Jump to content

Lost Arms Apartments


Deverezieaux

Recommended Posts

*This is a Work In Progress.

 

I decided to go for it and make a really large POI. It's a large apartment building based generally on the type of prewar building I used to live in in NYC. I looked through the existing vanilla POIs to see what there could be more of, and there is only the one really good dungeon-style apartment building. This will be a 6 story (with full basement) POI, it has 20 apartments, and additional bits like a pub and laundry room. Honestly I could have made it even taller, but I wanted to keep it manageable. These pics are of the building before I have added the "dungeon" path, flavor damage, or sleepers. It is fully furnished and decorated, and I'm going to save a copy like this. It's probably going to take me a while to figure out the dungeon path, but I was too excited with how it's going not to share.

spacer.png

spacer.png

spacer.png

spacer.png

spacer.pngspacer.png

Link to comment
Share on other sites

On 3/12/2021 at 4:14 AM, Deverezieaux said:

*This is a Work In Progress.

 

I decided to go for it and make a really large POI. It's a large apartment building based generally on the type of prewar building I used to live in in NYC. I looked through the existing vanilla POIs to see what there could be more of, and there is only the one really good dungeon-style apartment building. This will be a 6 story (with full basement) POI, it has 20 apartments, and additional bits like a pub and laundry room. Honestly I could have made it even taller, but I wanted to keep it manageable. These pics are of the building before I have added the "dungeon" path, flavor damage, or sleepers. It is fully furnished and decorated, and I'm going to save a copy like this. It's probably going to take me a while to figure out the dungeon path, but I was too excited with how it's going not to share.

spacer.png

spacer.png

spacer.png

spacer.png

spacer.pngspacer.png

Looks superb mate and look forwarded to seeing the final product

Link to comment
Share on other sites

Hi guys, I need a hand playtesting because it's rather large and I don't want to declare it ready for things like the compopack until it's been tested thoroughly. I've playtested it with fetch and clear quests like usual, but I want to make sure the dungeon path is clear and that the balance is right. I've made it a tier 5 because of it's size, but I'm not sure it's hard enough for a tier 5. Rather than make edits yourselves, if you could let me know what needs tweaking and I'll do it myself so I know what's changed.

 

Edit: Forgot to mention there's quite a bit of platforming to get through this.

 

Here's the file https://drive.google.com/file/d/1XaGcETjxJBakZGC0TyplQF6q7IBTwBVh/view?usp=sharing

 

And a few new pics, trying not to reveal too much:

spacer.pngspacer.pngspacer.png

spacer.png

 

 

Link to comment
Share on other sites

Hi Deverezieaux

 

Thank you very much for the prefab, a while ago I downloaded your prefab, I did tests in editor mode, started the mission, all good, but when I want to pick up the mission object, I can't, check the console and mark this error:

 

ArgumentNullException: Value cannot be null.
Parameter name: key

 

I can´t read a schematic, I can't even use the weapon I have at hand, I don't know much about this problem, it may be that the mission object is not correct or there are too many zombies in the prefab, I don't know , but Stallions may have the answer.
Regards

Link to comment
Share on other sites

1 hour ago, Gouki said:

Hi Deverezieaux

 

Thank you very much for the prefab, a while ago I downloaded your prefab, I did tests in editor mode, started the mission, all good, but when I want to pick up the mission object, I can't, check the console and mark this error:

 

ArgumentNullException: Value cannot be null.
Parameter name: key

 

I can´t read a schematic, I can't even use the weapon I have at hand, I don't know much about this problem, it may be that the mission object is not correct or there are too many zombies in the prefab, I don't know , but Stallions may have the answer.
Regards

should always test a poi in a real game lol. There are bugs with the play test option in the editor causing alot of false errors as well it slates good tests but in a real game errors are there. 

 

Link to comment
Share on other sites

I haven't had any issues when playtesting myself. Activating, using objects, searching, reading, etc. Everything worked fine. If anything I may need to make a few more of the zombie volumes priority so it's a bit tougher, but other than that I think it's good to go. I just wanted to get some feedback from other folks if possible.

 

Edit: @Gouki just an thought, this was built using the latest experimental build, I know that can sometimes cause problems if you're using the previous version.

Link to comment
Share on other sites

Hi Stallions

 

I will take note for the next time, although it is easier and faster for me to check them like that.

 

 


Hi Deverezieaux

 

I am currently using the A19.4 b7 "stable", I think there should be no problem.
Changing the subject, some other new prefab you are working on.
Regards

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...