It's fantastic what you have done Colou, it honestly feels as though it is more on how the developers aspired the game to be after they tried so hard to make Road Rage a fully connected map until so late in development. An idea for the mission with Cletus to have it either drop off the roadkill at the Krusty Burger or finish the mission there so that the speech from Bart make a little bit more sense.
@@Colou Please see it you can get the graphics up to par as well would be great to see the weather change and it change from day to night taking around 30- 45 minutes for a 24-hour day Another idea is in-between levels you could restart at the Simpsons house or a place where you are most likely to find them i.e. Start Level 1 Start Homer at the Nuclear Power Plant Level 2 Could find Bart at the Comic book Guys store Level 3 find Lisa at school at the Observatory Level 4 find Marge in the Simpson house again Level 5 start Apu at the Kwiki Mart Level 6 Find Bart at School because of detention or at Ralf's house Level 7 find homer at Moes But their Missions Start in their original Places
Great stuff. Putting the characters in their most logical positions already changes the game into more of an open world feel, instead of each mission built around one specific level and thus one specific loop it’s more like one specific area of the map gets used by certain characters. So Frink can have the observatory and commercial area, for example I think the one flaw of this mod could be taking it a bit too far and adding too much driving. I feel like Otto and Ralph couldve just been at the school, but to make up for it the Wiggum chase couldve been elaborated on more somehow with an additional objective of some kind. That being said having a bigger map and more walking means you get more spawns for money A last thing i’ll say is putting the comic book guy at the theatre is brilliant. It’s logical plus it’s a simple change that makes that mission different and better in such a simple and seemless way
Awesome work so far, Colou! Glad to see your work again. Just a minor suggestion: how about adding a respawn trigger behind the roadblock from 1:19? You know, to prevent players from cheating their way through Springfield.
Actually, you're kind of intended to go through the roadblock - I made sure you're able to jump over it on foot. I wanted to do something similar to what Radical did for the original mission where you could complete it either by driving through the construction site and encountering Skinner, or going the long way around and avoiding him. Most new players probably aren't going to think to try jump over it so I don't think it ruins the experience or anything - just makes it more fun on repeat playthoughs! Oh yeah, and you can also skip the first Skinner chase by just driving straight through Level 3 if you were curious. So that's another possible route to take in this mission.
Great stuff! Glad to see this project is still ongoing! And, don't worry about the whole commitment to projects thing. I can totally relate with that. I can be really invested in a project for weeks but then I'll hit a speed bump (or I'll give someone a sneak peak at what I'm working on) and suddenly all my momentum is gone.
It's so cool to see you back, this looks even better than before. I can't wait till this is out, but till then just try to stay dedicated to it, people are going to love this for sure when it comes out.
This looks beautiful and makes me want to play again. If it's possible, it would be so effin awesome if you made the whole map Halloween based for the final level
Looking good so far. I'd say you should release it in alpha stages while development is under way. Maybe you could release the first alpha once you've finished the first two levels and ironed out some bugs. That way people will be able to experience it and provide feedback on how to make it better if development continues.
I like most of the changes, but I do think that Bart and Milhouse should still talk in the city centre; it doesn't make sense for them to go up to the school if they plan on playing truant, and I really like the vibe in early L2 of the kids already hanging out in the "cool" part of town.
Welcome back, Colou! It's been 2 years since we last saw your latest video for th Fully Connected Map from The Simpsons: Hit & Run, and according to this long video you've uploaded today (Which was originally yesterday according to the Date Stamp for this), it was worth the long 2 year wait. Because from what I saw, it looks amazing! Really love how clever & new you blocked-off the Road with Buses for the first Mission in Level 2 with Bart. Really makes use of the unused dialogue from Skinner, which is the first time I hear it, that wasn't in the original. Plus, the Missions are much more longer & even where to start them seems to make sense as well. It may just be some of the missions that you have fixed up already, but I can tell there's more to come later this year. Same goes for Level 1 of this game with the Fully Connected Map! Amazing Job on the Level 2 Part of the Fully Connect Map with Bart, man! I enjoyed every new viewed minutes of it. We understand your reasoning on why it took so long to hear & see anything new from you these past two years, but hope to see more of this Fully Connected Map for The Simpsons: Hit & Run, & the changes & addons to it for the Lisa, Marge, & Apu levels as well later on this year. For that, I wish you Good Luck on continuing this project, Colou. It's really good to see you back on RU-vid, man.
This looks so much better than the original level 2. And you made the mission Better Than Beef bareable. The mission Better Than Beef for me was easily a top 10 hardest mission in the game. And all the while it was playing that stupid hillbilly music in the background. Better Than Beef was easily my least favorite mission in lvl 2. Mission 1 was perfect. Mission 2 was perfect for the most part, except I would put Otto somewhere on level 3 area. Mission 3, I'd start at The Comic Book Guy's Shop. Mission 4 is perfect. Mission 5 is perfect.
I love your video on the mod. I don't have the game installed at the moment and I will install it when this mod is released with mission included. I am waiting for this mod with missions and as soon as it released I will download it. I downloaded last year without the mission included and I liked it. Keep up the good work and hope to see this mod soon with missions as well 👍👍👍👍👍👍👍👍👍👍
Super happy this is still going, this is my most anticipated mod for future casual playthroughs and I cannot wait for the day I can play the entire base game on the fully connected map. Great work!
Bro im so happy you came back for an update, im kinda one of those people that dont type or chat much but this is my FAVORITE game. Please keep at this game I cant wait for it to be complete!
Nice to see this pack still being in development 👀 One thing I'd like to suggest is to use a different barricade model. Maybe construction workers came in to repair the road? Or there's another miniature road accident, a police investigation, etc. What I'm trying to say, is that those schoolbuses feel kind of *generic* In no way trying to insult you or anything, I do like the mission design, how closely it looks to vanilla Radical's scripting, and hey, the usage of unused lines is always nice Would also be interesting to implement "dynamic blockades". I.e. in certain missions some map connections could be blocked, to make the player improvise and go around. While that might defeat the purpose of the connected map, it also adds some individuality to the mission pack. There's been like, 3-4 mods with the connected map, and all of them allowed free travel, would be nice to see a mod that changes that up If that's still a no-no in your book, this could be made into a setting instead, "additional challenges" ;) Anyways, hope to see this come out soon, wish you luck!
I hope that in the final mission of this mod, you have to drive across all three levels within a ridiculous time limit without crashing like in the base game.
So…. Does anyone else think this should be remastered on Next-Gen? With a few Tweeks and a little bit fine Tuning, and a fully Connected Map of Course.
Maybe an option for further progress, its only focusing on the development of this wonderful map, or maybe some variants, because when you released the map, there was already people making missions for it (not so developed of course), some time ago a dude made the nighttime variant, so now maybe you could do (if you want) the halloween variant, or the sunset variant for lisa
I would recommend you to balance the color of the pavement in the textures because the transition between cities is very noisy, in personally i recommend recolor to likely the level 1 style