Resident Evil 7 Molded Map

Discussion in 'Halo and Forge Discussion' started by ZombieDyer, Feb 4, 2017.

  1. ZombieDyer

    ZombieDyer Legendary

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    So here's a quick intro for a map I'm working on, but I want to know if any of you have any good suggestions for plant matter etc that make good resident evil 7 molded effects?

    Also I wanna feature easter eggs, so if you want me to put a reference on the map then feel free to drop it below! :) ressy 7 molded small.png
     
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  2. Swoleoff

    Swoleoff Legendary

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    Looks great so far!!! Needs black rootlooking growth on the walls. Try some nature tree trunks:)
     
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  3. WeedCough

    WeedCough Legendary
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    maybe some dry/green vines on the walls?
     
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  4. KeeLoker

    KeeLoker Legendary
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    Maybe you can try messing with the lighting to make certain blocks seem darker. I wouldn't know how to but just a thought
     
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  5. ZombieDyer

    ZombieDyer Legendary

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    I did but they're really light and just look like tree trunks, generally the ones I've used look dark and slimey so I think they'll be fine.
    --- Double Post Merged, Feb 5, 2017 ---
    I'll try it out but it should work, hopefully :)
    --- Double Post Merged, Feb 5, 2017 ---
    I gave that a go but I'm not sure. I'll try it again just to be certain.
     
  6. Buddy Jumps

    Buddy Jumps Jumpmaster
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    The map is way too bright. Group everything and move it onto Barrens [Sunrise], if you want an atmospheric looking RE7 map.
     
  7. ZombieDyer

    ZombieDyer Legendary

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    It's using the same idea, not a full remake
     
  8. Buddy Jumps

    Buddy Jumps Jumpmaster
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    Wait, what? That doesn't even matter. Exchange RE7 with Horror and my statement would still be true. On a dark map you shouldn't start from the bright side and then try to darken it. Instead start from the dark side, so you don't need to **** with fx's and other stuff to darken your bright map, which would be a way worse outcome anyways. Work with chroma boxing and lights on Barrens (Sunrise) and you'll make your life easier in creating a horror map. Thank me later and don't try to argue with such an argument, man... I just want to help you with the basic process, I don't care if it's a remake or a reimagination.
     
  9. ZombieDyer

    ZombieDyer Legendary

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    Lighting isn't the concern. A dark environment will **** up the gameplay for what I have planned. This thread was for the textures of plant matter. If I wanted input on environmental issues, then I would've asked. There's a lot more to the map that barrens just would work for. Tbh, this is one screenshot from a huge map so I have no clue what you're talking about in some of your statement, thank me later. ;)
     
  10. Buddy Jumps

    Buddy Jumps Jumpmaster
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    Well then, every kind of plant is gonna look better on Barrens anyways, so it's not just about the overall brightness of the map. Do you really think that room looks good? Ok. ^^ The tree pieces are way too bright and don't match the other plant pieces. The lights on the bottom should be on top, since why would such a light lay on the ground? Just some thoughts.
     
  11. ZombieDyer

    ZombieDyer Legendary

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    Honestly I don't appreciate forgers knocking each other over nothing. You're clearly hear to stir rather than help. I've had more than enough useful comments and generally you're just being a ****. There's not much more to say, as far as I'm concerned everything you've said has had this weird twist to it where you're stroking your own ego. If you'd been respectful I probably would've considered your opinion but you've just been a twat this whole time so why would care about any of your input. I honestly have no idea why you're acting like this and I just want this conversation to be over. I hate all this egotistical negative bullshit. This community is dying and all your doing is help to alienate and degrade people.

    1. whether the room looks good/bad is my choice, I make maps for me 'cos I enjoy forge. Being part of this community is something I've only experienced 1/8 of my over all forging time and meeting new people has always been a pleasure but that doesn't mean every map I make has to be the in any shape "good", I'm happy for stuff to be average.

    2. The contrast of different plant colours is natural to that of a fungi habitat so that's fine by me.

    3. The beacons aren't supposed to be "built in", they're like lanterns. Dunno about you but I've seen loads of free standing lights in that style.

    I'm expecting another flippant remark but at this point I just don't care. In an ideal world you'll just leave and take negativity with you but I know that's a one in one hundred chance.
     
  12. Buddy Jumps

    Buddy Jumps Jumpmaster
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    Damn... I didn't mean to get you butthurt over my comments like that. I admit, my completely honest feedback sometimes comes off as too harsh for a few people. Calling me the bad guy, though, is a shady move for which you don't have any backup reasons, since you know nothing about my activity in this community over the past 8 years. If you did, you wouldn't talk down to me like that.

    In the end, it's your job to filter incoming feedback and then decide, which ones you should ignore or appreciate. It's your choice, it's an online forum. That's my best advice I can give you. I'm not mad of what you said, just please don't ride yourself into such an overdefensive as well as quite rude state next time someone is shamelessly honest with you. Farewell!
     
  13. fame28

    fame28 Forgotten Treasure
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    You might be better off trying the trash bags with a colored light shining on them or mixing them with some plants protruding from them. I think the issue with the beacon lights being on the ground is that they don't look like lanterns or lights on a post. They are a light people are familiar with seeing on a wall in that shape. They would look better on a small post or add a top cap to them to look more like a light you set on the ground. I think the above disagreement stemmed from people seeing your photo and the RE7 photo and in their heads thought you were trying to mimic that example exactly. It's a reference point and you aren't trying to perfectly duplicate it, but similar no?


    Btw not sure if you saw or not, but if it's for infection I figured out a way to have zombies spawn in the area a spartan is, not using teleporters. Instead it uses an enter/exit zone, scripting and an invisible blocker over the infected respawn point. It allows for larger and more free roam/objective infection maps. I have a prefab called "Dynamic infection spawns" if you wanna check it out and use it on a map.
     
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  14. ZombieDyer

    ZombieDyer Legendary

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    trash bags is a good shout tbh, didn't know that the beacons being on the ground would an issue doe, thought people would just be like "oh right, yeah beacon" and continue playing the game, but if it's a priority then I'll have to change it.

    That spawn system is pretty cool but I dunno if I'll need it for this map, maybe in a future project. :)
     
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  15. ZombieDyer

    ZombieDyer Legendary

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    I just wanted to quickly say. This thread was for plant matter only, the hallway in the pic is no where near done there is much detailing yet to be added so don't worry about that, the pictures were just to illustrate which items I was using so far (which have now been updated, thanks to everyone for the input and help :) ) and what part of resident evil is was trying to create the effect of. Thanks for understanding to any that had doubts. :)
     
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