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  1. Gamertag: FD Bad Angel Map:http://www.halowaypoint.com/en-us/players/fd%20bad%20angel/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype:http://www.halowaypoint.com/en-us/players/fd%20bad%20angel/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=221c1048-4206-4ada-91ab-398c2ca0800e Start: You wake up in Hunting Reserve and your only Chance to survive is Create a team and survive with us . Description: The hunter is a predator , he can jump on all rock and he is verry invisible . The predator need to create a tactic for kill all Marine's . Big Map Anjoy Ps: Sorry for my bad english :$ Don't leave your Team or Die The Bridge Ever look your back and never play in Lone Wolf Predator Can jump EveryWhere
  2. Can anyone please give me some advice on how to get weapons on map to spawn in flood mode. Some of my favorite games were maps that started off with small weapons for the spartans and would eventually lead you to stockpiles of bigger, better weapons. This was obiously to compensate for more people being infected by that point and gave the remaining humans a kick *** time mowing down the infected. I don't want to just start the humans off with the good weapons as it would not feel like they've earned it by making it that far in. I would like them to survive when there are lots of infected so spawning with just small weapons won't give them much of a chance. Because the mode i've been using is the flood are really strong but fairly slow. It's also with visual effects and placed underwater so it looks like thick fog/smog. LIKE SILENT HILL!! I've tried labeling the weapons to flood but to no avail, is there something i'm missing out? I have made weapons on map 'default' in the flood custom game options, it's really buggign me. Anyone out there having issues like this? Anyone got any thought? I'm determined to get to the bottom of this Thanks, much appreciated.
  3. ODST Arbiter Flood Beneficial Silenced Weaponry I miss so much. Like a brother. Fun to fight. I love suppressors and stealth, this would be perfect for Halo. All I want to see in Halo 5 are ODSTs.doc
  4. GT:jason mertens Map Name: FLOOD-VILL Recomended players: 16 Requirments- forge island(free dlc) My file share:http://www.halowaypoint.com/en-us/players/jason%20mertens/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Description: this map is to be used with a flood game type, but the game type is recommended to have vehicals enabled, because there is a warhog, and also starting ordinances should be allowed.I highly recamend that you have the flood move as fase as posible sense the map is large this map is split up into 2 sections, a city in a shape of a square, and a wooded town with(each sections have a few enterable buildings) there are 2 tunnels that connect the two sections, and a warthog can be found in the woods. If you have any suggestions or have found errors in this map, please post them below
  5. This is a map I (Sequential Urge) made with the help of my brother GoldenWaffle21, It is a cool flood map were the humans can choose either a bolt shot, magnum, or suppressor class, and are trying to avoid the (mostly invisible) zombies with promethean vision. It is made using the Underwater canvas that was provided by OAKLEY HIDEF because we were unable to do the glitch. I also have other maps that are in the Beta stage including a almost exact remake of Speed from halo reach created by DARTH HUMAN. I will upload them soon. Map variant: Jason Game Type: Slender SITW Gamertag: Sequential Urge
  6. Gamertag: Elite X17 Map Name: Acidified Gametype: Acidic Describtion: A decolate science facility has been over run by Flood. Humans must take the high ground avioding the acid pit and survive! The map features a player trait zone that decays health while players are in the acid. For use with 8 - 16 players. Optimum gameplay is with the "Acidic" gaametype. Flood have the advantage at first, so it is the humans goal to gain to the high ground and survive. Enjoy...
  7. GT/Creator: TheBloodbath22 Map Name: Crazy Taxi Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3a3f5e70-7bca-4038-99fe-7eb951cc0363 Supported Gametypes: Slayer, Flood, CTF Custom Gametype for Minigame: Crrraaaaaaaaaaaaaaaazy Taxi!!! Download Custom Gametype Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/a5362ae5-54fb-488f-8c52-0ad73ab252f9 Description: Sure, Crazy Taxi was released in that Dreamcast collection, but that was an awful release that stripped the game of its music. Who didn't want to crank up "All I Want" by the Offspring?? So I thought it'd be fun to recreate a West Coast area for us to drive around like a madman, delivering customers--very slow humans--to Invulnerable spots that'll protect 'em from the Flood. But I didn't stop there. I went ahead and made Slayer and Capture the Flag versions of the map too, because it just looks so nice, well, to me anyways. Those two modes will grant each team of 8 or less a Mongoose, a Warthog, and a Ghost each with a neutral Mantis. RULES: for Crrraaaaaaaaaaaaaaazy Taxi!!! The gametype is Flood. There are Trait Zones on this map that make Humans invulnerable, but Humans can only move at half speed. One human, who begins next to a warthog, picks up Humans and delivers them to the Trait Zones that make them invulnerable so they can survive the outbreak. These trait zones are only large enough for ONE Human each, so you must take customers to alternate Trait Zones. ### IMPORTANT NOTE: The invulnerable spots are marked by Grenade Ordnances ########## So: Goal of Humans: Survive. Goal of Cabbie: Deliver as many humans as possible to the Trait Zone spots (marked by Grenade Ordnances) that offer Invulnerability. Goal of Flood: Kill as many humans as possible before time runs out, as the Cabbie saves Humans. This took no shortage of creativity, so if any questions about the gameplay arise, please feel free to inquire and I will explain appropriately. Let's have a look already! Hey, Alfred Hitchcock fans--do you recognize this schoolhouse?
  8. 343 should be more creative and make forge more fun for people so my opion is they should put hostile ai's and friendly ai's like in far cry 3 and if they do put ai's in forge they should have alot of verities of hostile and friendly ai's and instruct them what to do like enter the warthog or banshee and go a certain direction or roaming
  9. Hello everybody, its savior465 here. Today, i have another infection map to show, which takes advantage of the recently discovered underwater glitch. I call it crevice. The map plays like my previous map, a remake of Nacht Der Untoten from Call of Duty: World At War. the gameplay is the same. Humans must keep the flood out of the building, and the flood have to invade the building to kill the humans. Unlike the other map, this one is foggy because it is "underwater" visibility is a problem this time around, so team work is even more important than before. Humans spawn in this room. there are 3 windows for flood to enter as well as a DMR and carbine to fight them off with. To get out of this room, the humans have to knock these crates out of the way. There are 5 new windows in this new area and 3 weapons. the area is split in to two parts: downstairs and upstairs. Two windows are downstairs and 3 are upstairs. An AR spawns downstars and a BR and shotgun spawns upstairs, as well as grenades. Upstairs there is a balcony-like area to holdout in, but there are no weapons out here. In the downstairs there is a doorway that leads outside, here the area is divided by the large crevice. There are two ways to get to the other side: A fallen tree and a small bridge. A man canon is on the cliffside to provide a quick escape to the building.(It leads to the balcony mentioned above)The suppresser and the random weapons box spawn here. There is also only one window here, but the flood can spawn elsewhere in this area... The Bridge can be destroyed permanently. The box gives a varity of equipment as well as weapons. Promethean vision comes up occasionally. Be sure to grab it if it does. If you want to download it, just go to my fileshare, or look it up in the file browser. I hope everyone enjoys the map!
  10. Map: Deflect Gametype: Deflect Map Palette: Forge Island Creators: Unit 50079 and Unit 526 Supported Gametype: Flood Open on file share Objective: Humans spawn in a safe room covered by one way shields. The room has a soft kill barrier. A flood controls a gauss warthog cannon and you must deflect his bullets with your hard light shield. It is hard to hit the warthog, but teamwork and intelligence WILL help you survive. Other: There is an aesthetic camp on the medium island and a forest on the large one. BTW there is no link because I posted this on my iPad and the linking is hard, so THFE please PLEASE showcase this, me and my brother have worked hard to put together this map and we have planned carefully before forging. This map has been tested with my friends, so this is ready. if there are any mistakes, THFE, let me know.
  11. Hi All, It seems that after several months of Halo4 being relased and numerous discussion topics about Flood changes that the Halo Community(s) feel need to be implemented - It's clearly apparent through no changes to Flood at all, that our voices are not being heard. My question to 343 is - How are you going to address the Flood posts and provide answers to the communities concerns and general ideas? Is there going to be a reply posted on the forums with reasoning behind why you have made no changes, or why you feel or believe that the flood layout you have currently (maps, weapon, and ability balance) is adequete, despite a large amount of player feedback. The fact remains, players who migrated from Halo3 infection, were looking for an 'upgrade' or 'replacement' - which you delivered in the game variant, Flood. It is different to what people expected, and the 'survival' aspect of Flood from a 'humans' perspective, is almost merely impossible due to the below factors. - Thrusters over-powered (Impact minimized on large open maps) - 3 shot flood kill Now I have no issue with the Over-powered thrusters, if it was 1 shot flood kill. I don't even have an issue with the 3 shot flood kill, if the thrusters were nerfed... BUT... when you combine both together, it makes it nearly impossible for a human to take on two or more flood at once, therefore dramatically reducing the survival % of the humans and taking a lot of fun out of the game. I'll be moving back to Halo3 infection tonight, as I'm sick of waiting for 343 to fix Halo4 Flood gametype. It's not what we (Halo Community) expected, so please deliver something that we can all enjoy. I checked Halo3 Infection population and it's somewhere near 2000 people - keeping in mind Halo3 is old and outdated. I checked Halo4 flood population and it's somewhere near 300 people. It's clear to me - the Halo Community do not agree with your Flood gametype structure. Bungie heard our voices. Can you hear us 343?
  12. Map: Deflect Gametype: Deflect Creator: Unit 50079, Unit 526 Map Palette: Forge Island Map Link: http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype Link: http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Objective: Humans have hard light shields and spawn in a safe room with a soft kill barrier. A flood controls a Gauss Warthog and must shoot the humans, the humans must use the hard light shield to deflect the Gauss shell. It really works! Other: Decorative forests and camps in the big and small islands. Please showcase this map, my brother and I have worked hard to perfect this map, if there are any errors, please tell me. Thank you.
  13. Map Palette: Forge Island Map Name: Deflect Gametype Name: Deflect Creator: Unit 50079 Supported Gametypes: Flood Map link: http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype link :http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  14. Map Name: The Colony Outbreak File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, outbreak, bridge, impact, flood, tank, satellite Supported Game types: Flood ONLY Gametype: GT Outbreak (Flood) (Starting Flood count set on 2 Only Magnums for Humans as Start Loadout) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: 1 Incineration Cannon 120 resupply Time 1 Rocket Launcher 100 resupply Time 1 Scattershot 60 resupply Time 1 Sticky Detonator 90 resupply Time 1 Plasma Grenades (3x) 30 resupply Time 1 Assault Rifle 80 resupply Time 2 Sniper Rifle 60 resupply Time Random Ordnance: 1 Saw / Suppressor / Storm Rifle 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets 30 respawn Time Armor Abilities : None Power ups: None Supported Vehicles: 1 Mongoose Budget: 9970 / 10000 Screenshots: https://www.halowayp...halo4/fileshare Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: No Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, the Main Satellite Station on side B of the map The Colonists (Human Players) try to escape from the Mine. Run all the way upside, jump over the Gap and find a way out: Climb over the stucked Cap and jump over the Forklift so you can reach the Window or crouch underneath one of the `closing` security doors. There is a Mongoose inside the big Drill Tank for the two fastest Players… The others have to cross the Bridge on foot. (The Human Player should not be able to climb up the bridge, i set it higher for them.) Give your Teammates on foot, rear cover once you reached the Antenna Satellite with the Sniper Rifle on top of it. There are several soft Kill Areas around the area like those one in the Cavern left the exit of the Mine to prevent the Human Players to camp or hide and force them to cross the bridge like they are intended to to. Please note: You cannot reach the roof of the Mine with the Elevator I build, because I removed the gravition Fields. The Elevator will work on my second map called: The Colony Revelation (90% finished) On the other side you will noticed a big Main Satellite Station. That is the place to be, because it’s the most safe area on the map and you will get constantly supplies from the `Weapon-closet` I have build there. For Player who likes can risk to explore the other Structures like the Landing Pad or the small Bunker under the spotlight Tower to get some stronger Weapons. Go always with other Teammates to watch each other`s back. The Infected (Flood Players) try of course to chase the Human Players. They start also on the bottom of the Mine underneath the Humans. After 50 seconds a Teleporter will spawn wich brings the Flood Players on the surface. One receiver node is located in the Drill-Tank and the second one is in the `Cavern` to the other side. Important! Since there is a Soft Kill Area to prevent the Human Player to camp in the `Cavern` entrance you have to go in the direction of the Drill-Tank to not get killed, but you should have more then enough time. The Flood Players can go upon the Bridge to eventually surprise and overrun the escaping Miners After other 70 seconds this two receiver nodes will be blocked from one Stone and one Block that are spawned. After this 120 seconds playtime, three receiver nodes appears in the Truck on the Bridge and underneath the Bridge end onside B of the map. Other 5 Teleporter nodes will be spawned after other 30 seconds (150 seconds playtime) all around the Main Satellite Station. Start as Hunter with the Thrusters since this Armor Ability is the only reasonable one on this Map. Additional Info: Attention! This A Story-based Flood Map. It means, that the Human Player have to move freely from side A (Mine) to side B (Main Satellite Station) in order to get the best atmospheric results and make the best possible experience I intended to do. Since there are no ways to spawn in Soft Kill Areas or Respawn Points during the game (possible only for objects) to force the Player to go in a certain amount of time from one side of the map to another, the Players have to keep going to the Locations I have designed for them freely to ensure the map is working the way it is mean to be! For helping that, only side B has Weapon Drops. The Teleporter network I build seem to me the only way to keep the Flood as closely as possible to the escaping Miners, assuming they are of course running to the Antenna Satellite. Please comment my solution. You may have other ideas how to resolve this Issue. The Human Players have to stay together or to split in Team of 3 or 4 Players in order to get best surviving chances! You can read the (not very inventive) Story I wrote for this map underneath: The Colony_part1 (Outbreak) Log of Dr. Eduard Easton December 12, 2645 Something`s really strange about that Monolith which we have discovered here… It seems to be emanating some unknown radiation. We have already observed some psychological changes from some of the miners… It seems to effect the human`s behavior drastically if there is significant exposure. Our anesthetics aren’t sufficient for that type of…infection… We can`t handle that by ourselves any longer. There are several sick workers at this time. One of them had broken out in aggression last evening. I decided to put into quarantine in our drill Tank for a while, even though the tank is not designed as a cell….but while the tank is in maintenance we have no other use for it anyway. We are checking on his condition every hour. By the way, the nurse should have been back now a while ago. I’m wondering what is taking her so long out there? I have released new security procedures that are to be strictly followed, this has all changed since that mysterious incident last month. She surely knows about that. We have called for help, because we need medical support and new supplies. Unfortunately our sender node on top of the mine is malfunctioning. The Radiation seems to somehow disturb our communication capabilities. Someone will need to pass the bridge and reach the main satellite station at the other side and send a distress signal manually. I have order to close the mine entrance for now, just to make sure! We cannot risk anymore losses. What is with that yelling out there? ………. Log interrupted. Attached Thumbnails
  15. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  16. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  17. GT: DHG The Captain(Map made by DHG MELEE) Map:Assault http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=031e7e29-1e91-4a5c-b107-72d28dc6a7b2 Game type: Slayer, Flood, Dominion, Regicide(All standard) This map is a mix of close quarters with some vertical advantages here. It has one tower with Sniper rifle for quick sniping at the center. It is filled with corridors and small towers for quick advancement on territory. On one side they a Scorpion with 2 warthogs and mongooses. There are two openings; main opening and a small back door(used for sneaking in on Flood). The main door has a shield with 2 turrets pointing directly at it. Outside the main door is a forest where there lies a warthog, a banshee and a few power weapons. Ordnance are scattered inside the base with both power weapons and common weapons for ammo. Flood spawn first outside base but later re-spawn inside the base. There are 4-5 Dominion bases. Mainly used for both Slayer and Flood.
  18. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your ass back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  19. Gamer tag: King Andrew 1st Map Name and Canvas: Forrest - Forge Island http://www.halowaypoint.com/en-us/players/king%20andrew%201st/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=1260b4dd-2cb5-4898-9501-29d5e8b8b8ad Game types: Slender (in my file share) and pretty much any flood game type. (It needs random ordinance - I prefer Thanatophobia (in my fileshare)) http://www.halowaypoint.com/en-us/players/king%20andrew%201st/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=ef82f7ad-95e5-4170-a1c3-e905c5b6e7f4 Description: You spawn in trucks on the edge of an island. You are surrounded by tall rock faces and are unable to escape so you must holdout for as long as possible. In the slender game type you have 1 life and the Slender man has to try and find and kill everyone (its really scary). In normal flood game types you get random ordinance drops from Infinity to try to help you to survive. You can get Assault Rifles, Shotguns or Sticky Detonators. Recommended for 8-14 players. Video: http://www.youtube.com/watch?v=wgrR2iG54Zs&feature=youtu.be
  20. GT/Creator: TheBloodbath22 Map Name: Mammoth Supported Players: 2 - 16, Recommend: 16 Supported Gametypes: Slayer, CTF, and Flood. Description: Mammoth is the largest map I've created to date. It is somewhat an extension of "Starlight", and my vision to connect both asteroids on Impact in a creative way that pays homage to giant arenas such as Ragnarok and Exile, the two most-played maps in BT Infinity Slayer Matchmaking. Initial Ordnances: Sniper Rifle x2, Spartan Laser x2, Concussion Rifle x2, Neutral Rocket Launcher x1. Random Ordnances: Red: Fuel Rod Canon x1, 2 Pulse Grenades x1 Blue: Damage Boost x1, Sticky Detonator x1, Needler x1 Neutral: Gravity Hammer x1, Railgun x1, Binary Rifle x1 Vehicles Each Side: 2 Mechs (Mantis), 2 Ghosts, 4 Mongooses, 1 Rocket Hog, 1 Default Warthog, and 1 Banshee each. Bird's Eye Blue Side Center Opposite Side - Center Red Side And that's that! Thank you for taking a look at my latest hard work. While the Red side is at a height disadvantage, it has two paths up to the center. This map is also an opportunity to experience BTB Objective again, as CTF is supported! Download Map Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/65bb27c4-97c0-4cae-b100-96795de8f0dd
  21. What do you think about a game variant in multiplayer where you could choose to be any one of several Halo characters (Brutes, Elites, Spartans, Flood, Promethean Knights or Hunters)? I am not sure what I think about it at this point, but I wanted to put it out there and see what other folks in the community think about this. I would not want every variant to have this, just a specific game variant. You would be able to customize each of the characters similar to the way we customize the Spartan armor, loadouts, specialties, etc. What do you think?
  22. Gamertag: HAL0 M4N Map: Pestilence [1]: Mineral Lake Gametype: Pestilence Description: This map is a journey/progression map. There are 3 areas: Elevator Platform, Supply Depot Building, and The Boat. After 1 minute, the next area is unlocked by having ramps spawn so the Survivors can get to the next area (Survivors cannot jump, so they can't get over the blocked paths until the intended time). At the beginning, Survivors spawn on the Elevator Platform. After the first minute, Supply Depot Building is unlocked, and The Boat is unlocked after the second minute. Flood's spawn is across the Elevator Platform on a rock ledge. There are man cannons that the Flood can take to get onto the Elevator Platform. Or the Flood can take teleporters. These teleporters spawn after a certain amount of time so the Flood can get to the Survivors quicker; These teleporters cannot be blocked by Survivors. This map is highly recommended for a certain gametype, mainly so the Survivors can't get into the next area until they're permitted to do so. This is done by making the Survivors' Jump Height Unchanged in the gametype, and then having the map's Trait Zone (which covers the entire map) make it where the Survivors' have 0% jump height, and also having ramps spawn after a certain amount of time in the map so the Survivors can progress. As for the gametype, there are 3 Initial Flood (There are no Alpha Flood). Survivors spawn with AR and Shotgun (90% Damage), and get Personal Ordnance Drops of: AR always on the right, and in the middle is either Speed Boost with a weight of 8, Overshield with a weight of 4, or Damage Boost with a weight of 1. Flood get shields (50% Damage Resistance), Promethean Vision, and 40 meter Motion Sensor. There are 3 rounds, and each round lasts 4 minutes. Survivors cannot jump and run at 90% while Flood run at 120%. Flood can kill a Survivor in one hit (if the Survivor has Overshield, they can survive two hits). The map and gametype are both intended for a Matchmaking environment. Recommended Player Count: 10 - 12 Screenshots: Avoid The Pestilence! Overview
  23. Imagine the UNSC unlocks Forerunner secrets related to the Flood/Prometheans, and works on creating a next gen Spartan. I am not saying we would play as this next gen, we would still be master chief. These next gens would perhaps eventually become the enemy as they could (possibly) be controlled by the Hive Mind? Anyway, in my mind there would be several cast off hybrids that would escape and be part of the larger Flood threat, but more to the point, The next gen soldiers would have specific Armor Abilities. If you can think of some Flood-based armor abilities, share them here. Here are a few I have thought of, and I will share more as I think of them: Flood Sense: With this ability you would have enhanced audio reception, which could come in handy where Promethean vision can not detect Flood Strength: Enhanced strength with heavy items (moving/lifting/throwing), meles, etc. Flood Jump: Just as it says. Flood Regen: Able to heal more quickly from damage, or revive dead players (who were not head shot or blown to dust). This is kind of a take off from Battlefield med packs and defibrillator. Med packs help damaged players heal faster, and a player carrying the defibrillator can revive dead of unconscious players. Share some of your thoughts/ideas! Crim
  24. If you even want to call it "Flood Mode". I mean, they look NOTHING like the flood from the trilogy! Sorry if I sound like a whiny 12-year-old, but come on, Flood Mode sucks! You can't even give them weapons, abilities, loadouts, etc! If there is a way to let 343i know about this (hopefully they already do) then PLEASE let me know. I don't really know how this works. Do I just have to hope for that slim chance they will come across this forum? I tried Xbox.com, but no one was helpful.
  25. gamertag: KIAxDARKELEMENT map name : Spark of Unicron http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5265fb9b-f6a5-44c9-ad28-ad22cf09445f Gametype : 16 player 8 teams of 2 swat (just swat with more people and more teams no dowload requiered) also suports big team infinity slayer, team snipers, KOTH, Flood,CTF Discription:{holds16 players}inspired by transformers this is a 4 way symetrical large map with lots of wide open space but at the same time there are lots of sight blockers in the center of this map is a large monolith that crutial to gameplay but isnt completely defendable so gameplay is fun and not onesided it makes a great map for clan battles and i used all 10000 credits to make it took a toatal of 22 hrs to make because i was trying to spend every last cred without messing up symetry
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