956Texas Posted April 4, 2014 Posted April 4, 2014 It be nice to have it in that spot pridelost, talk to ringo i think he is planning to put it in Bedford Falls on the northern part.
Adapt Posted April 5, 2014 Posted April 5, 2014 Will be old saves compatible when Dreadwood merge with Muldraugh and West Point?
Adapt Posted April 5, 2014 Posted April 5, 2014 no, I'm sorry. Sad but it not so important, I think. I will wait for update. Keep up the great work!
Pridelost Posted April 6, 2014 Author Posted April 6, 2014 How would people like it if I spliced Dreadwood in with the original map for the update tomorrow? bobheckling, Adapt and syfy 3
syfy Posted April 6, 2014 Posted April 6, 2014 boy i don't know. i mean that could make it real hard to sleep at night if i have to keep playing so i can loot everything on the map. (aw what the hell, i've been wanting to get addicted to caffeine to stay awake again. had to quit it back when i was a security guard for Pinkerton. then i had to quit the job since i kept falling asleep.)
Adapt Posted April 7, 2014 Posted April 7, 2014 How would people like it if I spliced Dreadwood in with the original map for the update tomorrow? Everyone waiting for it.
Pridelost Posted April 7, 2014 Author Posted April 7, 2014 Oh I know, I was being a little facetious.
Pridelost Posted April 8, 2014 Author Posted April 8, 2014 Here we go lovely people, version 1.7! Been real busy with my schooling and didn't have a chance to get the spawn coordinates in there, so you'll have to make it there on foot. Also updated the screenshots. It's situated to the west of the Spiffo's between Muldraugh and West Point. http://pzmap.crash-override.net/?#0.642941080166421,0.16266669516876633,18.585239810936216 bobheckling and syfy 2
956Texas Posted April 8, 2014 Posted April 8, 2014 Did you add all the old buildings to dreadwood? I hope you add all the old building set of buildings and the quarantine neighborhood..
Pridelost Posted April 8, 2014 Author Posted April 8, 2014 No worries bud, they'll be put in the map eventually. I hope 1.7 has worked fine for everybody.
blindcoder Posted April 9, 2014 Posted April 9, 2014 I just updated the map on http://pzmap.crash-override.net/?desc=Dreadwood to Dreadwood version 1.7. There's been SO MANY changes on the map that I decided to make a side-by-side comparison of 1.6 to 1.7: Version 1.7, scaled to 3.125% of original size: Version 1.6, scaled to 3.125% of original size: syfy 1
syfy Posted April 10, 2014 Posted April 10, 2014 stuff seen on the 1.7 map above does not match what i find when in game. for example, the barricaded road, bottom right corner.....i cannot find it anywhere. i've been in the hospital and the army compound at the top of the map so i know i am on 1.7 and i've run to the spiffos on the main highway above dixie 3 times to try and find that barricade part of the road, and the building behind it.
Pridelost Posted April 10, 2014 Author Posted April 10, 2014 Thank you for letting me know Sfy. I'll make a fresh save and upload it again. Edit: Re-Uploaded, let me know if you're still having problems.
Pridelost Posted April 11, 2014 Author Posted April 11, 2014 Sad news party people. With all the papers I've been having to write for school I haven't updated Dreadwood enough to have a worthwhile update. If anything changes I'll let you all know but this Mondoid might be missing a Dreadwood update.
SunshineBlind Posted April 12, 2014 Posted April 12, 2014 It's a nice place, however the zombie count feels a bit low. I got the setting on "High" and it still feels like the Muldraugh "normal" setting.
Pridelost Posted April 12, 2014 Author Posted April 12, 2014 Oh yeah my zombie map is absolute garbage right now. One of the things I was trying to work on this week. I'll be sure that have a nice one for 1.8!
_Hubi_ Posted April 13, 2014 Posted April 13, 2014 Hi, my english is very very bad, but i want ask to how i must instal this map. I extrack archive and i have folder Dreadwood1.7.I located my folder media/maps and have 3 folders and now i dont know what i must to do. I must take folder Dreadwood1.7 to Muldraugh, KY, or only files from folder Dreadwood to Muldraugh KY and paste to other files....
okeer Posted April 13, 2014 Posted April 13, 2014 Overwrite the content from Muldraugh with the files from Dreadwood, make a Backup before and everything should bei fine. Will 1.8 contain a spawnpoint IN Dreadwood so we dont have to walk everytime? Since the map is Not yet finished i like to "bugtest" a whole bunch of places (which means many broken limbs caused by falling from every spot where you shouldnt fall down)
956Texas Posted April 15, 2014 Posted April 15, 2014 so to install it, we need to overwrite muldraugh?
okeer Posted April 16, 2014 Posted April 16, 2014 so to install it, we need to overwrite muldraugh? yes and no, yes you overwrite some files BUT no - these are just empty cells next to muldraugh where dreadwood is merged in the normal map. ergo - you'll get more, overwriting nothing but tree's... more tree's and maybe streets and if i didnt say so yet: tree's
Ronarch Posted April 16, 2014 Posted April 16, 2014 I've been playing Bedford Falls and this is perfect if both Dreadwood and B.F. could join the big game world of Muldraugh and W.P.Are we able to have it now? Instruction please.Appreciate your efforts very much. Those buildings are really amazing. AliceCooper 1
AliceCooper Posted April 16, 2014 Posted April 16, 2014 I've been playing Bedford Falls and this is perfect if both Dreadwood and B.F. could join the big game world of Muldraugh and W.P.Are we able to have it now? Instruction please.Appreciate your efforts very much. Those buildings are really amazing. This will probably happen in the near future Imagine a PZ world with with 5-10 towns, then add cars /glorious.
956Texas Posted April 16, 2014 Posted April 16, 2014 i got it working, but you spawn far from DW, does anyone have a server to play the current version of DW?
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