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Topic: System Shock 1 Mod Help: City Read 1120 times  

66490ba2339f1Xkilljoy98

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One of the SS1 mods I am working on takes place in a city (New Atlanta to be specific), and I am trying to get a layout for a city. Problem is SS1 has a view distance limit, so I need to block off sections of the city to make it work. and with this limitation I can't seem to find a layout that I like, I have tried 3 times and am on my 4th attempt and IDK what to do other than keep trying till I get something I like.

So if anyone has any ideas I am all ears.

66490ba233cf5dertseha

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Where is the city located? If you are thinking of an area where cities are built according to a grid, then I don't see a way.
If you consider the city to be somewhere else, where there's less planning on the grid, then you can have meandering streets.

How about a city on a hillside like Rio? You barely can look up, and when looking "down" you rather have the sky (stars) to look at.

66490ba233ed6Briareos H

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Making a believeable city sounds like mission impossible. I would try to constrain to a few very dense walled-off sections (think Kowloon city) within a single block, limiting open areas to alleys and small courtyards. You could also make it take place in an arcology and have all of your city functions spread vertically across a single building.
Acknowledged by: RoSoDude

66490ba235501icemann

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One of the SS1 mods I am working on takes place in a city (New Atlanta to be specific), and I am trying to get a layout for a city. Problem is SS1 has a view distance limit, so I need to block off sections of the city to make it work. and with this limitation I can't seem to find a layout that I like, I have tried 3 times and am on my 4th attempt and IDK what to do other than keep trying till I get something I like.

So if anyone has any ideas I am all ears.

There has been numerous Doom 2 city level wads released over the years. I dunno how the SS1 engine would cope in comparison (especially as it has harder restrictions than the Doom sourceports).

Some examples:

https://www.youtube.com/watch?v=Z0m1g7LnzO4

https://www.youtube.com/watch?v=gAcvdHof0Yk

https://www.youtube.com/watch?v=tszR9ujt9V4

66490ba23623aThiefsieFool

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How does the view distance limit behave if if you just show wide views anyway? If it's not too bad, then well, some old games used to have pop-in and it was fine, it wasn't always hidden with fog or other tricks.
Acknowledged by: Briareos H

66490ba236c94Xkilljoy98

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dertsehaI think I want to do new atlanta, which is fictional so I can't exactly go off of real life

66490ba237032Xkilljoy98

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Briareos HYeah rn I am forced to block off view distance with buildings and make you traverse through alleys and doorways to get to other sections

66490ba23737bXkilljoy98

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ZylonBaneProblem is, SS1 doesn't have a view distance fade quite as seamless.

66490ba23774fXkilljoy98

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icemannCool examples, though SS1 has a max view distance of like 15-30 so it is more limiting unless I can find a way to increase it

66490ba237c24Xkilljoy98

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ThiefsieFoolWDYM?

If you mean pop in then basically it just fades into existence in front of you

66490ba237d6aXkilljoy98

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I am considering having it set during the bad ending of SS1, as that gives me an explanation as to why mutants, robots, and cyborgs would be running around.

Have also thrown around the idea of it being a prequel, sequel, or side story

66490ba237eedvoodoo47

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each post has a fully functional edit button, btw.

66490ba238e82Xkilljoy98

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voodoo47
I am aware that I can, you don't need to tell me something that I already know.

Why should it matter if I reply or edit?
« Last Edit: 30. September 2022, 04:19:06 by Xkilljoy98 »

66490ba238fd7Xkilljoy98

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So, can I announce a mod early on its own page and have it on the mod pages even if I don't release it yet, just to gather feedback as it is made, or would it need to be finished or have a download first?

66490ba23938ficemann

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Xkilljoy98
It's just nicer from a viewing perspective, and fills up less of a page. Double posts given context are fine, but beyond that it's good to have them all in one post.
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At this frequency, the parasitic capacitance etc start to be a real big issue.
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