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  1. Map: Deflect Gametype: Deflect Creator: Unit 50079, Unit 526 Map Palette: Forge Island Map Link: http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype Link: http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Objective: Humans have hard light shields and spawn in a safe room with a soft kill barrier. A flood controls a Gauss Warthog and must shoot the humans, the humans must use the hard light shield to deflect the Gauss shell. It really works! Other: Decorative forests and camps in the big and small islands. Please showcase this map, my brother and I have worked hard to perfect this map, if there are any errors, please tell me. Thank you.
  2. Map Palette: Forge Island Map Name: Deflect Gametype Name: Deflect Creator: Unit 50079 Supported Gametypes: Flood Map link: http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Gametype link :http://www.halowaypoint.com/en-us/players/unit%2050079/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  3. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  4. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  5. 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
  6. GT: DHG The Captain(Map made by DHG MELEE) Map:Assault http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=031e7e29-1e91-4a5c-b107-72d28dc6a7b2 Game type: Slayer, Flood, Dominion, Regicide(All standard) This map is a mix of close quarters with some vertical advantages here. It has one tower with Sniper rifle for quick sniping at the center. It is filled with corridors and small towers for quick advancement on territory. On one side they a Scorpion with 2 warthogs and mongooses. There are two openings; main opening and a small back door(used for sneaking in on Flood). The main door has a shield with 2 turrets pointing directly at it. Outside the main door is a forest where there lies a warthog, a banshee and a few power weapons. Ordnance are scattered inside the base with both power weapons and common weapons for ammo. Flood spawn first outside base but later re-spawn inside the base. There are 4-5 Dominion bases. Mainly used for both Slayer and Flood.
  7. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your ass back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  8. Gamer tag: King Andrew 1st Map Name and Canvas: Forrest - Forge Island http://www.halowaypoint.com/en-us/players/king%20andrew%201st/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=1260b4dd-2cb5-4898-9501-29d5e8b8b8ad Game types: Slender (in my file share) and pretty much any flood game type. (It needs random ordinance - I prefer Thanatophobia (in my fileshare)) http://www.halowaypoint.com/en-us/players/king%20andrew%201st/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=ef82f7ad-95e5-4170-a1c3-e905c5b6e7f4 Description: You spawn in trucks on the edge of an island. You are surrounded by tall rock faces and are unable to escape so you must holdout for as long as possible. In the slender game type you have 1 life and the Slender man has to try and find and kill everyone (its really scary). In normal flood game types you get random ordinance drops from Infinity to try to help you to survive. You can get Assault Rifles, Shotguns or Sticky Detonators. Recommended for 8-14 players. Video: http://www.youtube.com/watch?v=wgrR2iG54Zs&feature=youtu.be
  9. Imagine the UNSC unlocks Forerunner secrets related to the Flood/Prometheans, and works on creating a next gen Spartan. I am not saying we would play as this next gen, we would still be master chief. These next gens would perhaps eventually become the enemy as they could (possibly) be controlled by the Hive Mind? Anyway, in my mind there would be several cast off hybrids that would escape and be part of the larger Flood threat, but more to the point, The next gen soldiers would have specific Armor Abilities. If you can think of some Flood-based armor abilities, share them here. Here are a few I have thought of, and I will share more as I think of them: Flood Sense: With this ability you would have enhanced audio reception, which could come in handy where Promethean vision can not detect Flood Strength: Enhanced strength with heavy items (moving/lifting/throwing), meles, etc. Flood Jump: Just as it says. Flood Regen: Able to heal more quickly from damage, or revive dead players (who were not head shot or blown to dust). This is kind of a take off from Battlefield med packs and defibrillator. Med packs help damaged players heal faster, and a player carrying the defibrillator can revive dead of unconscious players. Share some of your thoughts/ideas! Crim
  10. Gamertag: HAL0 M4N Map: Pestilence [1]: Mineral Lake Gametype: Pestilence Description: This map is a journey/progression map. There are 3 areas: Elevator Platform, Supply Depot Building, and The Boat. After 1 minute, the next area is unlocked by having ramps spawn so the Survivors can get to the next area (Survivors cannot jump, so they can't get over the blocked paths until the intended time). At the beginning, Survivors spawn on the Elevator Platform. After the first minute, Supply Depot Building is unlocked, and The Boat is unlocked after the second minute. Flood's spawn is across the Elevator Platform on a rock ledge. There are man cannons that the Flood can take to get onto the Elevator Platform. Or the Flood can take teleporters. These teleporters spawn after a certain amount of time so the Flood can get to the Survivors quicker; These teleporters cannot be blocked by Survivors. This map is highly recommended for a certain gametype, mainly so the Survivors can't get into the next area until they're permitted to do so. This is done by making the Survivors' Jump Height Unchanged in the gametype, and then having the map's Trait Zone (which covers the entire map) make it where the Survivors' have 0% jump height, and also having ramps spawn after a certain amount of time in the map so the Survivors can progress. As for the gametype, there are 3 Initial Flood (There are no Alpha Flood). Survivors spawn with AR and Shotgun (90% Damage), and get Personal Ordnance Drops of: AR always on the right, and in the middle is either Speed Boost with a weight of 8, Overshield with a weight of 4, or Damage Boost with a weight of 1. Flood get shields (50% Damage Resistance), Promethean Vision, and 40 meter Motion Sensor. There are 3 rounds, and each round lasts 4 minutes. Survivors cannot jump and run at 90% while Flood run at 120%. Flood can kill a Survivor in one hit (if the Survivor has Overshield, they can survive two hits). The map and gametype are both intended for a Matchmaking environment. Recommended Player Count: 10 - 12 Screenshots: Avoid The Pestilence! Overview
  11. Gamertag: FD Bad Angel Map : http://www.halowaypoint.com/en-us/players/fd%20bad%20angel/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=dc4bfe02-be78-4e6d-b23b-934997af1c50 Gametype:http://www.halowaypoint.com/en-us/players/fd%20bad%20angel/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 This gameplay is based on Amnesia (the games) Hide is your priority . If you go in the light the Ghost can see you with a red marker ^^ . Map name Amnesia:Sanatorium. Sorry for my bad english Your only chance to survive is camping . Dont go into the light because the Ghost can see you . Dont move if the Ghost is beside you ^^ . Corridor with many camp in the cell .
  12. Gamer-tag: BERSERK NOMAD Map Variant Link: https://www.halowaypoint.com/en-us/players/berserk%20nomad/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Game Type: Flood(normal) Number of players: Plays best with 16 players but will also play with 8 Description: When scientist found a cave system hidden deep under the surface of Earth, they were expecting to find a new type life form, but not a dormant cell of the flood virus. When the scientist tried to move the flood viruses out of the cave system it infected some of the scientist. They turned into the flood and began killing everything in the compound, after a few hours no-one was left alive. So, many years after the incident a team a UNSC Spartans were sent to the underground compound to investigate why their had been no communication from the compound to the outside world for months. The Spartans found.........Play the map to find out! This map includes very well crafted sight lines and is extremely fun to play with friends. The atmosphere of the map is very intimidating and makes you think what has happened to the compound. Also, this map has great aesthetics and good dynamic lighting. Screen Shots: (The screenshots from Ravine are not from the "Mangle" map, Just the ones from Erosion) https://www.halowaypoint.com/en-us/players/berserk%20nomad/halo4/fileshare#!/?section=Image&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  13. I'm posting the exact same thing I posted when I submitted this to the Infection submissions Gamertag: Onemanstronger Map: Vanquish Gametype: Ride or Die Description: Whenever you play Flood, especially in Halo 4, the Spartans are always the ones being hunted. So I decided to make a gametype to change that. Ride or die is a flood gametype wherein the Flood are the HUNTED! Here's how it goes: Flood spawns in the beginning of the game and have to ride vehicles or they die. I reduced their melee damage to so little that they would have to be forced to ride a vehicle to take down spartans. The vehicles on the map are: Scorpions, Wraiths, Ghosts, Gauss Warthogs, Banshees and Mantises. Meanwhile, spartans all have Power weapons with three loadouts to balance: 1st loadout: Rockets, Gravity Hammer, Plasmas, AA Efficiency and Hardlight Shield. 2nd loadout: Spartan Laser, Energy Sword, Plasmas, AA Efficiency and Hardlight Shield. 3rd loadout: Incineration Cannon, Plasma Pistol, Plasmas, AA Efficiency and Hardlight Shield. Spartans have 2x Overshield with normal regen rate. Damage Boosts and Speed Boosts are spread across the map. And finally Last Man Standing traits: 4x Overshields with a faster regen rate and unlimited Armor Abilities Best-played with 16 players: 4 initial flood and 12 spartans for maximum CHAOS! But you can adjust it with the amount of players you have Tips: Spartans do not take the leap of faith without looking where to land. Here is the link to my Map Variants: http://www.halowaypo...le&startIndex=0 And the link to the Game Type: http://www.halowaypo...le&startIndex=0 Here are the pictures: This is a simple map that I built in the lowest part of Erosion to make use of the cool rocks Here are where the vehicles are located: This is the leap of faith where only flood should only go This is how high the place is! No height damage for flood Please feel free to comment! And please try it out It's really fun
  14. 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.
  15. GT: Shadow KryPTiiC and HornetAssassin5 Map: The Journey: Part III Gametype: The Journey Description: Hey guys my name is Shadow KryPTiiC and I have a new map for The Journey series. You don't know what the Journey is? Check it out right here >>>>>>http://www.halocustoms.com/threads/the-journey-part-i.5074/ Anyways back to the map. Sorry for no Part II, thats still in testing, but in the mean time, heres the third part of the series. After the humans emerge from the sewers, the board a train. Once they find trouble on the tracks, they once again have to go onto the streets. Luckily, there is a pelican landing pad nearby. Freedom is so close!!! Can you make it to safety? Or will you die trying? Best played with 10-14 players. Heres the download link to my fileshare>>>> https://www.halowaypoint.com/en-us/players/shadow%20kryptiic/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Now here's what youve been waiting for, the pictures. This is the first room This is the second room This is the third room Did I mention you could drive a warthog? The fourth room A cool looking zombie entrance The ticket to safety, the pelican Hope you enjoyed! Please check out my other maps and give me feedback down below! Thanks!
  16. shaudy430

    zombiesitter3

    From the album: b0b is here's maps

    ZombieSitter: designed for flood and gravemind The map is titled "ZombieSitter", is set in Ravine, and is an asymmetrical teleporter map. Players traverse the map one of two ways. By utilizing either the "recycler teleporters" (Jump off the map at various speeds/angles/physical positions, and teleport throughout the map) players can cycle throughout the map by jumping directly off to what would otherwise be death. The teleporter then transports the player to one of the many reciever nodes hidden throughout. This map is purely for flood and gravemind. Elaborating on the term "zombiesitter", the map drops the flood off at the top of the map, and the spartans babysit with their guns. There is nowhere to hide in this map, so last man standing zone exists across the entire playable area. Adittionally, Ordinance may be called in to assist with the babysitting.
  17. shaudy430

    zombiesitter2

    From the album: b0b is here's maps

    ZombieSitter: designed for flood and gravemind The map is titled "ZombieSitter", is set in Ravine, and is an asymmetrical teleporter map. Players traverse the map one of two ways. By utilizing either the "recycler teleporters" (Jump off the map at various speeds/angles/physical positions, and teleport throughout the map) players can cycle throughout the map by jumping directly off to what would otherwise be death. The teleporter then transports the player to one of the many reciever nodes hidden throughout. This map is purely for flood and gravemind. Elaborating on the term "zombiesitter", the map drops the flood off at the top of the map, and the spartans babysit with their guns. There is nowhere to hide in this map, so last man standing zone exists across the entire playable area. Adittionally, Ordinance may be called in to assist with the babysitting.
  18. shaudy430

    zombiesitter1

    From the album: b0b is here's maps

    ZombieSitter: designed for flood and gravemind The map is titled "ZombieSitter", is set in Ravine, and is an asymmetrical teleporter map. Players traverse the map one of two ways. By utilizing either the "recycler teleporters" (Jump off the map at various speeds/angles/physical positions, and teleport throughout the map) players can cycle throughout the map by jumping directly off to what would otherwise be death. The teleporter then transports the player to one of the many reciever nodes hidden throughout. This map is purely for flood and gravemind. Elaborating on the term "zombiesitter", the map drops the flood off at the top of the map, and the spartans babysit with their guns. There is nowhere to hide in this map, so last man standing zone exists across the entire playable area. Adittionally, Ordinance may be called in to assist with the babysitting.
  19. GT:H3YL0W Map: Flood Parkour Gametype: Flood Parkour Player count: 2-16. Recommended: 8-16 Description: Humans make their way through an EPIC parkour (obstacle course) map going stories high off the ground in a GIANT colosseum! If they make one wrong move and fall down to the first floor, the flood infects them. Very fun minigame!!! Visuals of the map are in this youtube video.
  20. Gamertag: Auxi Klutch Map: Excavade Gametype: Outbreak Party Size: 10-16 Description: After the project was completed, what remains of the battered compound is left abandoned and forgotten. This is a free roam flood map based on Impact. The map starts out linear just to get to the complex, once inside it becomes free roam. The complex has the illusion of being completely underground which adds its own theme and aesthetics to the map itself. The flood are given teleporters to enter the complex quicker and easier. This map is a lot of fun, hope you download it.
  21. GT: Shadow KryPTiiC and HornetAssassin5 Gametype: The Journey Map: The Journey: Part I The Journey is a linear flood series that follows a group of humans as they escape the flood. The first part starts in the city, the second part takes place in the sewers, the third is also in the city, the fourth part or finale is a secret. Their is initial and personal ordanance on the map as well. For download go to my fileshare. On each map their are four rooms and this map, as well as the rest of the series is very fun. Will be posting other parts of the series soon. Shoutout to my forging clan Mk25 for helping me and Hornet test the map. https://www.halowaypoint.com/en-us/players/shadow%20kryptiic/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 The First room The Second room The Third room The Final Room, Look for the manhole that hints the humans are next going into the sewers. Thanks and please download. (:
  22. Gamertag: Auxi Klutch Map: Docks Gametype: Contagion Party Size: 10-16 Description: Lost, with what ammo remains, you must survive to the end. This map is a linear style of map with 3 stages. Flood count starts at 2. Teleporters are given to the flood to help advance them throught the map, also to add better gameplay for the humans.
  23. Based on AnEpicPotatoe's NZ_insanity I bring you NZ_Desolation. Based on impact, it begins as segregated spawns, one in a small courtyard and one in the main room downstairs. they battle through the rooms against the oncoming hoard to reach the main upstairs room where you can activate the power ( a turret ) It has the same weapon drops as the original and follows the same NZ_Survival game type. Players 12 - 16 as starts with 5 zombies Gametypes Flood NZ_survival Map created by AzureXPD and Absentduckling3 On Absentduckling3's file share Gametypes coming soon but I presume you already have it as its popular
  24. Hi everyone, this map is made by Wolferious and myself, Pol Wah. It is obviously a Nazi Zombies map so its played with Anepicpotatoe's gametype or my own, NZ_Phagein. In this map I used my own new mecanic for opening doors which works with crate smalls. You have to throw in BOTH of your grenades for it to open. Em... I really don't know what else to say... I guess its a medium sized infection map... I like it... Well, thats about it. Stay awesome guys. (The map and gametype are in my fileshare) These are the opening doors
  25. Hello there Im Reclaimed Halo (my xbox gamertag too) , i have created an Aliens map based on the second movie of Aliens by James Cameron. The map is a recreation of the control room in the terraforming colony. The map consists of the Coms room, and Med lab, the famous dank tunnels, a cefeteria, and two storage rooms. I even placed the coms room windows facing the wierd formations of rocks on impact, because they resemble the wierd terrain on the planet of LV-426( like in the movie). I created the map as best, and lovingly as i could, since i am a Huge ALIENS fan. The map name is: Hadley's Hope ( here is the link to the map on Halowaypoint.com) : http://www.halowaypoint.com/en-us/players/reclaimed%20halo/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 There are two map gametypes for the map, one is for 4 throught 10 players while the other is 10 through 16 players. ( here is the link to the gametypes) : http://www.halowaypoint.com/en-us/players/reclaimed%20halo/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 The gametype and map both have smooth gameplay. The map feels like an Aliens map with the hallways,m and the gametype gives the humans a saw and shotgun, The aliens are faster than humans, but to counteract that it takes 4 hits to kill a human while the humans dont regenerate their shields, and the Aliens dont have armor abilities. And from my test it truely feels like Aliens with alot of people in your lobby.
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