Quote: "How can it be FPSC? I thought FPSC was indoors only, that has grass and trees and skyboxes"
Hey! I recommend checking out a few of the better FPSC games then.
FPSC has had skyboxes since day 1. Even if it didn't, you could have just placed a large textured cube around your level. Grass and trees are just 3d models like all the others too.(I know that you know this, Belidos, just stating it for everyone else
) So yes, if you remove the ceiling of an FPSC level you technically have an outdoor level.
To make an outdoor level in FPSC, you'd either have to make it extremely small, very dark or know a lot about optimization to have it run properly and be fun.
Our resident Bugsy has mastered this, he made these large city levels in FPSC that actually looked good.
Example 1
Example 2
In FPSC you always had to work against its memorycap, rendering the amount of media and clutter you could have in a level to be extremely limited. Especially if you wanted to have decent lightmapping quality. Combine this with the way it rendered and you could just make much better looking indoor levels. It was geared towards that but that does not mean that outdoor levels where impossible.
GDNomads level here is extremely small and mostly lives off its skybox (I think thats a rolfy skybox btw... might be wrong though)
How do I know for sure its an FPSC game:
I can tell by the shaders, (especially the window reflections and Bond'1s herospec shaders), the blob shadows and barely modified FPSC chars (getting all this to work in GG would be a lot of work that I don't see anyone do for this type of game), AI on different levels of the game, the design choices (small claustrophobic levels, not using any of GG's strengths.) and the lightmapping. There are more subtle hints, but this is the big picture.
I've worked on a lot of outdoor levels in FPSC myself and can say that its certainly no fun.
-Wolf