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  1. This is my remake of the Mario Kart Wii version of this track. It was originally on the DS, but it was featured as a retro course on the Wii. Thanks to the new Race gametype I was able to save a lot of budget and this allowed me to build a track with so much structure. The main points of the map are the clock tower, statue, and bridge. I have the new Race v1.1 on my file share along with many other compatible maps. Works with mongooses, warthogs, ghosts, and mini banshees! Download Map! Download Race Gametype!
  2. This is my remake of the Mario Kart Wii version of this track. It was originally on the DS, but it was featured as a retro course on the Wii. Thanks to the new Race gametype I was able to save a lot of budget and this allowed me to build a track with so much structure. The main points of the map are the clock tower, statue, and bridge. I have the new Race v1.1 on my file share along with many other compatible maps. Works with mongooses, warthogs, ghosts, and mini banshees! Download Map! Download Race Gametype!
  3. This is my remake of the track from Mario Kart 64. I used land mines and terminal wires to make chain chomps. There is a system of teleporters that acts as a substitute for checkpoints. If you find the shortcut keep it a secret (doesn't involve teleporters). About 7 man cannons are hidden under the floor that will give you a boost so be sure to hit them all. If you are prone to having seizures, you may want to avoid the hologram area... File Browser > Map Variants > File Share Search > TurbTastic *OR* https://www.halowaypoint.com/en-us/players/turbtastic/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  4. Ocean Speedway Ocean Speedway is my new track on Forge Island. The tracks features a 12 banked angle. The lap is about 32 seconds in length. The track is fun with any size party, and is great for casual & or competitive racers. There is also an observation tower that is great for viewing races and can even accommodate a nice commentary booth for machinimas. Comments and suggestions are appreciated. Hope you enjoy the map. Thanks! Race & Battle Tracks Games Ocean Speedway
  5. ***Just use the "special" race gametype on my file share*** RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream treez0 vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
  6. Authors: Jernst Reborn and TurbTastic Map: Aggro Crag Gametype: Aggro Crag Based on the previous race map Everest Cavern, this mini-game features the fun aspect of trying to race your mongoose up a rocky cliff while crates and barricades tumble down towards you. Just like in the show Nickelodeon GUTS, race against your friends to the top of the Crag to hit the actuator (in this case grab the oddball) while dodging falling debris. The actuator is sitting in the hand of the Giant Shmeef, so don't make him angry! We tested out many party sizes for this minigame and its fun all around from 3-16 players! The rounds are set to 3 minutes and there are 7 rounds, but with large parties the rounds usually only last a minute or two. Feel free to change it to 9 rounds or whatever you want. There is a teleporter system below the cliff so if you fall off of your mongoose you aren't totally lost! Trust me i've seen many people come from behind and win the round even after falling off the edge Also important if you do fall off your mongoose and can't reach your own (jumping is disabled until the top temple) you can fall off the side of the cliff and there are extras near the bottom. I hope you enjoy the track and let us know what you think! The Giant Shmeef, guardian of the temple.... The Crag... The starting line! And they're off! Watch out for the falling barricades, they're slow but pack a punch! More importantly watch out for the other drivers, they aren't on your team Gettin rocked! It's hilarious watching your friends get knocked past you Almost at the temple.... You made it to the Giant Shmeef! Grab the idol and win the round! Please leave your feedback! Thanks for playing
  7. RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. The attached map is Bowsers Castle, which has a good checkpoint and starting shield for examples. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
  8. Name of map: HalO Deluxe Name of Gametype: Halo Race (Gametype utilizes a mod where the alpha flood has customizable weapons) GT: AbandonedCashew Canvas Map: Forge Island (<3), largest island. Brief Description: Halo Deluxe is a Halorace variant (heavily inspired by Halo Extreme on Reach), where the flood is at the general center of the track, with power weapons, and the humans are on mongooses driving to the end while avoiding fire from the flood. The map encircles the large island, and has 4 stories before reaching the end. Detailed Description: The map starts as the humans are on a platform hugging the side of the cliff, out of sight of the flood. As the humans drive for the first 10-20 seconds, the track will slowly gain altitude until it reaches the actual track. All the levels of the actual track are mostly vertically symmetrical in the way that the track isn't freestyle roller coaster, but it is one huge ring with many tiers. After traveling about 30-40 seconds, there is a ramp leading to the second level, and if you choose to keep going, there is one final ramp that allows access to the next story. The race continues like this until the third level, where it now follows a roller coaster form, but still in a general circle, until the final jump, where the human gets weapons to choose from to kill the flood. The map has obstacles for the humans as well as plenty of cover, that gradually gets more and more sparse without being repetitive. No 2 parts of the track look similar. The entire track takes on average 2min10sec to complete with a perfect run. Player Count Supported: 2-16 Recommended: 5-16 Pictures: Download Links Map: http://www.halowaypoint.com/en-us/players/abandonedcashew/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=7fd8ed84-57e7-466f-83d5-34e0ecdd3e2e Gametype: http://www.halowaypoint.com/en-us/players/abandonedcashew/halo4/fileshare#!/?section=GameSettings&view-select=Tile&startIndex=0&details=35c6c68a-97e4-4003-977b-21c371fed3d6
  9. This is my remake of the track from Mario Kart 64. It was the one where it wouldn't tell you what place you were in due to the multiple routes that you could take. It is compatible with the RACETRACKS gametype and I included a teleporter system to act like checkpoints. Please tell me if you find a way to cheat that system and I will patch it. I used street cones to simulate the porcupines, and the combination of soccer balls and a falling crate to simulate the large Yoshi egg. I added a soft kill on the slim bridge at the end to combat trolling. The green screens with the juicy effect look awesome IMO, and I made them a bit uneven on purpose to encourage staying on the track. I probably wouldn't have made this track if this guy didn't dare someone to on my THFE Mario kart feature. Overview Comparison Starting section Route A Route B Route C Route D All routes lead to here Angry soccer balls Slim bridge with soft kill Final section
  10. Mario Kart 64 Banshee Boardwalk Bowsers Castle Koopa Troopa Beach Rainbow Road Sherbet Land Wario Stadium Mario Kart Wii Coconut Mall THFE Feature
  11. This is my remake of the track from Mario Kart Wii. It is compatible with the RACETRACKS game type. To simulate the escalators I used color-coded ramps where the red ones slow you down via gravity volumes and the green ones do not slow you down. There is only one part where you can fall off and there is a teleporter setup so you only go back a little bit. See my file share for Mario Kart 64 remakes. Download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/1263c05c-7090-4d81-a644-53c9446b5585 *OR* File Browser > Map Variants > File Share Search > TurbTastic
  12. Creator : Lord FluffBall Map Name : Racers Cityhttp://www.halowaypoint.com/en-us/players/lord%20fluffball/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0"] Game Type : RACETRACKS Player count : 1- 16 I was inspired to create this track because i have seen no city race tracks(not saying there are none) so i built this and it took me about 2 days because of the extra detail i put into the scenery like the bridge at the end. My Youtube : http://www.youtube.com/user/MinimumWageGamers?feature=mhee
  13. Creator : Lord FluffBall with some scenery help from Masta Hippie Map Name : Jaws (^^^)http://www.halowaypoint.com/en-us/players/lord%20fluffball/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 GameType : RACETRACKS This is a smooth long double wide with six jumps. One of those jumps being a man cannon jump that flings you out of a sharks mouth.this map includes scenery such as a mermaid, sunken ships and a giant shark. The consistency of the jumps is about 75 - 80 %. There is a banked wave jump a few sideways jumps. My Youtube : http://www.youtube.com/user/MinimumWageGamers?feature=mhee">http://www.youtube.com/user/MinimumWageGamers?feature=mhee
  14. hi, i am Camiloers24 and i like the race maps of halo 4, i am going to share some maps of race (also publish your maps) 1) this is my first forge map (not is the better) the map is called ACROBAT 2.0 the game type is Race (king of the hill) its in impact and have 4 ways to complete the race, gravity volumes, cannons, jumps, and you can ride warthog, mongoose and ghost Dowload: my file share Camiloers24 http://www.halowaypoint.com/es-es/players/camiloers24/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 some images:
  15. hi, i am Camiloers24 this is my first forge map (not is the better) the map is called ACROBAT 2.0 the game type is Race (king of the hill) i make the map (camiloers24) for 2-16 players its in impact and have 4 ways to complete the race, gravity volumes, cannons, jumps, and you can ride warthog, mongoose and ghost Download: my Halo 4 fileshare is Camiloers24 (gamertag) http://www.halowaypoint.com/en-us/players/camiloers24/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 some images:
  16. Shmeef GP (race) Gamertag: treez0 (for those who tried to look up my gamertag and it wouldn't work at the end is the number 0 not the letter O) Map Name: Smeef GP Link: http://www.halowaypoint.com/en-us/players/treez0/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype: Racetrack (Created by Masta Hippie) Link: http://www.halowaypoint.com/en-us/players/treez0/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Description: After seeing all the video of THFE and their obsession with the Shmeef kind i decided to make a Grande Prix map with the Shmeef's playing host and i came up with Shmeef GP sorry if it's not as good as most things on the site but i'm self taught in forging. If you want to see what else i have made check out these posts. Satalite Raceway: http://www.343industries.org/forum/topic/24578-satalite-raceway/ Crash-up Derby: http://www.343industries.org/forum/topic/18080-crash-up-derby/ Spaceballs (Keep away mini-game): http://www.343industries.org/forum/topic/18357-mini-game-spaceballs/ Images:
  17. Gamertag: Track by: NukedlceCream ("l" is lowercase "L") Aesthetics by: Lord FluffBall Map Name: Pokecoaster Gametype: Racetracks Description: This is a fun pokemon themed rollercoaster on impact. It features 4 pokeballs from generation 1 and a giant pikachu. The rollercoaster itself winds around in a semi-compact area and has 2 well working jumps. Compatable with up to 16 players. Overview Different angle
  18. Map Name: Dragon MX Gametype: Race Map Creators: llehctim4 and gogetarulez Recommended Player Count: As many or few as you want Brief Description: An awesome Motocross track on Shatter, with some cool aesthetics, including some dragons. It has lots of consistent jumps and an awesome drive through a cave. Enjoy YouTube Channel: http://www.youtube.c...emolitionTurtle Pictures/Video: I have added a video of the track and attached images of the cool aspects of it. I hope you enjoy it Ducain (and anyone else who plays it), whether you feature it on your channel or not!
  19. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Bowsers Castle - Doubles"; it should be used with RACETRACKS - DOUBLES. There is a good video of 14 people playing this variant on my file share that you could use. I also have Banshee Boardwalk, Wario Stadium, and Sherbet Land. Supports up to 16 players. File Browser, Map Variants, File Share Search, TurbTastic
  20. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Bowsers Castle - Doubles"; it should be used with RACETRACKS - DOUBLES. I also have Banshee Boardwalk, Wario Stadium, and Sherbet Land. Ask me if you would like to feature my maps on your YouTube channel.
  21. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Sherbet Land - Doubles"; it should be used with RACETRACKS - DOUBLES. I also have Bowsers Castle, Wario Stadium, and Banshee Boardwalk. Ask me if you would like to feature my maps on your YouTube channel. File Browser > Map Variants > File Share Search > TurbTastic
  22. Hey guys! If your interested in playing customs message me at 7:00pm AUS time zone We will be playing every Saturday. and I will invite new people every time to be far. My tag is: JA1E35 We will be playing these types of game modes: - Infection - Race - Mini games Australian players. We will be playing at 7:30. message me before 7:30 and I will invite you. American players. We will be playing at 5:30 message me before 5:30 and I will invite you. If you don't make it in I'm very sorry please forgive me. Steps to joining 1. To find me go to chat, 2. Send private chat invite, 3. Enter gamertag then go to my profile and send me a message saying you want to join! 4. then hopefully you get in!!!
  23. Just wanted to play custom games with someone my gt is ToWhite4You msg me for invite. Most likely playing - demo derby - infection - races Or any map u have
  24. From what I've played on, here's mah top 5. I'm sure there's some better tracks out there that I left out.
  25. So I was making the map in Forge with my friend and it requires a specific game type to work with the whole thing properly. But sadly, Halo 4 lacks the awesome gametypes that they had in reach. My Personal favorites that are no longer with us are Infection and Race. I do realize that this is most likely temporary but I would like to know when 343 Industries are going to update the game types for Custom Games at least. And yes, I do know that Flood is basically Infection. But you can ONLY be a Flood which is disappointing.
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