The screenshots thread

Jotistz, good maps, but there is a small lack of scenery, add more rusty stuff for first map, and more technologic stuff for second map.

Also, can I have the flask image?
 
@Surf Solar
That map look awesome
@Hopper
Thanks about the flask go to the wiki repo I just upped it there along with two other items.
 
So I was bored yesterday/internet not working and I started to work on my game again (finally :D ). Tried to fiddle around with my new interface, but it soon showed that it's too cartoony to fit in the more "serious" setting. Thought about making it a custom interface for the FOnline engine (multiplayer) as it roots from this.

Here is a first draft of how the general feel looks:

aaaa.png


And this is something with a few gimmicks (also missing buttons like AC or Turn over/end turn), like pipboy avatar changing depending on dudes health etc. :P The interface elements can be freely arranged.

lul9.png
 
Very Arcanum - and that's not a bad thing, but it needs more work. I'm not sure about splitting the interface up into smaller pieces, too chaotic for my taste. This design is more 19th century wild west than 21 first century post apocalyptic.

Is that a ghoul with some white tuffs of hair on its head, or some object behind it?
 
It's an egg behind the ghouls head. ;D
And yeah, the reason (just like you said) for scrapping the interface for my mod is that it looks too cartoony for me. The "clutteriness" can be easily solved as said, as all the interface moduls can be arranged freely through a little menu. You can take it as this: http://img6.imagebanana.com/img/d15anwrz/aaaa.png or do weird things and clutter the elements all the way through the screen. All elements are made to be fit together regardless what combination you do.

And yeah, the general feel is "wood" and paper (cant see it on the screenshot), need to do it a bit more detoriated to feel like a post apo world. ;)

Something FOnline related - a draft for town/map picture of a location I am making: http://www.imagebanana.com/view/9rycletb/fresno.png
 
Surf Solar said:
And yeah, the general feel is "wood" and paper (cant see it on the screenshot), need to do it a bit more detoriated to feel like a post apo world. ;)

Yes, maybe making the wood burnt/scorched. Leather is quite predominant in FO, how about a test with some leather-ish textures?
 
Surf Solar said:

Looks very nice, but it's difficult to see the "Fallout factor" in there... how about trying with some other elements, like concrete, dust and burnt leather.
 
Concrete would mash a bit with the rest, but dust and leather sounds good (although I'm quite unaware of how to add dust :/ ).
 
Surf Solar said:
Concrete would mash a bit with the rest, but dust and leather sounds good (although I'm quite unaware of how to add dust :/ ).

Neither do i. :P ... maybe adding a 'dusty' layer and then erase and smudge it on the parts that need to be the most visible as if the dust was carelesly removed by hand recently?
 
So, how would you do some *indoor* multilevel/hall building? So far I haven't seen it in any map.. Theoretically, it isn't that hard:

unbesssnannt1vk3u.png


(Just removed shit from some other map and used it as a draft with copy pasta tiles/walls)

Theoretically, by cutting the south perspective, it should look relatively "hall"-y, only the walls pictures need some adjustments.. I want to do some old theatre thingy, with Highered walls west and east... Did anyone else ever did this? Want to learn some more fake-multilevel stuff....

Also, at all the other mod makers, post some screenshots :(
 
Very interesting idea Surf ! I would like to know more once you've done some testing :)

Here is a screeny of the catacombs for EC:Paris (still WIP).




--
Aguirre
 
Surf Solar said:
So, how would you do some *indoor* multilevel/hall building? So far I haven't seen it in any map...

Easy baby...but you will need to make some new art just so it looks more convincing - the walls, and possibly some stairs.

002scr00000.jpg
 
shihonage said:
Really good level design, but what happens when you step on C) area?

I think you guys need to play Killap's Restoration Project...this location is in the EPA (the secret level :look:). C section is flat tiles, the stairs are also flat, as is the metal wall behind the stairs. Otherwise the character cant run over the objects, but instead run through them, which looks bad.
 
Yeah, it looks really good .Pixote. ! I couldn't see your image after my internet died a week ago and I fiddled a bit around on it myself, this as the result. Doesn't look as good as yours, but it seems the idea is the same. ;) (no, this is not this old theatre I wanted to make, I delayed it until I have better walls)

[spoiler:ee1d165d4f]
untitled1pqbb.png
[/img]

Same stairs work for bridges too, although I'm not fully satisfied by it...

screen_15-04-2010_15-1irwd.jpg
[/spoiler:ee1d165d4f]
 
Surf Solar said:

Looking very nice IMO...the lighting is excellent.

I realize those metal stairs are far too rusty, I might make a new less rusty version for the next release of the RP. Multi-level maps is the future of fallout mapping. :mrgreen:
 
The stairs are fine imo - I forgot to add those rusty rails now that I look on that screenshot... I believe the stairs only look too rusty for you because I have placed a dark-red-ish light at the bottom of the stairs, it makes them appear more rusty-ish. ;) And yeah, I think "multi levels" add very much to the look of the game. A bit more difficult to do, but it's worth. I also like the multilevel houses, skyscrapers, etc..
 
Surf, IIRC your game starts 5 years after the WW III. But looking at your latest screenshot, the area looks very rusted and definitively neglected for more than 5 years. Of course, I know nothing about your storyline so it might be perfectly reasonable to have such an area then :)
 
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