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RingoD123

The Indie Stone
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Everything posted by RingoD123

  1. RingoD123

    Newtown (WIP)

    Were looking at 40x23 tiles for the smallest "block" and 63x39 tiles for the largest "block", so buildings of these sizes and anything in between would be great. But if anyone wants to make larger buildings, thats fine also as the city area just outside the centre has larger "blocks" which range from 70x58 tiles to 103x112 and values inbetween. If anyone who wants to make a "city centre" building wants to know the exact values of a certain block to make sure your building will fit then just give me a holla, but generally speaking, at least for now, any city buildings made to these sizes or inbetween will fit somewhere in the city.
  2. RingoD123

    Newtown (WIP)

    Hey guys, as some of you may know, the first community map mod, Bedford Falls ( http://theindiestone.com/forums/index.php/topic/6672-bedford-falls-test-v1/ ) is in its first test phase, once I have enough reported bugs and a few more buildings have been finished I will be tidying it up, meshing it up properly with Muldraugh and West Point and releasing it as a final version. In the meantime I have started planning the next town (city really), which at the moment has the brilliantly original name of "Newtown" because: A) Its new and B) it has a very large city area made up of typical American "blocks" that reminds me of New York. Its 10x10 cells big, making it 4x the size of Bedford Falls, were looking at 4 full cells of very dense city centre, 12 full cells of less dense city centre around it, 12-14 full industrial cells, about 24 full residential cells and a good 6-8 cells worth of farms, the rest will be made up with wilderness around the outskirts of the map. Obviously this map mod is going to take some considerable time to complete compared to Bedford Falls, but I wanted to get the basic plan out there now so all you lovely building makers have some ideas of buildings that i'll need. Im going to measure the smallest city blocks and the largest city blocks and then let you guys know these dimensions so you can make your "city centre" buildings accordingly. Specifically, I would love buildings that occupy an entire block, but with each face (North, East, West and South) possibly belonging to a separate store/office. So, for example, you might have a 5 story city building where the south facing side is a store that is restricted to the first 2 floors, the west side is also a store, but is only on the ground floor, the east and north facing sides are both offices that reach all the way to the top floor, but do not join up inside (unless someones takes a sledgehammer to the walls ). Any/all other buildings are still welcome, but the above style buildings will help the city centre look a lot more like a city centre. Also, another "type" of building we don't have that many of at the moment are regular houses/stores that face West or North, so they would also be good to concentrate on. Anyway, heres the first 2 pics so you guys can get a good idea of the layout, notice I even have an area for a "central park" <3
  3. water pistols filled with zombie blood/bleach, more range than a melee weapon, is silent, but only has an effect against other players/NPC's
  4. Currently Bedford Falls hasn't been "meshed in" to the vanilla world properly, so when leaving BF from the west or north along the highways the roads will just end, the next version will have them joining to existing highways in the vanilla map. You can however still travel West to Muldraugh (about a 20-30 min irl hike through wilderness) or North West to West Point (about the same distance). I actually watched SirTwiggy make the LONG run from Bedford Falls to Muldraugh last night.
  5. its to the east of muldraugh and south of west point. if you start a new game, selecting muldraugh as your spawn location should have you actually spawning in Kate and Baldspots original house in Bedford Falls.
  6. Are you using the iwillbackupmysave beta test branch on steam? If so then try deleting all your saves (just move the folders out of the saves folder if you want to keep them).
  7. it doesnt replace Muldraugh. Muldraugh is still where it should be, as is West Point, its just that in this first test version you have to select Muldraugh as your spawn point, the next version will have all the spawn points (muldraugh, west point and bedford falls)
  8. Bedford Falls is located about 2 or 3 kilometers East of Muldraugh and about 1 or 2 kilometers south of West Point. Anyway.............The first test version is now live here: http://theindiestone.com/forums/index.php/topic/6672-bedford-falls-test-v1/ Enjoy! <3
  9. Hey guys, so here it is, Bedford Falls Version 2! Whats New? Well, lots of buildings bugs have been fixed, a lot of duplicated buildings have been swapped out for previously unused ones, a large military area and water treatment facility has been added to the north of Bedford Falls, the town itself has been placed in its final (until the vanilla map expands this far) place and just needs a bit more love to join it up with the vanilla map properly. Bedford Falls is now also its own spawn location alongside West Point and Muldraugh (it no longer replaces Muldraugh as a spawn) and also has a variety of random spawn locations. Zombie numbers have also been significantly increased across Bedford Falls. There may still be some buildings with bugged walls etc. Unzip the file into your "Project Zomboid" install folder, overwriting all files etc as you go. Load the game up and select your starting location. You can now choose between Muldraugh, West Point and Bedford Falls. Bedford Falls also includes random spawn points now too. Report any/all bugs in this thread. Use the pic above to note down the Cell the bug appears in, and provide a picture of the problem area if possible. I will be going through all the lots/world and fixing all these bugs for the Final release of Bedford Falls. Original Contributors: Current Contributors: Download: OLD VERSION - NO FORAGING OR ZOMBIE RESPAWN! BedfordFallsV2.zip NEW VERSION - STEAM WORKSHOPhttp://theindiestone.com/forums/index.php/topic/16546-bedford-falls-v3-steam-workshop/ ENJOY! <3
  10. Yeah I think they are your updated ones Doctah Now finished doing all the streetlights and grime, also done most of the "beautification" and final world details, looking good to go for a Sunday release Obviously there may be some bugs etc in the first version, but people can simply leave a post in the new thread i'll make to let me know of any/all bugs, i'll then be able to go through and fix them all, ready for a V2 or Final release. <3
  11. Thanks for the kind words guys! <3 Haha DoctahWong, I already have your current buildings dotted around in this mod too Anyway, terrain and vegetation are fully complete now and most of the cells also now have their grime and road markings down, only 4 cells left then its just a case of adding in the street lights and the odd bit of "world beautification" (park benches, ornamental plants etc). Hoping to have the first test version ready for you guys by the end of the weekend. Adding updated pics to the OP now.
  12. North West farm is now down ( yes it has a well ) and ive made some good progress with the terrain in and around Bedford Falls. All that's left now is a few more dirt paths, small park area's and a couple of car parks. After these, the road markings and street signs etc will go down and I will complete the Veg map. Then its ready for human consumption Updated pic in the OP as per usual.
  13. Last cell South of the city has been completed (building wise), another residential cell. Just the 4 northern cells left now which im going to leave blank until we have some more new buildings to put down, I will put the north west farm down in the meantime though. In the next few days I will be doing the world detailing (road markings, streetlights etc) and the veg/zombie maps then the first version should be ready to go! It currently has 700 buildings and about 7500 rooms to loot/explore. I'm just about to add some new pics to the OP too.
  14. This is looking sweet Leolvanov! will make a great addition to the map mod, already got a place in mind for it
  15. im not too sure atm Jatta, but the best way to do it would be to create 2 suburbsdistribution.lua files, once referencing the new items and one not, therefore whoever installs/uses it would be able to choose between the 2 files, or you could just hand out the lua file without the new items until you have the new items added, atwhich point all you need to do is provide the new lua file that references the new items
  16. Any room definitions that are used but not recognised will default to use the "all" definition, so they will spawn random, generic loot, which isn't too bad, but once the NPC's are in, they wont know what kind of room it is to use it properly. Basically you can use any definition you like, but if you use one which isn't currently in the game then you need to also add it to the suburbsdistribution.lua file. Best way is to include a blank suburbsdistribution.lua file with your building(s) that just have the new definitions in, along with the loot etc you want to spawn there. If this is done I can then add them to the master suburbsdistribution.lua file both in my mod, and eventually into the official game so that the NPC's will be able to use them properly.
  17. Hi Guys! just a friendly reminder that if you want your buildings to work properly with loot and future NPC's you MUST use the proper room definitions for each room/building. Upon adding a lot of your guys buildings to the new mega map mod ive realised most of them have incorrect room defs (some made up, some spelt incorrectly, some with capital letters). Obviously I am changing them as I come across them but it means your buildings are only going to work properly in my mod, unless you guys go back through your own buildings and correct them for any future use in your own, or others, map mods. There is a post here: http://theindiestone.com/forums/index.php/topic/5461-full-list-of-current-room-definitions/ - that gives you a full list of current room defs and further in that thread it also tells you what you need to do if you want to add your own, new, room definitions. Thanks! <3
  18. Thanks WamBam and Viceroy! <3 Finished Cell 8 today (placing buildings, road layout etc), it has Viceroys amazing asylum (with greenhouse, boiler room and groundskeepers buildings) and also his large library. He also sent me a large university/botany style building which has also replaced a couple of (doubled up) buildings, just to the south east of the city centre. Yeah i spoke to Twiggy last night, he's interested in giving a hand with this map mod (still have a good few buildings from the old version to convert) and i think he might still also be making his own map mod, which like all the other map mods (chernarus, gutrot island etc), once complete, will be added to this mega map mod, which in turn is going to be placed (as a mod) in the official map. Looks as if im going to be placing this first city (Bedford Falls) to the far east of Muldraugh and far south of West Point. As always, updated pics in the OP! <3
  19. thats a great looking gas station Gothic, if you upload the .tbx file for it i'd love to add it to the mega map mod! <3
  20. Loving this building Viceroy! any chance of uploading the tbx file so i could add it into the mega map mod? would love to get it in there. <3
  21. No problem Maklane, your buildings are great, would have been a crime not to use them Another update today, finished the heavy residential cell to the South East (pic in OP), just 2 more light residential cells and an industrial cell left to place the buildings for (as well as the north west farm). Then its just a case of doing the street lights, grime etc and finish the veg map then the first version will be ready for release. Also added a new aerial view pic of what the whole town looks like so far. <3
  22. Ok, we now have all of the Cells from the old mod complete with new buildings etc, there are 4 cells left at the South of town, 1 i will make industrial, 1 or 2 will be heavy residential and one light residential. Then there are the 4 northern cells that lead up to the North West farm, the most North east of these will be Industrial/military (using whatever buildings that we have that will look the part) with another 2 being residential, and the 4th as yet unspecified. So, if any of you are thinking of making buildings, then industrial/residential would be mucho appreciated, but again, all buildings are welcome! See OP for updated pics etc as per usual. <3
  23. The South City cell (north of Hastings) is now complete, ive started using some new mod buildings from the forums for this cell too as i figured trying to replicate Mendonca's hospital would eat up a bit much of my time and i want to get this out to you guys asap. Anyway, OP updated with a pic of the new cell and with a list of current contributors. Only have 1 and a half cells left to place the buildings on (as well as the north west farm). If i get through it quick enough i might even fill out the other 4 or 5 cells that have roads already lain down with buildings too, most of which will be residential housing with the odd shop(s) here and there. So, if any of you guys have made any buildings that you havnt uploaded yet, now is a good time, same goes to anyone who was waiting before making any new buildings, get cracking now!
  24. Hey Herbals, great looking building, any chance you can open it back up in buildinged and save it as a .tbx file instead of a .tmx file? if so i'll then be able to add it to the mega map mod.
  25. Tranquil Vale's (furthest South West cell) buildings have all now been placed, as have some of Hastings (to the East of Tranquil Vale). All that's left is 3/4 of Hastings buildings (which BobHeckling is working on) and the 2 southern city cells (South East is being worked on by Maklane, and South West by me). Anyway, as per usual, check the OP for updated pics. <3
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