a New Engine for Fallout 4?

Post » Tue May 17, 2011 10:43 am

The orginal maping system is stupid.

Because compressing half of california in a sandbox map would have been alot better.
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daniel royle
 
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Post » Tue May 17, 2011 5:30 am

Hm?
Talking about map node system again?

Iiiiiiii'm just gonna go ahead and drop this off here: http://img231.imageshack.us/img231/4297/falloutmap.jpg
Mkay? Grrreat.. *sips coffee*
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Jessica Raven
 
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Post » Tue May 17, 2011 2:43 am

I believe the old map node system could work in a modern Fallout game. There could be several Point-Lookout sized locations across the map. There could be the overhead view of travel from the Pip-Boy from one location to another. When a location is reached, you can fast travel to one of local areas to visit, or just walk there yourself in the small sandbox location.

Fallout 3 could have been like this by taking all the known east coast locations and putting them in a single large map. D.C, Ronto, The Pitt, Commonwealth; all could be visited and they'd all be unique from each other. They could even have new locations for more increased area, like New York City and Philadelphia.

The six vaults in Fallout 3 could be spread around the various states of the east, reducing the "Six vaults near one city" plothole of Fallout 3.

The local areas that D.C. could be divided up into are: Rivet City, The Mall, The Citadel, and Jefferson Memorial.

It would be a good mix of classic style and modern style, and there wouldn't be the "Oblivion with guns" complaints, because it would be very different from Oblivion.
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jasminε
 
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Post » Mon May 16, 2011 11:47 pm

I believe the old map node system could work in a modern Fallout game. There could be several Point-Lookout sized locations across the map. There could be the overhead view of travel from the Pip-Boy from one location to another. When a location is reached, you can fast travel to one of local areas to visit, or just walk there yourself in the small sandbox location.

Fallout 3 could have been like this by taking all the known east coast locations and putting them in a single large map. D.C, Ronto, The Pitt, Commonwealth; all could be visited and they'd all be unique from each other. They could even have new locations for more increased area, like New York City and Philadelphia.

The six vaults in Fallout 3 could be spread around the various states of the east, reducing the "Six vaults near one city" plothole of Fallout 3.

The local areas that D.C. could be divided up into are: Rivet City, The Mall, The Citadel, and Jefferson Memorial.

It would be a good mix of classic style and modern style, and there wouldn't be the "Oblivion with guns" complaints, because it would be very different from Oblivion.



Pretty much exactly what I want. And I feel like it would be perfect middle ground for old and new.
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Ice Fire
 
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Post » Tue May 17, 2011 2:24 am

Why must everything be in 3D, Fallout and Fallout 2 had great sprites and animations, and i think Fallout 2 had some 3D as well.


No way you'd be able to sell a mainstream console/PC RPG like the Fallout series nowadays without it being 3D.
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jessica sonny
 
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Post » Tue May 17, 2011 8:00 am

Hm?
Talking about map node system again?

Iiiiiiii'm just gonna go ahead and drop this off here: http://img231.imageshack.us/img231/4297/falloutmap.jpg
Mkay? Grrreat.. *sips coffee*

You have a link for everything to do with fallout?
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Carlos Vazquez
 
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Post » Tue May 17, 2011 5:36 am

Nein.
I mostly search up stuff from google to prove a point or to emphasize my post.
But I remember this thing that some other guy did and it's too good of an example for a map node system for me to not spam it in every map node system discussion thread. :P
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Darlene DIllow
 
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Post » Tue May 17, 2011 9:18 am

but there still the problem of making it work with a 3D system?

Why do you want your map in 3d? when you "zoom in" you'll be put back into a 3d map area just like NV....
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Killah Bee
 
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Post » Tue May 17, 2011 8:09 am

I believe the old map node system could work in a modern Fallout game. There could be several Point-Lookout sized locations across the map. There could be the overhead view of travel from the Pip-Boy from one location to another. When a location is reached, you can fast travel to one of local areas to visit, or just walk there yourself in the small sandbox location.

Fallout 3 could have been like this by taking all the known east coast locations and putting them in a single large map. D.C, Ronto, The Pitt, Commonwealth; all could be visited and they'd all be unique from each other. They could even have new locations for more increased area, like New York City and Philadelphia.

The six vaults in Fallout 3 could be spread around the various states of the east, reducing the "Six vaults near one city" plothole of Fallout 3.

The local areas that D.C. could be divided up into are: Rivet City, The Mall, The Citadel, and Jefferson Memorial.

It would be a good mix of classic style and modern style, and there wouldn't be the "Oblivion with guns" complaints, because it would be very different from Oblivion.

This!
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lexy
 
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Post » Mon May 16, 2011 11:33 pm

This!

That!
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Steve Fallon
 
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Post » Tue May 17, 2011 5:53 am

That!

This
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Nany Smith
 
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Post » Tue May 17, 2011 7:54 am

gabriel a looked at your link and all i have to say is that i hate how there like little sandboxes i like haveing huge sandboxes and if fallout 1 and 2 were in sandboxe form they could have had mor locations
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evelina c
 
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Post » Tue May 17, 2011 11:18 am

*sigh*
The thing about Fallout is that it's about experiencing what the Great War and the apocalypse gave birth to.
In order to have several realistically sized towns all with different culture, laws and morals we need to have a map node system.
Otherwise the locations will have to be minimized and feel cramped up and illogical or they'll cover the entire map and be like 200 meters from each other which doesn't make that much sense either.

So, with Fallout: Experiencing what the Great War and the apocalypse gave birth to>Sandbox map for dungeons and seamless world.
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Laura Samson
 
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Post » Tue May 17, 2011 1:31 pm

My real issue with a map node system is that I loved all the random locations you'd encounter simply roaming about the wasteland in FO3. FO1&2 don't have those, because it doesn't work with a map node system. You can have more elaborate settlements, but what I really enjoyed in FO3 was the physical journey from place to place, something that simply isn't present in a map node system.

Regarding that image, do we have some kind of baseline comparison between square size? The actual number of "squares" is meaningless if a square for one game is bigger than the other. Genuinely curious here.
For example (purely hypothetical) if each Fallout 3 square is, say, 100 sq ft and each FO2 square is, say, 75 sq ft, the relative sizes change drastically.
Squares themselves don't really prove anything without a baseline of comparison between the two.

I also don't really get the abstraction block with a sandbox map; if you can accept that 15 sec of real-time travel on a map node map equates to your character traveling a great distance, why is it difficult to abstract the travel distances on a sandbox map? :P
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Gill Mackin
 
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Post » Tue May 17, 2011 3:34 am

That image is just a very fast pitch for a map node system and is of course only a vague example of what the creator meant.
It's just meant to illustrate how a map node system with sand box elements could work together.
It should not be taken literally of FO2's map.
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Marta Wolko
 
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Post » Tue May 17, 2011 12:13 pm

Oh, okay, makes more sense that way. Thought it was something trying to show that FO2's map was actually bigger than FO3's. :P
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Eoh
 
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Post » Tue May 17, 2011 11:51 am

should we even talk about skyrim engine when we haven't seen it in action?
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Heather beauchamp
 
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Post » Mon May 16, 2011 11:52 pm

should we even talk about skyrim engine when we haven't seen it in action?

http://www.youtube.com/watch?v=WpItNnYgPns
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Julia Schwalbe
 
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Post » Tue May 17, 2011 3:19 pm

The Skyrim engine really does look damn beautiful, if we get an improved version of that for FO4 I'll be a happy camper.
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Heather M
 
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Post » Tue May 17, 2011 5:36 am

http://www.youtube.com/watch?v=WpItNnYgPns

Some parts look like world of warcraft
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Laura Wilson
 
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Post » Tue May 17, 2011 9:48 am

Odd, I did not see anything that looked like a Garishy colored parody of a cartoon. unless you ment the various nongameplay trailers for WoW. . . and frankly I think that looked better than even the Cataclysm one where you have Lavadragon bursting out of an exploding volcano after getting glowing hot plates boltend on him that (according to Ghostcrawler) were like having frozen steel rivited to your skin.

Actualy there is the posiblity of blending both a world map to travel into the same gameplay, Im trying to find a Vidio back that shows a World map that zooms down to the local map level for encounters, buildings, towns, and dungeons and zooms back out for traveling, its an older game though.

that said, I got the impresion that the Creation engin is strictly inhouse for them, and that they would not be doing fallout IV but some other team would, and thus would not have access to that engine.
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Barbequtie
 
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Post » Tue May 17, 2011 8:37 am

Hm?
Talking about map node system again?

Iiiiiiii'm just gonna go ahead and drop this off here: http://img231.imageshack.us/img231/4297/falloutmap.jpg
Mkay? Grrreat.. *sips coffee*


Do you one better

http://images1.wikia.nocookie.net/__cb20090912223654/fallout/images/6/61/Fallout_Map2_copy.jpg
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Caroline flitcroft
 
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Post » Tue May 17, 2011 7:47 am

Do you one better

http://images1.wikia.nocookie.net/__cb20090912223654/fallout/images/6/61/Fallout_Map2_copy.jpg


LOL at the Hotel Booking... Necropolis had a Hotel in its map image didn't it?
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Oscar Vazquez
 
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Post » Tue May 17, 2011 4:43 am

Lets be honest, map node systems Can work for a Vault centered Fallout IV where everthing is taking place in one of the Vualts. (the impresion I get is that a lot of them are quite large inside considering that they suposedly had storage space for enough equipment to build a small city above ground, and suport and maintain a small city indefinetly underground) And if you think about it it also worked perfectly fine in Fallout 3. . . . IF you treat the "outside" maps of the capital wastland as the "Big exploration map" and the various interiors and the locations and places like mothership Zeta and the Pit that forced you into loadingscreens as all being nodes in that same map....


Ok now im haveing to sit back and think, WERE WE BLOODY SUCCKERED?????
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Christine Pane
 
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Post » Tue May 17, 2011 5:08 am

Odd, I did not see anything that looked like a Garishy colored parody of a cartoon. unless you ment the various nongameplay trailers for WoW. . . and frankly I think that looked better than even the Cataclysm one where you have Lavadragon bursting out of an exploding volcano after getting glowing hot plates boltend on him that (according to Ghostcrawler) were like having frozen steel rivited to your skin.

Actualy there is the posiblity of blending both a world map to travel into the same gameplay, Im trying to find a Vidio back that shows a World map that zooms down to the local map level for encounters, buildings, towns, and dungeons and zooms back out for traveling, its an older game though.

that said, I got the impresion that the Creation engin is strictly inhouse for them, and that they would not be doing fallout IV but some other team would, and thus would not have access to that engine.


I'd be very surprised if the next Fallout didn't run on the new TES engine, simply because I can't see Bethesda coughing up another new engine when they've already got the revamped TES one in place.

That said, I would love an engine designed specifically to cater to Fallout.
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Ilona Neumann
 
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