Create an account

West Point Expansion  

Upload: 21 Jul 2022, 14:02
Created by: 2commander [X]
Uploaded by: Aqxaro
West Point Expansion

NOTE: West Point Expansion is now included as a community map online at the PZ Map Project. You can explore the map in greater detail here: https://map.projectzomboid.com/?desc=WestPointExpansion_20201130L0

Tired of vanilla West Point, want more to scavenge, need a change of scenery? Well this might be the map-mod for you!

This mod expands the existing West Point urban sprawl eastwards to include additional buildings and a new urban center called Salt Ridge.

Compatibility: Build 41+
Mod Version: v2.0
Creator: Commander (ww2commander)

Everyone's support in improving this map is greatly appreciated :)
Also, feel free to drop me a note if you use the map in any videos. Always interested to see how it plays for others

--- FAQ ---


What are some of the new buildings this mod adds?
Too many to list or spoil here but some notable ones include: hospital, fire station, apartment complex, trailer park, cinema, themed eateries, small shopping center, public library, supermarket, community center, junkyard and military surplus store...to name a few!

Does it modify/override existing West Point areas?
The map overrides existing map cells but does not remove or modify existing buildings in those cells (actually I lie, one new light switch has been added to the east side of the Gigamart to help players using generators on the 2nd level roof!). Likewise existing roads and vehicle spawn areas remain unmodified. The exception is the new town of Salt Ridge that includes a new road network requiring some tweaking to connect and align things neatly. The Dixie Highway remains the same but has received new road markings and a new stop-light intersection.

Is an ingame map (lootmap) available for the new town of Salt Ridge?
Yes, but you need to install this item as a separate add-on mod (link above). Once the mod is enabled, the 'Salt Ridge Map' item has a chance of spawning in gas stations and other similar locations to existing vanilla town maps.

Does the map have foraging and other necessary zones?
Yes, I have taken great care to replicate and include all necessary zones you would expect on the vanilla map. This includes foraging, vehicle spawning and zombie themed spawning (e.g. firefighters near fire station)

What kind of loot would I expect to find in buildings?
All buildings have themed loot meaning you will (likely) find loot specific to the location (e.g. medical supplies in doctor's office, clothes in fashion stores). I have tried to provide as many visual clues as possible to each building's purpose and potential loot.

Any special locations of note?
There are quite a few hidden gems scattered throughout the map to help players and find rare loot, so take your time and explore everything. You may want to check locked containers, but there are no hidden rooms within buildings...so no need to sledgehammer every wall!

Will unique vehicles (e.g. police, ranger) spawn in areas?
Yes, specialized vehicle spawning has been set for some locations such as the fire station, hospital etc. You may also encounter the odd military vehicles in some obscure areas(requires Filibuster's Used Car Mod)

Are there profession based spawn points?
Yes, similar to vanilla spawning, you have chances of appearing in certain work locations for some professions such as police, fire and doctor.

I fell off one of the top levels of a building with a short wall, why is this happening?
In designing the map's buiuldings, I tried to make them as aesthetically pleasing which necessitated the use of some short wall tiles normally used for wall trimming in vanilla maps. Unfortunately the game allows players to walk through them rather than act as solid walls (this is intended ingame behavior). In instances where roof access is available via a door (e.g. hospital, warehouse B), I have replaced these walls with railing versions which will prevent players walking through them. However, if you do manage to build your way up to any building with a short wall lacking railings, you should take care not to walk over the edge accidently.

Some larger buildings like the hospital have too many zombies, what gives?
Internal building spawning is influenced by your game difficulty and by default larger multi-level buildings tend to have higher zombie numbers. It wont be as bad as the prison or mall, but expect a good fight in these buildings. You can adjust these settings under the 'Population' section of a Custom Sandbox game if things feel too hard....but then, West Point was never meant to be easy. Learn to embrace death swiftly and frequently!

Why create the new town of Salt Ridge so close to West Point?
As the expansion is quite large and includes duplicates of existing businesses and civic services in West Point, I felt a new town might help justify this urban sprawl. If you don't like the idea of Salt Ridge so close to West Point, then feel free to ignore my naming of locations...its your world after all!

Where are the guns dammit!
There are quite a few dinner bells....uhhh...guns in the police station and military surplus store. You may also want to check any rooms that look like they might be for security purposes (or protecting seedy establishments)

Seems like there is way too much loot. Is this normal?
More buildings equals more loot! You can change loot chances via the 'Loot Rarity' section if you feel you're swimming in too many shotguns and canned beans.

Are the building based on real life examples?
Yes. I have spent many hours in streetview exploring real life West Point and other nearby Kentucky towns such as Orell, Valley Station and Lebanon for cool building designs and ideas. Most residential homes are based on real designs as well as the general feel of some locations.

Does this mod utilise any custom tilesets or game changes?
No, I have strictly stuck to vanilla tilesets and game definitions.

I found a building/location bug, what should I do?
If it specifically relates to my mod (i.e. building design issues, missing light switches), post it in the discussion section and I'll try and fix it. If you can provide a good description of the location (use the reference map if it helps) it will assist me in locating and resolving any issues quickly.

This mod clashes with another mod!
Unless you are using another map mod replacing the same game 'cells' (there are a few older ones out there), there should be no clashes.


Peles mansion

Peles mansion

04 Nov 2022
0
1 041
0

The mansion is placed near muldraugh and overtaken by the dead. If you clear it out it could provide an awesome base location (cell 32x31)

Comments
The minimum comment length is 10 characters.