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Sieben

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Everything posted by Sieben

  1. I think too, that an elevator is only a deathtrap in a zombie apokalypse. Otherwise it would be funny if they're full functional also the escalators (zombies try walking down a upper moving escalator). But not really a must have. Staircases are much safer.
  2. As long it's not the "Don't bother me, I'm busy right now"-Position (sketchfigure on the far right)
  3. I'll check this out. Thanks!
  4. Best of the best! The sickle looks really cool
  5. Die Anbohrung des Brettes verhindert eigentlich nur, dass einem das Drehholz dauernd wegrutscht und die Reibung auf eine Stelle fixiert wird. Zumindest stelle ich mir das so vor. Hab es selber noch nie versucht, da ich Feuerzeuge einfach praktischer finde Eventuell kommt der Name "Knotted" demnach vom Zweck und nicht von der Form. verknotet - verästelt - verdreht - angebohrt (Bohrer dreht sich ja auch) - zum drehen gemacht. Edit: Würde es also "Drehbrett" nennen
  6. I like to see that too . The only problem I've with it that there is no concept in the city/ buildings. It's like there is one canvas and 10+ artists and all are free to paint their impressions on it . RingoD made a great job to sort and place the buildings . Suomiboi made a better decision and said he want this and this kind of building in this style for his community map "Radcliff" Anyway, as integration in the vanilla map or as selectable seperate working map it doesn't matter, it should be definitly part of the game
  7. Cool, dass ihr euch die Mühe macht! Bin aber der Meinung, dass es Verbände und nicht Bandagen heißt
  8. Hey everyone calm down . We're talking about holes in earth and things filled with sand not about religion or politic, so don't fight each other Let's combine two things. Dig a hole and put the earth in bags
  9. Hmm, how about improvised sandbags (fill pillows or other clothes with sand). With less "health" .
  10. Maybe some links to the discussions will be helpful.
  11. I love the backyard alleys in the first picture . I prefer the Zapocalypse in a city, because it looks cooler
  12. Current State: "This is how I die" Some orthography picture from the 5th floor at 12% zoom: Even if I must draw more rooms (and color them; to much have the white color) there is definitly a progress at my work: I finished 19 public toilets 8 lockers for the players plus showers and toilets 1 conference room the field with perimeter advertising the tribunes 2 equipment rooms 2 relaxing rooms 1 laundry 1 gym room 2 fastfood shops plus kitchens and storages 3 staff toilets *New* 1 room for the groundsman *New* 1 securityroom plus capturing camp? for hooligans (or missing childs ) *New* 3 fan shops + storages *New* 6 ticket sales places Also without memory leak (thanks EasyPickins!) it's much better to work
  13. Some of these happens in reallife too : Darwin Awards
  14. Because of use to many pictures in one thread! (and smilies ) Part 2: How to recreate my military tents - Some "shadows". We'll take for them the grime in overlay_grime_floor_01 set as "Funiture" Step 2: Presets Because we are really getting bored after setting tile for tile in the BuildingEditor, let's create some presets (it's also better for the overview)! - I'll create in the next step a 6x9 room so let us create two preset with the tarpauline. We need just west and north. For each wall length drag and drop the tarpauline tile in the fields. 6x west and 6x north, set as "WallOverlay" and then 9x west and 9x north, set as "WallOverlay" - So we need also the floor grime (the light version, because they'll stack) 6 in a row for each direction (W,N,E,S) and (don't give up!) 9 in a row for each direction. - Now that we have lost the last of our sanity let's create one more preset with floor grime: a 4x4 size with the grime corners (just west) pointing to the center. Note: If you should use some tiles more than once then it could be helpfull to make presets with a row length of 1, 2, 3, 4, 5 and 10. 6-9 or 10+ rows can be combined with the created presets. Not only usefull for overlays, you can also create presets for funiture too, like a table with chairs for example. Step 3: Creating 1 room Create 1 room with the chosen interior wall and floor (if you want some; I'll make a pavilion styled one, which takes over the ground from the map it placed on). Like I mentioned it in "Step 2" my tent has a size of 6x9 tiles. Also change the exterior wall to your favorite wall. Step 4: WallOverlay and WallFuniture WallOverlays are stackable two times. The second overlay "buries" the first one. On my military tents I used an old technique. This tutorial one is a bit complicate but has "more" details. In my older version I used only WallOverlays, but there is a limit of two overlays. Adding a third overlay makes the first one vanish. So I used less tent poles in the tents. With a combination of WallOverlay and WallFuniture you can bypass the limit, but there are rules!!! WallFuniture always dominate WallOverlay because WallOverlay just change the wall and Wallfuniture is an "object" (like a clock) at the wall. So it doesn't matter how often you change the wall, the object will be visible. We can work with this! - Because I want the tent poles only seen from inside (the exeption is the bottom), place outside the corners with the "WallOverlay" - Now I'm placing the tarpauline-presets at the exterior wall. You'll see that the corners vanish except the bottom thanks to the fancy look of the tarpauline - Place also the tarpauline-presets at the interior wall. If we would now place at the upper corner a corner with "WallOverlay" one tile would vanish (based on which tarpauline you set earlier at first, because there is no cornertile for this and two overlays are used to create the corner) - So place in the interior the corners with "WallFuniture" - At last at the outside place the tarpaulin "endings" twice (west and north) until the Corner will be covered by them. - For more "realism" let's place two corners as "Funiture" at the center of the tent, because the roof would be sag... if not. Step 5: Second Floor Add a second floor for the roof by pressing the "1/1 Floor"-button in the workbar, then the (+)-symbol and OK-it. Place the roof until the lower room is covered Step 6: "Shadowing" If we look at our tent at this time we see the 1st floor looks really cool but the second looks... hmm let's say it looks "sterile". We can make it looks better but not perfectly. If you go with this stage of building then it's OK but remain here and read further - Let's place the 6 row-preset and the 9 row-preset at the borders of the roof. Hmm, so finished! Have Fun! NO WAIT! If we change the floors there are two tent poles in the center, wouldn't it be better if you can see at the roof that they exist even without entering the tent?! - Let's place the 4x4 grime-preset on each position, where the upper part of the "tent poles" would be. Better... for me Step 6: Other things - Finally we need a entrance. Because a real door doesn't seem right here, just take the doorframe without a door (choose "NONE" at doors). If we now placing the doorframe we'll notice that the real wall is replaced but the overlay remains. Nice a "Curtain"-door! - You can also place windows at your tent. Sadly these are realwindows (with glass), so you can break them. Note: Because there is no door a survivor can just went through the overlay but can't look inside. Same the Window, can't see through but if opened he can climb through. Also that this tent is a room there is a chance that the alarm turns on if entering. Z's can also go through the entrances . So be warned until the survivor won't build a door at the entrance these tents are not save. I like them How to make funny things with: WallOverlays -> Window Shutters Step 4: Create a preset Create a preset with the garage gate in the length of your drawn wall. Set is at WallOverlay. Step 5: Merge them Place the "window shutters" at your glass wall. Finished Closed Version Just the closed version of the garage gate as preset and set as Wall. Nothing special, need no image (Heading west and north if you staying inside in front of the door) Open Version Just a glass wall with a door. Nothing special, need no image because you've just drawn it a little while ago Closed Version Step 1:What we need A wall and shutters . No I should say "shutters and a wall... and a door". Use tiles: the wall from walls_commercial_01 and this time the garage gate (closed) walls_garage 02. Use a door you like, I'll take the black bordered glass door from fixtures_doors_01. Step 2: Create presets We need this time three presets: 1. The closed version of the garage gate (mine has a length of 7 tiles like before) set as Wall. 2. A glass wall preset with a door frame in it. Don't worry you can just add 3 wall tiles, 1 door frame and again 3 wall tiles in your preset. Set this as WallOverlay 3. A door preset. Just the door . Set it as WallOverlay. Why? Because if you place a real door instead of the fake one, there will be a missing tile in the garage gate. Step 3: Place garage gate Place it. Step 4: Merge them Place the glass wall overlay at the garage wall and then place the door overlay where the door frame is. Finished The end... for now
  15. I've landed here because of robbaz. He played once the storymode and I were interested. Later he started to play the sandbox-version, I had to buy this game and became a junkie .
  16. If you use your map in Last Stand then there will Z spawning by script not by the spawn map. If not: Have you tried play Sandox and set the Z-population down to "None" Edit: If the island is helgoland then they are for sure zombietourists
  17. Sieben

    Round garden

    All buildings looks great! The garaged kiosk is a good idea
  18. @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
  19. Hmm, I fixed the stairbug in this building since Ringo mentioned it in my thread. Maybe he's using the old one instead of the newer. I'll look up for it . There exist a wall texture of an elevator, but you can't go through or open it (there is a trick that would allow you to pass through the wall/door and you'll fall). I used these kind of doors, because the survivor has a chance to see if the elevator is on the current floor. If there will be some working elevator doors in future times, I'll add these. If you're intrested how I made the elevator look here: http://theindiestone.com/forums/index.php/topic/7520-siebens-little-how-to-i-made-some-stuff-for-buildings/#entry98916 Edit: He's using my old unfixed version of this building
  20. Hmm, maybe you use an old tileset in your editor. Make sure you have the latest from here: http://theindiestone.com/forums/index.php/topic/4674-map-tools/page-10#entry90598
  21. Interesting suggestion Here in germany all we want are uncensored games and now someone suggest a "noblood"-option. I'm for it! Anyway, I suggest less "bloodgeyser" after crushing a Z's skull! It reminds me at a "tail comparative": "I'd (my Z) sprayed further!"
  22. Furnishing can be so boring . I wish you luck and don't give up after the 100th apartment
  23. I think he'll build the concept of his city first and add his selfmade stuff later
  24. I've tested 18 floors in editor, but with fully furnished rooms, this could be hard for playing stable. I've some stability problems currently with my soccer/football stadion and it has only 6 floors (but has a current working size of 200x200) , is not fully furnished and not really optimized (I think the lag comes from using a single pre-drawn placeholder room and it's kind of huge for each floor). The lag also appears only if I want to place funriture. If I advanced further, I can tell more How it is in the game self I don't know. Maybe someone should test it
  25. Sieben

    Dreadwood

    No Problem! Some things go first
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