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TRIVIA / BEHIND THE SCENES
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I occassionally (okay, very rarely) get asked about a POI, so here's the
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background for each one. In general, I make POIs that do not have dungeon
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paths because when I play I tend to either ignore them, or am to dense to
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follow them. I also tend to avoid parkour. By my reasoning, why would I
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risk falling when I can just fix the steps? And, by fixing the steps, it
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becomes possible to bring my motorcycle to the top of the Dishong Tower.
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Some POIs have "TFP" in the title to credit them as the original creators.
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Those POIs appearing in this pack are derivitive works.
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APARTMENT 01 & APARTMENT 01 DESTROYED
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Originally designed for A19 before we knew of A20's standard sizes. Shifting
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to A20 meant the lot had to be extended slightly, which led to the garden in
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the back.
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The destroyed version is an attempt to support the CompoPack's desire to have
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Wasteland-specific content. This version was made by using a rocket launcher
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in-game and then saving the result. Ahh, so satisfying.
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APARTMENT 02 & APARTMENT 02 DESTROYED
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Originally designed for A19. This was just riffing on the Apartment 01 theme
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with the added realization there was no Chinese Buffet in Navezgane. It is
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a universal constant that there be Chinese Buffets everywhere. Until TFP
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makes one and knocks our socks off, mine will have to do. The solar-covered
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parking was added for A20 as I needed to stretch the POI to fit a standard
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RWG size.
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APARTMENT_03
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This POI is based on my impressions of main set for the Melrose Place TV Show.
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I was never a Melrose Place fan, but saw a couple of episodes and liked the
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building.
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BALLOON SAFARI 01
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The South West USA has lots of hot air balloon events. I was reminded of this
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by a picture and thought it might be neat if some survivors had attempted to
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escape the Navezgane region using a balloon.
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BAR POOL 01
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This was an early A19 POI for me that attempts to mix a honkytonk with a pool
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hall. A20 didn't change it much.
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BARTERTOWN
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This isn't a POI, but a Gateway Intersection Tile with some unique features.
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Yes, it was influenced by Mad Max Beyond Thunderdome and The Road Warrior.
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There are two versions of this Tile. The CompoPack is the sole source for
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the original one, which I wasn't completely happy with, and I distribute the
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one I liked the best.
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BIOWASTE DUMP 01
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More filler for the Rural XS POI and Tile variety. There is no quest for this
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POI. I suspect the zombie placement within this POI might prove a challenge for
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somebody who wants to snipe the Zombies without waking them. Each zombie is
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placed with their head near an explosive barrel. Like the Propane POI, careless
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gunplay might bring a player more trouble than they expected.
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BROWNSTONES 01
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Made for A19, this POI really suffered under A20. To meet the standard POI
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sizes I could either stretch it into a much larger POI or shrink it. One of
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the apartments was cutoff to make it fit. Folks have liked the appearance
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of the front, and it did take a lot of work. Part of me regrets making this
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POI because a NYC Brownstone is really out of place in an Arizona setting.
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BURIED TREASURE 01 & 02
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These are the result of a discussion on the Rebirth Discord about the buried
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treasure quests in the game. The idea was that instead of having a map quest
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that there be unannounced things scattered about the map. While Buried
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Treasure 01 is a Decoration, Buried Treasure 02 is a POI so that it can show
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up on the danger meter out in the wilderness.
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CABIN FORT 01
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This is a very early A19 POI that is one of my favorites. The idea for the
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earthen wall was inspired by imagery for a pseudo-viking settlement and the
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realization that some desperate guy out in the wilderness with access to a
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bulldozer and road construction supplies could whip up an earthen wall and
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make a fort pretty quick if they just had a day or two of warning. A20 did
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not change this POI very much.
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CAR WASH 01
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This is very similar to a car wash in my home town.
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CAVE 01
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This POI was made as part of my effort to create Wilderness content so that
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players might have more of a reason to leave the cities. It was made late in
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A19 when I knew some A20 RWG details.
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CEMENT PLANT 01
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A quick review of vanilla's Industrial content suggests there's a shortage of
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POIs and a need for more variety. Cement is a popular resource. Cement Plants
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are industrial. I regret I don't know how these plants really work, but this is
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at least an attempt to satisfy demand.
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CRATER 01
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TFP had an unfinished crater in A19 that didn't move up to A20. I suspect they
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were going to use it as a part for something, but it fit the right size to be
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used as a filler POI, so I finished it off.
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DELOS HOTEL 01
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As part of my desire to scatter higher tier POIs around the map, I had been
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looking for a way to place something in the Old West town. The original
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Westworld movie (1973) provided the motivation for this POI. It also gave me
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an excuse to make a loot list for Androids.
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DOG PARK 01
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This little bit of filler for Rural Tiles just seemed obvious after having
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worked on the Vault. Despite the Attack volume, this is still stealthable
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because you can stay out of the activation range if you're careful.
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DRIVE IN MOVIE 01
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I was inspired by memories of a trip to a little drive-in movie theater
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outside of Council Bluffs, Iowa. It happened to be the first such theater
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I had seen that use a low-power FM broadcasts to distribute the movie audio
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instead of having the little speaker boxes on posts. This A19 POI was updated
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to A20. I also noticed TFP added a drive-in with A20 that is very well done.
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It's bigger, targeted at city/town edge, and has the old-school speaker posts.
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I targeted mine at the countrytown districts to keep them from being placed
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beside each other.
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ELECTRICAL SUBSTATION 01
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This is rural filler. There is no quest associated with this POI.
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EMS 01
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A couple of pals and I made this POI on the Not-a-Gamer-Gaming longterm
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server during A19 play by renovating a TFP remnant. I decided to recreate
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it as a POI. Now it is updated to A20. To fit the new standard sizes the
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entire backyard emergency/overflow medical center was added.
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FARM 01
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This is one of my maternal grandparents farm houses from my youth. The main
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house was expanded to include a back entryway and the expanded further to
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include what had been a root cellar. The rest of the farm is way, way, way
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to big to put onto a 60x60 POI so the fields, silo, barn, are there for
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appearance. In reality, the house, barn, and the barnyard would be larger than
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a 150x150 Tile and the fields would be an 8k map.
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FARM 02
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This is the farm house of my paternal grandparents and I believe it still
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stands. If you look at this POI from above you would think the architect
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was crazy, but the layout was a result of expansion and remodeling. The
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main house expanded to include a new kitchen and a large "mud" room. Then
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it later expanded to connect to the garage to facilitate elderly needs.
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Like FARM 01, the real farm is far too big to represent on a 150x150 Tile.
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FARM 03
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This is the retirement farm house of my parents. Like the other farms, there
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just isn't enough map to capture all the fields, hills, forest. Even the size
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of the barns are way too small.
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FARM 04
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This is a childhood house that was in a city on beach-front property of Lake
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Erie, but I felt like making it part of a farm.
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FARM 05
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A small commercial farm, so there is no farm house.
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FARM 06
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A small farm with a trailer instead of a farm house.
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FARM 07
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A small commercial chicken (or turkey) farm. There was one of these near my
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maternal grandparent's farm and again practical 7D2D scale is much smaller
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than reality.
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FARM 08
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Call this a Frankenstein POI. This is an amalgamation of TFP content to make
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a farm. The farm house is a modified version of a TFP house that is kind of
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spooky and was an overnight hideout once for a friend and I. The barn is also
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a modified version of a TFP prefab. There's a nifty hidden bunker that is a
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modified version of one of my favorite TFP bunker which they appear to have
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abandoned in A20.
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FARMERS MARKET 01
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This mini farmer's market was inspired by my local real-life market. It was
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quickly thrown together in A19 and didn't change much for A20. The small
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trees are to represent a Christmas Tree salesman. At least locally, our
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farmer's market is held within the city limits as is not the same as a
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roadside produce stand.
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FIELDS (Various)
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These were first made a Parts for my library, but I hadn't used them. Since
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I've been trying to make rural tiles less sparse, I've been making XS rural
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POIs to fill in the gaps. I didn't want these to just be zombies laying in a
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field, so I burried quest satchels so players can dig a little too. Some of
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the "field" POIs are actually farm buildings.
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GARAGE 01
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This POI is a small county garage to hold a couple of state vehicles. I made
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it pretty quickly as we're kind of short on XS POIs for Rural tiles.
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GATEWAY CONTENT
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This is a collective entry for more than a dozen POIs that are currently
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implemented as Parts because of the quirks of trying to work with the Gateway
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tiles. As Parts, these cannot have Quests. Given Gateway Tiles are popular
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tiles upon which to build bases, I have intentionally not filled them with
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a normal amount of loot, kind of like how TFP does with filler and remnant
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content. I'm hopeful TFP will revisit how Gateway Tiles are implemented and
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should that happen each of these POIs can become a normal POI in the future.
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Yes, Barter Town is a tribute to Mad Max: Beyond Thunderdome.
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GYROPORT 01
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Among the most requested POIs is an airport. While I would be interested in
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making a small regional airport, I cannot make a runway long enough. But I had
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the idea that a group of gyrocopter enthusiasts might make something
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independent, kind of like the small private rural airport, like was near my
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grandparent's farm when I was young.
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HOUSE 01
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My first POI based on a real house. The odd basement with a crawl-space
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leading to a full-height basement is part of the actual house. I figured
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a person with one-day's notice of an apocalypse might shovel dirt in front
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of the crawlspace door, then rig a ladder to let them drop down from the
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living room through the HVAC cold air return into the basement. This was
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resized for A20.
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HOUSE 02
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Another POI based on a real house. This was resized for A20.
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HOUSE 03
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I must have been thinking of Cabin Fort 01 when I made this POI for A19
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because they are kind of similar. I had been dabbling with Nitrogen's
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Farm features and lamenting a lack of farm houses. A20 made me stretch
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the front lawn out a little.
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HOUSE 04
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A-Frame houses can be a bit of a challenge, usually because of weird shapped
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windows and a roof that both players and zombies can ascend which makes the
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upper floors accessible in unusual ways.
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HOUSE 05
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A modern house with the initial purpose of being an experimental creation
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using a great many blocks from Telric's Decoration Pack, which is a wonderful
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collection of custom blocks that would be great in POIs. Alas, that modlet is
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rigged for players, not for POIs. Try to imagine this POI with throw pillows,
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standing lamps, working mini-blinds, and beautiful cabinets. Telric does
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awesome work.
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HOUSE 06
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I wanted to make a house under construction. There's nothing more to the story.
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HOUSE 07
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This is my neighbor's house. Shhhh, don't tell them. It's actually a nifty
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tiny house built decades ago before the tiny house movement.
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HOUSE 08
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Just a house. I was making a bunch of residential content and this one just
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came together without any specific inspiration.
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HOUSE 09
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I wanted to make a house with solar power nicely integrated and electric
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vehicle support, as if the owner were a "green" conscious type. The loft in
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the second story reminded me of a loft bedroom I had in an apartment found in
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Omaha NE. (The Roseland Theater aparments, if you're curious.)
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HOUSE 10
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I wanted a house with pillars out front. The house is a bit smaller than the
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one I was thinking of here in my home town.
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HOUSE 11
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I wanted to make a duplex house and settled on one that I saw in a magazine.
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The very top floor wasn't part of the original design, but I thought was a
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neat addition. I'd love an observation deck like that but I bet architects
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would probably scream about the design, appearance, or whatever.
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HOUSE 12
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It probably will seem weird, but this house started with the roof. I wanted to
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break my routine of using a roof with a peak and ridge. The floor plan below
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was just trying to make the most of the space below the roof.
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HOUSE 13
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I just let this one flow without a design in mind and while I was watching TV.
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I think maybe I had a vague goal of having the entry way be offset from the
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front of the house, because... no reason. Variety?
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HOUSE 14
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I liked the offset entryway of HOUSE 13, so this house got more of the same. I
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don't recall any specific motivation for this one.
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HOUSE 15
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I probably made that porch four times. I really like the idea of a porch
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surrounding a house. This was an exploration of that idea.
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HOUSE 16
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This house was made intentionally to support a higher tier. I looked at a
|
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number of floor plans for inspiration, but didn't cling to any particular
|
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plan.
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HOUSE 17
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||||
This is another house made intentionally to support a higher tier. Again,
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||||
floor plans were consulted, but the layout was more dynamicly done instead
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of trying to recreate an existing house.
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HOUSE 18
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I thought to make a cabin on posts. This is what came to mind.
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HOUSE 19
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This was an attempt to make a plot where mobile homes were being installed at
|
||||
the time the apacolpyse started.
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HOUSE 20
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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.
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||||
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HOUSE 21
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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
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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.
|
||||
45
Documentation/CUSTOM-BLOCKS.txt
Normal file
45
Documentation/CUSTOM-BLOCKS.txt
Normal file
@@ -0,0 +1,45 @@
|
||||
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.
|
||||
186
Documentation/DIFFICULTY.txt
Normal file
186
Documentation/DIFFICULTY.txt
Normal file
@@ -0,0 +1,186 @@
|
||||
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.
|
||||
|
||||
89
Documentation/LICENSE-NOTES.txt
Normal file
89
Documentation/LICENSE-NOTES.txt
Normal file
@@ -0,0 +1,89 @@
|
||||
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 Licensor’s 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
674
Documentation/LICENSE.txt
Normal file
@@ -0,0 +1,674 @@
|
||||
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
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
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
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
85
Documentation/LOOT.txt
Normal file
85
Documentation/LOOT.txt
Normal file
@@ -0,0 +1,85 @@
|
||||
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.
|
||||
|
||||
Reference in New Issue
Block a user