Jump to content

Search the Community

Showing results for tags 'forge'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Halo Forum
    • Halo Infinite
    • Halo 5: Guardians
    • Halo: The Master Chief Collection
    • Halo 4
    • Halo 3 + ODST
    • Halo Reach
    • Halo 2 + Anniversary
    • Halo CE + Anniversary
    • Halo Wars
    • Halo: Mobile Games
  • The Halo Universe
    • Halo Lore
    • Forge Discussion
    • Game Invitations
    • Clan Recruiting / Advertising
  • 343iCommunity
    • Announcements
    • Introductions
    • General Discussion
    • Member Created Work
  • Archive

Categories

  • The Original Series
  • Gray Team series
  • The Forerunner Saga
  • Kilo-Five Trilogy
  • Alpha-Nine series
  • The Ferrets series
  • Rion Forge & Ace Of Spades series
  • A Master Chief Story
  • Battle Born: A Halo Young Adult Novel Series
  • A Halo Infinite Story
  • Individual novels
  • Individual novellas
  • Anthologies

Bookshelves

There are no results to display.

Categories

  • Halo (TV Series)
  • Halo 4: Forward Unto Dawn
  • Halo: The Fall of Reach
  • Halo: Nightfall
  • Halo Legends
  • Halo: Landfall

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gamertag


Discord


Twitter


YouTube


Location


Interests

  1. I wanted to do this project on Halo Reach, but Halo 4 was released one week later, so my idea is to make a pinball machine. People will be fighting inside this machine, while the pinball, being a kill ball, wreaks it's vengeance upon all who enter it's domain. Things required- ( 1. A kill ball. ) ( 2. Various gravity cannons that will allow the kill ball to move around well. ) (3. It has to be on a 30 degree slope to allow the ball to fall, but enough to walk on.) (4. Some kind of reactables to give the game some moving features, like maybe the kill ball could hit a landmine to activate a fusion coil launcher.) (5. It needs to have color, to keep it from looking bland.) I would like to be working on this preferably during the week (Monday-Thursday) between the times of 4:30pm and 10:30pm EST (which is actually 1:30pm-7:30pm for people on the west coast.) If you have creative ideas, would like to help me build it, or want to test it when it's done, message me on XBL to GT (Chaos GoD X), and I will try and get you in on the action. All people will be credited for their input in this project, and featured on my YouTube channel once the map is complete. All that is required is that you have a working mic. I hope to be in contact with some of you soon. 1.111
  2. Hey Guys, Just wanted to get a little feedback for my map, Omission. This is the first truly quality map that I have made on Halo 4, I spent hours on it. Made a few on Reach but none of my friends are really Forgers so they were somewhat undermined. I have some friends that really love it, it is designed for Halo 4 matchmaking and I can honestly say you will not be disappointed if you decide to take a look. I'm really looking for feedback and ideas to make the map better, so if even some people could download it it would really be appreciated. Name: Omission Game-types: Slayer, Infinity Slayer, SWAT, CTF and KOTH Best with: As many players possible. Description: Symmetrical map set on a UNSC research base/laboratory that studies planetary rocks. Has some very cool aesthetics and play aspects to it, plenty of cover and a huge tactical element to it. Gamertag: xTheGreyWolfx Hope you guys enjoy
  3. HALO 4 SUNDAY CUSTOM MAPS GAME-DAY NOON PST / 3PM EST "FFA SLAYER ONLY" 16 PPL ADD GT: PURIENCE HALO 4 CUSTOM GAME-DAY SUNDAY NOON PST / 3PM EST "Only FFA SLAYER" 16 Players "Come early to get in" Add GT: Purience "Will Send a reminder message on XBOX LIVE a few hours before gametime "Online Matchmaking is terrible" "Now this is a playlist" 3x3 and 4x4 MAPS Breach (FFA) Lagoon (FFA) King's Throne (BTB) Talisman (BTB) Skyward (BTB) Crucifix (FFA) Cavern (KING) Puncture (BTB) Static (MLG) Electrify (FFA) Shadow (BTB) Propulsion (BTB) 5x5 and 6x6 MAPS Hangtime (BTB) Guardian (CTF) Blitzkrieg (FFA) Flying Waterworld Deathmatch (FFA) Battle Arena (BTB) Symmetria (FFA) ALG Epitaph (BTB) 7x7 and 8x8 MAPS Space Rock Deathmatch (FFA) Channel (CTF) Office (Flood) Transverse (BTB) G.I. Joe Deathmatch (BTB) BumperCars (FFA) Artisan (BTB) Dr Doom Deathmatch (FFA) Behemoth (CTF) Assassination "Only" 0 Gravity Arena (FFA) Duck Hunt (Flood) Cobra Deathmatch (BTB) Haunted Mansion(Flood) Basketball (Oddball) Castle Wars (CTF) Underground Cave Deathmatch (FFA) Tunnels (Flood) Crash-Up Derby (FFA) Graveyard Deathmatch (FFA) Hulk (Flood) Lockout (FFA) Lockout (FFA) "Fists" Griffbowl (Griff) The Prison (FFA) Nether Den (Flood) Sinister Deathmatch (FFA) Presented by HALOHAPPYHOUR.COM (Usually Following Game Day) Hosted by Purience & Monkiman300 Breaking News / Live Interviews / Forge Discussion / and more Listen @ http://www.blogtalkr...halo-happy-hour
  4. After playing FPS on PC for years I had problems aiming with the thumbsticks in Halo 4. So I created a little target practice map in the forge mode and thought I'd share a video of said map. http://www.youtube.com/watch?v=mgce1EFgBaE Search for "Target Practice v1" in the map name field or search by author "mac 1080" Waypoint link should be ready later this month when 343 adds the feature
  5. I am almost finished making a new flood map (Just need to make some minor changes but the map is currently playable with very few issues). The map is called Isolation, I will have details below. If you are interested in playing on it go to my file share (its not on my file share yet) or send me a message and ill invite you when I'm playing (GT: WoodChuck5562). Its a dynamic map and there are three parts to it. The map was built on Impact. There is also a game mode that goes with it. Here is information about each peice of the map: 1st- The survivors start in a circular room with flood spawning in an elevator shaft on the side of the room. There are warthogs and mongooses in this room but they will be useless until later. A small hallway leads off from the room and there is a "launcher" at the end of the hallway. When the portal opens after 3 minutes you will be able to launch yourself to the next section of the map. 2nd- There is a small outpost on a large meteor which you are able to move around with low gravity. Once inside the outpost you will be able to grab some shotgun ammo and have the option to take a teleporter to the next section. (you will be able to teleport back this time) 3rd- You will be teleported to a small room in a medium sized satellite. There are two hallways which lead off into different rooms. One hallway is short and leads to a large room and the other ends in a small room with a powerweapon you can pick up. This hallway is long and in the middle of it there is a window you get onto the outside of the satellite on. Ive tested this map several times and if you have enough people it can be fun. Its challenging surviving the first 3 minutes. You will need to work together to be able to do it, but once the portal opens it will be easier to survive but not too easy. It will take some practice to get good at the map. Please leave a comment if you are interested in the map. I also have a gamemode that goes with it: Isolation Flood. Just send me a message on xbox live and I will invite you when im playing on the map. Hope you enjoy it!
  6. As I look through the competitive community-made forge maps, many of them seem the same to me, or way too similar... Description or your typical community forge map (Competitive)- They are all just one large structure or a few plain buildings, and the maps take place predominantly under a roof and/or boxed in by several walls. Frequently, the whole map is that same white color- the trademark color of the structure pieces. The sight lines are usually short, there are tight corners, and they are typically just DMR/BR shootouts at close and medium range, sometimes with a mongoose or a ghost here and there. They are usually played from 2v2 to 6v6, red vs blue, with several game types. Here are a few of many examples (And note that each of these images comes from a different map)... "Delirium," by Master Sundown "Evacuated," by Junkyard Corgi "MLG Conjunction," by The Sigma AI "Renury," by XreignZ "Structure," by Lx Kill3rMan1ac Is it just me, or do you guys also see the extreme similarities between all of these maps? Not just the way they look, but the way they play also has little variation. Does the community have an appetite for something different... something new in their competitive maps? One of my personal favorites is "TheTrenches" by Mr Pokephile, even though he technically considered it a minigame, it still has that team-based, organized gameplay that makes it seem competitive to me, and certianly more fun than those dull, repetitive DMR or BR close quarter shootout maps. I also created my own map, "Armored Strike," (Posted on 343's "Competitive Map Submissions" forum on 1/29) which is a large vehicle based map that better resembles the natural terrain that the vehicles should actually be fighting on. You will see how it is very different from those shown above. I encourage you guys to check it out (http://www.343indust...armored-strike/), but more importantly I would like to know what you think about my opinion on the repetitive maps. Also, I apologize for the duplicate post on the General Discussion forum; I figured this would be a better forum to post it.
  7. As I look through the competitive community-made forge maps, many of them seem the same to me, or way too similar... Description or your typical community forge map- They are all just one large structure or a few plain buildings, and the maps take place predominantly under a roof and/or boxed in by several walls. Frequently, the whole map is that same white color- the color of the structure pieces. The sight lines are usually short, there are tight corners, and they are typically just DMR/BR shootouts at close and medium range, sometimes with a mongoose or a ghost here and there. They are usually played from 2v2 to 6v6, red vs blue, with several game types. Here are a few of many examples (And note that each of these images comes from a different map)... "Delirium," by Master Sundown "Evacuated," by Junkyard Corgi "MLG Conjunction," by The Sigma AI "Renury," by XreignZ "Structure," by Lx Kill3rMan1ac Is it just me, or do you guys also see the extreme similarities between all of these maps? Not just the way they look, but the way they play also has little variation. Does the community have an appetite for something different... something new in their competitive maps? One of my personal favorites is "TheTrenches" by Mr Pokephile, even though he technically considered it a minigame, it still has that team-based, organized gameplay that makes it seem competitive to me, and certianly more fun than those dull, repetitive DMR or BR close quarter shootout maps. I also created my own map, "Armored Strike," (Posted on 343's "Competitive Map Submissions" forum on 1/29) which is a large vehicle based map that better resembles the natural terrain that the vehicles should actually be fighting on. You will see how it is very different from those shown above. I encourage you guys to check it out (http://www.343indust...armored-strike/), but more importantly I would like to know what you think about my opinion on the repetitive maps.
  8. CGN is a thread and movement dedicated towards bringing the community together through custom games. Many times players want to play a few customs, but without the hassle of setting up an event and such. This thread is to be used as a one stop solution to on the fly matchmaking. We will also feature main events in which you can PM me to add. Next main event: Saturday February 1st, 2013 9:30 EST Gamertag: YamaMX Event: Throwback Night | Various forms of gameplay on classic maps! Customs can be found through two different methods: Using this thread to matchmake for on the fly customs Scheduled events / game nights When attempting to matchmake, please post in the following manner: Gamertag: Your Gamertag Time: Now, 5:00pm EST, etc. Preference: Anything, 1v1, 2v2, FFA, CTF, etc. In an attempt to keep this thread both active and current, please do no post days in advance. Only events should be planned ahead of time, other forms of matchmaking should be the day of. Other uses of this thread can consist of summarizing your experiences. Please do share stories, player feedback, videos and anything else!
  9. I have been getting a lot of questions on how I get my maps really smooth without magnets and here is the answer http://www.youtube.com/watch?v=npTwV9SfQko
  10. Hi guys, i want to start this topic first by saying that i do not consider myself a pro forger. And that these ideas are by no means set in stone. But i do firmly believe that these are good things to keep in mind when designing a serious competitive multiplayer map. I find that following this mental checklist really helps when coming up with good designs. 1) Start with a good idea, but dont be afraid to deviate in a different direction mid way through. Often times you will have a rough idea in your head, maybe even a a bit of fiction behind it. Abandoned Warhouse, Forerunner Base etc. But when you start building it, it may turn into something else. This is okay, structures will often change in reality depending on where you build them. So that wherehouse that you wanted might be to big to fit in the cave you chose to build in. But you already spent hours laying down a foundation? Don't worry, just adapt and go with the flow. I know it sounds weird, but let the map build itself later in development, the hardest part of building a map, is starting it. 2) Create an interesting flow and unique sight lines. This is what really helps to establish your map more than anything. Make the map have interesting geometry that encourages players to explore. Don't just make a hallway, add some inclines, maybe a few open windows then give it some color. But be sure to keep it simple and still easy to navigate. It makes a difference as to wether or not that hall will be a safe flanking route, or a grenade pit of death. Also create interesting lines of sight, never make a spot on the map that can see the entire rest of the map. This just results to everyone flocking to that one area thus creating a repetetive and usually boring scenario. Make it so different locations offer different choke points and vantage spots. It helps to divide your map up into sections, and focus how combat will play out on that specific section. 3) Make navigation easy with little learning curve. When your in a live fire excercise, you don't want half the battle to be figuring out where you are or where you are going. If your doing an enclosed map, use lights and color to help indicate location and direction. Make rooms look different from each other using interesting geometry. No two rooms should ever look exactly the same. And make floors and inclines smooth with no bumps or hiccups. Players should know where they are at all times. 4) Carefully consider weapon placement, dont put power weapons in the area that they would be most usefull. Make players work to get their weapons in an advantageous position. Put the Rockets in an open chamber instead of the enclosed corrider. Place the Sniper on the ground instead of the sniping tower. This will encourage power weapon usage in other areas of the map thus resulting in a more interesting and dynamic experience. Balance is key. 5) Make the map look nice. I know this one sounds weird and unimportant, but it's true. I find that players will want to explore a map more if it looks visually appealing. And encouraging exploration will result in the player learning the map more intricatly and getting better at playing on it. To help do this you can add some ascetics and by smooting out the rough edges. Add some key structures and landmarks to explore. 6) Balance, balance, balance. I can't say it enough, it's what will literally either make or break your map. There's not a lot of tips i can give for this one aside from telling you to use your best judgment, and common sense. Know the strengths and weaknesses of the weapons and vehicles. Don't give one team a Gauss hog and the other team a Banshee and expect a fair fight every time. Be sure to create plenty of flanking routes, and make sure every area has at least two ways in and out. Don't give high ground spots too much cover, and if there is a power weapon in the center of the map, make sure each team starts within equal running distance. You can make an asymetrical map and make it well balanced. Just make sure each team has an equal amount of advantages and disadvantages. It will make the map experience much more fun in the end. 7) Don't get too repetetive with the design. If your putting down the same block for the 20th time in a row, STOP! You don't want to build the same thing over and over. Keep the design fresh but still consistant. Mix it up, if you keep doing the same thing over and over it's going to make the map boring and feel uninspired. Experiment with different blocks, change it up to make a more visually engaging project. These are just a few tips, mostly the basics. I hope this helps someone, and if anyone wants more advice please feel free to contact me (KAC 361). I will also help with any testing you may need, and try to provide you with as much constructive criticism as i can. Please feel free to add to this list if you feel thati left anything out.
  11. Please fix these things: Force even team numbers on objective type games. - no one wants to play CTF 5 on 2 Flag sometimes drops through the bottom or floor or ground. Weapons instantly disappear sometimes after a death. - I get it that the weapons can't stay on the map the entire game, but honestly I would have a sniper, get sniped in the base and e respawn and the sniper has already disappeared. This happens constantly and is really frustrating when it happens with ordinance weapons and power weapons. Forge Community maps online are sluggish and do not allow for accurate gameplay. - It is probably due to he large canvas type map and the information within it that slows it down. Having players create maps and have them online is awesome, but not when it's to sluggish to drop heads. - also Shutout is BOMB! Lockout is my favorite map of all time and I am jacked to see it back in action, so I want it fixed to not be sluggish. ......Anyone else feel free to add onto the list.
  12. The new forge maps are not smooth online. The maps are to large and become choppy. Shutout (Lockout) is one of the best maps in halo history and I would love to play it everyday online, all game types. But the maps ever need to be made permanently and not on a large canvas.
  13. I have a map in my Fileshare, YODO, that needs testing. Plz let me know on here or on XBL what you think of it. It is up to a 4 v 4 map My XBLG: HEWASNUMB3R1 MAP: (on eroision)YODO
  14. Hello all, im making a mall and i was wondering if you got any ideas on how to build it i have some but i need some ideas im making it on impact, but idk where to begin or so. Please help
  15. Yo, I Have these new maps that we've been having a blast on. So it's only right to share them to y'all. below are the newest two available from myself. you wont be let down! Maps: Both are team slayer maps 2v2 up to 4v4. 1. Fusion 2. Whiptail I also have some more interesting 4v4 gametypes if interested i made a few months ago on there. there something you've probly never played so i hope you like these Maps: 1. Banshee Battle / Banshee gametype 2. Mantis Battle / Mantis battle gametype both have a gametype to go along with it. Let me know what ya think. Again we have been having a blast with these so i hope you enjoy as much as we have.
  16. I have made a map on forge. It is my first one so far, so its the only one on the list. Please leave helpful replies after you try it out. Please recommend to friends and get thier feedback. If you want you can message me in game. SludgingSnipe. All comments are welcome and appreciated. Thank You
  17. In this thread, I will select the ideas I deem most beneficial for Halo's future and post them here for all to see. Some of these ideas are mine, some aren't. Hopefully this thread will become a convenient place to keep up to date with the best ideas. And so it begins: 1) Hunter gun: Rip the gun off of a Hunter's arm to use like a turret, and voila. (Note: the Hunter gun was buried in H4's code.) 2) Flare gun: Fires one flare that lights enemies on fire. Good for taking down Tank flood forms. (Not a replacement for the Flamethrower) 3) Mini-Scarab: It's exactly what it sounds like. Reminiscent of the spider drones in SW: Attack of the Clones. MP counter to Mantis? 4) Needle Sniper Rifle: A possible replacement for the Beam Rifle, supercombines players with a headshot and takes three body shots to kill. Size of clip/rate of fire: undetermined. 5) Specter 2.0: Driver has a blue gun, turret launches one Plasma Grenade at a time (requires more skill than a Plasma Mortar). Two passengers, moderate boost for splatters. 6) Boltshot 2.0: Fully automatic alternate firing mode instead of overcharge. 15 normal shots, 45 automatic shots. 7) Firefight with the addition of the Flood: Oh yeah. (Most popular request!) 8 ) Fence (Forge object) : The opposite of a shield-door; it blocks players and allows bullets to pass through. (Applications in aesthetics and making maps look much bigger than they actually are) This piece looks much more natural than the glass in Forge, and it does not cause a loss in frame rate. 9) Arby!: You know you want him (winky face) 10) InstaGiB: A mode taken from NOVA 2, a game for iOS; free-for-all game type in which you have sniper rifles with unlimited clips--but you can't scope in. Sure to create some sick montage moments 11) Precipitation Forge FX: Snow, rain, hail; these would be great for Flood maps. 12) Sandbox 2.0: This Halo 3 Forge map was so simple yet so practical. It wouldn't take much time to develop and it has a lot of flat ground for terrain-savvy Forgers. New twist: you can change the environment from sand to snow, moon rock, dirt, or a giant UNSC floor so you don't have to expend your budget on those glitchy wall coliseum floors. I'll update this list every once in a while, so check back to see if your idea is listed. And in the meantime, hopefully this thread isn't removed for redundancy. Just a reminder: this isn't really a thread to post all your ideas on--go to "The Official What You Do and Do Not Want in Halo 5" thread for that. I'll be skimming around and selecting the most promising ideas, as the name of the thread implies. If you have a comment about a specific idea I included, simply type the idea number and list your thoughts. Cheers, and safe!
  18. If you could create your own game type, what would it be? How would it work? What are the rules to the game? How many people do you need in order to play? So on and so forth.
  19. <p>Hello fellow Halo 4 gamers, I'm HSG Forge PRO. I was a big Forger in Halo: Reach, and I'm trying to get back into Forging in Halo 4. But as of right now, I have <strong class="bbc"><em class="bbc"><span class="bbc_underline">THREE</span></em></strong> Beta maps <strong class="bbc">(</strong><span class="bbc_underline">more BETA maps to come</span><strong class="bbc">)</strong> that need to be tested. Now keep in mind that these maps are in <strong class="bbc"><span class="bbc_underline">BETA</span></strong> form. Which means that will be spots on the map that aren't perfect. I also need some helper(s) with my forge maps. Anyone who is a great Forger and who wants to help out, then please contact me on XBOX LIVE. My Gamer Tag is HSG Forge PRO. And I also need some people who are willing to test out BETA maps. And again, if you are interested, then send me a message on this website, as well as contact me on XBOX LIVE. Remember, my Gamer Tag is HSG Forge PRO. Now, I have currently run out of gold, but I can still do messages on XBOX LIVE as well as Private Chat. I will post here when I get my Gold back as well as any new BETA maps and Forge maps that I need help with. Thanks for your cooperation and your time.<br /> And if you want to try the maps out, you will have to message me on xbox live and I will invite you to a game when I get on. I can't upload maps to my file share right now. (Now Optional) I have now added a few of my beta maps onto my file share. Their names will be: Space Base 1.0 The Game Type for these maps are also in my file share. Its name is: Beta Map Test Gametype (or something along those lines)
  20. I created this post with hopes that 343i will see it and consider these ideas and others from other forgers posted on these sites. We can all put our heads together and think of ways to truly tap the creative potential of the Halo fanbase. So far, here are my ideas: -Truly "Normal" Physics- When I was forging, I attempted to create a trap on my erosion map that would allow rocks to cave into the base underneath. As you all would predict, it would fail. The rocks remained stationary. Perhaps there should be a fourth physics setting: "Natural" or "Newton" physics, that when enabled for an editor's desired structural object, will allow that object to react to certain forces during both editing and gameplay, similar to scenery objects. I think this opens the door for more creative multiplayer creations that could tie into my other ideas below. Example: With this feature, domino effects can be set up. -"Adhesive" Tool- When toggled on a certain object or objects, it allows them to "stick" together, making it easier to move entire clusters or groups of placed items. With "Natural" Physics, objects will react together. Example: With enough force, such as from a high-speed collision or explosives, an entire building can be collapsed. Other ideas and new items will be added to this request list over time. Please share thoughts, ideas, and discuss.
  21. When I was building on forge today, I found a glitch. When you go to set the corridinants (on some blocks) it will rotate the block 90 degrees, this is not a BIG deal, but it is annoying. Please tell me if this happens to anyone else, thanks.
  22. A gametype should be added to forge where you can make a firefight map with Phantom spawns, non-dropship enemy spawns, all of the regular forge options like human spawns, weapons and vehicles. You could then go into custom games and select the firefight game type to play locally or online with friends. This would eliminate the need for a whole lobby devoted to firefight. Players should be able to decide how many enemies spawn at a time in the properties of the enemy spawn object. I would also like to be able to choose what type of enemy spawns, be it Flood, Covenant, or Prometheans. If there is concern that players would cheat challenges or achievements, the game could just check that the map was not a default map so it wouldn't award achievements or challenges. I am positive that there are hundreds if not thousands of players in the community that think this Forgeable Firefight is a great idea. I would prefer this to Spartan Ops any day and I think that goes for most of the community as well.
  23. Hi i make a lot of custom maps mainly infection and id like people to play on them and test them out, if you are interested in joining then add me on xbox live. My gamertag is Jeyxtreme and just send me a message whenever you want to play customs! Also i am willing to test any of your customs so yea just give me a shout!
  24. Some call us a community, others call us a clan, but any way you put it, we’re looking for mature gamers to join us. We are a fast-growing social group that likes to win, but we value having fun over everything else. We all have jobs, families and/or lives outside of xbox and understand that you do too. Many of us are on daily, and many (like myself) are only on for a few hours a week, but everyone is Fonzie. There are opportunities for those who enjoy competitive gaming, customs, and tons of laid back people who will pretty much play anything. We do hold our own tournaments and will occasionally play other clans as well. We do have a few minor criteria if you would like to consider membership (and you can learn more on the site): Treat everyone with respect Have a mic - we value communication during play Don't rage when you lose Participate in our forums so we can get to know you (we're very social) Don't make fun of my driving skills (optional) Accept invites to gaming parties regularly when you're on XBL Feel free to stop by, check out our forums, send FR’s and apply for membership… we want to make sure you are the right fit for our community just as much as you need to feel like we’re the right fit for you. Hope to see you soon! Tell 'em CoffeeAddikshun sent you! http://www.xfactor-gaming.com
  25. I seriously hope that 343i dosent take most of the suggestions from the community, because most of the suggestions would ruin the game or throw off the balance of the game.
×
×
  • Create New...