Jump to content

Search the Community

Showing results for tags 'Competitive'.

  • 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. Alot of people I encounter on websites, customs or on matchmaking think they are soooo good apparently. I don't know what triggers this encounter in Halo 4 because in Reach it wasn't so many. Their would be the occasional person that would be decent but not even good. Now in Halo 4 people try soo hard and think they're good. Well I'm sure it is the massive aim assist in Halo 4 because people could shoot the torso or beside the head and end up with a headshot. That didn't happen so often in past other halo games where wherever you had your reticle is where the bullet is going to go. But with the massive hitbox's and magnetism in this game even nobody's could out br/dmr a decent player. Then they go ahead and brag about it and say they did this on who. it just irritated me and wanted to know if anybody had these encounters. I don't think it is healthy and that aim assist and the hit box's need need to be reduced ASAP. But of course I'm sure people will argue that it is good to help the people just starting but the fact is that you're not going to get better with fake aim.
  2. "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
  3. Thank you for clicking on the ranger clan, we are a relatively small clan, but hope to be big very soon, we would like to say that we are now looking for calm members for are halo 4 clan;the only requirements are. You're not in an another clan, you MUST have a mic, no hacks cheats or mods, and you get on halo regularly. We are a clan that aims To be the best but we also have fun, if you're one of the first few people to join are clan,you will be put in a high ranking posttion.If you would like to try out send a message on Xbox live to TXxHEaDshO7xX7,or Mr Finalist,Make sure you put in the message you would like to try out for ranger clan. Hope to see some of you real soon!!! P.S if you have any problems, or can't reach Thoes people's gamer tags, just send me a message on here, and I will work quickly and diligently to fix your problem, or help you get In touch with the clan.
  4. "Windthrown" Waypoint download link http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/370f0851-6877-48af-ae29-9e3955b79746 http://youtu.be/s6W2OZONeyU Second map feature, courtesy of Zandril! Thank you Zan "Windthrown" is one of my more 1st ever serious builds that I accomplished in the first quarter of Reach's launch! Windthrown is rendered, inspired, and designed from the hardscape layout from Halo 3 ODST's original firefight map "Windward"! I chose this hardscape layout, at the time I had no inspiring ideas, so I looked into the Halo franchise for something unique to bring to the community! Choosing this map really helped me understand how maps were Forged, and what elements were needed to make a solid map! Every time I booted up this map, I always thought it would be a fantastic environ to play competitively! During the 3rd render bringing it in to Halo 4, due to multiple requests, it evolved enough that the build kinda became its own, yet you can still tell its spiritual successor, hence the name "Windthrown"! This map has gone through 3 variants, and hours of playtesting over a 2 year span! This current render I feel is finally what I feel ready to release into the wild! Windthrown is set up for 4v4, but hits a sweet spot at 3v3! It plays 2v2 really well also! I have before had multiple gametypes and they all played well, but the consistent request for this map, is straight up Slayer variants! I am amateur at making videos but the video I made for this map explains it well and I hope you enjoy! Waypoint Download Link Hope you guys enjoy! Love to hear thoughts of this map! Thank you for your time!-Festuca
  5. Map Name: Refuge Current Version: 1.2 (Updated 6/19/13) Forge Map: Forge Island Gamertag: sikslik7 Player Count: up to 4 player FFA, 1v1 or 2v2 for RvB or Green v Gold Download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/05258231-2334-4e54-ba6f-71e6fcace022 Overview: Description: Refuge is a small symmetrically turned 1v1 or 2v2 map that focuses on tactical jumps and continuous movement. There are two floors, with each having distinct bonuses to control. Team work is key, and control of the top does not give an unfair advantage. The bottom consists of many broken sightlines, and is a great way to transverse the map and get around your opponent, but is also a very playable section, and many conflicts erupt there. The top is more open, and more combat flows here. there is always a way to flank an opponent, but running is never a good option. The sniper spawns in the middle of the map, on a jump from the bottom to the top. Teams rush here at the beginning of each match to gain an early advantage. On the sides of the map are pulse grenade spawns, which are very effective at redirecting map flow temporarily and are very effective at countering and flushing out the sniper. Gametypes: Slayer Suggestions: Play with 110% jump height, all other options normal Ordinance, if any, should reflect 1v1 or 2v2 games Play Green v Gold for different starting spawn Weapons on Map: Initial Ordinance: Sniper (1): respawns every 120 seconds Pulse grenades x2 (2): respawns every 60 seconds Other weapons: BR -1 extra clip (2): respawns every 45 seconds carbine - 1 extra clip (2): respawns every 45 seconds DMR - 1 extra clip (2): respawns every 50 seconds Pictures: I apologize for the picture quality, Halo Waypoint is not allowing me to download new pictures, so I used an old capture card of mine. The overview was the only good picture I got. Center, with sniper spawn: Center, other angle: Spawn: Spawn, from side: Second floor, center: Second Floor, center: Side, from second floor, Pulse grenade spawn on platform: Side, of second floor:
  6. 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!
  7. Gamertag: FaNeNL Map : Radix Canvas Map: Forge Island Supported Gametype: Slayer, KotH, Oddball, CTF. Best: Slayer, KotH Team Size: 4v4 Radix is a small arena styled map. The shape of the map is build in an octagon shape, so players can walk smoothly trough the entire map without being blocked. The map's got a good coverage and there are always ways to get out a bad situation. There are not real bases, but there are 3 main buildings where you walk the most: Red and Blue on the side and very close to each other, and you've got the big Yellow building on the other side. I hope you like the map as much as I do, and give me some good feedback or message me (FaNeNL) if you want to play it some time! The map can be found at my fileshare: https://www.halowaypoint.com/en-us/players/fanenl/halo4/fileshare Screenshots: *Updated the map: Middle without colour + aesthetic in the middle for more cover Minor changes for better map and smoother walking(weapons, no bumps etc.) *Take a look at my other map: Global V2: http://www.343industries.org/forum/topic/29346-global/ - Can also be found at forgehub and forgecafe
  8. Global: Global is a competitive open medium- sized map that's surrounded by variety of rocks and trees to provide cover. There are 2 bases on each site and a large building in the middle. The map supports: Slayer, CTF, KotH and Oddball, with 4v4 players. Weapons: Initial Ordnance: Railgun(270), Sniper Rifle(300) Random Ordnance: 1= Needler, Saw, Detonator, Overshield 2= Pulse grenade(2x), Plasma grenade(3x), Frag grenade(2x) 3= Pulse grenade(2x), Plasma grenade(3x), Frag grenade(2x) Weapons on Map: DMR(2x), BR (2x), Lightrifle (1x) Global can be found at my fileshare: FaNeNL http://www.halowaypoint.com/en-us/playe ... artIndex=0 The Map, Screenshots and a Fly trough can be found at my file share: http://www.halowaypoint.com/en-us/playe ... fileshare# Screenshots:
  9. Zealous v1.5 A Zealot remake by Resivore. 2-8 recommended player count. Supported gametypes: Slayer, CTF. DOWNLOAD ZEALOUS V1.5 Introduction A project I'd aspired to do since the dawn of Halo 4, my goal of bringing Zealot to life (somewhat) has been achieved. In an attempt to recreate Zealot, Zealous was born. Of course, it plays far different than that of Reach; thanks to our godly jumps (did the Spartans grow wings, or...?), and map awareness and maneuvering skills have been brought to a whole new level. I did my best to stay true to the ideas and overall layout of Reach's Zealot without subtracting from aesthetic appeal. The game play is fast pace and exciting, true to the nature of the original, if I may say so myself. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Railgun - x1 - 3 extra clips - 120 sec - Green / "Holos" DMR - x1 - 2 extra clips - 30 sec - Ring 2 Covenant Carbine - x2 - 2 extra clips - 30 sec - Red + Blue "Pocket" Railgun - Because Halo 4 no longer features the Grenade Launcher (moment of silence to mourn for its loss, please), I needed to pick a replacement weapon to take its position. I chose the Railgun. In my opinion, I feel that the Railgun is ultimately more similar to Reach's Grenade Launcher than 4's Sticky Detonator. Having to hold and charge it (although not at your disposal) brings back a familiar feeling of charging the Grenade Launcher. The ranges are similar, although I will say the Railgun's range is larger and more accurate, but can also be faulty in given circumstances. Screenshots Initial loadout. Top gold, snipe spawn. Green, rail spawn, view of the street connector. Blue flag, jump, drop, basement. View from blue flag, shows ring 3, blue landing, gold bridge. Blue landing, fanciful windows (can I trademark these? I love them). Also the one and only actual circular part of this map. Notes I am eagerly awaiting feedback. I know from my own experience that I enjoy how this plays, but I'm always listening to suggestions. I did not post this with the impression that it is as good as it's ever going to be, the Halo community's input can always be useful in bringing a map to its full potential. Updates 6/1/13 - Zealous v1.5: Added a ceiling to top gold and red and blue streets. Teleporter is replaced with a lift similar to that of non-MLG Zealot at its base.
  10. Epsilon v1.6 An original map design by Resivore. 4v4 recommended, supports up to 10 on team. Avoid FFA, as spawns are not set up to support it. Supported gametypes: Slayer, CTF. DOWNLOAD EPSILON V1.6 Introduction A project I had failed to complete in Reach, Epsilon has finally come to life here in Halo 4. A symmetrical, competitive map, Epsilon features two power weapons on either neutral end of the map, promoting teams to make organized pushes towards either one and time them both. After several rounds of testing, and having various issues addressed and corrected, Epsilon is nearing its completion. The game play is fast paced and exciting, and teams are constantly striving for control of either end of the map. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Rocket Launcher - x1 - 1 extra clip - 180 sec - Top Green DMR - x1 - 2 extra clips - 30 sec - Bottom Green Covenant Carbine - x2 - Bottom of Red + Blue "Spiral" Pistol - x2 - Top of Red + Blue "Spiral" Screenshots Initial loadout. Top gold, snipe spawn. Top green, rocket spawn. Blue base, shows basement that leads up to spiral. Blue flag, shows the entrance to blue spawn / blue "windows" (hallway on the right). Blue spawn / "windows".
  11. 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
  12. Hiiiiiii guys ! Today, I want to show you a map from me, again in the Covenant Map Pack. GamerTag : SnR Zaelkyria Map : Eternia [CMP] Description : A medium 4 vs 4 map, with a lot of jumps and deplacements possibilities, with a Covenant atmosphere. • Weapons : - x4 BRs ( 10s ) - x1 Sword ( 180s ) - x4 CC ( 30s ) - x2 Stucks ( 60s ) - x1 Overshield ( 120s ) - x1 Speed Boost ( 300s ) • Game Types : - Slayer - Oddball - Extraction - CTF • Screens : Overviews : Blue base : Red base : TP leading to the upper level : Pit : Street : Middle ( Sword ) : Rock ( Speed Boost ) : Open ( Overshield ) : Lift ( Bottom Mid' ) : - This lift is the same as Halo Reach's Sword Base, you can go to different places with it. - • Tips : You can jump here to get without being heard. You can use the Sprint to jump on the Speed Boost's rock. You can du a Wall Jump here to rise faster. You can jump on these blocs to go on the other base. A lot of jumps are possibles, I really axed the map on the jumps / deplacements, a bit like Haven. DownLoad link : Hope you enjoooooy !
  13. Hi everyone ! I'm back to present you a map pack. A Covenant map pack. I show you this one, Eternum, I'm forging the two others of the pack. I tried to establish the maximum rounded elements but the budget limit prevents me ( again ), 'cause yes, I used the $10 000 for 2 vs 2 map. x) GamerTag : SnR Zaelkyria Map : Eternum [CMP] Description : A small 2 vs 2 map with a Covenant atmosphere. [v2] [v2] Correction of shield bugs, I add some Extraction objects, and correction of spawns. • Weapons : - x4 BRs ( 10s ) - x4 Fragmentations ( 30s ) - x1 Green Gun ( 60s ) - x4 CC ( 30s ) - x1 Needler ( 120s ) - x1 Beam Rifle ( 180s ) - x2 Stucks ( 60s ) • GameType : - Slayer • Screens : Overview : Blue base : Red base : Close ( Needler, Rock ) : Open ( Beam ) : Back of bases : Initial spawn : Aesthetics : • Tips : A Spring Jump is possible to go direectly on this bloc : A Spring Jump is possible from the barrier to the top of the bloc : DownLoad link : Hope you enjoy it !
  14. Originally I was going to entitle this topic Forge Island sucks, but I have seen a couple of decent maps used with the terrain wisely and that would therefore contradict what I would say. I am more of a dominion forger and I know ALOT about of dominion. And I have initially made around maybe 3-5 dominion maps on forge island (some tested, most scrapped) and I have not been able to continue any. I found the greatest disadvantage to making a dominion map in Forge Island is the flatness! It is unbelievably difficult to make an enjoyable dominion map on that canvas. You would have to work through many sight lines and then create alot of own terrain to differentiate the map and not give it that even level fighting ground. If you have attempted to forge a dominion map, post how you feel. This is my perspective so don't feel offended on how I view things.
  15. Update: Here is the link to the map. Hello! As this is my first thread on this site ever, allow me to introduce myself: I am ACRavenXA26483, a forger. Now that the akward moment of introduction has passed, welcome to my first thread for a map submission! And it just happens to be based off of a map a lot of us are familiar with: Blood Gulch! Now I do have to warn: this is a map based off of Blood Gulch, and not a duplicate/remake (I even emphasized this on the map's description). Pictures can do a better job at telling the story than I coud, so here are some: What you may notice in the pics is that these are not skewed; this map is like a mirrored version of Blood Gulch! What was on the right is now on the left, and vice versa. I figure this would add a new feel to an old map (or at least that's the excuse I tell myself due to not paying attention when I first built the map and goofed up and noticed it when I was way too far into building it). I am a genius, mmm hmm hmm hmmm! Erhmm, anyhow I worked really hard on the terrain to get it to something that feels like Blood Gulch (hills that block the view of the two maps and that can be driven on), and I have tested it many times (both by myself and with a few friends) to make sure it's nice and smooth. I also added in some pieces to help define each area. Red Base has some snazzy towers (even one with a radar attachment) and a large blue grid to help keep the players in (think of it as a big forcefield thing), whereas Blue Base has some solar panals and cargo (and what one of my friends referred to as "pride rock". I think it looks like a sea lion head!). Here's the video that gave me some ideas such as the solar panals and radar tower: https://www.youtube.com/watch?v=hlaQHZz0xVw The map plays the basics (Slayer, Oddball, KOTH, and CTF).
  16. Mutant Click To Download Map Authors and Contributors Lead Design: Darkling Ninja Co-designers: Limey, Redemption. Sethiroth Design input: Fritzer, HezbollaHector, The Fated Fire, Warholic Co-forgers: Eww Your Skinny, Darkling Ninja, Redemption Map Information and History Mutants History: Mutant was one of those likes Halcyon, everyone was excited for it, but it never was completely finished or released. Many people are aware of the design and it has become one of those famous maps that was never made. The original mutant was designed over 5 years ago for the first Halo 3 MLG forge forum map pack. It is the original guirdian, lockout inspired forge map. Myself, Sethiroth and Fritzer has all put some of our design skills into making this a good map. Many people were excited and looked forward to its release. In the end it turned out to be impossible to forge on Halo 3 with the piece limitations. The fact is that Mutant was just to far ahead of its time for Halo 3. Mutant was put on the back burner for the first time, as we all waited for the next Halo game to be released hoping that the next forge system would be able to handle the map. Enter the brokenness of Halo: Reach. Mutant was redesigned soon after the games release by me and Sethiroth. Even though we had some issues redesigning some areas before we were able to find any solutions frame rate killed Mutant. The forge pieces required to create Mutant in Halo: Reach consisted of primarily frame rate heavy objects. Halo: reach could not handle the design either. Me and Sethiroth gave up on Mutant and focused on our own work. Upset with the frame issues of Halo: Reach forge, frustrated with the broken and terrible game play, and busy with college I stop playing Halo and disappeared from the face of XBL and Halo for the next 2 years, leaving mutant and forge behind. Then I got my hands on Halo 4, a vast improvement over Halo: reach. Halo was once again fun for me to play. I picked back up forge, and got involved with the community once again. I practiced making maps to get use to the system while re-designing mutant for Halo 4. Halo 4 had no problem handling mutant, sadly enough Halo design had advanced so far that mutant was no longer light years ahead of its time. Even so mutant still stands tall as one of the best, if not the best asymmetrical competitive map. Not to toot my own horn, but I have not played an asymmetrical map that plays competitively as well as mutant does. (default infinity slayer is a different story) If I play one that is better than mutant I will gladly admit that the asymmetrical map is better. I expect that I will eventually play a competitive asymmetrical map that plays better than mutant. As of right now I have yet to play it. In a matter of fact I would not be surprised if there is a map already out there that is a better asymmetrical competitive map then mutant like I said I have yet to play it, and I play a lot of forge customs. Map Description: Mutant is a 4 tower, asymmetrical competitive map, that specializes in OddBall and King of the Hill. Since its conception, Mutant has been geared towards competitive game play. This is a fast pace asymmetrical competitive map. Rapid fighting and non-stop action is what mutant has to offer. The map promotes movement and team work, and demotes camping. The geometry of the map does not rely on lazy cover and/or generic geometry to provide cover for players. Providing oneself with cover will depend on taking advantage of the angles and using team support. Unlike most 4 tower asymmetrical maps, stalemates and polarized spawns are not an issue. Like all asymmetrical maps stale mates happen from time to time, but they do not last very long. The longest stalemate has been 45 seconds in my testing. The lockout problem does not exist on this map, a team will not find themselves making a hard push to a power point just to spawn in the same place over and over. (Like lift room on shutout) The spawns are dynamic, yet sensible and controllable. The levels on the map are balanced out well and no part of the map is underplayed. The high ground remains the coveted locations to control just like any other map, but the other levels are not without vital importance. Middle ground provides more cover, with critical shooting angels, and versatility, making middle ground a vital location to utilize properly. Low ground provides the most cover will access to flanking positions, as well as an Overshield spawn making it important to keep an eye on. In the end Mutant has been what everyone had hope for it during these last 4 years of design. I would like to thank everyone who has contributed to it throughout the years. Thank you, Darkling Ninja Weapons, Game Types, and Misc. Player size: 4-8 JUMP PAD BOTTOM MIDDLE Weapons On Map: BR x 4 (30sec) DMR x1 (30sec) Carbine x1 (30sec) LR x1 (30sec) Boltshot x1 (60sec) Frag x 4 (30sec) Plasma x2 (60sec) Pulse x2 (15sec) Ordinance Drops: Sniper Rifle x1 (120sec) Overshield x1 (90sec) Best Game Types: Odd Ball KOTH Extraction Other Supported Game Types: Slayer FFA WEAPON MAP Pictures Gold / White Blue Bottom Middle and Jump Pad Green / Black Red
  17. Gamertag: sikslik7 Map name: Refuge Download Link Updated 4/24/13: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/8a85ba40-6529-40b7-962e-17f9bafa98f1 Problem finding the map? See second post for details. Overview: Suggestions/specs: Playable for a 1v1 FFA match, 1v1 or 2v2 teams (compatible for red versus blue or for a different start using green versus gold) 1v1 is strongly suggested. Play tested using standard slayer Pro and with V3 team slayer. Highly recommend playing with 110% jump height, other conditions normal. Little useful feedback was found during play-testing, but the map is ready for some final tweaks. Description: Refuge is a small symmetrically turned 1v1 or 2v2 map that focuses on tactical jumps and continuous movement. There are two floors, with each having distinct bonuses to control. Team work is key, and control of the top does not give an unfair advantage. The bottom consists of many broken sightlines, and is a great way to transverse the map and get around your opponent, but is also a very playable section, and many conflicts erupt there. The top is more open, and more combat flows here. The sniper spawns in the middle of the map, on a jump from the bottom to the top. Teams rush here at the beginning of each match to gain an early advantage. On the sides of the map are pulse grenade spawns, which are very effective at redirecting map flow temporarily and is very effective at countering the sniper. Initial Ordinance: Sniper (1): respawns every 120 seconds Pulse grenades x2 (2): respawns every 60 seconds Other weapons: BR -1 extra clip (2): respawns every 45 seconds carbine - 1 extra clip (2): respawns every 45 seconds DMR - 1 extra clip (2): respawns every 50 seconds Images: Center: Center, viewed from side: Spawn, with center straight ahead: Side view of top from bottom: Side view of top:
  18. Author: Jernst Reborn Map: Greenhouse Gametypes: Works with Infinity Slayer, Rumble, CTF, KOTH, Oddball, Regicide, and Multiteam! Players: 4-8 rumble, 2v2, 3v3, 4v4, even multiteam with up to 4+ teams is fun! When I saw the trees in forge island I thought of the many things I could do with them. Then I came up using the tops of the trees sticking out of the ground as Mary Jane plants and built a map based around them! It sort of has a pineapple express feel to it, as there is the main growing area in the center, surrounded by different packing and storage rooms. I haven't really created too many aesthetically pleasing maps in Halo 4 yet so please feedback and criticism is much appreciated! Weapons: Sniper Rifle: 150 seconds Sticky Detonator: 120 seconds Needler: 90 seconds 2 sets Plasma Grenades: 90 seconds 2 sets Frag Grenades: 90 seconds Random: Overshield/Damage Boost/Speed Boost x2 Middle Green Sun Room Concussion Rifle/SAW/Railgun x2 Hallways near Red and Blue bases There are pretty much 3-5 ways to get into each room so the map balances out well and no one holds up anywhere. All sections are color coded for easy callouts. There is a lift and two drop downs in the back storage room as well as stairwells throughout the map to make it flow easily from 1st to 2nd floor and vice versa. We had a great time playing all of the gametypes on this map, and I am very pleased how it turned out I hope everyone has as much fun playing on this map as I did making it! Please leave constructive criticism at the bottom, let me know if weapons, spawns, etc. are alright!
  19. Gamertag: KBN98 Map: Shard v2 http://www.halowaypoint.com/en-us/players/kbn98/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=04eb670b-c550-4aef-bb52-60e7e873f87a Gametypes: Team slayer, FFA, Regicide, KoTH Description: This is a competitive slayer map. It is recommended for 2-6 players. The map is symmetrical, with a rocket ordnance in the center. I had a lot of fun making this map and I hope it can be featured. Screenshots: https://s3ugc.blob.core.windows.net/ugc-container/userfiles/ugcuserfile-9a8cb10d-93e7-493e-bdf9-556d7fec6f41-64b4cd08e606a2de-full?st=2013-04-10T14%3A04%3A21Z&se=2013-04-10T14%3A24%3A21Z&sr=b&sp=r&sig=8dKPcEa7PCTcv2nfZzQHW%2BTfj4uQsePA3DI4m8YmPns%3D https://s3ugc.blob.core.windows.net/ugc-container/userfiles/ugcuserfile-e9952e0b-bc93-4afd-a18a-097e28281fe9-278851c0cba1d7fc-full?st=2013-04-10T14%3A04%3A52Z&se=2013-04-10T14%3A24%3A52Z&sr=b&sp=r&sig=JlZBuUs2zXc9Pgmy9ZHJX9s%2BFbIEHJ2%2FIeuy6JhTO%2F0%3D https://s3ugc.blob.core.windows.net/ugc-container/userfiles/ugcuserfile-5a0d1a5d-dc8c-4cf0-8e10-4bd53bda70d1-bbb4eea3f9a8f28f-full?st=2013-04-10T14%3A05%3A10Z&se=2013-04-10T14%3A25%3A10Z&sr=b&sp=r&sig=R4GBCwk0jt491FpYcz6KKy8OudDZMsfDRBGlpyGMgdU%3D
  20. I am proud to introduce a 8-16 player competitive slayer map on Forge Island. This map features several powerful vehicles, jumps, aesthetics, and more! Gamertag- Trio of Kings Map Name- Compitum Gametype- Slayer (CTF, oddball, and other gamemodes coming soon) Player Amount- 8-16 Weapons on Map- Rocket launcher (Defenders), Rail gun (Attackers), Sniper rifle (Neutral) Vehicles on Map (Per Team)- 2x Ghost, Mongoose, Warthog, Scorpion, Mantis; Rocket hog (Neutral) Details- Compitum is a competitive map on the middle island of Forge Islands, and is built in a V shape. On each "end" of the V, there is a base, Attackers or Defenders. At the point of the V there is a sniper on a tower, along with a rocket warthog. This map is Forge compatible, so if you start this map in Forge, just open up the tools, press "Delete by Pallet", then scroll to the bottom and hit "Delete Everything". All the items I locked will then still be there, like the map outline and a small part of each teams' base. Everything else you can edit to your liking. Images- Download- https://www.halowaypoint.com/en-us/players/trio%20of%20kings/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=5c87d5f8-f12f-4b6e-b9d0-f01329abedeb Thank you for reading, please consider doing a map review of Compitum. -Trio of Kings
  21. the flood bat

    4SK BR

    Dear 343, from all the competitive community, we need a four shot kill battle rifle. we cannot just have 4SK settings at tournaments because it would put off all the casual community. but it is so much better to have 4SK at tournaments because it promotes team shotting, good positioning, if you sprint you will get punished and you also get punished for bad aiming because you cannot get yourself back on track with your opponent so easily. please buff the BR, for the competitive communities sake. check this video out: say yes if you want to support us!!!
  22. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5bf4da22-ec96-4ab9-9599-db17b1ec3217 AGHAST “This was once more than an abandoned settlement. Duringa major fissure in the hills nearby, much of this site went with it” Shotgun – 120 seconds Rocket Launcher – 120 seconds Sticky Detonator – 120 seconds Sniper Rifle – 120 seconds (2) DMR – 60 seconds (2) Battle Rifle – 60 seconds (2) 2 Frag Grenades – 30 seconds (2) 2 Pulse Grenades – 15 seconds 3 Plasma Grenades – 15 seconds (2) Needler – 90 seconds -2 Mongooses were added, mainly for aesthetic purposes; they do have SOME use- -in Dominion, a Banshee spawns at "B"- Defenders (Red team) spawn directly in front of where the screenshot was taken, next to the giant crate, the Attackers (Blue team) spawn up the incline towards the back of the picture. Sticky Detonator spawns in the center of the map. Soft kill and kill zones are placed accordingly. The Rocket Launcher in the large building, Shotgun spawns below. Sniper spawns on second level, the mounted turret is on the third level. The man cannon sends you to the third level. Jet packs work very well on the whole map. Remember, this map is supposed to look like s***. (JK!) Reread the description at the top to understand the aesthetic value. DOMINION SCREENSHOTS (A, B, then C) (note that this is the only gamemode with a banshee; it spawns at "B") I thought it was important to not only have a height difference throughout the map, but also keep a ceiling height difference, to create different combat situations; hence the locations of all the weapons on the map. I recieved a response on a different forging website saying my map looks like it has rocks that are out of place. Remember the description at the top of the forum when viewing the screenshots. Thanks for reading and looking, and tell we what you think! - Squidkake
  23. Gamertag: xXPWNAGEXx025 Map: Angustus Gametypes: Slayer, KOTH, CTF, Oddball, Infection, Regicide Recommended Players: 6-8 This map was inspired by the Halo CE map Longest. It eventually came to be Angustus. Its not a remake of Longest, just inspired by it. It is a 180 degree rotation sysmetrical map. It could support a 2v2 if you wanted to, but 6-8 players work best. 10 players for CTF also work. Angustus is the Latin word for Narrow. There are long narrow hallways that can lead to the middle of the map and into the two bases. There is a trait zone at the nop of the map that acts as the roof. It's impossible to get out. The only problem I really no of is the forge lighting. Its kind of broken in the narrow hallway and I don't know how to fix that. So feedback on how to fix it would be appreciated. This map supports most gametype except Extraction, Dominion, and Grifball. Some help making the map better than what it is would be very appreciated! I have tested out all the gametypes and they all play very smooth. Weapon Spawn Times: Overshield: . . . . . . . . . . . 240 seconds Scattershot x2: . . . . . . . . 180 seconds Sniper Rifle x2: . . . . . . . . 120 seconds Needler x2: . . . . . . . . . . . . 90 seconds Plasma Grenades x2: . . . . 60 seconds Now onto the pictures! This is the loadout camera This is the middle of the map that leads to the other side This is where you will spawn The Overshield spawns in the middle of the map This is the long hallway Now that black wall in the back is open on all gametypes except for Flood and CTF. There is a teleporter that leads to the hallway on the other side of the map. This prevents from an easy score with the flag and prevents flood from getting to the other side quickly. Some feedback would be very appreciated!
  24. Scrapyard is a Meltdown inspired layout and built on the Erosion forge canvas. Scrapyard is an enduring battlefield that is strong for dominion, extraction and infinity slayer. This map uses the human drop set from matchmaking and their are X2 initial Rockets and X2 initial Snipers. Vehicles: Alpha Base: Gauss Hog X1, Ghosts X1. Bravo Base: Banshee X1, Charlie Base: Ghosts X2 Information: As Alpha base is on the lower grounds and farther away from B, it contains nice routes, a gauss hog and a more defensible base. Bravo Base contains a lift closer to the alpha routes and is also a self-positioned structure to the middle in the field for it to not be ignored. Their is a banshee on the second floor and their is accessibility on the second floor for it to be intruded. On Charlie Base, it is closer to the Bravo Base and is on higher ground which is the reason why Charlie has two ghosts and no supportive vehicle. Also to add on this is that their are teleporters on the map that work meltdown style where from the outskirts of the base it could teleport them into the base or onto the side of it for closer access. Alpha Base: Bravo Base: Overview 1 Bravo Base: Overview 2 Charlie Base: Download map: http://www.halowaypoint.com/en-us/players/mexican%20torta%207/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6d41948f-e582-4f30-a1f2-994deedd1ae3 I hope you all enjoy, This took a while to be perfected and it's still not perfect... but it got to the very best it could be. Featured on THFE
  25. gamertag: KIAxDARKELEMENT map name : Spark of Unicron http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5265fb9b-f6a5-44c9-ad28-ad22cf09445f Gametype : 16 player 8 teams of 2 swat (just swat with more people and more teams no dowload requiered) also suports big team infinity slayer, team snipers, KOTH, Flood,CTF Discription:{holds16 players}inspired by transformers this is a 4 way symetrical large map with lots of wide open space but at the same time there are lots of sight blockers in the center of this map is a large monolith that crutial to gameplay but isnt completely defendable so gameplay is fun and not onesided it makes a great map for clan battles and i used all 10000 credits to make it took a toatal of 22 hrs to make because i was trying to spend every last cred without messing up symetry
×
×
  • Create New...