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FPSC Classic Work In Progress / The Warehouse Chapter 1 [WIP]

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puppyofkosh
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Posted: 18th Sep 2008 04:14
Quote: "

I somehow survived the explosion. It seems as if the military found me unconcious and were bringing

me back to their base. I feel ok actually, it could be worse, just a really bad headache. When I

got up I was in a humvee, and I looked out the window, and there was a whole squad of dead soldiers

all around the humvee. It looks as if they were fighting to protect me, and they all died. But why?

I'm just lucky. I fainted when I saw them. I woke up a bit later and the bodies are gone, just a

lot of blood all around. What the hell are these things? Did they eat the soldiers corpses? Where

are they. I got out of the car, and it looks as if they were trying to get away but couldn't get a

garage door open, so they all perished. I can't open the door either, and the humvee won't even

start. There is only one way out of here that I can see. A maintenence door...
"


That's the story

What does this mean? Yay urban stuff, you go in a city and kill zombies now!

C and C welcome.

More shots on the way, just gotta upload some of em to photobucket.

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XVM GunDown
16
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Location: Toledo Ohio
Posted: 18th Sep 2008 05:07
I think the Screen lokks good. The story sound simplistic but still intreguing. Good job and keep up the good work!

Quake is the best FPS series to date, followed of course by Doom
puppyofkosh
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Posted: 18th Sep 2008 14:03 Edited at: 18th Sep 2008 14:07
Here's the latest one.

Thanks SVM, and is the story too simplistic?


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XVM GunDown
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Posted: 18th Sep 2008 14:12 Edited at: 18th Sep 2008 14:12
No, the story is great how it is. It just makes you wanna shoot some zombies without worrying about important story bits.

Quake is the best FPS series to date, followed of course by Doom
Butt monkey
17
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Location: Scotland
Posted: 18th Sep 2008 18:10
Is this a remake of the original puppy? Or a sequel?

I can't say im a fan of the two window variations in the last pic. I just don't see why a structure would be built like that. Keep it up though, looks promising.
dennisb
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Location: New York
Posted: 18th Sep 2008 18:26
Looking great puppy. Can't wait to see more.

puppyofkosh
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Posted: 18th Sep 2008 22:35
XVM- Gotcha!

Butt Monkey- I see your point, will fix the windows. By the way, this is not a remake, its a sequel.

Dennisb- Thanks!
puppyofkosh
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Posted: 19th Sep 2008 01:12
Another.

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puppyofkosh
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Posted: 19th Sep 2008 01:12
And one more.

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puppyofkosh
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Posted: 19th Sep 2008 02:12
Another one...

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puppyofkosh
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Posted: 19th Sep 2008 02:13
Another one.

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puppyofkosh
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Posted: 19th Sep 2008 02:13
And last for now. Hopefully tomorrow you will have a demo to play.

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noobgamer
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Posted: 19th Sep 2008 06:16
its looking goooood. keep up the good work.

UMMMMMMMMMMMMMMMMMMMMM HI.
4125
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Location: Bronx, New York
Posted: 19th Sep 2008 09:32
I see u have improved Puppy. I look forward to seeing this one. The last one was great, played it again yesterday for a speed record. Keep this up and don't give up!

Come Back When You Could put up a fight!!
puppyofkosh
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Posted: 19th Sep 2008 13:54
Thanks guys!

I now have a beta working, you can download it here. It is a beta, night be expanded, and I have to fix some things still. 2 levels...
http://files.filefront.com/the+warehouse+chap+1+open1rar/;11830345;/fileinfo.html
4125
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Location: Bronx, New York
Posted: 20th Sep 2008 00:24
ok dude i played and beatin your demo. and i gotta say u realy improved.

but there was somethings that needed to be looked into.

1.The M9 is WAY too strong by itself. I can kill a Zombie wit 1-2 shots.

2.There was a lack of music or Ambience which made it feel to quiet. Add some Wind or night sounds to make it feel like am outside.

3. There was a lack of actual zombies to kill. Overall I thnik there was 9-11 zombies total.

4.The Machine Guns was uneeded but who cares right!?

5.It was Still too dark and there was a lack of colors, all lights had the same color.

6. a small fix was needed at the end of lv1, the door at the other side was still unlocked, I could've enter it if i pressed enter.

Overall You did a great job as always dude!

8.1/10 GREAT!!

(Try to take those thing into acount but I like the overall feel)

Come Back When You Could put up a fight!!
puppyofkosh
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Posted: 20th Sep 2008 00:48
Thanks 4125! I'll start making some changes right away.
4125
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Posted: 20th Sep 2008 06:20
no problem always here to try out new things!

Come Back When You Could put up a fight!!
puppyofkosh
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Posted: 20th Sep 2008 17:40
Thanks, I upped the ambiance by 4, changed some light colors, added more sounds, and am adding more zombies triggered by trigger zones.

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Juzi
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Posted: 20th Sep 2008 18:29
Looking good. Maybe a bit too orange but still great. Keep it up!

Mazz426
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Posted: 20th Sep 2008 18:40
i like the orange, but that may be because its my favorite colour lol i liked the demo keep it up

gamer for life
Cheese Cake
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Posted: 21st Sep 2008 00:38 Edited at: 21st Sep 2008 18:03
Looking nice. Will download the beta and try it out.

But in your last screenie.
I think its better to download some buildings that were released some time ago.
They were low poly and you could use them as a sort of border to keep the player preventing from seeing the emptiness.
Also that way it would look more realistic and better.

Anyway good work and will edit this post once i tried out the beta.


---EDIT---

Okey tried it out..and looked pretty nice.
But like i said about the border...thats a musthave!
I jumped on some crates and i could easily see the get out of the level. Plus! I could see the emptiness.

Also i think the levels went to quick.. And you immediatelly had 2 guns.
So you didnt had to worry about any enemies...since you had lots of bullets.

Lighting was placed good, But to many of the same lights.
try to add some diversity of lights.
And! Hallways, in the second level everything looked the same.
And almost every entity was used double...meaning!
It looked like you had 5 entities and you just copied and paste, copied and paste.

So there wasnt any diversity in lights and entities.
What i thought was great! Was when you got on that bed!
(thats all i have to say, not want to ruin it for someone else)

Also the sound effects were good. When you all of a sudden hear that creapy tune etc.

Oh yeah, i almost forgot...maybe its better to give the player a free choice of where to go.
This was all layed-out perfectly so the player didnt had any choice.
Therefore, the levels were some what shorter.

Anyway this is what i think that needed to be changed:

- Border to prevent the player from seeing the emptiness.
- Deversity in both Lights, Entities and Segments.
- Bigger levels.
- More choice of where you can go to.

But its looking nice! And this will certainly make it even better.

puppyofkosh
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Posted: 22nd Sep 2008 00:56
Thanks for the review cheesecake! I will work on doing all of those things, here is a shot I forgot to post a while ago...

The one thing I may not be able to do is make the levels bigger, but I might be able to make it longer so you have to find a key or something etc.

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puppyofkosh
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Posted: 22nd Sep 2008 01:29
3 more.

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CoffeeGrunt
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Posted: 22nd Sep 2008 01:56
Very nice...I like the atmosphere....

puppyofkosh
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Posted: 22nd Sep 2008 02:40
Heh, forgot the other two...

Thanks Jamie!

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puppyofkosh
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Posted: 22nd Sep 2008 02:40
Last one for now...

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CoffeeGrunt
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Posted: 22nd Sep 2008 02:43
I think the lighting from those WWII lights is too dull, light naturally puts out bright colours, as it is in itself what makes stuff brighter.......

Perhaps making them less brown and more dark/dull orange-ish?

puppyofkosh
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Posted: 24th Sep 2008 01:52
Indeed. Fixed...

Will show more fixed lvl 1 and/or 2 screens later.

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puppyofkosh
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Posted: 24th Sep 2008 01:52
Another.....

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xyzz1233
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Posted: 24th Sep 2008 03:32 Edited at: 24th Sep 2008 03:41
Hmm... I wouldn't advise having a sniper rifle unless there are some more open areas. The place that the player is currently in looks a bit small for a sniper rifle.

The lighting looks good though.

puppyofkosh
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Posted: 24th Sep 2008 03:48
Oh, the sniper is just for testing, I use that or a minigun set to 1000 damage when I do the initial tests, just to see how lag etc is.


Quote: "The lighting looks good though. "

Thanks!
djmaster
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Posted: 24th Sep 2008 18:15
well my only think that fell into my eyes quickly is what is a slide doing there,this is supposed to be a warehouse??? otherwise its good,but a bit too orange i think,i would go with a bit more yellow or blue

Current FPSC Projects:
When Zombies Attack-10%
puppyofkosh
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Posted: 26th Sep 2008 00:13
Good idea, thanks very much!
puppyofkosh
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Posted: 28th Sep 2008 16:29
Just a quick bump, I might have level 3 up and running by the end of the day.
puppyofkosh
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Posted: 28th Sep 2008 18:01
Triple post...

Ok, I play through it with an average of 31 fps, and have supplied an editor shot. What could be slowing it down so much? I only have 3 characters, all of which are being spawned by a trigger zone.

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Gunn3r
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Posted: 28th Sep 2008 18:04
The FPSC portal system is best used when there are multiple twists and turns. If you can make narrow hallways and smaller rooms, the framerate will be better. However, having a giant open area (or multiple rooms like yours is) is fairly tough, as FPSC can't create a good set of portals for your map, therefore causing all of the polys in that level to be rendered even if they are not in view. To raise the framerate, possibly take out some of those rooms, or make twisting hallways to get to the next one.

Gunn3r Games
CoffeeGrunt
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Posted: 28th Sep 2008 18:15
Press the } key in game, to see what it's rendering and when....

puppyofkosh
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Posted: 4th Oct 2008 16:36
Ok guys thanks for the tips, I've implemented these, and am getting a much better FPS.

Here is a youtube video of the level, the video was messed up when I uploaded, so I will reupload when I can. This project might go on hold for a little bit so I can work on my horror entry. A little bit being like no longer than a week.

http://www.youtube.com/watch?v=GvJCWmHGvg8
Bendak11
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Posted: 5th Oct 2008 03:37
From what I saw, I only had one concern.

In the orginial 3 or 4 screen shots, I noticed the player had a pistol, an assualt rifle, and a shotgun. I was thinking, maybe you should only have the pistol for level one, for a more panicked feel.

Other than that, the lighting is great and it looks very promising.



puppyofkosh
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Posted: 5th Oct 2008 04:39
Excellent idea! I should try to keep the player on his/her toes more.
Pbcrazy
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Posted: 5th Oct 2008 05:37
well...WOW. well done! you had me scared for a good portion of it, but i found a lil bug you may want to address.
-When you first start out, if you turn around and go to the trash bin behind you, you can jump on top of the box next to it to get on top of the buildings. (suggested fix) either add another layer of walls around the buildings, or add a fence. (this is what i did in Freedom Rising.)

other than that the only other concerns i saw was that i think you have a few to many weapons, and you got them way to fast. Id suggest knocking down the damage some, as well as spreading them out more. Say only pistol first level like Bendak said, then get an assult rifle on the next level, then a shot gun.

the only reason i say turn down the damage, is that there is no incentive for people to change to a different weapon, you can kill a zed with any weapon in one shot. If you made the damages vary quite a bit, people would be a lot more glad to get a new weapon.

puppyofkosh
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Posted: 5th Oct 2008 16:33
Quote: "When you first start out, if you turn around and go to the trash bin behind you, you can jump on top of the box next to it to get on top of the buildings. (suggested fix) either add another layer of walls around the buildings, or add a fence. (this is what i did in Freedom Rising.)
"


Thanks, I'll add some buildings blocking the way or add a second layer.

As for the weapons, I'll change that too, and I think I will make ammo as plentiful.

Level 4 is still 0% but I think I will make it outdoors again or a shipping area/warehouse. Anyone have any ideas for where it should be?
Pbcrazy
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Posted: 5th Oct 2008 17:02 Edited at: 5th Oct 2008 20:21
errr dang dont remember where the last level left off at XD

got to go back and play it again

*Edit- ok just got done playing it again, and id say for your next level, maybe go through a loading dock, then back outside into another building, which could be an office complex.

puppyofkosh
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Posted: 7th Oct 2008 00:15
Loading dock eh? I think I could do something of the sort, thanks for the tip.
Pbcrazy
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Posted: 7th Oct 2008 00:45
np, cant wait till the next release

maikyy
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Posted: 8th Oct 2008 23:01
lol good game, really like it
and i came up for that idea for an name for my game at the 6 of october damn

sorry for my bad english (i am dutch)
puppyofkosh
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Posted: 10th Oct 2008 13:58
Quote: "lol good game, really like it"

Thanks!

Quote: "and i came up for that idea for an name for my game at the 6 of october damn"

Lol
puppyofkosh
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Posted: 21st Oct 2008 19:22
BUMP.

Well I've kind of taken a break from this, but I'll be finishing it up soon.

Just to show that I've done something I retextured the MP2 trolly, and now it looks messed up...

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Pbcrazy
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Posted: 22nd Oct 2008 00:10
looking good!

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