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S3V3N

Abandoned Places

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I like how the Chernarus+ map is shaping up! A lot of work has been done all over, especially in the north. There are somewhat dead areas inbetween and still a lot of real estate to give away, so I make this suggestion: to look up some abandonplaces sites and put together some of the most haunting and interesting pieces that fit with the vibe of the map. This can be former hospitals, grand houses, wooden houses, military installations (bunkers), hermit's house, fairgrounds, etc. They wouldn't be found in towns, but in rather remote places for the most part.

 

The way these abandonplaces have been "composed" by nature and over time might be an inspiration to building more engaging scenery for Dayz. If we feel haunted by a place, we are more likely to linger there and re-visit, than when it is only a question of looting and moving on. And there is lots and lots of reference to chose from. I think some of it (like Rify) are based on such imagery:

 

http://distractify.com/culture/arts/the-most-spectacular-abandoned-places-in-the-world/

 

I just want to give a general idea where one might look for stuff for inspiration. I like exploring and finding new landmarks in the game. But they have to be made a bit more engaging than, e.g. the castle ruins/tower. There is already so much to run for in the cities, but inbetween we have a lot of space and suitable locations for such structures. I'm not sure there would be much loot to find, but they could be spawning tools and building supplies.

 

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Couldn't agree more, there needs to be more in terms of buildings overgrown in nature, those which are decrepit, worn down and filled full of natural life. Some examples:

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One place I certainly LONG to find is Abandoned Mansions, Hotels and Country Estates which have long been abandoned (maybe even spawning unique loot).

lillesden.jpg

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One place I certainly LONG to find is Abandoned Mansions, Hotels and Country Estates which have long been abandoned (maybe even spawning unique loot).

 

 

like a monocle, tuxedo, or ball gown.

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I'd really enjoy underground areas.

 

I know a subway wouldn't make sense cause of the above ground rails, but having basements and shit like that would be pretty cool.

 

Underground bunkers maybe? Make it like a maze.

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I'd really enjoy underground areas.

 

I know a subway wouldn't make sense cause of the above ground rails, but having basements and shit like that would be pretty cool.

 

Underground bunkers maybe? Make it like a maze.

 

other than the bunkers there already are further underground stuff is not possible with the engine. you can't have ground that goes on top of more ground. the entire area of the bunker is covered by obvious concrete walls. they'd need to make convincing static woodland covering, which again they can't really do for some reason.

 

 

you'd know all this if you weren't retarded nottred

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We def need more unique buildings for sure.. I think we will see a high school some time soon.. there was pics somewhere

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We def need more unique buildings for sure.. I think we will see a high school some time soon.. there was pics somewhere

Yeah, but if you played e.g. Origins mod you'd recognize this building immediately. It's already been in the mod for years and it is just another city building. Sure, the Devs will probably enhance it and improve the building, but it's nothing new to me.  I don't think it's fun or rewarding going into every single house in a city. In fact, I find too many are open and not many of them offer much, not even a tactical advantage. There will be focus areas, like industrial centers (to find spare parts for vehicles), which are already very busy places in the mods. It naturally happens with the loot distribution and upkeep of vehicles. These houses/places will become much more important than the city houses - and much more stressful to search/roam around. 

 

So, determined by the loot and by the gameplay (e.g. vehicles need upkeep), you will roam around certain areas more than others. And each area poses a different security risk (not counting random encounters). I think the abandonplaces could be a nice medium setting, between rare loot spots (like the barracks) and general loot spots (like the cities). So abandonplaces would fit somewhere inbetween: they are harder to reach/find than general housing, but not as rewarding to loot as military bases or police stations. They could be neutral ground for trading, perhaps even some kind of trade post could be established there, leaving notes and requests on a sort of blackboard; it would depend on the kind of location; maybe you can raise a flag on the roof, signifying your intention for trade. (I don't think trading is a factor yet, but it will be later)

 

And I also think this kind of building makes sense in the Socialist realm. Because when they build all their practical architecture, these gems of hotels and old houses were left to rot as symbols of decadent capitalism; often with their complete interiors. It's this grandeur that makes them stand out as special in the dull world of architectural Socialism. They are something special to find, loot at and explore. And they take a role of a remote place with no immediate threats, a chance to make contact with others and possibly great locations for building your base at (later on). They could also make sense in their placement, e.g. old water mills would be placed near rivers and lakes, castles on ridges and mountain sides. There are just a lot of possiblities for these buildings. It would be enough for them to look cool and different, but they could also serve a social function and generally liven up the game.    

Edited by S3V3N

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