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FPSC Classic Work In Progress / [X9] FPSC Nazi Zombies Map 2 - Teleportation

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hukuta94
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Location: Russian Federation
Posted: 18th Nov 2013 09:44 Edited at: 29th Nov 2013 14:40
Project: Station 13 - Survival
FPSC Version: Path 18 beta 8
Developer: Nikita aka hukuta94
Map name: Teleportation

Development process:

- done
- work in progress
- not start

____!SCRIPTS!____
Zombies scripts -
Boss zombie scripts -

Quests:
Turn on power -
Music -
Repair the teleporter -
Super Gun -
Radar -
Main quest -
Money Bonus -
Weapons scripts -
Door and debris scripts -
Mystery Box -
Lift -
Generator -
Perks -

___!GAME WORK!___
Big Location # 1 -
Big Location # 2 -
Optimization -
Dark AI optimization -
Design of locations -


Discription:
Since the release of my first map has gone two years. Now I am working on a second map. Map 2 - Teleportation is a complex structure. I am trying to make the map more interesting. I have plans to do the quest and to add perk cola.

Features:
- Large map .
- Quests .
- Monetary System .
- Hit Detection for the characters.
- Music . You can include an unlimited number of times , and each time playing different music .
- Partial use of my \"Sound Engine\" ( if you have enough memory to be used in full)
- Intelligent System spawn . Zombie rep in the locations where the player .
- Optimization of the game ( work in progress )
- Ability to collect items from the items found in the level.
- Interesting rounds with the bosses ( not yet decided on what kind) .
- Teleport , connecting two large game locations ( if a player is sent to another location, all the zombies in the previous location and disappear into another rep ) .
- Traditional repair boards
- Hardcore mode . On it you can paint the details . This card is definitely not for beginners. You start in a very confined space (see screenshots ) . You \'ll just have to run out of the home in the corridors outside the room where zombies roam freely (ie, they do not need to uncover the board). This regime applies to the first great location. The second is scheduled to make barricades everywhere . So here\'s the goal : as soon as possible to repair the teleporter and go to another location .
- \" Buy \" obstacles. Opening of the new rooms for the money
- Buy weapons from the walls . Item in question. Whether to give the player only use two weapons at once , or all 9 slots ? Your opinion?
- Mystic Box.
- Super weapon . With it, you will be able to complete a quest.

Video:
Tech Demo # 1
Tech Demo # 2 - Mystery Box
Tech Demo # 3 - Mystery Box - Hologram
Tech Demo # 4 - Lift demo

Tech screenshots:




Kasai Shi
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Posted: 18th Nov 2013 11:17
I am so looking forward to this! I've played your first map, and it's just impressive! Can't wait to see what this is like!
hukuta94
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Posted: 18th Nov 2013 17:30
First tech demo video:
http://www.youtube.com/watch?v=iNILGjIB1W4&feature=youtu.be
I hope you enjoyed!
hukuta94
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Posted: 18th Nov 2013 18:05
The scheme level:
Kasai Shi
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Posted: 19th Nov 2013 00:27
That is so cool! Especially the music options! Keep up the good work!
hukuta94
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Posted: 19th Nov 2013 17:29
Thank you for your comment. What do you expect from the second map? What do you want to see in the game?
s4real
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Posted: 19th Nov 2013 23:26
Nice to see another version of this game the first one was great.

Best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
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hukuta94
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Posted: 20th Nov 2013 15:18
s4real
Thanks for your comment
Kasai Shi
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Posted: 22nd Nov 2013 08:12
Quote: "Thank you for your comment. What do you expect from the second map? What do you want to see in the game?"


Perhaps, you could make a very small introduction on why the player is there in the first place? Optionally in video form. Not that it's needed, but it's a mere suggestion.

Another would be to use Marine Zombies instead of the German Zombies.

And maybe if you take my first suggestion, you could perhaps give the player some clues on what caused the outbreak, etc.

I'll have a few more suggestions later when I think of them.
hukuta94
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Posted: 22nd Nov 2013 08:29
Thanks for the suggestions! Marine zombies will be in another location. I'm not sure what I will do an introduction, as a player was there
Kasai Shi
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Posted: 22nd Nov 2013 11:17
Quote: "Thanks for the suggestions! Marine zombies will be in another location. I'm not sure what I will do an introduction, as a player was there "


Perhaps, the player worked there? Maybe he was a scientist, or a guard, and they were working on a new antidote for a cure and perhaps it failed? Or, the world is filled with zombies already and the player is just looking for supplies?

And I'm guessing the Marine zombies will be on the other side of the teleporter?
hukuta94
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Posted: 22nd Nov 2013 11:48
Now I am working on more important details the game
Quote: "And I'm guessing the Marine zombies will be on the other side of the teleporter? "

That's right!
Kasai Shi
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Posted: 22nd Nov 2013 14:34
Oh and, you got Model Pack 10? If you do, you should add in some grenades.
hukuta94
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Posted: 22nd Nov 2013 15:17
Use grenades or not, discussion continues. The player has the ability to throw a grenade into a place where there is a zombie.
hukuta94
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Posted: 22nd Nov 2013 18:26 Edited at: 22nd Nov 2013 18:28
Big News!

Mystery Box DONE!!!


Check video:
Tech Demo # 2 - Mystery Box
Kasai Shi
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Posted: 23rd Nov 2013 06:31
Oh nice!

Will there be any other weapons?
hukuta94
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Posted: 23rd Nov 2013 08:58
Will be a lot of weapons.
I am currently working on optimizing and improving fps
Kasai Shi
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Posted: 23rd Nov 2013 09:42
Okay cool! I can't wait for the map to be done! I wonder why others haven't replied to this yet!
hukuta94
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Posted: 23rd Nov 2013 09:47
I'm surprised too. I guess what I'm doing is not new in FPSC and easily make all these games
Kasai Shi
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Posted: 23rd Nov 2013 10:16
I find it pretty new. Besides the first map you've made, no one has really done this.
hukuta94
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Posted: 23rd Nov 2013 10:52
News!
Optimization characters

For my zombie mode I edited files fpe characters.
The default fpe file uses 120 animations.
My FPE file uses 44 animation.
Reducing the load on fpsc reduced by almost 3 times
Kasai Shi
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Posted: 24th Nov 2013 03:07
Oh nice! When do you think that people will get a chance to try it out?
hukuta94
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Posted: 24th Nov 2013 19:20
Is still a lot of work.

1) Optimization.
2) The script control waves.
3) The second location is great.
4) Testing.

In step number 4, I think people will be able to try out the game.
hukuta94
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Posted: 24th Nov 2013 19:37 Edited at: 24th Nov 2013 19:38
I added the section "development." Follow the news

Development process:

- done
- work in progress
- not start

____!SCRIPTS!____
Zombies scripts -
Boss zombie scripts -

Quests:
Turn on power -
Music -
Repair the teleporter -
Super Gun -
Radar -
Main quest -
Money Bonus -
Weapons scripts -
Door and debris scripts -
Mystery Box -
Lift -
Generator -
Perks -

___!GAME WORK!___
Big Location # 1 -
Big Location # 2 -
Optimization -
Dark AI optimization -
Design of locations -
Kasai Shi
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Posted: 25th Nov 2013 12:59
Perks? Now this is very interesting!

Can you provide what perks will exist, or is that a secret?
hukuta94
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Posted: 25th Nov 2013 13:12
I want to add perks to the game. But I do not know if I can to realize this idea. If I can write scripts for perks, I'll add my perks that are not in the original game.

The main perks:
- Juggernaut
- Stamina
- Second Chance (blue cola from the original game)

My perks:
- Possibility to close any previously opened the door (for the money)
hukuta94
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Posted: 25th Nov 2013 13:37 Edited at: 25th Nov 2013 13:38
News!
Update scripts of mystery box!

The hologram shows the current location of the mystical box.
Check video:
Tech Demo # 3 - Mystery Box - Hologram
hukuta94
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Posted: 27th Nov 2013 15:09
News!

I'm working on a lift script.

Features:
- Available 3 floors
- The player controls the a lift through the buttons. The player can go down the lift from floor # 2 to floor # 1 or on the floor # 2
- The player can call a lift from any floor. A lift will come to the player on the floor

At the moment testing a scripts
hukuta94
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Posted: 29th Nov 2013 14:40
!!!Big NEWS!!!
!!!It is a breakthrough in FPS Creator!!!

A lift scripts done!

Check video:

Tech Demo # 4 - Lift demo

P.S.
Why nobody comments? My project is not interesting to anyone?
Corno_1
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Posted: 29th Nov 2013 16:37
It is definatly interesting! I really like your first game.

But in this forum scripts can not create any "wow" moments anymore. This is sad and that´s why so much scripters left this forum.

Create a game which let´s sparkle the eyes like wolf then you get the attention you want. That´s why everybody go over to Fpsc Reloaded. You can not script a single line in Reloaded, but you can create beautiful landscapes.

I hope you bring this to an end. I will play it

Corno_1

Make this forum to something a little bit better and release more stuff. So we can push the Request/NoobHelp threads aside.
BlackFox
FPSC Master
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Posted: 29th Nov 2013 22:38 Edited at: 29th Nov 2013 23:14
I've never been a zombie fan, but this WIP has actually intrigued me.

Quote: "But in this forum scripts can not create any "wow" moments anymore."


Say's who?

Quote: " This is sad and that´s why so much scripters left this forum."


Some of us are in fact still around... creating our wow moments.


There's no problem that can't be solved without applying a little scripting.
ASTECH
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Posted: 29th Nov 2013 23:12
Quote: "But in this forum scripts can not create any "wow" moments anymore. This is sad and that´s why so much scripters left this forum."


Still here. I don't think can even make a proper game unless you do some scripting on your part. I still use scripts I made a year or so ago, in my projects.

Also, hukuta94 this is good gameplay wise and all but to be a master of FPSC you really need start learning how to lightmap and how to increase visual quality. FPSC can make some really good looking levels now and it could arguably be said that is it one of the best things about the engine. Once you start putting in your own custom and modified segments and entities, you can really get the ball rolling.

The Birds - A narrated adventure.
Diablo Chateau
hukuta94
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Posted: 30th Nov 2013 05:56 Edited at: 30th Nov 2013 06:24
Quote: " but to be a master of FPSC you really need start learning how to lightmap and how to increase visual quality. "

My project has reached a limit of 1.85 GB. To my level loaded, I have to understand the quality lightmapping. The greater the level - the less quality = stability. I do not understand why the developers have implemented this restriction (1.85 GB). My computer has more memory, why FPS Creator does not involve it completely?

I'm afraid to report bad news. Due to the limit of 1.85 I have to give up many things (music (instead of 4 tracks, I have to leave 2 or 3 tracks), count characters (instead of 10 different models of zombies, I should leave 4-5 models)).
hukuta94
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Posted: 30th Nov 2013 13:29
New Screens!





ASTECH
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Posted: 30th Nov 2013 13:55
Quote: "Due to the limit of 1.85 I have to give up many things (music (instead of 4 tracks, I have to leave 2 or 3 tracks), count characters (instead of 10 different models of zombies, I should leave 4-5 models))."


What makes the memory use up the fastest is the use of LOTS of different textures and how many lights you have. This is where the memory gets taken up the most.

Quote: "The greater the level - the less quality = stability. I do not understand why the developers have implemented this restriction (1.85 GB). My computer has more memory, why FPS Creator does not involve it completely?"


Lee couldn't see into the future. At the time this things was only considered a "toy" if you understand. I don't think anyone ever though serious games would be made out of FPSC. As time went on and the engine got more features it was just adding to it. Also, this version isn't optimized at the base core for more than 1.85GB. This is why Reloaded will be a fresh start. It will be better optimized and will support bigger levels and designs.

The Birds - A narrated adventure.
Diablo Chateau
Burger
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Posted: 1st Dec 2013 04:35
Hey hukuta, if you're having troubles with the memory cap, take a look at this thread here. I recommend optimising your non-alpha textures to a DXT1 compression which will save you memory and allow you to put more into your game.

Hope this helps,
Burger

- An Instinctive Fear IndieDB page, download the demo today!
hukuta94
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Posted: 1st Dec 2013 06:39
Burger, thank you very much!!!

News!
I begin the process of optimizing textures
MK83
FPSC Reloaded TGC Backer
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Posted: 25th Dec 2013 02:10
bump

mk83 Productions

s4real
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Posted: 26th Dec 2013 00:18
Quote: "It is a breakthrough in FPS Creator"



Not sure what was a breakthrough but looking good so far the lift system been done before many times and pretty easy to set up there also a lift system in a model pack from tgc.


Quote: "My project has reached a limit of 1.85 GB. To my level loaded"


Take the cap off will help you can get an extra 200mb.

Many people do a lot of reducing textures but never thing about the audio, if you using a lot of wav files for music you going to eat up a lot of memory fast as one wav song file will be about 60mb in size.

The best thing is to convert the audio to ogg or mp3(remember this is a copyrighted format and need to pay for a licenses.)

Use the latest version of fpsc as it uses a lot less memory now.

Best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by Donating now :- http://forum.thegamecreators.com/?m=forum_view&t=208057&b=21
Tony06270
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Posted: 10th Jan 2014 09:52
Hello, I shall need your help hukuta94 please has this address : http://forum.thegamecreators.com/?m=forum_view&t=209482&b=23

thank you.

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