Alternative E.P.A./Abbey Maps + other ideas and other maps

Yeah, I have to give Pixote a ^5 here for being the bigger man. Shame on you for trying to drag him through the mud, Ravager.

That being said, the screenshots look vaguely interesting, and the Abbey is the one location in RP 2.0 that I think still really needs work. It's horribly cramped, not visually interesting, etc. Best wishes to you on that particular location.

(This paragraph removed by my edit. Do what you like with your mod, lol.)

Edit: And oh yeah, I do not recall seeing any explanation for the humans in-game... making all this qq'ing about their mixed-breed nature really rather silly. If it's not in the game itself, nothing stops you from forgetting it was ever said.
 
Ravager69 said:
Uh....the airborne F.E.V. comes from the Glow. It's even stated in the game, I think the computer on the last level tells you that.

Are you sure of this? I can't seem to remember that part. Instead I do remember that with an Intelligence of 10 you could ask the computer if the F.E.V. could be countered with another virus.

Anyway BIG UPDATE!

I've changed a lot of stuff. Everything should look differently, better, bigger, but I'm still working on Sub Level Blue.

Screenshots:

http://s224.photobucket.com/albums/dd313/Patrycjusz/Fallout 2/

Samples:



scr00028.jpg


scr00038.jpg


Download Links:

http://rapidshare.com/files/387402163/New_Maps.rar.html

http://www.mediafire.com/?r2ujtz4oynw

WARNING!

These maps are for testing/scripting only. They are not fully scripted yet and lack blocking hexes in a few places (especially on the just finished levels). Only the way these maps look is pretty much final. I shall only change a few things if someone would do some custom scenery like the Auto Cook and probably a few walls.

HELP WANTED!

I need someone to implement the scripts from the latest RP (Restoration Project) patch.

I also need scripts for elevators.

The old one from the older version of the RP will be perfect (the one where you picked what level you wish to go to with a dialog window).

 
Without judging if your maps fit the EPA or not, I like the feeling of the vault maps, not so sure about the mix with the brotherhood walls thought.
About the auto cook, just take the one from the screenshot you posted with photoshop. Change the color, past a new computer consol and it should be ok.

You can add the scripts yourself with the mapper. Select an object (critter, elevator), edit it, check which script is used, load your maps, select, edit, add the script on your scenery.
 
not so sure about the mix with the brotherhood walls thought.

Seconded. I don't like those at all. It reminds me too much of brotherhood buildings and this was not the intention of the area.

HELP WANTED!

I need someone to implement the scripts from the latest RP (Restoration Project) patch.

I also need scripts for elevators.

The old one from the older version of the RP will be perfect (the one where you picked what level you wish to go to with a dialog window).

Just open the map in the mapper and add them yourself. If you're not changing the scripts, its straightforward.
 
I will not be changing the Military like (not BOS because their not exclusively BOS) walls. I already mentioned the version I made is final.

Q: What is the purpose of these 2 wall types being used for the EPA?
A: I wanted to show the great difference between the 2 parts. One which is more civilian like and holds most of the sights people where allowed to see - zoo, conference rooms. And the more military side made of Broken Hills bunker parts - remember that the bunker was "NOT MADE BY THE BOS!", but instead found by them and claimed. Other purposes for such a design are more personal - I wanted to make the area more original and allow the player to fight some tough customers in a much different surrounding. Which is why there is a large forest outside of the E.P.A. and Broken Hills/Salvatore's Bar exterior as well as a large building which does resemble a "large government building" Myron mentioned in his dialog (it has another upper floor where you'll find Mr. Chemie which makes it "large" - this would be impossible with Vault 13 parts since there are no large Vault buildings). Another purpose was to show the compatibility of Broken Hills and Vault technology we see in areas such as the new Vault 13 (the new computer) inhabited by Death Claws. Of course I still wanted to stay true to the original design which is why the area uses V13 tile set. I think of it as 50/50 design.

Which is why I only need the scripts to finish my work. I can manage this myself I guess but I could really use some help.

Also before you judge this design please try playing this map first when it's finished before you start editing it yourselves.
 
Hey, its your mod alright so you can do what you want, it's just that you asked people for opinions.

The BoS walls aren't bad, they just look a bit out of place, considering EPA is more of a research facility than a military bunker. I won't argue, though, since using the same steel Vault-walls gets a bit repetitive after a while and it'd be a nice change of flavor.
 
It is still a research facility. Like I said it has a 50/50 deign and there aren't any bunkers like this out there in Fallout 2. Just a few small Brotherhood outposts.

I was also planning on making this a "claimable facility" threw >factionizing< Fallout.

You see I was thanking of a small mod which would be called "Factions". There are a lot of organizations out there in the wasteland a player can join:

Vault City Guard
Made Man (either of the families)
NCR Ranger
Slaver
Hubologist
(optimal one would be)
BOS Honorary Member

The goal of this small modification would be being bound to one of these factions. Each with it's own advantages and disadvantages. For example - Vault City would provide you with superior medical technology while the NCR Rangers would have loads of ammunition they would provide you with.

Another part of the Mod would be claiming the E.P.A. - after all the base is operational and gold mine of technology. Any faction would be interested in owning it and making you the man in charge of everything.
 
Ambitious, but I warn you in advance - a mod on such scope is a bitch to make and you'll need to learn a lot of scripting. It's doable, but like I said - it'll be a lot of work.
 
One of my friends is a programming genius. If he learns it then he would probably do it. Could someone post some links to some programming guides for Fallout 2?
 
Bump.

Does anyone have any advice for Robert regarding elevator scripts? He's going to start working today so any kind of help would be greatly appreciated.

Oh and can you make scrips while being in Fallout 2 mapper?
 
Bump.

Does anyone have any advice for Robert regarding elevator scripts? He's going to start working today so any kind of help would be greatly appreciated.

Oh and can you make scrips while being in Fallout 2 mapper?

Well, my original EPA scripts should still be ok if you haven't actually moved the elevators. Even if they have moved, you can use those scripts and alter the tile numbers to get the elevators to work in dialogue boxes,

Further to that I believe sfall allows you to script elevators using elevators.ini (or something similar - can't remember) which is similar to how they were in the original game.

You can make scripts whilst the mapper is open... using something like FSE of course, but you need to quit and reload the mapper once a new script has been registered in order for the mapper to "see" it properly.
 
Um... hmmm I was editing the 2.0 maps with some fixes and I did move the elevators. + added a few. Would you take a look at them?
 
Um... hmmm I was editing the 2.0 maps with some fixes and I did move the elevators. + added a few. Would you take a look at them?

What do you need me to look at?

There are many factors to consider... is this a standalone mod? Is it made to work only with the RP? It all makes a difference as to how scripts are compiled.
 
Ravager said:
Oh and can you make scrips while being in Fallout 2 mapper?

Writing a script consists of either writing it in a text editor or in Fallout Script Editor. Then you need to compile it, copy&paste where it belongs...and I don't know if the mapper will notice the update if the switch was done when it ran.
 
Chris Parks said:
Um... hmmm I was editing the 2.0 maps with some fixes and I did move the elevators. + added a few. Would you take a look at them?

What do you need me to look at?

There are many factors to consider... is this a standalone mod? Is it made to work only with the RP? It all makes a difference as to how scripts are compiled.

Here's the last version of the maps with all of the roofs and blocking hexes:

http://www.mediafire.com/file/tnz05zytm1y/Newmaps2.rar

I didn't want to give you a barely finished map to look at so I finished it from the visual side at about 100% unless someone notices some problems.

I'd need you to see the elevators. The ones from Epax and Epamain - the two main ones that lead you lower down the complex and the mining elevator. There's also a few lifts behind the storages.

Optionally there's also one elevator at the main entrance which should be working after you disable the force field thew a console on the memory core level. Till it's disabled the elevator doors should be locked too so that no one would try to open them or something.

I was thinking that some players might not like going back for some ammo or item threw the vent area.

I'm also working on a little area for the chem maker and finishing work on level blue. They will also need some elevator scripts, but I won't rush. They still need some work and it's 2 in the morning. I'm slowly going brain dead.

Edit:

Oh and ye these are just alternative, bigger maps, with some tougher enemies for Killap's RP. Abbey will be next. Same stuff, different visual experience, perhaps a few bonus things added like computer consoles which give you xp after getting to know some parts of E.P.A. history. And of course the Ghoul/Hungry Human attack during your visit in the zoo. Despite my slight innovation with the bunker walls I'm planning on sticking to the design documents.
 
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