The Atlas Miller Super Space Adventure
A very pretentious mod I poured hours into. Set in the Half-Life universe, Atlas Miller was a complicated story about a single guy who effectively replaced Gordon Freeman in the grand scale of the Half-Life narrative. Basically: an awful idea. I feel like this was some of my strongest work when it comes to mapping, though. I actually started to craft decent-looking environments, and I was using hand-made custom textures and playing with lighting, atmosphere, all while trying to tell a super ambitious story. But it didn't work out. It was too big. I aimed too high. And worst of all, I lost interest when I slowly came to realizing that it was, in fact, an awful idea from the start. Maybe the first step to making a project should be planning it out and foolproofing it, and not asking Archie to do voice acting for it
and let me constantly waste his vocal talent
time and again
.Fallout (Garry's Mod Edition)
So my friend Dallas and I had an adventure on FalloutRP
and decided that we wanted to make our own map that would be bigger and better in every way.
We started working in August, and we stopped just now. Our idea was to have a big town area for people to live normally in, an open wasteland, a Vault, a base for the NCR, a base for the legion, and plenty of other places for Raiders to base in and explore in. The best part was, Fallout 4 was coming out, we were hyped, and we could use that as our constant inspiration every day we worked on it. It's probably the most I've ever done for a single project. It was big. It was bold. We tried to make it as big as we possibly could. Every building had its own story. Everything was unique. With the power of fog, this could run smoothly on any computer. We were even using ported props from Fallout 3. We designed it so that the Legion and NCR could be at constant war, and we were even talking to the owner of the server and talking to him about the changes to the server he could make to fit our map and vice versa. So many ideas were coming along so smoothly. It was beautiful. But then, disaster. People had warned me about the entity limit, and I was always careful with my entities, but what really fucked me over was the brush limit.
There were too many brush angles. Fuck. The map was only 50% done and we had hit the fucking brush limit. I guess that's what I get for trying to make an open-world game using the Source engine. All in all, it's a shame. I know what you're thinking--I need to buck up and deal with it. This might sound stupid, but I can't.
We won't be delivering on half
of what we promised if we started cutting here. I already have enough incomplete, released maps under my belt. I don't want one more. I would sooner start a completely new map than bring the scissors to my beloved baby. And I probably will.
All in all, expect new maps from me in the future, I guess. I just need help planning things. And I need to aim low, but keep quality high. Maybe I'll go back to making CSGO maps for nobody to play.
It's been almost a full year since I last made a map. This is scary, especially since I've been working nonstop on maps for a year straight. Yet, here I am, with nothing to show for it. Except I'll show for it what I can for what it's worth.