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  1. The Eternal Knights is very skilled clan tha has never been beaten so far, we have been around for the past 3 months, now where looking for skilled gamers like or selves to aid us in or transition to the MCC and become apart of the ETK community. ETK is a military and competitive clan that will compete in clan raids and battles. The Eternal Knights are also looking for new very skilled members to become apart of its MLG and PGL division. That will be lead by EternalRampageX, To join message Eternal Static or EternalRampageX on xboxlive. You can find our domination gamplay at https://www.youtube.com/user/DronePGL
  2. Hey all, I would like to take the time to get to know you if you are looking or interested in joining a competitive clan, our clan's name is Death By Honor, or DBH for short. Our meeting times are 9pm eastern Thursday through Sunday, if you like what you hear and want more out of halo 4, come check us out! We offer in house prizes to members who do well in tournament's such as Microsoft points and other sweet stuff... Clan leaders are "ITZ PITBULL PRO", AND "KINGJJAY", SEND A MESSAGE REGARDING YOUR INTEREST IN GETTING MORE OUT OF HALO 4, ALSO MESSAGE ME ON XBOX Live FOR ANY QUESTIONS YOU MAY HAVE ABOUT JOINING AT "RUPPY3" HOPE TO HEAR FROM YOU Soon!!!
  3. With oxygen becoming a scarce resource, this facility was designed to harness the power of the trees. This is a large, very fun and symmetrical arena-style map. There are 2 identical bases, man cannons for vertical travel, snipers on each base, rockets, an Energy Sword, and a few random drops. Oh, and the top level of the map is a greenhouse. It is recommended that 6-16 players play this map. It supports Infinity Slayer and Capture the Flag. Other game modes may be added. DOWNLOAD GREENHOUSE https://www.halowaypoint.com/en-us/players/my%20kevins/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=dc26e824-40ac-4f26-afed-0143095f5c66 Rush toward the middle floor of the arena to reach the Energy Sword. Or man the turret and protect your base. Enemies may be lurking in the distance.. After all, your flag is vulnerable. The best option, however, would be to reach higher ground by way of the man cannon. Or through your base.. Where you can stalk your enemies. Or duke it out in the Greenhouse upstairs. And reach your ultimate reward. DOWNLOAD GREENHOUSE https://www.halowaypoint.com/en-us/players/my%20kevins/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=dc26e824-40ac-4f26-afed-0143095f5c66 Enjoy.
  4. Starting a clan (Federation Of Elites) FOErt a clan in halo 4 for people interested in playing both competitively and in custom games with the clan. We will have a ranking structure just to have certain leaders of divisions and to keep order. I haven't entirely worked out the idea but anyone who joins can help form this clan. We will work out rules as we go. If interested message my gamertag- BigPickNick. The first 7 to join will be tested for teamwork on big team battle by me as you will be working for a leadership position and we shall work from there. This will be a clan for fun and competitiveness when we need it. Oh and you need to be atleast 16 with a working mic (no kinects). Thank you and i hope you have interest in contracting with the Federation Of Elites! Message me with any questions!
  5. Hey everyone! I've returned after a long long time off of forging with another map. I have been forging competitive maps a long time now, but it has really taken me a long time to get this map ready to show the world. Hyperbolic is an awesome, arena-style, Inversely symmetrical map. It got the name Hyperbolic due to the two main curved bridges that resemble a Hyperbolic function when graphed. It plays great with slayer, and it is setup for ctf, koh and oddball, although I haven't had a chance to test them. Unlike the few cross bridge maps I have seen, the bridges in hyperbolic to not connect the bases and sides of the map. Rather they cross diagonally across the map, opening up some sweet sight-lines. But Anyway! I have never been good with words, so without further adieu I present you, HYPERBOLIC!!
  6. Since halo reach halo has been on the downfall in the competitive scene, Halo was the birth of everything that started online game play. If 343 wants to be respected they need to bring halo back to MLG. Bottom line. We need dedicated servers for online play, All playlists. We need battle rifle start no assault riffle, We need less OP weapons, We need a level playing field, Mirrored maps for less spawning uphill advantage, No armor abilities, And no sprinting. If 343 just builds the Halo 5 game around halo 2 and halo 3 (more so H2) then 343 will have a mass multiplier game that will dominate MLG and every Xbox one connected to XBL. Halo started all this on XBL, Dont let it die 343
  7. These walls lurk deep within the gorge that was once know as Trinity City... 2-8 players. Trinity Gorge is a small, symmetrical, arena styled competitive map. It has 3 floors to it, each one connecting to the central tower. Great for Capture the Flag and Team Slayer. Images of the map: Gravity lift to 3rd floor: Blue spawn. Red spawn. Tower 3 and Sniper spawn. Overview of map: Video walkthrough: https://www.youtube.com/watch?v=LsNu0UJJc54
  8. I'm gonna throw this thread out there as a bit of a teaser as well as an invitation to anyone out there that still loves to play there daily Halo, but doesn't have many people left on their friend's list that plays Halo. I'm making a gaming community called "Project Ascension" with a strong emphasis on Halo. The community will deal work with our members to grow and expand for every type of gamer, from the casual Halo player, to the elite players. We are set up to have a war-simulation event (And no, not a LARP) in which all our participating members form into teams and work to gain domination of a risk type board, with each territory being represented by an actual in-game map. Alongside this, you can expect us to have a handful of gamenights each week ranging from any of the Halos, to other amazing multiplayer games. On top of the Campaign war simulations, and gamenights, we will also hold Tournaments, and days were we get together to simply work on achievements to help our members get that next step closer to 100% their games. Now that I'm done with the very rough explanation of what Project Ascension is, let me try provide some quick guidelines to the community: 1.) We don't have an age range, We have met plenty of 14 year olds that have it much more together than some guys and gals in college. We do however work to limit drama on the community to as small as we can. 2.) No, we do not require any changes to your gamertags, profiles, statuses, or anything like that. It's dumb, and a waste of your time to do it, and a waste of my time to even think of asking you to do it. 3.) We are an open community, if you are part of another community, we don't mind. We are just restarting and we understand that other larger communities have a lot to offer as well. We do appreciate monogamous members, but it's not like we are gonna chain you to the community. 4.) No, we don't demand that you attend every thing we do. We do appreciate members conveying that they wanna join an event, but unless you convey you want to join in, you don't need to feel pressure to join. Project Ascension already has pretty much everything we need to start up on a moment's notice, but due to our admins either being in college final's month, busy with a wedding around the corner, as well as other things in life demanding our attention, we won't be officially starting up for about a month and a half, late May to early June to help remove the chronological math from that. With all of that said, myself, and the other admins do find ourselves enough spare time to jump on our xbox often enough to forge some fun maps, do matchmaking, and keep up with anyone that wants to join with us for some fun times. If you feel like you wanna just jump on Halo and play with some decent guys feel free to send a friend request to gamertag: Salvanous.
  9. Hello and welcome! My name is Joseph, but you can call me Aardvark or Broseph. I am here to introduce a collection of Halo 4 gametypes that I think truly recapture that competitive Halo magic again, while at the same incorporating some of the new features from Halo 4 that were done right! Before we get into specifics about these gametypes, let's talk about how this gametype came to be and how I want it to become a new platform for the competitive Halo community! Back in the Halo: Reach days, I was starting to really get into competitive Halo. MLG and AGL matches were absolutely sensational in my eyes. I loved them. When V7 settings came around in Halo: Reach, however, I didn't really like them that much. Not sure what it was that I didn't like about these settings, but I certainly wasn't a fan of them. It didn't stop me from watching matches or playing the game, in fact it did something better. It inspired me to make my own competitive gametype. Eventually though, I wanted something more from that, I wanted my own competitive Halo platform, with official leagues and tournaments for competitive players to compete in! Thus, The Kingdom of Hell Pro League was born! ... it died pretty early on though. For a lot of reasons, one of the most prominent being that, as you can tell, that was just a horrible name. I was young and had no Idea what I was getting myself into. I made a website using webs.com because I don't know how to program and that website was a disaster as well. The idea behind the website though was perfect. Give competitors and the public easy and quick access to full career stats and season stats for each and every competitor. Not only that, but I made promises of footage for every single match in every single season, to be published on the website and to YouTube complete with an entire archive of past matches organized by players, teams, seasons and brackets. Still, the website was poorly built and ultimately the entire project got nowhere. On the plus side, though, my gametype and its compatible maps made by myself made it pretty far on the most downloaded list, which certainly shocked me! Still, KOHPL didn't last. When I realized KOHPL had failed, I had a determined attitude. "We'll try again!" , I said confidently. And try I did, in Halo 4! This time though my cousin and I actually put some thought into the name. In the end we decided on Competitive Console Gaming! We wanted something simple, that didn't lock us down to one game but also was straightforward enough for people to know what it was right away. So with the name CCG fresh in our minds we set off to make a new website and competitive community. Still working in Webs, the CCG website was a tremendous improvement to the KOHPL design. It looked almost Halo Waypointish with dark-blue and black colors and had a far better layout than the past design. This is where we started to get more likely to succeed and we could feel the rush of excitement we would get before the finals of an AGL tournament! I've been working on the CCG gametypes for a little over a year now. I in fact thought that I was finished at one point and saved my "final" gametypes as V1 gametypes. It was time to spread the word! But then the unthinkable happened... the Halo community seamed to just drop off the face of the Earth! I was as if everyone just stopped playing, and stopped looking for Halo related content. At first, this was scary. I thought, "We don't stand a chance now!" But I did some digging around the internet, and I found that clearly, people still wanted Halo. They were asking all the same questions as me. "What happened to all the Halo content?" "What happened to AGL?" I then realized that I should see this as an opportunity. I made it my mission to help bring back competitive Halo, but in a new form. So I got back to work. However, after going back and playing the gametypes with my friends and my play testers for a few months we said, "This needs more originality!" So I said screw it! I decided instead of focusing on the website, and thinking of how to get my platform out on the Halo scene, I would focus on finishing the platform. I took my time with the maps I was making for the gametypes, I spent hours of my time in the gametypes settings alone, just analyzing everything and putting pieces together. I spent SO many hours play testing my maps with these gametypes. Now, a year later, It has finally paid off! FINALLY, CCG Settings are a truly competitive, unique, and fresh Halo experience! But there is still work to be done. There are still things that need to be worked out. First and foremost, I need you lovely guys and girls! I need the Halo community! I know the mother of all gaming communities still exists, she just needs to be awoken! That is what I hope to do with Competitive Console Gaming! Now let's talk about what makes these gametypes unique! Before I tell you anything, I should tell you that I think that the one thing that was balanced in Halo 4's Infinity settings were the armor mods. The weapons were horribly unbalanced and made the whole thing a wreck. The Tactical Packages and Support upgrades though, are a different story. They instead let the players decide on one situation they want to have an advantage in. Everybody gets two, but these advantages are not pocket shotguns, mini-sniper rifles, or map destroying jet packs. These actually allow the player to play the game their way, while still providing a fair and balanced experience. Through manipulation of the Halo 4 gametype options, I have made a competitive gametype in which everyone spawns with a Battle Rifle, 2X Frag Grenades, no armor abilities, and in most cases no secondary, but players still can have the tactical package and support upgrade of their own choosing. This means a couple of things. If you are like me and abandoned your personal loadout editor a long time ago, time to open that baby back up again! But don't bother editing their armor abilities or grenades (actually feel free if you like wasting your time) and just focus on the two armor mods that best suit your play style! One of the coolest things that these gametypes bring to competitive play though, is weapon skins! While the gametype forces all players to spawn with BR's the game still recognizes the players' selected BR weapon skins, so if you are a competitive player who loves your weapons skins and is sad that they never get any use, now they can! Pro Tip: if you want to see a super secret weapon skin and have the Champion's Bundle weapon skins, use some of those nifty Assault Rifle skins in your loadouts and see what happens! Now onto the more basic stuff, in CCG game variants each player does 15% more damage. This means that each precision weapon's shots-to-kill has been reduced by one. Additionally, players' radars only show ally movement and their ranges have been increased by 40 meters. Two gametypes are exceptions, however, those two being FFA and Ricochet where the radar functions normally and reverts back to its normal range. Now onto the maps. Even back in the KOHPL days, I wanted to include maps from as many different forgers as I could into the mix, not just shipped maps and maps made by myself, so I have compiled multiple maps to be compatible with CCG settings and I am going to list them here for you right now! Keep in mind, the map pool may grow and these decisions are not final, however, it is most likely that if a map is on the following list it will make it into the final map pool. Here we go: Cryptic by Sgt x Slaphead Acidic by aardvark09j Cyclone by aardvark09j Status Bloom by aardvark09j Treetops by MockKnizzle008 Angst by IKorlash Splashes by SE7ENGINE Townsville by aardvark09j Simplex by Big Papa SaLot Stigma by Squally DaBeanz You will be able to find some of these maps on my file share, but in the future I will have Waypoint links to these maps so you can download them there. My gamertag is aardvark09j And there you go! Shout out to all of those VERY talented forgers who made those maps listed above. Now for the slightly lamer stuff here are the shipped maps that will be thrown into the mix: Abandon Adrift Haven Now I have a question for those of you who are interested in playing CCG in the future. If CCG gets big enough I plan to eventually start holding online tournaments and events and possibly official leagues in the future. My question is, if I were to do this, how many of you would be okay with certain DLC being required to participate? I know it may be a little bit early to ask that, but I want to know what you guys think. If DLC were required, only the Majestic Map Pack and Champion's Bundle maps would be required. Keep that in mind when typing your responses down below. Currently, a CCG prototype website is being built using webs.com, however this is just being used as a temporary test site to see what an official CCG website might look like. Until then, you can get any and all info regarding CCG including news updates and game nights, here on the forums, or you can follow CCG on Twitter @CCGOfficialT . Stay here and hang on, because I've got a lot more incoming So there you have it ladies and gents! CCG is a big endeavor for me and hopefully for the Halo community as a whole. If you are reading this post and you're on board, then please, spread the word. We all want Halo to make a return, but it's up to all of us to make it happen. In fact, let's make #HaloComeback a thing! Tweet about it, tell all of your friends, get excited, and let's start playing some Halo! aardvark out! Halo 4 Life
  10. Hey everyone, Have been playing high level Halo, SC2, LOL, chess for a good while now and now playing DOTA 2. Halo is by far my favourite game out of the above.... When it's played on LAN Going by online standards, I would rate Justin Beiber better then Halo (yeah Justin Beiber the little a-hole) Halo puts all the properties of the competitive games above into a space age FPS. Halo : Highly strategic, High skill cap, Requires great team work, Very fun, Constantly updated to maintain balanced gameplay Competitive (On LAN) but highly frustrating and imbalanced online due to peer 2 peer lag Now what makes a game competitive? Most importantly it need to be an equal playing field, one player/team cannot be given an advantage from random properties that are implemented into the game. Examples : Random ordinance drops in Halo 4, Bloom in Halo : Reach. The No.1 thing that makes online gaming fair is a dedicated server, It allows every player to have the low ping based the distance they are from the server. But what if the server is located in L.A California and players on the east coast have 70 ping instead of players in L.A having 12. This is unfortunate but you have the same opportunity to relocate to L.A giving all players equal opportunity to optimal connection. Where as Peer to Peer connection which has been used in every Halo game so far does not allow for this consistent location of the host so you can assume your average ping and adjust over hundreds of game to playing on 70 ping that it becomes very normal to you and only hinders give the players on 12 ping a slight advantage. But in peer 2 peer you will get a random host from new York who has bridged himself host and deliberately downloads torrents while he is host of the game causing 500-1000 ping for all the other players. In online Halo where you have 2 teams of 4 versing each other from opposite sides of the country or even the world, the team with host will be at an immense advantage, all 4 players on the team with host are sitting on less then 60 ping while the other team are all well above 400 ping, so how is it one team being able to 4 shot every time while the other team would be lucky to pop the hosting teams shield with 5 or 6 shots and melees don't register. I'm sure everyone on the website has experienced the games where it takes your full BR clip to just pop and enemies shield or players teleporting and getting assassinations while they are in front of you, or standing on custom for 3 seconds shooting the enemy while he runs straight at you, for him to still pick the overshield up over you and kill you and then tea-bagging you because he thinks he made such a great play...... (insert rage face) In league of legends, the server I play on is located in Sydney Australia giving me an average of 27-29 ping (if nobody is downloading porn from my net ). The only time I will get high ping is when the server crashes (rare) or I am uploading or downloading other content. Now in peer 2 peer I can not be downloading and will match a player across the other side of the world and one of us will have to put up with 300+ ping while the other player is playing on LAN connection. Now since having a equally fair playing field is a must for a competitive game, how can one player having to play with 300 ping delay while the other plays with 0 ping delay be fair? It's not fair, plain and simple. Online ranked matchmaking in Halo 2, Halo 3, Halo: Reach's Arena, and Halo 4's CSR crap. are all a farce due to none of the games being eligible for competitive ranked play since they were not balanced. Fair enough dedicated servers were not really available to console gaming back then but there is no reason in the modern day for Halo 5 to be peer to peer if they intent to be a competitive game. So putting above into a nutshell. Peer 2 Peer online gaming is a random property. Competitive games eliminate random properties. Dedicated servers are consistent. Halo 2 : anniversary and Halo 5 multiplayer need dedicated servers or you may as well not bother with ranked matchmaking.... because who the hell would play unbalanced ranked gameplay on peer 2 peer connection, when the titles I mentioned above have created great competitive titles on dedicated servers. Thanks for reading, feel free to post any feedback.
  11. Hello there! I'm the Clan Leader of The Sorrows. We're a Reach Clan, and we're looking for any and all members to come and join us. We're hoping for gamers who enjoy custom games, meetings, battles, raiding, all while hanging out with other like-minded individuals. All you have to change is your emblem, you can keep your colors, clan tag, etc. Our current record is 15-0 w/ clan battles. and 1-0 w/ raiding. We the existing members in the clan all have experience in leading clans, this one won't fall apart as too many reach clans do. If you're interested in Joining message my live account: The Rogu3 Titan The Sorrows- Acta Non Verba. (Deeds, Not Words)
  12. I hate Halo 4 matchmaking (exception being Team Throwdown). It's simply not competitive enough for my tastes. I like to have some purely casual playlists, but it shouldn't be the majority of the game. To be honest, most of my fun in Halo 4 multiplayer only comes from my experiences in competitive customs with my fellow clan members. Although they have Pro gametypes in some playlists, I want more playlists made entirely of game types like these. When I go to a playlist, usually I want to have a balanced competitive experience but instead what happens about half the time is that an infinity gametype is voted, and we all know how much of a mess Infinity Slayer is. My proposal is that 343 Industries adds four playlists to Halo 4 that'd fit solely to the more competitive crowd. Not as strict or harsh as some players find MLG/Team Throwdown to be but not as chaotic and unskillful the normal playlists can be. These playlists should have preset loadouts, 5-second respawns, a number of armor abilities a player can choose from (Hardlight Shield, Thruster Pack, Regen Field, and Hologram I think would be good), static weapon spawns (maybe there could be SOME random ordnance but weapon drops would need one or two clips worth of ammo each, and would need to be sparse), 120% movement speed, and maybe enhanced versions of active camo and jet pack could be picked up by players on the map. For team based modes, players should also be forced into game chat. The playlists would be Slayer Pro (4v4), Rumble Pro (8 players), Objective Pro (5v5) and Doubles Pro (2v2). Maybe if players wanted it, there could be a playlist called Duel Pro which would essentially be 1on1. What do y'all think?
  13. Im seeking a Competitive Halo Team or possibly starting my own. If anyone has any information or is interested please let me know.
  14. https://www.halowaypoint.com/en-us/players/revrsepalndrome/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=479c8ea6-6507-4119-8ee7-d7813d9c13d5 Under Map Varients. Small competitive map for 2-4 players. Supports Koth and Slayer Variants.
  15. Ive been gaming since the release of the original xbox. Ive been playing the halo franchise ever since it came out. Lets see, in 2001 I was 6 or 7. That's how long I've been playing halo. And just xbox in general. I played halo 2 casually. Then when halo 3 came out, I stepped it up. I acquired 50s in multiple playlists. TS, TD, Snipers, SWAT, Big Team, and Squad Battle. Now that halo 3 is no longer available online, I've moved to halo4. I actually quit gaming for a year because halo 3s servers shut down. I was depressed. Yes. Depressed. Because the servers shut down. Now im back. I want to get into halo 4 and see what I can make of myself. I've played a little casually. But I want to become one of the best like I was in Halo 3. If anyone has a casual team that I can start out playing with in Halo 4, please shoot me a friend request. I just wanna get my skill up for now. Once I feel like I can keep up with the big dogs, I will either make a competitive team, or join one. If anybody thinks I would make a good extension to there gaming experience, please shoot me a friend request. Much love to the gaming community -ClassifiedSteel
  16. GT: TheBloodbath22 Suggested Player Count: 8 - 10 Supported Gametypes: Ricochet, CTF, Slayer Initial Ordnance: Sniper x2 (135), Neutral Fuel Rod Cannon x1 (200) Random Ordnance: Neutral Railgun x2, Neutral Saw x2, and 3 Plasmas x2 A Note: Well hello fellow Cartographers. TheBloodbath22 here. It's really been a long while, since my submitting maps anywhere online for feedback proved utterly fruitless, leading to trolling, heckling, and truly nonconstructive comments. But a Ricochet forge contest brought me back from my slumber, as it is my new favorite gametype. I hope for a BTB version. Anyhow it's good to be back, for however momentarily, and I appreciate your reading and consideration! DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/9357bc1d-7908-434b-aa7a-2d5a3bc9ca40 DESCRIPTION: Medium (?) sized competitive symmetrical arena on forge island canvas, shaped like an Hourglass. I aimed for a design that would smoothly balance between simplicity and unique gameplay. Straightforward, but flavorful. Cannons with delayed spawning, abundant ordnance, and more deliberately open spaces than cover favor communication and strategy. Teamwork is almost essential to thrive here, unlike many other designs. This is subjectively a plus. Alas, some photographs! PLEASE NOTE: The rear side walls have been removed for easier scoring from either end of the main bases. And that's that! Thank you so much! I love sharing my work, though this time the map was created and designed strictly for Halowaypoint. I hope you all enjoy. I admit I am not really open to feedback here online anymore, this is more of a simple submission through and through. However! if anyone would like to establish mutual testing of any forges, I would be delighted. Best of luck in all your hard work! FRIEND TheBloodbath22 FOR MUTUAL FORGE TESTING!
  17. INHERITOR By Squally DaBeanz Players: 4-8 Gametypes: Slayer, CTF, KotH, Ricochet Inheritor is a medium sized symmetrical map with a two base design. The map was designed with symmetrical objective gametypes in mind (especially Ricochet), and takes subtle design elements from Midship, The Pit, and Gemini. The map is divided into five main areas: The two bases (Red and Blue), the upper platform (Gold), the middle atrium, and the outer balcony (Green). There are also various jumps throughout the map for quicker movement between areas. A majority of the jumps have been optimized for easy use. Each base has a bridge leading into the middle atrium, a tunnel housing the sniper with a lift at the end, and two large ramps leading up to the lift exit. The upper area of each base leads into gold, while the doorway on the other end connects to the outer balcony. The outer balcony curves around the outside of the map, connecting the two bases and the middle atrium and houses a teleporter leading to gold. Gold is a large platform with a ramped structure dividing sightlines between each base landing, and has sightlines over the middle atrium. The middle atrium has two ramps leading to a floating middle platform, and two small balconies connecting to each base looking down on the platform. A sword spawns on the middle platform and a rocket launcher spawns out on green, by the teleporter entrance. Each team gets a sniper off of spawn, with quick access to Gold via the lifts. Enjoy! Video Walkthrough:
  18. GT: TheBloodbath22 Map Name: Whimy Supported Gametypes: Ricochet, CTF, Slayer Player Count: 8 (Ricochet), 10 (CTF), 16 (Slayer) Initial Ordnance: Energy Sword x2 (130), Sniper x2 (130), 2 Frage x2 (30) Random Ordnance: Neutral Rocket Launcher x1, Neutral Saw x1, Neutral Fuel Rod Cannon x1 Budget: 5840 Description: Medium-to-large sized competitive map on forge island canvas designed primarily for Ricochet. No feedback please. This is a simple submission, I will not read or reply to comments. Thank you very much to THFE for your consideration. DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/be38b16f-72aa-45c7-9143-d7af0a356c4d
  19. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  20. Map Name: PRESSURIZED by MiCkEy O rOuRkE Game-types supported : FFA slayer, oddball, 4 team ctf + koth + slayer Amount of players : 6-8 players [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedintro_zps61eae8e7.jpg.html][/url] http://www.youtube.com/watch?v=dVK70c9yRcg DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/a88d0405-cd67-475d-ae7c-ef5f2c8c9f23 Description: This is a medium sized map which works well for capture the flag and slayer, but also other game-types. Rapid close quarters combat with some great lines of fire from the high platforms, has great little jump spots to surprise foes and get to objectives. Its a symmetrical map like a reflection. My map got reviewed by a machinima affiliate GAME OVER STUDIOS back in November, I had 650 DOWNLOADS on my original file on my file-share when the episode was aired but I tweaked the spawn points and power weapons to make it flow better for competitive play so its been reset to zero. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedredbase_zpsc519ea2c.png.html][/url] The red base and blue base are mirrored images of each other. The quickest way to move between each base is through the middle walkway. The red and blue team spawns are under the pipes where the light is. There is also a man cannon on top of red and blue base which throws the player on top of the green base. The blue and red flags are located above the spawn which can be accessed fro the ramp at the back of the base or by using the jumpspot from the top of the 1x1 block. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgreenbase_zps8dfb5d3d.png.html][/url] The green spawn points are on top of the green base and the green flag is located on the ground floor in front of the base. There is lots of cover on top of the base if the red or blue team want to use the man cannon and then move through cover around this side of the map. Through the shield door is a teleporter which connects to the teleporter above the gold base. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgoldbase_zps1dcbc276.png.html][/url] In the gold base the spawns are against the wall behind the pipe which leads up to the gold teleporter. The gold flag is located behind the pipe which slopes down then up again which players can use to run up to the upper middle section of the map. There are also gravity lifts at the corners where the blue base meets the gold base and the red base meets the gold base which leads up to the sniper rifle spawns. I have timed how long each spawn takes to get to these. The green team can use the teleporter to rush the sniper spawn as well. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedbluesniper_zpsaafd1fa0.png.html][/url] There is a scattershot located at the middle of the map which is equidistant from each spawn and on the opposite side of the middle area there is an oddball spawn. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedscatter_zps722273fb.png.html][/url] On the upper platform there is a random ordnance drop with power weapons in it and there is also a oddball spawn point. This area connects to all the bases with two walkways one to the red base and one to the blue base, but there is also a ramp on either side of the green base which can also be used to get up there. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedweaponspawns_zps5d6f2cb6.jpg.html][/url] I could not get a proper overview photo because the map was made inside the big room inside the erosion but here are the weapon spawn locations. They are equidistant from all spawn points. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedbluespawn_zps4b7d8c44.png.html][/url] [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgoldteleport_zpsaf403e41.png.html][/url] [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgreenteleport_zpse18aed63.png.html][/url] A little video run through of the map If anyone would like to help play test my map send me a friend request or if you need help play testing your own map send me a friend request/ game invite.
  21. 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.
  22. "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
  23. I believe in organization and coordinated attacks. I want to play with people at or above my skill level, and go over map positioning, map strategy, etc, AS A TEAM, so we're all on the same page. I want to participate in Clan Battles etc, and the ultimate goal of this is to become a better player. Holla at me... GT: TheatriXxX
  24. 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.
  25. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Check out the update here Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
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