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Ayrton Orio

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Everything posted by Ayrton Orio

  1. merci a tous les deux pour le suivi et le message. ça me touche sincèrement. j'ai transféré les updates de la map sur mon Patreon pour essayer d'inciter les subscribers a soutenir le projet parce qu'effectivement c'est un travail ambitieux... Patronage ou pas, c'est ce genre de message qui donne envie de continuer. j'espère que vous passerez de bonnes soirées sur la map en couple a fuir les zombies.
  2. @ciberninja, map was updated, let me know what you think
  3. @ciberninja, that's pretty much what I'm doing right now. Brillevast is close to completion, you can see it the post Target quality on my patreon. However I don't wish to close the area around as the main reason for the map existence is to incent players to travel around in their car in 1:1 scale environment. So more likely, I will dot the map with islands of finished areas and eventually it will make a dense network of points of interest. thank you for feedback cheers
  4. I have decided to move updates news and development diary towards Patreon to give incentive to support my work, I guess it won't be of the taste of some of the community members but I need to find ways to make this project more sustainable. The map remains entirely free (obviously) and you can consult change notes in the steam workshop dedicated area. As a result, if you are looking to consult development advancements, video tutorials on map making or ask me questions/give input on the map, please go on the following Patreon page: https://www.patreon.com/cherbourgzomboid
  5. I have decided to move updates news and development diary towards Patreon to give incentive to support my work, I guess it won't be of the taste of some of the community members but I need to find ways to make this project more sustainable. The map remains entirely free (obviously) and you can consult change notes in the steam workshop dedicated area. As a result, if you are looking to consult development advancements, video tutorials on map making or ask me questions/give input on the map, please go on the following Patreon page: https://www.patreon.com/cherbourgzomboid
  6. https://en.wikipedia.org/wiki/McMurdo_Station Antarctica would be quite awesome
  7. Thanks for the advice, I will look into it
  8. According to my calculations (and photoshop calculator), the areas of roads represents 6,3 million pixels (from the 150 millions of the map), road sizes range from 4 to 10 with an average that I would estimate around 7, that means there is around 900 000 meters of roads, or 900km of drivable roads, to which you can add around 1200 km of walkable connected paths. I suspect the road number will go significantly higher with the mapping of East Cherbourg. There is a bit more than 4000 fields of 14 different kinds, representing an area of 40 million pixels so 40km2. the total map is aro
  9. . To give a sense of advancement in my work, in white is all the areas I have manually modified, both terrain and vegetation. What is left is what remains of the google map to PZ map process i had used originally. (by the way check this tool: http://www.chengfolio.com/google_map_customizer#satellitemap ) The top right island should appear entirely white but its data are on a different psd and i got lazy. So the east part of Cherbourg is still very much undone, the village de quincampoix in the south too, and the industrial part the eastern side of the harbour and the south east of t
  10. new biome, wetlands/marsh
  11. you are right, I'm working on it at the moment
  12. to see a preview of the map (you have been warned!) here is the workshop link to the map https://steamcommunity.com/sharedfiles/filedetails/?id=1827428289
  13. military outside wall with checkpoint it will close entirely the south and west borders of the military port, with only 2 access points.
  14. it wont be easy to find it
  15. sharing some screenshots from the map, project is still ongoing but vacations are vacations. I have not yet done the PAtreon as I would like the map to be playable and enjoyable before that but I'm still a few months from this point I think, so I'm stuck in between "I can't really spend so much time on it as I have other priorities and life must go on" and "I really like this map and it would clearly be an incentive to make some money out of it". ALso, I'm getting (much needed) support from https://theindiestone.com/forums/index.php?/profile/28870-хибитиhibiti-blr/ , w
  16. what do you mean? In any case, for now the white is snow so I will have to change that eventually... i'm sure plots share fences, probably the same for residential areas, but it made more sense for me to make it like that.
  17. i have recorded a session where I'm shaping up the towns using fences. The video was sped up 4x to make it a reasonably short video
  18. you will have to be a bit more specific, because there are many different things I have done on the map. Fields? Rivers? custom biomes in WorldEd? Satellite view to WorldEd? roads? ...? There you go
  19. hey ciber, thank you for feedback. To be frank the map was uploaded as a test, and so far there is no building in for some reason. I will fix that asap. regarding optimization: this might be foolish of me, but having followed the dev blog, Louisville update is coming in soon and there is no question that they will have to optimize rendering to make it work. So I will start optimizing Cherbourg after the Louisville is updated to avoid unnecessary work. For sure I will have to be conservative regarding the amount of detail I will be able to add. I will go gradually on it, and I'm sti
  20. Some some updates: I have finally finished the "data pass" where I was locating roads, fields, etc. I have been able to discriminate fields and roads to give a sense of geography, otherwise it's just a maze. good news is that it won't take me too long to make corrections now, as I have kept the data clean. In my previous attempt I had added many fields with actual crops, problem is that it was slowing down radically the system, now edible crops are really reduced in number and the other fields do not cause slowing down. the last image shows one tile in th
  21. Some updates: I have finished mapping the fields, and specifiying each (that's the picture where it looks like someone threw up on it), before applying crop field types to each cell, I have to do the roads, you can see the progress on one of the picture. I have also attached a zoomed in version to give a sense of the final density. each color corresponds to a different type and size of road. Some will have a ditch, some will have trees, some will have road lights. Eventually there will be 5 types of roads.
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