Kafe's Map thread

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,896
Nebulae
22,028
First day getting my hands on the new armour set in engine.
got a separate armour and helmet, which a small set of mods to customise the look of each.

Some feedback points I need to follow up on, but we're almost done!
soon one of the mod unique factions will have their own armour set to help build their identity further.

got some in world screenshots for you this time.

OaTgwLw.jpeg


IE0rJi5.jpeg


9UHilZN.jpeg


piyUyEs.jpeg
 
Reactions: List

Aether

Molecule
GTA RP Playtester
Joined
Apr 26, 2016
Messages
5,881
Nebulae
4,703
First day getting my hands on the new armour set in engine.
got a separate armour and helmet, which a small set of mods to customise the look of each.

Some feedback points I need to follow up on, but we're almost done!
soon one of the mod unique factions will have their own armour set to help build their identity further.

got some in world screenshots for you this time.

OaTgwLw.jpeg


IE0rJi5.jpeg


9UHilZN.jpeg


piyUyEs.jpeg
Honestly thought I was looking at arma 3 screenshots for a sec tbh lol, love a ghillie
 
Reactions: List

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,896
Nebulae
22,028
Coming back into designing my own content again now the move is largely taken care of,
Been making a start on a dungeon space instead of more open world to help shake things up, see what kind of mood I can strike, and do more scripting.
96C499AE1A60FC3E292378234CAD7BD06C21B389

3905D6374B986173002290C301E49AC02703B7F6

5EAD47E1649006C09CFC3A76C2D0089A6DE0356B


In terms of scripting, I've got more skill checks for your special stats and equipment, 3 different special approaches to safely enter the dungeon, each option's requirement is concealed by default and not meeting the hidden requirement will cause an alternative, injury causing entry into the dungeon. But with a basic level of perception, you can be shown the stat requirements.

Alternatively a placeholder climbing kit works as well.
getting your hands on one may be essential to climb back out again, as leaving the way you came requires a higher special stat than needed to enter.

for players who fail a skill check, or simply chose a brute force option, additional information is provided, and a script will cripple one of your legs.

not very notable in regular difficulties, but as this mod is catered towards survival mode, being potentially trapped, and injured at the bottom of a cave will hopefully make for a more dramatic moment.

Regardless of skill level, you'll always have a way out of the dungeon, but if you can't leave the way you came, the only option then is to push forwards, injured or otherwise.
EA415F0A5EBC545ACD2ED91451F415DE53622088

There are similar skill checks beyond this, but for the purpose of shortcuts and hidden locations, ideally these will help make character builds feel more impactful outside of killing people.


and with the overall lore of the world map, it's rare for one of the natural locations to not have a pre-war scar left behind somewhere.
1AC851D6F58A8FB7BEFB152D1592CEF033BCF630

But I've not built that yet.
 
Reactions: List

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,896
Nebulae
22,028
Lil something to end the year on.
Don't think there's a massive amount in here not shared already, but its nice seeing the result of this year's effort.

 
Reactions: List

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,896
Nebulae
22,028
Been a while ain't it?

My year started with a hell of needing to find a new job and new apartment, got it all done by March but damn did all that throw me off my game, only started up my personal projects again last month.

BFB55690E6E3B337D8622F1BC69E86774474F2FF


New Location for the Hunters, bigger treehouse with a placeholder population.
Currently learning how the elevators work in fallout 4, with all the dangerous wildlife, I'd like to set it up so they can stay safely elevated in their treehouses during the night.

184729E47DCC6ED919456C231534EA60B1DF2A1E

C96794BF5C3B29AABA9B760E37BF7D321D6108CF


There's also more generic wilderness, more or a space filler at the moment.
 
Reactions: List

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,896
Nebulae
22,028
That old treehouse now has a dedicated name and location

Steward's Point
A decently sized trio of treehouses, it sits atop one of the higher points of the Western Valley, and monitors a protected radstag population (Killing them harms your faction reputation)
6393D743C5B909761D8699B77370F0E2E3E665F2


It is also one of the few locations to actually have access to electricity in the region, thanks to one of the base superior structures being unearthed and exploited.
3A081597FF97B4DA1787E34B2FC7801CC1E3F103


The location has a population of 5-6, the bulk are for now unnamed generic Hunters, but also includes two named NPCs

A father and daughter Duo
Steward - Who first established and now manages the Western protected zones from his lookout points within Steward's Point
Scout - Boots on the ground Hunter who checks in on the wildlife, and responds to any hazards and rulebreakers.

There are a couple of quests written for these two and the locations, which I will showcase in the future when they're implemented
0C258C25FFC5AC54DE4E471D59B9069C04E3C98E



And finally, some nice screenshots I captured of the Poacher uniform (both standard and ghillie variants)
275BF4A03B802FE80637186EB2AC78B14AF9E864

BBAAB4D3A59A370C92146899D743B88C0C9DD66D
 
Reactions: List