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  1. Hey guys, I recently made a map marker pack for all you Forgers out there. Updated Download Links http://www.mediafire.com/download/j9cabu50y5kdxpi/Zan%27s+Halo+4+Map+Markers+V5.zip http://www.4shared.com/zip/FcXWmuZj/Zans_Halo_4_Map_Markers_V5.html I explain what a map marker pack is and how to use it in this video. http://www.youtube.com/watch?v=fA29eVqrBl4 NOTE: My mic was having problems when I recorded the video. As a result, the audio is quite weak. If you guys find the video and the Map Marker Pack helpful, could you subscribe to my YouTube channel? I'd really appreciate it. Thanks! http://www.youtube.com/user/SirZandril __________________________________________________________________ If you don't want to watch the video, then I'll explain it here as well. I'm going to start off by making you take a look at two screenshots. This one and this one Now, which screenshot tells you more about the map? I don't know about you, but for me, it's the second one. All because spawns, flags, and weapons have been marked instead of a plain overview shot. That's basically what this Map Marker Pack is. It's a collection of PNG images that you can edit into your map's overview screenshot. V5 UPDATE Hey guys. Update time! This is the fifth version of my Map Marker Pack. What's new? - A new style for all weapons and vehicles. - More teleporters. Now with color! This is for maps with more than one pair of teleporters. - A new style for the armor abilities. PICTURES That's pretty much it. If you have any suggestions/complaints about the Map Marker Pack, let me know.
  2. Hey guys, I recently made a map marker pack for all you Forgers out there. Updated Download Links http://www.mediafire.com/download/j9cabu50y5kdxpi/Zan%27s+Halo+4+Map+Markers+V5.zip http://www.4shared.com/zip/FcXWmuZj/Zans_Halo_4_Map_Markers_V5.html I explain what a map marker pack is and how to use it in this video. http://www.youtube.com/watch?v=fA29eVqrBl4 NOTE: My mic was having problems when I recorded the video. As a result, the audio is quite weak. If you guys find the video and the Map Marker Pack helpful, could you subscribe to my YouTube channel? I'd really appreciate it. Thanks! http://www.youtube.com/user/SirZandril __________________________________________________________________ If you don't want to watch the video, then I'll explain it here as well. I'm going to start off by making you take a look at two screenshots. This one and this one Now, which screenshot tells you more about the map? I don't know about you, but for me, it's the second one. All because spawns, flags, and weapons have been marked instead of a plain overview shot. That's basically what this Map Marker Pack is. It's a collection of PNG images that you can edit into your map's overview screenshot. V5 UPDATE Hey guys. Update time! This is the fifth version of my Map Marker Pack. What's new? - A new style for all weapons and vehicles. - More teleporters. Now with color! This is for maps with more than one pair of teleporters. - A new style for the armor abilities. PICTURES That's pretty much it. If you have any suggestions/complaints about the Map Marker Pack, let me know.
  3. Hey guys, I recently made a map marker pack for all you Forgers out there. Updated Download Links http://www.mediafire.com/download/j9cabu50y5kdxpi/Zan%27s+Halo+4+Map+Markers+V5.zip http://www.4shared.com/zip/FcXWmuZj/Zans_Halo_4_Map_Markers_V5.html I explain what a map marker pack is and how to use it in this video. http://www.youtube.com/watch?v=fA29eVqrBl4 NOTE: My mic was having problems when I recorded the video. As a result, the audio is quite weak. If you guys find the video and the Map Marker Pack helpful, could you subscribe to my YouTube channel? I'd really appreciate it. Thanks! http://www.youtube.com/user/SirZandril __________________________________________________________________ If you don't want to watch the video, then I'll explain it here as well. I'm going to start off by making you take a look at two screenshots. This one and this one Now, which screenshot tells you more about the map? I don't know about you, but for me, it's the second one. All because spawns, flags, and weapons have been marked instead of a plain overview shot. That's basically what this Map Marker Pack is. It's a collection of PNG images that you can edit into your map's overview screenshot. V5 UPDATE Hey guys. Update time! This is the fifth version of my Map Marker Pack. What's new? - A new style for all weapons and vehicles. - More teleporters. Now with color! This is for maps with more than one pair of teleporters. - A new style for the armor abilities. PICTURES That's pretty much it. If you have any suggestions/complaints about the Map Marker Pack, let me know.
  4. http://youtu.be/dIuGct_3KU0 Delta this is the final hour we need you to hold your position as long as you can Commander Front out! Download Here - http://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Follow us at these links for more halo 4 maps and future projects. Twitter - https://twitter.com/TeamInfinityOne Youtube - http://www.youtube.c...x360livevids101 Website - http://teaminfinity1.wix.com/infinity
  5. Author: Trio of Kings Player Count: 6-12 Supported Gametypes: Slayer, CTF, KOTH, Oddball ​Recommended Gametype: Classic Slayer Weapons on Map: BR, DMR, Shotgun, Sniper, Spartan Laser, Frag Grenade, Needler, Concussion Rifle, Surpressor, Pulse Grenade Vehicles on Map: Mongoose, Ghost, Warthog Budget Left: 0 Details: Terminus is a remake of the Halo 3 map Last Resort. It is completely Forged by Trio of Kings, with no mods. The "fan" in the center of the map does not move, and wouldn't be able to move unless someone did some fancy editing with the Forklift Mod. The map uses most of the same layout, weapons, and vehicles, but when the budget ran out some parts of the map weren't the same as the classic map we all love. The map works great but major testing wasn't done. Images: Download I am also making a Ghost Town remake, so await for that soon!
  6. Search for tag B86 Send me message telling me thank you.
  7. Undergrowth An original map by Zombie Feed Download link Hello, it's me, Zombie Feed. Got another map here and unlike the previous Corrosion, this is entirely original. However it bears striking similarity to another map from another shooter (so close... ) Map Description: The trees were talking to me. I swear there is more to this place that meets the eye. 3-12 players (3-6 for FFA gametypes, 4-8 for RvB gametypes, and 6-12 for multi-team gametypes) This map is mainly a vertical map with a circular look, yet the oddest part is its symmetrical design and asymmetric spawns. Granted, spawns are more specified on CTF, yet all others are neutral. Anyways this vertical map has four levels. The bottom level consists of the near knee deep water that you can run through and the little gunning outcrop positions on the sides inside the rock walls. The second level includes the rocks that you can run around and the bridge that is the shortest route between the two sides. The third level is composed of the main building. Unlike other areas, this level is the only one that involves close to mid range battles with its interior setting. The fourth level is the sniping platform floating around the central structure of the map. This floor is deemed inacessable to humans in flood gametypes to prevent slowing down the action of games. The map proves its worth with its usefulness towards jetpack users. There are many shortcuts to be found that only jetpack users can use, so be creative with your routes. As for asthetics, all I can say (without blowing my own horn) is that it is pleasing to the eye and each of the levels has a different form of contrast to differentiate the four levels (Level 1=Blue, Level 2=Brown, Level 3 & 4=White). Backstory: 10 years after the events at Reach, a lone UNSC ship, forever known as the Endevor, wandered too close to Requium. The ship crash landed, and the survivors sent out scouts to find locations for shelter. The scouts came across a Forunner artifact made up of artificial structures held above the water by natural pieces. The survivors moved all salvagable materials and carved out defendable emplacements to defend themselves from the Forunner knights that constantly attacked them. Until the Infinity's events at Requium, the Forunner base went unnoticed by anyone, aside from the survivors themselves. Before the Infinity left Requium, scouts found the place, but there was no one on the grounds and notes were left stating how the survivors investigated deeper into the base only to find wierd goo that, upon contact, would slowly take over the host's body, driving them mad. Some say that they could hear the few trees calling out to them, before they went completly insane and lashed out at others. Some say that this was the birthplace of the Flood on Requium, considering their half plant-like structure. Others say that it was ment to keep out a more localized disease. But one thing is for certain, there is an undergrowth here, and the Forunners wanted to keep it secured. Compatible Gamemodes: Slayer (FFA / Team / Multi-team) King of the Hill (FFA / Team / Multi-team) Regicide (FFA / Team / Multi-team) Oddball (FFA / Team / Multi-team) Capture the Flag (FFA / Team) Flood Weapon Spawns: Light Rifle x1 (resupplies every 1:30) Rocket Launcher x1 (resupplies every 3:00) Speed Boost x1 (resupplies every 3:00) Random Ordinance x2 (DMR / Concussion Rifle / Shotgun / Overshield / Plasma Pistol / Magnum / Boltshot) The Rocket Launcher spawns at the bridge on the second level. Sadly people will have to risk going into an open location to grab a weapon of great power. The Light Rifle spawns inside the building on the third level, however it is not as useful being located in the close quarters environment. The final initial drop is a speed boost in the water on the first level. Considering the amount of time you will waste getting from level 1 to level 3, you may need the speed boost if you do not have a Jetpack. As for the campers in the stone bunkers on level 1, you will have to get out of there if you want to grab some good firepower as the speed boost will barely help you in your camping situation. The two random drops spawn inside the open crates on the second level. However some of the selection of weapons will not help you in the environment they spawn at. Balancing: Level 1: Only has speed boost and two rock emplacements for good cover, however the open area of the water and large area may leave you to rethink any close range ideas. You have three routes to the second level: two of these are average stairs while one is a ladder (grav lift) that sends you to the center of the circular route on the second level. You have okay sightlines to level 2 and bad sightlines to levels 3 & 4 Level 2: This level has a Rocket Launcher and two random ordinances. You risk getting attacked from almost all of the levels however if you're not careful. You have four routes to level 3: two are stairs and the other two are crates that you can jump on top of to get to level 3. You have good sightlines to level 1, okay sightlines to level 3 and bad sightlines to level 4. Level 3: Mainly consists of indoor areas and contains a Light Rifle among a group of baracades and crates. You get two grav lifts and a sloped platform to get to level 4. You have good sightlines to level 2, okay sightlines to level 4, and bad sightlines to level 1. Level 4: The floating circle of platforms at the top of the map. You get a great vantage point, but sacrifice any level specific ordinance, plus you may need to be careful should you fall down two or more levels. You have good sightlines to level 3, okay sightlines to level 2 in some areas, and bad sightlines to level 1. This map currently remains untested. Feel free to give it a download and test it on the gamemodes listed and provide feedback to help me improve any issues or glitches in the system. Other Pictures: Updates: 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update)
  8. GT: IR3CON ST34LTH Map: Index Gametype: Swarm Recommended party size: 12 Map Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/2e6092c9-0045-4507-ad3b-fd9db0ac7660 Gametype Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/45af2251-3220-4504-926a-b78d1becbf9d Description: Index is an old Hotel which once was a place of cheers smiles and joy. Today it's nothing more than a rubble after being abandomed due to the sea level rising too high. This medium sized hotel is a holdout map. It consists of various different holdout locations as well as hide and seek spots. The map itself uses colorblind alone which is something not many people do and this map adapts this effect very well by adding good contrast to the map. There is also a tank in which you can operate the turret, but not the tank. Picking out a holdout location is much better than staying out in the open. There are also weapons scattered on the map which will aid you in holding out. Gameplay and Walkthrough: Images:
  9. Gamertag: REMkings Map: When Running Fails Gametype: On the Move Recommend player count: 12-14 players When Running Fails They left the city with dozens, in the hope of hitting the road to salvation. Only few made it out. A small group of latecomers finally reached the highways, now in such a sad state of affairs that all chances of escaping seemed lost - leave alone any chances of survival. Or is there still hope? Team up with a buddy or two, board one of the remaining Warthogs and outgun the chasing undead. Prepare for a joyride. "When Running Fails" is my attempt at a Drive or Die map, which you'd used to see a lot in previous Halo titels. Drive or Die maps, for those are not familiar with the name, typically consist of a large driveable area, which can vary from a huge desert to a long road, where the sole purpose of the game is to get in a vehicle and keep driving away from the zombies pursuing you. I myself am a huge fan of Warthog usage in Infection maps, so you can imagine I loved playing on these kinds of maps. Unfortunately, much to my regret, I have not seen any good Driving maps in Halo 4 yet due to the difficult-to-work-around-with layout of all 4 of the forge canvases. It was therefore that I decided to give it a try myself. And now you're here to see the outcome. Here are some self explanatory pictures for nom. Important notes There are two things you really have to keep in mind when playing this map if you want to get the greatest of pleasure when playing the map. 1. There is a huge trait zone just above the surface of the ground level. This trait zone only applies for humans and massively takes down their health, while also decreasing the damage they can deal to enemy players. In other words: this effectively dismantles attempts at camping. Because of the fact that all players have trait zones above their heads, zombies will quickly find you and take you down with ease if you're trying to break the game. So yeah, just get in a vehicle instead of walking around. It's more fun for everyone, including you. 2. I have used a modded gametype that allows zombies to sprint. This will come in handy when trying to keep up with the Warthog, so make sure to use this function all the way: you'll even have unlimited sprint. 3. There are some bumps in the road that couldn't possibly be smoothened out. These bumps don't effect Warthogs but they can slow down zombies walking into them. It is possible to keep running around the whole track without running into any of these bumps, though. Make sure to keep an eye on where you're running and you should be fine. Tips Finally, I'll give you some tips to apply on this map if you either want to increase your chances of survival or if you'd like to get some extra Infection on those nasty humans. - Keep driving circles on the outer ring of the map. You'll be able to keep your speed at best, making it harder for zombies to chase you down. Also, generally you'll have great sightlines on the side, so zombies will have a harder time ambushing you. - If you happen to be riding shotgun, it is recommend to grab your sniper rifle and try to go for some no scopes on zombie players passing by. The auto aim makes it rather easy to pick up some kills, and it will also help out your buddy wielding the turret on the back, who in the crucial phase of survival will likely not be able to take on all zombies all by himself. - If you're playing as a zombie; Make sure to keep sight on any humans (accidently) driving or walking around on the ground level. As mentioned before, they are now easy one hit kills and they also deal less damage, providing you a good chance of getting one or more sweet Infections and making the horde grow. - If you're playing as a zombie; Try and flank the Warthogs driving around. This is usually accomplished best by cutting the humans off by estimating where they'll be driving next, and then hitting them from the side by surprise. This will likely slow them down or even turn them over, or in the best scenario even flip them on the side, making for a nice opportunity to leap upon this new gained meat together with your fellow undead. That should be all! I hope you will have give this map and gametype a download and enjoy playing it. Whether you're a great fan of driving the Warthog in Halo or killing off zombies/infection survivors, you're bound to have a great time. - REMkings
  10. Underwater house in woods next to a constuction site Use with fog gametype http://www.halowaypoint.com/en-us/players/xtoungexlovex/halo4/fileshare#?section=Image&view-select=Tile&startIndex=0 Gametype: http://www.halowaypoint.com/en-us/players/xtoungexlovex/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0
  11. First, a link to the map's location of residence on my File Share. Ever heard of the map "Rising of Slenderman" by AbandonedCashew? It's a wonderful map, and was recently featured by the epidemic (8/18). It was made for the Slender gametype, but I can't stand that game. So, I've taken the spawn points and re-arranged them to support competitive gametypes. I've also added flag plates for Capture the Flag, as well as some ordinance drops. I would like to have added some light vehicles (thought it would be fun to drive a mongoose or warthog around) but because the map was modded, I couldn't recover any budget, so we'll have to do without them. A section of the forest, where a blue spartan dropped the red flag. I may optimize it for different gametypes in the near future, but as of now it works with Slayer, CTF, Oddball, Free for All, and Flood. Of course you can play various custom game types as well, such as the Gun Game or Blargnstuff. Whichever gametype you choose to play, I highly recommend turning off motion sensors in the game options before starting. Optimal player count is 4-10 players. Because the map is a bit too large to fully support 1v1 gameplay, I've created a different version of the map for 1v1. The newer version is smaller- I closed off some of the map and deleted the extra objects on the other side. Of course, I've re-arranged the spawn points, ordinance, and objectives to better fit the new map. This 1v1 variant is available for download here. How does it Play? Well you may be wondering "how do I play a competitive map when I can't see two feet in front of my face? However, you're not as blind as you think you are. When playing Capture the Flag, you will always know where your base and the enemy base are, as the flag waypoints will always point them out. After spawning in the same area several times, you'll quickly learn your way around it, as the map is not large at all. Despite what you may think, you'll always know, quite precisely, where you are on the map. The fog adds an element of suspense that everyone in the lobby loved. You need to keep on your guard at all times, as the enemy can come out of the fog at any moment and engage you in a close-quarter fight. When you fire your weapon, your projectiles can be seen from further into the fog than your spartan itself. Also, when you are hit, your shields start glowing and and are also visible from further away. This means that as soon as you engage a target, the stealth of both you and your enemy are sacrificed and the other players can see you and close in around you. Players will easily know where the action is going on because as they get near the area they will hear the sounds of the battle and see the flashing shields and the flying projectiles. Open engagements often attract other players throughout the map, and frequently lead to larger scale battles like these. Bottom line, the gameplay did not go slowly or drag as some of you may have thought it might. In fact, one team was able to acquire 5 flag captures in 12 minutes in a testing match, showing that the game does progress at a steady pace. The gameplay is fun and balanced, and there are really no major issues with it whatsoever. I'm actually quite proud to bring this to you guys, and I hope you will give it a shot. Guns up, eyes in all directions. These blue spartans must stay alert while they guard their stolen flag, as the enemy can emerge from the mist at any time. One last thing. Before you start the game, I highly recommend that you make these changes to the game through the options. -Disable motion sensor- highly recommended -If you're playing Capture the Flag, set the reset timer to 25 or 15 instead of 35 I hope you enjoy the map- you can find it on my File Share here, and the 1v1 variant is up for download here. Credit goes to "AbandonedCashew" for the original.
  12. "Windthrown" Waypoint download link http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/370f0851-6877-48af-ae29-9e3955b79746 http://youtu.be/s6W2OZONeyU Second map feature, courtesy of Zandril! Thank you Zan "Windthrown" is one of my more 1st ever serious builds that I accomplished in the first quarter of Reach's launch! Windthrown is rendered, inspired, and designed from the hardscape layout from Halo 3 ODST's original firefight map "Windward"! I chose this hardscape layout, at the time I had no inspiring ideas, so I looked into the Halo franchise for something unique to bring to the community! Choosing this map really helped me understand how maps were Forged, and what elements were needed to make a solid map! Every time I booted up this map, I always thought it would be a fantastic environ to play competitively! During the 3rd render bringing it in to Halo 4, due to multiple requests, it evolved enough that the build kinda became its own, yet you can still tell its spiritual successor, hence the name "Windthrown"! This map has gone through 3 variants, and hours of playtesting over a 2 year span! This current render I feel is finally what I feel ready to release into the wild! Windthrown is set up for 4v4, but hits a sweet spot at 3v3! It plays 2v2 really well also! I have before had multiple gametypes and they all played well, but the consistent request for this map, is straight up Slayer variants! I am amateur at making videos but the video I made for this map explains it well and I hope you enjoy! Waypoint Download Link Hope you guys enjoy! Love to hear thoughts of this map! Thank you for your time!-Festuca
  13. Jousting by Rabid MidgetMan Map link Gametype link player count: 4, 8, 12, 16 Introduction "What's that you say Rabid? A jousting map without any swords?! Have you gone absolutely mad?!" No good sir, you see they don't use swords in real life jousting either, do they? They use a thing called a lance (aka big stick), hence the name 'Sir Lancelot'. I happen to know Sir Lancelot and he approves of my jousting map. Why listen to him? Because he's good at jousting. How do I know? because if he wasn't he wouldn't 'Lance a lot'. Why? because being bad at jousting hurts. A LOT. Overview In this jousting map, you will find a much more realistic experience, wielding a shotgun rather than a sword gives a more natural range for the 'lance' . There are two teams, many mongooses and a long, straight track. The track is split by a divide (fence) down the middle, red team drives north and on the right whilst the blue team drives south on the left . As the 'horsemen' pass each other, the rider must take a shot at the opposing mongoose across the barrier. A teleporter at the end of the track leads back to the start, ensuring a smooth transition from one 'pass' to the next. A map wide teleporter stops players leaving the spawn area on foot or dismounting while in play. Gameplay The gametype is unlimited lives slayer with increased damage and other small differences. This is a very fun map to play with 3 of your friends (or rivals), but it also works well with 8,12, or 16 players. Plug in your mic and discuss attack plans with your team, just don't forget to cheer when you successfully strike down a challenger ​ Rider: The pump action of your shotgun makes it critical that you time your shot correctly as a miss will leave you vulnerable to attack. It creates a similar feel to grifball, where you must make a compromise between hitting your opponent as soon as they enter your lethal range, but leaving it late enough that you don't waste your shot with a glancing blow. As such, this game takes a lot of precision, skill and practice to master. Driver: The map flows very well if you simply drive forward and stick close to the divide, shooting enemies as they pass. This playstyle is fairly easy, the only challenge being getting as close to the barrier without touching it (grazing the wall causes you to bounce away from it). But you are free to be creative, try different maneuvers like: swooping towards the barrier as an opponent passes, stopping, reversing, changing speeds, accelerating backwards, reversing forwards... Maybe even some dressage?! As the horse you are also responsible for staying as close to or far from friendly horsemen as you see fit. Summary 1) Being bad at jousting hurts-elot 2) Being good at jousting can get you a knighthood 3) Mechanical horses are much softer on the crotch 4) Please download the map + gametype and enjoy playing it!
  14. A crazy map for 4-10 players. Use thruster packs to evade incoming bullets, be the last one standing. http://www.halowaypoint.com/en-us/players/abundantuser9/halo4/fileshare#!/?section=GameMapSearchDate=7&shortBy=2&view-select=Title&startindex=0
  15. Gamer Tag- SUPER MOOSE93 Map name - Sandbox download link >HERE< i was having a mental block for new map designs, so decided to remake sandbox from halo 3. its not a perfect remake, but its pretty close. i remade the forge version of sandbox so the weapons and vehicles respawn times are quite short. this was the design i was aiming for. here is what i got. since the map doesn't take up the full island, i marked out the safe zone with capture plates. players have 10 seconds to return to the battlefield before dying. all weapons and spawns are in the same locations as they are in the halo 3 version, the missile pod has been replaced with a rail gun, and the brute shot replaced by concussion riffle. the brute chopper is replaced by a ghost, and equipment is removed. weapons -battle riffle (10 spawn time / 2 spare clips) -carbine (10 spawn time / 2 spare clips) -needler (90 spawn time / 2 spare clips) -concussion riffle (60 spawn time / 2 spare clips) -rail gun (180 spawn time / 3 spare clips) -rocket launcher (90 spawn time / 1 spare clip) -plasma grenades (60 spawn time) vehicles -warthog (120 spawn time) -mongoose (90 spawn time) -ghost (120 spawn time) gametypes -slayer (6v6 max) -KOTH -oddball -CTF please check out the map and give some feedback. if you feel something needs changing, just say and i will get onto it.
  16. This is just a teaser for my upcoming "Reclaimer Map Pack" featuring the maps Vitality, Fracture, and Diocese. All three maps are heavily Forerunner themed, and inspired by Halo CE campaign and multiplayer settings. Vitality Vitality is a remake of my Halo 3 Bungie Favorites map, Frailty. Located on the largest of Forge Island's anvils, Vitality has a scope and scale that handily dwarfs it's predecessor. Fracture Fracture has been in limbo for a few months as I worked on Vitality and Diocese. It was, for lack of a better term "finished", but I felt more testing was still needed. I am thrilled at how the Forerunner aesthetics came together, it really gives me that warm sense of nostalgia from CE. This was designed mainly as a 1-Flag and Team Slayer map, but also plays KOTH as well. Diocese Diocese was inspired from a single hallway, from a brief section of CE's campaign (also reappearing at the end of Halo 3). I, for some odd reason, felt compelled to integrate that scene into a map, and I'm pretty confident I succeeded. Diocese is influenced by campaign, and maps like Hang 'em High, and Damnation. While Diocese doesn't have any specific layouts or structures lifted from those maps, it does have multiple layers and lots of vertical elements that mirror it's source material. So that's the preview in a nutshell. Some fo the recent screenshots for Diocese didn't show up, and I didn't have time to take more to show off Red and Green areas. The maps are up on my fileshare right now, so feel free to give them a look over (better still, run some customs!) and let me know what you think. I'll be updating the maps as feedback comes in, and I'll make an official release when everything is set in stone. Thanks everyone! Vitality https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/568222b9-09ce-4dd0-9a4e-a7463bed1149 Fracture https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/c67dee45-5506-4dcf-99ee-017ee1aa7d30 Diocese https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/9602f65f-58ca-4760-a07d-8fc8fc77c148
  17. http://www.youtube.com/watch?v=mrFGuT_ceHw Infinity Studios has remasterd a halo 3 fan favorite map called SANBOX. This is a 6v6 Slayer/SWATCFT. Download here - http://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Follow us at these links for more halo 4 maps and future projects. Twitter -https://twitter.com/TeamInfinityOne Youtube - http://www.youtube.com/user/xbox360livevids101 Website - http://teaminfinity1.wix.com/infinity
  18. All Dominion Submissions Must Have only 3 bases Use only the default dominion gametype Custom game types will Not be accepted Map must be playable or complete, but still may be open to beta testing Have at least one objective drop per base An up to date version available in the author's file-share At least 2 entrances per base Some form of alpha/charlie segmentation Movement options between alpha and charlie, outside of bravo control Must have "playable" framerate preformance Must not have the lighting glitch No mods Maps can only be built on 1 of the 3 canvas forge maps.(erosion, impact, ravine) Please provide a filshare link and at least 1 pic of your map Submissions will not be accepted if any above bullet point is not met. Recommendations These points are not required, but they are recommended. 3 objective drops per base At least 1 sentry turret per base Base/ turret monitors for each base Spawning based on objective control ex:base res zones Base shields Fortifying barricades/antennas Human drops = dmr, br, frag, rockets, sniper, laser, saw, shotgun Promethean/ human drops = saw, binary, incineration cannon, pulse grenade, plasma grenade, scattershot, lightrifle, suppressor Each base has at least 1 vehicle pad All objective drops are the same set Drops match theme of map Maps will be judged against the current matchmaking maps. (vortex, longbow, meltdown, exile, shatter) Feel free to provide submissions proper feedback. Matchmaking style and quality, is the goal here ladies and gentleman. For basic info on dominion game-play, with forge examples watch For info on setting up the dominion gametype on your map watch . To avoid and repair the lighting glitch watch . Good luck and happy forging.
  19. http://www.youtube.com/watch?v=FsfGUfW0ajc&feature=youtu.be Port is a small harbor close to a major UNSC bace. Fight to gain control of the area and allow supplies to roll in to us. Eliminate all hostiles. Good luck men! Download here - http://www.halowaypoint.com/en-us/players/firenight66/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Follow us at these links for more halo 4 maps and future projects. Twitter - https://twitter.com/TeamInfinityOne Youtube - http://www.youtube.com/user/xbox360livevids101 Website - http://teaminfinity1.wix.com/infinity
  20. Hi everyone! Here The Blackmember with another Halo 4 Map call 'Project Z' this is a medium map with awesome Aesthetics 'I can't build a map without awesome aesthetics' And a very balance map make on Forge Island by me The Blackmember it take me 3 weeks to build it thanks to all the problems i have with it, Put it's finally here! Map: Project Z Players: 6-16 Gametype: Nemesis Creator: The Blackmember Download the map here: http://www.halowaypoint.com/en-us/players/the%20blackmember/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=758a3e98-2c4e-4e4a-b155-87a93a79c55c Download the gametype here: http://www.halowaypoint.com/en-us/players/the%20blackmember/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=ee400ebb-629f-4a2e-92d6-17f9fe903998 If you like it add my on Xbox Live 'The Blackmember' i'm always building maps! Right now i'm working on Four more maps Competitive, Mini Game, Race and Infection! **Tip: Try to stay together, Because you can't use your radar!
  21. Guerilla Gamertag: Chronmeister Supported Gametypes: Slayer, KOTH, Extraction Optimal Player Count: 6-8 Ordnance: Sniper Rifle, Scattershot, Sticky Detonator Blue Team Initial Spawn Blue Roof Scattershot Drop at Blue Tunnel (90s) Sniper Drop (120s) Red Roof and Base Rear Red Team Initial Spawn under Rock Arch Sticky Detonator Drop (90s) Red Ramp A view out from top of Red Ramp to Top Gold Top Gold A view out from Top Gold ( Damage Boost spawns at yellow 4x4 tall on the right 90s) Download it Here!<<<<<<<<<<<<<<<< Let me know how you like the map. Any feedback would be greatly appreciated. Special thanks to The Fated Fire, a Chunk and Squally DaBeanz for the great feedback.
  22. "Long lost installations such as these once used to be beacons used by the Forerunners to guide vessels. Even after the fall of the Forerunners, these installations continue to function..." Description : Beacon is a symmetrical 4v4 map made on Forge Island. It has two bases for Red Team and Blue Team, as well as two side bases (colored yellow and green). Red base is coupled with Yellow base, and Blue coupled with Green, in the sense that there is ramp leading from Red to Top Yellow and no ramp from Blue to top yellow. The same goes for Blue and Green. Apart from this, Mid is colored purple and has three levels. The Overshield spawns on Top-Mid (Purple 3 or L3). The Sniper Rifle spawns on Bottom Yellow, and the Railgun spawns on the Bottom Green. There is also Blue Bridge, Red Bridge, Yellow Bridge, and Green Bridge structures which connect their respective bases to other bases. Furthermore, there are also multiple Tactical Jumps detailed in the Showcase video below. Respawn Timers: Overshield - 90 secs Sniper Rifle - 120 sec Railgun - 120 sec Weapons on Map: 2 x Battle Rifles 2 x DMRs 2 x Carbines 2 x Light Rifles 2 x Plasma Pistols 2 x Boltshots 2 x Magnums 2 x Assault Rifles 2 x Suppressors 2 x Storm Rifles 4 x Frag Grenades 4 x Plasma Grenades 4 x Pulse Grenades Supported Gametypes: Slayer, FFA, King of the Hill, One-site Extraction, Capture the Flag Player Count: 4-8 Screenshots: Videos: Trailer Map Showcase http://www.youtube.com/watch?v=VL13cgTAu6U Link: Download Now! Please leave feedback on any problems/issues you noticed or had with the map as I could not test it.
  23. Flood map themed remake of 5 Floors on Halo: Reach by OaklyHiDef. The second floor is a small hallway with the third floor being right on top of it. 4-16 Players, GammerTag: Tuckerbcbw69 Enjoy! Download link >>> http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/90796256-bca9-4f8e-82f6-5d9fec6f209f
  24. Stronghold Forged by The Fated Fire Stronghold v2 [media=650x500] [/media] Gametypes: Team Slayer FFA 5 Site Single Plot Extraction 3 Flag Player Count: 8 (4 v 4) Weapon Set: Rockets (180s) 2x Sniper (120s) 2x Shotgun (90s) 2x Needler ( 60s) 2x BR, DMR, LR, Carbine (30s) 4x Frags, Plasmas, Pulse (30s) Stronghold is a rockets/dual snipers competitive map that draws inspiration from Sanctuary and Onslaught. Stronghold follows a two base - two tower - two hut design, with the huts providing an alternative power position to counter the towers, ring two, and the opposite hut. Stronghold hosts a diverse selection of sightlines, from curving lines of sight around the main structures to long, horizontal and diagonal sniper sightlines through the middle structure. Rockets drop bottom mid, Snipers drop in the trees to the right off spawn, and Shotguns are placed in the cave to the left off spawn. Each team has a base, hut, cave, and trees that they can call their own. Sniper and rocket control is key on Stronghold. Instead of putting snipers in the hut like Sanctuary did, I placed snipers in the trees/rocks. This sniper location is very vulnerable and contestable by the other team, and forces the sniper to work his way back into a power position instead of being handed one.
  25. Remake of Halo: Reach's "Skeeball" that was in Action Sack. Map: Halo Ballin' Game Type: Smashy Skeeballs 2-16 players. Authors: AbandonedCashew Doctor Seduce H3YL0W (me/0IAH) We adjusted the modded Haloball game type for it to support this minigame. The soccer balls look glitchy due to poor physics, but it works great! Details here: (download links for the map/game type are in the description of the video)
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