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, 2024 @ 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
71 Comments
RandomDude  [author] 26 Jun @ 4:34am 
Just a heads up, we're getting back into PZ now that b42 is coming around nicely finally.

With that said, I am keeping an eye on this mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3507117617

If it develops well, I may discontinue this project for b42, and work on something new that isn't cursed with having to connect to other authors' maps to work well, coordinate updates, and then deal with issues from folks not reading the description thoroughly. Haha!

Either way, I hope you're all enjoying b42! We're very, VERY eagerly anticipating a multiplayer update, but for now separate single player runs are scratching the itch. Take care.
6 Dec, 2024 @ 1:58pm 
i mean it kinda is, its why i see a lot of mods saying "READ DESCRIPTION" or even funnily enough linking a required mod that says "I DONT READ THE DESCRIPTION OF MODS"
RandomDude  [author] 4 Dec, 2024 @ 4:06pm 
@ ็ A lot harder? This isn't a case of a "simple" load order, which you can take a look around on other map mods, load order is a common contention point for complaints and confusion.

There's just 4 road barricades on Coryerdon's side to destroy or move, and I believe 12 tiles worth of grass to gap to OtR through a few trees. This is by FAR the easier solution, not to mention also the FAIR and respectable solution to the authors of those maps as I do not want to overwrite their work, or replicate their work with my own edits overwriting theirs.

Happy holidays!
4 Dec, 2024 @ 11:48am 
a simple map load order would not confuse people at all
thx for making this a lot harder than it shouldve been
aquelarrefox 16 Oct, 2024 @ 9:34am 
ok
RandomDude  [author] 16 Oct, 2024 @ 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, 2024 @ 7:45pm 
jobs done image change 37x20?
RandomDude  [author] 25 Jul, 2024 @ 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, 2024 @ 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, 2024 @ 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 :)