Hidden Lights 10k Map

7 days to die hidden lights 10k map, 7 days to die biomes, 7 days to die prefab, 7 days to die maps

THIS IS A COLLECTION OF MODS FROM VARIOUS AUTHORS AND ALL INCLUDED MODS ARE NECESSARY FOR THE MAP TO FUNCTION PROPERLY.

THIS NEEDS TO BE INSTALLED ON THE SERVER AND CLIENT’S SIDE IF USED FOR A SERVER.

INSTALLATION

This is released as a collection of mods in a “Mods” folder that should be installed as a mod. File path should look something like “C:\Users\Name\AppData\Roaming\7DaysToDie\Mods”

The map features prefabs from a variety of creators listed below, as well as my own. I ask that you support these creators individually even though all necessary elements are included in this mod. The map has hand drawn terrain and roads, but I used Teragon to populate the map. The map contains a couple “mega cities”, a large variety of wilderness POIs, and some flashy secrets in inconvenient locations to go look for. This map received more love from me than most of my other creations, so I would love feedback or good screenshots you may come across. I am 2FootedHermit on Discord as well, and that is the best way to get a hold of me if you have questions or concerns.

Server support is very limited moving forward because I am working on the next project, and there are a lot of potential conflicts that I don’t have the time or energy to solve. Common fixes that have worked for a few people is to move my World’s folder from the “Hidden Lights 10k Map” mod directly into your server’s Worlds folder. This map works on servers and single player for a majority of people, server admins will need to know how their server is set up pretty well for this to be an advisable map to run.

Hermit’s POIs requires MPLogue’s prefab pack as well as ZZTong’s custom block pack to be installed before “zHermit’s POIs” if you want to use them in your own worlds.

Special Thanks

  • MPLogue for the incredible prefab pack and very nice custom fog blocks I used in some things for this map.
  • Arramus for the Old West Migration POI pack
  • Mikemr2 for the Camp Yellowstone POI
  • SG1o9 for the Club Hotel POI
  • Captainandmental for the Eden Center Mall POI
  • RedZero83 for their collection of POIs
  • Riabug08 for their collection of POIs
  • Survivor Andy for their collection of POIs
  • TheStainGaming for their collection of POIs
  • VoltraLux for their collection of POIs
  • ZZTong for their pack of POIs, as well as the custom blocks pack
  • Pille for building Teragon and giving me ideas

PLEASE GO SUPPORT THE LISTED MODDERS/PREFABBERS.

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Changelog

Version 3.0.0

  • Fixed an Issue with the Umbrella Corp POI clipping into bedrock in a crater
  • Fixed the radiation border having been deleted due to an incorrect “fix”
  • Resurfaced all roads to blend into the environment better (less pixelated boundaries)
  • Smoothed all major roads and most side roads for a better driving experience
  • Adjusted most terrain to be more realistic looking/smoother (some areas had bad 8 bit color banding creating “steps” that bugged me)
  • Lowered the amount of Forest biome by a small amount because lootstage exists
  • Manually added a few Oil Shale boulders to the desert to make up for that decoration being replaced by others from prefab packs. (It still is a bit light on this for mining if you get a bad roll on New game)
  • Added road connections to some rogue wilderness POIs, I probably missed a few still.
  • Fixed a handful of POIs that were not facing the correct direction
  • Added interesting land structures full of more secrets and loot. Pointy mountains and islands are worth a visit!
  • Added a lot more spawn point variation. This may be inconvenient for multiplayer. The old spawnpoints.xml from the past versions can be swapped out if this is a problem.
  • Have you ever been irritated by the tops of mountains not having a cooking pot for your troubles?
  • Stuffed a considerable amount of loot in existing hidden areas and to newer locations
  • Added MPLogue’s ocean POIs
  • Added lights and fog to some repeat POIs
  • Provided English Localization for my POIs for those who haven’t disabled those popups, and a few have associated quests, so those display nicer.
  • Reworked some of my cave POIs to adapt better to oddly-shaped mountain faces
  • Created somewhere around 20 “part” prefabs in case anyone using my prefab pack wants some lights in their worlds. Fog still requires MPLogue’s pack!
  • Fixed an odd bridge alignment somewhere probably only I noticed
  • Added a few scenic roads that I have been trying new techniques for
  • Added a few more wilderness POIs where there was a lot of empty space
  • Smoothed the land at the bottom of large bodies of water because I forgot you can swim now.

A very big thank you to everyone who provided feedback of any kind, and those who patiently waited for this update. This popped off a lot more than I anticipated. I will have the Darkness Falls version out once I get a breather from this one, It will only be tested for basic stability because I have never played the overhaul, and this likely won’t receive any other updates unless something in 3.0.0 is causing problems with the game.

DOWNLOAD (188 MB)

Credits: 2FootedHermit, Arramus, Mikemr2, SG1o9, Captainandmental, RedZero83, RiahRex, Survivor Andy, TheStainGaming, Voltralux, ZZTong, Pille

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39 thoughts on “Hidden Lights 10k Map

  1. Um hey, I tried playing your map on A21 but the map isnt solid beyond the spawn chunks. Could I get some tips on how to fix this?

    1. I have seen the issue happen on other maps before, and do not know the exact cause. It might be caused by an external mod conflict, but I haven’t seen this happen in a long time. Typically deleting that save and starting a new game resolves things, but I am usually tweaking other things around the same time, so I’m not sure if that is what fixes it or not. The game seems to corrupt region files more often than anything else, but I can’t read those files’ contents, so I don’t have a clue why it happens. I would just delete the save, verify files on Steam, and start a fresh game though, that’s all I’ve got lol.

    1. The map doesn’t have much oil shale boulder spawn chances due to multiple prefab packs adding new terrain decorations to the desert, and that is the only biome shale will spawn in, so the ore boulders being less common is more noticeable for those. I will be editing the decoration probabilities for added prefab packs in my next maps because they don’t really account for having multiple packs cutting those out. I did hand place a very limited few along the southern, southeastern desert area to help a little bit. This map admittedly still has this as an issue, but I’ve moved on to the next map/maps with it as a note for things I need to change.

    2. It should be the same as normal underground, but you’ll have to prospect a bit. It’s just a miner roleplay map for oil lol!

  2. I got a question about trader_wight_multi_trader_by_MPlogue .. since it’s the initial trader for first job, how do you get to him or are you not supposed to ?
    Found Elevator doors leading down there, but final garage doors are locked

    1. Look for a fallen tree on the groun, and there will be a ladder that goes underground in a little puddle-like area. That one can be confusing at first!

  3. Hello, sorry to disturb you, we saw that you updated your map to 3.0 on November 27, I wanted to know if we want to update this map that we already have in an earlier version, if we have to wipe the map or we can we keep our base on the map? thank you

    1. Hi, I advise starting a fresh game whenever using a new or heavily updated map. You can export your base as a prefab and import into the new version if it took a lot of work, but I can’t definitively say if using some old region files would work on a new version because I don’t know what all is stored/isn’t in a region file, unfortunately.

  4. Awesome job on this map and really enjoying this playthrough and looking forward to starting again on this updated one.

    1. Happy to hear it! I am much happier with how this map is looking and working now, so I have been able to start up /reconvene some of my other 7DTD projects. There are a few new areas to check out, and probably my 2 best “anomaly” POIs that are new, but improving the roads was the main thing I spent time on. For a returning player I will just say that those areas that were previously just “cool looking” areas to look at and leave now have a lot better loot viability.

  5. Howdy Version 3.0.0 is now live and features a lot of changes! Darkness Falls version will likely be the last attention this map gets from me. Some new pictures show off a few new additions to the map. A lot was added! Thanks for playing, giving feedback, or just being a nice person on the internet!

    Changes for 3.0.0:
    -Fixed an Issue with the Umbrella Corp POI clipping into bedrock in a crater

    -Fixed the radiation border having been deleted due to an incorrect “fix”

    -Resurfaced all roads to blend into the environment better (less pixelated boundaries)

    -Smoothed all major roads and most side roads for a better driving experience

    -Adjusted most terrain to be more realistic looking/smoother (some areas had bad 8 bit color banding creating “steps” that bugged me)

    -Lowered the amount of Forest biome by a small amount because lootstage exists

    -Manually added a few Oil Shale boulders to the desert to make up for that decoration being replaced by others from prefab packs. (It still is a bit light on this for mining if you get a bad roll on New game)

    -Added road connections to some rogue wilderness POIs, I probably missed a few still.

    -Fixed a handful of POIs that were not facing the correct direction

    -Added interesting land structures full of more secrets and loot. Pointy mountains and islands are worth a visit!

    -Added a lot more spawn point variation. This may be inconvenient for multiplayer. The old spawnpoints.xml from the past versions can be swapped out if this is a problem.

    -Have you ever been irritated by the tops of mountains not having a cooking pot for your troubles?

    -Stuffed a considerable amount of loot in existing hidden areas and to newer locations

    -Added MPLogue’s ocean POIs

    -Added lights and fog to some repeat POIs

    -Provided English Localization for my POIs for those who haven’t disabled those popups, and a few have associated quests, so those display nicer.

    -Reworked some of my cave POIs to adapt better to oddly-shaped mountain faces

    -Created somewhere around 20 “part” prefabs in case anyone using my prefab pack wants some lights in their worlds. Fog still requires MPLogue’s pack!

    -Fixed an odd bridge alignment somewhere probably only I noticed

    -Added a few scenic roads that I have been trying new techniques for

    -Added a few more wilderness POIs where there was a lot of empty space

    -Smoothed the land at the bottom of large bodies of water because I forgot you can swim now.

  6. Fantastic map. I love that its now very worthwhile exploring the wilderness, so many new and interesting POI’s. Hills, mountains and waterways feel and look more natural. Having some huge cities is really is appreciated too. thank you for all the hard work !

    1. Thank you for the kind words, they mean a lot! This map will be getting a fairly large update within the next couple days full of improvements and Darkness Falls compatibility!

      1. That’s exciting news. This map looks incredible. I’m just about to start a new playthrough. Thinking I’ll wait for your new version before starting. Will there be a non-DF updated version as well? Otherwise I’d jump ahead right away, as I won’t be playing DF. I’ve got my own overhaul SDS that I’ll be playing.

        1. Yes! The non-DF version is basically ready, I’m just being picky at this point. It will be available before this upcoming weekend!

    1. Hi, thank you for your interest. I plan on creating maps intended to be used for a variety of overhauls in the future. I don’t know too much about what extras Darkness Falls needs, but I might be able to create a compatible version of this map without much work based on what another map creator has said.

  7. most creative and realistic- feeling landscapes i’ve seen in this game. Simply put, amazing job and keep doing what you’re doing. You have a talent and are definitely blessing this community! Can’t tell you how bored I’ve been of generic random gen maps and the spice you brought with this one is really getting me into the game again after 1000+ hours.

    1. Thank you for the kind words, that is some high praise. I’m happy to pump some life into the game for some long-timers. It can be a challenge to stick with it.

  8. I have updated this map to fix a few minor issues, and add a few more secrets I’ve been making while working on the next few big projects. It includes a few custom blocks that are pretty niche, but I will be expanding on that side project as I make more POIs and maps. Version 2.0.1 will likely be the final version of this map because I am working on the next map and POIs which consumes a majority of my time. I can be contacted easily on Discord as 2FootedHermit. Happy folks are enjoying things!

  9. Hi its probably a strange place to ask lol , I was wondering how did you get the mp prefab pack to work on teragon because I’m trying to make myself map and haven’t had much luck 😂

    Also I’m looking forward to trying your map it looks like it will be super fun 😁

    1. i decided I’m going to use your map instead of creating my own because that’s too complicated for me lol will this work with most other mods ?

      1. Apologies for the tardiness, I don’t get notifications from here and forget to check after a while. This map and associated mods shouldn’t have conflicts with most mods other than overhauls (confirmed issues with Darkness Falls at least). A for your question about Teragon, there are a few extra steps to import prefabs, but there are resources that will help a lot. I highly reccommend joining the teragon discord server, I am active on there daily, and it is easy to find help/resources needed to do some things. Here is a link that should have an active invite if you want. https://community.7daystodie.com/topic/31358-teragon-unofficial-documentation/

    1. Hey! I know DF is a major overhaul, so I am not sure if it removes anything that is covered in this pack. I would personally try and start a new DF game on this map and see if it throws errors at you, but I can’t definitively say whether some of the elements of this map would have compatibility issues or not. There are a few aspects of this collection that could have compatibility issues, but sometimes breaking stuff is fun…for science.

      1. Yeah, I had errors when activating rallies (quest markers). Anyway, for now I’ll just play vanilla, I’d rather play vanilla + this map than DF + navezgane map, it’s that good. Thank you for your amazing work! Feels like a new experience.

        1. Im finding it weird to make work. I had to take the “worlds” bit of HL and put it in the worlds subfolder within DF mod folder as if you just put it in mods then it doesnt actually show up as a map, but im getting coding errors regardless, like i cant actually search any rubbish or pick up bird’s nests, wondering how you got it to work?

  10. Hello, amazing world I absolutely love it! lots to explore and investigate! Beautiful and well laid out and absolutely fun to play with. I was wondering if the prefabs needed to be in my friends mods folder as well?

    1. Thank you for the kind words, and yes, your friend will need to install things as well. Some things will appear when they are close to you and the added prefabs, but some things don’t work properly without installation on all clients. Releasing this map as one mods folder essentially was intended to somewhat simplify the sharing process, but it still requires a bit of set up.

  11. I have 4000 hours in 7 Days to Die, so when I say well done it means something. You even have the Snow parts of a Biome at the higher altitudes, nice. I’m going to have a blast finding the Hidden Lights, as 10k Maps are really huge. A big thx to the POI contributers for this Map/Mod.
    I just cut/copy all the files from the HL Mod Folder and put them in my 7D2D Mods Folder, start a New Game map. It works perfectly, and all my 33 other Mods are still working as well. Yaaa!!!

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