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Jela331

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  1. Like
    Jela331 got a reaction from Aardman55 in Multi Story Houses   
    It's currently impossible to make it. The game engine doesn't allow over 7 floors and the city would be way too huge and your PC would melt from it.
  2. Like
    Jela331 reacted to DoctahWong in DoctahWong's Museum of Buildings   
    WELL, IT'S BEEN A WHILE FOLKS!
    UPDATES AND PLANS:

    Yes! I am back from my... ETERNAL ABSENCE.
    And now, we have renovated and refurbished our thread.
    It is no longer a small stand that gives out buildings to the public eye!
    It is now a MUSEUM that showcases some of the finest buildings made
    by yours truly! I have gotten used to the Building Program now,
    still trying to get used with TileZed HOWEVER; we are not here to talk
    about my struggles with the program itself...
    We're here to see the buildings showcased in this FINE ESTABLISHMENT!
    Are you ready for the tour, ladies and gentlemen? LET'S GO!
     
     
    ... what an introduction, amirite?
     
    But before we get to the showcase, let's answer some questions to fill in some holes? (no innuendo intended)
     
    Q&A(sent by myself since we just started)
     

     
     
    Now that that's dealt with, let's get on with the buildings and explain as to why has been improved and changed!
     
    What's New with THESE buildings!
    HERE AT WONG ENTERPRISES, WE WANT TO FULFILL YOUR GUARANTEED SATISFACTION!
    SO WE IMPROVED SOME DESIGNS AND CONCEPTS.
     
    Alright, enough exaggeration!
    So, what has been revamped that sets them apart from the older buildings?
    The buildings I create take some inspiration from the West Point and Muldraugh buildings like their layout, design cues, and styling of the exterior. Basically replicas but with my own twists added to make them stand out!
     
    Although, not all buildings are replicas in a way, some are my own ideas and imaginations while having some inspiration and looking at references for those specific venues on the internet like a hospital(still a work-in-progress) and an industrial factory of sorts(hasn't begun yet; subject to change.)!
     
    While the catalog of buildings in the category below may still seem limited, more buildings are on their way! So stay tuned for more buildings coming at later dates!
     
    Fine assortment of buildings in categories linked below!(COURTESY OF IMGUR):
    The Residential Buildings of the Museum
     
    The Commercial Buildings of the Museum
    (empty for now)
    The Community Buildings of the Museum
     
    The Restaurant Buildings of the Restaurant
    (empty for now)
    The Misc. Buildings of the Museum
    (empty for now)
    The Industrial Buildings of the Museum
    (empty for now)
    The Special Buildings of the Museum
    (empty for now)
    (These buildings have special items like a generator or propane tanks in them)
    (Download links are in their respective individual pages!)
     
     
    Phew, this took a while to type in! How long was it? Like almost an hour? Hehe!
    Took all the effort I had with complex terms and all. But all in a honest day's work!
    REMEMBER!
    Stay tuned for more buildings to come!
     
    CREDIT AND PERMISSION OF USAGE:

  3. Like
    Jela331 got a reaction from MisterInSayne in Drayton's (Rebuild) Buildings   
    These buildings are from my map project Drayton (Rebuild): http://theindiestone.com/forums/index.php/topic/13529-drayton-rebuild-v101/
     
    I highly doubt I will work on the map anymore, since it was a huge drag. This building pack contains some unused buildings as well. I'm releasing it in hope that it helps with other people's map projects. If you do use any of the buildings from this pack, don't forget to credit me. Thanks.
     
     
    Download link: https://www.mediafire.com/?gwud0juh7081js5
  4. Like
    Jela331 got a reaction from KorruptkSwades in "Rebuild" announcement   
    City's progressing very well, I've made about 5 apartment blocks and a couple of other buildings the past 9 days. Currently 3 cells are finished and a city cell is almost complete and another cell in works.  I'd say Drayton(city itself) is about 20-25% done.
     
    I plan to release an alpha version soon, download link will be posted here, so stay tuned.
     
    Also, I call dibs on this spot.
     

     
    Not an actual map screenshot, that's where I'll connect the map with the vanilla map. NOBODY better steal it.
     
    Also,
     

     
    nobody is coming to help you.
  5. Like
    Jela331 got a reaction from Suomiboi in "Rebuild" announcement   
    The map's finished, I just have to work on the zombie spawn map a little more and fix some minor bugs I found while testing. Map is coming out tommorow.
  6. Like
    Jela331 got a reaction from Kitaelia in Tiny Automated Version Checker (tiny_avc) 0.8.5   
    I'm still waiting for the day when Blindcoder becomes a part of The Indie Stone.
  7. Like
    Jela331 reacted to blindcoder in Do I Have A Key For This? - Show if you have a key for a knob in the tooltip - v3.0.0   
    After stumbling over this thread http://theindiestone.com/forums/index.php/topic/13649-serious-problem-with-the-new-keys-and-lockable-doorknobs/ I realized that I actually do have that implemented already.
     
    What's this mod do?
    It shows you a short info in a doorknobs tooltip if you have a key for this specific knob in your keyring.
    Also, when you right-click on doors, you get an option to drop one key for this door to the ground.
     

     
    Where do I get this mod?
    On github: https://github.com/blind-coder/pz-dihakft/releases
     
    How do I install it?
    Like any other mod, download and extract to Zomboid/mods, then enable it in the Mods section.
     
    Does this mod have tiny_avc support?
    Yes!
     
    What is the license of this mod?
    It's Free For All!
  8. Like
    Jela331 reacted to silents429 in Latest Mondoid on "tripping"   
    "On top of this panicked or clumsy survivors will soon find themselves tripping over when running, turning corners and vaulting fences at high speeds – as well as scrambling along the floor trying to get back to their feet. This will all be done with animation driven movement, and should make for some really exciting gameplay moments"


    I am going to write this. Then reorganize it. Then rewrite this. So hopefully this isn't a mess of words.

    Edit- Holy crap much support, I feel bad this is terribly worded.


    Now. I always thought it was widely accepted that taking control away from the player was a bad thing. We have had tripping discussions before only for the majority to agree we wouldn't want something to take control out of us, to let the game decide if we should live or die. From my understanding it was bad game design and would take away from the games immersion. I know they are trying to make it not a huge deal by allowing you to quickly fumble up or whatever. But this can still end a game pretty easily.

    So I am going to attempt to collect a list of reasons why I am against this. That way if anyone wants to add to this they can just quote one or more of whichever to respond too.

    1. Takes from the immersion for a lot of people.

    Let's be honest. How often do you trip? Like ever? It isn't that common. And as a survivor in the apocalypse you are only going to get stronger and more athletic as time goes on further reducing your chances of ever falling, your senses are going to be enhanced and while I am hoping they know not to make it so you just topple over while running down a road which in a panic. I honestly can't think of a way this isn't just going to be that one mechanic in the game. Yes it is immersion breaking for panic to cause you to trip, why? Because unless you have a panic attack the only thing panicking is doing is making you run your ass out of where ever you are much faster then usual, it invokes an adrenaline rush which is going to heighten your senses.

    2. A gameplay mechanic that adds nothing.

    This is a game where when you die, it is your fault, it is your story, you learn from your death and try again. Adding in a random factor to something like this is going to just be a thing for people to blame instead of themselves. And yes this will come to shock but no one wants to die in this game just because they fell, it isn't fulfilling all it does is induce rage. And while we can say don't pick the clumsy trait or be in a panicked, well that can't really be helped. All this mechanic does is serve to annoy you and tell you the killed you, not yourself.

    3. Panic is poorly done.

    The panic moodle is so implemented poorly at the moment, you can't really prevent something like this without downing a bottle of pills or simply never encountering zombies. Every person in the world handles panic differently some people can keep calm in a thick of things, others cry in the corner, and many more just get afraid. Why would it be reasonable to assume someone becomes clumsy when afraid? Fear isn't going to make you imbalanced, it is going to affect your logic and reasoning, it is going to make you louder and run faster, and the problem is people associate running faster with falling down, or we assume panic is like the TV cliche where the character never looks forward, sounds louder then a jet engiine, breathes heavier then your neighbors wife, and can't stand up and run like a human.

    If we are basing this game off real life and gameplay, this mechanic fits neither on. This doesn't fit with real life fear (panic) and this isn't a gameplay mechanic that adds anything other then a big F you from the game when it kills you off.

    4. Adding this means rebalance the clumsy trait.

    When this change occurs the clumsy trait is going to be a death sentence worth +2.

    Your guy not only risks tripping, but he is going to be loud when moving around. Far from worth it. I can't say much for this, but adding 2 major downers to 1 trait and making it worth so little is problematic to me, and wrecks a trait that wasn't that bad.

    5. Can lead down a bad road in the future.

    Adding a gameplay mechanic like this is going to be a changer to the game and to the community and any future implementations. I saw a thread where since we have this mechanic coming they deemed it a good idea to make your character actually freeze up sometimes, or have your character run around in terror occasionally, if they are in panic.

    I am worried because adding more ideas like this, and taking more from the player is going to turn the games gameplay into something that will get old real fast, it won't be about how good you are just how lucky you got with the games coding.




    Overall. I probably will do anything in my power to disable the code for this next patch for my own play. And I am in full doubt anything I saw will change anything, they got the code in and animations no reason to waste it at this point. But all I can really say is they best change how panic works and make it something manageable to make tripping as in the players control as they can. Because I refuse to accept that the badass I spent an in game year creating has a chance of simply falling over and dieing is not my idea of good game design or fun, and I won't look at the game as fair, just annoying.
  9. Like
    Jela331 reacted to Johnny in Drayton (Rebuild) v1.0.2   
    Man, loving it... Working on a small fort in this apartment, I've burn't down another apartment complex, and I've tried to get into the cinema... Oh, not to mention I set off an alarm, and was noticed by several billion (At least) zombies.... Heh
  10. Like
    Jela331 got a reaction from MrZombifiedGamer in ApCom - HAM Radio's & Walkie Talkies [SP/MP]   
    It is planned in the next build.
  11. Like
    Jela331 got a reaction from Suomiboi in Community project: Radcliff [beta released] v0.2   
    Radcliff is part of Kentucky. It's south of Muldraugh, so yeah it will connect.
  12. Like
    Jela331 got a reaction from Suomiboi in Community project: Radcliff [beta released] v0.2   
    Oh, that looks absolutely amazing.
  13. Like
    Jela331 reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Your wish is my command (and blindcoder's who is awesome!!).
    http://pzmap.crash-override.net/?desc=Radcliff0dot2L0
  14. Like
    Jela331 got a reaction from dnk3912 in Drayton (Rebuild) v1.0.2   
    Rebuild
    Drayton
     
     
    After over a year, the map is done. I began working on it late February 2014 and worked a few months on it. I returned and started working on it again in January 2015 and now I finished it.
     

     
     
     
     
     
     
     
     
     
    Map Download: http://www.mediafire.com/download/h0b4s71dg6f2owm/Rebuild102.rar
    Also available on Steam Workshop (I recommend downloading it from there): http://steamcommunity.com/sharedfiles/filedetails/?id=500222958
     
    Credits:
    Jela331 - Well, for obvious reasons
    Suomiboi - Who gifted me PZ during the map development, who also taught me stuff about map making
    Thuztor - Taught me some stuff back in 2014 about the map tools
    Maklane - For his awesome school building
     
    First Look of the map(by Chris aka ManBearPig):
     

     
    Changelog:
     
    I hope you enjoy the map, and it would be great if you could report any bugs on this thread. Thanks.
  15. Like
    Jela331 got a reaction from Johnny in Who Has Been Bitten and Survived   
    I survived only one bite so far. In build 23 I think?
  16. Like
    Jela331 got a reaction from kaizokuroof in "Rebuild" announcement   
    Hello there!
    This is just an announcement of a map project I'm working on. It's called Rebuild.
     
    Set in the city of Drayton, you are a lone survivor. The zombies and the war have taken over the city. Everyone you knew is now dead. The city folks were trying to survive the apocalypse as long as they could. In Drayton, you will find a lot of blown up buildings, burnt buildings, abandoned forts, barricaded buildings, nature taking over the city. The main objective is to clear the city and try to rebuild it.
     
     
     
     
     
     
     
     
     
    I'll make a thread when it's finished.
  17. Like
    Jela331 reacted to Body Builder in Drayton (Rebuild) v1.0.2   
    Thank you for this exceptional work, guys!
    Really, the map is fantastic, thanks again for your great contribute.
     
    -
    Stephen
     

  18. Like
    Jela331 got a reaction from kaizokuroof in Delete me   
    You don't need to make a veg map, just make it black and the vegetation by hand in Tilezed. Much easier in my opinion.
  19. Like
    Jela331 got a reaction from Jack Bower in Hats   
    PZ should become F2P and use ingame hats as the only income.
  20. Like
    Jela331 reacted to Jab in Hats   
    If this gains enough steam, I may end up making a mod for this myself.
     
    Seeing how hair is easily implemented under the 3D model "HeadNub" structure using the "Head" bone, It wouldn't take much to implement a hat system. 
     

     
    It would really diversify the zombies AND the players, and role-playing would be interesting. 
     

    (From D1rtbag's topic) http://theindiestone.com/forums/index.php/topic/13758-3d-models-for-futur-mods/
  21. Like
  22. Like
    Jela331 got a reaction from Suomiboi in Drayton (Rebuild) v1.0.2   
    By the way people. If you can't survive in Drayton, you're nowhere near ready for Louiseville.
  23. Like
    Jela331 reacted to kaizokuroof in Delete me   
    Delete me
  24. Like
    Jela331 got a reaction from MrZombifiedGamer in What's your most antipated feature for PZ?   
    Dragons
  25. Like
    Jela331 reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Heyheyhey and Happy Mondoid from me to all you folks! 
    As Arnie says it above, I'm back! Slower than ever!! Meaning I'll be working on the project full steam, but I won't be as fast as before, as I'm trying to maintain a life.
     
    However, that doesn't mean there hasn't been any progress. There has. Lots. How lots you axe? Very lots! 8 cells, and a couple of hundred buildings (amounting to a total of 638!! more accurate, updated list in the OP). So altogether I now have a 4x5 map finished!!
     
    And as I've been away for so long, I just decided that you deserve to get the playable beta of the map.
     
    Without further ado, here it is:
     
    DOWNLOAD

    Also I've finished drawing the maps for 5 additional cells south of the current area as well as 6 cells to the east. So I'm probably going to finish those before giving you the next release. By then the map will be 5x6 or 30 cells.
     
    Lastly since my new borrowed lap top is a potato, I can't give you the whole progress map. It takes too long to load the map with the tools so I can't get proper pictures without taking a year doing so. Instead I've contacted blindcoder and hopefully I can upload it to his very awesome map project site!
     
    But I'm not going to leave you without any pictures! Here are some locations that I think are interesting in the newly added areas:
     
     
    As before, I've updated the OP with the completed cells, buildings as well as the new download link to v0.2.
     
    A happy Easter Mondoid for all!!  Eat eggs and so forth!
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