Project Zomboid

Project Zomboid

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Fort Waterfront B42
   
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99.217 MB
24 maj @ 5:53
6 aug @ 2:05
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Fort Waterfront B42

Beskrivning
Another old map now available for B42.
I'll UNLIST this mod when the original mod author release their B42's version for a better transition
Meanwhile let me know if there are some bugs, I have not time to testing this.

All credits of the map goes to the original author: @shadowqsz2
Fort Waterfront



Ocuppied cells:
(39_42),(40_42),(41_42)
(39_43),(40_43),(41_43)


To delete chunks of an area use this:

[buchojefe.github.io]
You should only do it if you already have a saved game; it's not necessary to delete the chunks for a new game


If you enjoy my work, feel free to toss me a coin.

[ko-fi.com]
[cafecito.app]

Workshop ID: 3486814612
Mod ID: Fort Waterfront B42
Map Folder: Fort Waterfront B42
Populära diskussioner Visa alla (2)
6
25 jul @ 18:21
KLISTRAD: Bugs Reports
BuchoJefe
0
24 maj @ 20:23
How to add map to a existing save
BuchoJefe
46 kommentarer
САНЯ 18 okt @ 9:00 
очень сильно лагает на вашей точке. при проезде или заходя на локацию чистато кадров падает до 30-40 .
canadian69bacon 5 okt @ 2:46 
Love this place but I'm not sure if its this mod or another one but any time I walk past a point going to the bigger garages I get this weird lag and zombies keep spawning in with no stopping, other then that great place to live
RenShuu 23 aug @ 3:08 
Love the place, Cant stay here as idk whats fully causing it but it seems to be the more zombies i kill the bigger the frame rate drops get every few second while only moving around.
BuchoJefe  [skapare] 15 aug @ 12:45 
@Nobody, I'm very short on time these days, but I'll do my best, especially since it's to play with your son. I'll let you know here.
Nobody 15 aug @ 12:20 
I mean, adding basement like content to this map would definitely provide more possibilities to lore creation. I haven't made an official play through yet, mostly mod testing for my soon to be play through. If you want to make it where this is possible, that'd be amazing!
BuchoJefe  [skapare] 15 aug @ 11:59 
@Nobody, In theory, the game procedurally generates basements; I haven't seen any of these yet. The only ones I've seen are pre-generated. For example, I haven't seen any in all of Louisville. They are in new locations like Echo Creek and older locations that have had visual modifications (Muldraugh, Riverside, etc.).
If one was generated, it's because the game deemed the building meets the requirements.
If you're asking me this as a request, I'll consider it, but that would mean that in a run, you'd have to delete the map_basements.bin file from the game folder. This, I estimate (because I've never tested it) would reset all basements to their initial state (losing any loot you've left in any of them).
Let me know if you're interested in a pre-generated basement there, and I'll add it later.
Nobody 15 aug @ 11:35 
You know the elevator spot on the tower? May I ask if you have included basement related content for that?
BuchoJefe  [skapare] 12 aug @ 15:14 
@reanimated6, I'll check if is possible, sometimes moving the coordinates requires a full rework.
reanimated6 12 aug @ 13:38 
Hello! Can you make this compatible with SecretZ? Seems that both of your mods are using cell 41_43 =(
BuchoJefe  [skapare] 19 jul @ 23:25 
@e_lover, I'm currently supporting 10 maps all by myself. Converting each map from 41 to 42 is impossible for me due to the sheer number of gigabytes required. Doing so would be like shooting myself in the ba**s, which I imagine would hurt, because supporting each of those items by just one person wouldn't be advisable or healthy. On top of that, I expect many tile mods will be abandoned along the way, and if that's the case, maps using those mods will either need to be manually retouched tile by tile or use the old version of the tile mods without B42 features (depth maps, material sounds, etc.). Do you have any particular one in mind?