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bobheckling

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  1. Like
    bobheckling got a reaction from TheCautiousOne in Original zomboid map   
    BUILDINGS MOVED TO RINGOD MAP...
    (Finished)
    Bringing the old map back....
    The original project zomboid map but with extra additions such as new
    buildings,location, retexture...
    (EX:the tower/skyscraper and some others will have a rooftop entrance)
    (burned down building on the north of the map will be enterable and look better)
    (lake,camps,ect)
     
    So basically adding new things that will make it more interesting/challenging when exploring Muldraugh
     
    Ingame

    Spoiler





     
    *Update*
    THX for the support...
    WIP:  Last stand map:maldraugh
    Remember this is a test version of it not the final version:
    It currently has the default last stand zombie spawn also it has wall bugs that i cant fix,just gota wait until next patch (burned apartments/bar/grocerystore/bedstore)
     
     
    The final version will  be much harder than this one and:
    will include 2 other cells
    new landscape
    Mooore buildings (fire station,prison,town,quarantine zone,militarybase,hospital,ect)
     
    Last stand WIP:https://www.dropbox.com/sh/0hcfcueius1l4wy/QAe_k9uM2y
     

     
    Burned appartments
     
    WIP:
     
    Motel
    Small store


    Construction site


    Anything you want me to add/build let me know
    open to suggestions....
  2. Like
    bobheckling reacted to TheCautiousOne in Louisiana, Ky (Steam Workship V1)   
    Ok. Dressed it up.
     

     
    TCO
  3. Like
    bobheckling reacted to Hydromancerx in Car wreckage - early WIP   
    Yay I won't have to make my own wooden cars anymore to fill the streets.
  4. Like
    bobheckling reacted to GarboJunkie in The Walking Dead Universe Maps.   
    Greetings fellow survivors, I am GarboJunkie. Yes my name is spelled wrong
     
    Today I am proud to announce that I have begun creation of the walking dead universe to the best of my abilities. This will be the official thread. I will update it soon. 
     
    Thank you all !!
     
    The Walking Dead Roadmap:
     
    Version 1.0 - Season 1 - 1.1: Hospital, Surrounding areas.- 1.2: Ricks home and neighboorhood.- 1.3: Atlanta- 1.4: Camp- 1.5: CDC- 1.6: Road to farm- 1.7 Final touchups.- 1.8 Full release of version 1.0 TimeLapse: 10/08/2015: Work has begun on planning and how to tackle the map making process. Project Leaders:GarboJunkiexXSly_WolfyXx  Samples of work so far: Credits to xXSly_WolfyXx for Woodbury and Prison. Prison Sample.  Woodbury Sample. 
  5. Like
    bobheckling reacted to RingoD123 in Bedford Falls V3 (Steam Workshop)   
    Hey guys, so here it is, Bedford Falls Version 3! (Workshop V1)

    Visit the Steam Workshop page to subscribe: http://steamcommunity.com/sharedfiles/filedetails/?id=522891356 - don't forget to favorite and rate up!
     
    Decided to start a new thread to seperate the old from the new.
    Bedford Falls now has proper zombie respawn mechanics, foraging, and a lot more zombies.
    Subscribing to the mod on steam should make things a lot easier, just subscribe, load PZ, go to the mods screen and double click on Bedford Falls. All new games you start will now have Bedford Falls in the game world and available as a starting spawn point.
     
    Report any/all bugs in this thread. Use Blincoder's awesome map ( http://pzmap.crash-override.net/ ) to get the coordinates of any bugs (click overlay Bedford on the left and then Map Coordinates further down) and then leave a post here with the coordinates and a brief description .
     
    Original Contributors:
     
    Current Contributors:
     
    Hope you guys enjoy!
  6. Like
    bobheckling reacted to nasKo in Mondoid Reposts   
    Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!
    Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.
    New Zombie Respawn and Management system
    Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.
    “This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”

    “The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.
    “Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”
    “Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”
    You Have One Day Challenge
    A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.
    The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.

     
    The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…
    Death by Mall
    The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
     

    Other Stuff
    There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.
    We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!
    Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
     

    Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
  7. Like
    bobheckling got a reaction from Jela331 in "Rebuild" announcement   
    Amazing!
  8. Like
    bobheckling reacted to Jela331 in "Rebuild" announcement   
    2 Weeks Left.
     
     
    [Western part of Drayton]
     

     
    Those who are unaware what "2 Weeks Left" means, I wrote it because the map's coming out in exactly 2 weeks.
     
    I've added more buildings, fixed bugs and detailed the map the past week. I'd like to point out the one building I've added this week, it's a *drum roll* Driving School (totally not a hidden motive for devs to speed up the vehicle progress). You can see a bit of it on the left side of the screenshot.
    There's no map download for this week unfortunately, but hey, you got this super duper  awesome screenshot of the map, that's almost the same...right?
     
    One mondoid left, so I'll be seeing you next week. Cya
  9. Like
    bobheckling reacted to Xeonyx in New Denver, BC (V2.1)   
    New Denver
    British Columbia
    Canada
     
    (Now with Non-Steam download link...Again!)  http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
    Yea, I updated the map to 2.0 now; increasing the size from a 5x5 map to a whopping 22x16 map.
     
    With this latest update (2.0), you can now explore North of New Denver to the Slocan Lake Golf Course, South to the Farmlands, and the world East of New Denver, with houses, farms, and more.
    More bug fixes have been addressed, so the game should play more smoothly now.
    Update 2.0 does NOT have foragable land outside of the original map size (I'm only one person!!! but I will update this ASAP)
    Note the 2.0 Update will require you to start a new game as the exact location of New Denver has increased the distance to Muldraugh
     
     
     
     
      Behold! For 11 months I secretly worked on map accurately depicting my hometown.  In this 22x16 cell map, each building is unique and comparable to the real-life New Denver, down to (almost) every house, shed, etc.  I`d add the amount of buildings I created but I lost count long ago.
     
    During the creation of the map, a horrible canoe accident claimed 4 of my friends; 
    Skye Donnet,
    Jule Wiltshire-Padfield,
    Hayden Kyle,
    and Lily Harmer-Taylor,
    so this map is dedicated to their memory.
     
    (2.0) - Added "The Back Forty" update, have fun... (1.75) - Added Friday Market! This consists of a bunch stands set up by locals found:
    http://pzmap.crash-override.net/?desc=New_Denver_v1_31L0#0.47111386928726384,0.21069731021245483,41.11783324647789
            some more bugfixes, etc.
    (1.7) - Over 75 bugfixes from unaccessable stairs, and blocked rooms, to
    others, and some additional objects added.   (1.6) - Updated map compatability to build 32, bugfixes, etc.   (1.5) - Roads have been detailed with potholes, cracks and grime, added street signs and street lights, and some more changes    (1.4) - Added object.lua for trapping and foraging; it's mostly finished and will get updated soon, and some more bug fixes   (v1.31) - Multiple bug fixes, thanks to SiderisAnon for the good word.   (v1.3) - Removed the unsightly grass patches and updated the forest grass, multiple bug fixes, connected the road to Muldraugh   (V1.2) - Fixed up mentioned bugs and a few I found. A handful of graphical updates, road lines, missing blends, etc.   (V1.11) - Fixed the invisible wall problem at the museum that Marinus had pointed out, thanks bro!   (V1.1) - Added spawn points to New Denver, now it'll be like you actually lived there  
    (v1.06) - Fixed the house Spartanz920 mentioned, no one likes a house
    with bugs in it  
    (v1.05) - Now with a working Zombie Spawn Map; Now you can enjoy New Denver in fear!
     
    (v1.0) - At the moment, the map is ready and playable.  There are no spawn points yet, and certain details (mostly road accents) have not been added yet.  There has been some bug testing, but bugs still exist.
     
     
    Screenshots:
     


     
          Edit:  Quickly added in a brief location map; kinda helps

     
    Download Links:
    Steam Workshop
    http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
     
     
      Enjoy my neck of the woods why dontcha?
  10. Like
    bobheckling got a reaction from Necromatic_Corgi in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    What about Woodbury? seems simple and fun to recreate. I would defiantly do it but ill stick doing small buildings that would increase ringoD map for now.....
  11. Like
    bobheckling reacted to RobertJohnson in RELEASED: Build 27   
    NEVER MISS A BUILD WITH OUR MAILING LIST!:

    http://projectzomboid.com/lists/?p=subscribe&id=1

    Get notified when a new stable or experimental build are out!
     Released IWBUMS Hotfix #2 :

    Spoiler [bUGFIX]
    Fixed #00586 (You can now walk between theatre chairs and climb them) Fixed #00547 Fixed #00569 Fixed #00575 Fixed #00178 Fixed #00560 Fixed some bugs in zombies respawn, but please note this system may bug on previous saved game (specially from build 26). Fixed some bugs in the item distributions. Fixed Jewelry store world filler not working. [MP] Fixed bait not being removed when catching an animal with a trap. Fixed some weird "walking to" issue with trapping (#00579). Fixed some painting walls issues. Fixed some right click on farming plot issues. [MP] Fixed crafted lamppost sync issues. Fixed the version number. Fixed bug when there are more than 10 game controllers. Fixed Last Stand zombies no reset when launching a new game. Fixed some tiles definitions. Fixed a bug in some timed actions where the needed tool was re-equipped (meaning more time to do the action than necessary). Fixed some items distribution bugs (nails in fridge, REALLY ?). [NEW STUFF]
    [MP] Admin now see their names on top of their heads (so they know they're admin.. ) [MP] Admin now see player's username even if the DisplayUserName server option is false. [MP] Added a Ping system :A server option "PingFrequency" (in second, default 10), use it to define how much ping per second a client will do. A server option "PingLimit" (in ms, default 300), use it to define when a player will be disconnected if his ping is too high (not instant, he'll need to be higher than the limit for 5 ping) You can now see your ping (in ms) in top left corner, with color display : Green for ping < 150ms, orange for ping < 300ms and red for ping > 300ms Was already there in build 27 but forgot to say it : Blood and corpse now decay after some time (only in SP for now). Added tooltip over "Join Server" and "Quick Join" button when they're not available to explain why. Allow choosing a spawn region when starting a new character from an existing savegame. You now won't see the server with a different build number than you in the public server list.  
    [bALANCE]
    Reduced the numbers of zombies in the Mall, plus I tweaked the system a bit to be more realistic (no more 30 zombies spawning on top of the stairs, etc.). Changed a bit the PublicServerList UI to be more user friendly. Lowered the difficulty of trapping (less likely loose your bait, no more trap break for now, bit more easier to catch animals)
     
     
    NEW MAP WARNING : Your build 26 saves will be compatible with this new build 27, unfortunatly to see the mall and the new awesome cells, you'll need to do a new game, sorry for the inconvenience !
     
    [NEW STUFF]
    New world filler for Gun store and Trash can. [TRANSLATIONS]
    Updated translations : Polish, Czech, Spanish, European Portuguese, Russian, Italian. Added Spanish-Argentina translation. [NEW STUFF]
    Trapping ! Yay ! Info here : http://theindiestone.com/forums/index.php/topic/8800-the-trapping-system/ Public server list, info here : http://theindiestone.com/forums/index.php/topic/8768-how-to-public-server/ Lot of new cells (> 10) in West Point ! Including a theater, and AN AWESOME HUGE MALL ! [Multiplayer] IMPORTANT : New MD5 Checksum for Multiplayer, everytime a client will connect to any server, all his lua file (including loaded mods) will be compared to the server ones, if ANYTHING is modified, the connection will be refused, I'll add a serverOption to configure this, but it should mean : no more hacking, yeah ! World filler : https://pbs.twimg.com/media/BnlmjE9IUAA-IRf.jpg:large World zones (could be usefull for modding, we'll use them for trapping, NPC, farming...) : https://pbs.twimg.com/media/Bnrlp8HIIAAe4vc.jpg:large Lot of new items :Dead animals Earplugs Rings Various toys ... Propane tank for BBQ ! Ability to grab and move corpse ! A corpse will only have 8 in capacity (instead of 50) Some new container icons (microwave, vending machine). If you don't have the required mod to login a server, the name and url (if present) of the mods will be displayed. Little UI Change on Mods Selector (easier to use, added a "Get mods !" button that link to the modding sub forum). Added a check box for the Survival Guide "show on startup" default is true. Added a new .bat : ProjectZomboid64 - Launcher, if you can try it (specifically on Linux/Mac) and tell me if everything's good, that would be AWESOME ! [bUG FIXES]
    Building a "roof" (understand floor on 2nd level) will protect you from rain when below. Fixed a bug with the safety system not allowing PVP if disabled. Some fix in the items distributions (spawning shoes in vending machine of the laundry.. ). Fixed sometimes trees didn't drop logs. No longer instant plaster/paint. Plastering a wall will now use the plaster bucket, and fill it at a water source won't fill the plaster again. To plaster you know need to have a wall at least lvl 4 and be at least lvl 2 in woodwork. Can now craft the Sticks Trap. Microwave act as stove again. Fixed a weird world filler shelving (the white shelve in kitchen). Added timed actions for every trap actions (no more abuse). Minor fixes on trapping. It's not possible anymore to break the window of the gun store without a sledgehammer. Can't climb through broken window on gunstore if the fence is still here. No more kitchen knives spawn in gun store. Update PZServerSettings.exe : the file will be saved directly in the right folder with the right name (users/YOU/Zomboid/Server/servertest_SanboxVars.lua). Fixed the public server list being sorted by name and not players number. Fixed the server sometimes pinging way too much PZ.com (may have cause some lags). [bALANCE]
    Fishing timed action will add a random part (so every try you fish, the time to got something/nothing will be different), also up a tad the time needed. Slight up of the spawn rate of the trowel. [MODDING]
    Added a "SkillRequired" in recipes, for example : SkillRequired=Woodwork:1;Trapping:2; Added RainManager.getRainIntensity() function Added "OnServerStarted" event. Added "OnThunderStart"/"OnThunderStop" event. [TRANSLATION]
    Added new stuff to translate : http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/page-4#entry110264
  12. Like
    bobheckling reacted to Marcelmarceau in Onze, Paris district   
    well that was fixed really quick for africa. i'm back and here's some stuff i've been working on lately:
     
    lower class building near a park:
     

     
    the elevated park is progressing (i also thought about barricading some streets as requested) some military took over the parking:
     

     
    haussmanian buildings (note the ground floor across the street are furniture shops):
     

     
    one of the rare bars in paris where they make their own (discusting) wine:
     

     
    church "our lady of hope" and surroundings:
    (notre dame d'espérance, rue de la roquette -for those who want to take a look at the real one-)

  13. Like
    bobheckling reacted to cmseter in Buildings - cmseter   
    All my buildings
     
    Small wooden house
     
    Small brick house
     
    Bath house
     
    Water tower
     
    Café
     
    Gas station
  14. Like
    bobheckling reacted to John_234 in Cooking needs its own UI   
    I did a brief search, and while I get the impression the UI is going to be changed and cooking is known to be a little bit unintuitive, I didn't see many specific suggestions for fixing it.
     
    The problem for me is that while the recipes make sense, the steps required to make them happen are so unintuitive that you basically have to dump your items into your inventory, overburden yourself and go through trial and error till you either die or manage to cook the food and reduce the weight you're carrying.
     
    For example, you can cook a bowl of ramen with a water bottle, empty bowl and a packet of ramen. Not with a bowl filled with water and a pack of ramen, or by standing near a sink. It's a little bit ridiculous and it basically forces you to look on the wiki for a very specific recipe.
     
    I find its also a little annoying you have to drag items into your inventory from you pack to combine them, when you can eat right out of your pack. Having to bounce around a can opener every time you want to open canned food seems a bit annoying and not particularly realistic. I feel like the delay the game gives you sitting stationary while crafting is more than sufficient, and having to juggle food items around your inventory and containers is unnecssary.
     
    You should be able to cook using ingredients in your immediate vicinity or backpack, really.
     
    I think there's two better ways to go about this.
     
    The first is, make it like Day Z. You click and drag an item into another, and the game asks if you would like to combine things a specific way. Example:
    Bowl + Water = Bowl of Water
    + Can of Soup  = Bowl of Soup Stock
    + Ramen = Bowl of Simple Uncooked Ramen
     
    Bowl + Ramen = Bowl of Dry Ramen
    + Water = Bowl of Boring Uncooked Ramen
    + Can of Soup  = Bowl of Simple Uncooked Ramen
     
    Bowl of Water / Cooking Pot w/ Water + Egg = Egg Drop Soup
    + Packet of Ramen  = Boring Uncooked Ramen (+ Note denoting danger if uncooked)
    + Bacon = Simple Uncooked Ramen
    + Can of Soup = Tasty Uncooked Ramen
     
    Bread + Butter = Buttered Bread
    + Cheese = Tasty Cheese Sandwich
    + Ham = Ham and Cheese Sandwich
    + Frying Pan = Sandwich on a Pan
     
    Bread + Cheese = Boring Cheese Sandwich
    +Butter = Tasty Cheese Sandwich
     
    Cooking Pot + Water = Pot Filled With Water
    + (Ingredient 1 OR Canned Soup) = Boring Soup
    + (Ingredient 2) = Simple Soup
    + (Ingredient 3) = Tasty Soup
     
    You could also right click the item, and it would allow you to add water from a sink if you were close enough. You would click and drag a bowl into a pot of soup to fill it, click and drag a can opener into a can to pop it, that sort of thing. I believe this system would also somewhat reduce the meta-game aspect to it, since you can't undo a recipe when you toss some items together experimentally. It also gives people who don't know the recipes very well a chance of making something good.
     
    The other way, in my mind is to have a UI that displays what you need for crafting food. You'd have boxes with labels over them and arrows. Probably 'Container,' 'Base Ingredient,' 'Extra Ingredients,' 'Cooking Method'
     
    Say you stick a pot in 'Container.' If it's filled with water, 'base ingredient' is greyed out and it says water. OR, you walk over to the sink and it displays the icon, click it to fill the pot with water there. Or drag a water bottle into it.
     
    The inventory is grayed out for items that cannot be used as ingredients. The clickable ones can be dragged in to upgrade the end product, which is displayed at the top of the UI. Once all the ingredients you want are added, you can either click and drag a camp stove (if added) or walk over to a range or microwave, then click 'cook' to automatically turn on the range and put the food inside. Same with walking over to a campfire.
     
    Alternative, you can just click 'combine' to keep the unfinished food.
     
    Here's the example of sorts I threw together in MS paint:

     
     
    Just my thoughts. What do you guys think?
  15. Like
    bobheckling reacted to Viceroy in Gas station - first try at making a building   
    Very nice! For a first building it is very detailed and professional looking, you should contact RingoD123 and see if you can't contribute a few things to the community map project(s), I am sure he would be more than happy to use such a good looking building. And I am certain you would like to have your buildings on a map and being enjoyed by hundreds of people on the internet.
     
    Go for it! (my 2nd or 3rd clyde ever goes to you)
  16. Like
    bobheckling reacted to cmseter in Gas station - first try at making a building   
    Hi,
    This is my first try at making a buidling. Some of the tiles seems to disappear when I place it in WorldEd, don't know why.
     
    Gas station
     
  17. Like
    bobheckling reacted to Marcelmarceau in Onze, Paris district   
    hello everyone, i'll be off for a while, an antenna giving me access to broadband was broken sometime yesterday so i only have 56k connection until it's fixed, so there'll be no updates until then.
     
    don't be affraid i'm still working on the map as you could see i've included a body of water to the map so people can go fish.
    right now i'm working on one of the two operas in the city (opera bastille) and it's surroundings. more info as soon as the antenna is back up.
  18. Like
    bobheckling reacted to SillyandStrange in RELEASED Build 26   
    Npcs are already in, they're just invisible.
    Every time you misplace a tool, or something magically seems to have disappeared, it's an npc.
    They also automagically spawn zombies around your base and are the reason foods rot.
    All beware the ghost npcs.
    Disclaimer: nothing in this post is true.
  19. Like
    bobheckling reacted to Marcelmarceau in Onze, Paris district   
    hello everyone!
     
    the map has been updated and is available using the same link than before.
     
    i've also expanded the map further towards place de la Nation and place de la Bastille:
     
    general situation:
     

     
    colonne de juillet 1790:
     

     
    coulée verte, garden placed on old elevated railways:
     

     
    colonnes de Ledoux (Nation):
     

     
    i have also worked on extra shading of existing buildings:
     

     

     
    also i've added a middleclass block:
     

     
    enjoy and please comment! criticism is always welcome.
  20. Like
    bobheckling reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Goooood Mondoid Vietnaaamm!!! and everybody else too!
     
    Back again with a truck load of pics and Mondoid fun times!
     
    This time we have two new cells and another shit ton of buildings. I've been busy! Go West, young man, said Horace Greeley and that I did. I've been expanding Vine Grove to the West and added some interesting new stuff.
     
    First let's count the buildings. A total of 199 buildings now! (I've updated the OP accordingly) I'm itching to do one more but I'll probably do a few soon. So that would be a total of 30 buildings and 2 cells in one week. I've also done a few special buildings which have taken slightly more time than the regular houses.
     
    To the pics!
     
    The cell of the week (2,4):
     
    The Office:
     
    The Bar:
     
    Here's a close up pick on a small kids playground, a basketball court and the town library made by Phuket
     
    And lastly the whole area as of today:
     
    So here's this week's Mondoid from me! As always have a lovely week and if you've got some buildings, send 'em over!!
  21. Like
    bobheckling reacted to Marcelmarceau in Onze, Paris district   
    been quiet i've released the alpha version, i've been working on furnishing buildings. here's some examples:
     
    high density appartment building with supermarket.

     
    medium density residential building with general store, office and small traiteur. also features a big industrial building.

     
    low class building with pharmacy, grocery store and a clinic.

  22. Like
    bobheckling reacted to Sassa87 in Sassa's Stuff   
    I have been making several houses (and 2 offices) the past days, so I figured I'd share them with everyone. I hope you all like them.
    If you do use them, I'd appreciate it if you give me credit please.

    I hope to learn more soon, including putting in my own textures and tiles eventually.

    x
    Sas










     
     
     
     
     
     
     
  23. Like
    bobheckling reacted to PhantomWarlock in Marcel's Buildings   
    Or being held up in that bad boy. (Multiplayer raiders for the win!)
  24. Like
    bobheckling reacted to lonchez in Police Station and coffee shop by lonchez   
    pardon my English so limited, I'm from latin america.  
     
     
    Police Station. 
     
    Today I share another structure that I managed to finish and a few minutes ago. 
     
    it is a police station, worked with a little more detail comparison of the current in the original maps. 
     
    contains: 
     
    * 4 floors 
    * cells 
    * Waiting 
    * offices 
    * bathroom 
    * fourth weapon 
    * interrogation room. 
    * surprise for survivors. 
    * viewpoint 
    * parking 
     
    I leave no more pictures. 
     
    3rd floor. 
     


     
    2nd floor. 
     


     
    1st floor. 
     


     
    entries. (only possible down the front) 
     


     
    parking. 
     


     
    full view.
     


     
     
     
    coffee shop
     

    structure in more detail in terms of impairment, giving the feeling that the structure was already inhabited by other survivors or suffered a zombie attack. 
     
    This time create a small modern cafe. with 2 floors and a parking lot completely neglected over time. 
     
    please give their opinions and some ideas for future buildings more.
     
    1st floor.
     


     
    2st floor.
     


     
    full view.
     



     
     
     
     
     
  25. Like
    bobheckling reacted to Sieben in Buildings - Sieben   
    @Sassa87: I hope that will work for you
     
     
    Anyway: Mount&Blade:Warband mod "A Clash of Kings" got me, so I hadn't spent much time with the building editor the last weeks . After the military building I needed a break
     
    The WIP stadion is really huge and it has too much space I don't know how to fill it, but I try working on it. Currently I added more rooms and no end in sight.
     
    Current Progress:
     
    Full building



     
    Without the roof - 4th floor



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