Quote: "They have so many model packs because there are some amazing artists in the FPSC community that create them."
Other than the most recent packs I was under the impression TGC's modeller(simon I think?) made the media, as well as for DBC/DBP. I'd agree that it is more viable to make media for FPSC as weapons/entities/characters are all essentially preset things within the engine so you can't go wrong making them as they will work, but this isn't always the case with DBP.
Also Inspire I assumed you had never programmed due to the comment:
"The FPSC guys are more artistically oriented, meaning they are all about the media (unless they are a bunch of lazy noobs), unlike you DB people" Because DBP projects usually take weeks or months to get to a WIP stage, so it's harder to have a storyline or idea that is really poor(as you have more time to refine it), but with FPSC it's quite easy because using stock media/model packs or downloaded third party stuff the time it takes to make a project is quite trivial.
As for the 4 game examples you posted, I played the two that had demos(Demon Sun and Grave Danger). The first thing I noticed in Demon Sun was the total lack of lighting(well... there was some), compared to other monitors I've owned in the past this is has a very high contrast and brightness and image quality, I even recently played DOOM3(which is usually very dark) as well as one of the parts in HL2 Episode one(with the zombies) without issues, however this game beats those in darkness as at points I had no clue what I was supposed to be doing despite the level being so short and fairly basic. At one point I was going up some stairs and it took me about 1 minute to find out that I could walk around the obstacle at the top because I couldn't see there was a gap. And the load times were quite high compared to the level sizes as mentioned above(my HDD is quite fast).
I then played Grave Danger, the first issue was when I clicked play after setting my options I thought my PC had froze as it wasn't doing anything, I figured the game was loading and left it for 2 mins and still nothing so I alt+tabbed to close the game and voila it started loading, strange. The main thing that stuck out visually to me was the total lack of lighting on the guns/enemies(I used maximum settings that I could for both demos), it looked specially strange on the enemies when placed in a dark areas. Another thing that really bugged me was the reload times of the main weapon, not to mention the animation was a bit strange(he seemed to be loading his weapon with thin air/two cloaked projectiles, and his hands appear to be able to pass through matter). The AI also amazed me, at one point I was happily shooting a few skeletons until more spawned so I clicked reload, and expecting to run away for 10mins while it reloaded I run up some stairs, one of the skeletons followed me and he too has this ability to pass through matter and seemingly walked through the stairs until he vanished, the skeleton then started bobbing up and down under the stairs which confused me so I just shot it as best as I could and progressed. After that I fell down a pit after shooting the floor, again I was ambushed and had to reload, but there was no where to go! I hid in a corner hoping to evade the enemies but when I looked at them they weren't moving, I continued to stand still and they just didn't do anything. Noticing I was low on ammo and that these skeletons didn't seem to move I just ran to the end of the level and only had to kill one as he was blacking the exit. This level was also short.
However the Eldora WIP does look nice, and shows some nice artwork. However with the lack of a demo I can't really comment on it, or the other game as screenshots tell a completely different story to the actual gameplay(especially with FPSC projects). On the other hand I can quite easily show you more than 4 DBC/DBP projects which have superior artwork(for the style), better use/ingame execution of the said artwork, have demos/full releases and have far less technical issues.