Project Zomboid

Project Zomboid

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Coryerdon or Dirkerdam to OTR road
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5.735 MB
24 Nov, 2022 @ 10:54am
25 Jul @ 10:39am
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Coryerdon or Dirkerdam to OTR road

Description
Welcome! Roads are cool!
Simply put, this map connects Dirkerdam or Coryerdon to Over the River. There's also a spawn point, and the map can sustain itself somewhat via foraging, fishing, rummaging through the various buildings, etc.

Features!
  • 40 custom buildings, with some being based on real locations from my childhood.
  • In game map support, with POIs such as a grocery store, gas station, book store, etc.
  • Forest trails (hidden on map) w/shelter houses, fishing holes, wells, and stuff!
  • One spawn point, but in a tight spot resource-wise for a little challenge.
  • Vehicle spawns, working foraging, some great spots for secluded bases, and more.

Please realize...
My main connecting road goes to the very edge of its cells without obstructions, besides zombies of course. There isn't anything I can do about how the other map authors treat their roads. So for now, you'll want to move/destroy those road blocks on the edge of Coryerdon, and clear out some trees and maybe even lay concrete down on the edge of Over the River. If you choose Dirkerdam instead of Coryerdon, it's a clean seamless connection.

I chose not to overwrite the adjoining cell of Over the River or Coryerdon as this would require a specific map load order to line everything up, and that would surely cause confusion, not to mention I didn't feel comfortable with overlaying my work onto someone else's.

Huge ass thanks to Daddy Dirkie Dirk
...his videos were absolutely critical in learning how to pull all this off, thanks dude. Also want to thank TIS, what an awesome game!

Cells used - 35x19 35x20 36x19 36x20
Known map conflicts - Liberty City, which also conflicts w/Coryerdon and Dirkerdam.

Ask for permission![theindiestone.com]
This mod can only be added to and extended with the express permission from the original creator. Having received permission, credit must be given to the original creator, both within the files of the mod and wherever the mod roams online.
 
If no permission is received you may not alter the mod.

Don't forget to leave a rating, thanks!

Workshop ID: 2892795238
Mod ID: CorOTRroad
Map Folder: CorOTRroad
67 Comments
aquelarrefox 16 Oct @ 9:34am 
ok
RandomDude  [author] 16 Oct @ 9:23am 
@aquelarrefox It's just showing how you can bridge the gap between the edge of my map's cell, and the road in Over the River. Whenever I spin up new servers, I just go in on day 1 and use the admin brush tool to lay a road down.

If the author of Over the River ever updates his map, he'll more than likely extend his road out to the edge of his cell so they connect naturally. He said he was going to do this a year ago or so in the comments here but must've forgotten? Not sure.
aquelarrefox 15 Oct @ 7:45pm 
jobs done image change 37x20?
RandomDude  [author] 25 Jul @ 10:46am 
Just pushed a minor update to resolve the mystery shelf loot issue, and also some QoL to the service road that connects with Dirkerdam. Details in the updates section.

TO BE SAFE you may want to unsub/resub to this mod, so the old LUA directory and its files are cleared out. Or of course you could just manually navigate to the mod's folder and remove it that way.

Blows my mind that we're almost at 200k active subs, super glad that this filled a need for so many people in the PZ community.

Hoping for some big additions come b42. Have a good one folks.
RandomDude  [author] 18 Jul @ 9:11am 
Hey, thanks for the feedback! Well that settles it then, I'll look into a slight update here soon but nothing too major as we wait for b42 which I have lots of plans for.

Wonder why I couldn't replicate the issue in my tests. If you don't mind, no big deal if you don't want to, but if you could list any mods that would influence containers or loot? To see if I can at least know the conflicting mod?

Take care either way!
Marcel Arg 18 Jul @ 6:03am 
Hey, the map is really well done and fits very well into the landscape. I was also affected by the 'empty shelves' bug. By deleting the Lua folder, I was able to fix the error for me :)
RandomDude  [author] 27 Jun @ 5:51am 
Didn't realize Coryerdon's last update replaced the black fence with 4 road barricades, which is nice since you can move or destroy those without a sledgehammer, but keep in mind those aren't placed down on my side of the cell so if you crash into them it isn't my fault! haha

Updated pics and description. I just noticed this since I spun up a new server this morning and chose to go back to Coryerdon instead of Dirkerdam this time around.

Enjoy folks.
RandomDude  [author] 27 Jun @ 4:13am 
Well it's been almost 3 weeks, so I am just going to let it sit as is and come b42 when I revamp the entire map I'll consider removing the custom LUA for those shelves, just in case there is a lottery odds chance of the magical mod combo causing issues due to it. Take care all.
RandomDude  [author] 10 Jun @ 5:03am 
If you'd like, I could revise this and remove that unique container ID to see if it resolves the issue with your configuration? It's honestly a little OP anyway, on regular loot settings you can sometimes get 4 sledgehammers or so. I had a tough time striking a balance for folks that play with super rare loot, versus regular, to still give a chance to at least spawn 1 sledgehammer.

I should reach out to the author of Coryerdon and ask if they could get rid of the fence, maybe for at least the width of the road, so there wouldn't even be a need for a sledgehammer. We'll see.
RandomDude  [author] 10 Jun @ 4:59am 
One page back 七夜向日葵 claimed they had a similar issue yet I couldn't replicate the problem in my tests. It was a thorough test, I used the specific map they mentioned, as well as a control test in Muldraugh to rule things out. I've also configured and hosted many servers/wipes (maybe 8 or so?) with around 150 mods since I've released this map and we've never encountered this issue.

So I don't know what to say, other then it would have to be a unique combo of mods that somehow creates the issue? Sorry I can't offer any more than that.

The container tag used for the shelves to spawn sledgehammers and concrete bags is very unique, I doubt another author would use the same name to tag their containers, as the name incorporates this map mod's name into it to set it apart. But that's moot, since those unique container IDs are tested to re-spawn loot in our plays/tests, so that couldn't be the case either.