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  1. THERMOPYLAE Maximus IL Updated 11/9/13 Thermopylae is a small-to-medium sized map designed primarily with CTF in mind (6 - 10 players), but should play Slayer with sprint down to 2v2. NS settings should be played with 3v3 or 4v4. Map Info Canvas: Ravine Size: A bit smaller than Solace Layout: Symmetrically designed and positioned bases. The playspace around the bases is somewhat asymmetric. Both bases are connected by a 3-level structure through the narrows, with 5 total routes. The bottom and mid routes are connected in the center and at the ends. Players can jump between the top routes. Each base has three entry points and a side platform with a view of the middle route, while a taller platform and Dominion piece block the LOS for the top assault route. The top routes and basement routes cannot be covered from the bases or platforms. Changes from WIP Version: 1. Teleporters no longer give immediate access to the bases (thanks Juanez Sanchez). They are now used to transition between lower and mid. The fourth route to the bases formerly provided by the teleporters is now a hard route. 2. Oddball, Extraction, and KoTH added. 3. Additional spawning changes. 4. Fixed some jump-ups. Ordnance: 1x Railgun (100s), 2x Needler (130s, one for each base) Weapons: 2x each DMR, Carbine, BR, AR Grenades: 8x Pulse, 8x Frag Overview: Additional Notes: Some play area is hidden by the cliffs (they overhang). The coliseum walls on the right hand side of the map are no longer present. I deliberately avoided coloring any pieces, as I think Ravine is so much prettier without that. It shouldn't be hard to tell where you are on this map . . . coloring just adds clutter. Other Screenshots: THERMOPYLAE
  2. DOWNLOAD HALODROME Canvas: Impact Players: 8 - 12 Gametypes: Slayer CTF Oddball KoTH Extraction Regicide Grifball Ricochet Supported Gametypes: Ricochet (primary), CTF, Extraction, KoTH, Oddball, Team and FFA Slayer, and (just for kicks) Grifball. Description: Halodrome is the bigger brother of Minidrome, designed for the 343i Ricochet Forge Contest. There are four primary routes between the bases: upper, lower, and each side. Both sides directly connect to upper mid and lower mid, allowing the routes to be used in different combinations. All ball spawns occur along the midline of the map on the upper level. While upper mid has good sightlines to the bases and the exit of the lower routes, it is completely exposed by design, with protected approaches from the green and gold lifts. Goals: Since Ricochet allows players to score from a distance, a special goal was designed for that gametype (scoring from the midline was trivially easy with only the CTF setup). The goal makes scoring quite difficult from the center mid bridges or platforms (at least, in testing no one was able to do it in-game), but does allow reasonably easy scoring from behind the Y-crosses on the side routes, and easy scoring anywhere in the arc between the side platforms and basement ramp. It is also possible to score blind from behind the center Y-cross pair on the upper level (above the opening to the basement) and on the ramp up from the basement. During testing, most goals were scored by throws within 10 units of the goal. The difference in the goals is depicted below, with Ricochet pictured first, followed by CTF and Grifball: Ordnance:1x Railgun (lower mid, 140s timer) and 2x Concussion Rifles (wide ramps, one nearer to each base, 130s timers) Weapons:2x Needlers (no extra clips, 100s timers) adjacent to each base, various loadout weapons, frag and pulse grenades. No plasma grenades are on-map. Other Comments:I added Grifball because I could. I don't really have a better reason. And yes, the spawns have been tested . . . you can spawn camp all day long just like in real Grifball. Other Screenshots: And we'll finish up with a screencap of a posthumous Ricochet goal . . . killed in mid-jump to the goal. So close to the +50 . . . yet so far away. DOWNLOAD HALODROME
  3. Hello Forums! Darkrain491 here requesting map testers for this coming saturday starting midnight Grenich Meridian Time (London). I am a keen forger that is intent on further promoting a map which i created which has proved very popular and i wish to spread to the community forge thread, but I want some outside opinion and quotes to see how i can improve it before this. So far it has 550 downloads and I am aiming for more. Here is a link to the maps download page for those interested and wish to give it a look over before playing it. the map is Floodgates . http://www.halowaypoint.com/en-us/players/darkrain491/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=38248dc3-45fa-407f-a479-11495cb264e9 If you are interested in this playtesting night, please message my Gamertag: Darkrain491 Also you may simply post here aswell Any messages left should be CONSTRUCTIVE. All particapants will be credited unless you do not wish to be, Screenshots will be taken to add to its gallery. If you do not wish to be included in said screenshots, please note in your reply. Map Elements include: Banshee Combat Long Range Medium Range Close Range Sniper Rifle Combat Man Cannons Interior and Exterior Combat Multi Platform Combat Minimum 10 player, Max 16. Rules: No Ordinance will be used Personal Loadouts Allowed. If anyone would like to add a Gametype to the following roster please let me know. Slayer CTF Regicide Dominion Extraction KOTH After the map testing I will be open to further custom games on my other maps if it is desired. maps include any on my fileshare, so download them if you want to playtest them yourself before trying them on the coming saturday. I will be leaving a survey as to what players believed it played best on, please do not use it until after playtesting Floodgates.
  4. DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/dc2a3d86-353b-447d-b932-e72803432a5c VIDEO COMING SOON Map Name: Deck 343 by MiCkEy O rOuRkE (Unreal Tournament Deck 16 Remake) Game-types supported : CTF, FFA slayer, Oddball, King of the Hill and 4 Team Slayer Players supported: 4-6 players Description: This is a remake of the classic map which featured in many Unreal Tournament games from UT99 to Unreal Tournament 3. I tried to keep the dimensions accurate to the original map so in order to make the map flow better I added a trait zone to decrease the player jump height to 75% to keep the fast pace that Unreal Multi-player was synonymous with. But to also make some objects hard to climb on top of which can be used as cover and to get an advantage on opponents. Its great for 3v3 team slayer or even 3 teams of 2 players.I added some lights to help with orientation and for map call-outs. Each area/spawn has colour coded doorways to each area. In the red spawn at the bottom of the little bridge platform above the soft kill pool I replaced the flak cannon with Halo's scattershot. The Udamage/damage boost and Shield belt/over-shield are random ordnance drops to balance the map better. In the main central area of the map is 3 slanted bridges and one horizontal walkway below them. The right and left slanted bridge lead up to the highest point in the map to a sniper rifle spawn off to the left which is a good elevated position. The middle bridge leads to the blue area/spawn. The horizontal walkway below them connects the green area to the gold area. At the lowest part of the map is a soft kill pool which I created to mimic the sludge pool in the original Unreal Tournament map. It is made up of 2 shield doors and 2 gravity volumes. There is a little floating platform under the green/gold walkway where the over-shield ordnance drops. There is a teleporter on the lowest platform below the green spawn area which connects to the exit above the gold area lifts where the rockets/incineration/fuel rod cannon random drop. Behind the gold lift room next to the soft kill pool is the sword spawn. DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/dc2a3d86-353b-447d-b932-e72803432a5c
  5. 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
  6. 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<<<<<<<<<<<<<<<
  7. 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
  8. 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!
  9. We should get some CTF games from Reach to come back like 1 flag and Neutral Flag. plus i'm not sure as to how halo chess went but I would like to see that come back as well.
  10. 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.
  11. 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.
  12. 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)
  13. 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.
  14. Map Name: Helios Tags: BTB, Extraction, Helios, BLAQCLOUD Author: Blaq Cloud Canvas Map: Forge ISland Status: Completed Screenshots: Ideal Player Count: 10 - 16 Gametype: Infinity Big Team Slayer, CTF, Extraction, KOTH, ODDBall Description: Helios was a UNSC research facility which sought new sources of energy, to fuel mankind's conquest of the stars. Mankind's dreams are infinite, and so its hunger. Helios focuses a fun balance between infantry, vehicles while fervently utilizing key areas of the map. Intense gameplay is the name of the game. Initial Weapon Drops: (1)Rocket launcher (180) (2)Sticky Detonators (No respawn) (2)Sniper Rifle (180) Random Weapon Drops: Railgun Concussion Rifle Saw Needler Sticky Detonator Vehicles: (2)Chain Hogs (30) (2)Rocket Hogs (120) (2)Mongeese (30) (2)Mounted Turrets (120) (2)Ghosts (60) Power Ups on map: None Armor Abilities on map: None Trait Zones On Map: None Budget Used: 9840 Overall performance:Great Split Screen Framerate Rating: Good Download & Enjoy! Special thanks to the guys over at Online Knights for the feature. Awesome work on the channel! http://youtu.be/zHNBsV1DKWU
  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. "EVENT CENTER 1.2" waypoint download link http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/33a3c8b1-b9f2-4db9-91aa-a16163d152ce GAMERTAG-Festuca GAMETYPES-Slayer variants, CTF, SWAT, great shotty snipes map! PLAYER CAP 4v4 (plays 2v2 surprisingly well CANVAS-RAVINE VERSION 1.5 HARDSCAPE LAYOUT-inverted symmetrical This map was Forged in the last month before Halo 4's launch! The hardscape layout, is inspired from my travels to canal based urban environments in Europe! At the time when we had Forge world, I was able to Forge the vision due to the water in which it was a composition of boardwalks, terraces, bridges, and balconies that had some very intense sight lines. The map was named "CANALS" This map was one I could claim a original Festuca design! Although I was thrilled with the way it turned out, due to the them, it lacked "dance floor" attributes, and kept players moving to a predictable zone! At the time I reforged this in Halo 4, I was unable to recreate the same hardscape it had, because of lack of Forgeable areas near water! Determination lead to a redesign, yet keeping many preferred attributes of the map! The result was a complete facelift of the middle section, and calibrated, modified attacker, and defender bases! The design of the layout really cultivates firefights that to me seem vary rare in Halo, as much as all the biomes are defendable there truly is no dominate area! The redesign has enable fantastic traversing options for the player, in which I see players utilize all areas of the map! As soon as Forge Island came out I was almost hesitant to submit, because after a current BTB build I am working on, I intend to rebuild this because, I spent so much budget on floor, and perimeter! But what better way to release it to this community, in hopes some feedback will aid its next render! I encourage you guys to try this, because I am confident in this layout, and as of now it plays different than any other map I have played! That being said if I had to give an analogy of how this map played, it reminds me of Halo 2's "Sanctuary"! I hope and wish for some feedback would be very welcomed, and of all I hope you enjoy the gameplay of this map! Thanks for your time! Festuca Middle section is what i call a Scissor Jack bridge, Rockets on top @180, Railgun underneath @120 Head on view of the scissor jack bridge Behind the center structures that unite the bridge, is a ladder for alternative flank route! WAYPOINT DOWNLOAD LINK! http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/33a3c8b1-b9f2-4db9-91aa-a16163d152ce
  19. No Floor's Mini-game Pack GT:treez0 Gametype:Faith:http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/047ed81b-9a72-45fe-a8d0-75175bf7367e Map 1:No Floors(impact):http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0872b793-a6b3-4b0d-ae29-d9d56ae62d91 Map 2:No Floors 2(Forge island):http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/fa96eee6-eb3a-4c90-bcdd-1cf3fd1e265d Map 3:No Floors 3(Erosion):http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/f12ddbee-cb23-4314-ba8a-139df5189126 Map 4:No Floors 4(Ravine):http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/2ff94ac6-c506-4fbf-8494-22aa3128ea6e Description(s):What's up guys this is treez0 bringing you another Mini-game but this time it's a pack... Todays Mini-game is a team based challenge set of maps taking place on Impact, Forge island, Erosion and Ravine. All you have to do is get to your enemy's flag and go through the teleporter and score its that easy(NOT) to say it's easy is the least of your worries the first thing is to get to your enemy's flag by using the hologram over the gaps to find the invisible path it's first to 10 so take your time and i hope you enjoy these maps. Oh and mind the Gap!!!! Best played with 4-12players... Images: Map: No Floors Looking in from the top of Blue spawn Looking in from bottom of Red Spawn Map:No Floors 2 Looking from Blue spawn in Looking in from Red Flag side Map: No Floors 3 Looking in from Red spawn Looking in from Blue Flag side Blue team Shmeef Red team Shmeef Map: No Floors 4 Looking in from Blue Spawn Looking in from Red Spawn
  20. These are updated images of my map, i used Zan's Map Marker resources for this map.
  21. 4 Team SWAT CTF This game is a highly competitive, fast paced version of capture the flag. The map is completely symmetrical and in the shape of a large square. There are 4 teams of 2-4 and each team spawns on one side of the square. From there they can attack any other flag or defend their own. All guns are one hit kill headshots and the respawn is relatively slow. This leads to a very fast paced, all out attack style game. Played with a full lobby of 16 competitively it is an absolute blast. The gametype can be found here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/5628c35f-e525-428b-9c3d-73cbbd85ba2e and the map can be found here: http://www.halowaypoint.com/en-us/players/xander%20de%20gr8/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=c8d2931c-1598-47ea-beaf-93f98aeaaa40 The attached pictures give a good overview of the general layout of the map. If you ever want to play or talk to me about it. XBL GT: xander de gr8 I would love feedback, too! Thanks for taking a look!
  22. 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:
  23. Map Creator: LiquidLuigi Current Version: Eminence v1.1 GameTypes Supported: Slayer, CTF, FFA Player Count: 4-8 1.1 UPDATE: -Several of scenic objects have been added for visual effect -Both crates near gravity lifts have been changed to a "Fixed" position -Two bank inclines have been added to the bottom ramps -King of the Hill is now functional on this map. Eminence is a complex-like storage center that has been abandoned. What leaves behind are an array of weapons from both the UNSC and the Covenant. The base is symmetrical on both sides. Although both bases are visible from each other, killing someone off spawn is not an easy feat due to the amount of cover each base consist. Both bases have a needler and 2 pulse grenades with a railgun "Bottom Yellow" (More weapon stats below). There are three main ways to navigate through the map: Going through both "Orange or Purple Room" or "Bottom Yellow". A way across the huge pit is by going through "Yellow Bridge", which gets you to either "Orange or Purple Room". As for respawns, there are 7 main places to respawn, one being on the base and the others on the sides of the pit. You only spawn on your side unless it is FFA. Weapon Traits Ordnance Weapons: Pulse Grenades x2 (2) (60s) Needler (2) (90s) Railgun (1) (120s) Non-Ordnance Weapons: DMR (2) (60s) Carbine (2) (60s) Assault Rifle (2) (30s) Storm Rifle (2) (30s) Plasma Pistol (1) (60s) Red Base Blue Base Blue Hallway & Purple Room I hope you enjoy the map! Feedback is highly encouraged. -LiquidLuigi
  24. GT: TheBloodbath22 Map Name: Callisto Supported Players: 1v1 to 5v5 (2 - 10) Supported Gametypes: Slayer, FFA, Team Snipers, CTF, KOTH, Oddball Size/Budget: Small to Mid-Sized Arena/ 5950 Theme: Mysteriously abandoned mine, named after Jupiter's moon Callisto due to its crater shape. Primarily natural rock, this unpredictable arena with strong flow and adequate verticality plays best with Sniper Rifles, and secondly with CTF. Dozens of crevices and a complex but quickly memorable layout emphasizes strategy and teamwork for superiority. Initial Ordnances: Sniper Rifle x2 (evenly distributed) ReSupply 100/ Railgun x1 (Neutral) ReSupply 150 Random Ordnances: Incineration Cannon x1 Neutral, Sticky Detonator x1 Neutral Vehicles: N/A Now, your favorite part of the show--pictures! Overhead Side Attacker (Blue) Side Defender (Red) Side
  25. Epsilon v1.6 An original map design by Resivore. 4v4 recommended, supports up to 10 on team. Avoid FFA, as spawns are not set up to support it. Supported gametypes: Slayer, CTF. DOWNLOAD EPSILON V1.6 Introduction A project I had failed to complete in Reach, Epsilon has finally come to life here in Halo 4. A symmetrical, competitive map, Epsilon features two power weapons on either neutral end of the map, promoting teams to make organized pushes towards either one and time them both. After several rounds of testing, and having various issues addressed and corrected, Epsilon is nearing its completion. The game play is fast paced and exciting, and teams are constantly striving for control of either end of the map. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Rocket Launcher - x1 - 1 extra clip - 180 sec - Top Green DMR - x1 - 2 extra clips - 30 sec - Bottom Green Covenant Carbine - x2 - Bottom of Red + Blue "Spiral" Pistol - x2 - Top of Red + Blue "Spiral" Screenshots Initial loadout. Top gold, snipe spawn. Top green, rocket spawn. Blue base, shows basement that leads up to spiral. Blue flag, shows the entrance to blue spawn / blue "windows" (hallway on the right). Blue spawn / "windows".
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