Project Zomboid

Project Zomboid

[42] Lilypool (Beta) by TwinCrows
25 Comments
A Dogwork Orange 20 Jul @ 11:24pm 
Fire station lacks a roof over the kitchen, i went out the 2nd floor window tryna climb on the roof and fell down
Anrik 1 Apr @ 9:16am 
Whenever I come from the sanatorium or somewhere else and I drive into the city, the game starts to stutter until it stops and then crashes. I only have this with this map. Does the map have problems with any mod?
TwinCrows  [author] 26 Mar @ 12:08am 
Thanks for letting me know, Banzai.

I can confirm Lilypool is compatible with my Frogtown map. I believe the Map Manager conflict is due to changes in cell sizes in B42 (cells are now 8x8 instead of 10x10). I use an Unofficial Fork of WorldEd, which exports in 8x8 cells, while some development may still be using 10x10. I'm not sure how Map Manager handles this in B42, but I expect similar issues, possibly causing fuzziness at the edges.

I've run Lilypool and Frogtown together without finding any conflicts. The buildings and roads are fine, though trees might be affected—I can’t tell after hours of testing.

Try setting Frogtown to load after Lilypool in the mod order to match my setup. I’ve seen no issues in my testing. Hope this helps!
Banzaikoowaid 25 Mar @ 8:13pm 
Does this conflict with your Frogville map mod? The map manager mod indicates that they overlap directly on top of each other.
TwinCrows  [author] 22 Mar @ 12:22pm 
Thank you, I've corrected the description! My numbers were from the WorldEd tool which has been semi-updated, but still reported the locations to me in 10x10 cells rather than 8x8 cells which is what B42 uses. Thanks for taking the time to check that.
Romulus 22 Mar @ 10:52am 
I may be wrong, but the cells provided for the map in the description are incorrect. Checking the map files, I saw that the generated cells were 12.25/12.26/13.25/13.26/14.25/14.26/15.25/15.26. I noticed this when trying to find the city, which according to the coordinates provided would be northeast of Bradenburg, on the riverbank, but which are well below. Besides, it seemed like a good map to me.
TwinCrows  [author] 22 Mar @ 12:58am 
Updated to tweak the spawns a little bit, mostly to make Police Officer a 50% chance to spawn in at the hospital bed. It was about 15% before. Also fixed a roof graphical bug at the Farm Store.

Also, I have just uploaded Frogtown, my 2nd map which complements this one. It's directly south and compatible. Frogtown link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3449473111
TwinCrows  [author] 21 Mar @ 11:22pm 
Thanks for the kind words! I'm glad my map worked for you and you enjoyed it! Always a pleasure to hear from the first "astronauts" willing to give a new mod a try.
irrelevantredundancy 21 Mar @ 10:44am 
First try, I spawned in a U-Storage type building. I explored the surroundings a little and was not disappointed. The setup was very creative and a great place to call home until making the next move.
TwinCrows  [author] 19 Mar @ 5:55pm 
Beta release! This mod must now put down its alpha crown and become beta.

I went over the map and added curbs/edges to the roads, so they look great now. I've nearly finished all aspects of the map, the foraging zones are sort of crazy, but aside from that, it is fully playable. And so, I'm changing its label from Alpha to Beta.

450 subscribers / 39 favourites at end of Alpha, thanks for the interest!

Keep an eye open for 'Frogtown' Alpha release soon. It will be 3x the size and located directly south of Lilypool.
TwinCrows  [author] 19 Mar @ 12:27am 
TwinCrows  [author] 15 Mar @ 4:47pm 
Cheers! I appreciate the advice, now that the main setup of the map is complete I'll be getting into those details, adding blends and trash and such.

I also started up a 2x3 cell project, which I hope to get the Alpha published within the next month.

Also, intending to put my Buildings up as a Modder's Resource.
Phade 13 Mar @ 7:38pm 
Hey, this looks like a great start! If I can suggest, look into using the blend tiles to add more detail to your roads and buildings. Making the roads look cracked and scattering trash around here and there can add a lot more life to an otherwise 'dead' town. But this definitely looks like a great start and i'm loving some of the unique designs of your buildings!
TiraboTurbos 13 Mar @ 12:32am 
Thanks. I made a map before, for b41. That room def list is INDEED handy.
TwinCrows  [author] 13 Mar @ 12:24am 
The other 2 resources I have on hand are the Official Mapping Tutorial (mostly accurate for b42): https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/

And the handy Room Definitions list: https://pzwiki.net/wiki/Room_definitions_and_item_spawns
TwinCrows  [author] 13 Mar @ 12:19am 
This link will take you straight to Alree's Github releases tab, download the .zip there and the .exe files are inside: https://github.com/Unjammer/WorldEd/releases/tag/20250223
TiraboTurbos 13 Mar @ 12:04am 
How do I... run the WorldEd fork? XD
There's no .exe
And the forum doesn't tell me how.
TiraboTurbos 12 Mar @ 11:52pm 
Ayo!!! Let's freaking go! I've been antsy to make my own map mod with the new heights!
TwinCrows  [author] 12 Mar @ 11:42pm 
I created this map using the Unofficial Fork published by Alree: https://theindiestone.com/forums/index.php?/topic/65345-tilezedworlded-unofficial-fork/
TiraboTurbos 12 Mar @ 2:11pm 
How'd you make this map mod in b42? Have the map tools been updated?
rei 11 Mar @ 2:16pm 
@twincrows LMAO
TwinCrows  [author] 9 Mar @ 9:34pm 
I just patched an update that adds a few new buildings. Added a fire hall, military checkpoint, as well as profession spawn locations. I also improved fencing.
TwinCrows  [author] 9 Mar @ 9:23pm 
Yes, but I wish it wasn't
Hendy 9 Mar @ 7:25pm 
Is it compatible with this mod
TwinCrows  [author] 9 Mar @ 3:20pm 
Uploaded a fix that aligns the map correctly, and also added curbs to all roads.