MonolithicBacon Posted January 8, 2015 Posted January 8, 2015 What is Phoenix?Phoenix is based around a typical "science park", in which main roads play host to stores, garages and occasional houses, while side streets are clustered with large offices, storage blocks and educational establishments. My main idea with Phoenix was to diversify the gameplay of PZ to take away from the "run and raid" of Muldraugh and explore the new concept of high-risk, high-reward gameplay. Each area within Phoenix is planned to have at least one high-risk location which pushes the following:Crucifix-design (a main road with intense-resources, and quieter outskirts)Exposed surroundingsMinimal escape routesLarge concentrations of zombiesPoor loot in easily-accessible areasHigh-reward loot in upper floors and locked roomsAs their time in Phoenix develops, players will hopefully feel urged by desperation to attempt entry to these high-risk locations, and will undoubtedly require all of their skills to persevere through. Thanks and Credit:ManBearPig - For his First Look video and publicitySeiben - For his exceptional help in finding bugsSeiben & 956Texas - For their concept of the Military TentsNeutralNZ1 - For the concept of the Quarantine Checkpoint and the Office Building Ringo and Suomiboi - For their support in Map integration and getting the map into Beta Version:Beta 1.3 "Consumerist Ideals" EditionTo play this map, follow the link above and click "Subscribe" on the Steam Workshop Page. The map will appear on your map list in game, once it has downloaded! Please note that images below are presented in-process, and will change over the course of the map's development. For the most up to date view of the map, please see the "whole world" map above. Download:Beta 1.3 "Consumerist Ideals" Edition- Large shopping complex update- Cinema added- Garages added to south- Various room types changes Phoenix is now part of the larger Muldraugh map and is therefore incompatible with all previous versions! Apologies for any issues with save games on older versions, but the future is upwards! Videos:ManBearPig's First Looks at Phoenix: Irregular Update for 24/03/2015 Irregular Update for 29/05/2015 Images: Welcome to Phoenix Open All Hours Construction Site and Manager's Trailers CST (Construction, Science and Technology) College Phoenix Commercial Street The Eon Building Eon's Ground Floor Eon's First Floor Eon's Second Floor Offices Old Energy Building Knox Bank Phoenix Branch (Part of the Eon Complex) A difficult night atop some rented offices The Nuthall Diner and Shopping Complex Traveler's Rest Hotel Water Treatment Plant Phoenix Police Station Military Staging Area, in the Quarantine Zone End of the Shopping Complex, in the Quarantine Zone Phoenix General Hospital Phoenix General Hospital and Storefronts Phoenix Quarantine Zone Updates and Changelog (Older versions. Do not use):Pre-Alpha 0.1- 84 Buildings- 990 Rooms- 1249 Room Objects- 9 Cells formatted with basic tiling and roadways.- 3 Cells fully developed with buildings, details and loot.- ZombieMap designed to focus high density on the central roadways.- Basic bug testing and loot balancing.- Quarantine Zone designed and near completion.- College and Construction Site complete.- Central roadway, office complex and shopping centres complete. Pre-Alpha 0.2 SDAB edition- All buildings presently uploaded have been adapted and improved- Pathfinding within all buildings also improved, with objects, doorways and windows moved to allow "flow" for players and mobs- Blocked doors fixed- Missing fenceposts replaced- Missing windows on EON building replaced- All staircases affected by the staircase bug replaced- All vending machines rotated- All unfinished suburban houses are now finished and playable in cell 2,1- Various visual glitches and bugs stamped out (for now)- Empty doorways are now filled- Curtains and posters/paintings added to blander houses and the amount of bookcases has been reduced and replaced with other details (to avoid game-breaking benefits)- Sinks added to all houses Alpha 1.0 "Waste of Sanitary Pads" edition- River and bridges added to cells 0,0; 0,1.- Trailer Park added- Police Station added to quarantine zone- Restaurant and housing block swapped in quarantine zone- Northern sector of quarantine zone "fleshed" out- Park added outside quarantine zone- Houses added to estate in cell 0,0- Garages added to housing estate- House in cell 2,1 improved (I mean, whose front door leads into their bedroom, really?)- Filled hole in quarantine fence- Incomplete road segments completed- Finance office fire escape cleared of blockages (thanks again, staircase glitch) Alpha 1.1 "Long Road Ahead" Edition- Major update to entire map, extending from 3x3 cells, to 3x5 cells.- Quarantine zone extended and populated with gunstore, toolstore, newsagents, police station, hairdressers, clothes stores and several apartment buildings.- Water treatment facility added to north-west.- Room definitions throughout have been fixed, but more are continuing to cause issues.- Spawn points have been reset.- Fuel has been added to mechanics and petrol stations.- Logging company added to industrial sector.- Balcony of death has been removed from warehouse.- Several visual glitches removed.- Zombie spawn map adapted to make particular areas extremely high-risk. No spoilers here - you'll find them. Alpha 2.0 "Desperate Measures" Edition- Minor changes to buildings to ensure that loot is associated.- All cells now have foraging (objects.lua have been added).- All areas of trees now offer foraging options.- Motel updated in East Road. 1.0 "Whole New World" Edition- Full Changelog on Steam Workshop- Integration into the Muldraugh Map- Additions of Roadblocks and the Refugee Camp- Bug fixes throughout Work in Progress:Custom Sprites for all unique buildings Known Bugs:Eon Bank columns can be broken as if glass walls (No known fix as of yet)As always, please leave any feedback, and I'll take it all into consideration! Jatta Pake, rbdy, Solokill72 and 16 others 19
Atoxwarrior Posted January 9, 2015 Posted January 9, 2015 Good work quite well, keep it up, I would like to include my collection of buildings.
Z3759xy Posted January 10, 2015 Posted January 10, 2015 Nice big buildings, how large is Phoenix going to be?
MonolithicBacon Posted January 10, 2015 Author Posted January 10, 2015 Good work quite well, keep it up, I would like to include my collection of buildings. The more help the better! Once I have an idea of where the main areas of the map will be, I'll get in touch! Do you have any buildings in mind that you want using? Nice big buildings, how large is Phoenix going to be? At the moment, the centre of Phoenix is set to be 3x3, but once I've completed the centre cell, I'll have an idea of whether it should be left that size, or made bigger. After all, I'd rather have this finished and small than never completed! Z3759xy 1
Atoxwarrior Posted January 10, 2015 Posted January 10, 2015 Atoxwarrior, on 09 Jan 2015 - 2:14 PM, said:Good work quite well, keep it up, I would like to include my collection of buildings. The more help the better! Once I have an idea of where the main areas of the map will be, I'll get in touch! Do you have any buildings in mind that you want using? Atox: It would be great a couple of industrial buildings, I am also working on a new map, and I plan to do an industrial complex.
MonolithicBacon Posted January 13, 2015 Author Posted January 13, 2015 We have an update, folks! Although I'm not releasing yet, I wanted to keep everyone up to date as the first cell reaches the half-way mark. There's still a lot of extra detailing to go, but the majority of the science park is done. Please read my original post for more information! Also, I look forward to seeing how people tackle my new high-risk zones. I must have run head-first into 50+ zombies in the Eon Centre. Sieben and Suomiboi 2
MonolithicBacon Posted January 15, 2015 Author Posted January 15, 2015 We've hit the 60% mark on the first cell, which is filling up nicely! Please check the first post for new images, and please drop any feedback, whether positive or not! Thanks for all of your help, once again. It's nice to get my hands dirty without having to stop every time I encounter an issue. I'll be back with more updates soon!
MonolithicBacon Posted January 20, 2015 Author Posted January 20, 2015 Shamelessly plugging my own thread? Heck, why not! Check out the latest updates in the first post above, or a quick few images down here! Until next time! Atoxwarrior, Jela331 and Sieben 3
Jela331 Posted January 21, 2015 Posted January 21, 2015 That's some good work, but the only thing I don't like is the roof cap in the 2nd picture. It just doesn't fit there.
MonolithicBacon Posted January 21, 2015 Author Posted January 21, 2015 That's some good work, but the only thing I don't like is the roof cap in the 2nd picture. It just doesn't fit there. The wooden one, on the GP surgery? I was considering changing it, honestly. But I'm unsure which would blend best with the stone. I'll try a mix of things! Thanks for the feedback!
Jela331 Posted January 21, 2015 Posted January 21, 2015 That's some good work, but the only thing I don't like is the roof cap in the 2nd picture. It just doesn't fit there. The wooden one, on the GP surgery? I was considering changing it, honestly. But I'm unsure which would blend best with the stone. I'll try a mix of things! Thanks for the feedback! The wooden one, but if you really can't find anything that blends with it, this is my suggestion. These kinds of roofs:
MonolithicBacon Posted January 21, 2015 Author Posted January 21, 2015 That's some good work, but the only thing I don't like is the roof cap in the 2nd picture. It just doesn't fit there. The wooden one, on the GP surgery? I was considering changing it, honestly. But I'm unsure which would blend best with the stone. I'll try a mix of things! Thanks for the feedback! The wooden one, but if you really can't find anything that blends with it, this is my suggestion. These kinds of roofs: One of the lighter blends seem to work with it, but that roof design should come in useful! I've struggled with some of the industrial buildings. Thanks a lot!
Atoxwarrior Posted January 22, 2015 Posted January 22, 2015 The next high-risk location, the CST (Construction, Sciences and Technology) College Spoiler Phew! It's been a big update and it's taken a few days, but one cell is entirely done, and another is half way! As always, please leave any feedback, and I'll take it all into consideration! just great, good job.
MonolithicBacon Posted January 26, 2015 Author Posted January 26, 2015 Not much of a visual update this time, folks, but more of a behind-the-scenes. I've been working on blending the cells together to ensure I have a cohesive map before I work on adding more buildings and such, but in doing so, I have created a quarantine area to the North. This fenced-off section of Phoenix will contain the Hospital and several large apartment blocks which will be "plaggy-bagged", offering yet another high-risk high-reward location. In this process, I have started to work on the spawn map, and, well, this happened. Needless to say, the quarantine zone is quarantined for a reason. Atoxwarrior 1
TheDanishCorgi Posted January 30, 2015 Posted January 30, 2015 This looks so awesome!Is there any chance of a release soon? I want to er..search for bugs...yeh.
MonolithicBacon Posted January 31, 2015 Author Posted January 31, 2015 This map will be looking at a release in around 2 weeks time, if I can keep pushing at it. But there's still a long way to go! Suomiboi 1
Jela331 Posted January 31, 2015 Posted January 31, 2015 This map will be looking at a release in around 2 weeks time, if I can keep pushing at it. But there's still a long way to go! Full version or an alpha/beta?
MonolithicBacon Posted January 31, 2015 Author Posted January 31, 2015 This map will be looking at a release in around 2 weeks time, if I can keep pushing at it. But there's still a long way to go! Full version or an alpha/beta? Just an alpha for now. I have plans to extend the map outwards considerably, but only once the central roadway is done.
MonolithicBacon Posted February 4, 2015 Author Posted February 4, 2015 Another shameless plug, but below is the current map, getting ready for the alpha release. Please bare with the image - it takes a long time to load. Click it for a better view! There's a few more major steps to make, but for now the release will focus on the central roadway and the functionality of the buildings there. In updates to come, the outskirts will become housing estates, the quarantine zone will expand, and the map itself will become longer. Sieben and Legoland99 1 1
MonolithicBacon Posted February 9, 2015 Author Posted February 9, 2015 The pre-alpha 0.1 has been released! Please note that this map is very much a work in progress, but for those wishing to test it out, check out the first post for the current standalone map. Sieben 1
Atoxwarrior Posted February 9, 2015 Posted February 9, 2015 excellent job, congratulations on your map.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now