Quote: "I love the pictures in your first post... In my opinion, the crashed helicopter model looks amazing, and I love the look of the terrain..."
Thanks Len! Your cowboy game is looking good too - interesting use of Game Guru and a difficult period/setting to do if only for the sheer lack of pre-existing content. Props to you for sure!
Quote: "Really like how this is coming along, especially with all the cool scripting that's going on, I'm a big fan of the whole camera movement wizardry"
The camera script is one of the few things I've written entirely by myself. There's a lot of custom scripting going on here but I couldn't have done 90% of it without the help of the inimitable smallg.
Quote: "Skybox with the mountains looks great - gives it that way in the wilderness look.
I think the crash looks good, maybe a few spot-fires, and some charred ground around it would help"
Thank you, that wilderness look is what I'm going for...at least for this first level. And like you suggested, I was thinking of adding some fire decals - I just have to make sure they are the right scale and blend well with the model.
Quote: "got bored so did this for you (Shar v2?) can make him with or without backpack, glasses, can add ammo pouches, caftan etc "
Nice work man, that's very generous of you

I may come back to you later on when I need a few different enemy types later in the game. I'm thinking your character minus the hat but with the shades, caftan and maybe some ammo pouches might make a good 'elite' soldier later on. Hold fire for now and I'll let you know
UPDATE: 21/05/17
Haven't had as much time to devote to this over the past week or so because work has been hectic. IRL I work as a full-time videographer for Guide Dogs for the Blind and we had our big annual awards ceremony in London this week; cue some very peculiar working hours! Why does my job matter to this thread? Well, if you are finding aspects of this game or its presentation feel a little cinematic or borrow from the moving image, I wanted you to know that that'll be because it's what I do for a living! I'm an award-winning filmmaking with a degree and 13 years of experience under my belt (which is only slightly longer than I've been working with FPSC and its derivatives!). My aforementioned game
'Acid Factory' had quite a cinematic presentation I feel, and Extraction Point will be no different.
This week, however, I've been concentrating on getting enemies into the map. Like I mentioned before, I'm not scratch-modelling new enemies for this game, I'm instead relying on retexturing assisting assets to fit the look and feel of my game. I knocked out four variants in an evening, which should be enough to see me through the opening level. More complex enemies, however, are planned for later in the game.
Shout out to smallg, who has been (as ever) a lifesaver on the scripting front, helping me implement a workaround to get sniper enemies into the game. He's still finessing the finer details of the script but you can follow his progress
here.
Aside from that, I've also been adding more entities to various areas of the map alongside the enemies. I've also settled on using BSPs excellent Modern Weapons pack for this game as it features everything I need, bar a melee weapon (although most gun have a melee key...but I'd quite like a separate weapon instead). Here's a new area I've not shown before:
5. The Shar keeps strict controls on shipments in the Pashnar region, and has established checkpoints like this one across the region. This particular one needs to be cleared out in order for the player to proceed.
Interesting sidenote, snapshots taken via the F10 method within test game in Game Guru do not capture onscreen sprites, so my nice ammo and health huds are missing. This is a shame because the 12.05 update broke the script governing them and I'd only just got them working again (again, thanks entirely to smallg!). Rest assured though, the sprites featured in the video in my previous post are still present in-game!
Lastly, I wanted to draw some attention to the interesting artefact I'm getting when lightmapping. The top image shows 'realtime' lighting, the bottom shows a 'pre-bake' which I did using the F4 occlude setting.
Realtime:
Pre-bake:
I swear I changed some ini settings to make the bakes look better than this but maybe that's another thing the 12.05 update overwrote. I don't get why the normal maps are so strong, both on exterior walls like this and on interiors walls, global spec isn't even set that high! Anyway, I'll have a play with the settings and hopefully I'll get it back to somewhere decent. Right now I really prefer the realtime lighting.
Thanks for all your comments, I will return in a few days when - hopefully - I'll have laid out all the enemies at the backend of the level.
AE