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  1. Forging the Future: A group of Spartans (name currently pending) are sent from Infinity to be dropped off on Earth on a search mission to find and protect 3 A.I Forge monitors, which landed on Earth after Requiem exploded. These 3 Forge monitors were part of a large group of monitors that forged Requiem, the Halo rings and just about every forerunner artefact. An "evil" corporation known as A.T.O.M (Atmospheric Tracking of Orbital Monitors) are on the hunt for the 3 Forge monitors so that they can forge forerunner artefacts for their own use- such as portals. The corporation is controlled by a higher mastermind, known simply as "The Mastermind". The Machinima is being held as an episodic series. Every episode runs for around 5 minutes, with 12 - 20 episodes making up a full season. Anyway, any feedback would be greatly appreciated. If you'd like to participate, just reply with what you may like to do. Thanks a bunch. *AUDITIONS* Feel free to audition for one of the roles listed below. There will, of course, be more characters added. If you'd like to audition for an existing slot or an additional character, just reply below with what spot you'd like to fill or message me about a new character. I will give you an audition-line, you will read it and record the audio, then send it back to [email protected], and I will process your request. \CURRENT VOLUNTEERS/ Director - GryffinGuy Co-writer - D-38 Boss Co-editor - Bnus Animators - Christopher Fernando, TheBattlecruiser3D, Olliban, MrPman9 and Dekanova. CG model designer - Church CG model texturer - Ashlee Long & Olliban Music Producers - Alex Diaz & Johannes Johannesburg Associates - TheHaloForgeEpidemic & The 343i Community Forums Infinity A.I (Michelle) - Olliban Pelican Pilot (Wallace) - D-38 Boss Scientist - BaconShelf Monitor 1 (Rob) [smart] - Robius5991 Monitor 2 (Steve) [idiotic] - superMCsweet Monitor 3 (Brian) [Violent] - Cammy Carmine Spartan 1 (Dan) [Leader] - Donut Spartan 2 (Wilson) [Wimp] - Sparky Spartan 3 (Lloyd) [Joking] - D-38 Boss Spartan 4 (Vincent) [smart] - AbleSir Thomas Spartan 5 (Garry) [sexual] - Fraw Lawk 'Mastermind' (A.T.O.M) - Psychoduck Assistant to Mastermind (Connor) [Obedient] - Sikslik A.T.O.M Leader 1 (Saturn) [Cruel] - Maestro A.T.O.M Leader 2 (Jupiter) [Cunning] - A.T.O.M Leader 3 (Pluto) [Manipulative] - Muse Engineer Leeroy (A.T.O.M) - NARB GUY All this, as well as many body actors. *KEY* - ? = actor ( ? ) = first name/nickname [ ? ] = personality
  2. First off, I would like to commend 343 on Spartan Ops. I enjoyed the weekly chapters, esp the second half, and in some ways Ops is like Firefight with a story and more momentum. But it is still not Firefight, as many of us have thoughtfully suggested through various forum threads. Here is what I suggest: keep Spartan Ops and bring back Firefight. Here's how: Keep the current options for Spartan Ops, but add in Firefight mode. Basically, Firefight would just be on the Spartan Ops maps, giving players 5 new Firefight environments each week. Firefight is just a gametype, so 343/Affinity would just need to set up the spawning dynamics along with Spartan Ops. And, with the size of Spartan Ops maps there could be more than one Firefight area set up. Spartan Ops/Firefight hybrid model. This would be a blend of the two, with waves of enemies/skulls at locations, limited lives as before, and Spartan Ops like objectives, so that after so many waves of protecting sites, and moving to new locations on the same map. If the team makes it through the second group of waves they move to a new location, etc. You get the point. And the Firefight mode should be like with ODST: with limited lives, which can be earned with each new wave. This could be the way Firefight mode is, a new hybrid model, or a third option. The point is, simply put, we like Spartan Ops and we miss Firefight, like we miss the Flood. What would be Epcot would be Firefight Flood, with AI marines who can be infected, and the bodies of dead Spartans! A bit of a tangent here, buying have a new thought: infected Spartan bodies would retain weapons/loadouts/armor, etc. You would respawn, but the body of the dead Spartan, if not incinerated, would reanimate. Think of that for a moment. CV
  3. Ok so I think that in halo 5 we should be able to choose our species, at least in forge and armor and what not like being able to be a grunt or a brute and customize their armor just like Spartans you must agree that you've wanted to be a grunt or a brute or even a jackal right?
  4. For those of you who love forging Zombie invested landscapes or feel like it is time for you to take a stab at creating a brain sucking nightmare we challenge you to bring our worst dreams to life with the living dead! This will be a forge contest based on Forgers are required to use the Every map must be suitable for play with 10-12 players per game. We encourage you to test your maps before you submission to the contest. You are only allowed to submit one map per forger or forge team. You may forge with a partner, but only one prize per map will be offered. To sign up for the contest, you must reply to this thread, listing your file share gamer tag, map name, description (if you choose) and only one image. Your map must be tagged with "DFO1" and remain in your file share for the duration of the contest and judging. Judging based on a 30 point system with 10 points per each category. Categories are: Map Balance Aesthetics Game Play Donut of 343industries.org, Elliot of ForgeHub.com, Absolute Dog of 343industries.org Play Testing provided by 1st Place Prize is either the Champions Bundle for Halo 4 (releases August 20th), 1600 ms points, or 3 month XBL gold. Feature video on both THFE 's and Mr Pokefiles You Tube Channels Choice of concept art for either Impact, Erosion or Ravine signed by Certain Affinity 2nd Place Feature video on both THFE's and Mr Pokefiles You Tube Channels Choice of concept art for either Impact, Erosion or Ravine signed by Certain Affinity 3rd Place Feature video on both THFE's and Mr Pokefiles You Tube Channels Due Date Final map submissions are due no later than 11:59 PM EST August 31st The Questions and Answers thread Hivemind Game Type BIOC Forge Hub Flood images used for this thread were obtained from Sneaky Baron. View full article
  5. The following maps come from the Forge Hub's Dust Off tournament. The following comments and maps have been brought here to showcase to the Halo community. "Sixty-seven maps were submitted to the Dust-Up Forge Tournament. The staff, old and new, have gone through these submissions in search of the best. Since the recent change in ownership we’ve acquired quite a few new staff members, some of which happened to submit superb-quality maps that were already in the running for the Dust-Up contest under previous management. We figured it was best to give no priority to non-staff members and instead focus on what maps we felt were the best. Both administrations played many games on these creations submitted to the contest, narrowing down the massive list one by one until we had a list of the best in our opinions. After numerous games and what must have been hours of debate over what to include,we are please to present you Forgehub’s first official Map Pack of Halo 4, a collection of the 6 best maps submitted to us through the Dust-up Tournament." Ovr - Forge Hub Owner The Dust Off Map Pack 2v2 Competitive Maps <<<<<o>>>>> 2v2 Competitive Slayer and Oddball Supports 2 to 6 Players Map Variant Download Game Variant Download Here we have Jade, by our very own Audi! Jade is a beautiful asymm hanging in the cliffs of Ravine. The map features great sight lines that offer a dynamic of engagements and scenarios. Map flow is intuitive and the layout is diverse and clean. Jade will have you fighting for power positions and risking your neck for weapons. This is a great competitive map that will bring you to the edge of your seat. - Forge Hub <<<<<o>>>>> Traverse Forger : Hushed Behemoth 2v2 Competitive Slayer Map Variant Download Traverse was designed to be a contender in the Dust-Up map tournament. This small asymmetrical design promotes teamwork, movement, and balances every position in some way. In every place, you can be flanked or initiate a flank on your foes. You are never safe on Traverse. Both old and new staff agreed that this was to be included among the winners of the Dust-Up map selection, and so it was a clear choice when we were compiling this list. - Forge Hub <<<<<o>>>>> Serum Forger : Noooooch 2v2/4v4 Competitive Slayer - Oddball - KotH Map Variant Download With 3 major updates since it’s late January release, Serum has been one of the most frequently updated maps I’ve seen in Halo 4. Noooooch has shown great attention to detail, and has addressed any issues as they’ve become apparent, even going as far as moving the entire map from Erosion to Ravine to remedy some framerate issues. The map features some great asymmetrical room based gameplay and beautiful use of power weapons to promote movement around this arena. - Forge Hub <<<<<o>>>>> Gristle Forger : PA1NTS 2v2/3v3 Slayer, CTF. KotH, Regicide Map Variant Download Another symmetrical map, PA1NTS has made a well balanced arena where green and gold sections must be controlled. The fight for these areas become intense, and more than once I found myself looking around not as a player, but as a forger, trying to glean some ideas from Gristle. Despite this map being submitted to a 2v2 slayer tournament for maps, it also plays a strong game of capture the flag, and some of the possible routes change based on that gametype to make the map more suitable. Definitely a good and diverse map to put in your game nights if you have three friends hanging around. - Forge Hub <<<<<o>>>> Elegy of Entrapment Forger : Auburn 1v1/2v2 Slayer Map Variant Download Auburn has always had a knack for aesthetics and functional design from what I can remember about him, though I also know he’s nearly as bad as I am about keeping his designs going. The fact that he finished a map at all had me interested immediately, and I was not left disappointed. It’s a simple little symmetrical design, but it forces movement through the power weapon and overshield locations, and encounters quickly become deadly in this teamwork-focused map.- Forge Hub <<<<<o>>>>> Forger : Elliot 1v1/3v3 Slayer Map Variant Download Citrus was, according to myself and a few of the previous staff, a given choice for the tournament. The map had few issues in our initial testing, and it played brilliantly. The map is as pretty as it is well balanced. For example, as powerful as the sniper rifle is here, the spawn location for it is the most dangerous spot to be. With or without the deadly weapon from its resting place on the grass pit, Citrus has you watching your back constantly. Your foes always have the opportunity approach from a flanking route, or they try for some long distance fighting. I’ve played numerous games on Citrus, and enjoyed each one. This is without a single doubt in my mind, one of the greatest successes in this competition. - Forge Hub <<<<<o>>>>>
  6. Open world is bunk, thinking about sounds fun, running around it is extremely bunk. No one has time for running around a map looking at stuff and back tracking. It would be awesome if campaign maps were big enough to support the maximum amount of players. Campaign and matchmaking maps being utilized for invasion? Of course single player campaign still being awesome with bots, or going online for matchmaking campaign against people. Securing an objective is securing an objective. Also if there is to be forging in Halo 5(I bet there will be) bots would be awesome along with the moving target recticle that always points at the position of the projectiles impact. Since its the future I think left trigger aiming with Iron sights would still be capable. Weapon cameras are good but I bet firearms would still have redundancy. Also I dont like seeing the helmet in the screen, I have a TV, I want to see every part of the map with the tv, even the edges. Of course if the hud could be moved to the players wrists it would be awesome. I bet humans would have aircraft in the future, aircraft and vehicles with first person view. That with iron sights and a snarling evil oponent would be good. Robots arent scary, organisms are scary. Whatever happened to the carniverous covenant? Would be good if there were seperatists groups that have a taste for human flesh(they would need to look it too). Of course duals, camera capable weapons looking around corners utilizing choosable wrist/screen display. Or changing primary weapon hands for lower area of mass. Firearms sounding like firearms. I think if their were plasma rifles they would burn stuff on contact. I also think bodies dissapearing are bunk, could their phisics change instead of dissaperaing? Or they flatten out or burn leaving a dust pile or something? Also turning Halo 5 into a Devil may cry type game with giant opponents that need to be shot a hundred times and then have some trap done is bunk in my opinion. Of course having teamdeathmatch and slayer maps open, move, and close for a high time setting like invasion with retreats could probably be awesome in my opinion. If there were expanding maps for slayer I think its only fair that videos of characters not be included. Only if they were Skyped or something showing the maps with elevations and the characters giving hints for noobs. Thanks for making Halo 5, please also have it run on Games for Windows Vista/7/8 and slow dual core computers with low graghic settings. I almost forgot, this has nothing to do with Halo 5 in particular, please bring Halo 2 Pc for Vista back online. They still sell the game. If customer counts are low then have an advertising campaing with a link that performs a test for computers capable of running Halo 2 for Vista. Also, adding to my talking about the Halo 4/5 robots, they dont look scary. Their faces might open to show a skull yet I only see toaster/fridge/ if it were lucky and I were drunk enough, oven. They are far too clean and newish looking, not scary at all. Then when you kill them they turn into ashes? Theres no payoff, an explosion is recommended. An explosion with limbs and stuff, maybe leaving a torso squirting stuff. Whatever happened to the Halo with aliens boarding ships and eating people. Mandables would cause for crazy drueling, its too bad they didnt add that with the graghics. Furthermore, I know I said it before, but again; if their were carniverous covenant seperatist groups they would not have matching armor and stuff. Carniverous covenant seperatist groups would look like hell. Also if carniverous covenant seperatist groups were to be added I prefer it not be an open world game. Open world games are a waste of time. I can walk to the gas station and be attacked by carnivores, I dont need to wate time on a battle game going for oine location to another. Give me an objective and enemies trying to stop me, please dont try making me walk around open world or I wont buy Halo 5 either. Previous Halo campaigns were great, open world ius bunk. The only thing I would change about Halo campaign is the capability to go all multiplayer, even with ongoing joinable campaign games without point loss pending time constraints. Please, please, please, dont make Halo 5 open world or large enemyish. The only large enemies that were awesome were scarabs and elephants. In closing carniverous covenant good, large enemies and open world bad. I think Open world would only be good for forging and even then going one place to another is too much time. Being able to build a map with a choosen backdrop and every forgable object would be good? Also if there are going to be gatling guns on warthogs can the bumpers be used to spin them and the triggers used to fire them individualy, left/right, bumpers and triggers? Also with aiming down sights? Same thing with first person driving and the hogs having turn signals? There are ways to make Halo more realistic, in my opinion adding a seeable helmet in the HUD isnt one of them. Also can the zombies not have falices? I think hands would simply suffice, maybe with a assasinationish carniverous first person attack animation that can also be stopped by the properly placed shot of a teamate? With attack animation I would like to see a limb ripped off and drinken from, maybe zombie gettting bigger teeth or a head sachel that drags on the ground/increased capability or something? Also I liked Halo before the vision through walls thing, flashlights and binoculars only? Maybe binoculars with range finder/target marking if so lucky? Selectable firemodes on firearms would also be good? It is the future, fighting for survival from aliens after they destroyed a planet. Halo Harvest?
  7. That's right........"Meet Your Maker" Forge Contest is back!
  8. Hi everyone, I'm working on a flood map and I need a way for the flood to be forced to spawn at the nearest attacker spawn point to the uninfected players. For example if the humans are in the 5th room of the map then the flood shouldn't spawn in the first unless that his the location of the nearest spawns. Any help on this would be much appreciated as the map really wont work right if I can't do this.
  9. Do you miss the original Halo Maps? Well I do, and I'm going to do something about it. As of today, you should post your map remakes here and allow others to play your map. As for me, I will be posting my progress on map remakes. The current map I am working on is Chiron TL-34 from Halo CE. I have laid out the foundations of the map and I have started to look at original map images to get an idea of the map "theme" After I get the basic map finished, I will upload some screenshots of the map. Then I will host a testing play date. I hope that you all will also post your remakes here.
  10. SeanM666

    .temp

    From the album: Halo 4 maps

    Hail To The Chief!! \m/.

    © SeanM666\m/.

  11. These two maps are in a small collection of maps i decided to make, and they are places i believe the UNSC Could have built on Requiem. The first map is called Infiltration and there are two of them in my fileshare one is Free For All only and the other has no spawns for those who wish to make the map for other game modes, It makes use of the halo 4 Trait Zones and has a gravity displacer that reduced gravity with in it's range. The second Map is called Signal and is my own personal spin off of halo 2's Ascention. And there you have it... my two maps.
  12. These are updated images of my map, i used Zan's Map Marker resources for this map.
  13. I'm looking for cool maps on Halo 4 for me and my friends to play on
  14. Repression Map: Repression Gametype: Hivemind Gamertag: Auxi Klutch Youtube Channel: Mk25 Forgers Description: This map was made for Free Roam Flood. The map was also contributed by Shadow Kryptiic & DUN3Z. The map is multi-leveled as well as it is completely indoors. The map consists of initial ordnance drops as well as random ordnance drops for consistent gameplay. The map was also submitted for flood matchmaking, and is 1 of the 4 maps that were accepted. I hope that you guys like this flood map. We put many hours with the map design, playtests, and fixes. I also want to thank all the people that helped playtest this map. Also for the ones that didnt make it to matchmaking, they were all good maps.
  15. The first time I encountered this glitch was on Reach, but I had hoped never to have to suffer it after that. For those of you unfamiliar with this glitch, objects (particularly blocks, braces and walls) that have been placed in forge using the coordinates tool will move ever-so-slightly after you save the map. This may not sound like a big problem, but if the objects are on the floor then you end up with a horrible, cracked floor that makes it look like this was your first effort at using forge. As previously stated, this glitch has been around since Reach and ruined some of my favorite maps. When Halo 4 came out and I heard about forge 3.0, I thought that things like this would be ironed out of the game, but just after I completed my most recent map and went to play-test it in customs I encountered it. Those unfamiliar with the glitch should also note that 1) as of Reach no one has been able to fix this and 2) going back into the map/readjusting then coordinating/turning off and on Xbox etc. don't work because I've tried them. Another irritating problem is that while you could get around the problem with precision tools in Reach, this isn't possible in Halo 4. This stupid bug has been in Halo for a good 3 years now and I've seen some of my best work ruined as a result. Please for the love of god fix it.
  16. BANSHEE WARS Download Link:http://www.halowaypoint.com/en-au/games/halo4/fileshare/details/05a692a7-7377-44ad-aa54-9f6270ccf354 Gametype Link: http://www.halowaypoint.com/en-au/games/halo4/fileshare/details/6e298dd0-8277-47a4-b226-a7e2833c592d Hello everyone, this here is my new map. The map is a 4v4 Banshee map, but can extend from that. I have made the main arena for the banshees. The sides of the map can be walked on if you don't quite make it to a banshee, also allows more than 8 players in a game. I've only been able to get a test on this with 8 and 16 players, we were having a bunch o' fun on it & laughs all around. It's something fresh and new to play in Halo. I also have a Custom Gametype which is required to play the map, the download link for it is above. There are two symmetrical bases. The bases contain: 4 Banshees, 1 Sentry Turret & a soft kill zone (behind a shield to avoid spawn killing) Below you can find six pictures to show you some of the maps features. Banshee Depot Both bases have a Sentry Turret attached to the side Teleporter to take you to the other side of the map Shade Turret. (2 on map) Anti-Air Gun. (2 on map) Overview Team Epiphany's Video https://www.youtube.com/watch?v=-e8_lhh-ZAY Thanks for Looking, Please leave me feedback with what can be improved. Thanks again
  17. Hello Ladies, Gentlemen, Spartans and off world species. My Name is Scotty. After years of watching RVB, and other similar Machinima Based videos and feature lengths, i have taken it upon myself to become more involved within the making of Machinima. With this said. i am looking to bring together a group of people who have similar interest's in machinima, voice acting and of course Halo. I would like to start small, making videos of a spoof nature similar to RVB. Then move onto more intrinsic videos, such as the later Red Vs Blue series. These videos will be comedy related in nature for the most part. But also with a mix of serious nature about them as well. Not only this, but i would like to push to podcast and other material if the opportunity arises. I have a HD PVR recorder already at my end, other graphic's recorders on your part + Mic's would be an advantage and appreciated, but not 100% required. The material will not solely be written by myself, and i would like to give budding writers the chance to script the episodes as well. This is to be a group effort, and not something over seen and run by just me. If you have no experience with machinima, its not a problem either. It's all part of the learning and fun aspect. If you wish to help start this new project from the ground up, please get in touch. At present we have no name, and no episodes scripted. So as i said before, this is a start up project. It will be you, me and the entire group pushing to write and produce these episodes for internet distribution. If this interests you, in anyway please get in contact. I am currently UK based, but there is no restriction on locations throughout the globe. Age on the other hand, this is up for a group debate. Due to the nature of potential scripts and episodes, i would like a mature, 'and by that i just mean over 18' perspective. But don't let this deter you from getting in contact. You never know, the answer might be yes. Cheers Guys. Girls. and everyone else. -Scotty-
  18. WEAPONS Human Weapons: Magnum, Assault Rifle, Battle Rifle, DMR, Sniper Rifle, Rocket Launcher, Sh0tgun, Sticky Detonator, SAW, Railgun, Spartan Laser, Frag Grenade, Mounted Machine Gun Turret Covenant Weapons: Plasma Pistol, Storm Rifle, Covenant Carbine, Needler, Beam Rifle, Energy Sword, Fuel Rod Cannon, Gravity Hammer, Concussion Rifle, Plasma Grenade, Mounted Plasma Cannon Forerunner Weapons: Boltsh0t, LightRifle, Suppressor, Scattersh0t, Binary Rifle, Incineration Cannon, Pulse Grenade Armor Abilities: Jet Pack, Thruster Pack, Active Camouflage, Hardlight Shield, Autosentry, Promethan Vision, Hologram, Regeneration Field GADGETS Explosives: Fusion Coil Landmine Fuel Canister Man Cannons: Cannon, Man Cannon, Man, Heavy Cannon, Man, Light Gravity Lift Gravity Lift, Heavy Gravity Volumes: Gravity Volume, 5x5 Gravity Volume, 5x5 Inv Gravity Volume, 10x10 Gravity Volume, 10x10 Inv Trait Zone: Trait Zone Teleporters: Receiver Node Sender Node Two-Way Node Shields: Shield, One Way, Small Shield, One Way, Medium Shield, One Way, Large Shield, Door, Small Shield, Door, Medium Shield, Door, Large Special FX: Colorblind Next Gen Juicy Nova Olde Timey Pen and Ink Toys: Dice Golf Ball Kill Ball Soccer Ball Tin Cup Lights: Light, Red Light, Blue Light, Green Light, Orange Light, Purple Light, Yellow Light, White Light, Red, Flashing Light, Yellow, Flashing Spawning Initial Spawn Respawn Point Initial Loadout Camera Respawn Zone Respawn Zone, Weak Respawn Zone, Anti Respawn Zone, Weak Anti Safe Area Boundaries Kill Area Boundaries Ordnance Drops Initial Drop Random Drop Objective Drop Objectives Flag Stand Capture Plate Hill Marker Extraction Decal Extraction Targets: Extraction Crate, Small Extraction Crate, Medium Extraction Crate Cylinder Dominion Base Terminal Base Turret Base Stripes Dominion Base Shields: Base Shield, Small Base Shield, Medium Base Shield, Large Dominion Vehicle Pads: Vehicle Pad, Ghost Vehicle Pad, Banshee Vehicle Pad, Wraith Vehicle Pad, Mongoose Vehicle Pad, Warthog Vehicle Pad, Rocket Hog Vehicle Pad, Gauss Hog Vehicle Pad, Mantis Vehicle Pad, Scorpion Dominion Barricades: Line Upgrade Barricade Corner Upgrade Barricade Winged Upgrade Barricade Base Status Monitors: Base Monitor Monitor, 4Foot Turret Status Monitors: Turret Monitor, Small Turret Monitor, Large Antennas: Antenna, Small Antenna, Large Visuals: Terminal Battery Terminal Case Terminal Light Terminal Wires, 1 Terminal Wires, 2 Terminal Wires, 3 Terminal Wires Junc. Box Scenery Camping Stool Folder Chair Street Cone Barricades: Barricade, Small Barricade, Large Jersey Barrier Jersey Barrier, Short Crates: Crate, Small Crate, Large Crate, Packing, Small Crate, Packing, Large Container, Small Container, Open, Small Container, Large Container, Open, Large Sandbags: Sandbag Wall Sandbag Corner, 90 Sandbag Endcap Sandbag Pile Sandbag Single Sandbag Triple Sandbag Group Pallets: Pallet Pallet, Large Pallet, Metal Vehicles Mongoose Warthog, Default Warthog, Gauss Warthog, Rocket Scorpion Mantis Ghost Wraith Banshee Shade Turret Structure Impact (Map) : Station, Console Station, Core Station, Corridor Station, Ramp Station, 90 Station, 45 Station, 4 Way Lrg Cap Station, 4 Way Lrg Station, 4 Way Station, T Station, Airlock Station, Transistion Station, Door Jam Station, Door Jam 2 Station, Airlock, SML UNSC Tower UNSC 2 Story UNSC 1 Story Silo 1 Silo 2 Silo 2, Closed Silo 3 Central Floor Cap Ravine (Map) : Artifact Base Base 1 Base 2, Left Base 2, Right Bridge Wall Catwalk 1 Catwalk Lip Erosion (Map) : Pipe, 1x2 Pipe, 45 Pipe, Cross Pipe, Curved Pipe, End Pipe, Slanted Pipe, Y Building Blocks: Block, 1x1 Block, 1x1, Flat Block, 1x1, Short Block, 1x1, Tall Block, 1x1, Tall and Thin Block, 1x2 Block, 1x4 Block, 2x1, Flat Block, 2x2 Block, 2x2, Flat Block, 2x2, Short Block, 2x2, Tall Block, 2x3 Block, 2x4 Block, 3x1, Flat Block, 3x3 Block, 3x3, Flat Block, 3x3, Short Block, 3x3, Tall Block, 3x4 Block, 4x4 Block, 4x4, Flat Block, 4x4, Short Block, 4x4, Tall Block, 5x1, Short Block, 5x5, Flat Bridges and Platforms: Bridge, Small Bridge, Medium Bridge, Large Bridge, XLarge Bridge, Diagonal Bridge, Diag, Small Dish Dish, Open Corner, 45 Degrees Corner, 2x2 Corner, 4x4 Landing Pad Platform, Ramped Platform, Large Platform, XLarge Cylinder Large Y Cross Y Cross, Large Sniper Nest Staircase Walkway, Large Buildings: Bunker, Small Bunker, Small, Covered Bunker, Box Bunker, Round Bunker, Ramp Pyramid Tower, 2 Story Tower, 3 Story Tower, Tall Room, Double Room, Triple Decorative: Antenna, Small Antenna, Satellite Brace Brace, Large Brace, Tunnel Column Cover Cover, Crenellation Cover, Glass Railing, Small Railing, Medium Railing, Long Teleporter Frame Strut Large Walkway Cover Doors, Windows, and Walls: Door Door, Double Window Window, Double Wall Wall, Double Wall, Corner Wall, Curved Wall, Coliseum Window, Coliseum Tunnel, Short Tunnel, Long Inclines: Bank, 1x1 Bank, 1x2 Bank, 2x1 Bank, 2x2 Ramp, 1x2 Ramp, 1x2, Shallow Ramp, 2x2 Ramp, 2x2, Steep Ramp, Circular, Small Ramp, Circular, Large Ramp, Bridge, Small Ramp, Bridge, Medium Ramp, Bridge, Large Ramp, XL Ramp, Stunt Nature (Impact) : Rock, Small Rock, Flat Rock, Medium 1 Rock, Medium 2 Rock, Spire 1 Rock, Spire 2 Rock, Seastack Nature (Ravine) : Rock 1 Rock 2 Rock 3 Rock 4 Nature (Erosion) : Rock, Flat Rock, Medium 1 Rock, Medium 2 Rock, Seastack Rock, Small Rock, Spire 1 Rock, Spire 2 Grid: Grid *I will be updating this with Forge Island's palette soon.*
  19. ***Just use the "special" race gametype on my file share*** RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream treez0 vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
  20. I am sure that with the soon to be coming release of Halo 5, there will be many questions about the forge and what it will contain as to special features. Sure, The dynamic lighting was nice, But I think that the forge could be expanded. So, what are your wishes for Halo 5 Forge? Please, do tell me! As for the forge, I have a few ideas. *Keep Dynamic Lighting *Choose music to play with the map. *Weather Effects *More pieces *Change Time of Day *Add AI to Maps *Create Custom Campaign Missions * Cooler Maps So these are my basic ideas, what are yours?
  21. Forge is in my opinion the greatest thing to come to Halo (and gaming in general) since XBL multiplayer. Vote! And don't forget to add your own ideas for Forge in the comments below!
  22. Firstly, sorry if this has been posted. Why can't we have a playlist which rotates 10-15 forge maps a week in matchmaking because there is so many good Race/Flood/Slayer maps which I really want to do with other people. I try to play BTB and then invite everyone from that game to my custom game lobby but I only get 2-3 people at best. I don't see why this isn't a playlist. I remember when I first joined a custom game match of Jenga back in Halo 3 and I was mind blown by how fun it was, and I am sure many people of whom have/have not played custom games before will totally enjoy the new playlist that I have suggested. I mean, even if you dislike Halo 4's forge you have to agree that it is a great tool for level building and I feel we need to share these levels to a wider audience by making a playlist for this. Maybe for submission we submit the maps at this website then the lead admins will decide weather or not to implement the map into the playlist. I would love this to happen, but what do you people think?
  23. I'm pretty sure all Halo Fans know what 'Forge' is. And I'm sure that some may think that they are good at Forging Maps, and are really good. I'm also sure that a lot of the Halo Fans don't know how to forge, or even think they can forge, but really can't. There's a reason for those people. They are usually better at match making. Well, my name is David, and my Gamer Tag is HSG Forge PRO. And I am one the few forgers who can actually forge. I hope you will find this post appeasing to you. I'm HSG Forge PRO, and I'm not a very well known forger. I started out as some teen who just wanted to play Halo 3. But as I played more and more of the forge, I became better at it. Once I got Halo: Reach, I started going crazy on the forging. I was making maps like no tomorrow. I was in my moment soo much, that I not only made over 700 maps, but I almost failed my junior year at High School. I knew that I had a really small Forging title amongst my friends, and I knew that I had a talent for making great maps. But what I didn't see coming, was that many other people had played my maps and had even downloaded a few of them. That's when I figured out that I wasn't making maps for myself or for my friends, but I was making maps for the community. And when I got Halo 4, I immediately started new projects. These projects, unfortunetly, will not be going public for awhile. This is due to my living situation, my online capabilities, and a few other factors. Now, some people may be asking, "what kind maps do you make?" The maps that I make, arem't your usual everyday 4v4 map. My maps tend to be big, big team, and from my friend's words, epic. I have recently started to make small 4v4 maps, but it's just not me. I love forging, and I hope to be able keep my maps coming out. Please reply if you want to talk to me.
  24. Hello, I just noticed today, my Oddball, King of the Hill, and Community Forge Island are now gone from my War Games list, but can only be obtained in Team Objective now. They disappeared just today, anyone have help or a solution? This is for Halo 4
  25. RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. The attached map is Bowsers Castle, which has a good checkpoint and starting shield for examples. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
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