Project Zomboid

Project Zomboid

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Raven Creek B42
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File Size
Posted
Updated
120.165 MB
19 May @ 6:43am
6 Aug @ 2:17am
16 Change Notes ( view )

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Raven Creek B42

Description
A big one classic map now available for B42. I'll UNLIST this mod when the original mod author release their B42's version. Meanwhile let me know if there are some bugs, I have not time to testing this.

All credits goes to the original author: @DavidBlane.
If anyone knows him or how to reach him, please tell him about this port; I would greatly appreciate it.

- Extra:
Relocation to keep vanilla B42 original locations & new cells for road access to the city
- Fixed Cars Orientation
You must delete chunks of the visited areas or start a new game to see the changes
- Added Biome Maps, foraging fixed.
No need to delete chunks for this feature.
- Fixed ALL bridges blocking tiles.
You must delete chunks of the visited areas or start a new game to see this change
- Added some street's names.
Work in progress...

How to add map to a existing save

Ocuppied cells:
(16,59)(18,66)(21,62)(23,69)(16,60)(18,67)(21,63)(24,56)
(16,61)(18,68)(21,64)(24,57)(16,62)(18,69)(21,65)(24,58)
(16,63)(19,59)(21,66)(24,59)(16,64)(19,60)(21,67)(24,60)
(16,65)(19,61)(21,68)(24,61)(16,66)(19,62)(21,69)(24,62)
(16,67)(19,63)(22,59)(24,63)(16,68)(19,64)(22,60)(24,64)
(16,69)(19,65)(22,61)(24,65)(17,59)(19,66)(22,62)(24,66)
(17,60)(19,67)(22,63)(24,67)(17,61)(19,68)(22,64)(24,68)
(17,62)(19,69)(22,65)(24,69)(17,63)(20,59)(22,66)(25,56)
(17,64)(20,60)(22,67)(25,57)(17,65)(20,61)(22,68)(25,58)
(17,66)(20,62)(22,69)(25,59)(17,67)(20,63)(23,59)(25,60)
(17,68)(20,64)(23,60)(25,61)(17,69)(20,65)(23,61)(25,62)
(18,59)(20,66)(23,62)(25,63)(18,60)(20,67)(23,63)(25,64)
(18,61)(20,68)(23,64)(25,65)(18,62)(20,69)(23,65)(25,66)
(18,63)(21,59)(23,66)(25,67)(18,64)(21,60)(23,67)(25,68)
(18,65)(21,61)(23,68)(25,69)

Recommended mods working with this:
- UDWAP Raven Creek Apartments
- UDWAP Raven Creek Remote Farm

To delete chunks of an area use this:

[buchojefe.github.io]

You should only do it if you already have a saved game; it's not necessary to delete the chunks for a new game

Workshop ID: 3484263516
Mod ID: RavenCreekB42
Map Folder: Raven Creek B42

If you enjoy my work, feel free to toss me a coin.
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Popular Discussions View All (8)
46
1
2 Aug @ 5:06pm
PINNED: Bug Reports
Jason Cyberius
8
1
6 Jul @ 6:18pm
PINNED: HOW TO ADD A MAP TO A EXISTING SAVE
BuchoJefe
6
29 May @ 4:36pm
PINNED: Zombie Density in B42
BuchoJefe
282 Comments
Tvorog | Sativ 1 Oct @ 4:13pm 
Don't listen man under me. It seems to be like he having issue not because of the mod. For me mod working fine and there are place for it in "mods" tab and opportunity to spawn at it in the beggining of the game.
TortafritaNinja 30 Sep @ 4:46pm 
not working? i don't see it in game.
梦才_MornTsuy 13 Sep @ 8:45pm 
I agree with the approach of narrowing it down to two lanes. There is an abrupt camp at the end of the original road, but I'm not sure whether the other suggestions are feasible. This kind of modification involves expanding upon the original map author's work. While authors may hope their creations can be enjoyed by more people as versions evolve, they may not necessarily agree to others building upon their work.
Creating another map mod is far more challenging than designing roads. Perhaps only the original author himselve can deliver a perfect B42 version of Raven Creek.
Jack Rossman 13 Sep @ 1:37pm 
I personally feel that with some work, it'd be ok right where it is.
All that would really be needed is merging the northern 4 lane highway into a 2 lane a bit before it reaches the connection road.
And if you wanna get fancy, you could expand the highway going East into some form of countryside addon. Like a second modID that adds farms and a highway connection to the highway going south of March Ridge.
And if you wanna get REALLY fancy, expand the city Westward, possibly as a 2nd additional modID. Making the river loop in on itself or something. Adding more suburbs, maybe expand downtown a wee bit north and west.
There's a LOT of potential here.

Final tidbit: If you ever take on a B42 port of Tandil, you could possibly integrate it's highway system to connect to RavenCreek.

(Reposted because the typo was triggering my OCD...)
Zara ♡ 13 Sep @ 9:48am 
@BuchoJefe Nice! Thank you, you too!
BuchoJefe  [author] 13 Sep @ 9:29am 
@Zara ♡, Thank you so much for your kind words; I really appreciate them. Once I get more organized, more updates will come. Have a great weekend.
Zara ♡ 13 Sep @ 9:09am 
I really appreciate how you aren't JUST making a port like a lot of the other weirdos, You actually fix stuff and make it work. Which say a lot about you as a person. Thank you for your work(even though you've been busy lately), it's still appreciated.
BuchoJefe  [author] 11 Sep @ 6:37pm 
@Tal, This mod is for Project Zomboid's B42 version, you should check it out. If your mod list is very long, look at the top of the list for a "SEARCH" box to find mods by name.
BuchoJefe  [author] 11 Sep @ 6:34pm 
@nullvariable Thank you so much for contributing new elements to the map. I'll include your mods in the description as a suggestion.
BuchoJefe  [author] 11 Sep @ 6:33pm 
@梦才_MornTsuy:
Yes, I have considered other locations. For me, the ideal would have been as far to the left as possible, but off the map, I had issues with negative coordinates—not on the map itself, but with the spawned objects. The error list was huge. Since the original access is in the top-right corner of the map, I had to create several vertical cells to make the connection that's currently there. I don't like it either, but it was the least invasive solution in terms of generating new cells that would affect the vanilla map. Still, if you have any suggestions, don't hesitate to share them, and we can look into whether it's feasible.