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  1. Compression File Share Gamertag: Gwam Lam Direct Link Canvas Map: Ravine Supported Game types: Team Slayer, KOTH, CTF, Oddball, Dominion Intended Team Size: 4v4 Initial Ordnance: Sniper, Rocket Launcher, Sticky Detonator Weapons on Map: 2 BRs and 2 DMRs at Center Screenshots: BackSide Overview Symmetrical Blue Side Symmetrical Red Side Video: (Courtesy of Online Knights) http://www.youtube.com/watch?v=Ls4uAsJOUXs&list=UUbcTaA_JTd5gVgARuPfMS_w&index=1 Additional Info (optional): Sniper Rifle Respawn timer is 3 1/2 minutes, Rocket Launcher is 4 minutes, and Sticky Detonator is 2 minutes. Please let me know what you guys think and Enjoy!
  2. Hello all. I am looking for player to test 4v4 infinity slayer forge map. It is almost finished, I just need ideas on where to place initial spawns and ordnance drops. Also, I want an actual test to see how I can further improve the map before I submit it. Thank You for reading this. To contact me via XBL my GT is SludgingSnipe.
  3. Map: ODST Gametype: ODST Creator/ Gamertag: thehiggsparticl Available On: thehiggsparticl's fileshare Prepare to drop. The Covenant has mobilized a Spirit to drop troops in a cave to study the Flood. The UNSC knows how that goes, so it's deployed a squad of ODST's to stop them The red team (ODST's) drops in from almost the maximum height on one side of erosion with their EVA packs. The blue team (covenant) drops in on the other side of erosion. There are four classes of covenant: grunt, jackal, elite, and hunter. They get their own loadouts to mirror their weapons and armor abilities from campaign. The ODST's don't have the gravity well technology of the covenant, so they must use EVA packs to enter the area from such high altitude. The ODST side of the map is laden with buildings, barricades, and 2 warthogs. The covenant side of the map is covered in energy shields and a tactical post ideal for sniping. While the covenant have superior weapons, the ODST's are the only ones with long-range weapons. So, do you have the guts to jump into hell? Test your true skill against not just the covenant, but the covenant controlled by another human. So, download it now! P.S. While the covenant can choose the ODST loadout, it's best to use the covenant loadouts to continue the ellusion. Picture: Coming Soon
  4. Hi Guys, I am aware this may not be one of the best places to do it but I just want some feedback on my map Omission. This is the first truly quality map that I have made on Halo 4, I spent hours on it. Made a few on Reach but none of my friends are really Forgers so they were somewhat undermined. I have some friends that really love it, it is designed for Halo 4 matchmaking and I can honestly say you will not be disappointed if you decide to take a look. I'm really looking for feedback and ideas to make the map better, so even if a few could download it it would really be appreciated. Name: Omission Game-types: Slayer, SWAT, CTF and KOTH Best with: As many players possible. Description: Symmetrical map set on a UNSC research base/laboratory that studies planetary rocks. Has some very cool aesthetics and play aspects to it, plenty of cover and a huge tactical element to it. Gamertag: xTheGreyWolfx Hope you guys enjoy
  5. I am almost finished making a new flood map (Just need to make some minor changes but the map is currently playable with very few issues). The map is called Isolation, I will have details below. If you are interested in playing on it go to my file share (its not on my file share yet) or send me a message and ill invite you when I'm playing (GT: WoodChuck5562). Its a dynamic map and there are three parts to it. The map was built on Impact. There is also a game mode that goes with it. Here is information about each peice of the map: 1st- The survivors start in a circular room with flood spawning in an elevator shaft on the side of the room. There are warthogs and mongooses in this room but they will be useless until later. A small hallway leads off from the room and there is a "launcher" at the end of the hallway. When the portal opens after 3 minutes you will be able to launch yourself to the next section of the map. 2nd- There is a small outpost on a large meteor which you are able to move around with low gravity. Once inside the outpost you will be able to grab some shotgun ammo and have the option to take a teleporter to the next section. (you will be able to teleport back this time) 3rd- You will be teleported to a small room in a medium sized satellite. There are two hallways which lead off into different rooms. One hallway is short and leads to a large room and the other ends in a small room with a powerweapon you can pick up. This hallway is long and in the middle of it there is a window you get onto the outside of the satellite on. Ive tested this map several times and if you have enough people it can be fun. Its challenging surviving the first 3 minutes. You will need to work together to be able to do it, but once the portal opens it will be easier to survive but not too easy. It will take some practice to get good at the map. Please leave a comment if you are interested in the map. I also have a gamemode that goes with it: Isolation Flood. Just send me a message on xbox live and I will invite you when im playing on the map. Hope you enjoy it!
  6. the latest map by panem gaming! its the bridge! gametype: dominion, team slayer, and infection all work with this map. other gametypes are NOT recommended. description: a long, symetric bridge with 2 bases on opposite ends of the map and one in the middle. controlling the center base may be the difference between life and death. recommended players: 10-16 vehicles on map: mantis x2, banshee x2, warthog x4, mongoose x8 NOTE: vehicles and weapons only appear in dominion, as this map was meant for it. find this map on my file share! will be released VERY SOON!
  7. Fileshare (user SkreeMalicious), listed as "Harvest CQB" REQUIRES: Crimson DLC Map Pack Ideal for 4v4, but should support Doubles, even 8v8 if you want a ridiculous bloodbath Blocked off most of "Harvest" map, retaining the core area only. NO VEHICLES. Good amount of cover added. VERY SMALL, Symmetrical. Great variety of natural rock ramps, cover, rolling hills and structures. Built to be fast and furious. Blockers setup to prevent people from getting out of the central area. Softkill and Kill volumes also behind that stuff, prevent exploiters. Supports: Team Slayer Team SWAT CTF KOTH Oddball Initial Weapon spawns: Shotguns X2 (one on each side near the airlifts) SAW x2 (one on each side at the neck of the "Y" corridors) Rockets (center, top) Sorry for the quality, here are some screenshots. The soft-ceiling on Harvest prevents me from getting a good aerial view, so I made the topdown map instead, sorry!
  8. Gamertag: CpButchFlowers Map Name: Canyon (CpButchFlowers file share) Gametype: Slayer Description: Small competitive 2v2 or 4v4 slayer map suspended in a canyon. Semi-symmetrical, with main bases on both sides. Snipers available near each base. Rockets and Overshied Drop in middle of map. Balanced, but would like feedback on how map plays. Also a soft kill sniper nest in a grav lift that becomes playable if player is exposed. Screenshot: See attached files
  9. I have a map in my Fileshare, YODO, that needs testing. Plz let me know on here or on XBL what you think of it. It is up to a 4 v 4 map My XBLG: HEWASNUMB3R1 MAP: (on eroision)YODO
  10. I have made a map on forge. It is my first one so far, so its the only one on the list. Please leave helpful replies after you try it out. Please recommend to friends and get thier feedback. If you want you can message me in game. SludgingSnipe. All comments are welcome and appreciated. Thank You
  11. This may not pertain to everyone, but I thought it important to share in case someone else runs into the same nightmare. I wrapped up spawn zones on a H4 map last night and felt that it was time to update my File Share. With only two maps in my file share, I deleted both in order to upload their new versions. Once I entered into my map browser in custom games, I found that a map that was created on Outpost had been replaced by the map I had made on Ravine. This was really strange considering that the map still had the correct name, but when selected it displayed the picture from Ravine along with the wrong map's info. MY HARD WORK WAS GONE!!!! Fortunately, I went back into my File Browser and still had recent activity on the correct map in my Local History. From there, I uploaded the map to my File Share. I then did a Map Variant search by gamertag, putting in my own name, and was able to download the map from myself, to myself. All is well now, but I wanted to put the info out there in case someone runs into the same issue. I hope that it's not too late for you and that your map is still available in your short term Local History. Otherwise, it may just be gone forever. - Happy Forging =^..^=
  12. Hello, I've made a very extensive sharship map where the defending team defends it and the assault team flies to it and tries to capture the hangar, bridge, and communications area and kill all survivors to win. I've tested it quite a bit but never on a large scale and would like to try to get an 8 v 8. I am also very fond of custom games and if anyone would like to add me i'll start hosting custom games regularly. My gamer tag is: Dirty Ravers Thanks for your time and id appreciate any help starting these games/ suggestions or comments.
  13. Hey everyone I need some people interested in testing out my new map. It's a Competitive map which is very different from other maps. If you can be there to test it January 15th 9:45 P.M. - 10:45 P.M. EST please tell me. I'll open a custom game at 9:45 P.M. so those who want to test can join at that time. My Gamertag is: Socfuz so send me a message saying you want to test it out. I need up to ten people so bring friends. Thanks and peace out!
  14. I would like to start by saying good job THFE . I love what you guys do and how creative you are and you make the game more fun. Halo could really benefit by including more user maps in matchmaking, but custom games will have to do I guess. I have a few suggestions you may find interesting in your map making designs. This is entirely my opinion so you can take it or leave it or just maybe take a few ideas if they work. That being said, I have learned recently, from school of all places, about 4 different characteristics that make an environment preferable. I feel like if you incorporate some of these they could benefit you. These characteristics are Coherence, Legibility, Complexity, and Mystery. Now, these are categorized into present (what someone sees just by looking at the map: coherence, complexity) and future (what someone learns as they move through the map: legibility, mystery). Coherence -Can be thought of as understanding the here and now -how easy it is to organize/structure the environment -Has redundancy, and identifiable elements -Has limited number of units/chunks (for example: regions, zones, borders) -It has an immediate "wayfinding" assessment (i would like to say that you guys do a superb job of this on almost all of your maps, as soon as someone looks at it they instantly know what to do; and for competitive maps this may apply for controlling lines of site as 'ok this is clearly a sniper alley or br/dmr zone, and this is useful for close-quarters weapons') Legibility -(The future sense of Coherence) -It is the understanding in the future -It has features you can explore without geting lost -It has openness, distinctive elements, landmarks for wayfinding (these apply more for how easy it is to move through the map, they can wander around and get back) -Has a sense of what you see now is typical of what's to come (I feel like this is most useful for players who first see a map, after all once you've played a map so much you can start to tell where everything is, this may speed up the learning curve however) Complexity -Exploration in the here and now -Environment that has enough to keep one occupied -Has enough to make it worth exploring -number of elements and diversity of things in scene (this may be accomplished with different asthetic features, heres to looking at you Oakley) -content of things in scene; manmad vs. natural (i feel this is slightly possible with forge) (this may seem to conflict with coherence which suggest its limiting the number of things that makes it better but its NOT, a place can be both high in coherence and high in complexity; also this is in the present as someone initially looks at the place does it enough elements to be complex enough to be worth "exploring" and at the same time be distinct enough to have coherence; also this is not be thought of as making as many features as possible as that would just be clutter but having distinguishable features easily recognized) Mystery (i feel like this is the most important as part of the fun of playing Halo or even custom maps is the sense of exploration and developing new "cognitive maps" and the sense of accomplishment one gets from finding their way around, it also ties in with complexity in that the maps you show seem to have new features around every corner, the maps dont always look the same) -Best thought of as Exploration in the future -a promise of more information (in my class this was discussed by paintings that had roads or rivers that run out of sight or behind an object, and by objects that are partially obscured such as by mountains or trees. I feel like this was done well in halo reach by having glass windows that provided a view but was an entirely enclosed map or maps that had "cruisers" that were off in the distance but not part of the map) -Being able to gain more information -Partial info of what may lie ahead I would like to say you already do a good job of these things, and there is the chance that this does not help you or you can't do these things or ignore all of what I said. Hopefully, I have helped give you some ideas, at least one amongst all the info, perhaps things to keep in mind when you are making/developing new maps. Also, these things were intended as characteristics people prefer settings in the real world (mainly nature) but I feel that they can apply equally as well to the virtual world. Another point I would like to distinguish is Mystery vs Surprise. They both deal with the uncertainty, but mystery has more continuity as one continues on through the stream of info they are getting. Surprise deals more with things that are unexpected or sudden (for example: the crate of death booby trap, or having a map where turning one corner suddenly leads to an ubrupt dead end) Hopefully I have imparted some knowledge for you to incorporate from these characteristics for people who are first learning your guys maps... and if you really understand what I said it would be possible to make maps that are the opposite of what I said to completely mess with people and be deliberately confusing like having maps that seem random or a maze that is just too unintelligible to navigate. Keep up the great work!
  15. Gamertag: Dead fenix 7 Map: Shadow Moses Firstly i love both the Metal Gear and the Halo franchise. So i created a remake of the front gate area of Shadow Moses island. This is an aesthetic map but can also support free for all slayer games as well (reference picture has been added to the corner of the below image) Disclaimer: Map was only finished tonight and is not currently up on fileshare
  16. Gamertag: Deceitful Echo Gametype Name: Alone (On my Fileshare) Map Name: In the Dark (On my Fileshare) Recommended Players: 2-8 Description: A spook old cave with a glowing rock formation in the middle. The map is extremely dark and the zombies are invisible. Humans can use Regen Fields to provide light as they desperately defend themselves.
  17. Gamertag: Deceitful Echo Map Name: Birds (On my fileshare) Gametype Name: Birds (On my fileshare) Recommended Players: 6-16 (Min 3 for map to work) Description: A map where everyone but one person spawns high up in the air by some ghosts. The people at top try to stay alive ontop of the invisible floor while the on guy who spawns at the bottom tries to shoot them down. Dying at the top will result in a respawn as a shooter.
  18. Ok, So here is not only my first Halo 4 map, it's my first Halo map ever! Since I still can't get fileshare to work, or find it online the picture came from my phone and you'll have to get the maps from my fileshare over xbl. If you've played or seen the first level of the classic Pacman, that's what I've made. GT: The Lancinator Map: Floodman Game Type: Flood Also!!! Map: Floodman Slayer Game Type: Infinity Slayer Basically Floodman and Floodman Slayer are the same map and are set up for 2-16 players (on up to slayer 8 teams). I started to make a maze map and then it hit me, "Why not make a Pac-Man map. 3 hours later I finished and this is what i came up with. All the Zombies start in the center and the Pac-Men start in the corners. Try to surive and not get killed!
  19. Introducing the first "Map Pack" made from the community to the community. I have set up all these maps to have weapons on map and ALL gametypes working except grif ball (because there is no point). I have spent almost 2 months and $25 putting this together for everyone so enjoy Gamertag: Forge Map Pack Here is the map roster: Turf Construct Warlock Derelect Tombstone Colossus Ivory Tower Narrows Rat Race Lockout Orbital Foundation Celestial Fringe - Monoxide89 Cairo - Monoxide89 Inkaterra - Monoxide89 Contact - Squally DaBeanz Oasis - Squally DaBeanz Ascension -Mx957 Railway - FoRgE iNsANiity Cold Storage - Darkprince909 Thank you everyone that contributed
  20. Gamertag: sfi94killerz Map: Mob Arena v2.0 (Erosion variant) Gametype: Mob (Oddball variant) Decription: Mob is a fast-paced, oddball arena game, perfect for any amount of players (recommended 3-10). Grab the ball and hold on for dear life as your opponents attempt to pry it from your cold, dead hands. Use your guns as you wish, but without a small army, only melee will take down the carrier. Pictures and links unavailable, as Waypoint is refusing to cooperate with me.
  21. I am working on a Forge map, I'm at the stage that requires other players to help test it out as some things can't be tested Solo. Just find me on XBL if you would like to help, my map is NOT on my fileshare until I'm sure it is stable enough to be played.
  22. I am going to be testing a bunch of maps of all kinds and game types anyone can join feedback would be nice! GT: RiseAgainstCode
  23. Please Comment/Like/Subscribe if you like the video. Let me know what you guys think about this! Constructive criticism welcome! Heretic goes through the Halo 4 MLG maps and breaks them down for you with weapon spawns as well as describes and explains the recent changes throughout the maps for the MLG T3 settings. http://www.youtube.com/watch?v=P2ANSkYx1wk Maps: MLG Abandon, MLG Haven, MLG Solice, MLG Adrift, MLG Lockout
  24. I traded in my entire game collection in order to get the map pack pass, and limited edition in game content. I've bought ever limited edition version of Halo since my gun metal case for Halo 2 that I still have. My Halo 3 tin, my Halo 3 ODST nothing special lol. Halo wars, Halo reach 150$ edition. Now my Halo 4 box of fun won't let me use the map pack pass. The only other passes I've ever bought were for Gears 3 and Call of Duty, those downloaded right away. Now I have a Halo 4 Map pack pass, and all I can find online as a solution is a thread from waypoint telling me I could download it between 7 and 9 AM. WHAT IS THAT? So I paid an extra 10$ with 800 MSP to download this map pack since I missed the 2 hour window? If its only a 2 hour window that you can get it, how do you expect all the people that bought the pass to be able to get it?
  25. Here is a symmetrical map made for ctf and slayer. There is an overshield on the map along with dmr's, br's, and some nades. Two opposing bases, middle ring structure, halls down both ends. Very simple design. I have a link to a youtube video of it: New to these forums. Hopefully I didn't break any rules or anything..? Oh yeah, gamer tag is Cryptic Ferret
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