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  1. ok so before I get straight into it, I will note that I would like this to be a full on large project, not a half effort try, if people would like to help we would have to keep minimalism on continuity errors which means we must have knowledge about the background of halo before implementing ideas. I have already started working on this project, the idea is that extending spartan ops with more missions would be cool, so I started forging linear maps that use dominion, extraction, etc. to create the missions. I have found it difficult to split the red team loadouts from the blue team's and am stuck on using a communal weapon as a primary with no secondary and the spawns have ordinance drops with all the team weapons. If anyone has knowledge of a game type that splits red team loadouts from blue team loadouts or to simply remove the weapon, that would aid me significantly on this project. The only game modes that need this are: -dominion -extraction -king of the hill -flood. If this does not exist than the communal weapon would have to stay. That should not be too much of a problem however. Another note is that when I renew my gold membership I will be hosting/joining games for this project once the maps and gametypes have been fully tested and refurnished. The first episode takes place after the halo 4 events when infinity arrives back at earth and a full covenant invasion is taking place. If anyone has any ideas/questions for/about the project, post them and I will try to implement/answer as many them as possible. Also if anyone has any experienced knowledge of forging professional maps I will gladly send the maps/invite to forges for refurnishing. The more help the better.
  2. Hello my name is PsychManiac34 I am a leader in the Red Born Clan and is currently looking for recruits. We hold weekly rank up challenges and training days are on the weekends MSG me on Xbox live if interested
  3. This is a military based clan and we operate on an army ranking system. We are a very disciplined clan and we can assure you that your halo 4 skill will improve in every way. We are on duty from 6-9pm eastern time every day. You will be required to have a mic, be of at least age 13+ and mature, wear clan uniform while on duty, follow the chain if command, respect your higher ups and fellow members. If you have further questions, you may contact me on Xbox live. My GamerTag is xSEIPHx
  4. Come check out my montage that's coming soon! ~XBL Gamertag: GIG Prophet PS. If you want to join Global International Gamers hit me up!
  5. Halo 4 Master Chief fan made 3D model video Just another project of mine that I thought that I would share on here. Thus far I have put about 3+ years into it and I'm still working on it. But unfortunatly hardware limitations are making it hard for me to work further on the model since I'm wanting to fully rig it and have it run through an animation without any huge problems.
  6. HALO 4 : The Anunnaki is actively recruiting new members! HALO 4 : The Anunnaki is actively recruiting new members! We have a military style rank Private through General within 3 different divisions and we run off of a chain of command. There is a clan code, which is necessary for functioning properly. We also have 4 subdivisions. We have 2 game nights a week on Wednesdays and Fridays (not required), and 1 meeting on Saturday evenings where the latest news, discussions with other clans, and promotions take place (required unless excused), and a Training program that takes place on Mondays along with "RSA" or Raid Safety Awareness. We have a set list of jobs (10) to assign members of the clan, allowing each individual to have their own unique contribution to the clan and more than one job is possible. Each job withholds responsibilities and a list of duties and protocols to abide by under the necessary conditions and requires job training. The Anunnaki also has a qualification ranking system that allows each individual to have an equal opportunity to achieve each rank. The Anunnaki plays Matchmaking and really enjoyable customs. The Anunnaki has a really huge and impressive HQ that was built around security purposes with a total of 44 callouts. Everything The Anunnaki does is for each member in the clan to have a protective, fun, and involved ultimate gaming experience in Halo 4, respectfully. The Anunnaki is also involved with other clans and schedules battles, some unscheduled. If interested in joining, contact me for more information... GAMERTAG: Brent McKenley
  7. I liked putting this together, hope others enjoy watching it
  8. I hate Halo 4 matchmaking (exception being Team Throwdown). It's simply not competitive enough for my tastes. I like to have some purely casual playlists, but it shouldn't be the majority of the game. To be honest, most of my fun in Halo 4 multiplayer only comes from my experiences in competitive customs with my fellow clan members. Although they have Pro gametypes in some playlists, I want more playlists made entirely of game types like these. When I go to a playlist, usually I want to have a balanced competitive experience but instead what happens about half the time is that an infinity gametype is voted, and we all know how much of a mess Infinity Slayer is. My proposal is that 343 Industries adds four playlists to Halo 4 that'd fit solely to the more competitive crowd. Not as strict or harsh as some players find MLG/Team Throwdown to be but not as chaotic and unskillful the normal playlists can be. These playlists should have preset loadouts, 5-second respawns, a number of armor abilities a player can choose from (Hardlight Shield, Thruster Pack, Regen Field, and Hologram I think would be good), static weapon spawns (maybe there could be SOME random ordnance but weapon drops would need one or two clips worth of ammo each, and would need to be sparse), 120% movement speed, and maybe enhanced versions of active camo and jet pack could be picked up by players on the map. For team based modes, players should also be forced into game chat. The playlists would be Slayer Pro (4v4), Rumble Pro (8 players), Objective Pro (5v5) and Doubles Pro (2v2). Maybe if players wanted it, there could be a playlist called Duel Pro which would essentially be 1on1. What do y'all think?
  9. Gamer Tag: Charles Stoot Map: Floor Runner [ball] <---Link here Game Type: Floor Runner < --- Link here Have you ever missed being able to send people through floors flawlessly, like Floor master Back in reach, well now you can with this new mini game made by Charles Stoot. Description For those of you who don't know the concept of Floor Master or forget how to play, here is a quick recap. One player below was the Floor Master, once he went under a block, that block would disappear for some time. If you fell through a hole you would plummet to your demise. To win the game as a player above, you needed to keep yourself from falling down to the Floor Master below for the entire round. This game was one life and you had to end the game each round, due there being only one floor master on blue team. In this version, same idea, the only difference are that, there are two directions to go, it's more than one life, and there is more than one floor master. Plus there is an object involved. Specifications of Teams 1. If you spawn with the grid above you; you are the Floor Runners. Objective: Safely bring back an artifact from the other end of the court to the end zone. In this case the artifact is an Oddball. Notes: The green blocks with the green beam in the middle of the court is a safe zone. Watch out for the beams for they will delete the floors your standing on. The Gold beams on the sides are kill boundaries. Scoring: 2 points for walking into the end zone. 1 point for throwing it into the end zone. 2. If you spawn and die right off the back.; you are the Floor Masters. Objective: Stop the artifact from reaching the end zone, you need to create gaps in the floor to make the players below die. Notes: The Gold beam on the far end of the court is a soft kill boundary. "Working as a team by passing the ball, and communicating as Floor Masters will ensure that you will have a good chance of winning." Images Note: This is that safe zone in the middle of the map. Enjoy
  10. Gamer Tag: Charles Stoot Map: Floor Runner [sword] <--- Link here Game Type: Floor Runner <--- Link here Have you ever missed being able to send people through floors flawlessly, like Floor master Back in reach, well now you can with this new mini game made by Charles Stoot. Description For those of you who don't know the concept of Floor Master or forget how to play, here is a quick recap. One player below was the Floor Master, once he went under a block, that block would disappear for some time. If you fell through a hole you would plummet to your demise. To win the game as a player above, you needed to keep yourself from falling down to the Floor Master below for the entire round. This game was one life and you had to end the game each round, due there being only one floor master on blue team. In this version, same idea, the only difference are that, there are two directions to go, it's more than one life, and there is more than one floor master. Plus there is an object involved. Specifications of Teams 1. If you spawn with the grid above you; you are the Floor Runners. Objective: Safely bring back an artifact from the other end of the court to the end zone. In this case the artifact is a swords, you have evade to help you out. Notes: They can get rid of your swords if a hill goes over you. The green blocks with the green beam in the middle of the court is a safe zone. Watch out for the circular beams for they delete the floors bellow. The Golds beams on the sides are kill boundaries. Scoring: 1 point per sword in end zone. 2. If you spawn at the start of a round and die instantly, you are a Floor Master Objective: Stop the artifact from reaching the end zone, you need to create gaps in the floor to make the players below die, and also grabbing the swords from those bellow. Notes: The Gold beams on the far ends of the court are soft kill boundary. Images Enjoy
  11. Hello people of the Forums! I have recently started on a Halo 4 Machinima. However, I have a...lack...of voice actors. So that is why I come here! Hopefully there are decent voice actors here that are willing to lend their talents to my machinima. So if you're interested in playing a part, email me at [email protected] and I will email you a cast list so you can decide what part you think best suits you. Thanks in advance!
  12. H2KU (Hard 2 Kill Us) was founded by [H2KU]White Wolf and [H2KU]Toxxik on the vanilla dayz mod on a server called survivor grounds., Then we moved to the overwatch server "Absolution DayZ". Since then we have grown to over 100 members on Steam, and now we have decided to start a Halo 4 Division. We have a military rank structure along with a command element. Skill does not matter we will teach you at your pace on your time. REQUIREMENTS 1. 14 or older with a mic 2. Must be active 3. Maturity 4. Teamwork skills 5. Must be able to take orders in-game If you are interested contact H2KU Toxxik via Xbox Live there is no tryout but there will be assessment in a public lobby just to see where you are skill wise. Thank you H2KU Toxxik Co-Founder of H2KU and Commander of Halo 4 Division
  13. Im seeking a Competitive Halo Team or possibly starting my own. If anyone has any information or is interested please let me know.
  14. Hello developers, here is my feedback on your game Halo 4. I have played a lot of H4 and a lot of H Reach. Here are my ideas and my feedback, from the most important to the least. Multiplayer: I liked: - No armor lock - graphics are cool - ranking system - weapon damage update, especially the buff for the AR - loadouts. I loved to be able to choose my gear. - being able to walk fast with a detached tourret Overall it was a really great game, I stopped playing to focuse better on college. I disliked: - how come that on launch, the DMR had both a shorter killtime and a bigger range than the BR? That to me is very very sloppy. - The killtimes are too fast. The good thing about Halo is that when you are getting shot, you have time to react: to get away, let you shields recharge and have a balanced battle or to turn around and fight back. In H4, you don't even have the time to turn around and fire a shot on your opponent before you are dead. - The maps weren't good enough. There were no maps that actually sucked. What I missed was the interaction between different parts of the map. In H4, it felt like the maps would split up the field into many smaller battlefields, that had nothing to do with one another. I didn't feel like I followed a certain strategy while moving around the maps, I would just go were the enemies were and shoot them, and that would be enough. I don't understand why you don't just remake older maps? Sorry, but if the new stuff you are creating is not better than the older stuff, it seems pointless to make new maps from scratch. Also, please get rid of these map packs. Make them mandatory. I feel so frustrated buying them, seeing that the maps were acutally very good, and then not having many people online to play these maps with. Make the game a little more expensive but include the map packs in the standard edition. - gametypes: it is a good idea to keep the amount of gametypes smaller in order to have a bigger population in the playlists. But then shuffle through the playlists faster!! - some power weapons were way to easy to use: the railgun, the beam rifle, the SAW and the Gauss hog tourret. Power weapons need to be difficult to some degree, or the game just feels like a joke. When I picked up a beam rifle in team snipers, and stayed focused, the rest of the kills I would make would be snapshots. I would loose interest as soon as I got one of these easy power weapons in my hands, because I knew it would be very easy. - you could have been more creative with the promethean weapons - you basically made other versions of the human and covenant weapons. The caracteristics of the weapons could have been more dominant: give the dmr a significantly slower killtime, bloom but a really big zoom (4x). You made the assault rifles stronger in the weapon update, which I loved. They suddenly felt correct and were a viable option. The storm rifle should drain shields faster but health slower. - the plasma grenades were much harder to stick to people, since everyone was further away from one another since the players were fast and the maps so big - so they should have had a bigger explosion radius and a more violent explosion animation / sound like in Halo Reach. - Pulse grenades - felt like throwing baloons at people. Come on, you can have things very differently between campaign and multiplayer - make the pulse grenades useful! Make them always drain shields quickly and simply collapse in the end. Here, the animation and sound of the final explosion was way bigger than the damage caused, which created an annoying experience. - Why did you reduce the amount of grenades in the game drastically by disabling the pick up of grenades from dead bodys by default? H3 had a ton of grenades an no one complained. I would have loved to have more grenades in Halo 4, please make picking up grenades from dead bodys the default ability again. - How can the hard light shield deflect rockets and tank shots? That doesn't make sense and is frustrating for the rocket guy. Imo, the hard light shield should not reflect anything and it should be destroyable by rockets etc... Campaign: I liked: - Cinematics were extraordinary. - I disliked: - the prometheans: they didn't add new interesting gameplay imo. You just shot them until they dropped. Also, the crawlers were ridicoulous: would the forerunners, who build Halo, who are extremely advanced, build "dogs that shoot you"? No. - could you make the AR and melees more strong in the campaign, so that they make more sense? Master Chief is so strong, he should set a grunt flying in the air upon impact. He can also just rip their gas mask away. It feels ridicoulous when a grunt survives a melee attack. The AR should rip through groups of grunts like butter. - nothing looked threatening. Maybe you wanted to sell the game to kids, but come on - go more in the direction of Halo Reach or even ODST to make things interesting for adults.
  15. From the album: Totallly not revealing anything.

    Be sure to visit JL's story The Sniper of 343i.org by clicking here!! :http://www.343industries.org/forum/topic/33183-the-sniper-of-343iorg/page-5?do=findComment&comment=301255 This is my depiction of The Sniper, The being taking down innocent members as we try figuring out what in the name of heck is going on, As well as having some people try to hunt The Sniper down. Catch: You still can't see the face. :3
  16. Hey everyone, we uploaded our second installation on glitch tutorials today, this time, we feature Halo 4. This trick I like to call, 'The Light Pit' because that's basically what it is, and you can't get down there originally because it has been blocked off by kill barriers. Hope you enjoy! If you could, subscribe! A little kick start to this channel is just what we need. https://www.youtube.com/watch?v=hWf0ez0oBMY
  17. Looking for an organized clan or team I recently just got live and halo 4 been playing halo for years. please make me interested add my gamertag ZackizzleDizzle.
  18. The Emerald Skull Remastered Created by Juggacly Welcome to my remake of my very successful Halo: Reach puzzle map, 'The Emerald Skull'. This map features a huge amount of fun, logical cooperative challenges. This remake's main purpose is to let those who never played the original to have a chance to play this map. If you played the original, then you can play it again, for good ol' times sakes. History of The Emerald Skull Remastered This map took me almost a year to make. I started in April, 2013. This map took a lot of blood, sweat and tears... literally. I can explain why it took me a year for a remake. Well basically, Halo 4's mechanics are different from Halo: Reach's... a lot different. I had to modify almost every challenge to make it work, and feel like the original. And to make this worse, I sold Reach half way though making this map (very stupid of me I know). The only way I was then able to get this map to scale as much as I could was by following some of the walkthroughs people made in the original version. Videos of The Emerald Skull/The Emerald Skull Remastered Here's some of the Halo: Reach walkthroughs. You can use these as guides if you're stuck, however, some parts have been modified slightly. https://www.youtube.com/watch?v=xWlhi7FlcAE https://www.youtube.com/watch?v=ixaP-nV9RW0 https://www.youtube.com/watch?v=n2kcFCkHnCc Pictures: Want more of a revealing look at the map? *WARNING! - WATCH AT YOUR OWN RISK, THIS VIDEO CONTAINS SLIGHT SPOILERS OF THE MAP!* www.youtube.com/watch?v=ktwW6XDJDzo
  19. Halo 5 Wish List Rank and Skill System: My simple solution to the ranking "epidemic" would satisfy both the competitive, and the social community's needs. There would be 2 systems. Rank, which is the credit based system that earns you the basic new armor, stances, player cards, etc. But next would be the Player Skill, using the 1-50 system that Halo 3 and 2 had implemented, it would match up players with around the same skill level. It would be shown in lobbies on the Player Cards just below the rank. Also, for the Social Playlist, player rank would be deactivated (or at least not visible). Social and Ranked Playlists: This is quite near an absolute MUST have. I can go into further detail about why this should be implemented, it would satisfy both community's needs, it would have further competitive and social customizations for quite near every game-mode as there are 2 copies of them, good players vs good players, competitive vs competitive, casual vs casual, or I can show you a funny cat picture . Or nothing at all... Community Playlist: This will be an extra playlist, to fit in with the more, action sack game-play. Stuff like Griffball, Tennis, Avalanche, Race, Parkour, those really fun little extra things that made Halo Reach's Custom Games awesome! It made Halo Reach awesome. The bad thing about it was that if you didn't have 10 friends on at the same time, playing Halo, up for matchmaking and had the knowledge of these fun game-modes, then you couldn't play. With this playlist, 343i could text out different custom games and map and only those of which are worthy enough will be featured to the open matchmaking. Armor Abilities: I believe armor abilities should be like the equipment from Halo 3. They should be spawned on the map where the players will have to fight in strategic locations and secure the spawn to take them. Imagine, when you and your teammates are holding up in a tower and there is one ramp, that ramp leading up to the backside. You and your team have an overlook of the majority of the map, making this a strategic vantage point. The opposite team will then have to push up the ramp and secure the location for a, let's say a shotgun drop (never wanna place power weapons where they will be most useful). So the enemy team coordinates an attack up the ramp. It is pretty simple enough for you and your team to defend, there is only one way up. At least that's what you guys thought. When the enemy begins to finally retreat back down the ramp from an unsuccessful assault, you hear a slight noise of fire slicing through the air behind you. One of the enemies have a jetpack. He assassinates one of your teammates, then goes on to melee another. You and your 2 remaining comrades turn to take out the Air Assault unit, when the enemy retreating down the ramp pushes back up in full force. You and your remaining teammates find yourself stuck between 2 enemy units. This happened because while your team was focusing on the vantage point, one of the enemies seized a Jet Pack, then flew up there behind your guys backs. Now that you learned from your mistakes, you will be sure to watch out for that one guy with the jet pack, possibly take a sniper up there with you as a lookout. But if everyone had a jetpack, there would be no team coordination, no vantage points, or even teams. The whole enemy team would have jet packed up there and it would be a random shoot fest. And, imagine just that one guy with a certain armor ability, and how relieved you will be once he's dead, and the tactical callouts. Whew, that was long. NEXT! Customization: I, myself, am a heavy RPG player. Though a prefer shooters over RPGs, I still love them. So when my most favorite genre collides with the greatest feature about another, I go ballistic. For me, customization will make a terrible game great. Customization in Halo Reach turned (for me) a great game awesome! Here's what I think should be customizable in, if not Halo 5, future Halo games. Helmet, Visor, Chest, Arms, Gloves, Shoulders, Legs, Knee Pads, and of course, attachments. Why were attachments not in Halo 4! And I think attachments should then be featured for; Helmets, Arms, Shoulders, and Legs. You can add utilities, knives, bullets, grenades, tactical equipment, etc. Then complete button mapping should be featured. Something so simple can go SO far. Next is Player Cards, with different stances, emblems, colors, boarders and Spartan IDs. Companies: Companies are guilds, just fit into the lore. You will be-able to invite players, promote, de-rank, and kick players. You will be able to personally customize the ranks of your Company, along with the emblem, and home map with a game-mode. You can set certain roles for certain players, along with set events and what-not. Company wars would be featured. New Vehicles: It's a time for an upgrade in our arsenal. What ever happened to that bada** concept art of that UNSC boat for Halo Reach. Feature some kind of Tropical Island map and throw that in there! It would make all the sense in the world! Imagine that boat speeding across the river placed slicing through the black rock of a tropical island, with everyone sprinting towards it and chucking grenades at it, with a gunner on the back of it mowing people down. YES PLEASE! Then there is the Light Assault VOTL, acting like the Manta from Unreal Tournament 3. Use that thing for 5 seconds, and while your using it, imagine that in Halo. YES PLEASE! Also, if the brutes aren't in Halo 5 or future Halos, you can remake the Brute Chopper as a smoothly rounded, purple chromatic, plasma fueled machine of death. The center could be made up of plasma or energy sword like projectiles. Or for the center it can just be an opening into a gaping maw of plasma that will be sure to feast upon any who dare get too close. Or a Promethean remake of the soft, grey rounded material. When you jump on it, the frontal part will then begin sliding away from the center until it opens up to whatever the hell that magma like stuff is. Halo Soundtrack: When I state "Halo Soundtrack", I don't mean just take the old sound files and place them into the new game, nor am I saying that the new music is bad! Honestly, the new music is majestic, beautiful, and quite awesome. But it's not Halo. I want music that is new and refreshing, but I also want it to be highly similar to the old ones, certainly similar enough to recapture old memories. I realize that you guys are trying to change Halo and make it your own, and props to that, but 2 things. Don't fix something that isn't broken, or, in the music's case, bada**, and Halo needs to be Halo. You can't take a beloved franchise, especially Halo, and try to change it into a completely new franchise. And this counts double for how long this franchise has been out, and released to the public in the very fashion that makes the people love it, that fashion your tying to change. Honestly, Halo 4 was a GREAT game, it just wasn't Halo.Love how music set that in motion. Ordnance: I believe Ordnance Drops should only be allowed in the Ordnance game-type that would take place in the Community Playlist. I believe this was the biggest mistake 343i made. It's okay, everyone makes mistakes, but if this gets featured in team slayer in the next Halo, it will END terribly. This must be removed, and halted from being featured in the new Halo game! If it's in 2 Halo games, why remove it, right? It would only destroy the entire timeline. So this MUST BE REMOVED from at least the competitive playlist. We all know why... Invasion: This is a game-mode idea. It would feature a high number of players, such as 64 or 32. It would be a fully fledged warzone of the Covenant vs the UNSC. With Pelicans, Mammoths, Phantoms and Scarabs, it would be heavily oriented based combat. With both team receiving Filed Orders, it would match that of a true warzone. Missions would include; The UNSC must stop the Scarab from reaching a certain strongpoint of the UNSC by destroying it, while the Covenant's is to defend the Scarab as it makes it's way through. Or the Covenant must capture a valuable UNSC asset, and deliver him to an outpost to take shelter while they destroy the UNSC AA turrets. The UNSC would have to defend both the Asset and the AA Turrets. If the asset was taken, then they would have to brake into the Covenant outpost and secure him while still defending the AA turrets. If the AA turrets are destroyed by the Covenant, then they can deliver the Asset to a Phantom where he would be delivered to a Flagship. If the UNSC capture the Asset, they can then take him to a Pelican where he would be escorted off the battlefield and to safety. Remember, the Asset would just be one major objective. Major objectives can only be delivered one at a time, but that objective would bring multiple others to the table. Backing Out: Technical designs idea I'm throwin out here. When one joins a match on a Competitive Playlist, one can not simply back out once map voting starts, not just when it ends and the map is selected. This will avoid the quitting of an entire before the match begins. Another thing is, the match cannot begin until all the player slots are filled to the fullest extent, as there will be NO join in progress features for the competitive scene. On social playlists though, there is backing out always, and, there will be join in progress. Forfeit: Another Technical design I'm throwing out here. Ever been in a match of Halo 3 where there's 2 guest and they end up leaving directly after the game starts, and you have to suffer the entire time, getting slaughtered over and over because you don't want a massive penalty? Well, here's a way to fix that! When you find yourself outnumbered 3-to-1, you can go to the start menu and select "Forfeit". A vote will then be put up for your entire team to either accept or deny defeat. Once your entire team admits defeat, the match then ends and the other team wins. Though there will be greater rewards for finishing the match, forfeiting is an easy way to leave with a good reason without any penalty. The enemy team gets extra rewards for both beating their rival, and halting them to a complete surrender. Bigger Battles: With the power of the Xbox One, and the long lasting power the PCs had 8 years ago, this should be an easy one. In the book, "The Fall of Reach", Chief and Blue Team set an ambush for a covenant cavalry unit made up of a thousand grunts. It was four Spartans against an ocean of barking dogs charging their position. With the help of high ground, rockets, mines, and team coordination, the four Spartans laid waste to the invasion force. With explosions rocketing the earth, and 100s of plasma projectiles sizzling through the air, a thousand corpses lay dead in the large plain that had become a graveyard. Wish I could do that... Assassinations: I believe it would be pretty awesome if every weapon had unique assassinations, kinda like the different executions from Gears of War. Though I still want really cool hand to hand combat exercises. Like look at the Red vs Blue animations. That is pretty much what Spartan 2s are like, I mean hell, they can dodge bullets and in some cases slice them out of the air with a combat knife. They can still stay just as mobile with a collapsed lung as if they didn't have one, without feeling any excruciating pain. They can kill a 6-10 foot tall alien with 2 hits. SHOW THIS! I know we aren't Spartan 2s, we are Spartan 4s (stupid design choice), but show our ultra, super soldier, space marine, roman, god-like natures! I want assassinations that engage two Spartans or elites with each-other that looks like the animations from Red vs Blue. Also, when you gain higher levels, you will then unlock more, and cooler assassinations that you can equip to use. Maybe 4-6 equipped assassinations. Oh, and also hunter assassinations. Maybe you have to cycle it 4-5 times to kill them, each time weakening them. Forge World Properties: In forge, I think it would be awesome if there was special effects like Reach, but adding in stuff like turning a certain area within the radius to different skins. The skins would be; desert, rock, snow, default, magma, swamp, forest, etc. You could then go into properties and for special effect, in certain areas within the radius, there could be snow, ash, rain, sandstorm, etc. Also, each object would have different skins. There would, again, be; UNSC, Metal, Bunker, Covenant, New Mombasa, Forerunner, etc., with flood version of all of them. Again, another thing. You could connect any object to another, and when one is acted upon by a certain force, the other reacts in a certain way. Also, of course, having one object be reactive once acted upon. This could make for shattering walls, buildings, light bridges, doors, buttons, and so much more. Spartan 3s: Now, at this point, it wouldn't make sense in the lore, but I really wish this woulda happened instead of what did. First, there was the Spartan IIs. God-like super soldiers with enough willpower to defeat a whole Covenant Invasion. One did it 4 times. They were taken from their homes on their respective colonies. They were put in a classified, top secret training military program at the ages of 5 - 8. They were put through tough, bone cracking, tissue ripping challenges that would nearly kill any other. But they were special. Later augmentations resulted in un-human like abilities. With %300 increase in reflexes, titanium like bone structure, super human-like strength, and the mental strength of a god, they were machines of war. Then the Spartan 3s came about. Taken from their homes and saved from the suffocating ash of their burning colonies, they were also put in a secret military training organization. With a less restricted list then the Spartan IIs, the Spartan IIIs were less as powerful, but greater in numbers. The UNSC believed them to be expandable. Sending them on suicide missions with only one thing in mind. Complete the objective. They were augmented to a lesser extent, though they were still very powerful, super soldier like. The Spartan IV project came along, although the Spartan III project never was declared finished, and could have easily been renewed. Guess what they did. Signed up to become a Spartan. I had to give a history lesson, as you can see the major difference, and what frustration this brings me. That's why ODST are not featured in Halo 4. That's because Spartans have now become ODSTs. WHO decided this course of plot? I don't mean to offend some-body, but this is really starting to **** me off. Another "stupid" story decision is coming up. Understandability: This is the biggest thing that is absolutely the WORST thing any writer could do to Halo. I did not know who the Didact was, why he was attacking us, where he came from, what the Prometheans were, why they're attacking us, where I was, what was happening, what the librarian was telling me, why was I doing this, what that thing is, why is this happening, until I read 3 books (soon to be 4) that cost $20 a piece! STOP! I know that this is gonna happen in Halo 5 because there is no way to stop it now. I already watched as Mendicant Bias (if that's what that thing was) rise from the ground. It's gonna atke about 30 minutes to explain what the hell he is, what happened, why he was created, why he's back, how he's back, and I know their not gonna take 40 minutes off the shooting maniac's time. I just hope, please, that there is some understandability and explanation as to what is happening. Please 343i, I can't afford to buy book after book just to understand what's going on in an already $60 game. That about wraps it up folks. I know there's more, and I'll probably add onto it soon, but it's getting pretty late. I can barely think straight. Not to mention some of the plot choices are starting to blur my vision...Go ahead and leave what your wish list is down below. I'll be happy to read them.
  20. So as many of you already know, me and JXZAW are hosting a Halo 4 playdate on the 22nd. I have some maps that are ready to be played, they just need one thing, a Race gametype. So if any of you have a Race gametype, reply to this post so we can arrange a time to meet on Halo 4 so I can get it from you. DO NOT PUT IT IN YOUR FILE SHARE. We will just play a game of Race that way I can just get it out of the Temporary History of Gametypes. I f you put it in your File Share it will be removed by 343 because it is a modded Gametype.
  21. 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!
  22. So I haven't played my Halo 4 Limited Edition in a long time, I decided to get back on it tonight. When I did, I was prompted to download a 276 MB update. After doing so, it sent me to the main menu like a normal update and signed me back in, however, much slower and a little trouble I didn't notice until later with my . Later on, it started it's normal check on new downloadable content. After about a minute or two, it sent me back to the main menu, saying to check my Xbox Live connection and sign in again, even though I was still logged in and connected to Xbox Live just fine. So I just hit start and begin to load the menu again, and this time it connected me to the main menu. However, it screwed me over bad. It showed the main menu on my main account now as if it's never played. It prompts me to start a new campaign (although I've beaten it on Legendary three or four times), check out Infinity, and purchase the season pass. I didn't notice this until I hit Infinity. It brought me to the classic Infinity online cinematic for when you first play it. Then it gives me the opportunity to make a spartan. It loaded me out on the Spartan hub with recruit green armor and a reset emblem and service tag. My armor and rank are still retained however, but my classes are reset and my season pass along with Forge Island is gone. It's like it has my online stats, but it shows me the local date as if I'm playing a guest account as I have no saved game slots and no downloaded content. I'd like this to be fixed, resolved, and looked at as soon as possible please. Thanks! Sincerely, A freaked out, disappointed gamer.
  23. Hey guys, (It's been a while since I made an actual thread) I was playing Halo 4 and I can't help but be annoyed by the quick despawn time of weapons and objects. I noticed this especially in the Heavies playlist. It is really bugging me that you can't take decent cover behind a vehicle wreck (and in case of a banshee wreck it doesn't even get to the ground). And also that it's pretty hard to get back a power weapon that you lost 20 seconds ago when you got killed. Now a question for you guys: What is bugging you? Please note that I'm not asking you to rant about halo 4 and tell me how much you hate it. Only things that slighlly annoy you.
  24. Hey guys, I'm back from another large break and the forum seems to have very minimal activity, lately. What I am about to present to you may be the most/least sinister/childish minigame you will ever set eyes on. I am of course, talking about Elmo's Got a Gun! Now Playable! In all seriousness, it is modded, but only for gameplay mechanics and aesthetics and is in no way, shape or form an offense, discrimination or embarrassment to any person, company or the original game content and was produced in a systematic and civil manner. Now that we have the clearly large and obvious disclaimer out of the way, let's talk about Elmo. This gametype will work fine on any map, to an extent. Maps that have elements of verticality will prove unfair and mistreating to the Flood, a.k.a. Elmo, as the Spartans, a.k.a. Big Bird(s) have powerful jetpacks. Because of this, I have made a small demo map for future Elmo maps, entitled, "Elmo's World". It is square and very bulky looking, with few attempts at aesthetics. What makes it unlike other maps is that the kill boundaries are brought down to a enforced but flexible level in comparison to the map floor. The rules to the gametype may seem oversaturated to some: One player is the Flood, a.k.a. Elmo, and the rest of the players are the Spartans, a.k.a. Big Bird(s). Elmo, for the majority of the round, is invincible to Big Bird damage, as well as assassinations in general. Thus, Big Bird must hide and seek sanctuary from Elmo. Elmo is equipped with a M45D Tactical Shotgun, but it will take multiple shots to pierce the thick flesh of Big Bird. Once every real Big Bird has been killed, the Last Man Standing, a.k.a. Cookie Monster will take off his Big Bird costume and will fight Elmo on the ground. If the Cookie Monster is victorious, then the round will end with 20 points in his hands, but if he is murdered, then the round will end with only 10 points in his hands. By now, you should have realized that all players start with one life per round. Since my final release, I have been attempting to promote the gametype through gaming communities and custom game lobbies, but so far, I haven't been on any YouTube broadcasts, mostly because I don't have anything to broadcast. I've been trying to overtake the file browser with unauthentic copies and generic spinoffs, but I guess that only happens to Splatter Monkey and Crash Up Derby... According to Halo: Waypoint, the gametype has just over 900 downloads, in reference to BOOGEYMAN's ~25K downloads. Although it is dissapointing, It only means that I'm not advertising it enough, which is exactly why I am here. If you would like to see the gametype in my file share, please feel free to do so, as well as check my other new gametypes, such as Adecry, Social Slayer, and Beast Mode, all of which are new Slayer variants.
  25. 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:
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