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Found 56 results

  1. SHIPYARD IS A SYMMETRICAL 1V1 OR 2V2 MAP __________________________________________________________________________________________ Map name: Shipyard Recommended number of players: 2-4 Supported gametypes: KOTH, Oddball, Slayer, Infinity Slayer, Regicide, SWAT Download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/02e6dc65-a64c-4d9f-872c-0030f3a19f58 Gamertag: Zandril S312 __________________________________________________________________________________________ First off, I'd like to say that this map was heavily inspired by a Reach map called Hardshore by JGarb Here's the link to Hardshore's thread, http://www.forgehub.com/forum/reach-competitive-maps/125247-hardshore.html In the map there are two small bases for each team with their own snipers, two bridges at the side that lead to overshield and Railgun, and a center bridge with no power weapon but is the power position that teams generally want to control. So the power weapons are, 2x Sniper Rifle 1x Railgun 1x Overshield Of course, there are grenades and extra ammo are lying around the map SCREENSHOTS Video of the map: http://www.youtube.com/watch?v=brMsth6d6j0
  2. Limitless Made by: THE SLAMMERSS Limitless is a small 2v2 to 4v4 symmetrical CQC arena. Limitless was originally built on Impact but due to frame rate issue was rebuilt on forge island and fine tuned. Limitless was designed to feel like the player is on top of the world, which they basically are as the map was built near the top of forge island. Link to map: http://www.halowaypoint.com/en-us/players/the%20slammerss/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=87762c49-4f1c-498f-8df7-da6944078937 Video: Courtesy of Sir Zandril! Thanks Zan! http://www.youtube.com/watch?v=fp7iQxcwSe4 Video 2: Courtesy of TheRagingBrutes! Koth gameplay Images:
  3. GT - SUPER MOOSE93 Map name - Plateau Download link - Here Plateau is a small 4v4 map, designed for slayer and objective gametypes. weapons -shotgun (bottom middle) -sniper riffle (base of each tower) -concussion riffle (end of each walkway) -needler (under base balcony) -DMR -BR -light riffle -frag grenade -pulse grenade -plasma grenade Gametypes -slayer -CTF -KOTH -oddball please check out the map. any feedback is appreciated
  4. GT - SUPER MOOSE93 Map name - Granite Download link - Here Granite is a small 2v2 slayer map (the spawns are set up for 4v4 max, but i wouldn't suggest it due to the size of the map). The gametypes available on Granite are Slayer, OddBall, and KOTH. Weapons -sniper riffle -shotgun -concussion riffle -needler -carbine -DMR -BR -light riffle -frag grenades -plasma grenade -pulse grenade Please check the map out. any feedback would be appreciated
  5. Garrison is an asymmetric 4v4 map. Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/18b19bbf-639a-4281-a63e-24ebb049e7b7 It supports Slayer, Oddball, CTF, KOTH, Regicide, and Extraction. The power weapons I've placed are 2 Sniper Rifles for each team and a neutral rocket launcher at the map center. Other power weapons will spawn via random drop. These weapons will either be Stick Det, Needler, or Scattershot. *Special thanks to CrimsonVolver and DaMeekie for some insight and tips they gave. MAP UPDATES - Replaced the window coliseums that were being used as walls with wall coliseums. - Replaced most wall coliseums with Rock 5 pieces - Removed the trait zone that served as invisible ceiling because it wasn't working well with some parts of the map. Compensated by placing killzones at the roofs of the buildings. - Raised Cyan and Orange building because players were hitting their heads in the ceilings. (Thanks for pointing this out, DaMeekie and Crimson.) - Removed the out-of-place, large walkway and replaced it with gun turrets that still serve as good Los breakers and cover. It looks better too. - Took out one of the ghosts. There is now only one ghost located near red base that doesn't spawn at the start of the match. - Gave yellow building multiple entrances. There are now 4 ways to get to yellow. -Other aesthetic changes. LATEST UPDATES: - Increased Sniper Rifle and Rocket Launcher spawn times. Snipers now spawn every 4 minutes and Rockets spawns every 5 minutes and 30 seconds. - Removed Ghost. It was a pain in the ass to drive in this map. - Removed red's mancannon to yellow. - Other aesthetic changes. SCREENSHOTS Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/18b19bbf-639a-4281-a63e-24ebb049e7b7 http://www.youtube.com/watch?v=rTSHYQcH_xI
  6. Limitless Made by: THE SLAMMERSS Limitless is a small 2v2 to 4v4 symmetrical CQC arena. Limitless was originally built on Impact but due to frame rate issue was rebuilt on forge island and fine tuned. Limitless was designed to feel like the player is on top of the world, which they basically are as the map was built near the top of forge island. Link to map: http://www.halowaypoint.com/en-us/players/the%20slammerss/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=87762c49-4f1c-498f-8df7-da6944078937 Images:
  7. http://www.halowaypoint.com/en-us/players/desson1a/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=592eca7b-841c-45cf-a0f8-e30a370b7fd7 Facts: Locked comes from the fact that the whole places takes place in the mountains, but inside a house. You always get the feeling that all ways out are "locked". The map itself is very high placed, where the lighting works better. Outside there are alot of mountains and trees which is a good aesthetic feature. The map itself is a remake of Chill out/ Cold Storage, but with some twists, which make for better gameplay and movement on the map. Weapons: Sniper at redbase (180sec) Shotgun at bluebase (180sec) Overshield in the middle of the map (random) 2 stormrifles 1 br 1 suppressor 2 puls grenades (The rocked launcher is removed, since it's overpowered) The gameplay does work as the classic map, but the movement is better, and the teleporters are removed since they were confusing. Actually, I have playtestet this alot and tried to make it as good as possible. Gametypes: Slayer CTF KotH Oddball FFA Regicide 2v2 1v1 This map works extremely well in FFA and Slayer variants (and Oddball) This map was forged by Desson1A (me) Feedback is always appreciated from anyone. The more opinions, the better, right? blue base shotgun in blue base lower hallway from blue to the main room upper hallway from blue base to the main room (cover added) red base sniper spawns in red base orange located below red base hallway which is below the red base and connects orange and the main room this is the main room with the brigde (the brigde is now bigger for better movement) the overshield spawns randomly to prevent it from beeing overpowered. It spawns on a platform which is new to this map this room connects orange and the blue base. The rocket launcher is replaced with a suppressor and 2 puls grenades. The two platforms where the rocket launcher used to spawn are connected and multiple ways up to it are now available. Also the movement between this room and the mainroom is now better. (excuse me for the bad english)
  8. SHIPYARD IS A SYMMETRICAL 1V1 OR 2V2 MAP Map name: Shipyard Recommended number of players: 2-4 Supported gametypes: KOTH, Oddball, Slayer, Infinity Slayer, Regicide, SWAT Download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/02e6dc65-a64c-4d9f-872c-0030f3a19f58 Gamertag: Zandril S312 ________________________________________________________________________________ First off, I'd like to say that this map was heavily inspired by a Reach map called Hardshore by JGarb Here's the link to Hardshore's thread, http://www.forgehub.com/forum/reach-competitive-maps/125247-hardshore.html In the map there are two small bases for each team with their own snipers, two bridges at the side that lead to overshield and Railgun, and a center bridge with no power weapon but is the power position that teams generally want to control. So the power weapons are, 2x Sniper Rifle 1x Railgun 1x Overshield Of course, there are grenades and extra ammo are lying around the map I decided to post this map so I can get it off my back while I'm finalizing an asymmetrical map I'm making. SCREENSHOTS http://www.youtube.com/watch?v=brMsth6d6j0 http://www.youtube.com/watch?v=_sQRyWOo0yk
  9. Map: Splinter Gametype: the map was origianally created for 2v2-dust up slayer, but because of the weapon tuning update, the gametype wasn't so perfect anymore. so i created my own gametype, that works just as good! 2v2 simple slayer 1.0 or 1v1/FFA simple slayer author: Wolferious map link: http://www.halowaypoint.com/nl-nl/players/wolferious/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6e1920e3-05a8-403d-9378-d5f78243a806 Gametype link: http://www.halowaypoint.com/nl-nl/players/wolferious/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=db5082b4-7fba-41bb-b647-ce52fc4f1d12 The map was made to create an MLG 2v2 Competitive feel, the map contains so much fun jumps to get up on structures, ofcourse there are normal paths to get up, the jumps are for the pro's. when you get to know the, you can parkour yourself out and in the action Any problems or does the map needs a fix???? Contact me and ill fix it asap, as far as i know the map is as good as fawless. PICS!: IMPORTANT!!!!!!!!! IF this map gets featured, what i really hope , i have my own youtube channel and would love to get an shoutout!!!!! youtube.com/WolferiousHalo
  10. Map Name: Pumphouse Forge Canvas: Erosion Version: 1.1 Maker: Sikslik7 Player Count: 2-4 players Map Download Link: http://www.halowaypoint.com/nl-nl/players/sikslik7/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=7a504ee1-53b0-408f-b0f5-132276a51d09 No Special Gametypes Description: Pumphouse is a vertically dominated 1v1 or 2v2 map constructed on erosion. The map features multiple shortcuts and tact-jumps, so players can move quickly to help your teammate out. There are natural callout locations all over the map, which make team communication much easier. There are two sheefs hidden in the map together, doing one of my favorite hobbies. Suggestions: Play 2v2 RvB games, with a gametype suitable for 2v2’s, so no power weapons outside of the map’s ordinance appear. Weapons on Map: Initial Ordinance: OS (120) Concussion rifle (120) Railgun (160) Other weapons: Carbine x2, 2 clips (30) BR x2, 2 clips (30) AR x 2, 2 clips (30) LR x 1, 2 clips (30) Sticky grenades x4 (15) Pulse grenades x 4 (15) Gametypes: Slayer Oddball Pictures: Center: Side 1: Side 2: OS: Concussion rifle:
  11. Gametypes: the map is recommended for Free for all slayer but supports 3v3 team slayer. you can play KOTH, Flood 117 (custom flood game type) and all slayer types on this map. any more then 8 people will over crowded and result in spawn killing. The map has some places only reachable by using armor abilitys and a mantis, ghost, mongoose and warthog placed in various areas. Creator: Hordys8096 Back Story: over the skys of Requim a war had broke out and the covenant was forcing UNSC troops to evacuate ground forces to a Mysterious Island told to hold many secrets. the UNSC frigate STT2 - LoneStar was carrying a range of combat ready veicles and weaponry when it was hit by a covenant escort class cruiser and crash landed on the largest of these islands colliding with a small Outpost tasked with informing and readying all UNSC forces in the area of what lay ahead for them on Reqium. many Spartans and flight crew's were killed in the crash. Although STT2 - LoneStar will never see the thrill of battle again its 'Crash Site' provides a unique experience for all who dare return to scavenge what is left, but all who go into the mists have never returned. as the Frigate collided with the Outpost all comunications went down and covenant forces decended in Phantom class drop ships to eliminate any survivors of the crash but they were greated with an unpleasant and deadly foe, the nuclear reactor powering the frigates fusion drives had expoded and the radiaton had caused the spartans to mutate into what '117' found to be flood. these were not bound by a gravemind and were mindless saveges prone to the smell of flesh. the covenent were picked off fast and a distress call using UNSC proto type slip space comunications was sent strait to High command on the fighter class frigite, Infinity. they responded only imediatly and dispatched multiple squadrons to eliminate the flood threat and regain control of the island complex. the loss of the frigate the is the least of your problems as you and a small pocket of spartans are the only thing which stands between a break out of flood infections. many of you will not come back, but those if you that do, know this you will not return to high command as it is most likly we will be over thrown by the covenant fleet by your return... good luck to you all - Petty Officer John , UNSC infinity Link (before the crash): http://www.halowaypoint.com/en-gb/players/hordys8096/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=8a74824a-b5a2-4494-a03d-e13c5ad618d6 Link (after the crash): http://www.halowaypoint.com/en-gb/players/hordys8096/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=893677c6-a279-49c5-a861-9d8e86661b15 Flood game type: http://www.halowaypoint.com/en-gb/players/hordys8096/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=a210ee7a-c977-46e2-945b-05969bde0e02
  12. Here is a map intended for 2v2. I only tested it for basic funtionality so far. I would love some more input on what needs to be improved upon. Thanks, CrazedSpartanII
  13. Malevolence is a small and symmetric 1v1, 2v2 map. Map name: Malevolence Recommended number of players: 2-4 Supported gametypes: KOTH, Oddball, Slayer, Infinity. Slayer, SWAT, Regicide Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/415533fd-ae77-48af-b1e3-e41112ec4e20 Map description: This map is located on the smallest island in the Forge Island map. There are decent aesthetics and plenty of cover. In the map there is a middle bridge with a Railgun that players will have to fight for. There is also an outer ring that spans the entire map. This map was inspired by a map called "A-Block" which was made by NoLo Conosco. The weapons and powerups in the map are, - 2x Sniper Rifle - 1x Railgun - 1x Overshield - 1x Damage Boost - 4x DMR - 4x BR - 8x Frag Grenade - 4x Plasma Grenade - 2x Carbine SCREENSHOTS
  14. Ethereal v3 is a symmetric 1v1 / 2v2 map. Map name: Ethereal v3 Recommended number of players: 2-4 Supported gametypes: KOTH, Oddball, Slayer, Infinity. Slayer, SWAT, Regicide Download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0dc412c1-c601-4d0f-9d0b-1f93ac15339b Map description: This is the third and final version of this map. Changes: - Instead of 1x1 blocks in the middle, I put huge pillars for better cover. - I replaced most wall coliseums with window coliseums to let much more light in. - Instead of Ordnance drops, I put Classic weapon spawns since the map isn't even that big. - Colored some pieces for more variation. - Added more aesthetic vehicles that can be viewed by looking out of certain windows. - The initial spawn area for both teams is no longer unnecessarily big. I also added more cover in this part of the map. In this map, there are two bases. The sides of the map are also different from one another. One has a curved room which is where the Sticky Detonator spawns. And the other side is where the Overshield spawns. There is also a middle bridge that has the Railgun spawn. Weapon/Powerup List: - 2x Sniper Rifle - 1x Railgun - 1x Sticky Detonator - 1x Overshield - 2x DMR - 2x Battle Rifle - 8x Frag Grenade - 4x Plasma Grenade SCREENSHOTS That's pretty much it. I hope you like it. Feedback is always appreciated.
  15. 1. Gamer Tag: CrimsonVolver 2. Map name: Sanctorium 3. No special gametypes. I tried to make Griffball work like Assault, but it's fixed to only Griffball settings (see my sad face?) Map supports all gametypes but Dominion and Griffball 4. This map is good for 2v2, 3v3, or 2v2v2 multiteam (Red, Blue, Green), FFA and Fiesta. You could try flood or 4v4 on it, but I am not sure how that would go as it is a relatively small map. The map is a spiraling cave built inside the belly of the small island on Forge Island. There are three rooms, (Blue, Green, Red) with Green at the center/mid location; Blue/Red each have two ways to get in/out, and Green room has two main ways in/out, as well as two other means to get in or out. Because of the small size I was able to do some fun and interesting aesthetics to compliment the overall theme. I am providing 5 screenshots, and when my friend Liamevanspro gets the opportunity to make a video or either gameplay or a fly through I will post that to the thread, as well as screenshots from future gamplay.
  16. This map was designed to be of a 'simple' arena style and was built to function with smaller parties. 2v2 Infinity Slayer stands out strongly as the main gametype for this map. Due to the rather simplistic layout, there was significant room for some aesthetic touches and the addition of a theme. The theme is that of a futuristic, urban city environment and that comes across strongly. Download New Valentina March 27th Update Initial spawns moved to under respective towers Weapons changed from ordnance drops to spawning on the map Rocket launcher added Spawn points removed from top towers Tower heights lowered Line of sight through central sky scraper added in for more balanced gameplay Colour added to second and third sky scrapers for easier map orientation and call outs. Overall aesthetic details tweaked At first glance New Valentina is a symmetrical map however technically it is inversely symmetrical due to some areas inside that differ in locations on both sides. Essentially this is an arena style map with significant verticality. Coupled with a mixture of long lines of sight and close quarters areas, this map proves it's worth in allowing for versatile gameplay and play styles. Games on New Valentina tend to be very fast paced due to the circular and close quarters nature of the map. There is no one area where combat is localized, rather combat tends to occur evenly throughout the maps different locations. Weapons and Equipment Railgun x 1 (150 Seconds) Sniper Rifle x 1 (150 Seconds) Rocket Launcher x 1 (180 Seconds) DMR x 2 (60 Seconds) BR x 2 (60 Seconds) Covenant Carbine x 2 (60 Seconds) Assault Riffle x 2 (60 Seconds) Pulse Grenade x 2 Frag Grenade x 2
  17. Gamertag: TheJudgemodalla Map: Scavenger Gametypes: SLAY KOTH REG ODD Scavenger is a symmetrical competitive map that supports Team Slayer KOTH Regicide and Oddball. Both red and blue team spawn across from each other with a few sight blockers to prevent immediate combat. Once spawned, the player has the choice to move forward into the middle of the map to hold down the major middle areas or take the gravity lift behind them to pick up a needler or go to higher levels of the map. In the middle areas of the map there are 2 major power weapons, shotgun and sniper, and an overshield. There are to man cannons in the middle parts of the map which can lead you to the pipes and the sniper. Being on the pipes brings you to the highest point of the map but leave you open to enemy fire. With the sniper being the most powerful weapon on the map, there are two fusion coils beside the sniper which add to the danger to going for the weapon in the first place. When going inside of the covered part of the map, you will have a shotgun in the middle. There are two separate stairways inside the covered room which will lead to two turrets. The map will work best when played in 4v4 3v3 and 2v2 PLEASE LEAVE FEEDBACK IF YOU CAN AND ENJOY THE MAP! FACT: This map took about one day to make! Scavenger DL: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=e4ebbe3f-52f1-496c-9173-239fcf9dc4a8
  18. Gamertag: TheJudgemodalla Map: Barrows Gametype: SLAYER, CTF Description: Barrows is a symmetrical competitive map that supports Slayer and CTF. The map is made in an arch-shaped formation and has two bases. There are few power weapons on the map (Shotgun on top middle, Sniper w/ 4 bullets on bottom middle, Sticky Detonators on both sides, and Needlers in both bases. There is also one mongoose in each base for faster access to the middle. There is a turret on the upper level of each base, but have slightly blocked sight lines from the middle. There are 4 gravity lifts that will bring the player to the higher levels of the map. The map will work best with 4v4, 3v3, and 2v2. Knowing that using normal Infinity slayer and CTF on these maps will take away from its originality, I attempted at making the map and gameplay seem much more like halo 3 by making two gametypes, one for Slayer and one for CTF. The Map can be downloaded in the link below. The gametypes are also shown in the links below: Barrows: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6f353906-50a1-414d-bea5-5145734a5a56 Judge CTF: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=List&startIndex=0&details=65c381d0-bf2e-4476-baad-f1658d27b9cb Original Slayer: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=List&startIndex=0&details=b9286a76-9d88-42bf-b54f-b3e6031c3cae Hope you guys enjoy the map! Please leave feedback if you could. Fact: This map only took 2 days to create and finish.
  19. Yama

    Dusk

    Name: Dusk Gamertag: YamaMX Gametypes: Slayer (1v1, 2v2, x4 FFA) File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5b4f085c-009c-4a4e-9b07-38e8181b3ca3 Please watch the video in full to understand the mindset behind the map and it's many intricacies: http://www.youtube.com/watch?v=El8Edz4m6B4 Dusk is a smaller competitive map focused on 1v1 and 2v2 gameplay. Aesthetically pleasing set pieces and competitive fundamentals are unified to form an overall enjoyable map. This project started as a sketch on notepad paper and has since evolved into what you now see. Through multiple rebuilds and refinement, it has came into it's own as a successful smaller map. Different from most of my other creations, Dusk is highly centered around structure. If my other maps gained any inspiration from Lockout, this one gained it from Ivory Tower. All tiers are accessible through various routes with both basic paths and trick jumps available. Like most competitive maps, the more you put into it the more you'll get out of it. There is much trickery to be had, yet enough open space and vivid lines of sight to end it with precision.
  20. Map name: Lockout Gamertag: YamaMX Gametypes: Slayer, AGL, CTF, Oddball, KOTH, Extraction File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/23f275a9-02d7-4f21-8763-02e475a15e07 Lockout is a 1:1 replica of the Halo 2 map co-forged by veteran forger Vincent Torre (MickRaider) and myself, YamaMX. Back in January I forged the map while using Halo 2 PC as a guide, block for block. Like many, I have a passion for this map as it housed many great competitive outings and memories. Having presented the original version, it received many positive reviews and a ton of useful feedback. This is where I met MickRaider, who could sense my passion for perfection and my willingness to listen, learn and execute. Together we bounced the map up and back, each of us taking care of large chunks at a time. By the end of it all, the map underwent ten major version increments before becoming final. The goal of this remake was to faithfully reproduce Lockout; line of sight for line of sight, trick jump for trick jump without sacrificing visual fidelity in any way. While some remakes tend to re-imagine the map in order for it to work with Halo 4 settings and bigger party sizes, we wanted a true 1:1 experience that both works well for Halo 4 and stays absolutely true to the original. While the trick jumps and such were made to work with Halo 4's engine seamlessly, no liberties were taken in regards to map size. Instead we measured for days on end to re-create the scale of the original, right down to the amount of seconds it takes to fall to your death. While I could write a change log, it would likely reach a character limit... thrice. I can honestly say the map was rebuilt from the ground up, everything has been amended or changed for the better in some way, shape or form. Just some small examples in comparison to the original would be the addition of the cave itself, missing entirely from the beta build. The entire height of the map has been adjusted. Bridges that most fail to realize have slight inclines have been inclined accordingly. Every Halo 2 spawn has been faithfully reproduced. Every room has been redone from the ground up, literally. Every trick jump is included and act nearly the same way they do in Halo 2. Barrel balance. Railings flipped. Tweaks to glass. Walls shortened or extended. Line of sights amended. The inclusion of CTF, Oddball and King of the Hill with the exact hill properties right down to length, width and height. The Halo 4 exclusive addition of Extraction. Optimization of the lighting budget. I could go on for hours, literally. It is an entirely new map in comparison to the original, shaped by over one hundred hours of work and countless play tests through out. The end result is Lockout, as you remember it. The map can be found in my file share or by following the provided link. Blockout, a version tweaked for Halo 4's Infinity Slayer with Ordnance Drops and such will be available shortly via MickRaider.
  21. Gamer Tag: l0 000 people (that’s a lower case L at the front) Map: Station 07 Optional map variants: Station 07 1v1, Station 07 FFA Game Types: Slayer, KOTH, Oddball Player count: 2-6 player This is a great 2v2 map Weapons on map: -Sticky Detonator -SAW -Energy Sword This is a small map, oriented around 2v2 and FFA slayer. I miss the epic CQB moments I used to have in Halo: Reach so I created a map with CQB in mind. !PLEASE NOTE! this map will have frame rate drop if you play it on split screen. I really wanted to make a role-play style map, so I really hope you enjoy this and here goes... The Lore: Station 07 is the 7th of 10 experimental Cruiser Class Anti-Air weapons stations deployed on Requiem. It consists of one massive thermo-nuclear pivotal gun battery, crewed by a team of five men. The ammunition is too unstable and volatile for conventional reloading systems; therefore an external, manually-operated system was designed for each station. Although there are 10 stations, Station 07 is the most famous due to its hazardous location and impressive kill count, currently boasting the destruction of 3 Cruiser class, and 8 Corvette class covenant ships. Fame however, comes at a price. With Station 07's casualty rate being the highest of all stations; averaging the loss of one crew member every 3 weeks.
  22. Gamertag: Auxi KIutch & Mankill258 Map: Induction Party Size: 1v1 2v2 Gametypes: Team Slayer, Free for All, Oddball, King of the Hill Description: Induction is a 1v1 2v2 map that is Set to a compound that is left forgotten. This map is asymetrical and the gameplay has verticality to it and as well as close quarters.
  23. Name: Collection Gamertag: YamaMX Gametypes: Slayer (2v2, 1v1, x4 FFA), CTF Collection is a different type of challenge than my other forge works in that I'm working around pre-determined areas to allow them to work outside of their intended element. The result is a small competitive map that has official visual standards not possible within the forge templates, yet forge is put to work in order to allow the intended competitive play. The other challenge in doing so comes from the lack of any forge pieces to work with and forcing these substitutes to work in a manner not to be detrimental to visual fidelity. Please watch the video for a full explanation and walk around: http://www.youtube.com/watch?v=G2JoVbnifF4 Update: An updated version is available with a few small tweaks and a second teleporter in glass hallway (every gametype except CTF). This allows greater movement around the map without the ability to camp an exit.
  24. Edifice Hey fellow halo nerds, just giving up on leaving this map on the backburner and giving it to the world. Got a lot to say about this map as I have been working, testing and changing this map inside-out to get the possible halo experience. Much of the design stems from some very old roots but new aspects with the halo 4 sandbox. I would like to say that this design was just a combination of deep thought and hard work but my real advantage to this map was all the people who provided feedback, props goes out to Atlasisshruggin, Squally dabeanz, yemiL, and to all the testers who gave their feedback and dedication to help test this map. I first started the design by looking at some past designs which had good aspects and mistakes, ones of which I will not make again. Then I looked upon halo 2 Sancturary, tiny bits of Warlock and some minor bits of Guardian. Ironic enough it was what all these maps did and didn't have that made this map. Fast-paced, segmented, situational-power postions, and under the surface movement options were all good aspects that these maps had. The Architecture was something that didn't really match any of these maps but a combination of things I haven't seen yet, although I had taken some aspects of it structure from Imago, (Please do not ask me to remake that). To incorprate the cave was more of self-challenge that I wanted to try and give the best possible experience with the cave and the map equally. Creating player flow came down to understanding what a player is really thinking on a pschological level, breaking up a map just right to where it makes a player want to keep moving. At first CTF wasn't a viable option but after it's last revision to give blue team much more of a base, red and blue had a good balance and after testing I felt even more confident about CTF being a viable option. KOTH and Oddball played like a dream out of the old days along with slayer, dear slayer as the most diverse gametype on this map. I recommend that if you play FFA you play a max of 6 people but the ideal number is 4 people FFA. Team Slayer plays Standard 4v4 and 2v2 (yay!). Now after reading all this (if you actually do), you must me thinking "SHOW ME DA MAHP YOU $#@%". Alrighty! No more pointless rambling, map detailz: Map name: Edifice File Share Gamertag: Redemption1272 Canvas Map: Ravine Last Updated: 02/10/2013 Supported Gametypes: Slayer, Regicide, Capture the Flag, King of the Hill, Oddball Tags: Competitive Best Gametypes: Infinity Slayer, Capture the Flag, King of the Hill, Oddball Best Team Size: 4 vs. 4 Initial Ordnance: Railgun, Hammer, Sticky detonator Random Ordnance: Shotgun, Saw Details: Initial drops will respawn but at random, as they are under the random drop rotation Screenshots: Will appreciate any feedback, it's the little things that count! A feature isn't exactly what I am looking for this time around because I am trying to get feedback from as many sources as possible.
  25. Name: Serenity Gamertag: YamaMX Gametypes: Slayer (1v1, 2v2, x4 FFA) Please watch the video in full to understand the mindset behind the map and it's many intricacies: http://www.youtube.com/watch?v=whnR7fBEnjg Serenity was originally designed due to the lack of smaller maps featured in Halo Reach and the inability to play proper and exciting 1v1 matches. Fast forward to Halo 4 and while this problem isn't quite as prevalent, it is apparent. The main objective of Serenity is fast paced smaller matches that allow the player to both out think the competition as well as out shoot. The result is a map that has many ways about going into and out of various areas, most of which require precision jumps that become second nature. The thrust ability in Halo 4 allows players to manipulate the pre-existing lift in ways not possible in Reach. This allows better movement around the map and the outplaying of your opponent. Through literal years of play testing now (counting Reach), the map has proved it's place in my group as a standard for 1v1 sets and the like. Areas can be held down like any good map, though there is not one spot a player can easily hold due to area advantage. What makes this map a joy to play for any competitive player is that it aids a high level mindset, it doesn't diminish it. Like any competitive map, absolute flow is achieved by practicing and understanding the maps intricacies, only then will it be fully understood and appreciated.
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