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old Re: Fallout Wars - CS2D Mod

Scaleopi
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Because i dont like the original CS2D AWP i tried to make the Fallout 3 Sniper Rifle:

Its handpixeled.Its not very good,but i think its ok
Working time:2 hours

It must be very hard to make it perfect,like Scyther made it.

old Re: Fallout Wars - CS2D Mod

Scyther
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ipoleacs has written
I have a question:
Will there be pointer,radar,hudnums...too?


First things first; skins, sounds, splashes and maybe we do that in half november, maybe I ask LucasRib to do that for me. If he wants.

Ipoleacs that's pretty nice, the shop image outlining is black, sometimes just dark when two lines touches eachother. Click Here for a guide how to make most weapon sprites for this mod. But as I already said at the very starting post, I normally make all the skins (so everything does look the same) the rest is free to apply.

Step 3 is incorrect of my guide, it was in my worktable where I create all my sprites and then you can define the size of the weapon with other weapons.

Here beneath are some few sprite steps I still had on my computer, so put outlining around desired weapon, define details, and make a colour pallet with the real weapons colours, pick them, use like 6 to 8 colours for a base.

(Sorry I had to put grey lines through it to prevend copy and earlier release of weapon, though my avatar isn't that proof...)

IMG:https://img27.imageshack.us/img27/9108/guidea.png

old Re: Fallout Wars - CS2D Mod

Scaleopi
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Cool,thx for the guide.It really helped me.

Scyther has written
First things first; skins, sounds, splashes and maybe we do that in half november, maybe I ask LucasRib to do that for me. If he wants.

Omg,sounds.Scyther you'r the best.

old Re: Fallout Wars - CS2D Mod

KaiserWilhelm
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OOOOOOH, bobby pins=defuse kit. and while I'm on topic, reskin the bomb to make it look like a fat-man nuke. I can see the map now, walking into Megaton for some de_. Or you could reskin the zombies to look like ghouls and various mutants. EPIC WIN. This is gonna be the mod for the ages.

old Re: Fallout Wars - CS2D Mod

Locusthorde300
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Hey scyther could i do the scope for the Sniper rifle?

Oh and the sniper rifles off a little, when your carrying it barrels longer and thicker... (*ponders previous statement*)
edited 1×, last 06.10.09 05:25:31 am

old Re: Fallout Wars - CS2D Mod

Scaleopi
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@Locusthorde300
Scyther has written
I'm thinking to make this mod alone, since my sprite style differs from other artists.

old Map Concept

Scyther
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KaiserWilhelm has written
OOOOOOH, bobby pins=defuse kit. and while I'm on topic, reskin the bomb to make it look like a fat-man nuke. I can see the map now, walking into Megaton for some de_. Or you could reskin the zombies to look like ghouls and various mutants. EPIC WIN. This is gonna be the mod for the ages.


Nice useful idea's thanks I'll keep that in mind, I actually had this in mind of the megaton map, the border of the map are obviously walls, the houses are walls too sometimes with obstacles as windows. (I don't make any teleports like second floors for houses because it will get people m3 camping.) Beneath you see the whole concept of the map, please inform me of any typo's containing in the Story Line.





Fallout Wars Megaton Map/Objective Concept:

IMG:https://img97.imageshack.us/img97/2033/examplemap.png

Image: concept of spawn points and map shape.

Description/Map detail:

de_megaton_fw:
As you can see the "Enclave" [Terrorists] spawns at the entrance of Megaton. While the "Brotherhood" (Of Steel and "Outcasts".) [Counter-terrorists] spawns in the houses to defend humanity. The goal for the Enclave is to destroy abominations of humans like ghouls and other mutations in "John Henry Eden's" eyes. To do that they need to rig the bomb which you in fallout 3 had disarmed at the beginning. (That's why they need a small bomb to rig the big one!)

cs_megaton_fw:
This is the same map but spawns are reversed, now "Enclave" [Terrorists] spawns in the houses guardening and questioning hostages while the "Brotherhood" (Of Steel and "Outcasts".) [Counter-terrorists] are trying to reclaim megaton back.

Spoiler >
Spoiler contains story line which opens when you load the map and shows the briefing.

old Re: Fallout Wars - CS2D Mod

SQ
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What this map weight, height? (Tiles x,t)

Looks prety cool(!), but I guess map size is gona be 1mb as minimum
Becouse of your good graphics...

old Re: Fallout Wars - CS2D Mod

Scyther
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It is not going to be one big image, but made out of tiles. Some things I'll probably entity as image(Env_sprite/image) but I wouldn't make it all images like example; KimKat did with oldruins, makes the size to big, yes.

Map length x width would be somewhere between 60x90 depends how the map would be drawn out.

old Re: Fallout Wars - CS2D Mod

Locusthorde300
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ipoleacs has written
@Locusthorde300
Scyther has written
I'm thinking to make this mod alone, since my sprite style differs from other artists.


The scope... i've already did it i just dont know what color to use as background... (the wierd purple doesnt work!)

old Re: Fallout Wars - CS2D Mod

KaiserWilhelm
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another thing I've been pondering (this mod renewed my faith in fallout) I've been thinking that a nice LUA replication of some of the things in the game could be initiated. For instance, everytime a weapon is fired it has a small chance (1:250 or something) of breaking, where the player would be displayed a notice and the "broken" weapon stripped. I have also neglected to see an RTD (roll the dice) system in CS2d. Such a thing would be easy to make and i have seen many in my long hours playing zombie master. I still want retro robots though.
http://images3.wikia.nocookie.net/fallout/images/4/46/Fo3BS_Enclave_Protectron.png

the enclave protectron.

old Re: Fallout Wars - CS2D Mod

Scyther
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Ah, that is what you ment about the robot skins at the previous page, well I already have put four standard skins for terrorists. But maybe we (Slasher and me) can make additional skins for a add-on pack so people can choose their loved skin, but I will concentrate on primary version first.

The broken weapon lua [CND: condition of weapon in fallout 3] is a nice idea, it would be hard to implent a display saying the weapons condition but instead using a small chance factor of breaking is easier to fabricat. Maybe it is also possible when you have like 50 hp left the chance of breaking the gun is doubled 1:125 as based on your example.

I know what a "Enclave Protectron" is, I do play Fallout 3 often ;).
Maybe adding later "Mister Gutsy" a floating robot would do good too?

Current Progress:
This weekend I show previews of Shiskebab, (with motorcycle gastank on the back!) Deathclaw Gauntlet and Plasma rifle.

old Re: Fallout Wars - CS2D Mod

KaiserWilhelm
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Scyther has written
This weekend I show previews of Shiskebab, (with motorcycle gastank on the back!) Deathclaw Gauntlet and Plasma rifle.


Sick, I hope a good flamer skin is in development? And
I really wouldn't be to unhappy with an minigun skinned m249.

old Re: Fallout Wars - CS2D Mod

Scaleopi
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@KaiserWilhelm
KaiserWilhelm has written
For instance, everytime a weapon is fired it has a small chance (1:250 or something) of breaking, where the player would be displayed a notice and the "broken" weapon stripped.


Lol,everytime a weapon is fired?After 250 Shots weapon would get broken.Then maybe its better to make a chance of 1:1000?And a sound would be cool to.

@Scyther
When do you show preview for the Autoaxe?I never played Fallout 3,but i saw a Video on Youtube.I love this weapon.^^

Ohh,and btw:
The Fallout Wars Lua script is 40% done.Should i add extra exp for doublekills,multikills...?

old Re: Fallout Wars - CS2D Mod

KaiserWilhelm
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That's neat. The 1 in 250 was just an example. It is random so it could just break after 1 shot theoretically. It would be nice to include radiation levels or something into the mod to. When the bombs go off (hmmpphhIranhmcoughmmcough ppphhChinaHcoughmpcoughpph) I'll have my rubber suit and a geiger counter ready.

oh, and if you get a tile set ready for us sometime soon I could contribute to the map making.
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