Jump to content

Atoxwarrior

Member
  • Posts

    564
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Atoxwarrior reacted to nasKo in Welcome to New Denver   
    [repost of our blogpost here: ]http://projectzomboid.com/blog/2015/01/welcome-to-new-denver/]

     
     
    If you’re a part of the Project Zomboid community you can’t help to have been blown away by the recent sudden appearance of Xeonyx’s stunningly realised map of his hometown of New Denver in British Columbia, Canada. It’s an epic achievement, and its story a very moving one, so we hope you don’t mind us taking up a bit of your time and turning the spotlight onto its creator – Jamie Magnuson.

    So where did you first come across Project Zomboid? What’s your history with it?
    I originally found Project Zomboid several months before the first version was released. Right off the bat I knew I was hooked. Once it was out, I didn’t actually have a computer that could play it so I had to go to my cousin’s place and use his computer. At that time I worked on a map I called Mica, on the un-updated editor, which came complete with its own prison and trailer park. It may not be playable in the updated version of Zomboid, but it was a learning experience.
    What’s New Denver like as a place to live?

    New Denver is a beautiful place to live. The summers are hot, great for swimming or mountain-biking, while the winters are mild. We actually had 3 feet of snow dumped on us a couple nights ago, the majority of the town was trapped in our driveways, and even the snowplow went off the road by my house. Other than that though, the view is astounding here and at night the stars shine bright like we’re living in a desert.

     
    Why did you decide to recreate New Denver in Project Zomboid?
    Originally a friend and I, several years ago, wanted to make a Half-Life 2 mod with New Denver as the map. Naturally, we were biting off way more than we could chew and thus the project fell through!
    The desire to recreate the town in a game never went away for me though. One of the reasons being that if you walk around town at night it becomes empty, quiet, and dark. Like a ghost town. I originally started working on New Denver as a test to see if it was possible to do and, needless to say, I never really stopped “testing”.
     
    [PZ dev note: Click the following image to check out the scale of his creation!]

    Does anyone else from the town know what you’ve created? Are they impressed?
    My friends and a few people here know about it and have backed me 100% of the way. One of my friends’ parents own the local newspaper service and I’m going to have an interview with them eventually. But I’m generally a quiet kind of person.
    How accurate is the map? Is your own home on the map, or anywhere that you hang out? How about your school?
    In recreating New Denver, I made sure to make it as accurate as possible, using Google Earth, local pictures, going to the different areas around town, and even using my memory from growing up here.  I tried to duplicate the interiors as best as I could, like with the school, but in real life the building slopes gently towards the lake, so there’s a second story in reality. Aside than that, my house is in the map, and it is a spawn point!

     
     
    How long did the project take you? Did you have any idea what sort of epic task it would become?
    The overall construction of the town took approximately 11 months, off and on, to create. At first the construction was easy: I finished a cell within a couple of weeks and I thought that I’d get it complete in a mere couple months.
    After that time I had started on the third cell… that’s when I realized it was going to take a lot longer than I anticipated. At the same time I had already done too much to quit then, so I was kind of caught between a rock and a crazy place!
    What are your own tactics when playing the map? Where do you hold up?
    The first thing I do is decide which place to fortify based on my start location:
    The Orchard – The Nikkei Centre for its fortification around the area with low zombie density Downtown – Apartment above the hardware store for obvious reasons Downtown – Apartment above the Restaurant for the distance to amenities New Denver Siding – The farmlands for its low zombie count and delicious well Afterwards I get a firearm and go around the outside of my safehouse, shooting rounds to draw the zombies towards me, and away from my house down the street. After that, I double back in a large circle so the zombies lose interest as go back to my (now safer) safehouse.
    Are there any little incidental details in the map that only a New Denver resident would notice?
    One of the main details to be added is a blinking red and yellow stoplight above the Main Street intersection, but others that I still would like to do is put in signs for the businesses based off of their real names. So that would be Berryhill Foods, Shangri-La Inn, or Loki’s Pub. Locals would know which stores I’m talking about!
    I think that the Project Zomboid community as a whole has been very moved by your decision to dedicate the New Denver map to the memory of some of your friends – Skye Donnet, Jule Wiltshire-Padfield, Hayden Kyle and Lily Harmer-Taylor. If you don’t mind, could you possibly talk us through that decision, and the events leading up to it?
    Before May I was still working on the map, just nowhere near as much. When I was working on it, my friends would see the work I did and were just as excited as me.
    I don’t really remember too much of May 9th in particular, because of a catatonia, but within the next couple of days I knew I had to dedicate the map to them – to carve their names into the cyber stone if you will.
    It took me a few weeks to start working on the map again, but when I did, the thought of my friends kept me motivated to continue, that and constantly telling myself “When the map is finished, not if.”
    What do you think is next? Are you all mapped out now, or will you have other projects in future?
    At the moment I’m going to continue updating and fixing up New Denver, but I do have some ideas for the future. One is an expansion to New Denver, another is a desert themed town… but I’m not quite sure yet. I may try to join a map project that’s already on the go.
    After doing New Denver, I’ve learned to love the process of creating the buildings in-game. You can and will expect more from me soon enough!
    Is there anything else that you’d like to tell the Project Zomboid community? You have the mic!
    Thanks again to everybody for their condolences and support following the release of the map, and remember this mantra when your working on your own projects: “It’s not if your map gets released, it’s when it gets released.”
    Also, come to New Denver and retrace some of those steps you did in Zomboid, how many times can you say you`ve done that!?

    If you’d like to play Jamie’s New Denver map then check out his thread on the forum, while it’s also now a part of Blindcoder’s Map Project  and if YouTube is your poison then check out the time that Man Bear Pig explored this amazing part of British Columbia.
  2. Like
    Atoxwarrior reacted to Doublebrain in [Free] 2Brain random Buildings   
    Not 100% finished but still:

    More pics on front page.
     
    The thing is, I have no idea what a prison actually looks like from the inside and I couldnt find any layouts of modern prisons. So if anyone knows a little more about prisons than me, he or she might tell me if the layout of my prison is somewhat realistic or not so much.
     
    For now I just placed stuff where my brain said it should be.
  3. Like
    Atoxwarrior reacted to MonolithicBacon in [Released] Phoenix; Beta 1.3 "Consumerist Ideals" Edition   
    Shamelessly plugging my own thread? Heck, why not! Check out the latest updates in the first post above, or a quick few images down here!
     

     
    Until next time!
  4. Like
    Atoxwarrior reacted to Suomiboi in WorldEd levels   
    They're floors, not layers. 0 is ground floor. You can only go up to 8 floors (7th level) before it crashes in save iirc. Anyway more than 8 floors isn't supported by the game engine.
  5. Like
    Atoxwarrior reacted to Necromatic_Corgi in Improved textures.   
    I was just thinking that maybe after 1.0 is out that the indie stone might be able to improve the textures and add lots of new tiles to the game, Anybody else want this? It's not a needed feature but I do love me some aesthetics
  6. Like
    Atoxwarrior reacted to Narnobie111 in Picture Battle   
    Nothing beats some good ol' fashioned  Ḑ̃̓E͕̖̬̠̝͔͗ͥA͑̂̊͂̃̈̾T̐ͭ̀̚H̯̳͚̟̫͇ͪ ̗̪̘͕͇̭̹̂́M̢͕̭̮̪͕͛̃E̻͍̜̲̹͈̯͋̆̊ͤ̽T̤̟͕͗͌ͨͦA̟̝̩̗̟Ḽ̡̅̓
  7. Like
    Atoxwarrior reacted to Jela331 in "Rebuild" announcement   
    City's progressing very well, I've made about 5 apartment blocks and a couple of other buildings the past 9 days. Currently 3 cells are finished and a city cell is almost complete and another cell in works.  I'd say Drayton(city itself) is about 20-25% done.
     
    I plan to release an alpha version soon, download link will be posted here, so stay tuned.
     
    Also, I call dibs on this spot.
     

     
    Not an actual map screenshot, that's where I'll connect the map with the vanilla map. NOBODY better steal it.
     
    Also,
     

     
    nobody is coming to help you.
  8. Like
    Atoxwarrior reacted to Preacher in PZ Developers(Especially Robert) READ THIS   
    Hello I'm a modder and I like to think of myself as very idealistic as well as different to most others. If you might not know me, you can remember me as that fellow who emailed you before about the stuff for loot respawns, at least at the time you did take the idea into account and talked about it. Well I've got something for you, not something to follow, but just some inspiration that might help you guys think of new ideas for your game.
     
    Watch the following video:
     
    http://www.primewire.ag/external.php?title=Naked+And+Marooned&url=aHR0cDovL2dvcmlsbGF2aWQuaW4vcHd1MWFueHhhaTgz&domain=Z29yaWxsYXZpZC5pbg==&loggedin=0
     
    Try to take into account what he does and what he experiences, if you could even capture the tiniest fraction of what Edd does in your game, I'm sure it will be absolutely amazing. As for now, it is a wonderful game that most survival based games can't live up to - but I do believe PZ can be even better and not only capture survival in a suburban based situation, but in the forest. You have foraging and fishing, as well as fires, but hopefully by watching this you can add to the immersion and difficulty of surviving in the wild, as well as it's amazing bounty.
     
    Also this is a recommendation, but you should add things like hunting cabins or boxes to be found in the wild that would have supplies. Many, many, many times people have gone out into the middle of nowhere and found abandoned cabins or compounds with supplies, as well as occasionally weapons. I hope this was helpful - also other players, I don't need any feedback on this by the way. It's just for them to read and to consider themselves, not specifically an open discussion for 40+ people to argue about.
     
    Note:
     
    I sort of just watched Edd Stafford surviving and instantly started thinking about Project Zomboid and how amazing it would be to just run around with a hunting bow, killing buck and trapping animals as well as setting up wood shelters. Although you wont see it in the video, something to deal with humans should be human sized traps. Punji traps are probably the best bet and could be placeable.
     
    The Punji Trap(Because lets be honest, the only thing regular people are capable of in terms of trap making is sticking pointy sticks in a hole and hoping the intruder steps in said hole.) when placed could be something that can only be placed within dirt/grass tiles and when placed it sort of changes the tile to look looser - just so that people can identify them more easily. Obviously Punji Traps are hidden in real life, but people with keen eyes can usually tell when the ground has been tampered with.
  9. Like
    Atoxwarrior reacted to Thuztor in Gutrot - Vacation Islands (pre-Alpha 1)   
    Ah okay, it's not exactly the same layout, but the structure is similar.
    And there are no buildings from the old map, because the creation of building has changed.
     
    And for that: It is possible, but it's extra work for me and it makes no sense, because the textures won't fit together in appearance, if the maps are close to each other.
    In addition, normally the locations would be thousands of miles away from each other.
    Moreover, my map does not exist in reality.
     
    This is the island group as planned. Changes, however, are likely.
  10. Like
    Atoxwarrior reacted to Svarog in (Answered) how to copy/paste/edit buildings in save games?   
    Well, after seeing your question I got interested, so I ran the game, started a new one and checked if I could copy my safehouse from my favorite save.

    So is it possible? Yes it is! I managed to copy my entire creation (loot in crates included) into a new save without breaking anything (As far as I know)

    How to do it? Here's where things get a little complicated.

    You must go to your savegame folder and find the one with the fortress ex:
    C:\Users\USERNAME\Zomboid\Sandbox\AwesomeBaseSaveGame

    Now you must find the .bin files that contain your creation and that is the hard part because I have no clue how to describe it better than how I did it. (it took me 5 minutes)

    I went by the logic that if average file takes 10kb my fortress would take a ton more due to content within, so I sorted by filesize, found a big one and copied it into another savegame folder, it worked but as it seemed, it was only a part of my base. So I copied the files around it and eventually got it right.

    Ex. My base was in the Isolated House, the files for it were:
    map_1095_936.bin
    map_1095_937.bin
    map_1095_938.bin
    map_1095_939.bin

    Note: Those are for the right side next to the house itself, as far as I can tell, one file covers around 10 tiles squared.

    I know that it's a brute force method and not an easy one at that, maybe there is a simpler one, I don't know unfortunately.

    I hope it helped you.
  11. Like
    Atoxwarrior got a reaction from MonaBabii in Vamos Argentina-Come on Argentina   
    Bien Latino América ya estamos en la finales Así se juega Argentina

    While Latin America are already in the end So Argentina is played 



  12. Like
    Atoxwarrior reacted to Clinton in [24/7][No Firespread] AllGamer Public Zomboid   
    Hey everyone,
     
    I was asked to make a thread for our server(s). It's a PvE server with optional PvP. This thread will be for questions, etc.
     
    Here's our setup:
     
    Fire spread: Disabled
    PvP: Optional
    Zombies: High
    Zombie respawn: 12 hours
    Item respawn: 12 hours
    Water/Electricty: 60 days
    Day lenghth: 2 hours
    Max Players: 64
    XP Multiplier: 10
     
    Our public mumble server is also open to anyone that wants to talk to their friends.
    IP/Hostname: mumble.allgamer.net
    Port: 64738
     
    We're open to suggestions on the server and if there's interest we'll open a couple more. This is a server that was created for a few my friends and people seemed to like it so I'm letting the community make suggestions and manage it.
  13. Like
    Atoxwarrior reacted to MonolithicBacon in [Released] Phoenix; Beta 1.3 "Consumerist Ideals" Edition   
    What is Phoenix?
     
    Thanks and Credit:
     
    Version:
    Beta 1.3 "Consumerist Ideals" Edition
    To play this map, follow the link above and click "Subscribe" on the Steam Workshop Page. The map will appear on your map list in game, once it has downloaded!
     
     
    Please note that images below are presented in-process, and will change over the course of the map's development. For the most up to date view of the map, please see the "whole world" map above.
     
    Download:
     
    Videos:
     
    Images:
     
    Updates and Changelog (Older versions. Do not use):
     
     
    Work in Progress:
     
    Known Bugs:
    As always, please leave any feedback, and I'll take it all into consideration!
  14. Like
    Atoxwarrior reacted to Xeonyx in Spawn Points on Custom Map   
    As you may know, I released a map of New Denver to the Community; http://theindiestone.com/forums/index.php/topic/12110-new-denver-bc-v106/
    I spent many a month building the town, but now I've hit a snag; I've been trying to figure out how to add spawn points to New Denver, but I can't figure out how and where to start.  I checked Thuztor's mapping guide and video tutorials, but still can't figure it out.  I open MainCreationMethods.lua from the Zomboid folder.  I bring up:
    BaseGameCharacterDetails.DoSpawnPoint = function()endIts the only one in the list, and does not have any of the additional lines that Thuztor's video tutorial does.  I'm not sure what the problem is, and I'm sure I'm not the only one who wants to spawn in New Denver (The long Haul gets tiresome for me and "me")
  15. Like
    Atoxwarrior reacted to Z3759xy in Downtown(On Hold)   
    Jan 04th Update02:
     
    A new year, new challenges and a new update.
     
    - Soccerclub: main-building, a small parking-area and more trees+fencing added,


    - FamilyFashion store added,


    - FoodMarket interior added,
    - Pile-o-Crepe added,


    - Policestation: interior added,
    - PizzaWhirled: updated,
      (highlighted tile provides an extra escape-route now, if you climb through the window from the outside)


    - Doublebrain_abandoned-factory updated,
      (the stairs+roof where giving the character some fractures)


    - More random houses added,
    - Adjusted the zombies/wave, so the character wouldn't feel so overwhelmed at the beginning,
    - Some minor changes.
     
    Known issues/bugs:
    - collision bug inside the P-o-C: if you climb through some windows, your are stuck inside the table
    (fixed for now, by replacing some blue benches with chairs)


    -invisible wall inside the T.I.S.-Construction container and the P-o-C diningroom
    (fixed for now, by adjusting the "Challenge1.cratepositions" line)
    - erosion/vegetation: some of the sprites do not show in-game, althrough they sometimes slow the character down (show the animation) and play the "tree"-sound.


    - when your character dies, the "survived-time" is always '0hours 0mins'regardless of your play-time.


    I updated the files and the picture in the OP.
    The next update will take a longer time, as I have to resume my daily job again.
     
    Kind regards,
    Z3759xy
  16. Like
    Atoxwarrior reacted to Z3759xy in Downtown(On Hold)   
    Thank you, Atoxwarrior.
     
    After the 30.12 update, I'm going to need all the luck I can find (or updated sprites within the map-tools), because althrough the vegetation looks nice and random in some area's, in other area's the vegetation does not show up or there is to much and/or the wrong color  .
    Also, I will need to re-do the lightning, the (street)lights seem to have a bigger ligtning-radius now.
    And in some parts of the town, when playing at night, it looks like clear daylight now.
     
     
     
  17. Like
    Atoxwarrior got a reaction from Z3759xy in Downtown(On Hold)   
    Your work is going on track, this spectacular graveyard, luck still well 
  18. Like
    Atoxwarrior reacted to Z3759xy in Downtown(On Hold)   
    Dec 28th: Update 01:
     
    As the holidays are "flying by like a bullet", I updated some area's:
     
    - Random appartment-building: changed the lay-out of the garage-boxes,
    - Jinja_house-1: exterior,
    - mendonca_modern-villa-R: exterior,


    - Farms: 1 for crops + 1 for cows,


    - Food Market: lay-out + exterior,


    - Soccerclub parking-area: trees, trash and some lightning,


    - Added a firestation: interior + exterior (not sure if it looks like one),
    - Cemetery: added the other half (and left one spot open),


    - (7)Random houses: some interior and/or exterior,


    - Some minor changes.
     
    I've also updated the download-files and the picture, in the OP.
     
    Kind regards,
    Z3759xy
  19. Like
    Atoxwarrior reacted to Xeonyx in New Denver, BC (V2.1)   
    New Denver
    British Columbia
    Canada
     
    (Now with Non-Steam download link...Again!)  http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
    Yea, I updated the map to 2.0 now; increasing the size from a 5x5 map to a whopping 22x16 map.
     
    With this latest update (2.0), you can now explore North of New Denver to the Slocan Lake Golf Course, South to the Farmlands, and the world East of New Denver, with houses, farms, and more.
    More bug fixes have been addressed, so the game should play more smoothly now.
    Update 2.0 does NOT have foragable land outside of the original map size (I'm only one person!!! but I will update this ASAP)
    Note the 2.0 Update will require you to start a new game as the exact location of New Denver has increased the distance to Muldraugh
     
     
     
     
      Behold! For 11 months I secretly worked on map accurately depicting my hometown.  In this 22x16 cell map, each building is unique and comparable to the real-life New Denver, down to (almost) every house, shed, etc.  I`d add the amount of buildings I created but I lost count long ago.
     
    During the creation of the map, a horrible canoe accident claimed 4 of my friends; 
    Skye Donnet,
    Jule Wiltshire-Padfield,
    Hayden Kyle,
    and Lily Harmer-Taylor,
    so this map is dedicated to their memory.
     
    (2.0) - Added "The Back Forty" update, have fun... (1.75) - Added Friday Market! This consists of a bunch stands set up by locals found:
    http://pzmap.crash-override.net/?desc=New_Denver_v1_31L0#0.47111386928726384,0.21069731021245483,41.11783324647789
            some more bugfixes, etc.
    (1.7) - Over 75 bugfixes from unaccessable stairs, and blocked rooms, to
    others, and some additional objects added.   (1.6) - Updated map compatability to build 32, bugfixes, etc.   (1.5) - Roads have been detailed with potholes, cracks and grime, added street signs and street lights, and some more changes    (1.4) - Added object.lua for trapping and foraging; it's mostly finished and will get updated soon, and some more bug fixes   (v1.31) - Multiple bug fixes, thanks to SiderisAnon for the good word.   (v1.3) - Removed the unsightly grass patches and updated the forest grass, multiple bug fixes, connected the road to Muldraugh   (V1.2) - Fixed up mentioned bugs and a few I found. A handful of graphical updates, road lines, missing blends, etc.   (V1.11) - Fixed the invisible wall problem at the museum that Marinus had pointed out, thanks bro!   (V1.1) - Added spawn points to New Denver, now it'll be like you actually lived there  
    (v1.06) - Fixed the house Spartanz920 mentioned, no one likes a house
    with bugs in it  
    (v1.05) - Now with a working Zombie Spawn Map; Now you can enjoy New Denver in fear!
     
    (v1.0) - At the moment, the map is ready and playable.  There are no spawn points yet, and certain details (mostly road accents) have not been added yet.  There has been some bug testing, but bugs still exist.
     
     
    Screenshots:
     


     
          Edit:  Quickly added in a brief location map; kinda helps

     
    Download Links:
    Steam Workshop
    http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
     
     
      Enjoy my neck of the woods why dontcha?
  20. Like
    Atoxwarrior reacted to kinyoshi in [2.9.9.16] Transmorphering Bats Mod (Go Crazy with add-ons!)   
    This is a rewrite of all of my crafting bats mods that combines them into one mod and expands on them to make bats that you can add to and make them much more damaging but overall slower and weaker.
     
    I included two different Craft Bat recipes, one takes longer and makes a real bat, the other one is made quicker and is a makeshift bat, which can also be crafted with a hammer and nail, but still weaker than the real bat variety.
     
    You can use kitchen knives, hammers and crowbars to add onto bats for some real maiming.
     
    Each weapon have been carefully scripted and tested to give an accurate feel for slinging them around. The damage level and stamina exertion has been fine tuned to seem realistic.
     
    A big thank you to JJStorm for offering and making the sprites for the icons, and hopefully swing sprites when someone figures that part out of the lua code.
     
    Crafting Recipes:



     

     








     
    Coming Soon:
    More transmorphering recipes.
    swing sprites (oneday).
     
    DOWNLOAD: Main Download (PZ-Mods) || Mirror (My Dropbox Link)
  21. Like
    Atoxwarrior reacted to AnonPrime in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  22. Like
    Atoxwarrior reacted to 70nyCrown (ru) in Maps by 70nyCrown   
    The first map is "Ghost Town" of survivals.

     
    It's situated here

     
    There you can find:
    3 residential complexpolice stationhospitalsawmillelectric generatorbarcafegreenhouseplaces for shops7 towersand something else ) Initially, town was planned as a RP site for one interesting Russian server, the city has its own system and the economy. Some buildings are here purely role assignments. Some screenshots - https://vk.com/doc209736343_346146822(This old screenshots, before error correction. Now map looks a little better) Download link:  https://www.dropbox.com/sh/mi4yncnflgij72m/AAB1-CVNCgQmXHQrBl7bZ1POa?dl=0 Second map is a lake with a bunker. There are:MotelBunkerLakeShipMini barLonely House Download link:  https://www.dropbox.com/sh/dtr4i8kldde2pdu/AABc9P6p3Y_58gDSeH_2fqsXa?dl=0         And third map is a "JustForLulz map"There are:tanktanktanktanka lot of tanksand a little farmer's house Download link:  https://www.dropbox.com/sh/wnvuamcc8s0eh1l/AAB_Rq8xuoWs4R83uDWwAlUWa?dl=0      Sorry for my eng ...and for bad screenshots. I did not know before, how to remove the extra lines in the mapper.
  23. Like
    Atoxwarrior reacted to EnigmaGrey in Biggest map that can be made?   
    Since it's loaded in little tiny 5 x 5 chunks, I'd assume the only limit is your hard drive.
  24. Like
    Atoxwarrior reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    The map has been updated to v2.
     
    New additions :
     
    - Pond outside of a prison for people to fish in.
    - Two Dining areas (One of them straight from the tv show, where SOMETHING happens to Herschel's leg.)
    - Reworked the grass/ground area on the outer perimeter.
    - New cell block (with it's own surprise waiting inside)
    - Map added to vanilla map!
    - Small fixes (being able to break and climb through walls as if they were windows.)
    - Harder access to the gun storage, higher reward if you succeed.
     
    The prison is located HERE on the vanilla map:
     
    http://pzmap.crash-override.net/#0.37192628933909155,0.18098743579565932,46.005119909369675
     
     
    Download link
     
    Enjoy!
     
    Will see if I can make it work as a "MOD", meaning you'll be able to toggle it ON and OFF in the mods menu, for people who don't want to overwrite original files when playing multiplayer.
     
     
    Edit : Picture of an updated version added to the main post.
     

  25. Like
    Atoxwarrior reacted to Suomiboi in Making my Hometown   
    I highly agree with Z3759xy. A 33x33 map is 1089 cells altogether and if you put roughly 50 buildings per cell, which is quite little for a city, You'll need 54450 buildings and with the speed of 20 buildings a day (I did that with a help from a interiors guy) you're going to take 2722 days which is 7 years...
     
    TL;DR: It's huge.
     
    EDIT: the 20 per day was on a good day...
×
×
  • Create New...