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  1. "If you can’t be criticized for it, it’s probably not remarkable. Are you devoting yourself to something devoid of criticism?" ______________________________________________ Hello people of the forum. What do you think is the prettiest Forge canvas in Halo 4? Forge Island? Wrong. It's Ravine. Seeing as I love Ravine so much, I decided to make another map in it. In fact, this is only my second competitive map on Ravine. I call this map Exin. Exin is latin for Next. Next = Next competitive map on Ravine. Yeah, I'm creative. This map is asymmetric, pretty, and is built for 2v2. 1v1 can be played in the map as well but if you want action-packed gameplay, I suggest playing Exin on a 2v2. Basically, I wanted to make a map that uses the waterfalls of Ravine. I've never seen a forge map put Ravine's waterfall area to good use so I decided to make a map that does. That's the core idea that started this map. The waterfall. The pretty, pretty waterfall. Exin is compatible with multiple gametypes. These being Slayer, Extraction, and KotH. Something nice about this map is that its 3 power positions all serve different purposes in KotH and Extraction. Each power position overlooks a certain hill or extraction site which makes controlling that position essential to the victory. For KotH and Extraction, a good strategy is having one teammate hold the hill/extract the target while his teammate goes to the power position overlooking that hill/site to prevent the enemy team from killing his teammate. Controlling the power positions in this map in obective games is a MUST if a team wants to win. ______________________________________________ MAP DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/02219c0d-5bb7-4e0d-969e-81e2891a73d2 RECOMMENDED GAMETYPES Power weapons - Sniper Rifle (90s respawn. 0 spare clips. Doesn't spawn at the start of the match.) - Concussion Rifle (120s respawn. 0 spare clips.) ______________________________________________ SCREENSHOTS Video http://www.youtube.com/watch?v=-qESFsDH_kQ
  2. DOWNLOAD HALODROME Canvas: Impact Players: 8 - 12 Gametypes: Slayer CTF Oddball KoTH Extraction Regicide Grifball Ricochet Supported Gametypes: Ricochet (primary), CTF, Extraction, KoTH, Oddball, Team and FFA Slayer, and (just for kicks) Grifball. Description: Halodrome is the bigger brother of Minidrome, designed for the 343i Ricochet Forge Contest. There are four primary routes between the bases: upper, lower, and each side. Both sides directly connect to upper mid and lower mid, allowing the routes to be used in different combinations. All ball spawns occur along the midline of the map on the upper level. While upper mid has good sightlines to the bases and the exit of the lower routes, it is completely exposed by design, with protected approaches from the green and gold lifts. Goals: Since Ricochet allows players to score from a distance, a special goal was designed for that gametype (scoring from the midline was trivially easy with only the CTF setup). The goal makes scoring quite difficult from the center mid bridges or platforms (at least, in testing no one was able to do it in-game), but does allow reasonably easy scoring from behind the Y-crosses on the side routes, and easy scoring anywhere in the arc between the side platforms and basement ramp. It is also possible to score blind from behind the center Y-cross pair on the upper level (above the opening to the basement) and on the ramp up from the basement. During testing, most goals were scored by throws within 10 units of the goal. The difference in the goals is depicted below, with Ricochet pictured first, followed by CTF and Grifball: Ordnance:1x Railgun (lower mid, 140s timer) and 2x Concussion Rifles (wide ramps, one nearer to each base, 130s timers) Weapons:2x Needlers (no extra clips, 100s timers) adjacent to each base, various loadout weapons, frag and pulse grenades. No plasma grenades are on-map. Other Comments:I added Grifball because I could. I don't really have a better reason. And yes, the spawns have been tested . . . you can spawn camp all day long just like in real Grifball. Other Screenshots: And we'll finish up with a screencap of a posthumous Ricochet goal . . . killed in mid-jump to the goal. So close to the +50 . . . yet so far away. DOWNLOAD HALODROME
  3. Map name: Cadaver's Cabin Gamer tag: Rabid Cadaver Description: 1v1 - 4v4 slayer map made on the smallest island on Forge Island. The cabin features very detailed modern architecture with a cylindrical living room and square garage and porch. Two tree houses, one octagon, two story tree house as well as a break away tree house. Mountain range with sniper positions and walk through cave area. Little details like wood columns, the craziest light fixture you'll ever see in forge as well as the over all aesthetics makes this not only enjoyable to play, but will have you saving this map permanently in your file share Map link: http://www.halowaypoint.com/en-us/players/rabid%20cadaver/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=6d3c433c-fe6a-442a-8a56-5571fc32efcd
  4. Chronos Chronos is a medium sized symmetrical ring shaped map for 4V4 matches. The idea of this map was to create a somewhat circular map with different "rings" circling an enclosed atrium in the center. The result was a Forerunner themed structure slowly being taken back by nature with various height differences and crossing sightlines through the middle atrium. Screenshots: Download: http://www.halowaypoint.com/en-us/players/squally%20dabeanz/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Chronos is set up for Infinity Slayer, King of the Hill, Capture the Flag, and Swat. Slayer and Hill played as well as I had hoped. However, CTF and Swat were surprise hits on this map, offering a lot more depth than I had anticipated with those gametypes. The straight shot through the deadly center made Flag surprisingly fun, forcing players to skirt around the edges with the flag. And the varied sightlines through the center and segmentation of the map makes for some great Swat matches. Any and all feedback is appreciated!
  5. Hey guys. I'm proud to show you my latest map in Halo 4. I call it Novus. Latin for new. I named it that mainly because I wanted to show off the little knowledge I have of the Latin language and because this map is a new start for me. A map I built without basing it off of anything other than my own ideas. First time I've done that. And I'd say it worked out pretty well. DOWNLOAD LINK: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/8fceb271-985b-4ae2-8d7d-b27a493b43ec _______________________________________________ Novus is an asymmetric map that plays best on Extraction and Slayer. CTF also plays pretty good. This map has undergone so many changes I've lost count on how many. And all these changes only made the map better. _______________________________________________ Weapons in the map Power Weapons - Rocket Launcher x1 - Sniper Rifle x1 Other Weapons - Battle Rifle x2 - Plasma Grenade x2 (4 total) http://www.youtube.com/watch?v=oYsJibQMPI0 _______________________________________________ THANK YOU After working on the map for three months, I decided to release it. The barrage of feedback I received was overwhelming that it led me to change the map even more. I'd say that it has changed for the better. Both for gameplay and aesthetics. I've made major changes to this map for 4 times now and I can safely say that each update improved the map. Of course, I couldn't have done all of this to the map without help. I would like to thank, (in alphabetical order) - AbleSir Thomas - AbsentDuckling - a Chunk - Auburn - dhg redemption - Festuca - FlyingShoe ILR - II Acidity II - Juanez Sanchez - Noooooch - oOZeroFlameOo - PA1NTS - SpinCycle014 - TheFatedFire - THESLAMMERSS - WARHOLIC - X51000 I apologize if I missed anyone or misspelled anyone's name. _______________________________________________ Minor Update Replaced base stripe with a crate as an access point from leftside Red to the extraction site at the rock area. Changed the pieces used in Blue to 3x3 shorts to keep the piece usage more consistent. Changed the locations of the extraction sites _______________________________________________ SCREENSHOTS Main photos Overviews
  6. ARTIFACT Created by Maximus IL Map Description Layout: Outdoor / indoor map with an asymmetric outer perimeter and symmetric building interior. Game Types: 6 - 10-person FFA, infantry-style BTB, CTF, multi-team slayer, SWAT and 4v4 Slayer games. Ordnance / Weapons: (Note: All ordnance / weapon spawns are static.) Ordnance: 1 Sniper, 1 Railgun, 1 Sword, 1 Speed Boost, 1 Overshield. Weapons: 2 BR, 2 DMR, 2 Carbine, 2 LR, various grenades (8 frag, 4 pulse, 4 sticky). Vehicles: None. Comments: The map is larger than most of the 4v4 maps (Complex excluded), but less segmented due to the building having 8 entrances. It will play larger than most 4v4 maps, but not as large as Complex. It is probably best suited for an 8-player FFA, which is cramped on many of the 4v4 maps, and will have fewer spawning-in-harm's-way issues for FFAs. BTB should also be well-supported by the map size without the open-spawning issues on Complex and lack of multiple viable power positions on Settler. SWAT on this map plays similarly to Complex SWAT, but unlike Complex, there are fewer cross-map opportunities and the BR is a viable loadout choice. Map was updated on 16 Aug. Map Link ARTIFACT SCREENSHOTS: Overhead - Red Base at 12 O'Clock (top) and Blue Base at 6 O'Clock (bottom) Perimeter - Atop Red Base, looking clockwise toward Blue Base Perimeter - Approximately the 3 O'Clock position looking clockwise Perimeter - Outside of Blue Base looking clockwise Perimeter - Above Yellow Bridge at the 9 O'Clock position looking clockwise Building - Top mid Building - First floor Additional Player-View Screenshots: ARTIFACT
  7. Team Snipers Update: The Ark and Opticon This coming Monday, The Ark (by yours truly) and Opticon (by SaItykoalabear) will enter the Team Snipers playlist alongside Pitfall and a new snipers gametype called Snapshot. Check out and download the final builds of both forge maps below. The standard option links to the variant optimized for standard gametypes (Slayer, Extraction, KotH, etc.) and the Team Snipers option links to the variant optimized for Team Snipers (all initial ordinance, weapons, and grenades removed). The Ark Forged by The Fated Fire Player Count: 4-8 Standard variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/960c5d00-6880-49ca-8c74-185b34bbcf5d Team Snipers variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/79801837-ad7a-4259-8c14-363aa0966627 The Ark is an asymmetrical map designed for Slayer, 1-Site Extraction, and King of the Hill. The primary design goal was to create an open asymmetrical terrain map with several unique landmarks which would lead to the development of unconventional callouts. The diverse selection of sight lines and rotating power positions creates an environment suited for strong team play and strong individual play. In Team Snipers, expect non-stop cross map sniper battles and a constant concern for your safety. Opticon Forged by SaItykoalabear Player Count: 4-8 Standard variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/82c67c1b-cb11-429e-9771-30e6b0a84879 Team Snipers variant: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/56726463-f417-4203-9f8b-21e1a5415d18 Opticon is a symmetrical arena designed with a strong focus on top-mid control. This beast has been one of my favorite forge maps since Salty built it several months ago, and it is very awesome that the map is finally headed into matchmaking. The curving pathway from each team spawn leads to the neutrally located lift and the center of most action on the map. In Team Snipers, expect a constant struggle to secure the various lines of sight that cut through the middle structure, and always watch your flank.
  8. Triumph By DBD Squeak and Chronmeister BETA :Slayer -- KoTH -- Extraction (WIP) -- Oddball (WIP) -- 1 Flag (WIP) Download Link : HERE ________________________________________________________________________________________________________________________________________________________ Triumph is something a little different from what most people see me forge, an asymmetrical map. It is inspired by Damnation from CE. The best player count for this map right now is 4v4 with a 3v3 minimum and probably a 5v5 maximum. The map might seem big at first but that is mostly due to the elevation on it. Testing KoTH, I learned that it was made for this map, there is so much awesome dancefloor and it can lead to some fun firefights. Screenshots: Weapons & Locations Primary weapons BR x 4 -- two in each base Carbine x 1 -- In red cubby LR x 1 -- On purple walkway DMR x 2 -- one near each initial spawn AR x 1 -- In purple dishes Secondary weapons Plasma pistol x 1 -- Near purple windows Needler x 1 -- Near lower teleporter Grenades Frag x 4 -- two near each base Plasma x 2 -- near purple windows Pulse x 2 -- on purple walkways Power Weapons Rockets (176s) -- On purple bridge OS (86s) -- On purple ledge Jetpack (56s) -- under purple bridge ________________________________________________________________________________________________________________________________________________________ Thanks DarkGoldNova Tanner Toxic Zandril S312
  9. Hey guys. I'm proud to present my first competitive map on Impact. I made this because I wanted to challenge myself. I keep hearing people saying that Impact is the hardest canvas to forge a map on because of the frequent framerate and lighting issues. I'm quite glad that I didn't experience those issues in the few tests I ran on this map. This map is asymmetric and has only two bases. This map is still in its beta phase so nothing is permanent. A lot in this map are still subject to change. Download link to map beta: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/988b41e3-ca99-48e9-8d64-edf9dc8780ba Weapons - Rocket Launcher - Sticky Detonator - Sniper Rifle ____________________________________ SCREENSHOTS
  10. Silex is a symmetric map built for 4v4. In the few tests I ran on this map, it played pretty well. But it's still a work in progress so a lot of things are subject to change. There are two bases for each team in the map, a center structure, and a small base for sword spawn. The Rocket Launcher spawns in the center and is quite a task to acquire at the start of the match. This is because players will be flowing to the center at the beginning to create a firefight for the rockets. Link to map beta: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/f6a08446-50b2-4a0e-9a38-666c0e032e85 Weapons - Rocket Launcher - Sniper Rifle - Energy Sword __________________________ SCREENSHOTS
  11. Map Creator: LiquidLuigi Current Version: Atom v1.1 GameTypes Supported: Slayer, CTF, FFA, Oddball Player Count: 2-8 ---------- 1.1 UPDATE: -The suppressor, magnum, and plasma pistol have been taken out of the map. -There is a rock path that links both nedder spawns. -2 Frag Grenades have been added to the rock path. (45s) -There is now one plasma grenade at each base instead of two. -The initial spawn glitch has been fixed. ---------- Atom is a rare forerunner like structure found in a once unknown water territory. Investigators have gathered several types of forerunner technology. Although the middle of the map is the most vulnerable place to be, Holding this area will lead you to victory in slayer. Atom also has some similar qualities to a map called "Nexus" from halo reach, which have been changed to alter the gameplay. There are 2 main ways to get to the center of the map which is through the "Sniper Hall" and "Top Purple", however there are a multitude of tactical jumps that can be performed to get there as well such as jumping on the rock that's in the water or jumping on the large crate located next to the neddler spawn. Weapon Traits Ordnance Weapons: Sniper Rifle (180s) Non-Ordnance Weapons: DMR x2 (60s) Battle Rifle x2 (60s) Pulse Grenades x2 (45s) Suppressor x2 (45s) Magnum x2 (45s) Neddler x2 (60s) Light Rifle x2 (60s) Plasma Pistol (45s) Assault Rifle x2(60s) Plasma Grenades x4 (45s) As shown above there are three main ways to get to the base. Two on the side, one in the front. The other and faster way to get on the base is by jumping on the two struts located in front of the base. Map Overview I hope you enjoy the map. Remember, feedback helps.
  12. http://youtu.be/E8p1ybyt-3w Made By - Infinity Studios. Some UNSC storage facility set on a secert island. Download Here - http://www.halowaypo...le&startIndex=0 Follow us at these links for more halo 4 maps and future projects. Twitter - https://twitter.com/TeamInfinityOne Youtube - http://www.youtube.c...x360livevids101 Website - http://teaminfinity1.wix.com/infinity
  13. http://youtu.be/dIuGct_3KU0 Delta this is the final hour we need you to hold your position as long as you can Commander Front out! Download Here - http://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Follow us at these links for more halo 4 maps and future projects. Twitter - https://twitter.com/TeamInfinityOne Youtube - http://www.youtube.c...x360livevids101 Website - http://teaminfinity1.wix.com/infinity
  14. Undergrowth An original map by Zombie Feed Download link Hello, it's me, Zombie Feed. Got another map here and unlike the previous Corrosion, this is entirely original. However it bears striking similarity to another map from another shooter (so close... ) Map Description: The trees were talking to me. I swear there is more to this place that meets the eye. 3-12 players (3-6 for FFA gametypes, 4-8 for RvB gametypes, and 6-12 for multi-team gametypes) This map is mainly a vertical map with a circular look, yet the oddest part is its symmetrical design and asymmetric spawns. Granted, spawns are more specified on CTF, yet all others are neutral. Anyways this vertical map has four levels. The bottom level consists of the near knee deep water that you can run through and the little gunning outcrop positions on the sides inside the rock walls. The second level includes the rocks that you can run around and the bridge that is the shortest route between the two sides. The third level is composed of the main building. Unlike other areas, this level is the only one that involves close to mid range battles with its interior setting. The fourth level is the sniping platform floating around the central structure of the map. This floor is deemed inacessable to humans in flood gametypes to prevent slowing down the action of games. The map proves its worth with its usefulness towards jetpack users. There are many shortcuts to be found that only jetpack users can use, so be creative with your routes. As for asthetics, all I can say (without blowing my own horn) is that it is pleasing to the eye and each of the levels has a different form of contrast to differentiate the four levels (Level 1=Blue, Level 2=Brown, Level 3 & 4=White). Backstory: 10 years after the events at Reach, a lone UNSC ship, forever known as the Endevor, wandered too close to Requium. The ship crash landed, and the survivors sent out scouts to find locations for shelter. The scouts came across a Forunner artifact made up of artificial structures held above the water by natural pieces. The survivors moved all salvagable materials and carved out defendable emplacements to defend themselves from the Forunner knights that constantly attacked them. Until the Infinity's events at Requium, the Forunner base went unnoticed by anyone, aside from the survivors themselves. Before the Infinity left Requium, scouts found the place, but there was no one on the grounds and notes were left stating how the survivors investigated deeper into the base only to find wierd goo that, upon contact, would slowly take over the host's body, driving them mad. Some say that they could hear the few trees calling out to them, before they went completly insane and lashed out at others. Some say that this was the birthplace of the Flood on Requium, considering their half plant-like structure. Others say that it was ment to keep out a more localized disease. But one thing is for certain, there is an undergrowth here, and the Forunners wanted to keep it secured. Compatible Gamemodes: Slayer (FFA / Team / Multi-team) King of the Hill (FFA / Team / Multi-team) Regicide (FFA / Team / Multi-team) Oddball (FFA / Team / Multi-team) Capture the Flag (FFA / Team) Flood Weapon Spawns: Light Rifle x1 (resupplies every 1:30) Rocket Launcher x1 (resupplies every 3:00) Speed Boost x1 (resupplies every 3:00) Random Ordinance x2 (DMR / Concussion Rifle / Shotgun / Overshield / Plasma Pistol / Magnum / Boltshot) The Rocket Launcher spawns at the bridge on the second level. Sadly people will have to risk going into an open location to grab a weapon of great power. The Light Rifle spawns inside the building on the third level, however it is not as useful being located in the close quarters environment. The final initial drop is a speed boost in the water on the first level. Considering the amount of time you will waste getting from level 1 to level 3, you may need the speed boost if you do not have a Jetpack. As for the campers in the stone bunkers on level 1, you will have to get out of there if you want to grab some good firepower as the speed boost will barely help you in your camping situation. The two random drops spawn inside the open crates on the second level. However some of the selection of weapons will not help you in the environment they spawn at. Balancing: Level 1: Only has speed boost and two rock emplacements for good cover, however the open area of the water and large area may leave you to rethink any close range ideas. You have three routes to the second level: two of these are average stairs while one is a ladder (grav lift) that sends you to the center of the circular route on the second level. You have okay sightlines to level 2 and bad sightlines to levels 3 & 4 Level 2: This level has a Rocket Launcher and two random ordinances. You risk getting attacked from almost all of the levels however if you're not careful. You have four routes to level 3: two are stairs and the other two are crates that you can jump on top of to get to level 3. You have good sightlines to level 1, okay sightlines to level 3 and bad sightlines to level 4. Level 3: Mainly consists of indoor areas and contains a Light Rifle among a group of baracades and crates. You get two grav lifts and a sloped platform to get to level 4. You have good sightlines to level 2, okay sightlines to level 4, and bad sightlines to level 1. Level 4: The floating circle of platforms at the top of the map. You get a great vantage point, but sacrifice any level specific ordinance, plus you may need to be careful should you fall down two or more levels. You have good sightlines to level 3, okay sightlines to level 2 in some areas, and bad sightlines to level 1. This map currently remains untested. Feel free to give it a download and test it on the gamemodes listed and provide feedback to help me improve any issues or glitches in the system. Other Pictures: Updates: 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update)
  15. http://www.youtube.com/watch?v=FsfGUfW0ajc&feature=youtu.be Port is a small harbor close to a major UNSC bace. Fight to gain control of the area and allow supplies to roll in to us. Eliminate all hostiles. Good luck men! Download here - http://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Follow us at these links for more halo 4 maps and future projects. Twitter - https://twitter.com/TeamInfinityOne Youtube - http://www.youtube.com/user/xbox360livevids101 Website - http://teaminfinity1.wix.com/infinity
  16. Stronghold Forged by The Fated Fire Stronghold v2 [media=650x500] [/media] Gametypes: Team Slayer FFA 5 Site Single Plot Extraction 3 Flag Player Count: 8 (4 v 4) Weapon Set: Rockets (180s) 2x Sniper (120s) 2x Shotgun (90s) 2x Needler ( 60s) 2x BR, DMR, LR, Carbine (30s) 4x Frags, Plasmas, Pulse (30s) Stronghold is a rockets/dual snipers competitive map that draws inspiration from Sanctuary and Onslaught. Stronghold follows a two base - two tower - two hut design, with the huts providing an alternative power position to counter the towers, ring two, and the opposite hut. Stronghold hosts a diverse selection of sightlines, from curving lines of sight around the main structures to long, horizontal and diagonal sniper sightlines through the middle structure. Rockets drop bottom mid, Snipers drop in the trees to the right off spawn, and Shotguns are placed in the cave to the left off spawn. Each team has a base, hut, cave, and trees that they can call their own. Sniper and rocket control is key on Stronghold. Instead of putting snipers in the hut like Sanctuary did, I placed snipers in the trees/rocks. This sniper location is very vulnerable and contestable by the other team, and forces the sniper to work his way back into a power position instead of being handed one.
  17. 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:
  18. 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
  19. GT - SUPER MOOSE93 Map Name - Metro Download link - Here Metro is a medium size, 5v5 map, designed for slayer and objective gametypes. the map is based on an abandoned Metro station. view of the map layout map proper weapons -shotgun -saw -carbine -BR -DMR -frag grenade -plasma grenade Gametypes -slayer -KOTH -oddball -CTF check out the map. any feedback is appreciated
  20. 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
  21. Min. Players: 1 Max. Players: 12 Supported Gametypes: Capture the Flag , Oddball , MLG , Infinity Slayer , Slayer , SWAT Canvas Map: Ravine Download Link: http://www.halowaypo...1c-3d545e4d5927 Gamertag to Search on Xbox LIVE: FaNeNL 'm happy to announce my third, and maybe the best competitive map (in my opinion) i've made. Exidus is a small map perfect for CTF and 4v4 slayer, you can play it with more but 4v4 is recommended. It's a symmetrical map and I build it again in an octagon shape, because I think that works great. I wanted to let the map easy to understand how it works, and that's why I made it very open so you have a clear sight, and I made the ''buildings'' easy. Because of this I think this is a really good competitive map. There are Red and Blue bases, a large aesthetic building in the middle from where you can reach the whole map. Around the middle there are 2 walkways on the side that give some hight to the map. Information: Name: FaNeNL Initial: Overshield (140) Weapons: Scattershot (155) Sniper Rifle (180) Ammo (50sec): 8x Br 6x DMR 3x Carbine 2x Light Rifle 2x Plasma Grenade(2x) 2x Puls Grenade(2x) 5x Frag Grenade(2x) Screenshots: Overview: FileShare: http://www.halowaypoint.com/en-us/players/fanenl/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=49098d71-a15f-46cd-8b2a-f60323552abf *Check out my this map and my other maps on forgehub, forgecafe and halocouncil *Made a Twitter account: FaNe_NL:https://twitter.com/FaNe_NL Enjoy it!! and as always just send me a friend request or give me an invite if you want to play it!
  22. "EVENT CENTER 1.2" waypoint download link http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/33a3c8b1-b9f2-4db9-91aa-a16163d152ce GAMERTAG-Festuca GAMETYPES-Slayer variants, CTF, SWAT, great shotty snipes map! PLAYER CAP 4v4 (plays 2v2 surprisingly well CANVAS-RAVINE VERSION 1.5 HARDSCAPE LAYOUT-inverted symmetrical This map was Forged in the last month before Halo 4's launch! The hardscape layout, is inspired from my travels to canal based urban environments in Europe! At the time when we had Forge world, I was able to Forge the vision due to the water in which it was a composition of boardwalks, terraces, bridges, and balconies that had some very intense sight lines. The map was named "CANALS" This map was one I could claim a original Festuca design! Although I was thrilled with the way it turned out, due to the them, it lacked "dance floor" attributes, and kept players moving to a predictable zone! At the time I reforged this in Halo 4, I was unable to recreate the same hardscape it had, because of lack of Forgeable areas near water! Determination lead to a redesign, yet keeping many preferred attributes of the map! The result was a complete facelift of the middle section, and calibrated, modified attacker, and defender bases! The design of the layout really cultivates firefights that to me seem vary rare in Halo, as much as all the biomes are defendable there truly is no dominate area! The redesign has enable fantastic traversing options for the player, in which I see players utilize all areas of the map! As soon as Forge Island came out I was almost hesitant to submit, because after a current BTB build I am working on, I intend to rebuild this because, I spent so much budget on floor, and perimeter! But what better way to release it to this community, in hopes some feedback will aid its next render! I encourage you guys to try this, because I am confident in this layout, and as of now it plays different than any other map I have played! That being said if I had to give an analogy of how this map played, it reminds me of Halo 2's "Sanctuary"! I hope and wish for some feedback would be very welcomed, and of all I hope you enjoy the gameplay of this map! Thanks for your time! Festuca Middle section is what i call a Scissor Jack bridge, Rockets on top @180, Railgun underneath @120 Head on view of the scissor jack bridge Behind the center structures that unite the bridge, is a ladder for alternative flank route! WAYPOINT DOWNLOAD LINK! http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/33a3c8b1-b9f2-4db9-91aa-a16163d152ce
  23. 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
  24. 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:
  25. Stagno 1.8 This map is a 4v4 Asymetrical structure based map. The map encircles a central pond with four main structures flowing around it two important things that a player needs to know to do good is that the initial weapons rush is very important and dont fall in the water. (spartens cant swim) the three power power weapons on this map are the rails shotgun and rockets which both teams have a fair chance in getting. The map can also be played with slayer varents Koth and CTF but I recomend it for slayer pro. Link http://www.halowaypo...22-4d5297dc823c
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