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  1. Gamertag - TurbTastic Map: Beer Pong - 6 Cup Gametype: Beer Pong I'll explain how this game works by describing the screenshots. Works with anywhere from 2-16 players, but I recommend 4-10 players. I used the Multi-Team version of Ricochet to achieve these mechanics. The mongooses are the balls in this game. The cones mark where players on foot will be teleported back. Red team tries to make all the red cups before the blue team makes all the blue cups. The shields on the ramps prevents players from landing on the opposite team's side. Each cup you need to make is marked Deliver (difficult to capture in a screenshot). If you go full speed the whole way you will overshoot the cups. When the player lands a mongoose in a cup it creates an explosion that will impact all players in the area. The shields near the cups prevent players from landing in the opposite team's cups. If someone lands in an enemy cup it scores for the other team. Here you can tell that blue has 3 cups left to make. Each player fell short. There are teleporters on each side that will send you back to your spawn before you land in the ocean, and there is a system in place that will kill players that land on the wrong side. If someone makes it in a cup that has already been made, then there is no explosion and no points are scored. This looks like victory in the making.
  2. What WAS Gonna be a "reinvention" of 'Epitaph' (Halo3), turned into my own thing. Although this wasnt intended, the outter part can be used as a race track (WiP). The map reminds me of a reconfigured 'Rat Race' (Halo3), cuz of the track. Supports Slayer, King of the Hill, & Oddball. (KotH & O'Ball not FULLY tested, but works). Made for Big Team, 10-16 players. Please comment with feedback, thanks.
  3. Thrasher24's File Share Screenshots coming soon, follow me on facebook for updates: Thrasher24: The Legacy (facebook)
  4. Why is it called Settled? Well, I used a lot of Ravine's natural terrain in a BTB map. Some friends told me it reminded them of Settler because of this. I'm pretty sure this is better than Settler though. Then again, so many maps are DOWNLOAD LINK: Coming soon Settled is an asymmetric BTB map. This is my second BTB map and I'd say it's a huge improvement over the first. The map is still in its BETA and I intend to make it compatible with Slayer, CTF, Extraction, and....Hostage Rescue. Hostage Rescue was actually the inspiration for this map. Each team is provided a Warthog and a Mongoose. A Wraith spawns but it is delayed for 3 minutes.
  5. Monument A monument to all your sins (couldn't resist) A slayer based map but will have some objective gametypes on it. suitable for 4v4, 5v5, and 6v6 matches i made the base for this map in a few days but it needs some more work on certain structures. things i need to do -add decoration inside the buildings -redesign the shotgun building -place spawns -place kill barriers -do something with the small bunker in 12th picture (last picture) -do something with the building in the 6th picture -try and get some colour into the map. looks pretty drab right now notes -rockets do not spawn at the start of the game -the incinerator cannon does not respawn -teleporters do not become active until later in the match. having them active from the start would make the initial fight unfair -you cant jetpack straight up to the incinerator cannon as its too far. you need to stand on at least the fourth pillar in the center structure to make it Please tell me what you think needs tweaking and i will get on it.
  6. https://www.youtube.com/watch?v=E4TWyvId2As Part 2 of the Breach series. Made by Infinity Studios. Download here - https://www.halowaypoint.com/en-us/players/damron92/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=4b9c5541-9d33-4dce-a1f8-2dc0fb69fcf0 Wanna see more of infinity studios? Click here and follow us and sub for more halo maps and future projects. Infinity's Youtube - http://www.youtube.c...x360livevids101 Infinity's Twitter - https://twitter.com/TeamInfinityOne
  7. Duel-Wield Puzzlers - A 2V2 Style Puzzle Map Created by Juggacly v1.1- 1. Fixed challenge #3: was able to exploit by jumping off the wall from the previous challenge. And was also able to shoot the golfball down before getting to challenge #4. 2. Fixed challenge #5: was able to cheat solo. 3. Fixed Blue's challenge #4: was able to do Warthog section solo. 4. Added an extra step to challenge #3, making it easier to get back to the previous challenge. Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/9c4994ed-0b70-459e-85e6-fa725a49f464 Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/21119302-f980-4712-b55b-cf0dff09c52d Also a BIG thanks to the testers: Quizter, Zandril S312, Grif otaged, Darkrain491, XtoungeXloveX, RaManGo & WPX Caboose (Sorry if I missed anyone) Difficulty: Medium Duel-Wield Puzzlers is a 2v2 style puzzle map. Basically, 2 teams of 2 are spawned in 2 symmetrical rooms. Their first site is a little room with 2 teleporters. These are your checkpoints, incase you mess up. Both 2 teams are pit against 6 logical, unique challenges. They can only complete the challenges in a cooperative fashion. They must complete the challenges before the other team does. If no one finishes, they have 20 minutes if that time runs out, no one wins. When a team gets to the end of the puzzle, 1 player from the teammust be sacrificed to win. Once a player from the team is at the end, they must capture the hill for a whole massive second! If a player from both teams get to the end at the same time, it is adeathmatch to the finish. Assassinations only! Red Spawn Blue Spawn First Challenge (Red) First Challenge (Blue) Some more challenges... This is the end...epic, I know Walkthrough http://www.youtube.com/watch?v=qhDOsxn1Ag8&feature=c4-overview&list=UU9vASlan-2x2985gJZC0Jdw Anyway, that's it for the map, please leave me feedback, it is much appreciated. If you like what you see, make sure you give the map AND gametype a download.
  8. “When you spend time worrying, you’re simply using your imagination to create things you don’t want.” Hey everyone. I'm back again to show you guys my latest map in Halo 4. This map is called Aether. It is a symmetric map and can be played with 4-8 players. DOWNLOAD LINKS 2v2: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/87f1a3e2-b762-4b9d-a81b-da3910589d55 4v4: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/51907f6b-59e1-44cb-a75e-5cc52294573c Recently, I've been making a lot of 1v1 and 2v2 maps. What's funny is that all those maps were 4v4 maps originally. They were just too small to accommodate 8 players which is why I turned them into 1v1/2v2 maps. As a result, I got worried that I no longer have the capability to scale a map for 4v4. To see if that's true, I started Aether. I'm happy to report that 4v4 works beautifully in the map along with 2v2. I tried my best to keep my piece usage as clean and consistent as possible and I think I did a mighty fine job at it. I ran into some budget problems but I managed to piece everything together in the end. The map can play 4v4 and 2v2 on Slayer and CTF. I don't plan on adding KotH or Extraction because there are no good places for the sites and hills because of the way the map is structured. To make up for the loss of those two gametypes, I made the map compatible with Headhunter. For the lulz Weapons and powerups (4v4) - Damage Boost (150s) - Rocket Launcher (180s) - Sniper Rifle (120s) Weapons (2v2) - Sniper Rifle (90s)(0 spare clips) - Sticky Detonator (120s)(1 spare clip) In 4v4, the Damage Boost spawns in the middle of the map while the Rocket and Sniper spawn on each side of the map in bottom Green and Gold respectively. Aether has plenty of jump ups that will allow players to get the upper hand on their opponent when used at the right time. This map was inspired by Orion, Haven, and Arknado (formerly The Ark). You'll find some things in the map that will remind you of those maps such as Haven's drop downs and curves, and Arknado's and Orion's use of the Artifact bases. NOTE: Most of the pictures are slightly outdated in terms of the map's appearance. Many thanks to (in no particular order): -TheFatedFire -TheAlm0ndKiller -Astiir -The Psycho Duck -RegrettedKarma6 -oOZeroFlameOo -itsDaxx -a Chunk -basketskate3
  9. Duel-Wield Puzzlers - A 2V2 Style Puzzle Map Created by Juggacly v1.1- 1. Fixed challenge #3: was able to exploit by jumping off the wall from the previous challenge. And was also able to shoot the golfball down before getting to challenge #4. 2. Fixed challenge #5: was able to cheat solo. 3. Fixed Blue's challenge #4: was able to do Warthog section solo. 4. Added an extra step to challenge #3, making it easier to get back to the previous challenge. Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/9c4994ed-0b70-459e-85e6-fa725a49f464 Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/21119302-f980-4712-b55b-cf0dff09c52d Also a BIG thanks to the testers: Quizter, Zandril S312, Grif otaged, Darkrain491, XtoungeXloveX, RaManGo & WPX Caboose (Sorry if I missed anyone) Difficulty: Medium Duel-Wield Puzzlers is a 2v2 style puzzle map. Basically, 2 teams of 2 are spawned in 2 symmetrical rooms. Their first site is a little room with 2 teleporters. These are your checkpoints, incase you mess up. Both 2 teams are pit against 6 logical, unique challenges. They can only complete the challenges in a cooperative fashion. They must complete the challenges before the other team does. If no one finishes, they have 20 minutes if that time runs out, no one wins. When a team gets to the end of the puzzle, 1 player from the teammust be sacrificed to win. Once a player from the team is at the end, they must capture the hill for a whole massive second! If a player from both teams get to the end at the same time, it is adeathmatch to the finish. Assassinations only! Red Spawn Blue Spawn First Challenge (Red) First Challenge (Blue) Some more challenges... This is the end...epic, I know Walkthrough http://www.youtube.com/watch?v=qhDOsxn1Ag8&feature=c4-overview&list=UU9vASlan-2x2985gJZC0Jdw Anyway, that's it for the map, please leave me feedback, it is much appreciated. If you like what you see, make sure you give the map AND gametype a download.
  10. Sup folks, hoping to get my map featured. This is Cargo, a 1v1 - 4v4 map set on forge island. It has two 'floors' with three gravity lifts and easy access to the bottom level as well. The center of the map is open with two unusable scorpions. The map supports slayer and king of the hill. Map https://www.halowaypoint.com/en-us/players/partarar/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=f8e7b3ea-be44-4142-b197-78d2fa5a4fda All pictures are taken from the top level Picture1 https://www.halowaypoint.com/en-us/players/partarar/halo4/fileshare#!/?section=Image&view-select=Tile&startIndex=0&details=f388f4f6-bfc6-482d-a440-3e33c765ce88 Picture2 https://www.halowaypoint.com/en-us/players/partarar/halo4/fileshare#!/?section=Image&view-select=Tile&startIndex=0&details=98146f3f-d37f-476a-b1d9-6fb730fcc37b Picture3 https://www.halowaypoint.com/en-us/players/partarar/halo4/fileshare#!/?section=Image&view-select=Tile&startIndex=0&details=8d7f4cab-637b-4c30-92b5-7dace8773b03 Forge video https://www.halowaypoint.com/en-us/players/partarar/halo4/fileshare#!/?section=GameClip&view-select=Tile&startIndex=0&details=8fb60fd8-1674-40f4-ab24-0e76c9538b62 Hope you like the map! Have played many times with friends and other people and it seemed like a good map to use. Also works very well with infinity rumble.
  11. Map link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=88a28f06-c2d2-4f3f-9f12-31efc3dd2543 Gametype link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6a10ee16-38f6-45fe-914f-3b57b2d612b3 4 Towers is a mini-game using the Impact canvas, best fit for 12-16 players. The lobby should have 4 teams evenly distributed into 4 members on each team. Don't have any more than 4 players in a team, otherwise the objective of the mini-game is too easy. 4 Towers has 4 tower-shaped structures featuring: A Plasma Pistol, Ghost, Rocket Hog, Shade Turret, Sniper, Auto Sentry and a detachable UNSC Turret. Every so often, a power item will spawn in the centre of the map, including items like: Gravity Hammer, Incineration Cannon, Rocket Launcher, Railgun, Overshield and more. The first team to get 200 points, or get the most points before the time limit runs out, wins. Images below- Here's a video to show you some gameplay of the map, and some more in-depth descriptions on some of these things. http://www.youtube.com/watch?v=32KXWjdqq7Q Map link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=88a28f06-c2d2-4f3f-9f12-31efc3dd2543 Gametype link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6a10ee16-38f6-45fe-914f-3b57b2d612b3
  12. Map link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=88a28f06-c2d2-4f3f-9f12-31efc3dd2543 Gametype link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6a10ee16-38f6-45fe-914f-3b57b2d612b3 4 Towers is a mini-game using the Impact canvas, best fit for 12-16 players. The lobby should have 4 teams evenly distributed into 4 members on each team. Don't have any more than 4 players in a team, otherwise the objective of the mini-game is too easy. 4 Towers has 4 tower-shaped structures featuring: A Plasma Pistol, Ghost, Rocket Hog, Shade Turret, Sniper, Auto Sentry and a detachable UNSC Turret. Every so often, a power item will spawn in the centre of the map, including items like: Gravity Hammer, Incineration Cannon, Rocket Launcher, Railgun, Overshield and more. The first team to get 200 points, or get the most points before the time limit runs out, wins. Images below- Here's a video to show you some gameplay of the map, and some more in-depth descriptions on some of these things. http://www.youtube.com/watch?v=32KXWjdqq7Q Map link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=88a28f06-c2d2-4f3f-9f12-31efc3dd2543 Gametype link- https://www.halowaypoint.com/en-gb/players/juggacly/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6a10ee16-38f6-45fe-914f-3b57b2d612b3
  13. PALE Maximus IL Pale was built as an entry for the combined 343industries.org / Forge Cafe / Halo Customs 2v2 contest. The contest version is here for anyone who would like to play 2v2. Both the 4v4 and 2v2 versions support Slayer, Regicide, CTF, Extraction, KoTH, Oddball, and Ricochet. The geometry of Pale is deliberately simple, as I chose to avoid using ordnance drops for all but the initial 2v2 power weapons. To ensure it won't take players several games just to figure out how to obtain weapons (since there are no HUD markers), the weapons are in the places everyone would look for them to begin with. I will point out that, despite the simplicity, the map geometry can be used in non-obvious ways to obtain positional advantages. Spawning on this map for CTF / Ricochet will appear a bit nonstandard if you look at it in Forge. Due to the small size of the map, even with 3 stacked respawn zones I had a couple of cases where someone would spawn in the enemy's base. So I decided to take a page out of MrGreenWithaGun's book and use team-assigned respawns for CTF / Ricochet. With this, there is no possibility of spawning at the enemy base. Weapons Loadout Weapons (4v4 version, Pale A): 2x DMR, BR, Magnum, AR, SR, Suppressor; 1x LR, Carbine, 8x Frag, 8x Pulse Loadout Weapons (2v2 version, Pale : 2x DMR, BR, Magnum; 1x LR, Carbine, 4x Frag, 4x Pulse Power Weapons: See below. Note that for the 2v2 version, the ordnance drops do not resupply and the spawned power weapons do not spawn at the beginning of the game. Additional Screenshots PALE
  14. “When you spend time worrying, you’re simply using your imagination to create things you don’t want.” Hey everyone. I'm back again to show you guys my latest map in Halo 4. This map is called Aether. It is a symmetric map and can be played with 4-8 players. DOWNLOAD LINKS 2v2: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/87f1a3e2-b762-4b9d-a81b-da3910589d55 4v4: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/51907f6b-59e1-44cb-a75e-5cc52294573c Recently, I've been making a lot of 1v1 and 2v2 maps. What's funny is that all those maps were 4v4 maps originally. They were just too small to accommodate 8 players which is why I turned them into 1v1/2v2 maps. As a result, I got worried that I no longer have the capability to scale a map for 4v4. To see if that's true, I started Aether. I'm happy to report that 4v4 works beautifully in the map along with 2v2. I tried my best to keep my piece usage as clean and consistent as possible and I think I did a mighty fine job at it. I ran into some budget problems but I managed to piece everything together in the end. The map can play 4v4 and 2v2 on Slayer and CTF. I don't plan on adding KotH or Extraction because there are no good places for the sites and hills because of the way the map is structured. To make up for the loss of those two gametypes, I made the map compatible with Headhunter. For the lulz Weapons and powerups (4v4) - Damage Boost (150s) - Rocket Launcher (180s) - Sniper Rifle (120s) Weapons (2v2) - Sniper Rifle (90s)(0 spare clips) - Sticky Detonator (120s)(1 spare clip) In 4v4, the Damage Boost spawns in the middle of the map while the Rocket and Sniper spawn on each side of the map in bottom Green and Gold respectively. Aether has plenty of jump ups that will allow players to get the upper hand on their opponent when used at the right time. This map was inspired by Orion, Haven, and Arknado (formerly The Ark). You'll find some things in the map that will remind you of those maps such as Haven's drop downs and curves, and Arknado's and Orion's use of the Artifact bases. NOTE: Most of the pictures are slightly outdated in terms of the map's appearance. Many thanks to (in no particular order): -TheFatedFire -TheAlm0ndKiller -Astiir -The Psycho Duck -RegrettedKarma6 -oOZeroFlameOo -itsDaxx -a Chunk -basketskate3 -Squally Dabeanz
  15. this is a map that plays with the game type hive mind, its a escape bunker to get away from the flood but the flood broke through and are every were. here is a link of a video that I made a while back the map has been fixed and edited after words so the map is a better playable map then the one in the video but not much has changed in the bunker http://www.youtube.com/watch?v=v46EsDS8a9U&feature=c4-overview&list=UUtRA3jAw7HvB_jdKuG1hVQw and link to my channel on youtube subscribe :-) http://www.youtube.com/user/unitedforges
  16. Salazar or 2alazar is an inverse symmetrical 2v2 map forged on Impact. It was forged for the tri-community 2v2 contest. It plays 2v2 slayer, oddball, extraction and koth. 4PFFA and 1v1's are also really great here. Download here. The design of Salazar encourages players to gain control on the elbows and then drop down into the pits to escape or collect one of two power weapons that drop spawn. Spawning is very predictable but very difficult to actually exploit due to the way the map is segmented. Players who want to try and move on spawning players have to be aggressive and lose their positions, and yet positions are hard to control in the first place. This element of the maps design encourages circular flow and further compliments its size by creating easy to find encounters that can still be avoided by smart players. 1x 90 second no clip sniper spawns at the bottom of blue pit. 1x 120 second no clip concussion rifle spawns at the bottom of red pit. 1x DMR & 2x frags in back red. 1x BR & 2x frags in back blue. 1x LR & Pulse grenade in orange. 1x Carbine & Plasma grenade in cyan.
  17. Salazar or 2alazar is an inverse symmetrical 2v2 map forged on Impact. It was forged for the tri-community 2v2 contest. It plays 2v2 slayer, oddball, extraction and koth. 4PFFA and 1v1's are also really great here. Download here. The design of Salazar encourages players to gain control on the elbows and then drop down into the pits to escape or collect one of two power weapons that drop spawn. Spawning is very predictable but very difficult to actually exploit due to the way the map is segmented. Players who want to try and move on spawning players have to be aggressive and lose their positions, and yet positions are hard to control in the first place. This element of the maps design encourages circular flow and further compliments its size by creating easy to find encounters that can still be avoided by smart players. 1x 90 second no clip sniper spawns at the bottom of blue pit. 1x 120 second no clip concussion rifle spawns at the bottom of red pit. 1x DMR & 2x frags in back red. 1x BR & 2x frags in back blue. 1x LR & Pulse grenade in orange. 1x Carbine & Plasma grenade in cyan.
  18. The winning map for the Meet Your Maker - Dominion forge contest is by yet another very talented forger who has produced a number of Competitive and Flood maps for the Halo community. His offering for the Dominion contest was a showcase of his talent and ability to forge high quality playing environments across various game types. He was also recently chosen to provide video commentary for THFE, which occurred long after map submissions, due to his understanding of quality forge techniques and his ability to speak to them so others can gain insight and advance their forge capabilities. The Winner of Meet Your Maker - Dominion is....... by PA1NTS The map reflects an urban setting that allows players to traverse the areas between the bases by either sprinting down the open corridors between the buildings and around the exterior edge of the map,through the multiple levels of the structures - which allow for vehicle use in some cases - or across the 'roof tops'. The maps unique "L" shaped design offers avenues of access and varying levels that provide for a much more 'larger than it looks' feeling. Looking at the map from overhead for the first time the foot print seemed somewhat small with it's six structures and tight interior routes between Bravo, and the Green, Blue and Red structures, but once on the ground you find the true art in Monsoon's design. Alpha and Charlie are reverse mirror images of each other as are the two connecting structures that lead to Bravo, yet it is the creative use of multiple heights for the ground level that transitions into the first and second floors of buildings that give Monsoon it's unique ebb and flow. The varying tiers of the buildings and their open areas provide a series of sight lines for both attack and defense especially when holding the pivotal Green building that is located on the interior elbow of the map. The Avalanche-esque man cannons offer a quick departure form the ground level adjacent to Alpha and Charlie launching you onto the respective corridors between Blue and Red that are the roof over the tunnel that funnels around the interior corner of Green. PA1NTS has given the community such a high caliber Dominion map and it is why we are proud to note him as the winning forger for this contest. Download Monsoon here Second Runner Up Announcement First Runner Up Announcement Winners and Maps of Note from Meet Your Maker - Infinity Slayer Stay tuned to THFE and this site as we continue to showcase some 'maps of note' that were, along with the top three selections, examples of the type of quality and creativity our forge community has to offer. We would also like the forge community at large to know that all of these and many other (what I like to refer to as) premier forgers all use a series of testing lobbies and custom games with fellow forgers and players to test their creations. This process allows them to gain feedback of all types which then allows them to refine the map from it's original incarnation and shape it into the finished product represented here. Not one forger of any merit would be able to tell you they built a map without the help of testing. Whether they have an inherit forge ability or have learned it from others, all talented forgers makes use of and truly listen to the advice of others. We not only thank the forgers, but all of you who were part of the testing and critiquing process. Here is a list of former and current judges for the Meet Your Maker forge series. SaltyKoalaBear Spades N AZ AbleSirThomas The Fated Fire Warholic Psychoduck Absolute Dog I would also like to offer a special thanks to Spades N AZ who no longer is part of our Halo community. Due to his overwhelming dislike for current title he felt he could no longer do what he had done for so many years for the forge community. Spades was integral in helping to form the ties between the various judges and his testing lobbies over the years had helped to find and bring forward some of the talented forgers we have showcased with Meet Your Maker as well as in other contests in the forge community. His dedication, friendly nature, knowledge and friendship is missed by many of us in the forge community. Thank you Spades for all that you gave and continue to give with your lineage of sharing and leadership. ♠ Spades N AZ ♠
  19. This is a competitive remake map reimagined in Halo 4. It's simple enough to follow, it's non random weapons with other weapons scattered around in your base, each team gets a bunch of armour abilities, two Shotguns, DMRs, a sticky detonator, plasma pistol, rocket and sniper but they all have limited ammo with medium respawn times so don't waste the ammo. Also each teams gets a mongoose. Here is a neutral banshee in the middle. My Advice: Don't go for the banshee at the start as it gets chain hijacked until it is destroyed, my advise stay back and try to hold the middle where the banshee spawn is as it pushes the other team back plus just throw your grenades as you leave your base. Requires a custom gametype: Classic CTF adaption Credit goes to Xerbase for the original idea for this in Reach If you remember any spots or are rewatching the video of it to find some techniques it's called Frontline and it was reviewed on THFE. Good Luck Getting That Flag... Original map from Reach: The remake: and
  20. GT: Darnell1992 Map: NZ_Jail Break Gametype: NZ_Jail Break Image : https://s3ugc.blob.core.windows.net/ugc-container/userfiles/ugcuserfile-e600f881-ac79-46ed-bc46-0621111b9fa2-c2fbb9f14a524970-full?sv=2012-02-12&st=2013-12-09T07%3A30%3A42Z&se=2013-12-09T07%3A50%3A42Z&sr=b&sp=r&sig=5YhurLv1erf9lFeCV9bmhNy3H1Axvshv2ReCInK2Qwg%3D NZ_Jail break is a new take on the Nazi Zombie gametype created by THFE. Jail Break features the same ordinance system for survival but in a very different way. Grenades ( Currency and now the only thing you can call in via ordinance. However you can then use the grenades to open paths throughout the map or buy weapons located throughout the map from vending machines. Along with that there are also two working power switches that can be activated to obtain bonuses. One bonus is an over shield while the other is a random weapon spawn (notably the strongest thing in the game.) The real problem i have is that so far i haven't been unable to test it. Because of the new features in this version of NZ_infection there are a whole bunch of numbers that need tweaking before it will run smoothly. Because grenades are used for practically everything now ill need to find out - How much ammo should one grenade get you depending on which gun you buy? (1 clip atm all guns) How many kills until you get ordinance? (atm 4) How many grenades should doors take to unlock? (atm 2) The ideal strength of the zombies? Balance between the number of players and amount of currency going around so there isnt someone who feels like its pointless yet the zombies don't feel over powered. These are my general concerns and i am less focused about the map atm unless the gameplay is completely ruined because of my map. The objective is to get the gametype worked out and have this idea of a second version of NZ_Infection out there so others can start making maps too. I need a group of testers and will be checking my X-box and this thread. I am very busy until after December 14, which is when i finish at University for Christmas and hope to have a testing session soon after. If any body would like to have a go at working everything out and adjusting the gametype it would be awesome. Hopefully ill see you guys soon Peace!!!
  21. DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/2249b1a3-482a-4f76-a42e-292308c0de90 Hey boys and girls. I'm back again to present my brand new 2v2 map, Bloodstone. Yes, I chose an English name this time. It is asymmetric, built on the sexy Ravine canvas, and has a lot of good, long sightlines. The map also has a lot of skill jumps to help players traverse areas faster. Bloodstone is inspired by Edifice and Angst. Two of my favorite forge maps in Halo 4. There are a total of 5 atriums. The middle, Blue, Red, Gold, and Cyan. A sniper rifle spawns in the middle on top of a rock. The middle rock is a very important part of the map as it connects a lot of the jumps through the middle atrium and blocks the sightlines quite well at the bottom. The idea behind Bloodstone is to allow players to travel the map faster through jumping which is why this map has so many trick jumps. Some of these jumps are hard to make but can be very beneficial if executed properly. The weapons in the map are the Sniper Rifle and the Sticky Detonator. The sniper is extremely powerful in the map because of the long sightlines. It has 1 spare clip and respawns every 120 seconds. It spawns on top of the middle rock. The sticky detonator, on the other hand, spawns at Gold 2 minutes into the game. I gave it 1 spare clip because it's not as powerful as the sniper in the map but can still be deadly if in the right hands. Spread the meta
  22. https://www.halowaypoint.com/en-us/players/revrsepalndrome/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=479c8ea6-6507-4119-8ee7-d7813d9c13d5 Under Map Varients. Small competitive map for 2-4 players. Supports Koth and Slayer Variants.
  23. Map: Battlefield 404 Gametype: Slayer/Capture the flag Player Count: 10-12 Players Creator: GRUNT HUNTER404 Waypoint Link: https://www.halowaypoint.com/en-us/players/grunt%20hunter404/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=dd55264f-b87b-4a6f-a820-6048a1a7b9b4 Hello people of the 343i fourm, I am GRUNT HUNTER404. I would like to introduce to you my latest and most updated version of my map Battlefield 404. This new map was part of one of my old projects since the realese of forge island into Halo 4. I wanted to make a map that suits at least two gametypes, that has plenty of vehicle action, but the players on foot can still have a good chance, hence Battlefield 404 was created. This map was previously called Forge Island Forest Battle when I first created it, but after playing some custom games on the map, I realised that it definitely need more improvements. I changed the structure on one side of the map, added a banshee to it since none of my other maps included a banshee and added new weapon drops to combat the vehicles that pretty much ruled the map and also changed the name. It is important to have even teams on this map as one team may struggle with not enough players. Capture the flag really encourages teamwork in order to win, but be careful because just as fast as you can capture the enemies flag, he can capture yours. Sorry about all the talk, now you can have a look at some of the screenshots of my map and see what you think. If you like the map, give it a download and play it for yourself.
  24. https://www.youtube.com/watch?v=SxXhDaKoRkw Welcome to a new edition of Halo Basketball made by Infinity Studios. Have fun with a brand new map and a tweaked game mode. Invite your friends to play a 5 on 5 basketball match and tell your friends and family about us as well! Download Here - https://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=9eaf26b4-28ac-4943-9dbb-db2e5fa1b60e Download The Game Type Here - https://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=fc0b1faf-cdaf-43b2-bed9-9540b5e02a84 Some Screen Shots! Wanna see more of infinity studios? Click here and follow us and sub for more halo maps and future projects. Infinity's Youtube - http://www.youtube.c...x360livevids101 Infinity's Twitter - https://twitter.com/TeamInfinityOne
  25. Budget Used: 6450/10000 Aerolith is an asymmetrical BTB map purposed for Dominion. It takes inspiration from Longbow but has several unique features that separate the maps identity. This map has been my defining learning experience as a forger as I continuously plugged away at it to improve the map and my own skills. In fact Aerolith was started way back at the beginning of April and has undertaken major changes, so much so that it no longer resembles the original version. Aerolith uses a diamond layout for Dominion. Very similar to the triangular layout with the main difference being the other 'point' (rocket building) also having sightlines on A/C which helps to increase traffic in the area while allowing players a safer way to push A/C. A rocket launcher can be found in the structure in between A/C every 140 seconds. A sticky detonator can be found in between B/C on the platform every 110 seconds. The railgun is found in between B/A on the platform at a 110 second interval as well. Alpha is larger than charlie but does not have sightlines that are as powerful. A mantis vehicle pad resides just inside the front entrance. Bravo has powerful sightlines onto both Alpha and Charlie and is easily the largest of the three bases. Dangerous spawning and a multitude of approaches make the base hard to control but rewarding if done so. Pssssstt... It has a wraith. Charlie is the smallest of the three bases but possesses powerful sightlines towards the rocket building and the 'dip'. Charlie also hangs onto a mantis vehicle pad just below its balcony. Have fun dominating!
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