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  1. Download Link:http://www.halowaypoint.com/en-au/games/halo4/fileshare/details/f89176a1-86d1-4dba-9f4c-bcf7e29a937a Gametype Link:http://www.halowaypoint.com/en-au/games/halo4/fileshare/details/e3e8e6ff-e3f1-4841-be0a-ddf566226c30 Today here I have a map to show you, Created by myself, helpers were Quizter and AC SpecOps. This was a Mini-Game that I loved to play in Halo 3 and have wanted to recreate since Reach but never had the right space to do so. We've pretty much done everything as it was in 3 but changed some things up to better suit the Map and Halo 4. Now, onto the way it works. There is 1 Flood (Tank) The rest Humans (Mongoose) Simply the way it works is the Mongeese must run from the scorpion and try to stay alive for the remaining time. Each player has 1 life, when you die your dead. There are multiple rounds in a game, with hazards and jumps to go along with all this. That's about it for the way it works, quite a simple map. Video [video=youtube;BkHKKA5pkN8] Now on with the Screenshots. Human Spawn. (Mongeese) Flood Spawn. (Tank/Scorpion) Mongoose Performing a jump. Guess this Mongoose didn't think his path. Overview. That's it for this post, if you could leave feedback it would be much appreciated. Thanks
  2. Map Name: UNSC Grifball Stadium Gamertag: Rabid Cadaver Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/d6e2361e-7573-4483-8998-594189ff10df Description: Olympic influenced grifball stadium with astro turf field as well as press boxes and stands for each team.
  3. Gamertag: Rabid Cadaver Map name: UNSC Grifball Stadium Game type: Grifball An Olympic influenced Astro Turf Grifball Arena
  4. Hey guys, just wanted to try and promote my Uncaged remake: Cage of Death. With Forge Islands released and the whole gamertag and tag searches I hear being fixed I thought now would be a good time to try =] My gamertag is thelimoiscoming; to any readers that might not now how to search, just pause the game, press down, and go to the file browser, then follow these steps: File Browser -> Map Variants -> File Share Search -> (Forger's Gamertag) -> Choose Correct Map -> Download It leans more towards a spiritual remake and it's not an exact replica of the original map. But I'm very proud of it with my own very slight variations to the original which was one of my favorite maps on reach. It was created on Ravine and should work with pratically any game type besides Dominion. This is my first time posting in this forum and I hope you guys enjoy my map remake. Should be the one that has (Final) at the end. Edit: Ok, awesome just found out how to post pics. Again, new to forums, bear with me guys
  5. Hey everyone, glad to be here. I made this account mostly because I want to try and promote my forge map. Still new to forums but I'm gonna go to the appropriate topics to post the details of my map. Search for me! Hope you enjoy it if you download it! And I hope to play some halo with all y'alls
  6. Before I begin, I just want to say I get it. Being in the game industry can be extremely tedious. Also, people get the idea that there is a shortage of ideas and that ideas are easy to just throw in a game. Also the final product has to be marketable and turn out profit for all your hard work which a lot of people who get on here to tell you how to do your job disregard. I'm here to say an idea or two hoping you'll look at it and see if you haven't thought of it yet, find it practical or if you'd want to do something like this. Idea 1: make a game without campaign that just has multiplayer and forge and just call the game Forge. Why? So you could devote more disk space to endless forging fun and play it with friends on multiplayer, think Minecraft. You could even work out a way to put AI into forge with all of that disk space, which is what a lot of people want. Why it's a bad idea, Halo is marketable largely because of the campaign, reason why I bought Halo 4 so people wanting Halo not Forge probably wouldn't buy it. But the reason why I bought Halo Reach was largely because of Forgeworld. Idea 2: let us play as anyone or any creature in the Halo universe, at least for funsies. Gears of war 3 has beast mode, although making a game mode for only playing as creatures isn't as cool as it being what you'd play as when your not in map edit mode.
  7. I will be hosting an open lobby for map testing/custom games tonight @ 9pm. All are welcome. Read rules below: Map testing is ordered by first come first serve. If you have more than one map, second map in second round. One map per person per testing round. When your map has been played pass party back to host (me, CrimsonVolver) After each test there will be a polite discussion of pros/cons, etc. Emphasis on polite. We want a full lobby. For small /medium maps extra players will be golden tourists and stay out of fight. In this case we can do multiple short games and take turns. If needed we can have someone host second lobby if more than 16 players. As a respect to others don't leave after your map is tested. And if you need to leave communicate to the group and try to help invite someone to fill spot. Respect the host. As the host I can ask for party leader at any reasonable time, esp to resolve conflicts. That's about it. Send me a msg on xbl. I will add friend and invite. Or just join. See you tonight! CrimsonVolver
  8. POST WHAT GAMETYPE DO YOU LIKE TO SEE IN A FORGE CONTEST My idea is BIG TEAM BATTLE FORGE CONTEST i think that with the new map forge island this can be awesome to the lovers of vehicules and the other also.I realy love to see this playlist on macthmaking.
  9. Hey everyone, It's been quite a while since I've been on any gaming forum. It's been even longer since I've created a Saw map. For those of you who played custom games back in Halo 3, you may remember the Saw maps. They have been featured on the front page of Bungie.net, and even got on Bungie's Favorites. After a long hiatus, I've finally completed the latest Saw map, Saw: Quarantine. I plan to hype this map quite a bit, as I need to get a fan base together once again. Once the map has been thoroughly play tested, I plan to release a trailer for it, and then release the actual map soon after. That is where YOU come in. I need new testers, fresh minds. People who are good are critical thinking and who don't give up easily. I assure you the puzzle is of high quality, and contains many things that have never been seen in puzzle maps before. Are you in? Simply post a reply to this thread in order to have a shot at play testing Saw: Quarantine.
  10. GT: DHG The Captain(Map made by DHG MELEE) Map:Assault http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=031e7e29-1e91-4a5c-b107-72d28dc6a7b2 Game type: Slayer, Flood, Dominion, Regicide(All standard) This map is a mix of close quarters with some vertical advantages here. It has one tower with Sniper rifle for quick sniping at the center. It is filled with corridors and small towers for quick advancement on territory. On one side they a Scorpion with 2 warthogs and mongooses. There are two openings; main opening and a small back door(used for sneaking in on Flood). The main door has a shield with 2 turrets pointing directly at it. Outside the main door is a forest where there lies a warthog, a banshee and a few power weapons. Ordnance are scattered inside the base with both power weapons and common weapons for ammo. Flood spawn first outside base but later re-spawn inside the base. There are 4-5 Dominion bases. Mainly used for both Slayer and Flood.
  11. 'Halo Blueprints' is the home of high quality competitive halo maps or gametypes. We accept submissions of any new halo 4 maps/gametypes you have produced and if we think your submission is good enough, we will create a trailer for it with our review/opinions of it. Your name will be mentioned in the video as well as a link to your channel in the description. We also upload our own content that we have made into the mix so that we are always actively involved. We only upload maps that are of a good standard and good aesthetic quality for review and showcasing. Subscribe for loads of content in the years to come. Submit maps here Visit our YouTube channel here Visit our website here
  12. Here is the Halo 4 panel from PAX east where the 343 team discusses all things multiplayer for Halo 4. They talk to us about the new TU coming, the new castle map pack and we get a demonstration of the new forge world. So enjoy. The video was uploaded by Podtac TV.
  13. Here is the Halo 4 panel from PAX east where the 343 team discusses all things multiplayer for Halo 4. They talk to us about the new TU coming, the new castle map pack and we get a demonstration of the new forge world. So enjoy. The video was uploaded by Podtac TV. View full article
  14. Things I would like to see in future titles that can actually BE DONE with the Halo engine (terrain editors and cutting pieces wouldn't work): Precision editing returning: 'Nuf said. Interchangable palettes: Give us an option in the menu of which palette we would like to work with. In Halo 4 context, when you hit X, you'll see "Impact, Erosion, Ravine." Selecting one of these will lead you to the normal item menu, except eveything in there will have the skins of the selected palette. And not only three palettes from three maps. There are multiple themes we could use: Human Civilian, Human Slums, Human Military, Covenant, Forerunner, stone, etc. Weather Effects/ Time of day Effects: Easy to understand. In the gadgets menu, have a "Weather" menu. This will be similar to the visual filters. You place an orb on the map that will change the time of day and weather. Examples: Morning, Noon, Sunset, Night, Rain, Lightning Storm, Snow, Blizzard, Windy, Dusty, Light Rain, Cloudy. Environment Pieces: Also simple. Give us pieces that can change the environment around us. Trees, more rocks, shrubs, and terrain editing pieces. This wouldn't be a terrain editor exactly. Think of it like this: People already use rocks and tin cups to change the environment. Expand upon this idea, and give us smooth pieces with terrain skins of varying shapes and sizes to create smooth flat ground, or create rolling hills. They will still be made of individual pieces that can be placed on the existing terrain. Bulk pieces: We're almost there already with Coliseum Walls and the silo pieces on Impact. Give us large pieces with a low polygon count that can be used to create large environments at little cost on the engine. Large coliseum walls, entire ground structures (like the environment pieces), giant pillars, bigger ramps, that sort of thing. Better coordinates and rotational points: Think back to Reach. If you lined up a piece inside of anothe of the same dimensions and rotated it, it would still be inside the dimensions. This has been changed on some pieces in Halo 4, like the ramp 2X2 and corner 4X4. If you line them up then rotate them, they are off center. 343 needs to find the EXACT center of the pieces to set a rotation point. HOWEVER, they should not do this on pieces that are not an exact coordinate, like the 1X1 Tall and Thin and the Coliseum Wall. More on that here: http://www.343industries.org/forum/topic/27355-colliseum-wall-problems-and-fixes/ More/Better canvases: Duh. Everyone complains about the current canvases. Now, they're not AS bad as everyone is making them out to be, but it would be nice to have some more user friendly canvses. Thank you 343 for listening to us and giving us Forge Island, but please do better with the default maps in the future. We don't want half finished "templates" to finish, but blank canvases to fully utilize. One example that I've talked about a lot is a snow canvas that would use the same texture mapping as the rocks on Ravine. They could make it so the pollar top of every piece that is exposed to the sky has snow on it. Scenery: We're getting closer with the inclusion of Dominion pieces as aesthetics, but there really should be more. Think of some of the maps in Halo 3. The first one that comes to my mind with aesthetic pieces is High Ground. That map had shelves, tables, radios, and laptops lying around. I'd like to see the inclusion of more practical aesthetic pieces like this in future titles. Dynamic Objects: Basically, give us stuff that moves. It's doesn't need to be anything crazy like custom moving pieces, but things like the Station Core on Impact. For example, give us a U shaped metal frame with movable gates attached to either side like in the back of High Ground. Nothing special, just a single piece that isn't stagnant. I'm probably missing some things, but I'll leave it open to you guys. What do you think? I'm trying to think of things they could add in that wouldn't disrupt the current engine or way the game handles. Forge is and always will be a map editor at heart, simply for easy of use. There are still many things that could be improved, and I want to hear if you guys have any ideas that could be implemented SIMPLY and stay true to what Forge is.
  15. Coordinates: I'd like to compare the Colliseum Wall to the Block 1X1 Tall and Thin. These pieces are exactly 0.5 width. Half of 0.5 does not line up correctly on a coordinate system that uses tenths. The 1X1 Tall and Thin does the right thing and offsets the rotational point. If you line up it's longer edge with another piece then flip it, it's suddenly 0.1 higher than the other piece, but still on the coordinate grid. You can just move it down by 0.1 and boom, problem solved. The Colliseum Wall doesn't do this. The rotational point of the Colliseum Wall is exactly in its center, which is 0.25. It needs to be offset like the 1X1 Tall and Thin. That way, it will line up with other pieces without needing fine editing, nudging tricks, or magnets. Invisible Barriers: Why are these here? It's especially bad on Erosion, where the ENTIRE piece has an invisible barrier on it. The edges of the Colliseum wall on all canvases are not needed. This is where the invisible barrier becomes most annoying. In order to make a smooth transition to other pieces, you need to line up the invisible barrier with that piece instead of where the visual geometry is. This makes for sloppy looking transitions that LOOK like they'll be bumpy. The Geometry: Has anyone noticed the Colliseum Walls in Halo 4 are actually slightly smaller than in Reach? In Reach, they were exactly 10X12. In Halo 4, they're 10X11.8. You can imagine how annoying this becomes when using them in repetition or when trying to cover a large but specifically sized gap. Not only that, but the holes in them (as well as all the other pieces) are pretty annoying too. 343, please... DON'T SCREW UP THE COLLISEUM WALL IN HALO 5! Please!! D:
  16. Forge: Ideas in Evolution Throughout our time with the Forge, in various Halo iterations, we've witnessed the progression of the system towards a more well-rounded experience and set of tools. Some of the changes have been invaluable and make the past look archaic, while others have left many of us in the lurch wonderning why something would be removed. Regardless of where we are now, it's important that we directly address the future and evolution of this beloved feature of the Halo franchise. While not all thoughts posted may be winners, all constructive ideas will help guide what we would like the Forge to become. Please submit your stories of both toil and love for the system, so that we can steer this ship towards a greater tomorrow! =^..^=
  17. I am working (almost finished) on a dome-shaped map in Impact, and it occurred to me that it would be so much easier to keep people from camping out on the top of the map (the rounded roof) if object "shapes" could be defined as safe/kill zones. Think about it. This simple upgrade with the Forge would make aesthetically designed or rounded maps more practical in terms of blocking players from exploiting "holes" in the design. As a veteran Forger it can be frustrating when you come up with a unique map design but have to use multiple soft kill zones to keep players from exploiting certain areas. On a similar note it would also be nice if the "shape" tool in object editing could also be designated with other object qualities, such as teleporters ( to create false walls to hidden passages, as one example. I have plenty of other suggestions for Forge upgrades that I have mentioned in forum posts with 343i and Bungie with Reach and H3, but this idea just occurred to me the other day and I thought I would share it and see what kind of feedback it receives. CV
  18. Ok it has been while and i finished one of my maps.... this one is call "power station13" it's just a name. it is a large map that can hold a full party, the map is ready for ffa and red vs blue slayer. i will have dominion soon. all other types of games will have to be brought in by all of you. please have at it. the playable area is in the station itself, i did make some things out side the map but there only for show.... there's a little star wars reference in there too. it just hit fileshare about 15 min ago. i'm taking a break from the game for a few min. please feel free to message me for anything... if u have a group that wants to run through, i will love to join just to see how people take to the map. please i would love some feed back on this. my next map is called "CQC" and it will be exactly that, dark, blind corners, half walls and drops. Enjoy and hope to see you on-line. here is the link to my fileshare http://www.halowaypoint.com/en-us/players/king%20goldeneye/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  19. Gamertag: hmhm70 Map: Parasite Gametype: Parasite Screenshot: Link (This screenshot doesn't do the map justice) Description: I created this map, although it says created by DDez Drol. DDez Drol makes modded maps for forge to expand the budget, which I used as a canvas, thus saying he is the creator. This is an 8-16 player flood map using the game variant Parasite. It is based off of a small town which gets less domesticated towards the flood spawn point. It is better with more players than less. The number of flood is a simple math problem. Divide the number of players by two, and subtract one. If there are an odd amount of players, round down. This map took me about 5 hours to make and I tested with friends yesterday. This is my first flood map and it turned out great. I made it as un-campable as possible and tweaked the gametype so it is fun for both flood and humans. The weapons placed on the map are shotgun, railgun, and sniper rifle. The shotgun is the most powerful although the zombies can easily overpower anyone with the shotgun. You spawn with an assault rife as humans and a magnum. There is a warthog, but the road is collapsed (jump) and there is debris all over the road making the warthog not so campable. There are lots of fun places to go on the map, and it will have you running and shooting like crazy.
  20. hi, i am Camiloers24 this is my first forge map (not is the better) the map is called ACROBAT 2.0 the game type is Race (king of the hill) i make the map (camiloers24) for 2-16 players its in impact and have 4 ways to complete the race, gravity volumes, cannons, jumps, and you can ride warthog, mongoose and ghost Download: my Halo 4 fileshare is Camiloers24 (gamertag) http://www.halowaypoint.com/en-us/players/camiloers24/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 some images:
  21. hi, i am Camiloers24 and i like the race maps of halo 4, i am going to share some maps of race (also publish your maps) 1) this is my first forge map (not is the better) the map is called ACROBAT 2.0 the game type is Race (king of the hill) its in impact and have 4 ways to complete the race, gravity volumes, cannons, jumps, and you can ride warthog, mongoose and ghost Dowload: my file share Camiloers24 http://www.halowaypoint.com/es-es/players/camiloers24/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 some images:
  22. I don't know about you guys but Halo has been in dire need of a new forge map. I think everyone can agree that Sand Box was easily the best forge map ever created and in Halo 4 there isn't really a map with large open spaces for forging. This obviously cuts down on user maps and game types being created. Custom games is dying because of the lack of forging and creativity. But if we bring Sand Box back we can rejuvenate this creativity and have action packed custom games, just like old times in Halo 3. What do you guys think? If we are loud enough about this 343i just might listen to our calls for the return of Sand Box.
  23. FDS stands for Fatal Death Squad. Formed in 2007 after the release of Halo 2, FDS continues to strive forward with it's message of gaming with honor and integrity. This is what drew me to FDS. It's a community where you can login, go to the community gamertag & see who's playing. Join a friend or rally some members for a round of SWAT or a match on Slayer!! FDS has the goal of creating a safe haven for like-minded gamers regardless of gender, race, national origin, religion, marital status, or disability. However you must be 16 or older to join. We believe that all gamers should have a place to play where they won’t have to put up with any type of drama or problems and be free to enjoy the game to its full extent. In the FDS Community we do recognize player skill; however, we believe that gaming is more about having fun and enjoying the game with friends. FDS has both casual and competitive gamers that actively participate in our community. Keeping that in mind, there is always a place for anyone looking to join. You don't have to change your gamertag but we do ask that you change & remain in uniform colors. Our main reasoning behind this is recognition. Your teammates & other community members are easier to identify in the heat of battle!! You are not required to maintain a positive kill/death ratio. There are plenty of members that you can speak with if you'd like some tips or advice. Please message me anytime with questions, if you wanna hook up for a round online or if you're interested in joining. It's a great community of boys & girls, just looking for some like minded gamers to have fun with. We have a saying, "No tea bagging unless you were tea bagged first." Thanks for reading! Game on! Btw, we are looking for people interested in starting a forge team. If you think you might be interested, hit me up!
  24. We say that we want more maps and bigger ones, but that's all we say and 343 ends up developing the whole maps themselves. Who says the players can't make the ideas and 343 just animates and codes them in? It saves on lots of time and stress for the early stages of development, and it makes us happy too. Here are some templates: - Forest - Snow - Desert - Canyon - River - Cliffs - Earth - Sanghelios - New Mombasa theme - Other planets - Space - Indoor (building) - Indoor (ship) - Indoor (other) - Objective-related map - Open area - Narrow area - Dogfight area - Arena - Human - Forerunner - Covenant - Halos **Possible rating and/or voting if this thread goes successful. Tip: Map your idea(s) on paper - with contour lines if you're good at it. And be sure to describe your map as much as possible! Huge and small maps are welcome. I will be posting my ideas.
  25. Here's what I've been working on. It's supposed to be a 4v4 competitive map. Not sure how well it actually plays. Ghosts are able to float over the 30x30 basin in the middle of the map. They handle pretty much normally aside from the occasional mysterious "air bump." Feedback / advice is definitely appreciated. Map: The Big Rock Candy Mountain The map is named after an old song, because why-the-hell not?
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