Fallout is an optimization mapping project for GoldSource. The goal was to create a level free of any ADDITIONAL surface splitting by planes, therefore a flat surface equal or less to 240x240 units (default face subdivide size in GS) should not have more than 1 polygon. Conditions:
max 1.000 wpoly.
max 10.000 epoly.
The map is sitting at 99,4% used planes capacity. Due to that, it remains unfinished for now. Stuff missing:
jump pads at both drop entrances into canals.
underground hall (last screenshot): geometry, details, props, sprites, lighting, etc...
P.S: Fog will not appear in HL.
Built with Sledge Hammer (http://twhl.info). Compiled with Vluzacn Half Life Tools v.33.
Commented 9 years ago2015-02-25 03:55:58 UTCComment #20834
Looks amazing, downloading!
Yikes just played it and whoa, this looks absoultely sick. Very interesting project and incredible-looking results(I never played fallout but now i'm intrigued!). Inspiring work, well done!!!
Commented 9 years ago2015-03-02 02:15:44 UTCComment #14360
Holy crap. This is damn impressive.
I can't work out how you implemented some of the effects. I always thought a lot of that stuff was impossible in vanilla Goldsource games. What did you use for the particles floating up around the stargate, and the electrical arcs along the beams?
Commented 9 years ago2015-03-04 22:13:48 UTCComment #14359
@Strider: Those are env_bubbles The blue electrical arcs that you walk on? They're 2 func_scrolls, 1 unit on top of each other, running on opposite directions.
@Minnow: Yup, that teleport will be more obvious when it's done, definitely going to be another in the big hall. Even so with all the teleports and jump pads, gameplay is still going to be horrendous. This was an abandoned map i had that transformed into a little opt. project, nothing more.
Yikes just played it and whoa, this looks absoultely sick. Very interesting project and incredible-looking results(I never played fallout but now i'm intrigued!). Inspiring work, well done!!!
One question, how in the world can we get to CT spawn, just through those jump-pads you were talking about to-be-implementing?
Gorgeous work, and so very well done thus far!
EDIT: I found that the sewer pipes teleport, nice!
I can't work out how you implemented some of the effects. I always thought a lot of that stuff was impossible in vanilla Goldsource games. What did you use for the particles floating up around the stargate, and the electrical arcs along the beams?
The blue electrical arcs that you walk on? They're 2 func_scrolls, 1 unit on top of each other, running on opposite directions.
@Minnow: Yup, that teleport will be more obvious when it's done, definitely going to be another in the big hall. Even so with all the teleports and jump pads, gameplay is still going to be horrendous.
This was an abandoned map i had that transformed into a little opt. project, nothing more.