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Found 203 results

  1. Map name: Lockout Gamertag: YamaMX Gametypes: Slayer, AGL, CTF, Oddball, KOTH, Extraction File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/23f275a9-02d7-4f21-8763-02e475a15e07 Lockout is a 1:1 replica of the Halo 2 map co-forged by veteran forger Vincent Torre (MickRaider) and myself, YamaMX. Back in January I forged the map while using Halo 2 PC as a guide, block for block. Like many, I have a passion for this map as it housed many great competitive outings and memories. Having presented the original version, it received many positive reviews and a ton of useful feedback. This is where I met MickRaider, who could sense my passion for perfection and my willingness to listen, learn and execute. Together we bounced the map up and back, each of us taking care of large chunks at a time. By the end of it all, the map underwent ten major version increments before becoming final. The goal of this remake was to faithfully reproduce Lockout; line of sight for line of sight, trick jump for trick jump without sacrificing visual fidelity in any way. While some remakes tend to re-imagine the map in order for it to work with Halo 4 settings and bigger party sizes, we wanted a true 1:1 experience that both works well for Halo 4 and stays absolutely true to the original. While the trick jumps and such were made to work with Halo 4's engine seamlessly, no liberties were taken in regards to map size. Instead we measured for days on end to re-create the scale of the original, right down to the amount of seconds it takes to fall to your death. While I could write a change log, it would likely reach a character limit... thrice. I can honestly say the map was rebuilt from the ground up, everything has been amended or changed for the better in some way, shape or form. Just some small examples in comparison to the original would be the addition of the cave itself, missing entirely from the beta build. The entire height of the map has been adjusted. Bridges that most fail to realize have slight inclines have been inclined accordingly. Every Halo 2 spawn has been faithfully reproduced. Every room has been redone from the ground up, literally. Every trick jump is included and act nearly the same way they do in Halo 2. Barrel balance. Railings flipped. Tweaks to glass. Walls shortened or extended. Line of sights amended. The inclusion of CTF, Oddball and King of the Hill with the exact hill properties right down to length, width and height. The Halo 4 exclusive addition of Extraction. Optimization of the lighting budget. I could go on for hours, literally. It is an entirely new map in comparison to the original, shaped by over one hundred hours of work and countless play tests through out. The end result is Lockout, as you remember it. The map can be found in my file share or by following the provided link. Blockout, a version tweaked for Halo 4's Infinity Slayer with Ordnance Drops and such will be available shortly via MickRaider.
  2. Gamer Tag: l0 000 people (that’s a lower case L at the front) Map: Station 07 Optional map variants: Station 07 1v1, Station 07 FFA Game Types: Slayer, KOTH, Oddball Player count: 2-6 player This is a great 2v2 map Weapons on map: -Sticky Detonator -SAW -Energy Sword This is a small map, oriented around 2v2 and FFA slayer. I miss the epic CQB moments I used to have in Halo: Reach so I created a map with CQB in mind. !PLEASE NOTE! this map will have frame rate drop if you play it on split screen. I really wanted to make a role-play style map, so I really hope you enjoy this and here goes... The Lore: Station 07 is the 7th of 10 experimental Cruiser Class Anti-Air weapons stations deployed on Requiem. It consists of one massive thermo-nuclear pivotal gun battery, crewed by a team of five men. The ammunition is too unstable and volatile for conventional reloading systems; therefore an external, manually-operated system was designed for each station. Although there are 10 stations, Station 07 is the most famous due to its hazardous location and impressive kill count, currently boasting the destruction of 3 Cruiser class, and 8 Corvette class covenant ships. Fame however, comes at a price. With Station 07's casualty rate being the highest of all stations; averaging the loss of one crew member every 3 weeks.
  3. Gamertag: Auxi KIutch & Mankill258 Map: Induction Party Size: 1v1 2v2 Gametypes: Team Slayer, Free for All, Oddball, King of the Hill Description: Induction is a 1v1 2v2 map that is Set to a compound that is left forgotten. This map is asymetrical and the gameplay has verticality to it and as well as close quarters.
  4. Fileshare Holder: HeroAnarchy Map: Igneous Caldera Gametype: Oddball, King of the hill, Flood , Slayer The map is a multi-leveled, it has both gameplay appeal and aesthetic appeal. The map has three intial weapons : needler, railgun and sword The intial weapons spawn back after a majority of time (each with its own time limit) Random drops scatter through out the map Recommended player count : 4-6 players Link: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/11c9cb95-7ba7-494b-9109-acf4b789a185 For a more HD outlook on it watch the video below.
  5. I may be re-hashing what's already been said, but I would like to make a couple of problems that my fiancé, a couple of friends and I have with the Halo 4 (mainly Wargames) Halo Reborn HA!: • Jetpack: So we had this great feeling, very flyable Jetpack in Reach, and now, the jetpack burns for a much shorter duration, and you can barely travel ten feet straight up with it (10 feet is one story), and it's sloppy, sloppy, sloppy. • War Games Maps: They are all HUGE! Plus, it doesn't say on the screen the size party that each map is best for. There's no sense of geography either in most cases, like where in the heck am I? There are a couple of maps (I won't site names as I am not going to turn my console on just to site names— you know which ones I'm talking about) that feel like some eight-year-old built them because there are vehicles and weapons just strewn about everywhere. I have actually made very playable and fantastic maps for Reach that have been downloaded by people I have never met and we all play on them... why? Because they are PLAYABLE, creative, they work well, and they're original. I'm not rying to toot my own horn here, but fly me out to Seattle and I will show you what makes a great map and what makes a flop. I'm a graphic designer by trade with my BFA, and I made my maps just for my friends and me to play on here at home. But when total strangers are becoming my friends on LIVE and playing with me and my friends, that says something to me and gives me a sense of pride. These maps are not gimmicky or corny, they just work and they are fun. • Weapons Sounds: Some of the new audio recorded for the weapons is great, like the Covenant fuel rod gun's new sound is great. However, the rocket launcher... really? HELLO? Ever heard of the Doppler Effect? A rocket propelled projectile does not sound like the new sound recorded for the rocket launcher now. The needler sounds more like a 1960's chain gun now. WRONG. If it ain't broke, don't fix it right? • Weapons Choices: When we play games here at home with 4-8 people, we like to usually play Slayer or Crazy King (and Swat). When playing Slayer we'll set weapons to Primary Random & Secondary Shotgun. Our choice right? But the problem has ALWAYS been that we can't remove weapons from the playlist and whomever is the top scorer gets the big weapons in the random setting. How is that random? Sure, I get to run away with the game if I am scoring higher then, but it isn't fair that it's set up to favor the person already wining. The high scorer keeps coming up with rocket launchers and fuel rod guns. • Weapons Dual Wielding: I'm aware 343 isn't Bungie, but there are a lot of people working at 343 who were at Bungie for years making Halo. So, it's not a 100% brand new team. That being said, what the heck happened to dual wielding? I remember dual wielding Needlers? Don't give us something then take it away. 1) Make random actually RANDOM. (2) Why not make a checklist of weapons to include and omit in a custom randomizer? So, random weapons still come up, but only the weapons that are chosen from the list, that way we could omit rocket launchers if we want, or omit all of the pea shooters, or have ALL heavy weapons by the player's choice. • SCORING: Let me get one thing straight, HALO scoring is the way it is because it's HALO. Dear 343, if you want to design for Call of Duty, leave 343 and go design for the COD teams. You changed the scoring to a COD style. Game Informer said it, IGN said it, the forums are saying it, I'm saying it... so, why are you trying to turn HALO into COD? Try to deny it. • GIVING and TAKING AWAY aka "Improvements": In Halo and Halo 2 we could dual wield like weapons, Halo 3 it's gone. In Halo 3 we got Firefight, now it's gone. We had headhunter, now it's gone. In Reach, we got JETPAKS! You may as well say they are gone because it's no longer a jetpack as I mentioned above, it's a jump-pack only now. • Team Playing? Really?: So, you finally give us the ABILITY of CHOICE of which War Games game type we wish to play, and the only thing we have to vote on is which map to chose, COOL! WAIT... everything is TEAMS TEAMS TEAMS. Team King of the Hill— REALLY? What the heck is that? What if I don't want to play on a team? GONE! Now I have to play on a team, no choice otherwise. I could go on and on and on about weapons, and maps, and style. But why? There is a great article by The Atlantic as well, I may not agree with everything it says, but this guy hits a lot on the head. http://www.theatlant...g-wrong/265217/ Thanks, skodt666 Download my Reach maps and we will play! I practically have my own community now LOL! Peace!
  6. To put it simply, im looking for people who play custom games in h4, preferably flood. If you still play please please send me a message/friend request. My gamertag is Thirteen Sloths, il probably be changing it to something less *** soon but when I do il just post it. Also feel free to leave your gamertag if you do play.
  7. Map Name: Spartan Space Castles 4.0 File Share Gamertag: CROOKLYN05 Canvas Map: IMPACT Last Updated: 2/21/13 Tags: ctf, halo 4 Supported Game types: Slayer, KOTH, Dominion, Slayer, Flood, CTF Best Gametypes: Dominion, Slayer, KOTH, CTF, Dominion Intended Team Size(s): 8-16 player (Big Team Battle Best) Initial Ordnance:5 2- Jet Pack 1- Sniper 1- Railgun 1 - Auto Sentry Random Ordnance: Default Weapons on Map: None Armor Abilities/Powerups on map: Default Supported Vehicles: Mantis, Warthog, Banshee Budget: ####/10000 - 9900/10000 Screenshots: http://www.chamink.com/SSC-AD-Ver-2.jpg Video Flythrough/Overview Link: (This fly through is of 3.0 but both are alike) Map Description: Two Legendary Factions once Ruled here. Until one day, the Greed for Power and Control turned allies against each other. When the great war of the S.S.C's ended. All that remained were two abandoned behemoths that lay in ruin as the devastating reminder of what war can bring. Spartan Space Castles 4.0, is a map that utilizes the space provided on impact. I was always of fan of Halo 1's Blood Glutch. Just the size of that map was awesome. Countless hours playing Blood Gulch, CTF and just playing in the huge terrain that it provided. This map features two castle bases. Each is equipped with auto turrets and vehicles. All vehicles can travel where as possible. Even across the walkway. The walkway provides a means of getting across the span. There are two banshees at each base as well. There are plenty of ways in and out of the castles and around the map. It is really made for Big Team Battles, just based on the shear size of this map. Again I like maps that feel like campaign maps where you travel and cover vast areas of the board. There is a tunnel system in the back of Castle Beta to make for some fun close encounters. I also wanted to add some detailed pieces like the damaged doors and command centers to give it more of a campaign feel. Enjoy! Does this map use players trait zones? No If so, please provide the details for each trait zone: Additional Info (optional): Map is still being adjusted tested and updated. Thanks for checking it out. www.chaminkproductions.com
  8. So Team Throwdown was recently released and it definitely plans on staying. That game is competitive - I love it! You don't spawn with an AA; it's an Ordnance drop. There are preset power weapon spawns on the map, so its all about timing and getting to the weapons again. Also, the gametypes feature pre-set loadouts; no more custom loadouts. I'm pretty sure you get a BR, and Resupply and the thing which makes grenades do less damage with more range. There's a mix of Objective and slayer. I'm telling you, it's pretty....-ok- competitive. Probably 70% of the players are actually trying to win, 30% of those 70% have the skill to carry their team, and the remaining 30% are randoms trying out the gametype. I mean, when I get into a game, I rarely expect teammates to go negative unless the enemy is truly great during the game. First game: 49-49, I got the game winning kill just half a second before the enemy killed my teammate. Its great. If you have a team with Mics, even better. Sad that I don't. What're your opinions?
  9. HALO 4 SUNDAY CUSTOM MAPS GAME NIGHT 8pm PST / 11pm EST "FFA SLAYER ONLY" 16 PPL ADD GT: PURIENCE HALO 4 SUNDAY CUSTOM MAPS GAME NIGHT 8PM PST / 11PM EST "Only FFA SLAYER" 16 Players "Come early to get in" Add GT: Purience "Will Send a reminder message on XBOX LIVE a few hours before gametime "Online Matchmaking is terrible" "Now this is a playlist" SMALL PLAYER MAPS Breach Lagoon King's Throne Talisman Skyward Crucifix Cavern Puncture Static Electrify Shadow Propulsion Beaver Creek "Halo Remake" MEDIUM PLAYER MAPS Hangtime Guardian (Erosion) Guardian (Impact) Blitzkrieg Flying Waterworld Deathmatch Battle Arena Symmetria ALG Epitaph Cloudhall Buckle Odyssee Select LARGE PLAYER MAPS Warlock Space Rock Deathmatch Channel Sputnik Office Transverse G.I. Joe Deathmatch BumperCars Artisan Dr Doom Deathmatch Behemoth Assassination "Only" 0 Gravity Arena Duck Hunt Cobra Deathmatch Burlap Crystalise Hollow Wood Contingency Haunted Mansion Basketball Castle Wars Underground Cave Deathmatch Tunnels Crash-Up Derby Graveyard Deathmatch Hulk Lockout (Impact) Lockout (Erosion) Griffbowl The Prison "Halo Remake" Dicium Nether Den Sinister Deathmatch Leviathon Ascension Downlo Hang Em High (Erosion) Agoraphobia The Pit "Halo Remake" Eviction Train Station Burghal Turf "Halo Remake" Goldfinger Deathmatch Sub-station
  10. Hi Guys GT: A R C A S I U S Map Title: Contingency Recommended Party size: 4 - 10 This is a remake of Halo Reach's Countdown and there are two variants. The first variant is "Contingency" which has been modified to adhere to the halo 4 style of play. A few changes were made however, instead of the shotgun, a scattershot was put in place as it is not as powerful as the shotgun so power weapons are evened out. grenades also spawn in a lot less frequently as your loadouts will suffice. The second is entitled "Contingency (Reach)" and has everything that the original countdown had as far as spawns and weapons and overall game play as it goes with the gametype "Reach Team Slayer" also on my fileshare. This gametype does not have instant respawn, each kill is 1 point and a total of 50 points must be achieved in order to win, as per the original. Creation: Basically I started out on halo reach, measuring every single doorway, corridor, open space, floor, the height of the roofs etc with the wooden pallet large. I did this because the pallet was the only piece that was the same size in halo reach as it was in halo 4 forge. I then hand drew up a diagram of the entire map and wrote down the measurements. then I constructed a basic outline of the map using the building blocks and from there the map started to take shape. overall it took me about 3 or 4 weeks to complete because I tried to make it ravine first, then ran into serious dynamic lighting problems, so i recreated it on impact, but then had extreme screen lag problems. so after finding info about how to avoid dynamic lighting, i created it all over again on ravine and now its perfect. lighting works great and no framerate issues. the biggest problem was budget at the end where I had to start substituting expensive pieces for cheaper ones however it actually turned out looking better. Contingency has slightly more aesthetic detail than Contingency (Reach) as ordnance drops are free thus more budget was left over in order to add in a few more details. Both maps are polished smoothly however. About the map: Contingency Supports CTF, Infinity Slayer, Regicide, Team doubles, oddball, king of the hill, flood, basically everything besides extraction, dominion and obviously griffball. Contingency (Reach) Supports CTF, Reach Team Slayer, Regicide, Team doubles, oddball, king of the hill, flood. Like the original countdown, the map supports 2 - 16 players however id recommend about 8 players, 2 teams of 4, Both play great on koth, oddball, ctf, flood and their respective slayer gametypes. Close to completion of the map I had a very big decision which was looming over me constantly, and that is wether I should make the map exactly like it was in reach, with no ordnance drops and the weapons spawning periodically, or should I make the map more modern and halo 4 style with ordnance drops. I decided to create two different maps, one with an infinity style with ordnance drops and one with the standard weapons like the original. so that's basically it, sorry about the essay guys but it was such a popular map and i'm sure some of you are interested in how it was created. Thanks! and I hope you enjoy the map and get back some of that good old Halo Reach nostalgia Note: I am the map creator. I created this acc after I was halfway through the creation of the map on my other acc Q U A R l S M A, hence why the map creator comes up as Q U A R l S M A and not A R C A S I U S however it is on the fileshare of A R C A S I U S. As proof of this go to the profile of Q U A R l S M A and you will see my tag. A R C A S I U S
  11. HALO 4 FRIDAY CUSTOM MAPS GAME NIGHT 5PM EST "Only FFA SLAYER" 16 Players "Come early to get in" Add GT: Purience "Will Send a reminder message on XBOX LIVE a few hours before gametime "Online Matchmaking is terrible" "Now this is a playlist" SMALL PLAYER MAPS Breach Lagoon King's Throne Talisman Skyward Crucifix Cavern Puncture Static Electrify Shadow Propulsion Beaver Creek "Halo Remake" MEDIUM PLAYER MAPS Hangtime Guardian (Erosion) Guardian (Impact) Blitzkrieg Flying Waterworld Deathmatch Battle Arena Symmetria ALG Epitaph Cloudhall Buckle Odyssee Select LARGE PLAYER MAPS Warlock Space Rock Deathmatch Channel Sputnik Office Transverse G.I. Joe Deathmatch BumperCars Artisan Dr Doom Deathmatch Behemoth Assassination "Only" 0 Gravity Arena Duck Hunt Cobra Deathmatch Burlap Crystalise Hollow Wood Contingency Haunted Mansion Basketball Castle Wars Underground Cave Deathmatch Tunnels Crash-Up Derby Graveyard Deathmatch Hulk Lockout (Impact) Lockout (Erosion) Griffbowl The Prison "Halo Remake" Dicium Nether Den Sinister Deathmatch Leviathon Ascension Downlo Hang Em High (Erosion) Agoraphobia The Pit "Halo Remake" Eviction Train Station Burghal Turf "Halo Remake" (Usually Following Game Day) Hosted by Purience & Monkiman300 Breaking News / Live Interviews / Forge Discussion / and more Listen @ http://www.blogtalkr...halo-happy-hour HALO 4 FRIDAY CUSTOM MAPS GAME NIGHT 5PM EST "FFA SLAYER ONLY" 16 PPL ADD GT: PURIENCE
  12. 1. Gamertag: NukedlceCream ("l" is lowercase "L" 2. Map Name: Uncaged 3. Gametypes: Slayer, CTF, Oddball, KOTH (best with slayer) 4. Description: A remake of the Halo:Reach map "Uncaged". Includes all original weapons and objective locations. The only modifications to the original are 2 weapon changed; needle rifles to carbines, and grenade launcher to sticky detonator. It is compatable with Slayer(4v4), CTF(4v4), KotH(4v4), and Oddball(4v4). However, the best gametype would be 4v4 team slayer. Remember to use a gametype that makes weapons of map show up because there is no ordinance drops.
  13. Sword Base is one of those maps that people seem to either love, or hate with a fiery passion. I would put myself in the former category. I personally have very fond memories of Swat (and even Infection) on Sword Base. Did the combat seem to centralize in one corner of the map? Yes. But just because everybody else is there doesn't mean you can't pull a roundabout tactic to catch them off guard! You could call a typical match on Sword Base one of "Occupy and Defend", which for some like myself can be quite a lot of fun! A word of advice: If you know their in the "lift room", for heaven's sake, don't go up the lift. Gamertag: KarmaPolice07 Map Name: Claymore Gametypes: Currenly only Team Slayer/Swat (up to 5v5) and FFA (Also: Fruity & Frosted) Description: Version 1.5 "After proving its resilience on Reach, this design has been used for several ONI bases across the known galaxy." Claymore is a painstakingly orchestrated re-creation of Halo: Reach Sword Base. On November 8th, 2012 I started this project by taking a few specific measurements in the original Sword Base using Hill Markers. I chose Hill Markers because they have invisible boundaries that can be manipulated in the same measurement scale and degrees as all forgable objects. With this data I began construction in Halo 4 and chose to make estimations and extrapolations to finish construction. Over the past few months I have made tweeks and adjustments to this map for the sake of accuracy and efficient use of Forge budget. I even broke the lighting engine at one point! I was able to resolve the issue and lighting now works properly. In this process I have continued to examine the original map to ensure the closest possible accuracy in recreation. I have now reached a point where I am prepared to display Claymore for public access and feedback. This is Version 1.5 - What I consider to be the beta. The map is complete in its basic form. All structure pieces are in place as well as all requirements for Slayer gametypes. However, there are areas that are still not up to par in terms of closest accuracy. These are listed below, under the heading "Known Issues & Future Updates". Weapons: At the time of this writing, weapons and their placement on the map are identical to Reach with the appropriate substitutions (Needle Rifle is now Carbine, Plasma Repeater is now Storm Rifle, Grenade Launcher now Sticky Detonator). However, because of the differences in the way some weapons perform (*cough*NEEDLER) I will be reorganizing the weapon placements and possibly the selection of weapons in a future version. Gametype details: -10 player maximum -Red and Blue team Spawns for up to 5v5 -FFA spawns throughout the map Known Issues & Future Updates: -Most notably, the glass floor in the top "red" room is now opaque. All glass options I've attempted so far have a negative effect player mobility. -The room with the Sword is a little out of scale -Lower right side room (the one on the same level as the bottom of the yellow lift, where there's a "briefing" area) is in need of reconstruction and is currently the least accurate room in the building. -Gametypes I plan to add in the future are: KotH, Oddball, & Flood Because of real life I am only able to work on improving this map about once a week. My top priority in this project is accuracy in construction. I welcome and greatly appreciate any and all feedback you can offer! See you on Infinity!
  14. Hey guys my name is jCoze, and that is also my xbox live gamertag. I was doing some reading up on Game Theory, and I ran into Zero-Sum Theorum. I won't get into it here, but basically that is what real competative gaming should be like. I have created an easy-to-make gametype called Zero-Sum Slayer. Getting kills gives your team points and getting killed loses your team points. First team to 5 points to win, best of 3 rounds.I'm sure this gametype has been tried, but i personally haven't seen anybody playing it. I takes more teamwork and cooperation than most matchmaking playlists, which i love slash miss. If you are not into teamwork and winning then this gametype is not for you. Most likely you wouldn't even like it anyways. Message me on XBL or just don't talk to me at all, download it off my fileshare and play it with your buddies.
  15. Hi Guys, I am aware this may not be one of the best places to do it but I just want some feedback on my map Omission. This is the first truly quality map that I have made on Halo 4, I spent hours on it. Made a few on Reach but none of my friends are really Forgers so they were somewhat undermined. I have some friends that really love it, it is designed for Halo 4 matchmaking and I can honestly say you will not be disappointed if you decide to take a look. I'm really looking for feedback and ideas to make the map better, so even if a few could download it it would really be appreciated. Name: Omission Game-types: Slayer, SWAT, CTF and KOTH Best with: As many players possible. Description: Symmetrical map set on a UNSC research base/laboratory that studies planetary rocks. Has some very cool aesthetics and play aspects to it, plenty of cover and a huge tactical element to it. Gamertag: xTheGreyWolfx Hope you guys enjoy
  16. Gamertag: SunnyD In A Jug Map Name/Type: Impulse, arena slayer pro style map Player suggested capacity: 6-12 Description: Impulse is a ravine forged map. It is purposed to be a 4v4 team slayer pro or 4v4 capture the flag map. it can hold up to 6v6 amounts on the teams. Spawn points are spread out evenly throughout the map including a team respawn zone that way spawns arent random. Impulse is a completely symmetrical map. it consists of 2 snipers rifles every 120 secs, 1 rocket launcher every 180 secs, a railgun and sticky det every 90 secs. This map is awesome!! Please review and check it out and let me know on xbl or here how you like it! thanks for your time! I apologize for not posting a picture, the map is in my file share and i believe that you will not be disappointed. If you enjoy a good competitive 4v4-6v6 based map including ctf, this is for YOU!!
  17. HALO 4 SUNDAY CUSTOM MAPS GAME-DAY NOON PST / 3PM EST "FFA SLAYER ONLY" 16 PPL ADD GT: PURIENCE HALO 4 CUSTOM GAME-DAY SUNDAY NOON PST / 3PM EST "Only FFA SLAYER" 16 Players "Come early to get in" Add GT: Purience "Will Send a reminder message on XBOX LIVE a few hours before gametime "Online Matchmaking is terrible" "Now this is a playlist" 3x3 and 4x4 MAPS Breach (FFA) Lagoon (FFA) King's Throne (BTB) Talisman (BTB) Skyward (BTB) Crucifix (FFA) Cavern (KING) Puncture (BTB) Static (MLG) Electrify (FFA) Shadow (BTB) Propulsion (BTB) 5x5 and 6x6 MAPS Hangtime (BTB) Guardian (CTF) Blitzkrieg (FFA) Flying Waterworld Deathmatch (FFA) Battle Arena (BTB) Symmetria (FFA) ALG Epitaph (BTB) 7x7 and 8x8 MAPS Space Rock Deathmatch (FFA) Channel (CTF) Office (Flood) Transverse (BTB) G.I. Joe Deathmatch (BTB) BumperCars (FFA) Artisan (BTB) Dr Doom Deathmatch (FFA) Behemoth (CTF) Assassination "Only" 0 Gravity Arena (FFA) Duck Hunt (Flood) Cobra Deathmatch (BTB) Haunted Mansion(Flood) Basketball (Oddball) Castle Wars (CTF) Underground Cave Deathmatch (FFA) Tunnels (Flood) Crash-Up Derby (FFA) Graveyard Deathmatch (FFA) Hulk (Flood) Lockout (FFA) Lockout (FFA) "Fists" Griffbowl (Griff) The Prison (FFA) Nether Den (Flood) Sinister Deathmatch (FFA) Presented by HALOHAPPYHOUR.COM (Usually Following Game Day) Hosted by Purience & Monkiman300 Breaking News / Live Interviews / Forge Discussion / and more Listen @ http://www.blogtalkr...halo-happy-hour
  18. SINISTER DEATHMATCH GT: PURIENCE Map Name: SINISTER DEATHMATCH Gametype: SLAYER (16 Player Free For All) Map: RAVINE Equipment: Any Description: Blanketing the calm blue sea, a menacing giant "foam-green" colored Sinister greets all who dare dwell atop of his "madness inspired", slanted & downward built, straight into the HALO's oceanic Abyss, palace of chaos. Twisted Mongoose tunnels & cracks to adventure into, four distant teleporters relocating when needed, balanced with torque-infused gravity lifts, sometimes leading to death..if not directed in-flight correctly. The castle wall standing hundreds of feet tall is draped in violet with silver glistening walls douced in glory and an "open invitation" effect (juicy), to explore. Spiraling staircases lead to powerful weapons within the great tower wall, and a "camouflage-zone" hides all who enter if stood still and watchful...black widow creating her web of entanglement indeed. SINISTER "Tis ever-mindful of monstrous events...gathered together by ominous tones." "Thanks to Jaybu,TheCentaur,Vendusa, and the other testers in these screenshots"
  19. HALO 4 CUSTOM GAME-DAY SATURDAY NOON PST / 3PM EST "Only FFA SLAYER" 16 Players "Come early to get in" Add GT: Purience "Will Send a reminder message on XBOX LIVE a few hours before gametime "Online Matchmaking is terrible" "Now this is a playlist" 3x3 and 4x4 MAPS Breach (FFA) Lagoon (FFA) King's Throne (BTB) Talisman (BTB) Skyward (BTB) Crucifix (FFA) Cavern (KING) Static (MLG) Electrify (FFA) 5x5 and 6x6 MAPS Hangtime (BTB) Guardian (CTF) Blitzkrieg (FFA) Flying Waterworld Deathmatch (FFA) Battle Arena (BTB) Symmetria (FFA) 7x7 and 8x8 MAPS Space Rock Deathmatch (FFA) Channel (CTF) Office (Flood) Transverse (BTB) G.I. Joe Deathmatch (BTB) BumperCars (FFA) Artisan (BTB) Dr Doom Deathmatch (FFA) Behemoth (CTF) Assassination "Only" 0 Gravity Arena (FFA) Duck Hunt (Flood) Cobra Deathmatch (BTB) Haunted Mansion(Flood) Basketball (Oddball) Castle Wars (CTF) Underground Cave Deathmatch (FFA) Tunnels (Flood) Crash-Up Derby (FFA) Graveyard Deathmatch (FFA) Hulk (Flood) Sinister Deathmatch (FFA) and much much more... (Immediately Following Game Day) Hosted by Purience & Monkiman300 Breaking News / Live Interviews / Forge Discussion / and more Listen @ http://www.blogtalkradio.com/halohappyhour/2013/01/31/halo-happy-hour
  20. Gamertag: CpButchFlowers Map Name: Canyon (CpButchFlowers file share) Gametype: Slayer Description: Small competitive 2v2 or 4v4 slayer map suspended in a canyon. Semi-symmetrical, with main bases on both sides. Snipers available near each base. Rockets and Overshied Drop in middle of map. Balanced, but would like feedback on how map plays. Also a soft kill sniper nest in a grav lift that becomes playable if player is exposed. Screenshot: See attached files
  21. Map: Renury Gamertag: XreignZ Map Description Played as 4v4 or 5v5 (or 2v2 I guess), this symmetrical map works with Team Slayer, Extraction, CTF, Oddball, and if people want it for some reason I will add KOTH. It is designed to be an arena style map similar to what you would see in competitive gaming tournaments such as MLG or AGL, which is why some weapon spawns aren't done as ordnance and personally I think the map plays better on MLG/GB/AGL settings. Renury is quite an open map, with some long sight lines, but there is always some decent cover nearby or a different floor to jump up or down onto. The main inspirations for this map were Sanctuary and Simplex, there are certain maps which just inspire me to forge and those are two of them So please post any constructive criticisms in the comments below! Don't be too harsh as I'm still pretty new to forging competitive maps. Red Base Gold Extenstion For a more detailed overview and small glimpse of gameplay check out this video (that I rushed out real quick just to post this )
  22. Pharaoh Gamertag= TheClubhouse 4v4 Slayer or KOTH or Oddball
  23. Hey, guys, send a msg to xFinalxMYTH1Cx to join my custom forge testing!
  24. GT: PURIENCE Map Name: GRAVEYARD DEATHMATCH Gametype: SLAYER (16 Player Free For All) Map: IMPACT (Big) Equipment: Jetpack(tricky levels), Saw, DMR(huge map), Plasma Grenades, Mobility(for rough hills), Super Sensors(plenty of coverage from terrain) "Tons of Weapons & Vehicles on map" "Teleporters everywhere" "Drive carefully...off-road mountain range" "Shoot sheilds for treasure" Description: The HALO graveyard for the fallen hero's who are now governed by the demon machine who haunts their souls for eternity on a desolate meteor drifting in space. A gigantic glass wall stands next to twisting rock bridges which help navigate over the deep cracks in the ground to the west, while towering colored structures and a gold base hold difficult challenges and many surprises to the east. Atop the highest cliff to the north sits the Lord of Pain overseeing all with his spidery arms and chest encasing several purple teleporter shafts with lighting lifts transporting to the main ship hovering in space to the south.
  25. GT: PURIENCE Name: G.I. JOE DEATHMATCH Gametype: SLAYER (4-16) Free For All Map: RAVINE (Big Map) Equipment: Jetpack, Saw, DMR, Plasma Grenades, Mobility, Super Sensors Description: The G.I. Joe headquarters nicknamed the "Silver Fox" base dominates this battlefield. Cobra has infiltrated however planting it's "Lava" base to the far west. All vehicles and weapons (Banshee & Tank) are present, and a floating airbase hovers above the cliffs. Grassland warfare with rich colored scenery & giant red wall barriers will bring endless amounts of vivid carnage.
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