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FPSC Classic Work In Progress / Dark Soldier Pre-Alpha Remake

Author
Message
Skynet Games
15
Years of Service
User Offline
Joined: 20th Sep 2008
Location: At home, building stuff.
Posted: 27th Jun 2009 14:47 Edited at: 27th Jun 2009 15:06
Name:
Mech Zone Productions

URL LINK
Website is undergoing work constantly and will be for awhile.
http://www.mechzoneproductions.110mb.com

DEMO:
Currently being recompiled

Screenshots:



















Version Build:
Pre-Alpha V0.2

Current Bugs:
Some slow down points here and there, still being worked on

Videos:
Link 1 (Old Pre-Alpha V0.1)
http://www.youtube.com/watch?v=p5ThEpxvxYc

Link 2 (New Pre-Alpha V0.2)
http://www.youtube.com/watch?v=j6v9lQaLIIE

Link 3
http://www.youtube.com/watch?v=afiQ7TQyR3o

Link 4
http://www.youtube.com/watch?v=fh3OWiNSxs4

Description:
Ok, after my first post in the FPSC discussion thread on the first pre-alpha, i got a lot of flack on that and i knew it was coming. But i used that flack and designed V0.2 after the speed issues from V0.1 just got to the point i couldn't handle it anymore, so i scrapped work on V0.1 and began to make a rebuild this time using some of the mods out there for FPS boost. And came up with the remake, now it's still being worked on, and i read on the forums about criteria needing to be met in order to have a team request so if this doesn't meet the standards still please let me know (Mod only) and i will delete the information so it can be locked.

I am doing my best to provide every last bit of detail i can to this with screenshots, videos, web url, and so forth. (Note the website is undergoing re-write) but i am trying my best and making sure i have everything met to the standards of TGC. And i am making sure i am not missing anything, but if i am please let me know and i will try to get it up on this thread.

the level with the cylindrical cylenders in the beginning of the pre-alpha is the weapons control deck, basically what i was experimenting with was the size of a room that could be in height as well as the small dips in the floor with the cylinders consoles also i experimented with holding cells and weapons placements for weapon pick ups, which gun would look good ware and such. Im proud of how i placed the console computers through because of the limited size of the room in width

in the second level, i experimented with key placements and what door to use them on. But i set it up so you run back and forth from one room to another left and right then right to left again. I will change that in the next version release, i also messed around for the first time with the lighting of the areas. I was so use to using no light maping and having things just be the way they where it didn't look good, many people told me. So i tried something different.

In the last level, it basically is a test of what the AI can do and how well they can preform in there scripting and setting the players health from 500 to just 100, knowing that the AI does 25% damage each shot taken.

(Was going to request a team request, but sense they aren't allowed in this category im not even gonna try)

Thank you
T-rez aka Skynet Games

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D0MINIK
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location:
Posted: 27th Jun 2009 16:07
Hey, I can see a lot of nice work on those screenies

The only thing I personally do really totally dislike is that ww2 furniture in the green sci-fi ambience. Not just because it's that genre conflict, the models (and textures) just don't fit to the green sci-fi surrounding. I'd strongly suggest to replace these models.

And how about adding lights? That would make a difference!

Finally, it all looks a bit raw, but keep it up, not too bad at all

Skynet Games
15
Years of Service
User Offline
Joined: 20th Sep 2008
Location: At home, building stuff.
Posted: 27th Jun 2009 20:33
I recompiled the Exe so the first level you start on has just the normal lighting. I wanted to add an array of lighting to represent the different decks, but i can see ware your coming from. Thank you

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