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wizard of id
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Posted: 5th Mar 2011 08:12
Developer:

Wizardofid



Description:
Scify Shooter set in an underground mars bunker.


Story:
You have been trapped by space pirates, you and a small group of men on mars have to fend off attacks along enough for you to get topside to get help from the mars police.

Getting topside is half the problem...

Screenshots:







Additional notes:

I have decided to delay the release of part two of this pack, to make my own game first, I still have a few segments stuff so show off and a few stuff I am going to rework and get different textures and add some more segments.

So any thing else I have planned is on hold till further notice till I have completed my attempt at making a BOTB game.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
charger bandit
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Posted: 5th Mar 2011 08:31
This looks awesome but I shall remind you that in the last screenshot,the pipes seem to be unsmoothed. Otherwise,this looks fun to play.


wizard of id
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Posted: 5th Mar 2011 09:03
Quote: "but I shall remind you that in the last screenshot,the pipes seem to be unsmoothed."


Yip, will have a look at that and see what I can do.

Well I added the shaders back..I just have to customize the large segments as the shader does not translate well on those segments


Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
JaredxD
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Posted: 5th Mar 2011 09:55
Loooking good man, your lighting is very nice

Cant wait to see some more screens

The Storyteller 01
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Location: On a silent hill in dead space
Posted: 5th Mar 2011 10:58 Edited at: 5th Mar 2011 10:58
Quote: "I have decided to delay the release of part two of this pack, to make my own game first"


Imo gamemaking is the funnier part compared to modelmaking - so HAVE FUN. You've more than earned yourself the break!

In case you find my grammar and spelling weird ---> native German speaker ^^
wizard of id
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Posted: 5th Mar 2011 15:17
So I have started adding new sections...busy testing out a small cave section. Not too bad..but I will redo it any ways.


The large segment shading is now a little better.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 5th Mar 2011 17:44 Edited at: 5th Mar 2011 21:09
Way better some tweaking required...



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
bruce3371
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Posted: 5th Mar 2011 20:36
A game by Wizard of Id using custom segments by Wizard of Id = a game I will definately be following with interest!

starmind 001
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Posted: 6th Mar 2011 03:22
Great work!

wizard of id
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Posted: 6th Mar 2011 18:29 Edited at: 6th Mar 2011 22:08
Well I must say segment creation is a lot easier when they don't have to be generic for the end user enjoyment, at least now I can create rooms that suites me without having to worry about the end user.


This segment contains 20 meshes the round about limit is about 50 to 70 before the editor crashes.

So the final product, pretty much spot om with what I wanted to achieve with this part of the level however the main section the light can be tweaked a bit more, maybe a little less bright...







Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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bruce3371
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Posted: 6th Mar 2011 22:19
Further proof, if any were needed, that the only limits with FPSC, are the user's own imagination and/or skills

wizard of id
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Posted: 7th Mar 2011 09:29
Quote: "Further proof, if any were needed, that the only limits with FPSC, are the user's own imagination and/or skills
"

Thanks, FPSC does have limits...

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 7th Mar 2011 13:03
Some more screens....of new added rooms.



and attached to the post is editor screen shot,This is a single mesh at 300 x 300...

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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wizard of id
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Posted: 7th Mar 2011 14:22
Small video clip, certain elements have been removed or changed, don't want to spoil the fun....

*note I hate fraps, but oh well, bare with the neck snapping turns, besides I don't want to give away too much.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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wizard of id
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Posted: 8th Mar 2011 14:12
Any feedback so far ?

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
starmind 001
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Posted: 8th Mar 2011 14:36
Looks great! It has that underground bunker feel with alittle silent hill to it. Maybe add like a broken console, using bond's animated shader, blinking on and off with the occasional sparks coming from behind. That was my thoughts as I watched the video.

The Storyteller 01
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Posted: 8th Mar 2011 14:49
I have some feedback on the last screen, but unfortunately this time its a negative one: I strongly dislike the newest segment as a whole.

All the other designs I have downloaded and seen so far, appear completly logical regarding construction physics (I have 10 years of drawing construction plans on my back). Every angle, every steel girder seems there for static reasons (like in the 1st post/ 3rd screen from the top) but the last screen shows nothing of it.

There is no reason to build a round arch in a pure industrial/utility building and the grey upright steel girders also seem to be there just for the looks. In addition this segment seems to waste a lot of space for no reason.

If I might so bold to make a suggestion for the last segment (and maybe also for the last 2 screens of the 1st post): How about having no concrete walls at all in the inside and using upright steel girders only? From the construction physics and cost-efficiency pov, it makes sense to build a hull out of thick concrete and rely on naked steel for necessary additional static pillars and "frames" to create compartements.

In case you find my grammar and spelling weird ---> native German speaker ^^
wizard of id
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Posted: 8th Mar 2011 16:54 Edited at: 8th Mar 2011 16:55
@The Storyteller 01

I am actually pretty happy with it thanks for the feedback might tweak it a bit....

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 8th Mar 2011 22:18
@The Storyteller 01

Sorry I don't really agree with you...[b10 years drawing up plans [/b]sounds like of one those "I know better than you" things, which just annoys me...Then show me ?

You prefer them like this ? Removed every thing but the meshes.Rather plain? And since when does virtual level construction ever follow real world designs.....ever?





also added two new room segments.




Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
starmind 001
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Posted: 9th Mar 2011 01:44
Quote: "There is no reason to build a round arch"
Ouch! Wiz you keep at it. I know this type of thing made you leave before and I don't want you to leave again. Ignore and keep going. That's what I do. It helps to have friends when you need vent though, so if you need to send me an email and I will listen.

The Storyteller 01
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Posted: 9th Mar 2011 01:46 Edited at: 9th Mar 2011 02:12
I have learned again that some people on this board just can't take critisism.

I mean look at it.
First you ask for feedback
Quote: "WOI: Any feedback so far ?"


And I give you feedback. Constructive feedback. I am taking the time to explain my thoughts and that it's not just a matter of taste. I explicitly state:
Quote: "ST01: but unfortunately this time its a negative one"


You said
Quote: "WOI: And since when does virtual level construction ever follow real world designs.....ever?"

Hell, I know on this board its usually all about eye candy and I care to give an explanation, why I am evaluating your design in such an "exotic" point of view:
Quote: "ST01: I have 10 years of drawing construction plans on my back "


And you in turn attack me, implying I am a know-it-all, lecturing you
Quote: "WOI:10 years drawing up plans sounds like of one those "I know better than you" things, which just annoys me...Then show me ?"


I am even so polite to start my suggestions with
Quote: "ST01: If I might (be)so bold to make a suggestion "


And now you play the sorehead, after I invested my time to constructivly evaluate your design - just as you asked for!

In your other proximity threads I posted several times saying the following
Quote: "ST01:

I have to say you excelled yourself this time. The 1 1/2 segment height is something I really could get used to.

Not only are the segments perfectly designed (love all the angles and the included lights) but also very inspiring storywise.

THANKS!

Your creations are really spectacular - especially the way, you incorporate light objects.

Love the elevator tube!

I love your design.

A lot of brilliantly textured segments still look flat but yours gain so much depth even with a single light source with all the elements you include.

And yes, I've said it before, but that 1 1/2 height really makes for a completely different atmosphere."


And now you attack me for a single reasoned criticism??? What the hell is wrong with you?

@WizardofId: I am deeply dissapointed with you. If you can't stand negative feedback, then don't freaking ask explicitly for any feedback! And will you kindly consider not to twist somebodies every word, who cares to state in his signature, that English is not his motherlanguage.

I am done with you. You can be 100% sure, that I will reprive you of any comments, feedback or game reviews of mine in the future. And I will not touch anything you ever made or will make.

In case you find my grammar and spelling weird ---> native German speaker ^^
wizard of id
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Posted: 9th Mar 2011 05:05 Edited at: 9th Mar 2011 05:07
@starmind 001, Don't worry about me just yet.I am itching to reply but I won't, really doesn't bother me, I must admit, it needs some work and will be fixing it, didn't like the light sources very much any ways.

So if no one ever replies again...oh well, I have always enjoyed talking to my self, and no I take bad crit well, he just annoyed with that 10 year statement, so don't worry you are not next on my hit list, come on I know you want to reply. *evil grin*




@The Storyteller 01
So unless you want to give wordily advise, on arches and metal support beams and any thing else with your mighty 10 years experience, show me how it is done or have a cup of shooooo.

oh and there is a difference between constructive crit and the stunt you pulled. *wink*

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 9th Mar 2011 15:48
A large test version of room 3 600 x 900 divided into 6 300 x 300 meshes, for a boss battle *hint* hint*

4 metal supports on the sides and raising the floor a bit in the middle should do the trick....



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 9th Mar 2011 19:03
Added the metal support, what do you guys think should I raise the middle section...?



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
starmind 001
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Posted: 10th Mar 2011 01:39
Sweet! Does the grate in the middle have a lightbox for the light to shine through? Now that I am looking at it, it looks like part of a level from star trek ds9 the fallen.

wizard of id
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Posted: 10th Mar 2011 05:02
Quote: "Sweet! Does the grate in the middle have a lightbox for the light to shine through? Now that I am looking at it, it looks like part of a level from star trek ds9 the fallen."


Thanks, Star trek? Did not even think about it
Yes, have not added the light source yet.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Gencheff
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Posted: 10th Mar 2011 20:15
I must say WoI you do inspire me to break the genericness(is this even a word?) of the current segments.

The metal supports really add to the level.
It might be just me getting sick of the stock media,but I'd change those crates a bit if I were you.

You can ignore the last sentence as it's personal preference,nothing that's really a flaw.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
wizard of id
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Posted: 10th Mar 2011 21:21
Quote: "I must say WoI you do inspire me to break the genericness(is this even a word?) of the current segments."
Come on over to the dark side.

Quote: "It might be just me getting sick of the stock media,but I'd change those crates a bit if I were you."
True enough, which is why I create my own stuff.Entities have never been my thing,which why I would have to make do with what I got I think sprucing the textures up with some editing may help, as it is I am currently busy tweaking a combine texture map with all stock media lights.

So I think remodeling the crate meshes to allow lights to be accommodated should be in order.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 11th Mar 2011 19:01
Testing room 5, don't like the supports....will be the first to go....



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 11th Mar 2011 19:31
Wee bit better, still not exactly what I am looking for.



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Soviet176
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Posted: 11th Mar 2011 21:13
Woi I actually love the sci-fi supports. The ones with the blue lighting.


wizard of id
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Posted: 11th Mar 2011 22:12
Quote: "Woi I actually love the sci-fi supports. The ones with the blue lighting."
I Have decided to add the blue light strips to the actual wall and instead add other little details in the middle section to sort off break up the large room size.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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Ertlov
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Posted: 12th Mar 2011 00:37
Quote: "And since when does virtual level construction ever follow real world designs.....ever?"


Since the very early days of gaming. I like the designs and screens, nevertheless even SciFi and Fantasy Games rely on believable layouts because those are accepted by the player by far better, at least on a subliminal level, unless you want to create a SURREAL look, which is something completely different (butterfinger did that once greatly).

Many game developer studios have even either architectural trained level designers or consulting architects for making the reality check. Even when creating medieval castles for a elv & dwarf fantasy RPG.

Come to where the madness is:
http://www.homegrowngames.at
wizard of id
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Posted: 12th Mar 2011 19:57
@Ertlov

I disagree, go and do some more research on the subject and come back to me.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Ertlov
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Posted: 12th Mar 2011 21:18
Research?
Are you kidding me?
The first commercial game I made was sold more than 20 yrs ago on the C64. In the last 10 years I`ve worked on and / or for 40+ games that were sold all over the world.
I have hired myself architects for architecture designs and consulting for the companies I`ve been working for. And in this particular topic I got additional interesting info almost 5 years ago from Bob Bates

http://en.wikipedia.org/wiki/Bob_Bates

with whom I worked on Dunes of War. Guess what? Even the Designs in Unreal 2 were based upon reflections "How would someone build as efficient as possible" or "How would someone build to have best static properties of the outcome".
In the Gothic Series (although being a Fantasy Game in a fictional universe), real medieval cities and castles were taken as reference material.
In "Max Payne" (although having a slight surreal component), real life buildings were replicated 1:1.
For "Alien vs. Predator", interiours of US Aircraft Carriers were used as reference for spaceship interiours.
Not to mention games that play in fictional real-world scenarios like Stalker or Operation Flashpoint...

Come to where the madness is:
http://www.homegrowngames.at
starmind 001
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Posted: 13th Mar 2011 06:00
I like the lighted columns better than the steel brace. As far as engineering goes do what you feel, but think of the structure you are building.
This all started with an arch, I showed that pic to my old professor who was a civil engineer for forty years(if I remember right,old navy man he was) and his reply was "someone just wanted to have an arch in the plan." He also went on to why an arch is sometimes used, but that was long explaination. Basically he said there are many reasons why the arch could have been put there, anywhere from a worker's decision, budget cost, you name it. He went on to say that the arch may look out of place, but it gives it a unique look. Lastly, base your design on what you want. If you want something believable, then make it believable. You want fantasy, make it a fantasy.

There are three qualities of architecture:
Stabilty
Usabilty
and Beauty

Now he might be out there, but he knows his stuff. He was little unhappy when I dropped out to go play soldier.

Wiz, I am sending you a ebook, I just bought for you called "The Fundamentals of Architecture". I have the book right here at my desk and I think it will help you out later. My gift to you and I hope it helps out.

Me personally, I have done construction in one form or another for about 20 years. Mostly with steel and concrete, but I think everything is great that you have been doing. Those that like getting technical about what goes in a video game, well they have simply forgot what fun on this forum is and they are like the people in the movie theater that sees a man fly through sky and they say " oh, that is so fake" Duh it's superman people of course it's fake.

Ok?

wizard of id
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Posted: 13th Mar 2011 06:20
Quote: "Are you kidding me?"
Yes, I am, I to like annoying people, since I know all about you it was a perfect little statement. ; ). So well played for not getting super upset,

Look I know they use designs and references in the past have used them my self.But you misunderstood me which naturally annoyed me , so I returned a favor. ; )

So to clear things up I am not saying don't use real world designs and get expert opinion, I am saying some of my designs would not work in real life, deal with it.And of course the real remark that I wanted to make is , I don't have to follow those real world designs, so if I want to create a room with a 10 ton crate hanging precociously on a 1 mm thick nylon wire.Which gaming god's 10 commands have I broken ?.

The second remark , I am making this for my self and for my own personal enjoyment, and if I don't want to follow some 10 billion dollar game's or building designs as references, let me it be. This IS FPSC after all. You can just kindly point out maybe that doesn't look all that great and not site health code and building code violations, I asked for feedback, not a NASA equivalent analytical and exploratory problem solving brain storming secession.

The all serious nature of this FPSC forum is.....*wish there was a lol-cat picture to describe it*

Shame.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 13th Mar 2011 06:23
Quote: "I like the lighted columns better than the steel brace. As far as engineering goes do what you feel, but think of the structure you are building.
This all started with an arch, I showed that pic to my old professor who was a civil engineer for forty years(if I remember right,old navy man he was) and his reply was "someone just wanted to have an arch in the plan." He also went on to why an arch is sometimes used, but that was long explaination. Basically he said there are many reasons why the arch could have been put there, anywhere from a worker's decision, budget cost, you name it. He went on to say that the arch may look out of place, but it gives it a unique look. Lastly, base your design on what you want. If you want something believable, then make it believable. You want fantasy, make it a fantasy.

There are three qualities of architecture:
Stabilty
Usabilty
and Beauty

Now he might be out there, but he knows his stuff. He was little unhappy when I dropped out to go play soldier.

Wiz, I am sending you a ebook, I just bought for you called "The Fundamentals of Architecture". I have the book right here at my desk and I think it will help you out later. My gift to you and I hope it helps out.

Me personally, I have done construction in one form or another for about 20 years. Mostly with steel and concrete, but I think everything is great that you have been doing. Those that like getting technical about what goes in a video game, well they have simply forgot what fun on this forum is and they are like the people in the movie theater that sees a man fly through sky and they say " oh, that is so fake" Duh it's superman people of course it's fake.

Ok?"


Spot on, thanks dude, you are my hero. !!!

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Ertlov
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Posted: 13th Mar 2011 13:56 Edited at: 13th Mar 2011 13:58
Quote: "So to clear things up I am not saying don't use real world designs and get expert opinion, I am saying some of my designs would not work in real life, deal with it"


This is a line I can agree upon. But if you re-read your own statement, you have to admit that it sounded more like "Design of virtual environments don`t follow real-life rules" - and this is simply not true.
Like you explain it NOW, it makes sense.

PS: As personal note, the way you reacted on storytellers quite helpfull lines has indeed crossed some line.

Come to where the madness is:
http://www.homegrowngames.at
wizard of id
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Posted: 13th Mar 2011 16:50 Edited at: 13th Mar 2011 16:56
Quote: "PS: As personal note, the way you reacted on storytellers quite helpfull lines has indeed crossed some line."


Look the thing is, that post came across as, "look dude, I am an aeronautical engineer and you can't go adding an arch there or a beam there or a special kind of thing there, they don't do it in real life"

Take that post as you, may every thing is open to each ones own interpretations, negative, positive or whatever. It is what is relative to the person reading it.

last remark, and lets get back to developing fun.
I didn't like it, not because it DOESneed reworking it was because of the "10 years experience".

Would you personally add comments as to your commercial games in every other post to prove a point? It is just annoying, just as annoying as adding I have been using FPSC since 2006 would be.

Look I am no grammatical wizard, adding I draw construction plans, and from usual metal support beam designs on the international space station, yours doesn't fit in very well.Was there ever a need to force feed his authority on the subject.?

Ps: Crossing lines is a morally objective thing depending where you proverbially stand on it or cross it and with whom.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Sandante
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Posted: 13th Mar 2011 17:25
Quote: "the way you reacted on storytellers quite helpfull lines has indeed crossed some line."


i agree with this. storyteller has done nothing more then giving his opinion. (what you asked for)


Quote: "I disagree, go and do some more research on the subject and come back to me"


very rude!! ertlov is one of the best artist here around, i would be happy that he took time to look into my WIP and give some advice.

Quote: "Yes, I am, I to like annoying people"

Quote: "But you misunderstood me which naturally annoyed me "


so get help for this, this is not the first time i noticed. and still surprised you dont make alot friends here??

Quote: "so if I want to create a room with a 10 ton crate hanging precociously on a 1 mm thick nylon wire.Which gaming god's 10 commands have I broken ?."


like ertlov tried to point out. its not realistic.

example. i place a lightobject on a desk and place the light a few meters from the lightobject. not realistic is it?? its your choice how you make your game but dont expect people will take your game seriously. especially not here on this forum.

Quote: "I am making this for my self and for my own personal enjoyment"


thats perfect. but dont make a WIP thread if you cant handle constructive critism. and you wont bother to do anythng with it.

good luck with your project!!

Wolf
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Posted: 13th Mar 2011 17:40
Are you guys really arguing about the realism in the architecture of a fictional marsstation?
Its sad to see this... I agree to the point that scifi levels should make sense and its something I rarely see in FPSC Games.... but Wiz of id is doing an amazing job on this. And it is FPSC... even though it has a huge evolution behind its back...its FPSC

Everything feels real and dusty... just like I imagine an underground marsplattform. I like how you bring in this complexe architecture into FPSC, its really something that hasn't been done like this.

I sure hope to play this soon and get some inspiration perhaps

**********************

Quote: "those are accepted by the player by far better, at least on a subliminal level"


Don't start with the "subliminal level" on first person shooters... nomatter where you get, its never good for our genre.




-Wolf

God Helps the Beast in Me!
wizard of id
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Posted: 13th Mar 2011 18:09
@SanXL
Thanks for taking the time out of your extremely busy developing time.Grateful for what, that he replied, why would that be an honor.
No one has ever showed me the least bit of gratitude, well that is a lie maybe 10 people did....so now I must quiver in my tracks in his presence, no offense Ertlov, I just proving a point could have been EAI or bond1 or starmind or rolfy or lee for that matter not that I don't respect them, I do, but they are not some kind of special.

So the way I see it, I speak my mind and add a little spice I get attention and reply's, I do what I normally do I speak to my self and doing my best effort here to do some thing never seen in FPSC before, and I barely get reply's,,,,,,

......then I end up with some flawed logic here, and completely on the other side of the fence and getting stoned by people like your self which generally speaking never paid any attention to what I do any ways, until now....and that would be why, if I may ask ?

I get, I get.....being a donkey is an art... which I haven't perfected yet.

So don't reply to any thing I do or say you never paid any particular interest any way, unless you can't read or like trolling, when I said last remark and lets get back to developing fun...

oh well... can't keep every one happy , might as well keep my self happy and use this as my project log and post daily progress as I defy virtual building code and non-structural sound levels, and cry with every criticism I get.


Quote: "thats perfect. but dont make a WIP thread if you cant handle constructive criticism. and you wont bother to do anythng with it.

good luck with your project!!"
Um you are missing the point I am doing this for my enjoyment, because I enjoy creating stuff and sharing what I have created, hello? ! Why else would I create a wip thread to randomly post pictures of game levels which I think would look excellent in FPSC or to post in a thread to for the sole purpose is to miss the point and troll and not read the posts that have been made.

Sigh.

Again.
Final reminder, last remark this is a WIP thread not a discussion about my moral ineptness.Any thing beyond this post not related to the game I am planing on releasing and working on, will be reported as now you are just trolling.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 13th Mar 2011 18:15
@Wolf
Thanks, it is hardly complex, I want to push a bit more and see what I can come up with so far one or two designs perhaps a little "off", but since this is a work in progress things are going to get better....I hope

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 13th Mar 2011 22:22
Room 6 with a few changes...little more detail should do the trick, a few more light sources won't do any harm...still have to think of a way to get rid of the flat floors.

The grate shadows from the top is perhaps a bit much might break that up a bit with other light sources....i don't want to make use of ambiance to much, but will add a redish/brownish fog to better atmosphere...



Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
bruce3371
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Location: Englishland
Posted: 14th Mar 2011 00:48
I personally thoroughly enjoy seeing your work WiD, I have nothing but admiration for the way you, quite literally, think outside of the (FPSC segment) box!

You constantly redefine the way a segment should be designed or used, and are an inspiration for all of us who want to see more than just the usual cube shaped segments.

And if the segments/level designs don't follow real world conventions or rules, so what? Neither did Half-Life which went on to become one of the most successful games of all time.

For an example of this, just play through the level 'Unforeseen Consequences', where large crates hang above a seemingly bottomless pit, for no other reason than to provide some sort of platforming puzzle for the player.

I apologise if I have merely added fuel to the fire, but I simply wanted to say how much I admire your work, and hope you continue the way you are

Soviet176
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Posted: 14th Mar 2011 02:53
WOW those last screen are amazing!!!


starmind 001
FPSC Reloaded Backer
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Posted: 14th Mar 2011 06:48
Wiz, I sent you something for your game. Enjoy!

wizard of id
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Location: Sunny South Africa
Posted: 14th Mar 2011 09:49
Quote: "Wiz, I sent you something for your game. Enjoy!
"
Thanks, got it haven't had time yet to reply or any thing yet will reply as soon as I can....

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 15th Mar 2011 19:47
Start with some designs for living areas for both top side and under ground.

Leaning towards using this for topside adding tiled walls on the bottom section and roof windows...

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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