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  1. Gamertag: TMB027 Map: Spireod The map is meant to be played with the new conversion gametype and is based on the map spire from Halo Reach, 8 player count Link: http://www.halowaypoint.com/en-gb/players/tmb027/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=fb0e3381-8396-4d5a-8969-2b0f64dad246
  2. Map Name: DECAYED* by MiCkEy O rOuRkE Game-types supported : FFA slayer, koth, oddball, and red vs blue vs green in slayer Amount of players : 6-8 players DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/9f8b53eb-bff6-40a2-900d-1d1cb032dfec Description: This is a medium sized map which works well for king of the hill and slayer, but also other game-types. It has a road around the outside of the map which teams can control using the warthog provided on the landing pad near the crane. The crane contains a sniper and a teleporter which is connected to the other side of the main central building. there is also a man cannon on top of the green over hanging bridge and a broken piece which can be crouch jumped to from the raised platform on the bridge for a silent approach. There is a raised platform at the end of the crane walkway to prevent campers from hogging the sniper. There is a concussion rifle spawn opposite the crane above the upper highway on the upper platform. This can be reached by traversing the the steps of the tower or by jumping into the man cannon at the centre of the map. At the top most part of the map there is a human mounted turret which can be used to combat the warthog as its racing around. This spot is open to fire from the concussion rifle position because they can use the pipes as cover. Behind the turret there is a walkway which goes around behind the building and leads to a little perch where a battle rifle can be found, and following the path round towards the blue spawn base there is a covered bunker placement where a random ordnance drop appears containing a shotgun/ scattershot/ sword/ hammer combo. There is also a few little jumps spots for parkour style players including the aerial which can be used to jump from the bunker straight to the teleporter in a few seconds. At the centre of the map there is a sticky det spawn and the warthog spawn. Players need to take care at the centre of the map because there are so many good firing positions to get ambushed by, the movement is very fluid in this area because the amount of jumpspots and ledges I have added. There are 3 different oddball respawn positions here as well as a couple of king of the hill locations. Through the shield door players can find a needler. The walkway from the centre leads between two silos and connects to the base below the crane through the passage with a shield door. Through the shield door at the centre of the map an alley with a ramp which connects to upper highway. There is a man cannon on the platform below the crane which throws the player on top of the green overhanging bridge and then players can jump in the secondary man cannon on up to the crane or use the crouch jump. Players can also get on top of the bridge by jump crouching from the highway barricade and through the cover crenelation. Here is the spawn, weapon, warthog, teleporter and ordnance locations on an overview of my map. I hope you have fun playing the map and I would like to thank ZANDRIL and MOOSE93 for giving me feedback and helping me improve my map. My gamertag is MiCkEy O rOuRkE, add me if you need help play testing a map or just to play with me. I also have other maps which i need help play testing and getting feedback for on my fileshare, hopefully i will get to do that in the near future.
  3. Silvana By: MolestedMoose80 Download the map here Silvana is a 6v6 Conversion map created on Forge Island. it is based on a Airship from the Anime Last Exile.( shown below) Overview Next I will go over Every part of the map. Below is the Blue team Starting Spawn. Next is the first conversion Area. After the first point is converted, a few things are able to be used. First in a Concussion Rifle that spawns just outside of the conversion zone. Next is a Scattershot that Spawns just inside the point. making it easy for whatever team controls the point to take it. Last is the Blue lift. it is located on the Right side of the blue base. it launches players right into the second conversion zone. Next of conversion Zone 2 here is the sight being converted After converting a few things become unlocked converting area 2. first is a Saw next is the banshee garage. A sniper Rifle Spawns on top if the garage there is also the green lift that opens. it launches plays on to the flight deck of Silvana. next is the 2 bridges that connect the Silvana to Conversion point 2. this also serves as the Red teams starting Spawn it has 2 parts the right bridge and the left bride next all go over the Silvana itself. it had to be slight trimmed down for this map but still looks good. This is the flight deck. the only way to get to it is by the teleporter see below inside the ship consists of 3 rooms first is main deck. this can be reached be using the teleporter or by using ether of the bridges seen above. this area also serves as a spawn for red team when they are trying to defend conversion point 2. this is also the third conversion point inside the main deck 3 weapons spawn first is the gravity hammer. this is unlocked after the fight site is converted Next is the Needler. this is also unlocked after the first site is converted last is the Railgun. is it located on the Ramp between the Main and Lower deck. it is unlocked after the second site is converted. below is point 3 being converted this is the Lower deck. it serves as a spawn point for red team while site 3 is being defender behind that is the storage room the severs as a secondary spawn while red is defending site 3
  4. Creator: Death by Dogs Map Name: Atrophy Preferred Gametype: Death Slayer Recommended Player Counts: 2v2, 3v3, 4-5 player free-for-all Description: Players battle in what appears to be a once glorious Recycling Center that could recycle anything and everything, but now is abandoned and left to rot and decay. This is an asymmetrical slayer map built for a maximum of 3 v 3. The map has no special trait zones. Power Weapons: Beam Rifle, SAW, Sticky Detonator Weapons: There are four random drops around the map each set up with suppressor, assault rifle, storm rifle, lightrifle, BR, DMR, covenant carbine Grenades: 2 Plasma, 2 Frag, 2 pulse
  5. Map Name: Gotengo Outpost Map Canvas: Forge Island Recommended Players: 8 - 16 Recommended Gametypes: Infinity Rumble, Infinity Slayer, SWAT, Slayer Pro, Flood, Hivemind http://343i.org/1aa - Click here for Halo Waypoint page As you can see here, things look isolated from up top. It's no wonder this outdoor, expansive map is so balanced; each team has there own pros and cons. Blue team is closest but not entitled to the vehicles. Meanwhile, Red team will drop down like hawks and will ambush the Blues if caught moving forward. Both teams have the option to immediately flank from the base. Blue teams base can be entered entirely on foot, while Red team's base is either reached by Jet Pack or Gravity Lift. As you can see, the good ol' dog t-bone side is the Blue base, with passageways on left and right. The main way in, however, is not a smart choice for professional gamers. Red base, on the other hand, is directly attached to the wall, and it would be expected that you would want to drop down to face towards the Blue base, however, if you jump off the ledges, you will be closer to the ordnance. Just one look at that asymmetrical nature and you will faint. It is usually a fear of mine to go asymmetric with maps, but I thought, "hey, this is good time to change" as a matter of fact, this is the map that got me back on 343i.org. Don't get me started with the upper rooms. It's a chamber where in order to make the jump up to the platform, I had to work several kinks out to make the flow stronger. The gravity is based on elevation. My original plan was to make movement very weak when the player was out of the map, so that they would die before they escaped. However, over time, the plans were lowered of their intensity, so now you move at 90% speed when out of bounds, which seems fair. The FX orbs set the lighting and mood. A warm dawn with early fireflies and an incoming force. Here we see how open the map is, open enough to support two ghosts and a gauss warthog. There was plans to include mounted turrets, but too many sacrifices to the fluency were being made. Here, we can see where both bases connect. I took a note from Solari's spawn system, and I placed dynamic team spawns with separated universal respawns. If you enjoyed my overview, just check out the map yourself or do a flight demo in theater mode. All of the film, photo and map files are on my File Share, so what are you waiting for? Man, you mods are so understanding, thanks!
  6. Infernal Gamertag: Chronmeister Optimal Player Count: 6-8 Supported Gametypes: Slayer, KOTH, CTF Ordnance: Railgun, Sticky Detonator, SAW x2 Purple Tower Blue Base (rear) Blue Base (view out from corner) Tunnel Entrance (Blue) Yellow Platform Tunnel Entrance (red) Purple Tunnel Red Base (Main Entrance) Red Base (rear) Yellow Tunnel Download it here.<<<<<<<<<<<<<<<<<<<<<< Let me know how you like the map. Any feedback would be greatly appreciated. <<<<<<<<<<Dont forget to download
  7. GT - SUPER MOOSE93 Map name - Plateau Download link - Here Plateau is a small 4v4 map, designed for slayer and objective gametypes. weapons -shotgun (bottom middle) -sniper riffle (base of each tower) -concussion riffle (end of each walkway) -needler (under base balcony) -DMR -BR -light riffle -frag grenade -pulse grenade -plasma grenade Gametypes -slayer -CTF -KOTH -oddball please check out the map. any feedback is appreciated
  8. "Conversion is an asymmetrical, progressive-objective based game mode. It has many similarities to modes such as Invasion and Territories in Halo: Reach alongside a balanced weapon setup and the smooth gameplay of Halo 4. It is a blend of some of the best features from the Halo series and it will fill the void many feel in the series after the removal of asymmetric game modes with Halo 4. While many people have tried to make similar modes to try to recapture Invasion in Halo 4, The Psycho duck and I decided we wanted to create a standardized mode and map type so that many people could become involved not just in playing Conversion, but in making their own maps for it. Because the mode is standardized and the maps designed around it, anyone who has played the game mode could potentially make their own Conversion map. There are 2 completed Conversion maps fully tested and ready to be played right now, both created by Duck and myself, but there are also many more in the works or in the planning stages by other members of the Halo community. The game type is not modded, so for those of you who prefer to shy away from modding this mode is completely legitimate." - Flyingshoe ILR "The first of those maps is Firebase, a medium sized Conversion map set on Ravine. Firebase uses Ravine's terrain in new and interesting ways in order to feel like a completely different place, yet still feel rooted in the Halo universe. Firebase features a Rocket Warthog for the attackers and plenty of power weapons for both teams. Gameplay is fast paced but strategic, and positions of power on the map are often as important to hold as the objective itself." - Flyingshoe ILR Firebase Map Variant Download Conversion Game Type Download <<<<<<<<<<o>>>>>>>>>> "The second map is Colony, a large scale Conversion map set on Impact. This map is much larger than Firebase and more vehicle heavy, with a Rocket Hog, Ghost, and Mantis roaming the map and more power weapons at the player's disposal. Colony flows very differently from Firebase but still follows the same formula, and teamwork and communication are still the keys to victory." - Flyinshoe ILR Colony Map Variant Download Conversion Game Type Download <<<<<<<<<<o>>>>>>>>>>
  9. The following maps come from the Forge Hub's Dust Off tournament. The following comments and maps have been brought here to showcase to the Halo community. "Sixty-seven maps were submitted to the Dust-Up Forge Tournament. The staff, old and new, have gone through these submissions in search of the best. Since the recent change in ownership we’ve acquired quite a few new staff members, some of which happened to submit superb-quality maps that were already in the running for the Dust-Up contest under previous management. We figured it was best to give no priority to non-staff members and instead focus on what maps we felt were the best. Both administrations played many games on these creations submitted to the contest, narrowing down the massive list one by one until we had a list of the best in our opinions. After numerous games and what must have been hours of debate over what to include,we are please to present you Forgehub’s first official Map Pack of Halo 4, a collection of the 6 best maps submitted to us through the Dust-up Tournament." Ovr - Forge Hub Owner The Dust Off Map Pack 2v2 Competitive Maps <<<<<o>>>>> 2v2 Competitive Slayer and Oddball Supports 2 to 6 Players Map Variant Download Game Variant Download Here we have Jade, by our very own Audi! Jade is a beautiful asymm hanging in the cliffs of Ravine. The map features great sight lines that offer a dynamic of engagements and scenarios. Map flow is intuitive and the layout is diverse and clean. Jade will have you fighting for power positions and risking your neck for weapons. This is a great competitive map that will bring you to the edge of your seat. - Forge Hub <<<<<o>>>>> Traverse Forger : Hushed Behemoth 2v2 Competitive Slayer Map Variant Download Traverse was designed to be a contender in the Dust-Up map tournament. This small asymmetrical design promotes teamwork, movement, and balances every position in some way. In every place, you can be flanked or initiate a flank on your foes. You are never safe on Traverse. Both old and new staff agreed that this was to be included among the winners of the Dust-Up map selection, and so it was a clear choice when we were compiling this list. - Forge Hub <<<<<o>>>>> Serum Forger : Noooooch 2v2/4v4 Competitive Slayer - Oddball - KotH Map Variant Download With 3 major updates since it’s late January release, Serum has been one of the most frequently updated maps I’ve seen in Halo 4. Noooooch has shown great attention to detail, and has addressed any issues as they’ve become apparent, even going as far as moving the entire map from Erosion to Ravine to remedy some framerate issues. The map features some great asymmetrical room based gameplay and beautiful use of power weapons to promote movement around this arena. - Forge Hub <<<<<o>>>>> Gristle Forger : PA1NTS 2v2/3v3 Slayer, CTF. KotH, Regicide Map Variant Download Another symmetrical map, PA1NTS has made a well balanced arena where green and gold sections must be controlled. The fight for these areas become intense, and more than once I found myself looking around not as a player, but as a forger, trying to glean some ideas from Gristle. Despite this map being submitted to a 2v2 slayer tournament for maps, it also plays a strong game of capture the flag, and some of the possible routes change based on that gametype to make the map more suitable. Definitely a good and diverse map to put in your game nights if you have three friends hanging around. - Forge Hub <<<<<o>>>> Elegy of Entrapment Forger : Auburn 1v1/2v2 Slayer Map Variant Download Auburn has always had a knack for aesthetics and functional design from what I can remember about him, though I also know he’s nearly as bad as I am about keeping his designs going. The fact that he finished a map at all had me interested immediately, and I was not left disappointed. It’s a simple little symmetrical design, but it forces movement through the power weapon and overshield locations, and encounters quickly become deadly in this teamwork-focused map.- Forge Hub <<<<<o>>>>> Forger : Elliot 1v1/3v3 Slayer Map Variant Download Citrus was, according to myself and a few of the previous staff, a given choice for the tournament. The map had few issues in our initial testing, and it played brilliantly. The map is as pretty as it is well balanced. For example, as powerful as the sniper rifle is here, the spawn location for it is the most dangerous spot to be. With or without the deadly weapon from its resting place on the grass pit, Citrus has you watching your back constantly. Your foes always have the opportunity approach from a flanking route, or they try for some long distance fighting. I’ve played numerous games on Citrus, and enjoyed each one. This is without a single doubt in my mind, one of the greatest successes in this competition. - Forge Hub <<<<<o>>>>>
  10. So this is a battletracks variant, There are 8 teams of 2 that race around the bowl collecting hills. The gametype is set so everyone has a spartan laser, but the game also works with rockets. There are 8 different hills on each level and the hill moves randomly between those. The first team to collect 25 hills wins. I actually ended up making the track twice. The first time it was more of an egg shape with a nasty bump in it. Fixed that the second time around along with the shape. The original inspiration for this track was a colosseum/chariot race type of game, It ended up being more of a bowl with a hole in the bottom than either of those, which is why it got the name it did. The gametype is a RACETRACKS variant, which is why it says made by Masta Hippie. Enjoy! UPDATE: Map Kill boundary added below center so fall is not as long. Gametype Gametype updated so score to win is now 20 points instead of 50. Weapon changed from Spartan Laser to Rockets Updated map link: Flush v2.1 Updated Gametype link: CIRCLETRACKS v2.1
  11. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Check out the update here Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  12. GT - SUPER MOOSE93 Map Name - Metro Download link - Here Metro is a medium size, 5v5 map, designed for slayer and objective gametypes. the map is based on an abandoned Metro station. view of the map layout map proper weapons -shotgun -saw -carbine -BR -DMR -frag grenade -plasma grenade Gametypes -slayer -KOTH -oddball -CTF check out the map. any feedback is appreciated
  13. Doncut97 slayer map based off of the firefight map installation 04 from the CEA map pack. Each team has a mongoose and warthog. Play with 4v4 or 6v6. map Installation 04 -http://www.halowaypoint.com/en-us/players/doncut97/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=c7b99c93-79ef-4b5e-b2c4-f44d3c663f3e
  14. Collapse: No Hope By: TANNERTRON2000 Map: Collapse: No Hope Gametype: Last Stand Players: 4-16 Initial/Random Ordanance: None Weapons on Map: None Storyline: Your patrol is looking for rescources and survivors in the heart of the city. A structural failure causes a building to collapse and trap your patrol. You take shelter in an office building and radio for backup to assist you, but command will not send anyone. All you can do is hold off the infected, because because there is no hope for your survival. Map Description: Collapse: No Hope, is a medium-sized flood map that uses the gametype "Last Stand" by PA1NTS. It is a city-themed holdout map where the humans cannot leave certain areas, but the zombies can freeroam. The holdout for the humans consists of the two story office building, and two outdoor holdout areas. There is no ordanance or weapons on the map, only personal ordanance. City Street Scenery Human Spawn Hallway First Floor Office Main Staircase Second Floor Cafeteria Courtyard Holdout Position Skyway over Street Alley Access Stairs Alley Holdout Position Please leave any feedback on what should be changed to make this map better. I want this map to be problem free! If I forgot to give any information, please tell me so that I can add it.
  15. Map download: TENFOLD V2.1 <-Click Gametypes: Team Slayer Oddball CTF (Coming soon on v2.1) Player Count: 8 (4 v 4) Weapon Set: 2x Sniper (180s) Overshield (120s) rockets (120s) 4x Frag, 2x Plasma Grenades, 2x Pulse Grenades ( 45s) 2x BR, DMR, LR, Carbine (45s) Tenfold is a Competitive Circulated Map inspired by the classic map styled arenas such as; Midship, Zealot, Simplex, Dispatch and others. Tenfold is a 'must play' if you are the persistent competitor allied with simple map modeled designs. Synchronized teamwork is whats needed on this small to med-ranged circuit grounded with 2 bases, 2 alternative side bases, and a pillared mini circuit in the middle with over-head explosives to unfold on your opponent(s). Tenfold drives the player into a close combated arena, with every reason to help initiate fast reaction time, getting you on your toes and ready to execute. Each team Spawns next to there very own sniper rifle. Your team will then push the center of the map where you will find an Overshield at bottom middle. If you fail to get it, grab the rockets up at top middle. Map download: TENFOLD V2.1 <-Click Thanks For Checking out my Map! please comment and like this if you enjoy the post! AND UNTIL THEN......... 1v1 BRO !
  16. Gamertag: FaNeNL Map : Radix Canvas Map: Forge Island Supported Gametype: Slayer, KotH, Oddball, CTF. Best: Slayer, KotH Team Size: 4v4 Radix is a small arena styled map. The shape of the map is build in an octagon shape, so players can walk smoothly trough the entire map without being blocked. The map's got a good coverage and there are always ways to get out a bad situation. There are not real bases, but there are 3 main buildings where you walk the most: Red and Blue on the side and very close to each other, and you've got the big Yellow building on the other side. I hope you like the map as much as I do, and give me some good feedback or message me (FaNeNL) if you want to play it some time! The map can be found at my fileshare: https://www.halowaypoint.com/en-us/players/fanenl/halo4/fileshare Screenshots: *Updated the map: Middle without colour + aesthetic in the middle for more cover Minor changes for better map and smoother walking(weapons, no bumps etc.) *Take a look at my other map: Global V2: http://www.343industries.org/forum/topic/29346-global/ - Can also be found at forgehub and forgecafe
  17. An incredible race track on Forge Island that features 2 spots that bring you underwater! All the information on this map can be found in my 3 minute feature: [video=youtube_share;v0TsbMKdZqY]
  18. Doncut97 remake of g0ds r3gr3t's first slayer map ever. Play in ffa, 1v1, 2v2, or 4v4. Slayer, KoTH, Oddball. Jet packs will be your best friend. map Lock Down-http://www.halowaypoint.com/en-us/players/doncut97/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=6f5dea73-e2f3-47a9-b5f2-a885784a24f6
  19. Symetrical 4-12 Players Download Thanks to all who test, comment, and give feedback
  20. Download Link: http://www.halowaypoint.com/en-us/players/honda%20logo/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Screenshots:
  21. This is a map based off of the Didact's Cryptum. There are forerunner structures with forerunner weapons. And the Cryptum is flyable. It is a medium to large sized map and up to 16 people can play at once. The game type was originally made by MATT but I changed the game type a bit and renamed it. I also made the map. The game type must be used in order for the Cryptum to be flyable. Gametype: The Didact's Cryptum Map name: The Didact's Cryptum There are in my fileshare. Gamertag: atxbrit
  22. GT - SUPER MOOSE93 Map name - Granite Download link - Here Granite is a small 2v2 slayer map (the spawns are set up for 4v4 max, but i wouldn't suggest it due to the size of the map). The gametypes available on Granite are Slayer, OddBall, and KOTH. Weapons -sniper riffle -shotgun -concussion riffle -needler -carbine -DMR -BR -light riffle -frag grenades -plasma grenade -pulse grenade Please check the map out. any feedback would be appreciated
  23. Hello, HFE; glad to finally be able to join in on submitting here In any case, i have actually been practicing up in forge since i found your show. I was intrigued by the amount of detail people could squeeze in with the limited budget, and it made me look a little down upon what i had made at the time (At that point, i would simply place buildings if i recall correctly, maybe a bridge here and there). Been studying up since before halo 4 was released after feeling inspired and wanting to make something of that caliber myself; and since I couldn't submit maps anyway that is just what I did. Practiced with aesthetics, made maps inspired by maps featured to see how well i could compare to try to learn from them, and have aimed to master map design... but, i digress. This is my first actually submitted map even online. Quite frankly looking back, it may have been the only one truly good enough to anyway to truly let the community enjoy what i can do. In a sense, i guess you could call it my first real map. With this map, i wanted to not just form a play surface inconspicuously constructed in the wilderness with no apparent original purpose; i wanted to make something that seemed like a real structure (even gave it a nifty backstory description).... and, knowing firsthand that all people play differently, i wanted to allow breathing room for all play-styles to find some place welcoming. But i overall aimed to keep the map balanced at the same time. I also aimed to encourage map movement, and allow it to function suitably as a hybrid outdoor and indoor map. I also wanted it to look aesthetically pleasing... not to do so while dumping a huge load of dirt on playability, but enough to seem fairly pleasing from wthin a gameplay environment and compliment the intended feel. The map is (and how many aren't) an asymmetrical map that adopts a base shape that could be described as a vertical triangle. It is nothing so crude, however. The map is split about half-and-half between an indoor and outdoor environment. The outdoor area comes equipped with a trench network which one team calls home base, and 6 initial ordnance drops (if i recall correctly... may have had the full 8. Would need to check that.); meanwhile, the indoor area is home to the opposing team, who spawns in the rear hallway of the lower floor. Near them is a weapons room, which contains a similarly balanced weapon set to the other team's ordnance. The outdoor area has battlements accessible by the lower level as well as two entrances. Within the base is a pentagonal-esque room with a sniper nest overlooking the area, and the exits leading further into the base and the battlements. The first floor hallway is just a curve around the exit from there (Within that curve is also allocated our weapon room.). It is a linear, bridge-like area suspended above a damaged area of the building (which is really just where the terrain clipped in an un concealable manner, but that is a working explanation) with a few barricades to take cover behind. A grav lift down the hall acts as the next floor elevator, and within this hall is access to the aforementioned indoor sniper nest. Corners are the primary source of cover here, and in itself (due to budget primarily) the hallway woud be barren without them in combination with the sniper nest. The final flight of stairs leads up onto the rooftop area, where about 3 minutes into the gameplay, a banshee will spawn, and a shade turret is allocated just in the center of the area. Ventilation shafts allow you to "drop in" on players on the level just below, and the plentiful placement of bunkers and cover allow this to act just as applicable of a battlefield as the areas before it. Ordnance drops are pre-organized to run off of a very luck-based system as it were. Both the outdoor area and rooftop area have them to keep the players moving around the map should something good drop, and each is allocated 3. One of the bunch having primarily good drops, but high randomness to them, while the other two have a chance of dropping less-beneficial pickups, but also have odds to drop a game-changing weapon. With no shortage of cover for the "campers", no shortage of vantage points for the "snipers", and no shortage of close corners for the "charge-n-targe" type, this map is designed to cater to all types, while also keeping a little bit of challenge to gameplay by means of the risk and reward system (no sniping post is less than 1 1/2 sprints from the weapon room or so (and with the best being on the roof during the early phases of the game (before going into the 2:30 mark or so), you might as well have a "please stab me" sign taped to your back if you think you are 100% safe), and you may have to sprint all the way upstairs to get that pretty little fuel rod cannon that so beckons you to touch it.). It also is a large and open map, occupying roughly half of the forging canvas it is built upon; while still encouraging map movement with weapon spawns, and progressively encroaching spawn points for the teams that keep both teams on their toes; this way ensuring most of the time, this map space is taken into full advantage. And the overall means by which the map is composed means that no game will ever be the same... that is not even in the most simple definition of, say, a tactic being different; this is to say that depending on team choices, you could get the other team in your base 1/2 way through, or you could get them in the first 25 seconds. You could win, you could loose, and a stalemate is certainly not impossible. The weapon spawns in the ordnance could be game-changing, or they could be next to worthless. It is a highly dynamic map in this sense. This is, at least the way it was designed. You see, i have not quite been able to gather a group to test it. And the one opportunity i had to ask someone locally they denied the offer. As a result it remains untested and all of this is simply based on how it was intended. And this is my first true map, so i may be doing something wrong (admittedly, i can't help but think i am missing something... and it isn't just the gravity volumes i had to cut out of the plan on account of budget that would have added to the space environment feel). In any scenario, if it looks good to you, i will leave this at the note that i would be honored to have you test run this map and, indeed, my first map in general. No screenies because i forgot to take those, but simply searching "Vigil" SHOULD bring it up. How many people use that word, honestly? And if there is more than one, look for the one based on "Impact" with a description that seems like one found in the stock game maps in nature. It should be noted that, again, i felt something missing from this, and i will indeed continue to make more, potentially higher complexity, maps until i am satisfied and potentially beyond that. This is the first step in what could be a great forging career, and knowing that the first is always the biggest but never the grandest, it holds to the logic i will do much better next time. I would also like to hear what you think on the map so i know just WHAT to make better next time, so any feedback is welcomed. I am also getting into gametypes, but for now, this map may be effectively enjoyed on any gametype that involves teams, doesn't require more be added in forge beyond basic gameplay items (no dominion, sadly), and allows untampered ordnance drops and weapon pickup. Thank you for your time, ~Destroyer Of The North
  24. ULTRA CHESS map: ultra chess game type: ultra chess players: 8 vs 8 description: ultra chess is highly chaotic game based off of the chess concept. each team will consist of 8 players each with 2 lives as if they are serving two chess pieces. as well there are 8 pawns which consist of 4 mongooses and 4 ghosts. rooks are the turret tower in each corner, banshees are the knights and warthogs with gause are bishops, the queens are mantises. the kings how ever are different white being the wraith and black the scorpion. you have no shields and start with rockets infinite ammo, thruster pack infinite. 0% in melee and only 25% in weapon damage. Having no shields is to urge you to get in a vehicle as it will protect you longer. as you play the different pieces and try and eliminate the other team you will notice because of the damage decrease each vehicle will represent its proper ranking.. as the pawns do protect you and move around fast they are far easily destroyed then say your king. so protect your king, as losing that could turn the battle. VEHICLES DO NOT RE SPAWN! once a piece is destroyed its gone until the game is over. first team to eliminate both lives of each enemy wins would love to see videos of this being fully played, any feedback welcomed ENJOY!
  25. Welcome to The Light in the dark created by Midwestchopper5, this is a symmetrical close quarter combat capture the flag map. Gametype- www.halowaypoint.com/en-us/games/halo4/fileshare/details/e83d0729-14ba-4512-90b6-11db14ccfa61 Map- www.halowaypoint.com/en-us/games/halo4/fileshare/details/d1a5e5ff-644a-462e-b2af-0d5ff24ee5f1 There are 2 bases on each side of the map red vs blue. All the weapon load outs are assault and close quarters weapons, and you also have a hardlight shield. You must use team work to make it across, team shooting and knowing when to use your hard light shelf are important on this map. Each team has 2 trenches on each side of there base. These are great for sneaking into bases and protecting fleeing flag carriers. This map was inspired by a ctf map I made, and I decided to make a better and big version. This map still has the feel of the original but adds even more strategy! Hope you download and enjoy it:) Gametype- www.halowaypoint.com/en-us/games/halo4/fileshare/details/e83d0729-14ba-4512-90b6-11db14ccfa61 Map- www.halowaypoint.com/en-us/games/halo4/fileshare/details/d1a5e5ff-644a-462e-b2af-0d5ff24ee5f1 ----------------------------------------------------------------------------------------------------------------- Here a link to the original map, that I remade. Uses same gametype Light Vs Dark CTF http://halocustoms.com/maps/light-vs-dark-ctf.412/
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