Project Zomboid

Project Zomboid

Elliot Pond
77 Comments
Woodstock  [author] 12 Mar @ 4:31pm 
@Owl yes for sure. as i don't plan on updating this until the new build is done then the location is more then likely going to be moved completely
OWL 12 Mar @ 9:05am 
Hi! Can I add your map to the modpack for the server? this is necessary to remove some pieces of the map, for normal alignment with the SlokanLake.
iDestin 5 Mar @ 2:51pm 
@Woodstock, The Slocan Lake road that goes down into the cities (new Denver) breaks the road to get down there to New Denver. It Looks Kinda weird but not terrible.
Woodstock  [author] 28 Dec, 2024 @ 1:18pm 
Honestly my dream would be just to attach to the road leading west off the new map that would be amazing if i can lock that in lol
Shellfish 28 Dec, 2024 @ 2:32am 
i hardly see the road south of Winchester at the corner (north of raven) used for expanding leftward on the map, could be a good area only things i think would be incompatible is any other expansions in the same area which i don't think are very popular but the town slightly more south, unless you already have a planned place
Woodstock  [author] 27 Dec, 2024 @ 11:33am 
i don't want to overwrite dev made stuff so it will be in an entire new location, haven't started working on it but been keeping en eye on the map.
Shellfish 26 Dec, 2024 @ 5:36pm 
oh nice possibly more compatibility with more mods in the general location?
Woodstock  [author] 26 Dec, 2024 @ 10:58am 
@paulgamerz141, once B42 is fully released Elliot Pond is more then likely going to have to move to a completely new location.
Shellfish 26 Dec, 2024 @ 2:01am 
slocan compatibility can be an easy fix just need some connectors to the roads in pond where disconnected one or just clearer areas
Woodstock  [author] 22 Dec, 2024 @ 11:05am 
@Sr. Cambito Jocoso thank you so much appreicate it
Sr. Cambito Jocoso 16 Dec, 2024 @ 2:44pm 
My review:
Big area slip half commercial and residential, the commercial area has many many many different stores set up along the road and as outlets, in a way that would only make sense for an American, but overall realistic.
The residential area is also big enough to feel realistic in a gamey way, and has a big school in the middle.
All the building are very detailed and high quality, and very unique with plenty of things to explore, even some survivor homes, which I loved.
Zombie population is high, as it should, specially in the commercial areas that honestly could even have more Zs because of high loot.
Apart from this, I do think the spawn location should be exclusively in the residential area for balancing reasons.

09/10 realistic, balanced and vanilla friendly.
aquelarrefox 6 Sep, 2024 @ 11:26am 
4 tracks road go out from the cell 10x44 to the west, coordinades x=3000y=13361 to x=3000y=13378, youy could loop and join with the road in13x46
aquelarrefox 6 Sep, 2024 @ 11:12am 
theres a road i can give you the coordinates
Woodstock  [author] 6 Sep, 2024 @ 10:46am 
@aquelarrefox. The issue is that none of their roads go to the edge of a cell i would have to either re-do their cell or overlay just a road. The water ways and what ever they brought to the edge of the map matches up with mine though
aquelarrefox 4 Sep, 2024 @ 5:53pm 
Is possible extend the road west loop up and join the road in raven creek? 9x44to10x44 if I'm not missing it
Woodstock  [author] 6 Jul, 2024 @ 7:03pm 
I don't have a private discord for it no. but i am part of both the offical and unoffical zomboid discords with the same name "Woodstock" and profile pic if you want to PM over there feel free. and ill see what i can do. to get them resloved
Maurício dos Anjos 2 Jul, 2024 @ 6:42pm 
Hey brother! I love this map! I've been playing for a while now, mostly staying in the city. I've found some issues with buildings or rooms without any light switches. I'm noting them all down here. Is there a Discord where I can send these observations to you later? I think it wouldn't work so well to do it here. And of course, that's if you're planning to do a future update.
Viper 15 Jun, 2024 @ 12:49am 
just to update the comments here, if you want to use this with Slocan Lake Redux, just enable Elliot first then Slocan Redux later. Be aware the N-S road to Slocan will be broken for a short distance. Bring a wood axe. Maybe pour your own concrete to create an intersection! There's good mods for that.

It's possible you could switch that up and enable Slocan, then Elliot, to break the E-W rather than the N-S, but I never tested that, and I suspect doing so might blank-out a portion of Elliot Pond with the endless random woods of Slocan.

Another option is to simply give up on Slocan Redux, since it's so out of date, and is a massive area with no foraging zones set.

For compatibility with Military Fuel Depot, that author has made a version specifically compatible with this mod. Check his workshop for that alternate version.
Framplepants 15 May, 2024 @ 2:14am 
Dunno if you're modding anymore, but would you be able to add a road onto the Slocan lake main road? That would be awesome
Zenith 14 May, 2024 @ 1:02pm 
Cells?
aquelarrefox 8 May, 2024 @ 4:09pm 
the density of zombies in the west comercial zone and the path that conect the 2 parts of the map is very high? cose i have an spawn and it was worse than raven creek
Phade 9 Apr, 2024 @ 10:22pm 
@The_Knave Slocan lake uses a massive amount of area, and Elliot pond is pretty much in the middle of them all. most likely the road that connects slocan lake to the rest of Knox County will not work.
The_Knave 13 Mar, 2024 @ 3:18am 
i see this interferes with slocan lake, but im wondering how?
Phade 7 Mar, 2024 @ 8:41pm 
@Woodstock I would look forward to the ez version, I like to start my playthroughs in elliot pond since I have to work on a car and such to escape!
Woodstock  [author] 3 Mar, 2024 @ 9:05am 
@Phade thanks for the comments and Yes the Zombie Pop ATM is meant for end teir style of playing. I do have a "EZ" version of the map in the works but currently real life and work has not really allowed me to get it fully completed and released. But working at it.
Phade 2 Mar, 2024 @ 5:39am 
This is a fantastic map and I absolutely love using it. It would actually be interesting to get a connector road up from here to Raven creek seeing as how close they are.

My only issue with the map is the huge zombie population, it seems grossly unbalanced.
Fenix Wulfheart 29 Feb, 2024 @ 11:09pm 
@woodstock I see, I see. Thank you for the heads up!
Woodstock  [author] 26 Feb, 2024 @ 10:04am 
@genericfantasygamer also look at the pinned comment "How to add to exisitng game" as it has the tiles for the connection road in there as well.
Fenix Wulfheart 26 Feb, 2024 @ 12:32am 
Dude, I GREATLY appreciate the extremely clear labeling of the tiles used in the screenshots. Gonna try this on my next run.
Viper 21 Jan, 2024 @ 10:50am 
well in any case, Elliot Pond cannot be activated in the modlist without the Dylan-4Pack so my earlier question is moot
aquelarrefox 17 Jan, 2024 @ 7:38pm 
i hope you can get some time for the patch soon and a better time.
Side note the path to escape from raven creek by eliot pond is the biggest feature for reaven creek in years (the other is the laboratory but needs a quiet gross forest walk)
Viper 17 Jan, 2024 @ 4:24pm 
Also, the Military Fuel Depot author has made a version compatible with Elliot Pond, for anyone that might want to use both.
Viper 17 Jan, 2024 @ 4:22pm 
@Woodstock Thanks for the reply. No worries about Slocan Lake Redux, I talked myself into using Elliot Pond instead because of Slocan Lake Redux's foraging problems.
Woodstock  [author] 17 Jan, 2024 @ 3:22pm 
@Viper i have heard conflicting information from multiple ppl about using the 4 pack and just all of dylans map packs. Personally I have tried both ways just dylans maps and the Dylan 4 pack and i personally didn't have any issues either way. But there is no harm in running both at the same time.

The Slocal Compatibility is going to be a bit far off TBH real life stuff is taking front seat at the moment, and its been awhile since i've used the tools so when things calm down im going have to refresh myself and hopefully my files are just all weird and sloppy.
Viper 16 Jan, 2024 @ 3:45pm 
Also... is it safe to assume this will function just fine without Dylan's 4 Maps Tile Bundle if I'm using all 4 maps? In fact, from what I'm reading over there, might it be advisable not to use Dylan's 4 Maps Tile Bundle in that case? Any advice?
Viper 16 Jan, 2024 @ 3:37pm 
i 3rd the idea of a slocan lake redux compatibility mod. i would totally use Elliot Pond if it wasn't for the Slocan road breaking. although honestly, as cool as slocan lake redux is, maybe i should just ditch slocan redux for Elliot Pond anyway, since foraging is broken in slocan redux... hmm
Mr_Drozd 9 Jan, 2024 @ 10:13am 
+1 for @aquelarrefox's suggestion to adjust the road at tile 27x44 to connect with Slocan Lake Redux map
aquelarrefox 7 Jan, 2024 @ 10:39am 
well to make compatible elliot pond and slocan lake its needed make a modfix of 1 cell loading, fix->eliot pond->slocan lake.

The cell its 27X44 where the 2 roads cross, slocan lake should be the last map in load order to be overriden for this and other mods (like the lab). large mass of cells in slocan lake are random forest

Could be posible you make the cell into a separate map with the cross roads, also could be nice a shorter path to rosewood

thanks for the work
Woodstock  [author] 6 Jan, 2024 @ 3:23pm 
@ Ruethy the 2 maps are not compatible as they both take up the same cells.
Ruethy 6 Jan, 2024 @ 8:10am 
Does anyone else have the issue where Elliot pond is not connected to the military depot? like the road just stops abruptly?
aquelarrefox 1 Jan, 2024 @ 2:38pm 
:D
Woodstock  [author] 31 Dec, 2023 @ 3:24pm 
I have been looking at it. but honestly life has been a bit crazy lately. Hopefully will get around to it.
aquelarrefox 31 Dec, 2023 @ 1:29pm 
any plan on make a patch to the cossing road of slocan lake redux in 1 or 2 cells?
MoonlitShade 13 Nov, 2023 @ 3:10pm 
@Woodstock fair enough, I didn't check there. Just wanting to post it in the comments, as most people who look for cell numbers look for the comments or the main description.
I put the cells of Elliot Pond in my spreadsheet [docs.google.com] that I made a reddit post about. So if anyone wants a visualization of Elliot Pond versus the rest of the map + a bunch of other map mods, you can look there!
Woodstock  [author] 12 Nov, 2023 @ 8:22pm 
@Nehanielshade If you look in the How to add to existing game it does go over the cell numbers for every cell that I've added. Just didn't want to clutter up the front page with all the numbers and never bothered with adding a picture.
MoonlitShade 10 Nov, 2023 @ 5:08pm 
This map also uses cells 24x44 to 35x44, which isn't really pictured in the images clearly. Last picture kinda shows it, but the two before it don't include that stretch. Because of this, this map conflicts with Military Fuel Depot at cells 34x44 and 35x44. For anyone who wants to use both, you can have Military Fuel Depot higher in the load order, but keep in mind it will cut off the road leading to Elliot Pond
Woodstock  [author] 27 Oct, 2023 @ 5:30pm 
I'am aware of the Slocan issue. and cars spawn just fine in multiple other servers. I would check your mods and load orders.
aBronyPlays 27 Oct, 2023 @ 1:57pm 
just as an fyi, this map interferes with Slocan lake (the road that leads to Slocan specifically) and vehicles don't seem to spawn.
Woodstock  [author] 22 Oct, 2023 @ 10:35am 
@Aquelarrefox Once the B42 is fully finalised and released im definitely going to look at the mop and make what ever adjustments i need to. Because i don't want to take over any Vanilla stuff at all.
aquelarrefox 21 Oct, 2023 @ 8:07pm 
hey, i saw the map for b42 and this zone like the reaven creek and st pedro hammmer looks to be used. any plans to relocate the map? for same reason you where right cose there will be a lake in the zone, cosmico....