Submarine Mod

holy jebus, that is fucking awesome.

Continuum said:
scr00000.gif

I never thought the game could look that good!
 
Looks fucking amazing - I think that this size of the map is just about it - just put there a cool looking retro computer console and all is set x]
 
Where's a locker? Where?

scr00000.gif


In place of that dark shadows locker will be added and some machinery.


Our brave hero while having conversation with... a talking computer!

scr00001.gif


I'll make that small "console" (where keyboard should be) separated from the main computer/machinery, and only this "console" should be accessible, since whole thing is overlapping the player in one point, and because of that I must split it into two pieces.


Chosen One while exploring deep, dark corners...

scr00002.gif


I'll left this hole, since by weird coincidence walls are fitting perfectly into the tiles :o


If you have any special request then post them now, later they won't be possible.


-------------------------------EDIT

Two or more torpedoes will be removed to get asymmetrical look and tubes are loaded with something effect.
 
Just for the record:

Continuum said:
I'll make that small "console" (where keyboard should be) separated from the main computer/machinery, and only this "console" should be accessible, since whole thing is overlapping the player in one point, and because of that I must split it into two pieces.

one of the pieces of that large machinery/computer must have No Block to Yes, since both are sharing the same blocking hex. I did it to keep the same amount of highlight in night (which is fucking broken :ugly:) on both pieces. Also, as you can see only that small console is useable.

scr00001.gif


Also, does anyone know why Mapper goes black and is not responding (or it has a crash?) when I'm using game mode (F8) and I'll try to use rest button in pipboy screen? It happen all the time on new maps. But it also happen on existing maps, where large amount of custom art is added. The same problem happen in normal game. For example when I was testing that desert highway I was forced to rest before entering the map... :roll:

Here's this error after fallout2.exe crash:

 
So, no one knows why I got that crash(es)? :o

Anyway,

Things which are useable and two items (lockers):

7676767.gif


Of course blockers MUST be placed in the same way as I did to prevent overlapping.

When I'll finalize the art I'll post large screenshot with scenery only and where blockers should be thing.
 
Never saw this crash before in this way. :/ This doesn't happen if you have not all the art ingame?

To the other screens: Looks very cool. Again. :)
 
- I'm opening existing map (or "empty" map),
- I'm adding two, custom art pieces,
- I'm pressing F8,
- I'm clicking rest button - fine, no error.

But if I'll add much more custom pieces - I can't use rest button because I'll get a crash, both in Mapper and game. So, to check how the map is looking in night I must run a normal game, replace one of existing maps and rest until midnight before entering the map. Doing this fucking procedure is really annoying and because of that I didn't test FRMs in night.

Another problem is:

- I'm opening existing map (or "empty" map),
- I'm going into game mode (F8),
- I'm clicking rest button - no problem,
- I'm returning to normal Mapper mode (F8),
- I'm going into game mode (F8) once again,
- I'm clicking rest button - a fucking crash!

WTF? :o
 
It should be possible to click "D" also if you are not in F8-Mode.
 
@Lexx

Nice catch.

@Continuum

Still taking suggestions?

1. This may not be within the things you do, but here's what I'm thinking: A gimmick trap which, when set off, blows steam from the side(walls). By "gimmick" I mean just for the novelty, not damage.. and whatnot. -Basically, the horizontal steam would be within your range?

2. Highlighting one of those chronometers above the working console(or the black holes next to them) with a red color(or similar) to tag it as 'operational'.

Looks excellent as it is, especially the tone of the rust effect. :ok:

~Just a thought...
 
Thanks for that "D"! I only knew about "[" and "]" for changing light intensity in build mode*.

Torpedoes will get an AWFUL highlight in night:

1111111gpd.gif


I could set right scenery stuff (3 torpedoes) to flat and block the player to prevent from getting behind the torpedoes, but it's too late for it now... Fuck this anyway. I'm not going to make any workarounds or split every fucking scenery/wall (which will be close to the player) to TONS of pieces with 16 in Width**, since it's the only value which is somehow looking well in night :ugly:

Unno said:
Still taking suggestions?
Directly to art related - no. As for the rest of ideas: it's not a question to me ;)

*and for scrolling while in prototype editor thing through all these FRMs ;)
**NS direction or 32 + 16 for EW ;)
 
Looks awesome Contie. AWESOME!! :D

But yeah, that hightlight thingy is annoying... ah well, c'est la engine
 
Maybe we could put some generator for the lights, maybe put it working with repair, but that could be little cliché.
 
Back
Top