"The Refinery" by OTB (Single Player)

Mapping & modding Fallout Tactics and reviewing maps thereof.
TheReaper

Post by TheReaper »

Ah, over ICQ, I hadn't thought of that. It's just I haven't seen you there at all.
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Post by Red »

Let me suggest a downloader application (and one I like. Lets note here that I NEVER beleived in such "crap" application, but this one won my favor, though I have to admit that I've never tried it on a "slow" connection.

The important thing anyhow is that it resumes the transfers (in addiction to possibly making it faster... It makes my downloads faster but that's not necessarely true for slower connections, though you'll be sure to maximize your bandwidth with it).

Unlike the other download managers, it's adware capabilities are NOT annoying as fuck... And well, if you're clever you can probably find a valid password for it though I never found one for the latest version :P - er... not that I look for this type of stuff or anything :D

So well, anyway, here's the link: http://www.amazesoft.com/
...
TheReaper

Post by TheReaper »

Hm, I do have a dl accelerator somewhere, maybe I'll use that. But I may take OTB up on the ICQ offer instead. I'll see how things go.
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Post by Odin »

OnTheBounce wrote:Thanks, Odin. (BTW, I checked this morning: people are literally tripping over themselves to dl the IOOI demo from NMA: 9 people so far! :lol: ) If you do happen to get too drunk to play, just make sure you're not "too drunk to fuck". ;)
LOL...Well the beast got me, had a blast out..damn there are too many beautiful women!! can't handle them all :twisted:

But OTB, I'm NEVER to drunk to fuck!!...except tonight! :lol:
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Post by Red »

Just a little FYI that ICQ transfers are MUCH slower then normal FTPs... For severals reasons though I doubt yoiu care to hear them.
...
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Post by TheReaper »

I noticed that yes, but I'm willing to go through many things to get my hands on IOOI :D
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Post by Senor Deluxe »

Hm, seems I´m a bit late with posting my opinion (I´ve been away from my computer a while), but nevertheless, there are some things I gotta say:

Great work, OTB, this is truly impressive.

There are some things which I found really remarkable and which are IMO much better than in the original game. For instance the atmosphere: I like it very much when a map gives you the impression that it´s a "real" location, not just some combat-playground where sandbags are stacked up all over the map in places where they´d hardly make (non-gameplay-)sense.

Not only is the whole idea behind your map very post-apocalyptic, it´s really detailed as well. I love that! The bags of corn waiting to be processed, the repair area, where the slavers seem to be busy looking for parts among the junk, the repair-checklists, the raider with the dice, etc. this is all very credible. What I found especially fallouty and entertaining are the descriptions of the stuff you find, for example the book in the desk or the dice. I missed that sort of humor in FOT a lot.

It´s obvious that a lot of time and thought was put into this cool map , OTB, VERY VERY GOOD.
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Post by OnTheBounce »

Senor Deluxe wrote:Hm, seems I´m a bit late with posting my opinion...
Nope, not late at all. I've been compiling all of the comments, but haven't started revising the mission yet. (I'm still too busy mapping out The Hub.) Now if you had posted after Phase 2 was released... :lol:
Senor Deluxe wrote:Great work, OTB, this is truly impressive.
Another satisfied customer! Thank you very much, Senor Deluxe.
Senor Deluxe wrote:There are some things which I found really remarkable and which are IMO much better than in the original game. For instance the atmosphere: I like it very much when a map gives you the impression that it´s a "real" location, not just some combat-playground where sandbags are stacked up all over the map in places where they´d hardly make (non-gameplay-)sense.
That was definitely something I was aiming for. I, too, took exception to the "combat playground" look as you put it. (That's one of the reasons I liked Springfield so much since that problem is largely non-existant on that rather well-done map. Jefferson is another one that comes to mind.)
Senor Deluxe wrote:Not only is the whole idea behind your map very post-apocalyptic, it´s really detailed as well. I love that! The bags of corn waiting to be processed, the repair area, where the slavers seem to be busy looking for parts among the junk, the repair-checklists, the raider with the dice, etc. this is all very credible. What I found especially fallouty and entertaining are the descriptions of the stuff you find, for example the book in the desk or the dice. I missed that sort of humor in FOT a lot.
Noted. Again, these are things I was aiming for, and I'm glad you both noticed and took the time out to mention it. Some credit for the tilework does go to the designers at MF, though, since that is actually a map from the core campaign, although it's heavily modified. Osceolla was one of the better maps in the core campaign, although I didn't care for the use of Vault Tiles in the lower level. I felt the Subway Tiles made for a darker, danker look.

Edit: There are some people that would argue that the premise of the map (a synthetic fuel production facility) is a violation of the FO universe, but I have to say that just because people didn't figure out how to synthesize fuel from corn before the Great War doesn't mean it couldn't be done afterwards. Hell, back in the '50s military vehicles were largely "multi-fuel" capable so that you could run them on practically anything, even perfume, although they would run like shit that way. This mission was cut because we can't figure out how to make AI vehicles and w/o that a band of Raiders that hits wherever and whenever they choose due to their high mobility wasn't exactly a well-executable plan. :(
Senor Deluxe wrote:It´s obvious that a lot of time and thought was put into this cool map , OTB, VERY VERY GOOD.
Again, thank you. I'm aiming for an even better map w/my current effort! :D

Cheers,

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Post by Max-Violence »

OTB's sig wrote:A typical single-player map goes through well over 100 revisions... - Karl Burdack
Who?
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Post by OnTheBounce »

Max-Violence wrote:Who?
Karl Burdack was the Lead Programmer for FoT. I saw the quote in NMA's FoT Editors preview and thought it was pretty funny in light of how many times I revise my maps.

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Post by Max-Violence »

OnTheBounce wrote: Karl Burdack was the Lead Programmer for FoT.
I'm not worthy! I'm not worthy!

:mrgreen:
Closing our eyes forces us to look
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Our emotions always find us
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http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Post by OnTheBounce »

Max-Violence wrote:I'm not worthy! I'm not worthy! :mrgreen:
:lol: Not worthy of what? All I did was paste the quote in from an article at NMA, then check the credits in the FoT manual to make sure I knew who he was.

Completely unrelated: Extra special thanks go out to Endocore for his super-duper review that he emailed me. (He even pointed out two weaknesses in scripting...) Cheers to you, Endocore!

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Post by Max-Violence »

Eh, I was referring to Karl Burdack, not you :P

Haven't you ever seen Wayne's World?

Endocore's still around? Tell him to git his ass on over here!
Closing our eyes forces us to look
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Our emotions always find us
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Post by OnTheBounce »

Max-Violence wrote:Eh, I was referring to Karl Burdack, not you :P
:lol: Yes, I realized that at work this morning. I felt really foolish and hoped I would get home in time to edit my post. :oops:
Max-Violence wrote:Haven't you ever seen Wayne's World?
Yes, I have. You basically just put Karl in Alice Cooper's shoes.
Max-Violence wrote:Endocore's still around? Tell him to git his ass on over here!
Max, I begged him to come back. It was most undignified. No word yet. :(

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TheReaper

Post by TheReaper »

Damn shame, I liked BOSCops. :(
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Post by Stainless »

*staggers into the forum*

Forgive me, OTB. It took forever to port the zip over to my own comp. Kept getting disk drive errors and all sorts of crap.

so, he's what I liked, disliked, questions and highlights :p

Likes:
  1. Fallouty :p
  2. Lots of things to kill
  3. Slave rioters in the corn field
  4. cool weapons
  5. rather hard
  6. New trait
  7. and just generally the whole thing.

Dislikes:
  1. that *%@&#n zoom to the alarms!
  2. Anna has to be one of the most useless characters I've ever used
Questions:
  1. How do I get the Humvee? I've been using that motor thingy and all it does is put me in the car
  2. What does the console in the refinary area do?
Highlights:
  1. Repeatidly re-loading my game after a tactical situation turned bad.
  2. Taking on the building that covered the road that lead to the safe house, then taking it, sticking 4 snipers on the roof and gunning down slavers (took about.....9 attempts, but I finally got it!)
  3. Blowing up a slaver patrol with a ball-bearing mine :twisted:
  4. First try ended in about 5 secs after I tried to take down a patrol with the 2 snipers.
  5. finally, taking out the south gate....er...I think, or the other gate...the rather heavily defended one. That was uber-cool
there you go...happy?
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Post by OnTheBounce »

Stainless wrote:Forgive me, OTB. It took forever to port the zip over to my own comp. Kept getting disk drive errors and all sorts of crap.
Nothing to forgive. I've had my share of comp problems this week, believe me. ;)
Stainless wrote:Likes:
  • cool weapons
  • New trait
I can't take credit for the weapons, excepting my adaptation of the mines. Those kudos go to the Fallout and Wasteland Dev teams.

The New Trait is simply One Hander renamed to be a bit more descriptive of what it actually does. Glad you like it, though. :)

Stainless wrote:Dislikes:
  1. that *%@&#n zoom to the alarms!
  2. Anna has to be one of the most useless characters I've ever used
The zooming in on alarms will not be in the next version. Darwin_187 originally play-tested the mission when that was disabled and suggested that is be reenabled. So blame him for it. :P (Just kidding, it's my fault, I shouldn't have listened to that drunken lout. :mrgreen: )

But...but...Anna is "kewl"!!! (Er...except for her hairstyle...) So she's not much of a fighter, she can still help the squad out tremendously w/her non-combat skills. (Which, as I hope you noticed, is something that I'm trying very hard to implement in a useful way.)
Stainless wrote:How do I get the Humvee? I've been using that motor thingy and all it does is put me in the car
Place the Repair Item in one of Anna's Active Item Slots, the use her Repair skill on the Hum-Vee. (Yes, the one w/the ID "Slave One". ;) )
Stainless wrote:What does the console in the refinary area do?
"Talk" to the computer (Slave Net). You will then have a reason to use the console. (I won't spoil it for you.)
Stainless wrote:First try ended in about 5 secs after I tried to take down a patrol with the 2 snipers.
Yes, teamwork is essential. W/some luck the entire campaign should end up like that. I don't like the idea of being able to "run the map" w/a single character. While that was somewhat appropriate in the RPGs -- since the emphasis is on a heroic individual -- I find it distasteful in a squad-based tactical game.
Stainless wrote:finally, taking out the south gate....er...I think, or the other gate...the rather heavily defended one. That was uber-cool
If you sit down to play again, try to hit the other gate. You'll notice that the Slavers reinforce where the trouble is. Additionally, going on some suggestions that I've received here, they will be even more reactive when the updated version is released w/Phase 2 of the demo. Glad you like that, Stainless. :)
Stainless wrote:there you go...happy?
Indubitably, my freind. Indubitably. :)

Cheers,

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Post by Stainless »

OnTheBounce wrote:the one w/the ID "Slave One". ;)
Hmm...a reference to starwars?
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Post by OnTheBounce »

Stainless wrote:Hmm...a reference to starwars?
After all of my bitching about cheesy pop culture references in FO2 I really should be ashamed of myself... :lol:

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Post by Jimmyjay86 »

Didn't quite finish it yet. The farthest that I got, Anna was the only one alive. But when she got downstairs, she couldn't past more than 2 slavers. So I'm trying again to see how far the full squad can get. It is challenging, I can't get a ful handle on the weapons/ammo combinations yet. Trying to place mines or det packs doesn't seem to work. I can't get the det packs to explode. Barricades are next to impossible to take down -is that how you wanted it? Jackson always dies when trying to disarm mines.
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