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FPSC Classic Work In Progress / [X9] When Worlds Collide (56K warning)

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Bugsy
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Location: another place in time
Posted: 13th Oct 2009 03:48 Edited at: 3rd Oct 2010 05:20
STORY

october 12, 2015: as discussed at the G20 summit, all of the worlds countries banded together to be prepared to fight the possible threat of dangerous extraterestrial life on a new planet discovered in a far off solar system.

may 2, 2019 The world runs dry of nearly all resources, the countries banded together fell apart into war

february 23, 2020: world splits back up into 4 mega-nations, still locked in a bloody war

august 1, 2025: S.E.T Space Exploration Team returns from planet, no life was discovered, but ancient underground mining tunnels had suitable amounts of oxygen and surviveable climates for humans

august 5, 2025: world sends S.E.T back to explore shadowed side of planet, to launch on august 21, 5:00 AM

august 20, 2025: New Canada (your home nation) (lol) is under nuclear threat from New Trannsylvania. you and room mate form a small faction determined on surviving. the only hope for survival is to stow away on that spacecraft. leave tonight and you will make it on time.

summary: worlds at war, you must make it to the ship and stow away. you must also make it to the new planet undetected, there, you and you're friend must try to build a peacful settlement away from all the war and the crumbling earth.


CHARACTERS

You (Seth): a cool, down to earth problem solver who is determined to escape to freedom.

Mia: a foul mouth, red haired vixen- she is your roommate and friend of many years.

Russian spies: sent to sabotage the shuttle launch, you encounter them in the tunnels underground.

S.E.T guards: try to make sure you don't get on the ship.

UPDATED LEVEL HIERARCHY

Level 1: 100% -redone, kept most of same locale and style. just a graphical update
Level 2: 100% -completely done. I like it!
Level 3: 100% -Redone, now the sewer's underground storage and office facility
Level 4: 100% -Redone, now it's a subway
Level 5 : 100% -Redone, now it's much bigger and has way more enemies. performance is good.
Level 6 : 90% need to add in the setpiece script. thanks le shorte
Level 7: 80% ram cap problems and I still need to add a ton of media and some enemies
Level 8: 70% need to add enemies, and figure out a way to make this longer.
Level 9: 10% I have inspiration, but no computer at the moment


level percentage chart-
0-10=drawing, planning
10-20=has been committed to editor, but still can be scrapped or changed
20-40=in the thick of design
40-70=putting dynamics in, detail touch ups
70-80=enemies, NPCs being placed
90-100=fixing bugs

UPDATED ARSENAL:

USP.45- unlocked in level 1. unlimited ammo
MP5SSD5- Unlocked in level 2, mainly a close quarters/stealth weapon
M4A1- great all around rifle. unlocked in level 3.
AK47- Powerful rifle with lots of recoil, good for close and med range, fire slowly at long range. unlocked in level 4.
FAMAS- a step up from the M4- more damage and less recoil, but the sights are difficult to see through. unlocked toward the end of level 6
M16A4 w/ Scope- truly epic weapon. long range, low recoil, 1 burst kill. limited ammo though.




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============================
*VIDEO SECTION* (new)
============================

Second Official When Worlds Collide Trailer

Includes gameplay from the NEW levels 3,4,5,and 6. This is the most recent footage.

Playthrough of half of level 5

this one took a lot of optimization to make such a big level, and make it take some time. I split it half, both maps about as big as the whole FPSC map size. I never drop 1 frame below 39 playing it, but I wanted to keep it so that if you can run most modern games on full settings than you can run this one too. level 5 is all outdoors, and meant to feel open, to break up the cramped indoor pacing of the rest of the game, and build toward a climax in level 6.

Ironsighted weapons in WWC

just some guns with their aiming modes. WWC requires you to aim because the guns are horribly unnaccurate when not aimed. this teaches you to deliberately aim and make each shot count even in the most desperate of situations.

Level 3 Puzzle playthrough

what once was a reference video for darkjames's work on a simple puzzle in PWP's game "the exposure" is now a puzzle in WWC's level 3. a slower paced level, WWC still packs a lot of close quarters combat in with it's protracted duct crawl sequences and moodily lit environments.

Level 3 combat scene

this was once level 3. it has since been scrapped in favour if a much bigger level 3.

WWC full trailer

our first full trailer. all of these levels have since been scrapped, but it does showcase some awesome music from our musician, Cyberdude.


CnC is greatly appreciated- write me a review PLEASE! your comments let me know where to improve


This is another part of my FPSC Going Commercial project.


skype = isaacpreston. I want to talk to YOU
dimre01
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Location: Ontario, Canada
Posted: 13th Oct 2009 04:49
wow, looks great. love the screens
cant wait for the demo!
Bugsy
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Posted: 13th Oct 2009 04:55
thanks. I will release a demo.
Braden 713
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Posted: 13th Oct 2009 05:25 Edited at: 13th Oct 2009 05:26
This all looks fantastic so far man, keep it up

The only thing I noticed, that I suppose I could pick at is in the second screenshot where you have the sharp distinction between one segment ending and another beginning below it. Even a pipe running across the wall in that location, hiding the line between the bottom and top of the segments meeting, might even help. Just a thought though.

Hope to see more soon

Cheers

Life would be much easier if I had the source code.
Bugsy
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Posted: 13th Oct 2009 06:16
actually, I already do that sometimes- the pillars and pipe in the screen with the AK and the pipe in the screen with the G36 are both covering a dodgy texture. I will fix the segment stack though.

btw I love you're sig.
Braden 713
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Posted: 13th Oct 2009 06:56 Edited at: 13th Oct 2009 07:05
Quote: "covering a dodgy texture"


Oh ok, and here I am looking at that as extra detail! Kind of the level design bonus of using small entities to block glitchy looking texture mishaps and such

And thanks, haha things would certainly be different for sure.

Looking forward to playing a demo though

Life would be much easier if I had the source code.
Metal Devil123
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Posted: 13th Oct 2009 16:01
Looks very good! But I don't like the look of the wall in teh 2nd screen. But it's great


Can you survive from the horrors of the hidden land Occulo?
Bugsy
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Posted: 13th Oct 2009 18:13
I fixed that yesterday (sorta) I Put a pipe I made quickly in fragmotion, but it's just a placeholder until I get model pack 3

to finish this game I need 3, 34, 16, and a few of errant AI's guns.

the model packs I can get, and just put on a thumb drive and carry over to my computer, but the guns- well that's another story, you see my only PC computer can't access the internet, so I cant access the game creator store on anything- is there any other way to get these guns?

also- EAI characters would be nice.

(other cool stuff about game)

all of those screenies were taken within 100 feet of each other in the same spot.

your friend mia will use jfletchers CIVrouge character- I wont retexture her because I suck at it but still she's cool looking

If I get a graphics card upgrade, RAM upgrade, and PB:UM for christmas, I will make her follow you through the tunnels- as of now- no


****difficulties****

that big water tower was going to have a key on it but the ladder isn't climbable- anyone know how to put a slanted surface on a model in fragmotion? help me?
Bugsy
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Posted: 14th Oct 2009 18:41
oh, and you can see my new site
impload.webs.com
where my game is
General Jackson
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Posted: 14th Oct 2009 23:02
Looks good.

The Storyteller 01
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Posted: 15th Oct 2009 00:11
I'll rather wait for a playable level.

Nice screenshots often turn out to be unplayable laggy in a finished level when dynamic entities are added.

In case you find my grammar and spelling weird ---> native German speaker ^^
Bugsy
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Posted: 15th Oct 2009 00:35
only dynamic entities are people in my game... and keys.
Cosmic Prophet
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Posted: 15th Oct 2009 16:09
Looks pretty darn good so far. Nice job!

In the Universe, nothing ever stays the same.
Bugsy
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Posted: 15th Oct 2009 17:35
thanks- I have a friend voicing mia but I still need someone to voice seth- see, originally, I was planning to voice him, but then I got some orthodontic stuff put in my mouth preventing me from talking like a normal human being. so I'm back to searching.

also- cosmic prophet- If I sell this game, do you want me to take your media out? all other media I use has a "you are aloud to sell it agreement" but when I got country time, there was no readme.
Bugsy
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Posted: 15th Oct 2009 23:28 Edited at: 15th Oct 2009 23:36
image removed by mod

new picture- room you enter after going through the door at the end of the hallway in the AK47 pic

the reason I used stacked walls like that is to convey a sense of large ness in the chamber
General Jackson
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Posted: 15th Oct 2009 23:54
You are getting excellent at map designing bugsy.

Bugsy
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Posted: 16th Oct 2009 00:53
thank you- It's my favourite part of game design
Bigsnake
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Posted: 16th Oct 2009 01:31
Looks like a very good game. Well done


Quote: "When Worlds Collide"


Lol , I can renember that in this episode of spongebob i watched yrs ago , it was a robot and caveman singing

Bugsy
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Posted: 16th Oct 2009 01:46
Quote: "Lol , I can renember that in this episode of spongebob i watched yrs ago , it was a robot and caveman singing "


wut?
Bigsnake
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Posted: 16th Oct 2009 01:51 Edited at: 16th Oct 2009 01:52
nvm

http://image.fps-files.com/images/64xt_apollo_pic_Resize.png[/img]
Bigsnake's Nazi Zombies
Bugsy
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Posted: 16th Oct 2009 01:53 Edited at: 16th Oct 2009 02:02
k thanks for the review anyways.

EDIT: I'm running low on ideas for level 2- if anyone wants to throw anything out there- either post it or email me. (btw, it's gotta be some sort of underground tunnel) I just want it to have some good gameplay, not just shooting people. I can't think of anything ATM
Bugsy
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Posted: 20th Oct 2009 23:24 Edited at: 21st Oct 2009 02:53
BUMP with info.

I'v started early concept design of level 2, however I will be using EAI's characters- so as of now, I'm using MP1 stand-ins.

the "tunnels" which were non-descript and really had no reason for being there are actually sewers. there may be water puzzles.


there may not be a M11. likely, there will be

If I get over my terrible fear of upgrading to v1.15, this game may use fenix mod or Project blue mod.

This game (if I get my upgrade for christmas) may have 8 levels.

MIA, your ally will not be following you through the tunnels unless I am able to make an ally script that allows her to jump across gaps. It was actually working for awhile, but it was iffy.

more screenies will be coming tomorrow, the first pic of level 2 (I'm trying to get at least 5 pics per level)

I will be releasing a video If anyone will tell me of some good screencapture software to use that wont lag the game too badly even on the most awful of computers. (anyone?)

edit- no one ever posts on my threads, but please do, CnC is appreciated.
Gunn3r
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Posted: 21st Oct 2009 06:05
Looks really good, actually. The chair in the first screenshot is a little out of place though. I really like the fence you're using. Where'd you get it?

Bugsy
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Posted: 21st Oct 2009 20:30
Thanks for the review! the fence is from cosmic prophets country time model pack, and the chair was actually an easter egg (on the back)
Bugsy
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Posted: 21st Oct 2009 23:25
image removed by mod

no one ever posts on my threads- heres a new pic- maybe someone will post. level 2, right where you start.
darimc
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Posted: 21st Oct 2009 23:36
Looks really great!

DarkJames
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Posted: 21st Oct 2009 23:51
wow whats that shader (water) send it!


Shadows haloween entry!
AaronG
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Posted: 22nd Oct 2009 00:27
That's an overlay from the first sprite pack.



Bugsy
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Posted: 22nd Oct 2009 01:18
lol yup. It's really really cool, that pack is, I learned FPSC wouldnt have particals so that was the first pack I got.

that is the sewer entrance. the very beginning of level 2.
AdrianoJones Wannabe
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Posted: 22nd Oct 2009 01:19
Thats looking pretty good there Bugsy, nice level design.

-Adrian

I love Taylor Swift. She's awesome.
Hey guys! Help me! Join the creative design forums! http://creativedesign.candorweb.com/index.php
Bugsy
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Posted: 22nd Oct 2009 01:20
thank you. It was planned for awhile. took me almost a week to get inspired enough to start building.
noobgamer
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Posted: 22nd Oct 2009 01:28
Thats very good. Better then what I could ever do. lol. great job.

the world is not fair, but people can be.
Bugsy
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Posted: 22nd Oct 2009 03:09
don't doubt yourself.

new pics:

image removed by mod
AdrianoJones Wannabe
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Posted: 22nd Oct 2009 03:10
That is some amazing level design you have there. Excellent job.

-Adrian

I love Taylor Swift. She's awesome.
Hey guys! Help me! Join the creative design forums! http://creativedesign.candorweb.com/index.php
Bugsy
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Posted: 22nd Oct 2009 03:12
again? thanks! that part is the room right behind the door on the other end of the room in the last pic.
Bugsy
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Posted: 22nd Oct 2009 04:24
updated gun hierarchy

General Jackson
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Posted: 22nd Oct 2009 05:44
Looks great!
And where did you get that floor grate in the last pic?

Vent
FPSC Master
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Posted: 22nd Oct 2009 08:33 Edited at: 22nd Oct 2009 08:33
Looks Really Cool, I Love the sewer and your outside scenes they look like there actully outside (mine always look like a room with a clear roof )

Oh ya..
Canada Anything realated to Canada is rare in games

anyway looks good

Bugsy
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Posted: 22nd Oct 2009 17:40
I didn't want you to live in new america, so I decided that all of USA and canada and alaska formed into "New Canada"
Lukers
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Posted: 23rd Oct 2009 12:33
Quote: "Lol , I can renember that in this episode of spongebob i watched yrs ago , it was a robot and caveman singing"


lol so can I.
Bugsy
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Posted: 24th Oct 2009 05:52
New Screeinies. level 2- 3rd pic.

image removed by mod
General Jackson
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Posted: 24th Oct 2009 06:22
Looks awesome!
Get a demo out and i betcha that Keith'll give ya BOTB.

Bugsy
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Posted: 25th Oct 2009 05:17
no way? really?

no... seriously?... like... for real... this game is BOTB?

omg. (thought process)

what level should my demo be? you guys like level 2 or 1 best?
Metal Devil123
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Posted: 25th Oct 2009 13:04
This looks very good! You are getting better all the time!


Can you survive from the horrors of the hidden land Occulo?
Bugsy
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Posted: 25th Oct 2009 15:41
thank you! I try
Bugsy
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Posted: 25th Oct 2009 18:30
bump/info-

fixed m4/m16 ironsights to be straight and proper

Added first enemy- placeholder while waiting for EAI TF341

changed some doors/keys arrangements in lvl 2
PW Productions
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Posted: 27th Oct 2009 04:28
Quote: "no one ever posts on my threads"


Meh, you should see mine (excluding Blackcloud).

I like the idea and title. And I agree this has very good environments.

Good job,

PWP

I've seen it all. Except for myself ever not failing at something.
Bugsy
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Posted: 27th Oct 2009 05:08
Thank you. and BIG THANKS for reading my thread. the environments are basically attempts at having seperate basiccolours for each level. this will be continued with fenix mod if dark AI comes out.
Bugsy
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Posted: 28th Oct 2009 04:36
image removed by mod

a bit of parkour action as you traverse deeper into the sewer and tunnel system under the plateau. (let's hope fenix mod darkAI allows for jumping ;D)

this one came out a little blurry, sorry.
General Jackson
User Banned
Posted: 28th Oct 2009 04:40
Yes, I'm serious.
I LOVE the environments.
And as for which level, I'll leave that up to you.
New screen looks awesome.
And if you need anything, let me know!

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