Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? Whether surviving in Knox County free-roam or controlling Indie Stone mascot Baldspot in his quest to save his injured wife Kate – death is always a certainty. Quite how long you manage to put it off is another matter…

RSS Feed On how big we're going to be making the map

Evening all. Another hectic week at the Zomboid Ranch – albeit one that was spent largely working on stuff we told you about last week. Binky has been obsessed with what he calls ‘enshrinkulation’ – the process by which sprites are crisply represented in the Zomboid engine. You can read into the process over on his blog.

Posted by Batsphinx on Nov 27th, 2012


Chris, meanwhile, has been continuing his work on NPC behaviours in the up-close and meta-game. Will has been scribbling their dialogue. Then, Romain has been doing final farming tests and Mash has been continuing work on the new maps – with locations that look a bit like this.

We’ll do those promised vids as soon as the fruits of Binky’s enshrinkulation are in the game. Until then, though, we thought it might be an idea to have a chat with your good selves about the map proper. The uber-map that covers our chosen slice of Kentucky.

In this bright new age of map streaming we thought it high time that we met up with you to discuss Muldraugh, and beyond. The map in the current RC2 public test builds is comprised of two 300x300 cells, not including incidental connecting cells – one of which contains the town, and another with a farm. The map we’re currently constructing for RC3 though? Well that’s a 15 by 15 grid of these cells – so 225 of them in all. Cripes, but that sounds a lot doesn’t it? How on earth will we fill it all in?

“At the moment, there are around four cells that myself and Mash have finished our specific building placements on” explained Andy ‘Binky’ Hodgetts when I msn-ed him this morning for Monday blog content. “That’s twice as large as RC2 already, albeit with more a lot more content since the farm cell was just one building with a well and some fields. The big difference is that in a huge chunk of the over-arching map we’ve actually now pre-designed all the currently unfilled cells – so instead of just being filled with random trees there are roads and paths, and that sort of thing. So if you wanted to, you could wander off and find spaces where we’ll be building new map content in future updates. We're already amassing quite a catalogue of buildings still not present in the world.”

In fact, it looks just a little bit like this:


“The new map is designed from a sort of satellite perspective,” continues Binky. “The layout is done first, and then it's chopped up into cells and then filled with content. So all the cells fit together seamlessly, and you can wander around with the map streaming. In the future, it'll just be a case of filling the spaces we've already laid out. We know what goes in the gaps - we just need to put the stuff in there! Eventually, we hope to expand the world even further taking us to other towns nearby. ”

As such when you spawn in the new map you’ll only hit entirely random wilderness after walking seven or eight cells in any direction – so seven or eight times the width of the RC2 map. There won’t be much to see outside of the Muldraugh we’ve designed so far – but it will be there.

Is that a little… too big? “Nah. Big is good.” types Binky, presumably one-handedly while he gurgles his morning latte. “Big means more stuff that you're unlikely to find, more of a feeling of isolation when you trek off to the middle of no-where to camp out in the wilderness.”

Not everyone realises it, meanwhile, but we’re also using the real-world town of Muldraugh in Kentucky as our model. What was once randomly selected on Google Earth due to its proximity to Fort Knox and Will’s love of Goldfinger, is now something like our actual design target.

“We've been reeeeasonably faithful to Muldraugh.” Explains Binks. “We've taken some liberties with it, and obviously Zomboid is an isometric game so we’re confined somewhat by the shapes of things. Then again, while we haven't gone so nuts as to do a 1:1 correlation of buildings - the layout is roughly accurate. We’ve made sure that there’s the same sorts of buildings present. People could, for example, find it on Google maps and recognise certain features and also, if they wished, have a scroll around and make some fairly accurate predictions about things to come.”

With map streaming and the potential for epic strolls through the wilderness, then, we’re making sure that we’re giving Project Zomboid room to breathe. Future updates will see us building new areas by hand and adding them to the map, rather than just haphazardly bolting them onto the side. We’ve given ourselves a massive canvas, and will be building forever outwards – although of course when we release all our modding tools there’ll be absolutely nothing to stop PZ survivors from adding their own creations to the sprawling map too. Death will always be inevitable, of course, but that doesn’t mean you won’t be able to find somewhere interesting to actually perish…

Comments
VitaminK
VitaminK Nov 27 2012, 4:47am said:

nice update, cant wait to see how things come together!

+5 votes     reply to
myxale
myxale Nov 27 2012, 4:57am said:

Sweet update. And love the writing style.
Cheers Guys.

+3 votes     reply to
9heads
9heads Nov 27 2012, 6:14am said:

wow ;O

+2 votes     reply to
Darthlex
Darthlex Nov 27 2012, 6:22am said:

But.. Aren't we kinda going to need cars to get around then?

*hint hint*

+5 votes     reply to
Banana_Gun999
Banana_Gun999 Nov 27 2012, 7:11am replied:

i think cars would be too far but push bikes would probably be suitable

+4 votes     reply to
Roh
Roh Nov 27 2012, 2:03pm replied:

LoL bicycles would be awesome! Just imaging the zombie horde on your tail!! Then you spot a pike and start pedaling to safety!!! Then you get a flat!!! Crash into a tree! Wake up to a zombie gnawing on your foot!

+8 votes     reply to
Awsomedog120
Awsomedog120 Nov 27 2012, 5:08pm replied:

That would be awsome but its gona be kinda hard and the game is still in a big place of development but in a mod would be awsome a good use for gas so i know thay would add it

0 votes     reply to
STRYK3R15
STRYK3R15 Dec 11 2012, 8:53pm replied:

I really like this idea, and maybe being able to store your items in a trunk of the car/truck/etc. ?

+1 vote     reply to
Chalk
Chalk Nov 27 2012, 6:57am said:

Seriously. Promising us updates isn't going to keep us satisfied for long. A ton of people have already lost interest thanks to the refusal to release updates even though you very obviously have the content to do so. Don't try to release a perfect full game, just release small updates then patch that with more content as it comes out or you'll be down to only the die-hard fanboys.

+20 votes     reply to
Zollec
Zollec Nov 27 2012, 11:33am replied:

EXACTLY, like minecraft is still! made. new update: new interested people, no updates: loss of interest. Well I am that die-hard fanboy, but not everyone is..... We mean it goon, indie stone ;)

+5 votes     reply to
Roh
Roh Nov 27 2012, 2:06pm replied:

I've sort of given up. Mentioned before I will never alpha or even beta fund another project from the indie stone. I'll wait till its a 1.02 or better. Released and patched with reviews for confirmation.

I have faith in their ability for ideas but not their ability to produce them anymore. And I honestly don't feel I'm being unjust either.

+5 votes     reply to
brody2599
brody2599 Nov 30 2012, 7:13pm replied:

Do any of you pay attention? Go to the forums where THERE ARE TONS OF UPDATES!

+3 votes     reply to
Awsomedog120
Awsomedog120 Nov 27 2012, 5:10pm replied:

thats kinda true but theres mods to help us

0 votes     reply to
sheamcauley5
sheamcauley5 Dec 3 2012, 7:06pm replied:

I like this guy^^

+1 vote     reply to
Zollec
Zollec Nov 27 2012, 11:35am said:

forgoted to say; niece progress. I am happy that I bought this game (but how lng to next release?- reminds me dwarvenfortress in this case xD )

+3 votes     reply to
susanbickham
susanbickham Nov 27 2012, 12:39pm said:

Snap soOOOnnnnN-N-N-n-n-n-e

+1 vote     reply to
RogueTomahawk
RogueTomahawk Nov 27 2012, 4:02pm said:

I have to agree with you on that, I am almost ready to stop caring for this game at all.

0 votes     reply to
PrincessTwilight
PrincessTwilight Nov 27 2012, 4:08pm said:

im a die hard fanboy but i lost interest in some time and got back cause no updates in sooooooooooo long time

+3 votes     reply to
SenisterDenister
SenisterDenister Nov 27 2012, 4:20pm said:

When are you guys going to use Steam? I remember seeing that somewhere and quite honestly I'm tired of using Desura.

+2 votes     reply to
rowan678
rowan678 Nov 27 2012, 7:38pm replied:

Totally.

0 votes     reply to
driveandkill
driveandkill Nov 29 2012, 9:03am replied:

Its true itll come to steam soon and everyone who bought it already gets a free steam key

+2 votes     reply to
DemonicAngels
DemonicAngels Dec 15 2012, 3:12pm replied:

^ it is true. But you have to vote it in on steam when they do try to get it on steam. It's steam's Greenlight project. If enough people show interest in it on steam, then steam will then "adopt" it.

0 votes     reply to
YuriIvanovx
YuriIvanovx Nov 27 2012, 10:01pm said:

Bikes would be excellent for those long roaded trips, or even skateboards for the Short trips across the town. But Cars would be interesting,.

+1 vote     reply to
Awsomedog120
Awsomedog120 Nov 28 2012, 3:54am said:

Thay can make cars rare and you have to find parts to fix them and bikes or other things like skateboards can be found in naborhood houses and dont forget army base

-1 votes     reply to
Volumed
Volumed Nov 29 2012, 4:33am replied:

Why make cars rare? It's unrealistic. That it have been done in Dayz(Many people compare Dayz with other survival zombie apocalypse games) is because it makes it more fun for multiplayer and the engine limits. Car should be just a common thing fuel that should be the problem maybe not in the start of the apocalypse but maybe later and like you said fixing if you drive over a zombie your car will hold that maybe the first time but maybe not the next time ofcourse this depends of what kind of car you got. I like the other ideas.

+1 vote     reply to
wanrazin94
wanrazin94 Nov 28 2012, 7:00pm said:

Wow

+1 vote     reply to
Amishdadz
Amishdadz Nov 29 2012, 8:43pm said:

there should be cars but with a gas limit

+1 vote     reply to
Sharkoon
Sharkoon Nov 30 2012, 9:49am said:

kann mir jemand sagen wie man zombiod updated? des funzt iwie net, hab mitlerweile 2icons davon aufm destop :(

+1 vote     reply to
DaggerClassStudio
DaggerClassStudio Dec 1 2012, 12:01pm said:

Have mentioned before about cars and such in a previous announcement update of Zomboid even if they are used just as decorative features to add more realism with realistic road barricades etc. Can't wait for a map editor to be developed so users can produce and mod their own environments and maps.

+1 vote     reply to
Doclizard
Doclizard Dec 2 2012, 5:58pm said:

This makes me proud to be a PZ supporter. I was curious though as to farm equipment being included in a future update such as the Wheat Thresher so we can run down the horde Soylent Green style. Keep up the great work.

0 votes     reply to
ildamos
ildamos Dec 6 2012, 8:19am said:

Awesome!

+1 vote     reply to
Karma1Actual
Karma1Actual Dec 29 2012, 9:36pm said:

I just bought this game, I love it and want it to be updated soon, otherwise I might lose interest. Modding is that simple and the map just isnt big enough to support continuous play. Please update it soon as possible.

+2 votes     reply to
pysiu
pysiu Dec 30 2012, 7:28am said: Online

ok, you got me. Need to buy this.

0 votes     reply to
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