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  1. 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
  2. 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!
  3. [Please post your feedback and suggestions to this map in this thread] 1) Map Name Babbo t4 3) Map Creator aVeryShinySpoon 5) Brief Description - symmetrical map - one sniper on each site - rocket on top mid - lightrifle on the opposite sides of top mid - no framelag 7) Video and/or Pictures of the map Video: /edit: Changed the color of the green structures to the matching sites. DOWNLOAD: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/f2e9a5cb-a21b-43b7-ae98-2a8e49855f6f [Please like the post if you like the map, this helps to get attention on this map]
  4. Map Title: Ironclad Download Recommended party size: 8 - 14 Gametypes: Infinity Slayer, CTF, Regicide, King of the Hill, SWAT. Storyline: After the glassing of Reach, this remnant is all that survived from the city of New Alexandria and has been drifting in amongst the asteroids that once made up the planet Reach, ever since. Hi Guys, A R C A S I U S here Ironclad is a medium sized, symmetrical competitive map created on the impact pallet. I have been working on this map for a few weeks and it has undergone countless design changes to finally be what it is. I took inspiration for this map from about 7 different maps spanning the length of the Halo series not to mention countless hours researching futuristic city designs and layouts. I believe this map stands alone in regards to originality, aesthetics and overall game play flow. My main focus for this map was to avoid creating a "box map" that seems to be the norm for a lot of forgers these days. Don't get me wrong most of these have terrific gameplay however I simply wanted to create something a bit more original and less repetitive. Note: There is a small frame rate drop in one spot IN FORGE but not in any custom games. The reason for this being that the spawns, kill zones, and capture plates are not visible in custom games. I have tested this extensively so please check the map out in a custom game. Also, the kill barriers are rather unforgiving. This is due to the fact that I have played many forged community maps that are able to be exploited due to poor kill barrier placements and combinations. As you maneuver around the map just be mindful of what logic would be considered "outside the map" and as long as you don't go there, you will not die. Also, I am the map creator although it says Q U A R l S M A. Q U A R l S M A is my old acc and I created A R C A S I U S halfway through the creation of this map. As proof, the xbox profile of Q U A R l S M A is boasting A R C A S I U S's tag. Enjoy! A R C A S I U S
  5. Hi eveyone ! GamerTag : SnR Zaelkyria Map : Trinity v3 Description : A small 4 vs 4 symmetrical map, for Slayer, Oddball and KoTH. Trinity • Weapons - x8 BRs ( 10s ) - x2 Magnums ( 15s ) - x2 DMRs ( 45s ) - x1 Sniper ( 150s ) - x1 Sticky ( 120s ) - x4 Fragmentations ( 15s ) - x1 Green Gun ( 120s ) - x2 Carabines ( 30s ) - x2 Plasmas ( 30s ) - x1 LR ( 60s ) - x1 Overshield ( 120s ) • Screens Overviews : Red base : Top Red : Red Backstage ( The Backstage is joining the Pit to the Top Red ) Red Pit : Red Window : Red Bridge, Red Ramp and Red Jump : Gold : Sniper : Middle ( Purple ), Overshield : Green, Sticky : Lift leading to the Middle : • DownLoad link
  6. Gamertag: TheJudgemodalla Map: Barrows Gametype: SLAYER, CTF Description: Barrows is a symmetrical competitive map that supports Slayer and CTF. The map is made in an arch-shaped formation and has two bases. There are few power weapons on the map (Shotgun on top middle, Sniper w/ 4 bullets on bottom middle, Sticky Detonators on both sides, and Needlers in both bases. There is also one mongoose in each base for faster access to the middle. There is a turret on the upper level of each base, but have slightly blocked sight lines from the middle. There are 4 gravity lifts that will bring the player to the higher levels of the map. The map will work best with 4v4, 3v3, and 2v2. Knowing that using normal Infinity slayer and CTF on these maps will take away from its originality, I attempted at making the map and gameplay seem much more like halo 3 by making two gametypes, one for Slayer and one for CTF. The Map can be downloaded in the link below. The gametypes are also shown in the links below: Barrows: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6f353906-50a1-414d-bea5-5145734a5a56 Judge CTF: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=List&startIndex=0&details=65c381d0-bf2e-4476-baad-f1658d27b9cb Original Slayer: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=List&startIndex=0&details=b9286a76-9d88-42bf-b54f-b3e6031c3cae Hope you guys enjoy the map! Please leave feedback if you could. Fact: This map only took 2 days to create and finish.
  7. GT/Creator: TheBloodbath22 Map Name: Ouroboros Supported Gametypes: Slayer, CTF, KOTH, Oddball, Extraction. Supported Players: 2 - 16, Recommend 8 - 10. Description: This is an asymmetrical mid-to-large sized map designed for 4v4 to 8v8 competitive gaming, although slayer functions fine as well (except FFA). It's name is its function--the never-ending cycle of bloodlust between two sides, as there always is. Power weapons include 1 Rocket Launcher, 1 Saw, 2 Sniper Rifles, 1 Energy Sword, 1 Gravity Hammer, and 1 Sticky Detonator (only the first of which is Initial). Blue Side Red Side Centerpiece Side Path Thanks so much for taking a look, everyone! And on behalf of all Forgers, thank you THFE, who is kind enough to consider all of our hard work. Download Link: https://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/052d6d7a-e095-4aa4-aa9f-f5f2ccc71480
  8. GT/Creator: TheBloodbath22 Map Name: W Georgia Correctional Facility Player Count: 2 - 16 Supported Game Types: Slayer, CTF, Flood, KOTH, Oddball, Extraction. Description: Otherwise known as the West Georgia Correctional Facility, this map is a replica of the prison from the hit show The Walking Dead, from which stills were used to craft blueprints and ultimately a fairly accurate representation in Halo 4. I aim to please fans of both. Thanks for taking a look! Here's the Download Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/96dfdef3-4170-4027-8e4c-7a08f393c2b5
  9. GT/Creator: TheBloodbath22 Map Name: "Starlight" Recommended Player Count: 10 - 16 Supported Gametypes: Slayer, CTF, Oddball, KOTH, Extraction. Description: Inspired by BT Infinity Slayer online, I decided to improvise a map dedicated more distinctly towards large-scale combat. Although close-quarters weapons are at a disadvantage here, the map has distinguished sightlines and ordnances that adjust gameplay. This is an asymmetric map with the exception of the centerpiece, which is symmetrical and upholds a Mantis. Nearly an entire asteroid of canvas map Impact is used here. I recommend CTF for the best game night, as the map was primarily designed for that gametype. Download Link: https://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/944b8beb-e4ab-4b71-a9ec-0939d183fb68
  10. I've been playing these objective gametypes by myself too much and I feel to start a group. It could be as much as it needs to and if you play extraction and/or dominion most of the time, send me a message on xbox saying that you would like to join this so called group. We don't have to be a well-oiled machine but it is mainly for fun so you don't play alone if people from this group is on. It would be nice if you did have a mic to talk it doesn't have to be all callouts it could be all casual and it will be for wins. Again if you would like to join just send me a message via xbox. DO NOT SEND ME A FRIEND REQUEST BEFORE THE MESSAGE. I don't know you guys yet so send me one after the message so I know why you are sending me it. If this truly works out then I'll plan to make this bigger and better.
  11. Name: Dusk Gamertag: YamaMX Gametypes: Slayer (1v1, 2v2, x4 FFA) File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5b4f085c-009c-4a4e-9b07-38e8181b3ca3 Please watch the video in full to understand the mindset behind the map and it's many intricacies: http://www.youtube.com/watch?v=El8Edz4m6B4 Dusk is a smaller competitive map focused on 1v1 and 2v2 gameplay. Aesthetically pleasing set pieces and competitive fundamentals are unified to form an overall enjoyable map. This project started as a sketch on notepad paper and has since evolved into what you now see. Through multiple rebuilds and refinement, it has came into it's own as a successful smaller map. Different from most of my other creations, Dusk is highly centered around structure. If my other maps gained any inspiration from Lockout, this one gained it from Ivory Tower. All tiers are accessible through various routes with both basic paths and trick jumps available. Like most competitive maps, the more you put into it the more you'll get out of it. There is much trickery to be had, yet enough open space and vivid lines of sight to end it with precision.
  12. Map name: Lockout Gamertag: YamaMX Gametypes: Slayer, AGL, CTF, Oddball, KOTH, Extraction File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/23f275a9-02d7-4f21-8763-02e475a15e07 Lockout is a 1:1 replica of the Halo 2 map co-forged by veteran forger Vincent Torre (MickRaider) and myself, YamaMX. Back in January I forged the map while using Halo 2 PC as a guide, block for block. Like many, I have a passion for this map as it housed many great competitive outings and memories. Having presented the original version, it received many positive reviews and a ton of useful feedback. This is where I met MickRaider, who could sense my passion for perfection and my willingness to listen, learn and execute. Together we bounced the map up and back, each of us taking care of large chunks at a time. By the end of it all, the map underwent ten major version increments before becoming final. The goal of this remake was to faithfully reproduce Lockout; line of sight for line of sight, trick jump for trick jump without sacrificing visual fidelity in any way. While some remakes tend to re-imagine the map in order for it to work with Halo 4 settings and bigger party sizes, we wanted a true 1:1 experience that both works well for Halo 4 and stays absolutely true to the original. While the trick jumps and such were made to work with Halo 4's engine seamlessly, no liberties were taken in regards to map size. Instead we measured for days on end to re-create the scale of the original, right down to the amount of seconds it takes to fall to your death. While I could write a change log, it would likely reach a character limit... thrice. I can honestly say the map was rebuilt from the ground up, everything has been amended or changed for the better in some way, shape or form. Just some small examples in comparison to the original would be the addition of the cave itself, missing entirely from the beta build. The entire height of the map has been adjusted. Bridges that most fail to realize have slight inclines have been inclined accordingly. Every Halo 2 spawn has been faithfully reproduced. Every room has been redone from the ground up, literally. Every trick jump is included and act nearly the same way they do in Halo 2. Barrel balance. Railings flipped. Tweaks to glass. Walls shortened or extended. Line of sights amended. The inclusion of CTF, Oddball and King of the Hill with the exact hill properties right down to length, width and height. The Halo 4 exclusive addition of Extraction. Optimization of the lighting budget. I could go on for hours, literally. It is an entirely new map in comparison to the original, shaped by over one hundred hours of work and countless play tests through out. The end result is Lockout, as you remember it. The map can be found in my file share or by following the provided link. Blockout, a version tweaked for Halo 4's Infinity Slayer with Ordnance Drops and such will be available shortly via MickRaider.
  13. GT: StringyBird Map: War On Two Fronts Gametypes War On Two Fronts Recommended Party Size: 8-16 Played With CTF Description: Tested map with positive feedback. There are two pathways that connect both sides, a left one and right. In the middle of these two trenches are rocket launchers that provide fun and hectic game-play Along with the two sides, there are two high walks on the sides that provide players with the ability to snipe down on players which increases the need to hide in trenches giving a real feel of trenches. There are machine guns on both sides covering the flag, though may seemed overpowered, the machine guns can easily be broken. It may seem like a small boring map, but in reality, provides game-play as crazy has Husky's Raid yet still has teamwork involved. Don't judge the map for it's looks, I have tested it out on a party of sixteen, at first people were annoyed on the blandness of the map but quickly changed their minds after they experienced game-play May need a few tweaks. PLEASE TEST out this map with sixteen players before judging it. Will Provide Picture In Later Post
  14. Centroid 0: Small symmetrical map, meant for 2-4 players. Supports Slayer, CTF, Extraction, Oddball, and KotH Map: Erosion Video Link: Screenshot Links: http://i.imgur.com/d5wtG4a.png http://i.imgur.com/lQgPYQ2.png http://i.imgur.com/KO1wgBr.png Authors Notes: Making this map, i really focused on a map meant more for doubles and 1v1’s more than anything. Although it supports 4v4, id suggest something to make it less hectic like 3 lives per round, 5 rounds. for Objective of Slayer (adding a new tactic to win not unlike CounterStrike). However for 4 players or less, standard rules are best. Onslaught Halo 3: Onslaught from Halo 3. 8 players. Supports KotH, Slayer, CTF, Oddball, and Extraction Map: Erosion Video Link: Screenshots: http://i.imgur.com/tMwUmdr.png http://i.imgur.com/2z49w91.png http://i.imgur.com/35QOhik.png Authors Notes: One of my favorite maps from Halo ever, spanning all games. Replaced the mauler with the boltshot, and tried to add all jumps in. I made it assuming AGL settings would be used. Onslaught Halo 4: Onslaught from Halo 3, resized for sprint and AA’s. 8 players. Supports KotH, Slayer, CTF, Oddball, and Extraction Map: Erosion Video Link: Screenshots: http://i.imgur.com/OGQsAs0.png http://i.imgur.com/pjqEPxm.png http://i.imgur.com/WzpaYmw.png http://i.imgur.com/HAOb0eg.png Authors Notes: Now this remake is too wide. Ill be the first to admit it, however i believe it adds to the overall gameplay because if it were narrower, it would play too competitively, and way too small with sprint. Power Station: Small symettrical map meants for 2-4 players. 2 main bases with middle ground used for objectives. Highly competitive and easy to learn. Supports Map: Impact Video Link: Screen Shots: http://i.imgur.com/Khp25j8.jpg http://i.imgur.com/TYbb1GS.png http://i.imgur.com/pKM7vUr.jpg Author’s Notes: This map was the first map i specifically made for competitive settigns with BR start. Its made so that the BR cant shoot across the whole map. It forces team work, and power weapon control. PW control is high risk, high reward due to the rockets being in the middle exposed to the whole map, but they are rockets The DMR is a power weapon on this map because aim assist is still active cross map. Rockside: Larger Version of Powerstation. Supports, KotH, Slayer, CTF, Oddball, and Extraction. Players up to 8. Map: ravine Video Link: Screenshots: http://i.imgur.com/6i32Tvt.png http://i.imgur.com/Xx3C1Eo.jpg http://i.imgur.com/iCQiRHo.jpg http://i.imgur.com/hrB3bAe.png Author’s Notes: This map is made so that the BR standoff cross map is similar to Simplex. this forces teams to really take advantage of the other parts of the map besides the spawn base. This is meant for competitive settings, however normal settings would work. I like this map because it is really simple, yet it has a lot of little details, and a huge amount of jump ups and trick jumps.
  15. T O lR T A

    Camo Campers

    Hey guys, you notice how their is this weird blob in your first person screen but ignore it because your radar says no one is their. Oh boy, aren't those people such a joy to the halo community. Isn't it such an amazement when you play some big team and their is that one sniper "hanging out" in the back and sniping. Oh no, you can't see him. You are close to him but can't find him. Oh gosh darn it, he must've ran away......BOOOM! He backsmacks you as if he knew you were always there, you checked your radar, you double checked and he pops out as if he were Houdini's son. The topic here is camo glitchers/camper. They really give me a hard time in dominion for sure. I'm all confident in capping a base when I'm sure nobody is their. I have rockets and I feel like a walking tank. I check all the corners for those corner campers and it seems clear. I begin to initiate capture, and I'm sure you can guess what happens next. I lose the base, I lose the game, I yell and why, because this one guy.... camping in the corner with his active camo plus his glitch. If he was using camo like it was meant to be used, it would have been no problem to deal with him considering I will know that he is their by looking at my radar. Tell me how you feel and if you have ever been in this situation give a like to this post. And don't forget to vote on the poll.
  16. Invasion was my top playlist back in the Halo Reach days, and that was mostly what I played. Is that something you guys would like to return. But this time, since their are no elites, how about prometheans versus the humans. It is a really cool concept with a story. It added a lot in Reach and I think it would add alot in Halo 4.
  17. Name: Collection Gamertag: YamaMX Gametypes: Slayer (2v2, 1v1, x4 FFA), CTF Collection is a different type of challenge than my other forge works in that I'm working around pre-determined areas to allow them to work outside of their intended element. The result is a small competitive map that has official visual standards not possible within the forge templates, yet forge is put to work in order to allow the intended competitive play. The other challenge in doing so comes from the lack of any forge pieces to work with and forcing these substitutes to work in a manner not to be detrimental to visual fidelity. Please watch the video for a full explanation and walk around: http://www.youtube.com/watch?v=G2JoVbnifF4 Update: An updated version is available with a few small tweaks and a second teleporter in glass hallway (every gametype except CTF). This allows greater movement around the map without the ability to camp an exit.
  18. Edifice Hey fellow halo nerds, just giving up on leaving this map on the backburner and giving it to the world. Got a lot to say about this map as I have been working, testing and changing this map inside-out to get the possible halo experience. Much of the design stems from some very old roots but new aspects with the halo 4 sandbox. I would like to say that this design was just a combination of deep thought and hard work but my real advantage to this map was all the people who provided feedback, props goes out to Atlasisshruggin, Squally dabeanz, yemiL, and to all the testers who gave their feedback and dedication to help test this map. I first started the design by looking at some past designs which had good aspects and mistakes, ones of which I will not make again. Then I looked upon halo 2 Sancturary, tiny bits of Warlock and some minor bits of Guardian. Ironic enough it was what all these maps did and didn't have that made this map. Fast-paced, segmented, situational-power postions, and under the surface movement options were all good aspects that these maps had. The Architecture was something that didn't really match any of these maps but a combination of things I haven't seen yet, although I had taken some aspects of it structure from Imago, (Please do not ask me to remake that). To incorprate the cave was more of self-challenge that I wanted to try and give the best possible experience with the cave and the map equally. Creating player flow came down to understanding what a player is really thinking on a pschological level, breaking up a map just right to where it makes a player want to keep moving. At first CTF wasn't a viable option but after it's last revision to give blue team much more of a base, red and blue had a good balance and after testing I felt even more confident about CTF being a viable option. KOTH and Oddball played like a dream out of the old days along with slayer, dear slayer as the most diverse gametype on this map. I recommend that if you play FFA you play a max of 6 people but the ideal number is 4 people FFA. Team Slayer plays Standard 4v4 and 2v2 (yay!). Now after reading all this (if you actually do), you must me thinking "SHOW ME DA MAHP YOU $#@%". Alrighty! No more pointless rambling, map detailz: Map name: Edifice File Share Gamertag: Redemption1272 Canvas Map: Ravine Last Updated: 02/10/2013 Supported Gametypes: Slayer, Regicide, Capture the Flag, King of the Hill, Oddball Tags: Competitive Best Gametypes: Infinity Slayer, Capture the Flag, King of the Hill, Oddball Best Team Size: 4 vs. 4 Initial Ordnance: Railgun, Hammer, Sticky detonator Random Ordnance: Shotgun, Saw Details: Initial drops will respawn but at random, as they are under the random drop rotation Screenshots: Will appreciate any feedback, it's the little things that count! A feature isn't exactly what I am looking for this time around because I am trying to get feedback from as many sources as possible.
  19. Compression File Share Gamertag: Gwam Lam Direct Link Canvas Map: Ravine Supported Game types: Team Slayer, KOTH, CTF, Oddball, Dominion Intended Team Size: 4v4 Initial Ordnance: Sniper, Rocket Launcher, Sticky Detonator Weapons on Map: 2 BRs and 2 DMRs at Center Screenshots: BackSide Overview Symmetrical Blue Side Symmetrical Red Side Video: (Courtesy of Online Knights) http://www.youtube.com/watch?v=Ls4uAsJOUXs&list=UUbcTaA_JTd5gVgARuPfMS_w&index=1 Additional Info (optional): Sniper Rifle Respawn timer is 3 1/2 minutes, Rocket Launcher is 4 minutes, and Sticky Detonator is 2 minutes. Please let me know what you guys think and Enjoy!
  20. Hello fellow gamers! Are you looking for a new competitive community to join and compete in? Do you find Game Battles tournaments to be too big, unorganized, difficult to manage, and not focused enough? Then the Kingdom of Hell Pro League is the competitive community for you! The Kingdom of Hell Pro League is focused on two things; extremely fast paced game play and simplicity in managing your team, viewing your team's current standings, and even viewing your past games on our website or our YouTube Channel! Best of all, we don't hold you responsible for providing us with evidence! Our admins/refs will be in your games, to see your victories personally! Don't worry, every map has trait zones with the appropriate team specific settings to ensure that our admins will not alter or effect your game in any way and our admins will avoid contact with players/competitors in game. To compete or become an admin/ref in the league, all you have to do is click on the second link below, and fill out the try-outs application form on the right, to send me an email. The form requires that you provide us with your name, gamertag, team name, and email address. Good luck out there, and welcome to HELL! A message from aardvark09j and Adventure World Domination Productions Click here to head to kohpl.webs.com to sign up for the next try-outs!
  21. So Team Throwdown was recently released and it definitely plans on staying. That game is competitive - I love it! You don't spawn with an AA; it's an Ordnance drop. There are preset power weapon spawns on the map, so its all about timing and getting to the weapons again. Also, the gametypes feature pre-set loadouts; no more custom loadouts. I'm pretty sure you get a BR, and Resupply and the thing which makes grenades do less damage with more range. There's a mix of Objective and slayer. I'm telling you, it's pretty....-ok- competitive. Probably 70% of the players are actually trying to win, 30% of those 70% have the skill to carry their team, and the remaining 30% are randoms trying out the gametype. I mean, when I get into a game, I rarely expect teammates to go negative unless the enemy is truly great during the game. First game: 49-49, I got the game winning kill just half a second before the enemy killed my teammate. Its great. If you have a team with Mics, even better. Sad that I don't. What're your opinions?
  22. Hi Guys GT: A R C A S I U S Map Title: Contingency Recommended Party size: 4 - 10 This is a remake of Halo Reach's Countdown and there are two variants. The first variant is "Contingency" which has been modified to adhere to the halo 4 style of play. A few changes were made however, instead of the shotgun, a scattershot was put in place as it is not as powerful as the shotgun so power weapons are evened out. grenades also spawn in a lot less frequently as your loadouts will suffice. The second is entitled "Contingency (Reach)" and has everything that the original countdown had as far as spawns and weapons and overall game play as it goes with the gametype "Reach Team Slayer" also on my fileshare. This gametype does not have instant respawn, each kill is 1 point and a total of 50 points must be achieved in order to win, as per the original. Creation: Basically I started out on halo reach, measuring every single doorway, corridor, open space, floor, the height of the roofs etc with the wooden pallet large. I did this because the pallet was the only piece that was the same size in halo reach as it was in halo 4 forge. I then hand drew up a diagram of the entire map and wrote down the measurements. then I constructed a basic outline of the map using the building blocks and from there the map started to take shape. overall it took me about 3 or 4 weeks to complete because I tried to make it ravine first, then ran into serious dynamic lighting problems, so i recreated it on impact, but then had extreme screen lag problems. so after finding info about how to avoid dynamic lighting, i created it all over again on ravine and now its perfect. lighting works great and no framerate issues. the biggest problem was budget at the end where I had to start substituting expensive pieces for cheaper ones however it actually turned out looking better. Contingency has slightly more aesthetic detail than Contingency (Reach) as ordnance drops are free thus more budget was left over in order to add in a few more details. Both maps are polished smoothly however. About the map: Contingency Supports CTF, Infinity Slayer, Regicide, Team doubles, oddball, king of the hill, flood, basically everything besides extraction, dominion and obviously griffball. Contingency (Reach) Supports CTF, Reach Team Slayer, Regicide, Team doubles, oddball, king of the hill, flood. Like the original countdown, the map supports 2 - 16 players however id recommend about 8 players, 2 teams of 4, Both play great on koth, oddball, ctf, flood and their respective slayer gametypes. Close to completion of the map I had a very big decision which was looming over me constantly, and that is wether I should make the map exactly like it was in reach, with no ordnance drops and the weapons spawning periodically, or should I make the map more modern and halo 4 style with ordnance drops. I decided to create two different maps, one with an infinity style with ordnance drops and one with the standard weapons like the original. so that's basically it, sorry about the essay guys but it was such a popular map and i'm sure some of you are interested in how it was created. Thanks! and I hope you enjoy the map and get back some of that good old Halo Reach nostalgia Note: I am the map creator. I created this acc after I was halfway through the creation of the map on my other acc Q U A R l S M A, hence why the map creator comes up as Q U A R l S M A and not A R C A S I U S however it is on the fileshare of A R C A S I U S. As proof of this go to the profile of Q U A R l S M A and you will see my tag. A R C A S I U S
  23. Edifice Hey fellow halo nerds, just giving up on leaving this map on the backburner and giving it to the world. Got a lot to say about this map as I have been working, testing and changing this map inside-out to get the possible halo experience. Much of the design stems from some very old roots but new aspects with the halo 4 sandbox. I would like to say that this design was just a combination of deep thought and hard work but my real advantage to this map was all the people who provided feedback, props goes out to Atlasisshruggin, Squally dabeanz, yemiL, and to all the testers who gave their feedback and dedication to help test this map. I first started the design by looking at some past designs which had good aspects and mistakes, ones of which I will not make again. Then I looked upon halo 2 Sancturary, tiny bits of Warlock and some minor bits of Guardian. Ironic enough it was what all these maps did and didn't have that made this map. Fast-paced, segmented, situational-power postions, and under the surface movement options were all good aspects that these maps had. The Architecture was something that didn't really match any of these maps but a combination of things I haven't seen yet, although I had taken some aspects of it structure from Imago, (Please do not ask me to remake that). To incorprate the cave was more of self-challenge that I wanted to try and give the best possible experience with the cave and the map equally. Creating player flow came down to understanding what a player is really thinking on a pschological level, breaking up a map just right to where it makes a player want to keep moving. At first CTF wasn't a viable option but after it's last revision to give blue team much more of a base, red and blue had a good balance and after testing I felt even more confident about CTF being a viable option. KOTH and Oddball played like a dream out of the old days along with slayer, dear slayer as the most diverse gametype on this map. I recommend that if you play FFA you play a max of 6 people but the ideal number is 4 people FFA. Team Slayer plays Standard 4v4 and 2v2 (yay!). Now after reading all this (if you actually do), you must me thinking "SHOW ME DA MAHP YOU $#@%". Alrighty! No more pointless rambling, map detailz: Map name: Edifice File Share Gamertag: Redemption1272 Canvas Map: Ravine Last Updated: 02/10/2013 Supported Gametypes: Slayer, Regicide, Capture the Flag, King of the Hill, Oddball Tags: Competitive Best Gametypes: Infinity Slayer, Capture the Flag, King of the Hill, Oddball Best Team Size: 4 vs. 4 Initial Ordnance: Railgun, Hammer, Sticky detonator Random Ordnance: Shotgun, Saw Details: Initial drops will respawn but at random, as they are under the random drop rotation Screenshots: Thanks again to all the testers! I will be watching the thread for feedback so be diligent!      
  24. Gamertag: SunnyD In A Jug Map Name/Type: Impulse, arena slayer pro style map Player suggested capacity: 6-12 Description: Impulse is a ravine forged map. It is purposed to be a 4v4 team slayer pro or 4v4 capture the flag map. it can hold up to 6v6 amounts on the teams. Spawn points are spread out evenly throughout the map including a team respawn zone that way spawns arent random. Impulse is a completely symmetrical map. it consists of 2 snipers rifles every 120 secs, 1 rocket launcher every 180 secs, a railgun and sticky det every 90 secs. This map is awesome!! Please review and check it out and let me know on xbl or here how you like it! thanks for your time! I apologize for not posting a picture, the map is in my file share and i believe that you will not be disappointed. If you enjoy a good competitive 4v4-6v6 based map including ctf, this is for YOU!!
  25. Whats going on?! i recently just made a map named Impulse. it is a competitive map that is arena based. its set up for FFA slayer, up to 6v6 Team slayer, and up to 6v6 ctf. Give it a try if you like competitive maps such as simplex or garrotte. gamertag: sunnyd in a jug info: try the map and let me know how it was and if any opinions are in changing it. thanks! sorry i have no pictures. but i promise youll be pleased.
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