@Cheese Cake: I understand your point,and I shall find a way to work around this problem. My only point is,that this 'issue' is partly down to the limitations of FPSC.While FPSC is a great tool,you are forced in a way to create levels consisting of several rooms,vents etc. IF you do manage to create a outdoor,it normaly looks crap (especialy in a horror game),and the framerate on most people's computers dips to a unplayable,due to FPSC's also rubbish portal system.
But,on the other hand,this is also down to me,maybe not thinking "outside the box" in my level designing. If i could create a decent outdoor level etc,then I would,but with most horror games (ex.F.E.A.R,Doom3,Condemmed etc),it is best kept inside. Now this is not normaly a limitation for companies that use different languages/engines,due to they are not confined so tightly to the single princible of 'you must do this,because the engine is not capeable of doing that' etc. If FPSC had it's own particle system,or decent bumpmapping,shaders etc,then I could create many other cool effects for my levels,but it doesn't,so you have to stick within the boundries on the engine.
I would be very welcome,if you or anyone else could give me a few tips/solutions,on how to stop my rooms looking slightly 'the same' as to speak.
Thanks for the help and comments
expect more shots soon!!!
CoZ