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Horst last won the day on September 16 2017

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  1. Well, its an A16 Prefab...you probably saw it has a lot of loot containers, so I intended for there to be loot... Sleepers were designed so you could use it as a base in A16 and block the volumes easily with sleeping bags...otherwhise you had Z spawn inside your base... I'm planing on bringing it up to date though 🙂
  2. Ok - thank you both - now I understand^^ Haven't been here since I made the Altenburg Castle in afair A16... I will change Tier and stuff once I get more feedback .
  3. Ah ok, but adding that is down to anyone downloading it, not for me to ad anywhere besides as a comment here?
  4. Probably could be T3 or T4, but doesn't the gamestage make that easy enough for low level players anyway? There is no specific Z spawn like only cops or sth similar, its down to the game to chose enemies according to gamestage, isn't it? What is Nitrogen, what does it do with this POI, and how should I change that?
  5. After three years its time to bring my trains back to 7 days (previous: https://community.7daystodie.com/topic/4428-wastelandtrain-no2/). This time A19 ready, better looking than ever, integrated in a nice and terrifying POI, full of Zombies and loot. I'm always thankfull for feedback, and open to updating details! Download Version 1.0 (Last changed: 21_08_2020): 2108_2.zip Dropbox for those having troubles with the download: https://www.dropbox.com/sh/4vofp3hdtwuqhq1/AADDUMUf1CmPCWfLOPgigc8qa?dl=0 The lore idea is a collapsed railway tunnel through which - at the outbreak of the Zombievirus - tons of Zs crawled up to the surface, everybody in Navezgane knows the army officially got involved at that point, but many people claim that they were already present very close to the location much earlier, but no survivors really seem to know what went on there. Small warning: If you trust my building skills, and want to enjoy the POI spoiler-free the detailed descriptions below may not be for you. Basic description: Main POI structure: The basic POI setup is a train tunnel with two tracks, which has collapsed at both ends. While one ends tunnel collapse has left nothing but a little pit and the remains of a ventilation structure on the surface, at the other side of the POI a little Shamway Supermarket floor has fallen into the tunnel and forms an opening that leads to the tracks. On the tracks is a coal train, which was partially burried by the collapse, on the one side and a military train stuffed with more apocalypse-related things on the other. The main structures also include an emergency evacuation tunnel that connects the main entry point to another part of the surface, as well as hidden chambers at the end of the tunnel. Questpath: Main idea of the quests and player path lead from the quest marker at a collapsed ventilation shaft on the surface through various small and hopefully interesting surface structures to the opposite end on the surface level, which is marked by a little shamway supermarket. This building serves as entrance to the tunnel level, in which the player path leads back in the opposite direction along the tracks and into several chambers roughly 20 blocks below the starting point. Included side structures in case someone wants to reuse them in other POIs, (please message me beforehand): - refrigerated truck trailer - maybe there is room for improvement on the colours - public restrooms - its tiny, its ugly, its dirty, its creepy, people decided to put up pictures to find their lost loved ones - its horible and imho quite good because of that - small army camp - a little yellow bulldozer - I'm not satisfied with its looks yet, and would be happy for constructive ideas - tanks - sadly they have to be white and UN now, the game is suffering from its success here: In previous alphas I used camouflage textures, but the HD textures now make them much too obviously a cloth texture... - Collapsed mini-Shamway - coal car - huge coal car for 2-block rail width, imo quite good and realistic look, not much details to improve as long as its empty, sadly the use of metal sheets makes it impossible to fill them with coal - flatbed train car - nice for 2-block rail width, not quite satisfied with the texture, and the necessity to use sheets makes it impossible to place two army trucks on them - if you want to reuse them somewhere else, message me, maybe I find an elegant way to fit two trucks - refrigerated train car, originally used for food, later hastely marked Bio-Hazard and used to bring the dead as far away as possible before they turn - locomotive (one shiny and new, one burned out), there are no good aged dark metal colours in the game atm, so instead of doing two similarly aged locos I went for both extremes - they are better than my last ones, but I still feel they could be better than what they currently are, so maybe I'll update some details - underground Zchambers - the opposite of an underground bunker, not to lock the Zs out, but to lock them in deep under ground Z-Balancing: I went for big numbers of Zs here at some points, which is not very typical for my previous stuff, but the locations almost always allow an easy way out, respectively up in most cases - if you think its too difficult (or too easy) please let me know which point, and what level/GS you had when you went in. And in case any of the Pimps reads this: Don't you think its weird that there are a hundret street signs with meaningless names, but not a single simple Bio Hazard sign with the creepy symbol in your Zombie-Virus-Apocalypse-Game? 😉
  6. This. It lags/stutters with a suposedly perfect framerate - the faster you move ie. through towns, the worse it gets. Runs fine 20-30 sec, completely stops for half a sec and is fine for the next 20...
  7. I come back in here after 2 years of 7days to die - abstinence, and thats the first thing I read... thank you! Looks like my next task is getting that thing up to date in A19
  8. Exactly. Thirst/hunger between 50-100% info shouldnt be there - below 50% should be there constantly...idealy as a bar not a countdown ... And same should go for health...if I'm building, mining, farming and havent been hit by anything for a day or two I don't need the health bar - but if I have been hit it should be visible until I do sth to get rid of it.
  9. Sry, I dont mean fading out with a timer like the chat...better way to put it would be only visible if its between 0 and ie. 50%
  10. If they fade out after 2-3 secs I agree, but I think if they become visible/less opaque with their relevancy and stayed until you solve the problem there is no real distraction. Showing hunger and thirst when they are below 50% would probably mean these bars come one once, maybe twice a day, remind you of eating and go away after you did. A health bar that is only visible when its below 80% would only become visible in action - and only disappear the instance you take action/take a bandage,etc.. Stamina may make sense to only fade out at 100% so it only becomes visible by your action. I dont think players would really get distracted by a display they directly cause to appear or disapear by pushing a button in the long run...
  11. Depends on how its done. The lack of an information display could be used as information in itself - ie. The current two bars: If my stamina is at 100% I would not need to see a bar, and if my health is at 100% no need for it either. So by not seeing something in that corner I just know that its at 100%. If you go one step further I would say 80% is still not really relevant info and could still be not shown - I know when I run, and I know when I get hit - so if I run/get hit, see nothing in the corner I know its not 100, and I would still know its not below 80%. Its not necessary for all information to be displayed all of the time, but a mix that just shows relevant info might be. No need for Stamina, Health, Hunger, Thirst and temperature bars all at once; no need to show hunger and thirst above ie 50% or stamina above ie 80% but would be nice to have those bars fade in once they become relevant to me...
  12. Black rain...would even fit the setting...
  13. Depends... will clothing be changed so that certain types can help you in cold and in warm conditions? will it be possible to combine cloth items of same type and different colour to a default colour? Currently constantly alternating Poncho and Winterjacket - taking up one slot; and carrying about 200% more looted clothes around than I would ever need because I can hardly remember what colour my highest quality Shirt has so I can combine it to 600 Q
  14. +1 Yes please - distant howling and/or barking noise at hordespawn can't be impossible to implement.
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