Welcome Fallout fans!
After a very difficult start I’m getting better and better at editing maps and other things in Fallout 2 (currently only the scripting seems to be one hell of a problem). If you remember my last thread then you probably know what have I been trying to do in the past months regarding some (or perhaps even all – if I’ll find the time) of the maps in Killap’s Restoration Project. If you don’t know however then I’ll explain everything below.
Explanation:
My alternative maps are meant to make the areas both more realistic and original while still including the things that where cut before the game was released. Currently we see a lot of strange stuff in most of the new maps. A lot of things are craptastic and make no sense like - pipes placed on a dead robots or gigantic Wanamingo’s or genetically modified humans with animal DNA who survived in a cage and managed to live for a very long time (as you know most animals live much shorter lives then humans and with such differences in their DNA like: bird, cat, lizard, dog – procreation would probably be impossible, not to mention that most of the scientists would probably sterilize those abominations right away).
At the moment I’m nearly done with the E.P.A. map, but I’m stuck on the last sub levels. Especially Green and Blue. So before I go further with my work I wanted to ask you this dear readers – what would you like to see on level Green? Here are some ideas:
1) Standard cages like the ones before, with some weird deformed tribals (never made any sense to me…).
2) Cages or the entire sub level filled with hungry ghouls similar to Harold. You see Harold was exposed to the F.E.V. even though he wasn’t dipped in the VATS. Such ghouls do live long, and the E.P.A. could have acquired the virus somehow (I’m not talking about a large amounts here, more like 1 container). After all you do find a lot of info about the Forced Evolution Virus at the E.P.A. so it wouldn’t be strange if the virus was stored there would it? There are also 3 sub options I had in mind for this:
a. The ghouls (humans) would be caged up and practically harmless unless someone tampered with the force field.
b. During your visit at the petting zoo one of the ghouls would attack the force field emitter and get friend on the spot, yet at the same time the field would start malfunctioning and suddenly stop working completely thus allowing the other ghouls to attack the player and try to eat him alive (this will be hard or impossible since it would need scripting and I really can’t do that stuff, so if someone could do this for me I’d really appreciate it).
c. This sub level would be filled with ghouls who got out of the cage long, long ago. A few of them got irradiated after roaming around a certain laboratory where they where experimented on, others on the other hand are intelligent idiots with guns who know how to pull the trigger, but can’t really communicate. Driven by hunger and instinct they killed all or almost all of the animals and even began cannibalizing each other some time before your arrival. After passing threw the locked doors that lead to the petting zoo don’t expect any peaceful solutions. Just load your gun and start shooting.
------------------------------------------
Those ghouls could be easily replaced with those deformed tribal like humans, although I can’t really imagine how they survived for so long. That’s why I need some opinions or fresh ideas which would make level Green as perfect and interesting as possible.
As for the project itself just take a look at the new screenshots and compare them with the design documents. I hope most of you will find the new E.P.A. looks to be satisfying.
http://s224.photobucket.com/albums/dd313/Patrycjusz/Fallout 2/
As you can see this structure actually does look like a large government building now (like in Myron’s description). There’s also a lot of plants growing around it (strange vegetation) – after all this area was supposed to be a jungle. It’s also the only green area you’ll get to fight in and I hope a lot of people will enjoy it. I’m also very proud of the vent area that gives the player the ability to approach the situation in a more tactical way like shooting the mantises on the other side near the large pit. Also if you read the design documents you’ll notice that the base defenses have ran out of ammunition: “Hologram 10001, Director of Security: A gung-ho marine hologram who peppers his speech with a lot of crude German phrases. He believes that everything in the complex should be killed and then the EPA allowed to "reboot." Fortunately, he can no longer command any of the robots, all the weapon defenses have run out of ammo, and all he can really do is bluster about how much he would like to destroy everything if he was in charge. If the player performs some tasks for this Director, they can get access to the Security Locker Rooms, which holds some old ammo, weapons, and some armor.” this means that the two plasma turrets outside of the base will not attack you. They ran out of ammunition and can’t recharge as long as you won’t fix the power problems.
You see I’m trying to do all I can to make this place as close to the original as possible or even better. There’s still some things missing like sub level Green or level Blue where the recruitable characters should be in the “freezers” and not “suspension tanks”. The tanks are meant more for the Sierra Army Depot where you find private Dobbs.
The Fruit flies are also a problem. Once I think I have seen a swarm of bugs in some Fallout mod (or was it a dream???? Or that Baldur’s Gate Druid spell? Creeping Doom or something). Anyway that animation would be perfect for the Fruit Flies instead of giant wasp like creature taken from Fallout Tactics. Personally I even think it’s wrong to put those creatures in to Fallout 2 the way they are now since they really don’t fit in. I’d also like to see the can of bug spray being used against them since they would be too small to get hit by bullets. Yet very venerable to the spray, flame throwers, explosives and perhaps pulse weapons?
Other ideas:
I was also thinking of changing some weapons and ammunition for example:
- Making AP ammo do a bit more damage then JHP in a very simple way.
- Changing Bozar in to a single/burst fire sniping weapon that has a very long range like the sniper rifle.
- A bit more range and power for laser weapons (might lower resistance on some armors).
- Giving the armors different Armor Classes. The Power Armor(s) is large, heavy, it should make you easier to hit, yet it has some advanced tech which won’t make your AC the worst, but per say still lower then a very light Combat Armor. A Metal Armor on the other hand will have both a worse AC and resistances, yet the Tesla Armor will be slightly lighter and give a decent AC while being pretty good versus energy weapons. Either way I’ll be trying to make decent alternatives so that people won’t always pick a Power Armor over the other armors.
(Abbey & other maps coming soon)
After a very difficult start I’m getting better and better at editing maps and other things in Fallout 2 (currently only the scripting seems to be one hell of a problem). If you remember my last thread then you probably know what have I been trying to do in the past months regarding some (or perhaps even all – if I’ll find the time) of the maps in Killap’s Restoration Project. If you don’t know however then I’ll explain everything below.
Explanation:
My alternative maps are meant to make the areas both more realistic and original while still including the things that where cut before the game was released. Currently we see a lot of strange stuff in most of the new maps. A lot of things are craptastic and make no sense like - pipes placed on a dead robots or gigantic Wanamingo’s or genetically modified humans with animal DNA who survived in a cage and managed to live for a very long time (as you know most animals live much shorter lives then humans and with such differences in their DNA like: bird, cat, lizard, dog – procreation would probably be impossible, not to mention that most of the scientists would probably sterilize those abominations right away).
At the moment I’m nearly done with the E.P.A. map, but I’m stuck on the last sub levels. Especially Green and Blue. So before I go further with my work I wanted to ask you this dear readers – what would you like to see on level Green? Here are some ideas:
1) Standard cages like the ones before, with some weird deformed tribals (never made any sense to me…).
2) Cages or the entire sub level filled with hungry ghouls similar to Harold. You see Harold was exposed to the F.E.V. even though he wasn’t dipped in the VATS. Such ghouls do live long, and the E.P.A. could have acquired the virus somehow (I’m not talking about a large amounts here, more like 1 container). After all you do find a lot of info about the Forced Evolution Virus at the E.P.A. so it wouldn’t be strange if the virus was stored there would it? There are also 3 sub options I had in mind for this:
a. The ghouls (humans) would be caged up and practically harmless unless someone tampered with the force field.
b. During your visit at the petting zoo one of the ghouls would attack the force field emitter and get friend on the spot, yet at the same time the field would start malfunctioning and suddenly stop working completely thus allowing the other ghouls to attack the player and try to eat him alive (this will be hard or impossible since it would need scripting and I really can’t do that stuff, so if someone could do this for me I’d really appreciate it).
c. This sub level would be filled with ghouls who got out of the cage long, long ago. A few of them got irradiated after roaming around a certain laboratory where they where experimented on, others on the other hand are intelligent idiots with guns who know how to pull the trigger, but can’t really communicate. Driven by hunger and instinct they killed all or almost all of the animals and even began cannibalizing each other some time before your arrival. After passing threw the locked doors that lead to the petting zoo don’t expect any peaceful solutions. Just load your gun and start shooting.
------------------------------------------
Those ghouls could be easily replaced with those deformed tribal like humans, although I can’t really imagine how they survived for so long. That’s why I need some opinions or fresh ideas which would make level Green as perfect and interesting as possible.
As for the project itself just take a look at the new screenshots and compare them with the design documents. I hope most of you will find the new E.P.A. looks to be satisfying.
http://s224.photobucket.com/albums/dd313/Patrycjusz/Fallout 2/
As you can see this structure actually does look like a large government building now (like in Myron’s description). There’s also a lot of plants growing around it (strange vegetation) – after all this area was supposed to be a jungle. It’s also the only green area you’ll get to fight in and I hope a lot of people will enjoy it. I’m also very proud of the vent area that gives the player the ability to approach the situation in a more tactical way like shooting the mantises on the other side near the large pit. Also if you read the design documents you’ll notice that the base defenses have ran out of ammunition: “Hologram 10001, Director of Security: A gung-ho marine hologram who peppers his speech with a lot of crude German phrases. He believes that everything in the complex should be killed and then the EPA allowed to "reboot." Fortunately, he can no longer command any of the robots, all the weapon defenses have run out of ammo, and all he can really do is bluster about how much he would like to destroy everything if he was in charge. If the player performs some tasks for this Director, they can get access to the Security Locker Rooms, which holds some old ammo, weapons, and some armor.” this means that the two plasma turrets outside of the base will not attack you. They ran out of ammunition and can’t recharge as long as you won’t fix the power problems.
You see I’m trying to do all I can to make this place as close to the original as possible or even better. There’s still some things missing like sub level Green or level Blue where the recruitable characters should be in the “freezers” and not “suspension tanks”. The tanks are meant more for the Sierra Army Depot where you find private Dobbs.
The Fruit flies are also a problem. Once I think I have seen a swarm of bugs in some Fallout mod (or was it a dream???? Or that Baldur’s Gate Druid spell? Creeping Doom or something). Anyway that animation would be perfect for the Fruit Flies instead of giant wasp like creature taken from Fallout Tactics. Personally I even think it’s wrong to put those creatures in to Fallout 2 the way they are now since they really don’t fit in. I’d also like to see the can of bug spray being used against them since they would be too small to get hit by bullets. Yet very venerable to the spray, flame throwers, explosives and perhaps pulse weapons?
Other ideas:
I was also thinking of changing some weapons and ammunition for example:
- Making AP ammo do a bit more damage then JHP in a very simple way.
- Changing Bozar in to a single/burst fire sniping weapon that has a very long range like the sniper rifle.
- A bit more range and power for laser weapons (might lower resistance on some armors).
- Giving the armors different Armor Classes. The Power Armor(s) is large, heavy, it should make you easier to hit, yet it has some advanced tech which won’t make your AC the worst, but per say still lower then a very light Combat Armor. A Metal Armor on the other hand will have both a worse AC and resistances, yet the Tesla Armor will be slightly lighter and give a decent AC while being pretty good versus energy weapons. Either way I’ll be trying to make decent alternatives so that people won’t always pick a Power Armor over the other armors.
(Abbey & other maps coming soon)