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Found 481 results

  1. If you like weird, wild, and stupid...check it out. If you are an 80's baby...you should check it out. If your mother slept with many men... you should check it out. If your father slept with many men...you should check it out. If your dog is a cleptomaniac...you should check it out. If you spank your monkey too much...finish up...then you should check it out.
  2. UNSC Epsilon Fleet epsilonfleet.com -Register Here first! Enjin name = GT Spartan Companies EpsilonFleet EpsilonFleet2 Welcome to Epsilon's Halo Embassy Hey everyone, my name is Nyygma, I am the Valkyrie Squad Lead and 4th platoon commander. This is a clan currently on Halo 5. With a vision in mind we hope to create a home for Competitive and Casual Gamers. We have the best Administration team in ONI as well as Field Commanders to lead us in the right direction. Thus, we will become a great clan that is organized and still be able to have fun and Game! This clan will be following an UNSC Theme and organization. We will have a similar chain of command as that of the UNSC. Under the direction of Fleet Command we have Naval Command which consists of the leadership of the different divisions: -Marines, players who are dedicated and active within the Fleet. --ODST, the best Marines -NAVSPECWAR, competitive team -ONI, handles administrative and logistical affairs of the Fleet So now I have some questions for you! Are you tired of playing by yourself? Would you want to lead a group of people? Want to have a bunch of friends online, playing games you have, around the clock? Well if you answered yes to any of the above questions you're just In Luck! Here Are Some of the things that We offer in the Epsilon Fleet! ~A wonderful website -Forums that are very active -Able to sign up for events ~ A 300+ member family ~Excellent Officer and leadership (not biased at all) ~An intriguing and fascinating ranking system -It will blow your mind (maybe) ~The chance to lead your very own squad if you aspire to lead ~A fun-filled environment ~And Lastly, A clan that works for you! Requirements for Joining ~Must be at least 15 years of Age ~Must have an Xbox One and Halo 5 ~Join the Forums ~Be respectful ~Have a mic ~And Most of ALL, Have common sense With humanity at war against multiple threats The Epsilon Fleet has answered the call. Will you answer the call as well? Will you join one of newest and greatest clans and be a critical part in its early success? We will love to have you be part of the Fleet and if you have any questions feel free to ask me at any time. Please let them know I sent you so they know I'm doing my job! Also feel free to message me on XBL with any questions (I'll see it there 1st)! Haha Sincerely hope to see you soon, Nyygma, Valkyrie Squad Lead, ONI section II recruiter, ONI section I app tech, Platoon CO
  3. Below is a summary of requests for the Halo 5 Forge by the 343i Forums community. I took the time to gather unique ideas from two separate discussion threads: This one by Urban Bobcat, and this one by Squally DaBeans, with a few addional suggestions I have of my own. I wanted to pool together the various Forge suggestions by the community for Halo 5 as a preparation for a new thread I plan to compose stating the argument for greatly expanding the Forge capabilities and the community role in aiding with the design of DLC, and how this can work to both the benefit of 343, the Forging community, and a way to assist in reviving Halo to it's rightful place at the top of FPS multiplayer games. Once I start this thread I will update this one with a link to that discussion. Read through the summary and add any additional suggestions you may have below if there is something missing, or you are inspired by what you read and have some new thoughts or expanded ideas from the list. I will eventually create a new thread with the expanded list. Here is a summary of what several 343i community members have requested to be part of the next Forge: List of useful suggestions for updated forge: What We Need Most: *Precision editing and zoom: We had this in Reach. Apparently we don't in Halo 4 because of a bug that has not been fixed. We want it back in Halo 5 and into infinity (no pun intended). Sure, you can sort-of precision edit objects horizontally from above/below while holding objects, but there is no way to precision edit with height. Additionally, precision editing should also be possible when editing coordinates. *Inversion: It would be nice if all asymmetrical objects had mirrored cousins. We have asked for this since forever, but having the ability to invert/mirror asymmetrical objects such as ramped platforms/buildings and other non-symmetrical objects would make symmetrical map-building, well, more symmetrical. If for anything than for its aesthetic appeal to advanced Forgers. *Scale Object: Ability to expand dimensions of certain objects, such as blocks, natural objects, decorative, etc. This would be amazing, for obvious reasons, not the least of which means we would be able to have a larger selection of blocks/natural/inclines, but the ability to increase/decrease the dimensions, symmetrically or asymmetrically. Just think how many endless possibilities Forge would offer if we could take a standard medium rock and expand it to be as big as the rocks at the base of the Islands. There would need to be a limit to how much you could scale, and you would have to keep frame rate in mind. I would just like struts to be smaller sometimes, ya know? *Batch Select: This includes: 1.Batch Grab, 2.Batch Duplicate, 3.Batch Editing (Basic and Advanced Settings), 4.Batch Lock/Unlock, 5.Batch Invert and Batch-Scale. (Did I miss anything? Let me know) 1.Batch-Grab: This would give the Forger the ability to “group” or interlock two or more forge objects; objects can be Batch Grabbed whether or not they are merged or even touching. Batch-grabbed objects could be moved/rotated, duplicated, lock/unlocked as is standard now in H4, batch-edited in object settings (i.e. team color, phased/fixed/normal, etc) or likewise in Advanced settings. Batch-grab would be an essential function, esp when building structures or object configurations that will be duplicated in other parts of the map. The forger would be allowed to add or drop objects/spawning from batched items. 2.Batch-Duplicate: Besides being able to move a group of batched objects simultaneously, Batched objects could also be duplicated as a group as well. This is basically the same as the duplicate tool in Halo 4, but applied to a group of objects linked by Batch-Grab. 3.Batch-Editing: As it says, Batched objects could be edited individually in basic and advanced settings, or as a group. With objective Gametypes specific objects/spawning would be have advanced settings set prior to being Batch-grabbed. 4.Batch-Lock/Unlock: Batched objects/spawning could be locked/unlocked as a group, as is now standard with H4 with individual objects/spawning. Individual objects must be released from Batch-Grab in order to be individually unlocked/moved. 5.Batch-Invert: Basically, able to invert or mirror batched items horizontally or vertically as a group. We still don't have the ability to invert individual objects such as asymmetrical buildings/platforms, etc. (see Inversion Function above Batch-Editing Function for more details). 6.Batch-Scale: Batched objects can be scaled as a group. This would give a unique opportunity for creating some hybrid symmetry between objects (hybrid symmetry is when you position two or more objects so that they align as if on the same plane, but you can only really notice this at a specific angle. This comes in handy when creating art installations. New Object pallets: 1.More dynamic objects like the station core or the console on Impact. 2.Doors with similar properties to the Extraction targets that have a “switch” for opening/dissolving the door (think back to campaign and Spartan Ops Episodes). 3.Interactive objects like elevators, sliding doors, gates that open/close (like High Ground in Halo 3, and other varieties), 4. Adjustable Light Bridges: Remember Halo CE when you had to activate the light bridge and other Halo campaigns? If you remember, than that is what we mean. As a forge-able item we would be able to set the width/length to some extent. The Light Bridge would be customizable to team and objective gametypes, have a on/off switch option and not behave like one way shields of shield doors. It would feel like a regular bridge, but look way cooler. 5. Activation Switches: currently when we forge elevators, traps, sliding doors, etc we have to use a bunch of objects and special placements to make things work. Interactive switches would revolutionize this and would lead to even more innovative creations. The Activation Switch would probably work better than using time resetting with man cannons and crates to create elevators. One example of a switch would be a button, that when pushed, would have an expandable arm. This arm would push or thrust objects. There could be different types of switches. Some would be like a short hydraulic burst, while others would slowly extend and contract. Either of these ideas could be used as an elevator and gravity volumes. There are other uses for switches. These are just a few easily explainable examples. 6.Teledoor: This interactive object would allow forgers to essentially “cut” a door into objects like blocks walls/coliseum rock walls, two merged objects, etc. and would be able to be expandable. To understand this, think of a coliseum wall. You take this Teledoor, place it where you would like an opening, and when the object is set right the wall within the door boundaries becomes either clear or transparent, like a shield door or an object boundary. To make this work this Teledoor would function like a teleporter, with a sender/receiver node on either side, but the player would not really notice he was teleported as it would be seemless and almost instantaneous. This tool would really change the way we forge maps and would open up a flood of new ideas and designs due to less limitations. 7.Water Volumes: Think of Far Cry 3. With their map program you can add Water Volumes to map. Think of them like cousins to Gravity Volumes. 8.Fog/mist volumes. Not much description needed here. Think of Water and Gravity Volumes. 9.More varieties of all objects, especially Natural, Blocks, Decorative, Doors, Ramps and Walls, and new Palette categories. 10.Give us rocks with more forge-able properties such as at least one smooth edge, and some that are slightly curved, like curved walls, and block shapes (think Sandbox, H3. Remember building pyramids?) 11.*Add spherical to object shapes for objects (currently only Cylinder, box or none), trait zones, spawn items, etc. Experienced forgers use object shapes to define larger object boundaries and other aesthetic or symmetrical aspects of a map. As far as Spawn items go, like Safe and Kill Zones, having Spherical added to the other two shape options would make zoning some maps, such as geomtrical spheres and air-vehicle based maps easier to set boundaries. *Dynamic coordinates and rotational points system: At the moment our coordinates and rotational system is set to fixed axis points. This works OK for basic object rotation, but it is otherwise cumbersome in many other situations where the object requires more than one axis shift. Experienced forgers can work around this, usually be finding the position you want, and then rotating the object to fit the updated coordinates. The option to use a secondary, more Advanced Mode. There are two aspects to this Advanced Coordinates System: 1. The Coordinates are fixed on the Forge Monitor itself (fixed on you and your screen's orientation). Which ever direction you face, the coordinates would move with you. When you move while holding an object the object would keep whatever orientation it had when you grabbed it. And, when you reset the object coordinates while holding the object in the Advanced Mode it would reset oriented to you, not the fixed standard coordinates system; 2. The second Advanced function would allow you to “lock” or “fix” specific coordinates. This would be very helpful when rotating an object into a position that only requires one (or two) axis directions. Currently when you rotate objects freehand you have to make fine tuning adjustments (which works easier with precision editing as an option) *Give us more varieties of rocks, trees, bushes and include other natural items. *Canvass and Object DLC: Basically, giving us new Standard objects (blocks, decorative, etc) with updates as DLC. We should have many more objects with the standard release anyhow, but in addition to that suggestion we would like to receive object DLCs with either add-ons to current palettes, or completely new Standard Palettes. There should be no problem with Object DLC. We have 300 GB harddrives, for the love of Pete! *Change time of day (night/day): This can be done on the Far Cry 3 engine as well. And, as I recall, in the classic tank game Tanarus maps were either dusk dawn, day/night on their own cycle. If you played a game match long enough (Tanarus matches would last hours if possible—not like Halo matches, which are very fast paced in comparison) you would see the sun set and would be driving in night vision. From a Forge perspective, it would be nice to either set the time of day, or have a period of time elapse, like starting the game at dusk or dawn, since most games don't last that long in Halo. I miss Tanarus.... *Interchangeable pallets: This would be the ability to import the palettes of other maps (Erosion, Impact, forge Island as three examples in Halo 4). An example would be forging on Impact, but being able to exchange the Impact palette for the Forge Island palette. If you had already used some Impact objects than the Forge Island would be missing as many from it's palette (equal exchange?). *Expand boundaries on forge maps: Some of the time spent on locking out forgers from parts of the map seems like wasted time, and frankly just annoying. Give us more areas to explore. If there is a frame rate issue, than no one will use it. But, for the love of Pete, stop locking us out of areas of the map that should not be unaccessible. Examples would be the area above the Foundary (the back corner) and the ceiling in Erosion and the cavernous areas off the Green pool and parts of the ceiling, and the Green pool (would be nice to get a green fog effect like the waters on Forge Island) or the decorative boxes surrounding the Foundary Griffball area; the far sides of the asteroids on Impact, etc. You get the point. It makes no sense and it would give hackers one less reason to hack the maps. Seems like a win win to me. *Expanded options in Advanced settings for objects/vehicles/spawns, etc. One of these would be seeing customized gametypes that you created show up in Advanced settings lables, rather than just Slayer or CTF/Flood. This would allow Forgers to have multiple Slayer or Flood variant modes in a single map, rather than having to make multiple versions of the same map to create various game types with specific spawn locations and object/vehicle spawns. Ability to apply multilabels to specific objects or spawns. An example of this would be designating spawns or vehicles to appear in multiple gametypes, and not spawn in others. *A(n increased) Forge Budget that does not come with specific object limitations per palette; or, in other words, just a budget and when you pick an item you see the total number of objects you have available to you, rather than just the specific object you are selecting. This would come in handy for those maps that require more bridge/platform palette items, for example, or more natural objects. After all, maps with too many reflective or other objects have decreased frame rate issues, so no matter what the Forger will have to make adjustments to get the right environment for playability anyhow. But the point is, we should have more freedom in choosing how many of a certain type of object we want to use. If we did it would be yet another reason to not be curious about modded maps with extra pieces. With this new idea of the Budget we could use 200 blocks if we so choose, it would just show us how many total objects we have less. *Dynamic Magnetic System: This new system would be: 1. An improvement of the current system, with points in pairs at the corners and mid points of object edges in a uniform way; 2. The ability to activate/deactivate magnets, either as a whole, or selected groupings of magnetic points, allowing for rotation along certain axis points; 3. Addition of magnetic plates, which would be magnetized sides, rather than just points. The plates on objects would form polygons that could be expanded or collapsed. For example, you want to have objects slightly merged, you collapse the magnetic polygon dimensions; 4. You would have individual magnetic points and magnetic plates available in your inventory. These could be used for custom made objects, for example, or aligning natural objects, etc.; 5. Magnetic plates can be set to three basic forms: Circle, Triangle, Square. Each can have dimensions adjusted symmetrically (locked), or asymmetrically (select axis locked), to create ovals, rectangles, longitudinal triangles, trapezoids, etc.; 6. You could use magnetic plates of points to form limitless 3-D shapes, that could become the "core" of new custom objects; 7. Building upon what was mentioned with the second point, with magnetic plates you would have different properties with different magnet strengths ( weak, medium, strong); 8. Another aspect of the new magnet system is "chaining." Chaining is when three or more (usually more are link via the magnet points/plates and can be moved as one from a stationary position. The chained objects (i.e. several 1x1 blocks) can be moulded in two specific ways: a. Chained objects can be formed into pre-set forms (triangle, square, circle, polygon, hexagon, octagon, etc) or grab-dragged and twisted into organic, fluid forms. Using the batch-grab tool described earlier in this list the monitor can move the chained or batched objects and rotate them as a unit. This could come in handy for both functional and purely aesthetic purposes. Especially using tools like Invert/Mirror. *Separate the object budget from the Spawns (initial and Respawn), and spawn zones. *Ability to customize the loading screen screen shot in custom games for maps/custom game modes. *Ability to use a spawn/trait zone system that can label call-out areas, such as with the standard maps in Reach. “Elbow” “Blue Room” “Infirmary” etc. There could be standard descriptions or custom labels. *Custom Loadout labels: You would be able to add custom labels to the Game Loadouts in the same way you can label your own personal Loadouts. *Ability to turn on/off the fuzzy loadout screen, or add other effects. *Bring back Assault, multiflag, neutral flag/bomb, VIP, Juggernaut, Race, Invasion, Stockpile, Headhunter and other custom game types, or at least give us the level of Advanced customization options we need to create these and other new gametypes. Expand our customization options. There can be specific gametypes that come with each new Halo, which is what you see with Battlefield, but we should be able to put together any of the known custom gametypes in custom games. *Spherical objects: These objects could be spherical, with stone, Forerunner/Covenant design, or marble like textures or reflective metal. *Timer/Delay/Reset: Ability to set a timer, instant reset (unspawn and wait to respawn again) and delay time on object spawning. This would make creating elevators A. less expensive, less meticulous, and more functional in competitive and mini games, and B. If you need an example, think of fusion coils/kill balls. You can set them to constantly respawn by setting them with fixed, unselecting item, manipulating max/min count and nudging the object to “fall.” This does not happen as fast with crates and other non-fixed objects, and you can't get a timer/reset spawn with fixed objects like blocks or man cannons. If you could set a man cannon to spawn in coordination with a crate (or perhaps a specific elevator non-fixed object you could have a real, simple, functional elevator. And who knows what else creative forgers can come up with?! *More dynamic grid options, such as expandable spheres/cubes/tetrahedrons and other 2D/3D polygons. This options would be useful esp if 343 does not allow terrain manipulation. *Hybrid gametypes: This would be the ability to create gametypes that include more than one individual gametype (Think of a CTF game with Dominion locations with trait zones that can be activated when either team controls the Dominion sites (read next block); or Flood CTF, or how about Flood Griffball. *Expanded use of trait zones connected to gametypes, such as trait zones that can be activated with gametypes, like Dominion; and the ability to have trait zones that have specific traits for one team, and a separate category of traits for the opposite team. Meaning those who control Dominion sites would have certain advantages, such as quicker shield recharge time, or camo, while the team trying to take the Dominion site might experience dampened shields, slightly slower movements or jumping, but maybe increased damage to enemies. The options are almost limitless. One example of this would in the classic pc tank game Tanarus you had CTF combined with a type of Dominion and Slayer. The Dominion aspect were these Recharge Stations where you could repair your tank, reload/modify weapon Loadouts turbo boost, rockets, mines, etc, charge batteries, etc. They start out neutral at initial game start, and teams expand their territory by capturing drone sites. If you come near an enemy recharge station you will have batteries affected, and the drone above the station would shoot you. You could not use the station until you captured it. There was usually only one team mate that was the designated flag stealer, while the rest of the team would capture drone sites and seek and destroy enemy tanks. Each game had either four teams of five tanks, or two teams of ten tanks. So, from a Halo perspective, if trait zones could be tied to gametypes like Objective items/targets in Dominion or in the older Territories, this would be interesting and add a new level of customization to the game. I know I would attempt to create the perfect salute to Tanarus by creating a similar gametype in Halo. What would make me particularly happy is if the next Halo had vehicle repair stations, where if you get your vehicle there in time the station will heal and repair your vehicle. *Keep Green Screens *Flood mode similar to H4 (visually speaking), but with ability to turn on/off weapon usage, as seen in modded Flood gametypes. *Expanded Flood Gametype options, such as in previous versions (Halo 3, Reach) *Better selection of man cannons, and perhaps an option in forge to customize the thrust properties of specific man cannons. *More dynamic objective pallets like Dominion (I'm thinking Flood specifically) *Gametype-specific object pallets (think Flood or Griffball or Extraction) *New FX (Flood-like FX, etc) *Able to label spawning items like initial spawns or respawns for multiple game specific gametypes I basic editing. Example: I want to have team spawn/respawns at same location for multiple gametypes, but not for others. Currently you need to do multiple spawn set ups if one gametype initial spawns at different location. *Different Object Palettes for Human/UNSC, Covenant and Forerunner, Flood, Promethean, etc. The ability to change skin of object to fit one of these themed categories. *We should have the ability to designate gametype spawns as instand vehicle spawns, (like Race Gametypes in Reach. But we should have the ability to signifiy whether it is normal spawn, or a hybrid spawn, such as spawning directly into vehicles. Please PLEASE, for the love of Pete, give Forgers this freedom. My vehicle-themed maps would be happy if you did. *Random objects.... like scenery objects that have normal physics like the way the containers used to be on H3 oil drums, radio antenna, wire spools, dumpsters, and lets not forget exploding forklifts. *With Trees: It would be nice to be able to change to different skins. One with leaves/needles, one with snow, one without leaves/needles, one that's dry/dead. *Much more scenery limits and options- crates, barricades, boxes, computers, radio towers etc. What We can live without, but don't want to: *Fragment Editor: This would be a place or Mode where you could take any Forge item and engineer them into completely new “custom” pieces. One example would be to cut a doorway through a wall. or as far as to build an entire arena and have that available in your Forge menu as one "custom" piece. The Player can add textures and skins, and even even lights and other effects. The other part of this would be to have a market, perhaps connected to your Waypoint Fileshare, similar in some ways to the market found on Forza 3. In that game the player was able to build cars, set ups, skins, and vinyls... then load it to the store and sell it for a form of currency that is only usable in that setting. From a Halo perspective, the items would probably be available just like anything else in your Fileshare, with the exception that you could have more custom items listed on the Forge Market. This function would also allow the player to set the physics of each custom object. *An ability to switch off/on object colors in Forge and test a map with colors/without to see the difference in possible lag. This could help maps with lots of aesthetic details and object colors used for orientation/appeal, etc to have the right number of objects left neutral if it brings down possible lag. This should also include the ability to turn off/on other types of objects that effect frame rate, such as reflective objects. *Drone Camera: The DC would be similar to the loadout camera. It would be deployable and would help when forging in tight spaces where the program will often throw your monitor into spaces where you can not directly observe what you are doing. Experienced Forgers will often sign into Guest and use the Guest as a stationary viewpoint, but at the sacrifice of loosing half your screen. With a Drone you would be able to switch views. It would be nice to be able to “deploy” the drone while still holding an object. An alternative to this idea would be to allow your monitor to move through solid terrain and objects. The terrain/objects would become transparent, except for the basic contour edge lines and magnets. *Terrain editing: Another cool feature to the Far Cry 3 map engine. Players can brush over the landscape and create hills or pockets, and yet other tools, such as erosion and smoothing. *Environmental conditions: Yet another Far Cry 3 ability. Being able to add weather conditions (rain, snow, wind, fog). Also, earth quake tremors, such as with Battlefield 3 multiplayer maps. *Add AI (Firefight game modes): This is another benefit of the Far Cry 3 map creator engine. So far as it is known, to make this work for Halo Forgers would also have to have control over the Bot Paths/movements of the AI in order for a custom gametype like Firefight to work. You would want the AI to recognize the physical environment of your map (object placement, etc). I have read this in the thread linked above by Urban Bobcat, but even in that thread the concept of Bots and Bot paths is not really clarified. Perhaps those that know and understand this concept more should chime in on this thread and provide more in depth information for those of us that are not programmers (hint hint). *Ability to revert to a previous version of a map: This would be reverting to your previous save. *Object Texture palette: Ability to change or edit, create or import object textures, or to receive texture DLCs. *Firefight added to custom gametype editing options. *Ability to Forge on Spartan Ops/Firefight maps *Expanded solids besides blocks, such as the pyramidal stones in H3 Sandbox. *Make Gravity Zones expandable like trait zones and capable of being connected to Objectives (like Dominion). *Allow Forgers to have more control over modifying gametypes similar to how hackers have created modded gametypes like Gravemind, but make it official. *A Custom Game option similar to Invasion, where there can be multiple rounds, like Flood, but with each “round” customizable. This would be a take on the hybrid gametype idea. Basically, allow Forgers to create a gametype with multiple rounds, each round a different gametype of their choosing, like Invasion in Reach, but, say, the first can be CTF, second, Assault, third Flood or Infection, Last Snipers, etc.) This is just an example of what could be done. There are almost limitless options or variations.I could think of a type of Gun Master, Halo Style. *Map rendering: I wonder sometimes if being able to rendering our maps so there would not be all the objects but locked and merged objects smoothed into each other, etc. If this was possible would it reduce lag? [VIDEO] [/VIDEO]
  4. Truly a map that many may wish to visit in real life. The attention to detail and beauty does not in the least detract from play-ability. You find yourself in the quarters of what was once the residence of a great lord over the earth. From 2v2, to 4v4, to possibly even a chaotic 6v6, this map offers red vs blue slayer, strongholds, and an innovative style of neutral flag. If the serene atmosphere of the inner chambers, or the rustic quality of the outer ruins dont steal your attention away from your enemy, you will find a very competitive match. Map creator/gamertag: Thrillerkillers video link: https://www.youtube.com/watch?v=wEPZmrWJtvA waypoint link: https://www.halowaypoint.com/en-ca/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=thrillerkillers#ugc_halo-5-guardians_xbox-one_mapvariant_thrillerkillers_57298848-c417-43b7-a35f-a0347678e6c2 video:
  5. Truly a map that many may wish to visit in real life. The attention to detail and beauty does not in the least detract from play-ability. You find yourself in the quarters of what was once the residence of a great lord over the earth. From 2v2, to 4v4, to possibly even a chaotic 6v6, this map offers red vs blue slayer, strongholds, and an innovative style of neutral flag. If the serene atmosphere of the inner chambers, or the rustic quality of the outer ruins dont steal your attention away from your enemy, you will find a very competitive match. Map creator/gamertag: Thrillerkillersal.jpg] waypoint link: https://www.halowaypoint.com/en-ca/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=thrillerkillers#ugc_halo-5-guardians_xbox-one_mapvariant_thrillerkillers_57298848-c417-43b7-a35f-a0347678e6c2
  6. Company Freelancer Founded by a group of members from a previous clan, Company Freelancer was a dominate clan back in Halo Reach, we were a militarized/competitive and undefeatedHalo clan (If you don't believe check out our youtube channel from way back when). We were very successful throughout Halo Reach, whether it was a 4v4 clan battle or helping out friends in clan raids, that's what Freelancers do right? This clan has always been about the casual, semi-competitive and the competitive. We welcome anyone looking to improve their skill in halo and who are also looking for a good time as well.We will be having a competitive teams that can do things like scrims, tournaments, clan matches, etc. We can even be called upon by other friendly clans for raids and what not if it is ever needed. Company Freelancer is not just a competitive clan, we will be doing things like customs, Warzone lobbies, big team lobbies, anything you can think of that you can do in Halo, we'll be doing it. Requirements Age 14+ Mic Ability to have fun and have a sense of humor and to take harsh jokes Drive to get better at Halo The want to find good friendships withing CFL The Desire to Win, and Be the Best We aren't just a Halo clan, we can and will expand back out into various other games that we feel like expanding out to. Company Freelancer is not only a community of dedicated halo players, we are just gamers in general that share common interests on the one game that is Halo. Sincerely, Your Original Freelancers Jimmbabwe iNakedFighter
  7. After such a long time of not being on the site (but dropping in to the shoutbox with little response xD), I’d like to introduce my latest work in forge: Siege. Siege is a new infection map set in a forest at an abandoned research site once known as the “Siege Research Center”. After a terrible accident nothing but dead bodies remain. It features what I believe to be a unique integration of verticality by having little wooden towers connected by bridges, allowing for many great opportunities to implement the use of Halo 5’s mechanics such as ground pounding or thrusting from one bridge to another as a shortcut. As far as gameplay is concerned, the infected players’ spawn room is a little lab (once part of this research center) at the end of the map, featuring a pipe that launches players into the jungle. The jungle is the survivors’ playground. Also, I highly recommend that survivors take advantage of the towers and bridges, rather than linger in the confusing forest on the bottom. Of course, certain weapons might be worth swooping down and taking a risk for every now and then. Speaking of which, weapon placement is not yet finalized on this map. I intend to change them up based on feedback, including which weapons and where they should go. The aesthetics had a lot of thought put into them. I decided to use the perfect combination of primary, secondary, and tertiary colors with the right level of metallic finish, all working in unison with the new textures feature to create what I believe to be very beautiful and artistic aesthetics that I don’t think are too common on forge maps at this point. You’ll also find that I decided to make the lab very sleek looking as compared to the slightly aged look of everything else to create some contrast, which is essential to any work of art. Of course, this isn’t intended to primarily function as an aesthetic map, but being a huge design geek I had to try my best. Now I know this map isn’t perfect, and I’m very willing to take feedback. I would love to get this featured, because I really want to get out there. My dream is to get this into matchmaking, and I will work as hard as it takes as ridiculous of a goal as that may sound. Here are some more pictures which might show you a little of what I talked about. The map is called “Siege” and is under my files, gamertag being “Dezert Fuze”. Please do not hesitate to give me feedback. CLICK HERE FOR HALO WAYPOINT PAGE
  8. In the video provided by ReadyUpLive above you can see all the goodness mentioned if you pay close attention. Infection was the obvious headliner in this but did you notice they were playing on a remix of Torque? With Jun's Scout Mk. V [GEN 1] armor. (NOT OFFICIAL NAME FOR HALO 5) Jorge's Mk. V [GEN 1] Grenadier set. (UNOFFICIAL DESIGNATION) Kat's Mk. V [GEN 1] Air Assault variant with her signature Command Network Module-Improved and Up Armor plate attachments (UNOFFICIAL DESIGNATION). And of course, Emile's Mk. V [GEN 1] EVA with scratched skull and Kukri knife while infected. What do you guys think? If we're getting these all in next update then it should be the biggest to date. Memories of Reach's teaser stole the show yesterday after the live stream of the Ghosts of Meridian update launching TODAY. Leave thoughts on what you want to see next month! Huge thanks to HTA for providing screenshots. This post has been promoted to an article
  9. Castle Wolfenstein infection map Hello my name's Engza and this is my first infection map. And it's based on the Wolfenstein games. Map creator: Engza Player count: 8-12 Map name: Castle Wolfenstein Gametype name: Castle Wolf Map link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Engza#ugc_halo-5-guardians_xbox-one_mapvariant_Engza_92295557-65bc-4057-b2cc-b0ec7efc371b Gametype link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Engza#ugc_halo-5-guardians_xbox-one_gamevariant_Engza_c3144ae1-3bf3-4150-89ff-8fd9fe735d79 The map features an abandoned nazi castle with long and dark hallways haunted by the remains of the nazis. The map is darker than a lot of other maps making it look more scary. The map also contains graphic content, so if you're easily offended, I suggest you don't play this map. And here are some pics: Have a good day!
  10. Memories Of Reach Update Preview Memories of Reach is coming closer and closer and with it comes a sneak preview of what to expect when it drops. It has been known for quite some time now that the Memories of Reach update would deliver Infection. With this months preview we get some more information on it. As of this moment 343i is working on creating, selecting and playtesting both self created and community made maps. The most interesting part lies in the Forge department as a load of items have been added to the Forge pallet to create the best Infection maps. We're speaking of damaged walls and structures, dead bodies (both human and covenant) and all sorts of indications of mayhem here. Forge Team get on it The standard settings of the Infection playlist you'll come across online have also been shown and I'll paste them down here: Total player count: 12 Number of rounds: 4 Round time limit: 3 minutes each New Custom Game option: “Last Squad Standing” Spartans have all Spartan abilities (naturally!) Infected have Thrust, Smart Scope, Stabilize New medals Speculate below what you'll think the medal requirements will be As with every content update, we also get another load of REQs. And also as always, some of them are blurred out. What's interesting is that this time one of the legendary REQs hasn't just been blurred, it has been completely blacked out and has an ONI symbol on it. Check it out: As you can see the Weapons skins that were earlier available in the Spartan REQ pack are now available in regular REQs (aside from de 343i skins). The Brute Plasma Rifle also makes its return to Halo! Speculation on the blurred REQs has already gone wild across other media. Rumor has it that the blacked out 'ONI' REQ is the Falcon, but I'm still hoping for the legendary Reach Forklift. Wouldn't that be something? In any case the Mythic blurred weapon appears to be Jorge's HMG. A thought that is supported by the fact that the Legendary stance appears to be your Spartan holding something rather big and heavy. The blurred Mythic armors and Helmets are all of the Noble teams gear which were shown briefly in the infection The blurred assassination leaves everything to your imagination. I for one have no idea what it will look like. The blurred weapon at the bottom appears to be the DMR with the same attatchment as all other loadout weapons shown on the list. Which got me thinking... why blur it when you can clearly see it's the DMR with the same attatchment as all other weapons shown? In any case post your own thoughts on the blurred REQs down below! Moving on we have a weapon balance coming. More specificly, a REQ weapon update. 343i has researched and noticed that some of the Power weapons in Warzone were underperforming. So here's a list of weapon tweaks that will come with the update in the following weeks: Plasma Caster: Default Reduced non-charged timer from 0.5 to 0.3 (less overshooting of enemies) Sticky grenade has less arc (to be able to place it on the map more reliably) Sticky grenade detonation is now more damaging vs. vehicles, but less damaging vs bipeds (will still kill bipeds in one shot when stuck) Increased sticky grenade submunition damage values from 43 to 75 (indirect fire from a sticky shot can now actually kill!) Sticky submunition grenade inner AOE increased from 0.65 to 1.0 Plasma Caster: White Scar Needles have improved aim toward nearby targets Plasma Caster: Scourge of Fire Sticky shot now has 7 submunitions instead of 5 Hydra Launcher: Default Reduced recoil in hip Increased inner AOE radius from 0.4 to 0.8 Increased impact damage to make it more effective against vehicles (still two rockets to kill Spartan) Hydra Launcher: Typhon Enabled multi lock on for up to 3 targets Increased impact damage (still two rockets to kill Spartan) Scattershot: Loathsome Thing Increased number of hardlight projectiles to be same as normal scattershot (5 -> Rocket Launcher: High Five Increased AOE radius on cluster rockets Binary Rifle: Twin Jewels of Maethrillian Reduced recoil Placed twin projectiles a bit closer together for easier biped targeting Covenant Carbine: Rain of Oblivion Reduced recoil Increased zoom magnification a bit (closer to default Carbine) Incineration Cannon: River of Light Added slight homing to charge shot to hit multiple bipeds easier Incineration Cannon: Heartseeker Added proximity detonation to charge shot (like the normal Inc. Cannon has) to make it more effective against airborne targets or targets behind cover Fuel Rod Cannon: Pool of Radiance Fixed a damage bug (was not causing AOE damage on initial explosion) Made projectile thicker Needler: Talon of the Lost Reduced supercombine count to be same as normal Needler Needles have longer lifetime to more easily supercombines against difficult to hit targets (8s instead of 4s) Spartan Laser: Selene’s Lance Reduced recoil Made beam thicker That's all for this update preview. Don't forget to leave your thoughts and speculations down below! Thank you all for reading! Source: Halowaypoint This post has been promoted to an article
  11. After the little tease of REQs we got in the preview last week we now have the full picture without any smudges or ONI logo's. And I've got to say, it was surprising. Anyway, here's the list: Turns out all the speculation surrounding the Legendary weapon was true. Jorge's HMG is making its return to Halo! If you get your hands on it you'll find that you walk a lil' faster and can take more of a punch. Also, your bullets explode in impact. I don't remeber it doing that in Reach but... I'll take it. The REQ with the mysterious ONI symbol plastered over it turned out to be a Pheaton variant. We were all hoping for the Falcon, but maybe this Pheaton won't explode from peashooter fire. Next we have all of the (predicted) Noble team armors. Keep in mind that they're not supposed to be exactly like the armors you saw in Reach (e.g "Emile's" knife is not on the shoulder armor). Wanted to clarify this since I've seen people literally going crazy over this. We also get a little armor mod that's going to help you be the designated driver. Finally we have the weapon attatchment of which I'm still not sure what they do exactly. I believe Fishy said on my last post that it was a marker/spotter of sorts. Moving on we have images of UI improvements. We finally get post game medals and extended stats in the carnage report for bragging rights and showing off. Extended stats include: All Medals earned from the match, including quantity, medal rarity, and description Tool of Destruction Killed Most (see who each player killed most, and how many times) Killed By (see who each player fell victim to the most, and how many times) Press LB or RB to view Commendations or Progress from your Recap Press LT or RT to view Recaps of other players from the match. And here's how it's going to look like: Fancy stuffs. Alongside the improved carnage report is a search preference tool that'll help you find a game your way. It's not exactly server region selection, but it's a step in the right way. With the tool we're getting we can choose between: Balanced (default): Search for a match based on your fireteam's skill and network connection quality. Expanded: Widen search parameters to find the first available match with reasonable skill matching and network connection quality. Focused: Narrow search to find the best match based on your fireteam's skill and connection. Search times may be longer than normal. Don't forget to leave your thoughts on Waypoint when it drops so 343i knows right from wrong! Additionally we get an explaination and criteria for the Infection medals we were shown in the preview. I'll post the list down here: Zombie Hunter - "Kill 5 Zombies without dying" Zombie Slayer - "Kill 10 Zombies without dying" Hell’s Janitor - "Kill 15 Zombies without dying" Hell Jumper - "Kill 20 Zombies without dying" Zombicide - "Kill 25 Zombies without dying" The Cure - "Kill 30 Zombies without dying" Infector - "Infect 2 Survivors without dying" Carrier - "Infect 3 Survivors without dying" Ravager - "Infect 4 Survivors without dying" Plague Bearer - "Infect 5 Survivors without dying" Lord of the Flies - "Infect 6 Survivors without dying" Last Man Standing - "Be the last man standing in a game of Infection" Infected - "Infect a survivor" Ancient One - "Survive an entire round as a Zombie and convert at least one Survivor" Survived - "Live through the Zombie Apocolypse" Resourceful - "Kill a Zombie when all of your weapons are empty" Stalker - "Assassinate a Zombie” Flatline - "Kill the last man standing in a game of Infection" Finally we get some additional tweaks for the Halo 5 sandbox in a little message from the Halo 5 multiplayer team. For Memories of Reach, we’ve fixed a bug where Spartan Charge would not properly target enemies at the edges of a red reticle on the horizontal plane (you can still get red reticle and miss vertically). Fear not, though – players who skillfully evade a Spartan-Charging player with Thrust will still escape without taking damage. Additionally, Spartan Charge with Speed Boost will no longer be a one-hit kill, and Spartan Charge with the Gravity Hammer will no longer be a one-hit kill. The last item is a slight increase to movement speed while crouching. This has been increased to allow for crouching to be a more viable choice for players to flank and attack. The speed isn’t drastic, but after months of testing we’ve found it to be the sweet spot. So, this is what you can expect when the update drops. Leave your thoughts and comments down below! Thank you for reading! Source: Halowaypoint
  12. It has been known for quite some time now that the Memories of Reach update would deliver Infection. With this months preview we get some more information on it. As of this moment 343i is working on creating, selecting and playtesting both self created and community made maps. The most interesting part lies in the Forge department as a load of items have been added to the Forge pallet to create the best Infection maps. We're speaking of damaged walls and structures, dead bodies (both human and covenant) and all sorts of indications of mayhem here. Forge Team get on it The standard settings of the Infection playlist you'll come across online have also been shown and I'll paste them down here: Total player count: 12 Number of rounds: 4 Round time limit: 3 minutes each New Custom Game option: “Last Squad Standing” Spartans have all Spartan abilities (naturally!) Infected have Thrust, Smart Scope, Stabilize New medals Speculate below what you'll think the medal requirements will be As with every content update, we also get another load of REQs. And also as always, some of them are blurred out. What's interesting is that this time one of the legendary REQs hasn't just been blurred, it has been completely blacked out and has an ONI symbol on it. Check it out: As you can see the Weapons skins that were earlier available in the Spartan REQ pack are now available in regular REQs (aside from de 343i skins). The Brute Plasma Rifle also makes its return to Halo! Speculation on the blurred REQs has already gone wild across other media. Rumor has it that the blacked out 'ONI' REQ is the Falcon, but I'm still hoping for the legendary Reach Forklift. Wouldn't that be something? In any case the Mythic blurred weapon appears to be Jorge's HMG. A thought that is supported by the fact that the Legendary stance appears to be your Spartan holding something rather big and heavy. The blurred Mythic armors and Helmets are all of the Noble teams gear which were shown briefly in the infection The blurred assassination leaves everything to your imagination. I for one have no idea what it will look like. The blurred weapon at the bottom appears to be the DMR with the same attatchment as all other loadout weapons shown on the list. Which got me thinking... why blur it when you can clearly see it's the DMR with the same attatchment as all other weapons shown? In any case post your own thoughts on the blurred REQs down below! Moving on we have a weapon balance coming. More specificly, a REQ weapon update. 343i has researched and noticed that some of the Power weapons in Warzone were underperforming. So here's a list of weapon tweaks that will come with the update in the following weeks: Plasma Caster: Default Reduced non-charged timer from 0.5 to 0.3 (less overshooting of enemies) Sticky grenade has less arc (to be able to place it on the map more reliably) Sticky grenade detonation is now more damaging vs. vehicles, but less damaging vs bipeds (will still kill bipeds in one shot when stuck) Increased sticky grenade submunition damage values from 43 to 75 (indirect fire from a sticky shot can now actually kill!) Sticky submunition grenade inner AOE increased from 0.65 to 1.0 Plasma Caster: White Scar Needles have improved aim toward nearby targets Plasma Caster: Scourge of Fire Sticky shot now has 7 submunitions instead of 5 Hydra Launcher: Default Reduced recoil in hip Increased inner AOE radius from 0.4 to 0.8 Increased impact damage to make it more effective against vehicles (still two rockets to kill Spartan) Hydra Launcher: Typhon Enabled multi lock on for up to 3 targets Increased impact damage (still two rockets to kill Spartan) Scattershot: Loathsome Thing Increased number of hardlight projectiles to be same as normal scattershot (5 -> Rocket Launcher: High Five Increased AOE radius on cluster rockets Binary Rifle: Twin Jewels of Maethrillian Reduced recoil Placed twin projectiles a bit closer together for easier biped targeting Covenant Carbine: Rain of Oblivion Reduced recoil Increased zoom magnification a bit (closer to default Carbine) Incineration Cannon: River of Light Added slight homing to charge shot to hit multiple bipeds easier Incineration Cannon: Heartseeker Added proximity detonation to charge shot (like the normal Inc. Cannon has) to make it more effective against airborne targets or targets behind cover Fuel Rod Cannon: Pool of Radiance Fixed a damage bug (was not causing AOE damage on initial explosion) Made projectile thicker Needler: Talon of the Lost Reduced supercombine count to be same as normal Needler Needles have longer lifetime to more easily supercombines against difficult to hit targets (8s instead of 4s) Spartan Laser: Selene’s Lance Reduced recoil Made beam thicker That's all for this update preview. Don't forget to leave your thoughts and speculations down below! Thank you all for reading! Source: Halowaypoint
  13. ​FusedHalo is Recruiting! I represent the clan Fused Global Gaming and I am forming a new team to participate in Halo 5 Gamebattles. I've been playing Halo for 10+ years and I'm looking for players who want to work as a team to secure wins and play tournaments down the line. If you are interested in joining please leave a reply with your Gamebattles username and I will message you or you can message me. There are currently 10 slots available on the roster so don't be shy. I hope to see you in-game! ​Official Spartan Company​ Fused Global Gaming MagW0lf (Halo 5 Team Captain) ​P.S. ​If you do not wish to participate in Gamebattles then please feel free to apply to the Spartan Company so you can be a part of the community!
  14. Hello, I am ProPeetsagie, but you can call me "Pro". This is my second attempt at a core Halo 5 forge map. My goal was to make a map with a rather unique setting. I originally planned to have this map set on Mars, but, that idea was flushed down the toilet. Instead, the map is now set in an abandoned UNSC excavation site in the deserts of Africa. I introduce you to: Mirage Supported Gametypes: BTB Slayer, Strongholds, CTF, Multi-Team, and of course Team Snipers (duh) Map: Mirage (Forged on Paralax) Min/Max Players: 10/16 ​Map Description: It would appear Liang Dortmund has taken interest in this abandoned UNSC excavation site in the African desert. "Mirage" is one of the largest maps I've ever created spanning from Halo Reach, to Halo 5. "Mirage" has dedicated vehicle paths as well as infantry paths. "Mirage" features 3 power weapons, 2 Whiplash Railguns, and a Spartan Laser. Each base has 3 vehicles, 2 Corp Warthogs (one of them for CTF only), and a Ghost, and 2 neutral vehicles, a Corp Rocket Warthog, and a Wraith. (Note: Wraith unavailable in Strongholds) Here are some screenshots of Mirage. [EDIT] As of May 26th, 2017, yes I'm still tweaking this map, there has been yet another overhaul of changes to Mirage. Changes include: Replaced Sniper with Spartan laser, added 2 ghosts (one for each team), replaced all UNSC vehicles with their respective Corp variants (makes sense because of the new lore of the map), added a crashed Phantom on the Blue side of the map, originally replaced the Wasp with a Corp Mantis but then replaced that with a Wraith, added 2 extra Corp Warthogs at each base specifically for CTF, made necessary adjustments to the map's terrain, added 2 Sniper Rifles and 2 Grenade Launchers to each base, and removed the 2 neutral Corp Gungooses, why, because there's already enough vehicles on this map. If you would like to test out this map and/or download it, friend me on Xbox Live. GT: ProPeetsagie
  15. Halo 5 has huge potential with custom games and forge, and so many people have made incredible maps. I'm sure we've all seen flapjack frenzy! However, there is a fatal flaw with custom games that prevents a lot of maps from being played the way they were meant to be.Player stats/traits are the same for EVERYONE! There are no leader traits in Halo 5, or any way to make one spartan/team different from another! This severely limits and game types/maps that require one or more players to be stronger or weaker than another. One example is Slenderman, where one player is supposed to be the invulnverable Slender Man that hunts the other players as they run and hide.But if the Slender Man is invulnerable, then so is everyone else. So players have to use honor rules for this to work. This fatal flaw prevents a lot of maps and game types from being played properly and I hope 343 sees this because it is such a small, manageable addition that would add SO MUCH to Halo 5's Custom games, and Forge.I go into more detail in this video:
  16. In the video provided by ReadyUpLive above you can see all the goodness mentioned if you pay close attention. Infection was the obvious headliner in this but did you notice they were playing on a remix of Torque? With Jun's Scout Mk. V [GEN 1] armor. (NOT OFFICIAL NAME FOR HALO 5) Jorge's Mk. V [GEN 1] Grenadier set. (UNOFFICIAL DESIGNATION) Kat's Mk. V [GEN 1] Air Assault variant with her signature Command Network Module-Improved and Up Armor plate attachments (UNOFFICIAL DESIGNATION). And of course, Emile's Mk. V [GEN 1] EVA with scratched skull and Kukri knife while infected. What do you guys think? If we're getting these all in next update then it should be the biggest to date. Memories of Reach's teaser stole the show yesterday after the live stream of the Ghosts of Meridian update launching TODAY. Leave thoughts on what you want to see next month! Huge thanks to HTA for providing screenshots.
  17. Some Background Info: We are a Halo Warsim that dates back to Halo 2, over the years we have tuned our craft, as we have played through Halo 3, Reach, 4 and MCC. Now in Halo 5 we are in the middle of a war, and are looking to recruit more members to participate in our War Simulation events. What We Do: On our War Sim events we divide up into two factions, simply named REDD and BLUE, who fight over control of various maps in Halo 5. Members in each faction are put into a number of squads who practice and compete together each weekend in Battle Nights, as well as other weekly events including matchmaking, practices, scrimmages, customs nights, and skirmishes. Overview of Battle Nights: These are our primary events and the highlight of the War Simulation. Every week, each faction chooses a map controlled by the enemies to attack, and the Battles occur on either Saturday or Sunday at 6:00 PM EDT. Those who attend are grouped into teams and face off against those from the opposing faction, aiming for wins in order to help their faction win the map. Each map has numerous games played on it, with 8v8 maps generally being best of 9 and 4v4 maps being best of 15, though this is adjusted based on attendance. After each Battle Night, the warmap is updated and the cycle begins anew. For those curious this is the current Warmap:http://puu.sh/o6rC8/5925f92509.jpg (there's other things which I'm not explaining as they get a bit complex, but there's an "Auxiliary Battle" system that works similar to RISK also at play, which is what the small squares and circles are for) The ultimate Goal of each army to reach the opposing Capital and capture it, ending the war. It does go deeper than that though, if you're curious about anything or want to know more, just ask. What we are looking for in our recruits: Able to be respectful (we don't want ***) Active in Halo 5 Sense of competitiveness We do ask you be at least older than 15 if you wish to join (those under 15 can join once we verify that you're mature enough) After enlisting in a faction, everyone has to go through a "bootcamp" where we explain the community rules and such What else can we do in Forerunner Conflict? In truth Forerunner Conflict has always been member-run, meaning “Forerunner Conflict is what you put into it." The main feature is the War Simulation and Battle Nights, but there are numerous other events hosted weekly by members and open to anyone. We have a leadership of members that have been dubbed the "War Council" and is made up of representatives from each army and a few neutral members as well. Our current leadership is as followers: REDD - Field Marshal Solus Exsequor Lieutenant General L0rd Kanti Major General WTFRaptor BLUE - Field Marshal Metkil5685 General GuzzieStyle Brigadier General Silko10 If you are interested or have questions feel free to message me in this thread. Also if you wish to get a feel on how we run our battle nights before joining, we can get you involved in our Scrimmages held the day before battles each week.
  18. Halo 5: Upcoming Expansions With the Hammer Storm expansion only out for a few hours, we already get a sneak peeks at what's to come. And it's good! 'Twas only yesterday when 343i streamed the newest Hammer Storm expansion with Ball gametypes and Grifball. And it has only been a few hours after the stream that we got the actual expansion for ourselves. (So get downloading!) But that's not what I'm here for today, I'm here for a recent tweet by 343i that shows us some pretty exciting stuff. If you would be so kind to look at the image at the top you'll see eveything we've had thus far on the left. To the right we see (possibly in order) what's to come the coming months. And yes, there's going to be Firefight! And Reach themed stuff! And Hog's! And everything! There's not really much to go on right now other than the image above and the little teaser trailer we got during yesterdays stream. But speculate away! What do you think will be featured in the upcoming expansions? Let us know down below! Thanks for reading! This post has been promoted to an article
  19. Good afternoon- I was instructed by XBox Live support to post in this forum regarding refund support for not getting my Warzone Req packs from a bundle card purchsed fo me. Here is the bakground information: I received and used a code for the Warzone Req bundle with my preorder of Halo 5 Limited Edition. I got that set of 14 Warzone Req packs fine. My son bought me a physical card for the Halo 5: Guardians Warzone REQ Bundle card for christmas. The card stated I had to go to Ameriward's website to enter the code on the card and then be emailed the 25 digit code which I should enter on my xbox. I was able to take all those steps, but never got the second bundle of Warzone Req packs. I contacted XBox Live support today via chat to be refunded the $25 my son spent on the card. Their response was the following: "We do that I suggest that you may contact first the game developer for us to completely process it. Since it was purchase using the code and the license was under your profile. After that you may contact us again to complete the process. The developer of the Halo 5: Guardians - Warzone Req Bundle is 343 Industries, we are only the publisher of it. What we will do here is to contact the game developer since they have tools to access it and there is a possibility that they can give you also a refund there. Since they can access the server and also the system, they have the more power access the license of it under your account." So this post is in response to those instructions. Is 343 Industries able to provide the refund I requested? I was also instructed to provide the reference number for the chat conversation with XBox Live support, which is 1319155663 Thank you in advance.
  20. Resolute Bury the enemy in the grave they so happily dug! N3gat1veZer0​ This is Resolute, my favorite map in Halo 5 I've made. It's a covenant themed asymmetrical map set in a cave. I decided to mimic Halo 3's Assembly style of covenant when making this map. The pinker side of the Covenant is one I haven't seen in forge maps yet. The map is multi-layered and houses a rocket on the center structure, active camo on the mid level off to the side and a one-clip scattershot near the opening of the cave. There is also a teleporter below red side that leads to the top near blue. The map is set up for Strongholds, CTF, Slayer, and Neutral ball modes. Thanks to the iForge team and the Spark Forge Network for helping get some test lobbies together for the map. You're awesome! Please let me know what you think. I think I can make this my best map yet, but I can't do it alone. Any and all feedback is appreciated. Forgehub Link (For more pics):http://www.forgehub.com/maps/resolute.2061/
  21. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Simon Say's Gamemode: Simon Say's (Slayer FFA) Description of the Map: Simon Say’s is a fairly straight forward Minigame that uses a simple but effective game style. All players spawn on a coloured Dance Floor, a TV positioned to the front of the Dance Floor shows what colour the Simon (random generator) has chosen, Players must try to survive for 2 minutes or be the last person standing. (A more complete description of every part of the map will be explained below along with pictures of the map). Pictures of the Map: An image of the screen once Simon has activated a colour. (This is the only indicator of what colour Simon has chosen) What the default screen looks like when Simon is yet to choose a colour. What happens when a colour is chosen and 1 second passes. (This is subject to change depending on the colour Simon chooses) This overview shows off an obstacle that the players will be faced with when the game reaches 1:00. (Just in-case you missed it, the obstacle is the black coloured blocks. That will encourage players to remember the locations of certain block colours) ​The Gravity Hammer spawn location, useful for keeping the peace or causing Havoc.​ When a Player Dies they are sent backstage to hang with the Sangheili DJ's. Pocket in the Wall where players can stand if they can't reach the chosen colour. Updates: And that’s about it. The Minigame is fairly simple but is a lot of fun with a group of friends. Hope you all Enjoy! <3 FatAussieFatBoy
  22. Now, this map was made way back last year around July. On Halo 2 Anniversary. I liked the map, as well did others. However, with MCC's terrible stability. It didn't seem to last. Now, with Halo 5 out and the servers that beat MCC to a pulp. I decided it was time to do a map, however I decided I wanted to do a remake. Of Salient. Mainly because I never could do Scrimmage... Here's a preview of the sketch of the map, as I've shown you all before: Now, before I show you the make of the map and everything. Let's go over the details. The map supports 2-8 players. Medium Sized map, Breakout oriented. Strongholds, CTF, and Slayer are all compatible on this map as well. It is symmetrical. There are also named locations throughout the map. Everywhere you go, has a callout. Featured Weapons on the map: 4x Frag Grenades, 2x Plasma Grenade, 4x Splinter Grenades, 2x DMR (0x Spare ammo), 2x BR (1x Spare ammo), 1x Hydra Launcher, 1x Active Camouflage, 1x Flag. However in game modes that are NOT Breakout, the following are available: 4x Frag Grenades, 2x Plasma Grenades, 4x Splinter Grenades, 2x DMR (1x Spare ammo), 2x BR (2x Spare ammo), 2 Storm Rifle, 2x Boltshot (2x Spare ammo), 1x Scattershot. However, unlike the previous Salient. There is gadgets, terminals in fact. However they do not do anything, they are merely appearance/decoration. Alrighty, now that that's all clear. Let's do a map overlook of the finalized product: Overlook Blue Yard Red Outside Blue Spawn Red Sneaky Bunker Red Spawn/Decoy Here below is a video of me, just meandering the map. Showing you a few details I could not capture in picture. Enjoy! https://www.youtube.com/watch?v=cIYtTeAYWtc
  23. Well here is my first (complete and working) map. I have a few others made but they are either broken or need more work. There may be some issues with it, none that I'm aware of, but if any arise let me know. If there are any improvements I can make to the map or this post, just say it. Ascension Gametypes: Grifball Player Count: 8 Map Description: Ascension is a Grifball map for a maximum of 8 players and a minimum of 4 players. It is set in the Forge canvas of Parallax. The walls, pillars and glass for the floor are coloured on each side to match that teams colour. The boundary glass is merged with the walls to eliminate that pesky wall walking. The gametype for this map is standard Grifball. To download this map, you can go to my GT (TyroneKing 343i) and get the map from my files.
  24. I purchased the Halo 5 Guardians Special edition game back in February. It installed fine, but when starting the game it comes up with the error message 0x87de2729 'The person who bought this needs to sign in'. Now I have been through many, many different troubleshooting issues with Microsoft Support (all in all about 8 times) and they have stated that they can no longer help. I have; Returned the disc and got a new copy Uninstalled the game reinstalled offline reinstalled with no account signed in Cleared Cache Cleared Blu Ray cache Opened ports on my router Downloaded updates from the Xbox website an installed updates I have tried the disc in other console who have previously installed the game and it works I have gone through console settings and router settings Factory reset I have tried many other little things as well, but to be quite honest I have lost track of everything. Xbox Support suggest that I am encountering a licence issue but are unable to help All my other games work fine and I am not sure what else I can do! Any help/ ideas would be appreciated (but I must admit I have probably tried them all already - my list is not exhaustive) Thanks.
  25. I think we can all agree that Halo 5's User Interface is incredibly Bare-bones in comparison to previous Halo games. In fact, it's so bare-bones that it's incredibly frustrating to use and navigate. Not to mention it is plagued with a variety of glitches (many of them game-breaking) that force me to either stop playing, reset my Xbox, or wait until it's fixed. My questions for you guys: Why is Halo 5's User Interface like this? Why is it so Bad compared to the other Halo games? Why are Post Game stats so minimalistic? Why are there no medals? Why is there no integration with Spartan Companies in the game? I made my own video on this subject, here's the link:
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