mjjking Posted January 24, 2009 Share Posted January 24, 2009 whos allowed to join the wiki? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 24, 2009 Author Share Posted January 24, 2009 Anyone who can contribute to the project can apply on the site. We will need examples of what the applicant can do, then we will decide. Link to comment Share on other sites More sharing options...
Triumph675 Posted January 24, 2009 Share Posted January 24, 2009 Sorry for not giving any updates lately, I've been pretty busy. Right now I have the map done. The navmesh and portals all work. I just need to clean up the clutter somewhat, to give it more of a running facility. I`ll post it up when I get back home, probably tomorrow. I'm having troubles with the wikidot site. It won't let me post anything because I`m not logged in. Yet it won't let me log in because I`m already logged in. Confusing.... Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 24, 2009 Author Share Posted January 24, 2009 I have just updated the alpha! Go to the download area and get it ----->HERE<----- Play around with the first 9 arena battles (not balanced yet but playable, and beatable)Explore the hidden tunnel in the upperclass district. (Behind shelf in a room adjoining one of the large rooms in the lower levels, just go down through the apartment area until you reach a big room, not the lobby) I look forward to what you have to say. Link to comment Share on other sites More sharing options...
silerfire Posted January 25, 2009 Share Posted January 25, 2009 Sorry for not giving any updates lately, I've been pretty busy. Right now I have the map done. The navmesh and portals all work. I just need to clean up the clutter somewhat, to give it more of a running facility. I`ll post it up when I get back home, probably tomorrow. I'm having troubles with the wikidot site. It won't let me post anything because I`m not logged in. Yet it won't let me log in because I`m already logged in. Confusing.... Looks like you had two accounts. I removed one from the member list. Give it another try. Link to comment Share on other sites More sharing options...
Triumph675 Posted January 25, 2009 Share Posted January 25, 2009 I have no idea what's going on with my wikidot account. When I`m at the fo3vegas wikidot home page, it doesn't register that I am logged in. So when I go to login, it say's that I am logged on, and shows that I am. So going back to the fo3 wiki, I`m not logged in anymore. I uploaded the map to fo3nexus. http://fallout3nexus.com/downloads/file.php?id=1948 It's just the map... No enemies, not connected or anything... Coc jetlab to get there Tell me if you want anything changed, or what not. Link to comment Share on other sites More sharing options...
Baelkin Posted January 26, 2009 Share Posted January 26, 2009 I gave the Jetlab a whizz, and here's my impressions. I think the environment looks pretty good, but overall it just doesn't strike me as a Jet Lab considering how Jet supposedly is made, ie. from Brahmin Dung. The production hall just seems a bit too neat and tidy to actually reflect how the process is described - of course someone might have come up with a more efficient way of making it since it was first created, but I don't really "feel" the production hall. When I think of Jet production, I think of dirt, improvised equipment and rows of people standing at stills making sure it doesn't explode during destillation. Instead of using the closed vats seen in the screenshot below, I'd probably consider using open vats filled with Brahmin dung with catwalks around them, from which people could poke poles into the muck and stir it around or scoop the contents off of the surface into buckets which then would be poured into a still system. Poo on the floor is mandatory, maybe also dim the light a bit, so it really comes out looking like a real dive and add more destilling systems. I figure that if the owners are supposedly mobsters, they aren't satisfied making small amounts at a time - bigger is better and garners more revenue faster. Otherwise pretty nicely detailed, and I really like the gnomes - makes me think of the episode(s) of Lost with the Virgin Mary figurines. http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot98.jpg The hall area depicted on the screenshot below made me wonder a bit about the orientation of the couch and what the purpose of the small setup in the hallway was. Is it a guard station or just a place where gangers hang out? If it's the former then I'd re-orient the setup such that the back of the couch is facing a wall and the guards have clear view to both the left and the right of the corridor. Maybe add something to take cover behind like a turned over cabinet. If it's the latter, then I guess it's ok as it is, though I don't really know why people would hang out in the middle of a hallway when they have a "staff room" in one of the bathrooms. Lighting is good, and the clutter is "satisfactory". I felt I was in the hall and that people actually used it to live in. Good job on that one. http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot97.jpg As for the "staff room" depicted below, I think it was well done with a lot of small details (loved the miniature boat!) and it seems like it's occupied and used by people. The only minor criticism is that I think the walls seemed a little bare, so a poster or two wouldn't hurt in my opinion, maybe some grafitti or a custom pin-up poster - mobsters love gals ya' know. Maybe add a food store or a refrigerator as well for storage of frosty beverages for the complete staff room feel. Otherwise an excellent area, not much else to point out that I'd like to see improved. http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot99.jpg Keep up the good work guys! :thumbsup: Link to comment Share on other sites More sharing options...
Triumph675 Posted January 26, 2009 Share Posted January 26, 2009 Jet is made from brahmin dung? Never knew that..I like the idea of the catwalks over open tanks. I`d like to try and implement that in here..... Imagine shooting people off the catwalk and having them fall in the tank of poo.I`m not sure of how the exterior of this place is going to be done. But I was thinking of a battle coming up to this place. Then you could go in stealth style. Have a guard be watching tv with his back to you, and 2 playing a game in the bathroom. I agree on the office, I wasn't sure what else to add to it though.Give me a day or two, and I`ll get up vs 2. What do you`ll think about enemy wise? I figure deck them out in militia gear...AK's, shotguns and the like Levelwise?? Are we keeping this relevant to the player? or more of a set level? Link to comment Share on other sites More sharing options...
Baelkin Posted January 26, 2009 Share Posted January 26, 2009 What do you`ll think about enemy wise? I figure deck them out in militia gear...AK's, shotguns and the like Levelwise?? Are we keeping this relevant to the player? or more of a set level? If you are aiming at making this part of a criminal gang's major hideout, I'd probably deck out the guards in leather/merc armour and/or retex'ed Vault Security armour, and give them various small arms like 10mm and 32. pistols, sawed off shotguns, brass knuckles, switchblades, lead pipes, baseball bats and maybe a few with automatics. You could always have the guards use leveled item lists such that they at lower levels use melee weapons and pistol type weapons and at higher levels use well repaired combat shotguns and assault rifles - as long as there's enough diversity in their kits to make one think "Wow, these guys are coming at me with the traditional ganger arsenal", while still posing somewhat of a threat at higher levels (which would be a bit more difficult if they toted miniguns and rocket launchers). Alternately, you could just decide that the lab is meant for a specific level range and keep the enemies in that bracket, such that the encounter will feel easier at high levels and more difficult if you go there at lower levels. I think it depends a bit how it fits in with the rest of the module whether you want to do this or not though - if the player has a somewhat linear progression through the area, you might consider doing this but if it's very openly linked to the rest of the area, I think leveled mobs is the way to go. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 26, 2009 Author Share Posted January 26, 2009 I could make some simple models for this if you like. Just PM me the details. Link to comment Share on other sites More sharing options...
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