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Everything posted by cardenaglo

  1. I can help put it in to the base world after im done with Xonic's mall, if you'd like. I'd just need to know where youd want it.
  2. Glad that youre doing better! If you need help with anything on the front of building up the base images let me know, thats been my focus these last couple of months. Check out my rules sheet too, itll allow you to give finer details to your map.
  3. Hey! Yeah no this kinda fell off. It was highly ambitious and the small team I had sorta fell off with their own stuff. From there I lost the files and all the buildings when I lost access to my MEGA account. It was near impossible to try and restore and life happened so I wouldnt have had the time. Right now I'm working on recreating the base PZ buildings along with some other stuff out of State of Decay 2 for a much smaller map that I may share soon but for now is just a personal project.
  4. cardenaglo

    Card's Rules

    As a mapper I've felt rather limited in the appearance and more importantly detailing of my forests and farms. I'd have to go in to Tilezed to make changes like adding rocks or leaves to forests. Similarly I felt it cumbersome to have to go to each tile to fill out farmland in very specific manners. To remedy that for the last few day's I've been tweaking the rules the tools use. I've managed to add quite a lot of stuff into my maps using these edits ranging from sticks and stones to multi vegetable farms on tilled dirt. In the images I've provided each row (and one column in the second image) are a different rule set. If you want to try these out just replace the Rules in you Worlded folder and it will work perfectly. To use in Tilezed you may need to import and reload your Rules sheet. Also quick tip for Photoshop users, use the noise function, reduce tolerance to zero and select different shades to replace with any of the non food colors and it will distribute the features both randomly and in a nice spread out fashion. This way you don't have large patches of leaves or stones that don't look all that great. Rules.txt
  5. Hey yall, I've been tinkering with the rules sheet the last few days to add more colors to the bitmap to make farms a bit more easily, as Im a big fan of just creating things randomly. Then I decided big flower fields and other sorts of trees and all sorts of miscellaneous items would be nice to see to differentiate areas. The problem I'm coming across is that trees that arent some sort of Pine variant have the trunk as one layer and the leaves on a higher layer. This would work fine in the builded tool but for use on a veg bitmap theres nothing higher than the vegetation layer. Now if I add a layer and call it "vegetation 2" and have the leaves appear on layer "vegetation 2" it works out fine. The problem is that I can only make that layer in tilezed and only one cell at a time. Now my question is how can I do this where someone would not have to add a layer to each of their cells?
  6. You cant really, best bet would be to just move rooms around and delete rooms you dont want.
  7. I really love this! It definitely gives me ideas for rooms in my own buildings too. Gameplay wise its a nice little scene to recreate in your own home
  8. That's an actual setting in the options. you would set the zombie spawn to uniform.
  9. cardenaglo

    Muldraugh Map

    So its not possible to add things to muldraugh. The pzw. File youre looking for just isnt there. But as others have mentioned your best bet is to edit another cell for your structures.
  10. This all looks fantastic and i really like the houses and greenhouse youve created!
  11. I wonder if we'll be able to play with the weather system a bit for custom maps.
  12. The second to last structure looks absolutely amazing! While i likely wont use the main bulk of em im going to try and copy some of your ideas for builds in my cities.
  13. cardenaglo

    Union City

    Sadly I do not I lost the mega account just cause i didnt feel like digging up the recovery key and thats why you cant access that link anymore. And while looking to get ya the files i realized those were my only copies after doing a cleaning of my computer of unnecesary stuff.
  14. Definitely better to just make the road longer. Personally i always try to make the bigger roads go down the cell divisions so i dont come into this problem.
  15. cardenaglo

    Union City

    https://mega.nz/#F!8XARQZDR!4ZGSPpFYsBkW48788BtStg There you go. 10 or so buildings in there arent mine, a couple of them being a large condo and survival home. Now for the ones that are mine its about 50 or so furnished home and a couple stores.
  16. cardenaglo

    Union City

    Would you like the buildings I made for my old map? Im probably not going to use em on my new map just cause of how I make buildings, so might as well let them help elsewhere.
  17. cardenaglo

    Union City

    @Ciber Ninja to the question about editing the rules from a few months ago its actually really easy to do, in case you didnt do it already. Im curious to see an update on how the map is doing, can we expect one soon?
  18. Checkout Blackbeards tutorial for the editor, its honestly fantastic for getting started and i suggest it to everyone who's starting out
  19. This is a little bit of critique on a minor detail but your grass is repetitive, and its mainly because of the grass you went with. Now im not sure if you place the grass on the buildings themselves but it doesnt look like placement from a veg map. Anyways might i suggest changing the grass from the one currently to one of the ones in e_newgrass that have like an extra slit down the center. it would make things look more... natural I guess? Aside from that though im quite enjoying the map
  20. 1. Yes you have to basically go through the process before you can place any buildings on a map. I would think the reason for this is because of how each cell is broken up into a different file type once imported. 1.1 you dont need to have it exactly. You could make a base image that's entirely just grass, a veg image thats entirely black which would mean no vegetation, and a zombie image thats also black for no zombies. I wouldnt suggest it and would say if you want to work with a plain map to atleast get your roads done and make the veg map and spawn map black so you can detail those later however you wish. 1.2 The only reason i see to having to set each room's walls and floors is because of the default selection but you could just make an empty room. 1.3 there is not. i think theres like 40 or so walls you can choose, but probably like 10 are really exterior walls. 1.4 you can, you can leave it empty. But again to me seems counterproductive as then you have to go back to each room and give them their def. which can be a hassle. 1.5 Assuming you're using an editor that has layers, it makes things pretty easy to edit, by simply removing the pixels on your street layer (or whatever youre editing). you dont have to remake it, you simply edit it, save over the bmp and update the changed cells. 1.6 from what ive seen it looks like itll be similar to foraging zones in that, the areas you mark have a chance at spawning cars. So like foraging zones, youll have to mark these "car zones" yourself. 2.1 its random. 2.2 Yes, and good examples of this have been made. 2.3 not sure what you mean, but just gonna go with no. 2.4 im assuming it looks if the area the building on spawns zombies and then based on that spawns zombies to fill the floors accordingly (except the roof) 2.5 Im sure they could be made but none are currently implement aside from the stairs. 2.6 look at the room def thread or even the file itself to see what each room spawns. 2.7 many have created different tiles, so potentially yes you just gotta ask the creators for it.
  21. Oooo, a new map to play on. I always like seeing your buildings too as they give me some inspiration with my own in how to layout the interiors! How many cells does it add?
  22. cardenaglo

    Union City

    This... This is beautiful! I love all the new sprites you guys made. They really make everything look much better and lived in, its part of the reason why i slowed down on my project everything just started looking like everything else. Great job on everything and keep it up!
  23. Not sure what youre working with but in PS it was just a matter of grabbing the selection expanding and contracting and smoothing. But because I'm not working on a replica i could make my streets however id like, meaning a lot less curvature. Might i suggest taking some artistic liberties and changing the streets to be straighter, especially if those streets dont have buildings nearby. Itll keep things clean.
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