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  (70 - 80 of 275)
JigsawPieces Creator
JigsawPieces Apr 21 2011, 8:55am 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: Fallout3nexus.com

+4 votes   reply to comment
Gregord
Gregord May 22 2011, 9:25am 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
Youtube.com

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, 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
RMoT
RMoT Apr 5 2011, 8:56pm 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
faulk Apr 7 2011, 6:59pm 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, 11:07pm 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
faulk Apr 17 2011, 9:20pm 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, 9:12am 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
retnu16
retnu16 Mar 17 2011, 11:00pm says:

you need to update

+1 vote     reply to comment
Neomonkeus Creator
Neomonkeus Mar 20 2011, 9:01am replied:

The team had an internal policy of not releasing any updates until there was something viable in terms of a demo due to unwanted attention but there has been little activity in the interim either way so there is nothing that would be worth showing. :D

+2 votes   reply to comment
Squall_Leonhart
Squall_Leonhart Mar 7 2011, 6:43pm says:

Omg now this is something new this is really cool dude!

+2 votes     reply to comment
Neomonkeus Creator
Neomonkeus Mar 8 2011, 7:45pm replied:

the original developer has been at the mod for a few years by now.

+2 votes   reply to comment
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