Kafe's Map thread

Kafe

Level Design nomad
Joined
Apr 26, 2016
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Nebulae
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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
 
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Aether

Molecule
GTA RP Playtester
Joined
Apr 26, 2016
Messages
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Nebulae
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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
 
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Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
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Nebulae
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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.
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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.
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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.
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But I've not built that yet.
 
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Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
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Nebulae
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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.

 
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