Mako Dawn v0.3 released

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0 comments by JigsawPieces on Jun 23rd, 2013

I was supposed to upload this about a year ago. Well, that didn't happen. Sorry! This is the final update of the mod I'll be making. I'm not developing this again, nor is anyone else. Despite a few expressions of interest in the project it seems incredibly unlikely it's going to be actually developed for again, unless the original dev picks it up again. As you'll be able to see from the credits section of the readme, he and I made well over 90% of the content released. Which reminds me...

Killerx20 may have made the base of the tower (below the barrel bit), the barrel thing and maybe the upper tower. I really can't remember whether they replaced at some point or not. I know that I remodelled the back part that juts out over sector 1 & 8 so yeah. I really have no idea. I zipped & uploaded the mod when I realised I hadn't included this and can't be bothered waiting for it to upload again.

If you're interested in FFVII stuff, check out the qhimm forums. Team Avalanche is working on a graphics overhaul (among other things) for the original FFVII. There's a lot of neat stuff there so take a look.

Lastly, if you're interested in what I'm doing for some reason, you can follow my dA or SoundCloud for my art and music respectively. Right now I'm part of Arrival Studios, a visual novel developer. Our site, designed by me, is still a work in progress. Also, I go by "Tempus" on a lot of sites and use the avatar I'm using here.

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Mako Dawn Music Pack

Mako Dawn Music Pack

Aug 28, 2013 Audio Pack 0 comments

The music I arranged for the mod was requested by someone so I'm uploading it here. It can be used freely by anyone provided they credit me as the arranger...

Mako Dawn version 0.3

Mako Dawn version 0.3

Jun 22, 2013 Full Version 3 comments

Includes floors 59, 60, 61, 62, 65, 66, 67, 68, 69 and 70 of the Shinra Building + stairwell and elevator access. Also includes subways, train, reactor...

Mako Dawn version 0.2.2 (old)

Mako Dawn version 0.2.2 (old)

May 5, 2012 Demo 1 comment

Includes floors 59, 60, 61, 62, upper and lower elevators, upper and lower stairwells, and Midgar.

Post comment Comments  (60 - 70 of 275)
Urby
Urby Jan 12 2012, 7:22am says:

I thought this was dead! I am ashamed at myself. Turns out I should be tracking (stalking) the author for updates. >:)

Done.

Looks awesome BTW.

+2 votes     reply to comment
jldarkspider
jldarkspider Jan 12 2012, 5:23am says:

Awesome looking!

+2 votes     reply to comment
faulk
faulk Jan 12 2012, 2:21am says:

You'll have to wait for the news to show up. That's how moddb works. I don't make the rules.

+2 votes     reply to comment
retnu16
retnu16 Jan 12 2012, 1:58am says:

This needs news.

+2 votes     reply to comment
faulk
faulk Sep 30 2011, 6:00pm says:

Check my member page for 'updates'. :-)

If anyone wants to collaborate, send me a message.

+2 votes     reply to comment
MichaelCr
MichaelCr Sep 24 2011, 10:43pm says:

Is this dead?

+2 votes     reply to comment
JigsawPieces
JigsawPieces Jun 4 2011, 11:12am says:

Firstly, did you even read what I said? "PS1 FF7's Midgar wasn't huge". I didn't say anything about what it felt like or what the developers would have done had they had access to better technology. It's a fact that Midgar in FF7 wasn't huge. I fail to see how a tech demo made 8 years later is even relevant to this discussion.

Also, what the characters SAID and what Midgar WAS aren't necessarily the same. Besides, I think the original Midgar Plate, as seen from the Sector 7 slums looks higher than 50m. That's half a football field. But I'm talking about how it appeared, not how it was supposed to. You've completely ignored the context of my comment, which was a reply to RMoT. Congratulations on invalidating your own argument.

I was developing for this mod. I did a LOT of research. I know about the scale mentions on the train trip. If you read what industrialpolygons said in the first news release 'So, how large will Midgar be?' you'll see how the scale was worked out. You could also download the released mod and look for yourself.

+2 votes     reply to comment
RMoT
RMoT Aug 16 2011, 1:22am replied:

Huh? All I said was that Midgar was huge, and I'm talking about looking at it from the opening, it was massive. And I'm not referring to anything that was SAID, I'm saying that from a visual point of view, and in which case, how did I invalidate my argument? And If it isn't as big, maybe the one I have is different (I dunno hacked or something), I've only got the PC version (which was second hand when I got it), and I don't really remember the PS1 version

You seem to be being really uptight about this. All I said was that in comparison to mine, it's not big enough. Simmer down buddy, take some friendly advice, and don't start fights, that's not what I was doing.

Also one other thing, you say that you are currently developing for Fallout 3, and not Oblivion any more. Just saying that you may want to update your description and videos as the description still says Oblivion, and the demo video on the main page is in the Oblivion Gamebyro engine

+2 votes     reply to comment
Neomonkeus
Neomonkeus May 26 2011, 10:29pm replied:

Firstly we never forgot about the "facts". I dont know what your personal modding experience so its a little ambiguous if these are suggestion or your telling us this is the way that it should be done.

When it comes down to it as the game designers, we went through and took a vast array of these issues into consideration. As regards scale related issues there were a number of consideration taken into account including; realism, staying true to the original, in-engine size, but one of the main factor was what was possible to achieve as a mod group. We could easily scale the city to any size but not having the means to populate it or only have it sparsely populated would not have done it justice. As the designers these are the things that need to be considered that you may not have though of.

As for the engine, Fallout was chosen because it was more suited to the game that was envisioned. Again like the scale issue that was thoroughly debate and there is little chance that it will be changing back to being developed using oblivion.

+2 votes     reply to comment
Gregord
Gregord Sep 29 2011, 2:23pm replied:

First time i've come back here since that comment i left. I hope you didn't think i was meaning to say oblivion is what you should of used, fallout 3 is a lot more polished then TES4 afterall, i was just giving a scale comparison. I'm all about using game design as an explanation in and of itself for why the sectors are so small. HOWEVER it doesn't change the fact that midgar is supposed to be a major metropolitan area and that you can't say it's just 9 blocks.. i wasn't questioning your design i was questioning your reasons.

+2 votes     reply to comment
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