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  1. I have a idea of creating a forge team where people share ideas and make maps together. If you are interested in joining, reply something (ideas?) and add me as friend gamertag: Magnus and Luci
  2. Halo 4: Custom Game Nights! Introduction: Hey guys! It's Raxs Slayer here! I have been forging long and hard (No it's not funny!) and i have been producing amazing community maps for me and my friends and all of the community to enjoy, and now for the first time on Halo 4, i have decided to organize a massive public play day! (Update: 1st January 2013) Hey guys, If you missed out Game nights don't worry about it! You will still be able to add me and join in a game night on any random weekend! Thanks guys! Anyone is welcome, the general times are going to be as follows: - Christmas holidays: 18th December - 21st December _ Pre-Play days! For the community to add me and my friends and get to know each other! and play a couple of small games at random whenever we can. - Christmas Time! Here i will allow the community to just enjoy Christmas! December 22nd - 26th. - Official Play Day: From the 26th until the new year! Every day all day, is a chance to tag along in one of my big community plays! I will be on most of the day, and a lot during the evening, until 11PM on most days (UK Timezone) For America: I will be on most of the day, and a lot during the evening, until 6PM on most days (US Timezone) About the Maps: I have successfully created about 9 maps, they are as follows (In order of creation) -Eviction: Small Erosion based map, completely synthetic, asymmetrical map. Is great for Free-For-All gametypes like regicide. General Map rating: (Out of ten) - Gameplay: (8.2) - Appearance: (9.1) - Compatibility: (9.4) - Balance: (8.2) -Refuge: Large symmetrical map, for all game types, based on Impact. Brilliant for all scenarios and players. Vehicles included. General Map rating: (Out of ten) - Gameplay: (9.4) - Appearance: (9.6) - Compatibility: (10.0) - Balance: (9.3) -Cordinant, a massive dominion specific map with 3 large bases, and optimized ordinance drops. General Map rating: (Out of ten) - Gameplay: (7.9) - Appearance: (9.2) - Compatibility: (1.0) - Balance: (8.9) -Autumn: An aesthetic map based on the pillar or autumn's interior from halo Combat evolved. General Map rating: (Out of ten) - Gameplay: (7.6) - Appearance: (9.8 ) - Compatibility: (5.2) - Balance: (4.2) -Vanquish: A Flood specific map based in a gloomy cave, all Spartans are equip with custom loadouts for epic gameplay values. General Map rating: (Out of ten) - Gameplay: (8.9) - Appearance: (9.9) - Compatibility: (1.0) - Balance: (- -) -Vansion: A Tiny impact based map for close quarters and epic mayhem! Great for 2 V 2 for 4 player free for all. General Map rating: (Out of ten) - Gameplay: (9.8 ) - Appearance: (9.8 ) - Compatibility: (3.0) - Balance: (10.0) -Conservatory, a beautiful aesthetic map, great for team games like capture the flag and team slayer! (Symmetrical) General Map rating: (Out of ten) - Gameplay: (9.2) - Appearance: (9.8 ) - Compatibility: (6.0) - Balance: (10.0) -Excavation, Currently a favorite, this epic halo reach quarry remake satisfies all big team battle lovers with amazing aesthetics and optimum gameplay, this map truly is a crowd pleaser with it's heavy ordinance and vehicle gameplay, maxed out budget and more bases, weapons and abilities you could ever hope to use! General Map rating: (Out of ten) - Gameplay: (10.0) - Appearance: (10.0) - Compatibility: (3.0) - Balance: (7.7) -Holdout: This very recent map is a desirably fun, and possibly the most fun map i have made, it a gloomy dark map where the survivors will spawn in a house, with barricaded windows and custom classes, they must fight for ordinance and against the flood as they try to break into the house! General Map rating: (Out of ten) - Gameplay: (10.0) - Appearance: (10.0) - Compatibility: (1.0) - Balance: (- -) (Newer Maps) Currently being Tweaked. -Compact: Awesome Interactions, great for team games of any description, this map a huge crowd pleaser with it's unique layout and transport. General Map rating: (Out of ten) - Gameplay: (9.8 ) - Appearance: (10.0) - Compatibility: (10.0) - Balance: (9.8 ) -Contact: This map is a full blooded rumble pit, with awesome close quarters action. Great for any number of players. General Map rating: (Out of ten) - Gameplay: (9.8 ) - Appearance: (10.0) - Compatibility: (1.0) - Balance: (10.0) -Longfall: This has to be one of the funnest maps. Man cannons everywhere, plenty of ordinance, and lots of action. General Map rating: (Out of ten) - Gameplay: (10.0) - Appearance: (10.0) - Compatibility: (- -) Being developed. - Balance: (8.1) (This Brand new map does not appear on the poster below) -Citadel: This epic Big team map is by far one of the best looking, best playing and funnest maps I've ever made. It's guaranteed a massive crowd pleaser with all of it's vehicles, structures and weapons. This map is the grand finale! General Map rating: (Out of ten) *HIGHEST RATED MAP!* - Gameplay: (10.0) - Appearance: (10.0) - Compatibility: (10.0) - Balance: (9.8 ) Guidelines and Rules: Every successful game night isn't complete with some kind and honest gamers. I wish to bring everyone together, make new friends, and have truly tremendous time! So i am going to lay down some ground rules: - First off, "Respect" I encourage everyone to be nice, not bully, teabag only out of pure comedy, and not to wind people up! - Next Up, "Try not to Swear" It would be really nice if we could control our language, i don't want anyone to feel intimidated, uncomfortable, or awkward, If you do swear i'm not going to 'make you sit of the naughty step'. just try to control yourself - Next up, "Try not to rage" nothing says "AWKWARD!" Like someone getting their rage on. We are all cool, trying to have a good time, don't be competitive, just have a nice time and it shouldn't happen, we all get annoyed sometimes, but why should you when we are just having fun! - Please "Criticize" I know it sounds weird but your opinions count! Only you guys can show me what could be better about my maps! - Finally, "Don't exploit!" If you find problems, glitches or issues with my map, don't exploit them! Tell me and i'll fix them within 12 hours. To Wrap up: While you wait please go ahead and add me on Xbox live! My GT is (With caps and spaces) "RAXS SLAYER". Please feel free to bring a microphone, we will all be in a party, having a laugh and commentating. If you like, you can use a capture card to record our gameplay, and if you like i will take in the footage, process it, and upload it to my channel! Thank you so much for reading! Happy Gaming! -Raxs Slayer / Chris
  3. Okay, so i saw the *cough* heavily disguised forge pieces in spartan ops, notably the latest season, where they're using actual multiplayer maps, and that sparked the idea for me, how would actual player forge work with it? spawning: -Specific spawn points for phantoms if you can use them, probably a specific piece... -different teams could act as different enemy classes (i counted, theres 7 different classes) --the enemies could be specified in their individual classes, using their game type tool... (ex: elite generals, jackal rangers, imperial grunts, etc...) -different objective are fairly easy, and for specific enemy spawns, you could use the objective tool again... -i think you sorta get the gist... the only problem i can foresee, although its not really of relevance, spartan ops wouldn't have a story on the forge side... upsides though, are seriously awesome. (also on a side note, this would probably be the first and best opportunity that 343i would have to have players create their own spartan ops, and possibly firefight maps....)
  4. This article was created to try and get our voices heard. If you agree with the article below, please copy and paste it to any website/forum where it can be read by halo fans. The point is to have this article on the internet so much that 343i has to notice it. Halo 4 as it is now Halo 4 has set new boundaries for future Halo games. They have provided us with unique forge features that make forging much more easier then ever before. On top of this they have provided us with two solid campaigns. The master chief's story is both epic, thrilling, and even a little saddening. The new Spartan-Ops mode has replaced firefight over all and set a new playground for co-op fun. Finally, of course, there is the ever beloved matchmaking. Infinity slayer, swat, and griff-ball are returning favorites. However, even with all of these new features, there are still many flaws that need to be considered by 343i before the game is perfect. These are small tweaks that should have been considered before-hand, but, should be considered now before it is too late. Spartan-Ops While the new spartan-ops has met my expectations, providing us with a rich story that flows in perfectly with the main campaign, and giving co-op players a new field for mayhem, it has some flaws of it's own that should be considered perhaps next season or even next game. For starters, while the cut-scene episode that you witness every week is original and brilliant, the actual in game gameplay has no link at all. If you set a person up for Episode 1, Level one and then put them in Episode 3, level 3, they might not even know that you skipped any levels at all. While the game explains why you are there, no connection exists between that level and the others. On top of this, there is nothing unique to these missions. Not once do you ever get sent out to save scientists in one level and in the next level have to do something unique such as passanger warthog filled with scientists as fast as you can towards your evac point, with covenant on your hide the whole time. It is always the same thing. Go in, kill covenant and promethiens, and get out. No epic mammoth driving, no pelican driving, no escape scenes. Just killing enemies. They have even recently decided to just take multiplayer maps and turn them into spartan-ops missions! No, they did not do anything cool like add more to the level, they just took the level itself and added enemies. Matchmaking I absolutely *love* the new matchmaking. It has such great potential. However, this potential was not put to it's full test. Do not get me wrong, i still love it. The ability to have custom loadouts, weapon skins, packages/upgrades and specializations is amazing. However, they have not used this all to it's capability. Let us start from the bottom up. The ability to choose your own loadouts is great, fantastic in fact. This idea alone has no flaw. What does flaw is the options they give you. Out of over 30 weapons in the game, 7 primary weapons and 3 secondary weapons are at your disposal. The other 20 are RARELY used. I have used only about 5-10 of the other weapons because that is all you usually come across. The game should have either had 15 loadout weapons and 15 power weapons, or even gone as far as 20 loadout weapons and 10 power weapons. The fact is, we just do not need that many power weapons. Hell, some of them are just pointless, such as the concussion rifle in this game, in all of it's under-beefed glory. Having so many power weapons gives the game a glossy appearance that it is full of bad ass explosions and fights. Yet, as we all know, this is not the case. Providing players with more loadout weapons means there is more incentive to level up, more action going on throughout the ENTIRE match, and more unique and individual load out systems. If they consider this in future games, it would truly put potential to the test. Yet, even with all this, there is more. Let us talk about something they have the ability to change at any time. Tactical/Support packages. This feature is great and unique to the Halo Franchise. Yet, is there any big benefit to them? Let us all admit, the idea for these came from popular games like COD and BF3. However, it works well in Halo. Yet, in games like COD, the perks are completely game changing. In Halo 4 however, you hardly notice the difference at times. You can sprint infinitely, recharge your shields slightly faster, recharge your AA faster, but it is not that noticable. Even with this not being noticable, it would work well if there were more options. If they refuse to have perks such as increased melee distance, more damage with secondary weapons, having enemy vehicles outlined, or no turret over-heat, they could have still added perks such as faster melee, more damage to vehicles, or less damage from certain genres of weapons. All of these are easy to add to the game through a patch, and game changing. Now, hold on, i am still not done with Matchmaking. There is still the issue of weapon skins and specializations. When i heard of weapon skins and specializations, i got excited. Finally, a game changing benefit that is visible and easy to notice. Yet... i was later disappointed. While specializations ARE game changing and provide us with unique unlocks, it is way to difficult to achieve them. Specializations should have been unlocked at a much lower level (20-30) so that most players could have access to it. Instead, they placed it at level 50. This would be fine except once you get to level 25 and above leveling up becomes a complete chore. If more players had access to specialzations, the gameplay would change for the better. People would be aiding their team more by knowing they can do better and get more points by being a team player and filling their role in their specialization. Instead, there is a distinct line between people who barely can get on to play, and those who have all day. On top of this all, there is weapon skins. Such a unique feature, but there is just not enough of them in the game. One per weapon is not unique at all and ruins the idea of it all together. Just add more to be unlocked in the game or through map packs and players will be pleased. I will post about forge later on.
  5. Why is it that the Most Downloaded and Most Recommended still isn't working? I have not been able to look at any cool maps and it is kinda depressing because then I can't find any good custom stuff to do with friends unless I look them up on Youtube or something.
  6. Hi, my name is Jake, or ll Soverin ll on XBL, need anyone really who wants to play well constructed maps and also to test if my creations actually work, anyone is also welcome to help me build things and ill return the favor if you need some help with your maps
  7. Just wanted to play custom games with someone my gt is ToWhite4You msg me for invite. Most likely playing - demo derby - infection - races Or any map u have
  8. Hey I created a grinder with the core on Impact in forge. It is phased into the ground just enough so you can fit a scorpion tanks front tracks under it. You will need a block 4x4 tall to place on the other end at a 15 degree incline. This block keeps the core from pushing you out the other side. If you could make a tutorial on it to show it to the community that would be great!!! If you have any questions you can send me a message on XBOX LIVE. My gamertag is PICS NICS.
  9. Hello Everyone, It is my personal opinion that Halo 4 DLC should include a map that has new forging possibilities, such as "Sandbox" did for us all in Halo 3. 343i, please give us new shaped objects, interactive objects, and Environmental Skins, (Skins that make sense being on the map they are on! AKA- Sandbox and Foundry). Also, skins that blend the objects together like Halo 3's forging system... Let me explain. Anybody who was a great forger from Halo 3, knew how to interlock objects, geomerge (Push and save objects into the map geometry) and similar things. THOSE have been integrated into Forge now, which is nice. HOWEVER, the objects do not flow together anymore. Halo 3's Sandbox items fit with the map they came with. They also were all the same skin which made them help flow together. For instance, Double Blocks could be interlocked together and look like one large block. Now in forge, none of the items flow together like this. Also in Halo 3's forge, the scenery, or "structure" items appeared to have a soft surface so once interlocked they appeared to merge together very well. In Reach and Halo 4's Forge Systems the blocks have hard surfaces, so they do not interlock well. Now, as for the new shaped objects I think EVERY forger would appreciate, there were some objects that were the same, such as blocks and what not, but we were also given objects such as "Fins" and "Obelisks" (Struts and Obelisks are not the same objects...) All these Halo: Reach objects are nice to have on the default maps, but we dont need the same objects for every forge map, because then there is no point in having 3 different forge maps in place of a forge-world. The only change is the defaulty scenery/geometry, which isn't always used in forged maps. In my opinion, mid-sized enclosed maps, & floating maps, are the best. That is why the sky bubble was so great! Anyway, new objects open up a huge door of possibilities for forge. We all know its very possible to create a new set of objects per map, and would greatly appreciate it. One more thing with new forge map DLCs would be a larger open terrain. In all honesty, we are incredibly restricted in making BTB maps. We need more room, not less room on more maps. Last but not least, we do not need more "pre-fabricated" objects, such as towers and buildings. Some would be nice, but it feels as though forge is getting too lazy with these huge - already made objects. These large recognizable objects make maps too generic. So, in conclusion, I think I speak for the entire forging community when I say, "Please give us a DLC map w/ new objects and skins!" (Perhaps concrete blocks instead of stone would be great) It will greatly improve forge for everyone and open new possibilities for new maps and creations! 343i Thank you for taking the time to read my opinion, and I hope you will take some of these ideas into consideration. Sincerely, Given To Fly
  10. Hello guys, I am a veteran of Halo, been playing since 2002 Combat Evolved. I really got into forge in Halo 3, and I've been making tons of maps since then. Most of them are not on my file share. But here are two forge maps I have made recently for Halo 4. You can download them from my file share. I'll post more as I make them. Gamertag: Baby Nades Map Names: Colossus, Primal Both maps are set for team slayer only and both are 2-8 players. Here are the photos of each map, I took these photos with my iPhone, so please pardon the image quality. PRIMAL: COLOSSUS: The images do not do these maps justice in my opinion, especially Primal, but I hope they give you guys a good idea of the basic layout. Primal is made for MLG gameplay, and Colossus is made for competitive multiplayer. Thanks for looking. Regards, Corey
  11. Now, I do not want to hear people complaining that Forge is bad, or Forge World needs to come back, what I am here is to let you know how you can improve your confidence in the Forge mode. First things first, managing your Forge files. Always name your Forge files. If you Forge so many maps unnamed, you will find your self buried in Impacts. A safe way to make sure that you can find your map would be to name it something creative and easy to distinguish. Now, most people are sometimes mad when they try to open a map file, and it reads that they are opening a different variant of another map. This indicates that your file has been corrupted. A safe way to have your files protected would to have two of every file. This means that if one of the files are corrupted, you can always use the backup. The second point I want to get to is actually using the Forge. Tired of playing third party custom games that have flawed architecture? Well, if you don't like it, then you shouldn't make maps like that yourself. The first thing you should ever do when you enter Forge is press B, change Rotation Snap to 15 degrees, then scroll down to Magnets and turn them on to low. Now using the Forge, improvising may work for brainstorming and drafting, but your final product must show balance. This means that symmetrical maps are more balanced than asymmetrical maps. Speaking of the devil, when placing pieces, make sure you coordinate your pieces via Edit Coordinates (Press B then A), or that they are connected to Magnets. This will add professional measurement to your maps. Now on to Custom Games, when you desire a complex goal in your gametype, such as Battleship, or Monster Trucks, you must make the map flaw proof. If a single flaw were to be exploited in your map, anyone would abuse it. For instance, if my map was set on an open plain, and there was no walls or boundaries, someone could walk away from the game, and this would prove useful during Flood, but just because it is useful, does not mean that it is designated. The key element to a map is it's operation. What is your map's purpose? Is it a fortress to fight off the Flood? Is it a war ground for Mantis'? Add decor and design to your structures, so that they can shine and add flavor. Choice of map might concern you that are new to Forge. If you want a map that you can create a team war out of, definitely don't pick Erosion. If you are looking for interesting tunneling and large space, choose Impact. If you are looking for a map that involves making a city, I would choose Ravine. It depends on your purpose, and never underestimate the amount of space you need. In conclusion of the longest page on my screen, if you have an idea, go for it. It is better safe then sorry, so copy your files and flaw proof your maps. Never bias a map so that one team is more dominant than the other, and most importantly of all, there is a such thing as too big.
  12. Here is a symmetrical map made for ctf and slayer. There is an overshield on the map along with dmr's, br's, and some nades. Two opposing bases, middle ring structure, halls down both ends. Very simple design. I have a link to a youtube video of it: New to these forums. Hopefully I didn't break any rules or anything..? Oh yeah, gamer tag is Cryptic Ferret
  13. So as the title suggests, in Halo: Reach Forge, I am having issues with Forge pieces shifting after a clean save. Upon save I go back into Forge mode to double-check placement of all of the pieces and they are fine. When I go to Custom game, pieces shift on their axis'. Now I have seen this in different variations such as a piece shifting up or down or even to the side. Though the shift is barely visible, I notice. *Side note - when Forging I always use the 90 degree snap lock feature to lock the pieces in place unless it's not possible to for rock or weapon placement or other aesthetic features. I guess this is more of a minor frustrating issue that I have encountered but an issue none-the-less. If anyone has any advice, I welcome it. - Choot
  14. Hi guys I created a very nice capture the flag map . So when I wanted to try it in custom game, I put the capture the flag gametype: IT WASN'T COMPATIBLE So I returned in forge and put two flag stand.When I went again in custom game, the capture the flag gametype wasn't compatible with my map again! I came in the chat in this site and I told them what I can do.They told me to put 1 capture plate in each flag stand.So I did it: it wasn't working again! Guys please help me I am desesperate ;'(
  15. As you all know Flood has replaced the former Infection game type. Now don't get me wrong Flood is cool, however it is so strict when it comes to changing its rules via Custom Games. We lack the ability to change the weapons the Flood uses, what abilities they use, and how they look. All vital to the survival of our favorite Custom Games such as Teacher, Jenga, and Duck Hunt. Please vote YES if you wish to play these awesome Custom Games again.
  16. I have an idea and think it would be great. I Forge, a lot, and think it would be amazing to Forge from your pc and send it to your fileshare for download and testing. I mostly had this idea because where I work I have a lot of down time and ideas for new maps are constantly in my head. It would be great to actually design them there, or anywhere away from my Xbox, and test them latter when I got home. It would have to be a download that Halo 4 customers could get, weather it would be free or not is the only question. I don't know. Leave your comments and tell me what you all think.
  17. Team Rage has just opened a new site, the site doesn't even have members that i can think of... SMH but ohh well the clan will all be members on the new site soon, We are a competitive clan in Halo 4, we participate in MLG matches, Clan battles, forge, swat and all other matchmaking game types. When the clan we big in halo 3 we exceeded over 1,000 members and 8 divisions, we would like to reach that again. If you are the kind of competitive player that is fit for this please visit www.raginglive.webs.com. Thanks you,
  18. I'ma pretty good forger and I'm looking to find a clan that needs one or even better has a division for forge or is wanting to start a forge division, post back here or get in touch on xbl which is would prefer Gamertag- zerocortex
  19. Hope you will like my creation, please as much feedback as possible, i really want to improve myself with forging. Map Name: WEEKEND Game types: Slayer, FFA, Capture the flag, KOTH Gamertag: ONE1MAN (Go to file browser and search for my gamertag to download).
  20. Me and a friend spent an afternoon making this. It's HUGE! So naturally we take it online and with the small amount of people we had it turned out to be extremely scary and fun. Gamertag: Dead fenix 7 Map: Station Number 01111000 (in file share) Gametype: Floods on a Station(in file share) Description:This map is our own creation. Download via my fileshare on Halo 4, Dead fenix 7 "The station has been over-run. Work in your teams of two and group up and push back the flood mutation. They seem to be entering through the T-Junctions located around the station. There are few weapons and vehicles left over from before the evacuation. No where is safe, with the generators shutting down we don't have enough power to re-activate the UNSC Havok. Your only hope is too survive and hope for the best" Sgt John Purg'e signing off. -Flood being super strong can insta-gib the mantis, only use it if your working as a team. -Flood use T-Junctions to enter station. -Ordnance located around map. -The mantis does not respawn after it has been destroyed use it wisely. -Flood are super fast, with thruster packs they can clear a hallway in the blink of an eye. -They can't have it all. Flood are fast, strong but very weak. Think about your move before you make it. -!WARNING! Because they are fast, navigating space is different a teleporter has been added so if they fall they get sent back to center. THIS MAP IS SUPER FUN! I WOULD RECOMMEND AT LEAST GIVING IT A TRY! map: theatre view map: inside window - single mantis - doesn't respawn -only good if a team is helping (not recommend solo'ing it. you will not survive) - ordnance weapons scattered map: Generator Room - Cross-road between Outer, Inner-top and Inner-bottom rings Gameplay may be added later.
  21. In halo reach I used this tool a whole lot. It was the tool where u held the left analogue stick down for more precise vertical movement. It's not here anymore. Sure, there's a magnet tool but I feel as if that does not suffice for the missing precision tool. Please bring that tiny little analogue click back, 343 Also there seems to be a lack of Zoom in Halo 4 forge. I do miss it dearly. I try my best to not sound like a whining child begging for impossible changes. Please take my suggestions into consideration. I like what you've done with the game, but these 2 things have been bothering me for a while.
  22. This is going to be a short paragraph, but I want to ask. Is there any custom maps you can recommend? Anything from infection, races, grifball, etc. It doesn't matter what it is. I just want some custom maps because I have very few saved. So, if you know any fun custom maps, share it with me. Also, link the custom game type and the map creator, because right now the file share system is not working properly.
  23. Gamertag: Game Boyo Map Name: Corrosion Hellstorm Gametype(s): Hellstorm (CTF Variant) Description/Player Count: This is a variant of my Corrosion map (on Erosion). Technically this was the original idea for the map, but I just recently figured out how I was going to manage it. It is designed specifically for the Hellstorm Gametype (which you can download from my fileshare as well). The basic concept is that the CTF flags (Red and Blue) are swapped. Red Teams goal is to get Blue Teams Flag to the Red Flag Capture Point, which is deep in the heart of Blue Base. Blue Teams goal is to keep Red Team from "storming" the base and returning the flag. Also, Blue Team cannot go past the wall in the middle of the map, that is why Blue Team cannot deliver Red's Flag to win. This may all sound confusing in writing, but it becomes pretty self explanatory once you are playing in the map. So Red Team have fun "Hell-jumping" into Blue Territory and Blue Team enjoy slaughtering Red's as they try to get into your base. Each teams are still armed to the teeth with Shotguns, SAWs, Sticky Det., Rockets, Snipers, Incineration Cannons, and both Grenade Types. But this time there are no vehicles (as they are not practical and in some ways would break the gameplay). It will support 1-16 players on 2 seperate teams, it has no Neutral Initial Spawnpoints for FFA or additional team spawns. I hope you all enjoy it!! -- Best Regards, Game Boyo P.S. If this map gets reviewed, please send me a link to the review, or message me on Xbox Live, much appreciated! Pictures: Below the "Dev Notes" Section Dev Notes: 1) There is a Trait Zone in the middle (wall area) to avoid the use of Jetpack Spartans from managing their way over to Red Teams side of the wall, but this shouldn't affect jetpacks in any other way as it is only localized to a specific area inside the wall. 2) The Man Cannon mechanics can be tricky, so my best advice is to be moving at either a full-speed walk or run at them. I have tested crouching and walking towards them and as long as you do it at full-speed, there should be no problems; if you inch your way to it slowly, you may not make it over the wall (and possibly go splat on your way down). As long as you make it over the wall, you should take no damage from the fall. Good luck Hell-jumpers!! 3) And my apologies to anyone who may have downloaded this map prior to 12:10PM CST on December 4th 2012. I seem to have uploaded an incomplete version of the map. The proper one is now uploaded to my fileshare. Pictures as promised:
  24. looking for a heavy forge/custom game style clan but not just forge/custom maybe a millitary style clan GT= zerocortex
  25. Hey there community, since it has become much easier to make maps in Halo 4's forge, Ive decided its time to satisfy my creativity. Ive made a mirrored map on Impact named Crossfire. (yes, I know, generic map name. There is a point to that though, so hold on) Its a medium-large indoors map, 2 levels, and 9 rooms connected by corridoors. 4 on top, 4 on the bottom, and one in the middle to fight over. From the oppening in the corridoors, you have several lines of fire coming from bottom, mid, and top. and since 8 corridoors lead into center, im hoping to make some wild fire fights ensue(thus the name crossfire). Top it all off with 4 cannon mans jumping you to the 2nd level, with intersecting flight paths providing the chance to smash into your opponents and score some crazy mid flight melees, and a gravity volume to help you jump accross the gap above mid. Not to mention a few ordnance drops to add to the fun. My GT Is XBL Gamer Girl (Its only a joke, as you can see, I am male) Please send me a FR if you're interested. Bumpin'
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