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Found 114 results

  1. You wake up in the West Point suburban area and discover you are in the mid of a zombie apocalypse. Will you be able to survive the horde of zombies that infest this place? This map mod expands the suburbs area just outside West Point with a few interesting buildings and locations to visit and loot, it has been created with the main goal of providing the player a new place to explore and survive, with a few safe buildings in which to set up a safehouse that is not too far away from WP city center, but also not too overpowered to give the player too much of an advantage, aswell as a huge apartments complex infested by zombies, that can supply the player with lots of usefull resources. Note: This map has been tested on the IWBUMS build 41.36, and is intended to be used with a low population multiplier. (0.1 > moderate amount) (1.0 > infested by zeds) The map replaces the cells 41x23 and 41x24 and adds the followings buildings/locations: A car worskhop with plenty of space and storage to stack up loot and fornitures and 6 garages outside of it. An apartments complex that provides both a challenge and a good amount of loot. A corner store and a laundromat. A lake surrounded by a dense forest. Two wooden huts, one on the west side of the lake, and one north of it. A rural style service area near the lake. A farm south the lake protected by the forest around it. Screenshots: This is the first time for me using PZ map editor, there might be some screw ups here and there so feel free to report any error/problem with the map and i'll try to fix it as quicker as possible. Hope you enjoy my mod DOWNLOAD: Steam Workshop
  2. Seeing the Spanish translation of the game, I noticed that the file with the least translation is the movable one, so I decided to make this map, in which there is a preview of all these objects, or at least the ones that I can test. I hope this can help move the translations forward. https://drive.google.com/open?id=1mS8yFb9-EhNLbNDVkTSv-uP1wWMajUSq Enjoy! Note: The map is placed nort of Muldrauhg
  3. Better Journals In this current stage of the game there are only so many ways for our characters to express themselves, and I have found journaling to be one of the most rewarding aspects of the game, to fill a somewhat empty world (for now), with some life. But I think we could make it a lot nicer. As of now, each page is very small in terms of how much text you can put in it, while going beyond the word limit of the box requires you to scroll through said tiny box, which isn't very easy on the eyes. Moreover the aesthetic of the box is very simplistic. I know this is a personal gripe that comes down to personal taste, but looking at what the developers were capable with the great map UI (the way it opens a window with a textured page that you can pan your view through, with proper writing) I'd like to think that they understand what I'm getting at. My posting this was partly inspired by the journals of u/Special_Pickle_Buddy and u/CausticCafard on the r/ProjectZomboid subreddit, the latter of which really went above and beyond what a cool journal entry aesthetic can be. Images down below. Now I'm in no way suggesting that it needs to be up to the standard of Cafard's work, what he's done is some great digital artwork but its not the standardized journal type you'd imagine a game to have. Something to Skyrim's journals would be more appropriate I think. This is my (poor) attempt at depicting what it might look like. Its missing some options like page-turning, and isn't well formatted because I'm quite sloppy, and probably has numerous other issues. The options I would like to have in it in descending levels of priority (that is, what I prioritize, things that I would really like and look for) are: Multiple fonts (Cursive, print-esque handwritten, maybe block letters if you have a typewriter?) Different options for paper texture before you press the lock button (More wrinkled, different colors of paper within reason like yellow legal pads, lines, blank etc.) Big Leap of Inconsequentiality Drawing tool (Something like a brush, perhaps with varying levels of thickness starting from pencil-thin to something like a marker), I think this would be nice for the map too) Tools to add shapes and lines (If you're making a table for an inventory or diagram this would be handy) Stamps (Dates, symbols, CONFIDENTIAL, that sort of thing, maybe importable stamps?) Big big big leap in unimportance Image Importation? I would probably like to add zombie sketches to try and make a cool research journal. Hydrocraft had envelopes and manila folders. Maybe the ability to store pages in such folders as you can with keys in key rings. Could also use the letter opener in the vanilla game to be able to recover the folder for later use without ripping it open and ruining it. Final Addition: I'd also really like those same previously mentioned shape & line tools for the maps themselves too, because I think you also might want to make a birds eye view of your base on the map.
  4. I recently started a new map mod for fun purposes, but it does not seem to load up for testing. I have made it by following every letter of this guide: I attach the console text, but I have really no idea what can be wrong. I tried to use it with the IWBUMS branch, which of course might be an issue but its only a map and i didn't mod any files that would interfere with gameplay. My other map mods from workshop work just fine so I guess it should not be the issue. Please help with what I have done wrong or if its a problem outside my control. I also upload my files maybe there can be an issue with names or something I have overlooked. Screenshot of the directories. console.txt mod.info map.info
  5. Found a piece of annotated map that is missing some information.
  6. DavidBlane

    New Big City

    Hello all. I collected most of the buildings from the site and decided to make a city out of it. Most of the buildings was remade, and their bugs (if they were there) was fixed. But not all. Still in the process... So i just want to know what u think about it. some random parts of map
  7. In the bar "The Drake" in Westpoint the second bar stool from the left is actually three stools at once, even the shadow is darker. I could not test this in v41 yet for lack of a saw, but in v40 the stools could in fact be disassembled three times.
  8. Hello, first of all, I am Legoland99 from the forums, creator of many custom buildings. I am planning on making a map, and need your help for that. I am wondering what kind of maps the community would like to see and play: a) A small City complete with suburbs, parks and such. A lot of undead. b) A wasteland type kind of environment with lots of burnt wreckages, half buried buildings, towns, bunkers, scarce resources and hordes of zombies. c) An overgrown game world after the apocalypse, with houses, buildings, gas stations, towns and other areas covered by greenery and ransacked. Scarce resources, high value areas with items such as nails, saws, car pieces or even guns. Car spawns are extremely rare and most of them are broken and require skills to repair them. Your chance to rebuilt society to an extent and make it yours. Most likely the c) map I would work on but I don't mind ideas, I can very well implement all of the maps into one, or compromise. Please share your ideas for buildings, areas and maps you would like to see.
  9. quite simply put, i found a light switch that should be part of a section of the living room, but instead its in the washroom, thus giving the washroom 2 light switches and a permanent light in the living room near the backdoor https://map.projectzomboid.com/?#0.718883258923851,0.2483100986760063,418.96425128510725
  10. Hello survivors, my name is Filip and last year I was working together with Neutz to make a large city map. We both had to stale due to me having exams and getting into university, and also breaking all of my facial bones on my right side and forgetting a month's worth of things. I am happy to announce that as of now I am thinking of starting a map, while using the over 300+ buildings that I have made in the last year, plus hundreds more to come. I don't know the basics of map making or what my map will be off, just know that it will contain both rural , hills, towns and some cities. Alongside that I will be adding things such as a monorail and other assets that I think will make some people happy when exploring cities ( no, the monorail won't be drivable, but you can climb on the tracks, jump through the emergency openings and maybe find some valuable, random loot to check and stay safe in the air from the hordes of zombies below. Stores will be gated, broken down cars, checkpoints, contained areas and much more will be available in the cities, while the rural areas will be either picked clean or swarming with the moving hordes of the undead. You will be able to find an airport that you can explore, bunkers, cabins deeply burrowed in the woods, burnt down suburbs, a factory sewer system and much more. It will take time, sure, but I will do my best to see it done. Any ideas are welcomed for this project and I will take them into account. If you want any poi's to be added, anything special included and so on I will try my best to do so. Waiting for your ideas and responses!
  11. Flanua

    Mansion, KY

    Created for the fresh game version 40.40 and 40.43. I aslo uploaded this mod on NEXUS here is the link: Download from Nexus I also attached this mod in this post. Mansion - On the outskirts of Kentucky, in the middle of a forest is located a huge mansion. This private property on its territory has a garage, steel fence, fresh air, storage unit and even greenhouse in case the fridge is almost empty. This is one of the nicest, safest and peaceful places you could ever find in the whole Kentucky! In case you ran out of supplies you could visit a convenience store, only several miles away! In game tutorial is great and by having that kind of a mansion it would be much easier for newbies to learn how stuff works in this game and safer from the start. P.S: Game engine doesn't like walls completely made from (glass) windows and because of that it will be a little tricky to use a greenhouse. P.S.S. To developers: I would be so glad and honored to see this mansion as a part of the game in the final game. Or at least as a challenge map. Or both. My intention was to build a vanilla mansion on the outskirts of Kentucky. Because many houses too close to the town. Many work and testing was done. Plus a cell aligned with adjacent cells. I will gladly share my source files to the developers if needed, just ask me by using my email address: flanua@gmail.com PZ Mansion KY.zip
  12. So... i get endless game loading while i try start game.... every time... Then I load game via bash and get this bash projectzomboid.sh 64-bit java detected Java HotSpot(TM) 64-Bit Server VM warning: ignoring option UseSplitVerifier; support was removed in 8.0 Setting breakpad minidump AppID = 108600 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198209803892 [API loaded no] Java HotSpot(TM) 64-Bit Server VM warning: You have loaded library /home/defective/.local/share/Steam/steamapps/common/ProjectZomboid/projectzomboid/linux64/libfmod.so.10.8 which might have disabled stack guard. The VM will try to fix the stack guard now. It's highly recommended that you fix the library with 'execstack -c <libfile>', or link it with '-z noexecstack'. java.io.EOFException at zombie.iso.IsoLot.readInt(IsoLot.java:70) at zombie.iso.IsoMetaGrid$MetaGridLoaderThread.loadCell(IsoMetaGrid.java:1202) at zombie.iso.IsoMetaGrid$MetaGridLoaderThread.runInner(IsoMetaGrid.java:1155) at zombie.iso.IsoMetaGrid$MetaGridLoaderThread.run(IsoMetaGrid.java:1146) p.s. i try run execstack bur it not installed and pacman don't find it in repository PC spec: ██████████████████ ████████ OS: Manjaro 18.0.0 Illyria ██████████████████ ████████ Kernel: x86_64 Linux 4.19.1-1-MANJARO ██████████████████ ████████ Uptime: 2h 7m ████████ ████████ Packages: 1296 ████████ ████████ ████████ Shell: bash ████████ ████████ ████████ Resolution: 1600x900 ████████ ████████ ████████ DE: KDE 5.52.0 / Plasma 5.14.3 ████████ ████████ ████████ WM: KWin ████████ ████████ ████████ WM Theme: Breeze High Contrast ████████ ████████ ████████ GTK Theme: Breeze-Dark [GTK2/3] ████████ ████████ ████████ Icon Theme: Adwaita ████████ ████████ ████████ Font: Noto Sans Regular ████████ ████████ ████████ CPU: Intel Pentium 4 3.00GHz @ 2x 3GHz GPU: GeForce GT 610 RAM: 1488MiB / 3252MiB
  13. As I complete more and more of my map, I've noticed that zombie spawn density is the opposite of what I'd like it to be in some areas. - Homes are about right with at most 1 zombie per 200sqft (ie, 1600sqft house has about 6-8 zeds inside) - Small gas stations have maybe 0-3 inside - Fast food places have maybe 1-4 inside My issue is with Large buildings/stores having ZERO zombies inside... I've got displays, shelves, mannequins, checkout stands, light switches, bathrooms, etc... placed in the store, so it's not like an empty warehouse... and despite being within the ZombieSpawnMap image, absolutely no zombies spawn inside. So I'm wondering, is there a particular type of object, or something I can place to increase the zombie density of certain buildings ? Lets say I wanted to create a huge 12 theater cinema just jam packed with zombies.... is that possible ? Seems like such a waste to create large empty structures, where in most zombie situations they tend to congregate inside large structures like shopping centers, and such... I did notice that a Prison building I made is just stuffed with Zombie spawn.... And the only real difference between this building and lets say a Walmart store, is that the Prison has a extreme number of rooms in relation to its footprint... Does number of rooms in a building affect spawn density ? Just thought I'd throw that question out there, as I continue to mess around with different combinations.
  14. Contrary to the inventory and loot windows, the map window (when you read a map) cannot be resized. this is really annoying even if you pin it (whenever you mouse out of the windows it foldes back up, when you mouse over it, it unfolds down). Also Consider that the Map UI window is really big ( it takes more than half the area of the game's HUD). Is it possible that one can convert that window to something like the inventory or loot one (so you can resize it ) through some minor modding? I will happily try to do it.. but I need some major guidance for it. Regards
  15. I thought it will be a good idea to create one thread with the list of the rooms that miss light switches, or some other minor appliances. I remember back in the days that the missing light switch was relatively popular issue, so it might be worthwhile to have it grouped together. I alone have found 2 rooms in Muldraugh area and that miss the light switches, but feel free to use this thread to list the buildings that miss an otherwise obvious item, e.g. a house without a toilet, sink or oven while it should probably have one, assuming there are such houses at all of course . I think it would be possible to nail down the rooms that miss a lightning switch by using a tool similar to IsoRegionDebug from Weather Debug, but a good old manual reporting might be handy as well, especially if one can't find that bloody hidden switch – feel free to inform where it is then, as some false positives are bound to happen (unless it's so well hidden, that maybe it's best to move somewhere else anyway ). 1. Muldraugh North Farm, level 0, room behind the kitchen (covered by stairs): https://map.projectzomboid.com/#10606x9967 2. Muldraugh Large Warehouse (north), level 2, the room at the stairs (not 100% sure, but I think a switch should be there): https://map.projectzomboid.com/#10595x9311 Someone also mentioned a missing light switch in a River Wood school kitchen or the dining room, but sadly no location, so without my knowledge of the new areas, I didn't check it. As a bonus I also throw a shoutout to reports of a house without driveway and a house with missing wall that was still there in build 39.67.5 (the other house with missing wall being fixed), but I have yet to confirm it's in 39.68 weather test. I also noticed a few other issues with scrambled map tiles in Muldraugh, some of which are also visible in PZ map so might be related to a house that's missing wall, but that's a matter for a different bug report.
  16. Hello, i would like to throw this idea out here as i have seen only one other post semi-related to it. This game plays great and the dystopian feel is amazing, I believe that this feeling would mix really well with the look of Silent Hill. With that in mind it also helps seeing how large the maps of some mods or even just the base maps get. There are already maps for all of the games released which i think would make things alot easier no? I'll attach an image of the major towns put together for people/possible modders to view as they wish. I'm not suggesting to do an over world AND Nightmare world; I'm just thinking with the base tile set and such it would look very nice for the whole of Silent Hill, and be a wonderful map to have available to players. I really really hope someone can pick this project up as Silent Hill is one of my favorite games of all time specifically 1&2 If you haven't played them I highly suggest doing so if possible. Thanks for reading -SovietSoldier77 -edit From Top to Bottom are The whole province of Silent Hill SH Downpour's map SH1 Old Silent Hill map & SH1 Central Silent Hill and lastly SH2 town map. I hope this is enough reference, if not please ask me for more, id be more than willing.
  17. Flibble666 on Discord noticed a house is missing a large chunk of its wall. This is seen on Build 39.66.3 Checked on Build 38.30 and the wall was not missing. Coords: 13814x4682 Cell: 46x15 Rel: 14x180 Location on Project Zomboid Map Project Note that although these images were taken from Blindcoder's map project, it was checked and confirmed in-game. Not a graphical glitch as I could walk through where the wall should be. Build 39.66.3 Build 38.30
  18. When I try to start a new game, the map gets infinitely charged. Never finish loading.
  19. I've been away since I had to finish 12 grades of school and got myself a place at a Physiotherapy Course in Groningen, The Netherlands. I only have a month left until the big exams to get my Bacalaureat Diploma, so I was really busy to finish well in school and study for them. I hope ya'll can understand this. I do have a bit more free time until the last week of the exam and can work on PZ buildings. After that I have even more free time to work on PZ, so get ready peeps! Here is an Office Building I've just made.
  20. I don't know if this is the specific forum to post map ideas, but I thought I'd do it anyway. So the map I'm suggesting is Trumbull Valley, the fictional setting in one of my favorite zombie games, State of Decay. There's a lot of potential for a PZ version of Trumbull Valley, and I honestly think not only could it be done, it could be done very well. It may be difficult in some respects, as most of the terrain color consists of yellows and browns, neither of which are prominent in PZ terrain. And there will obviously be things in the original Trumbull Valley that can't be implemented into PZ due to limitations (plane crash, mountain, etc.) But I still think it's doable. The road layout isn't too complicated, at least from what I can see. Since nearly all buildings in State of Decay are enterable, that would make creating the custom buildings a bit easier. I mean, I may have no clue what I'm talking about, since I have no experience mapping in PZ nor would I know any way of going about it (hence why this is a suggestion). I just think it's an idea with a lot of potential. I may be the only one, or I may not be. What do you think?
  21. ALL BUILDINGS I MADE Since I intend to continue on creating buildings for the community, i took advice from Atoxwarrior and made a single post for all my creations! Feel free to go throgh them and pick the one you liked the most You can use'em freely on whatever project you might be doing, just mention me in the "credits". ====MADE BY TEREC====
  22. This is very similar to adding foraging zones to your map, (step 6 of this tutorial: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ ) Simply add the following code to your map mods' PZW file the same way as in step 6 of the above guide: <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> List of vehicle zone names to use in WorldEd: bad good medium sport farm junkyard trafficjams trafficjamn trafficjame trafficjamw rtrafficjams rtrafficjamn rtrafficjame rtrafficjamw police ranger fire mccoy fossoil postal spiffo radio ambulance burnt The first group is the most common type of vehicle zones used. The second group are for traffic jams pointing in specific directions to immitate the flow of traffic. The ones prefixed with r will spawn less than the regular trafficjam zones. The third group are specific zones for the type of vehicles listed, they are still also spawn random cars but will also spawn the vehicle listed. The final one will add random burn out vehicles. Vehicle zones should be placed as a multiple of 4x3 tiles (4x3, 8x6, 28x3 etc) with 4x3 being a single vehicle, 4 being its side and 3 being its front/back. You can choose any color values you want for the different zones, just make sure they are hex color codes. Once done, load your map mod up in WorldEd, open a cell and add your new vehicle zones as you would foraging zones. Whenever you add a zone you need to use the objects panel on the left of the WorldEd window to give the zone a name (use the names listed above) that will be visible in WorldEd as a tag over the zone, making it easier to keep track of what you have placed where, if these are left blank then the game will default back to grabbing random vehicles from the ParkingStall zone. Example: After you have added vehicle zones to all of your cells, save your map. Once saved, generate your lots and then write objects to lua. You now have vehicle spawns in your map. If you are having trouble with your vehicle zones, you can always take a look at the vanilla objects.lua within the muldraugh folder of your zomboid install, once opened just search for "ParkingStall" to see examples of vehicle zones used in the vanilla vehicle branch. For aligning vehicles in parking stalls: Select a ParkingStall object. In the Properties panel, click the "add" button under Templates. Choose one of the 4 ParkingStallX templates. You should see "Direction=X" where the object name is displayed. The direction controls where the front (or back) edge of each vehicle is aligned. In the picture you can see a Direction=E ParkingStall facing a Direction=W ParkingStall. This is used to ensure the vehicles don't overlap each other, and leaves space for the player (and zombies) to walk between them. For single parking stalls, there is usually no need to choose a direction. The FaceDirection property can be added to ParkingStall objects to align the front of a vehicle to the edge specified by the Direction property. When this property is "false" or isn't assigned to a ParkingStall object, the vehicle will face in a random direction as before. This can be used for parallel-parked vehicles for example.
  23. Any full tile roof peice that is currently not over a room definition in your building needs a room definition. For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside. In the example below you can see that this building has a porch roof outside the front door, all other bits of roof are already over a pre-existing room definition and so we don't need to worry about them. We do need to add an emptyoutside room definition on/under the porch roof however as there currently is no room definition outside the building. In this example, the porch roof is on the roof layer of floor 2. If we check Ortho view you can see that a room definition of emptyoutside yellow) has been applied to the corrosponding tiles on floor 2. Once applied, simply save the building and move on to the next. Once all buildings are done, close buildingEd and open your map in WorldEd, generate lots and you're done, your map should now support the new roof occlusion system! If you're having problems getting it to work properly, remember: every "full tile" roof peice (the little overhang peices you see in the example above do not need to adhere to this rule, just leave them as is if you have any) must be "over/on" a room definition, so make sure every room in your buildings has a room definition (including hallways etc). Add a room definition of "emptyoutside" (without " ") to any full tile roof peices that do not sit "over/on" an internal room definition. Make sure to generate lots in WorldEd once all of your relevant buildings have been updated.
  24. Greetings all, completely new to the whole map-stuff, but how would I add little things to the main map like small huts, camping sites, ...? A whole new map is to much for me right now, but some adjustments to the current one would be neat. Any help and tips would be nice
  25. Hello everyone! In short, two friends and I are playing in the coop mode, I wanted to know if for example the one who created the map or the world can pass it to another so they can continue playing when he is not there. Thanks
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