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All Years

January 1995

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Timeline

Forge104 -> EvilForge104 v1.0

This version of the patcher has hardly been tested at all. The EVIL Group used Forge for EVIL 1.02, so that is very sturdy, but due to popular demand I whipped this patcher up real quick, leaving out some of the time consuming v1.02 bells and whistles.

Basic Missions

Basically what you have here are 7 levels that describe, "visually" , what the different types of levels are in Forge. Everything from Extermination to Repair, Rescue, etc.. A couple of unsed modes are discussed and addressed in these levels. A great visual tool for those wanting to learn mapmaking. Thanks to this author for taking the time to help others.

Evil at Night

A very large net map that basically is going to take a lot of players or it is going to be slow. Some good detail in the hallways and if you access the secrets in this map it really becomes BIG! A large central area surrounded by lava that rises and falls via triggers, that serves as the hill. All net modes supported plus co-op! Some good ideas and some good detail work. Be prepared, it is large.

Insane v1.1

A update of a previously posted map at the HA. This is a large level with different rooms that have some obstacles that can be used for snipering or for protection. This update now has platforms that move much faster, (very good), and added KtmwTB and KoTH net modes.

Pseudonets v2.0

When I posted the first set of Pseudonets, I apporached them from a completely different angle. Pseudonets II are a set of maps used for practice levels, network levels and I found some of them to be good tutorials for construction ideas. The use of 5D space is ingenious. I stopped many times and switched to map mode to try to figure out how they were constructed. Some very large levels and some neat tricks with 5D. Check out the physics model that comes with the file. This author takes 2 to 3 textures with a level and with the use of 5D and some good construction ideas

The Rock 1.1

A two-level solo map that is a great adventure. The first level is informational only, with a pretty good design idea. The second level is the main battleground for the story. You end up on a listening post and you have to activate.....well, I won't spoil it for you. The last terminal had a few problems for me, but other than that, this is a good map! Very well designed and I was impressed with the stair construction. Flow is good and lights are done well. For the authors first attempt not bad at all.

The Square Root of Pain

A medium sized net map with some unique construction. Four large rooms, with some of the polys assigned as slow moving platforms that recend lower than ground level that surround a middle "square" that acts as the hill. The whole map is visually open to itself. Meaning you are able to pick off marines in other rooms. Weapons are distributed with this in mind and the height of the walls match perfectly. Some good ideas and some great carnage counts with this one. Supports KotH, EmfH and KtMwTB. You can play this one solo as well.

Mike's Netmap

A medium sized netmap for the Evil application. Most of this map is corridors and hallways with the majority of them submerged under media.

Butchered (infinity)

Butchered was a very nice map. I had no real complaints with it. It is large enough for 6-8 people however we had no difficulty playing with only two as it made good use of intersecting paths of travel. I found one secret which I liked. A good map with some great flow.

City Carnage

Another twist of a map from Luke Heise! This package comes with a shapes patch that worked very well. (I got it to work with two different versions of Anvil-1.0.2 and 1.0.3b4) 2 Levels. The first a city with a road that could be used in many ways..cool idea. The second--a remake of Duality from the Infinity Game. Give this a look, this seems to be the ocming thing. Not just net maps but maps with texture changes and sprites. Liquid force fields along with some neat highway signs makes this one unique!

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