Fallout 1/2 style travel map

Discussion in 'Fallout 3 and New Vegas Modding' started by Psyckosama, Jan 19, 2009.

  1. Psyckosama

    Psyckosama First time out of the vault

    96
    Oct 22, 2003
  2. Beelzebud

    Beelzebud A Smooth-Skin

    675
    Mar 6, 2008
    Wow, that is very promising. With something like this in place it would be possible to make a series of cities that are a lot like Fallout 1 and 2.

    One of the problems with Fallout 3 is that there is no desolate wasteland. It seems like you bump into something or someone every few feet.

    If only Bethesda had thought of something like this for the actual game...
     
  3. Psyckosama

    Psyckosama First time out of the vault

    96
    Oct 22, 2003
    As idiotic as it sounds Fallout 3 has a game map smaller than both Morrowind and Oblivion. Much smaller.
     
  4. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    Call me dumb but after reading the destription i still dont understand what this mod do X_X
     
  5. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    See this screenshot and look at the background. ;)


    Also I would like it to see a new example location from the mod creator. :)
     
  6. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    Ohh thx :D
    Now i can agree its one of the best mods :D
     
  7. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    I tested this mod and I just can say, I love it. Fuck Washington DC, it would be way better, if people start to create new locations for the real worldmap.
     
  8. chipk

    chipk It Wandered In From the Wastes

    109
    Nov 15, 2008
    I live here in DC and the F3 map of DC is extremely small. walking from Bethesda to Arlington would take a better part of a day if not more. and the Potomac River, which would take between 5-10 minutes to cross by Memorial bridge is simply a hop skip and a jump, even though it is dried out. I know downsizing is for gameplay sake, but bigger would make it more interesting

    Edit: Got home from work and looked at the mod. It is nice! Do you think it's possible if we could have dynamic factions and territory control? I remember the game Pirates! They had dynamic factions that made no 2 plays the same.
     
  9. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    This isn't really what I was hoping for. It's not really a Fallout 2 style travel map as it is a cheat for modders to add new areas.
     
  10. Recon Rover Rick

    Recon Rover Rick It Wandered In From the Wastes

    130
    Aug 21, 2008
    And that's a problem... How, exactly?
     
  11. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    Well the title of the thread made it sound like someone had finally hacked in map-based travel with random encounters

    When in reality, it's the same thing as dropping in an npc that teleports the player to your new location, just with a GUI involved.

    Don't get me wrong, it's an interesting way to get into fan-made areas that doesn't break the "fiction" of the game world quite as much
     
  12. Psyckosama

    Psyckosama First time out of the vault

    96
    Oct 22, 2003
    Dude, its a start. He says random encounters are on the to-do list.
     
  13. Recon Rover Rick

    Recon Rover Rick It Wandered In From the Wastes

    130
    Aug 21, 2008
    Mmm, well, okay. I can accept that. Still, like Psyckosama says, it's a start. And a very neat addition, in my opinion, even without random encounters.
     
  14. Yazman

    Yazman It Wandered In From the Wastes

    134
    Dec 23, 2004
    So let me get this straight: It currently treats the entire Fallout 3 map as a single "area" ?
     
  15. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    Yes but u can only get to that locations via pipboy travels or/and npc or/and object so u can make any location and add it marker to that map
     
  16. mor83

    mor83 First time out of the vault

    5
    Jan 22, 2009
    amazing idea, a lot of potential.
     
  17. Killerrabbit

    Killerrabbit First time out of the vault

    7
    Feb 20, 2009
    I don't see that as a problem. Walking hours over nothing is not most persons idea of a good time - thats why they are games and not reality simulators right?
     
  18. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    New version has been released. I am downloading right in this moment.
     
  19. Alvarez

    Alvarez It Wandered In From the Wastes

    159
    Nov 5, 2009
    Someone give the man a medal, he's a genius.

    You don't even need to model and map the entire Wasteland, just the important locations and some random encounter maps in between.
    The main point, it's NOT JUST the ol' good Fallout way of travelling, but the possibility to travel the Global Wasteland, limited only by your imagination, motivation and skill!
    That is, it's up to modders to fill up this world with content/locations.

    I can see [spoiler:73c4d70b09]Californian Wasteland[/spoiler:73c4d70b09] in 3d already.
    [spoiler:73c4d70b09](STONE THIS HERETIC TO DEATH!)[/spoiler:73c4d70b09]
    :lol: :lol: :lol:
     
  20. Dakcenturi

    Dakcenturi First time out of the vault

    35
    Mar 29, 2009
    We're working on an actual Fallout 1/2 style map travel system.

    Our programmer is only beginning work but here are the early concepts:

    (Editing the existing pipboy minimap)
    - Add a button in the corner of the pipboy minimap that says "Travel"
    - As soon as this button is pressed, the texture of the original minimap and its icons are changed to the colored high res map found here: http://www.fallout3nexus.com/downloads/file.php?id=1789 (down atm). Furthermore the map is displayed in fullscreen. The reason why the original map has to be used/expanded is because map markers and stuff are placed by the engine. This also scrolling/zooming will be automatically possible. So you have the old pipboy map (with respective behaviour) with a better texture and icons, and in fullscreen.
    - Hide quest markers and player position when in travel mode

    (Control the current position)
    - Get player coordinates and translate them to cooridnates on the map. Place some marker element there.
    - When the player presses the arrow buttons, adjust the markers position.
    - Also whenenver moving, increase a travel time variable

    (Other map elements)
    - get the current cell the player marker would be in. Ref walk this cell (including adjacent ones) and collect map markers and enemy spawns. Map markers are only used internally as discoverd ones are already there, enemy spawns are displayed with special markers on the map.

    (Exit travel mode)
    - Whenever the player is close enough to a map marker, some message is displayed. I imagine on the right side is some sort button [ Explore ] that is usually greyed out but when near a mapmarker it is clickable. This will exit travel mode and place you at the marker.
    - General problem: Exit on encounter, random exit. Of course you could always place the player at the exact position of the marker, however, this could be (on top/inside?) houses, somewhere underwater, or at otherwise strange places. For encounters, placing you directly at the position of the spawn might by too harsh because you are instantly surrounded by enemies. Intelligent positioning will be a challenge here.

    (Untravelable areas)
    - Parts of the map are actually not travellable, specifically the whole DC area has its own worldspaces. there has to be some sort of mechanism to stop moving the marker in those areas.