Here are some Screenies from my Mod/Campaign

Mapping & modding Fallout Tactics and reviewing maps thereof.
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xkcon
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Post by xkcon »

Time for an update. Progress continues, chugging along slowly but surely, another few maps finished tiling. At this point the good news is I only have to finish 4 major maps to complete my storylines. (I need to to tile a few smaller maps too, but I can usually crank those smaller maps out in a single day.) The bad news is, realistically by the time I'm finished you'll all be playing Fallout 3, and the gaming world will care even less about Fallout Tactics...

At any rate, I vow to finish this thing how ever long it takes, so heres a few more screenies for you guys.


Oh man this place is fucked up!
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cazsim83
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Post by cazsim83 »

cool shots - I'm pretty impressed. I'm still *very* new at making maps for FOT
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Post by [HpA]SniperPotato »

I care very much. Especially since there is infected people now. :dance:
Fallout Tactics multiplayer: COOPnet and MegaCOOP map pack
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Post by Strider »

Very cool looking.
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Post by VasikkA »

It still looks very promising. And now zomb... infected people, too. You've obviously put great detail into the story.
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xkcon
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Post by xkcon »

Here's a few more shots from Location05 'GreenVille'
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Oh man, striking out in real life is one thing, but striking out in a video game really sucks...

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Play testing a campaign sure goes a lot faster without those god damn Random encounters.
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Post by entertainer »

:clap:
Fallout 3 - By Morons, For Morons
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Post by Manoil »

Lookin real good man. Keep it up, I look forward to your next update
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xkcon
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Post by xkcon »

Update: Spent a lot of time scripting lately, which for me is the most challenging and the most rewarding. it's alway fun to see my storylines come together. I have to Admit, as the project continues to grow, my motivation to finish it gets stronger. Well heres a few more pics for all youse guys.

These shots are from Location06 'The Satellite Station'
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It took me a few days to figure out what I could and couldn't do with the science skill and the repair skill/repair objects, but I got it all working nicely now.
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Post by hat_man99 »

Is this going to be released before or after fallout 3?



Edit: Nevermind, i think itll be a while anyway :paper:

Good job though. Make the screen shots bigger though.
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Post by VasikkA »

xkcon wrote:Image
I don't know what your target audience is, but do you really think it's necessary to highlight the clues like that? Leave something for the player to figure out as well.
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Post by xkcon »

....Sigh....
How's this VasikkA?
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Post by hat_man99 »

You could try

Blah blah isnt turning on, something in this room must be broken.
Sort of vague with a hint towards what it is
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Post by VasikkA »

xkcon wrote:....Sigh....
How's this VasikkA?
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What the fuck are you sighing? If you don't like the change, then leave it.
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Post by xkcon »

Thanks guys for the suggestions, perhaps this will be more to your liking.
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I am always willing to undertake constructive criticism and to hear your comments, that's exactly why I started this thread. But I want you to know that I originally intended that part of the problem to be very easy to solve, as that is only a preliminary goal, and a much more complex problem is required to be solved before the player completes his objective. So, you aren't really seeing the Total Picture from these few screenshots.

The Sigh was really for myself as I spent a lot of time convincing myself to make the first part really really easy, So VasikkA I'm hoping we don't have to get 'Snotty' about this. I appreciate your insights, and I hoping to stay on friendly terms with everyone here. [/img]
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Post by Manoil »

Well you get the idea, man. Basically, to make dialogue seem genuine and not stunted or targetted to the slow, you either want to say something like what you have...

"It's operational, but uses remote access"

...and have the dialogue on clicking the console say 'broken'. Or, you could just direct people to the console immeadiately by saying 'broken console' when they click the generator/etc.

In essence, make it look like you know exactly what's wrong, or you know what you're using but don't know the problem-- partials and hinting make for weak dialogue, you know?
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Update.

Post by xkcon »

Have been busy scripting for a while now, thing are really coming along and at this point it is time to give you guys an update. heres a better look at Location03 'Jackson City'. In my mod this will be one of the first (major) places you encounter
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So you think you want to be a fighter eh? you'll probably need a good trainer...
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Post by xkcon »

You'll have to train seriously if you wish to compete on the Wasteland fight circuit, don't waste Mickey's time...

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Dig deep!
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How far will you make it on the Wasteland fight circuit? Do you have what it takes to become a champion?
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Post by Frater Perdurabo »

Ok, so give us an ETA before we stop caring.
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Post by VasikkA »

Looking good. You're really stretching the Tactics engine to the limit without forgetting to put in enough story elements. You should send an application to some indie CRPG shack, unless you prefer to be a one-man show. VD might appreciate your talent.

And just like Frater said, an ETA would be nice to know, as well.
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