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  1. Scrapyard is a Meltdown inspired layout and built on the Erosion forge canvas. Scrapyard is an enduring battlefield that is strong for dominion, extraction and infinity slayer. This map uses the human drop set from matchmaking and their are X2 initial Rockets and X2 initial Snipers. Vehicles: Alpha Base: Gauss Hog X1, Ghosts X1. Bravo Base: Banshee X1, Charlie Base: Ghosts X2 Information: As Alpha base is on the lower grounds and farther away from B, it contains nice routes, a gauss hog and a more defensible base. Bravo Base contains a lift closer to the alpha routes and is also a self-positioned structure to the middle in the field for it to not be ignored. Their is a banshee on the second floor and their is accessibility on the second floor for it to be intruded. On Charlie Base, it is closer to the Bravo Base and is on higher ground which is the reason why Charlie has two ghosts and no supportive vehicle. Also to add on this is that their are teleporters on the map that work meltdown style where from the outskirts of the base it could teleport them into the base or onto the side of it for closer access. Alpha Base: Bravo Base: Overview 1 Bravo Base: Overview 2 Charlie Base: Download map: http://www.halowaypoint.com/en-us/players/mexican%20torta%207/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6d41948f-e582-4f30-a1f2-994deedd1ae3 I hope you all enjoy, This took a while to be perfected and it's still not perfect... but it got to the very best it could be. Featured on THFE
  2. Here it is, part two of the second Interviews with the Stars Double Feature! Here's a member of one of the most esteemed Forging and map reviewing groups in the Halo Community, The Halo Forge Epidemic, and their Dominion specialist: AbleSir Thomas. DD: "AbleSir Thomas, how long have you been involved in Forging in Halo?" AST: "I started forging soon after the launch of halo: reach" DD: "What interested you about Forge in Halo: Reach?" AST: "I enjoyed playing playing Invasion in matchmaking. Unfortunately 2 maps just wasn't enough, so I set out to forge my own Invasion map. My first map was called Outpost FW. It was an invasion map that spanned most of Forge World. I spent about 6 months forging it. Of course being my first map, it was a colossal failure." DD: "That sounds really cool! So how did you get noticed by The Halo Forge Epidemic and become part of it?" AST: "After about a year into reach and 2 failed invasion maps, I joined a random custom game. Oakly was host, at the time he was testing his "Island Complex" map. It looked great, but played awful. After everyone in the lobby said it was awesome, Myself and Yardbird told him it had issues. We brought him into forge and explained invasion theory. He was impressed. One thing led to another and we made our first video explaining basic invasion design on spire." DD: "That's sounds pretty awesome. Were you familiar with THFE at the time?" AST: "At the time of that custom, I had no idea what THFE was." DD: "Wow and you became part of the biggest and most knowledgable group of Forgers in the Halo Community! And what gained you the title of being THFE's Dominion Host AbleSir Thomas?" AST: "When I started playing halo 4, I immediately became fond of the Dominion game-type. It has many of the cool game-play elements from Invasion (attack and defend game-play, heavy weapons, lots of map movement, etc) but with more flexibility for forgers. I focused all of my efforts into learning and building for the game-type. I collaborated with allot of talented forgers and players. We worked to identify similarities between the Matchmaking Dominion maps. We then implemented those ideas in forge, which resulted in some quality maps. This process is still ongoing. Most of the maps we've worked on have seen hundreds of revisions, to nail that Matchmaking feel. Here are just a few of those projects. Outpost 7.4 by Unwanted soul 91 Catacombs by Wraith 2098 Corrosion by AbleSir Thomas Scrapyard by Mexican torta 7" DD: "I know Wraith and Torta and I know they're very skilled Forgers and I've actually played and featured your map Corrosion and it's not only a very good looking map but it plays very well. Thomas what do you think is the most underrated aspect of Dominion? What do people overlook most that you think if they appreciated, they'd enjoy it more?" AST: "One of my favorite aspects of dominion is base busting. Breaking an enemy's teams control over base and clearing it, is one of the most exhilarating experiences in Halo multi-player. This is achievable on all of the MM dominion maps. The basic strategy is to send players to the "weaker" base, ( the base with less players usually) have those players surround the objective and attack from multiple angles. Sometimes you can have players in a position to cutoff or delay reinforcements to a location (ghost is boss at this). At times this results in epic, almost "movie swat team" style base clears. Assessing a team's control of a map and breaking that control, with smart decision making and teamwork, is really what makes Dominion awesome." DD: "That absolutely makes Dominion sound cooler to me than it did before although I was a fan of it already. Would you argue that Dominion takes the most skill and strategy to play than any other objectives? And why?" AST: "I wouldn't argue that it takes the most strategy. Each game type supports certain elements of strategy. The strategic elements in Dominion are just different than other objective game-types. Dominion is less about individual skill and more about teamwork. Examples include: Making call-outs when ordinance is available (both friendly and enemy). Calling out enemy positions and using team-shot or ordinance to deal with aggressive pushes. Quickly moving ordinance to powerful positions to counter enemy map control. Timing an attack on a base to deny a resupply or steal power weapons as they drop. Putting pressure on a base to allow for a flank at another base. Deciding when to reinforce or abandon a base. Exploiting weaknesses in base defense setups, to allow a capture( sending a rocket guy through an unprotected doorway). Most of the strategy in Dominion focuses around communication, quick decision making, and team coordination." DD: "Very interesting! So AbleSir Thomas, what do you look at when reviewing a Dominion map?" AST: "I first check the basics. Things any map should have. Does the map have playable frame-rate? Can player orient themselves and navigate easily on the map? Is the map interesting? (height variation, visuals, theme, etc.) Does the map have good movement options? (good cover, routes, and proper sight-lines) Then the dominion specific stuff. Traits that all of the MM Dominion maps share. Alpha/Charlie segmentation (Sight lines between Alpha and Charlie must be blocked) Bravo Dilemma (Bravo is the only base with influence on both opposing bases. This can be based on sight-line control, route control or both. Bravo is somewhat difficult to hold) Alpha/Charlie flank (At least 1 path between Alpha and Charlie, that Bravo has little control over) Objective based spawning (You spawn at bases you own) Well placed Objective drops (At least 2 per base, on every resupply, in easily accessible locations) Vehicles (Must be in accessible locations. Are a part of base balance) Base layout (Proper segmentation, at least 2 entrances, and some verticality) Dominion objects (Base stripes, barricades, base shields, turrets, and monitors all add to the "MM Dominion Feel") Of course on top of all this we vigorously play-test possible features. The maps usually undergo a dramatic evolution over the duration of testing. Some maps have had massive rebuilds to accommodate feedback. While others have had a large amount of minor tweaks. My Map Corrosion has been completely rebuilt from the ground up, about 4 times. My new map Impass has already had it's Bravo base rebuilt." DD: "Wow so much more goes into Forge than I thought haha. So let's get into the knitty gritty part of being apart of quite possibly the most renowned Forge map reviewing team: The Halo Forge Epidemic. Recently you were a part of a predicament with a mapmaker who submitted their map to the Competitive Map Submissions for THFE. When you give feedback to Forgers and it's something they don't want to hear and they react in a negative way? What do you do about that? What do you say to that?" AST: " But in all seriousness I do my best to work with forgers to improve their maps. I try to clearly communicate my feedback. I will often join authors in forge after a game. To provide suggestions and seek a "compromise" to address an issue. In the case of the Submission forums, I don't have time to play maps for authors. There are just too many submissions. I look over them in forge and try to make them aware of "potential issues". I also do my best to test maps. Most of my feed back in the competitive forum invites players to submit to TNT, to get a wide variety of opinions from forgers and players after a game. FlyingShoe ILR made a very interesting write up regarding feedback, I recommend forgers read it." DD: " Great answer. So AbleSir Thomas, it's been great and it's time to end this thing and post it and give the community something very fun to read so I ask you: what is some advice you give to learning Forgers or to the Halo or Forge Community in general?" AST: "To forgers starting off. I recommend doing your best to be open to input and suggestions from other forgers. Look at whats popular (in Customs and MM), try to figure out why those maps work and try to "assimilate" those ideals into your own forging. With these ideals in mind you can add your own twist based on your personal preferences and creativity. Attend as many customs as possible, try to connect and network with as many forgers as possible. As a forger your supporting the community. When you respond to input and integrate good design you will create maps that the entire community can appreciate." Everyone please give a hand to THFE's AbleSir Thomas, the operator of Tuesday Night Tests which he mentioned in his next to last reponse. Catch TNT here. Also fun fact: in the question about Forgers reacting negatively to feedback, AbleSir originally just used the picture of Ackbar for his answer which I thought was hilarious but then later edited and added text because he wanted to give a good professional response, which he did! Thank you AbleSir Thomas for taking the time out when you could to complete this interview and thank you 343i Community Forums for showing your support in these little threads. HAIL
  3. Who has the better Railgun? Hello! I have a minigame map and gametype for everyone to try. Gamertag: SixWaysToSunday Map: Throne of Rails > http://www.halowaypoint.com/en-us/players/sixwaystosunday/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=70aef0c5-1808-484c-898b-5fe19eafdbbb Gametype: Railgun Massacre FFA > http://www.halowaypoint.com/en-us/players/sixwaystosunday/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=30070162-b8f6-4d85-9027-8ae2a6ae4cb0 Player Count: 4-10, best at 8. This is a railgun only FFA. The map includes two teleporters, two elevated platforms, an instant kill barrier outside the building, and a single line of sight blocker. It's designed so that players spawn into combat, sometimes looking directly at each other. The gametype has only railguns with infinite ammo. Each player can beatdown and assassinate, which creates map flow by giving an incentive for players to flank. The scoring has been modified so players earn a point for each death, creating strange scores that people often comment on after playing. The lead player has a waypoint and overshield visual (not an actual overshield) so players know who to target. The spawns allow you to modified the gametype for teams or multi teams, although it is designed as a FFA. Please try it out and send me feedback through my gamertag or these forums. Thanks and I hope you guys have fun!
  4. Map: Our Daily Bread Gametype: Hungry Disciples Description: Our Daily Bread is a linear Flood map set in a bread factory with two holdouts. Players spawn in a low set hall surrounded by walkways. The Flood instantly attack you from behind, then from the front. Push up the stairs and through the corridor before they can overrun you and make your way towards the first holdout; a huge atrium. Find a turret and a few shotguns and set up until the 1:30 mark. The Flood can attack from many angles, using the old conveyors high above the atrium and the strategically placed cover. If you survive until the door opens, push forward and aim for the final holdout. Staying strong right from the start is truly game changing. If you loose even one or two players early on, you will have a very hard time making it past the first holdout. But if you stick together, you just might reach the bountiful loafs you have been searching for. Our Daily Bread really is a very fun map to play with clean yet interesting aesthetics. It has dynamic features and a clear goal that promotes teamwork and coordination which is what I believe makes a great linear Flood map. I hope you enjoy it! Thanks for taking a look.
  5. Author: Jernst Reborn with help from TurbTastic Gametype: Ultimate Frisbee Map: Ultimate Frisbee Ravine Arena (more coming very soon!!!) Players: 8-16 Teams of 4-7 each work best. Just run around, jump, and use your grenade button to throw! When thinking of new mini-games a few months back, I tried to make an ultimate frisbee gametype because I played in college and still play in PADA and other tournaments around the country. I noticed someone else had created this gametype but it really didn't feel like Ultimate because the ball carrier could move, people could die, the scoring zone was only 1 point, etc... We have created a much more realistic version of Ultimate Frisbee using different feature in Halo 4! Teams start at either side and run to the middle where the frisbee(Grifball) will spawn. There is a soft kill zone in the very middle so people cannot camp this area. In this version the ball carrier cannot move. The ball carrier also gets a trait that lets him jump about 25% higher than everyone else. The object of the game is to pass it to your teammates until you make it to the scoring zone on the other side. The other team tries to intercept it and do the same. If you throw the ball too far and miss your target when no one is near, it will automatically reset to the starting point. The key for letting the ball carrier score at any point in the endzone is that he can jump higher than everyone else. Once you make it to the endzone with the ball, all you have to do is jump and then you teleport to the scoring point above the rest of the court! The new round will then begin with everyone in starting positions. Also the endzones are clearly marked by either red or blue light, so remember you are trying to score in the other teams goal If you do accidentally have the ball and happen to jump in YOUR OWN ENDZONE, fear not, we have a soft kill zone there so you will die and be spawned back on the court. Also if you try to throw the ball from up in this position it will reset. COMMUNICATION IS KEY! Hope you all enjoy the map and gametype! DISC!!!! The Stadium Players rush to the middle to pick up the frisbee The ball carrier can jump slightly higher than everyone else, so time your throws right and aim a little higher than usual! Try to intercept when you can! Blue team scores in the red zone Red ream scores in the blue zone When you jump in the endzone, you teleport here and it automatically scores! If someone gets too close when you have the disc, you can punch them away. Also it will move you a little closer to where they are, which discourages camping the carrier near the endzone. Have fun! Use communication! Be Competitive! Let me know your feedback and I will also be posting more maps for the gametype soon!
  6. Gamertag: Elite X17 Map Name: Acidified Gametype: Acidic Describtion: A decolate science facility has been over run by Flood. Humans must take the high ground avioding the acid pit and survive! The map features a player trait zone that decays health while players are in the acid. For use with 8 - 16 players. Optimum gameplay is with the "Acidic" gaametype. Flood have the advantage at first, so it is the humans goal to gain to the high ground and survive. Enjoy...
  7. If YOU want to test your map with THFE and experienced forgers, sign up for the Tuesday Night Tests.
  8. http://www.halowaypoint.com/en-us/players/spacesamuraii/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=69246656-bdd3-4c58-b11d-9d0706e5acc9 -Map http://www.halowaypoint.com/en-us/players/spacesamuraii/halo4/fileshare#!/?section=GameSettings&view-select=Tile&startIndex=0&details=cf91db8e-dfc0-4949-8310-2f968becdda9 -Gametype Here is a link to my map. In case it doesn't work, my gamer tag is SpaceSamuraii, and the files to download are Swamp Fever and Swamp Slayer. Although I'm unable to upload any decent quality photos of the map, I can tell a little about its features. It is built on Forge Island inside the biggest island using a glitch my friend AmPeD Pruitt discovered. I tried my best to turn the swampy- like environment of the inside into a slayer map. Although small, I think the map turned out much better than I enticipated. I made it compatible with Oddball and KOTH, but Oddball does experience bugs such as every time it touches the water ground it rests. I'd prefer KOTH or a custom slayer variant that me and AmPeD Pruitt found quite fun on this particular map. Also, FFA is preferred as well. The map itself has trees and rocks placed through put it to give it that natural feel, and frequently changing surfaces when playing it. You'll know what I mean if you give it a shot. Thank you very much and enjoy!
  9. Map Title: Ironclad Download Recommended party size: 8 - 14 Gametypes: Infinity Slayer, CTF, Regicide, King of the Hill, SWAT. Storyline: After the glassing of Reach, this remnant is all that survived from the city of New Alexandria and has been drifting in amongst the asteroids that once made up the planet Reach, ever since. Hi Guys, A R C A S I U S here Ironclad is a medium sized, symmetrical competitive map created on the impact pallet. I have been working on this map for a few weeks and it has undergone countless design changes to finally be what it is. I took inspiration for this map from about 7 different maps spanning the length of the Halo series not to mention countless hours researching futuristic city designs and layouts. I believe this map stands alone in regards to originality, aesthetics and overall game play flow. My main focus for this map was to avoid creating a "box map" that seems to be the norm for a lot of forgers these days. Don't get me wrong most of these have terrific gameplay however I simply wanted to create something a bit more original and less repetitive. Note: There is a small frame rate drop in one spot IN FORGE but not in any custom games. The reason for this being that the spawns, kill zones, and capture plates are not visible in custom games. I have tested this extensively so please check the map out in a custom game. Also, the kill barriers are rather unforgiving. This is due to the fact that I have played many forged community maps that are able to be exploited due to poor kill barrier placements and combinations. As you maneuver around the map just be mindful of what logic would be considered "outside the map" and as long as you don't go there, you will not die. Also, I am the map creator although it says Q U A R l S M A. Q U A R l S M A is my old acc and I created A R C A S I U S halfway through the creation of this map. As proof, the xbox profile of Q U A R l S M A is boasting A R C A S I U S's tag. Enjoy! A R C A S I U S
  10. Hello, I have finally got a chance to play the new Spartan Ops mission and they are amazing. With that said I have clocked an insane amount of hours in forge and I feel the current forge maps are lacking a ton of aspect which the community has thoroughly covered so I'm not going to repeat them. But I did notice more than a few of the Spartan Ops maps would make amazing sandboxes for forge. Visually they trump the current forge maps both in background and foreground content. I figure now that 343's Majestic Map Pack is out and making them money maybe they would consider a free update for the forge community. I can live with the same tired forge objects even though I have seen a ton of potential new forge objects aka Forerunner pieces. But I feel there has been enough feedback about the current forge maps that 2-3 new forge maps would be feasible. The best part is the maps are already built and being used as sandboxes by 343 in Spartan Ops. Now I don't know if the coding processes for forge are easily transferred to new maps not built around the forge coding processes, but I think this Idea should be considered. I feel a move like this would revitalize the hurt forge community that was crippled by the Waypoint sharing issues and the semi disappointing maps. I would love to hear from the community on this subject and any suggestions to which maps from Spartan Ops we would like to see. My 3 choices would be: The Cauldron Control Apex
  11. HaloCustoms.com has announced the "Get a CLUE Forge Contest"! Use your forging skills to create a new map for play on the classic CLUE Gametype in Halo 4! Map limited by your imagination only!! All relevant information including rules, how to submit, and map requirements can be found HERE!! http://www.youtube.com/watch?v=P5rz5PRpf6E&feature=player_embedded
  12. Gamertag: hmhm70 Map: Parasite Gametype: Parasite Screenshot: Link (This screenshot doesn't do the map justice) Description: I created this map, although it says created by DDez Drol. DDez Drol makes modded maps for forge to expand the budget, which I used as a canvas, thus saying he is the creator. This is an 8-16 player flood map using the game variant Parasite. It is based off of a small town which gets less domesticated towards the flood spawn point. It is better with more players than less. The number of flood is a simple math problem. Divide the number of players by two, and subtract one. If there are an odd amount of players, round down. This map took me about 5 hours to make and I tested with friends yesterday. This is my first flood map and it turned out great. I made it as un-campable as possible and tweaked the gametype so it is fun for both flood and humans. The weapons placed on the map are shotgun, railgun, and sniper rifle. The shotgun is the most powerful although the zombies can easily overpower anyone with the shotgun. You spawn with an assault rife as humans and a magnum. There is a warthog, but the road is collapsed (jump) and there is debris all over the road making the warthog not so campable. There are lots of fun places to go on the map, and it will have you running and shooting like crazy.
  13. GT:H3YL0W Map: The Halo º Ring Gametype: The Halo º Ring Player count: 2-16. Recommended: 8-16 Description: Humans begin starting off on the (halo ring) and have to grab a vehicle and start driving and get to the teleporter across the map without getting sniped from the 1 flood. This game is sort of like duck hunt, but you drive a vehicle and it makes it sooo much better! Visuals: ( waypoint links in description of video)
  14. 1. TheG14ntWaffle 2. http://www.halowaypoint.com/en-us/players/theg14ntwaffle/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=5254836e-026e-4730-ad42-ff5447681a6d 3. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5254836e-026e-4730-ad42-ff5447681a6d 4.Howler's Peak is a progressive Extraction map. Green and Gold teams start on opposites sides of the canyon, progress to the Forerunner structure, and then finally take a teleporter to the highest possible point of the canyon by the waterfall. Gameplay includes close to mid-range combat including vehicles. Recommended players: 12-16 5. http://www.halowaypoint.com/en-us/players/theg14ntwaffle/halo4/fileshare#!/?section=Image&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=341628db-9fba-459c-82b4-0295a1900a70
  15. Download Links: -Map -Boom Smash Gametype -Boom Smash (under 10p) Gametype -File Share GT: Shore Jesus Map name: Boom Smash Gametypes: Boom Smash, KOTH mode, made for games with 12-16 players Boom Smash (under 10p), KOTH mode, made for games with 10 or less players Rules/Restrictions: Even teams of Red and Blue Description/Information: This minigame features 1 minute rounds of 6 of one team trying to survive the longest while the other team smashes fusion coils at them. Each round, the sides will swap and both teams will have the role of smashing the explosives or dodging them 3 times in the game. Survivors on the platform attempting to survive the longest will have faster speed and a fast regenerating thruster pack but no jumping and you only have one life. The attackers smashing the fusion coils will have slower speed, no jumping and no AAs, just you, your hammer, and a fusion coil; stop the enemy team from surviving at all costs. This minigame is not about surviving to the end of the round (although that is a plus) but to surviving the longest by dodging the explosives effectively. The team that survives the longest in the hill after 6 rounds is the winner. Pictures: Videos:
  16. I made a post about bungie's new game "Destiny" and how it could possibly connect to an ancient belief called "The seven heavens" Which can be read here. Oakley HiDef from THFE contacted me to have a discussion about this theory as he was interested with it and wanted make a video about it. Bungie have a history of connecting their video game story's to biblical and mythological events, so for any of you who are interesting with the vast depths of bungie's story telling this may catch your interest. So here is the video about Oakley discussing mine and his theories about Destiny and the seven heavens. A big thank you to Oakley for taking an interest in my post and taking the time discussing it, making a video and sharing it View full article
  17. MAP SUBMISSION THREAD ONLY The staff from 343industries.org and THFE have come together to host a forge contest. "Meet Your Maker" Contest begins Saturday February 9th 2013 Final submissions cut off at 12:00AM EST March 9th 2013 "Wake up, it’s time to Forge" Map Submission Parameters The contest will have the following parameters -4 v 4 slayer map -compatible with Halo 4’s Infinity Slayer (including ordinance drops) -dynamic lighting must still be functioning -no significant frame rate issues -no modded content allowed -one map submission per person -multiple people can work on a single map -maps can have been made at any point Prizes for the contest -Top winning map maker will be featured on THFE’s and Ducain23’s YouTube channels and become a Showcase Map at 343 Industries Community Forum, meet the judges for a discussion of their map also broadcast via YouTube, receive a DLC code DLC 2 or DLC 3, and a signed poster of map art by Certain Affinity staff -The Two Follow Up winners will have their maps video reviewed by THFE and Ducain23, receive a judges review of their map and DLC 2 code. Varying prizes offered throughout contest! Managing the contest - 343i.org /THFE/Ducain23 will make an announcement video for the contest. - 343i.org will present the submission thread for the contest on their forum as well as house all the relative GT's, map images/videos, descriptions and links. -Map submissions @ 343i.org must include a map title, the gamer tag under whose files share we can find the map, a description of the map. images or screen shots and any narrative the forger wishes to include about their inspiration for the map or story behind it forge ideal. ANY Questions regarding the contest, please post them here in the Q & A thread. View full article
  18. Map Name: Dragon MX Gametype: Race Map Creators: llehctim4 and gogetarulez Recommended Player Count: As many or few as you want Brief Description: An awesome Motocross track on Shatter, with some cool aesthetics, including some dragons. It has lots of consistent jumps and an awesome drive through a cave. Enjoy YouTube Channel: http://www.youtube.c...emolitionTurtle Pictures/Video: I have added a video of the track and attached images of the cool aspects of it. I hope you enjoy it, weather it gets featured on THFE or not
  19. The staff from 343industries.org and THFE have come together to host a forge contest. "Meet Your Maker" Contest begins Saturday February 9th 2013 Final submissions cut off at 12:00AM EST March 9th 2013 "Wake up, it’s time to Forge" Map Submission Parameters The contest will have the following parameters -4 v 4 slayer map -compatible with Halo 4’s Infinity Slayer (including ordinance drops) -dynamic lighting must still be functioning -no significant frame rate issues -no modded content allowed -one map submission per person -multiple people can work on a single map -maps can have been made at any point Prizes for the contest -Top winning map maker will be featured on THFE’s and Ducain23’s YouTube channels and become a Showcase Map at 343 Industries Community Forum, meet the judges for a discussion of their map also broadcast via YouTube, receive a DLC code DLC 2 or DLC 3, and a signed poster of map art by Certain Affinity staff -The Two Follow Up winners will have their maps video reviewed by THFE and Ducain23, receive a judges review of their map and DLC 2 code. Varying prizes offered throughout contest! Managing the contest - 343i.org /THFE/Ducain23 will make an announcement video for the contest. - 343i.org will present the submission thread for the contest on their forum as well as house all the relative GT's, map images/videos, descriptions and links. -Map submissions @ 343i.org must include a map title, the gamer tag under whose files share we can find the map, a description of the map. images or screen shots and any narrative the forger wishes to include about their inspiration for the map or story behind it forge ideal. The map submission thread will be posted in the morning, Saturday February 9th.
  20. This interview I was very pleased with because it gives the view of the site through the eyes of one of the members of our site's affiliates: The Halo Forge Epidemic. It also gives the background on THFE and why they decided to be a part of the 343i Community Forums. So please enjoy this one like I did: DD: "Where does your name Psychoduck originate from? How'd you think of it?" PD: "I came up with the moniker "Psychoduck" in sixth grade when I got my first game platform (the original Xbox) and needed a cool name to play Star Wars Battlefront under. It has no relation to the Pokemon." DD: "So this name is a long time running name, that's cool! What does your title, 'The Competitive Host', mean in The Halo Forge Epidemic." PD: "Well, at The Halo Forge Epidemic (THFE for short), we try to cover the full spectrum of Halo's forge mode. This means covering all types of maps, from Flood to Dominion. The group of maps I cover are competitive ones. This includes any map designed to play standard game modes like Slayer, CTF, etc. I am in charge of selecting high quality competitive maps to feature, as well as creating forge tutorials that relate to competitive maps." DD: "Ah very cool, you have a really important job then . Had you ever heard of the site before THFE became a major group on it?" PD: "I hadn't actually heard of 343i Community Forum until we began negotiating our partnership. I'm not quite sure how I missed it." DD: "We were about 2.5 times smaller when you guys had joined than what we are now and a lot of members stumbled upon this site when joining so it's understandable that you missed it. What influenced the partnership between THFE and 343iCF?" PD: "The partnership was brought about due to several factors. Mainly, we needed a place to send our fans for discussion and to organize map submissions to make them easier to sift through. This site not only provided us with those functions, but also acts as a friendly forum base to work with. After Oakley started sleeping with AD, everything just fell into place. " DD: "Finally after 4 questions you show a sense of humor! Well we're really dishing out the hot gossip here now aren't we? Oakley and AD, who would've known! . Well we were all very excited when we heard about joining of The Halo Forge Epidemic. So about Forge in general, what do you think of Halo 4's Forge? Do you have a wishlist for it? (For all the Forgers and artists out there who want to know from a professional's point of view .)" PD: "Well, I think that one-price Shmeefs is pretty much all Forge needs... But, in all seriousness, I am pretty happy with Halo 4's forge. The omission of precision editting and zoom are saddening, and the camera controls in general as well as the rotation snap and magnets could certainly all function a bit better. Overall, though, I think it's great. The dynamic lighting system is awesome, the canvas maps provide a lot of variety, and object textures are pretty nifty this time around. I do wish that the rumored jumbo coliseum wall was included, but other than that my only qualm is performance issues which should be a thing of the past on next generation hardware. It couldn't hurt to have a few more large pieces to use for flooring on BTB maps, but the current limitations keep us on our toes." DD: "That's good to hear, so Forge is still getting better then! Alright, how long has THFE been together? Are you an original member?" PD: "THFE has been around since April of 2011, back when it was just Darth Human and Bevans Law working out of Darth's bedroom. It wasn't long before Oakley was brought on, but I didn't join until a bit later on in January of 2012. My first video was feature number 44 back in Reach." DD: "Very interesting stuff! So how big is your team?" PD: "Well, we have sort of a core team of a few of us with a few dingleberry people hanging around on occasion. The core group is Oakley HiDef and myself backed by Mr. Pokephile, Able SirThomas, RLD HotTamale, and A J Yusi." DD: "That's quite a team you got there on THFE. So you're now listed as an official affiliate of 343i Community Forums, do you ever think about becoming more active on the site like posting outside of The Halo Forge Epidemic forums, using the shoutbox, maybe even attending playdates or competing in community Forge contests?" PD: "I've been fairly active in the chatbox here, but frankly I don't have a ton of time to look around the forums here. I appreciate the services we get out of the site, but I just don't always have time to fully explore everything this place has to offer. I host my own customs quite regularly, so I don't really like being constrained by the schedule of official playdates. Of course, it's always a possibility." DD: "The Halo 4 Playdate went really well and we'd all love to see you and other members of THFE at our playdates. Are there any members outside of your group that you are pretty good friends with on the site?" PD: "Oh I've made a few friends on the site like Cooltest Rap, Robius, Archy, etc. I'm sure some of us will make it to a game night some time." DD: "That'd be excellent! So Psychoduck, it's been great. Do you have any tips, tricks, or advice for the up and coming Forgers out there that want to reach your status in Forgery?" PD: "My only advice is to spend time to learn about forge. Look at tried and true maps and learn from them. Be open to criticism, and spend the time needed to fix issues brought to your attention. Of course watching THFE videos can always be helpful too!" And that's your fix of insight from THFE's Psychoduck! Thank you Psychoduck for taking the time out to do one of these with me. Make sure this man is awarded! Thank you 343i Community Forums for being awesome and supporting these I'm grateful to you all.
  21. Hello everybody, today, I am bringing you guys a Covenant gun show. It only features Tyrants (Because I love Tyrants) that range in cost from 800-1250 in forge cash. There are 4 Tyrants that are similar in design and either have sniper towers or no sniper towers. One of the turrets is set up to be a dominion base just to show that they can function as a B base in dominion gametypes. Gamertag:MattyFatty51 Map:Covenant Tyrant AA GunShow (fileshare) Description:A Gun Show map that features different types of tyrants and how they can be used in different maps. Pictures: First Tyrant (1450$) Second Tyrant(1060$) Third Tyrant(1425$) Fourth Tyrant(2165$) Hope you all enjoy this!
  22. Guest

    Raptors

    Hello guys! I'm here to present to you a map made by Tomlids. He does not yet have an account here and so I am taking the liberty of promoting his awesome map.The map is named Raptors and supports both infection and race in a Jurassic Park themed setting. The gametype uses a special varient where all zombies are elites. Download Map Here: Download "Special" Gametype Here Otherwise it is recommended that you use the gametype: zm_outbreak Below you is an overview shot of the map showing the zombie respawn points. The main idea behind this project was to have a medium sized infection map that supported all sorts of fun gameplay. This map has without a doubt achieved its goal. Humans can hold out in a tremendous number of ways, ranging from holing up in close quarter tunnels to riding in the back of a warthog. VIDEO LINK Weapons available: -rockets -sniper -shotguns -pistols -grenades -assault rifles -turret Vehicles available: -1 warthog -1 mongoose The shining jewel of the map has to be the warthog gameplay. The map was redesigned specifically to promote better vehicle pathing and now warthogs can take full advantage of the loop around the map. The best hope for surviving in the warthog is to keep moving and the circuit worked into the map allows it to do just that. The size of the map however keeps the warthog from becoming too powerful as the raptors can easily cut across the main building to flank the vehicles or lay ambushes. Some action shots... Here humans are seen defending the campsite. The warthog barrels through the cave where the rockets spawn Just about the best mode of transport to out distance the raptors Holding out in the smallest of the three rooms inside the main building
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