PC Urban decay assets/features should be considered for official change my mind

Adam the Waster

Well-known member
Now I'm a console player and I'm a outsider looking in but the mod looks awesome.  Adding so much over growth, ruins in the streets, sighs cars on fire, Houses on fire 

The fun Pimps should take notes as they have done latey with some mods. 

 
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I wonder whether a console can even handle so much objects at once. You've probably seen the mod on the Guns, Nerds and Steel channel. He has a system that is far more powerful than even the most modern console.

 
I wonder whether a console can even handle so much objects at once. You've probably seen the mod on the Guns, Nerds and Steel channel. He has a system that is far more powerful than even the most modern console.
Yes I have and I don't know that level of plant life but at least much more and the extra editions 

Extra trees and plants types really go a long way 

 
Now I'm a console player and I'm a outsider looking in but the mod looks awesome.  Adding so much over growth, ruins in the streets, sighs cars on fire, Houses on fire 

The fun Pimps should take notes as they have done latey with some mods. 
Its an acquired taste.  I do like the look and feel of some of it. However, it seems Aztec ruin overdone at times. The stark light transitions are what really get to me.  Cool for the first little bit but then overwhelmingly grating and unrealistic.

Cars on fire?  Meh.  Depending on your own interpretation of the time line (overgrowth) there are no car fires (long burnt out), no water pressure, no gas pressure, and no electricity.

There is a significant amount of "polish" that TFPs could add to the vanilla game.  EFT makes that abundantly clear. 

Yes we accept some abstractions but not others.   Where to draw the line?  It is the way of games... 

 
I just took a look for the first time. I love what I am seeing EXCEPT the graffiti, that just DOESN'T jive with the rest of the overall textures. It's to crisp and looks like a decal vs on the object itself which diminishes immersion vs adds to it in my opinion. It is was done better, I might change my mind.. The billboards are a little like that to me, but I think they look way better.

The vines/bodies/telephone poles/duckweed in water adds a TON of depth to the game as far as apocalypse vibes.

 
No, TFP shouldn't take notes. It obviously goes against what they want their game to look like, or they would have done something like this a long time ago.
My main argument is that it adds so much world building.  Should they rip off the mod? No 

But clearly they are still open for changes and editions to world building.  

They have a working gas pipeline, so they are still burning since the disaster?
I guess so. Tbf the base game has that problem too with the fire pipes 

 
I guess so. Tbf the base game has that problem too with the fire pipes 
I do like the idea of "survivor" based traps in existing POIs, even fire based ones (from some stored source they created). The whole POI traps idea (and puzzles to a degree), though a good to great one, was just left orphaned for other "more important" development.

 
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We have talked about overgrowth before.  It's cool too look at for sure and creates a certain vibe.

Actually some of the new POIs for 2.0 will have overgrowth in them (mostly using our ivy asset that is already in the game).

Anything more then that would require more assets, especially ones that had variants for every biome.  Costs can add up quick.

Maybe in a DLC or next game we can have an overgrown township...  

 
@Laz Man

Without adding too many more assets, would it be possible to use a block overlay

texture with variable masking. What I am talking about is the same thing that the

cracks do. Except use it as a texture overlay for blocks, like if you use the static tv

texture but colorized it, and made it mostly transparent. So basically using the same

technique that provides the decals.Just expanded to block faces with high transparency.

 
We have talked about overgrowth before.  It's cool too look at for sure and creates a certain vibe.

Actually some of the new POIs for 2.0 will have overgrowth in them (mostly using our ivy asset that is already in the game).

Anything more then that would require more assets, especially ones that had variants for every biome.  Costs can add up quick.

Maybe in a DLC or next game we can have an overgrown township...  
Speaking of the ivy blocks, will they be getting optimised in v2? They seem to cause a bit of a performance hit

 
I love Urban Decay and all the other stuff MpLogue makes. 
I would not want something like that be part of the base game, unless you want a very big portion of player base not being able to play the game, because how much higher specs you would need. 

A lot of people forget that not everybody has a NASA computer 🥰.

 
I updated the title cuz yes as much as I would love the very dense forest.  Realistically it would tank performance 

But the fun Pimps should take inspiration from stuff like the metro systems, the forest decor, power lines being active. Etc

 
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