[WIP/REL] Vault 24

Post » Sun Jun 13, 2010 10:35 pm

VAULT 24
A full sized, 1000 person ruined vault nestled deep below the streets of New Vegas.

Have you ever wondered what a vault was really supposed to look like? Have you ever wanted to explore the full scope of an underground bunker that was supposed to house a slice of humanity for decades, if not several hundred years? Have you ever felt a little disappointed by not being able to do these things in New Vegas?


***Currently Vault 24 is in an Alpha status. Vault 24 is not a playable mod, but is rather a modders' resource. It may be used by anyone, for anything, without any need for crediting or permissions.***

Vault 24 is a massive, complex, detailed and full sized ruined vault. It contains every room, hall, stairwell, elevator, level, section and facility that one would expect to find in the vaults of Fallout. The vault is planned logically and realistically, with doors, halls, room and levels all fitting together seamlessly, free of any 'fudging' or 'teleportation'. Lighting is very dark, but realistic, with almost any visible light source producing actual light. The entire vault is ruined, and extremely messy, depicting a 'default' ruined state. Most cluttering, detailing, effects and lighting are complete, except for a handful of areas. A levels still require a final dynamic cluttering pass, optimization, and lastly, but hardly least, navmeshing.

Details

  • 65 Floors Deep - http://www.newvegasnexus.com/downloads/images/39339-3-1296168383.jpg
  • 25 Overall Usable Levels
  • Entrance Level - http://www.newvegasnexus.com/downloads/images/39339-1-1295698238.jpg
  • Huge 4 Story Atrium - http://www.newvegasnexus.com/downloads/images/39339-2-1297574948.jpg
  • 2 Apartment Levels - http://www.newvegasnexus.com/downloads/images/39339-2-1295698162.jpg
  • 3 Quarters Levels - http://www.newvegasnexus.com/downloads/images/39339-1-1295697905.jpg
  • 2 Dormitory Levels - http://www.newvegasnexus.com/downloads/images/39339-4-1295698080.jpg
  • 2 Massive Storage Levels - http://www.newvegasnexus.com/downloads/images/39339-1-1295698079.jpg
  • Waterworks Level - http://www.newvegasnexus.com/downloads/images/39339-1-1296168382.jpg
  • Reactor Level - http://www.newvegasnexus.com/downloads/images/39339-1-1298125811.jpg
  • 5 Inter-level Elevator Shafts - http://www.newvegasnexus.com/downloads/images/39339-2-1295698079.jpg
  • 2 Inter-level Atrium Shafts - http://www.newvegasnexus.com/downloads/images/39339-5-1295696769.jpg


This thread will be periodically updated, for those who are interested. For more details on Vault 24, and its progress towards completion, and plenty of screenshots, visit:

http://www.newvegasnexus.com/downloads/file.php?id=39339

http://www.moddb.com/mods/vault-24
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Mackenzie
 
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Post » Mon Jun 14, 2010 3:36 am

Seriously, how long did it take you to make this? My jaw dropped when I saw that first picture. But really...No elevator?

Wait. I suppose anyone can slap on a door to a wall and make it go places. No need for a shaft, really.

But this is very intricate. Since there are a lot of copy paste rooms (or I suspect) what is this really useful for? Exploring 500 rooms sounds like it would take a lot of time.
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Nikki Morse
 
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Post » Mon Jun 14, 2010 2:42 am

Wow, thats a massive amount of work. Looks amazing too, definitely gonna download this so I can look around. :)
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Ridhwan Hemsome
 
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Post » Sun Jun 13, 2010 5:21 pm

@mooguy

It took a little while. Not that long though...maybe a hundred hours. And there are elevators...5 of them. They are not working though. However, I have a model in the works similar to the Washington Monument elevator.

There are only copy paste rooms in the living quarters, but for most of those I have and/or will go back through them and give them unique characteristics.

I am sure it could be useful to someone for numerous people for numerous reasons. Taking its size into consideration, I could conceive it ending up as an 'Interior" world space, with several factions surviving and waring it out, deep beneath, and unknown to, the people of the Mojave.
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Mr.Broom30
 
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Post » Sun Jun 13, 2010 9:52 pm

I've been working on custom dungeons for the past few months (for NVB II), so I'm doubly impressed by the scope of this creation. Thank you for making it a modder's resource - that's one less step to worry about for quest modders like myself (and it allows us to spend more time on characters, dialogue, etc.). I'm somewhat indifferent to level/interior design, so you may have just set the stage for a future plugin. :)

Many thanks, and keep up the good work.
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john page
 
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Post » Sun Jun 13, 2010 9:01 pm

This is incredibly impressive.

"with several factions surviving and waring it out, deep beneath, and unknown to, the people of the Mojave."
- This sounds awesome.

This vault is something where basically a whole game could take place also... Imagine something like Black Mesa where Half-Life 1 took place for the most part...

Also, alternately, imagine of a still sealed, operating and clean vault, playing as a vault dweller living a vault dwellers life with all of its conspiracies and secrets drawn from the "vault experiments program". Think of Vault 11's conspiracy for example.

Damn, now I hope some official Fallout game would take place in vault like this, with a huge, intriguing storyline within!
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Darlene Delk
 
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Post » Sun Jun 13, 2010 8:32 pm

@mooguy

It took a little while. Not that long though...maybe a hundred hours. And there are elevators...5 of them. They are not working though. However, I have a model in the works similar to the Washington Monument elevator.


I don't know where you live, but from where I'm from that's a long time. And you actually a real time elevator? This thing gets better and better.

There are only copy paste rooms in the living quarters, but for most of those I have and/or will go back through them and give them unique characteristics.


I'm guessing I wasn't thinking when I posted last. I don't know why I figured that most of the vault would be made up of bedrooms...

I am sure it could be useful to someone for numerous people for numerous reasons. Taking its size into consideration, I could conceive it ending up as an 'Interior" world space, with several factions surviving and waring it out, deep beneath, and unknown to, the people of the Mojave.


I never really considered a vault "town". It's been done with subways in Fallout 3, why not a life size vault?

I think I understated how impressed I was with this. Since you have released this as a resource, do you plan to make it into a mod or move onto something new?
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LuCY sCoTT
 
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Post » Mon Jun 14, 2010 10:23 am

@Some Guy

I hope you can find some use for it! If it makes anyone's work easier, then a goal has been met for me.

@defunkti

I really like the idea of a bunch of tribal like vault dweller/survivor factions eking out a life in the ruins of a vault too. By far my favourite possibility for the vault. There could be missions, exploration, NPC interactions and combat all associated with an overall quest to perhaps, escape from the vault. I would imagine that this scenario would have the factions sealed in the vault somehow, and the player would get trapped with them perhaps.

There is no possibility of a clean version however. That would basically entail making the whole vault from scratch. However, I don't see why a ruined vault couldn't be inhabited. We could imagine that the maintenance policies and practices were eroded over the centuries, resulting in a still inhabited vault that was essentially ruined.

@mooguy

Maybe it took more than an hundred hours. But for modding that is not much really. Not when you are working big and detailed. I've spent thousands of hours on TC's for other games over the years.

As for my plans for this mod...right the first goal is to complete it in a default, modder's resource state. Then I will either move onto a small quest by myself, of if anyone else starts or has a plan, I might throw my skills behind that venture.
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Nadia Nad
 
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Post » Sun Jun 13, 2010 6:31 pm

Vault 24 has been updated to version 0.5 for those that are interested. This version adds the WaterWorks level completed, as well as the Lower Stairwells. Essentially all areas are finished, and are now only in need of final cluttering, polishing, and then optimization and navmeshing. Find the downloads in the first post.
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Daramis McGee
 
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Post » Sun Jun 13, 2010 8:06 pm

Wow, you build great stuff! Amazing :)
Out of curiosity, did you ever plan to port over your hightown mod to FONV? (And would that even be possible without having to re-create everything?)
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Beulah Bell
 
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Post » Mon Jun 14, 2010 4:17 am

Here's a "just went in my pants" moment

You're exploring the vault, you work your way down to level 35 - 50 (preferably 65) or so, all the lights cut.....pitch black....
you hear the "Ahhhhhhhhhh" from a ton of ghouls....the backup generator kicks in with just floor lights
that flicker because of low power (Think of the movie "Alien" where the emergency lights are on towards the end)

Also......remove the 'red dots' (the ghouls) from the users compass.
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TOYA toys
 
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Post » Sun Jun 13, 2010 11:48 pm

However, I have a model in the works similar to the Washington Monument elevator.


Except that worked by moving the building past the elevator, giving it the appearance YOU were moving when in fact the player was always perfectly still. The one at the entrance to the base that starts Operation Anchorage, was actually fully funtional and moving. Moving the entire 65 floor vault past you might not work here. :P
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sally coker
 
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Post » Mon Jun 14, 2010 5:04 am

@shlangster

No, no plan to port it over. It has some fundamental flaws that I have pointed out elsewhere, and there is a lack of interest from the community. A mod of that size can't survive without that, just based on the requirements of bug testing alone. Nevermind the insane amounts of work required to port it to NV.

@gunmaster95

Actually, it can work exactly the same way. You just teleport the player to a different cell when he exits. Exactly as is done in Fallout 3. I actually have an elevator working perfectly in my Vault 88 mod. The key is having holes in the elevator compartment so you can see the passage of the model around your stationary position and convey the illusion of movement.

Without the holes it would be just as easy to use a sound effect to convey the illusory movement.
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Kat Lehmann
 
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Post » Mon Jun 14, 2010 12:47 am

For those interested, Vault 24 has been updated to version 0.6

This version adds navmeshing for the Sewer, Entrance, Upper Stairwells, Main Atrium, Apartments A, Apartments B and Elevator Lobby levels. Additionally, fairly large change were made to the Elevator Lobby level, and the Lower stairwell cluttering was completed. Lighting and FX for the previously mentioned levels was all standardized and enhanced.
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Emily Jeffs
 
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Post » Mon Jun 14, 2010 9:24 am

I have released version 0.7 of this mod. It adds completed navmeshes for the entire vault. Yes. Completed navmeshes. The ungodly task is finished. What a titanic task it was too. Now it is on to more creative polishing of the mod.
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Andrea P
 
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Post » Mon Jun 14, 2010 11:34 am

I have released version 0.7 of this mod. It adds completed navmeshes for the entire vault. Yes. Completed navmeshes. The ungodly task is finished. What a titanic task it was too. Now it is on to more creative polishing of the mod.
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WTW
 
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Post » Mon Jun 14, 2010 1:01 pm

This is...fascinating. Absolutely fascinating. The things one could do with a full-scale Vault...I get ideas of a place of crawling madness from below. Too bad I'm a terrible modder. :)
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Alina loves Alexandra
 
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