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Ayrton Orio

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Everything posted by Ayrton Orio

  1. improvement on the map's crop field: - pathways in between fields now much clearer and rivable for the most part. walkable everywhere. which adds a massive amount of roads to travel to.
  2. citroen ds is nearing completion (the always amazing Mr Danny worked on the modeling)
  3. Cars are progressing steadily as well (a lot of thanks to Mr Danny again)
  4. new fields, flowers and viniards
  5. Nah, I modified the rules.txt to have more control on the veg and terrain map, the "only" manual task I have to do regarding crops is to lasso select them in photoshop, which for me is way faster than Tilezed as I have more than a decade of exp in PS. It still take a while though. :/ i have attached an image where you can see all the different new "biomes"
  6. the data map shows every different crops field, so for instance, yellow is wheat, red is cabbage, orange is for cattle, salmon is vineyards, etc. Also some of the colors show specific areas like: cemeteries, agricultural industry, social housing, harbour, parks, etc. I will have to map about 50% of crop field to really give a sense to the landscape, so far I think I'm at 25-30%.
  7. i had forgotten the data map, here is a closer look
  8. Some updates: Thanks to the great Cardenaglo I was able to create more palettes in the rules.txt to create vegetation and tiles from my photoshop file. That led me to improve greatly the fields which was necessary at the very least for orientation as the landscape was getting very monotonous. Now they look good from above and from up close. Some of the cells wil lbe used for houses with gardens (which are scattered all around the map). I think I'm halfway in the job of recreating 50/60% of the actual crops on the map. That will be enough to create a sense of diversity and interest. i have added a crop version of the data map that I use to define which crops is which, but also cemeteris, agricultural industies, social housing, etc. I have also been experimenting with the rules.txt to get objects that are not vegetation but could be used as is to populate the map: graveyards, cityscape, new biomes, etc i was unsure if I could use the rock tiles to do the shoreline but it's turning out ok now I can do through photoshop. you will notice also the moor biome around beahces too. I have pretty much finished the first two main islands (I still need to fix a bug while spawning charcter and object though) And even if it takes ages, the city of Cherbourg is turning from a mess to a clean organized city, i will keep that for another day. As soon as I fix the bug, I will upload the map with character spawns only on the islands to start with, and if it's ok I will expand.
  9. loot is container related (unless i'm mistaken), so you will have loot anywhere as long as you provide the right items (counters, fridge, crate, etc) to your scene, walls or not.
  10. Yes it will be in the Workshop, I don't have a fixed release date yet, but you can expect it before summer. It will be quite empty at first but it will be playable I think.
  11. maybe your character spawn point is not properly placed?
  12. getting used to the tools, testing all i could etc was about 18 months, but I started working on the larger map more reently. (and it shows)
  13. https://ibb.co/Qb2Pchr salt marsh https://ibb.co/JtQk7rw Remade light house https://ibb.co/RzfZhc6 naturally protected areas https://ibb.co/j3xWkN7 Gulf course! Those screenshot come from the test map that is quite detailed, the rest are previews from the rest of the map https://ibb.co/dQG7NZC airport https://ibb.co/rG0Lwtm large hedge row and fields https://ibb.co/NL05FKk here you can see how I tried to simulate oceanic influence to help sell the seaside before you see the water https://ibb.co/QbfB6rF the last on is to show how much of a mess Cherbourg is for now, but I found a few "clever" way to populate it quite quickly. 2) I have also been working with Mr Danny ( link) on creating new car models, suited for France. Renault 4L https://ibb.co/FKKQSWD https://ibb.co/QdcKF62 https://ibb.co/9vpdG01 On the last image you can see the rust map as well. Some of the maps still need to be done... Citroen 2CV https://ibb.co/LNR7GGn https://ibb.co/d6M820w and later on Citroen DS https://ibb.co/zPxKGvr A cargo version of each is planned eventually. (maybe a rally version too!) TLDR: I will release the map when I have added POI to the extended map and when the 2CV and 4L vehicle will be ready to go.
  14. I will have to wait a little before releasing the map (much to my dislike frankly), I have been facing computer issues far beyond my knowledge and a ton of work for food related matters... But I think I can share where the work is and why I need to wait a little before releasing it. 1) The original map had some game design flaws (too tight roads, too dense urbanization, inconsistent building placements, and many more) that I expected and that's why I first worked on a portion of the final map I wanted to make where i wanted to make as many mistakes as possible and test the engine. The bad news is that it made me start from scratch, the good news is that the map went from 9km2 to 180km2 (admittedly with quite a lot of water body but probably around 100 km2 of land.) Here is a screenshot to show comparison: in red is the original map size. I used Cherbourg mostly because you can skew slightly its structure to make most of the city face north... As I have resetted the buildings placement I now have to provide at least a few locations scattered around the map, connected with roads that all lead to somewhere to make it playable. It should not take too long but I first have to fix my graphic card issue to deal with the map size. Here is a few examples of locaations you will find: small and large towns Harbours for sea, rivers and lakes More dense and diverse forest areas (on the left is the future horse riding center)
  15. Great work! One thing: you forgot to reduce luminosity of the title on the ad with an umbrella
  16. Thank you! The map will be released at the end of this month, I found a great collaborator to help me on some aspects. Hopefully you will like it!
  17. i love the combat press idea, ther should be some post apocalyptic clothing, not too post apocalyptical but people would surely have started to adapt when the outbreak started.
  18. Ayrton Orio

    Forking Hell

    Unless I'm wrong, you can already do it by ticking the box "running zombies" in the custom sandbox zombie panel. You can actually also have the "I am legend" lore by having them to be passive during the day and running at night (very cool gameplay wise)
  19. Ayrton Orio

    Forking Hell

    I think I got quite emotional when I saw that dude jumping over the fence like a ninja. Will it be only accessible to players with the according soft skill or base skill? Fantastic job
  20. Yes still working on it! I had a long hiatus as I could not spend so much time on it, but I'm back at it. I want to publish the map around the end of next months (my father is eager to try it too, so I need to kick myself in the butt), but for that I need to make sure every road lead somewhere (and there are tons of it), and that the game is playable (ressources have to be spread throughout the map). If possible i woul like to hyave the basic layout for cities but it might be unrealistic. Anyhow, TLDR: I will post it next month on the workshop so you can all tell me how broken the map is!
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