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weaponspec

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  1. weaponspec

    EZ Steal

    Fight your way through a this tire 2 poi that's supposed to resemble various small businesses located in an old industrial area including a metal fabricator called EZ Steal. https://github.com/tracknought/weaponspec_ezsteal/raw/main/weaponspec_ezsteal.rar https://www.mediafire.com/file/o21uabtvaxgvsow/weaponspec_ezsteal.rar/file
  2. Fixed: Sleeper volume (dog) More blocks to be removed from game Reduced loot by 1 random store crate https://github.com/tracknought/weaponspec_subterrain_outpost/raw/main/weaponspec_subterrain_outpost.rar https://www.mediafire.com/file/zk41zk9mfn81ogg/weaponspec_subterrain_outpost.rar/file
  3. Update: fixed a sleeper volume set to passive and replaced some blocks which will be removed from the game (or so my sources tell me). Here is the new mediafire link to the updated version. The old github link should provide the updated version. https://github.com/tracknought/weaponspec_subterrain_outpost/raw/main/weaponspec_subterrain_outpost.rar https://www.mediafire.com/file/mj1t1l3gz4hne7k/weaponspec_subterrain_outpost.rar/file BTW, why the gobbeltygook can't I edit my earlier message in this topic!!!
  4. Bringing you another weaponspec poi. I wanted to create a complex and interesting poi that would appear simple upfront. Something that would blend in well with existing vanilla poi's, not giving away or hinting at what lurks beneath. I feel I've accomplished that goal with this subterranean military base, with passages that twist and turn through and around sewage systems. Download: https://github.com/tracknought/weaponspec_subterrain_outpost/raw/main/weaponspec_subterrain_outpost.rar https://www.mediafire.com/file/0b55aq3xmtb46d4/weaponspec_subterrain_outpost.rar/file
  5. Adding a classic multiplayer map from the COD series with this poi. I wanted to recreate the feel of the original as much as possible which was not an easy task considering various restrictions such as limited amount of block shapes and block rotation. The biggest challenge was getting the proportions right. All things considered I am fairly pleased with how it turned out. I've used a lot of concrete plates as opposed to wood plates on the main structures since they break so easily. As far as immersion goes, I believe it was appropriate to leave the houses which are not reachable in the original game empty since it is a model town meant for destruction. I've avoided zombies except for some animals which may have strayed into the area. I don't believe zombies have gotten a taste for mannequins yet. There is also a small electrical substation which I made into a separate prefab. Fits nicely into industrial zones. Download: https://www.nexusmods.com/7daystodie/mods/1521 https://github.com/tracknought/weaponspec_cod_nuketown
  6. Great work. Lots of attention to detail and some creative designs. Especially like the church.
  7. How will this affect existing prefabs? I've also heard talk of certain type of blocks being removed altogether. I'm sure other prefabbers would like to know which blocks to avoid.
  8. Hello everyone, New to the prefabbing scene. Been wanting to get into it for a while and finally got around to it. Have had a couple of prefabs in the making for some months now, finally felt this one was finished. If you appreciate my work please let know. Here is the first of at least a couple more to come. https://github.com/tracknought/weaponspec_urbanblock_retro https://www.nexusmods.com/7daystodie/mods/1510?tab=files I feel that I've kept the amount of loot and sleepers balanced. I've set the spawning prob to 0.05 and added quest tags to the xml file. Any advice or thoughts from veteran prefabers is always appreciated as well input from anyone else who enjoyed this poi. Feel free to include in compo pack.
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