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  1. "Winning the fight won't save you from the storm." Map: Paradise Party size: 1v1 (3 FFA only for fun) GT: Desson1A Weapons: 1 stormrifle- 120 sec Download links MAP:http://www.halowaypoint.com/de-de/players/desson1a/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=a1650909-389a-43b7-8559-7a14fdef59b0 GAMETYPE (optional): http://www.halowaypoint.com/de-de/players/desson1a/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=2950bf5a-f34b-45bb-9742-54c8d7400248 Map info: This is a map that iv'e been working on for a while now. The map is called 1v1 Paradise and is forged on Vertigo. I wanted to make something special, so i came up with a good looking map on a non-forge map. It looks pretty small, and it is, but it plays extremely well, and I'm not just saying that. I have playtestet a lot, both 1v1's and 3 players FFA. The map plays best on 1v1. You can play 3FFA, but it is recommended to play for fun only since it is a pure mess! You can try to play with more players, but I can imagine that it wont play well. Map game experience: The map plays well for beeing so small. It has a lot of verticality, jumps, and power positions. Every two minutes a Storm Rifle spawns, which is effective in close combats. There are many encounters, so you do fight a lot. That beeing said map movement and map knowlegde is still important. I do recommend to play 1v1 br's so that the storm rifle becomes more important. In case you dont have that gametype you can download it above. If you want you can still play with own loadouts/ gametypes, but it doesnt get that competitive. I hope you download and enjoy the map ^^
  2. ARTIFACT Created by Maximus IL Map Description Layout: Outdoor / indoor map with an asymmetric outer perimeter and symmetric building interior. Game Types: 6 - 10-person FFA, infantry-style BTB, CTF, multi-team slayer, SWAT and 4v4 Slayer games. Ordnance / Weapons: (Note: All ordnance / weapon spawns are static.) Ordnance: 1 Sniper, 1 Railgun, 1 Sword, 1 Speed Boost, 1 Overshield. Weapons: 2 BR, 2 DMR, 2 Carbine, 2 LR, various grenades (8 frag, 4 pulse, 4 sticky). Vehicles: None. Comments: The map is larger than most of the 4v4 maps (Complex excluded), but less segmented due to the building having 8 entrances. It will play larger than most 4v4 maps, but not as large as Complex. It is probably best suited for an 8-player FFA, which is cramped on many of the 4v4 maps, and will have fewer spawning-in-harm's-way issues for FFAs. BTB should also be well-supported by the map size without the open-spawning issues on Complex and lack of multiple viable power positions on Settler. SWAT on this map plays similarly to Complex SWAT, but unlike Complex, there are fewer cross-map opportunities and the BR is a viable loadout choice. Map was updated on 16 Aug. Map Link ARTIFACT SCREENSHOTS: Overhead - Red Base at 12 O'Clock (top) and Blue Base at 6 O'Clock (bottom) Perimeter - Atop Red Base, looking clockwise toward Blue Base Perimeter - Approximately the 3 O'Clock position looking clockwise Perimeter - Outside of Blue Base looking clockwise Perimeter - Above Yellow Bridge at the 9 O'Clock position looking clockwise Building - Top mid Building - First floor Additional Player-View Screenshots: ARTIFACT
  3. Lunacy Gamertag:Chronmeister Optimal Player Count: 8-12 Supported Gametypes: Slayer, CTF, KOTH, Extraction Ordnance: Overshield, Rocket Launcher, Sniper Rifle, Shotgun, Sticky Detonator, Needler x2 Vehicles: 1 Ghost and 2 Mongoose per team Lunacy is a medium/large map on Impact. It plays good with 8 but great with 10-12. I tried to make good use of the existing terrain and extreme height variation that this area offers. Yellow base gives players a great power position to battle over with its shooting gallery views of the entire map. This area is furthest from the sniper rifle however and has multiple entrances along with a man cannon and telporter leading to different areas, so holding it is a challenge. The rest of the map lies on the slope of the asteroid with ordnance evenly spread to all the areas, vehicles at red and blue, and placed long range rifles in the bases. I think the map will actually support the largest lobbies of up to 16 and should be considered a BTB map that can play a 4v4 rather well. I am pretty proud of this one. I hope you get a chance to download it and let me know what you think. Feedback is greatly appreciated. Download Here<<<<<<<<<<<<<<<
  4. Download Link ter.mi.nal ve.loc.i.ty nounPhysics noun: terminal velocity; plural noun: terminal velocities 1. the constant speed that a freely falling object eventually reaches when the resistance of the medium through which it is falling prevents further acceleration. Terminal Velocity is my first "real" Halo 4 Forge map. Up to this point, I had only gone into Forge to create "Oldschool" maps, by placing weapons similar to Halo 3 for appropriate gametypes, and setting up a type of Neutral Bomb before the mods started coming out. I have been hosting custom lobbies for Forgers for some time, and finally decided to design my own creation. Squad Battle in Halo 3 was my all-time favorite playlist, and the inspiration for the size of my map. My lobbies, most recently carrying the title "Spartans' Playground", reflect the type of maps I personally enjoy experiencing: those maps that transport you to another world, a unique experience, whether it is visually or it surprises you with an unexpected element. I especially enjoy maps that allow free exploration and limited boundaries. I tried to encompass these qualities in Terminal Velocity, which has minimal kill zones (Think, the sand dunes on SandTrap...), and a unique spawn system. Spartans were made for this... Terminal Velocity is set up for competitive 6v6: Slayer, Dominion (not tested yet), CTF, Ricochet (not tested yet). At this time there are no weapons spawns, as I am still studying map balance, which so far is unexpectedly fairly sound using default War Games Infinity. Birds Eye View Red Base Blue Base Blue Base Route to Man-Cannon Blue Man-Cannon to Top Mid Top Mid Route to Red Download Link
  5. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  6. Map Name: PRESSURIZED by MiCkEy O rOuRkE Game-types supported : FFA slayer, oddball, 4 team ctf + koth + slayer Amount of players : 6-8 players [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedintro_zps61eae8e7.jpg.html][/url] http://www.youtube.com/watch?v=dVK70c9yRcg DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/a88d0405-cd67-475d-ae7c-ef5f2c8c9f23 Description: This is a medium sized map which works well for capture the flag and slayer, but also other game-types. Rapid close quarters combat with some great lines of fire from the high platforms, has great little jump spots to surprise foes and get to objectives. Its a symmetrical map like a reflection. My map got reviewed by a machinima affiliate GAME OVER STUDIOS back in November, I had 650 DOWNLOADS on my original file on my file-share when the episode was aired but I tweaked the spawn points and power weapons to make it flow better for competitive play so its been reset to zero. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedredbase_zpsc519ea2c.png.html][/url] The red base and blue base are mirrored images of each other. The quickest way to move between each base is through the middle walkway. The red and blue team spawns are under the pipes where the light is. There is also a man cannon on top of red and blue base which throws the player on top of the green base. The blue and red flags are located above the spawn which can be accessed fro the ramp at the back of the base or by using the jumpspot from the top of the 1x1 block. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgreenbase_zps8dfb5d3d.png.html][/url] The green spawn points are on top of the green base and the green flag is located on the ground floor in front of the base. There is lots of cover on top of the base if the red or blue team want to use the man cannon and then move through cover around this side of the map. Through the shield door is a teleporter which connects to the teleporter above the gold base. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgoldbase_zps1dcbc276.png.html][/url] In the gold base the spawns are against the wall behind the pipe which leads up to the gold teleporter. The gold flag is located behind the pipe which slopes down then up again which players can use to run up to the upper middle section of the map. There are also gravity lifts at the corners where the blue base meets the gold base and the red base meets the gold base which leads up to the sniper rifle spawns. I have timed how long each spawn takes to get to these. The green team can use the teleporter to rush the sniper spawn as well. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedbluesniper_zpsaafd1fa0.png.html][/url] There is a scattershot located at the middle of the map which is equidistant from each spawn and on the opposite side of the middle area there is an oddball spawn. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedscatter_zps722273fb.png.html][/url] On the upper platform there is a random ordnance drop with power weapons in it and there is also a oddball spawn point. This area connects to all the bases with two walkways one to the red base and one to the blue base, but there is also a ramp on either side of the green base which can also be used to get up there. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedweaponspawns_zps5d6f2cb6.jpg.html][/url] I could not get a proper overview photo because the map was made inside the big room inside the erosion but here are the weapon spawn locations. They are equidistant from all spawn points. [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedbluespawn_zps4b7d8c44.png.html][/url] [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgoldteleport_zpsaf403e41.png.html][/url] [url=http://s6.photobucket.com/user/mickey300386/media/pressurizedgreenteleport_zpse18aed63.png.html][/url] A little video run through of the map If anyone would like to help play test my map send me a friend request or if you need help play testing your own map send me a friend request/ game invite.
  7. Sever Gamertag: Chronmeister Optimal Player Count: 8-12 Supported Gametypes: Slayer, CTF, KOTH, Extraction Ordnance: Rocket Launcher, Needler, Pulse Grenades x2 Download it HERE<<<<<<<<<<<<<<<< Let me know how you like the map. Any feedback would be greatly appreciated.
  8. Map Creator: LiquidLuigi Current Version: Atom v1.1 GameTypes Supported: Slayer, CTF, FFA, Oddball Player Count: 2-8 ---------- 1.1 UPDATE: -The suppressor, magnum, and plasma pistol have been taken out of the map. -There is a rock path that links both nedder spawns. -2 Frag Grenades have been added to the rock path. (45s) -There is now one plasma grenade at each base instead of two. -The initial spawn glitch has been fixed. ---------- Atom is a rare forerunner like structure found in a once unknown water territory. Investigators have gathered several types of forerunner technology. Although the middle of the map is the most vulnerable place to be, Holding this area will lead you to victory in slayer. Atom also has some similar qualities to a map called "Nexus" from halo reach, which have been changed to alter the gameplay. There are 2 main ways to get to the center of the map which is through the "Sniper Hall" and "Top Purple", however there are a multitude of tactical jumps that can be performed to get there as well such as jumping on the rock that's in the water or jumping on the large crate located next to the neddler spawn. Weapon Traits Ordnance Weapons: Sniper Rifle (180s) Non-Ordnance Weapons: DMR x2 (60s) Battle Rifle x2 (60s) Pulse Grenades x2 (45s) Suppressor x2 (45s) Magnum x2 (45s) Neddler x2 (60s) Light Rifle x2 (60s) Plasma Pistol (45s) Assault Rifle x2(60s) Plasma Grenades x4 (45s) As shown above there are three main ways to get to the base. Two on the side, one in the front. The other and faster way to get on the base is by jumping on the two struts located in front of the base. Map Overview I hope you enjoy the map. Remember, feedback helps.
  9. Corrosion is an asymmetric Dominion map on the erosion forge canvas. It is an abandoned pumping facility inspired by Longbow. The map also supports extraction, ctf, and slayer. Download Weapons: 3 objective drops per base uses the standard human drop set from matchmaking 2 initial saws 2 initial snipers Vehicles: 2 standard hogs 1 ghost pad 1 mantis pad 1 gauss pad 1 banshee pad Overview: Alpha: Bravo: Charlie: Thanks to everyone who helped test and provide feedback.
  10. Undergrowth An original map by Zombie Feed Download link Hello, it's me, Zombie Feed. Got another map here and unlike the previous Corrosion, this is entirely original. However it bears striking similarity to another map from another shooter (so close... ) Map Description: The trees were talking to me. I swear there is more to this place that meets the eye. 3-12 players (3-6 for FFA gametypes, 4-8 for RvB gametypes, and 6-12 for multi-team gametypes) This map is mainly a vertical map with a circular look, yet the oddest part is its symmetrical design and asymmetric spawns. Granted, spawns are more specified on CTF, yet all others are neutral. Anyways this vertical map has four levels. The bottom level consists of the near knee deep water that you can run through and the little gunning outcrop positions on the sides inside the rock walls. The second level includes the rocks that you can run around and the bridge that is the shortest route between the two sides. The third level is composed of the main building. Unlike other areas, this level is the only one that involves close to mid range battles with its interior setting. The fourth level is the sniping platform floating around the central structure of the map. This floor is deemed inacessable to humans in flood gametypes to prevent slowing down the action of games. The map proves its worth with its usefulness towards jetpack users. There are many shortcuts to be found that only jetpack users can use, so be creative with your routes. As for asthetics, all I can say (without blowing my own horn) is that it is pleasing to the eye and each of the levels has a different form of contrast to differentiate the four levels (Level 1=Blue, Level 2=Brown, Level 3 & 4=White). Backstory: 10 years after the events at Reach, a lone UNSC ship, forever known as the Endevor, wandered too close to Requium. The ship crash landed, and the survivors sent out scouts to find locations for shelter. The scouts came across a Forunner artifact made up of artificial structures held above the water by natural pieces. The survivors moved all salvagable materials and carved out defendable emplacements to defend themselves from the Forunner knights that constantly attacked them. Until the Infinity's events at Requium, the Forunner base went unnoticed by anyone, aside from the survivors themselves. Before the Infinity left Requium, scouts found the place, but there was no one on the grounds and notes were left stating how the survivors investigated deeper into the base only to find wierd goo that, upon contact, would slowly take over the host's body, driving them mad. Some say that they could hear the few trees calling out to them, before they went completly insane and lashed out at others. Some say that this was the birthplace of the Flood on Requium, considering their half plant-like structure. Others say that it was ment to keep out a more localized disease. But one thing is for certain, there is an undergrowth here, and the Forunners wanted to keep it secured. Compatible Gamemodes: Slayer (FFA / Team / Multi-team) King of the Hill (FFA / Team / Multi-team) Regicide (FFA / Team / Multi-team) Oddball (FFA / Team / Multi-team) Capture the Flag (FFA / Team) Flood Weapon Spawns: Light Rifle x1 (resupplies every 1:30) Rocket Launcher x1 (resupplies every 3:00) Speed Boost x1 (resupplies every 3:00) Random Ordinance x2 (DMR / Concussion Rifle / Shotgun / Overshield / Plasma Pistol / Magnum / Boltshot) The Rocket Launcher spawns at the bridge on the second level. Sadly people will have to risk going into an open location to grab a weapon of great power. The Light Rifle spawns inside the building on the third level, however it is not as useful being located in the close quarters environment. The final initial drop is a speed boost in the water on the first level. Considering the amount of time you will waste getting from level 1 to level 3, you may need the speed boost if you do not have a Jetpack. As for the campers in the stone bunkers on level 1, you will have to get out of there if you want to grab some good firepower as the speed boost will barely help you in your camping situation. The two random drops spawn inside the open crates on the second level. However some of the selection of weapons will not help you in the environment they spawn at. Balancing: Level 1: Only has speed boost and two rock emplacements for good cover, however the open area of the water and large area may leave you to rethink any close range ideas. You have three routes to the second level: two of these are average stairs while one is a ladder (grav lift) that sends you to the center of the circular route on the second level. You have okay sightlines to level 2 and bad sightlines to levels 3 & 4 Level 2: This level has a Rocket Launcher and two random ordinances. You risk getting attacked from almost all of the levels however if you're not careful. You have four routes to level 3: two are stairs and the other two are crates that you can jump on top of to get to level 3. You have good sightlines to level 1, okay sightlines to level 3 and bad sightlines to level 4. Level 3: Mainly consists of indoor areas and contains a Light Rifle among a group of baracades and crates. You get two grav lifts and a sloped platform to get to level 4. You have good sightlines to level 2, okay sightlines to level 4, and bad sightlines to level 1. Level 4: The floating circle of platforms at the top of the map. You get a great vantage point, but sacrifice any level specific ordinance, plus you may need to be careful should you fall down two or more levels. You have good sightlines to level 3, okay sightlines to level 2 in some areas, and bad sightlines to level 1. This map currently remains untested. Feel free to give it a download and test it on the gamemodes listed and provide feedback to help me improve any issues or glitches in the system. Other Pictures: Updates: 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update)
  11. Stronghold Forged by The Fated Fire Stronghold v2 [media=650x500] [/media] Gametypes: Team Slayer FFA 5 Site Single Plot Extraction 3 Flag Player Count: 8 (4 v 4) Weapon Set: Rockets (180s) 2x Sniper (120s) 2x Shotgun (90s) 2x Needler ( 60s) 2x BR, DMR, LR, Carbine (30s) 4x Frags, Plasmas, Pulse (30s) Stronghold is a rockets/dual snipers competitive map that draws inspiration from Sanctuary and Onslaught. Stronghold follows a two base - two tower - two hut design, with the huts providing an alternative power position to counter the towers, ring two, and the opposite hut. Stronghold hosts a diverse selection of sightlines, from curving lines of sight around the main structures to long, horizontal and diagonal sniper sightlines through the middle structure. Rockets drop bottom mid, Snipers drop in the trees to the right off spawn, and Shotguns are placed in the cave to the left off spawn. Each team has a base, hut, cave, and trees that they can call their own. Sniper and rocket control is key on Stronghold. Instead of putting snipers in the hut like Sanctuary did, I placed snipers in the trees/rocks. This sniper location is very vulnerable and contestable by the other team, and forces the sniper to work his way back into a power position instead of being handed one.
  12. 1. Post your Gamer Tag: AM3R1CAN MUSCLE 2. Name of your map and a link to it (from waypoint.com): MUSCLE'S PELICAN REVOLUTION!!! 3. Name of your gametype and a link to it (from waypoint.com): FREE ROAM FIGHT 4. Brief description and recommended player count: Epic modded free roam aerial battle with modified flying PELICANS!!! Supports up to 16 people (12 maximum recommended because of black screens issue on Halo 4, as well as lag because it's a modded map) Map Waypoint Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/3274b805-ea5b-4691-aafc-51fb8f368a2e Gametype Waypoint Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/85e5a259-e50e-487a-b5b5-80c8b0a67cfa
  13. 1. Post your Gamer Tag: AM3R1CAN MUSCLE 2. Name of your map and a link to it (from waypoint.com): MUSCLE'S PELICAN REVOLUTION!!! 3. Name of your gametype and a link to it (from waypoint.com): FREE ROAM FIGHT 4. Brief description and recommended player count: Epic modded free roam aerial battle with flying PELICANS!!! Supports up to 16 people (12 maximum recommended because of black screens issue on Halo 4, as well as lag because it's a modded map) Map Waypoint Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/3274b805-ea5b-4691-aafc-51fb8f368a2e Gametype Waypoint Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/85e5a259-e50e-487a-b5b5-80c8b0a67cfa
  14. Map Name: DECAYED* by MiCkEy O rOuRkE Game-types supported : FFA slayer, koth, oddball, and red vs blue vs green in slayer Amount of players : 6-8 players DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/9f8b53eb-bff6-40a2-900d-1d1cb032dfec Description: This is a medium sized map which works well for king of the hill and slayer, but also other game-types. It has a road around the outside of the map which teams can control using the warthog provided on the landing pad near the crane. The crane contains a sniper and a teleporter which is connected to the other side of the main central building. there is also a man cannon on top of the green over hanging bridge and a broken piece which can be crouch jumped to from the raised platform on the bridge for a silent approach. There is a raised platform at the end of the crane walkway to prevent campers from hogging the sniper. There is a concussion rifle spawn opposite the crane above the upper highway on the upper platform. This can be reached by traversing the the steps of the tower or by jumping into the man cannon at the centre of the map. At the top most part of the map there is a human mounted turret which can be used to combat the warthog as its racing around. This spot is open to fire from the concussion rifle position because they can use the pipes as cover. Behind the turret there is a walkway which goes around behind the building and leads to a little perch where a battle rifle can be found, and following the path round towards the blue spawn base there is a covered bunker placement where a random ordnance drop appears containing a shotgun/ scattershot/ sword/ hammer combo. There is also a few little jumps spots for parkour style players including the aerial which can be used to jump from the bunker straight to the teleporter in a few seconds. At the centre of the map there is a sticky det spawn and the warthog spawn. Players need to take care at the centre of the map because there are so many good firing positions to get ambushed by, the movement is very fluid in this area because the amount of jumpspots and ledges I have added. There are 3 different oddball respawn positions here as well as a couple of king of the hill locations. Through the shield door players can find a needler. The walkway from the centre leads between two silos and connects to the base below the crane through the passage with a shield door. Through the shield door at the centre of the map an alley with a ramp which connects to upper highway. There is a man cannon on the platform below the crane which throws the player on top of the green overhanging bridge and then players can jump in the secondary man cannon on up to the crane or use the crouch jump. Players can also get on top of the bridge by jump crouching from the highway barricade and through the cover crenelation. Here is the spawn, weapon, warthog, teleporter and ordnance locations on an overview of my map. I hope you have fun playing the map and I would like to thank ZANDRIL and MOOSE93 for giving me feedback and helping me improve my map. My gamertag is MiCkEy O rOuRkE, add me if you need help play testing a map or just to play with me. I also have other maps which i need help play testing and getting feedback for on my fileshare, hopefully i will get to do that in the near future.
  15. GT - SUPER MOOSE93 Map name - Plateau Download link - Here Plateau is a small 4v4 map, designed for slayer and objective gametypes. weapons -shotgun (bottom middle) -sniper riffle (base of each tower) -concussion riffle (end of each walkway) -needler (under base balcony) -DMR -BR -light riffle -frag grenade -pulse grenade -plasma grenade Gametypes -slayer -CTF -KOTH -oddball please check out the map. any feedback is appreciated
  16. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Check out the update here Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  17. GT - SUPER MOOSE93 Map Name - Metro Download link - Here Metro is a medium size, 5v5 map, designed for slayer and objective gametypes. the map is based on an abandoned Metro station. view of the map layout map proper weapons -shotgun -saw -carbine -BR -DMR -frag grenade -plasma grenade Gametypes -slayer -KOTH -oddball -CTF check out the map. any feedback is appreciated
  18. Gamertag: FaNeNL Map : Radix Canvas Map: Forge Island Supported Gametype: Slayer, KotH, Oddball, CTF. Best: Slayer, KotH Team Size: 4v4 Radix is a small arena styled map. The shape of the map is build in an octagon shape, so players can walk smoothly trough the entire map without being blocked. The map's got a good coverage and there are always ways to get out a bad situation. There are not real bases, but there are 3 main buildings where you walk the most: Red and Blue on the side and very close to each other, and you've got the big Yellow building on the other side. I hope you like the map as much as I do, and give me some good feedback or message me (FaNeNL) if you want to play it some time! The map can be found at my fileshare: https://www.halowaypoint.com/en-us/players/fanenl/halo4/fileshare Screenshots: *Updated the map: Middle without colour + aesthetic in the middle for more cover Minor changes for better map and smoother walking(weapons, no bumps etc.) *Take a look at my other map: Global V2: http://www.343industries.org/forum/topic/29346-global/ - Can also be found at forgehub and forgecafe
  19. This is a map based off of the Didact's Cryptum. There are forerunner structures with forerunner weapons. And the Cryptum is flyable. It is a medium to large sized map and up to 16 people can play at once. The game type was originally made by MATT but I changed the game type a bit and renamed it. I also made the map. The game type must be used in order for the Cryptum to be flyable. Gametype: The Didact's Cryptum Map name: The Didact's Cryptum There are in my fileshare. Gamertag: atxbrit
  20. GT - SUPER MOOSE93 Map name - Granite Download link - Here Granite is a small 2v2 slayer map (the spawns are set up for 4v4 max, but i wouldn't suggest it due to the size of the map). The gametypes available on Granite are Slayer, OddBall, and KOTH. Weapons -sniper riffle -shotgun -concussion riffle -needler -carbine -DMR -BR -light riffle -frag grenades -plasma grenade -pulse grenade Please check the map out. any feedback would be appreciated
  21. Limitless Made by: THE SLAMMERSS Limitless is a small 2v2 to 4v4 symmetrical CQC arena. Limitless was originally built on Impact but due to frame rate issue was rebuilt on forge island and fine tuned. Limitless was designed to feel like the player is on top of the world, which they basically are as the map was built near the top of forge island. Link to map: http://www.halowaypoint.com/en-us/players/the%20slammerss/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=87762c49-4f1c-498f-8df7-da6944078937 Images:
  22. http://www.halowaypoint.com/en-us/players/desson1a/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=592eca7b-841c-45cf-a0f8-e30a370b7fd7 Facts: Locked comes from the fact that the whole places takes place in the mountains, but inside a house. You always get the feeling that all ways out are "locked". The map itself is very high placed, where the lighting works better. Outside there are alot of mountains and trees which is a good aesthetic feature. The map itself is a remake of Chill out/ Cold Storage, but with some twists, which make for better gameplay and movement on the map. Weapons: Sniper at redbase (180sec) Shotgun at bluebase (180sec) Overshield in the middle of the map (random) 2 stormrifles 1 br 1 suppressor 2 puls grenades (The rocked launcher is removed, since it's overpowered) The gameplay does work as the classic map, but the movement is better, and the teleporters are removed since they were confusing. Actually, I have playtestet this alot and tried to make it as good as possible. Gametypes: Slayer CTF KotH Oddball FFA Regicide 2v2 1v1 This map works extremely well in FFA and Slayer variants (and Oddball) This map was forged by Desson1A (me) Feedback is always appreciated from anyone. The more opinions, the better, right? blue base shotgun in blue base lower hallway from blue to the main room upper hallway from blue base to the main room (cover added) red base sniper spawns in red base orange located below red base hallway which is below the red base and connects orange and the main room this is the main room with the brigde (the brigde is now bigger for better movement) the overshield spawns randomly to prevent it from beeing overpowered. It spawns on a platform which is new to this map this room connects orange and the blue base. The rocket launcher is replaced with a suppressor and 2 puls grenades. The two platforms where the rocket launcher used to spawn are connected and multiple ways up to it are now available. Also the movement between this room and the mainroom is now better. (excuse me for the bad english)
  23. http://www.youtube.com/watch?v=CW4e7uXKSMU I talk mainly about Binary Slayer a gametype in Team Action sack. Most people don't play action sack because they think its stupid or lame or not mlg enough for them. The reality to it is its a start as a fun playlist. They have some weird game types I never thought would be fun by just looking at the name. If you are looking new and different things to try out why not try action sack? I showd you guys Mini Slayer and now it's time for Binary Slayer even though it has been around for awhile, but they had some updates.
  24. 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!
  25. Gamertag: KarmaPolice07 Map: Reckoner Gametypes: Slayer up to 4v4, FFA up to 8, CTF, King of the Hill, Oddball Reckoner is an Impact map for 8 players with a focus on 4v4 Slayer and objective gametypes. The map is comprised of 5 color coded sections: Red and Blue bases at the ends, Green and Gold to either side, and the center which mostly uncolored but accented with Purple. There are multiple routes that can be taken to cross the map. The open center of the map allows for a quick but dangerous trek between the bases while the Green and Gold edges of the map are longer but more secure with several opportunities to alter one's approach. Floating in the center of the map is a small room only accessible by man cannons located in the Green and Gold sections, halfway between the bases. This map has been play tested; further testing may be required. Below is a brief history of the creation of this map. Read if you are interested, or skip it if you don't care. Creating this map was quite the journey! Inspired by the smaller maps of the Majestic Map Pack, I set out to create a small competitive map around early March. When I forge, I try to find locations and ways of forging that I feel others haven't considered. In this case, I decided to build my map as an extension of the roof of the built-in building on Impact. This was a challenge, as that building is actually rotated 11 degrees off the imaginary grid (the axes on which all forge pieces align). That means that every object I placed on this map is positioned relative to that twist (ex: pieces rotated 45 degrees are actually rotated 34 or 56 degrees). It made for a fun and challenging build! It went through several variations in size, but the Blue Team base was always there. I even lost the map once due to an odd glitch where it was somehow replaced by a duplicate of another map of mine that wasn't even on the same Forge canvas! Luckily, it was early enough into construction that I was able to recreate it and continue from there. I poured my blood, sweat, and tears into this map. It was a challenge and a great learning experience. It is the first map I've made in Halo 4 that I am truly proud of. Screenshots:
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