N3gat1veZer0 submitted a new map: Vespine - Asym, Room-Based, Bridgework with a wasp Read more about this map...
I like the little description you have for this map. Tells me what I need to know. I also can appreciate the concept of playing around the wasp.
Sorry, but y'all aren't worth an essay dressed up with little gifs and pictures. It's a map. That I made in forge. Here it is.
I'm sensing hostility. If there was any confusion; my post wasn't sarcastic. I actually liked that you defined how the map plays and left it at that.
No I guess I I should Have worded that better, *my* map isn't worth an essay. I didn't mean to sound hostile. This is why I hate conversing over text.
This looks really nice, man. Very cool concept, cool pathing, cool everything. I'm going to have to check this out.
Is the map file hidden? I went to download it, but got a file not found error. There are some other files named Vespine 2.0 and 2.1 in there, but I don't think you want people looking at them, heh...Just a heads up. That being said, the map is refreshing and I've enjoyed the few games I've played on it with you and the iforge dudes so far. I hope to get some more on it soon.
I do like the consistent, refined design theme you've got. It almost feels like a dev map - perhaps a Halo 3 dev map, back when Halo's visual design was good, rather than a Halo 5 dev map, but still. It feels clean and tidy where a lot of Forge maps are kind of obviously bodged together. You've got bits that look like actual map geometry instead of forge bits awkwardly merged. And that Wasp integration is very good. The only thing I would say is to maybe have a look at adding some extra area colour indicators. You've got a few, but some more couldn't hurt. Nothing too big, because that'd screw up your unified colour palette, but some little trimmy bits or decorative lights. This would stop it suffering from Battlefield 3 Brown Syndrome, and could help fix some of the navigational issues people were having in testing lobbies.
A few ideas: - Small bushes on the exterior rock faces (find little ledges to put them on) - Low brightness emissives on thin primitives or barriers are good for simulating Forerunner glowy bits - Forerunner FX plus a low distance point light make a good highlight in a dark environment - You can combine colours with distinctive background pieces. Put a large architecture piece in the ceiling space of a room, layer in some steam falling around it, light it up in red or blue and oooh, mysterious It's really just about making sure rooms and areas feel a little distinctive, and maybe letting people say "oh, I'm in the red room" or "the sniper's in the hologram room" or things like that.
what im not going to do is color red and blue, i hate that lol but i love your roof idea, i have plenty of piece count left for stuff like that, your bush small greenery idea too. i want it to feel dry and barren which is why i havent used too many green stuffs, but ill play around with these ideas. thanks