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Thread: Project Slaanhatten

  1. #1
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    Project Slaanhatten

    Welcome to Project Slaanhatten

    Alpha 17.4 Update! - 9/8/19


    New Worlds:
    Hezuta Mountains

    Project Slaanhatten

    These custom maps demo the way we can use the prefabs included in the pack below to bring a little bit 'extra' to pre-generated or hand made worlds via the in-game world editor.
    They include a wide variety of ideas I've had and have served me well learning how to modify the different aspects of the map.

    The Project Slaanhatten map is an amalgamation of not just my own work but a variety of prefabs created by the community that I felt worked well with the map, be sure to check the readme within the world folder to ensure you have all of the correcr prefabs, link are provided to the authors threads where possible, be sure to drop them a reply to tell them how awesome they are.

    Some of the features include:

    Full Canyon + towns/POI - replacing most of the empty space and desert area in the south
    Highway System - Connects all of the major cities in an indirect route, full of zombies, loots and traders.
    Quarry - WIP construction area to the south
    Military camp - Makeshift military camp offering more of mid/end game challenge
    Military Base - WIP military base with runways, hangars and a bunch of other things.
    Dense city - The closest thing we'll have to the original slaanhatten




    World Editor Prefab Pack V4

    This prefab pack is required if you wish to load either of the custom maps, it is a selection of all the prefabs used to put these maps together. See the version text for exact contents and links. This contains prefab files only, no configs from the originals are included.

    Enjoy and happy Prefabbing!
    Attached Images Attached Images
    Last edited by Slaan; 4 Weeks Ago at 05:35 PM. Reason: The last edit message was lying

  2. #2
    Colony Founder Magoli's Avatar
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    I cant wait for the official release.

    I want to have my houseboat on the River !!!
    (and my U-boat in the River )

    I was able to see some steps of the working-process.
    Everytime i was there it looked better and better.

    I really loved it.

    rock on
    Mag

  3. #3
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    Quote Originally Posted by Magoli View Post
    I cant wait for the official release.

    I want to have my houseboat on the River !!!
    (and my U-boat in the River )

    I was able to see some steps of the working-process.
    Everytime i was there it looked better and better.

    I really loved it.

    rock on
    Mag
    Yeah, working on water is gonna be fun, plenty room for all sorts of wierd things. It's gonna be fun watching what sorts of things people end up building when size is not so much of a big issue.

  4. #4
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    Ok added link to main post, the northern half of the map is now available for public playtesting, hope you enjoy it as much as I did putting it together.

    Some important things to be aware of:

    1, read the about file, all of the know issues, fixed and prevalent, are mentioned here as well as a bunch of how to use infomation.
    2, The hub is VERY seed dependant, by which I mean depending on height issues sections may not spawn, I'll add a handful of working seeds at the bottom of this post.
    3, The hub is very rough around it's perimiter and floaty islands may still occur on some seeds. The closer area's come to completion the more I can do to remove this stuff without making it obvious to the eye (like the roads in the sewer ;D)

    It is still largely a work in progress build but I think what is there is enough to enjoy for now while I knuckle down with the rest.

    Please spare a moment to read through the credits, It's important to me that people are recognized for their contributions no matter how small, If I used something you built and you think it looks terrible.... sorry ;p

    The rwgmixer contained within is vanilla with no mods with the exception of the hub itself, I removed as much of the unused areas as possible for this version.

    *seeds*
    justdoit0
    justdoit1
    justdoit6
    justdoit9 (one of the best so far)

    try as many seeds as possible, i've had several that the hub sits just nice in but as you will see steep drops are unavoidable in some areas at this stage.

  5. #5
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    I am getting the error could not find x_custom_dogtown 0_0 etc

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    Ok I commented out the above.

    But man this hub is amazingly detailed and really awesome to stroll thru. Very recommended and even tho it not 100% complete one can one can only imagine when it is fully complete. And at this early stage is damn awesome well done to all involved in making this.

  7. #7
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    Ok sorry about that, It's the first time I've had to roll the project back, my version includes lowfdogs area and some other 'blank' spots that are the foundation for whats been drawn into the next version's concept map and I had not fully removed all the unused entries.

    The link has been updated with the corrections in the mixer, let me know if you have any other troubles.

    Forgot to add that people are more than welcome to include this in their own packs, It will be easy enough to update the prefab sections as I release newer versions, and there will always be a fresh mixer included for those who want to add the new stuff from each update.

  8. #8
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    Tutorial Part 1: building within the project area.

    Will tidy up the OP when we have the ability to edit them again, feel free to drop any questions here regarding the tutorials or anything else.

  9. #9
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    This looks amazing...
    Is it possible to combine this work of yours with Magoli's Compo-Pack ?

  10. #10
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    You are able to add the hub itself into a custom cell in the same as the other custom hubs, Magoli is more than welcome to include it there, it's a very simple affair to keep the project updated once I release new versions of it.

    As long as people are aware there is a txt file I keep in my project folder that tracks the known issues and things people might want/need to know about the hub and how it works. Also all the prefabbers/modders who's works are included are credited within the project folder too, so I would recommend you grab a copy of the project folder regardless just to fill yourself in on the details.

  11. #11
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    Some more prefab wizardry using hals' prefab editor.

  12. #12
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    I used to run a small dedicated server with multiple mods since A10 to A12 and merging and updating all those files was a true pain in the ass. I gave your code a glance but it doesn't look like a quick job, and honestly I'm not going to get stuck in that swamp again.

    For now I've just generated central city chunks with your code and then swapped it with's Mgoli's...

  13. #13
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    Btw, some of loot containers you've used in the prefabs are "player-made" and they have lootlist value of 10 - which means they neither contain nor spawn anything (i.e. "storageHealth", "storageAmmo"). A warehouse full of those storage boxes looks promising but it quickly turns out to be just disappointing...

  14. #14
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    Quote Originally Posted by Psyborg View Post
    Btw, some of loot containers you've used in the prefabs are "player-made" and they have lootlist value of 10 - which means they neither contain nor spawn anything (i.e. "storageHealth", "storageAmmo"). A warehouse full of those storage boxes looks promising but it quickly turns out to be just disappointing...
    the storagehealth containers etc are spose to spawn empty as thy are just for deco/storage purposes. not a error or bug

  15. #15
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    Quote Originally Posted by stallionsden View Post
    the storagehealth containers etc are spose to spawn empty as thy are just for deco/storage purposes. not a error or bug
    I didn't say it's a bug or an error. I know it's working fine, but I doubt that creating a warehouse full of empty containers just for the look of the crates was the sole purpose.

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