Project Zomboid

Project Zomboid

319 ratings
New Albany
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60.611 MB
Oct 8, 2024 @ 4:44am
Oct 21, 2024 @ 4:16am
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New Albany

Description
Welcome to New Albany!

This map adds 33 cells of area across the river to the north of Louisville and is loosely based on the real world city of New Albany that would be found in that same area

The map was originally created and used exclusively on the Wasteland RP server for their 4th Season in early 2024. This served as a great test run and provided a lot of feedback on tile issues, balance, zoning, and other general mapping related bugs. This obviously doesn’t mean it is perfect though! This was my very first mapping project so if there are any issues found please do leave a message in the Bugs discussion!

There are a handful of custom buildings based on interesting IRL structures I was able to find searching around New Albany along with contributions to the custom building pool from Tesco and macsmp.

Being my first project and being on a bit of a time crunch, I couldn’t commit the time to making 100% of the buildings from scratch so used a some vanilla buildings, as well as ones provided by Blackbeard in the Building Pool V3 mod in which they gathered a large collection of pre-made structures contributed by 30+ map modders.
So for that, thank you Blackbeard and all the contributing modders!
Atoxwarrior, BeastlyBean, Blackbeard06, cmseter, DavidBlane, dko112, DoctahWong, Doublebrain, chinotauku, fluffe9911, GothicGhost, grivcin, Jela331, kaizokuroof, Kennethdio, Leolvanov, mads232, Mainulainen, Neutralnz1, Project Zomboid's Dev team, rsdworker, Sieben, srandiny, The googlator, Traya Aclus, Valindil, Veged, VikiDikRUS, Way2sp00ky, Z3759xy, IndigoRebel, zoeyflower, and all the rest!

Thank you also to all the Wasteland Server community members and staff for being my guinea pigs and provided testing and feedback
I suppose I should also thank the crazy northern fool, TescoValuePlums who jumped into the mapping deep end with me (got dragged in) and kept me sane throughout the build process
NEVER FORGET THE ZOOOONES!!!

Other points to note:
  • There are many tile dependencies for this mod so ensure you have them all or you’ll end up with missing textures
  • This map will work in MP servers so please feel free to use it
  • There are very few other map mods that occupy these same cells so conflicts should be minimal (I’ll make a list of conflicting mods as they are found)
  • This map does have its own spawn points linked to various (vanilla) professions
  • The map can be accessed (or exited) via the bridge in the north west of LV
  • There is a lootable map for this region that will spawn in all the normal map spawn locations

    Enjoy!

    UI sounds provided by ZapSplat

    Workshop ID: 3345235753
    Mod ID: NewAlbany
    Map Folder: NewAlbany
Popular Discussions View All (2)
13
Oct 30, 2024 @ 6:21am
Conflicting Map Mods
Grey
11
Feb 1 @ 4:14pm
Bugs
Grey
202 Comments
Rokko Jun 7 @ 11:31pm 
i agree. its a great map all together but needs work
Merlin May 28 @ 10:47am 
it's a nice map, and I like that there are newer buildings but I also noticed the item spawns are not coinciding with the building type. I'm getting food and seeds and concrete in the same crate in warehouse. Also LOTS of buildings have garage doors that are built over 3 door entries which are blocked in by brick walls. So when you pry open the garage door, it' s just a brick wall. I have fallen through unfinished floors and gotten stuck behind stairs, and many of the buildings don't spawn anything. Police station is basically useless. And the zombie spawn rate is very low. Not sure, but would be nice if you plan on finishing or fixing. Either way, it's a nice addition just very unfinished.
004 | Aoshi Zero May 20 @ 12:39pm 
So I believe that 10 years later removes the bridge or the tiles past barricade north of louisville. I'm guess I need to edit that out and put them back on to get to this city?
Grey  [author] Apr 14 @ 1:30pm 
@Lazerus no problem! No major bugs I can think of but you never know lol. The biggest issue reported so far was a stairwell in a fire station with a wall at the top but that was sorted ages ago. I don't know if i'll be adding any more onto this one specifically. I did want to go through and clean it up a bit at some point as it was a bit rushed towards the end and I didn't get to detail it to the level I wanted (was originally made for a server I was working with and was on a bit of a time crunch) but I'll do all that when the new modding tools get released.
The only thing I would keep in mind that if you do start in this area you'll need a sledgehammer to get out. This map connects to the bridge on the north side of LV in the vanilla map and it has a barricade that'll need removing
Lazerus Apr 14 @ 12:45pm 
@Grey, awesome! Thanks for the info dump, very much appreciated. I've been sticking with build 41 even though build 42 looks dope with all the new zones, but I'd rather wait on the time being and use the 41 mods since that seemingly is working perfect. I was hoping to add your map last night before making a new game but alas couldn't find it last night DOH! lol. Oh ok, that makes sense, so all parking just has a random occurrence to spawn anything. Well hopefully I get lucky with my spawns ahhaha.
Is there any outstanding bugs that I should be aware of with the map or is it pretty fair to say its solid atm? I didn't see anything in the bugs section (which is good) just thought I'd ask before downloading it tonight. Again, thanks a lot Grey for answering my questions. Can't wait to give this a go. Any chance you'll be making other areas for the map?
Grey  [author] Apr 14 @ 11:24am 
@Lazerus yeah this works fine in single player and multiplayer. It is worth noting though that this has not been updated to work with the B42 unstable release. I know there are third party extensions to the mapping tools that will allow for it to work but I prefer to wait until the official tools are available to avoid possibly having to redo any work if something changes.
On the car subject, it will depend on how the car mod has been made but it will likely work without issue. When making the map you have to set designated 'parking' zones where the cars will spawn in. The most basic of those isn't specific to any vehicle type and can spawn anything from the full available list which will include any added by mods. You can name specific zones to make sure certain types will spawn like police, medical, fire, etc so as long as the modder has used those standard zone types then anything from that mod would show up no problem.
I hope that helps!
Lazerus Apr 14 @ 10:58am 
Still new to the game and modding, but does this map work nicely for single player, and also question on car spawns. I'm using a mod that strictly eliminates vanilla cars and just uses modded (all K15 vehicles) vehicles to be spawned around the map. Will this work ok with the map? And is there a lot of military vehicle spawns? Thanks in advance.
Bobby Percocet Mar 16 @ 11:23am 
Hi! I'd like to get in contact with you to discuss repacking your mod and utilizing on a roleplay server I'm developing alongside a few others. We don't plan to change much and would give you full credit!
Grey  [author] Mar 6 @ 11:08pm 
@newMania theres a list of required packs on the right. next to the description
newMania Mar 6 @ 5:43pm 
What tile packs are needed with this mod?