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 Forge Projects

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Krunchy

Krunchy


Male Number of posts : 144
Age : 29
RM points : -2
Registration date : 2009-07-19

Forge Projects Empty
PostSubject: Forge Projects   Forge Projects EmptyTue Jan 19, 2010 4:52 pm

with my new gamertag, I've got 100 new slots for custom content, which means i can serve as a library of rm maps, gametypes and films. we can do some cool stuff together, and i think it'd be an awesome opportunity to grab hold of. im pretty much suggesting a forge team, where we work together to make clan maps and gametypes.

the problem with this, though, is that my new gamertag is only free for a month. when it runs out, ill create a new one, transfer everything, and delete the old gamertag so I can reuse it in the future.

please pay attention to this thread and share your opinions. i'll be talking about things that i'm currently working on and i urge everyone else to follow suite.

also, for the record, all these capitalization errors are because i'm posting this from a phone.
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Krunchy

Krunchy


Male Number of posts : 144
Age : 29
RM points : -2
Registration date : 2009-07-19

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyTue Jan 19, 2010 5:10 pm

right now i'm working on about 3 maps, all of them infection. i'd really like some help with the design of these maps, by the way. Spawns, scenery, weapons, etc.

1. Navy SEALs. this map takes place on longshore. the zombies, or seals, will start in an underwater double box, follow a bridge, and jump onto the rig at the end of it. the seals' objective is to eliminate the terrorists who are using the rig. when the seals spawn, they have a loadout of a magnum and AR. however, they have a black forced color and poor camo. they need to use stealth to take out the more numerous and more powerfully equipped terrorists.
the terrorists spawn in the back generator room. they have a loadout of magnums and BRs. also, they can find some sweet surprises, such as the shotgun in the freezer and the guass hog in the bridge.

this map uses infection to make it an uneven elimination gametype, where you have 1 life per round and each side has their own special abilities. for example, there are less seals, so they're forced to utilize the poor camo and the color of their armor to avoid detection and take out the terrorists. They need to be aware of the fact that no one is immune to headshots, and the terrorists have one of the most effective headshot weapons in the game.

2. Haven. This is makeshift fortress in Foundry, where the uninfected defend against an all-out assault by the infected.
These aren't just ordinary "zombies." They're human, but they're infected with a plague that the uninfected don't want in their home. The plague turns their skin a sickish yellow color(forced zombie color), improves their speed and strength(higher speed and taking more damage, lower gravity), but leaves them in an endless pain(causing shield drainage). They want the medication and pain pills in the fortress to reduce the effects of the disease, and they'll kill anyone and anything to get it.
They can use guns, and will spawn with random weapons, forcing the uninfected to stay on edge.
People might not like this "new" zombie idea, where they can shoot you. Breaking away from the norm with zombies might lead to some issues, and this is subject to change.

3. New Haven. This is a larger version of Haven in Sandbox, plain and simple.
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zach2beat

zach2beat


Male Number of posts : 161
Age : 32
RM points : -2
Registration date : 2008-06-10

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyTue Jan 19, 2010 6:36 pm

im also working on 3 maps right now

1> currently Revising my mlg sandbox crypt map to make things simpler , less bumpy and more symmetrical. essentially a complete restart but with the same original design.

2> a combination/remake battle(beaver) creek, blood gultch(coagulation) in the crypt on sandbox, with a partial combination of elements from sidewinder and Beaver(battle) Creek.

3> A complete restart of my remake of Rico's CQB Map from foundry On Sandbox. i plan on fixing spawns and escaping problems. the original remake was in the skybubble, this one will be on the ground floor for smoothness reasons.

also if any one wishes to know how to do the super easy and effective new object merging glitch ask me for the link if i don't post it here.
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Krunchy

Krunchy


Male Number of posts : 144
Age : 29
RM points : -2
Registration date : 2009-07-19

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyTue Jan 19, 2010 7:21 pm

zach2beat wrote:
im also working on 3 maps right now

1> currently Revising my mlg sandbox crypt map to make things simpler , less bumpy and more symmetrical. essentially a complete restart but with the same original design.

2> a combination/remake battle(beaver) creek, blood gultch(coagulation) in the crypt on sandbox, with a partial combination of elements from sidewinder and Beaver(battle) Creek.

3> A complete restart of my remake of Rico's CQB Map from foundry On Sandbox. i plan on fixing spawns and escaping problems. the original remake was in the skybubble, this one will be on the ground floor for smoothness reasons.

also if any one wishes to know how to do the super easy and effective new object merging glitch ask me for the link if i don't post it here.
1. People like Harper are familiar with MLG's style when they're making their maps, he should be able to help you if he wants to.

2. Sounds p. cool.

3. Wouldn't it be smoother in the skybubble? AND with more room?

Also, please do post that link, I'd love to know.
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zach2beat

zach2beat


Male Number of posts : 161
Age : 32
RM points : -2
Registration date : 2008-06-10

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyTue Jan 19, 2010 11:36 pm

ghost mergeing tutorial:
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zach2beat

zach2beat


Male Number of posts : 161
Age : 32
RM points : -2
Registration date : 2008-06-10

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyTue Jan 19, 2010 11:36 pm

if anyone needs further instruction i will be glad to help.
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Krunchy

Krunchy


Male Number of posts : 144
Age : 29
RM points : -2
Registration date : 2009-07-19

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyWed Jan 20, 2010 12:01 am

Thanks Zach. I'm waiting for the "never" block to disappear right now.
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Krunchy

Krunchy


Male Number of posts : 144
Age : 29
RM points : -2
Registration date : 2009-07-19

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyWed Jan 20, 2010 4:53 pm

i think we shoulg get this "forge team" together in a meeting where we work our asses off on maps together. i think it'd be p. cool.
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zach2beat

zach2beat


Male Number of posts : 161
Age : 32
RM points : -2
Registration date : 2008-06-10

Forge Projects Empty
PostSubject: Re: Forge Projects   Forge Projects EmptyWed Jan 20, 2010 7:44 pm

then i am not a pert of it sorry xbl causes lag which cause things to move slightly and that is no good for my standards. ill be glad to start a forge forum on here and help with advice on maps and fix stuff if you gus cant figure somethin out but forge team is a no on xbl
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Krunchy

Krunchy


Male Number of posts : 144
Age : 29
RM points : -2
Registration date : 2009-07-19

Forge Projects Empty
PostSubject: New Haven   Forge Projects EmptyThu Jan 21, 2010 12:17 am

^ I'm not talking about major editing together, I'm talking about spawn and weapon placements. My opinion on where a weapon should be doesn't speak for everyone.


Follow these links to see screens of New Haven. I'm going for ascetics in this map, showing that it's a rugged, makeshift, yet functional, post-apocalyptic town. I hope people can look at this map and see very clearly how a small population could live in this town. Check it out:

Overview:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775179

Upper Half:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104774827

Lower Half:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775036

Gallows:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775034

Justice Department:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775068

Reception Desk(JDPT):
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775066

Weapons Storage(JDPT):
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775067

Jail Cells(JDPT):
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775100

Dining Area:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775102

Showers:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775146

Sleeping Area Overview:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775181

Sleeping Area Close-Up
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104775145


Map file for download:
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=104776109
Keep in mind that the map isn't finished yet. I need help with weapons placement and spawns, it'd be p. cool if someone would help out.
Also, keep in mind that the file you see there is fairly bare. I've already tweaked the map here and there, moving a wall and adding in lighting filters that spawn over time.
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PostSubject: Re: Forge Projects   Forge Projects Empty

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