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SG1-09

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About SG1-09

  • Birthday 10/05/1990

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    White Forest

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  1. Hi everyone! πŸ˜‰ Here are my first two POIs that have been updated for alpha 21 and the latest one that arrived this month. I've been using the game's editor for a while now, and have spent many relaxing moments creating POIs. The 7 days to die Community is contributing more and more additional contents for everyone to enjoy, and I hope it never stops. I'm proud to contribute too, and I greatly appreciate what TFP brings to each alpha, especially the many varieties of blocks. Anyway, here's my "triptych": Club Hotel Download link : https://www.nexusmods.com/7daystodie/mods/1334 Harold Fetchkick Asylum Download link : https://www.nexusmods.com/7daystodie/mods/2316 Epidemic Playland Download link : https://www.nexusmods.com/7daystodie/mods/4189 I'm not sure if I'll be creating any new POIs, but I sincerely intend to continue updating these three creations, and of course I've already got lots of ideas for improving them. Maybe some variations. My biggest challenge will be to optimize the biggest one. 🫠 >>> Feel free to report any issues, floating or missing blocks/textures, enemy spawn bugs, etc. Have fun!
  2. Yes of course it's difficult to track and request to any authors for each update. I can understand that for other people it's better to be clear from the beginning and what you suggest is possible, i guess. Indeed because that unlikely that all creators come on their own to deliver a creation compatible for each alpha. And the work for CP become progressively huge and time-consumming. Personaly i can accept without any problem, i'm not a very prolific creator so I won't allow myself to demand special attention for my content πŸ˜†
  3. For keep Compopack alive each new alpha, I find it logical all prefabs must be updated to avoid any compatibility issues. IMO if POIs are not updated, they should no longer be part of the latest version of CP unless they have been rework by their authors. And I'm aware that would cut off the CP quite a lot of good POIs from the penultimate alpha. There are other exceptions: when i played with CP48, I went through a lot of prefabs in order to clean up "out dated" creations even if these are compatible. Otherwise I also think a huge job is necessary to recover the latest versions of the POIs scattered on different websites. I publish mine on NexusMods, which does not mean that everyone here have heard of the latest updates. So I cannot blame the team for correcting my POI A19 to A20 concerning missing blocks, if I don't communicate my updates outside of Nexus. There is a lot of time involved in this compatibility process. I think if some people want to guarantee their creations shared in CP without unauthorized modifications, they should also help and save Stallionsden and testers from spending time making their POIs compatible and playable.
  4. Woaw thx man ! I found a few more : https://www.artstation.com/artwork/zDRW94 https://www.artstation.com/artwork/PeKNby https://www.artstation.com/artwork/YK2qAw https://www.artstation.com/artwork/03VLBy https://www.artstation.com/artwork/9NL4ON https://www.artstation.com/artwork/NGmBBz https://www.artstation.com/artwork/Wm038v https://www.artstation.com/artwork/2qVKKy https://www.artstation.com/artwork/kl3BBn https://www.artstation.com/artwork/xYPwk4 Interesting and very clean props redesign. I can also imagine the meticulous work done on the POIs for A21 (news and olds like the hospital) Good job Artists. πŸ‘
  5. I think it depends on the volume blocks use and how the player triggers them. Usually the trigger zone = spawn zone but spawn and trigger are two separate things. In the current system, spawn should allow the player to anticipate his approach and aggro area should be used sparingly to trick the player. Note that verticality is important, to make the triggerless spawn work, the player must be at the same height as the volume blocks. The player cannot make zombies spawn from a volume that is just above or below him. But it's possible to do it using a volume area without sleepers linked by its ID to a volume area containing sleepers. The volume area without sleepers will also make them spawn. In any case enemies will spawn if the player is close at least 7 blocks to the sleeper volumes limit. Maybe delta should be 10 blocks.
  6. Interesting topic. πŸ˜ƒ I don't really know how far stealth works in the game but yes, clearly the way POIs are designed makes sometimes stealth incompatible. The sleeper volumes are made to control Z spawn and avoid overloading a POI and this system lead many players towards well-prepared exploration gameplay, overriding confrontation and anticipating a potential floor or ceiling collapse with many sleepers. And I understand this system can lead in the wrong way for stealth players who, during an elimination quest, no longer trigger volumes of "cleverly" hidden sleepers. But IMO, if the majority of the POI has been dealt with stealth eliminations, the player can afford to make some noise at the very end of the quest. I've read in this thread about an idea about a system that could reveal the location of remaining Z as time runs out, while the player doesn't find them. Which wouldn't be a bad thing. In the meantime it makes me think of the way sleepers are managed with auto-triggers and I tested the Drive-in POI because it's quite interesting to understand how the sleeper volumes work. During "restore power" quest (so at night), the first part "forces" the player to go through the place where the 1st door can be unlocked and, fatally, zombies located on the opposite side of the player cross the whole Drive-in courtyard (i.e. from far away) to reach the trigger zone. It works with a numbered "ID" that you can choose in the editor (I don't remember if it existed in A19 πŸ€”). And then at the very end of the POI, 3 empty sleeper volumes just have an ID that matches all the other existing sleeper volumes, which triggers all the sleepers in the POI that the player haven't seen before.
  7. Hello TFP ! I really enjoy the good work you've been doing for a few years now, and I have to admit that this is the first time I'm running the experimental version on this game. The new world generation, new POIs and cities are awesome. I especially like the editor part and the new assets, blocks and entities. As I spend a lot of time on the editor, let me point out a little thing that caught my attention : - About new quest (restore power), I use the system to close a way out for the player once the generator is powered up, which forces to find another way to continue. But i noticed if i launch another quest (day quest) in my POI, same triggered door by generator (which is inactive at this moment) will still trigger. I think this should not happen if the generator is not involved during another quest. I checked the xml file but I didn't see anything about this. πŸ€” Otherwise I noticed the new sleeper feature that allows to add a zombie by name, individually. This means that we can now add, for example, a Screamer in a dark corner of the attic. 😈 Anyway, congrats team !
  8. Thx very much I'll update for next alphas, and for fixes if needed. Yep no pb, you can add to the pack of course
  9. Thanks Gouki πŸ˜€ It's finally here : https://www.nexusmods.com/7daystodie/mods/1334?tab=files I hope you'll enjoy it !
  10. Thank you stallionsden & bigstep70 πŸ˜‰ I'm doing my best to upload my prefab next week. I've to finish some dΓ©tails first. Ah ah! Of course this creation is inspired by an existing building, but from another piece of land (Savoy, France). I started a smaller building but gradually it looked like the real one, so I decided to "recreate" it. From the outside it's recognizable, however I took a lot of creative liberties.
  11. Hi everyone ! After a few hours of "hard work" in my free time, I polish my prefab: a huge mountain resort. The biggest is done. Next I will turn my prefab into a POI with zombies & quests. Here some screens (progression since Nov - Dec 2020). Enjoy Prefab: Club Hotel (50-60% completion) Prefab: Club Hotel (65% completion) Prefab: Club Hotel (80% completion) Prefab: Club Hotel (WIP 95%)
  12. Good point for warehouses, which really have their place in the game. πŸ‘Œ POIs are really interesting, I like to see their evolution from one alpha to another. I spend some of my free time on the prefab editor. It's super cool, so many blocks / props and if you like build, it's quite relaxing. My current project is a hotel: I started a Tier 2 POI and finally it's a big Tier 5. Anyway, this is an awesome tool !! With new adds at each alpha, it becomes more and more interesting. A big thanks TFP for that. πŸ€—
  13. Great ! Thx πŸ˜„ Zombie Dog is more creepy, i love it. I would try to capture one and call it "Lil'Angel" πŸ–€
  14. According to the first page, Cop Z and Screamer HD are planned. Nice 😎 Hope we see more of them soon, especially Screamer because I think she represents real terrific potential. NB : no concept art / A20 screens on the first page anymore. Is there any reason ?
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