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  1. Known Issues: - When building the nav mesh with grass on the ground the bots don't know how to navigate (this is the most annoying one for forest maps, bots should just ignore blocks with no collision. - Sometimes working with the budget for light cache too close to the limit will not save the built light cache (this happened with a vegetation map I had to lower even more the light budget I had). - Initial camera will shake when a match starts unless you script it to move around. - Sometimes scripts don’t get properly loaded in a custom game even if they work at Forge mode (or the opposite). - Some particular blocks are glitchy (example: Structures > Cover > UNSC Half Cover), they may not scale properly and several copies of it can break the map. Make sure to check the budget at Map Settings and see if the static objects budget makes sense with the map you are working on. - Quickly saving the map twice right before leaving a Forge session may not save your progress at all, a workaround for it is going to version history and open the third last version of it. - Sometimes you just can’t publish a map, transferring the admin seems to solve the issue but the map will still be glitched with the original owner if he gets admin back (this may have something to do with a copy protection glitch). - Forge robot sometimes pick up weapons, if a weapon disappears or if you see your reticle changing then be aware of it, that weapon will respawn after some time. - Placing blocks too far away from origin or very big ones may cause serious performance issues to your session. - Some blocks that have applied normal physics to them may get duplicated when they get moved around (specially vehicles, weapons and fusion coils), it turns out that the object in the original position is just a ghost block and eventually it will disappear (I hope). - Some blocks that have applied normal physics to them may get duplicated when they get moved around (specially vehicles, weapons and fusion coils), it turns out that the object in the original position is just a ghost block and eventually it will disappear (I hope). - Some objects glitch out and can’t be selected nor deleted, sometimes they just act as the ghost blocks mentioned above but also they may stay there for a long period of time and even linger around after a couple of forge sessions. There is no easy workaround but after a couple of forge lobbies they may disappear. Sometimes you manage to delete them when placing another same block and going into object settings and selecting all similar blocks then deleting it (do it outside the map since instead of being able to delete the second block it also becomes a ghost block sometimes). - Placing glass blocks in front of each other will cause performance issues. - Having too many reflective objects will cause delays when placing and moving blocks while in forge mode. - You can’t undo when scaling objects or with other people at your forge lobby. - Some rocks if scaled too big can cause problems with collision and weird textures, make sure to place smaller ones near areas where the players are to patch it. - Prefabing several blocks together may cause different issues, if you duplicate it or undo the rotation or movement will cause the prefab to explode the smaller blocks into different rotation, scale and position, a work around for this is having the original prefab in a corner and trying to duplicating it a couple of times until you can get it right (there is a small delay when duplicating it), also remember to never ever undo anything you made with a big prefab (saving the original one may be a good idea). - Randomly some blocks may get weird collisions (even if they are flat), try to place invisible blockers to work around it.
  2. Does anyone know why I cant publish my map? I have tried several times but it keeps failing. I published a test map with only a few items on it, but cannot publish this map... I tried renaming it, bookmarking it, and even tried publishing it without the copy protection. Yet nothing has worked... Any ideas? Would love to get this map out there and into the communities hands...
  3. This is going to be a small post but I'm here to say I have not forged a map in halo 5 yet and was never good at forge. But Im going to start making a forge map that I plan to work with infection as the main game mode for it and then swat and breakout. This will look like a home depot building so a loy of racks and shelves with some small vehicles. My plan is you can climb on top of some of the shelves and such. Anyways. Anyone is welcome to join me in this I plan to start tonight after work just add my gamertag: HOUOUIN KYOUMA7
  4. Map: Mire (subject to change) Current Game modes: Slayer So I am totally new to forging. I feel that my aesthetic skills are good and my map design is decent. My main problem is i do not know how to set game modes up. My spawning for slayer works but I would love to have a seasoned forger help. Mire is a small to medium sized map set in a swampy, toxic, planet. Its aesthetic is based off of old Forerunner technology. It has an interesting asymmetrical design that creates an interesting movement fro both teams. Power Weapons: Binary Rifle, Shotgun Power-Ups: None as of now but there is place for one Weapons: Battle Rifle x2, Light Rifle x1, Carbine x1, SMG x2, Plasma Repeater x1, Brute Plasma Rifle x1, Plasma Pistol x1, Suppressor x1, Frag G x6, Plasma G x2, Splinter G x2 Would love to have feedback. My gt is Salopp Joel. Just shoot me a friend request and maybe a message that you read this page. Thanks!
  5. Gamertag: ARC GuiltySpark Player Count: 2-9 (1 slender, 8 players) Download Link: Click! Map Trailer: Click! THIS IS NOT AN INFECTION MAP, THIS IS A WORKING SLENDERMAN GAME Slender: Oakside Park is a custom game I have been working on for a long time but is finally finished. It is based on the game Slender: The Arrival and is a really fun game for as little as 2 players to 9 players. Please give this map a download, I would really appreciate it! RULES Everyone must go to Red team and 1 person on blue team to control Slenderman OBJECTIVE Red Team must work together to find 8 pages hidden throughout the map. They are switches that need to be activated in order for them to win. Once all are activated, an alarm will sound and everyone must run to the beach to go to the escape van through the gate and win Blue Team (Slenderman) wins by either keeping Red team from finding all 8 pages before the time limit expires or kill them all. He is controlled from a panel up in the sky similar to “reaper”. There is a light marker in the sky that tells the controller where Slenderman is on the ground. The map is very dark making it hard for players to find there way around. Slenderman makes a buzzing sound if you are near him. His face is glowing from the front so you can still see him in the black of night. Make sure to check out my gamenight video and map trailer on my Youtube channel. Huge thanks to CREATIVE FORCE for helping me with this great custom.
  6. Gamertag: ARC GuiltySpark Player Count: 2-8 (Multi-teams of 2 or 4v4) Download Link: Click! This is a fun minigame to play forged on the outside of empire. 3 rounds of 3 minutes to control the hill. Play with up to 8 players in the chaotic gravity slam! Objective Players try to capture the hill at the top of the tower. Players are first shot up from the base, then must jump up 4 other layers to the top. At the top is a stronghold players instantly capture and must hold it to gain points by staying inside. Settings - Players have infinite health and are invulnerable to any damage - Players have increased jump height and decreased gravity - Players gravity knockback is increased for their weapon and spartan abilities - Players are armed with gravity hammers and their abilities to knock players off the hill All players start on different teams. 2 to 8 players
  7. "Many dangers lie within these toxic sewers like poisonous gases, corrosive acid, and radiation. Sounds like a great place to play grifball!" A Standard-Size Grifball Map by: ARC GuiltySpark​ Gamertag: ARC GuiltySpark Player Count: 8 Download Link: Click! Layout Design The layout of this grifball map has everything standard size to matchmaking maps for the best play experience. The size of the court is 260W x 310L (not including the initial spawn area and the side pipes). At the beginning players run in from a pipe tunnel outside the map which is unplayable after the intro. There are also stacks of two pipes on each side of the map that players can jump on and run along. Aesthetic Design The theme for this map was an industrial underground sewers that holds acid or toxic waste. The map uses a 3 tier platform style which is a hard platform, pipes in between each platform, and cables in between each pipe. There is one big pipe running down the middle of the court with acid underneath. There are two big platforms beside the pipe and another set of platforms with more acid and pipes underneath. Two tunnels are at each end of the map where players initially spawn and run in from. In the middle of the map there is another big tunnel that leads up to the surface with light shining through it and on to the court. another series of pipes run along the ceiling. The rest of the map is made of a decaying yellow brick. On one side there is a whole in the wall with acid dripping down the side. The map has lots of cool sounds and lighting effects to immerse you in the environment. There are also special details added around the map like warning decals on the floor and walls as well as barrels and dead bodies floating in the acid beneath.
  8. "The ancient Forerunners have taken over these crumbling sand ruins to harvest the powerful artifacts within" A Core 2v2-4v4 Arena Map by: ARC GuiltySpark Gamertag: ARC GuiltySpark Player Count: 4-8 players Download Link: Click! ​ Layout Design Excavation is a Smaller 2v2-4v4 Core Arena map for all gamemodes like Slayer, CTF, Strongholds, and Assault. It has two very distinctive sides or "bases", both tackling different aesthetic themes. Throughout every game players will try to hold these two bases as well as other power positions like the Bridge and the Stage. Playing in teams calls for lots of strategy and teamwork to control power positions while playing Free For All will put your skills to the test to control these areas solo. With open and closed areas as well as long and short sightlines each game feels different than the last. Whether you're playing competitive, casual, or somewhere in between, Excavation is a blast! Aesthetic Design The aesthetics are where this map truly shines. First lets look at Blue Team's side. This part of the map consists of natural rock and "jungle like" foliage with Forerunner pieces built above and within the environment. Lots of blue lighting, effects, sounds, and metal textures absorbs you into the scenery. Red Team's side fades from bright colours into a dusty wasteland. The sandstone temples built on top the sand dunes have started to crumble and decay under the work of the Prometheans, resulting in piles of rubble encased in dust. Looking past the rock walls, players can view even more of this terrain in the background scenery. These two amazing environments blend together nicely in the middle to make this a stunning arena map. Weapon Design The Weapon Layouts have been altered for different gamemodes to provide the best experience on each one. Slayer, CTF, FFA Railgun - bottom mid Binary Rifle - stage Strongholds, Assault Railgun - stage Overshield - bridge wing -Battle Rifle -H2 Battle Rifle -Closed Fist (Boltshot) -DMR -Frag Grenades x2 -Gunfighter Magnum -Light Rifle -Needler -Plasma Grenades x2 -SMG -Splinter Grenades x2 -Suppressor If you would like to see how I built this map or how to build a core map yourself, check out my Youtube Channel "Guilty Spark" with the video coming out soon "Halo 5 Forge Guide | Core Maps". https://www.youtube.com/channel/UCzL5yQ13bppr1ksJ0Xq1CHA
  9. It's not that it's a bad forge mode, it's the best in the series. It's just that, for me at least, the content updates make building a map at the moment pointless. I will build a map, content update comes out with features and objects I wanted for that map, I will need to return to that map and spend time editing it or rebuilding it just to put in the new features. I just don't bother with halo 5's forge because I Know a new update will come out and it will make my old maps pointless and redundant unless updated. A good example of this is the scenery textures, If I built a map before the textures came out i will need to revisit it and select every bit of scenery and adjust it's texture. I'll probably go back to forge once the content updates stop coming.
  10. Hey there Zandrill! So this is my attempt at submitting a map for you to check out. I'm used to Forgehub, so this is a little out of the norm for me. Hopefully I'm doing this right Map Name: Gatelord Author: Ascend Hyperion Player Count: 2-8 Players Gametypes Supported: Team Slayer, 6 Man FFA, Multi-Team, Strongholds, CTF, Oddball *Team Slayer is the default for the map Download Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Ascend%20Hyperion#ugc_halo-5-guardians_xbox-one_mapvariant_Ascend%20Hyperion_f4a093eb-cfd6-41fe-b8d8-c692ab11b17b Description: "This battle has happened, it is happening and it will happen." Gatelord is a versatile core map inspired by the Vex architecture from Destiny. Set deep within the Spire Ruins on Venus, players will navigate the time weathered machines of the Vex in an all out battle for domination. Built to blend fast paced vertical play with the rigid decaying structures of the Vex, players can flow freely through the diverse paths on the map, slide and clamber about and even use the timegates to teleport from low and high points on the map. I hope you enjoy it!
  11. ForgeHub is the center for all things Forge-related in the Halo Community. From map design to scripting, ForgeHub has a tutorial and/or several individuals who can help at any time. ForgeHub is home to several well-known Forgers and community members including WARHOLIC, Chronmeister, Commander Colson, and xdemption just to name some. Above you can see an image of their homepage which is updated frequently with news and tutorials (look at that awesome screenshot they got there!). Speaking of front page articles, this one is one of my favorite recurring articles on the site: "...Forge-Cast is an article idea that i came up with that comes out every Monday. It gives a little recap of the previous week but mainly lists and talks about upcoming lobbies and article that are happening through out the week. This way people who visit the site can click on the front page article and be taken to a list of lobbies and what time they start, as well as a link to the lobby's thread. Getting a lobby into the Forge-Cast is easy, all you need is to be a member of the site, post in the forums that you are starting a lobby, and list the times and other details about the lobby. I then see the lobby and put it into the article." - Sir Iron Wolf. The Forge-Cast is also the number 1 source of our Community Calendar's content and we have Sir Iron Wolf to thank for that. The Forums page hosts the Shoutbox which stays active at almost all hours of the day. ForgeHub doesn't have a lot of different forums as you can see so that keeps things easy and less cluttered. Being a Forge-based community, they don't need many other forums. This tab is also the place to find the most recent threads and see who's online. The Map Database is separate from the Maps tab and is found in the forums. It's a catalog of different maps and discussions from each Halo game era. This keeps their Maps page and forums clean and up to date. Thousands of threads kept for accessing old files and proof of ForgeHub's transcendence through the different ages of Halo. The Map library on ForgeHub is rivaled by none even today. Above are the 2000+ maps submitted to ForgeHub in only Halo 5: Guardians. Adding a map starts with a click of a button but then requires a description, player count, supported gametypes, images, and more. Not actually a difficult process. At the top you'll spot featured maps which include Sikamikanico's Fever Pitch, SaltyKoala's Port 66, and WyvernZu's Infinity Siege. You can't go wrong looking for a map on ForgeHub. And if you're a Forger yourself, then this is also a great place to get your map tested. Lastly, here's a view of the current staff on ForgeHub minus a couple (sorry AlexVan and Doju). This is also not counting cartographers and 343 employees that frequent the site like WARHOLIC, AnonFriction, NOKYARD, and Godly Perfection. So whether it's a place to show off your latest project, get it tested, or even get ideas or inspiration for future projects, I'd say ForgeHub is your destination. And then Twam said 'let all the Halo niche sites work together in piece and reunite the Halo Community.' Don't forget to follow ForgeHub on Twitter for updates like their interview with the Tom French and Nahil Sharkasi of 343 Industries. While you're at it, read me and ForgeHub admin Sir Iron Wolf's latest interview. And finally look to their YouTube for map features and tutorials. The end.
  12. ForgeHub is the center for all things Forge-related in the Halo Community. From map design to scripting, ForgeHub has a tutorial and/or several individuals who can help at any time. ForgeHub is home to several well-known Forgers and community members including WARHOLIC, Chronmeister, Commander Colson, and xdemption just to name some. Above you can see an image of their homepage which is updated frequently with news and tutorials (look at that awesome screenshot they got there!). Speaking of front page articles, this one is one of my favorite recurring articles on the site: "...Forge-Cast is an article idea that i came up with that comes out every Monday. It gives a little recap of the previous week but mainly lists and talks about upcoming lobbies and article that are happening through out the week. This way people who visit the site can click on the front page article and be taken to a list of lobbies and what time they start, as well as a link to the lobby's thread. Getting a lobby into the Forge-Cast is easy, all you need is to be a member of the site, post in the forums that you are starting a lobby, and list the times and other details about the lobby. I then see the lobby and put it into the article." - Sir Iron Wolf. The Forge-Cast is also the number 1 source of our Community Calendar's content and we have Sir Iron Wolf to thank for that. The Forums page hosts the Shoutbox which stays active at almost all hours of the day. ForgeHub doesn't have a lot of different forums as you can see so that keeps things easy and less cluttered. Being a Forge-based community, they don't need many other forums. This tab is also the place to find the most recent threads and see who's online. The Map Database is separate from the Maps tab and is found in the forums. It's a catalog of different maps and discussions from each Halo game era. This keeps their Maps page and forums clean and up to date. Thousands of threads kept for accessing old files and proof of ForgeHub's transcendence through the different ages of Halo. The Map library on ForgeHub is rivaled by none even today. Above are the 2000+ maps submitted to ForgeHub in only Halo 5: Guardians. Adding a map starts with a click of a button but then requires a description, player count, supported gametypes, images, and more. Not actually a difficult process. At the top you'll spot featured maps which include Sikamikanico's Fever Pitch, SaltyKoala's Port 66, and WyvernZu's Infinity Siege. You can't go wrong looking for a map on ForgeHub. And if you're a Forger yourself, then this is also a great place to get your map tested. Lastly, here's a view of the current staff on ForgeHub minus a couple (sorry AlexVan and Doju). This is also not counting cartographers and 343 employees that frequent the site like WARHOLIC, AnonFriction, NOKYARD, and Godly Perfection. So whether it's a place to show off your latest project, get it tested, or even get ideas or inspiration for future projects, I'd say ForgeHub is your destination. And then Twam said 'let all the Halo niche sites work together in piece and reunite the Halo Community.' Don't forget to follow ForgeHub on Twitter for updates like their interview with the Tom French and Nahil Sharkasi of 343 Industries. While you're at it, read me and ForgeHub admin Sir Iron Wolf's latest interview. And finally look to their YouTube for map features and tutorials. The end. This post has been promoted to an article
  13. so September 8 (usa) Halo 5 forge will be arriving on Pc. Here is a link from Microsoft http://news.xbox.com/2016/05/19/forging-ahead-the-halo-forge-experience-comes-to-windows-10-pc/ I am very excited to see this happening as it could be a gateway to more halo things on pc.
  14. Hey guys, long time. I'm working on a project for the Hub of the Dead Infection-Map contest over at Forge Hub! So, I have most of it done. Now I'm just confused over one little detail. That has to do with the way the sky looks. Now, I'm going to give you guys two images that don't have too much stuff from the entire map, and are from an older version, but that's okay, because technically I haven't "revealed" it to any forum yet. I'm going to have descriptions for each one, and so that'll tell you whatever you can't gather from the pictures (which will probably be a lot of stuff). So I want you guys to either vote for option 1, or option 2 as a lighting setup. ​Don't forget, this is an infection map. ​OPTION 1: This is a daylight option. It's bright, has lots of sunlight, a sandy atmosphere, slightly cloudy but has bluish sky. Performance and light-baking is slightly better on this setup. It looks similar to WyvernZu's lighting on her Sandtrap remake. OPTION 2: This option is not a night option by any stretch of the imagination, as the huge sun on parallax shines through everything. But it is noticeably darker, has a slightly thicker sand effect and is also just a more effed up day time. One thing to note is that performance with the light-baking is worse than Option 1, and some pieces look a tiny bit glitchy (nothing that you can notice unless you look really carefully). So that's that! Basically, I'm not sure of a scary vibe needs a darker lighting necessarily. I've been told that my map feels like it was once lived in, and something happened where people died/can't be there anymore, and this was with Option 1 on. So, that's the thing. It's an infection map, so a sketchiness is favorable. But, if it can be achieved without having to be physically darker, it's fine. Anyway, thanks and vote if you read this! NOTE: The reason I said urgent was because there's only around a week left.
  15. Download link below! Mombasa streets will finally be available today. This new map has been completely rebuilt from scratch on a brand new forge canvas, instead of an out-of-map canvas. This version does not fully replicate any one distinct location from the game, this is just meant to show off remade assets and known elements that are most recognizable from the original gameplay. This map was rushed in an effort to replace the original that was never released due to broken mechanics. However I plan on making more than one version and expanding on remakes from the city as time goes on. Hope you guys enjoy! https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=BaconMedia#ugc_halo-5-guardians_xbox-one_mapvariant_BaconMedia_24f48df2-97bb-410b-8eca-30b794afcfe3 Add BaconMedia on Xbox Live to bookmark the map directly.
  16. Deep under the city of New Mombasa is an entire hive of super computers controlled by th city's superintendent AI "Virgil". This map recreates a portion of the computer hive and several well known locations from the campaign mission in Halo 3: ODST Download link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=BaconMedia#ugc_halo-5-guardians_xbox-one_mapvariant_BaconMedia_6e2a5ce8-d86c-490a-b988-32cd02d24f43
  17. Challenge your friends to a 1v1 Beer Pong Match. In this match up, we have 10 super sized party cups per side, and your unique throwing skills. Here is my first Halo minigame, Beer Pong. When I heard the Firefight update had party cups in forge, I set my mind to creating this map. Although it's a simple idea, the execution was not as easy as it first sounded. First off I'd like to thank everyone who stopped by to check out my map, and give it a bookmark, or even a shout. This took loads of time actually, and I'm satisfied with how it turned out. The way Halo 5 Beer Pong works is like normal Beer Pong, the only twist is that you get to take your partners cups away when you score on one of them. You use a color-coded identification system to know which cups your taking away. This is the only way I found the game mode would work. And yes, I tried to script removable goal pads and cups. -Yoink- it, it's fun to take away your friends cups. Don't forget to download my 'Beer Pong' custom Game Mode as well or you're going to have a bad time. Thanks for reading and see ya guys next time. To 343: I put something for adults in your Rated T game, you mad barvos? Play Ball. -AFTM Reclaimer Follow me on Twitter @ForgeAndReclaim for my Forging Updates!
  18. Hey all, I am creating this post because my friend and I do a weekly show called Forgetastic Fridays where we pick user created maps, we then run around the maps and showcase them. We are looking for anyone that would like to submit their Forge maps, they can be any type of map (4v4, 8v8, Slayer, Infection, Puzzle, etc). And we would love to be able to have the user in the show with us explaining why they did this etc. If you would like to submit your map just leave your GT, and the name of the map. Or you can send me a message on XBL, my GT is Sgt Gnomes, and just let me know the name of the map you would like to submit. I hope to hear from you! Heres an example of what we do:
  19. 343 community, Allow me to introduce my warthog race map, "Yellow Brick Rolled". I've been playing Halo since it was created and as long, I have been most intrigued by two components: 1) the gauntlet-style, warthog sprints found in the campaign levels (dat Final Escape jump doe), and 2) challenging the gametype/map boundaries set by the creators. While I've had my stints (LONG, GPA-killing stints all throughout High School, College, and Grad School!) with getting my forward lean on for the sake of ranking up and building my K/D (mostly when in concert with lifelong brethren Its PJ Biaaaaaa and OXFire), by virtue of the fact that my household didn't have internet back when H2 dropped, I never achieved elite, multiplayer status and as a result, resigned myself instead to hack jumps, campaign nuggets, besting Legendary AI solo, and a social life ... and chirping kids. I've never been MLG worthy, but I'm a grinder.... and over the course of myriad gamertag iterations (slash adolescence), an a-hole, who fit right in with online FPS gaming. Fast-forward to present, (the try-easier stage of life) and now I have an avenue through which I can finally contribute to the community... this is my first creation and hopefully it's worthwhile. I have bulleted the gist topics beneath for brevity. The truth is, words can't do it justice, so I urge you all to try it out (preferably with a sizable fire team) and enjoy! 1. Quick Stats Author Gamertag: sum1 moar 1337 Warthog race map 8 color-coded, laned spawns with 1 scout warthog per lane 2-16 Players; capability of single player per team, or "double dash" style with a side seat co-pilot grenade tosser. Must self-choose team color The intention is for people to stay within their hogs unless flipped (preparing for a formal race gametype to be released by 343); race cannot be completed solely on-foot, without utilizing grenade jumps Big-Team Stronghold game-type to afford "Finish Line" with instant capture attributes TO BE PLAYED WITH YBR: Race da 5'9" gametype; mode attributes augmented to allow for minimal damage infliction and invulnerability to all but kill balls/suicide, with maximal force effects (ground pounds, frag blast radius, melee strength, etc.) for sake of heinous explosion physics. Also, unlimited lives per round, 2 rounds to win game, 6 frag nades at start and H1 pistol (of course) Forge details: 970 objects; 9 groups; 304 scripts; 37% FX; 82% lightmap; 52% collision; 94% physics 2. Summary YBR is intended as a 2-16 player race map, with a clear flow and contained funnel, and many obstacle-rich sections throughout, which collectively serve as the main element of randomness. This map is laden with equalizers, to ensure all remain engaged in the race, despite their lineup at any given time. The inner track is composed solely of "material" objects and the outer composed almost entirely of "natural" objects; I did this for juxtaposition and variety. Scripting is quintessential to this map, as movement makes it more challenging to "master" any given part, while staying ahead of the pack. Thanks to Forge's uniquely quirky nature, some objects even appear/disappear depending on the specific round, or time within a round, or for no reason at all... while this is unintentional, ironically it also contributes to the randomness, which is actually beneficial. Every bit of this map provides choice to the driver, and most of these choices afford decent time-saving/loltastic rewards (grav launchers, shortcuts, teleports, anti-grav fields), BUT the more rewarding, the more consequence-laden they are in case of failure (physical rejection by rotating objects, huge time-sinks for failed attempts, death by fire/kill ball, etc.). Even running through this (see YouTube vids) by myself, having created the map and knowing all of the minutia, this thing can kick my a$$ and humble/frustrate me during any given round, despite my best driving... which is exactly why I love it. From the hours of alpha-testing this beast with others, hilarity ensued. Soon, urgent call outs and moments of choking laughter became regular occurrences, along with ever-evolving location names. Personal favorites include: Whiskey Stones; Cheese Wedges; Ball Pit; Toblerones; Kit-Kats; Zebra Cakes; Rib Cage; The Salad Tosser; Guess Who?; Graveyard; Herp Rock; Petey's Oak; Root Sack Garden; Old Dusties; The Plumes; The Gauntlet; and Flolshy. This is exactly why I created this map, and I'm excited to see if it takes off. 3. Future Plans Depending on when/how 343 rolls out its race gametype, I don't yet know how I'll reallocate object budget... whether I'll do away with the constructed boundaries and opt for checkpoints to funnel people, or not. Also, I wonder how this map would play with rally hogs and what that would mean for jump distances and other things currently optimized for the slower speed. Also, you don't need nades to complete the map, BUT I like that aspect, as well as the ability to seat switch, because these allow you to toss nades at the competition, for sake of defense or for just f'king with their race... I hope these aspects are retained in the formal race gametype launch, as they promote curveballs. Of course, add'l edits will be made as player feedback comes in from sessioning YBR, so I'm hoping to garner some unexpected ideas as well. Thank you all for regarding and in advance for trying out Yellow Brick Rolled. Enjoy! Screenshots: http://xboxdvr.com/gamer/sum1%20moar%201337/screenshots Demo Vids: http://xboxdvr.com/gamer/sum1%20moar%201337/video/19028337 http://xboxdvr.com/gamer/sum1%20moar%201337/video/19028404 Map DL: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants/bookmarks?gamertag=sum1%20moar%201337 Gametype DL: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants/bookmarks?gamertag=sum1%20moar%201337
  20. Hey everyone, First post here, thought I'd share one of my maps. It hasn't been tested completely yet. It's set up for a 4v4 but can accommodate 8v8.
  21. My Gamertag: Not Donovan 10-12 players Little Dead Space 2 inspiration... I wanted to play with gravity on this map. There are 3 areas with either low/zero gravity. (Might remove one, I'll get to that shortly). There is a small gravity lift that uses gravity volumes and there is low gravity in the half destroyed satellite room. Weapons - 1 DMR - 0 spare 1 SAW - 0 spare 1 Magnum - 0 spare 1 SMG - 0 spare 2 Shotguns - 0 spare 1 Boltshot - 1 spare 1 Scattershot - 0 spare 1 of each grenade Some things may change depending on feedback. Video of 1.2:
  22. Truly a map that many may wish to visit in real life. The attention to detail and beauty does not in the least detract from play-ability. You find yourself in the quarters of what was once the residence of a great lord over the earth. From 2v2, to 4v4, to possibly even a chaotic 6v6, this map offers red vs blue slayer, strongholds, and an innovative style of neutral flag. If the serene atmosphere of the inner chambers, or the rustic quality of the outer ruins dont steal your attention away from your enemy, you will find a very competitive match. Map creator/gamertag: Thrillerkillersal.jpg] waypoint link: https://www.halowaypoint.com/en-ca/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=thrillerkillers#ugc_halo-5-guardians_xbox-one_mapvariant_thrillerkillers_57298848-c417-43b7-a35f-a0347678e6c2
  23. After such a long time of not being on the site (but dropping in to the shoutbox with little response xD), I’d like to introduce my latest work in forge: Siege. Siege is a new infection map set in a forest at an abandoned research site once known as the “Siege Research Center”. After a terrible accident nothing but dead bodies remain. It features what I believe to be a unique integration of verticality by having little wooden towers connected by bridges, allowing for many great opportunities to implement the use of Halo 5’s mechanics such as ground pounding or thrusting from one bridge to another as a shortcut. As far as gameplay is concerned, the infected players’ spawn room is a little lab (once part of this research center) at the end of the map, featuring a pipe that launches players into the jungle. The jungle is the survivors’ playground. Also, I highly recommend that survivors take advantage of the towers and bridges, rather than linger in the confusing forest on the bottom. Of course, certain weapons might be worth swooping down and taking a risk for every now and then. Speaking of which, weapon placement is not yet finalized on this map. I intend to change them up based on feedback, including which weapons and where they should go. The aesthetics had a lot of thought put into them. I decided to use the perfect combination of primary, secondary, and tertiary colors with the right level of metallic finish, all working in unison with the new textures feature to create what I believe to be very beautiful and artistic aesthetics that I don’t think are too common on forge maps at this point. You’ll also find that I decided to make the lab very sleek looking as compared to the slightly aged look of everything else to create some contrast, which is essential to any work of art. Of course, this isn’t intended to primarily function as an aesthetic map, but being a huge design geek I had to try my best. Now I know this map isn’t perfect, and I’m very willing to take feedback. I would love to get this featured, because I really want to get out there. My dream is to get this into matchmaking, and I will work as hard as it takes as ridiculous of a goal as that may sound. Here are some more pictures which might show you a little of what I talked about. The map is called “Siege” and is under my files, gamertag being “Dezert Fuze”. Please do not hesitate to give me feedback. CLICK HERE FOR HALO WAYPOINT PAGE
  24. Halo 5 has huge potential with custom games and forge, and so many people have made incredible maps. I'm sure we've all seen flapjack frenzy! However, there is a fatal flaw with custom games that prevents a lot of maps from being played the way they were meant to be.Player stats/traits are the same for EVERYONE! There are no leader traits in Halo 5, or any way to make one spartan/team different from another! This severely limits and game types/maps that require one or more players to be stronger or weaker than another. One example is Slenderman, where one player is supposed to be the invulnverable Slender Man that hunts the other players as they run and hide.But if the Slender Man is invulnerable, then so is everyone else. So players have to use honor rules for this to work. This fatal flaw prevents a lot of maps and game types from being played properly and I hope 343 sees this because it is such a small, manageable addition that would add SO MUCH to Halo 5's Custom games, and Forge.I go into more detail in this video:
  25. Resolute Bury the enemy in the grave they so happily dug! N3gat1veZer0​ This is Resolute, my favorite map in Halo 5 I've made. It's a covenant themed asymmetrical map set in a cave. I decided to mimic Halo 3's Assembly style of covenant when making this map. The pinker side of the Covenant is one I haven't seen in forge maps yet. The map is multi-layered and houses a rocket on the center structure, active camo on the mid level off to the side and a one-clip scattershot near the opening of the cave. There is also a teleporter below red side that leads to the top near blue. The map is set up for Strongholds, CTF, Slayer, and Neutral ball modes. Thanks to the iForge team and the Spark Forge Network for helping get some test lobbies together for the map. You're awesome! Please let me know what you think. I think I can make this my best map yet, but I can't do it alone. Any and all feedback is appreciated. Forgehub Link (For more pics):http://www.forgehub.com/maps/resolute.2061/
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