FO2 mod Mutants Rising: New Year update

WorstUsernameEver said:
Some areas also look a bit maze-like.. graphically they're some of the use of the original assets I've seen, but you should be careful not to make them too annoying...

Yeah, that's a junk yard, hence the clutter. But we will take care not to go too crazy. Once you're caught up in the story these things wont seem so over the top, at the moment the locations probably seem confusing.
 
Mr Fish said:
How is the main quest/theme/setting in terms of morality? Good, evil, grey?

There are four main quests. Three of them are neutral in terms of morality and one presumes you want to do good. However, you can ignore this particular main quest (which could count as an "evil" solution), and you can also complete this quest using evil means, which technically makes it an evil quest with a good outcome that tastes sour. This may sound a little vague, so if you're not afraid of me disclosing the premise of the story, I can elaborate.

WorstUsernameEver said:
My 2 cents: voice acting is in dire need of better recording, way too much popping and noise. I understand you won't have the polish of an actual commercial videogame, but if all the voice acting is recorded like this I'd prefer to not listen to this. Note that this has nothing to do with the performance, which, while I don't quite agree that it was at the level of a professional voice actor, was fine.

We can't afford any studio time, nor professional or even semi-professional recording equipment. In fact, it's all up to our actors - they are usually located several thousand miles from the rest of the team (which is pretty dispersed in itself) and we can't control how they record it. Finally, there's the compression to .acm which also reduces the quality of the recording.
If you have any advice on how we can improve this situation, we'll be happy for the help, otherwise I don't see what could be done about it.

Some areas also look a bit maze-like.. graphically they're some of the use of the original assets I've seen, but you should be careful not to make them too annoying, especially since environment navigation in the original wasn't exactly super-smooth (but the areas were designed in a way that it wasn't a super big-deal).

Like Pixote said, it's a junkyard, so it looks messy, but the passages are wide enough to navigate without getting stuck, even with a 3-member party (didn't test more members). Also, most other areas are more open.
 
Dude101 said:
we could especially use new mappers and as usual

I don't have the time to work on new maps, but I did design my share back in the day. However, all of the projects I took part in fell apart, so they were never actually used. Except for my (extremely shitty) EPA map that somehow found its way into killap's mod.

I still have screens from a couple of my maps, though only of the first few. Gluing tens of screenshots together was too much pain and I quickly grew tired of it. Anyway, here's a taste:


[spoiler:8a70f2aaee]
2mpd6au.png


2vii0ly.png


23uqxko.jpg

(The middle building is actually surrounded with wreckage. Outdated shot)
[/spoiler:8a70f2aaee]

If you are interested, I could dig them all out and upload somewhere. Most, if not all, should have several levels and the lighting and blocking hexes already set up.
 
deadlus said:
I don't have the time to work on new maps, but I did design my share back in the day. However, all of the projects I took part in fell apart, so they were never actually used. Except for my (extremely shitty) EPA map that somehow found its way into killap's mod.
[...]
If you are interested, I could dig them all out and upload somewhere. Most, if not all, should have several levels and the lighting and blocking hexes already set up.

Big thanks for the offer, Deadlus! They are really nice maps!
However, what we need are either new maps built according to very specific designs, or modified maps, with some stuff added/removed/moved about. I'm afraid we simply wouldn't be able to use your work without altering 3/4 or more of it :/

As I said, we appreciate the offer nonetheless. Thanks!
 
Well, in case you ever want to take a look if any of my other maps suits your needs, just let me know. The ones I posted here are just the first three out of, dunno, about 12-15 if you were to count all the levels in each file. Maybe I'll put them up for grabs in the modding forum.

I forgot to mention that the work you guys do is most impressive and admirable, so here's that.
 
deadlus said:
Except for my (extremely shitty) EPA map that somehow found its way into killap's mod.
What part of the EPA was this? And in any event, those maps have since been heavily revised so they are most certainly not shitty anymore :)

I already said this in the Mutant Rising section of the forum, but great stuff guys! I look forward to playing this mod one day.
 
Ardent said:
In fact, it's all up to our actors - they are usually located several thousand miles from the rest of the team (which is pretty dispersed in itself) and we can't control how they record it. Finally, there's the compression to .acm which also reduces the quality of the recording.
If you have any advice on how we can improve this situation, we'll be happy for the help, otherwise I don't see what could be done about it.

That's fair enough, and I didn't think about the .acm compression. Only thing I can recommend is being selective on what voice acting makes it into the mod and see whether it adds something or not.

Like Pixote said, it's a junkyard, so it looks messy, but the passages are wide enough to navigate without getting stuck, even with a 3-member party (didn't test more members). Also, most other areas are more open.

Yes, I'm aware that there can be lore reasons for why some areas look messy, I just personally think that ease of navigation should trump that (unless the challenge of the area is navigation when you're on limited time or something like that, although designers generally have to tread carefully with that type of challenge given taht it's rarely fun). As long as the passages are as wide as you say, though, there should be no problem.
 
WorstUsernameEver said:
As long as the passages are as wide as you say, though, there should be no problem.

Don't worry, it looks tricky but the place was built for easy navigation, we want people to get from point A to B without unnecessary hassle.
 
The mod sounds pretty awesome, I understand that it is in developement for quite some time and its very cool to see you guys are still hanging in there and work on it.

Will be looking forward to the final version of the mod, thanks for your dedication and cheers, you guys rock!
 
Dukeanumberone said:
any news?

We've got delayed by various RL problems, but hopefully things are picking up pace again. In other words - we don't have any exciting news at this point, as everything new that we started is still in progress. This may not sound optimistic, but we've been through worse. There will be an update as soon as we have something worthwhile to announce. Thanks for asking though! :)
 
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