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  1. 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:
  2. 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!
  3. 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.
  4. 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.
  5. 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
  6. 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 !
  7. I want a map of the Infinity where we can go everywhere including the bridge. Please?!
  8. Well the time has finally arrived, the Get A Clue Forge Contest results are in! As a Clue enthusiast, I was lucky enough to be handpicked by Master Debaytes as one of the contest judges, and i can tell you it was a hoot to participate. Playing submissions nightly in Clue lobbies, and genuinely having a great time in the process. Many fantastic clue maps were submitted, it became quite tough to decide an order near the end. So without further adieu, here are your results! - CORDUROYCHUCK First Place CHATEAU DE CLUE 2!! by FragsturBait It has everything you could want from a clue map. From a starting dock with plenty of secrets looming down below, to a dragon overlooking all the explosions and blood. As an innocent you've got plenty of places to go in an attempt to stay safe, but a killer could always be lurking in the trees above. Yes, in the trees. If you're smart you'll try and stay up high and watch with the dragon. If you're lazy, maybe you'll hide in a crate or have a seat in an impossible chair. As a killer, it's a playground. Remember those trees? Yeah. I can recall instances where i'd hop through them all Crouching Tiger Hidden Dragon style. Finding cover after committing a violent act can be very easy, the map's got plenty of castle walls to hide behind or rooms to calmly have a seat in. Impossibly. Fire an incineration cannon, make the peasants think the dragon's burninating the countryside, or quietly lurk in the hidden rooms below, it's truly up to you on Chateau De Clue 2. - CORDUROYCHUCK This forum under construction.
  9. So we have quite a few maps for trial here, we worked very hard on these so we hope you enjoy. Map: HYDRA Stadium Canvas: Impact GameType: HYDRA Ball, Griffball (Griffball Based GT, Uses Abilities and turrets) Map: Invasion Canvas: Ravine GameType: Invasion (Dominion Based GT, uses Dominion pieces) Map: Anvil_01 Siege-Assault [+] Siege-CTF Canvas: Forge Island Gametype: Siege-Assault, Siege-CTF, CTF, BTB, Oddball (Uses Vehicle pads, ordnance drops) Map: Vaulted [+] Vault Canvas: Forge Island Gametype: CTF, Mercenaries, Dominion, Oddball, BTB, Slayer(s), Swat, KOTH Map: Resonance Canvas: Impact Gametype: Prome-Dom, Dominion, Slayer(s), BTB >SCREENSHOTS< >MAP DOWNLOADS< >GAMETYPE DOWNLOADS< No Screenshot Section. Map: Slender Arena Canvas: Forge Island Gametype: Boogeyman (Flood Gametype Custom) Gametype Section. Mercenaries - (Team) Regicide/Swat mashup, Custom Map Loadouts only. King Traits changed. Points Changed. Ordnance + Abilities added. Promethean Slayer - Slayer with only Promethean weapons HYDRA Ball - Griffball based GT, Pulse Grenades, Thruster Pack, Hardlight Shield, Dominion Piece auto turret. Siege-Assault - Assault Style GT, Griffball based, Player loadouts, Vehicles, DOM. Auto Turrets Siege- CTF - Same thing with CTF ^^^^^^^^ Will update with detailed pictures and map data.
  10. *EDIT: Updated version of this map found here: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/378a00fd-7374-4aa5-983f-758d0f20da05 Gamertag: kimjongillwill Map: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/378a00fd-7374-4aa5-983f-758d0f20da05 Gametype: Infinity Slayer Download link: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/378a00fd-7374-4aa5-983f-758d0f20da05 Hello, all. This is the first map I've made for Halo 4 and my first time ever posting a level online. I hope you like it. It's called the Killer Robot Factory. I used gravity fields and station cores to create a series of conveyor belts that constantly move explosives, kill balls and Mantises (Mantisi?) through the map. I threw in some things like a giant claw/crane and some pistons that are constantly in motion to give it more of a factory-like feel. The Robots move around the outside wall until they're sucked upwards into a thingamajigger before they're spit out on to the floor where players can actually use them. There's a corporate office, which serves as home base to the red team (the corporate ********) and a small break room on the factory floor for the blue team (union thugs). Since it's a robot factory, I added in some extra robotic awesomeness. These flying security drones are all functioning auto turrets as well as an R2 unit that's found in the corporate office. There are a series of vent shafts that wrap around the factory and through the machinery to help you get around. One of these vent shafts serves as a secret passageway that takes you through the particle accelerator (watch out for the kill ball here) and into a secret room that you technically aren't supposed to be able to reach on the impact map. Just use plain old Infinity Slayer for the game type. You could play this level with just two people, but I would recommend 4-16 players. The only critique I've received so far is that I have too many ordinance drops, but I'm choosing to ignore it. My personal feeling is the more guns; the merrier. And I'll be damned if I pay for them!!! Ordinance drops for life, son. I reached both the cash and item limit on this level but the lighting works fine and there aren't any lagging issues that I'm aware of. Please let me know what you think in the comments, or if you're having trouble finding the secret entrance to the secret passage that leads to the secret room. Hint: it's through here: Hug the walls. You'll find it. ~kimjongillwill *EDIT:https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/378a00fd-7374-4aa5-983f-758d0f20da05
  11. 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)
  12. 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)
  13. 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!
  14. 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)
  15. Map: Battlefield 404 Gametype: Slayer/Capture the flag Player Count: 10-12 Players Creator: GRUNT HUNTER404 Waypoint Link: https://www.halowaypoint.com/en-us/players/grunt%20hunter404/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=dd55264f-b87b-4a6f-a820-6048a1a7b9b4 Hello people of the 343i fourm, I am GRUNT HUNTER404. I would like to introduce to you my latest and most updated version of my map Battlefield 404. This new map was part of one of my old projects since the realese of forge island into Halo 4. I wanted to make a map that suits at least two gametypes, that has plenty of vehicle action, but the players on foot can still have a good chance, hence Battlefield 404 was created. This map was previously called Forge Island Forest Battle when I first created it, but after playing some custom games on the map, I realised that it definitely need more improvements. I changed the structure on one side of the map, added a banshee to it since none of my other maps included a banshee and added new weapon drops to combat the vehicles that pretty much ruled the map and also changed the name. It is important to have even teams on this map as one team may struggle with not enough players. Capture the flag really encourages teamwork in order to win, but be careful because just as fast as you can capture the enemies flag, he can capture yours. Sorry about all the talk, now you can have a look at some of the screenshots of my map and see what you think. If you like the map, give it a download and play it for yourself.
  16. Hey guys, I'm happy to show you my very first Flood map on Halo 4. Ever since I've started forging, I've always made casual maps and competitive maps. This is my very first Infection map. Ever. Despite my huge lack of experience making these kind of maps, I'm honestly pretty happy with how this map turned out. And now, without further ado, I present...Caedis. __________________________________ Map download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/da1d5fd3-81e1-4cdc-9ade-0bd939e31fa4 Custom Gametype download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/62e716ab-b9d2-4c8e-ad21-50eb4c4aebe6 The custom gametype is Phagein. The map used to be compatible with Hivemind but since players can't use turrets in Hivemind, I made the map work only with Phagein. __________________________________ Caedis is not a very big Flood map but it's big enough for a fun game of Flood. I made this map themed as I believe a theme plays a huge part in a Flood map. The theme is shipwreck. I'd say that I was able to make the aesthetics in the map really good and in the tests I held, the map also plays well. SCREENSHOTS __________________________________ That's pretty much it. If anyone can give the map a go and/or give me feedback, I'd really appreciate it.
  17. 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
  18. Kamikaze Banshees By Rabid MidgetMan Map link Gametype link Player count: 8-14, the more the better. add a second alpha zombie for large lobbies. Ever noticed how a banshee explosion is much larger than a banshee-bomb explosion? These zombies noticed. Many explosions are guaranteed In this chaotic yet skillful game. Please give feedback after playing! Overview Zombies fly into the canyon and crash (explode) into survivors in order to infect them. The zombies are unable to inflict damage with the banshee guns. If the humans would prefer to keep their limbs mutually connected to their torso, they might want to consider blowing the banshees up in mid-air during their dive. A large variety of powerful weapons enter the map through initial ordnance, random ordnance, personal ordnance and not forgetting the 2 random weapons you spawn with. I built the map between the 2 massive asteroids of impact. the smaller (yet still BIG) asteroids between the map provide excellent cover for the humans and banshees alike. The humans spawn in a circle in the centre of the map with random weapons, and are encouraged to fan out by initial ordnance drops all around the map. Gameplay There is lots of cover in the map, but no place is safe. overhangs can be useful as they reduce the directions the banshees can attack from, but it also reduces the ease of shooting back. The buildings have no roofs, making their protective potential very minimal. It took a lot of testing, but I think I've perfected the damage and resistance levels for the humans and zombies. The flood will never die before their banshees are destroyed so you don't get falling vehicles. None of the weapons used in the map (mostly sniper or explosive) are overpowered, and most destroy the banshees in 1 - 3 hits. Camping is difficult as ammo runs low on the power weapons, prompting players to search for random ordnance. The most common weapon is the railgun (all initial ordnance are railguns and the 'left' personal ordnance option is always a railgun). It is a fair weapon as it takes some skill and kills in about 1 and 1/4 shots. Pictures Imagine 8 of these flying towards you. Yeah, that really happens. A spartan hiding from a couple of banshees in the background. BOOOM. The two zombies spawns with a purple teleporter between them. there a 4 quickly spawning banshees and 8 vehicle pads at each, more than enough. Crash Cam About to die. Dying. ...Dying Dead. Technical bit (how it works) If you're not a forger, ignore this bit. Essentially, the banshees cannot deal damage in the air due to a map-wide trait zone. when they 'crash', what is really happening is they are hitting into a hard killzone at a certain height just above the humans' heads. Due to the careful positioning of the killzone and the speed of the banshees approaching it, the illusion created is that they explode once they crash into the ground, but really it is a mid-air explosion. there is a second trait zone within the killzone, giving them 500% damage and so making the explosion LETHAL. If you wish to reproduce this setup please give credit if it is due.
  19. https://www.halowaypoint.com/en-us/players/revrsepalndrome/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=479c8ea6-6507-4119-8ee7-d7813d9c13d5 Under Map Varients. Small competitive map for 2-4 players. Supports Koth and Slayer Variants.
  20. What WAS Gonna be a "reinvention" of 'Epitaph' (Halo3), turned into my own thing. Although this wasnt intended, the outter part can be used as a race track (WiP). The map reminds me of a reconfigured 'Rat Race' (Halo3), cuz of the track. Supports Slayer, King of the Hill, & Oddball. (KotH & O'Ball not FULLY tested, but works). Made for Big Team, 10-16 players. Please comment with feedback, thanks.
  21. Monument A monument to all your sins (couldn't resist) A slayer based map but will have some objective gametypes on it. suitable for 4v4, 5v5, and 6v6 matches i made the base for this map in a few days but it needs some more work on certain structures. things i need to do -add decoration inside the buildings -redesign the shotgun building -place spawns -place kill barriers -do something with the small bunker in 12th picture (last picture) -do something with the building in the 6th picture -try and get some colour into the map. looks pretty drab right now notes -rockets do not spawn at the start of the game -the incinerator cannon does not respawn -teleporters do not become active until later in the match. having them active from the start would make the initial fight unfair -you cant jetpack straight up to the incinerator cannon as its too far. you need to stand on at least the fourth pillar in the center structure to make it Please tell me what you think needs tweaking and i will get on it.
  22. 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.
  23. 1. Post your Gamer Tag 2. Name of your map and a link to it 3. Give us a brief description 4. Provide at least one picture Gamertag: Oakley HiDef Map: Bunkers Description: I have created a series of UNSC bunkers. There are a couple just for aesthetics and then two more that players can get inside and fight both from and within. There are also some other objects in there such as antennas and bridges Picture: link to screenshot on waypoint or
  24. GT: n0mnom321 Map Name: WingBlade: Grifball link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/e451f294-fedc-4548-acae-29fdd0b83395 Wingblade is an aesthetic/grifball map featuring the robotic phoenix/bird in the Halo Xbox One trailer. It is fully compatible with grifball. The grifball court is underground, but the phoenix is aboveground. If you want to see the phoenix up close, change to gold team, as the respawn point of the gold team is aboveground. The beam coming out from the centre of the map is visible in any grifball game, adding that nice forerunner feel to the map, due to a glitch that when any object with a zone is labeled as grif_goal, the zone will be visible. It does not affect the game as it is not assigned to any team. I hope you like it! Prepare for awesome! I like the forge island pallet as the colour of the artefact bases are able to blend in with the greyish pieces better than the paper-white pieces of the other 3 maps. Older version (tell Me which looks better)
  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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