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  1. The Awoken clan is recruiting we are looking for loyal and dedicated Halo players. We play all Halo titles as well as a few other games but we only go competitive in Halo. Requirements: Must have a mic or be getting one Must be over 13 years of age Must play frequently Be willing and able to follow orders Must be respectful Applying: To apply for the clan please visit our website which is listed below select the join us page and follow the steps provided for the application process on that page. Contacting Us: Email: [email protected]<script data-cfhash='f9e31' type="text/javascript">/* */</script> Youtube: Awoken Clan Twitter: @Awokenclan Website: www.awokenclan.weebly.com Xbox Live: Awoken Anarchy (Leader) Awoken Nova (Co-Leader) Awoken Nexus (Co-Leader) Best of luck spartans, Awoken Anarchy Sorry the email on this site is blocked all other contact forms listed will work Awoken Anarchy
  2. Only The Best Can Make It On Top And Claim The Title As A Master! Tough Trials Await For Those Who Wish To Test Their Lead In The Onslaught Of War And Chaos! Do You Have What It Takes To Become "LoRdS oF tHe SpArTaNs"?! Hey guys, Ricky here and I am posting on here to recruit good players to join my company! My Halo Clan is for experienced players who are looking for competition, trying to gain achievements, or wanting to have fun. I'll also take in anyone who can create good forge maps that we can play on! I'll admit, I'm not the best player on Halo, but I've got skills up my sleeve! I make my own maps and would love to share my creations with friends and fellow spartans! Before I forget, I need to add that I am only accepting those who are 16 years or older in age into my clan. If you're younger than that, I'm sorry but you can't join me. I have nothing against those younger than 16, but I've experienced some kids who think they better than everyone and its rather annoying and unsportsmanship. Hope to hear from people! Just PM me or add me on Xbox One and we'll see what you're made of!P.S. I have a map I built to test out other people's skills in Halo!
  3. It's not that it's a bad forge mode, it's the best in the series. It's just that, for me at least, the content updates make building a map at the moment pointless. I will build a map, content update comes out with features and objects I wanted for that map, I will need to return to that map and spend time editing it or rebuilding it just to put in the new features. I just don't bother with halo 5's forge because I Know a new update will come out and it will make my old maps pointless and redundant unless updated. A good example of this is the scenery textures, If I built a map before the textures came out i will need to revisit it and select every bit of scenery and adjust it's texture. I'll probably go back to forge once the content updates stop coming.
  4. I'm making a new clan on Halo 5, it is going to be UK and Military based, name to be decided, i need people who are willing to lead in the clan and to help build the clan. My GT is TRAP Odysseus i have been in the halo community for 3 years and i have experience in leading clans. if you are interested send me a message at TRAP Odysseus or Kik me at: paddy_red
  5. Hi I have 2 gamer tags 2 consoles one gamer tag can match make any playlist within seconds on both consoles the other gamertag cannot find any games at all apart from fiesta etc.. no slayer no arena no free for all on both consoles? Any ideas pleaseeeeeeeeeee :/
  6. Hey there Zandrill! So this is my attempt at submitting a map for you to check out. I'm used to Forgehub, so this is a little out of the norm for me. Hopefully I'm doing this right Map Name: Gatelord Author: Ascend Hyperion Player Count: 2-8 Players Gametypes Supported: Team Slayer, 6 Man FFA, Multi-Team, Strongholds, CTF, Oddball *Team Slayer is the default for the map Download Link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Ascend%20Hyperion#ugc_halo-5-guardians_xbox-one_mapvariant_Ascend%20Hyperion_f4a093eb-cfd6-41fe-b8d8-c692ab11b17b Description: "This battle has happened, it is happening and it will happen." Gatelord is a versatile core map inspired by the Vex architecture from Destiny. Set deep within the Spire Ruins on Venus, players will navigate the time weathered machines of the Vex in an all out battle for domination. Built to blend fast paced vertical play with the rigid decaying structures of the Vex, players can flow freely through the diverse paths on the map, slide and clamber about and even use the timegates to teleport from low and high points on the map. I hope you enjoy it!
  7. My friend and I are looking for a smallish halo 5 military clan to join, we were both fully conscripted Spartans IIs and are looking to join a clan, we dont mind starting from the bottom and earning our ranks because we are sure we can do it. message TRAP Odysseus to contact us.
  8. Hey everyone! I'm here recruiting for Traxus industries, we are a military base clan. I'm not here to repeat and spam you like many other clans, but I will get to the point. Plainly put, we are a casual military based clan that enjoys meeting new people and maximizing our experience on our Xbox consoles. We like to play seriously, while nevertheless having the best time possible. In Traxus industries we do multiple activities, examples are: Clan raids, Practice raids, Team Tac, YouTube videos and etc. Message me on Xbox or add me as a friend for more infor or interested. GT: We also have a YouTube video: https://youtu.be/f9UoPXGxTjs Hope to talk to you guys soon..! Remember to message or add, GT: Ludovicus1 if interested. Requirements: • Have a working mic • 14 years of age and older
  9. Hello Spartans! We are a Spartan Company who is looking for more player to fill up our ranks, as we are currently sitting at 76 members. We emphasize cooperative gameplay and a fun, positive experience for everyone. Our main priority is that everyone enjoys playing together. We are 83% complete with our kill commendations. We have already unlocked the Achilles armor and are well on our way to unlocking the helmet Our rules are simple. You must have a kinect or microphone for voice chat, and you must have at least 4 hours of playtime per week. However if you do not think you will be able to hit that amount you can simply contact one of the leaders and schedule a week or two off. We currently use the LINE app for communication, however we are in the process of setting up a Discord server. Check us out on Waypoint: https://www.halowaypoint.com/en-us/spartan-companies/galactic%20marine%20corps You can also contact JLC4LIFE, Omicron 360, Marverick04, or Kingrawer if you would like in invite.
  10. Hello everyone, I'm starting up a new military based clan known as the Spartans of the Ark War (S.A.W.) Being a brand new clan, the S.A.W. is small with just six members total so we are looking for people willing to step up as leaders to help get the clan going. If you want to be a leader in the clan you can just simply let me know through the easiest way of contact for you. If you want to be a leader, but have no experience in that position that is fine. I have been involved with clan leadership for about two years in the halo 4 community and I'm willing to train up anyone who has what it takes to accept the challenge as leader. As I said earlier, the S.A.W. is a military based clan which means we do have a uniform, we do have ranks, and we have branches for our members to join. We also have a set of rules for all members to follow. I suggest visiting our website if you want to find out more. The S.A.W. is still on a video game and when we aren't doing clan stuff, we will treat it as such. We do enjoy having a good time playing the game to have fun. We hope to eventually have more clan events such as game nights and tournaments when we are large enough to support them. To find out more about us or join the S.A.W. you should check out our website. http://sawh5clan.weebly.com/ Thanks for taking the time to read this! Make sure to share it around and bring your friends along with you if you plan on joining! *For other clans wishing for an alliance or for us to join your coalition, we would like to let you know that we are not accepting any alliances or coalition invitations at this moment.*
  11. Welcome to Ascension. A new group of long time friends dedicated to dominating the Halo 5 scene in both competitive game play, as well as casual custom events. For too long have clans and communities obsessed over distracting policies, restrictive requirements, and time consuming recruitment quotas. Here at Ascension, we aspire to focus on what matters most. The game. Laying at the core of our foundation, playing the game and having fun is our #1 priority. With a large, tight knit group of people, playing becomes even more enjoyable. Unlike most other clans and communities, we aspire to build a large group of people not by simply pestering random people to join, but instead making a group so fun and appealing via games and social media that players want and actively pursue to join us. That is how it always should have been anyways, right?. If your'e interested in hearing more and getting to know what we're all about, message AGS Exile on Xbox for more details. We would love to get to know you more, and play more awesome games with awesome people. See you you on the battlefield. ~ Exile
  12. The Choom Gang is a newly active spartan company, with the goal of earning all the commendations and having a good time. We're a group of competent, skilled players with a laid back approach to gaming. Send Thirsty for Dad or Peace Man Ganj a message for more information, or request to join our squad at halowaypoint.com.
  13. Ever wondered what it would be like to battle on the surface of an entire Halo? Well, now you can! Welcome to Halo Ring! This map is a 4v4/5v5 action sack-core style map that takes place on the surface of Installation 04. The ring contains multiple environments that you can play on as you move through out the ring. Halo Ring supports Slayer (FFA and Team), CTF, and Neutral CTF. It also supports Assault, but it doesn't play as well as the other gametypes. IMO, it plays best with Neutral Flag. You'll also notice there are some small easter eggs on the map, such as the PoA and Covenant ships going through slip space. MAP DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=xXBarthXx#ugc_halo-5-guardians_xbox-one_mapvariant_xXBarthXx_b0bf1d9f-4f8a-43fd-b6de-d6dcc1879e0e YOUTUBE VIDEO:
  14. Ok, so I have recently had a friend use my account so I can get the Mark VI Gen1 and Mark VI Gen1 (Scarred) armor types, and for some reason they still haven't unlocked. I have the achievements that unlock them, but they aren't there. I don't know what to do. Can someone please help me? Also, the reason my friend did this is because I couldn't afford The MCC, and he had the game. Any help would be great. Thanks in advance.
  15. This is a remake of Zanzibar/Last Resort from Halo 2/3. Welcome to Turbine! This map is a very accurate remake, almost exactly 1:1 scale, and combines parts of the two previous maps (along with a few additions I made), turning it into one fantastic remake (although it is more heavily influenced by Last Resort)! Almost all weapons and spawns are the same as Last Resort, with a few weapon locations carrying over from Zanzibar and a few changes for weapons such as the Spiker and Brute Shot. Turbine fully supports Slayer and Strongholds. MAP DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=xXBarthXx#ugc_halo-5-guardians_xbox-one_mapvariant_xXBarthXx_d1c92304-f17f-4348-ad00-1c7323c1f3cd YOUTUBE VIDEO (OLD):
  16. Installation 04B ​Cortana: "Halo. It's so new... unfinished. I'm not exactly sure what will happen when we fire it..." John-117: "We'll head for the Portal. And we'll all go home." Hey everyone, and welcome back to Installation 04B! You may notice this map is very similar to the warthog run on the last level of Halo 3, however it has been modified to fit into Halo 5's multiplayer! How to play ​ The gametype you should use is Warthog Run. Here are the settings: Teams are on No friendly fire Damage is lowered so banshees are not too OP No sprint, thrust, etc. so it is similar to Halo 3 One stonghold on map, one second capture, one point to win the round Teams of 1-3 players (use Red, Blue, Yellow, Green and Purple Teams only) must grab a warthog and drive through the maps path in order to reach the hanger of the Dawn. However, teams must be on the look out for other players in warthogs racing them, shooting them, trying to knock them off, and they must be aware of one team which uses banshees to try to kill everyone. Each round one team is chosen to fly the banshees and the rest drive. First team to the Dawn wins (banshees are unable to enter, so don't worry about cheaters). The map uses pressure plate scripting that allows for some of the floor tiles to fall once the players reach certain points in the map. Therefore, players must always be on the look out, since the map is constantly changing before your eyes! MAP DOWNLOAD: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=xXBarthXx#ugc_halo-5-guardians_xbox-one_mapvariant_xXBarthXx_a3256eda-fedb-482f-ae75-a1e0535cab56 GAMETYPE DOWNLOAD:https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=xXBarthXx#ugc_halo-5-guardians_xbox-one_gamevariant_xXBarthXx_c4b43feb-901f-4009-afbe-a38f784e3376 YOUTUBE VIDEO:
  17. Challenge your friends to a 1v1 Beer Pong Match. In this match up, we have 10 super sized party cups per side, and your unique throwing skills. Here is my first Halo minigame, Beer Pong. When I heard the Firefight update had party cups in forge, I set my mind to creating this map. Although it's a simple idea, the execution was not as easy as it first sounded. First off I'd like to thank everyone who stopped by to check out my map, and give it a bookmark, or even a shout. This took loads of time actually, and I'm satisfied with how it turned out. The way Halo 5 Beer Pong works is like normal Beer Pong, the only twist is that you get to take your partners cups away when you score on one of them. You use a color-coded identification system to know which cups your taking away. This is the only way I found the game mode would work. And yes, I tried to script removable goal pads and cups. -Yoink- it, it's fun to take away your friends cups. Don't forget to download my 'Beer Pong' custom Game Mode as well or you're going to have a bad time. Thanks for reading and see ya guys next time. To 343: I put something for adults in your Rated T game, you mad barvos? Play Ball. -AFTM Reclaimer Follow me on Twitter @ForgeAndReclaim for my Forging Updates!
  18. If you are interested in joining a Spartan Company then this is the place to go. We are TBDL (To Be Determined Leader) We have been in the Halo community for just over 8 years. We are a Competitive & Military based clan. We do raids, 4v4's, 8v8's, you name it. All you have to do is reply to this by posting your gamertag or preferably send me a me message. Thank you for your time! Gamertag:TBDL X KNIGHT
  19. 343 community, Allow me to introduce my warthog race map, "Yellow Brick Rolled". I've been playing Halo since it was created and as long, I have been most intrigued by two components: 1) the gauntlet-style, warthog sprints found in the campaign levels (dat Final Escape jump doe), and 2) challenging the gametype/map boundaries set by the creators. While I've had my stints (LONG, GPA-killing stints all throughout High School, College, and Grad School!) with getting my forward lean on for the sake of ranking up and building my K/D (mostly when in concert with lifelong brethren Its PJ Biaaaaaa and OXFire), by virtue of the fact that my household didn't have internet back when H2 dropped, I never achieved elite, multiplayer status and as a result, resigned myself instead to hack jumps, campaign nuggets, besting Legendary AI solo, and a social life ... and chirping kids. I've never been MLG worthy, but I'm a grinder.... and over the course of myriad gamertag iterations (slash adolescence), an a-hole, who fit right in with online FPS gaming. Fast-forward to present, (the try-easier stage of life) and now I have an avenue through which I can finally contribute to the community... this is my first creation and hopefully it's worthwhile. I have bulleted the gist topics beneath for brevity. The truth is, words can't do it justice, so I urge you all to try it out (preferably with a sizable fire team) and enjoy! 1. Quick Stats Author Gamertag: sum1 moar 1337 Warthog race map 8 color-coded, laned spawns with 1 scout warthog per lane 2-16 Players; capability of single player per team, or "double dash" style with a side seat co-pilot grenade tosser. Must self-choose team color The intention is for people to stay within their hogs unless flipped (preparing for a formal race gametype to be released by 343); race cannot be completed solely on-foot, without utilizing grenade jumps Big-Team Stronghold game-type to afford "Finish Line" with instant capture attributes TO BE PLAYED WITH YBR: Race da 5'9" gametype; mode attributes augmented to allow for minimal damage infliction and invulnerability to all but kill balls/suicide, with maximal force effects (ground pounds, frag blast radius, melee strength, etc.) for sake of heinous explosion physics. Also, unlimited lives per round, 2 rounds to win game, 6 frag nades at start and H1 pistol (of course) Forge details: 970 objects; 9 groups; 304 scripts; 37% FX; 82% lightmap; 52% collision; 94% physics 2. Summary YBR is intended as a 2-16 player race map, with a clear flow and contained funnel, and many obstacle-rich sections throughout, which collectively serve as the main element of randomness. This map is laden with equalizers, to ensure all remain engaged in the race, despite their lineup at any given time. The inner track is composed solely of "material" objects and the outer composed almost entirely of "natural" objects; I did this for juxtaposition and variety. Scripting is quintessential to this map, as movement makes it more challenging to "master" any given part, while staying ahead of the pack. Thanks to Forge's uniquely quirky nature, some objects even appear/disappear depending on the specific round, or time within a round, or for no reason at all... while this is unintentional, ironically it also contributes to the randomness, which is actually beneficial. Every bit of this map provides choice to the driver, and most of these choices afford decent time-saving/loltastic rewards (grav launchers, shortcuts, teleports, anti-grav fields), BUT the more rewarding, the more consequence-laden they are in case of failure (physical rejection by rotating objects, huge time-sinks for failed attempts, death by fire/kill ball, etc.). Even running through this (see YouTube vids) by myself, having created the map and knowing all of the minutia, this thing can kick my a$$ and humble/frustrate me during any given round, despite my best driving... which is exactly why I love it. From the hours of alpha-testing this beast with others, hilarity ensued. Soon, urgent call outs and moments of choking laughter became regular occurrences, along with ever-evolving location names. Personal favorites include: Whiskey Stones; Cheese Wedges; Ball Pit; Toblerones; Kit-Kats; Zebra Cakes; Rib Cage; The Salad Tosser; Guess Who?; Graveyard; Herp Rock; Petey's Oak; Root Sack Garden; Old Dusties; The Plumes; The Gauntlet; and Flolshy. This is exactly why I created this map, and I'm excited to see if it takes off. 3. Future Plans Depending on when/how 343 rolls out its race gametype, I don't yet know how I'll reallocate object budget... whether I'll do away with the constructed boundaries and opt for checkpoints to funnel people, or not. Also, I wonder how this map would play with rally hogs and what that would mean for jump distances and other things currently optimized for the slower speed. Also, you don't need nades to complete the map, BUT I like that aspect, as well as the ability to seat switch, because these allow you to toss nades at the competition, for sake of defense or for just f'king with their race... I hope these aspects are retained in the formal race gametype launch, as they promote curveballs. Of course, add'l edits will be made as player feedback comes in from sessioning YBR, so I'm hoping to garner some unexpected ideas as well. Thank you all for regarding and in advance for trying out Yellow Brick Rolled. Enjoy! Screenshots: http://xboxdvr.com/gamer/sum1%20moar%201337/screenshots Demo Vids: http://xboxdvr.com/gamer/sum1%20moar%201337/video/19028337 http://xboxdvr.com/gamer/sum1%20moar%201337/video/19028404 Map DL: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants/bookmarks?gamertag=sum1%20moar%201337 Gametype DL: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants/bookmarks?gamertag=sum1%20moar%201337
  20. New map inspired directly from Campaign and Skirmish at Darkstar. Strongholds and CTF. Been looking for a highly aesthetic map to play on? This is it! Download link https://www.halowaypoint.com/en-au/games/halo-5-guardians/xbox-one/map-variants?gamertag=Maze+Reclaimer&lastModifiedFilter=Everything&page=1&sortOrder=BookmarkCount#ugc_halo-5-guardians_xbox-one_mapvariant_Maze%20Reclaimer_4a6ab981-3a5f-41e2-a22f-2a80be081907 ForgeHub link http://www.forgehub.com/maps/ghosts-of-meridian.2951/ YouTube https://m.youtube.com/watch?v=gmdCggvwp6I
  21. Since the beta some time ago alot has changed in Warzone Firefight. The general idea is still there but we can expect a lot of more objectives and bosses to beat. One of these new bosses will be Grunt Goblin the we saw a few days back. You can also expect the difficulty level to ramp up as you progress through rounds. No more easy pickings! This update will also bring back a long gone campaign score attack so you can compete with your friends or to try and get a combined record by working together. Taking down enemies with style will fetch you more points than the regular headshot or melee and dying will cost you dearly. Next up we have some new maps to play on. Since we didn't really get much with the Hog Wild update map wise we get 2 Warzone maps, 1 Arena map, and a Forge canvas this time around. The first Warzone map we'll be taking a look at is the brand new Attack on Sanctum! This map is themed around the Sangheili homeworld and will most likely feature a few of the new bosses instead of your usual legendary vehicle enemy and Warden. I don't know about you but the image above gives me a kind of Blood Gulch feeling. The second Warzone map is the Warzone Assault version of Attack on Darkstar and is called Prospect. Although it being a remix, I really don't see the original back in here apart from the theme. This remix is also made with Warzone Firefight in mind so this will probaby be the map to play on. The Arena map is also a remix and is a version of The Rig. This map is called Molten! This is the only image of the map I could find at the moment so I can't really tell how the map will play out. I guess we'll have to look forward to the mandotory update livestream prior to release. Last up we have the Forge canvas called Tidal Tidal is pretty much a giant rock in the middle of the water with some nooks and cranny's for you to build some smaller maps as well as some large open water for you to build the larger maps. again this is the only image available right now so we'll have to wait and see how it will turn out. Now here come the REQs, and there are some cool ones! First up we have the Temple style Covenenant vehicles. They sport a golden/green-ish colour and from the rarity colours might be a step up from the already present ultra variant vehicles. We'll most likely see their effects in the livestream. Next up we have the Halo 2 Beam rifle (from which many found death in the Halo 2 Legendary runs...) along with an Alpha and Delta variant. What the effects and deifferences will be from the already available Beam Rifles remains to be seen. Another big one is the Wasp UNSC air vehicle. Yes, we finally have an UNSC flying vehicle! From the little footage that is out there on the interwebz we can tell that it'll be a VTOL kind of plane and it will feature a chaingun and rockets to rain death from above. The Pheaton has finally found its match. Last up we get our usual fix of Armors, emblems, an armor mod and some weapon variants of the Brute Plasma Rifle. I'm going to take a wild guess here and say that the Patrol case armor mod will let you have some more ammo capacity out of spawn. That's about it for this update! What do you think about Warzone Firefight and the new maps and REQs? Let us know down below! Thank you for reading! Source: Xbox Wire
  22. If you like weird, wild, and stupid...check it out. If you are an 80's baby...you should check it out. If your mother slept with many men... you should check it out. If your father slept with many men...you should check it out. If your dog is a cleptomaniac...you should check it out. If you spank your monkey too much...finish up...then you should check it out.
  23. UNSC Epsilon Fleet epsilonfleet.com -Register Here first! Enjin name = GT Spartan Companies EpsilonFleet EpsilonFleet2 Welcome to Epsilon's Halo Embassy Hey everyone, my name is Nyygma, I am the Valkyrie Squad Lead and 4th platoon commander. This is a clan currently on Halo 5. With a vision in mind we hope to create a home for Competitive and Casual Gamers. We have the best Administration team in ONI as well as Field Commanders to lead us in the right direction. Thus, we will become a great clan that is organized and still be able to have fun and Game! This clan will be following an UNSC Theme and organization. We will have a similar chain of command as that of the UNSC. Under the direction of Fleet Command we have Naval Command which consists of the leadership of the different divisions: -Marines, players who are dedicated and active within the Fleet. --ODST, the best Marines -NAVSPECWAR, competitive team -ONI, handles administrative and logistical affairs of the Fleet So now I have some questions for you! Are you tired of playing by yourself? Would you want to lead a group of people? Want to have a bunch of friends online, playing games you have, around the clock? Well if you answered yes to any of the above questions you're just In Luck! Here Are Some of the things that We offer in the Epsilon Fleet! ~A wonderful website -Forums that are very active -Able to sign up for events ~ A 300+ member family ~Excellent Officer and leadership (not biased at all) ~An intriguing and fascinating ranking system -It will blow your mind (maybe) ~The chance to lead your very own squad if you aspire to lead ~A fun-filled environment ~And Lastly, A clan that works for you! Requirements for Joining ~Must be at least 15 years of Age ~Must have an Xbox One and Halo 5 ~Join the Forums ~Be respectful ~Have a mic ~And Most of ALL, Have common sense With humanity at war against multiple threats The Epsilon Fleet has answered the call. Will you answer the call as well? Will you join one of newest and greatest clans and be a critical part in its early success? We will love to have you be part of the Fleet and if you have any questions feel free to ask me at any time. Please let them know I sent you so they know I'm doing my job! Also feel free to message me on XBL with any questions (I'll see it there 1st)! Haha Sincerely hope to see you soon, Nyygma, Valkyrie Squad Lead, ONI section II recruiter, ONI section I app tech, Platoon CO
  24. Below is a summary of requests for the Halo 5 Forge by the 343i Forums community. I took the time to gather unique ideas from two separate discussion threads: This one by Urban Bobcat, and this one by Squally DaBeans, with a few addional suggestions I have of my own. I wanted to pool together the various Forge suggestions by the community for Halo 5 as a preparation for a new thread I plan to compose stating the argument for greatly expanding the Forge capabilities and the community role in aiding with the design of DLC, and how this can work to both the benefit of 343, the Forging community, and a way to assist in reviving Halo to it's rightful place at the top of FPS multiplayer games. Once I start this thread I will update this one with a link to that discussion. Read through the summary and add any additional suggestions you may have below if there is something missing, or you are inspired by what you read and have some new thoughts or expanded ideas from the list. I will eventually create a new thread with the expanded list. Here is a summary of what several 343i community members have requested to be part of the next Forge: List of useful suggestions for updated forge: What We Need Most: *Precision editing and zoom: We had this in Reach. Apparently we don't in Halo 4 because of a bug that has not been fixed. We want it back in Halo 5 and into infinity (no pun intended). Sure, you can sort-of precision edit objects horizontally from above/below while holding objects, but there is no way to precision edit with height. Additionally, precision editing should also be possible when editing coordinates. *Inversion: It would be nice if all asymmetrical objects had mirrored cousins. We have asked for this since forever, but having the ability to invert/mirror asymmetrical objects such as ramped platforms/buildings and other non-symmetrical objects would make symmetrical map-building, well, more symmetrical. If for anything than for its aesthetic appeal to advanced Forgers. *Scale Object: Ability to expand dimensions of certain objects, such as blocks, natural objects, decorative, etc. This would be amazing, for obvious reasons, not the least of which means we would be able to have a larger selection of blocks/natural/inclines, but the ability to increase/decrease the dimensions, symmetrically or asymmetrically. Just think how many endless possibilities Forge would offer if we could take a standard medium rock and expand it to be as big as the rocks at the base of the Islands. There would need to be a limit to how much you could scale, and you would have to keep frame rate in mind. I would just like struts to be smaller sometimes, ya know? *Batch Select: This includes: 1.Batch Grab, 2.Batch Duplicate, 3.Batch Editing (Basic and Advanced Settings), 4.Batch Lock/Unlock, 5.Batch Invert and Batch-Scale. (Did I miss anything? Let me know) 1.Batch-Grab: This would give the Forger the ability to “group” or interlock two or more forge objects; objects can be Batch Grabbed whether or not they are merged or even touching. Batch-grabbed objects could be moved/rotated, duplicated, lock/unlocked as is standard now in H4, batch-edited in object settings (i.e. team color, phased/fixed/normal, etc) or likewise in Advanced settings. Batch-grab would be an essential function, esp when building structures or object configurations that will be duplicated in other parts of the map. The forger would be allowed to add or drop objects/spawning from batched items. 2.Batch-Duplicate: Besides being able to move a group of batched objects simultaneously, Batched objects could also be duplicated as a group as well. This is basically the same as the duplicate tool in Halo 4, but applied to a group of objects linked by Batch-Grab. 3.Batch-Editing: As it says, Batched objects could be edited individually in basic and advanced settings, or as a group. With objective Gametypes specific objects/spawning would be have advanced settings set prior to being Batch-grabbed. 4.Batch-Lock/Unlock: Batched objects/spawning could be locked/unlocked as a group, as is now standard with H4 with individual objects/spawning. Individual objects must be released from Batch-Grab in order to be individually unlocked/moved. 5.Batch-Invert: Basically, able to invert or mirror batched items horizontally or vertically as a group. We still don't have the ability to invert individual objects such as asymmetrical buildings/platforms, etc. (see Inversion Function above Batch-Editing Function for more details). 6.Batch-Scale: Batched objects can be scaled as a group. This would give a unique opportunity for creating some hybrid symmetry between objects (hybrid symmetry is when you position two or more objects so that they align as if on the same plane, but you can only really notice this at a specific angle. This comes in handy when creating art installations. New Object pallets: 1.More dynamic objects like the station core or the console on Impact. 2.Doors with similar properties to the Extraction targets that have a “switch” for opening/dissolving the door (think back to campaign and Spartan Ops Episodes). 3.Interactive objects like elevators, sliding doors, gates that open/close (like High Ground in Halo 3, and other varieties), 4. Adjustable Light Bridges: Remember Halo CE when you had to activate the light bridge and other Halo campaigns? If you remember, than that is what we mean. As a forge-able item we would be able to set the width/length to some extent. The Light Bridge would be customizable to team and objective gametypes, have a on/off switch option and not behave like one way shields of shield doors. It would feel like a regular bridge, but look way cooler. 5. Activation Switches: currently when we forge elevators, traps, sliding doors, etc we have to use a bunch of objects and special placements to make things work. Interactive switches would revolutionize this and would lead to even more innovative creations. The Activation Switch would probably work better than using time resetting with man cannons and crates to create elevators. One example of a switch would be a button, that when pushed, would have an expandable arm. This arm would push or thrust objects. There could be different types of switches. Some would be like a short hydraulic burst, while others would slowly extend and contract. Either of these ideas could be used as an elevator and gravity volumes. There are other uses for switches. These are just a few easily explainable examples. 6.Teledoor: This interactive object would allow forgers to essentially “cut” a door into objects like blocks walls/coliseum rock walls, two merged objects, etc. and would be able to be expandable. To understand this, think of a coliseum wall. You take this Teledoor, place it where you would like an opening, and when the object is set right the wall within the door boundaries becomes either clear or transparent, like a shield door or an object boundary. To make this work this Teledoor would function like a teleporter, with a sender/receiver node on either side, but the player would not really notice he was teleported as it would be seemless and almost instantaneous. This tool would really change the way we forge maps and would open up a flood of new ideas and designs due to less limitations. 7.Water Volumes: Think of Far Cry 3. With their map program you can add Water Volumes to map. Think of them like cousins to Gravity Volumes. 8.Fog/mist volumes. Not much description needed here. Think of Water and Gravity Volumes. 9.More varieties of all objects, especially Natural, Blocks, Decorative, Doors, Ramps and Walls, and new Palette categories. 10.Give us rocks with more forge-able properties such as at least one smooth edge, and some that are slightly curved, like curved walls, and block shapes (think Sandbox, H3. Remember building pyramids?) 11.*Add spherical to object shapes for objects (currently only Cylinder, box or none), trait zones, spawn items, etc. Experienced forgers use object shapes to define larger object boundaries and other aesthetic or symmetrical aspects of a map. As far as Spawn items go, like Safe and Kill Zones, having Spherical added to the other two shape options would make zoning some maps, such as geomtrical spheres and air-vehicle based maps easier to set boundaries. *Dynamic coordinates and rotational points system: At the moment our coordinates and rotational system is set to fixed axis points. This works OK for basic object rotation, but it is otherwise cumbersome in many other situations where the object requires more than one axis shift. Experienced forgers can work around this, usually be finding the position you want, and then rotating the object to fit the updated coordinates. The option to use a secondary, more Advanced Mode. There are two aspects to this Advanced Coordinates System: 1. The Coordinates are fixed on the Forge Monitor itself (fixed on you and your screen's orientation). Which ever direction you face, the coordinates would move with you. When you move while holding an object the object would keep whatever orientation it had when you grabbed it. And, when you reset the object coordinates while holding the object in the Advanced Mode it would reset oriented to you, not the fixed standard coordinates system; 2. The second Advanced function would allow you to “lock” or “fix” specific coordinates. This would be very helpful when rotating an object into a position that only requires one (or two) axis directions. Currently when you rotate objects freehand you have to make fine tuning adjustments (which works easier with precision editing as an option) *Give us more varieties of rocks, trees, bushes and include other natural items. *Canvass and Object DLC: Basically, giving us new Standard objects (blocks, decorative, etc) with updates as DLC. We should have many more objects with the standard release anyhow, but in addition to that suggestion we would like to receive object DLCs with either add-ons to current palettes, or completely new Standard Palettes. There should be no problem with Object DLC. We have 300 GB harddrives, for the love of Pete! *Change time of day (night/day): This can be done on the Far Cry 3 engine as well. And, as I recall, in the classic tank game Tanarus maps were either dusk dawn, day/night on their own cycle. If you played a game match long enough (Tanarus matches would last hours if possible—not like Halo matches, which are very fast paced in comparison) you would see the sun set and would be driving in night vision. From a Forge perspective, it would be nice to either set the time of day, or have a period of time elapse, like starting the game at dusk or dawn, since most games don't last that long in Halo. I miss Tanarus.... *Interchangeable pallets: This would be the ability to import the palettes of other maps (Erosion, Impact, forge Island as three examples in Halo 4). An example would be forging on Impact, but being able to exchange the Impact palette for the Forge Island palette. If you had already used some Impact objects than the Forge Island would be missing as many from it's palette (equal exchange?). *Expand boundaries on forge maps: Some of the time spent on locking out forgers from parts of the map seems like wasted time, and frankly just annoying. Give us more areas to explore. If there is a frame rate issue, than no one will use it. But, for the love of Pete, stop locking us out of areas of the map that should not be unaccessible. Examples would be the area above the Foundary (the back corner) and the ceiling in Erosion and the cavernous areas off the Green pool and parts of the ceiling, and the Green pool (would be nice to get a green fog effect like the waters on Forge Island) or the decorative boxes surrounding the Foundary Griffball area; the far sides of the asteroids on Impact, etc. You get the point. It makes no sense and it would give hackers one less reason to hack the maps. Seems like a win win to me. *Expanded options in Advanced settings for objects/vehicles/spawns, etc. One of these would be seeing customized gametypes that you created show up in Advanced settings lables, rather than just Slayer or CTF/Flood. This would allow Forgers to have multiple Slayer or Flood variant modes in a single map, rather than having to make multiple versions of the same map to create various game types with specific spawn locations and object/vehicle spawns. Ability to apply multilabels to specific objects or spawns. An example of this would be designating spawns or vehicles to appear in multiple gametypes, and not spawn in others. *A(n increased) Forge Budget that does not come with specific object limitations per palette; or, in other words, just a budget and when you pick an item you see the total number of objects you have available to you, rather than just the specific object you are selecting. This would come in handy for those maps that require more bridge/platform palette items, for example, or more natural objects. After all, maps with too many reflective or other objects have decreased frame rate issues, so no matter what the Forger will have to make adjustments to get the right environment for playability anyhow. But the point is, we should have more freedom in choosing how many of a certain type of object we want to use. If we did it would be yet another reason to not be curious about modded maps with extra pieces. With this new idea of the Budget we could use 200 blocks if we so choose, it would just show us how many total objects we have less. *Dynamic Magnetic System: This new system would be: 1. An improvement of the current system, with points in pairs at the corners and mid points of object edges in a uniform way; 2. The ability to activate/deactivate magnets, either as a whole, or selected groupings of magnetic points, allowing for rotation along certain axis points; 3. Addition of magnetic plates, which would be magnetized sides, rather than just points. The plates on objects would form polygons that could be expanded or collapsed. For example, you want to have objects slightly merged, you collapse the magnetic polygon dimensions; 4. You would have individual magnetic points and magnetic plates available in your inventory. These could be used for custom made objects, for example, or aligning natural objects, etc.; 5. Magnetic plates can be set to three basic forms: Circle, Triangle, Square. Each can have dimensions adjusted symmetrically (locked), or asymmetrically (select axis locked), to create ovals, rectangles, longitudinal triangles, trapezoids, etc.; 6. You could use magnetic plates of points to form limitless 3-D shapes, that could become the "core" of new custom objects; 7. Building upon what was mentioned with the second point, with magnetic plates you would have different properties with different magnet strengths ( weak, medium, strong); 8. Another aspect of the new magnet system is "chaining." Chaining is when three or more (usually more are link via the magnet points/plates and can be moved as one from a stationary position. The chained objects (i.e. several 1x1 blocks) can be moulded in two specific ways: a. Chained objects can be formed into pre-set forms (triangle, square, circle, polygon, hexagon, octagon, etc) or grab-dragged and twisted into organic, fluid forms. Using the batch-grab tool described earlier in this list the monitor can move the chained or batched objects and rotate them as a unit. This could come in handy for both functional and purely aesthetic purposes. Especially using tools like Invert/Mirror. *Separate the object budget from the Spawns (initial and Respawn), and spawn zones. *Ability to customize the loading screen screen shot in custom games for maps/custom game modes. *Ability to use a spawn/trait zone system that can label call-out areas, such as with the standard maps in Reach. “Elbow” “Blue Room” “Infirmary” etc. There could be standard descriptions or custom labels. *Custom Loadout labels: You would be able to add custom labels to the Game Loadouts in the same way you can label your own personal Loadouts. *Ability to turn on/off the fuzzy loadout screen, or add other effects. *Bring back Assault, multiflag, neutral flag/bomb, VIP, Juggernaut, Race, Invasion, Stockpile, Headhunter and other custom game types, or at least give us the level of Advanced customization options we need to create these and other new gametypes. Expand our customization options. There can be specific gametypes that come with each new Halo, which is what you see with Battlefield, but we should be able to put together any of the known custom gametypes in custom games. *Spherical objects: These objects could be spherical, with stone, Forerunner/Covenant design, or marble like textures or reflective metal. *Timer/Delay/Reset: Ability to set a timer, instant reset (unspawn and wait to respawn again) and delay time on object spawning. This would make creating elevators A. less expensive, less meticulous, and more functional in competitive and mini games, and B. If you need an example, think of fusion coils/kill balls. You can set them to constantly respawn by setting them with fixed, unselecting item, manipulating max/min count and nudging the object to “fall.” This does not happen as fast with crates and other non-fixed objects, and you can't get a timer/reset spawn with fixed objects like blocks or man cannons. If you could set a man cannon to spawn in coordination with a crate (or perhaps a specific elevator non-fixed object you could have a real, simple, functional elevator. And who knows what else creative forgers can come up with?! *More dynamic grid options, such as expandable spheres/cubes/tetrahedrons and other 2D/3D polygons. This options would be useful esp if 343 does not allow terrain manipulation. *Hybrid gametypes: This would be the ability to create gametypes that include more than one individual gametype (Think of a CTF game with Dominion locations with trait zones that can be activated when either team controls the Dominion sites (read next block); or Flood CTF, or how about Flood Griffball. *Expanded use of trait zones connected to gametypes, such as trait zones that can be activated with gametypes, like Dominion; and the ability to have trait zones that have specific traits for one team, and a separate category of traits for the opposite team. Meaning those who control Dominion sites would have certain advantages, such as quicker shield recharge time, or camo, while the team trying to take the Dominion site might experience dampened shields, slightly slower movements or jumping, but maybe increased damage to enemies. The options are almost limitless. One example of this would in the classic pc tank game Tanarus you had CTF combined with a type of Dominion and Slayer. The Dominion aspect were these Recharge Stations where you could repair your tank, reload/modify weapon Loadouts turbo boost, rockets, mines, etc, charge batteries, etc. They start out neutral at initial game start, and teams expand their territory by capturing drone sites. If you come near an enemy recharge station you will have batteries affected, and the drone above the station would shoot you. You could not use the station until you captured it. There was usually only one team mate that was the designated flag stealer, while the rest of the team would capture drone sites and seek and destroy enemy tanks. Each game had either four teams of five tanks, or two teams of ten tanks. So, from a Halo perspective, if trait zones could be tied to gametypes like Objective items/targets in Dominion or in the older Territories, this would be interesting and add a new level of customization to the game. I know I would attempt to create the perfect salute to Tanarus by creating a similar gametype in Halo. What would make me particularly happy is if the next Halo had vehicle repair stations, where if you get your vehicle there in time the station will heal and repair your vehicle. *Keep Green Screens *Flood mode similar to H4 (visually speaking), but with ability to turn on/off weapon usage, as seen in modded Flood gametypes. *Expanded Flood Gametype options, such as in previous versions (Halo 3, Reach) *Better selection of man cannons, and perhaps an option in forge to customize the thrust properties of specific man cannons. *More dynamic objective pallets like Dominion (I'm thinking Flood specifically) *Gametype-specific object pallets (think Flood or Griffball or Extraction) *New FX (Flood-like FX, etc) *Able to label spawning items like initial spawns or respawns for multiple game specific gametypes I basic editing. Example: I want to have team spawn/respawns at same location for multiple gametypes, but not for others. Currently you need to do multiple spawn set ups if one gametype initial spawns at different location. *Different Object Palettes for Human/UNSC, Covenant and Forerunner, Flood, Promethean, etc. The ability to change skin of object to fit one of these themed categories. *We should have the ability to designate gametype spawns as instand vehicle spawns, (like Race Gametypes in Reach. But we should have the ability to signifiy whether it is normal spawn, or a hybrid spawn, such as spawning directly into vehicles. Please PLEASE, for the love of Pete, give Forgers this freedom. My vehicle-themed maps would be happy if you did. *Random objects.... like scenery objects that have normal physics like the way the containers used to be on H3 oil drums, radio antenna, wire spools, dumpsters, and lets not forget exploding forklifts. *With Trees: It would be nice to be able to change to different skins. One with leaves/needles, one with snow, one without leaves/needles, one that's dry/dead. *Much more scenery limits and options- crates, barricades, boxes, computers, radio towers etc. What We can live without, but don't want to: *Fragment Editor: This would be a place or Mode where you could take any Forge item and engineer them into completely new “custom” pieces. One example would be to cut a doorway through a wall. or as far as to build an entire arena and have that available in your Forge menu as one "custom" piece. The Player can add textures and skins, and even even lights and other effects. The other part of this would be to have a market, perhaps connected to your Waypoint Fileshare, similar in some ways to the market found on Forza 3. In that game the player was able to build cars, set ups, skins, and vinyls... then load it to the store and sell it for a form of currency that is only usable in that setting. From a Halo perspective, the items would probably be available just like anything else in your Fileshare, with the exception that you could have more custom items listed on the Forge Market. This function would also allow the player to set the physics of each custom object. *An ability to switch off/on object colors in Forge and test a map with colors/without to see the difference in possible lag. This could help maps with lots of aesthetic details and object colors used for orientation/appeal, etc to have the right number of objects left neutral if it brings down possible lag. This should also include the ability to turn off/on other types of objects that effect frame rate, such as reflective objects. *Drone Camera: The DC would be similar to the loadout camera. It would be deployable and would help when forging in tight spaces where the program will often throw your monitor into spaces where you can not directly observe what you are doing. Experienced Forgers will often sign into Guest and use the Guest as a stationary viewpoint, but at the sacrifice of loosing half your screen. With a Drone you would be able to switch views. It would be nice to be able to “deploy” the drone while still holding an object. An alternative to this idea would be to allow your monitor to move through solid terrain and objects. The terrain/objects would become transparent, except for the basic contour edge lines and magnets. *Terrain editing: Another cool feature to the Far Cry 3 map engine. Players can brush over the landscape and create hills or pockets, and yet other tools, such as erosion and smoothing. *Environmental conditions: Yet another Far Cry 3 ability. Being able to add weather conditions (rain, snow, wind, fog). Also, earth quake tremors, such as with Battlefield 3 multiplayer maps. *Add AI (Firefight game modes): This is another benefit of the Far Cry 3 map creator engine. So far as it is known, to make this work for Halo Forgers would also have to have control over the Bot Paths/movements of the AI in order for a custom gametype like Firefight to work. You would want the AI to recognize the physical environment of your map (object placement, etc). I have read this in the thread linked above by Urban Bobcat, but even in that thread the concept of Bots and Bot paths is not really clarified. Perhaps those that know and understand this concept more should chime in on this thread and provide more in depth information for those of us that are not programmers (hint hint). *Ability to revert to a previous version of a map: This would be reverting to your previous save. *Object Texture palette: Ability to change or edit, create or import object textures, or to receive texture DLCs. *Firefight added to custom gametype editing options. *Ability to Forge on Spartan Ops/Firefight maps *Expanded solids besides blocks, such as the pyramidal stones in H3 Sandbox. *Make Gravity Zones expandable like trait zones and capable of being connected to Objectives (like Dominion). *Allow Forgers to have more control over modifying gametypes similar to how hackers have created modded gametypes like Gravemind, but make it official. *A Custom Game option similar to Invasion, where there can be multiple rounds, like Flood, but with each “round” customizable. This would be a take on the hybrid gametype idea. Basically, allow Forgers to create a gametype with multiple rounds, each round a different gametype of their choosing, like Invasion in Reach, but, say, the first can be CTF, second, Assault, third Flood or Infection, Last Snipers, etc.) This is just an example of what could be done. There are almost limitless options or variations.I could think of a type of Gun Master, Halo Style. *Map rendering: I wonder sometimes if being able to rendering our maps so there would not be all the objects but locked and merged objects smoothed into each other, etc. If this was possible would it reduce lag? [VIDEO] [/VIDEO]
  25. Truly a map that many may wish to visit in real life. The attention to detail and beauty does not in the least detract from play-ability. You find yourself in the quarters of what was once the residence of a great lord over the earth. From 2v2, to 4v4, to possibly even a chaotic 6v6, this map offers red vs blue slayer, strongholds, and an innovative style of neutral flag. If the serene atmosphere of the inner chambers, or the rustic quality of the outer ruins dont steal your attention away from your enemy, you will find a very competitive match. Map creator/gamertag: Thrillerkillers video link: https://www.youtube.com/watch?v=wEPZmrWJtvA waypoint link: https://www.halowaypoint.com/en-ca/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=thrillerkillers#ugc_halo-5-guardians_xbox-one_mapvariant_thrillerkillers_57298848-c417-43b7-a35f-a0347678e6c2 video:
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