Re: Converting a random map for DayZ.
Posted by
Above on
Apr 23, 2013; 3:00pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Converting-Napf-for-DayZ-Colab-with-Haleks-tp5401p5562.html
Ray wrote
Above wrote
Above wrote
Thank you! :-)
I've added loot spots to a couple of buildings I'll be using. I'm currently working on Napf, I'm adding the cities the original creator left out.
Those placed will have Celle/Taviana buildings and objects.
When I'm completly done with the actual map, I'll be starting to work on Trinity.
I'll most likely release those with the DayZ 1.7.7 code, when that is released.
Smells good.
I got a few things to say.
I'll start with the bad news. Trinity had close to no lootable buildings at all. I'll (EVENTUALLY) make it a playable map.
Now for the good things. I got Napf 99% ready for the 1.7.7 update. I've been playing it with BreakingPoint files. And I gotta say, it's by far the best map I've ever played. It's so damn perfect. It reminds me so much of Chernarus+. So many of the places look so real.
So for a list of what I've done/will do.
Added loot to all buildings on the map (Celle + Chernarus buildings).
Added some extra buildings for looks and more loot.
Things I will do shortly:
Add crashed C130's with heli crash loot
(those will replace the heli crashes).
Add compability with Haleks Factions release.
(Basically just add a mission with friendly triggers, and you can use his dayz_factions for them to kill zeds) (If Haleks is ok with this)..