Jump to content

TheMitu97

Member
  • Posts

    47
  • Joined

  • Last visited

4 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

TheMitu97's Achievements

  1. Not for now, been busy with IRL stuff again, but I'll resume working next month.
  2. If you're not getting any more annotated maps it simply means that game already spawned all of them, after which you won't get any more spawns. Annotated maps also spawn in car glove boxes. Perhaps couple of them could've spawned in wrecks (not burnt ones), which technically still have glove boxes but they are not accessible, or you simply missed a vehicle or two. Zombified survivors (found inside road horde event or sometimes in survivor houses) also have a chance to have them in their backpacks.
  3. That is precisely why I don't use it for melee weapons. Usually green means good, but apparently not in Zomboid lol. If it's not 100%, then why bother. I keep it for firearms though, as it's somewhat useful and usually has less problems.
  4. With the case presented here I really do worry about the upcoming 32 story buildings rendering. Currently tall buildings tend to have pretty bad render priority, where you have to come really close to the building for it to show what's behind it. It makes travelling through dense skyscrapper filled streets painful to navigate as you cannot see what's in front of you. Agree that billboards also cause some hazards, I myself splattered a lone zombie standing perfectly "behind" it, after which I just try to go around them. This also applies for trees to less extent, as they actually go transparent if you're nearby and there's a zombie behind it (it doesn't help if you go full spead on the road though). The only possible fix I could think of would be to hide billboards or other obstructing stuff if there is any zombie behind it, but with those tiles being on different height level, I think it would be either pretty hard or impossible to implement as of now.
  5. The problem that's present here and other similar posts is the green outline straight up misleading players. On that video you can clearly see the green outline on walking zombie, which many players will assume is the one your character is targeting, but in reality, it targets completely different one (in that case zombie on the ground). This whole misunderstanding would be avoided if zombie outline appeared on correct target. This doesn't happen often, but I personally had some bad encounters with misleading outline myself, mostly using guns however. As for the situation that happened in that clip, my advice is to avoid fighting near cars, as it tends to cause targetting outline being off due to zombies being technically around the corner (you cannot hit zombies behind corners) but are still visible to players.
  6. Just wanted to point out that UMP45 entered production in 2000, so it would be lore-breaking to include it in game that takes place in 1993. Mac-10 would be a better .45 alternative instead.
  7. More progress, I've been busy these last two months, focusing mostly on north parts of the city.
  8. My original idea was to make it connected to default map, although it might prove to be difficult without conflicting with other map mods already on the workshop. If I end up making whole Arklay County map, it might become a standalone, but for now I'm stuck making Raccoon City. I will probably release it first with limited or without any surrounding areas somewhere on vanilla map. I'm predicting Build 42 might release before I'm done, so I'll decide where to put it in the future.
  9. Spencer Mansion will eventually be included after I'm done with the city and will be bit further from the city. My goal might be a bit ambitious, but I would like to not stop on Raccoon City alone and also make smaller towns around it, like Stone Ville. There is someone who already made mansion for PZ, could potentially ask them if I can include it in my map. Outbreak locations will definitely be included, I already made some areas like J's bar, Apple Inn and huge chunk of Raccoon Zoo. When basements will finally be introduced to the game and proper tools are released to make it happen, I will definitely add underground areas, like sewers and laboratories.
  10. Current map progress as of today. Still a long way to go. Mostly focused on south part of the map now. End result regarding how big city will end up should be something close to Louisville. There will be tons of dense apartment buildings and shops and for the most part, there won't be many spacious areas like in vanilla cities, except for the outskirts. Big building down south is Spencer Memorial Hospital from RE3 Remake, as I decided to implement some remake stuff, but overall I want to stick with city from original games. I might post some close up pictures later.
  11. Had a bit of a break due to IRL stuff, but I plan on resuming work soon.
  12. So, I haven't been working on the map recently because of IRL stuff, but I hopefully want to resume working on it soon, even if progress will be kinda slow.
  13. I think I sometimes encounter the same issue myself, but at the same time I also use mods. From what I noticed, it frequently happens near foraging zone borders, for example where it transitions from vegetation to forest, or vegetation to road ect.
  14. I would love to expand this suggestion a bit more - make zombie attacks be controlled by sandbox options. For example, players could set zombies to only inflict bites (more TWD/Resident Evil based) or only scratches/lacerations (more L4D2 based), or both. On top of that I think bites should be kinda treated as deep wounds and require stitching to properly heal.
  15. More progress has been made over past couple of weeks:
×
×
  • Create New...