the lights are beyond obvious think about it but this is really just the tip of the iceberg compared to the greatness of this map
hhey bud ill test it out and get back later All right first of all im sorry to say this but i broke your map i will provide a video of me doing it to you ova xbox live. as for the map itself it is your usual work awesome asthetics yada yada yada...but two discrepencies. it is a farly small map so..y so many weapons? and i wouild hve liked the ravine to make you slide down into the teleporter instead of you having to land on them. if you dont go exactly into them you can walk right out.
Dammit Silence! You were supposed to tell me when you posted this! It's looks a lot more filled in from the last time I had a forge through with you. I can has game with you?
I can honestly say I wept... slightly upon seeing the pictures and layouts. I am a huge fan of symmetrical maps and this looks to be one of the greats. Now I haven’t played it yet so I will reserve judgment before I do, but It looks like it plays fantastically and I’m very excited to play this. Obviously it is forged to perfection and looks absolutely pristine. Playing it in TGIF for sure.
z0mg tis map is mazing! 5/5!!!!!!!111!!!11!!one!11!111111! Hah j/k But really... get ready for an epic long post. Game Play/Layout: Most people now a days don't really have actual games on maps. They just see the pics. post a short reply and download if they think it looks nice and then remove it from their X-box 360. (I should know, I do it often) Not a lot of maps are worthy of keeping on my X-Box though and I can't say everyone does exactly what I just said....but it sure seems like it to me. I only keep the ones that I think game play would actually be good on. Hoping one day I could get a nice game on it. With Vertebraille I can say that this is one of those maps that I'll be keeping because I got to play on it. But even before I got the chance to play it, and just casually walked around it, I knew gameplay would be fun. In most games, that aren't CTF or Assualt, the main battle goes on in the trench room. Which is fine because it's a nice sized area with good cover. The two base rooms see little but fun action. The man cannon helps not only to get on a higher point, but you can also use it to confuse people and possibly get away. The little brawls we had in them were great. We would dance around each other fighting, evading, fighting some more... until one of us came out on top. Then we'd most likely head off to the trench room and get ourselves killed. Which is fine. The shotgun tunnel didn't really get to see any action even though it seems like it'd just be a massive camp place (which it isn't). The only real reason why anyone would be there is to A) Grab the Shotgun or B) They would spawn there. This is Symmetrical games I'm talking about. It's like you said, the whole route is different in Asymmetrical. In Asymmetrical the only reason you'd be in the tunnel is to get the flag/bomb or defend it. Well, back to Symmetrical types. The death trench in the trench room is a very nice touch. If one isn't careful then they'll find themselves walking/jumping into it. Which is bad for them, and good for the other team. But the thing I like about it the most is, that you can actually walk on the sides of the trench without dieing, hiding under the bridges can prove to be a good place for cover at times. To be honest though, I absolutely loved Territories. I've never played such an epic game of Territories in my life. Even though, I have gotten a Killmanjaro, and a Killtrocity/Extermination in other games before... That's besides the point. Both teams faught very hard and very well to get the last territory in the first round... and neither of us got it (I don't even know how, it's just like the time gave up on us and went to the next round). Getting 77 Kills and a Triple Kill (with only two people to kill) was very epic. Oh, and the swords game was fun too. I think we clashed swords like 25 times before I just gave up and let him kill me. 9.5/10 for Game Play/Layout. The Weapons/Spawns: I think the weapons are very well balanced in this map. The shotgun doesn't really pose all that much of a threat, and the OS/Camo (even though close to each other) Seem miles a part (In as if one person goes to Camo, there's another going for OS. No one gets both). Like I told you, the Needler is like a hybrid sniper on the map. It's very good for long range, and can be some what effective in mid-range. Making it a very nice addition. Even the SMG's and Plasma Rifle's were used effectively, which to be honest, I was shocked to see them used at all! So I must say this: No weapon really seemed to go unused, which is very nice to see in a map. The Flare, well, to be honest, I think it fits the map well. I didn't seem to be a bother all that much, even though I HATE the flare. The Bubble Shields were also good and well placed, as was the regenerator. The spawns were the only problem I can say about this map. But like in all compacted maps like this, spawnings are always a problem. The one good thing about the spawning though, that even though you'd get shot right when you spawned, you could go into cover right away and not get shot. Which made the spawning seem very real life like. Which IMO makes it very unique. 9.25/10 for the weapons/spawns. Overall: The maps rating: 9.4/10. (IMO) For epic gameplay, a nice layout, fair weapon system, and a unique spawning. This is perfect for 2v2's and 3v3's. Final Note: Bayonetwork doesn't have **** on this map! (Vertebraille > Bayonetwork) ~You'll get this featured in no time, and become a premium. IMO of course~
This looks great, great interlocking, its very clean and had great acsetics. It could get featured! It should have great gameplay, its one of the best maps I've seen in a while. So great job on the map. 10/5
Dude, yes! I remember hearing that you were making this map and that is was gonna be awesome. Well...it is awesome! Every little interlocking and geomerging touch is done delicately (and I see I'm not the only one who found out that you can geomerge with those red lights =)). The design is beautiful, and I am now intrigued to play it. You got my download.
Wow dude i have to say this looks realy amazing. It looks like you spent a great deal of time on this and i can't wait to play it. You and i have the same interests in map design i love small maps with fast gameplay. You think i could send you a fried request over xbox live? 10/5 My GT is II AceMasta II so you know
Um can you say feature, premium, forge-god? WOW. This tops my faves for real. Never in my life have I seen a map in foundry look just like a classic halo map. It's as if bungie made it themselves. I reallly like this map ALOT. plus this'll be in my new vid . Good job.
Well i helped test this map, and id like to give a brief honest opinion of my experience of it. first off i have to say that the aesthetics where fantastic and the gameplay was top notch. Let me first talk of slayer. As the map is symetrical, the balance was only crucial down the middle, but when first logging it up, it was very balanced from the start. The hight aspect astounds me as the ratio of high areas to lower ones work very well, and with the fact that this map is classified as Small(haha, yea right). i think scopulus up there got it right when he said hed never seen such an example of a map that seemed to look as if bungie had made it themselves, than this one. the the weapon layout definetly compliments the reach that the map needed, and it seems like the needler at the end is definetly important, but so does the over shield, and the shotgun, oh darn, i dont know which to go for. but in testing it i did attempt to mix my weapon choices around(and trying not to own with my SMG's too much) and i found that all could be used with efficiancy in different areas of the map. Basically to sum it all up, slayer was FLAWLESS. Now on to other gametypes. Territories was what i have to say had to be the most fun game of Territories id ever had, consisting of the longest lasting territoy in a halo game ever. in which the end result was me having 77 kills, and Vorpal saint a lesser 55. what the fight for the last territory reminded me of was, nothing less of a power struggle. although he might of fixed it, ill remember that for years to come(yes, classic). Capture the flag was long and difficult. i found that trying to guard the tunnel the flag was in wasnt a good idea, because i died countless times of grenade 'splosions. one thing that was dead on about it was, that i found myself realizing that if i gave the opposing team any leverage over me, then id regret it. the fence wall guarding the flag starting point and the flag plant point left for some interesting last stand moments in which i was standing back there, in an attempt to get the crucial headshots off the carrier to halt his progress. THAT WAS FUN! I MISSED. Over all everything about the game astounded me, and the fact that the map just has sooo much open space to it, and it still be small, was very impressve. like i might have said before, this map seems to have everything, long shots between one side to the other, vertical shots, enclosed tight quarters, tunnels, bridge walkways. the top layer of the map is one that you actually have to use corrctly, because it can give you precious leverage over the opposing team, but if used incorrectly, namely observing that acutely placed bridge over the walkway, and not looking down, leaving you in the DEATH PIT. the invis actually requires you to give just the right jump to forward ratio. jump too high, and youll soar over it, jump to low, and youll lose your advantage over the other team buy losing the major high ground, or possibly end up in said DEATH PIT. Ive had had many priceless moments playtesting this map(Specifically an hour long sword battle), and believe me when i say that this belongs in everyones hardrive for some time to come. i expect this to be getting featured soon, and i also hope that youll consider my post being better than vorpal saints back there. fantastic map John 43/5 if this map ever gets a movie, then im the one with the SMG's, theyre actually quite effective.
Great job. I love the interlocking and geo-merging (they are phenomenal). 5/5 I like where everything you placed (flags, weapons, etc.) Great job. I have 2 questions though. 1: Where is the video? 2: What did you design your map layout in?
ehh, i havent gotten to play it yet, but i did do a forgethrough of it earlier. well i found one big flaw, and possibly one other major flaw, and one tiny flaw. First, the big flaw. It happens with almost everybody's first version. The map is escapable in two spots, those spots being the mancannons. i know it seems like those stairs at the top level block off at the top of the invisible barrier. but the invisible barrier is slightly elastic so it's possible to jump on top of those stairs. you just jump at the man cannon from the side, then just keep on crouching while your trying to get out. it's much easier if you use the regen to double jump tho. But i dont know if this flaw is too big. i went down to grab a grav hammer you used for aesthetics, but i couldn't find a way back in... the only problem that could come out of this is if someone drives the warthog into the map or uses the turret from one of those high areas. Second, i haven't played the map yet, but im really afraid about your spawns. i noticed you had no respawn zones. and resapwn zones are VERY useful. If you dont have respawn zones, the spawns are pretty much random, and you could spawn right in the middle of action A LOT. With respawn zones, if someone from the opposing team is in the zone, there's less chance of you spawning in the zone, if you have a team mate in the zone, there's a higher chance of you spawning in the zone. this is pretty much why i hate playing on bungie's default maps, pretty much none of them use the respawn zones. but since i haven't gotten a chance to play on this map yet, i cant say the spawns or bad anything, i haven't had the first hand experience. and lastly, this is just me. but i noticed the respawn points near the overshield. if someone spawns there when the overshield is there, they automatically get it. It's not a big problem, it's just one of my pet peaves =D but overall, i really liked the general layout you had here. many people have tried making good symmetrical enclosed maps, but many fail. you have really pulled it off well, as well as the death pit. it's great. the middle section with the bridges and the active camo reminded me of Cold Storage too, lol, i really liked that for some reason. anyway, i look forward to playing the map so i can get some real good feedback for you. I'll be back then, peace.
i did a little run through of the map like an hour ago some things i loved where the lifts going up to the bridges the death pit and the back area under needler where it closes off after a certain time. thats a really cool idea i also like the bridge lifts haha nice mergings with that. all in all i love the map and it may be a possible feature great job silence this is my favorite map my you im gonna get some gameplay on this and tell you what i suggest if i suggest anything =P
OH JEEBUS, this looks awesome. The first picture you have up there, with the Blue Effects on it, looks soo awesome; it was a great way to pull readers in. I'm downloading instantly, this is sure to be another feature. Have fun being Premium!
nope, cause im no better than anyone else, but i appreciate it yeah, but during gameplay, that'd be near impossible. plus i hit item limit. i was using every last resource i had for this map. sorry chips ill make it up to you jesus christ. the video is not completed yet, i got too impatient. Bl00D F1r3 is currently making it, and it will be up when its done. and i use PhotoImpact 10. I ran out of ****. i cant spend countless hours wasting away trying to make sure some jackass doesnt slip through the cracks. i did my best and thats all i had for this map. If they dont wanna actually play the game, then they should be booted from the party. As for spawning areas, i did include them... particularly in slayer. the spawns were alright most of the time. i didnt have much trouble with them. I dont think they can get much better than they are at the moment.
lol, sorry, but i do see what your saying. i get quite pissed when someone breaks my map when im trying to test it fluidly for gameplay... im working on my final version of lygophobia and i think i got all the breaks out but i just need to fix some spawns up. and about the spawning areas, REALLY sorry there, i made an asumption when i checked CTF only and saw you didnt place any respawn areas. I'll have to look it over again. Anyway, i hope i'll be able to play this tonight, and like i said, better feedback hopefully.
I did have a chance to play on this before i posted this and i have to say the gameplay is AWESOME. This map was obviously planned out a while before it was forged. The weapon set is flawless and i love those little ledges that you can jump in. I could swear that bungie made this map because it has secret ledges. Serriously 10/10 (and i dont give 10s a lot)
The map looks really awesome IMO and it looks like it could have some fun small teams games. Great job