Mako Dawn v0.3 released




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2 years ago News 0 comments

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. I now work as a freelance visual novel artist.

Development Indefinitely Ceased

Development Indefinitely Ceased

3 years ago News 9 comments

Post concerning the ceased development of Mako Dawn. Questions and comments welcome.

Mako Dawn Dev News!

Mako Dawn Dev News!

3 years ago News 1 comment

Recommended settings, a solution to an old problem, updates to floor 61, floor 62 and Midgar, placeholder NPCs, documentation and hypothetical time traveling...

Version No. Change & Various Updates!

Version No. Change & Various Updates!

3 years ago News 4 comments

Rectifying (unintentionally) misleading version numbering, testing out parallax and environment mapping, music, planning and more!

Mako Dawn v0.21 now available!

Mako Dawn v0.21 now available!

3 years ago News 1 comment

Elevators, trains and portals to floating platforms in the void; the Shinra Building has it all!

This total conversion aims to recreate the upper Shinra tower as shown in the 1997 RPG Final Fantasy VII in full 3D.

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Post comment Comments  (60 - 70 of 272)
retnu16 Jan 12 2012 says:

This needs news.

+2 votes     reply to comment
faulk Sep 30 2011 says:

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

If anyone wants to collaborate, send me a message.

+2 votes     reply to comment
MichaelCr Sep 24 2011 says:

Is this dead?

+2 votes     reply to comment
JigsawPieces Creator
JigsawPieces Jun 4 2011 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 Aug 16 2011 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
JigsawPieces Creator
JigsawPieces Apr 21 2011 says:

As industrialpolygons said, the PS1 FF7's Midgar wasn't huge. You can count how many buildings each sector can fit abreast on your fingers from the opening FMV. That's like 10 buildings. That'd mean Midgar is roughly nine city blocks in the FMV :D

Anyway, since things keep being asked:

-The mod was for Fallout 3
-There was going to be a demo of just one area developed (part of Sector 8)
-Cloud was no longer the player character, rather you made your own
-Other than that, the mission statement remained the same
-Lastly, the reason there are no updates is because development has completely ceased as of January this year

If someone else wishes to continue the project, I'd be willing to donate the models, textures, music, etc that I made. Most things have been released here:

+4 votes   reply to comment
Gregord May 22 2011 replied:

lets focus less on what the fmv on the ps1 had shown (they had certain technical limitations with the platform and tools they used), and more on the lore and details you get from other in game characters. Remember that midgar was on a plate 50 meters above ground, and when they dropped the sector 7 plate and even when you're walking through midgar at the very start of the game you get the feel that there is more then just 10 buildings abreast per sector, or have you conveniently forgotten those facts?
i'd also like to link you to this little gem of a tech demo which technically invalidates your argument

I'd say, if you where doing this on oblivion (same engine after all) that to show midgar's scale in at least an attempt at accuracy.. it'd have to be at least five times the size of the imperial city... and on a plate..

+2 votes     reply to comment
Neomonkeus Creator
Neomonkeus May 26 2011 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 Sep 29 2011 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
RMoT Apr 5 2011 says:

Yeah, I just watched your video "A Nauseating Demonstration" and one thing I have to say is that the Midgar you show here isn't big enough. The Midgar in the original FF7 (be it for PSX or PC) was HUGE. You need to make it bigger

+2 votes     reply to comment
faulk Apr 7 2011 replied:

ff7's midgar was not huge. ;-)
I've had long discussions about the topic! Granted, AC's midgar is a lot bigger.

+2 votes     reply to comment
Neomonkeus Creator
Neomonkeus Apr 12 2011 replied:

I remember talking about how Square had a habit of using different scales. Take the highway segment that you travel on during the biking section, its pretty long but its really hard ti see where it might fit into the Midgar shown in the opening FMV. There are others examples, like the subway tunnels etc, but I would be boring you death by detail. It is down to the limitation of the hardware/software/time and effort involved to produce a consistently world. Artistic licence was needed and used effectively.

The reason that it was this big in the video is that just because you can make it several miles wide doesn't mean that you should. It all comes down to the what gets put into it. Big open space or content crammed goodness.

+2 votes   reply to comment
faulk Apr 17 2011 replied:

Indeed. ;-)
My personal theory is that ff7's world is a Mars-sized planet. The population isn't that large, which is why all the ff7 towns are tiny. Midgar is Rome, the largest city in the whole world and the focal point of human activity. In comparison to other settlements, Midgar is gigantic. Next to what we're used to, Midgar is small! Only a few miles across. That's what I think.

+2 votes     reply to comment
Neomonkeus Creator
Neomonkeus May 11 2011 replied:

Your Rome metaphor is interesting as it was a conglomerate of small towns through conurbation and urban agglomeration. Midgar had a similar beginning as a number of small towns but instead of being metaphorically built upon they were we just built on top of. Shinra the FF7's Roman legion

+2 votes   reply to comment
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Mako Dawn
Mako Dawn
Last Update
2 years ago
371 members