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  1. killerline

    Dimmsdale

    Dimmsdale ================================================= PROJECT SHUTDOWN! Sorry but this would take too long time to make with this few staff (me and friend here) and it just happened that me and my friend isn't friends anymore. Sorry and thanks for all the votes and replies
  2. Hi community, Random map generator for Project zomboid is only thing (with NPC's) that i would love to see added in game. It gets a little boring when you know whole map and you lose great experience when you first start a game and a first time you play on map. I would love option n singleplayer that you will be able to choose if you want to play known map or play a different map every playthrough. i love exploring so i would love that option. Few days ago i also tweet to developers with question about randomly generated maps in game. They tweet me back that they probably won't add this but modding community perhaps can made this for people like me. So i'm aksing you community . Is it even possible to make something like this? And if it is, will ever be out? First for singleplayer because i'm sure that it'll be very hard to make this work for multiplayer. Thank you all for answers
  3. I want to get some help on recreating the GTA 5 Map that is inspired by Los Angeles, and surrounding areas. Since the layout and everything is already planned, we can have multiple people working on areas and combine our work. Anyone interested in creating this? Here is the map to base design on, you are able to zoom right down to street level. http://www.gta-modding.com/area/index.php?act=view&id=1235
  4. I want to make a make like whit an ambient from the movie I am Legend so only that you start you go to have water and electricity only if you desactivate , but the food will not be rotten :S so it detracts from its realism. I am working in this map like 7 or 9 hour in a week but i love to make it here some Pictures from the map I go to use some buildings from other creators Spoiler Trash Collection Inside New* Spoiler A abandoned House *Before *After Spoiler Abandoned Shop Spoiler Jail From DoctahWong's buildings *New Spoiler *Before Rich House Outside *After Rich House Inside Rich House inside 2 Spoiler Comertial Zone I will add more decoration to streets , and add more cities and a industrial zone whit the time and fix some bugs whit the buildings desing This Map is in BETA Changelog Spoiler Version 1.0 * Added a Jail From DoctahWong's buildings Version 1.1 *Added a Trash Collection whit a Abandoned compressing garbage machine *Added a public bathroom from Beastly Bean * Added Trafic light to the street * Added grass to buildings * Added a Old Park *Added Low Class home From DoctahWong's *Added Modern Villa from Mendonca *Added Car Wash More or Less Builded *Added More decoratives stuff for the street Version 1.2 *Added Tolls *Finished and added mechanic *Fixed Rich house roof and Normal house Roof and changed the wall *Removed some grass in the street *Added Abandoned Construction *Added Small Kiosk 2 From I cant find him :S
  5. Just one thought... Will we be seeing the map as it is (only flat) or will there be elevated areas? (like when going up a hill or down a road). I don't know if isometric would allow changes without glitches or making the game heavier to run :c But would be cool to see those differentiations in land :/ As i know (basic isometric technic drawing) for example, that if we elevate an area by a square, it would have to fit the other side by this square (same height) to achiev this kind of idea.
  6. First impression of Project Zomboid is very good. The somewhat sparse gameplay paired with deep, dynamic elements ensures that there's a lot of things for the player to do, and a lot of 'objectives' you can create for yourself. Right off the bat, though, I have one large source of annoyance in the game, and it is the system of vision and 'fog of war' as it is commonly called in RTS games (I know that PZ is not a RTS in the strictest sense but it is in a very similar style.) There needs to be a clear visual indicator to the player of what their character both CAN and CAN'T actively see, and what the character HAS or HAS NOT actively uncovered. There is something of a FoW system in place inside houses (you get a brief glimpse through the window, but much of the rest is blacked out) which works very well, but at present there is only two levels of visibility in the FoW system within buildings. 1) I cannot see (the interior appears black) and 2) I can see (the interior is perfectly lit). In addition, and the biggest issue, is that there is 'invisible' FoW for the EXTERIOR world. There is no indicator to the player that your character can't see behind them, or how limited your vision is when you're nearsighted or panicked. My suggestion is: Rework vision to a 3 tiered system. Tier 1: Black, can't see anything and have never been there. Just like the current system when you can't view a house. Any place that a character has not ever been would be blacked out to indicate to the player that they have no idea what could be in that area. Tier 2: Grey, can't see but have explored there before. This represents your character's memory in "realism terms." Any buildings, trees, fixtures, etc that the player had explored would still be on the screen, but the character isn't actively looking at them. This is a way to kind of avoid the "magically appearing zombies" that happen outside in broad daylight to nearsighted or panicked characters. Additionally, this would prevent a player's safehouse from becoming a pit of blackness at night, as the character would probably remember the basics of where his bed is or where the staircase was, without necessarily being able to see the horde of zombies pouring in the ground floor windows. Tier 3: Clear, I'm looking right at this. Give players a clear, but subtle shift in clarity to indicate the approximate extent of their vision. That way, the player can see a rough cone in front of them that constricts as their character panics, or as it becomes night time, or if they chose the nearsighted trait. Possible implications of this system: You might argue that this gives players "too much information" in terms of exploring, peeking into buildings and knowing how far away zombies will appear, but this actually carries some interesting ways for the devs to make the game more challenging. Currently, you can scroll around the map and see all kinds of building exteriors, and the veteran players will be able to place themselves very quickly in one of the two landscapes. Then, they'll know easily to head to the most valuable/defensible buildings on the map and proceed to set up shop. With the more dynamic exploration system, the devs could add a "town knowledge" aspect to the game. The character could know of a certain radius around their starting point (Their neighborhood) but nothing further-everything else would be Tier 1 Blacked Out until they go exploring. Combine that with the fact that often, you sneak up to a window and only see one cone-shaped swath of a house, only that portion would go down to Tier 2 Grey-players would have to circle and find different angles from which to case a potential looting spot to collect the full picture. Additionally, you could possibly add a trait of "lived here since birth" and "moved recently" (or something) that would expand the player's knowledge of the area or restrict them to basically just their own front yard at the start, putting them completely in the dark. Veteran players who want to prevent themselves from knowing exactly where they are could select "moved recently" and have a new exploration challenge with every game. One final possibility is that the devs could implement Area Maps (in tourist shops/information centers/hiking trails) that move a large area for the player from Tier 1 Black to Tier 2 Grey, allowing them to know the general lay of the land and plan out their explorations.
  7. Good Evening, After reading the article about the modding tools, i come up with the question if it is already possible to do some pre modding regarding new maps. Apart from the planing and design part, i read something about the surface definition via colors. Is there a limit of colors you can use for surface types? What about the road surface and the actual road tool within the editor, i paint the road onto the bitmap and can add or edit roads later? Can we import/export heightfields? What is the max size of the gameworld? or how many 300x300 tiles i can use? As the old tools are useless (are they really?) we can expect new Modding tools with RC3, any rough eta for the release or even some beta tests planned for the editor? For any information i would be thankfull. Greetings
  8. When you lose oneself use Map found in game or compass or gps maybe to find path to youre destination like dayz. This can be good think. This is my idea Cheers!!
  9. So with the much anticipated wait of West Point just around the corner, it can only be said we are all squealing with excitement of new places to hide, survive and ultimately stand off from the horde of our once friendly community! But looking at the world around the current map does beg the question... Where to next? Where would you like to see TIS take PZ next? A) North - Louisville - huge city with unimaginable amount of Zeds and loot potential B ) East - Depths of the wild - huge terrain heights possibility with 3D engine C) South - Knox County - military town would be good with quarantine story line and NPC army clearances. D) West - mix of wilderness, sparse building and fairly open layout. Choose your answers and why you would want to go there! Congrats on West Point TIS!
  10. Hello PZ-Community So as I understand we will get the Map-Editor pretty pretty soon (when WP gets released which will be very likely in the next few days). I think the Community-created maps will be a very interesting and important aspect of the game, so what are your plans ? What are you going to create first ? Do you have big plans maybe a few could work on ? And for the Devs , do you plan to add something like a little tutorial to explain the basics for it( if its comlexe) ? My first project is probably my RL surrounding , which is near collonge in Germany. I would love to expand it as much as possible and connect it maybe with other community created maps , that are located in a germany. For the Challenge mode i want to add a map that is a PZ-version of the Call of Duty Zombie Map "Kino der Toten". And my last idea/plan would be a map with locations of the well-known Tv-Series "The Walking Dead". This are just some of my ideas, but i am very exited for the upcoming Community maps and would love to join group-map-projects Dont be shy , just tell any crazy idea is welcomed
  11. So the graphics for this game are awesome, and i've noticed there are a lot of graphics which must have taken a ton of time to make. I am making an Isometric game right now, and it is taking forever to hand-draw every single animation, and direction. Are there any programs or methods that are used to shorten this process?
  12. J08nY

    Basements

    So a simple suggestion here. What about basements in some houses? I have never seen one in game(so I assume they are not in the game). I dont know how common basements are in America. But here every house and even apertment building has basements (for every flat). A basement would be a good place to find many things, not usually found inside the house. So like hammers, nails, planks. Things not usually used in daily life. So this is a map suggestion.
  13. sry if there is some topic like that. Would be nice to see a mod which will add in-game map and if possible map which will track ur current position.
  14. I think this idea should be at least tried, because with different maps all the time it makes the experience different every time! ((like "Minecraft" and "the dead linger"))
  15. Please post here for map specific bugs like invisible walls, glitches, pathing problems, etc. Thanks everyone! Try to post screenshots in spoilers or videos whenever possible.
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