What are your favorite interiors for replayable combat

Post » Thu Jan 21, 2016 6:34 pm

I'm already keenly brainstorming in anticipation of the GECK release, and i'd like to hear about the best interiors that you revisit to enjoy combat. I'm an architect and level designer at heart, and the first thing i'll be doing is making underground interiors for combat, primarily in the glowing sea due to the availability of space there. I feel like an extra handful of tough and extensive interiors would really add to the population and density of challenging enemies in the game.



One of my aims is to achieve an interior with scale and longevity that could rival the dungeon in Oblivion Mehrunes Dagon DLC. Being underground for several hours of gameplay, faced with challenges that force the tough decision of continuing on or retreating to re-equip.



There are a lot of lovely new assets to work with for interiors. I'd love to hear what some of your favorite are, as well as any scenarios you'd love to see, like having different factions fighting each other in the process of you moving through.



check out the last thing i was working on for NV, it should give you a good idea of what things i make;



http://imgur.com/a/LJJhz#0

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Julie Ann
 
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Post » Thu Jan 21, 2016 11:50 pm

When it comes to indoor/sealed environments, I personally enjoy the subway systems. There is nothing more that screams "Epic Dungeon," than crawling underground in the old abandoned subways.


As a second choice, a large building like a factory, makes for a great experience also. Battling along the cat walks is also a lot of fun when you get combat among multiple levels at the same time.
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Claudia Cook
 
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Post » Fri Jan 22, 2016 5:07 am

those double-deck highways! plenty of room, nice arch (sniper-stoppers), and full of holes! counts as Interior, if you wall em in!

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Lindsay Dunn
 
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Post » Fri Jan 22, 2016 12:29 am

I saw a quite bad movie with (I think it was) Sylvester Stallone where he was some kind of prison specialist. He got sent to a prison that was impossible to escape from built in like an oil-tanker with a huge shaft through the hull with all the cells in it. Something like that maybe?

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Lloyd Muldowney
 
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Post » Thu Jan 21, 2016 11:31 pm

Just a few months ago i attempted something related to an oil tanker, an oil rig in new vegas GECK. It was going to be very heavy on NPC's and create continuous combat for 30 mins or more. The size and scale grew incredibly easily by using symmetry and logic in the design.



I'm considering attempting the same thing for F4 as there is far more choice in large pipes, struts and catwalks which are also much more colorful. However i had one issue being unable to generate distant LOD water to create a satisfying oceanic horizon. This factor put me off doing exteriors so interiors may be my first few projects.



plenty of images here



http://imgur.com/a/LJJhz#0

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CSar L
 
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Post » Thu Jan 21, 2016 9:25 pm

That one hospital with the deathclaw arena

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Rebecca Clare Smith
 
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