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Re: Converting a random map for DayZ.

Posted by Above on May 08, 2013; 8:57pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Converting-Napf-for-DayZ-Colab-with-Haleks-tp5401p6299.html

Above wrote
Kryptic wrote
How is the Napf map going? looking forward to it
I'm already done with everything I/we had in mind. I'm just waiting for 1.7.7 so that I can apply everything.

What's done so far:

35 unique skins.
Using all the Origins vehicles. (We're still using some of the older ArmA vehicles, Vodnik etc to be added once 1.7.7 hits).
Using all Origins zombies + Fedus's zombies (Fedus's female zombie comming soon).
Custom weapons from mods added to the loot table once I have 1.7.7.
Helicrashes replaced with crashed c130's. (Because I thought it was cooler, and more fitting hence all loot spots).
The AI improvements from before.
And everything from 1.7.7, of course.

*EDIT: The bloodbag yourself code too, of course.
*EDIT2: I've now even added all the weapons I wanna use (we got some insanly dope weapons, some that got bipots that you can deploy (with animations) by using your "H" key). Now I just gotta balance it fairly well.


I'm not sure what else we could do with it, or if I've missed something. But these are the things I've had in mind.

Updated changelog:

Reskinned close to all items to make them older, and dirtier.
Looking at adding additional skins, and re-balancing the loot table.
Looking at vehicle gear slots.


Question to everyone reading this, should we use a soundmod? And if so, JSRS, or the mod BreakingPoint is using?