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TRIVIA / BEHIND THE SCENES
I occassionally (okay, very rarely) get asked about a POI, so here's the
background for each one. In general, I make POIs that do not have dungeon
paths because when I play I tend to either ignore them, or am to dense to
follow them. I also tend to avoid parkour. By my reasoning, why would I
risk falling when I can just fix the steps? And, by fixing the steps, it
becomes possible to bring my motorcycle to the top of the Dishong Tower.
Some POIs have "TFP" in the title to credit them as the original creators.
Those POIs appearing in this pack are derivitive works.
APARTMENT 01 & APARTMENT 01 DESTROYED
Originally designed for A19 before we knew of A20's standard sizes. Shifting
to A20 meant the lot had to be extended slightly, which led to the garden in
the back.
The destroyed version is an attempt to support the CompoPack's desire to have
Wasteland-specific content. This version was made by using a rocket launcher
in-game and then saving the result. Ahh, so satisfying.
APARTMENT 02 & APARTMENT 02 DESTROYED
Originally designed for A19. This was just riffing on the Apartment 01 theme
with the added realization there was no Chinese Buffet in Navezgane. It is
a universal constant that there be Chinese Buffets everywhere. Until TFP
makes one and knocks our socks off, mine will have to do. The solar-covered
parking was added for A20 as I needed to stretch the POI to fit a standard
RWG size.
APARTMENT_03
This POI is based on my impressions of main set for the Melrose Place TV Show.
I was never a Melrose Place fan, but saw a couple of episodes and liked the
building.
BALLOON SAFARI 01
The South West USA has lots of hot air balloon events. I was reminded of this
by a picture and thought it might be neat if some survivors had attempted to
escape the Navezgane region using a balloon.
BAR POOL 01
This was an early A19 POI for me that attempts to mix a honkytonk with a pool
hall. A20 didn't change it much.
BARTERTOWN
This isn't a POI, but a Gateway Intersection Tile with some unique features.
Yes, it was influenced by Mad Max Beyond Thunderdome and The Road Warrior.
There are two versions of this Tile. The CompoPack is the sole source for
the original one, which I wasn't completely happy with, and I distribute the
one I liked the best.
BIOWASTE DUMP 01
More filler for the Rural XS POI and Tile variety. There is no quest for this
POI. I suspect the zombie placement within this POI might prove a challenge for
somebody who wants to snipe the Zombies without waking them. Each zombie is
placed with their head near an explosive barrel. Like the Propane POI, careless
gunplay might bring a player more trouble than they expected.
BROWNSTONES 01
Made for A19, this POI really suffered under A20. To meet the standard POI
sizes I could either stretch it into a much larger POI or shrink it. One of
the apartments was cutoff to make it fit. Folks have liked the appearance
of the front, and it did take a lot of work. Part of me regrets making this
POI because a NYC Brownstone is really out of place in an Arizona setting.
BURIED TREASURE 01 & 02
These are the result of a discussion on the Rebirth Discord about the buried
treasure quests in the game. The idea was that instead of having a map quest
that there be unannounced things scattered about the map. While Buried
Treasure 01 is a Decoration, Buried Treasure 02 is a POI so that it can show
up on the danger meter out in the wilderness.
CABIN FORT 01
This is a very early A19 POI that is one of my favorites. The idea for the
earthen wall was inspired by imagery for a pseudo-viking settlement and the
realization that some desperate guy out in the wilderness with access to a
bulldozer and road construction supplies could whip up an earthen wall and
make a fort pretty quick if they just had a day or two of warning. A20 did
not change this POI very much.
CAR WASH 01
This is very similar to a car wash in my home town.
CAVE 01
This POI was made as part of my effort to create Wilderness content so that
players might have more of a reason to leave the cities. It was made late in
A19 when I knew some A20 RWG details.
CEMENT PLANT 01
A quick review of vanilla's Industrial content suggests there's a shortage of
POIs and a need for more variety. Cement is a popular resource. Cement Plants
are industrial. I regret I don't know how these plants really work, but this is
at least an attempt to satisfy demand.
CRATER 01
TFP had an unfinished crater in A19 that didn't move up to A20. I suspect they
were going to use it as a part for something, but it fit the right size to be
used as a filler POI, so I finished it off.
DELOS HOTEL 01
As part of my desire to scatter higher tier POIs around the map, I had been
looking for a way to place something in the Old West town. The original
Westworld movie (1973) provided the motivation for this POI. It also gave me
an excuse to make a loot list for Androids.
DOG PARK 01
This little bit of filler for Rural Tiles just seemed obvious after having
worked on the Vault. Despite the Attack volume, this is still stealthable
because you can stay out of the activation range if you're careful.
DRIVE IN MOVIE 01
I was inspired by memories of a trip to a little drive-in movie theater
outside of Council Bluffs, Iowa. It happened to be the first such theater
I had seen that use a low-power FM broadcasts to distribute the movie audio
instead of having the little speaker boxes on posts. This A19 POI was updated
to A20. I also noticed TFP added a drive-in with A20 that is very well done.
It's bigger, targeted at city/town edge, and has the old-school speaker posts.
I targeted mine at the countrytown districts to keep them from being placed
beside each other.
ELECTRICAL SUBSTATION 01
This is rural filler. There is no quest associated with this POI.
EMS 01
A couple of pals and I made this POI on the Not-a-Gamer-Gaming longterm
server during A19 play by renovating a TFP remnant. I decided to recreate
it as a POI. Now it is updated to A20. To fit the new standard sizes the
entire backyard emergency/overflow medical center was added.
FARM 01
This is one of my maternal grandparents farm houses from my youth. The main
house was expanded to include a back entryway and the expanded further to
include what had been a root cellar. The rest of the farm is way, way, way
to big to put onto a 60x60 POI so the fields, silo, barn, are there for
appearance. In reality, the house, barn, and the barnyard would be larger than
a 150x150 Tile and the fields would be an 8k map.
FARM 02
This is the farm house of my paternal grandparents and I believe it still
stands. If you look at this POI from above you would think the architect
was crazy, but the layout was a result of expansion and remodeling. The
main house expanded to include a new kitchen and a large "mud" room. Then
it later expanded to connect to the garage to facilitate elderly needs.
Like FARM 01, the real farm is far too big to represent on a 150x150 Tile.
FARM 03
This is the retirement farm house of my parents. Like the other farms, there
just isn't enough map to capture all the fields, hills, forest. Even the size
of the barns are way too small.
FARM 04
This is a childhood house that was in a city on beach-front property of Lake
Erie, but I felt like making it part of a farm.
FARM 05
A small commercial farm, so there is no farm house.
FARM 06
A small farm with a trailer instead of a farm house.
FARM 07
A small commercial chicken (or turkey) farm. There was one of these near my
maternal grandparent's farm and again practical 7D2D scale is much smaller
than reality.
FARM 08
Call this a Frankenstein POI. This is an amalgamation of TFP content to make
a farm. The farm house is a modified version of a TFP house that is kind of
spooky and was an overnight hideout once for a friend and I. The barn is also
a modified version of a TFP prefab. There's a nifty hidden bunker that is a
modified version of one of my favorite TFP bunker which they appear to have
abandoned in A20.
FARMERS MARKET 01
This mini farmer's market was inspired by my local real-life market. It was
quickly thrown together in A19 and didn't change much for A20. The small
trees are to represent a Christmas Tree salesman. At least locally, our
farmer's market is held within the city limits as is not the same as a
roadside produce stand.
FIELDS (Various)
These were first made a Parts for my library, but I hadn't used them. Since
I've been trying to make rural tiles less sparse, I've been making XS rural
POIs to fill in the gaps. I didn't want these to just be zombies laying in a
field, so I burried quest satchels so players can dig a little too. Some of
the "field" POIs are actually farm buildings.
GARAGE 01
This POI is a small county garage to hold a couple of state vehicles. I made
it pretty quickly as we're kind of short on XS POIs for Rural tiles.
GATEWAY CONTENT
This is a collective entry for more than a dozen POIs that are currently
implemented as Parts because of the quirks of trying to work with the Gateway
tiles. As Parts, these cannot have Quests. Given Gateway Tiles are popular
tiles upon which to build bases, I have intentionally not filled them with
a normal amount of loot, kind of like how TFP does with filler and remnant
content. I'm hopeful TFP will revisit how Gateway Tiles are implemented and
should that happen each of these POIs can become a normal POI in the future.
Yes, Barter Town is a tribute to Mad Max: Beyond Thunderdome.
GYROPORT 01
Among the most requested POIs is an airport. While I would be interested in
making a small regional airport, I cannot make a runway long enough. But I had
the idea that a group of gyrocopter enthusiasts might make something
independent, kind of like the small private rural airport, like was near my
grandparent's farm when I was young.
HOUSE 01
My first POI based on a real house. The odd basement with a crawl-space
leading to a full-height basement is part of the actual house. I figured
a person with one-day's notice of an apocalypse might shovel dirt in front
of the crawlspace door, then rig a ladder to let them drop down from the
living room through the HVAC cold air return into the basement. This was
resized for A20.
HOUSE 02
Another POI based on a real house. This was resized for A20.
HOUSE 03
I must have been thinking of Cabin Fort 01 when I made this POI for A19
because they are kind of similar. I had been dabbling with Nitrogen's
Farm features and lamenting a lack of farm houses. A20 made me stretch
the front lawn out a little.
HOUSE 04
A-Frame houses can be a bit of a challenge, usually because of weird shapped
windows and a roof that both players and zombies can ascend which makes the
upper floors accessible in unusual ways.
HOUSE 05
A modern house with the initial purpose of being an experimental creation
using a great many blocks from Telric's Decoration Pack, which is a wonderful
collection of custom blocks that would be great in POIs. Alas, that modlet is
rigged for players, not for POIs. Try to imagine this POI with throw pillows,
standing lamps, working mini-blinds, and beautiful cabinets. Telric does
awesome work.
HOUSE 06
I wanted to make a house under construction. There's nothing more to the story.
HOUSE 07
This is my neighbor's house. Shhhh, don't tell them. It's actually a nifty
tiny house built decades ago before the tiny house movement.
HOUSE 08
Just a house. I was making a bunch of residential content and this one just
came together without any specific inspiration.
HOUSE 09
I wanted to make a house with solar power nicely integrated and electric
vehicle support, as if the owner were a "green" conscious type. The loft in
the second story reminded me of a loft bedroom I had in an apartment found in
Omaha NE. (The Roseland Theater aparments, if you're curious.)
HOUSE 10
I wanted a house with pillars out front. The house is a bit smaller than the
one I was thinking of here in my home town.
HOUSE 11
I wanted to make a duplex house and settled on one that I saw in a magazine.
The very top floor wasn't part of the original design, but I thought was a
neat addition. I'd love an observation deck like that but I bet architects
would probably scream about the design, appearance, or whatever.
HOUSE 12
It probably will seem weird, but this house started with the roof. I wanted to
break my routine of using a roof with a peak and ridge. The floor plan below
was just trying to make the most of the space below the roof.
HOUSE 13
I just let this one flow without a design in mind and while I was watching TV.
I think maybe I had a vague goal of having the entry way be offset from the
front of the house, because... no reason. Variety?
HOUSE 14
I liked the offset entryway of HOUSE 13, so this house got more of the same. I
don't recall any specific motivation for this one.
HOUSE 15
I probably made that porch four times. I really like the idea of a porch
surrounding a house. This was an exploration of that idea.
HOUSE 16
This house was made intentionally to support a higher tier. I looked at a
number of floor plans for inspiration, but didn't cling to any particular
plan.
HOUSE 17
This is another house made intentionally to support a higher tier. Again,
floor plans were consulted, but the layout was more dynamicly done instead
of trying to recreate an existing house.
HOUSE 18
I thought to make a cabin on posts. This is what came to mind.
HOUSE 19
This was an attempt to make a plot where mobile homes were being installed at
the time the apacolpyse started.
HOUSE 20
This was an attempt to turn a barn into two studio apartments. It turned out
to be a bit more cramped than anticipated. The layout just didn't work as two
apartments, so I turned it into a single residence at it worked out better.
HOUSE 21
I had an idea for a POI where somebody built up a perimeter around their house
as sort of a half-hearted defense scheme. This is the POI that resulted. It was
somewhat confined by my need for a POI with a small footprint.
HOUSE 22
My preference for wrapping countryresidential districts around countrytowns
in my solo games chews through more POIs, so this was a step towards that need.
KZMB RADIO 01 & KZMB RADIO DESTROYED
I made this POI after I realized we didn't have any POIs for media companies.
I think every good city needs a classic rock FM station and there might as
well be news on AM. The "morning poo crew" is a nod to various morning radio
shows that seem to get a lot of milage out of fart jokes. A20 didn't change
this POI much. The destroyed version of this was made with my favorite build
tool -- a rocket launcher.
A20 saw the creation of a radio station by TFP. Their station, KLZ, has a
small downtown studio and an short antenna that suggests it is a low-power
station, else it would irradiate the building's inhabitants. (Is it warm in
here, or is it just me?) Perhaps their transmitter and antenna is elsewhere?
Three-letter call signs belong to really old stations (pre-1922) and they are
usually (66%) AM stations. Another possibility is for marketing they leave off
the first K, so they might be KKLZ AM or FM. Or, or... okay, maybe TFP just
wanted a radio station and, well, there it is.
Now all we need is a DJ so we can "Crawl out through the fallout, baby..."
INTERSECTION 01 and RWG_TILE_DOWNTOWN_INTERSECTION_ZZTONG_01
I wanted to build a POI across a road, but Tiles to-date place POIs on either
side of the road. The only way to build across a road is to place a POI in
the normal place for a road and then build the road into the POI. After that
you cannot just let any POI place there so a custom tag is needed. Thus, this
POI is the experimental one and the Navezgane Tribune took advantage of the
new possibility. A Savage Country sweat shop also built out over the road a
little. Both the POI and the Tile have an integrated storm sewer and a subway
which greatly extends its conent. Collectively, this is a very large POI.
Some people might not care for it because it doesn't have a "sucker's path"
designed for it. In my mind, each building is rather straight foward and
doesn't need a path. The subway isn't as good as the one TFP built.
INTERSECTION 02
It seemed like a waste to make an intersection tile and then only have one
POI to fit the unique space, so this is an open-air Galleria-style mall.
Having the mall elevated above the roads and parking was the plan. All of
the other walkways and 3D aspects to the POI were not originally planned
but sort of emerged.
INTERSECTION 03
This POI was influenced by downtown Indianapolis in that elevated walkways
linked stores in the lower levels of office buildings. I didn't really get to
making offices in upper floors as the number of triangles and vertices would
have gone higher than I think some user systems would comfortably support.
The end result is another mall-like collection of shops, but in more of a
classic downtown vibe.
INTERSECTION 04
I was inspired to make some survivor content that could perhaps be turned into
bandit content at a later date. I thought a fortress made out of the ruins of
buildings might be neat. I started with some TFP ruined buildings and then
customized heavily to get them to fit into my Intersection-specific Tile.
KZTV 01
Here is yet another POI to fill the media company niche. I was thinking of a
small time TV station like Weird Al's station in the UHF movie. It contains
only two studios and some sorry excuses for TV cameras that make me laugh
whenever I see them. I made this POI close to the A20 experimental release.
LAW OFFICES 01
This is based on some real life law offices. I figure the game will be
perpetually short on law offices, so here, have one! It was made for A19
and resized for A20.
LUMBER YARD 01
This POI was inspired by a small lumber yard from my youth. It was just a
small mom-pop business, not a big chain. This was an A19 POI that didn't need
a lot of change for A20.
MASONRY 01
I was inspired to make this POI based on a small business my grandfather (and
others) founded years ago. While the original is in Findlay, Ohio, I converted
it to a business for Arizona. It is smaller than the real thing because game
scale differences but also because making it actual size would give away lots
and lots of cement and cobble.
MASS GRAVE 01, 02
These stated as POIs, became decoration, were rarely placed, and are back to
being POIs because of the niche for Rural XS POIs. This is filler content
that is not questable.
MOTOCROSS 01
The Motocross POI has some potential for use for community events, such as
motorcycle and mini-bike races. If you're running a server with those kinds
of events, it could be a lot of fun with a horde to complicate things.
NTT HQ 01
NTT HUB 01
Local telephone companies were common throughout the country and in some cases
have survived into modern times despite the public's move to cellular. These
assume Navezgane is one of those cities/counties that still support a local
"telco" because why not. The HQ is the main office building. The Hub is a
small service building to be found about towns and cities.
OFFICE BUILDING 01 & OFFICE BUILDING 01 DESTROYED
I wanted to make an office building and I was thinking of a software company.
While I did use red, green, blue as a vague reference to Google, I wasn't
really thinking of them when I made the building. This is an A19 POI that
did not need a lot of work for A20. The original version had a pathetic
attempt at a modern art sculpture out front.
OFFICE BUILDING 02
I was inspired to make this office building based on a TFP remnant. I never
quite decided what they were selling, but there's a small data center on one
of the upper floors with some larger IZM (cough IBM) computers. This A19 POI
did not need a lot of conversion for A20.
OFFICE BUILDING 03 (NEW)
The original Office Building 03 was retired with the ZZ021 release and replaced
with this newer design. You will still be able to find the original version in
the CompoPack because Stallionsden curates a collection of everything. To me,
that old version was an ugly POI full of early mistakes.
OFFICE BUILDING 03 & OFFICE BUILDING 03 DESTROYED (OLD)
This POI was originally supposed to be a grand skyscraper of some 15+ floors
and two underground parking levels. Oh boy. I sure learned a lot about how a
POI can influence game performance. It was on track to be 8-10 times more
triangles/polygons than TFP's tall skyscraper. The remaining floors stay in
the realm of reasonable performance. A20 didn't change it much though the
vanilla Tiles in A20 don't give it a lot of chance to be placed. The
destroyed version was created by taking out my frustrations with a rocket
launcher.
OIL PUMP JACK 01
This started off as an idea for a biome decoration and ended up being
something I thought would fit in rural and wilderness POIs too. The
POI version has a little bit more than a decoration.
PHARMACY 01 & PHARMACY 01 DESTROYED
Any similarity to the real life "Rite Aid" Pharmacy is purely intentional.
It is parody. Rite Aid gets free advertising. Rite Aid is not being depicted
in a negative light -- at least not any worse than the rest of humanity.
Rite Aid executives and lawyers should take comfort in knowing they are a
source of medicines that every player needs. A20 did not change it much.
PRESIDIO MUSEUM 01
I wanted to make some content for the oldwest town. I had to resize it for
use in A20. It is mildly based on images of a presidio in Arizona.
PROPANE 01
This early A19 POI was partly an experiment with explosive blocks that turned
out to be so much fun that I really enjoyed extending it to A20. To fit the
A20 Tiles it had to get bigger. Oh, I hope your players like to use firearms
around this POI and that they're bad shots. (Evil laugh.) Adding Parts to the
POI let me sprinkle in some rare landmines. (Another evil laugh.) Since you're
nice enough to read this file, take this as a friendly warning to be careful.
PUMP SUBSTATION 01
This was influenced by TFP filler. I too needed filler for gateway tiles.
RANCH 01
This POI resulted as part of my desire to make T5 content for the Wilderness.
Drawn like moths, we drift into the city... The timeless old attraction...
Err, yeh. Let's show the wilderness some love.
REBIRTH 01
I get a lot of feedback from Rebirth players and I wanted to make something
to thank them. After talking with FuriousRamsay, the plan was to make a POI
that he could convert to use with his bandits. He wanted it set in the
wilderness and thought he'd turn it into a Trader. The POI distributed with
the modlet is a ruined Trader infested with zombies that can be converted into
a base/trader for bandits in the Rebirth overhaul. As for the design, I
reasoned bandits/traders in the wilderness would want an established location
and TFP's various Ranger Stations came to mind, but with a more defensible
perimeter. I also noticed some trader locations appeared to have towed in
trailers and I went that way too. At this point I was committed to reusing
TFP assets, so I decided to add a TFP food wagon as bandits would get a
quick kitchen to help feed their forces that way. After that, a liberal amount
of customization to those elements plus integration with walls was most of
the work.
RED ROCKET 01
This is very much a tribute to the Red Rocket found near the start of the
Fallout 4 game. I know there are Fallout 4 fans who play 7D2D and I thought
they might like this POI. Dogmeat is there too, though he's not so friendly.
REMNANT HOUSE 01
I made this POI largely just goofing off waiting for A20. Somebody had made a
comment that players like rennovating remnant structures. Once A20 landed, it
got a small update.
REMNANT HOUSE 02
I made this POI largely just goofing off waiting for A21. Hmm, that sounds
vaguely familiar.
RESTAURANT 01
Lets just say I miss the Burrito Buggy. Pandemic be damned! Err, well really
this was inspired by the realization that Navezgane has no Mexican restaurant.
How could that be? This was an attempt to make one of those mom and pop places
where familes can celebrate a quinceanera upstairs and have a mariachi band
wander around between the tables downstairs. This was an A19 POI that I had
to squeeze into A20 standard sizes. It barely fit.
RESTAURANT 02
Waffle House is a favorite greasy spoon for my family and a user named
Max_Dong requested it while we were chatting via Katspurr's Twitch Stream.
Any resemblence to a real Waffle House is purely intentional. It's parody,
so call off the lawyers! You should be flattered as you pride yourself on
being the first restaurant to reopen after a disaster.
RESTAURANT 03
White Castle is the most awesome fast food restaurant in the world! It has to
be in Navezgane. If Waffle House is going to be in the game, White Castle has
to be here too.
SHELTER 01 & SHELTER 01 DESTROYED
I created this POI after trying to think what would happen to a Salvation Army
homeless shelter during a zombie apocolypse. It was made for A19 and was made
bigger during the A20 conversion.
SHERIFF 01
I received several requests for a police department, but I felt TFP already
had that covered. A county sheriff, on the other hand, seemed unfilled. It
is perhaps sized for a larger force than is really needed, but if you count
the regional jail in the basement it might be about right.
SKYSCRAPER 01 & SKYSCRAPER 01 DESTROYED
This was my second attempt to make a Skyscraper. It was made using A19 but
knowing what the A20 sizes would be. It managed to be tall enough to be a
game skyscraper, but it is still too squat looking. I probably shouldn't have
had the empire state building in mind. A more boxy skyscraper might have
been better. Power Records is indeed a reference to Tower Records. Any
resemblence the POI has to Tower Records in Sacramento is less planned than
it may seem. I got lucky on the partial resemblence as I was not referring to
pictures.
SOLAR FARM 01 & 02
I made this POI as one of my early efforts. It was a nice small project with
which to learn more about the Prefab Editor. It also appealed to me as a
person who likes to advocate for solar power. Arizona is certainly a good
climate for this kind of thing. Converting from A19 to A20 was quick.
STONE QUARRY 01
People dig all the time in-game. When I drive my motorcycle into the holes
they leave behind I think back to how the quarries I've seen had fences around
them and look, I put a fence around it, okay?! The transition from A19 to A20
was quick and easy.
STORE S 01 - PEDDLER PACKER and BELLA VINO
These are based on two stores from my home town, though they don't look like
that in real life. The challenge with the Peddler has been to get bikes to be
block content, instead of a usable bike, which would drastically change the
game dynamics early in the game.
STORE S 02 - FRED E. FROMAGE
This POI was created to experiment with custom blocks found in Cranberry
Monster's Arcade modlet and with my own experiments into the world of making
custom block assets. The version of this modlet found in this modlet is the
vanilla-safe version. Chuck E. Cheese was the inspiration for this POI.
STORE S 03 - VALMONT BUILDINGS
These two buildings were Tile content rescued from the original version of the
Intersection Tile. They were removed from that Tile to improve performance.
STORE XS 01 - AVALANCHE PIZZA
This is a tribute to the greatest real life pizza on Earth. It was the first
POI I made with A20 standard sizes in mind, but still using A19. This POI is
a replica of the real life store, intended as a tribute.
STORE XS 02 - NET CAFE & COMPUTER STORE
I was thinking of a mom and pop computer store mixed with internet cafes I saw
while traveling in the UK and Europe. It is another A19 POI built for A20.
STORE XS 03 - PET+VET
I wanted to make a medical POI but figured we already had several of those. It
was built for A20 using A19. As of ZZ008, this POI got a new basement that
attempts to connect Pet+Vet to the new Vault POI thematically.
STORE XS 04 - JEWELER
No story here; made for A20 using A19. The name is based on an entry in the NYC
Yellow Pages.
STORE XS 05 - RED ROCK COMICS
I wanted to make a comic book store. I don't think I picked a name of an
actual business. Made for A20 using A19.
STORE XS 06 - SLUMBER WORLD
There's not story here either. I was looking through objects in the game to
see if I could spot something that would carry a store. Beds! Yeh, beds! Made
for A20 using A19.
STORE XS 07 - GAME START & HARMONY CANDLES
This intentionally tries to mimic Game Stop, plus I had the idea to connect
two stores with a little vertical play. I don't parkour in game, so the amount
of jumping is minimal. I'll leave the elaborate jumping to TFP and others who
are more into that. Another POI made for A20 using A19.
STORE XS 08 - FOR LEASE
I admit it. I made a failed Blockbuster store for A19, saw TFP's "4-Ever Video"
for A20, and then recolored and removed my Blockbuster gag. They're a quality
operation. I'm the cheap knock-off. Made for A20 using A19.
STORE XS 09 - REALTOR
Like lawyer POIs, can you really have enough realtors? This was made for A20
using A19.
STORE XS 10 - SUDS AND DUDS
I finished up this run of 10 POIs by imortalizing a local business that has
long since failed. They combined a bar with a laundromat. We used to say it
was a place where you and your laundry could get loaded at the same time.
It was a clever idea; still failed. Made for A20 using A19.
STORE XS 11 - NAMASTE YOGA
There was no big inspiration for this POI beyond the need to fill commercial
lots of the XS size since they're not found on TFP tiles.
STORE XS 12 - LOCO MOJO DOJO
Another POI to satisfy a need for XS Stores for Commercial. Plus, it is a fun
store name to say.
STORE XS 13 - COMMERCIAL CONSTRUCTION
There was no grand inspiration for this POI.
STORE XS 14 - THRIFT STORE AND OFFICES
It wasn't intentional, but this turned out to be similar to a filler building
I put on an Intersection Tile. A Thrift store had been on my to-do list for a
while and the size of the idea seemed to match this building.
STORE XS 15 - TATTOO PARLOR AND UPS STORE
These two stores had hung out on my to-do list forever and finally found some
motivation to make them.
STORMWATER DETENTION POND 01
This is rural filler. This is no quest for this POI. These ponds are used for
handling stormwater runoff in areas prone to flash flooding, including deserts.
STRIP MALL 01
The Armed Forces Career Center was an attempt to explain why Navezgane has
so many military POIs. Buy-2-Own is a play on Rent-2-Own. This POI got a
little more content in the ZZ0008 release which took it up a tier.
STRIP MALL 02
Another strip mall. The only note I have for it is that the A20 version had
to get bigger which led to the OFI Mondays restaurant, which is a play on
TGI Fridays. If that rubs some lawyers the wrong way, see the notes for the
Pharmacy POI, above.
SURVIVOR BASE RUIN 01
This POI was made in response to a "Pimp Dream" request by Tete1805. They
wanted to see "bases from other survivors who didn't make it." And by that,
they meant horde bases, not survivor settlements. The design for this POI
was inspired by (but is not a copy of) the A19 Community Center base on the
Not-A-Gamer Gaming (NAGG) Build Server. Notable differences is this base has
several flaws such that I'm not seeding game worlds with pre-build bases that
are ready for heavy hordes. Weaker materials were used, holes were punched in
walls, and damaged blocks are liberally scattered about the place. There's no
quest and very little loot. The "prize" is the building itself, and it is full
of zombies. Finally, this POI is placed in the Wilderness so that it is
unlikely to get convenient placement for most player destinations.
SURVIVOR SITE URBAN 01
The premis for this POI was that all of TFP's Survivor Sites were for rural or
country settings and that I wanted to explore what an organized group of
survivors might do in an urban setting. I started with a remnant POI by TFP
and then expanded it into a full building for A19 and then enclosed the
courtyard with a trailer and a bus that acted like a gate. When A20 became
available the POI had to get bigger to fit into a standard size, so I added
additional buildings and the bridges between them. The survivors obviously
failed to last in this make-shift fortress. It has become one of my favorite
POIs.
TFP APARTMENTS ADOBE 01
To me, this was a classic "meat and potatos" POI by TFP, but I can see why
they have been reluctant to update it. The internals are too spacious and
the layout didn't have a path beyond the obvious "climb floors" approach.
Still, I missed it. The POI's footprint had to be expanded to fit into the
tile system, so the playground equipment was brough over from the K6 School.
TFP ARMY BARRACKS 01
I have fond memories of this POI from an earlier alpha when it served as a
base. TFP had updated it for A19 and added a bunch to it, but I missed the
older, smaller layout so I went back and brought that version forward to A19
and now A20.
TFP CEMETARY 01
I found this POI when playing an earlier alpha and remembered it being kind
of creepy at night. I brought it forward to A19 and A20 at the same time I
was working on the TFP Army Barracks.
TFP DOCKS 01 and 02
I wanted to bring some of the Navezgane dock POIs to RWG. So I created a
gateway tile (T 02) with a reservoir to place them on.
TFP HOUSE NEW 04
This POI was brought forward to A19 and A20 at the request of Evil Geoff of
CompoPack Discord fame. Apparently it was one of his favorites. It took a
decent amount of work to bring it to A19, and even more work to make it fit
into an A20 standard size.
TFP PRISON 01
A player approached me about this old prison because it had been a favorite
base. I'd seen players using it when I'd played too and tried to think of a
way to repurpose it. I decided that with all the new prisons, this older
prison had been retired and rather than knock it down somebody made a museum
out of it.
TFP RANGER STATION 01
I fondly remember this POI as one of the first POIs I encountered playing the
game and continued to encounter in many play-throughs. I missed it, so I went
back and brought it forward to A19 and A20.
TFP SCHOOL K6 01
An acquaintance mentioned this POI had been a memorable base for them and their
friends on a server. They had not seen it for a while. We looked for it and
found it in TFP's unused POIs. It hadn't been fitted to an A20 Tile and needed
some love. We reimagined it as an old school that was being renovated.
TFP SETTLEMENT 01
Master-Blaster runs Barter Town! I suspect TFP dropped this fun little POI in
favor of future support for Bandit content, but I have no idea. For whatever
reason it was not included in A21, so it was rescued.
TFP SKYSCRAPER 02
Many know Skyscaper 02 as the Crack-A-Book HQ. For A20 the Fun Pimps did an
extensive renovation, basically making a whole new (wonderful) building. This
is the A19 version brought forward to A20 for those who feel nostalgic and
converted into a Beatrice Foods Headquarters. For a few minor releases it had
been a Shamway HQ, but that was before I discovered TFP included offices in
their Shamway factory.
TRAILER 01
There's no long story with this one. I like trailers in the game and felt
like making one to land on a rural tile in the 25x25 spots I've been making.
TRAILER 02
This is a derivitive of a TFP Trailer. We really need 25x25 variety, and this
was a quick creation.
TRAILER PARK 01
I thought the TFP's A19 Trailer Park was really creative and I was inspired to
make one of my own. I spent a bunch of play time in A19 using trailers as
bases while on a minimalist kick.
TRAILER PARK 02
This was a self-imposed challenge to make a Trailer Park higher than tier 1.
The larger 60x60 foot-print easily supported tier 2. I've been watching the
Breaking Bad TV show, so adding a secret drug lab got it to tier 3.
TRAILER PARK 03
There's not much to say, I just like the Trailer Park POIs. I think it because
they make neat starting bases.
TRAILER PARK 04
This is a derivitive of a TFP trailer park to create more 25x25 country
residential content, which is being repetitive because there's not a lot
of POIs tagged for that district at that size.
TUNNELS
The tunnel that appears on one of the country tiles is a derivitive of TFP's
tunnel for Perishton. The original tunnel is two lanes, but I went with four
lanes to keep with the highway size of RWG. This involved dealing with some
structural integrity that TFP's narrower tunnel didn't have to cover.
VAULT K9 01
This is a tribute to the Fallout series of games plus a mashup with my Pet+Vet
fake business name. The vault number uses a randomizer, so you should find it
to be different every time the POI resets.
WAREHOUSE 01
A19 seemed to have a shortage of industrial POIs, which led to this creation.
A significant challenge with this POI was balancing loot, as there is great
temptation to fill a warehouse with crates and there is a large variety of
loot crates that can be used. In ZZ010 the Warehouse got some custom Crate
blocks in response to criticism about painting wood blocks. Thanks for the
feedback and the push.
WAREHOUSE 02
I was anxious to make a warehouse after making some custom blocks from the TFP
loot crates. I was inspired to turn TFP's remnant_industrial_04 into something
beyond a pile of rubble. I didn't end up using the exact same footprint, but
the exterior has some resemblance.
WAREHOUSE 03
This is based on a local business in real life, but the name was changed.
WAREHOUSE 04
This started as Tile content and were removed from the Intersection Tile
because I had packed that Tile too tight with content creating performance
issues. They're reappearing as POIs.
WAREHOUSE 05
These were a quick pair of quonset huts, turned into storage.
WATERING HOLE 01
With A21 introducing the new Dew Collector, I thought it was odd we weren't
finding more Dew Collectors in POIs. This is a small POI where some survivors
realized they needed to be collecting water and were doing so in an open field.
WATERING HOLE 02
Along the same lines as Watering Hole 01, some survivors realized they needed
to collect water, but rather than use a bunch of Dew Collectors, they built a
large Dew Collector within the shell of a building.
WIND TURBINE 01
This kind of POI seemed perfect for wilderness placement, though I cannot
control the terrain around it, so you can find a wind turbine in places where
nobody would actually build one. The A19 version suffered from a lack of
block choices, so it looked kind of blocky, but A20 brought new round blocks
that were a better fit, so the POI got a little better looking. I wanted to
put blades onto the POI but there are structural integrity issues that would
lead the blades to fall off if/when somebody modified the tower in-game, so
I elected to build the POI as if the blades had already failed due to some
unknown event.
WIND TURBINE 02
This is a variant of Wind Turbine 01 that is rigged to be close to town.

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THE CUSTOM BLOCKS ADVEVENTURE
ZZ019
My enthusiasm for custom blocks has been overridden for my desires for
compatibility with other modlets and overhauls. In other words, I see more
potential for usage if my modlet is vanilla-like instead of heading off on
my own.
That said, I learned a lot from the BCP effort and still work to support it
to some extent. I'm just not currently interested in the extra effort needed
to troubleshoot issues.
ZZ018
As you can imagine, POI design work inevitably ends up leading to a desire for
more block options. The wonderful flexibility of XML and XPath, combined with
supporting game features, makes adding new game blocks easy, even if you don't
have the artistic resources (3D models, 2D images) to support them.
Perhaps the best case in point would be a bathroom cabinet. The game does not
include one. A kitchen cabinet acts just like a bathroom cabinet, but has a
different loot list. If you make a bathroom cabinet using the definition of a
kitchen cabinet, it works great except the bathroom cabinet will give out food.
To get your bathroom cabinet to give out items more apropos for a bathroom,
you have to define a custom loot list and fill it with items from within the
game. What might you find? How about these:
* Cloth
* Plastic
* Bandage
* Painkillers
* T-Shirt
* Candle
Awesome. The citizens of Navezgane are no longer keeping canned peas in the
bathroom.
But here's where compatibility with other modlets gets complicated. Another
modlet may remove the blocks upon which the bathroom cabinet is based. When
this happens, it keeps POIs from loading and throws exceptions.
Another modlet may remove the items listed in the custom loot list. This leads
to an exception, but does not keep the game from loading and playing.

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POI DIFFICULTY & TIERS
----------------------
POI challenge is an important aspect of the game that individuals, server
operators, and overhaul mod makers all face. There's a lot of factors that go
into what constitutes a challenge for players. Consider:
* Player Knowledge & Experience (newb vs veteran)
* Player Physical Capability (reaction time, motor skills, vision, hearing)
* Player Technical Limitations (hardware, graphics settings, network connection)
* Play Style (cautious vs aggressive vs reckless)
* Player Tactics (noisy vs stealth; follows path vs doesn't follow path)
* Number of Players (solo vs group)
* Game Stage (available equipment and ammo)
* Game Difficulty Settings (easy vs hard vs OMG)
* Game Time (day or night)
* Game Type (vanilla vs overhaul)
* POI Zed Placement (overt vs covert vs improbable)
* POI Zed Encounter Size (number of Zeds per Volume)
* POI Zed Difficulty (crawlers vs walkers vs exploding Zeds)
* POI Zed Encounter Design (can retreat vs trapped)
* POI Zed Density (Zeds per Volume and Volume size)
* POI Vertical Travel (Zed volume activation quirks)
* POI Ambush Volumes (Zed volumes that self-activate Zeds)
* POI Traps (use of unstable blocks, spikes, mines)
A player's enjoyment of a POI is going to depend on all that. How could a POI
designer possibly claim "balance" when most of the factors are out of their
control?
WHAT ARE VANILLA POIS?
I cannot speak for the TFP Design Team. My opinion is they're intended to be of
easy to moderate difficulty. In the early tiers, punches are pulled. That makes
them trivial to many veteran players. Around tier 3 things start to get more
serious, but the target audience is never those who are looking for an extreme
challenge. In my opinion, that's great because few players really want an
extreme challenge. For most, stepping up the game difficulty has them
adequately covered so Vanilla POIs hit the sweet spot.
If you're mixing in other modlets (or overhauls) the Vanilla POIs are the lowest
common demoninator. That is, you'll never have enough POIs if you don't use
them in your maps, so you're going to tune your game with Vanilla POIs in mind.
Typically, progression turns Zeds into bullet sponges. Bullet sponges make you
reload more often giving Zeds more of a chance to close the distance and hit
you. POIs that use larger encounter sizes (more Zeds per volume) get a bit more
difficult if you didn't plan for an egress or get trapped.
SHOULD ALL POIS MATCH VANILLA?
I don't think so. A player, or server operator, who is looking to apply modlets
to the game is neither likely to be a new player, nor looking to host players
who will fit into the "newb" category for long. The question is really how much
more difficult should they be? In my opinion, there are two groups to satisfy.
First, there are players who are enthusiastic about the game and want to
continue at a vanilla-like level. They're likely capable of a bit more
difficulty because they are not new players but they're not looking to be run
down and overwhelmed. (This is my target audience.)
Then, there are those who are looking for an extreme challenge. They're either
of the mindset that they can take anything the game throws at them or they're
people who get a laugh out of death in glorious fashion.
WHAT ARE POI TIERS?
While it is tempting to think of Tiers as a measure of difficulty, they're
really inadequate for that task. Most conventions rate tiers based on the total
number of Zeds in a POI. All that really tells you is the body count necessary
to complete the mission. Designers generally take it easier on the player with
tiers 1 and 2. The dirty tricks become more common in tiers 4 and 5.
ARE THESE POIS APPROPRIATE FOR MY DESIRED GAME?
Only you can answer that. I suggest you review the following information as
part of making your own assessment.
I did a study of zombie density in December 2022. I compared a number of POI
modlets based on "density", which to me is the maximum number of Zeds in a POI
divided by the number of Zombie Volumnes. (Density = Max-Zeds / Volumes) While
not perfect (as discussed above) I believe it is a better measure than a Tier
value based on just Max-Zeds. There's a built in assumption with density that
an encouter is just a single zombie volume being activated. Player Tactics
and POI traps mess up that assumption, but it is a metric that is feasible to
calculate.
As a result of that study, I summized:
Density
TFP Vanilla 1-2 Zeds per Volume
Deverezieaux Modlet 3-5 Zeds per Volume
ZZTong Modlet 4-5 Zeds per Volume
Darkness Falls PEP 4-8 Zeds per Volume
CompoPack 48.5 5-11 Zeds per Volume
Note that evaluating the CompoPack as one unit is not an accurate reflection
of any particular POI designer found within the CompoPack.
Based on those results I felt I was missing my goal of being "Vanilla
Friendly", specifically at Tiers 1 and 2. I decided to revise my
Modlet with the following goal:
DENSITY GOAL DENSITY RANGE
Tier 1 2.0 1.5 - 2.5
Tier 2 3.0 2.5 - 3.5
Tier 3 4.0 3.5 - 4.5
Tier 4 5.0 4.5 - 5.5
Tier 5 6.0+ 5.5+
I also decided to continue to use the CompoPack Tier definitions as they work
fine and they are the only guidance available.
ZOMBIES TIER
0- 4 0
5-15 1
16-30 2
31-45 3
46-60 4
61+ 5
And, after having tried to conform to both this density goal and the CompoPack
tiers. I felt both goals worked well enough at Tiers 1 and 2. At Tier 3 I found
it hard sometimes to pack the zombies in as tight and stay within the tier.
Plainly stated, while a higher tier enjoys being able to make a more difficult
encounter, it doesn't mean the majority of encounters should scale as high.
When that happens, you fall short of the goal.
Thus, the Density Goal found above should be viewed less rigorously at higher
tiers. Indeed, if you take the number of Zeds allowed for a tier and divide it
by the density goal, you only end up with a certain number of zombie volumes
that you can use. This gets to be constraining the higher you go into the tiers
and you'll have to abandon the idead of an increasing density goal.
And so, my conclusion here is Density is important, but it isn't everything
except perhaps at Tier 1-2, and maybe 3.
TRIGGERS
Zombie volumes that are triggered by some event have been around for many
versions, but their use became more common to Vanilla POIs starting in A20
and ramping up significantly in A21. I suspect this happened in response to
player calls for more difficulty at higher tiers. But triggers have also been
a point of criticism by players, as players don't get an opportunity to
outsmart or outmaneuver triggered zombies. Thus, players who crave a slow,
methodical stealth adventure are often denied a stealthy conclusion to a POI
or have no choice but to face an ambush they worked hard to disarm. Other
players resent having zombies spawn behind the player in areas that have been
previously cleared.
There can be technical issues with triggers. When POIs are only installed on
the server and not the client, some triggers do not fire unless the trigger
object is destroyed. This is yet another subtle issue with POIs not being
installed on the client.
Because of these issues, my current approach to triggers is to use them
lightly. This likely makes my upper tier POIs easier than vanilla POIs.
WHAT IS THE COMPOPACK?
I think the way people view the CompoPack influences their opinion of it.
My preferred mindset for the CompoPack (CP) is that it is a library. Download
it and use the POIs you like. As a library, the CP provides a public service
allowing you to access nearly every POI ever created by the community. And,
the CP team keeps those POIs up-to-date with the latest version of the game.
That is a massive amount of work that I think deserves appreciation. I
contribute my POIs to the CompoPack so they'll hopefully be around even if I
no longer am.
If you use the entire CP then you must be aware you are getting some POIs that
are designed for an extreme challenge. You're choosing to view the CompoPack
as a single playable modlet. If that is what you want, and you're stepping
into that world with your eyes open, then Rock On! Otherwise, you're destined
for a rude awakening. Those who design extreme POIs are trying to trap,
overwhelm, and kill you. Even the best of players get forced to flee. If
you're new to those POIs, I suggest you don't enter them alone. Bring friends,
bring ammo, be able to move quickly, and don't be reckless.
WHAT ABOUT ZOMBIES FOUND OUTSIDE OF POIS?
Some people consider this a sign of a bad POI design because it is uncommonly
done in Vanilla POIs. My opinion is it is a technique best used sparingly
because it can lead to Zeds uselessly spawning as Players pass them by when
traveling. However, it is perfectly valid. TFP does it in several POIs and
Tiles. I wish people would quit poo-pooing the practice.

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If you have questions about the GPLv3 you should seek advice available on the
web. This document will attempt to answer some common questions.
Q: Do I have to release my changes to your modlet?
A: No. The GPL does not require you to release a modified version of this
modlet or any derivitive works made from the POIs. Do what you want with the
content for your own private amusement. If, however, you decide to release
some or all of this modlet or the POIs within, including derivitive works,
then you cannot constrain others from the files necessary to make derivitive
works.
Q: Do I have to notify you before I distribute my changes?
A: No, The GPL does not require you to notify me for you to use it or
redistribute some or all of this modlet or its POIs. However, I like knowing
when people do. (It makes me feel good.) Notifying me gives me the opportunity
to learn about your project and perhaps pass along suggestions. For the price
of an email, maybe you could make me happy... zztong@gmail.com
Q: Why bother with a license? Isn't "public domain" good enough?
A: Sure, 99/100 times public domain is good enough. But when civility ends,
the law begins.
STREAMERS, YOUTUBE, TWITCH, ETC.
I believe the GPLv3 grants you the license you need to include this modlet's
content in your videos and streams. If you find otherwise, please let me know.
It should also allow persons to make and use photographs and screen captures.
COMPOPACK
I don't believe the GPLv3 prohibits the CompoPack in any way. That is, I
recognize the CompoPack needs to make derivitive works in order to maintain
the consistency and integrity of the CompoPack. Derivitive works of my POIs
are fine, so long as they're still bound by the GPLv3. The CompoPack as I
know it seems to be well within the spirit of the matter.
CURATED MODLETS
I don't believe the GPLv3 prohibits my POIs from appearing in "Curated Modlets"
in any way. By that, I mean if you want to make a modlet for your server to
distribute to your users that should be fine. Similarly, if you want to make a
"Top 100 POIs" modlet, that should be fine too. (I would be flattered to be
among them.) Redistribution is fine so long as my POIs are still bound by
the GPLv3.
OVERHAUL MODS
I don't believe the GPLv3 prohibits Overhaul Mods from making derivitive works
of these POIs or from distributing those works, so long as these POIs are still
bound by the GPLv3.
Overhaul Mods like to introduce new code and artistic works. I don't believe
any code or artistic works related to custom blocks is encumbered by this
license because those work products are not part of these POIs or derivitives
of these POIs. That is, derivitive POIs my have references to the code and
artistic works that embody a custom block but those references do not represent
a claim of any type over the code or artistic works that define the custom
blocks. Similarly, the POIs do not claim any rights over the block definitions
that clearly belong to The Fun Pimps and are distributed with the 7 Days to Die
game. That is to say, a POI is just an expression of how blocks should be
arranged and displayed, not the underlying blocks themselves.
THE FUN PIMPS
The license for the game 7 Days to Die ensures The Fun Pimps can do pretty much
anything they want to with my POIs. Quoting from their license:
"The Software may allow you to create content, including but not limited to a
gameplay map, screenshot or a video of your game play. In exchange for use of
the Software, and to the extent that your contributions through use of the
Software give rise to any copyright interest, you hereby grant Licensor an
exclusive, perpetual, irrevocable, fully transferable and sub-licensable
worldwide right and license to use your contributions in any way and for any
purpose in connection with the Software and related goods and services,
including the rights to reproduce, copy, adapt, modify, perform, display,
publish, broadcast, transmit, or otherwise communicate to the public by any
means whether now known or unknown and distribute your contributions without
any further notice or compensation to you of any kind for the whole duration of
protection granted to intellectual property rights by applicable laws and
international conventions. You hereby waive any moral rights of paternity,
publication, reputation, or attribution with respect to Licensors and other
players use and enjoyment of such assets in connection with the Software and
related goods and services under applicable law. This license grant to
Licensor, and the above waiver of any applicable moral rights, survives any
termination of this License."
This seems fair to me, especially since some of my POIs are derivitive works
of theirs. Since the relationship is going to be this close, it might as well
be incestuous.

674
Documentation/LICENSE.txt Normal file
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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
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For the developers' and authors' protection, the GPL clearly explains
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Some devices are designed to deny users access to install or run
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Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
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patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
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"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
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An interactive user interface displays "Appropriate Legal Notices"
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What are the Loot Levels Like in your POIs?
-------------------------------------------
I think they're consistent with Vanilla, but here's more on the topic:
Classic POI design includes a loot room as the final payoff at the end of the
POI's dungeon path. I don't usually subscribe to this view. Players memorize
loot room locations and engineer ways to reloot those POIs when the loot
respawns. I don't usually make dungeon paths and I tend to scatter the loot
about the place. I think this contibutes to the perception that I don't give
out as much loot because players have to work a little harder to find it all.
For the record, I use the CompoPack (CP) loot guidance. Indeed, this is the
ONLY guidance available to POI designers. There is no publicly available
TFP guidance for loot by tier. The CP's guidance comes from a study of Vanilla
loot levels. The CP's guidance gets revised each Alpha release so it stays
timely. For lower tiers, I will exercise some discretion with smaller POIs and
offer less loot than I am allowed by the guidance.
BUT THE CP GIVES OUT TOO MUCH LOOT!
I cannot explain this opinion, other than to suggest it is a historical
observation that people keep repeating as if it were still fact. I think this
deserves some exploration, so here are my thoughts:
* HISTORY
I don't have a great perspective on A18 and earlier. For A19 I know CP guidance
was in place, but that it went through several rounds of tweaking. There was
a significant effort to bring POIs into line with that specification. For A20,
the guidance got more specific and I think TFP also tightened things up in
their POIs, making it clearer to everyone what was cool, and what was not.
These days, I think CP loot is consistent with Vanilla and that whatever TFP's
standard is that it allows for a wider variance. Some TFP POIs seem heavy in
store crates.
* WHAT IS LOOT?
As somebody who has spent some time looking at loot levels, I can only guess
that it might related to the presence of loot given out by objects not normally
thought of as loot containers by designers. For instance, is a radiator loot?
Brass collectors love them; others would rather "burn Dukes." Does a large
kitchen with many cabinets count as too much loot? Aldo's Cabinets (a Vanilla
POI) gives out more food because it is full of cabinets.
Loot is generally considered to be final loot chests, munitions boxes, safes,
store crates, and piles of ammo, food, meds, and books. Beyond that, things
like medicine cabinets, kitchen cabinets, backpacks, store shelves, and so
forth are a judgement call.
* HEAVY USE OF MUNDANE LOOT
Classically, the issue has been bookshelves. Books are very popular loot items.
How do you represent a large library without giving away too many books? Some
POI designers place empty shelves, but that seemingly doesn't make any sense.
Who has a library with no books? So, some POI designers place a wooden block
and then paint it to look like a bookshelf. This upsets a lot of players
because they feel ripped off.
I've gone through all of these phases including a phase where I was willing
to make custom blocks with custom loot lists. In that way I could have full
looking bookshelves that don't give out books. That seemed to satisfy players as
they felt like they're getting a chance at a book and they usually get some
other minor reward. However, making custom objects and loot lists is not a
common POI designer practice and it led to complications with overhaul mods.
So, while I've gone back to mimicing vanilla, I urge you to go easy on POI
designers who paint wood blocks to look like shelves. They're making do with
what is available to them at the time and they spent hours making content
for you.
* BEYOND TIER 5
The CP includes POIs that push the boundaries of Vanilla POI design. Those
POIs can be massive in scale and include hundreds of Zeds. CP loot guidance
allows those POIs to have multiple loot rooms or an even bigger loot room.
This might contribute to the perception that CP POIs give out too much loot.
Honestly, some of those CP extreme challenge POIs I think should come with a
real-life beer for a reward.
* OVERHAULS CHANGING THE GAME
Some overhaul mods turn mundane objects into loot. For instance, I use a lot
of boxes to fill space. Some overhauls turn those boxes into containers with
loot. You cannot blame POI designers for that.