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  1. Gamer Tag: Charles Stoot Map: Floor Runner [sword] <--- Link here Game Type: Floor Runner <--- Link here Have you ever missed being able to send people through floors flawlessly, like Floor master Back in reach, well now you can with this new mini game made by Charles Stoot. Description For those of you who don't know the concept of Floor Master or forget how to play, here is a quick recap. One player below was the Floor Master, once he went under a block, that block would disappear for some time. If you fell through a hole you would plummet to your demise. To win the game as a player above, you needed to keep yourself from falling down to the Floor Master below for the entire round. This game was one life and you had to end the game each round, due there being only one floor master on blue team. In this version, same idea, the only difference are that, there are two directions to go, it's more than one life, and there is more than one floor master. Plus there is an object involved. Specifications of Teams 1. If you spawn with the grid above you; you are the Floor Runners. Objective: Safely bring back an artifact from the other end of the court to the end zone. In this case the artifact is a swords, you have evade to help you out. Notes: They can get rid of your swords if a hill goes over you. The green blocks with the green beam in the middle of the court is a safe zone. Watch out for the circular beams for they delete the floors bellow. The Golds beams on the sides are kill boundaries. Scoring: 1 point per sword in end zone. 2. If you spawn at the start of a round and die instantly, you are a Floor Master Objective: Stop the artifact from reaching the end zone, you need to create gaps in the floor to make the players below die, and also grabbing the swords from those bellow. Notes: The Gold beams on the far ends of the court are soft kill boundary. Images Enjoy
  2. Hello everyone! I made a Grifball map that plays in zero gravity. Try it out and tell me what you think! Map: Air Gametype: Grifball 0G Players: 8-16 Weapons: Energy sword, Gravity hammer, Shotgun Armour abilities: Thruster pack, Hardlight Shield, Hologram Gamertag: FisheyeCrowd208 Tags: Grifball, Zero Gravity Download map: https://www.halowaypoint.com/en-us/games/halo4/filebrowser#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&tags=grifball%20zero%20gravity Download gametype: https://www.halowaypoint.com/en-us/games/halo4/filebrowser#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&tags=grifball%20zero%20gravity&startIndex=0
  3. Infectious Cove Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0e0def98-fbde-4c9f-93dd-d093ab77cdf7 This my first time forging a racetrack outside of the grifball arena on Erosion. This racetrack features two rock caves and really fun drift-able turns. I like this track a lot because a majority of the track is so close other structures such as caves, buildings, other parts of the track, and the terrain that Erosion has to offer. Infectious Cove is a runoff of Infectious Lagoon. The color scheme is green and brown to condensate for the infectious feel of the map. Play with Race v 1.1 up to 16 players. How this map came about? I've been wanting to make a racetrack out side on Erosion for a long time, so I finally got around to doing so. What was the hardest part? Their were a few difficult parts: the 1st rock cave turn was hard to pull off. I redid the turn 3 times. The other hard part was finding a starting place and being able to use it well. What my favoarate part? My favoarate part of this racetrack is the turn between the 1st and 2nd rock cave. I was extremely happy that the turn was possible with no tricks attached. How long did it take to make? I think it took me about 4 days Difficulty (Medium) Images: Rock Caves: Overview:
  4. Double Wide Practice Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/ea5d315c-7abd-4487-b4a9-458907c000ba This is just a basic double wide of my choosing. I wanted to use new pieces that I have never forged with before. I used a bridge piece, cover glass, and rock type 2. This my no means is not the best I can do, truth is I wanted to doodle and practice different things so I can prepare for my my next double wide which will be called "Perfection" or something along the lines. This double wide features smooth turns and fun jumps. Play with Race v1.1 up to 16 players. How this map came about? I was in the mood to make a double wide, so I built one. What was the hardest part? Ironically, the hardest part for me to forge was the big gravilift jump. It was hard because the jump was slightly slanted, so making the jump and landing was a bit of a challenge. The success rate is about 65%. Not my best, but the main purpose of this track is experimentation of different objects. How long did it take to make? It took me about 30 hours total. Difficulty (Easy) Images: Overview:
  5. City of Grey by Zandril S312 MAP: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/d4732059-b7ee-4517-a1c2-c24d32c5361e GAMETYPE: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/f203bbf9-5d02-4aec-beac-8962fa9875ff City of Grey is a linear Flood map that is to be played with 12-14 players. The idea behind the map was to create a fast-paced map where players can feel like there's an actual story behind the map and will have to use teamwork to achieve success. With City of Grey's aesthetics and phases, it accomplishes this goal. This linear Flood map is a difficult one. It's difficult but it's not impossible. If the humans coordinate with one another, they will succeed. This map is inspired by the fast-paced gameplay of Favela Vengeance and the classic Halo feeling brought by the Warthog run of Coastal Highway. THE BEGINNING FIRST PHASE THE STREET THE SECOND PHASE MOBILIZE THE THIRD PHASE FINAL NOTES Many thanks to... - Charles Stoot - El Trocity - Master Debaytes - Orzium - PA1NTS - Pol Wah - REMkings - Shadow KryPTiiC - The 0micron - xtoungelovex Videos https://www.youtube.com/watch?v=-09j14Lxsnk https://www.youtube.com/watch?v=UgZghZS_rVY That's it! Thanks for reading and I hope you guys download City of Grey!
  6. This map is a remake of Blood Drive (but i little bigger) from the Gears of War Series. Map it self is done, just need to add CTF, KotH, & Oddball game types to it. U can delete the Special FX in Forge if u dont like it. It will be in the middle of the map. Comment any issues u may have https://www.halowaypoint.com/en-us/players/i%20thrasher24%20i/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=a6cf23c3-a285-4221-b01d-daad9bda7d32
  7. TRED's 45th download: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/90058d0e-5b81-48ff-ace9-5ae4cacd4b0a This is my 45th racetrack on halo 4. To be honest, of the 45 or so... I really only care for about 25 of them, Or at least the ones where I started to use transitions instead of tapering (Which KSI Milk Man introduced me too). Thanks to mastering this wonderful technique each racetrack just gets better and better. I can't even decide which one I like the best because every new racetrack I make is even better than the last one! My goal is to make 100 racetracks and become as well-known as I can before halo 5 hits the fan. I got 20 more maps in the Alphabet Series, 6 more SKYTRACKS, 3 more difficulty tracks, as well as many other racetracks that I randomly have ideas for! Number 100 will be called TheRedEyedDevil. This tracks color scheme is Red (for obvious reasons). This is another tournament style track which is quite unique compared to my other ones! I used 98 braces as the bases of the track. This idea had originated from one of my recent maps "J 4 Jungle" as in that map you had to drive underneath the braces, in this map you start from underneath, but a majority of the track is on top which I think looks pretty sick!!! Play with Race v1.1 up to 16 players. How this map came about? Ironically Tripmine was with me in the beginning and we were going to forge a map together, but we had connection problems and timming was bad, so I continued without him. I had a mindset for a tournament track and I thought it would be pretty cool to use braces as the bases for it all. What was the hardest part? Amazingly this map was not a hard map to forge. Mostly every thing in it is on a 5 degree rotation snap. But in retrospect I would have to say forging with the braces was hard mostly because the camera would zoom out really far every time I moved the brace and magnets were not an option on lining up the braces. Precision would have been nice, no doubt about that. The other hard part was posting the number 45 on one of the back walls of the brace turns. At first I had it on the wall in red, but it was hard to read, so I changed the color to green, but didn't like it. So I put large bridge pieces behind the text for a white background and changed the letter back to red! Also, finding a route took me a few hours, but I think I did good. I really wanted you to drive both ways on the braces, but I couldn't find a suitable route. How long did it take? It took me about 20 hours total to make it. Images: Decoratives: Overview:
  8. ZED created by Zandril S312 and oOZeroFlameOo This map is a product of a coforge between myself and oOZeroFlameOo. We basically wanted to make a map with a curved bridge that's similar to the one in Narrows but with more movement options around the map. The map is inversely symmetric. The middle has a decent amount of cover to make it a very strong position but is very contestable because of the routes enemy players can take to outflank the players controlling top mid. The setup of the bases are pretty simple. The main building in the bases are near the ends of the curved bridge and each base has its own courtyard. The bases also have a back route into them that players can take to flank enemy players controlling the bases. It is also home to the sniper spawn for each team. The map features plenty of jump ups ranging from basic jumps to discrete ones that will really assist observant players. Power weapons/powerups: - Rocket Launcher (x1)(180s) - Sniper Rifle (x2)(120s) Zed is compatible with Slayer, CTF, Extraction. MORE SCREENSHOTS Many thanks to - a Chunk - Charles Stoot - Darkrain491 - Master Debaytes - Psychoduck - The Fated Fire - WARHOLIC Final advice: Eating bacon for breakfast, lunch, and dinner is good for the heart.
  9. Thanks to GSD for helping out test this map. Maybe someday we could do it again. With maybe more people. Like in a playdate or somthing. o.o REPOSTED FROM HC: Castblock is a map I made when procrastinating on revision. Due to timezones and laziness (probably 95% due to the former and 5% due to the latter) I haven't been able to test this map yet, so it's safe to say it's crap. Still, posting it probably would get it a better chance of being tested. Castblock is a small, symmetrical map that is made for at most 5v5. Almost certainly 5v5 wouldn't work, but because I have no idea WHAT works I simply put 5 spawns on each side and say its a 5v5. (Spawns probably suck too) Heree is a picture of pretty much the entire map, from a corner of it. Picture of a base, with some of the center in view. The set of columns horizontal? You can walk on that to gain height advantage but it slows your walking. You get their with lifts from the sides; Rockets spawn there. A picture of the sides, as well as the middle of the map. The two one way shields allow you to jump up to the third level, while in the middle of the second level is a power weapon spawn. One side has Sticky Det, the other has Railgun. There's a trench that goes down the middle, along with 3 bridges going over it. You can easily jump down and up again, and you don't have to crouch under the bridges to move. Heres a straight on view of the base. Two ramps allow you to go forwards, one ramp to the left and right allow you to take alternate ways out, and a mancannon is on each side to let you get on top of the disc thingy, where a sniper spawns. This map is wholly untested, is probably too big for max players, and probably is messed up with spawns and needs a lot of fixing. If anybody could playtest it, and/or yell at me/give constructive criticism about it, that'd be great. Thanks! Map Link: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0d4dd45c-44fb-4997-a890-70eff0a39cbf
  10. Gametype Download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/324ba930-abed-4c31-9a17-b3643d940a7a Map Download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/5a1920da-e442-4ff5-af2f-925754ce4d52Hey this is my first map I'm posting! So Divine Wind on USS Sinker recreates the Kamikaze attacks of WWII. One team flies Kamikazes (Banshees) into the Battleship's turrets (Scorpions)! By using the Ricochet gametype as a base, the 8 Banshees are the balls and the 3 Scorpions are the goals. When a Banshee ball enters a Scorpion goal, the goal is destroyed permanently, so expect the final goal to be heavily defended! I want to make more Divine Wind kamikaze maps in the future so let me know what you think! This map and gametype were made 100% by TEAM SALTA
  11. The Emerald Skull Remastered Created by Juggacly Welcome to my remake of my very successful Halo: Reach puzzle map, 'The Emerald Skull'. This map features a huge amount of fun, logical cooperative challenges. This remake's main purpose is to let those who never played the original to have a chance to play this map. If you played the original, then you can play it again, for good ol' times sakes. History of The Emerald Skull Remastered This map took me almost a year to make. I started in April, 2013. This map took a lot of blood, sweat and tears... literally. I can explain why it took me a year for a remake. Well basically, Halo 4's mechanics are different from Halo: Reach's... a lot different. I had to modify almost every challenge to make it work, and feel like the original. And to make this worse, I sold Reach half way though making this map (very stupid of me I know). The only way I was then able to get this map to scale as much as I could was by following some of the walkthroughs people made in the original version. Videos of The Emerald Skull/The Emerald Skull Remastered Here's some of the Halo: Reach walkthroughs. You can use these as guides if you're stuck, however, some parts have been modified slightly. https://www.youtube.com/watch?v=xWlhi7FlcAE https://www.youtube.com/watch?v=ixaP-nV9RW0 https://www.youtube.com/watch?v=n2kcFCkHnCc Pictures: Want more of a revealing look at the map? *WARNING! - WATCH AT YOUR OWN RISK, THIS VIDEO CONTAINS SLIGHT SPOILERS OF THE MAP!* www.youtube.com/watch?v=ktwW6XDJDzo
  12. Map: Team Race - CoAction Gametype: Race - Teams of 2 I've been working on Team Racing for over a year now and have been stuck with using a King of the Hill variant until a gametype by Mr Sylux and Gabo came out with one that is much better (Team Race v1.8 ). This gametype is designed so that teams of 2 will be placed into position on the mongoose and will be forced back on if they get off for 3 seconds. There are issues if team sizes go over 2 so you may want to set the maximum number of players equal to the number when you start. The gametype doesn't allow progressive checkpoints like Race v1.1 so it works best having the first team that reaches the end wins the round. Now that I had this to work with I decided to build a map designed exclusively for racing in teams. Obstacles in the course are interactive and often require cooperation between the driver and gunner for things such as shooting down a barricade. The gunner is equipped with a Railgun and Sticky Detonator which will be used to disrupt other teams as well as interact with various obstacles and triggers throughout the map. Co-forged with TheRedEyedDevil. I'll explain all the features of the map by describing these screenshots: Overhead view. Shows the 8 starting cells for the teams. Starting cell. Gate goes down 10 seconds in. To change drivers have the intended driver get off first and the intended gunner get off right after. First section starts out really wide and funnels players into a more narrow section. First obstacle is a dominion base shield with a land mine on it that can assist taking down the shield. The green shield is blocking a slight shortcut and shooting this land mine will take it down. It will also cause a chain reaction. Dice before. Dice after. You can also trigger the dice by looking back and shooting the mine. Players can reach high speeds on this downslope. There is a jump at the bottom. The cones are a harmless guide. If you hit the jump with enough speed you will land on the bridge above. The lower section is very bumpy courtesy of the rocks. Players bounce on destructible shields in this section. Screenshot If you fall through the shields, then you need to drive up this ramp to get back up. The right side has a flashing red light as it will slow you down. The left side will not slow you down but it is blocked by a shield. The center shield is neutral and can be taken down by shooting the land mine like so. The other 8 shields will only allow one random team to pass through them. There are land mines on both sides of this block that will cause these barricades to drop like this. There are 3 ways to go here. The left side requires a lot of speed to make the jump. The middle takes you to a lower section where you need to get conquer a rollover. The right side is blocked by pallets and there is a booster behind them. Taking out the shield door on the bridge from a distance. Barricades and crates roll downhill in this section. The final bridge section is very long and is prone to lead changes.
  13. Hello everyone, I am ROYSTAGE V2 and I present you: Raymundo (download link at the bottom) Raymundo is my best forged map, it's also symmetric and supports all gametypes! (except multi-team & Grifball). You can basically walk through the bases or walk on top of them. Red base: contains 3 ways to enter the top floor, has a initial 60 sec needler spawn, a 90 sec respawn timed Warthog and a Ghost with a 90 sec respawn timer. Blue base: contains 3 ways to enter top floor and also has a initial 60 sec needler spawn, a 90 sec respawn timed Warthog and Ghost. On the left side of blue base I tried to recreate the rock structure on the right side of red base, it has a initial 30 sec plasma grenade x2 spawn and with Dominion it also brings forerunner weapon ordnances, a turret, shields and a Vehicle Pad Warthog. The middle of the map contains a few little bridges and are quite important to control and also has a initial 180 sec Rocket Launcher spawn. The mid-right side of blue base: contains 'Dominion only' turret, UNSC weapon ordnances, cover, shields and 2 Vehicle Pad Ghosts, without Dominion it has a Machine Gun Turret and cover barriers. The mid right side of red base: contains 'Dominion only' turret, banshee and shields. With- and without Dominion it has a initial 180 sec Sniper Rifle spawn. And without Dominion it has a Mantis with a 180 sec respawn timer. This piece of the map contains: a (Dominion only) turret, shields, Covenant weapon drops and a Vehicle Pad Warthog. With- and without Dominion it also has a 30 sec plasma grenade x2 initial weapon drop. And here you see the middle of the map from a different view: Each base has in front of it a shotgun random ordnance drop: In the middle of the map under the bridge you can also find this random weapon drop: And on the other side of the middle of the map you find this random weapon drop: I started forging this map when I entered a contest on Forgecafe. I ended 3rd place with this map which was great because I never expected that when I started to forge this map. I haven't been able to test the map but because it finished 3rd in the contest I assume that the gameplay is fine. After I entered the contest I had to download a map which already had some things in it you were not allowed to change anything from. It looked like this with only the 5x5 block flat and the window things. Also, because I had to download this map for the contest the author name will read: Wildcaters45 Map download link: https://www.halowaypoint.com/en-us/players/roystage%20v2/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=39c81010-8d3f-4dc8-b1b1-3bc3950daed1 I hope all you guys and girls enjoy my map!
  14. Co-Forged by The 0micron. Map Name: Chase <-- Link here Game Type Name: Chase <-- Link here Have you ever wanted to play Cops & Robbers with a working Jail, like in real life, well now you can with this new creative mini game made by Charles Stoot. History This mill was used during a global war as a military supply base. They would secretly capture scientists and force them to design weaponry. Years after the war,the facility was left desolate.Legend has it that prisoners are still kept there and forced to work, but you know for a fact that isn't just a legend. Description So for those of you who don’t know a typical US justice system; when one breaks out of jail, if caught, the sentence is more time spent in jail, or death. History has shown two things, first,if a prisoner gets away with escaping he/she has been known to live normal lives, and second with the right people, you can escape the most highly secured jails. This Mini game does just that. Specifications of Teams 1. With the load-out facing down, looking at hogs; you are the Guards. (Warthog) Objective: Trying to hunt down the mongooses and preventing them from prying their friends out of jail. Notes: Use the hogs to slam into the mongooses thus sending them back to jail. (The mongooses are the scoring for the jail. So,if you see one, it may be beneficial that you just drive into it). Scoring: The scoring on your team can help you determine how many prisoners are still out of jail. For example,if your team's score says 7,then there are 3 prisoners left on the field. If it says 6,then you have 4 prisoners left on the field. For each mongoose that you catch, it adds one point to your team. 2. If you spawn with any load-out,looking at the map, you are the prisoners. (Mongoose) Objective: To stay out of Jail long enough to be free for life. When you spawn you will notice four delivery points on the map. When a delivery point disappears, an escort will appear opening a key and an explosion will occur. You then drive into this key and your friends that were recently captured will be set free. Notes: These escorts, as stated above, have a tendency not to show up with a party size bigger than ten. (that’s Ricochet) When a mongoose leaves the jail it sub tracts a point from the enemy team so the game will continue. Scoring: Each time your team breaks out of jail you get 2 points; each key that spawns includes the ability to get 2 points. The order of the key spawns is as followed Purple, Green, Gold, and Cyan. At the end of a round,the score depends on how many prisoners are still on the field. The game ends when either every prisoner is in the jail,or the prisoners escape at the end of each round. Images Note: When you activate key the gate opens in Jail. (As shown bellow) More Pictures Special Thanks to:
  15. Map Download Game Type Download Description Game Style: "Tournament" Objective: Jump on the Blocks, WHEN THEY SPAWN, as the hill progresses to the middle. (Don't Fall Off the Blocks) Supplies: (What you are issued) Scatter Shot (Infinite Ammo) 1 Pulse Grade Can't hurt anything or anyone. 1 life game. System: When you spawn you'll notice that; The pillar in front of you is the same color as the one you're standing on. There is a land mine on this pillar. (Don't jump on the land mine or you'll die.) A block will spawn on this set Pillar 3 sec before hill A moves to B. The next Block spawns in 3 sec before hill C moves to D. The next Block spawns in 3 sec before the hill F moves to H. Consequences: 1. Not jumping right when a block spawns. You will not be able to reach the next block as the hill moves right behind it. You will fall onto the grid and get launched to the sky 2. Being Away From Controller Getting teleported to Grid thus getting launched to the Heavens. Be on the edge of your seat and look for that next block to spawn. If you do that and jump right when it spawns, you should be fine. Images The Arena: Top of Map: Don't Jump: Jump Now: P.S. credit to Swash for Fixing the Grid.
  16. Map Name: Blaze Cave <--Download here Game Type: Blaze Cave <-- Download here Game Size True fully fun with: 2-16 players. This map is pretty simple you have a kill ball and you have people and concussion rifles and you can't move. This seems simple but the funny thing is its to much fun after every 20 seconds another kill ball will appear in the arena. The trick is the only way to kill your opponents is with the Kill balls. So good luck. O and there's land mines and grave lifts around the arena to keep the kill balls moving. i came up with this concept in a day and made it in two, it is to perfection and is acceptable for any size lobby. If it is with 2 player or 16 i had just as much fun as with both so please consider it.
  17. Map Download Game-Type Download "EVERY THING IS SO GREEN" Freedom Cobra 1 "BEST HALO 4 MINI-GAME" Halo Customs Mini-Game Competition Have you ever missed being able to toss Vehicles around diligently, like Armor Walkers Back in Reach, well now you can with this new creative mini game made by Charles Stoot. Description For those of you who don't know the Concept of Armor walkers or forgot here is a recap. One team tries to toss around the other team with the use of a armor ability, in this case it is the Re-gen shields, and you try and prevent the other team from gaining points in the hill. Back in halo reach you have every Vehicle that could spawn on the map, but here you only have a mongoose and a warthog. The wort hog drives slower than the mongoose does and it is harder to tip while the mongoose drives faster but is easier to tip. Specifications of Teams 1. If you spawn with the load-out facing the track. Objective: Trying to get as many points as you can by driving the vehicles down the track and scoring. Notes: If you get flipped out there is a small box at the beginning of the track where you can jump and get back to the vehicles.Chose your vehicles wisely and work together as a team to time it so that every one get though. 2. If you spawn with the "Green Lantern" Symbol as a load-out screen you are the Green lanterns. Objective: To try and knock as many vehicles of the track as you can. 1. Energy sword: If you have the skill you can send a mongoose spinning. 2. Needler: You can attempt to slow down the mongooses and if you get lucky send them off the track. 3. Re-gen Shield: This is the most effective way to toss the vehicles around the track, since the name of the Mini game is Green Lantern. Images Note: This is the Box that you can jump into on the Vehicles team to get back to the Vehicles. Images
  18. I want a map of the Infinity where we can go everywhere including the bridge. Please?!
  19. What's going on, guys? I'm gonna cut right to the chase. I made a miniaturized version of Guardian! I call her Baby Guardian. She's so adorbs. DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/d14f3637-85ae-4e2a-8670-607a3ef8d71b I was inspired to make this map by Smallsylum (miniaturized Sanctuary/Asylum) and Pit Jr (miniaturized Pit). I loved those two mini maps so I figured I might as well miniaturize Guardian since no one else is going to. It's not a 100% accurate remake that was miniaturized. There were some areas that were too hard to get right like the lift that takes players to top mid. There were some jumps that couldn't be implemented because of trait zone interference. Speaking of trait zones, these are only on the map to make the lifts take players close to where they originally landed in Guardian. I did place spawns and weapons on the map. These are for the hilarity of mini slayer. Make no mistake, Baby Guardian is mainly an aesthetic map. I just made it compatible with mini slayer. Mini Slayer: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/c97109d6-7775-4822-96b1-765f863b76e0 Without further ado, here are some more pictures! Videos https://www.youtube.com/watch?v=iyT2EZKWUng https://www.youtube.com/watch?v=HPBARautlzk ____________________________________________________________________ I plan on making another mini map remake. I'm taking suggestions! Just please...no maps with too complicated of a layout. Other mini map remakes - Gnat's Nest by Indie Anthias - Pit Jr by God 0f Forge - Smallsylum by Nutduster - Narrows Jr by Fragsturbait (alpha build)
  20. What's going on, guys? I'm gonna cut right to the chase. I made a miniaturized version of Guardian! I call her Baby Guardian. She's so adorbs. DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/d14f3637-85ae-4e2a-8670-607a3ef8d71b I was inspired to make this map by Smallsylum (miniaturized Sanctuary/Asylum) and Pit Jr (miniaturized Pit). I loved those two mini maps so I figured I might as well miniaturize Guardian since no one else is going to. It's not a 100% accurate remake that was miniaturized. There were some areas that were too hard to get right like the lift that takes players to top mid. There were some jumps that couldn't be implemented because of trait zone interference. Speaking of trait zones, these are only on the map to make the lifts take players close to where they originally landed in Guardian. I did place spawns and weapons on the map. These are for the hilarity of mini slayer. Make no mistake, Baby Guardian is mainly an aesthetic map. I just made it compatible with mini slayer. Without further ado, here are some more pictures! Mini Slayer: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/c97109d6-7775-4822-96b1-765f863b76e0 Videos https://www.youtube.com/watch?v=iyT2EZKWUng https://www.youtube.com/watch?v=HPBARautlzk ____________________________________________________________________ I plan on making another mini map remake. I'm taking suggestions! Just please...no maps with too complicated of a layout. Other mini map remakes - Gnat's Nest by Indie Anthias - Pit Jr by God 0f Forge - Smallsylum by Nutduster - Narrows Jr by Fragsturbait (alpha build)
  21. Premier Edits: Month/Day/Year 10/01/2014 12/01/14, Map Version 1.1 Download: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4d32fc1e-e9c8-437e-9712-52a782699200 Hello everyone, a few of you may know me already, as I express my opinion or put up some usually interesting threads. Well, today I am placing up my first THFE map, I have been forging for a while, but I feel that this is the first map that I feel is at beta stage, capable of supporting a competitive game well. So, without further ado, I give you Premier, named so as it is my first map of the new year. Premier is a 2-8 player Mirror Symmetric Arena Map on the Forge Island Canvas. the main shape started life as part of a BTB map, but soon got smaller as my budget suffered, so I cut my losses and salvaged the best parts of the map, and retrofitted it for 4v4. This map capitalizes on Map Control and Flanking, as it uses static weapon spawns, and requires the player to keep a mental timer. Static spawns benefit all players, as once players get the timing down, they will play to control that area, you know where your enemy are, you know where to go to get back into the fight, so cat and mouse play is heavily cut in this manner. Here is a Weapons Layout picture I self edited in Photoshop. This cleanly shows timers and locations, all grenades are 15 seconds. Here are some further Screenshots: The map has changed alot after 1.1, the playtest on Saturday was great, and I got enough feedback to make some edits. The sniper was barely utilized, showing that it was clearly not a good choice for the map, it is now a Railgun. Sword was often unusedd due to the lack of ways to access it and hence i have added a new entrence, I added railings and you can check the updates for further info. I included alot of Advice I received from Zandril and Squally in this map, so I hope the advice payed off. Please, I am looking forward to any constructive criticism and suggestions. This will be up on my Facebook Page, The Halo Forger Page, tomorrow at some point. If you want to see the page, it's in my Sig. This is Darkrain491, I love you community, and I guess you can call this my new years resolution. Show more maps, get better at it. See ya on the battlefield!
  22. Creator: TheBloodbath22 Map Name: Kayru Island Supported Gametypes: CTF, Slayer, Ricochet, Oddball Rec. Players: 16 Budget: 9920 Initial Ordnance: Sniper x1 (80), BR x1 (120) Random Ordnance: Neutral S. Laser x1, Neutral Saw x1 Vehicle Set Per Team: 1 Ghost, 1 Banshee, 1 D. Warthog Description: BTB asymmetrical arena comprised of two distinguishable bases separated by an active volcano (interior accessible), and connected by a freeway. PLEASE NOTE: Any, ANY comments will not be read or replied to. Thank you for your understanding. Overview: Red Base: Blue Base: Volcano Bridge: Freeway (Blue Entrance): Freeway (Central Zone): Freeway (Red Entrance): Volcano Interior: Assumes the entire diameter of the base of the volcano, with rocks at varying uneven angles to elicit claustrophobia and prevent swift memorization of the area. Thank you very much for your time and consideration of my submission, 343. DOWNLOAD MAP HERE: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/245b9125-bdf8-4acd-be14-4cca03181e0c
  23. Map Name: Furnace GT: n0mnom321 Link to file: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3f142ba3-eb65-41c6-9e57-8f38c0d9d072 Supports: Extraction, KotH, Oddball, Slayer, CTF Best played with: 1v1 or 2v2 Slayer Hey everyone! this is my newest map, furnace. Furnace is a small map for 2-4 players and is based around the theme of a smelting factory. The map is set on the erosion canvas and is inspired off of adrift. The aesthetic details feature aesthetic furnaces, lava pits (or molten metal pits) and many pipes that really makes it feel like a place, not just a map. The outer paths of the map are connected in a sort of C-shaped design, that I intended to give a circular flow to the map (although it has only been tested once, so I am not certain that it works lol) and a central area where there is a main power position and a power weapon (sticky detonator); unlike my previous maps, I had a general Idea of what the map was going to be like before making it so I don't think that there is any lazy cover. The map is still in very early stages of testing, and I have yet to remove some pieces I think make the bottom of the map and the blue base cluttered, but other than that, I would appreciate any and all feedback and hope that you like the map. Cheers and a belated happy new year! Weapons: Sticky Detonator(drop) Designated Marksman Rifle Battle Rifle Magnum Assault rifle Auto-sentry(drop) Fragmentation Grenades PIctures: The corner 2/2 in the picture above is where the sticky detonator spawns. The Y, cross at the back of the picture leads into the tunnel connecting red/blue. And the overview picture: CLARIFICATION: the battle rifle is on the stairs of the 2 storey tower, and the DMR is next to the lava pit near the jump down, at the bottom of the map. the magnum is right next to the red spawn (I think it is ok because it's just a magnum, but Please tell me if I'm wrong). The assault rifle is at the top tunnel that is connecting red and blue base. the sticky detonator is at the top of the tower, a very exposed position. Not all of the pictures are up on my 'recent screenshots'? I will post more pictures once they are on the 'recent screenshots' list on halo waypoint.
  24. Original map, did not intend to name it something that another map already has for a name. Sorry if there is any confusion. UPDATED Link https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/7567bd0a-cac6-4d73-8414-c7fad7030894 Stronghold is a small 4-8 player symmetrical map. Red and blue spawns across form each other. The majority of the map is split red side and blue side, with a bridge as the divider. Perpendicular to the spawns, two towers rise and extend previously said bridge. The spawns are raised off the ground level, and continue in a ring shape around the map. On the ground level, there are scattered rocks and additional cover. A lower bridge also divides red side form blue side. Weapons Assualt Rifle x2 (30s) Storm Rifle x2 (30s) Supressor x2 (30s) DMR x2 (60s) Carbine x2 (30s) Magnum x2 (30s) Plasma Pistol x2 (30s) Shotgun x2 (110s) Plasma Grenade x2 (15s) Frag x2 (15s) Ordenance 1 Random drop includes: spaces 1-5 Needler space 6&7 Sticky Det space 8 Sniper Rifle Gametypes Slayer CTF Oddball WHAT UPDATE CHANGED -unclustered the clustered spawning in towers and bottom grass area -increased slope of 1x1 tall blocks to inhibit movement -added "support" tp middle of bridge, which also divides the lower bridge -blocked gap between bottom bridge and tower -only one ramps instead of two in the towers -blocked out windows -raised brace tunnel so players cant jump up on them -changed spawn bases to more of a structure -removed courtyard lazy cover, replaced with structure -removed sniper spawn, now its in the ordnance Open and would like feedback. Hope you Enjoy Overview Pink = ordinance Black = DMR yellow= Shotguns Base Bottom Base top Blue Spawn Red Spawns Courtyard Bridge Top Yellow right (identical as yellow left)
  25. Gamertag - TurbTastic Map: Beer Pong - 6 Cup Gametype = Beer Pong I'll explain how this game works by describing the screenshots. Works with anywhere from 2-16 players, but I recommend 4-10 players. I used the Multi-Team version of Ricochet to achieve these mechanics. The mongooses are the balls in this game. The cones mark where players on foot will be teleported back. Red team tries to make all the red cups before the blue team makes all the blue cups. The shields on the ramps prevents players from landing on the opposite team's side. Each cup you need to make is marked Deliver (difficult to capture in a screenshot). If you go full speed the whole way you will overshoot the cups. When the player lands a mongoose in a cup it creates an explosion that will impact all players in the area. The shields near the cups prevent players from landing in the opposite team's cups. If someone lands in an enemy cup it scores for the other team. Here you can tell that blue has 3 cups left to make. Each player fell short. There are teleporters on each side that will send you back to your spawn before you land in the ocean, and there is a system in place that will kill players that land on the wrong side. If someone makes it in a cup that has already been made, then there is no explosion and no points are scored. This looks like victory in the making.
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