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Found 7 results

  1. Right now we Project Zomboid players can only spawn in Rosewood, Riverside, West Point and Muldraugh which is just 4 towns. But what if we could also spawn in Fallas Lake, March Ridge, Doe Valley, etc. which could even include the infamous Louisville? I think it'd be nice to have more of a variety on where your survivor could start out. I mean we has players would still have to fight for our lives against the undead and travel far if we wanted to go anywhere else. We'd just start off in more places which we may find even better than the spawn towns for whatever reasons.
  2. I think it'd be really helpful if the markings you've map on the full size map also appeared on the minimap/radar in the lower right hand corner of the screen. That way you could see if you were getting close to important spots you've marked without having to open the full size map which would be more convenient and safe for the player. For example if you mark your house on the map when you're at it and run around trying to make your way back you could see if you're getting closer to it just by looking for the marking on the minimap.
  3. I've always wondered what you could find below the secret military base near Rosewood, and here are my suggestions for that ! Additionally I have added some suggestions pertaining to the military radio transmission and its mysterious coordinates, although I know the area it pertains to has not yet been added to the game. These suggestions are written kind of like a wiki article because I'm more confortable writing them that way. Locations : The lab : Situated under the Rosewood secret military base, the lab is a massive underground installation, presumably set up and operated by the US government. While its original purpose is unknown, it was clearly converted into researching the Knox infection. To enter the lab, one needs an Access Keycard, which is only dropped by zombie scientist, zombie commandos, or zombie agents, and use it on one of the secret base's elevators, either before power is cut out, or having repaired and refueled the base's generators. Be very careful about heading down before amenities are cut out, as you might get trapped underground in the lab if power is cut but you have not restored the generators ! The lab is separated into 3 distinct areas, each a different floor. The first floor, which you arrive in upon taking the elevator, is the administration area. It is filled with a variety of offices and regular zombies, with a small chance to spawn scientists, agent and military zombies. Notable places there are the locked guard post at the entrance, containing an arms locker and serving as a spawn location for agent and military zombies, as well as the director's office, which always has a X-12 canister on the desk, as well as a pistol and some ammo in the desk. The second floor is the research area, accessible through a different elevator and once again requiring an Access Keycard and working power to activate. This floor is filled with scientist and agent zombies, and contains a wide variety of labs, cells and pens. The labs usually have dissected bodies or still 'alive' zombies attached to examination tables, with various machinery strewn about them. The cells usually house a single zombie, either attached to the bed or roaming around. Those roaming are all scientist, agent or military zombies, implying that they were members of the staff presumed to be infected and kept in quarantine, and who turned after the facility was overrun. This floor has several locations of interest. The first one is a large research room, which can spawn a variety of medical supplies as well as canisters of X-12, and contains signs of a gunfight, with multiple bodies, including bodies of commandos, and can spawn zombie commandos. The next one is a fortified and locked medical storage area, whose shelves contain obscene amounts of medical supplies and can contain some canisters of X-12. The last one is the armory and checkpoint leading to the elevator to the third floor. Several arms lockers are contained there, as well as a handful of X-12 canisters. It is a spawn point for military zombies. Going down the utilitarian, almost industrial elevator leads to the third and final floor, the great pen. The upper level of that floor is a series of catwalk roamed by military and agent zombies, as well as several bodies of the same people. Below is a level packed with hundreds of zombies in a single massive horde, presumably the reservoir of test subjects for the facility. There are several cages and cranes on the catwalks indicating that the soldiers were tasked with grabbing infected, caging them and then getting them to the upper floors for research. It is possible to go down into the great pen via several ladders lining the walls, although it is not recommended to do so. It should be noted that in terms of respawn mechanics, zombies will crawl out of air vents throughout the facility, slowly repopulating it with zombies. This can be stopped by killing all zombies in the great pen. The extraction point : At the coordinates Lat 37.892809 Long -85.974709, Chaffee Avenue, Fort Knox, a group of dead and zombie commandos can be found, alongside a pile of regular bodies and a crashed black hawk helicopter. Near one of the bodies is a Biohazard Container, containing several canisters of X-12 and the Unknown Sample. New Items : X-12 Canister : The (it's not a real one, read on, I know it's a no red item for the devs) 'cure' the government developed to the zombie virus. In truth, X-12 is a highly experimental bio/chemical weapon. X-12 canisters are throwable weapons. When used, X-12 canisters release a relatively small cloud that lingers for an in game hour. Whenever a zombie passes through that cloud it will take massive damage and quickly die. However, the weapon is flawed, and any given zombie has a 20% chance to take no damage and only be knocked on the ground for the duration of the cloud, feigning death, and getting back up once the cloud has dispersed. Any players/survivors passing through the cloud will be killed in very short order unless they are wearing hazmat gear. Zombies wearing hazmat gear will be unaffected as well. X-12 can be used as a component in a variety of throwables, with varying effects. If used in an aerosol bomb for example, the cloud will be much wider to account for the explosive dispersion, but last half as long. If used in a fire bomb it will cause the fire to become 'affected' by X-12, making it deal gigantic amounts of damage to zombies, but 40% of them will not receive any extra damage outside of the usual damage caused by fire. If used in a smoke maker, the cloud will linger for four hours instead of one, at the cost of a 30% zombie immunity to it. The main utility of X-12 is that it allows for the elimination of large groups of zombies with minimal collateral damage. Of course, that is counterbalanced by the rarity of X-12, its dangerous spawn locations, and the immunity chance zombies have. Unknown Sample : [REDACTED] Commando Body Armor : Commando body armor can only be found on dead or zombified commandos. It covers the upper and lower torso, as well as both legs and arms, and gives : Insulation : 0.9 Wind resistance : 0.6 Bite defence : 50 Scratch defense : 75 Bullet Defense : 150 It cannot be repaired with tailoring. New Zombies : Zombie scientists : zombies scientists are normal zombies wearing a scientist labcoat or, more rarely, a hazmat suit. They have a low percentage chance to drop an Access Keycard, or some medical supplies when killed. They have a small chance to spawn in various medical facilities and near ambulances outside of the lab. Zombie agents : zombie agents seemed to have served some kind of special government agency in life. They wear a formal suit and tie, sometimes with sunglasses, and can carry pistols in their holsters. When killed they have a low percentage chance to drop an Access Keycard, or some ammo. They have a small chance to spawn at police stations and government facilities outside of the lab. Zombie commandos : zombie commandos appear to have been part of an elite force sent to retrieve something from the secret lab. All zombie commandos wear Commando Body Armor, making them impressively resilient to guns, albeit not so much for melee weapons. They also have a high chance to be carrying an Access Keycard, an M16 and an M9, with their respective ammo, plus some medical supplies. If runners are enabled, zombie commandos are always runners.
  4. There should be a small family owned amusement park called spiffoland. Maybe franchised to the fast food place. Also spiffo mascot suits. That is all.
  5. As I've been spending more time listening to the radio in the current IWBUMS, I've noticed that a lot of stuff happened near Louiseville; stuff that SHOULD appear on said map once it's added. If you kept listening to the LBMW and Knox talk, you know that the military had one big perimeter base near Louiseville, which served as refugee camp as well as an evacuation point. This is where General McScrotum was, which eventually ended up being overrun by Zed, and the military pulled out. I think that these places should appear on the map, and often contain loot that cannot be found anywhere else. I know that Military Aid is up there at the BIG NO! list, but these places should show up just because they're now canon, and we don't expect for the military to be armed with just pistols and hunting rifles. It should be one of the very few places where one may be able to find military-grade stuff, be it assault rifles, grenades (the Pipe Bomb is pretty much a grenade, so why not?), US COMM HAM Radios, Army Walkie-Talkie, Military Backpacks, stashes of medicine, MRE Rations, etc. And by the time vehicles are added, we could even find Army Jeeps (The good ol' and mighty Willy M151, with its great reliability, decent speed and low fuel consumption.) and maybe Military Ambulances (as the place was, after all, a medical station to threat the sick and wounded). In fact, I even have a pretty solid image of this place in my mind.... Surrounded by a pre-built concrete wall topped by barbed wire, with a few blockades with maybe a guard tower on the road leading to it, half a dozen of army-green trailers (some barracks, one COMM station, one Medical Station, a few armories and one Command Center) surrounded by tarp tents, some big like open-air medical stations, with beds, IV stands and cardiac monitors (bonus if many are full of bloodstains, covered in quarantine yellow tape and with corpses strewn around), and some small and containing bunk beds and the like. And of course, carnage; the whole place would be strewn with corpses, specially near the barricades and medical stations, bloodstains covering the walls and evidence of gunfire and explosions. Also, a Heli-Pad with a destroyed army helicopter on it would be a nice touch (to show that no Evac is coming). Of course, such a loot-filled place would become a more obvious target to survivors than the GIGA Mart and Cortman Medical. So, in order to make things balanced, this place would come with the deadliest contraption ever seen; an always-active military grade siren (think of an air raid alarm) that would go off whenever someone entered the camp. It would NOT STOP after a while unlike house alarms, and it would have a radius far bigger, dragging Zed from even more faraway places. There would be also no way to disable it, and it would keep working even after power fails. It would only turn itself off after a while since the survivors left the place. This would make the place a sort of ''Loot and run'' place. Grab all you can, and get away before the Zeds the siren's drawing trap you with no escape. This would make the risk of going into such a place something that every survivor would think twice. Wadda ya guys think of this? I'd love to hear a Dev's opinion on such idea...
  6. Hello everyone! you may remember me a few years back posting some ideas, it was a pretty popular thread, well i'm back with new ideas. Here we go! Respectful constructive criticism is appreciated! New game mechanics and medical issues! They're big, they're bad, and they can either help you to a great base, or lead you into your ultimate demise. Here's some game mechanics that i think should be added, and why: Renaming weapons: Have you ever wanted a gun named after you? Well today is your lucky day! In this feature you'd be enabled to rename guns and melee weapons, but unless you put a note next to it in a container saying "I AM HEAVY WEAPONS GUY, AND THIS IS MY WEAPON", others won't see the name as its a personal name. Reduced accuracy during night: Typically, if you go outside in day with a gun, and shoot a target, you'll do well. If you go outside at midnight without any lights, and try to shoot a target, especially a moving one, you won't do very well. Chronic pains: Sometimes, if you break a bone, or lose a large piece of your body, e.g. your hand or arm, It may mess with your body, to a point where you'll get chronic pains. Today, surgeries are available to correct this, except for ghost pains, but in the zombie apocalypse, the only surgery you can get with great success is your disembowelment via zombies. They sure love them intestines! Bone breaks that pierce the skin: Generally, this happens when the bone is entirely broken and the bone is moved out of place, and goes into the skin. If its sharp, it cuts it open, and causes incredible agony. Readable newspapers and pre-made journals: Although the devs won't add a starting time before the apocalypse, or while its happening, (at least not yet, they're full of surprises) this doesn't mean there's no backstory, or can't be! In order to help this, there should be readable newspapers and pre-made journals by other survivors, which can be taken from NPCs and their bases, or zombies you've killed. This would go very well with the new TV and Radio stations they're putting in soon, and NPCs could talk about it too! Weapons causing impaired turning: If you're holding a large gun, or something like a sledgehammer, you're gonna turn slightly slower than you would without it. In this case, a lighter gun, like a pistol or SMG would mean faster turning, and a bigger gun, like a large rifle or machine gun (which i highly doubt would be added) Dislocations: If you carry a very heavy load, or move a joint in a way its not supposed to move, sometimes it'll pop out of place. This will cause some pretty nasty pain and will need to be popped back into place. There are some tricks to pop a joint back in, depending on where it is, But if you throw out your back or pop your hip out of place, well, just hope you're not in a horde of zombies, and the next guy that finds you won't kill you. Guns, guns, guns! Guns, oh guns, the lifeblood of video games. Here's some that would make a good addition to the game, in my opinion, and a reason why: Semi-Auto AR-15: Yes, maybe it could be counted as "overpowered", but its a simple AR-15, semi auto, heck, maybe even with 20 round mag, plus they're pretty common! I think it would be good to bring at least one assault rifle, low powered at least, to the game. Potato cannon/Squirt gun: Why not? When you run out of bullets and melee weapons, use water and plants! Different type rifles, most older style, like M14s or M24s: They'd give a better variety to the guns alone, and give a more realistic feeling to it, but i could imagine them being rare. SMGs, Typically, smaller/weaker ones, like an MP7 20 round or an MP5k: This will give a new weapon variety, next to the AR-15, and other assault rifles if they're added, that may or may not be more common, and although would have a faster firing rate, they'd have more recoil and less accuracy, and they're low powered, since they use 9mm, and some 45. ACP. I'll explain more spawns for these in the new locations in this thread, so keep reading! New weapon accessories: Foregrip: Reduces recoil and muzzle climb. Gives a more solid grip on the weapon. Can be broken if using a plastic foregrip while panicked. Tactical Flashlight: Pretty self explanatory. Heavy barrel: A heavier variant of your current barrel, depending on the weapon. Reduces muzzle climb and improves overall accuracy. Retractable stock: Reduces carry weight and improves mobility. can increase or reduce recoil depending on skill with guns. Ergonomic grip: Reduces recoil. Increased comfort while using gun. Lighted sights: increased accuracy during night. Perhaps someone can mod in things like suppressors and what not if they haven't already, although the devs won't add it, it'd still be a great addition imo. New locations! Fort Knox: Yes i know this sounds a bit far-fetched, but i looked at muldraugh on google earth to compare it to the in game version, and i noticed, fort knox is right there (yes, i didn't know where it was, but i knew it was in kentucky), So it could be implemented in the game as a major military location, and yes, they're all dead. A military base, big or small, square or round: No zombie apocalypse is complete without a lootable military base. This, and Ft. knox, could be the house to a wide variety of weapons, including assault rifles, battle rifles, sniper rifles, SMGs, ect. And yes, they'd be a hotspot for hordes since generally when a zombie apocalypse happens, people are gonna run to the military for protection, which in this case, ultimately failed. Butcher's shops: A major place for all sorts of meats, with the exception of restaurants having them, but restaurants are overrated these days. When i was playing PZ once, we survived off of meat for five days! no, not really, but still, a butchery. Factories: Do you ever go to a warehouse and think "I wonder who put that there..." .....no? just me? Well, here's the solution: Factories! Although there wouldn't be many of them, a few would do a lot of good, and be a good place for finding, well, whatever they once produced or manufactured. Maybe a gun factory, to give parts for guns? *hint hint* Different types of animals, for when they're added. Here's some ideas: Horses: Tamed and/or tamable, they're a great method of transportation, but can be kinda loud, and can panic and run away, get sick, and all that bad stuff. Plus, you may want to ensure yours isn't eaten by a horde near a destroyed tank, which you'll have to crawl into to survive. oh i'm clever at references Dogs, but more in depth, different breeds and their unique skills: Some dog breeds have their own skills, most into which they were bred for. Lets talk about some of those: Golden retrievers: Well, its in their name. They find animals, and bring them to you. They're also great fetch players! German Sheppards and Pitbulls: Strong and loyal, these dogs will always win the fight! ... providing its a 1v1 situation. Chihuahuas: Great lapdogs! They're very nice and comforting, and can help if you're in pain or panicked/stressed, or just bored, you can play with them! But they don't fight too well, but they can bark as a warning of intruders, like all the other dogs, but still! Coyotes: I know this isn't a "Dog" technically, but it sort of is. These guys can be found somewhat deep into the woods, and tend to come in packs, but this is uncommon due to hunting and now the zombie threat. They can tend a pretty big threat anyways, as wolves can easily run you down and maul you, and can give you rabies if you survive. But maybe not... who knows? Now for other animals: Bears: Typically alone, and live deeeeeeep in the woods, they're incredibly strong and pretty fast, and unless you play dead, the probability of surviving is practically zero. But they're pretty big, so you would probably kill them before they kill you... hopefully. Snakes: They live in the woods, and some in the suburbs, and can be deadly, or just an annoyance. There are all types of snakes, and some can be poisonous, but they make some good eatin! The rest i would recommend would already be added, like deer and other such hunting animals, or don't live in that part of the country, so. Next: Zombies. Now you may be thinking "But aaaaxeeeellll, they won't put in any different zombies except for crawlers!" Yep, i know that, but they never said anything on where they can be! What i'd like to talk about today is where they can be, and how it can affect you, the survivor. Now, generally, you can find zombies in houses locked in a place like a bathroom or bedroom, and typically, when you don't see anything, you go in. But, what if they weren't just standing around? I think it would be a good idea to allow zombies to spawn, or be put into things like Dressers and showers, or stuffed in a fairly large cabinet or crate, and under the furniture, especially. Now although this used to be a feature, but seemed a bit of an annoyance to be mauled by an opponent you can't see, so my plan to resolve this, is have them be more visible, and have an option to look under furniture, or reinstate the option to move them. Generally, zombies are sloppy creatures, they don't have the intelligence to hide well or camo themselves, so the best they can do to hide under a bed is lay down however they may be, and chill out there for awhile. In turn, you can probably see an arm or a leg sticking out from under the bed, which is a telltale sign that you're not alone here. So, next time you loot a house and think you might spend the night, look under the beds and couches, they might be waiting for you. And now, our second to last topic for this post. In this, i'd like to talk about realism, even more in depth. Although i'd put up an argument saying that guns and ammo are incredibly common, ect, that would get rid of the challenge quite a bit. so, instead, we're gonna talk about your character. You're character is a survivor, one of the last humans possibly on earth, but what happens if hes not really what he seems? I think it would be a good idea to add different mental disorders, like Paranoia or OCD, which can affect your mood. This can add a ton more realism to the players and NPCs alike, and forge even better personalities for the characters. And for the last suggestion, NPC traits and what not Now, when i say traits, you may think like the traits you pick when you make a new character. Now, partially, yes, but not only that, but some jobs and current occupations and what not. Here's some: The Vet (animal vet, that is): Although he can't help people too much in first aid, he specializes in treating animals, like horses,dogs, cats, ect. The Convict: When the apocalypse started, everything went to hell pretty quickly, and in the midst of this, he/she was able to escape his confinement, and go out to this new, hellish world. But what was he convicted of, and how will it affect your group? Was he a murderer, a thief, or worse...? Now to explain further as requested, There would be a specific set of the criminals most likely, and they'd have their own trait sets to follow, including the possibility of one or two unrelated skills. For example, Thieves would have lightfooted and other skills to help them remain undetected, while Murderers would have slightly more strength and speed, but aren't very mentally stable. And yes, there's going to be all the other ones, like the ex-military, the doctor, the cop, the firefighter, the construction worker, ect. Plus, with the NPCs would come with a moral system, based on leadership and current situations, and if moral gets too low, or you just have a bad mix of survivors, well, just hope things don't go too badly, and keep your pistol with you. Loaded. Well, that's about it for now, i'll probably update this or post another suggestion thread if i get some better ideas, and i hope these would be taken in consideration by the devs, these are things i'd love to see in the game! And yes, i know NPCs and animals and what not are already being added. Again, respectful, constructive criticism is appreciated. Tell me what you guys think and what you'd like to see the comments. Have a good day/night/apocalypse everyone!
  7. Life outside of the town is a little boring. I'd like to suggest some locations that could make outer lands worth visiting. A little randomness could add some replayability and unpredictability, even some quests. 1. Random car crashes and abandoned cars (including trailer-houses, police cars and ambulances). Those could provide players with some food, water, ammo, batteries, fuel, meds. Empty roads are so unnatural. 2. Random springs in the forest. I beieve there should be more water sources than just 1 well in 1 farm. Those water sources could emit some flowing water sound (to make them findable) and could serve as attractive locations for a settler. 3. Random "survivalist" stashes. I am sure every town has at least a couple of survivalist geeks who stash MREs, ammo, meds, water, weapons, etc. Important: the game could havefer players some hints. For example, when looting a house, player could find a note, a piece of map. Using that information, a player could find some really good items and scarce resources.
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