Vertigo (Competitive 2v2)

Discussion in 'Halo and Forge Discussion' started by Korlash, Jan 16, 2012.

  1. Korlash

    Korlash Remember Isao
    Forge Critic Senior Member

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    Note: I may resort to changing the name because Vertigo sounds like an overused name, but we'll see.

    Map Preview: Vertigo

    Description: Seeing as I am trying to become more active on Forgehub, I decided to preview a map I got done forging today called Vertigo. A map like this was extremely far out of my comfort zone, as it is a vertical map that aims to strongly emphasize top control and overall vertical gameplay. I suggest only 2v2 because the lower floors can be overlooked from the mid towers and the high towers.




    Anyways, here are a couple screenshots:


    Middle; I am simply going with a dual powerup layout for now

    [​IMG]

    I was lazy, but this overview shows almost the entire map.

    [​IMG]




    Here is the Beta version if you guys would like to try it out. I would highly recommend MLG ZBNS settings and try 2v2 or a 3-4p FFA.
     
  2. Auburn

    Auburn a dope soul
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    Teh powerups look to be way to close to eachother. I like the inclusion of water and the aesthetics though; clean and simple. when I get my xbox back next weekend I'll play a game and might be back with some more.
     
  3. Korlash

    Korlash Remember Isao
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    Sorry, I forgot to mention that the Camo is placed "NOT at Start," so that spawns later into the game.

    Both powerups are 60s, but it is likely that one person would not want to grab the custom and drop down to get Camo. More likely one would get the custom and hold the top while the other grabs camo, in a 2v2.
     
  4. xzamplez

    xzamplez Ancient
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    Now maybe I'm wrong, but I feel it is losing the element that I admired from Hazbin: The complexity. It feels like a compact Midship from the screens.

    Regardless, it still looks like a great map, and I look forward to playing on it.
     
  5. Korlash

    Korlash Remember Isao
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    Yeah I realized early-on into forging this that it was not going to be like Hazbin, so it's likely I will still reforge Hazbin and keep this map as it's own.

    IMO though it's not as simple as it looks. The big difference is that the ceilings are gone so the towers can overlook the floors, which vertical gameplay is more likely to show over Hazbin (Not to mention that's why I don't have hope for it playing 4v4).
     
  6. Dobam

    Dobam Ancient
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    Does this map have a roof ? If yes cool !

    Also like the way you included water .
     
  7. Hulter

    Hulter ^Raindear
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    I kind of feel like the upper floors should be more accessible. It feels like you're pretty much stuck down there, when you are there. I don't know, maybe some more routes up. Preferably ramps.

    I didn't particularly like that dead end by the med kit either.

    I would not use the water over such a big area. Water usually feels better when you just use it for little pools, rather than for huge areas. I'd say raise most of it, up over the water, but keep a smaller area a pool.

    Generally looks really nice though. keep up the good job with it.
     
  8. Korlash

    Korlash Remember Isao
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    Bolded and Italicized
     
    #8 Korlash, Feb 4, 2012
    Last edited by a moderator: Feb 4, 2012

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