Springs Preserve

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mmousewhisperer

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this is a conceptual residential sprawl I've been working on for the Less Empty New Vegas mod, based on the irl location of Springs Preserve. This is the opposite angle of the sprawl, closer to the freeside entrance. There are more houses behind the camera angle here actually,

thanks for taking a look, I'd love some critique or feedback

6 comments

  1. Muggzee
    Muggzee
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    New way to look at this area! Your roads look good. I'd maybe cut a few houses that butt up on each other a bit to balance out front and backyard spacing. I'm curious to see this fleshed out. Nice work. 👍
    1. mmousewhisperer
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      Thanks for the kind words! And most definitely I agree it’s super cool to see this area reimagined a bit, like I said this is just a concept of the idea somewhat realized, but with that said though design wise I like the transitioning of richer to poorer housing, but the issue is layout I think? I feel it’s a tiny bit out of place, having on block that spans for a while of housing, I think if what was currently here, x2 volume wise ie another strip of housing as well, I think it would look much better . No room tho, we’ll see!
      thanks for the feedback and critique 🫂🫂
    2. Muggzee
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      Yeah, the area outside of Vegas forces you to scale things down more than one would like is what I've found when doing my own. There are pros and cons to it being this way. I think with an area this tight on space, it's better to go with more farmstead housing on the outskirts of town, as it's a little more true to how Vegas was in the 40s-60s versus how we've come to see it more recently. That, and this area in particular can get a little weird with memory for some reason, so I chose to keep it more on the 'less is more' side of things. Like you've stated, it's early, so what's here today will change tomorrow.
    3. mmousewhisperer
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      Care to expand on those memory issues? I’ve never heard about that!

      I think it’s difficult to give a sense of scale to the player whilst simultaneously scaling down. It’s difficult with these areas as well too because you can’t do much ‘magic’ to make them feel bigger the way you can with a world space for instance, sometimes I wish Vegas had a FO3 DC ruins world space type of design to it.

      I think there’s a way to give more while being relatively large scale without totally saturating an area, a lot like your VICE mod for instance, I think you captured that really well in a lot of areas, though that’s a different situation from this one sure. It’s just a bit of a balance act. I think for this neighborhood idea to work, I think they’d have to be truly focused neighborhoods; less houses but more emphasis on giving that sense of a little community you could see a pre war American living in. Hard to say how this one will play out, because there’s for sure some difficulties with this lil plot of land 

      thanks for the thoughts on this!
    4. Muggzee
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      The memory concerns are kind of a more recent phenomenon lately. We've been getting a wave of mods adding more LOD to objects that didn't have any previously, which is great on a visual level, but problematic on the memory side of things. Fortunately, FireKahuna's LOD optimizations can soften the blow a bit, but there are still limitations even with those. The reason I advise maybe trimming some of the houses out is exactly for that reason. Not really as a design critique, but as a stability concern. I can't say that what I'm preaching here is exactly what I practice, as I certainly push the limits with my own mod.

      I'm not a fan of Bethesda Fallout, but if it's anywhere I can give them credit, it's that they know how to design levels and world spaces pretty well, or so they used to anyway (looking at you Starfield...). I think Obsidian could've had that chance too, but were severely kneecapped by an absurd development schedule. It's the only reason you, myself, and others are bothering with this sort of thing. We have a collective understanding that this game deserved to be more than what was visually shipped.

      You put it best when you say it's a balancing act. It absolutely is. This game is no canvas paired with top of the line paints. It's a sheet of office paper with a brittle ass pencil and a few half-eaten crayons on the side. Takes staring at certain areas an ungodly amount of time to bring some kind of sense to it with the world space we got as a final product, haha. Anyways, I've No-Barked here enough. If you need more insane ramblings, feel free to send cave rats over. Damn commie ghosts never leave well enough alone...
    5. mmousewhisperer
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      There’s definitely a memory concern for the LENV mod as is so thanks for the heads up and tip about that area. In general I haven’t seen crashing issues but optimization is something that I think could have been more integrated into the development process from the beginning, but I think enough catch up has been played now where it shouldn’t be an issue for the future but still, something I know at least I’m keeping in mind. 

      and I completely agree, DC has some beautiful design, I’d even say if you have ever dabbled with outer worlds, obsidian has some tight world design as well, I’m sure given more development time on NV they’d have made some visual spectacles. But I have really been appreciating the push for creating a Vegas that obsidian could be proud of it.

      and haha no YOU just said it best, it really is such a rough looking game it’s amazingggg how pretty some people on this platform have made the landscape feel and look in areas. And hey now we miss your ramblings in the LENV discord, pop in sometime :) thanks for the conversation on this, has definitely been enlightening 👍👍🫂