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Here are some Screenies from my Mod/Campaign

Posted: Tue Dec 27, 2005 9:43 pm
by xkcon
These are some screenshots from my Mod. I've completed over 14 Maps so far, Some are huge.

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This (above) is South Lake City, It's huge by anyones standards.
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My Mod will involve much more RPG elements there will be many quests with multiple solutions with different consequences for "Good" or "Bad" players

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I will post more info and pics as I go.

Posted: Wed Dec 28, 2005 9:45 am
by requiem_for_a_starfury
Interesting, how big (in regions) is South Lake City?

BTW you don't need to reduce them down so small in the future, a 1024x768 screenshot would of been well within the filesize limits of Imageshack.

Otherwise nice work, when's the planned release date?

Posted: Sat Dec 31, 2005 7:08 pm
by xkcon
South Lake City is about 5.5long by 4wide in (blue) regions, it's pretty big, and almost all buildings are multi-floor. There are lots of NPCs who will join you, and lots of quests and jobs (like working for the Crimson Caravan and Crime lords).

ImageExpect a lot of huge battles, this mod was designed in CTB mode, but i'm sure it will work in turn based mode as well.

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I've tried to re-create nice city-scapes and realistic buildings

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As far as release date..... LOL who knows?!, I'm doing everything myself and this takes a lot of time, plus i have a crappy job that drains much of my time. As I progress I will think more about a release date. maybe I might even release a few maps or a mini-demo or something.

Posted: Sat Dec 31, 2005 7:35 pm
by Nicolai
Looks pretty good to me. B)

Posted: Sat Dec 31, 2005 10:00 pm
by requiem_for_a_starfury
5 x 5 is about the limit my new machine can render maps, so I was just curious if you had any problems making your mini map render. Though 5 x 4 is probably about right for the default campaign, there's a few smaller and a couple bigger but most maps are about that size.

Know what you mean about working on it alone, but it helps to set yourself a release date. Even if you have to keep pushing it back it's still something to work towards.

14 maps is a pretty big campaign, how many more were you planning on doing? Sometimes it's best to aim for a smaller target and then if you have the time and inclination then expand it. If at the end you have a blank map (all black tiles and lighting set to -1). Then once the player has finished the finale you send them to the blank map which will then play the end sequence, whatever that'll be, then you can always replace the blank map with another which will take the player onwards if you wanted to release it in two parts. You just need to tell the player to make a save before leaving the end of the first part.

Like the multi-story car park, nice.

Posted: Mon Jan 09, 2006 11:15 am
by xkcon
Yes Req, I did have problems making my render for the mini-map, the editor would conk out when i tried to make the render, my solution was to save a "tiles only" version of the map and make the render from that (I guess the entities sprites somehow screwed up the editor (not quite sure really...))
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There's nothing like taking down a good Heist...
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There lots of Scores to take down in this mod
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And lots to explore.
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Posted: Mon Jan 09, 2006 11:32 am
by Wolfman Walt
Might give me a reason to reinstall FOT at the very least.

Posted: Mon Jan 09, 2006 11:57 am
by requiem_for_a_starfury
Heh, you're meant to do the render without entities (except perhaps doors), you don't want waypoints and lights etc showing up. It'd give the game away sometimes. ;)

There's a limit to how much it can render, based on how much your pc can handle, I've just been working on a 5x5 map, it rendered fine until I added a couple of small ditches. The extra floor levels made the map crash when I tried to render it. I had to reduce the map to 5x4 before it would render, so no doubt the extra resources needed to render the sprites as well are too much for your machine.

Sometimes though if you are having difficulties rendering a map you can cut away at the tiles outside of the camera boundary, they might be cast in shadow but it's something less to render.

Screenshots look interesting, now hurry up and release something :) oh you might want to adjust the vehicle's team, skin or hair colour rather than the base colour. Then you won't get red tyres.

Posted: Thu Jun 08, 2006 8:17 pm
by [HpA]SniperPotato
So.. is it done yet?

Update: MOD still alive

Posted: Sun Nov 12, 2006 10:28 am
by xkcon
It's been a while since my last post, but yes the mod is still alive, Progress has been slow going because my job takes up much of my time, but lately I've managed to put in some hours everyday.

Heres a look a 2 new maps that I've finished tiling.

Image This is Fortress-City, It's another Huge map with lots of things to do

[/img]Image This is the (still untitled) Location17

In my Mod you'll be able to choose to work with either the "Alkida" movement or the "Zianist" movement...
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Love and Sex in the Wasteland?! You bet, this mod is Rated R
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Posted: Wed Nov 15, 2006 5:11 am
by Redeye
woot woot!

Posted: Sat Nov 18, 2006 7:47 am
by xkcon
Fortress City will be full of adventure
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... ok you can enter...

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There will be more Scores for Niel's Crew and you to take down.
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But don't let this guy catch you...
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Posted: Sat Nov 18, 2006 9:11 am
by Redeye
xkcon wrote:Fortress City will be full of adventure
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... ok you can enter...

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There will be more Scores for Niel's Crew and you to take down.
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But don't let this guy catch you...
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Keep it up Holy Brother!

The White Devils shall NOT prevent release for much longer!

Surely it is so!

Posted: Sat Nov 18, 2006 12:17 pm
by vx trauma
good werk man! Ja!
kill whitey bum bum bum

:salute:

Posted: Sat Nov 18, 2006 1:50 pm
by PiP
looks good :salute: I think it might make me install FoT again :crazy:

Posted: Sat Nov 18, 2006 5:32 pm
by atoga
FOT with dialogue! :aiee: looks real nice man. i'm interested.

Pimpin ain't easy

Posted: Sun Jan 07, 2007 11:45 pm
by xkcon
Fortress City is a real Sleazy place, where a Hustler can make some $$$
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You'll get to meet lots of interesting people...
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But just remember one thing folks...
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Pimpin ain't easy
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Posted: Mon Jan 08, 2007 1:04 am
by VasikkA
The screenshots certainly look interesting. You mentioned the mod will have RPG elements. I don't know how well FOT editor is suited for making an RPG, so I'm wondering what to expect; forthright questsolving or have you come up with a more intricate story?

Posted: Mon Jan 08, 2007 4:17 am
by Redeye
VasikkA wrote:The screenshots certainly look interesting. You mentioned the mod will have RPG elements. I don't know how well FOT editor is suited for making an RPG, so I'm wondering what to expect; forthright questsolving or have you come up with a more intricate story?
He could use that "clone" system for conversations.

Posted: Mon Jan 08, 2007 2:29 pm
by Amaru
VasikkA wrote:The screenshots certainly look interesting. You mentioned the mod will have RPG elements. I don't know how well FOT editor is suited for making an RPG, so I'm wondering what to expect; forthright questsolving or have you come up with a more intricate story?
The FOT Engine can certainly handle it and the editor has more then enough options for it. It's all depends on how you trigger events.