-SPAWNING NEAR NEEDLER REPETATIVELY -SOME ESCAPE ISSUES -LIFTS MADE MORE IMPROVED
1v1-3v3, TEAM GAMES ONLY. NO MORE THAN 6 PEOPLE RECOMMENDED.
Do you ever wonder what it would be like if Construct and Cold Storage had a bastard love-child? Ponder no more. Vertebraille is a unique Symetrical map centered around and open courtyard complete with a fall-to-your-death-trench. The gameplay revolves around team games and how a team works together. Initially, this was an idea and sketch i came up with after i thought of what kind of map I would make if i worked for bungie. The actual design i want would be about the size of Narrows, maybe a little smaller. It'd also be Covenant themed, and highly more detailed. Anyways, i tried desperately to remake my map into something workable for Foundry, and this is what i got. I love how it turned out, and i hope you enjoy playing on it. I spent many hours on it and i think the design and experience is truely unique.
The map changes depending on the gametype. The bottom hallway connecting the bases is cut-off for Asymmetrical gametypes, and the objectives move to bring the best possible experience. The shotgun moves in place of the needler as well in Asymmetrical gametypes. Also, this has my trademark fastpaced gameplay, so if you didnt like my maps before, theres slim chance you'll like this one. The gameplay is different, and if you dont like the style, that doesnt mean it sucks.
I'd like to thank Krazy2Dope for the constant testing to make sure stuff works during my forge sessions, Blaze for the KOTH idea, Overthehodge for the tunnel idea, MetallicSnake, Shedo & Vorpal Saint for the rigorous testing sessions, and Bl00D F1r3 for the video :D. And a special thanks to the cocksucker who gave it a one star instantly.
VERSION 1 HAD 52 RATINGS WITH 5 STARS & 497 DOWNLOADS.
1v1-3v3, TEAM GAMES ONLY. NO MORE THAN 6 PEOPLE RECOMMENDED.
TEAM SLAYER CAPTURE THE FLAG ASSAULT TEAM MOSH PIT TERRITORIES
OTHER FUN GAMETYPES: TEAM SWAT TEAM ROCKETS TEAM SWORDS
NOTE:If you play Capture the Flag or Assault, make sure the Flag/bomb Carrier has been slowed down to 50% speed, or the game will not be very fun. The more you have to work for it, the better the gameplay will be. Don't say i didnt explain it.
Roughly 65 hours of forging, not counting the original that disappeared on me.
How did you get the lights in the bridge?
Geomerged a bridge into the wall EVER so slightly.
Why does this suck compared to Bayonetwork?
It doesnt. Its just different. Try to separate me from my most popular map. I've made several, and they cant all be Bayonetwork.
What were you thinking!? Shotgun in the tunnel!?
Ive play-tested the map. It works fine. If you're a decent player, you'll work around lame campers. Time to be a big boy.
OMGz!? WHY would you include a FLARE!?
Flares are some of my favorite equipment. I think it does wonders for tactics when used correctly. It only spawns once, you'll live.
Dude, the song in the video SUCKS! Why dont you include something i like instead?
Cause its my video. It Dies Today is a local band and i am supporting them. I hate the music in most videos i watch too. Turn your speakers off.
I can has collaboration map with you?
I've got alot on my plate right now. I am no longer doing maps with people at the moment.
TESTER NOTES:
Quote:
Originally Posted by Vorpal Saint
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! :D 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 shit on this map! (Vertebraille > Bayonetwork) ~You'll get this featured in no time, and become a premium. IMO of course~
Quote:
Originally Posted by Metallic Snake
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.
Quote:
Originally Posted by linubidix
After seeing it, almost all of the excitment was headed towards the post and presentation. It did not disappoint, it impressed. I love the banners, you've added. This is the style of map post people should aspire to. I believe that the post is just like what a trailer is to its movie. This is an excellent trailer and it really makes me want to see the moive. The best difference between trailers and posts is that I dont have to wait months to actually see the movie/map. Such a good post, it is what the original Dark Knight Trailer is to the movie itself. So well done on that.
Before I go up into my ass in positives, I'll go into the things that I dont fully understand. It's essentially just got to do with weapon placement. The choice to have both flare and camo to never respawn, I dont really understand. I wont go as far as to say that I dont like it, as I'm yet to play on it. They're just two things, I dont completely understand the reasoning behind. I'll have to see how they affect the flow of the map, because to remove both flare and camo(both quite fun equipment) may dull down the gameplay. As I said, I'll just have to see for myself, when I play it.
The green lake of death kicks ass. Its a great feature to a great map. It is a great addition to aesthetics and gameplay, it serves a serious purpose; dont fall into the green shit. lol. I noticed a few times when I dived into it, for experimental purposes, I bounced out of another, but then I went back down and died. I didnt count, but I assume this was the only way this could've been acheived? because of a lack of sender nodes.
You seem to have perfect the use of bridges, they have been placed and used wonderfully. Just thought I'd say that.
Choice of weapons, seems perfect for this map. I love how you havent included what most people would with this kind of map, like snipers and a hammer etc.
The shotgun seems perfectly fitting for this map, its not too close quarterd for it to rape and its not too open to render it useless. The choice for a needler was great too, it seems like a great map for the pink mist. BRs are good almost no thought is needed for their placement. Carbines are nice, it adds that variety in gameplay. Plasma Rifles and SMGs for same reasons as Carbine, things that add vareity to gameplay so it isnt a pure BR & AR mixed with shotty map.
It seems you cannot escape this style of map. Rightly so how I really loved Bayonetwork and I am sure I will love Vertebraille even more. Both of which will have permanent places on my HDD. Its as if you do this style inadvertently, but then you perfect it on purpose.
Spawns, I dont know about yet as I'm yet to play. They can potentially ruin your map, so hopefully they aren't what George Clooney was to Batman and are what Heath Ledger was to the Joker; so good that you forget its from Halo 3, which is impossible I know but its a nice analogy.
I just noticed, I didnt say a thing about the layout yet. Well it definately reminds me of elements from both Cold Storage and Construct. It flows very, very nicely. Adament cover in every section of the map. Its so nice to see that. Because with you, every item serves a purpose and that is what people need to realise in their maps, random aesthetics can affect gameplay and not always in a good way. You have included a fantastic balance between aesthetics and functionality.
The back tunnel was great too. I really loved that and how it become blocked off for asymmetric games. Because of the way its set out; that tunnel, I think, will not be a campers wet dream. Its accesible from both ends and it nades could easily combat that area.
The lift was great too, I didnt like hitting the elastic barrier but it was the only way that'd work. It worked great.
Sorry for all of the "love" "love" "love" and "great" "great" "great" but I love this map, it is great. Layout is just awesome, execuction of the layout is beyond awesome.
Overall I award Vertebraille with 96%.
As far as this getting featured; I can most certainly see it happening.
Its such a greatly made map, the staff would be crazy to overlook this.
On a closing note; John, I ... love ... this ... map.
I Hope this is a good as Bayonetwork! That is a tough act to follow :-) The layout looks great and the gameplay looks competitive. But you have stomped me. How did you get lights on that bridge?
This looks great and I wouldn't want to miss downloading and playing it. Hope its as good as it looks!
This looks fantastic! I was expecting something along the lines of a similar map I've seen judging that death pit, but this looks like a well drawn out in depth objective map!
Looking forward to leaving an actual review once I have a few games on it, but by pictures alone the looks great. Great stuff dude.
Quote:
I've got alot on my plate right now. I am no longer doing maps with people at the moment.
ok. i have something to say about Shock Theta and Biggles. shock theta is actually a 21 year old virgin who still lives at his moms house and still goes to school because he is a dumbass. Biggles is a dickface who always whines and bitches about DO BETTER and BE NICER. you two seirously should get a life and try to get a girlfriend. and what are you gunna do, PERMABAN me? seirously, im 13 and i almost have a girlfriend.
Quote:
Originally Posted by Sp3c0p5grunt
I am being serious, halo 3 is like a year old now, it sucks, and there are much better things you can do than waste your lives playing halo 3. Heres a list of wat you could be doing instead of halo 3. 1. Going outside to get some air 2. Listening to Cannibal Corpse (Which is the best fucking metal band ever)3. Skating with friends 4. If you wanna see hot girls, LOOK UP PORN!!! 5. Playing Guitar 6. Talking with friends 7.Getting hugged by really hot girls.. 8. Buying clothes 9. Going to the mall with friends 10. Going to really awesome places that u arent allowed to go to 11. Drinking monster 12. Watching Metalocolypse 13. Not playing video games. 14. NOT PLAYING HALO 3. Not trying to get u pissed off or anything but, GET A FUCKING LIFE
Heres a link to cannibal corpse YouTube - Broadcast Yourself.
Wow this map is simply amazing! The post is great too... You did an excellent job with interlocking and map layout! I really think that this map will be your next feature!
this map is just.......... just. well to make it simpler i vote for this to be featured! the interlocking and design is just amazing. the geo-merging with the lights on the wall is perfect. im seriously going to Pm insane or blood fire to feature this.
This map is awesome, I love it from what I can see in the pictures! I love the middle with the teleporters under the bridge, I'm guessing it leads outside the map for an instant suicide, very cool. Great map! 5/5! Keep up these great maps! Bayonetwork was also good as well!
I'm not in the habit of commenting on maps before I play them, but holy shit, does this look and sound amazing. I haven't seen anyone do the pit of death in a long while, and yours looks really well made. I can't wait to check this out when I get home. I'll be back with more comments after some games.