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Posted

phoenix.jpg

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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 surroundings
  • Minimal escape routes
  • Large concentrations of zombies
  • Poor loot in easily-accessible areas
  • High-reward loot in upper floors and locked rooms

As 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 publicity

Seiben - For his exceptional help in finding bugs

Seiben & 956Texas - For their concept of the Military Tents

NeutralNZ1 - 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" Edition

To 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

2015-10-27-00006.jpg

 

Open All Hours

2b.jpg

 

Construction Site and Manager's Trailers

1a.jpg

 

CST (Construction, Science and Technology) College

1b.jpg 


 

Phoenix Commercial Street

1c.jpg

 

The Eon Building

 

1f.jpg


 
Eon's Ground Floor
 

2a.jpg


 
Eon's First Floor
 

2b.jpg


 
Eon's Second Floor Offices
 

2c.jpg


 
Old Energy Building
 

3.jpg


 
Knox Bank Phoenix Branch (Part of the Eon Complex)
 

2.jpg


 
A difficult night atop some rented offices
 


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The Nuthall Diner and Shopping Complex

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Traveler's Rest Hotel

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Water Treatment Plant

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Phoenix Police Station

1h.jpg

 

Military Staging Area, in the Quarantine Zone

 

1i.jpg

 

End of the Shopping Complex, in the Quarantine Zone

 

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Phoenix General Hospital

 

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Phoenix General Hospital and Storefronts

 

1l.jpg

 

Phoenix Quarantine Zone

 

1m.jpg

 

 

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!

Posted

Good work quite well, keep it up, I would like to include my collection of buildings.  (fedora)

 

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!

Posted

Atoxwarrior, on 09 Jan 2015 - 2:14 PM, said:snapback.png

Good work quite well, keep it up, I would like to include my collection of buildings.   (fedora)

 

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.

2rgdukz.jpg

Posted

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.

 

5.jpg

 

4.jpg 

 

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.

Posted

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!

Posted

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!

Posted

 

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:

fdd442e4cdd4c9a42d5259eff095e745.png

Posted

 

 

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:

fdd442e4cdd4c9a42d5259eff095e745.png

 

 

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!

Posted

 

 

The next high-risk location, the CST (Construction, Sciences and Technology) College

 

Spoiler 

12.jpg

 

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. (fedora)

Posted

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.

 

2015-01-26_00001.jpg

Needless to say, the quarantine zone is quarantined for a reason.

Posted

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?

Posted

 

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.

Posted

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.

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