Jump to content

Search the Community

Showing results for tags 'Slayer'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Halo Forum
    • Halo Infinite
    • Halo 5: Guardians
    • Halo: The Master Chief Collection
    • Halo 4
    • Halo 3 + ODST
    • Halo Reach
    • Halo 2 + Anniversary
    • Halo CE + Anniversary
    • Halo Wars
    • Halo: Mobile Games
  • The Halo Universe
    • Halo Lore
    • Forge Discussion
    • Game Invitations
    • Clan Recruiting / Advertising
  • 343iCommunity
    • Announcements
    • Introductions
    • General Discussion
    • Member Created Work
  • Archive

Categories

  • The Original Series
  • Gray Team series
  • The Forerunner Saga
  • Kilo-Five Trilogy
  • Alpha-Nine series
  • The Ferrets series
  • Rion Forge & Ace Of Spades series
  • A Master Chief Story
  • Battle Born: A Halo Young Adult Novel Series
  • A Halo Infinite Story
  • Individual novels
  • Individual novellas
  • Anthologies

Bookshelves

There are no results to display.

Categories

  • Halo (TV Series)
  • Halo 4: Forward Unto Dawn
  • Halo: The Fall of Reach
  • Halo: Nightfall
  • Halo Legends
  • Halo: Landfall

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gamertag


Discord


Twitter


YouTube


Location


Interests

  1. Global: Global is a competitive open medium- sized map that's surrounded by variety of rocks and trees to provide cover. There are 2 bases on each site and a large building in the middle. The map supports: Slayer, CTF, KotH and Oddball, with 4v4 players. Weapons: Initial Ordnance: Railgun(270), Sniper Rifle(300) Random Ordnance: 1= Needler, Saw, Detonator, Overshield 2= Pulse grenade(2x), Plasma grenade(3x), Frag grenade(2x) 3= Pulse grenade(2x), Plasma grenade(3x), Frag grenade(2x) Weapons on Map: DMR(2x), BR (2x), Lightrifle (1x) Global can be found at my fileshare: FaNeNL http://www.halowaypoint.com/en-us/playe ... artIndex=0 The Map, Screenshots and a Fly trough can be found at my file share: http://www.halowaypoint.com/en-us/playe ... fileshare# Screenshots:
  2. My name is Chris Drew I am 20 Always wanted to work in the videogame Industry Now I'm here to try and get a job with 343i I have played, and mastered, every single Halo game there is Halo came out when I was 8 Let's kick some ass!
  3. Zealous v1.5 A Zealot remake by Resivore. 2-8 recommended player count. Supported gametypes: Slayer, CTF. DOWNLOAD ZEALOUS V1.5 Introduction A project I'd aspired to do since the dawn of Halo 4, my goal of bringing Zealot to life (somewhat) has been achieved. In an attempt to recreate Zealot, Zealous was born. Of course, it plays far different than that of Reach; thanks to our godly jumps (did the Spartans grow wings, or...?), and map awareness and maneuvering skills have been brought to a whole new level. I did my best to stay true to the ideas and overall layout of Reach's Zealot without subtracting from aesthetic appeal. The game play is fast pace and exciting, true to the nature of the original, if I may say so myself. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Railgun - x1 - 3 extra clips - 120 sec - Green / "Holos" DMR - x1 - 2 extra clips - 30 sec - Ring 2 Covenant Carbine - x2 - 2 extra clips - 30 sec - Red + Blue "Pocket" Railgun - Because Halo 4 no longer features the Grenade Launcher (moment of silence to mourn for its loss, please), I needed to pick a replacement weapon to take its position. I chose the Railgun. In my opinion, I feel that the Railgun is ultimately more similar to Reach's Grenade Launcher than 4's Sticky Detonator. Having to hold and charge it (although not at your disposal) brings back a familiar feeling of charging the Grenade Launcher. The ranges are similar, although I will say the Railgun's range is larger and more accurate, but can also be faulty in given circumstances. Screenshots Initial loadout. Top gold, snipe spawn. Green, rail spawn, view of the street connector. Blue flag, jump, drop, basement. View from blue flag, shows ring 3, blue landing, gold bridge. Blue landing, fanciful windows (can I trademark these? I love them). Also the one and only actual circular part of this map. Notes I am eagerly awaiting feedback. I know from my own experience that I enjoy how this plays, but I'm always listening to suggestions. I did not post this with the impression that it is as good as it's ever going to be, the Halo community's input can always be useful in bringing a map to its full potential. Updates 6/1/13 - Zealous v1.5: Added a ceiling to top gold and red and blue streets. Teleporter is replaced with a lift similar to that of non-MLG Zealot at its base.
  4. Epsilon v1.6 An original map design by Resivore. 4v4 recommended, supports up to 10 on team. Avoid FFA, as spawns are not set up to support it. Supported gametypes: Slayer, CTF. DOWNLOAD EPSILON V1.6 Introduction A project I had failed to complete in Reach, Epsilon has finally come to life here in Halo 4. A symmetrical, competitive map, Epsilon features two power weapons on either neutral end of the map, promoting teams to make organized pushes towards either one and time them both. After several rounds of testing, and having various issues addressed and corrected, Epsilon is nearing its completion. The game play is fast paced and exciting, and teams are constantly striving for control of either end of the map. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Rocket Launcher - x1 - 1 extra clip - 180 sec - Top Green DMR - x1 - 2 extra clips - 30 sec - Bottom Green Covenant Carbine - x2 - Bottom of Red + Blue "Spiral" Pistol - x2 - Top of Red + Blue "Spiral" Screenshots Initial loadout. Top gold, snipe spawn. Top green, rocket spawn. Blue base, shows basement that leads up to spiral. Blue flag, shows the entrance to blue spawn / blue "windows" (hallway on the right). Blue spawn / "windows".
  5. Horrible job on the new maps 343, my son could make better ones. Your original's were good, but not talent working on these last ones. Oh ya btw great job on the damaged scoring system now. For every time I kill someone, I only get assists instead of the full kill. Great way to ruin a dudes k/d ratio, if it already wasn't ruined by the mass lag and delay your online game has. Sorry to say but between the lag, the horrible attention to customer related details and the mass of modded Xbox 360 user on Slayer, I wont be returning to your game ever again. Its a dang shame to , I have been playing since the OG came out years ago. Thanks 343 for jacking up the best game and experience ever. Somebody get Bungie back in here.
  6. Gametypes: the map is recommended for Free for all slayer but supports 3v3 team slayer. you can play KOTH, Flood 117 (custom flood game type) and all slayer types on this map. any more then 8 people will over crowded and result in spawn killing. The map has some places only reachable by using armor abilitys and a mantis, ghost, mongoose and warthog placed in various areas. Creator: Hordys8096 Back Story: over the skys of Requim a war had broke out and the covenant was forcing UNSC troops to evacuate ground forces to a Mysterious Island told to hold many secrets. the UNSC frigate STT2 - LoneStar was carrying a range of combat ready veicles and weaponry when it was hit by a covenant escort class cruiser and crash landed on the largest of these islands colliding with a small Outpost tasked with informing and readying all UNSC forces in the area of what lay ahead for them on Reqium. many Spartans and flight crew's were killed in the crash. Although STT2 - LoneStar will never see the thrill of battle again its 'Crash Site' provides a unique experience for all who dare return to scavenge what is left, but all who go into the mists have never returned. as the Frigate collided with the Outpost all comunications went down and covenant forces decended in Phantom class drop ships to eliminate any survivors of the crash but they were greated with an unpleasant and deadly foe, the nuclear reactor powering the frigates fusion drives had expoded and the radiaton had caused the spartans to mutate into what '117' found to be flood. these were not bound by a gravemind and were mindless saveges prone to the smell of flesh. the covenent were picked off fast and a distress call using UNSC proto type slip space comunications was sent strait to High command on the fighter class frigite, Infinity. they responded only imediatly and dispatched multiple squadrons to eliminate the flood threat and regain control of the island complex. the loss of the frigate the is the least of your problems as you and a small pocket of spartans are the only thing which stands between a break out of flood infections. many of you will not come back, but those if you that do, know this you will not return to high command as it is most likly we will be over thrown by the covenant fleet by your return... good luck to you all - Petty Officer John , UNSC infinity Link (before the crash): http://www.halowaypoint.com/en-gb/players/hordys8096/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=8a74824a-b5a2-4494-a03d-e13c5ad618d6 Link (after the crash): http://www.halowaypoint.com/en-gb/players/hordys8096/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=893677c6-a279-49c5-a861-9d8e86661b15 Flood game type: http://www.halowaypoint.com/en-gb/players/hordys8096/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=a210ee7a-c977-46e2-945b-05969bde0e02
  7. I have another map for Halo 4! This time it's a tribute to that yellow round guy, Pac-Man! Pac Attack was modeled after the 1st level of the maze game. Now you can know how it feels to be pac man from a first person stand point! Initially I was going to make a custom gametype to go along with this map, but that fell by the wayside. Though I have the map set to be played with slayer, oddball, KOTH, CTF, and had plans to do domination, but I felt it would be a bit much. Title: Pac Attack Description: 1st level of pac-man just a side note the image is a little out dated! The blue team's initial spawns were moved more North then where they in the picture due to balancing issues with objective matches. WARNING: As I stated with my previous map, this has not been fully tested! I don't expect to many issues because this is a much smaller map than Castle storm 3.0 and pretty simple setup. I do already know that one corner of the map, and I do mean very tip of the corner, is considered a soft kill zone(built into the level not by choice!)There is nothing I can do about that, short of moving the entire map over a few feet, which seems excessive for a small issue that I doubt will ever become a problem in game. Also so nobody freaks out when they play it the first time I had to remove the grids that are on top of the map to take the above picture. The grid gives it a more digital feel. I only have one photo because its friggin pacman! There isn't much to show that most people don't already know/remember! I added some small blocks and debris for cover. Before I did it was just a maze with 4 giant sniper alleys, which would've made the matches a bit annoying. CQC will dominate here. Also where the "power pellets" would be are energy swords. Originally I was going to have custom power ups, like those in halo reach, but as soon as I realized we were denied those in Halo 4 I adjusted the map to have this instead, hopefully you all enjoy this new map! Remember the best way to download my maps/gametypes is to search for my gamertag>fileshare>download whatever you're looking for! COMING SOON: Two gametypes will be put onto my file share 1. Joust- a high speed, high flying FFA with shot guns, grenades and a lot of cursing from your friends! 2. Hide & Seek-Everyone has played this as a child! Now play it as a spartan, and flood! Use your knowledge of the various maps and their nooks and crannies to hide until your the last hider! I hope you all enjoy my maps and the upcoming gametypes!
  8. Greetings everyone! I thought I'd share a map of mine I originally created in Halo: Reach (it's still there in my Reach File share I believe if anyone wants to see the original) which is called "Rockery". I'm hoping to get some input/advice on how the map plays and if there are any ways to improve it. I designed this map with the sole purpose of its aesthetic being completely natural, apart from the structure that the centre of the map, thus with all the rocks used, I dubbed the map "Rockery". Rockery's a medium to small style of map, the map itself is also a bit of a hybrid, as it supports Competitive Slayer, from Team Slayer to Free for All/Regicide, but it also supports Oddball and KOTH as Objective game types. And so onto the meaty business of the details with some pictures included: Map Name: Rockery File Share: Rockery File Share Gamertag: RECEPTOR 17 Canvas Map: Forge Island Last Updated: 05-18-2013 Supported Gametypes: Team Slayer, Slayer FFA, Oddball, Regicide, King of the Hill Best Gametypes: Team Slayer, Oddball, Regicide Intended Team Sizes: 4v4 + 5v5 (Can do 6v6) Initial Ordnance: 2x Needler (180 Respawn) 1x Rocket Launcher (240 Respawn) 2x Pulse Grenade (100 Respawn) 1x Sticky Detonator (200 Respawn) 2x Frag Grenade (90 Repsawn) 2x Plasma Grenade (120 Respawn) 1x Gravity Hammer (200 Respawn) 1x Railgun (240 Respawn) 1x Concussion Rifle (180 Respawn) Random Ordnance: N/A Weapons on Map: 1x Lightrifle (60 Respawn) 2x Surpressor (90 Respawn) 1x Carbine (60 Respawn) Budget: 5570/10000 Screenshots: Rockery High Rockery's Base Map Flythrough/Overview Link: Rockery Runthrough Map Description: A RECEPTOR and Wetz original. Close-combat oriented Wargames are played out in this natural arena. The map is made Watertight via a Safe Zone cordoning off the playing area of the Map, along with Rock Walling, which blocks off the rest of the Island the Map is built upon. There are Fusion Coils also placed around the central base, to help ensure nobody controls the centre of the Map for the duration of the game. +*+*+*+ And that's that! I'd greatly welcome any constructive comments/suggestions on how the map plays and if there are ways to improve the gameplay etc. Thanks for reading and I look forwards to reading what responses you have! 17 out.
  9. Hello everyone! New member here who's been quietly forging away on his lonesome for the past couple of months. Just found this site and I figured I should get to know the rest of the Forging Community! so to start off my time here, I thought I'd share my most recent creation for you all to look over and pass judgement on, called Outpost 17: Map Name: Outpost 17 File Share: Outpost 17 File Share Gamertag: RECEPTOR 17 Canvas Map: Forge Island Last Updated: 05-18-2013 Tags: Forge Island, Slayer, FFA, CTF, KOTH, Regicide, Flood, Oddball, Outpost 17, BTB, RECEPTOR 17 Supported Gametypes: Team Slayer, BTB, Slayer FFA, Oddball, Capture the Flag, Flood, Regicide, King of the Hill Best Gametypes: Team Slayer, Capture the Flag, King of the Hill, Regicide Intended Team Sizes: 5v5, 6v6 + 8v8 Initial Ordnance: 1x Scattershot (180 Respawn) 1x Beam Rifle (210 Respawn) 1x Rocket Launcher (210 Respawn) 4x Pulse Grenade (90 Respawn) 2x SAW (150 Respawn) 1x Sticky Detonator (180 Respawn) 1x Concussion Rifle (180 Respawn) 2x Frag Grenade (90 Repsawn) 2x Plasma Grenade (90 Respawn) 1x Energy Sword (200 Respawn) 1x Railgun (180 Respawn) Random Ordnance: N/A Armor Abilities/Powerups on the Map: N/A Supported Vehicles: 4x Mongoose: 2 per team (120 Respawn) 2x Warthogs, Chaingun: 1 per team (160 Respawn) 1x Ghost: Middle of map (160 Respawn) Budget: 9680/10000 Screenshots: Map Flythrough/Overview Link: Outpost 17 Runthrough Map Description: The 17th creation made by Infinity’s Wargames simulations team, with added input from S-IV Fireteams “Trident” and “Crossbow”. This is a medium to large inversely symmetrical map on Forge Island's largest "Great Anvil, designed primarily for Team Slayer and Capture the Flag, however Flood, King of the Hill (with multiple Hills), Oddball, Infinity Rumble and Regicide are also supported. It can play anything from 2-8 players per team, but works best in a 5v5 - 8v8 range, due to the size and scope of the map. You have the chance to play some close quarters combat in the centre and inside Red and Blue Teams' starting bases, or you can enjoy some long range battles utilising the verticality of the map and some of the more open areas, where Vehicles roam free to cause mayhem. *+*+*+* So, there you have it folks, please do provide any constructive criticism/comments on Outpost 17, all are welcomed! I have 2 other Maps ready to submit another time, so I'm not spamming you with my creations, one is a small close combat oriented map designed for 4v4 Slayer, Rumble, Regicide and Oddball, whilst the other is designed for CTF, BTB and KOTH once again. I also have one arena style map in the works too which I hope to complete soon! Thanks for reading! 17 Out.
  10. GT: TheBloodbath22 Map Name: Crosshairs Supported Gametypes: Team Snipers, Slayer, CTF, Oddball Suggested Party Size: 1v1 to 6v6 (2 - 12) Map Description: This one is an aesthetic and more straightforward creation, indeed not based on anything but the crosshairs in your rifle's scope. Crosshairs is an asymmetrical mid-sized arena which fuses nature and geometric structure to prompt deft hands to use strategy and teamwork to overcome the opponent. With dozens of nooks and crannies, certain rocks deliberately impede or smooth out movement. From a bird's eye view, the arena resembles Crosshairs. This arena was strongly dedicated, but not limited to, fellow Snipers. ***NOTE*** I've been having issues since May 5th with downloading my screenshots. There's a serious bug. Therefore, I'm afraid I have only one screenshot to reference, so my apologies. I sincerely hope this will suffice. ***NOTE*** Initial Ordnances: 2 Neutral Snipers 1 Neutral Saw Random Ordnances: 1 Neutral Concussion Rifle 1 Neutral Railgun Budget: 5250 And that's that! Thank you very much for taking a look at my latest arena. I hope you enjoy.
  11. Gamer-Tag: Hydrolysis Map: .Synthesis v2.1 Game Types: Slayer, Infinity Slayer, SWAT, Oddball, & KotH Description: In the aftermath of the fall of Reach, humanity urgently strove to discover a new planet in which to call home; however, despite humanity's years of space exploration, no planet had previously been discovered which could support life. On many of these uninhabitable planets, scientists performed tests to artificially foster life. Scientists were able to extract energy from the planet's star and successfully synthesize chlorophyll. This artificial chlorophyll was then pumped into the planets crust in the attempt to foster plant growth. While the project proved successful the it was ultimately terminated as a result of limited funding. Though long abandoned, this facility continues to flourish. Inspired by great Halo maps Midship, Zealot, and Countdown, Synthesis is a small-mid sized competitive multiplayer map designed for 2v2 to 4v4 gameplay. Weapons on Map Frag Grenade 2x 45 sec Plasma Grenade 4x 45 sec Pulse Grenade 2x 45 sec Ordinance Drops Scatter-Shot: 120 sec Sticky Detonator: 120 sec Rail Gun: 120 sec Synthesis has gone through several iterations and had numerous testings, so I hope you enjoy! Thanks to everyone who helped test and gave feedback/suggestions for improvement. May the Forge gods smile upon you! -Hydrolysis
  12. GamerTag: LiquidLuigi Map: Storage GameType: Slayer, CTF Storage is a map recommended for 8 - 16 players, with a 2 level playing field. In order to play this map, you must have the Forge Island DLC. The weapons Include: 1 Energy Sword 1 Saw 1 Speed Boost 2 Sticky Dets 2 Needlers 2 Pulse Grenade x2 Red Base Blue Base Each base have 4 ways to get to the top and a tunnel below. The sticky Det spawns on top of the base every 2 minutes. The needler and pulse grenades are found on the sides of the bases. The crates are the only sources of cover at each base. Orange Building There are multiple ways to get to this area. You can go up the ramp, the gravity lift, or jump on the 2x2 pillars. The orange bridge has very little cover (Don't stay there too long). The energy sword and the speed boost are places in this area. Aerial View
  13. Gamertag: Male Lord Map: Viliage Gametype: TS/CTF Description: This map is meant to be played with 4v4 or 8v8 slayer/ctf. It is an asymmetric map taking place on a forge world island. There are 2 team bases and 3 neutral on in the middle players can fight over to control the map. There is a turret at each base and both teams are given 1 warthog, 1 ghost and 2 mongooses. There is a sniper for each team and a laser in the central bunker and neutral weopons are placed on both sides. Gameplay varies from long range to medium quarters and all weapons / vehicles have been balanced. Screenshots:Here
  14. What are peoples thoughts on spawn killing? Is it an acceptable way of getting an easy kill? or just out of order? I personally try to avoid it if for instance someone appears then moves off in the opposite direction but will attack if they move towards me.
  15. Map name: Cadaver's Cabin Gamer tag: Rabid Cadaver Description: 1v1 - 4v4 slayer map made on the smallest island on Forge Island. The cabin features very detailed modern architecture with a cylindrical living room and square garage and porch. Two tree houses, one octagon, two story tree house as well as a break away tree house. Mountain range with sniper positions and walk through cave area. Little details like wood columns, the craziest light fixture you'll ever see in forge as well as the over all aesthetics makes this not only enjoyable to play, but will have you saving this map permanently in your file share Map link: http://www.halowaypoint.com/en-us/players/rabid%20cadaver/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=6d3c433c-fe6a-442a-8a56-5571fc32efcd
  16. Gamer tag: lllll 117 lllll (l = L, 5 at each side) Map name: Starlight Map features: Starlight was built with the Impact space canvas, its a big map purpose-built for 4vs4 skirmish. Features 2 bases at each side and 1 neutral area in the center. Its a cool space facility with many open spaces for precision weaponry, high sniping spots and good for close combat too inside or near the bases. Each base has a ghost at the moment whose Im not sure about keeping because the open space is fit for a good driver to unleash. There are interesting areas all over the map, the map is very original so I hope you all like it and please leave feedback! Pics:
  17. Gamertag: The Grim Dealer Map name: Silence Base map: Ravine Description: Silence is an Arena style map, partially inspired by a section of The Silent Cartographer from Halo: CE. 4v4 Team Throwdown settings recommended. Map download: http://www.halowaypoint.com/en-us/players/the%20grim%20dealer/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=14de5025-63ed-414b-91da-e7e9f98725aa Ordnance: Rocket Launcher, 150 sec. respawn. Sticky Det, 125 sec. respawn. Overshield, 80 sec. respawn. Weapons on map: 2x Carbine, 50 sec. respawn, 2 spare magazines. 2x DMR, 60 sec. respawn, 1 spare magazine. 4x BR, 30 sec. respawn, 2 spare magazines. 1x Scattershot, 90 sec. respawn, 1 spare magazine. 2x Pulse Grenade, 15 sec. respawn. 4x Plasma Grenade, 15 sec. respawn. 4x Frag Grenade, 15 sec. respawn. Supported Gametypes: Slayer and CTF Team Throwdown CTF download Team Throwdown Slayer download Screenshots: I want to make sure this map is as polished as possible, so please leave your feedback here, or send it to The Grim Dealer on XBL.
  18. GT: DHG The Captain(Creator:PJ JUSTUS) Map: Ascension http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=0670c4be-2ffd-4211-ab44-883c37c8422c Game Type: GOOD OLD DAYS http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=0f3cad90-0705-4b8d-9b28-c312f88fa982 Description This map is based off a Ascension in Halo 2 Multiplayer. It uses slight long range to medium range combat. There are two pulse grenades at the center, and a Banshee on one side of the map. Of course added along is the secret area which holds a rocket launcher with either a grav lift or teleporter to send you back. Around the map are many weapons for fighting the enemy up close, or to immobilize the banshee. This gametype is used to take you back to before Loadouts. You only equipped with a Assault Rifle, a Magnum and 2 frags. Both sides are equally equipped with back doors that goes around the middle of the map. http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=Image&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6d513bda-cc4f-4fd2-88eb-8e18b0fb767b
  19. GT:DHG The Captain(Creator: PJ JUSTUS) Map: Gaurdian http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=11733e79-eb62-44ac-91d4-565a1fb56c89 Game Type: GOOD OLD DAYS http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=0f3cad90-0705-4b8d-9b28-c312f88fa982 Description. This map is a remake of Multiplayer map Gaurdian in Halo 3. Its used for either Slayer Default or GOOD OLD DAYS. The game type is meant to emphasize that this takes you back to before loadouts, so you start the game with a Assault Rifle, a Magnum and 2 Frags. There are 2 bases with a intersection in the middle and many rocks and grav lifts to the sides. Inside the middle corridor connecting the two bases is a Gravity Hammer. Along the rocks there is a Railgun. Both sides are equally equipped and can range from medium to close range combat http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=Image&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=c2126bf3-9f47-49f2-93c9-97036edb4438
  20. Map Name: Incumbent Creator: Did4ct Gametypes: Slayer, CTF, Extraction, KOTH, Regicide, Oddball, Multi Team Description: Incumbent is an asymmetrical medium-sized map with good lines of sight. There is no one position that dominates the map. The map consists of a group of large rocks in the center with passageways running inside of the rock walls beside the two "bases." There are key positions in high and low places. I put trait zones with 200% gravity along the top of the outer walls along with a bunch of soft kill zones making it impossible to escape (I couldn't find a way out). It is called "Incumbent" because there is a very noticeably large forerunner structure "leaning" against one of the back walls. This map is my favorite map I have made thus far and I think it's kind of reminiscent of the older Halo maps. The aerial pictures don't show but when you're in the map everything looks a lot bigger and is a lot cleaner. Supports 2-16 players. Plays best with 6-8 Video Vehicles/Turrets Normal Hog (replaced by Ghost in CTF) Ghost (2 in CTF) Machine Gun Turret Shade turret Initial Ordinance Rocket (Center) Sniper (Side) Concussion (Side) 2 Fragx2 (each by blue and red spawn) Random Ordinance Laser/Sword Shotty/Railgun Needler/Beam Rifle Saw/Binary Rifle Fuel Rod/Scattershot/Scattershot (Middle)
  21. UPDATE(4/20/13): I've redone the floor so it's not as ugly, and also fixed an issue where the Overshield would spawn under the platform. Gamertag: The Grim Dealer Map name: Silence Base map: Ravine Description: Silence is an Arena style map, partially inspired by a section of The Silent Cartographer from Halo: CE. 4v4 Team Throwdown settings recommended. Map download: http://www.halowaypoint.com/en-us/players/the%20grim%20dealer/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=14de5025-63ed-414b-91da-e7e9f98725aa Ordnance: Rocket Launcher, 150 sec. respawn. Sticky Det, 125 sec. respawn. Overshield, 80 sec. respawn. Weapons on map: 2x Carbine, 50 sec. respawn, 2 spare magazines. 2x DMR, 60 sec. respawn, 1 spare magazine. 4x BR, 30 sec. respawn, 2 spare magazines. 1x Scattershot, 90 sec. respawn, 1 spare magazine. 2x Pulse Grenade, 15 sec. respawn. 4x Plasma Grenade, 15 sec. respawn. 4x Frag Grenade, 15 sec. respawn. Supported Gametypes: Slayer and CTF Team Throwdown CTF download Team Throwdown Slayer download Screenshots: I want to make sure this map is as polished as possible, so please leave your feedback here, or send it to The Grim Dealer on XBL.
  22. GT/Creator: TheBloodbath22 Map Name: Crazy Taxi Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3a3f5e70-7bca-4038-99fe-7eb951cc0363 Supported Gametypes: Slayer, Flood, CTF Custom Gametype for Minigame: Crrraaaaaaaaaaaaaaaazy Taxi!!! Download Custom Gametype Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/a5362ae5-54fb-488f-8c52-0ad73ab252f9 Description: Sure, Crazy Taxi was released in that Dreamcast collection, but that was an awful release that stripped the game of its music. Who didn't want to crank up "All I Want" by the Offspring?? So I thought it'd be fun to recreate a West Coast area for us to drive around like a madman, delivering customers--very slow humans--to Invulnerable spots that'll protect 'em from the Flood. But I didn't stop there. I went ahead and made Slayer and Capture the Flag versions of the map too, because it just looks so nice, well, to me anyways. Those two modes will grant each team of 8 or less a Mongoose, a Warthog, and a Ghost each with a neutral Mantis. RULES: for Crrraaaaaaaaaaaaaaazy Taxi!!! The gametype is Flood. There are Trait Zones on this map that make Humans invulnerable, but Humans can only move at half speed. One human, who begins next to a warthog, picks up Humans and delivers them to the Trait Zones that make them invulnerable so they can survive the outbreak. These trait zones are only large enough for ONE Human each, so you must take customers to alternate Trait Zones. ### IMPORTANT NOTE: The invulnerable spots are marked by Grenade Ordnances ########## So: Goal of Humans: Survive. Goal of Cabbie: Deliver as many humans as possible to the Trait Zone spots (marked by Grenade Ordnances) that offer Invulnerability. Goal of Flood: Kill as many humans as possible before time runs out, as the Cabbie saves Humans. This took no shortage of creativity, so if any questions about the gameplay arise, please feel free to inquire and I will explain appropriately. Let's have a look already! Hey, Alfred Hitchcock fans--do you recognize this schoolhouse?
  23. CHaTEAU-FORT v2Original CTF map by Kurosaki Tensai This UNSC training grounds is a recreationg of classic wargames that were held on Harvest, at Corbulo Academy and even at CASTLE Base on planet Reach, where the first Spartan II's got their training. It's recreation on Requiem is meant to provide new Spartan IV recruits with the best possible training. It's name is french for Stronghold, a fitting name for this fortress above the ocean. Download link: http://www.halowaypo...19-f7eaf335c1fa LAYOUT This screenshot details the various weapons and vehicles that can be found on the map: Take note that on the end of each of purple and orange rocks, you can drop into a bush, which also features a shield that will take you back to top if you so wish. You only need to jump up. I figured this is helpful for flag runs and to limit abuse of this power position. MAP DESIGN This map started out twice as big, featuring man cannons and a neutral Wraith, but it didn't feel right, and it lacked cover. I quickly decided to make a second, smaller version focusing on infantry and power positions instead. My main goal while making this map was to imagine what a UNSC CTF training grounds would look like. So I came up with a mix of buildings and natural terrain that would feature short and long sight lines, ramps, jumps and vehicles. My main concern was to provide easy access to all areas either with jumps or ramps, thus improving the flow and allowing for enjoyable flag runs and flag defense. GAMEPLAY (CTF) The teams start on opposing sides, and usually try to rush the neutral rockets top mid. The early stages of each match are centered around gaining control of the top level of the map, then it transitions into vehicle control of the mid, yellow and green routes, thus chanllenging players to be smart about the route they choose to use to get to the opposing team's flag base. I made two custom gametypes for this map, both featuring three classes that most players like to use: DMR/Mag, AR/ Mag and BR/Mag. All three use Resupply, Dexterity, frag grenades and no armor ability. The gametypes I made for this map can be found here on my fileshare: CTF CSTM http://www.halowaypo...67-d594cdb18b22 SLAYER CSTM http://www.halowaypo...0a-9360f7f23fe2 I tested the map with various MLG gametypes but they were too limiting, so I figured I'd make my own small changes. These are meant to provide player favorites and insuring skill is rewarded more than luck: No POD, friendly fire ON. Vehicles are allowed . Initial weapons drop: Sniper rifle: 2X (120s) Rockets: 2X (150s) Plasma pistol: 2X (20s) SAW: 2X (150s i believe) Boltshots: 2X (120s) Battle Rifles: 2X on each base. (30s) Frag 'nades: 2X at yellow, green window. (Not seen on these older screenshots). (30s) Initial vehicles: Mongoose: 4X (30s) Warthog: 2X (120s) Ghost: 2X (150s) SCREENSHOTS Detailed views of the Red side of the map (Anti symetrical with the blue side): The Sniper alley is large enough for vehicles to drive through (Although it is hella risky). Sniper alley to red base. (Added ramp to the right of the jump up to red base 2. See changelog below). Jump-up to top mid form red bunker. Top mid and red bunker. For more screenshots: http://www.halowaypo...alo4/fileshare# Changelog: -After a couple games with larger lobbies, I found that the map is better suited to 6v6. It still supports 16 players for BTB Slayer, but I recommand not going over 12 fot CTF. -Changed jump-ups to ramp in each of the team's base to allow easier navigation. Players responded positively -Increased the respawn timer of Warthog and Ghost. There were too much vehicles present at one time, I hope 2 minutes will help. Will need more feedback to finetune. -Made the middle part of the map even. It was not centered, thus leaving blue team more exposed than red team. Simple fix. In the same idea of evening thigs out, I made the yellow and green flat rocks smoother for the ghost and wharthog. They used to feature a ramp-like jump. Now smoother. -Added Weak kill zones on all 4 walls to prevent abuse. -Added 2 BRs in each base so players don't run out of ammo. -Changed Green and Yellow ledge layouts, added windows on ground level, added frags in this area. -Will add bushes in front of red and blue bases for aesthetics and gameplay improvements. -Have to watch budget, it's pretty tight. (Still, no framerate issues at all, even in big parties).
  24. 1. Gamer Tag: CrimsonVolver 2. Map name: Sanctorium 3. No special gametypes. I tried to make Griffball work like Assault, but it's fixed to only Griffball settings (see my sad face?) Map supports all gametypes but Dominion and Griffball 4. This map is good for 2v2, 3v3, or 2v2v2 multiteam (Red, Blue, Green), FFA and Fiesta. You could try flood or 4v4 on it, but I am not sure how that would go as it is a relatively small map. The map is a spiraling cave built inside the belly of the small island on Forge Island. There are three rooms, (Blue, Green, Red) with Green at the center/mid location; Blue/Red each have two ways to get in/out, and Green room has two main ways in/out, as well as two other means to get in or out. Because of the small size I was able to do some fun and interesting aesthetics to compliment the overall theme. I am providing 5 screenshots, and when my friend Liamevanspro gets the opportunity to make a video or either gameplay or a fly through I will post that to the thread, as well as screenshots from future gamplay.
  25. Gamertag Maestro9318 Map Tesselatorium Gametype Tesselatorium Description I put this one together in an hour or two. It's called Tesselatorium, where the main battlefield is a 10x10 grid of 1x1 blocks, each at varying heights. No two neighbouring blocks are at the same height, but those diagonal to each other are. The gametype is a King of the Hill variant, and is your basic last-one-standing game; be the last one alive in the hill to win. Those who die respawn in the open silos orbiting the battlefield, and can wreak havoc on those inside. The silos are elevated, but instant kill barriers prevent players in the silos from jumping back into the battlefield. I'd recommend a minimum of six players, as anything less than that will make the round end too quickly. The blocks create a pyramid-like structure, with holes to hide in and a vantage point at the top. These files have been deleted from my file share. This topic can be deleted at a moderator's discretion.
×
×
  • Create New...