Vertigo

Discussion in 'Reach Competitive Maps' started by H3C x Nevz, Oct 11, 2010.

  1. H3C x Nevz

    H3C x Nevz Ancient
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    Vertigo, my first submit-worthy map in Halo Reach, was created to break free from the conventional first-attempt maps. The general first map consists of plenty of building pieces and large, overly-complex maps that don't always have the flow necessary for competitive play. As a result, I tried to create my own unique structures from scratch, as well as an intriguing feel.

    The map has a red and blue base, middle corridor, outer corridor, and two flank structures. The flank structures teleport to and from the middle corridor and provide the enemy a quick attack technique. Without further ado, below are pictures. Vertigo is setup for Slayer, Headhunter and Stockpile, usually for 4v4 to 6v6.

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    #1 H3C x Nevz, Oct 11, 2010
    Last edited: Oct 11, 2010
  2. kool fat kid

    kool fat kid Forerunner

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    The map seems a bit to simple and plain. The walls are completely flat with no real detail. this map has little aesthetic appeal. Yeah, I know, it's a competitive map but the players need something to look at. Without aesthetics a map can look like garbage. The basic layout and structure of the areas seem good(although some areas are too wide open), but you need to improve on the aesthetics. :/
     
  3. Billy Reloaded

    Billy Reloaded Ancient
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    Wrong. Adding aesthetics is okay if it fits with the map and is necessary. However adding unnecessary aesthetics all over the place can cause immense amounts of screen lag thus aesthetics should be left on the low priority list.
     
  4. Spartanchief34

    Spartanchief34 Forerunner

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    I'm not quite sure you know what the word vertigo means, I was expecting a map that was REALLY high and you could fall very easlily, bu the map does look fairly good for a competiitive like team slayer.
     
  5. H3C x Nevz

    H3C x Nevz Ancient
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    Lol I'm aware of what it means. I chose it because A) I'm bad at naming and B) the complexities of the outer and inner middle often have people fighting from 3 different floors at a time.
     
  6. D4RK 3NCRYPT3R

    D4RK 3NCRYPT3R Ancient
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    I love maps with a lot of height variation but I have also seen many go very wrong. One of the greatest problems with these kinds of maps is that people on the top floors gain a massive advantage over their opponents when they jump down on top of them. I think that you should try to add some structures or something to obstruct the ability of people on the upper floors to jump down on their opponents. I'm not sure how I would go about it myself but I do believe that that would help.
     
  7. kool fat kid

    kool fat kid Forerunner

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    I'm not saying to add unnecessary aesthetics all over the place, I'm asking him to add a bit of aesthetics to the map. Specifically the walls. The walls he used (wall coliseum) is a giant wall and lacks detail. If he were to add a variety of objects like rocks and walls, he could give it a better look and make it seem livelier. :/
     
  8. RunTime83

    RunTime83 Ancient
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    I remember playing a game or two on this map. It was a lot of fun. The FFA slayer game was really good. I don't remember the top really having that huge of an advantage. We had a good amount of people though, so camping was pretty tough. About the aesthetics, this map has a halo CE feel to it when you're playing. Though it is hard to communicate to teammates where you are or where the action is going on at.
     

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