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Found 36 results

  1. It seems reasonable to think that early 1993 KY would have the following businesses/locations in addition to those I have already seen in Vanilla: -Auto Parts Store/section of the hardware store -Plumbing Supply Store/section of the hardware store -Thrift Shop -Pawn Shop -Plant Nursery/Gardening Supply -Cattle Ranch -Liquor Store -Public Library -Towing Service and Tow Trucks Please keep in mind that I haven't explored everything and might be suggesting things that are already included. Also, I'm sure there are others that would also make sense. Happy Surviving!
  2. I was wondering if there is any way to edit interior doors so they can be locked? I am designing a large apartman building and its just odd for all doors to be open.
  3. I was wondering if there is any way to edit interior doors so they can be locked? I am designing a large apartman building and its just odd for all doors to be open.
  4. I've returned to my map project after a long hiatus and need to create terraced and semi detached houses. I'm just wondering whether it's better to just make 1 long building, or 2, 3, 4 buildings etc and place them next to each other in the editor. Do they play nice when they're that close? Creating 1 building would be quicker but I'm guessing when house keys spawn, it would be a 1 key fits all scenario which would make scavenging & base building a lot easier. There aren't any examples in the vanilla map to take inspiration from so any advice or suggestions would be appreciated. Thanks.
  5. https://ufile.io/w02uf I added a bunch of my residential and commercial zones aswell.. alot of building variety to be added to a map.. .I hope someone adds them to a map, it be cool to play in those buildings. some buildings might be missing room definitions, dont remember, this pack was abandoned months ago and I believed it was better off if the community had them. ====I strongly advice not to edit the buildings, they are made for the player to struggle to get in, Let the player figure out how to go in, them. some of the buildings blocks are straight puzzels with many dead ends==== ***DONT FORGET TO INSTALL THE CUSTOM WALLS IN YOUR 1X 2X FOLDER!***
  6. Sadly, I'm unable to finish some projects. As I do not have the same amount of spare time when I started building. So I share all the _.tbx-files I used (Free for all). And hope it will help other members with there projects. * Downtown Included, are some (adjusted) buildings made by other members: - DoctahWong_Cortman Medical - Doublebrain_ Abandoned Factory - Jinja_ House-1 and House-2 - Veged_Small House - Phex_Garages Thanks, to those members for sharing. Downtown_.tbx-files * Oil-Gas/Container/Grain Terminal Terminal_.tbx-files Have Fun! Kind regards, Z3759xy
  7. Hi everyone, I'm just learning Tilezed Worlded, and need a little push in the right direction here... So I've got my TEST.png, TEST_veg.png, TEST_ZombieSpawnMap.bmp - [Started] TileZed, went into WorldEd... - [Converted] to TMX with no errors - [Loaded] successfully into WorldED - [Clicked] cell 0,0 and everything loaded and looks as it did in TileZed - Added Building, and [Saved] as TEST.pzw - Went back to Tilezed, [Edit] - [Preferences] - [Zomboid], added the WorldEd Project file I just saved... - [Closed] TEST_0_0.tmz.... [RE-OPENED] TEST_0_0.tmz And I am not seeing my buildings in TileZed.... Am I missing something ? ====================== EDIT ========================= So under the [Edit] - [Preferences] - [Zomboid] tab where it states you must close/re-open to see changes... I thought this to mean merely the TMX file.... But it seems to me, that closing and opening via the [FILE] menu doesn't make the changes appear.... Instead, when I close it and restart TileZed completely, the changes (buildings in this case) are visible in TileZed, to allow further editing of the landscape with buildings in place for reference... Hope this saves someone else some aggravation!!!!
  8. Start to post this in small suggestion topic. But Finally post here, because is longer to explain. when aiming a zombie, there is too much damage on structure around. I affraid to fight zombie on my builded stairs, in corridor safehouse, side to crates. because each time I hurt the structure too, even with hand ! Are we as clumsy, even at lvl 10 ? Should be only damages on the zombie when aimed. Tools needed to destruction is not enough diversified (everything with sledgehammer) and not match to the most efficiency tools : wire fence and wall, barbed wire (IRL with rebounce , you can't effeciency destruct a this kind of wall with sledgehammer) could maybe destructed with a saw (as the picture of it is one of metal saw !! ), by blowtorch or adding pliers. Metal walls are at the limit, is it a really strong wall ? so seldgehammer coulb be useless and use instead blowtorch. tissue based objects (carpets, curtains) should be destructed by other tools (may scissor) builded structures damages by weapons aren't selective enough. You can hurt everything with hands, axes,etc.. : assuming that punch a metal wall (what about wooden wall ?) could only result in a fracture for human, and others hardness limit. Wooden base : axe, crowbar, (hands ? really ?), sledgehammer, fire weapons and bunt weapons with malus solid metal base : sledgehammer, fire weapons with big malus wired metal base : axe (with big malus)
  9. 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====
  10. Hello fellow players and map editors. I'll be posting my custom buildings here as I make them. I'd like to hear what you guys think so that I could get a good feeling what this community wants. So far, I built a simple, one story office building that could be a car dealership. A parking lot will soon come separately. I might be able to expand the building... Loot will contain tools (Such as wrenches, hammers, etc.) and electronic parts.
  11. Since I dont have time to map , I will release all my buildings to the community , in the pack you might find some stuff from community members (credits to them). 95% of the stuff is mine the rest of the stuff is from the community and former members of the Romero City Team (which is now defunct ) you will see their names in their folders. Anyways hope you guys find use to them, and dont forget to ADD THE CUSTOM TILEZ to tilezed !!!!!!! or you will end up with a bunch of ????????????????????? ... For some buildings you will still get them, because I lost the tilez i used in them, so either erase the ?????? manually or just dont use the building! -=-=-=-=-- As for the tilez, i gathered them from google-=-=-=-=-=- Basically the read me says almost the same thing as i typed here. downloads: https://www.dropbox.com/s/i2yguw2mni1wqjg/more buildings.zip?dl=0 https://www.dropbox.com/s/8f0kneu7jyowukp/BUILDINGS AND CUSTOM TILEZ.zip?dl=0
  12. Atox Worker Hello future generations of builders and veterans in this field, I want to make my contribution to future project Zomboid maps, so I will create this forum to put my buildings and houses, I hope you like my designs. You can also visit my channel if you like to see the videos that I play, by the way are in Spanish. https://www.youtube.com/channel/UC-goevTACPqNcdEIrc5qeRg If you like my buildings can collaborate downloading buildings with Ouo.io links are just 5 seconds of waiting, I'll add the same link without advertising Ouo.io, thanks for appreciating my work. Some buildings have custom Tiles, so secure some question marks appear they are not many but they only have to remove them and thus be able to use the buildings. example of the download links: Ouo.io: Direct: Houses Public services. Commercial. Industrial. Environment decorations and accessories. Farm. Others Abandoned buildings. Any correction to the constructions of this forum I can be mentioned in the comments, so I'll take care of the buildings to a good finish.
  13. I mean adding new buildings and furnitures without overwrite the original files.
  14. Hey all, With my recent mapping adventures I bring to you: 34 buildings I'm not using. There's yours, yes YOURS I havn't checked these in quite some time and were made with the old tools, so would probably have a few issues regarding the 2x update. Here's a little screenshot with some of the buildings you'll find in the download -TG Unused.zip
  15. For example,what should I do to add a kind of new chair into PZ's building menu?
  16. Hey All, I really need a good description of how the keys work in-game. I am currently developing buildings for a map, but if I was to create a building like a Hotel... how would the keys work? When creating a building like a hotel in BuildingEd, you would create as one building... so would one key open all the doors? I ask because my expectation would be that 1 Key opens one door... Other wise all hotel keys are Master keys and I need to move to Muldraugh hahaha My reference for asking is developing semi-detached or rows of houses, I don't want 1 key to open all the houses in a row, if developed as one building in BuildingEd. And the reason for wanting to develop them as one building is because it's hard to align them correctly in TileZed when using multiple buildings. As the buildings will overlap, overwriting the other buildings tiles. Thanks for any responses -TG
  17. This is something that's been floating in my mind for a while now. Why should we always get Bored when doing stuff inside of a building and not by doing THE SAME THINGS outside? There should be a Trait to change this, and this is where the ''Shut-in'' Trait comes. Name: Shut-In Type: Positive Opposite: Outdoorsman/Claustrophobic Points: -2/-3 Notes: ''Not affected by long periods of indoors inactivity'' (Could use a better description...) Effect: Boredom will not increase when inside of a building or when not doing anything. This way, we'll not have to read a book after a long period of cooking, crafting, sorting stuff around or base or any indoors activity in which you sink plenty of time.
  18. Hello community project Zomboid, this is a call to all the builders of the community to make their tools, it is time to revive the creativity and expand the boundaries of the walls and alleys, for the sake of an urban environment dedicated to zombie apocalypse, mapmakers those who have completed their projects invite you to share their buildings to the unification of this section of the forums, certainly among the most dedicated people we build beautiful homes and buildings have more high-quality maps. I will share some images to be an inspiration to design its buildings, they are one of my favorite games SimCity sure some of you know what. I hope they give the best of their experience and achieve great results, just ask you to please each building must have all the furniture in their rooms, it is somewhat difficult to fill buildings of furniture, so delay in constructing a single building will be worth ( Quality is better than quantity), try to avoid bugs caused by the stairs one above the other, and items of furniture that block the way, among other things, a lot of love to remember what they build. They need more inspiration here you leave this page, so let your imagination fly: http://community.simtropolis.com/gallery/category/4-simcity-4/ Here is a beautiful example of what can be bigger than the buildings if they propose. If you want to share your work, remember to publish the image of the building and link TBX file. Working with all the inspiration.
  19. Now that pre-barricaded houses are a thing (and I love it, 'cuz after clearing them, they make a great place to hide from other hordes), I've started to notice a rather annoying and inaccurate behavior in certain Zeds; those that fall from a second floor. Whenever there's a two floors house that's barricaded and the Zed start pouring out of the 2nd floor's windows (which aren't barricaded), they just fall and keep lunging towards me (even if I set them to ''Weak'' and ''Feeble'') like nothing had happened. I understand that pain and broken bones are alien concepts to a brainless Zed, but still, it feels sorta wrong that they can fall from the same distance that often breaks one of my character's legs and just dash towards me. Could it be possible to change that? I mean, I don't expect them to fall and die (maybe that could go for 3rd floors and higher) but at the very least, I expected them to become ''Ankle Biters''; start crawling on the ground after they fell, because that whole ''Screw Gravity! Imma Zed!'' thing of them sorta feels unrealistic and overpowered.
  20. Hi guys, I've been testing a server options and I just want to reconfirm what I observed - Buildings' positions and environment is kept on the server side in location Zomboid/Multiplayer/"servername" but player's location and inventory is kept on client side on their PC - even If I delete Multiplayer/"servername" folder on the server side, player after logging spawns in the sample place and with the same inventory don't you think is dangerous to keep players inventory on player side not server? That creates a problem if I want to restart server completely. I'm not able to force people to loose their items as they have inventory saved in their folders, and folders are created per IP of the server so changing the name of the server will probably not help.
  21. Hello I'm working on a map of my home town, I've made a few personalized houses, that I won't be sharing of my own house and my friends, but for the most part houses are generic. It's a highly suburban map, I wanted to recreate the apocalypse in my home town, but I'm not a hoarding scum bag and I'm happy for anyone to use my buildings if they feel worthy, so long as credit is given where due. At the moment I'm working with what is on the default editor, however, later I plan on customising it a little more for specific locations which will involve some spriting. I plan on having 50 or so types of houses, for each direction: North, South, East and West, so about 200 generic houses or more, depending on how it goes =) Anywho it's all well and good to have my lofty goals, below are the files I've been working on and will be using. You can find my WIP map here: http://theindiestone.com/forums/index.php/topic/13947-giralang-a-map-loosely-based-off-of-my-home-town-suburb/ DISCLAIMER: I am new to mapping so it may not be up to scratch with what you expect, more specifically the roofing - so tips to improve and suggestions are really welcome. ------------------------------------------------------------------------------------ Generic houses - Furnished (without outside details) Southern Main entrance: I should also add this little guy: [url=http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/#entry36476] Credit is always nice of course, but I'd rather you not have to worry ^^ This applies to ALL the buildings I throw up in this thread =) Housespack1.zip
  22. Well sense this is my first post im not sure how all these are done, but simply put. HOW, HOW HOW HOW have people not come up with the idea for multi story houses? For one it would add a new twist to the game itself, large sky scrapers and such. New homes and getting caught up in one, no way you as zombies are coming from above and below. So you have to climb out the window somehow lowering yourself to the ground, or die trying. Something amazing On the PZ website is them adding creative mode, so we as a community would be able to make those large City's we have always wanted. And with this mod we can actually make larger homes, taller, maybe even basements and bunkers? But for the beginning just multi story would be a wonderful start, let me know what you think!
  23. Download: https://www.dropbox.com/s/206rep4zuxbxhkk/Power%20plant.tbx?dl=0 Image: Note:This place is good for cooking a lot of food because this is a coal powerplant. Enjoy it for free.
  24. https://www.dropbox.com/s/glld441oqgxyeo1/hockey%20stadium.tbx?dl=0 My first building. Enjoy it for free! Images: https://www.dropbox.com/s/ll1y7p89j635yhm/stad.JPG?dl=0 https://www.dropbox.com/s/ct1n2wspvs6yc0a/stad%203.JPG?dl=0 https://www.dropbox.com/s/vv8b5vcyyndcm0u/stad%201.JPG?dl=0
  25. Now then fellow survivors. For a while now I've been recreating the village I grew up in, which mostly consists of semi-detached and terraced houses. As such, I've been building them in pairs or a big long row in the editor, rather than individual homes. Finally decided to create a mod to test it, realised how easy it was and got annoyed for not doing it earlier, but before long I had spawned in my childhood home. Awesome! However, as I had built both my neighbours house and mine as one, I could lock/unlock both front doors. Not the biggest crime in history I admit, but was wondering if there was something I was missing whilst creating. Is there a way to tell TileZed that there are numerous homes in one building and to spawn seperate keys? Or, do I need to create seperate buildings for each individual home and line them up in WorldEd? Either way, I'm happy. I'm not too far into making the houses as I've been focusing on gettng the pngs right. I can duplicate the buildings I have, split them in 2 and create side A and B. I'd just like to know before going on a building creation rampage and end up making more work for myself in the long run. Thanks for your time and to TIS for making Project Zomboid. It's pretty wizard.
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