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Счётчик процентов, которые мы никогда не считали
About our project
If it's very short – it's Fallout 2 in 3D, which you, perhaps, were looking for. But it's not absolutely so. Precisely, it's not so. We've taken as a basis, of course, Fallout 2, not pure one, as many believe, but with there re-establishment of content, which was cut out of the game (like in Fallout 2 Restoration Project, which you hopefully have heard) and with addition a new things. Some of them based on the work of other authors (basically, we're talking about Fallout 2 MegaMod, global collection of copyright addons), but something we doing it yourself. Naturally, game mechanic will undergo many changes. We won't make forced and stangely realized "turn-based action" or zoom out the camera up and at an angle, proudly calling it "an isometry", because we know the difference between perspective and other methods to specify the image. Similarly, we won't go nuts, trimming cleaned everything that we see now and have not seen in Fallout 2, whether the weapons, armor, or a new ability. The game is based on the plot of the original Fallout 2 with the additions of the above projects, but we won't insanitily remove anything which didn't have sprites. As a result, the range of subjects, be it weapons, armor, or any drugs--all of this will cover both the second part and later (Fallout 3 & Fallout New Vegas). Wrong logic like «this was not in Fallout 2, so it can not be» we can't apply, unlike all missing or dying attempts to make something similar. Quests and dialogs remain almost untouched, except for some nuances, on which makes no sense to draw attention, but even in the "old quests" we'll add new phrases in dialogues or possibilities of an alternative passage of various sections. Character improving system doesn't replace the list of perks and traits, but combines almost all existing, of course, with adjustment under the current mechanics. Innovations, such as the need for sleep and eat, as well as anti-bonuses for non-compliance with these conditions (like the Hardcore mode in Fallout New Vegas), are fully utilized in our project and applies everywhere. We're often asked about successes and lack of the regular material in the gallery and news section. Explain: we aim to reproduce all classic content the most reliable and similar to the original images and the real prototypes, that's why sometimes it takes more time than we would like. Often, we don't have enough time to answer dumb questions like "why that thing has another color", so we're trying to show all the content only in the very close to the end of the stage, hence the irregular filling of the gallery. Current team staff 6RavenD9 - art designer AlexDogOne - texturemaker. AmericanPsycho - modeller. AnOneTwo - modeller, texturemaker, art designer Black_Bro - mapmaker. CaBaL - texturemaker. Defox - scripter, mapmaker, questmaker, texturemaker, modeller. F@Nt0M - Head of the team. GECKer, texturemaker, modeller. Korran - tester. - young robobrain. L0FKA - robobrain. MrLordNeptune - moderator. RustWays - mapmaker. ShadOR - robobrain, modeler. TanakaKenshin - armorer. Vagiz - artist. Vault34Overseer - technician, site technician, group technician Viridovix - GECKer. Zardoz_gavrilych - tester. Missing Members FirePlateSmith - modeller, texturemaker, art designer. HarryLizard - modeller. Former Members d_ivanov - modeller. danilinart - artist. Fotorr - art designer. igromax - texturemaker. SaInT-PaDre - texturemaker. Scarabay - modeller. - artist, texturemaker. z13anubis - artist. |