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Found 344 results

  1. DayZToolbox Editor

    Hello Community, I am finally ready to present you my DayZToolbox. It is a tool for everybody who wants to create a server and needs a easy way to modify configs. And the feature I like the most is my Map Creator and Editor. It extracts a 2D Map from your gamefiles. More in my Features list. Features List: - Integrated Updater - Config Editor - Central Economy.xml Editor - Map Creator (from PBO Files) - Map Editor - Own File Format (.mff) - Scroll through the map easily - load Positions (currently only Player Spawns and EventSpawns) - show / hide Positions - add Positions easily by clicking on the map - remove Positions by selecting them on the right an press the DEL button - see the coordinates where your mouse is - Automatic Folder discovery (e.g. finds DayZServer folder) - Integrated Tips (only few. More will come) - Example MapFile to download - Source Code available on Github. Only for personal Use ! - Multi Platform support (thanks to Java) Planned Features: - Portforwarding via UPnP - export edited positions back to DayZ readable files - easy "Feedback Tracker" or "Bugreporting" - UI Changes (I would like to see suggestions from you) Requirements: - Java (min Version: Java7 recommended: Java8x64) Links: Toolbox Download: http://toast-teamspeak.de/dayztoolboxversions/DayZToolbox-0.0.10966.jar Java8x64 Download: https://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html Youtube Video: https://www.youtube.com/watch?v=DWBu_Dngeog Example MapFile: http://toast-teamspeak.de/dayztoolboxexamples/mapfileexample.mff Source Code: https://github.com/LBmaster001/DayZ-Toolbox/ If you have questions or problems feel free to ask. And as a tipp. If you edit the Server Config. I would recommend making a backup of the file. LBmaster
  2. If any one of you has had the pleasure of watching the spaghetti western, Sergio Leone classic then stick with me here... and if you haven't, I implore you to keep reading.. as I have a concept; An idea which I would love to express to the DayZ community at large so that we can all add or subtract from the concept. Or y'know... rip it to pieces. Briefly, within the movie "The Good, the Bad and the Ugly" a group of ill-mannered, hardened cowboys are forced to align for a short amount of time and travel throughout a lawless, wild west in quest of a shared goal - "...Fortune and glory, kid". Within the movie, one of the outlaws has a map to buried treasure and must follow clues and travel great distances within an unforgiving land to go and claim it. Of course, others won't let him claim this so easily. (Forgive me, movie details are largely simplified within context of discussion) Imagine, rather like the implementation of clue maps within Runescape's MMORPG experience, DayZ has a randomly generated clue map, this map can be found/attained by any player within your current server and cannot be transferred, it is the only item within the server that has no generated copy; this map would give the player various illustrated hints which would lead them to... well, BURIED. FREAKING. TREASURE. This clue map is interactive and certainly destructible. You can burn or eat the map, combine it with paper and copy the map or, of course, keep it intact. This addition will encourage greater communication within the game and lead to an enormous and varied display of interaction between players or clans. Imagine discovering the map and having to take the risk of working together with a stranger in order to find the hidden fortune... Imagine eating, burning or hiding the map somewhere, and using your memorised account of the clues as a bargaining tool against the more aggressive breed of player! I've been infatuated with the idea of a spaghetti western-esque game experience within DayZ, where players are encouraged to work together in a brand new way. Imagine you have ventured far into this Eastern European wasteland, double-crossed, murdered and lied your way to the indicated location... you dig up a chest filled to the brim with military loot and rare items, accessories. You have succeeded. You have won. You have the glory. The best part about DayZ, for me, are the experiences shared throughout an interacting community and the stories we share amongst your friends or YouTube, Twitch etc. I have a few silly ideas like this one that I will no doubt share in the future on this forum, so I apologise in advance. However, I hope you would agree that I can think of no greater tale of adventure and endurance quite like the individual or shared quest for fortune and glory! I implore you to build upon and critique this idea... so that the game within its current infancy can grow into something unique and brilliant. Cheers for enduring the cringe, Arawn
  3. If any one of you has had the pleasure of watching the spaghetti western, Sergio Leone classic then stick with me here... and if you haven't, I implore you to keep reading.. as I have a concept; An idea which I would love to express to the DayZ community at large so that we can all add or subtract from the concept. Or y'know... rip it to pieces. Briefly, within the movie "The Good, the Bad and the Ugly" a group of ill-mannered, hardened cowboys are forced to align for a short amount of time and travel throughout a lawless, wild west in quest of a shared goal - "...Fortune and glory, kid". Within the movie, one of the outlaws has a map to buried treasure and must follow clues and travel great distances within an unforgiving land to go and claim it. Of course, others won't let him claim this so easily. (Forgive me, movie details are largely simplified within context of discussion) Imagine, rather like the implementation of clue maps within Runescape's MMORPG experience, DayZ has a randomly generated clue map, this map can be found/attained by any player within your current server and cannot be transferred, it is the only item within the server that has no generated copy; this map would give the player various illustrated hints which would lead them to... well, BURIED. FREAKING. TREASURE. This clue map is interactive and certainly destructible. You can burn or eat the map, combine it with paper and copy the map or, of course, keep it intact. This addition will encourage greater communication within the game and lead to an enormous and varied display of interaction between players or clans. Imagine discovering the map and having to take the risk of working together with a stranger in order to find the hidden fortune... Imagine eating, burning or hiding the map somewhere, and using your memorised account of the clues as a bargaining tool against the more aggressive breed of player! I've been infatuated with the idea of a spaghetti western-esque game experience within DayZ, where players are encouraged to work together in a brand new way. Imagine you have ventured far into this Eastern European wasteland, double-crossed, murdered and lied your way to the indicated location... you dig up a chest filled to the brim with military loot and rare items, accessories. You have succeeded. You have won. You have the glory. The best part about DayZ, for me, are the experiences shared throughout an interacting community and the stories we share amongst your friends or YouTube, Twitch etc. I have a few silly ideas like this one that I will no doubt share in the future on this forum, so I apologise in advance. However, I hope you would agree that I can think of no greater tale of adventure and endurance quite like the individual or shared quest for fortune and glory! I implore you to build upon and critique this idea... so that the game within its current infancy can grow into something unique and brilliant. Cheers for enduring the cringe, Arawn
  4. Printable Map

    Hi, If anyone wants to print out a map instead of relying on an app or having to use another device to look it up online, I've pasted together a high res satellite map that can be printed out at Staples, Office Max, or FedEx Kinkos locations. I printed my copy on 18in x 24in and had it laminated for around $25. This map is the current version available on DayZDB.com and includes water, supermarkets, and high loot locations with all town names visible. I'll be working on a topographical map with other locations marked, and that will be cheaper to print out in black and white. https://upload.cat/daceb17a9973cd4a
  5. Navigating map

    I have downloaded the iZurvive app with the map for Day Z. When I try to follow from one location in game to another, via the map, I end up somewhere else. For example i was in the upper most N/W ( I know this as no more trees spawned. I had a compass and went S/E to where an airfield should have been, but it wasn't there. I ended up at a dam. Found a small village that said Pavlovo was 3.5 K to my south, so on the map the airfield was direct east. But no, it was the dam that does not exist again. Anyone else noticing stuff like this and finding it very hard to navigate to find any weapons
  6. will there be a map?

    Hello dear dev, would there be a map in the options with our position that will be added on the console games? because yesterday I confess it my good to die respawn in the forest without lair or even know what found in one direction or the other, except starving thirst especially arrived at the end of the map twice without finding anything. then when playing with friends on the same hyper-hard server found them too. so that will help a map that indicates our position
  7. DAYZ-SA | BARRANDIEN

    DAYZ-SA | BARRANDIEN Introduction: Hello survivals, our small team would like to present you a "small" project on which we are working a few mounth now. It's going to be a map exclusivly for DayZ Standalone which is based on real location in Czech Republic. Thank you for your interest and future discussion :) Features: new DayZ Standalone map real location in Czech Republic Map size: 420 km2 Grid size: 4096x4096 Cell size: 5m Authors and creators: Jakub Helis Petr Andrle Matěj ''DARK'' Kořenský RAXTO Tomáš Gaisler Special thanks: Adam ''SUMRAK'' Franců team DayZ-SA.cz Bohemia Interactive Web: http://dayz-sa.cz Project web: http://dayz-sa.cz/barrandien/ Official DayZ forum post: https://forums.dayz.com/topic/238904-dayz-sa-barrandien/ FB page: https://www.facebook.com/DayZkomunita/ FB group: https://www.facebook.com/groups/DayZ.CZ.SK/ Twitter: https://twitter.com/Dayz_cz Discord: https://discord.gg/HvASMsd
  8. a card would be nice!

    for developers hello, a suggestion I think it would be nice to click in options see the map are our positions because I confess console players are not used as pc players. hi, i think dayz to a potential on console, but lacks things style map that indicates our position building craft system bike, auto etc ... the it will be really the top of the top
  9. Printable Map

    Hi, If anyone wants to print out a map instead of relying on an app or having to use another device to look it up online, I've pasted together a high res satellite map that can be printed out at Staples, Office Max, or FedEx Kinkos locations. I printed my copy on 18in x 24in and had it laminated for around $25. This map is the current version available on DayZDB.com and includes water, supermarkets, and high loot locations with all town names visible. I'll be working on a topographical map with other locations marked, and that will be cheaper to print out in black and white. https://upload.cat/daceb17a9973cd4a
  10. DayZ Metro

    After noticing that the server population is likely to more than double I was a little concerned that overcrowding may cause us to lose some of that desolate apocalypse feeling, and was trying to work out how to make the map more spacious. I recently read the book (and played the game ) METRO 2033 (post-nuclear apocalypse dystopia where humanity lives in the Moscow underground metro) and thought this might fit in really well with DayZ. If we had a web of underground metro stations that connecting major towns like Cherno, Elektro, Berezino, Zeleno etc., it might stop overcrowding. Apart from the stations the metro could be pitch black, always very cold and foggy, filled with zombies/huge rats, toxic gas in some sections etc. Confusing side passages and tunnels could provide more options for people to hide barrels/ tents or set up small survival outposts. Not a place for fresh spawns, but provide a more direct route for more geared players who are not adverse to higher risk to travel around a bit faster. I realize there is 1000 more things to do before looking at anything like this, but considering the dayZ map is one of the best/ most beautiful maps i have ever seen in any game (boonie hats off to the Map Team) I would love to see the team try something like this. More of a dream than a suggestion I guess, but thought it would be cool.
  11. I recently watched the interview with Brian Hicks that a youtuber (who's name I forget) posted online. Its reinvigorated my love for this game, and I've spent the past several days just exploring the map, and "feeling the game." I can't help but make assumptions about the lore of the game - especially considering my many, many, many playthroughs of Arma II's campaign. One thing I noticed is that all over the map we see destroyed T72s, BDRM-2s, and BMP2s. Perhaps its just me, but I tend to create stories in my head about what's happened in a specific spot. One thing I noticed in particular is a destroyed combined arms company in column formation near Kamenka. Three T72s, two BMPs, and some trucks. May not seem like much, but then I remembered Arma II's campaign. What if, during/directly prior to the outbreak, Chernarus was at war with Russia? This would explain the inability of the CDF to contain the outbreak (and perhaps explain the origins of the outbreak itself?), and the buildup of military hardware (such as a full combined arms platoon!) in locations with no real strategic importance; e.g. Kamenka. I'm not entirely certain if the northern border is to Russia, or just that of South Zagoria, but either way, it'd be really cool to see a sort of "procedural destruction" of the map - in the sense that the closer to the coast you are, the farther you are from the "battlefield" where you had the CDF fighting the Russians. Anyways...I'm sure the creative development team at Bohemia and on the DayZ project has all this worked out already - now that I think about it, it seems stupid that the game's lore wouldn't have been decided already. :P Either way, as an "explorer" and not necessarily a PVPer/Hero/Bandit, I'd really like to see the lore take a more prominent role in the game. Perhaps notes, or newspapers, that you can find as loot that sort of tell the game's backstory. Anyways, I'm open to any feedback/suggestion/plain shitposting that follows
  12. Map download?

    Does anyone know of a decent map download for android so I have something to reference my location with?
  13. Hello Survivors, We are preparing a new Q&A video, this time with our Map Designer Adam Franců. Some really entertaining stuff coming soon in this video! But we need something from you - QUESTIONS for Adam. Adam is going to introduce himself and his work under my post.
  14. Right, this may sound like a broken record. But let me give you my view on the chernarus plus map from a different angle. ( I already mentioned once that I would prefer original chernarus with all buildings opened up) The current situation is that there is, even on full servers, hardly any player interaction. imo, this is due to the high number of key lootspots in the new Chernarus plus maps. In the mod it worked like this: Player got an infection by a zombie. Needed antibiotics, or otherwise he would die. Player had limited choices. Chernogorsk, electro, berezino hospitals, or on the limited medical tents. Highly needed loot forced players to certain spots, thus player interaction. The above situation will give the players a quest, where he is force to think about his approach. On the Chernarus plus map: You can almost get all stuff everywhere. Thus, little chance to meet players. My simplistic conclusion is, if the devs don't force players to visit a certain limited amount of loot spots, there will hardly be any player interaction. This game is now 3.5 years into development. Still we have no chance on infection by zombies. Also, with the current direction it is hard to predict if Dayz Standalone will ever be viable for any playstyle. Map is not balanced for current playercount. But 100 player servers?? how many small clans will be able to afford that? it's expensive. Pvp is a desync lotery. Survival is not viable either. Food everywhere. There is no risk nor need for anything. No infections, no challenges. nothing. Yeah ALPHA. I know. But please show some direction. Show something viable. Show some direction. Even if the engine is optimized, and desync is less, there is hardly any playstyle that will enjoy this game. Makes me sad.
  15. Framed Chernarus Map

    I've always wanted the official ARMA2 Chernarus map and recently I received the map and an Anyone in Cherno? t-shirt for a gift. Now I have a DayZ logo t-shirt and the iconic anyone in Cherno shirt plus the map (which came with ARMA postcards and other maps). They even threw in an ARMA3 sticker (which I put on my bike helmet) and a Ylands postcard too. Check it out! ^Here you can see the map proudly displayed next to my original copy of Super Smash Bros Melee signed by Shigeru Miyamoto. I'm going to want to set up a small spot lamp on the map for lights out playing but I'm psyched to use this as much as possible (I know it's not the same as Cher+).
  16. Map expansion ?

    Hi y'all, I was wondering if after version 1.0, when the game is nearly done, if it was possible that the map would get bigger. Doubling the size of the map from 220 sq/km to maybe like 440 sq/km.
  17. End of the Map (Quarantine)

    What about a big wall? we´re talking about a wall like 20 meters tall or a fence with the word "quarantine", also i was thinking about this "Nothing" after the end of the map, maybe put woods? is just an idea, so thats all i have in my mind. I hope this will useful, thanks for reading
  18. In game map

    Hey everyone. How do you use the in game map? I've put it on my hotbar, tried equipping it and even pressed the old map button "m". Cheers.
  19. map

    If you could add this it would help the whole tab in and out of the game to look at a map that we dont have full control over , So say if a player could find a gps module or the walkie combined with a battery then and only then it will show thier location on the map if not they would have to look closer and mark it with pen or chared piece of wood, if they can find a good pen or pencil they can mark on the map where they are and the path they have taken . i do realize the map system is very broken by sharing with the server but i have faith that you guy's could make the maps more of a per player setup this way the player could find the map , mark his/her position and it would be his/her till death then whoever found or killed them would be able to back track and raid or whatever i think it would add quite abit to the feel of the game .....personaly i could live with out the GPS part but not all players are alike ..
  20. Dear developers - please - upload somewhere jpg or png with huge resolution for print map of Chernarus+ on A1 paper scale. I understand - now it's not final version of map, but... Or add this in BIS store like a classic papermap. Wanna print and pin under my monitor =) Thx.
  21. Hello, Original Chernarus from arma, that was featured in the dayz mod, was imo very well balanced for 40/50 players. New chernarus isn't. All the content that was added was all very good quality on it's own. Some stuff is just beautiful. But IMO it's too much. The intention to spread out players over the map has succeeded. I hardly see anyone in new Chernarus. There are too many "key" locations and too many cities. Original chernarus with all buildings enterable would improve gameplay on 40/50 player servers. Like in the dayzmod, players could chose to go into action or live the hermit style. Basicly in original chernarus you had 3/4 key locations. NWAF, NEAF, Stary Sobor, and perhaps Devils Castle. Less key locations, thus more player contact. I suspect that performance would increase as well with less loot spots. Plus we tree lovers would have our pristine Northern Forrest back. Probably Original Chernarus with enterable buildings should be made first. But all the content is already ready. The suggestion: What if server owners would have the option to start a dayz server with either NEW or OLD (with all enterable buildings) Chernarus? We would soon find out which servers are more populair.
  22. Flooded Town/Village/City

    Considering we have swamps already in the south of Chernarus with a few houses situated on platforms perhaps implementing a flooded village or city would be an interesting area for several reasons. It would encourage boat use on a surface of water that isn't the ocean. Those rowboats that are currently beached on the coast could be put to use obviously either modeling a whole new rowboat or reusing the static model that we have currently and coding it as a vehicle when boats are implemented could be the way to go. One survivor rows the boat while one other or multiple others protect it with their firearms at the ready (shooting from vehicle feature) while rowing into the town covered in mist. It would also be a great way to show off the physics system (DayZ doesn't seem to handle the physics that great at the moment but perhaps that will improve over time? The Source engine although now quite dated has an excellent water physics system where objects bob up and down and float randomly on the surface of water which looks fantastic. So items that should float would float randomly inside and outside of buildings items that should not float would remain at ground level where free diving would be required to retrieve them. The town or City wouldn't have to be entirely flooded just certain parts of it where the terrain is lower for example lower Berezino would be flooded whereas the section which is at a higher altitude wouldn't be (Using Berezino as an example not suggesting to flood that specific city). There would obviously have to be a credible reason why the town or city was flooded. A leaking or completely ruined dam in the near vicinity could be one reason. The flooding level could be anywhere to roof high, waist high or knee high which would vary depending on terrain since no town is completely flat well... actually some are on the coast. There is a map from ArmA 2 not sure whether it is a community created map or part of the Czech DLC which is a perfect example - An underground flooded area could also suffice like a subway, sewer, parking lot, basement etc. VBS2 has the technology for true underground structures so it is technically possible although whether the DayZ Development team want to get stuck into true underground structures this late into development is questionable -
  23. I think it's safe to say that nearly all of us at one point or another have fallen victim to another player that is glitched inside a building. While certainly not a game-breaking issue, it is an irritant that happens frequently enough that players have to adjust their behavior when near these buildings to minimize the risk. We all know that the problems with those buildings will be addressed in the future, and to do a full review and overhaul of those models takes time - time that right now, should be spent on higher priority issues. However, waiting for the fixed models is not the only option, and if a significantly less time-consuming alternative is possible as a temporary measure for at least some of these buildings, the overall benefits to the everyday player experience could arguably make it worth the time of the dev team. Rather than rattle off list off a bunch of buildings, I'd like to just focus on what seems to be the most problematic and well-known building - the "camo building/military jail" (IIRC, it's called Prison or Command Center in the assets - pic here). The loot spawns were removed from this building some time ago, which did help the situation by reducing player traffic inside the building, but it still meant it could be used and exploited against players outside the building. My suggestion is this: why not simply replace the current building model with the ruined destroyed model? There would be no new models to make, as there are two models to choose from - the original ruined model from A2, and the 'enhanced' ruined model in SA, which can be seen just north of the ATC tower and Fire Station at the NWAF, or in Turovo. No loot spawn points would need to be removed or disabled, as that has already been done ages ago in .56. I've been around ArmA & DayZ long enough to know that "an easy fix" is as rare as hen's teeth, and something that seems as simple as a changing a model from 'normal' to 'ruined' sometimes can open up a surprisingly huge can of worms. Only when compared to the time required to overhaul a building model would one feel fairly safe suggesting that it's at least 'significantly easier.' As I understand it, once you change the model, a certain amount of internal QA would need to be done to ensure there's no surprise problems (players getting stuck, or perhaps even glitching through the ground and dying, for example). So to reduce the total amount of time spent on this for the maximum benefit, it seems logical to focus only on the locations where they are the most problematic. Out of the 9 places that there are intact Prisons/Command Centers, changing only 3 of them would give the most benefit to the players (listed here in descending order of importance). - NWAF, by the northernmost hangar - Zelenogorsk, by the barracks - Bashnya, north of the NWAF tents The remaining Prisons/Command Centers can wait, as their location, terrain, surrounding structures, and frequency of player traffic around them make them less attractive to those that would seek to exploit them. The ones at Balota and the SW corner of the NWAF I would be nice to see, but nowhere near as important as those three. If this or something like it were to be implemented in one of the patches in the (hopefully near) future, I have little doubt that the player base would consider it time well spent (aside from the glitchers, of course) I would welcome any input/corrections/explanations from the devs and those more knowledgeable than I about the process, problems, and feasibility of this proposal.
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