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Stormbrooke

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Everything posted by Stormbrooke

  1. Zed = zombified evil dead fastest name when typing
  2. Thanks Rath. Ah well there goes that idea, I suppose you would need both versions to be downloaded to transition between them.
  3. Steel, I love reading your base diary so much that I ran over there and took some screenshots for you. Railyard must only be fully completed in the Beta, seems only half done in the Steam main branch e.g. the office building with 'T' inside was completely missing in my game, and the building your using as your fort didn't have the fence around it. In any event hopefully the below is still helpful for planning. 1st floor interior dark area at the top of the pic is men/women's bathrooms (water, plenty of stall doors for hinges/knobs) dark area to the right pic is two offices, each with a window dark area to the left of the pic is one office, one window 2nd floor interior dark area to the left is an office much like the visable one 2nd level Roof I've been doing a lot of roof forts lately, and working around the bugs, here are my suggestions for sheet rope access points for the 2nd level. I would drop one down here as player made in-game-south-facing windows can be buggy and require you to be facing the outside of the building to drop a sheet rope. I usually look for 'L' shape notches in the roof so I can access the outside menu simply by standing on another part of the roof. Alternatively I create L's by placing my own floor tiles. I noticed building fences around the sheet rope access point seems to fix the fall to your death sheet rope bug as you transition from the sheet rope animation to the fence animation if you should oddly be facing the wrong way when you get to the top: I would drop another in-game-south-facing rope out this window: And finally an in-game-east-facing rope here: I've had a real issue with sheet ropes on in-game-north & west-facing windows and if you need exits facing in those directions would advise building out south & east facing windows that drop you on that side of the building. Once you're satisfied I would demolish the stairs to the second level and place floor tiles over the second floor hole. 3rd level roof No screenshots, but can easily see from the map: http://pzmap.crash-override.net/#0.551788047418262,0.2411596794467651,207.77777777777783 Remember to build your stairs one tile back and to fence the sides of the tile at the top, this should prevent you from falling. If you want you could simply add sheet rope access down to the 2nd level roof, destroy the stairs, and call it a day. If you wanted ground level access I would drop a south facing rope so it was just to the right of your right door at the bottom. I would drop another to just to right of the east facing rope you dropped out the 2nd level. For west access I might build my own floor one tile back from the SW corner to create one of those L's, alternatively you may have your skywalk in this area over the fence to the forest and not need it. I think it would be interesting to make one roof your farm and the other one your fort. Warehouse Interior As you said very cool aside from the only one exit: Fenced Farm No screenshot, just wanted to say to remember to build a rear exit, I had a super horde spawn right out front in one of my previous games, blocked my only way out trapping me inside without enough planks to build an exit.
  4. When I log into Steam I can click properties on PZ and enable/disable Beta downloads easy/simple. Outisde of Steam, for Windows users, what source files need to be edited to enable/disable beta downloads?
  5. Low priority... Why build up when you can build down? Saw basements and sewers in the common suggestions, just thought I'd tack on tunneling. Might be fun. Be able to dig up as well and pop out in the middle of my front yard. I think the sewers should have zeds in them to keep it interesting.
  6. Nice reconnaissance Steel. I'd be interested in seeing interior screenshots of the main rail yard building. Careful with the farm at the fenced house. In my game I noticed there's a spawn point for the zeds out in the street in front of it. Might want to build some addiational exits to prevent your access to it getting blocked.
  7. Any update on the farming bug in the Steam main branch? http://theindiestone.com/forums/index.php/topic/1616-farming-bug/ It's kind of a major buzz kill on an otherwise amazing game. Maybe time to bring some of the beta goodness over?
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