new models for me! Just imported them and made some screenshots. We are also currently working on a few models to try and get submitted in the TGC store. Here you go guys:

Pipe (only one texture is shown):



And here is a shelf/bookshelf:



That is all for now!

ThoughtWire Software -

www.thoughtwire.co.uk
JaredxD
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Posted: 25th Feb 2011 12:14
Looking good

Keep it up, and I hope this will turn into something great!

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Posted: 25th Feb 2011 15:59 Edited at: 25th Feb 2011 15:59
[center]Update Post 11:

Replies:

@ JaredxD Thanks! I hope it will be great too.

Almost There:
Only one more room left in the map to optimise then I can start building it ready for V 0.3! I've also been doing enemy testing in some of the areas in the map. No issues with lag on that front (only the AI processing was an issue but that won't apply whilst playing online). All in all; progress is very smooth!

Another Entity!
Ed at ThoughtWire Software has been busy! He has created an FPSC version of a Euromatic 405 D-1 television. Examples of them can be found at this site: http://www.zilionis.lt/history/krg/imtuvai/silelis-405d1.htm

Here it is in FPSC:



Doors...
There are a few doors that the player will encounter whilst playing. Some are fake, some are working. In order to allow the player to distinguish which doors are which; all usable doors will have a yellow light above them like so:



Shipping Office
The outdoor area has (sadly) had to be removed to prevent crashing. It has however been replaced with a shipping office. It is also the room where the player can find a Mas36. Here is a screenshot of it:



New HUD:

Currently working on re-vamping the HUD to suit the game! I won't post screenshots so you can see it for yourself in V 0.3 (coming very soon).

That is all folks!

ThoughtWire Software -

www.thoughtwire.co.uk
Ed at Thoughtwire Software
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Posted: 25th Feb 2011 16:26
Modeled a microwave now as well

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Dark Frager
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Posted: 25th Feb 2011 22:27
Cool, can't wait to the play V0.3


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ThoughtWire Software
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Posted: 25th Feb 2011 22:36 Edited at: 25th Feb 2011 22:52
[center]Update Post 12:

Replies:

@ Ed at ThoughtWire Software Imported... ...tested... ...working!

@ Dark Frager Well here it is!



It is here!

It took a little while but V 0.3 has been completed! The download has been added to the first post; enjoy. And remember, like with all the other 'Lag & Aesthetic Betas' post if you get any lag and I will go about fixing it! Also post if anything is placed wrong or looks awful. Locations in the map: 1 Canteen, 3 Warehouses, 1 Shipping Office, 2 Multi-Function Rooms, Many Corridors etc. Also, this build includes the weapons available in this game. These weapons are as follows: MP40, Colt 45 and the Mas36. I chose these 3 weapons because it provides the player with a weapon for every range: short, medium and long. I also had to dig through the forums to find versions of the weapons with hands.

Wall lights unfortunately didn't appear in this build however this isn't a serious problem and can be easily fixed.

No screenshots because a download is available. Have fun!

ThoughtWire Software -

www.thoughtwire.co.uk
Dark Frager
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Posted: 25th Feb 2011 23:09 Edited at: 25th Feb 2011 23:10
Edit: It says the file you are trying to access is currently unavailable.


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ThoughtWire Software
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Posted: 25th Feb 2011 23:22
@ Dark Frager Strange, I can download it; try again in a while and if it doesn't work then post another message and I will re-upload it.

That is all for today folks! Will respond to any posts in the mornin'.

ThoughtWire Software -

www.thoughtwire.co.uk
AbdulAhad
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Posted: 26th Feb 2011 08:25
x10 is still alive and kicking

Abdul Ahad

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Posted: 26th Feb 2011 11:24 Edited at: 26th Feb 2011 11:24
@ AbdulAhad Yes it is! And if all goes well on this game you may see more x10 games.

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Ed at Thoughtwire Software
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Posted: 26th Feb 2011 13:29
@Thoughtwire Software

I also just had a look at the download link just now (12:28pm GMT)
It says the file you are trying to access it currently unavailable.
- Ed

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Posted: 26th Feb 2011 13:43 Edited at: 26th Feb 2011 14:06
Ed at Thoughtwire Software Ok, re-uploading now.

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Johnski
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Posted: 26th Feb 2011 13:50
I dont usualy post in X10 W.I.P threads as i am an X9er myself but i have got to say this looks stunning. The visuals give it that abandoned look. Great work thoughtwire!

The Host Is Aware Of Your Presents

FOR THE LITTLE AFRO DUDE!
ThoughtWire Software
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Posted: 26th Feb 2011 14:06 Edited at: 26th Feb 2011 14:06
@ Johnski Thanks! I tried hard to get that feeling of abandonment about it so it is good to know it has achieved that.

Also, the download link for V 0.3 has been updated so hopefully it works!

www.thoughtwire.co.uk
Johnski
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Posted: 26th Feb 2011 14:10
I will be keeping a keen eye on this thread as i am very interested in the game.

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Posted: 26th Feb 2011 14:27 Edited at: 26th Feb 2011 14:43
[center]Update Post 13:

Replies:

@ Johnski Good to hear!

The Final Screenshot of a Canteen EVER... Hopefully:
We'll, the final design for the canteen in done, finally. Also, on the counter is Ed at ThoughtWire Software's microwave! Here you go:



Multiplayer Beta
The entity and spawn placement for multiplayer is coming along nicely. However, I am having a small issue; details can be seen in this thread (please respond to the problem in the other thread that is linked): http://forum.thegamecreators.com/?m=forum_view&t=182172&b=33 Hopefully this can be sorted and I can make swift progress once more (the reason I need this issue resolving is so I can make weapon entities re-spawn after a while, to ensure players aren't left without weapons).

Hopefully I can get this sorted!

ThoughtWire Software -

www.thoughtwire.co.uk
ThoughtWire Software
13
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Joined: 10th Aug 2010
Location: Inside your fridge, drinking your milk.
Posted: 27th Feb 2011 12:06 Edited at: 27th Feb 2011 12:11
[center]Update Post 14:

Ok, BIG Issue:
This issue mentioned in the last post is restricting me from making this game more professional and from fine tweaking the multiplayer. This problem is also preventing me from being able to start new projects. As a result; unless I can find a way to fix this issue I can no-longer make this game. I will have to re-install FPSC without Mystic-Mod and I will no-longer be able to edit The Compound. I'm not sure whether or not an FPSC curse does exist; however I am going to take away what I have learned from this game and put all my effort into creating a single-player game (FPSC multiplayer games are drasticly underrated anyway).

I hate to abandon this project; so I will be keeping my hands on all it's files in-case there is a point in the future that I may continue work on it.

Until this issue is resolved - The Compound is dead

ThoughtWire Software -

www.thoughtwire.co.uk
The Storyteller 01
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 27th Feb 2011 23:15 Edited at: 28th Feb 2011 00:28
Quote: "I'm not sure whether or not an FPSC curse does exist"

You are not a victim of the curse because it usually strikes just when the developer is about to release the long-awaited and often promised demo

I just played your V3.0 demo and although I dont want to (kinda) torture you with a rave review (now that you have to give it up), I want to tell you that you did an excellent job. I played a couple of "Blackshot" sessions this weekend to get a feeling what a good indoor MP map is about and although there is room for improvement, your map is the best MP map I've seen so far for FPSC.

However, in my opinion MP maps aren't half as fun as SP games, that goes for playing as well as for creating - so I am very much looking forward to your next project

PS&OT: If anyone has a "Blackshot" account, log in and create a game on the´new "Haunted Mansion" map. It's very inspiring, and it looks like it's been inspired by some segment packs from this community

In case you find my grammar and spelling weird ---> native German speaker ^^

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