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  1. Global: Global is a competitive open medium- sized map that's surrounded by variety of rocks and trees to provide cover. There are 2 bases on each site and a large building in the middle. The map supports: Slayer, CTF, KotH and Oddball, with 4v4 players. Weapons: Initial Ordnance: Railgun(270), Sniper Rifle(300) Random Ordnance: 1= Needler, Saw, Detonator, Overshield 2= Pulse grenade(2x), Plasma grenade(3x), Frag grenade(2x) 3= Pulse grenade(2x), Plasma grenade(3x), Frag grenade(2x) Weapons on Map: DMR(2x), BR (2x), Lightrifle (1x) Global can be found at my fileshare: FaNeNL http://www.halowaypoint.com/en-us/playe ... artIndex=0 The Map, Screenshots and a Fly trough can be found at my file share: http://www.halowaypoint.com/en-us/playe ... fileshare# Screenshots:
  2. Map Name: Elysian File Share's Gamertag: Blaq Cloud Canvas: Forge Island Last Updated: May 12,2013 Tags: None Supported Gametypes: Slayer, King of the Hill, Capture the Flag, Extraction, Oddball, mutli-team Best Gametypes: Slayer, Capture the Flag Team sizes: 4 to 6 players per team Initial ordnance: Rocket Launcher Random ordnance: Sticky Detinator Shotgun Railgun Weapons on the Map: (2) Sniper (90s) 1 spare (2) Needler (120) Budget: 9800/10000 Additional Info: Also features 2 fusion coils on 120 second respawn timers. (top Gold and Green) Screenshots: Image Album Map Description: Elysain is an inverse symmetrical design, With a stout focus on top control of the middle structures. The map is designed primarily to play with 2 teams ranging from four per team to a max of six, but does support multiple teams. The ghosts are powerful on this map and can easily move between areas. However, there are many weapons and positions on the map that help counter them, allowing for a good balance of vehicular and infantry based gameplay. There is a player trait zones on this map to cap the height in with a player can reach. The trait zone disables equipment but does not changes to player gravity. Click Here to Download and Enjoy!
  3. Zealous v1.5 A Zealot remake by Resivore. 2-8 recommended player count. Supported gametypes: Slayer, CTF. DOWNLOAD ZEALOUS V1.5 Introduction A project I'd aspired to do since the dawn of Halo 4, my goal of bringing Zealot to life (somewhat) has been achieved. In an attempt to recreate Zealot, Zealous was born. Of course, it plays far different than that of Reach; thanks to our godly jumps (did the Spartans grow wings, or...?), and map awareness and maneuvering skills have been brought to a whole new level. I did my best to stay true to the ideas and overall layout of Reach's Zealot without subtracting from aesthetic appeal. The game play is fast pace and exciting, true to the nature of the original, if I may say so myself. Weapons Sniper - x1 - 2 extra clips - 120 sec - Top Gold Railgun - x1 - 3 extra clips - 120 sec - Green / "Holos" DMR - x1 - 2 extra clips - 30 sec - Ring 2 Covenant Carbine - x2 - 2 extra clips - 30 sec - Red + Blue "Pocket" Railgun - Because Halo 4 no longer features the Grenade Launcher (moment of silence to mourn for its loss, please), I needed to pick a replacement weapon to take its position. I chose the Railgun. In my opinion, I feel that the Railgun is ultimately more similar to Reach's Grenade Launcher than 4's Sticky Detonator. Having to hold and charge it (although not at your disposal) brings back a familiar feeling of charging the Grenade Launcher. The ranges are similar, although I will say the Railgun's range is larger and more accurate, but can also be faulty in given circumstances. Screenshots Initial loadout. Top gold, snipe spawn. Green, rail spawn, view of the street connector. Blue flag, jump, drop, basement. View from blue flag, shows ring 3, blue landing, gold bridge. Blue landing, fanciful windows (can I trademark these? I love them). Also the one and only actual circular part of this map. Notes I am eagerly awaiting feedback. I know from my own experience that I enjoy how this plays, but I'm always listening to suggestions. I did not post this with the impression that it is as good as it's ever going to be, the Halo community's input can always be useful in bringing a map to its full potential. Updates 6/1/13 - Zealous v1.5: Added a ceiling to top gold and red and blue streets. Teleporter is replaced with a lift similar to that of non-MLG Zealot at its base.
  4. Map Name: Ender Author: The Fated Fire Fileshare: The Fated Fire Download Link: Ender Primary Gametype: CTF [media=600x500] [/media] Ender is an inverse symmetrical arena designed at its core for CTF. Ender is a reforge of Black Site, a map canvased on Erosion that appeared in the Community Forge FFA playlist and that will begin appearing in the SWAT, Rumble Pit, and Flood playlist starting Monday. Ender, canvased on Forge Island, is designed to promote constant movement and acrobatics as core gameplay features. I was encouraged by several members of the competitive community to complete this reforge so the map could enter consideration for Team Throwdown/v4 tournament settings. The CTF experience on Ender is one of the fastest and most intense CTF experiences available. The match begins with a huge battle bottom mid for Overshield, and then the flag pulling begins. Huge battles take place on the flag stand several times a game, leading to some of the most insane tug of war experiences in Halo 4. Players make some of the craziest saves I've ever seen in CTF customs, from triple kills to overkill exterminations to prevent a pull or capture.
  5. I have another map for Halo 4! This time it's a tribute to that yellow round guy, Pac-Man! Pac Attack was modeled after the 1st level of the maze game. Now you can know how it feels to be pac man from a first person stand point! Initially I was going to make a custom gametype to go along with this map, but that fell by the wayside. Though I have the map set to be played with slayer, oddball, KOTH, CTF, and had plans to do domination, but I felt it would be a bit much. Title: Pac Attack Description: 1st level of pac-man just a side note the image is a little out dated! The blue team's initial spawns were moved more North then where they in the picture due to balancing issues with objective matches. WARNING: As I stated with my previous map, this has not been fully tested! I don't expect to many issues because this is a much smaller map than Castle storm 3.0 and pretty simple setup. I do already know that one corner of the map, and I do mean very tip of the corner, is considered a soft kill zone(built into the level not by choice!)There is nothing I can do about that, short of moving the entire map over a few feet, which seems excessive for a small issue that I doubt will ever become a problem in game. Also so nobody freaks out when they play it the first time I had to remove the grids that are on top of the map to take the above picture. The grid gives it a more digital feel. I only have one photo because its friggin pacman! There isn't much to show that most people don't already know/remember! I added some small blocks and debris for cover. Before I did it was just a maze with 4 giant sniper alleys, which would've made the matches a bit annoying. CQC will dominate here. Also where the "power pellets" would be are energy swords. Originally I was going to have custom power ups, like those in halo reach, but as soon as I realized we were denied those in Halo 4 I adjusted the map to have this instead, hopefully you all enjoy this new map! Remember the best way to download my maps/gametypes is to search for my gamertag>fileshare>download whatever you're looking for! COMING SOON: Two gametypes will be put onto my file share 1. Joust- a high speed, high flying FFA with shot guns, grenades and a lot of cursing from your friends! 2. Hide & Seek-Everyone has played this as a child! Now play it as a spartan, and flood! Use your knowledge of the various maps and their nooks and crannies to hide until your the last hider! I hope you all enjoy my maps and the upcoming gametypes!
  6. Gamertag: Ernybon264 Map name: Oreon Supported Gametypes: CTF, KOTH, Oddball, Team Regicide, Team Slayer. Recommended Players: 6-12 Players Map Description: Map with two Separated Bases Located on the Forerunner Structure
  7. Hello everyone! New member here who's been quietly forging away on his lonesome for the past couple of months. Just found this site and I figured I should get to know the rest of the Forging Community! so to start off my time here, I thought I'd share my most recent creation for you all to look over and pass judgement on, called Outpost 17: Map Name: Outpost 17 File Share: Outpost 17 File Share Gamertag: RECEPTOR 17 Canvas Map: Forge Island Last Updated: 05-18-2013 Tags: Forge Island, Slayer, FFA, CTF, KOTH, Regicide, Flood, Oddball, Outpost 17, BTB, RECEPTOR 17 Supported Gametypes: Team Slayer, BTB, Slayer FFA, Oddball, Capture the Flag, Flood, Regicide, King of the Hill Best Gametypes: Team Slayer, Capture the Flag, King of the Hill, Regicide Intended Team Sizes: 5v5, 6v6 + 8v8 Initial Ordnance: 1x Scattershot (180 Respawn) 1x Beam Rifle (210 Respawn) 1x Rocket Launcher (210 Respawn) 4x Pulse Grenade (90 Respawn) 2x SAW (150 Respawn) 1x Sticky Detonator (180 Respawn) 1x Concussion Rifle (180 Respawn) 2x Frag Grenade (90 Repsawn) 2x Plasma Grenade (90 Respawn) 1x Energy Sword (200 Respawn) 1x Railgun (180 Respawn) Random Ordnance: N/A Armor Abilities/Powerups on the Map: N/A Supported Vehicles: 4x Mongoose: 2 per team (120 Respawn) 2x Warthogs, Chaingun: 1 per team (160 Respawn) 1x Ghost: Middle of map (160 Respawn) Budget: 9680/10000 Screenshots: Map Flythrough/Overview Link: Outpost 17 Runthrough Map Description: The 17th creation made by Infinity’s Wargames simulations team, with added input from S-IV Fireteams “Trident” and “Crossbow”. This is a medium to large inversely symmetrical map on Forge Island's largest "Great Anvil, designed primarily for Team Slayer and Capture the Flag, however Flood, King of the Hill (with multiple Hills), Oddball, Infinity Rumble and Regicide are also supported. It can play anything from 2-8 players per team, but works best in a 5v5 - 8v8 range, due to the size and scope of the map. You have the chance to play some close quarters combat in the centre and inside Red and Blue Teams' starting bases, or you can enjoy some long range battles utilising the verticality of the map and some of the more open areas, where Vehicles roam free to cause mayhem. *+*+*+* So, there you have it folks, please do provide any constructive criticism/comments on Outpost 17, all are welcomed! I have 2 other Maps ready to submit another time, so I'm not spamming you with my creations, one is a small close combat oriented map designed for 4v4 Slayer, Rumble, Regicide and Oddball, whilst the other is designed for CTF, BTB and KOTH once again. I also have one arena style map in the works too which I hope to complete soon! Thanks for reading! 17 Out.
  8. GT: TheBloodbath22 Map Name: Crosshairs Supported Gametypes: Team Snipers, Slayer, CTF, Oddball Suggested Party Size: 1v1 to 6v6 (2 - 12) Map Description: This one is an aesthetic and more straightforward creation, indeed not based on anything but the crosshairs in your rifle's scope. Crosshairs is an asymmetrical mid-sized arena which fuses nature and geometric structure to prompt deft hands to use strategy and teamwork to overcome the opponent. With dozens of nooks and crannies, certain rocks deliberately impede or smooth out movement. From a bird's eye view, the arena resembles Crosshairs. This arena was strongly dedicated, but not limited to, fellow Snipers. ***NOTE*** I've been having issues since May 5th with downloading my screenshots. There's a serious bug. Therefore, I'm afraid I have only one screenshot to reference, so my apologies. I sincerely hope this will suffice. ***NOTE*** Initial Ordnances: 2 Neutral Snipers 1 Neutral Saw Random Ordnances: 1 Neutral Concussion Rifle 1 Neutral Railgun Budget: 5250 And that's that! Thank you very much for taking a look at my latest arena. I hope you enjoy.
  9. Gamertag: Male Lord Map: Viliage Gametype: TS/CTF Description: This map is meant to be played with 4v4 or 8v8 slayer/ctf. It is an asymmetric map taking place on a forge world island. There are 2 team bases and 3 neutral on in the middle players can fight over to control the map. There is a turret at each base and both teams are given 1 warthog, 1 ghost and 2 mongooses. There is a sniper for each team and a laser in the central bunker and neutral weopons are placed on both sides. Gameplay varies from long range to medium quarters and all weapons / vehicles have been balanced. Screenshots:Here
  10. Gamer Tag: CrimsonVolver Name of Map: Vanguard on Impact, Halo 4 Supported Gametypes: Team Banshee, Banshee KOTH, Oddball, All Slayer gametypes including ordinances, CTF, Regicide, Flood Customized Gametypes in Fileshare: Team Banshee, Banshee KOTH, Oddball on Vanguard (Suggest increasing sensor range to 25 for other gametypes that use radar) Player Count: 12-16 Vehichles on map: 8 Banshees Description: This map has been in the works since December 2012; The concept for this map revolves around the idea that this was once a Covenant Forward base in the early years of the first wars. It was abandoned and taken over by UNSC forces. There is a dome-shaped platform in the center, and two bases linked by man cannons on opposing sides. The Vanguard dome is completely playable, even without Banshees. In these cases you can have 4v4 as long as players seek to engage each other, rather than camping out in the bases. The map within the dome is vertical, with man cannon lifts and ramped bridges leading from top to bottom, and a little investigating will find several unique and not-so-obvious pathways from the top to the bottom, particularly near the Red and Blue platforms inside the dome, where there are two (each) drop ins that take players to the lower hall. There are other Banshee-themed gametypes as well. KOTH is set up with the KOTH hills preset to lower gravity for jep packing players to launch into the hill and try to disable or hijack enemy banshees. Of course, this is also opportunities for banshee-driving players to get vehicle kills or splatters. SWAT plays well on here, no vehicles of course. I wish Oddball allowed players in vehicles to pick up the ball, but alas, not possible. As this map is in Impact, there are several skill jumps, esp to the center of the map, which means failed jumps can lead to a trip into the abyss, so be careful. I have spent literally hours upon hours inside this map, and at one point because of a glitch with the Forge I had to almost completely start over—but I am not unhappy with the end result. I have made dozens of maps over the years, going back to Halo 3 when merging objects was still just a glitch, so I hope you can tell by this map that I am an experienced forger, though admittedly most of my maps are simply enjoyed in Custom Games with friends, though I have submitted maps to contests like “Meet Your Maker,” and Forgetacular back with Reach. I am taking my forging a little bit more seriously these days, so you will be seeing more of my maps posted to this forge group as well as in other forge communities. I have two other maps that have the conceptual architecture finished, but need playtests, feedback, and refined weapon layouts and spawning. CrimsonVolver
  11. GamerTag: LiquidLuigi Map: Storage GameType: Slayer, CTF Storage is a map recommended for 8 - 16 players, with a 2 level playing field. In order to play this map, you must have the Forge Island DLC. The weapons Include: 1 Energy Sword 1 Saw 1 Speed Boost 2 Sticky Dets 2 Needlers 2 Pulse Grenade x2 Red Base Blue Base Each base have 4 ways to get to the top and a tunnel below. The sticky Det spawns on top of the base every 2 minutes. The needler and pulse grenades are found on the sides of the bases. The crates are the only sources of cover at each base. Orange Building There are multiple ways to get to this area. You can go up the ramp, the gravity lift, or jump on the 2x2 pillars. The orange bridge has very little cover (Don't stay there too long). The energy sword and the speed boost are places in this area. Aerial View
  12. Find God II Download Link [media]http://www.youtube.com/watch?v=x9GRezxjv9Q[/media] The epic battle between Heaven and Hell has resumed, and this time Earth is right in the middle of it. Out of all my old Halo Reach forge creations, the first Find God was my favorite. That being said, I was never able to make it as truly epic as I wanted to in Reach. I am a fan of Halo 4's Forge, but the limitations of Ravine, Impact, and Erosion could never allow me to make any meaningful improvements on the Find God concept. When I first downloaded Forge Island I wasn't expecting much from it either. But after investigating the terrain, and discovering how high the ceiling was (along with a few other features) I realized that it was absolutely perfect for a Find God "remake." The goal of Find God II is to take 3 very different worlds and make them all work together as integral parts of a complete game experience. I didn't want to rely on a custom game type. So I spent a massive amount of time fitting the physical parameters of the world to the objectives in the different game types. The first game type that I had in mind while designing the map was Dominion. Dominion is probably the best game to play if you want to have all three regions of the map be fully integrated and competitive environments. If you aren't a huge fan of Dominion, don't worry, I wasn't either. When I have played dominion in matchmaking, or in custom games, I feel like it is just a bunch of people running straight for the nearest base terminal. Yes you score points for holding the bases, but I think it makes dominion much better if you aren't just holding the bases for points, but also to gain a real tactical advantage. For Find God II's dominion there is one base terminal in each realm. There is a base terminal on the central rock of Hell, a base terminal on the altar in the Church on Earth, and there is a third terminal on the central disc in Heaven. The initial spawns are located around the edge of the Earth, however, all of the re-spawn points are in Hell. (when you kill someone you are literally sending them to Hell) One of the first questions I get when testing this map is, "why don't we just stay in hell and fight for this terminal?" Well that is exactly the point. If you let your immediate greed overtake you, and only go for the first terminal you see, then you might be able to reign in Hell for a while. However, the Church up above not only holds another terminal, but it also houses the gateway to Heaven... In the end your greed will not be rewarded and you will be left battling a never ending onslaught of the damned. Having all of the re-spawn points located in Hell is a big key to creating a unique experience for all of the objective games. The three levels act like an inverted funnel. There is one tele-sender node out of Hell, but there are six receiver nodes on Earth. Next there is one sender node in the Church on Earth, but it has four receiver nodes in Heaven. In both of the supernatural realms players have increased speed and damage resistance. (To different degrees because Demons are flawed and weaker than Angels, and also because the different settings work best with each environment) The increased Demon traits are quite enough to make any attempt at spawn or tele camping in hell effectively impossible. By far the most exciting transportation method between worlds is the great leap from Heaven to Earth. The free fall lasts for twelve seconds and the fallcauses absolutely no damage. However, since players will often want to fall as close to the Church as possible, I wanted to create a certain degree of challenge to the close landing. Due to the 45 degree angle of the Church roof, if you hit it you will shoot out thousands of feet out into the ocean. To add another extra challenge the tower on top of the Church roof holds a sniper rifle and a spartan laser. If you want to be a real risk taker you can go for them.
  13. 1. Gamer Tag: CrimsonVolver 2. Map name: Sanctorium 3. No special gametypes. I tried to make Griffball work like Assault, but it's fixed to only Griffball settings (see my sad face?) Map supports all gametypes but Dominion and Griffball 4. This map is good for 2v2, 3v3, or 2v2v2 multiteam (Red, Blue, Green), FFA and Fiesta. You could try flood or 4v4 on it, but I am not sure how that would go as it is a relatively small map. The map is a spiraling cave built inside the belly of the small island on Forge Island. There are three rooms, (Blue, Green, Red) with Green at the center/mid location; Blue/Red each have two ways to get in/out, and Green room has two main ways in/out, as well as two other means to get in or out. Because of the small size I was able to do some fun and interesting aesthetics to compliment the overall theme. I am providing 5 screenshots, and when my friend Liamevanspro gets the opportunity to make a video or either gameplay or a fly through I will post that to the thread, as well as screenshots from future gamplay.
  14. Map Name: Incumbent Creator: Did4ct Gametypes: Slayer, CTF, Extraction, KOTH, Regicide, Oddball, Multi Team Description: Incumbent is an asymmetrical medium-sized map with good lines of sight. There is no one position that dominates the map. The map consists of a group of large rocks in the center with passageways running inside of the rock walls beside the two "bases." There are key positions in high and low places. I put trait zones with 200% gravity along the top of the outer walls along with a bunch of soft kill zones making it impossible to escape (I couldn't find a way out). It is called "Incumbent" because there is a very noticeably large forerunner structure "leaning" against one of the back walls. This map is my favorite map I have made thus far and I think it's kind of reminiscent of the older Halo maps. The aerial pictures don't show but when you're in the map everything looks a lot bigger and is a lot cleaner. Supports 2-16 players. Plays best with 6-8 Video Vehicles/Turrets Normal Hog (replaced by Ghost in CTF) Ghost (2 in CTF) Machine Gun Turret Shade turret Initial Ordinance Rocket (Center) Sniper (Side) Concussion (Side) 2 Fragx2 (each by blue and red spawn) Random Ordinance Laser/Sword Shotty/Railgun Needler/Beam Rifle Saw/Binary Rifle Fuel Rod/Scattershot/Scattershot (Middle)
  15. GT/Creator: TheBloodbath22 Map Name: Crazy Taxi Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3a3f5e70-7bca-4038-99fe-7eb951cc0363 Supported Gametypes: Slayer, Flood, CTF Custom Gametype for Minigame: Crrraaaaaaaaaaaaaaaazy Taxi!!! Download Custom Gametype Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/a5362ae5-54fb-488f-8c52-0ad73ab252f9 Description: Sure, Crazy Taxi was released in that Dreamcast collection, but that was an awful release that stripped the game of its music. Who didn't want to crank up "All I Want" by the Offspring?? So I thought it'd be fun to recreate a West Coast area for us to drive around like a madman, delivering customers--very slow humans--to Invulnerable spots that'll protect 'em from the Flood. But I didn't stop there. I went ahead and made Slayer and Capture the Flag versions of the map too, because it just looks so nice, well, to me anyways. Those two modes will grant each team of 8 or less a Mongoose, a Warthog, and a Ghost each with a neutral Mantis. RULES: for Crrraaaaaaaaaaaaaaazy Taxi!!! The gametype is Flood. There are Trait Zones on this map that make Humans invulnerable, but Humans can only move at half speed. One human, who begins next to a warthog, picks up Humans and delivers them to the Trait Zones that make them invulnerable so they can survive the outbreak. These trait zones are only large enough for ONE Human each, so you must take customers to alternate Trait Zones. ### IMPORTANT NOTE: The invulnerable spots are marked by Grenade Ordnances ########## So: Goal of Humans: Survive. Goal of Cabbie: Deliver as many humans as possible to the Trait Zone spots (marked by Grenade Ordnances) that offer Invulnerability. Goal of Flood: Kill as many humans as possible before time runs out, as the Cabbie saves Humans. This took no shortage of creativity, so if any questions about the gameplay arise, please feel free to inquire and I will explain appropriately. Let's have a look already! Hey, Alfred Hitchcock fans--do you recognize this schoolhouse?
  16. Map Name: Helios Tags: BTB, Extraction, Helios, BLAQCLOUD Author GT: Blaq Cloud Canvas Map: Forge ISland Status:Complete Screenshots: Link Ideal Player Count: 10 - 16 Gametype: Infinity Big Team Slayer, CTF, Extraction 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. Intial Notes: Initial Weapon Drops: (2)Rail gun (180) (2)Saw (No respawn) (2)Sniper Rifle (180) Random Weapon Drops: (4 locations) Rocket Launcher (2) Incentrator cannon Binary Rifle Spartan laser Supports Vehicles: Yes (2)Chain Hogs (30) (2)Mantis (180) (2)Mongeese (30) (2)Mounted Turrets (120) (2)Ghosts (60) Power Ups on map: N Armor Abilities on map: N Budget Used: 9915 Overall performance: Testing Required Split Screen Framerate Rating: Not tested Download & Enjoy!
  17. Muz86

    Big Team Games

    Hi folks, Just wondering - will Big Team Slayer eventually change to include some objective game types, essentially making it like Reach's Big Team Battle? I'm finding it getting a bit tiresome, the lack of variety you have when playing with a full party of friends. Big Team CTF was really fun back in Reach - I'm hoping 343 are at least considering adding this in. Any thoughts on this? I've had a look around but cant seem to find any information in regards to it. Anyone able to point me in the right direction? Thanks guys! iMuz86
  18. I noticed that objective playlists are being cycled in and out depending on their popularity. For example, right now there is no Team King or Team Extraction playlist. I say instead of fragmenting the objective players into several groups, lump them all together into one playlist. And now with the option to choose from one of three gametypes in a game lobby, the most popular gametype will be chosen so no one will have to play, say, Team King if they don't want to. I know my friends and I would enjoy staying with one group of players for a while playing different objective gametypes compared to now where we have to quit out whenever we get tried of, say, Team Ball. The playlist could look like this: Team Skirmish - CTF - Team Ball - Team King - Team Extraction - Team Regicide Thoughts?
  19. GT/Creator: TheBloodbath22 Map Name: Mammoth Supported Players: 2 - 16, Recommend: 16 Supported Gametypes: Slayer, CTF, and Flood. Description: Mammoth is the largest map I've created to date. It is somewhat an extension of "Starlight", and my vision to connect both asteroids on Impact in a creative way that pays homage to giant arenas such as Ragnarok and Exile, the two most-played maps in BT Infinity Slayer Matchmaking. Initial Ordnances: Sniper Rifle x2, Spartan Laser x2, Concussion Rifle x2, Neutral Rocket Launcher x1. Random Ordnances: Red: Fuel Rod Canon x1, 2 Pulse Grenades x1 Blue: Damage Boost x1, Sticky Detonator x1, Needler x1 Neutral: Gravity Hammer x1, Railgun x1, Binary Rifle x1 Vehicles Each Side: 2 Mechs (Mantis), 2 Ghosts, 4 Mongooses, 1 Rocket Hog, 1 Default Warthog, and 1 Banshee each. Bird's Eye Blue Side Center Opposite Side - Center Red Side And that's that! Thank you for taking a look at my latest hard work. While the Red side is at a height disadvantage, it has two paths up to the center. This map is also an opportunity to experience BTB Objective again, as CTF is supported! Download Map Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/65bb27c4-97c0-4cae-b100-96795de8f0dd
  20. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5bf4da22-ec96-4ab9-9599-db17b1ec3217 AGHAST “This was once more than an abandoned settlement. Duringa major fissure in the hills nearby, much of this site went with it” Shotgun – 120 seconds Rocket Launcher – 120 seconds Sticky Detonator – 120 seconds Sniper Rifle – 120 seconds (2) DMR – 60 seconds (2) Battle Rifle – 60 seconds (2) 2 Frag Grenades – 30 seconds (2) 2 Pulse Grenades – 15 seconds 3 Plasma Grenades – 15 seconds (2) Needler – 90 seconds -2 Mongooses were added, mainly for aesthetic purposes; they do have SOME use- -in Dominion, a Banshee spawns at "B"- Defenders (Red team) spawn directly in front of where the screenshot was taken, next to the giant crate, the Attackers (Blue team) spawn up the incline towards the back of the picture. Sticky Detonator spawns in the center of the map. Soft kill and kill zones are placed accordingly. The Rocket Launcher in the large building, Shotgun spawns below. Sniper spawns on second level, the mounted turret is on the third level. The man cannon sends you to the third level. Jet packs work very well on the whole map. Remember, this map is supposed to look like s***. (JK!) Reread the description at the top to understand the aesthetic value. DOMINION SCREENSHOTS (A, B, then C) (note that this is the only gamemode with a banshee; it spawns at "B") I thought it was important to not only have a height difference throughout the map, but also keep a ceiling height difference, to create different combat situations; hence the locations of all the weapons on the map. I recieved a response on a different forging website saying my map looks like it has rocks that are out of place. Remember the description at the top of the forum when viewing the screenshots. Thanks for reading and looking, and tell we what you think! - Squidkake
  21. Surplus Surplus is an inverse symmetrical map set on a UNSC storage unit. This map was inspirde by the atmosphere and hallways based combat of Adrift. My goal was to make a map with segmented atriums of combat circling around a large central atrium that worked well for 5-Cap CTF. Each base was designed with the concept in mind of the flag being on the low ground with various perches looking down on it and very defined exit routes. Depending on where the enemy team is holding out or spawning, you're forced to make quick decisions of where to take the flag once picked up, while coordinating with your team to safely traverse the map. The adjacent atriums (Green and Gold) provide quick access to each base, the middle atrium, and a lift leading to the top level of enemy territory. This tends to be the most used exit route, though it usually ends up being the most risky, as this is a high traffice combat area. The other two exits lead to the top level. The one on the right faces more toward the top entrance into the middle, while the left one leads toward the lift landing, which has a small ridge to walk across to the other side. Supported Gametypes: Slayer, Regicide, 5-Cap CTF, KotH, SWAT Best Gametypes: Slayer, 5-Cap CTF Team Size: 4V4, 6 Player FFA Link: http://www.halowaypoint.com/en-us/players/squally%20dabeanz/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Screenshots: Red Base Blue Base Top Blue Middle Atrium Red Stairwell Gold Atrium Gold Lift
  22. Hey guys, this is my first competitive map ever on Halo 4. I used to make mini game maps, but I decided to step out of the boundary and push forward my talents. Here I present you, Outposts. Gamertag: HAv0c99 Map: Outposts Gametype(s): Slayer, KoTH, CTF The map is basically a narrow map which has two bases on opposite ends, with a mini base located in the middle. It contains many weapons (but are balanced), and 4 mongoose vehicles. The map's prime gametype is CTF, but it also supports KoTH and Slayer. It's new and improved. You can download it on waypoint here.
  23. gamertag: KIAxDARKELEMENT map name : Spark of Unicron http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5265fb9b-f6a5-44c9-ad28-ad22cf09445f Gametype : 16 player 8 teams of 2 swat (just swat with more people and more teams no dowload requiered) also suports big team infinity slayer, team snipers, KOTH, Flood,CTF Discription:{holds16 players}inspired by transformers this is a 4 way symetrical large map with lots of wide open space but at the same time there are lots of sight blockers in the center of this map is a large monolith that crutial to gameplay but isnt completely defendable so gameplay is fun and not onesided it makes a great map for clan battles and i used all 10000 credits to make it took a toatal of 22 hrs to make because i was trying to spend every last cred without messing up symetry
  24. Hey Guys, Just wanted to get a little feedback for 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 if even some people could download it it would really be appreciated. Name: Omission Game-types: Slayer, Infinity 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
  25. Rampart By Squally DaBeanz Rampart is a medium sized asymmetrical map set outside of the cave on Ravine. Despite its feel of "seperate" structures, the entire map is actually one big building with various rooms, walkways, and divider walls. There are also small clusters of rocks around the edges of each "courtyard" to provide infantry quick cover from the two ghosts on the map. The map itself was designed around the idea of a balanced asymmetrical map that would work well with CTF. While very different in design, each base has equal defensive measure and ways to flank and get in. Supported Gametypes: Slayer, Regicide, CTF, KotH, Oddball Best Gametypes: Slayer, CTF, KotH Player Count: 4V4, 5V5 Link: https://www.halowayp...le&startIndex=0 Screenshots: Red courtyard Gold courtyard Gold building and red flank Red base Inside red base The cave Blue flank Blue courtyard Inside blue base Inside blue base again Overview Walkthrough: http://youtu.be/KzkosukUw7k Enjoy!
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