Product Chat / Demo levels in Steam release what happened?

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morphtactic
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Posted: 28th Feb 2015 22:00
I was wondering what happened to the old competition demo levels? They seemed to have changed, not always for the better, or have not appeared at all in the Steam release.

The Asylum, I believe it was called, was this really excellent story based, puzzle level that I enjoyed the most, and was actually scary to play; which is now, a not so great, kind of boring fps zombie level in which one feels to be playing a game from the late 90ties. What's up? Am I confused about this?
tomjscott
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Posted: 1st Mar 2015 15:34
I'm confused on this too. I'm hoping that the competition winners will still be in the final product release, but I've heard nothing about it at all. Last I heard was an e-mail asking if I was still interested in having my game level in the steam release and I said I certainly was. Perhaps we'll be given sufficient time to finish our levels and get them ready for the final release. But it sure would be nice to be kept in the loop instead of in the dark.
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Pirate Myke
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Posted: 1st Mar 2015 15:48
I am guessing it would be the problem of the branding. It all says FPSC Reloaded.

But a place where all that stuff was, would be a great thing to show what could be done then and what can be done now.
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morphtactic
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Posted: 1st Mar 2015 16:39
Seems a bit silly if it's just because of branding. These were great little games.
wizard of id
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Posted: 1st Mar 2015 16:56
There was a cut off date for demo levels to be send in, and a second request email to send in demos.
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morphtactic
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Posted: 1st Mar 2015 23:17
Quote: "There was a cut off date for demo levels to be send in, and a second request email to send in demos."


Sorry this tells me nothing. I for one delivered my demo level on time. Why it was not included is a mystery to me. It might of had something to do with the AI acting up, or the fact that I was taking Reloaded: GameGuru, to its limits on every level. Who knows? If I somehow missed an email I would be surprised. Pitty the GameCreators are such a small outfit: they have such gigantic and awsome ideas...
tomjscott
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Posted: 2nd Mar 2015 00:01
Quote: "There was a cut off date for demo levels to be send in, and a second request email to send in demos."


Really? I never received any such e-mail. If I did, it somehow completely eluded me. As I stated before, the only e-mail I ever got was a query asking if I was interested in having my level in the steam release and that was a very long time ago.
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wizard of id
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Posted: 2nd Mar 2015 04:47
Sorry tom, I have the emails for that some where but it would be an impossible task to search for them in a short period, to confirm you were cc'd. was looking forward to all the demo's Only TGC can answer for that
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tomjscott
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Posted: 2nd Mar 2015 05:11
I checked my e-mails and there wasn't anything. If I was cc'd, then it got lost in cyberspace.
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Pirate Myke
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Posted: 2nd Mar 2015 05:22 Edited at: 2nd Mar 2015 05:24
I am only chiming in because I was in that contest. My understanding was that the winner of that contest only, would be allow to have time to redo the entry for the steam release.

It has been a while. I would email Dave for clarification. Would have been better then the thread IMO.
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wizard of id
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Posted: 2nd Mar 2015 05:40
Email was sent Thu, Jan 8, 2015 at 2:30 PM, the reminder email Mon, Jan 12, 2015 at 5:56 PM. Oh well
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Pirate Myke
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Posted: 2nd Mar 2015 05:54
I see your Point WOI, But it is really an internal thing that can be solved with a simple email to Dave.

That is all I am saying.
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wizard of id
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Posted: 2nd Mar 2015 06:16
Quote: "I see your Point WOI, But it is really an internal thing that can be solved with a simple email to Dave.

That is all I am saying. "
Well it's out in the open, and every one knows my demo made it, just so that there isn't accusations of favoritism ect from TGC's side.
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Pirate Myke
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Posted: 2nd Mar 2015 06:31
Np WOI,

I am sure it can be rectified by dave. Rather quickly he is due in soon.

And it is an excellent level. Great job.
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Scene Commander
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Posted: 2nd Mar 2015 07:39
Hi,

Not all of the winners made it into the Steam release. This wasn't due to any direct fault with the maps, but in most cases due the the huge amount custom and store media used which made it impossible for us to provide the maps as FPM's.

We would have liked to include them all, but felt that we would have been unable to protect the assets, which would have been very unfair on store artists.

Regarding the Asylum, we found it necessary to make some map changes due to technical reasons. I've been speaking to Unfamilla about him reworking the current build to get some of that 'horror' back.

SC
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morphtactic
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Posted: 2nd Mar 2015 15:03
But why not at least have the demos downloadable in thier updated encryptified forms? Is this not possible on the Steam system? Thanks
tomjscott
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Posted: 2nd Mar 2015 15:44
Quote: "Not all of the winners made it into the Steam release. This wasn't due to any direct fault with the maps, but in most cases due the the huge amount custom and store media used which made it impossible for us to provide the maps as FPM's."


It would have been nice if someone had e-mailed me and told me that my entry wasn't going into the release or that there were concerns about the amount of custom content or whatever reason it was no longer being considered. Especially, since I "had" received e-mails prior that asked if I was still interested in having my entry on steam. Considering all the new medieval content provided in the release, I could have easily replaced a lot of custom media with that and thus significantly reducing the custom content. The lack of communication in this is very disconcerting.

I think maybe the other reason mine wasn't considered was due to my Omega Core plugin being heavily used. I could be wrong, but it seems likely that it may have been passed over because of that. However, I think I can make a great case that my entry, with some content modifications, should be re-considered for the final release. If you are going to attract Indie developers, what better way than to demonstrate to them just how flexible Game Guru is with the ability to extend the engine through innovative plugins?
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morphtactic
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Posted: 2nd Mar 2015 18:01
Quote: "If you are going to attract Indie developers, what better way than to demonstrate to them just how flexible Game Guru is with the ability to extend the engine through innovative plugins?"


I agree, the demos at present are all kind of the same.

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