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Cap Levi, Normandy, France


Ayrton Orio

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Make sure to test out in game that performance is acceptable. You may want to do some experiments to see what features cause the most performance hit. For instance, maybe having large burned out husks would let you still give the impression of a city without all the furniture. 

If you are up for adding tiles, I was thinking that storm drains & manhole covers might be an easy way to make roads look more realistic. 

The patreon idea is cool. I might go for it if the map turns out nice & playable.

Personally, I would prefer you focus more on fleshing out the countryside than the cities. The base game has plenty of town, but I find their map design unsatisfying to play as a car driving nomad.

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hey ciber, thank you for feedback. To be frank the map was uploaded as a test, and so far there is no building in for some reason. I will fix that asap.

 

regarding optimization: this might be foolish of me, but having followed the dev blog, Louisville update is coming in soon and there is no question that they will have to optimize rendering to make it work. So I will start optimizing Cherbourg after the Louisville is updated to avoid unnecessary work. For sure I will have to be conservative regarding the amount of detail I will be able to add. I will go gradually on it, and I'm still considering shutting down buildings entirely to help with that, but that will be my option as I think it breaks the immersion.

 

For custom tiles, I have made a bunch already, for roads I will most likely add "bornes" (no idea how to translate this but it's a small white and red concrete thing that comes up every km. Also I will add custom roadsigns to indicate where you are/where you are heading. It will eventually make the map more readable for players.

 

The patreon (which I'm still working on) is quite necessary considering the amount of work needed, I will link the page asap. My goal is to open the Patreon as soon as the map is indeed playable.

 

For you last comment, I agree, I want the countryside to look great and pleasing to drive through, I have started working on it:

 

Every black cluster is a residential area (i have not finished mapping it so there are many missing) and every cluster will be reorganized orthogonally to enable me to add different fences, maybe pavement, etc.

Undfdsfdsfsdfdsfsdfsdtitled-1.thumb.jpg.6b5be56e64e4373d5695eb2de8283fe6.jpgUnsqdsqdsqdsqdtitled-1.thumb.jpg.9c804695ebc3f2aede081bc802716cef.jpg

 

As for Cherbourg, the large city, I see that as some end/middle game objective where you want to go get some large amount of loot in the military area of the city. Again, I'm really far from finishing it so the idea might change.

 

I hope you enjoyed driving the curvy roads anyway! cheers

 

 

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6 hours ago, Ciber Ninja said:

One think I would like to see is video of your map making process.

 

you will have to be a bit more specific, because there are many different things I have done on the map. Fields? Rivers? custom biomes in WorldEd? Satellite view to WorldEd? roads? ...?

 

6 hours ago, Ciber Ninja said:

The phrase you are looking for is "mile markers".

There you go

 

Image result for borne kilometrique

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This is exactly what I was hoping for. I found it very interesting. 

Having never been to France, It seems odd to me that no plots share the same fence. Personally Paint.net is my preferred image editor. I don't think we have any tutorials on creating custom rules like you use here for your fences. It might help the mapping scene to have a tutorial on something other than the basics.

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4 hours ago, Хибити\Hibiti [BLR] said:

Add transparency to the lines at the crosswalk.

what do you mean? 

In any case, for now the white is snow so I will have to change that eventually...

 

On 7/4/2019 at 7:29 PM, Ciber Ninja said:

This is exactly what I was hoping for. I found it very interesting. 

Having never been to France, It seems odd to me that no plots share the same fence. Personally Paint.net is my preferred image editor. I don't think we have any tutorials on creating custom rules like you use here for your fences. It might help the mapping scene to have a tutorial on something other than the basics.

i'm sure plots share fences, probably the same for residential areas, but it made more sense for me to make it like that. 

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  • 4 weeks later...

sharing some screenshots from the map, project is still ongoing but vacations are vacations.

I have not yet done the PAtreon as I would like the map to be playable and enjoyable before that but I'm still a few months from this point I think, so I'm stuck in between "I can't really spend so much time on it as I have other priorities and life must go on" and "I really like this map and it would clearly be an incentive to make some money out of it".  

Untitled-3.thumb.jpg.9fc4996994019c051d95b25caacc871e.jpgUntitled-4.thumb.jpg.bbf2ee341aa21f664e3865728fc68b21.jpgUntitled-5.thumb.jpg.f2e1fd926c626ca98f8cf8c9b10d47e3.jpgUntitled-2.thumb.jpg.42a46cc3769dd907fba1cef7e918a492.jpg

 

ALso, I'm getting (much needed) support from https://theindiestone.com/forums/index.php?/profile/28870-хибитиhibiti-blr/ , who is focusing on road signs833507590_roadsignfrance.jpg.0a2b138957d9a112039919cfc0925e85.jpg

Thanks to him it will help a lot driving in the maze of a road network that this region is

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On 6/7/2019 at 3:27 AM, Ciber Ninja said:

One suggestion I have is to use the pothole textures as road edging instead of sand. It actually looks like the gravely / edge concrete you know? Just gotta keep in mind which tiles it blends with.

you are right, I'm working on it at the moment

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790892056_Cherbourgdensity.thumb.jpg.93c2842f491a45ca7ab7ef68e86078e5.jpg

To give a sense of advancement in my work, in white is all the areas I have manually modified, both terrain and vegetation. What is left is what remains of the google map to PZ map process i had used originally. (by the way check this tool: http://www.chengfolio.com/google_map_customizer#satellitemap )

The top right island should appear entirely white but its data are on a different psd and i got lazy. So the east part of Cherbourg is still very much undone, the village de quincampoix in the south too, and the industrial part the eastern side of the harbour and the south east of the city. Obviously that's only the terrain, the buildings are far from completion

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According to my calculations (and photoshop calculator), the areas of roads represents 6,3 million pixels (from the 150 millions of the map), road sizes range from 4 to 10 with an average that I would estimate around 7, that means there is around 900 000 meters of roads, or 900km of drivable roads, to which you can add around 1200 km of walkable connected paths. I suspect the road number will go significantly higher with the mapping of East Cherbourg.

 

There is a bit more than 4000 fields of 14 different kinds, representing an area of 40 million pixels so 40km2. the total map is around the size of Lichtenstein but without taking in account the 60km2 of bodies of water of the Cherbourg map.

 

Obviously it's gonna take some time to populate but it's faster than I thought using some tricks.

Untitledghgfh-1.thumb.jpg.39f0a5bf662d269fdacbb60d110d4326.jpg

 

This shows the mapping of residences which act as a buffer between orthogonal dense towns and curvy roads in the countryside. I can then discriminate a certain number of houses (large mansions, small urban, rural shed, etc) to add variety and populate fences around each cell. I found a small trick to color differently horizontal lines and vertical lines longer than 1 pixel which enables me to respect fence orientation.

After that comes the painstakingly long task of manually adding all buildings... :( Not much I can do there I think

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  • 3 weeks later...

I have decided to move updates news and development diary towards Patreon to give incentive to support my work, I guess it won't be of the taste of some of the community members but I need to find ways to make this project more sustainable. The map remains entirely free (obviously) and you can consult change notes in the steam workshop dedicated area. 

 

As a result, if you are looking to consult development advancements, video tutorials on map making or ask me questions/give input on the map, please go on the following Patreon page:

https://www.patreon.com/cherbourgzomboid

 

If you support the project for more than 5$ you will also be able to have a customized house, mansion, apartment, lighthouse, castle or even a dedicated Island!

 

 

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I really think you should focus on getting one of the small towns 100% to have an initial official release to show off. Once people (me) have some attachment to the map, they will be much more willing to support its development. I would prefer a release with Just the finished cells with all paths out blocked off by thick woods, car jams, or checkpoints. Just to create a good self contained experience.

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@ciberninja, that's pretty much what I'm doing right now. Brillevast is close to completion, you can see it the post Target quality on my patreon.

However I don't wish to close the area around as the main reason for the map existence is to incent players to travel around in their car in 1:1 scale environment. So more likely, I will dot the map with islands of finished areas and eventually it will make a dense network of points of interest.

 

thank you for feedback

 

cheers  

Edited by Ayrton Orio
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