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Capt_Paradox

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  1. Spiffo
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    New custom items/props for my map, screenshots included. Plan on updating tomorrow.
    Microscope, vials with blood, and lab flask
    Communications Antenna for my bunker
    IBU Magnetic tape servers/mainframes
    Different iterations of IBU Personal Computers based off of 1990's era IBM Personal Computers.
     
    Plan on adding those and maybe a few more to my map tomorrow let me know what you all think, especially about the computers. I'm limited with monitor shape/size and computer/keyboard size due to the depth of counters.
     
    I'm tired, night all!
  2. Like
    Capt_Paradox got a reaction from xXxFANCYCAPYBARA36xXx in Valley Station Military Outpost   
  3. Like
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Updated the zombie spawn tonight. Let me know what you think.
  4. Spiffo
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Update update: Piers will be added back again in the next update. I tried to prevent zombies from jumping on water tiles, but due to the lack of visibility after making railings non-hoppable it wasn't that helpful.  So I'll try to think of another fix, but either way Piers will return.
     
     
    V1.3

    - Fixed Docks: The piers were nice, but allowed zombies to jump over railings and got stuck on water tiles. So they were removed for now.
    - Removed fence between docks and main base area
    - Added a Ship: Couldn't attach it to the Docks because of zombie behavior causing them to jump into water so I made a spot by the survivors shelter to dock.
    - Fixed some minor problems with vegetation and props

  5. Like
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Of course feel free too! I got something else special in the works too
  6. Spiffo
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Updated To Valley Station Military Outpost to Version 1.2
     
    Version 1.2
    -Changed Vegetation to a darker green for most areas
    -Changed Sniper Towers at entrance:Better railings
    -Corrected some room spawns
    -New Waterfront area
    -Added New building still WIP
    -Moved back Entrance to Hillside/Bunker
     


  7. Like
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Thanks, the hill doesn't do my map justice. But once you explore it you'll see it's more fun than it looks Don't wanna ruin the surprise for those that don't know!
  8. Spiffo
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137



    This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map.
     
    Title:Valley Station Military Outpost
    Version:1.1
    Size: 1 Cell
    Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963
    Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
     
     
  9. Like
    Capt_Paradox reacted to OffitMan in Pitch Battle   
    Don't get me wrong, I don't have a problem with people liking The Walking Dead. I have the graphic novels and watch the series (not as much recently, certainly the first 4 seasons). I just don't understand why people want to turn PZ in to The Walking Dead game, where you reenact the series.
     
    It's been done. Think of something new and original people, rather than just copying the show.
  10. Like
    Capt_Paradox reacted to Blackbeard06 in Monroeville   
    So far so good, took a short break so I don't get too burnt out, but Monroeville is coming along nicely. I just finished up on a area of suburbia, added a few things, and now working along the commercial areas nearby. So far I have made 35 new buildings which I'll release separately when the map is done.
    Added a pic of my 4 monitors. 10 points to whoever can guess who I'm listening to, 10 more points to whoever can guess the name of the music video. Hint, gonna visit Canada to see them at Montebello RockFest this June. By then I should have this map done or at least in the final stages.

  11. Like
    Capt_Paradox reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Progress Update
    Hello Everyone! Im glad that everyone is enjoying the map on steam. I'll be making a non steam release in the next update. 
    On to what ive been upto. Ive set up a mega account so that things can run smoother for the group helping me out. I've also laid out the plans of the order you'll likely start seeing towns not including the area im trying to finish up so that I can have a larger playable area. I'm close to finishing up bridgewater so i'm trying to push that out as soon as I can.
     
    As always questions, comments and suggestions are always welcomed!


  12. Like
    Capt_Paradox reacted to Veeroos in Valley Station Military Outpost   
    This outpost is a great addition to the game... Thanks!
  13. Like
    Capt_Paradox got a reaction from Veeroos in Valley Station Military Outpost   
    Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137



    This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map.
     
    Title:Valley Station Military Outpost
    Version:1.1
    Size: 1 Cell
    Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963
    Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
     
     
  14. Like
    Capt_Paradox reacted to RingoD123 in Bedford Falls V3 (Steam Workshop)   
    Just updated Bedoford Falls on Steam, fixed a ton of issues with buildings/walls/stairs/floors etc.
  15. Like
    Capt_Paradox reacted to cardenaglo in Digging underground, Caves, Mining and Smelting   
    Well they did release a video of basements being playable and without needing to be teleported. So its actually not far off. This is actually what im waiting on to remove some of the bridges on my own map.

    Here's a video cause I couldnt find the mondoid. 
     
  16. Like
    Capt_Paradox got a reaction from Footmuffin in Animations will one day be released hype thread.   
    All I have to say is "Animated Sprites" when that day comes (also an event manager for campaigns) I will bow down to our undead overlords.
  17. Like
    Capt_Paradox reacted to The_Crismaster in RACCOON CITY MAP / RESIDENT EVIL / BIOHAZARD   
    RACCOON CITY MAP /PROJECT/
     
    Welcome Leon!



    Update: Thanks for all the support and I'm sorry for staying silent all this long. I loved the idea of recreating this amazing city but at the time; school, work, some PZ updates, and my old laptop's old hardware made me lost motivation to keep working on this project. I just put everything away just to collect dust. But not anymore, after trying Project Zomboid's new animations for a couple of months, it brought me back that motivation I had when I worked in RC. I always loved the idea to experiment surviving in a city in PZ. And I knew RC would be one of the best cities where people can both recognize iconic buildings and have the feeling of being in a urban city. Thanks a lot and I will bring more updates in a couple of days, but at the time. I exported the map and tested multiple buildings as a Police Officer, I wonder who's Leon and if he at least had a nice first day?


    Old Post:
     
    How you doing survivors, I´ll hope you are doing great. This new post was made to separate the old with the new.
    I have been working in the project pretty slowly but without stopping.

    I´m planning to make a big map, with all Raccoon City´s forests and two little towns called "Stoneville" and "Arklay City". I have many ideas for building the main city and too many tasks to do but I wont stop until the project is done. At the moment, I have the basis of the map as png files and are about 15 chunks for the city.
     
    I'm using this map as reference:

             
    I'm currently working in one chunk with iconic buildings from RE2 and a couple from RE3. I will show pictures of these places but at the same time try to avoid "spoiling" too much about the project. I'd rather have you guys experience it than being spoiled. I'll limit it for places that people already know for the moment.

     
     
    Spanish/Español:
     
    Que tal supervivientes, Espero que esten de lo mejor. Hice este post para separar lo antiguo de lo nuevo.
     
    He estado trabajando en el proyecto algo lento pero sin detenerme.
    Estoy planeando hacer un mapa muy grande, con todos los bosques de Racoon city y 2 pueblos pequeños llamados "Stoneville" y "Arklay City". Tengo muchos planes y mucho trabajo que hacer, pero no voy a parar hasta que termine. Por el momento el mapa base esta terminado (archivos png y tmx). Son 15 chunks en total para la ciudad.
    (Estoy basandome en el mapa que esta arriba)
     
    Por el momento Estoy trabajando en solo 1 chunk con los lugares mas famosos de RE2, y algunos de RE3. Voy a mostrat algunas imagenes acerca de estos lugares, pero No voy a mostrar muchos Spilers acerca de la ciudad. En realidad no me gusta Spoilear gente, Por lo tanto solo voy a mostrar imagenes acerca de lugares que fanes de RE conocen.
             Estoy pensando en pedir ayuda, Tendria que medir una cuadra antes de preguntar por un edificio. Por el momento voy a hacerlo por mi cuenta. Gracias por leer el post y espero que disfruten las imagenes.
    (Si te gusta el proyecto, puedes dejar un Like y seguir el post para que te lleguen notificaciones cuando hago una actualizacion)
     
    Personalized tiles/Tiles personalizados
     
    BUILDING/CONSTRUCCIONS O EDIFICIOS
     
     
    Have a nice day Survivors (y)
     
     
     
     
     
  18. Like
    Capt_Paradox reacted to critical jim in the zukon territory in zanada   
    @xXSly_WolfyXx @zoeyflower thought I'd abandon my dream of becoming an artist and see what I could accomplish with existing tiles. Didnt forget your precious shadows either lol

  19. Like
    Capt_Paradox reacted to ddraigcymraeg in 'All in Zomboid Map Pack' Enhancer & Enhanced mods (and TWD Prison Door fix) V1.2   
    Hi,
    Have another mod that I think is worth sharing. I play with the 'All in One Zomboid Map Pack' (my own version of it), and I noticed how many maps overlaying the default map were completely disconnected (or 'nearly' connected) from the default map, and each other.  Thanks to  ethanwdp and his Cheat Menu V2.5.1 mod, I saw a way to make persistent road tiles to connect all these maps without editing map data. This mod adds road tiles to the map in different areas to better connect these map areas, so players can find them easier. Details are in the mod archive. It is MULTIPLAYER COMPATIBLE, but please see the notes.  Also, this is not the most efficient way to change map data, so I added tiles where needed, and is not meant to be a professional mapping job. 
     
    The other part of this mod, is that it attempts to fix the TWD Prison map crashes with some of the doors in that map, which caused it to be OUTDATED. I have not been able to reproduce the crash (probably because I'm still a newb at all the gameplay nuances of PZ), but I ran a script that found bad door data. When playing with this mod, when right clicking on the 'bad' doors, will either fix them by giving them a proper key, or simply remove the doors, depending on the mod setting. *This part really needs some testing to see if it fixes the crash for people.* There are 3 settings, if one setting doesn't work, try the other.  
     
    This mod is mean to be played with 'All in Zomboid Map Pack'  https://steamcommunity.com/sharedfiles/filedetails/?id=655062253 
    or the The Walking Dead Prison map: https://steamcommunity.com/sharedfiles/filedetails/?id=524066677
    or other maps in the map pack that overlay the default map.
     
    Also note that these other mods are also changing, so no guarantee how this mod will work with them in the future,
     
    Updated to V1.2:
     
     
     
     
    AIZ Enhancer.zip
  20. Like
    Capt_Paradox reacted to IndigoRebel in IndigoRebel Buildings   
    Studio Apartment
     



     
    Link  https://www.sendspace.com/file/6vc2sx
  21. Like
    Capt_Paradox reacted to IndigoRebel in Valley Station Military Outpost   
    Yo that Waterfront village is cute af
  22. Like
    Capt_Paradox reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Progress updates: 
    Yesterday my computer caught a virus and i was certain id get screwed. Thankfully though i managed to fix it and i've got two new locations for you all to see. 


     
    Up north we have the city of Irin and towards the bottom right we have the new Bridgewater.  As you can see I'm making shells so that i have an idea of what the buildings will be like. Irin will also be the medical area for this portion of the map, thus it has the biggest hospital. it will also have a community college, hotel/motel, highschool and elementary school and many shops and restaurants along with large office buildings. This will be a teaser to the larger and more dangerous cities youll come by. In Bridgewater we'll have a factory and a few stores but it will largely be a residential area.

    Basically what I'm planning for the next couple of weeks is create towns with shells, then make the actual buildings with furniture, followed by making and adding POI's and then having a small release.
  23. Like
    Capt_Paradox reacted to Blackbeard06 in Monroeville   
    So far things are going smoothly. A lot of time will be spent on making each building for this map as I am trying to make everything on my own. I may outsource other buildings from other creators, but for now so far every building is of my own creation. I am working on the suburbs section of the map, making sure I get some quality work done, hopefully I can estimate an ETA, but so far I'm still not sure when I will be done. I've also decided to make a laboratory in the map, this place will be a key location that could add some backstory on how the infection spread, in time we will all see soon what could be there.

  24. Like
    Capt_Paradox reacted to IndigoRebel in WIP SATO CITY   
    SATO CITY PROGRESS 

     
     
     
  25. Like
    Capt_Paradox reacted to cardenaglo in Card's Tutorial for Terrain Generation   
    Intro.

    I’d like to start off by saying that the updated tools by the dev team have allowed many people to join the ranks of mappers. I’m one of those that joined in on this new boon of mappers but I saw that the tutorials only went over the process of map making but not really a way to quickly create the base images. Thus, my process here is going to go in depth on the process and it’s a process that will give out many uniquely shaped maps.

    Tools:
    Paint.Net is the only program we’ll be needing and it’s entirely free for use. This tutorial is being developed with Paint.Net in mind but that does not mean that you couldn’t follow this process in Photoshop or other similar tools.


    Results
    Now you’re probably wondering what type of results you’ll be getting. Thus, here is the map of Southern Gaia, the map I’ve been working on.


    Step 1: Terrain Generation

    Let’s start by making a brand-new file and for now let’s stick to 300x300 pixels. If you feel like you’ll feel comfortable making a new map, then go ahead and make a larger file however make sure that its in intervals of 300px. Each cell is 300x300 pixels thus if you want a 3x3 cell map then you’re going to want to make it 900x900 pixels.

    We’ll want to set our colors to black and white if they’re not already before we continue.


    Now we’ll want to render clouds next. To do this you’ll go to Effects, then Render and finally Clouds. You’ll then get a popup for scale and roughness, just hit Ok for now. We’ve now got clouds that are black, gray and white.



    In this next step, we’re going to be treating black as water and white as land.
    We’ll want to go to Adjustments and then Levels. This will help you create landmasses or a single landmass with water.   On the pop up screen that appears called levels adjustment you have two histograms. The left one, the input histogram, is the one we care about, the output histogram we can leave alone. The values will need to be the same. The higher the value the more white you’ll have and inversely the lower it is the more black you’ll have. Try to find a balance you like and if you cant find a perfect one just find a close enough match as you’ll be able to change it a little more manually. If you have black or white spots you don’t like just grab brush and clean them off.


    Step Two: Terrain

    We’ll be using the magic wand tool next. First select it and then at the top change the flood mode to global and tolerance to 0. The click on the black. Now all the black on your map should be selected. Change the flood mode back to contiguous and use the fill tool next and use the following color values for the correct blue: 0, 138, 255. Your black has now turned blue and you’ve got water done.

    You’ll want to choose your coast color next. By this I mean the color you want the land around your water to be. I’m going to choose the color for sand as I prefer that to be around my own water but dirt and light grass work well too. Let’s fill in the color values for sand which are 210 200 160. Lets get our magic wand tool again and make sure that our flood mode is changed to global and select the white. Now we’ll replace the white with the sand.

    At this point you should not have any white or black on your map. The only two colors should be the sand and water colors.

    Let’s now return to our default colors, black and white and create a new layer. This layer will be temporary so let’s head back to our land and water layer. This time select your sand, make sure that the flood mode is still global, and then go back to our temporary layer. We’ll want to head up to Effects -> Blurs -> Gaussian. The next popup window will ask what size radius you want. This will be how large you want your coast to be. For now let’s select 8. We should now have a slight blur going inland. Still using our magic wand tool select the portion of land that is not affected by the blurry rings. Now lets head back to previous water and sand layer and fill this new selection with a new color, 145 135 60 , which is used for light grass. We can now delete the temporary layer. Lets now select our new color and render clouds. This time we will not use levels, but rather posterize. A new screen will show up with three adjustments lines. Change the values to 3 and your image should have white, gray and black. No more than that. With that done select okay.

    Using our magic wand friend, let’s select our white and replace that with the light grass color. Lets select the grey next and fill that with the new values of 117 117 47 which represents medium grass. Let’s then select our black and use the dark grass values, 90 100 35, to fill it in.

    Congratulations, you now have the base image for your map. You can now follow RJ’s tutorial from here on out and place your dirt paths and roads to fit your wants and needs.


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