FOnline: Reloaded

Development => The Workshop => Topic started by: zekromo on March 31, 2016, 11:56:07 pm

Title: Zek's Workshop
Post by: zekromo on March 31, 2016, 11:56:07 pm
First and foremost I enjoy Fonline Reloaded and would choose this over any of the other "servers" out there. However I noticed a lack of dungeons and content and, as such, I have decided to create some maps to increase the small stockpile that is here. I will be adding to this thread whenever I have new maps made; current progress of maps will be released now and then too.

So, to begin with I have used the power of the Garden of Eden Creation Kit to manipulate this barren piece of land into a nice faction homestead:

(http://i.imgur.com/C8OgkvQ.jpg)

Dont worry, I know having a space to park a car can lead to glitching when there are 2 cars in that space; that issue has been resolved by having only 1 car being able to park in that space. All the usual stuff is there such as computer and a rotgut still.

Now here is something I am working on. It is meant to be a new magic locker/pvp ground like reno or warehouse. It is not complete yet, but the background for the place is that it is a raider (slag) run gas station and that they have the tendency to go on distracting caravan raids; every so often they get something very nice that they like to lock up in a certain box at the back.

(http://s24.postimg.org/6350kwk8l/Zek_Dungeon.jpg)

It is currently still WIP and the shot is zoomed out so the whole area can be seen. Will post close ups is requested.

Thanks, and any comments will be taken into account!
Title: Re: Zek's Workshop
Post by: FrankenStone on April 01, 2016, 12:22:03 am
looks good i would only scrap the tent inside the house , rest is fine
Title: Re: Zek's Workshop
Post by: Hungry Hungry Shark on April 01, 2016, 12:29:13 am
Looks great, I like the tent near the house that's cool
Title: Re: Zek's Workshop
Post by: Corosive on April 01, 2016, 01:17:32 am
I need new random encounter maps that aren't too pretty/fancy. Basic ones to provide "unique" encounter opportunities. I've made over a dozen already but damn, I need a dozen more.

If your maps are error free and have all the hex blockers in place then PM me.
Title: Re: Zek's Workshop
Post by: Shamessa on April 01, 2016, 08:31:13 am
I like it!
Title: Re: Zek's Workshop
Post by: jarok on April 01, 2016, 09:33:31 am
First map is perfect, good job dude :)
Title: Re: Zek's Workshop
Post by: zekromo on April 01, 2016, 09:17:31 pm
Today I have been working on "ruining" and "raiding" the gas station magic locker area up a bit. Roads are now covered in dust in some areas, metal fences now properly propped up to form the defensive barrier around the gas station and clutter has been added to give it a more, how can I say this - "living" environment. I can see nothing more now to add but the magic locker, finishing touches and begin working on entry and hex blocking zones; that is unless you guys have an input or request?

(http://i.snag.gy/s49Wf.jpg)

Thank you for the nice comments too! Keeps a nice driving force going to produce more maps for you to enjoy and, hopefully, be implemented.
Title: Re: Zek's Workshop
Post by: Solaire on April 01, 2016, 09:22:24 pm
This gas station looks so great you made a god job my friend !
And this highwayman there looks awesome!

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Zek's Workshop
Post by: zekromo on April 01, 2016, 11:09:26 pm
I need new random encounter maps that aren't too pretty/fancy. Basic ones to provide "unique" encounter opportunities. I've made over a dozen already but damn, I need a dozen more.

If your maps are error free and have all the hex blockers in place then PM me.

Check your PM Corosive! Also thanks Solaire, I am hoping to make it go far. I guess people will come from afar not for the loot, but for the precious gasoline stored in those abundant barrels  ;D
Title: Re: Zek's Workshop
Post by: Solaire on April 02, 2016, 01:28:21 am
Gasoline is also a loot :)
I like that lately ppl have patience to make maps you should do maybe something for quest like gr mutie quest
That would be cool having more quests like that
I want also that highwayman in my base :P

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Zek's Workshop
Post by: zekromo on April 02, 2016, 03:46:12 pm
Quote
I like that lately ppl have patience to make maps you should do maybe something for quest like gr mutie quest
That would be cool having more quests like that

Well currently I am planning on sticking with doing faction bases/dungeons/ML areas. I will be finishing up on the gas station magic locker today hopefully, however still wondering what to create for my next project. Maybe a pve dungeon similar to Ares? I mean something fresh - the overrated ruined vault tile set is getting incredibly boring for my taste. Vault 15 has it, Ares has it, Glow has it; time to make a change I suppose.

As always, ideas are welcome.
Title: Re: Zek's Workshop
Post by: Hungry Hungry Shark on April 02, 2016, 07:44:25 pm
Hey zekromo since you're interested in faction bases maps I just wanna throw an idea out there: a garage with car spawn inside. All the current maps have car spawns outside but wouldn't it be cool to keep your car in a garage?
Title: Re: Zek's Workshop
Post by: zekromo on April 02, 2016, 08:56:17 pm
Hey zekromo since you're interested in faction bases maps I just wanna throw an idea out there: a garage with car spawn inside. All the current maps have car spawns outside but wouldn't it be cool to keep your car in a garage?
You see I had many ideas about creating something like that and at the end I had to conclude with having that wooden frame as a car park in my ranch faction base. The problem with creating a garage with a car spawn is that not every vehicle would fit in the garage; some of the vehicles are either too large or are parked on different axis compared to others.

However this idea of cars and garages have given me an idea for an urban safehouse/home/faction base. I don't know if it would work in game but how about an urban apartment? Just like how you can go upstairs and downstairs in those urban encounter maps?
Title: Re: Zek's Workshop
Post by: Grizzanmk2 on April 03, 2016, 06:13:24 pm
i would only scrap the tent inside the house
Why don't you?
Title: Re: Zek's Workshop
Post by: zekromo on April 03, 2016, 08:34:14 pm
No new maps have been made however progress has been made with the gas station map. Included are new hex blockers, enter and exit grids and scroll blockers:

(http://i.snag.gy/cFRHe.jpg)

It is in no way fully finished as I need to test it out in game to spot any bugs or missing spots that need to be "teched." Infact, coming to think of testing:

(http://image.prntscr.com/image/a26be120a6c54eb8920c82a8d311dae2.jpg)

(http://image.prntscr.com/image/ddf6786cd51645a3b1d4f9b8f93afee0.jpg)

(http://image.prntscr.com/image/6903c757069a4c04b7da02ac2db272c9.jpg)

I think the ingame render looks nicer than on the mapper.
Title: Re: Zek's Workshop
Post by: zekromo on April 04, 2016, 09:59:56 pm
Having a laid back time this one round. Decided to make something small but to also show that something of this miniature scale can also look and feel very nice. Intentionally I wanted it to be a low end cave base for the newest of players to easily purchase after a couple days playing, you know, something that "fits in" with the current status of the server. However I shifted my view to seeing it more like a personal safe house on the same line as an upgraded tent that can easily be set up on the first day of playing. My idea is that you can buy as many as you like, for around 5000 caps, and they all count to your maximum of having only 10 safe houses. Nothing too complex here, like I stated earlier - this fine humble cave space contains 3 containers total, just like your average safe house. The containers are the workbench toolboard, the rusted locker and the small wooden crate at the end of the bed.

(http://i.snag.gy/Azb4O.jpg)

(http://i.snag.gy/piHNl.jpg)

I will work on an outside for this place so cars can be parked and will upload some in game rendering too; both of which should be done and uploaded for all of you to see.
Title: Re: Zek's Workshop
Post by: Hungry Hungry Shark on April 04, 2016, 11:37:26 pm
You have a good eye for maps, this map is another great look
Title: Re: Zek's Workshop
Post by: zekromo on April 07, 2016, 09:01:10 pm
I apologise for the lack of content but here is a "semi" update for the previous cave safe house. This is a possible exterior I have whipped up that took me only half an hour to complete. So far I think it fits in well,but again I did say a "possible" exterior  ;)
What I am planning to do now is make some variants of safe houses. Originally we have tents and "shacks". I have made a cave, but I am planning on making more forms of safe houses just to create a feeling of personalisation and variety in the wasteland, even with something small like this.

I have also been asked in game a couple times if I am planning on making a dungeon. The straightforward answer is yes. My goal here is to introduce more and more content that I can into the game and what we are lacking right now are Player versus Enemy dungeons. I am not making it now as I have this small project of safe houses to do, but what I do need  is some community input on this one. I am all ears for your suggestions for a good pve dungeon that we can all enjoy. A good idea will make a good map but good ideas will make an astounding map.

And here is the miniature update I am providing for the cave safe house exterior:
(http://i.snag.gy/7OPmA.jpg)
Title: Re: Zek's Workshop
Post by: emrebnk on April 07, 2016, 09:57:28 pm
Having a laid back time this one round. Decided to make something small but to also show that something of this miniature scale can also look and feel very nice. Intentionally I wanted it to be a low end cave base for the newest of players to easily purchase after a couple days playing, you know, something that "fits in" with the current status of the server. However I shifted my view to seeing it more like a personal safe house on the same line as an upgraded tent that can easily be set up on the first day of playing. My idea is that you can buy as many as you like, for around 5000 caps, and they all count to your maximum of having only 10 safe houses. Nothing too complex here, like I stated earlier - this fine humble cave space contains 3 containers total, just like your average safe house. The containers are the workbench toolboard, the rusted locker and the small wooden crate at the end of the bed.

(http://i.snag.gy/Azb4O.jpg)

(http://i.snag.gy/piHNl.jpg)


I will work on an outside for this place so cars can be parked and will upload some in game rendering too; both of which should be done and uploaded for all of you to see.

holy shit, this really looks good, especially for new players. they'd feel much better and safer in this cave and also, if it existed in game i'd use it too. great moves zek, keep it up, proud of you.
Title: Re: Zek's Workshop
Post by: Kilgore on April 09, 2016, 02:23:22 pm
Your maps look quite good, especially for one who just started making them. I believe they will get even better over time. If you like making them, you have some spare time and want to cooperate with us, then we can surely use your skills to add some fresh maps to the game.
Title: Re: Zek's Workshop
Post by: zekromo on April 10, 2016, 12:28:14 pm
Your maps look quite good, especially for one who just started making them. I believe they will get even better over time. If you like making them, you have some spare time and want to cooperate with us, then we can surely use your skills to add some fresh maps to the game.
I always mentioned that I want to add content to Reloaded and here is a true opportunity. Take me on board; I am here to help.
To the rest of you who like my maps: I will post progress reports a little less common from now on, but never will I stop updating this thread for you map hungry fiends!
Title: Re: Zek's Workshop
Post by: Corosive on April 14, 2016, 01:00:47 am
I'll take a dozen random maps, please lol.

Wilderness based, and some ruined city/abandoned business based.

I need some for combat jobs, and some mini-boss fights.

I could use some for general PvP/PvE as well.

I could also use one unique one to be recycled about 13 times for a series of something cool.

(Quests are already done, currently using crappy random encounter maps)
Title: Re: Zek's Workshop
Post by: jarok on April 14, 2016, 09:57:47 pm
I posted months ago suggestion about new quest storyline. It is not completed, I was working on it in my spare time but never finish. Look at it maybe you would like. I do not have link to the topic however you could find it on suggestion board.

Are you interested in city maps? Are we allowed to use current exists maps from Reloaded mapper package and expand them?
Title: Re: Zek's Workshop
Post by: Corosive on April 17, 2016, 10:34:41 pm
I posted months ago suggestion about new quest storyline. It is not completed, I was working on it in my spare time but never finish. Look at it maybe you would like. I do not have link to the topic however you could find it on suggestion board.

Are you interested in city maps? Are we allowed to use current exists maps from Reloaded mapper package and expand them?

Yup! Whatever looks new or unique. Just please don't recycle cities or static locations like Tobacco Farm and things. If you can alter an old map to look 100% new and unique than that works.
Title: Re: Zek's Workshop
Post by: NexusWulf on April 27, 2016, 09:50:16 am
Splendid work, indeed

i gotta say it feels good to see you progress that much, wish i could participate with ya haha but well real life keeps me busy.


Rock on and keep em coming  8) !


Title: Re: Zek's Workshop
Post by: zekromo on May 07, 2016, 08:38:30 pm
Been some time eh? Real life catches up to everyone, unfortunately, but nevertheless I am back again to update on what I have been doing content wise. As of now I am making some standard encounter maps which players will find themselves in when they spawn into a location on the world map; in other words just random locations - but with added post apocalyptic ambiance.
Here are two maps I have chosen for your viewing pleasure:
(http://i.imgur.com/cHQz7UY.jpg)

(http://i.imgur.com/QE1YXAZ.jpg)

As you can see they are relatively simple but fitting for what a standard encounter map should be. I have been tasked to make more, and as always I will update with some more interesting eye candy. If anyone has ideas they would like to throw in, then by all means go for it.

Also check out the latest competition by Doctor Mengelito here: http://forum.fonline-reloaded.net/index.php?topic=10494.0
The prize is so damn fucking worth it!
Title: Re: Zek's Workshop
Post by: jarok on May 07, 2016, 09:07:36 pm
Simple, classic and great looking maps. GJ!
Title: Re: Zek's Workshop
Post by: zekromo on May 07, 2016, 10:09:00 pm
Simple, classic and great looking maps. GJ!
;D ;D ;D
Thanks bro! It appears I can even work my magic into standard encounter maps haha!  :)
PS: Nice work on that map in Meng's competition too. That map is great for a small quest.
Title: Re: Zek's Workshop
Post by: Arcrad on May 08, 2016, 08:13:27 am
Nice Maps, Good Job Zek.

Praise the sun.
Title: Re: Zek's Workshop
Post by: Solaire on May 08, 2016, 02:25:17 pm
As always encounter variety is good well done mister

Praise the sun and new maps !!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka

Title: Re: Zek's Workshop
Post by: Arcrad on May 13, 2016, 08:08:48 am
Why don't you try to make Encounters Map in Cities area?
Title: Re: Zek's Workshop
Post by: zekromo on June 21, 2016, 08:19:29 am
I have decided to place creations I have made for the map contest in this thread. My reasons for this is I have realised I have not updated any of my work for a long time, and another is that what I am making for this competition is not standard encounters but actual locations. I am doing this because I find creating locations more interesting than making standard encounter maps; the reason, of course, is self-explanatory. My idea for the contributions I will make is 5 unique locations and no standard encounter maps. I prefer a challenge instead of easily copying and pasting pre-existing encounter maps and adding and deleting things here and there.

Putting that aside, here is the 1st location I have created. The theme is a slum on a dock, probably to be filled with raiders as an open dungeon but is always there to be used for whatever idea fits most.

Slum town on the dock

(http://i.imgur.com/n7lN9pf.jpg)

Above is the general overview of the map. Below there will be close ups. I have placed an NPC for scale.

Center Middle
(http://i.imgur.com/pt6gYzz.jpg)

South West
(http://i.imgur.com/mttL2Lk.jpg)

South East Spawn
(http://i.imgur.com/iOLc902.jpg)

North Spawn
(http://i.imgur.com/091vxi1.jpg)

If this were to be a dungeon, even far to say a magic locker location, then this PvP ground will have close quarters combat in mind - quite a lot of it. This is what I was trying to accomplish within the map as no map, with the possible exception of vault 15, has a focus on close quarters combat.

So that concludes Map Entry 1 for the contest. Any comments are welcome as are ideas you wish to contribute. Just remember that I can probably make anything with the mapper.

Zek out  8)

Title: Re: Zek's Workshop
Post by: DocAN on June 21, 2016, 08:41:24 am
Well done Zek
Title: Re: Zek's Workshop
Post by: PrebaTHC on June 21, 2016, 09:28:50 am
gg zek good idea
Title: Re: Zek's Workshop
Post by: jarok on June 21, 2016, 02:09:32 pm
Good idea to build docks map ;D Make it a more bigger and it would be awesome!
Title: Re: Zek's Workshop
Post by: zekromo on June 21, 2016, 08:03:49 pm
Enlarge the map? I thought it handles the right amount of closed space as it does :D I will mess around and sand down some edges, and I will see if it is suitable.

And Jarok, make some freshly maps  8)  ;)
Title: Re: Zek's Workshop
Post by: Corosive on June 22, 2016, 05:36:08 am
Such nice maps, sorry, but you can't enter the contests lol. You're too good. Everything I've seen you do is a winner.  We're all full for new epic season maps, but we're using all of the communities stuff for the next DLC's :) Very cool.

Right now, we need random encounter stuff. Zeks' maps are going to be used for unique locations.
Title: Re: Zek's Workshop
Post by: zekromo on June 22, 2016, 11:52:42 am
That is why I have tasked myself with creating pieces that require more time and effort instead of simply using copy-paste techniques with the random encounter locations. I have PM'd you about the subject matter and I believe it will clarify my reasons of contribution towards the contest  :)

As a side note I also realised that I have some work that I have not posted in this thread. Standard procedure obviously causes me to do that now. They are aligned with Corosive's talks of standard random encounter locations. For those wanting to contribute to the mapping contest I would suggest doing these as they are by far the easiest way to help out the developers and Fonline Reloaded itself.

(http://i.imgur.com/Vu9AZid.jpg)

(http://i.imgur.com/Z8CvAQr.jpg)

(http://i.imgur.com/DbnVmn8.jpg)

If needs be, I can of course create a tutorial on how to make simple, yet effective, standard random encounter maps. They will of course have my influence on design in them, but that does not mean you can not instead create it with your own. I believe making a poll would perhaps be the easiest way to go about this. The poll will run for a week, so start your voting.

Edit: Tutorial will, if wanted, be written format and not video. I can, however, try with a certain fellow faction member to create a video tutorial, but this will not be guaranteed.

Title: Re: Zek's Workshop
Post by: Urukhai on June 22, 2016, 03:46:11 pm
Such nice maps, sorry, but you can't enter the contests lol. You're too good. Everything I've seen you do is a winner.  We're all full for new epic season maps, but we're using all of the communities stuff for the next DLC's :) Very cool.

Right now, we need random encounter stuff. Zeks' maps are going to be used for unique locations.

You got some random stuff lately eventho I don't know how many more random maps you will need :D.

I guess I will stay out of the contest unless you want to see some spoils :D
Title: Re: Zek's Workshop
Post by: zekromo on June 29, 2016, 12:47:02 pm
As expected the poll results do indeed show a wanting for a tutorial on simple encounter map making. I will be working on this in my spare time which I happen to have quite a lot of recently. I hope to have it done by the weekend, and I also hope that it assists people's creativity with the mapping business. Also please note that in my tutorial I will expect learners to have basic knowledge of the mapper, but I will do what I can to make it simple enough for anybody to understand. As it stands I am currently still working on the mapping contest submissions and I have a very nice one coming up soon for public indulgence. Thanks to all who took part in the poll.

#MakeReloadedGreatAgain
Title: Re: Zek's Workshop
Post by: zekromo on July 10, 2016, 03:46:44 pm
Slowly mapping out the second contribution for the map contest. I have a tendency recently to be lethargic and putting off quite a lot of things, but back again to provide updates on how I am doing. This map, though incomplete, will be the beginning of what I would love to view as either a second quest similar to gun runners' mutant quest, or a small dungeon for new players like vault 15.
The theme is a floater hive, a place where floaters have came from around the area to inhabit and breed. A fellow faction member expressed his opinion by stating how it has a "dead space-ish" ambience about it.

The beginning part is all I have manage to create and is still largely incomplete, but I want to produce pictures anyway simply to go back to my roots when I first started this workshop thread. It also serves a secondary purpose for any new mapper to get insight on how bigger maps are made.

So without further ado, here is the rough beginning of my second contribution; I apologise for lack of content but I will work on myself, maybe a mentat or two...

(https://i.snag.gy/M1GSTF.jpg)
Title: Re: Zek's Workshop
Post by: elemenope on July 10, 2016, 08:47:21 pm
i can't believe i've only just found this thread, this is amazing work zek and it's really cool that you share it with everybody like this. i had a thought about parking cars at faction bases, keep in mind though that i know nothing about maping. would it be possible to have a building in the base that has all the vehicle spawns inside it maybe you can use the parking lot floor texture from hinkley? can you exclude vertibirds to spawn somewhere else? like can the building have several levels and 2 helipads on the roof where vertibirds spawn? and an elevator  :P  it could be a pre-war parking lot that's been patched up and modified
Title: Re: Zek's Workshop
Post by: zekromo on July 24, 2016, 03:46:39 pm
This month was, again, slow but work has been done for the second submission. I have finished creating the next interior for the dungeon and I am now currently halting progress in order to ruin things up; the initial plan was pretty "clean" to begin with. The idea is to create sections of cave wall falling through the bunker walls which I think works to an extent, though more work might need to be done.

(https://i.snag.gy/PkIpmW.jpg)
Title: Re: Zek's Workshop
Post by: Slush on July 24, 2016, 11:02:47 pm
Very nice update keep up the nice work  :)

Edit: What will reward be looking like? Very cool dungeon must have very cool reward   8)
Title: Re: Zek's Workshop
Post by: zekromo on July 24, 2016, 11:38:27 pm
I am not entirely sure what the reward will be at the end of this dungeon; that is something only the admins can decide. I do plan on having a few lockers in there spawning items similar to what can be found in Mutant Quest lockers/New Reno Sewers lockers.
Title: Re: Zek's Workshop
Post by: jarok on July 25, 2016, 08:02:11 am
Interesting location, great design as always zek! Would explore :)
Title: Re: Zek's Workshop
Post by: Gargantua on July 29, 2016, 05:43:20 am
Damn zek - the dead space reference brough back flashbacks lol
Title: Re: Zek's Workshop
Post by: zekromo 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:

(https://i.snag.gy/kAJMKl.jpg)

Title: Re: Zek's Workshop
Post by: KompreSor on August 12, 2016, 06:58:58 am
amazing.
Title: Re: Zek's Workshop
Post by: PrebaTHC on August 12, 2016, 01:18:22 pm
Looks gr8 m8
Title: Re: Zek's Workshop
Post by: Bison on August 13, 2016, 03:26:11 pm
This looks interesting, keep it up.
Title: Re: Zek's Workshop
Post by: Corosive 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.
Title: Re: Zek's Workshop
Post by: zekromo 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 :)
Title: Re: Zek's Workshop
Post by: Slush on August 17, 2016, 07:24:08 pm
I love toxic church map Zek keep it going  8) Corosive is Jew now? Lol
Title: Re: Zek's Workshop
Post by: zekromo 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

(http://image.prntscr.com/image/335c9968963a4ae5be6c25bddcd560c8.png)

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

(https://i.snag.gy/ovGgAT.jpg)

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]

(https://i.snag.gy/iYJpSD.jpg)

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.





Title: Re: Zek's Workshop
Post by: Kilgore on November 20, 2016, 05:07:09 pm
Nice maps, Zek, will be added to Hinkley when finished.
Title: Re: Zek's Workshop
Post by: DocAN on November 20, 2016, 06:28:11 pm
Good job !
Title: Re: Zek's Workshop
Post by: ArcherTowerZX on January 04, 2017, 01:31:30 pm


Dude, what program u used!!! I wunna make ma haus
Title: Re: Zek's Workshop
Post by: zekromo on February 16, 2017, 02:55:13 pm
W. I. P. of Unnamed Town [TBA]

(https://i.snag.gy/WiSRuz.jpg?nocache=1487256707708)
Title: Re: Zek's Workshop
Post by: Koniko on February 16, 2017, 05:33:03 pm
There should be some medium height buildings in between farms and skyscrappers cause it looks unrealistic :(.
Title: Re: Zek's Workshop
Post by: antalope on February 16, 2017, 07:52:04 pm
It's nice but agree with koniko a buffer of medium sized buildings between the tall ones and short would look great
Title: Re: Zek's Workshop
Post by: zekromo on February 20, 2017, 09:53:12 pm
W.I.P for another Hinkley Map. This one has larger focus on CQC but with access to long ranged fighting within the longer hallways of the map. Layout made in order to prevent a >camping position, hopefully with main bulk of fighting being in the same dugout as the howitzer.

(https://i.snag.gy/Ff1zoH.jpg)

And here it is inside Hinkley among my other Hinkley maps:

(https://i.snag.gy/JBdsYC.jpg)

Title: Re: Zek's Workshop
Post by: zekromo on May 29, 2017, 06:07:12 pm
3 months...... I blame a select few individuals.

Anyways, I present something to keep this thread alive to please those who enjoy my work.

The following 3 pictures are 1 overview and 2 close ups of the same map. It was inspired by the ideas of spawning pools, and I would like it to be seen as a re-imagining of current replication maps:

Overview
Spoiler: show
(https://images-ext-2.discordapp.net/eyJ1cmwiOiJodHRwczovL3NuYWcuZ3kvaTl4VWJMLmpwZyJ9.6iO59ARl8KHT6CZ7OIrxPT-5a3U?width=400&height=223)


North/Top
Spoiler: show
(https://images-ext-2.discordapp.net/eyJ1cmwiOiJodHRwczovL3NuYWcuZ3kvcXdFS2YzLmpwZyJ9.BkohD--mArkoT_CrDYIE4jOin-w?width=400&height=230)


South/Bottom
Spoiler: show
(https://images-ext-2.discordapp.net/eyJ1cmwiOiJodHRwczovL3NuYWcuZ3kvemdHUnJPLmpwZyJ9.Kvhv6yU49ckOQBSL03xVDs_h_lE?width=400&height=231)


Now for the eye candy and interest, I will post pictures of a few WIP maps:

WIP Neighbourhood Map [Possible PvP]
Spoiler: show
(https://images-ext-1.discordapp.net/eyJ1cmwiOiJodHRwczovL3NuYWcuZ3kvVEYyZTNsLmpwZyJ9.taQ1teVTpYKJE0Rg2i3ieVYM0lo?width=400&height=187)


Spoiler for next Season Hinkley:
Spoiler: show
(http://i.picresize.com/images/2017/05/29/pyL96.jpg)
Title: Re: Zek's Workshop
Post by: oddleif on May 29, 2017, 06:33:27 pm
HOLY SHIT THIS SPAWNING POOL LOOKS AWESOME! exactly what id expect in the fallout world, maybe a prequel to the masters experiments or some remnant scientists who knows who cares I WANT MORE CLONING POOLS!

Regards
-a big fan of your works


edit: can you post bigger picture of spawn pool please? i need new desktop wallpaper  8)
Title: Re: Zek's Workshop
Post by: Fork.cz on May 30, 2017, 08:06:04 am
This thread is absolutely amazing! Wonderful work, and the latest is no different!

The idea of a spawning pool as opposed to how the replication sites currently work is so unique that it would perhaps convert this game into being a little more different and dynamic than it currently is. I'm saddened that I did not think of that, so +1 for having that idea.

I wish for nothing more than seeing your spoiler maps completed as they are looking quite nice in their state. Not to mention that next season hinkley looks like it would be a great location to PvP in. I can only hope the developers are making new PvP locations similar to yours, Zek. If not, then they should know who to hire ;)

I only ask that you are more consistent with your reveals and updates, but I know the struggles of a mapper for I am also one myself.

Keep the good work up  :)