Vespine

4v4 Slayer
10
Featured

Map Description

  1. N3gat1veZer0
    Vespine is a 4v4 Slayer / Strongholds map. I made it with 2 goals in mind: to make a bridgework style map dissimilar to Guardian or Lockout as well as attempt to balance a wasp in a 4v4.

    The wasps paths only overlap players paths in a few areas. Open tower (damage boost room) and Red Room are both open for the wasp to fly into. The paths for the wasp are pretty restrictive allowing players to be able to predict it's movements. The wasp's main role here is actually to assist it's team. The wasp is far more useful assisting a team rather than playing solo. Main counters for the wasp that you'll find on the map include the Damage Boost, Sentinel Beam, Splinter Grenades, and kinetic bolt AR and BR. You wont find anything to one shot or EMP the wasp (besides the grenades). This is because I wanted players to have to put in effort to kill the wasp.

    Player to player encounters tend to be secluded to individual rooms. That isn't to say players won't find themselves fighting room to room or bridge to bridge, especially in the case of blue tower and red room. Flow tends to be circular around the map but isn't limited to that. Players have the option to cut across mid and this can be a really efficient way to cut off or flank the enemy team, just make sure the wasp isn't in your way.

Recent Reviews

  1. brusky0086 brusky0086
    10/5,
    Zero is my Hero and Vespine is the Well......damn.Nothing rhymes with it that’s snazzy..oh well.
    Luckily
    The map is sick.
    Great for competitive 4v4 matches and the only 4v4 with a Wasp That is not OP.
    And killer architecture and immersion.

Discussion

  1. MultiLockOn

    MultiLockOn Legendary
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    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.
     
  2. N3gat1veZer0

    N3gat1veZer0 Marine
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    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.
     
  3. MultiLockOn

    MultiLockOn Legendary
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    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.
     
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  4. N3gat1veZer0

    N3gat1veZer0 Marine
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    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.
     
    Nitro, xzamplez and MultiLockOn like this.
  5. S0UL FLAME

    S0UL FLAME ONI Agent

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    Looks chuper chweet
     
  6. D4rkDeath

    D4rkDeath Marine
    Forge Critic

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    This map is teh sex.
     
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  7. xzamplez

    xzamplez Legendary
    Forge Critic Senior Member

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    This looks really nice, man. Very cool concept, cool pathing, cool everything. I'm going to have to check this out.
     
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  8. N3gat1veZer0

    N3gat1veZer0 Marine
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    thanks dudes ^_^ I'd love to know what you think of it when you get a chance to play it
     
    D4rkDeath likes this.
  9. Pat Sounds

    Pat Sounds Marine
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    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.
     
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  10. N3gat1veZer0

    N3gat1veZer0 Marine
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    yea it was hidden :/ whoops, thanks for letting me know
     
    Pat Sounds likes this.
  11. WARHOLIC

    WARHOLIC Cartographer
    The Creator Forge Critic

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    This is looking really strong, great job incorporating the wasp into your map!
     
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  12. NikkoJT

    NikkoJT Marine
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    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.
     
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  13. N3gat1veZer0

    N3gat1veZer0 Marine
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    agreed 100%, i just havent found a way yet :(
     
  14. NikkoJT

    NikkoJT Marine
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    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.
     
  15. N3gat1veZer0

    N3gat1veZer0 Marine
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    what im not going to do is color red and blue, i hate that lol[​IMG]

    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 :D
     
  16. weeeeemann

    weeeeemann Marine

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    If this map doesn't inspire the campaign environment artists for Halo 6, well...
     
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