April 24, 2024, 06:09:39 pm
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This is a generic poll to see whether a tutorial on standard random encounter map making is wanted.

Yes I would like a tutorial on making a simple random encounter map.
9 (90%)
No I would not like a tutorial, I can work it out myself.
1 (10%)

Total Members Voted: 9

Voting closed: June 29, 2016, 11:55:29 am

Topic: Zek's Workshop  (Read 20360 times)

jarok

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Re: Zek's Workshop
« Reply #45 on: July 25, 2016, 08:02:11 am »
Interesting location, great design as always zek! Would explore :)
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Gargantua

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Re: Zek's Workshop
« Reply #46 on: July 29, 2016, 05:43:20 am »
Damn zek - the dead space reference brough back flashbacks lol

zekromo

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Re: Zek's Workshop
« Reply #47 on: August 11, 2016, 10:17:07 pm »
Having a break from the floater hive dungeon as it stands; I am on holiday after all. What I have created is something rather interesting and was intentionally for a side project that I am involved in. I will post it here for the eyecandy upkeep cost that I have brought with this workshop thread.

Enjoy a map I like to call Nuketown:



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KompreSor

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Re: Zek's Workshop
« Reply #48 on: August 12, 2016, 06:58:58 am »
amazing.

PrebaTHC

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Re: Zek's Workshop
« Reply #49 on: August 12, 2016, 01:18:22 pm »
Looks gr8 m8
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Bison

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Re: Zek's Workshop
« Reply #50 on: August 13, 2016, 03:26:11 pm »
This looks interesting, keep it up.
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Corosive

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Re: Zek's Workshop
« Reply #51 on: August 16, 2016, 11:21:54 pm »
Zek, got any maps I can use? Remember to place the tech buttons too! Your last 5 maps you sent me didn't have any blockers under walls and what not. You also don't have to place entrance hex's, we can do those last.

YOU ARE NOW REQUIRED TO ADD YOUR OWN HOSTILE NPCS http://forum.fonline-reloaded.net/index.php?topic=11322.msg94996#new

Keep it up though! I can see your maps becoming locations.
« Last Edit: September 18, 2016, 03:30:26 pm by Corosive »

zekromo

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Re: Zek's Workshop
« Reply #52 on: August 17, 2016, 01:30:23 am »
It has been a while since I last fed you guys with maps so I will send some later through the week, however I am more than sure that the previous 5 maps did include hex blockers, though maybe a few wall tech's might not have been in place.

Also, NPC's? What NPC's? What are NPC's? However thanks for your kind words Core, will contact you and the rest in due time :)
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Slush

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Re: Zek's Workshop
« Reply #53 on: August 17, 2016, 07:24:08 pm »
I love toxic church map Zek keep it going  8) Corosive is Jew now? Lol

zekromo

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Re: Zek's Workshop
« Reply #54 on: November 20, 2016, 04:07:43 pm »
3 months without a single update  :-\

I have awoken to speak my mind on how I was never fond of how little variety there is in Hinkley. As a result I decided to create a few maps for the PvP animals in us all.

Carpark



Size: Larger than Pit, Smaller than Warzone; can be considered the 'in between' but should be able to hold party sizes equal to Warzone.

Spawn Points: 1st is in the bottom left corner underneath the truck and car.
                     2nd is in the top right corner inside the garage/storage.

Description: The outer rims of the map has been mapped with close quarters combat in mind. Buildings on the corners provide the main bulk of cover for players who engage in this map. However the main focus of the map is the long clearance that is the actual car park itself. Players that spawn in the bottom left corner in the car park have access to vehicles for cover; the two buildings in the two adjacent corners also have their advantages for players who spawn in the garage.

Pit Alternate Version



Size: Exactly the same size as the original Pit

Spawn: Exactly the same spawn points as the original Pit.

Description: Built with 'fan classic' pit in mind, this map is an alternate perspective of the map. Spikes are roughly in the exact same positions as the classic, but with the obvious twist of the bloody totem pole in the centre.

Church [WIP]



Size: Roughly the same size as Warzone.

Spawn: North and South of the Church, though this is expected to change as map is progressed.

Description: Built with a similar approach to Warzone; a central building in the middle of the map with areas for mid range and close range combat. A fresh feel with the building being a church, although the outer area (the grey tiles) will be worked upon to possibly contain a more urban surrounding.

Remember to pray to DocAN for good bullet trajectory when fighting on this map when it is fully complete.

On a related note to the theme of Hinkley maps, if you have any ideas for a Hinkley map that you wish to see next session then post them or PM me. The only rules is that the idea itself remains simple, so no 'Vault leading into cave into swamp with trees and cars everywhere.'

Now on a separate note, The Khans and myself want to thank those here in the Reloaded community who donated to Coach's fundraiser for his cousin who was born with an unfortunate medical problem. The fundraiser itself is at 95% to the goal. That is 5% off the total needed to send his cousin and their family to the US for the surgery that can save the sight of this strong willed boy. If you have any coins to spare, or know anyone who does then donate here:

http://rycerzeiksiezniczki.pl/kids/stasio/?lang=en

As for now, eyes on the skies lads. The next update will come in due time.





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Kilgore

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Re: Zek's Workshop
« Reply #55 on: November 20, 2016, 05:07:09 pm »
Nice maps, Zek, will be added to Hinkley when finished.

DocAN

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Re: Zek's Workshop
« Reply #56 on: November 20, 2016, 06:28:11 pm »
Good job !

ArcherTowerZX

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Re: Zek's Workshop
« Reply #57 on: January 04, 2017, 01:31:30 pm »


Dude, what program u used!!! I wunna make ma haus

zekromo

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Re: Zek's Workshop
« Reply #58 on: February 16, 2017, 02:55:13 pm »
W. I. P. of Unnamed Town [TBA]


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Koniko

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Re: Zek's Workshop
« Reply #59 on: February 16, 2017, 05:33:03 pm »
There should be some medium height buildings in between farms and skyscrappers cause it looks unrealistic :(.