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Ciber Ninja

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  1. Like
    Ciber Ninja got a reaction from electronico112 in Can a map be created manually?   
    It's totally possible!
    As you can see in the following excerpt from a .TMX map file, it's just a simple* XML structure.
    Although you might need to get skilled at running the base64 zlib decompression algorithm in your head. Very* achievable*
    <layer name="0_FloorOverlay4" width="300" height="300"> <data encoding="base64" compression="zlib"> eJztwTEBAAAAwqD1T20KP6AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAlwF+iwAB </data> </layer> <layer name="0_Vegetation" width="300" height="300"> <data encoding="base64" compression="zlib"> eJztwTEBAAAAwqD1T20KP6AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAlwF+iwAB </data> </layer> <objectgroup name="0_Lots" width="300" height="300"/> <bmp-settings version="1"> <rules-file file="../../WorldEd/Rules.txt"/> <blends-file file="../../WorldEd/Blends.txt"/> <edges-everywhere value="false"/> <aliases> <alias name="lightgrass_n" tiles="blends_natural_01_056 blends_natural_01_060"/> <alias name="lightgrass_w" tiles="blends_natural_01_057 blends_natural_01_061"/> <alias name="lightgrass_e" tiles="blends_natural_01_058 blends_natural_01_062"/> <alias name="lightgrass_s" tiles="blends_natural_01_059 blends_natural_01_063"/> <alias name="medgrass_n" tiles="blends_natural_01_040 blends_natural_01_044"/> <alias name="medgrass_w" tiles="blends_natural_01_041 blends_natural_01_045"/> <alias name="medgrass_e" tiles="blends_natural_01_042 blends_natural_01_046"/> <alias name="medgrass_s" tiles="blends_natural_01_043 blends_natural_01_047"/> <alias name="darkgrass_n" tiles="blends_natural_01_024 blends_natural_01_028"/> <alias name="darkgrass_w" tiles="blends_natural_01_025 blends_natural_01_029"/>  
  2. Like
    Ciber Ninja got a reaction from pokerlucky in Muldraugh-Westpoint Farms Expansion   
    Are you sick and tired of walking that long lonely road from Muldraugh to Westpoint?
    Think its weird that rural towns have so few farms around them?
    Looking to add more content to the stock map, but hate how most mods don't really blend into the stock map?
    Well how about some of this!

    [Buildings Not yet included]
    [Work in progress]
    [Don't judge me]
  3. Like
    Ciber Ninja reacted to HeckenDiver in Jefferson/Middletown expansion project   
    holy grail of filesize.... getting this one down was a challenge xD
  4. Like
    Ciber Ninja got a reaction from LeoNarode in Latest TileZed and WorldEd (December 21 2021)   
    I can go without all the other new ones, but can we please get the new angled blend tiles for curved roads?
     
  5. Spiffo
    Ciber Ninja got a reaction from I_ALT_I in Latest TileZed and WorldEd (December 21 2021)   
    I hope you realize that you have just made them decide to hold off another month.
    "some time after the new year." means literally any point in the future. We shall be happy if it happens this year now.
  6. Like
    Ciber Ninja got a reaction from I_ALT_I in Latest TileZed and WorldEd (December 21 2021)   
    How will the future version with angled road tiles handle them? Is it all done via blends or do you have a special Lua tool to draw them?

    I've been reading through the existing Lua tools to try and figure out how to make my own, and I have a question. Is the Lua you use in TileZed/Lua related to the lua plugin TileZed/plugins/tiled/lua.dll ?
    I ask because I am confused reading the docs for Tiled which talk about javascript & python APIs but only mention LUA as an export format. And the "Lua Scripting in TileZed " doc hints that this might be some custom thing.
    If it is in house, could I request that you expose access to objects. I want to try re-implementing my old python script for creating the dirt patterns inside farm plots, and it would be nice if there was a way to specify the shape of the plot with a polygon before commiting changes to tiles.
     
  7. Like
    Ciber Ninja got a reaction from I_ALT_I in Latest TileZed and WorldEd (December 21 2021)   
    I can go without all the other new ones, but can we please get the new angled blend tiles for curved roads?
     
  8. Like
    Ciber Ninja got a reaction from Bizzer in Latest TileZed and WorldEd (December 21 2021)   
    I can go without all the other new ones, but can we please get the new angled blend tiles for curved roads?
     
  9. Like
    Ciber Ninja got a reaction from Mrs_L in Break the Second Floor Meta!!!   
    Since the dawn of Zomboid players have lorded their stairless second floors over the poor downtrodden zombinos. I say no more! No more shall the discovery of a sledgehammer herald perfect safety! No more shall ubiquitous invincible fences obstruct the passage of the great hordes!
    All zombies everywhere must rise up in revolution!
    Rise up in the form of a pile of bodies!
    Proposed mechanic:
    When a large horde of zombies forms pushing up against a wall, zombies near the center of the horde should slowly be visually lifted up until their pile is large enough to reach the second Z-level.
    obviously this can only happen with truly huge hordes, partially for balance, but also because I think you would need a bunch of zombies to make it look good visually. If they are dense enough that you can't see the ground, then it won't look so weird if ones near the center aren't actually touching it. 
    Piling up like this should crush some small portion of the zombies, turning a few into crawlers & maybe leaving a corpse or two behind when they move on.
    And even with really big hordes, only a trickle can actually make it over the fence / to the 2nd level since most of them are needed to form the pile itself.
  10. Like
    Ciber Ninja reacted to nasKo in 2022 and Beyond   
    Howdy survivors! Another crazy week for us, we’re still in a bit of a daze!
     
    Just a few more days until the entire team are back together after the various international holiday periods have all come to an end, and we’re looking exceedingly forward to fixing up a few of the big issues that have come out in the wash since the MP launch. You can read more about them in last week’s blog here.
     
    So the big question, now 41 is out there, and after the remaining MP issues have been fixed up, is what comes next?
     
     
    Two Team Release Schedule
    Going forward, now the behemoth that is Build 41 is increasingly looking to be in our rear-view mirror, we are going to structure the internal game’s development into two distinct teams (With General Arcade continuing in the meantime on improving MP, optimizing the server, increasing the player count and other MP related tech)
     
    First, a little bit of a teaser!
     
     
    (This is a fairly old internal video, created as a working proof-of-concept of various aspects of our NPC tech. It’s also not necessarily canonically accurate anymore. It was built to echo our earliest tech demo, but this might not be the start point we take with narrative in future, even if the characters would still be familiar.)
     
    It’ll have been no surprise to anyone who read the interview in which Lemmy dropped some major Thursdoid spoilers that one of those teams is going to be focusing exclusively on NPC development from this point on. We’ll also be able to talk about it (not necessarily every Thursdoid, but certainly no longer in a vacuum), rather than work away in secret due to our ‘only discuss what’s coming next’ rule we instigated after a few instances of talking far too early about stuff.
     
    Long ago we stated (informally on a forum post) our planned features for future builds, starting with hunting for build 42, and then numerous NPC builds for build 43 and onward.
     
    However, many changed circumstances and much ponderings later, we’ve decided that this is not the best approach to take. First of all, its very clear that human NPCs have long been the most requested feature that is still outstanding, and the source of most of the frustration and bad feeling from those who consider the game to still be incomplete.
     
    Not only this, but in slightly more selfish reasons, a big reason for not being comfortable with hunting and pets being first, is they are still NPCs and would necessarily leverage all the technology we’ve being working on for years at this point.
     
    We have such amazing and peskily talented modders out there, we know fine well that as soon as we released this tech within their grasps, we would end up seeing extremely powerful NPC mods appearing, using our NPC tech heavily, before we had the pleasure of seeing this hard work paid off with our own NPCs.
     
    It may be the initial build still contains hunting and wild animals, they ARE NPCs after all. It may be they drop into a subsequent build or later on in the unstable beta cycle, its not clear yet for reasons we’ll discuss in a bit. But the next BIG thing will be NPCs and we’ll have a dedicated team working toward this goal going forward.
     
    However, NPCs will still, technically, be build 43. This is because we’ll be running a second dev team exclusively on a quicker, less risky yet still super cool content patch before the NPC work is complete, and then ongoing alternately between the other NPC patches to keep the content train going.
     
    Behold this fancy graphic we cooked up! Now that we’ve blown up a bit we need some fancy graphical charts in our Thursdoids!
     
    Hopefully the chart shows that, in very real terms, NPCs will be coming out as quickly as they can, uninterrupted, and the other builds are there to help bridge the gap. No build will ever take as long as Build 41 did, it was a practical rewrite of large portions of the game, but nontheless NPCs will take time to emerge, and we don’t want to leave the community without new content in those waits.
     
     
    Build 42
    There is still a lot of polish and fix work to do on 41, primarily for the MP team but also with a side-salad of bug-fixing issues in both online and solo.
     
    Beyond this, however, is a much ‘smaller’ but still extremely cool update that’ll drop before NPCs, that will release during the push toward an NPC release.
     
    I say ‘smaller’ only because no major functionality or new fundamental systems, and it will be more a balancing and content patch while NPC team’s work is underway. However it will still be pretty beefy in terms of what it brings to the game.
     
    It will serve several important purposes:
     
    1) To balance a lot of the existing mechanics, particularly in relation to traits, professions, skills and other areas of the game that have been neglected or suffered some degradation during the years of development since they were introduced. Balancing traits and professions, medical system, and other stuff where it comes down to essentially tweaking numbers to make more builds viable or close up ‘free points’ exploits in character creation. Loot balancing and anything else that’s an easy balance but will help improve the game also fits in here.
     
    2) To begin the expansion of the ‘tech tree’ of the game significantly to provide a more rich end-game experience. While until NPCs exist, some of this may be slightly less impactful on single player (though we’re sure will still add a lot of potential), it will significantly improve the MP experience by servers being less pressured to wipe or have loot respawning, providing players and communities ability to create more items that at present can only be obtained through looting.
     
    While we may not hit this spot in our first build, our ultimate goal is to provide significantly extra crafting potential to allow players to effectively create a post-apocalypse nu medieval community, to provide plausable alternatives to any of the lootable items in the game that would logically be plausable with the correct skills and resources so players don’t feel pressured to restart the early game repeatedly to get long term fun out of the game. Want to be the person who makes clothes and sells them to a neighbouring settlement? Build brick walls and create something that resembles an actual house? Maybe even build a windmill? Who knows.
     
    These are all examples of things we could do here, and may not all appear in Build 42, but hopefully our intended direction is clear. Ultimately to build up to the point that Alexandria / Hilltop / Kingdom style communities can form years after the apocalypse, giving more incentive to keep playing and building on existing worlds instead of intentionally replaying the early game because there is no real late game.
    All this would be a time sink and require a group effort and wouldn’t be compulsory for those who prefer to just die repeatedly in the early apocalypse days, but the hope is to allow for a much greater level of community building, and facilitate trade and potentially years of stories and rich history from within a single world, be it NPC populated or an MP server, spanning numerous player lives (so it can still be the story of how you died).
     
    These professions and expanded tech trees would be heavily gated and require specialization, often in case of the more complex crafting paths requiring pre-apocalypse skills that while it’s possible, are extremely difficult to attain to high levels after the apocalypse without a character specced toward them. We long ago ‘nerfed’ a metalworking system that was added to the game due to the implausibility of some random survivor crafting spoons and katanas in the apocalypse, however we’ll be expanding this again to include better items available through sufficient mastery and enough plausibility with the character build.
     
    We’ll increase the amount of recipes that’ll be unlockable within the world through books, magazines or VHSs, and try and accurately model more advanced and multi-tier crafting professions to allow survivor communities to thrive and provide much more diverse activities for players who like to stay in the safehouses.
     
    Finally, and vitally, we’ll be introducing the concept of ‘crafting surfaces’ to further restrict where some crafting recipes can be used. Some more complex recipes will require specific tables or equipment, some will just require a table or surface of any kind, while others can be carried out in your hands with no surface at all.
     
    This will add an extra level to the crafting, as making a place suitable for crafting the more complex multi-stage recipes, and potentially upgrading your crafting station and equipment, would become a more fulfilling experience than standing in the field and being able to make a stir fry.
     
    We have many and varied other things we want to inject into the game also – we’re currently working on seated / reclining characters for example, and also want to expand on in-game events and tie them to the map. We also need to do some work to improve guns, and PvP, at some point. It’s not clear when smaller features will start appearing, however, so will report on them in blogs as the year progresses.
     
     
    Build 43
    Worked on concurrently to the balancing and crafting update, as well as discussed and shown within our blogs going forward, will be the first version of NPCs. We’re still deciding what should, could and would be present in the first NPC build. It could include autonomous NPCs that the player can group with, it could primarily include the reintroduction of the story mode, it could have NPC animals, or that could come later.
    We really need to look at what we have, and what’s feasible to deliver in a reasonable amount of time, as well as what we could release as a first build and not have people who’ve waited years for them to appear be disappointed. There’s a lot of plates to spin, decisions to make that require more brain power than we’ve had to spare during B41’s development, so we’re going to take some more time to discuss what would make the most satisfying and manageable first build, and take a stock check of what we have.
     
    We’ve got a LOT of NPC code, lots of cool systems, from Rimworld style priority and jobs system, personality systems, procedural story event systems, combat systems, autonomous survival behaviours, advanced group behaviour systems, vehicle driving systems, and a whole bunch more. While nothing could be described as 100% complete, the vast majority of the hard work has been done, is functional and is extremely cool.
     
    But B41 has taken a huge amount of our time and resources, and also taken some elements of the PZ workings in a different direction to things our NPCs were using, and so they need some time to be reintroduced to the most current build and made MP compatible. And when we do that, we’ll be moving stuff over in stages to release, rather than try and get everything functional and release ready at once.
    A good analogy is we’ve got two rooms, one full to the ceiling of extremely cool and complex circuit boards and wires that we’ve spent years making, one room is empty.
     
    Trying to tidy and assemble everything in the first room will be a nightmare. So we’ll start moving bits into a new room, setting them up, plugging them in together, and making something cool out of them to release. After release we’ll continue bringing in more pieces and attaching them, and so on for perhaps 2 or 3 builds until the first room is empty and our vision of NPCs is complete. It doesn’t mean that’s all we have, far from it, just sorting that entire packed room out would take too long and we want to finally start pushing NPC content out as soon as possible.
     
    We also have some big plans for a gun mechanics rework at some point, to provide a more solid gunplay experience that will make guns not only more interesting to use, require more a player skill element, but also make PVP encounters a lot more interesting for those who enjoy that kind of thing, as our PVP component is still one of the more lacking elements of our multiplayer experience. But for now we are not committing to where this will thread into the release schedule.
     
    The process of moving stuff over will take some time, and so we may be quiet for a couple of Thursdoids until we start getting stuff moving in the current build. As soon as we are though, we’ll be talking about the ongoing NPC development, alongside the concurrent crafting and balance patch, until they drop. Exciting times!
     
    It shouldn’t go unsaid, however, that if a big new feature is not ready then it’s not in our DNA to push it out of the door uncooked. We’re confident that this will be a great year for PZ, and feel we can keep the content pipe flowing, but also won’t be abandoning our accustomed position as the tortoise in the ‘tortoise vs. hare’ race which appears to now be paying dividends for both game and community.
     
     
    Much love,
     
    TIS x
  11. Like
    Ciber Ninja got a reaction from Tykvesh in What file should I tweak to amplify footstep noise?   
    Having to carry around a bag full of alarm clocks would make the challenge even better.
  12. Like
    Ciber Ninja reacted to Thuztor in Texture Problems with my Vacation Island map mod   
    1. Is not a problem anymore. Except the blends, which doesn't work correctly.
    If you have similar problems with a grid between your own created tiles, give attetion to the transparent pixel around the tile in the 128x256 field, which needs the same RBG colors as its non-transparent tile/object.
     
    2. After I redesigned the corresponding tilesheet, the error is gone, I believe. I don't know why.
     
    3. There is no tile-definition for setting a tile to "grass / dirt" or so... so maybe it's possible with lua.
  13. Like
    Ciber Ninja reacted to artenais in [41.65][Multiplayer] Sleep hypotermia in house.   
    Good morning to the doidscene,
     
    Everyone of my friends seem to encounter the following during winter season : 
     
    - No sleep traits modifiers
    - House is 21 degrees, Electricity still on.
    - Winter season.
     
    When someone goes to sleep it wakes up after 10/20 minutes with hypotermia status. 
     
    Thank you for your work  
  14. Like
    Ciber Ninja reacted to Nazarito22 in Tile issues in WorldEd   
  15. Like
    Ciber Ninja reacted to MopS in Help importing bmp file into TileZed   
    BMP do not need to upload to TileZed. You need to upload it to the project in WorldEd. And then from WorldEd you will work with every piece of the map in TileZed
  16. Like
    Ciber Ninja reacted to EasyPickins in Latest TileZed and WorldEd (December 21 2021)   
    Tiles
        Tileset images
     
     
    For Windows
    TileZed + WorldEd 32-bit
    TileZed + WorldEd 64-bit
     
    For Linux
    TileZed + WorldEd 64-bit
    This was built on Ubuntu 20 and won't work with older versions of glibc.
     
    If WorldEd is crashing when opening cells, try turning off the "Use hardware-accelerated drawing (OpenGL)" option.

    The tilesets will be updated in the new year. There are some new tiles we haven't used yet and didn't want modders using them before us.
     
    Changes:
    Rectangular objects may be resized by dragging any edge.  Select the object, then drag an edge. Fixed a crash in WorldEd when a cell has objects in level 8 or higher.  It isn't possible to put objects into level 8 or higher, but was possible in  older versions of WorldEd.
  17. Like
    Ciber Ninja reacted to Papa Juliet Whiskey in Let player have game saves   
    I'm glad it isn't an option myself. I generally never play iron man modes where available, and those I tend to save scum the shit out of.
     
    I find the risk of dying in game for stupid mistakes, inattentiveness, or just sheer shit luck lends to a certain atmosphere you can't really get without the risk free option. I find what it adds is almost essential to the zomboid experience.
     
    And don't worry, I've lost lot of long lived characters, as well as rather short lived ones.
     
    This includes glitches, game bug, the windows start menu key (auto pause on minimize, hey devs?:p), as well as my longest run I've ever had to my keyboards dysfunctional cable. Gotta think fast to click pause before it gets too late.
     
    It got too late.
  18. Like
    Ciber Ninja reacted to GrumpyTheClown in Let player have game saves   
    I disagree, it definitely does break the concept. A core part of PZ is that small decisions you make can get you into trouble down the line. For example, while trying to escape zombies you make a quick decision of walking down a cramped alley-way and get boxed in and end up dying or you decide to engage a pack of zombies and end up getting bit. Save-scumming would go against that so much considering you can just save-scum before every encounter or anything dangerous is in your way. The concept is "This is how you died", which perma-death definitely ties into.
  19. pillow
    Ciber Ninja reacted to nasKo in 41.65 RELEASED   
    We've confirmed with several servers that VOIP can have a negative effect on server stability. If the fixes in this build don't fix all your issues with black boxing or lag, please consider moving to Discord for your voice chat if possible, and disabling VOIP server side for a smoother experience until we figure it out.
     
    Potential fix for instances of blackboxing on servers, where a client would be waiting endlessly for the server to send chunks (after already connected). Added splash-screen logos for General Arcade and Noiseworks. Fixed the PlayerBumpPlayer option. Added some new melee sounds. New weapon breaks, gore assets, long blade, short blade, umbrella among others. Fixed the game version string being different in some languages, breaking multiplayer. Fixed corpse inventory being 50 instead of 8 in multiplayer. Fixed sheet ropes destroyed by zombies not being synced in multiplayer. Fixed barricaded doors not visibly shaking when attempting to open them. Removed unused lines from the Linux dedicated server's start-server.sh. Fixed microwaves continuing to run on the server when the timer expired. Fixed the /additem server command not working with underscores in the item type. Fixed "Server Statistic" debug ui errors when the server's -statistic period is zero. Added exception handling around IsoChunk.AddVehicles() to fix the server dying when adding vehicles. Rewrote IsoChunk.isGoodVehiclePos() to handle vehicles at arbitrary angles, and to check for collisions with vehicles on neighbouring chunks. Fixed randomly-placed corpses being naked in multiplayer. Changed the PauseEmpty server option default to "true". Fixed zombies not becoming corpses sometimes in splitscreen multiplayer. Fixed a Lua error adding a saved splitscreen player in multiplayer.  
    New MP statistics UI is added to admin powers. Byte buffer for SpriteRenderer was increased for debug mode to show whole population map ShowMpInfo admin power enables/disables statistics gathering
    Server disables statistics gathering if no requests for 10 seconds
  20. Like
    Ciber Ninja reacted to Manta in 41.65 watch the VHS gives me exercise fatigue   
    I have seen that a Woodcraft VHS has increased the experience, but after a few minutes I have exercise fatigue without having done any exercise

  21. Like
    Ciber Ninja reacted to Okamikurainya in Project Zomboid BaseMap   
    For the use of map additions and such, so you know where to place things.
    Up to date with current version, you'll need to resave it as a .BMP to use it in WorldEd.

    BASE PREVIEW:

     
    BASE DOWNLOAD:
    https://drive.google.com/file/d/1yNOj2HtOG1MNaBMENLXDru6ecacm8Qjv/view
     
    VEGETATION PREVIEW:

     
    VEGETATION DOWNLOAD:
    https://drive.google.com/file/d/12gGjdu89LATwgqZELu4EFfh47XlxwWyz/view
  22. Spiffo
    Ciber Ninja got a reaction from MadDan in Please dont update without earlier version opt in   
    Dear fellow player: If you are unable to cope with rapid changes in the experimental version, please revert to the stable branch. Thanks.
  23. Like
    Ciber Ninja reacted to Atoxwarrior in New Room Definitions (41.65+)   
    I was updating my personal excel of definitions and discovered some terms that no longer appear in this list, I would like to know if they were eliminated or were changed by other terms, here is the list:
    storage
    motelbedroom
    BandPractice
    grocers
    dinnerkitchen
    freezer
    knoxbutcher
    Thank you for updating the content for the creation of maps. I hope you continue this good work.
  24. Like
    Ciber Ninja reacted to Thuztor in Gutrot - Vacation Islands (pre-Alpha 1)   
    I've decided, that everybody, who wants to test the map can do it now.
    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)
     
    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.
    for example:
    - dig / farm / everything what is related to the grass-/dirt-textures
    - a right item distribution of the rooms
    - Change of season / correct weather
    - A proper tropical vegetation / no erosion / no vegetation growth
    - taking / placing of my objects
     
    But I hope, you have a bit fun testing my map.
     
    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0
     
    Put the folder in your /Users/YOU/Zomboid/mods
    Activate the mod in the main menu!
  25. Like
    Ciber Ninja reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    CURRENT STATUS:  ACTIVE
     
    Hi everyone. I started to develop the map of my village where I born. I hope I will finish it as soon as possible. Stay tune
     
    It will be a unique map, where every yard, every building will be unique. The map will be as realistic as possible copied from the real world. The first map that is not square. You will get lost among the corn and potato fields and hayfields, which will be very numerous. Yes, you can easily upgrade the farmer's skill, but the grown vegetables will still need to be found among the rotten and dried ones. You will feel the beauty of the village. There will be a lot of narrow streets with lots of fences and you won't be able to easily crush the zombies with your car. Each outing will be horror and pain for you. You know why ? Because, no police station here, no weapons. A lot of pain, ha-ha-ha. It will be a new experience in the world of Project Zomboid.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Population - 3358 persons ( + 2 big cemetaries ) Game area - 10 x 10 cells ( aproximately ) Private courtyards and houses - 1000 items ( aproximately quantity) Another buildings - church , liceum complex , ambulatory ( little hospital ) , music school, cement factory , big stadium , small stadium with artificial turf , farm , trainstation , different shops , post etc. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     

    WHEN MAP WILL BE PUBLISH ?

    First playable beta will be when I finished 15 cells. 
    The map will be developed when will be developed.


    PLANS
    ~ symbol means what this area for concrete beta could be change
     


     
     
    CURRENT MAP STATUS
    MARCH 1, 2023  ( 11:11 , Kiev time ) 
    Buildings: 129 ( +15 )
    Rooms: 785 ( +38 )
    Room rects: 1023 ( +46 )
    Room objects: 1152 ( +80 )
     


     
    >>>> PREVIOUS VERSION <<<<
     

     
    Topic will be updated time to time. Stay tune
     
     
     
     
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