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  1. This is my first attempt to make a GP. At least to the best of my knowledge it is a GP. I randomly started forging on Thursday because it's been a while since I finished a racetrack. I am working on several others that got me stumped so I thought I would take a break from all the hard stuff. Play with Race v1.1 up to 16 players. Average Lap time is 25 seconds. Hope you guys enjoy! Color Scheme: A mix of Red, Orange, Purple, & Gold Time Spent Forging: 20hrs Type of Track: GP/Tournament Difficulty: Medium Download Links: Map: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4df750c8-ed3d-4fc3-8b0e-466e3b9e71f4 Gametype: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/120225e2-61b3-419a-bd5c-eb528b49aac7 Images:
  2. The Halo 2/Reach map Pinnacle, Remastered and Reborn. Pinnacle2.bmp Remember to Download here! https://www.halowaypoint.com/en-gb/players/jozz%20117/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 The Swat, Team Slayer and Multi Slayer Map is back! Pinnacle 1.bmp With an accurate layout of structures and weaponry, and with the addition of new weapons to "Mix things up" Pinnacle4.bmp "To have my favourite Reach map back is like a Buy One Get One Free deal, and the free one is twice the size." Jozz 117, 2014 Pinnacle5.bmp All of the original weapons are back in there original places. There has also been the addition of other weaponry. Download here! https://www.halowaypoint.com/en-gb/players/jozz%20117/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  3. It was said that the Great Anvils held a lot of secrets. I do believe we stumbled upon one. After reporting the discovery to HQ, Commander Mirage received orders to set up a base by the doors. This was a mistake. Now, I'm in charge and she is nowhere to be found. _______________________________________________________________ I haven't made a 1v1 map in a while. Figured it's time for another. That's how Mirage came to life. Mirage is asymmetric and is built on the lovely Forge Island. Mirage boasts great aesthetics which I'm very proud of. Her smooth curves and tasteful textures make her a pleasant sight to the eyes. You can feel like you're in actual place instead of just some random arena. I really tried to make her believable. I do hope I succeeded. I also thought about where I was going to build her and I think I hit the sweet spot. The windows are placed in a way where they actually show Forge Island's great scenery instead of an empty grassland. I also placed the map in an area where the sun hits it just right. Power weapons/powerups Sniper Rifle - 0 spare clips - 90s respawn Speed Boost - 120s respawn But enough about aesthetics. Let's talk gameplay. The map is very fast paced. Due to it's size, there are few moments where players spend a lot of time just trying to find each other. The map also blends long and short sightlines together very nicely. In the outskirts of the map, players are given long sightlines while the building in the middle provides plenty of CQC action. Mirage seems like it's gameplay would be donut-ish but this isn't the case. Fights happen everywhere and not just in the outskirts. This is because of the way the middle building is merged with the edges. It's a very quick way to get from one side of the map to the other and is also fairly protected. Players spawn with their own advantages at the start of a game. Starting Blue team spawns closer to the Speed Boost while starting Red team spawns closer to the sniper. This trade off works for the map because the person with Speed Boost is given enough movement options which will allow him to get closer to the sniper safely and engage in a more favorable situation. Not to mention he's harder to hit because of Speed Boost. As for the guy with the sniper, he is given plenty of long sightlines to work with. Dat teleporter doe. This teleporter design was drawn from Dax's Ciela The teleporter is quite useful in this map. It can be used as a means to escape. However, a smart player would be able to cut off the player escaping when he comes out of the receiver. Dem curves Video https://www.youtube.com/watch?v=z-5k3xQO31I
  4. Gamertag Maestro9318 Map Halo Gear Solid Gametype Halo Gear Solid Description INCOMING CODEC CALL Colonel: Master Snake, your mission is to infiltrate Shadow Ravine Island and obtain data on Metal Gear Halo, a Halo transport and firing platform. Master Snake: Metal Gear Halo? Colonel: Yes, Metal Gear Halo. If completed, powerful warlords will be able to move any installation wherever they want and fire it! Master Snake: Why can't I shoot my way in? Mix things up a little? Colonel: Because, Snake, you will be outnumbered by teeming hordes of highly resilient soldiers in red armour. This is Shadow Ravine Island. One of our agents has found out that this is a resting point for their data transfer. According to Agent Shmeef, the terrorists are not willing to transfer this data via any networks. This means the only way to get it is by physically extracting it. Master Snake: Consider it done. Colonel: Watch your back out there. The terrorists sent us a picture... ...Agent Shmeef never made it back. Jokes aside, Halo Gear Solid is a variant of Extraction which emphasizes stealth over strength. This is backed up by the fact that the blue team, or Master Snake's team, has permanent active camouflage and radar; the red team has a much higher damage resistance (500%), but no radar. The blue team has to extract one site within ten minutes, or they lose. The red team cannot extract this site. If a red person is killed, they respawn in the base in the bottom left of the first screenshot, where Mantises and weapons galore await them. However, if a red person takes a Mantis, they are teleported instantly to one side of Shadow Ravine. They'll end up on either the natural side or the fortress. If a blue person is killed, they respawn in JAIL, where poor Agent Shmeef rests with a shiv in his kidney. They must then find a way to escape, and get back to Shadow Ravine. NOTE: You need an equal number of players per team, with at least a total of eight. Also, the red team has infinite ammo (not bottomless clip), while the blue team has the Ammo Support Upgrade but finite ammo. This gametype may need some tweaking, so constructive criticism would be preferred... or better yet, some beta testing rounds? EDIT: I was thinking of calling Master Snake "Solid Chief" instead, but that just sounded wrong. EDIT EDIT: Why did I write "writing calling" above? derp EDIT EDIT EDIT: Now comes in European Extreme! These files have been deleted from my file share. This topic can be deleted at a moderator's discretion.
  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. Hiiiiiiiiiiii ! New Forerunner theme map for you guys. :3 Harmony Sorry for the Copy/Past, but I didn't have the time ... ><
  7. This is the 5th SKYTRACK of the SKYTRACKS Series. I started this series long ago, so for every SKYTRACK I finish I try to top the last one. SKYTRACKS (5TH) features 3 huge jumps; The first jump launches you straight up in the air for a smooth landing, the second jump lands you into a wheelie, and the third jump is is the biggest and fastest of them all, big air and fast speed equals mega fun!!! Play with Race v1.1 up to 16 players. Average Lap time is 1:15. Hope you guys enjoy! Color Scheme: Mostly cyan, but for the each of the 3 different jumps I used orange, red, and purple. Time Spent Forging: 220hrs Type of Track: Hybrid Difficulty: Easy Download: SKYTRACKS (5TH): http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/743b6e3c-51c9-4adb-8a60-1975dd737b70 Race v1.1: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/120225e2-61b3-419a-bd5c-eb528b49aac7 Video: Images: Start Initial Drop First Turn First Jump Second Turn Second Jump Third Turn Incline Fourth Turn Third Jump Overview
  8. This mansion wasn't as expensive as I thought it would be. Now I know why. ______________________________________ Hello gents of the interwebz. I'm proud to present my first Last Stand map. This map is none other than Cornerstone Manor. The map started with my desire to create a Last Stand map. I was a big fan of the gametype and that liking led me to create this map. As I was building the map, I knew I didn't want it to be just like any other Last Stand map. I wanted to make it unique. The map isn't your typical Last Stand map because of one certain feature. This is the fact that players aren't confined to an indoor structure. You can go outside to an extent. This gives players more freedom in the map and makes gameplay more interesting. The Flood have 4 different areas where they can spawn. Once they do spawn, they are given plenty of options to get inside the mansion. As for the map's aesthetics, I'm quite pleased. The filter works well with the map giving it a gloomy atmosphere. I tried my best to make the inside of the mansion seem as realistic as possible. I'd say I did a good enough job at that. Video https://www.youtube.com/watch?v=E5j_UF2CGEc
  9. Hiiiii ! :3 Hope you'll enjoy it. :3
  10. 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.
  11. This is the 1st of 5 double wides that start with Perfect! I made this series because I wanted to see if I could build smooth double wides like l PVT Partz l. l PVT Partz l makes the most perfect racetracks I've ever seen and I wanted to see if I had the skills to make something so flawless! Perfect features smooth turns all around with an average lap time of 1:10. Aesthetics include bordering around the banked turn, cyan and purple lights around the rock wave, and my signature at the start. Color Scheme: Cyan, Blue, and Purple Time Spent Forging: 60hrs Type of Track: Double Wide Download Map: Perfect Gametype: Race V1.1 Images: Overview Start 1ST Turn 1ST Jump Followed by a Turn 3RD Turn 2nd Jump 4TH Turn 1ST Wave Banked Turn Small Drop 2ND Wave
  12. This is a simple mini game which features a huge ladder. Inside the ladder is a hill. The map is set up for Red vs Blue spawns up to 16 players. One team will spawn on the ladder where you will have to remain in the hill as long as you can while the other team has you in their cross-hairs of a 50 cal sniper rifle. After the 4 rounds are up, the team with the most points wins. Play with the Ladder Conqueror gametype in my fileshare. Best with even teams up to 16 players. If you are sniping you get bottomless clip and get to have the time of your life trying to shoot your opponents from afar jumping and crouching ridiculously. If you are the team on the ladder then you must avoid getting shot by with a sniper and also avoid bumping into your teammates. When your on the ladder you don't have the luxury of your shields regenerating, so do your best not to get hit. It takes 4 direct hits with the sniper to kill you and you do not re-spawn afterward until the round is over. Everything second counts in the hill, so try to stay alive as long as you can! Map: Ladder Conqueror Gametype: Conquer the Ladder Images: This is where the kill takes place, you have to jump up and down and avoid being hit with a sniper until the round is over. Red Team Start area, you have 10 seconds to get on the ladder or you will die! Blue Team Stat Area, you must pick up the sniper and prepare to kill the enemy team dancing around in the hill. Blue Team Sniping positions. Inside the hill Overview
  13. Lashout https://www.youtube.com/watch?v=AdccFA6-E3I An upscaled remake of Halo 2's Lockout which focuses on improving the matchmaking experience of Halo 4's Shutout by including excluded gameplay elements from the original map. I started the concept for this remake in Halo: Reach on 10/15/2010. My original goal was to remake Lockout in every aspect when it comes to line-of-sight, jump ups, weapon placement, and spawn placement with no sprint in mind. The problem with remaking Lockout with this approach is Halo 4's spawn system and how it's meant for bigger maps. With this realization, I remade my concept but with a bigger scale which in return created a smoother and closer experience to the original Lockout. There are three different versions of this map: Lashout, a matchmaking equivalent which uses ordinance Lashout Spectator, the same as the matchmaking equivalent but with green spectators above a grid Lashout Classic, spawns and map geometry are the same as the matchmaking equivalent but weapon placement is placed as close to the original map without ordinance. Download Lashout: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/aa52a7e3-d6cc-4a0d-bf4c-31cf98db2eaf Download Lashout Spectator: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/cb966fcd-9680-4b57-af05-f6015fc96c8f Download Lashout Classic: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/7758e35b-666c-4c28-b10e-a2850bd109bf
  14. Gamer Tag: Charles Stoot Map: Floor Runner [ball] <---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 an Oddball. Notes: The green blocks with the green beam in the middle of the court is a safe zone. Watch out for the beams for they will delete the floors your standing on. The Gold beams on the sides are kill boundaries. Scoring: 2 points for walking into the end zone. 1 point for throwing it into the end zone. 2. If you spawn and die right off the back.; you are the Floor Masters. Objective: Stop the artifact from reaching the end zone, you need to create gaps in the floor to make the players below die. Notes: The Gold beam on the far end of the court is a soft kill boundary. "Working as a team by passing the ball, and communicating as Floor Masters will ensure that you will have a good chance of winning." Images Note: This is that safe zone in the middle of the map. Enjoy
  15. 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
  16. 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
  17. 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:
  18. 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:
  19. 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
  20. 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
  21. 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:
  22. Gamertag: J00N4 (That's with two zeros btw) Map (Evacuation): http://tinyurl.com/bwn4nek Gametype (Escape): http://tinyurl.com/c97fz5t Pictures (Titled Escape # (- *something*)): http://tinyurl.com/cvvlsfl Description: "The Covenant invaded Earth and got defeated. Unfortunately just as we thought we won, some flood spores arrived on a meteorite. The metorite happend to hit a big city and thus the flood infestation spread rapidly and became uncontrollable. Now the only way to stop the flood is to nuke the city. The nuke is already on its way and we have to escape before it drops. There's only one building that can withstand such an incredible explosion and that's where we're headed. Get on your mongooses and ghosts! This is gona be a bumpy ride!" This map/gametype is more of a challenge rather than a gamemode, because it is really hard to survive as a human. The idea is that the humans will try to escape and evade the flood and get inside the building using vehicles. Meanwhile the flood will try to stop the humans from getting into the building and kill them. When inside the building, humans get 500% damage resistance, 3x overshield and infinite ammo (these are not the only traits they get). The building holds 2 spartan lasers and 3 rocket launchers so the flood practically loses if survivors get into the building. The nuclear bomb drops and kills everyone outside the building at the end of each round (awesome, right?), so you can't just hide somewhere as a human. This should be played with 10-16 players (the more players there are, the better chances of survival the humans have). There are some minor issues in the map, because the budjet is completely full (the issues don't affect the gameplay that much though). The building has doors that should close few seconds before the nuclear explosion, but they very rarely work. Also few other objects tend not to spawn sometimes. Music recommendation (Halo 2 OST - Unyielding): Why the heck did I recommend music!?: It's just something I do. Why the heck did I recommend that specific song!?: I recently played Halo 2's campaign and I got some inspiration from it. I really liked the parts in which you have to play as the Arbiter and drive a ghost. At the start of the mission 'Quarantine Zone' you have to drive (I chose to drive with the ghost) and fight against the flood or evade the flood. That is where I got the idea to make a minigame where the flood is using vehicles. There is a flood controlled scopion tank on that level (which is terrifying). That is where I got the idea of putting a flood controlled scorpion into my map. Also the song is one of the best ones I've ever heard and it fits this gamemode perfectly!
  23. 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
  24. 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
  25. 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.
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