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Okamikurainya

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  1. Like
    Okamikurainya got a reaction from PintLasher in Silence Falls (Critters don't like Zeds)   
    Hey all, hope you all had a merry Christmas and all that.

    I'm pretty sure I saw something about this relating to gunshots but not with Zombies.
     
    The Zombie Survival Handbook states that animals in general can't stand zombies and that if you're in a woodland and suddenly everything goes quiet, it's probably a hint that a zombie is close.
     
    My suggestion, in addition to having bird/woodland critter sounds stop momentarily after a loud gunshot, is that animal sounds in forests wood cease when a zombie is within a certain radius of the sound's origin.
     
    For Park Ranger players and those out in the woods, this could be quite a handy indicator of when to stop chopping wood/ checking traps and to get yourself ready for combat. It also requires concentration, which prevents it from being too much of a giveaway.
     
    What y'all think?
  2. Like
    Okamikurainya got a reaction from Jericoshost in Silence Falls (Critters don't like Zeds)   
    Hey all, hope you all had a merry Christmas and all that.

    I'm pretty sure I saw something about this relating to gunshots but not with Zombies.
     
    The Zombie Survival Handbook states that animals in general can't stand zombies and that if you're in a woodland and suddenly everything goes quiet, it's probably a hint that a zombie is close.
     
    My suggestion, in addition to having bird/woodland critter sounds stop momentarily after a loud gunshot, is that animal sounds in forests wood cease when a zombie is within a certain radius of the sound's origin.
     
    For Park Ranger players and those out in the woods, this could be quite a handy indicator of when to stop chopping wood/ checking traps and to get yourself ready for combat. It also requires concentration, which prevents it from being too much of a giveaway.
     
    What y'all think?
  3. Like
    Okamikurainya got a reaction from Kuren in Silence Falls (Critters don't like Zeds)   
    Hey all, hope you all had a merry Christmas and all that.

    I'm pretty sure I saw something about this relating to gunshots but not with Zombies.
     
    The Zombie Survival Handbook states that animals in general can't stand zombies and that if you're in a woodland and suddenly everything goes quiet, it's probably a hint that a zombie is close.
     
    My suggestion, in addition to having bird/woodland critter sounds stop momentarily after a loud gunshot, is that animal sounds in forests wood cease when a zombie is within a certain radius of the sound's origin.
     
    For Park Ranger players and those out in the woods, this could be quite a handy indicator of when to stop chopping wood/ checking traps and to get yourself ready for combat. It also requires concentration, which prevents it from being too much of a giveaway.
     
    What y'all think?
  4. Like
    Okamikurainya got a reaction from EnigmaGrey in Silence Falls (Critters don't like Zeds)   
    Hey all, hope you all had a merry Christmas and all that.

    I'm pretty sure I saw something about this relating to gunshots but not with Zombies.
     
    The Zombie Survival Handbook states that animals in general can't stand zombies and that if you're in a woodland and suddenly everything goes quiet, it's probably a hint that a zombie is close.
     
    My suggestion, in addition to having bird/woodland critter sounds stop momentarily after a loud gunshot, is that animal sounds in forests wood cease when a zombie is within a certain radius of the sound's origin.
     
    For Park Ranger players and those out in the woods, this could be quite a handy indicator of when to stop chopping wood/ checking traps and to get yourself ready for combat. It also requires concentration, which prevents it from being too much of a giveaway.
     
    What y'all think?
  5. Like
    Okamikurainya got a reaction from bobchaos in Foraged Tool Materials   
    Soooo... What you're saying is that my skull is NOT a vital ingridient in the crafting recipe for the stone axe?
     
    I... I think I need to sit down and rethink my plans.
  6. Like
    Okamikurainya got a reaction from 7_Phelon in Underground Areas   
    Now this isn't what you think, I'm not suggesting minus levels.
     
    I'm wondering how hard it would be to set up pseudo underground areas using teleportation to a cell disconnected from the main map to simulate it being underground.
     
    Example:
    Player enters building, see's a tile representing stairs going down, player right clicks on stairs and the context menu gives the option to "Go Down Stairs". Player selects it and finds himself in the underground room.
     
    If zombies could follow as well... Though that would be a bit tough.
  7. Like
    Okamikurainya got a reaction from Sieben in Okamikurainya's Map Projects   
    So I've decided to upload a few pics and such based on the maps I'm working on at the moment.

    Old stuff (No longer being worked on:
     
  8. Like
    Okamikurainya got a reaction from MyTJ in Varied Sandbox Zombies   
    Just an idea I'd like to throw out for Sandbox mode, I'm not sure about how resource intensive it would be but AFAIK zombie age and such is stored without any hassle so I hope this would be possible.
     
    The core idea of the idea is take each zombie and randomize the zombie specifications for it leading to a bit more of a diverse playthrough. Say you break into a building and find it full of zombies, you're about to panic when... Oh, they're a bunch of weak slow shamblers. Thinking you're safe you dispatch them and carry on when a strong sprinter darts out from around the corner and bites you while you struggle against it. Not knowing what to expect from each zombie, at least at first. Maybe have them all degrade to fast shamblers over time?
     
    Also, maybe have a few more options for the zombie decay, such as sight, hearing and smell degrading over time as well as speed and strength?
     
    What y'all think?
  9. Like
    Okamikurainya reacted to Etsamaru in Varied Sandbox Zombies   
    Ohhhh each cluster of zombies could spawn with different settings. Neat idea for sandbox.
  10. Like
    Okamikurainya got a reaction from Atoxwarrior in Okamikurainya's Map Projects   
    So I started on Winterfell from Game of Thrones, not much to look at now but I think it could be interesting.
     
    I heard talk of a medieval mod somewhere, anyone know if that's still a thing?
    I know Hydrocraft has medieval weapons but AFAIK they don't have unique models.
  11. Like
    Okamikurainya got a reaction from Atoxwarrior in Okamikurainya's Map Projects   
    V0.0.3 of tileset pack released:
    http://www.mediafire.com/download/02cup662r0lq0c5/OkamikurainyaTilesetsV0.0.3.rar
     
    New tileset added is the Medieval Village Walls set.
     

     
    Which I'm using in my Winterfell map:
     

     
    The map's layout is based on the Westeroscraft incarnation.
  12. Like
    Okamikurainya got a reaction from bobchaos in Foraged Tool Materials   
    Heh... I was referring to using something akin to a fire axe. Give me a few days, I actually want to give this a try IRL. XD
  13. Like
    Okamikurainya reacted to Geras in RELEASED: Build 33   
    Please, add more random sandbox settings:
     
    - random zombie migration times (i.e. 8 hours - 1 week)
    - random zombie respawn times (i.e. 12 hours - 1 week)
    - random zombie respawn rate (i.e. 0 - 0.5)
    - random zombies (some are weak some are normal some are tough, some have better hearing and sight, some are nearly blind and deaf, small part of them are sprinters etc.) slider option would be cool.
    - random month/day start
  14. Like
    Okamikurainya got a reaction from bobchaos in Varied Sandbox Zombies   
    Just an idea I'd like to throw out for Sandbox mode, I'm not sure about how resource intensive it would be but AFAIK zombie age and such is stored without any hassle so I hope this would be possible.
     
    The core idea of the idea is take each zombie and randomize the zombie specifications for it leading to a bit more of a diverse playthrough. Say you break into a building and find it full of zombies, you're about to panic when... Oh, they're a bunch of weak slow shamblers. Thinking you're safe you dispatch them and carry on when a strong sprinter darts out from around the corner and bites you while you struggle against it. Not knowing what to expect from each zombie, at least at first. Maybe have them all degrade to fast shamblers over time?
     
    Also, maybe have a few more options for the zombie decay, such as sight, hearing and smell degrading over time as well as speed and strength?
     
    What y'all think?
  15. Like
    Okamikurainya got a reaction from Svarog in Varied Sandbox Zombies   
    Just an idea I'd like to throw out for Sandbox mode, I'm not sure about how resource intensive it would be but AFAIK zombie age and such is stored without any hassle so I hope this would be possible.
     
    The core idea of the idea is take each zombie and randomize the zombie specifications for it leading to a bit more of a diverse playthrough. Say you break into a building and find it full of zombies, you're about to panic when... Oh, they're a bunch of weak slow shamblers. Thinking you're safe you dispatch them and carry on when a strong sprinter darts out from around the corner and bites you while you struggle against it. Not knowing what to expect from each zombie, at least at first. Maybe have them all degrade to fast shamblers over time?
     
    Also, maybe have a few more options for the zombie decay, such as sight, hearing and smell degrading over time as well as speed and strength?
     
    What y'all think?
  16. Like
    Okamikurainya got a reaction from bobchaos in Foraged Tool Materials   
    I'm not sure about you, but I would rather spend days looking through stinking zombie carcasses for a fire axe than bother to craft a stone axe. IMO they are absolutly useless, breaking after hardly anything. Now, I agree that they shouldn't compare to the fire axe, but breaking after around two or three trees or one zombie kill just makes them a waste of time and materials.
     
    My idea to fix this is the addition of varied durability to chipped stones, stones and branches. Not all chipped stones should be the same effectiveness, and neither should branches. The end result should be based on the combined durability of the materials plus a boost based on your carpentry level. Add to that finding materials with higher durability based on your foraging level, it partners the carpentry and foraging together and gives you a reason to build the levels up and maybe spend a bit of extra time foraging to find the chipped stone that's JUST right.

    What y'all think?
  17. Like
    Okamikurainya reacted to TheCautiousOne in Louisiana, Ky (Steam Workship V1)   
    Soooo... Dropped this big bank in, and the park. Made my little shrub place next to the bank to see how it would look.
     

     
     
    TCO
  18. Like
    Okamikurainya reacted to Moose65 in Medicinal Herbs and Food   
    More referring to the part of mixing ground up herbs with powerful drugs. Just because you can identify herbs and their medicinal values doesn't mean you know necessarily how they will interact when mixed together with other drugs.
  19. Like
    Okamikurainya got a reaction from ethanwdp in PZ players might dislike this...   
    As far as I remember, the number 1 first thing they say you should do in the zombie survival handbook is demolish the stairs of your home so you can be safe upstairs.
     
    Speaking from experience smashing large chunks of granite with sledgehammers, wooden stairs would be a piece of cake. Metal stairs though... It wouldn't be added into the game but it would be hilarious for the player to suffer impact feedback and force them to drop the sledgehammer. XD
  20. Like
    Okamikurainya got a reaction from Aniketos in Minecraft Challenge Map   
    Using Blender or a similar tool would probably be easier if Blender didn't melt my brain. T_T
    All these blocks so far have been hand done in MSPaint so far, fixing up each face individually and then using Graphics Gale for the top face.
     

     
    Minecraft Desert Temple in PZ's Building Editor.
     

     
    Clay Blocks and Bricks.
     

     
    Natural Blocks.
     

     
    Crafted Sandstone Blocks.
     
    As always, use as you see fit.
     
    My concept for Block Walls:
     
    Leaves - just causes slow down
    Sand - half as strong as dirt
    Gravel - slightly weaker than dirt
    Dirt - half as strong as oakwood planks
    Birchwood Planks - Slightly weaker than normal PZ wooden wall
    Oakwood Planks - Same strength as normal PZ wooden wall
    Sprucewood Planks - Slightly stronger than normal PZ wooden wall
    Birchwood Logs - Slightly weaker than normal PZ log wall
    Oakwood Logs - Same strength as normal PZ log wall
    Sprucewood Logs - Slightly stronger than normal PZ log wall
    Cobblestone - Double the strength of oakwood log wall
    Stone - Slightly stronger than cobblestone wall
    Iron - Double the strength of cobblestone wall
    Diamond - Double the strength of iron wall
    Obsidian - double the strength of diamond wall
  21. Like
    Okamikurainya got a reaction from Aniketos in PZ players might dislike this...   
    As far as I remember, the number 1 first thing they say you should do in the zombie survival handbook is demolish the stairs of your home so you can be safe upstairs.
     
    Speaking from experience smashing large chunks of granite with sledgehammers, wooden stairs would be a piece of cake. Metal stairs though... It wouldn't be added into the game but it would be hilarious for the player to suffer impact feedback and force them to drop the sledgehammer. XD
  22. Like
    Okamikurainya got a reaction from Footmuffin in Share your safehouse!   
    Does that mean I'm fort-unate? It has not been fort-old if my fort should be fort-aken.
  23. Like
    Okamikurainya got a reaction from bobchaos in PZ players might dislike this...   
    As far as I remember, the number 1 first thing they say you should do in the zombie survival handbook is demolish the stairs of your home so you can be safe upstairs.
     
    Speaking from experience smashing large chunks of granite with sledgehammers, wooden stairs would be a piece of cake. Metal stairs though... It wouldn't be added into the game but it would be hilarious for the player to suffer impact feedback and force them to drop the sledgehammer. XD
  24. Like
    Okamikurainya got a reaction from Kuren in PZ players might dislike this...   
    As far as I remember, the number 1 first thing they say you should do in the zombie survival handbook is demolish the stairs of your home so you can be safe upstairs.
     
    Speaking from experience smashing large chunks of granite with sledgehammers, wooden stairs would be a piece of cake. Metal stairs though... It wouldn't be added into the game but it would be hilarious for the player to suffer impact feedback and force them to drop the sledgehammer. XD
  25. Like
    Okamikurainya got a reaction from Kuren in Medicinal Herbs and Food   
    I was thinking it might be a nice idea to be able to add the medicinal herbs to your food as is or even dry them and then use your mortar and pestle to grind them into spices.
     
    Adding them directly to your food could maybe weaken the already small healing factor while drying them could strengthen the effects when mixed with food or dissolved to make potions.
     
    Another idea is the ability to make more powerful drugs with the ground up herbs, mixing them with normal meds that have been ground up, mixing and matching them to your whims.
     
    Though of course not all meds mix, painkillers and alcohol should probably instantly set you at the red moodle of tiredness, etc.
     
    What do you think?
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