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Found 107 results

  1. Z Spawn Density in Large Buildings

    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.
  2. Hi everybody! I'm interested in one question. What is it? Road? Riverbed?
  3. Hi everybody! I'm interested in one question. What is it? Road? Riverbed?
  4. Hi everybody! I'm interested in one question. What is it? Road? Riverbed?
  5. Hi everybody! I'm interested in one question. What is it? Road? Riverbed?
  6. 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
  7. Zombies in the woods?

    me and the work colleagues have a private MP server running. we have set bases up i various places across the map and have noticed if you just setup slightly out of town at a camp grounds or even build a house in the woods, just anywhere slightly remote the zombies never make it to the base. at the moment im setup at the cabins east of muldraugh. we are 4 months in game time wise and there are no zombies down here. if i go into town i pass entire hordes but none of them ever make it past the cross roads with Molans used cars. we had the same issue on the last play through when we were right up in the north west living above the shop. is there a way of setting it up so they actually leave the beaten track and come and find you?
  8. Request/Map Idea [Silent Hill]

    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.
  9. House missing a large wall

    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
  10. I can not create a map. 39.66.3

    When I try to start a new game, the map gets infinitely charged. Never finish loading.
  11. 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.
  12. 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?
  13. BUILDINGS BY TEREC

    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====
  14. 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.
  15. 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.
  16. Add small things to main map

    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
  17. How to share my map with a friend?

    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
  18. Cap Levi, Normandy, France

    I am redirecting my post from modding to map as i did not realize there was a category for map only. Here is the original post for details: https://theindiestone.com/forums/index.php?/topic/23230-map-of-normandy-france/ I have attached a section of the map, where most of the towns will be (where there is sand essentially) I have reposted the larger map also I had a few questions for you map modders: - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?
  19. I would love this map being on the official game map website, I play it all the time, and it would be so nice if I can just entering the official game map, put this map and search coordinates, find where I am, I would love it http://steamcommunity.com/sharedfiles/filedetails/?id=1158053757
  20. Official PZ Test Map ?!

    Hello, I am speaking for both the community and the Dev's, could you please add an Official Test Map for your latest updates ? For example a large parking lot with all vehicles having a place to spawn and such, different types of roads, terrain, etc. Zombies to roam a side of it, and a bunch more. Would love to see that kind of a test map. You could get a lot of information out of it and we could test all kinds of bugs and, fps decrease and other issues that pz needs fixed and as such I think it would be a good idea to be able to test the new features on a such said map. We could have trees to crash in or to chop, a mechanic shop filled with the parts you need to test out anything else and so on. That way it would be easier to test and see where problems arise. Below is a really poor example (really poor) but I think that everyone gets the idea. We can test houses, how the rendering will affect buildings and such and vehicles. We can have a dense area with a bunch of houses, a bunch of two story buildings and then just normal country road. Tight curves, intersections, etc. We could basically do a lot of stuff on it and it would be a fun way for everyone to test out new features before playing or if they are willing to make the game better and report anything unusual. This is just a suggestion but I hope it will come true. A cell or four at max would probably be enough for the car to accelerate, do leaps and anything like that. Please think it through and share your opinions with me and anyone else.
  21. Hello everyone. I'll make an official thread for posting my custom buildings so that I won't fill the forums every time I do something that I consider worthy or in the mood of sharing. Hope you'll like this Questions, comments and criticism is welcomed ! <3
  22. Some opinions ? :3

    Buildings face different sides.
  23. Spawn Map-Objects Utility - Enhance your maps ! Workshop link What is this mod ? While I was working with the map editor, I got frustrated some items could not be placed using it. For instance, barricades and campfires. So we decided with a friend to solve this problem... Once done we decided to make this mod and make it as generic as possible ! This should allow any mapper to use our object-spawning system to make better maps and any modder to upgrade it with ease. I'm a player, what do I need to know or do ? Nothing. This mod should be a dependency mod for any map that uses the Spawn Map-Objects Utility. One you have this mod installed, it should work without needing you to do anything. I'm a mapper, what is this mod doing precisely and how does it works ? Tell me more about it ! This mod will allow you to place items & events within the map editor like campfire, tents, wall frames, zombies... Those placeholders will be converted into their working version inside the map once loaded. This means you will be able to place pick-up-able tents, light-able campfires, thumpables wooden and metal structures, break windows, spawn zombies at precise places and even more ! Interesting... So how do I use it ? The installation is very simple, once you have subscribed and download this mod, locate it's installation folder : \Steam_Installation_Folder\steamapps\workshop\content\108600\974718243\mods\SpawnMapObjectsUtil Once inside the mod folder, you should see a Tiles folder. Open it, and then open the 2x folder. You should see all the placeholders images you will need. Copy all these .png files to the 2x folder of your Tilezed. Now, you should be able to use the placeholders via the tilset list. I usually place those on the Furniture layer but it should work on other layers too. If you want to test the features, check out the building we are using for internal testing : https://rbfi.io/dl.php?key=/0Sol/testmap.tbx Once your map is finished and you are ready to publish it to the workshop make sure to add this mod to the dependencies of your map. So that it will be prompted to the players to install it with your map. Great, but before I install it, can you showcase some features ? Of course, here is the list of what you can do with the current version of Spawn Map-Objects Utility. Place thumpable walls of all possible quality with adjusted durability (Logs, wood, metal). Place fences adjusted durability too (Sandbags, wood, metal plates or bars). Place thumpables and working-properly barricades on windows (1,2,3 or four planks, metal sheet, metal bars) Place upgradable by player walls frames. Place weapons, literature, trash and food items on the floor. Place properly-interactable camping materials (tents, campfires and compost) Zombies-spawner at specific places (Horde inside a tower away from the city or a lone zombie in a specific room...) Add water collecting barrels already full of water Place fishing-nets on your lake or generators in a specific room Break specific windows on the map (with them still barricadable and full of dangerous shards). Break and remove glass from windows and keep it barricadeable Place sheetropes on windows. We also plan to add more to this list with upcoming updates, things like traps, sound events and such. What are those red tiles on your placeholders images ? As said earlier, we are planning to add more tiles to the placeholders. You can use the blue ones, but if you try to place a red one, it won't work. The red tiles are the not-implemented-yet features. But we kept it so that it will be easier to update once done. Please do not use the red placeholder tiles. I'm a modder, you said I could expand your utility ? Even more ! We made functions for you to easily add your own placeholders or remove the "default placeholders" shipped with the mod. Let me explain. Create your custom placeholder Once you have created the png of your custom new placeholder, you will need to code the replacement function in lua. To do it, you can write your lua file using this template : require "WorldManager/SpawnFromPlaceholder"; MyPlaceholder = {}; MyPlaceholder.replace = function(square, tileObject) -- Your code goes here -- indicate that the method has worked properly -- and the placeholder tile can be removed return true; end -- register and identify the placeholder in the system SpawnFromPlaceholder.Add({ name = "MyPlaceholder" }); Here are the explanations : First, you need to implement the method MyPlaceholder.replace(square, tileObject) which will be called for each object found in each square loaded. This method need to return a Boolean (true or false) to indicate if the method has worked. If the method return true the program will automatically delete the tile placeholder else it does nothing. The second step is to register your placeholder in the system with the method SpawnFromPlaceholder.Add(placeholderInfoObj). The parameter expect two important properties : name : the name of your object which contains at least the method replace() Remove default placeholders This mod allow you to remove unused shipped placeholders to save resources and gain performance. To remove the placeholders, you can use this snippet : require "WorldManager/SpawnFromPlaceholder"; SpawnFromPlaceholder.Remove({ "WallsPlaceholder", "ZombiePlaceholder", "..." }); The method will remove the placeholders listed in the array when the event OnGameStart is fired. Shipped placeholders list BarricadePlaceholder CampingCompostPlaceholder (campfire, tent and compost) CarpentryAndConstructedPlaceholder (sandbag, barrel, rain collector, lamp) DroppedFoodItemsPlaceholder DroppedTrashItemsPlaceholder DroppedWeaponsItemsPlaceholder GeneratorPlaceholder TrapsPlaceholder WallsPlaceholder WindowStuffPlaceholder (smash & clean window, sheet rope) ZombiePlaceholder
  24. [W.I.P.] Project South Zagoria - Chernarus

    Project South Zagoria - Chernarus Hello everyone and welcome to my first mapping project on Project Zomboid. I will be attempting to replicate the current Chernarus+ map into Project Zomboid for you to enjoy. Now, I am currently working with the basic tiles and items without anything custom added, and it may be a while this way since I don't have much knowledge into creating custom tiles, furniture, etc. So, I will try to get as close as I can to the actual DayZ/ArmA map. Keep in mind that there will be differences and issues and bugs and so forth, but that is why I hope I can make a releasable edition soon for all of you to at least test if you are willing to. Features: A 1 : 1,6 Scale of the map - Due to allowing easier replicating of the map (Or you can see it as 1 Chernarus meter = 1,6 Project Zomboid meters) New Custom Replicas of Chernarus Buildings A 9000x9000px Map A 30x30 cell map (Possible enlargement might be done) This is the PRE-Apocalypse version/Day 1 Version (So no crashed plane in the hotel in Chernogorsk and broken buildings) Current Status: Currently Completed Map Pictures of Areas in the Map (More to Come Later as most of it is Forests): Further Comments: I am basing the map on 500mx500m cubes taken out of the dayzdb map online and slowly re-doing them in photoshop to use them in WorldEd. Here is the link to anyone wishing to scale the map or compare it to my creation: http://dayzdb.com/map/chernarusplus#4.020.014 Contact and Contribute: If you wish to contribute or help out, whether that is improving or making tiles, making custom buildings based on the Chernarus/DayZ ones, even custom textures if you can, as well as any suggestions, tips or anything I am willing to accept it. You can help out either by posting in the comments or contacting me via PM and I can get you involved in this current one-man team job and of course you will get credit for your work (No money, is Eastern European, never people was rich here, very sorry, I run this on stolen Soviet PC). Either way I will accept comments of any kind, hope you guys like it! Updates: 07/07/2017: 08/07/2017: 13/07/2017: