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  1. gamertag: onecarmel gamemode: flood It is on my file share, so please check it out! It is a pretty close quarters map. If you are a survivor you need to be continually moving because the flood will drop from vents in the ceiling. Sorry for the bad picture quality, I had to use my phone because their is no file share for Halo 4 on Waypoint yet. Main Area Vent on Ground Floor Survivors Spawn Some of the Flood Spawns
  2. MONTIS MANGOOSE GameTag: Gitty1 Map Name: MANGOOSE Link: N/A GameType: MONTIS Link: N/A Description: An original map and gametype created on Impact. The players are either Flood or Spartans, the flood must get into Mantis' and chase the Spartans who are on Mongooses (Mongeese? Mongi?) while the Spartans try to survive. Honour rules are, Spartans stay on Mongooses and no shooting with the Mantis(Stamping only). The initial Flood count must be edited to half of the player count (rounding up is uneven) to a maximum of 4 for this map. This is the first dedicated map for the gametype so some issues may have been missed and feedbck would be apreciated. I am also looking to make many more maps for this gametype. Thanks in advance for any and all constructive feedback. I'll get better pictures and fill in the links when the fileshres are put on Waypoint.
  3. Map = Tattered Perplexes Gametype = Mutation Fileshare Holder = HeroAnarchy ======= You play the role as a survivor of a forgotten militia , mutants from the above world have burrowed into the stronghold you call home. With no help from the outside world you have to allow the shields of the stronghold to generate which will take 7 minutes exactly. Which it will kill of the mutant intruders. The mutants have became smart and began using the air vents as well as the crater they left upon the wall. ======= Gametype should be played with 6-10 players To kill a survivor it takes two hits There are no armor abilities on the map however the humans have infinite sprint. Flood can go through one way shield door or through ventilation shaft. The map was originally built for Aesthetics but can however support infection very well VERY IMPORTANT: The pictures were taken by an Iphone due to the fileshare's for Halo 4 aren't working yet. So the pictures do not reflect the maps complete appearance.
  4. Alright, so by now everyone pretty much knows that 343 completely screwed up the flood mode in Halo 4. Flood, as it stands, is pretty much dead. The only hope is that 343 will fix their mistakes in an update. And since there isn't any reason to think that they can actually spot their own mistakes, the community will have to do it for them. This thread is for the issues with Flood that need to be fixed in an update. I'll list all the issues I've noticed, but PLEASE point out anything that I've missed. 1) Forced Human Color The putrid green armor color that every human is forced to wear may not break Flood games, but they are hard as hell to look at. Leaving aside the issue of why anyone would choose that particular color, why force our skins in the first place? Did 343 never see a game of infection in the past Halos? Infection was one of the few gametypes to actually let players use their chosen armor colors. What has 343 gained by taking that away? There should be the option to allow players to use their chosen colors and the option to CHOOSE a color to be forced on the players 2) Cannot Place Weapons on Map I honestly can't fathom how this happened. Why in God's name can't we place weapons on the map? My only guess is that 343 was just to lazy to actually add the option to turn off weapon spawns to the custom game interface and just left it set to "off" behind the scenes. Sure, we can use ordinance to get around this. But that clutters the HUD with white markers, and in some games, it might be important for the humans to not know which weapons are where. 3) Flood Cannot use Anything but the Energy Sword Once again, how did this happen? Its as if no one at 343 had ever played a custom game before. Limiting the Flood to the sword prevents most, if not all, of the minigames that were made in the past Halo games, as well as preventing any new minigames that might have been made with the new weapons and armor abilities. Not to mention that since the sword has a ridiculous lunge range, it might have been useful in many situations to equip the flood with gravity hammers instead. This absolutely crushes the versatility of Halo custom games. 4) Alpha Zombie Traits Disappear upon Death Now I know 343 never played a custom game. Or at least not Fat Kid. Because that's how I figured this one out - as soon as the humans killed the Fat Kid, he spawned as a regular, weak zombie, unable to do anything. The gametype was completely broken. And don't think this is a problem for just one specific scenario. There are plenty of times when giving certain traits exclusively to the one or two Alpha Zombies is the difference between overwhelming humans or making the infected team too weak to do anything. Now, I'd actually suggest that instead of completely changing the Alpha Zombie traits back to the way they were, 343 should make this a changeable option in the menu. Alpha Zombie traits could disappear "Never," "Upon Death," "Upon Converting X Zombies," or "After X Minutes." But my God, at least allow us the first option. 5) Flood Loadouts Cannot be Customized How can 343 be so arrogant as to think that their arbitrary choice of Flood loadouts will perfectly suit every single Flood game variant? Could they not think of a situation in which a player might want the Flood to have access to Promethean Vision but not the Boost Pack? What if someone wanted to give the Flood jetpacks? I don't think any more needs to be said. 343 really shot custom games in the foot with this one.That's all I've been able to find so far. Once again, please add anything that I've missed. And even if you don't have anything constructive to say, please post to say that you think that the above problems need to be corrected. 343 won't acknowledge these issues unless enough people are speaking out about them. Added From Thread 6) Sprinting Cannot be Changed Obviously, speed is a crucial factor in Infection. The inability to tweak, enable, or disable sprinting for both humans and Flood will be a thorn in the side of many Forgers. 7) Game does not End when the Flood or the Humans Run out of Lives 8 Cannot Remove the Waypoint for the Last Man Standing There are a lot of Infection gametypes that rely on the humans' ability to hide. Now, the Last Man in those gametypes has basically no chance.
  5. Halo 4 was a good game, but there are a few problems that have been overlooked. Flood gave many Halo players what they want, the ability to play as a flood. I enjoyed the gametype at first but after going into forge and creating a new map to test out a new infection gametype I encountered a major problem. I could no longer customize the flood gametype to the extent I have been able to customize infection to in the past. My idea was ruined and a couple hours were wasted because of it. I post this forum with the hope that 343i could add back the original infection gametype, allowing you to change flood weapons and give them grenades. Think back to Halo 3 when forge started and new infection gametypes were made, now we can no longer play Duck Hunt, Garbage Man, (Halo), Cat & Mouse, Cops & Robbers, Ghost Busters and more. Custom games won't be what they used to be. To members of the Halo community, please help me spread the word to return custom games to their former glory. And to 343i, please review gametypes and return the old features we all loved so much.
  6. Alright, so my friend thinks of a wicked cool idea for a fun custom games map which would be fun for a bunch of people to play. The idea was to have 1 "predator" and a bunch of marines, just like the old Halo 3 custom games. The predator would have active camo, promethian vision, a sword and a Binary rifle; would be able to jump high and move faster. The map is completed using ravine and putting rocks along the walls as perches for him to jump on. The marines would spawn in a cave with AR's and BR's. The goal is to survive or kill the predator. The problem is... Flood can't have weapons other than their talon, and if it's slayer I don't know of a way to make one team have the traits of the Predator. If anyone can think of a solution or would like to check out the map you can add me or post here. tl:dr Need help making a halo 3 type infection gametype out of slayer or other gametype. bump
  7. I created this big map for infection on forge. I created my game type and I went to go play, but i ran into a problem. There is no option to spawn the weapons you placed on your map you made in forge in the infection game type. This really needs to be fixed it is really annoying that everyone has to play with their load outs. Another thing that needs to be resolved, is the fact that when you make an alpha zombie and that alpha zombie is killed and spawns back they no longer have the alpha zombie traits, they die and turn into regular infected flood. But besides these 2 things I think the game is great and 343 did a great job.
  8. I've been huge on forge since it was introduced in Halo 3. The idea of having the community creating maps was as still is one of the most exciting aspects to this game. What bothers me, though, is that forge only seems to have gotten worse as the games went on. I dont think Reach was as bad as people make it out to be, but there more a lot more annoying features than Halo 3. H3 was amazing in general just because of its simplicity. Obviously there were kinks in it that could have been fixed, but I digress. When I popped in Halo 4, the first thing I did after beating the campaign was goto forge to try and start making some infection maps (infection being another thing I think has been ruined). Immediately I realized that there is no possible way to make a fun infection map...let alone any custom game maps. That maps are way way way too small to be creative and the forge items blow. Im not gonna continue to ramble on about this topic because Im sure most of you all feel the same way, but do you guys think theres a chance they give us free big ass forge map and fix some of the settings? I know the map packs have already been announced and there wasnt anything included...but maybe 343 will pull a cold storage type ordeal and just throw something at us? Thought on this?
  9. Hey guys! My name is CrustyChristian. I need some help testing two of my linear infection maps before I post them. If anyone wants to get a party together, organize a custom game lobby, or anything else, message me either here on 343 industries, or on Xbox Live. Any help would be great and a full lobby would be ideal. If you have aany questions feel free to ask. Thanks...
  10. HeroAnarchy -- [Hms] Ghoulie Graveyard http://tinyurl.com/8mfkzfb -- [HMS] http://tinyurl.com/8qylrtt -- HMS is reminiscent of Halo 3's popular Predator gametype with several tweaks added. -- The map is based on classic 'horror-in-the-graveyard' scenarios The map has a broken down church , 100+ grave , and one tomb. Due to the largeness of the map the warthog is not that overpowered. Recommended players (6-14) -- This is just for Halloween purposes the real map is also in the fileshare.
  11. Creator: IMAROLLINGSTONE Map: (Scorch-Earth Maintenance) http://www.halowaypoint.com/en-us/haloreach/IMAROLLINGSTONE/fileshare#!/?section=MapVariants&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=31211696 Gametype: (zm_Flaming Zombies) http://www.halowaypo...etails=31170452 Description: This is an infection map with zombies from the zm_gametype, except for the fact that they're on fire. The map is set in a forerunner-like structure that humans enter into, as they dive into the first holdout area. 60 seconds pass before the humans are allowed to pass through the door with the spawning of another shield door. They then will head down a shaft and back to another holdout area, where they must wait for approximately 90 seconds more (150 from start). Another shield door will spawn at the end of those 90 seconds to allow the humans to pass through the entrance into the hallway. There is a ghost waiting for a player to use to take across to the other side of the floating shield door (not a one-way shield) to possibly grab the grenade launcher. Zombies will start to pour from the ceiling, and at 180 seconds, the final door will blow open from an explosion. This last door is a quick transition, but should be taken as a last resort, considering there is not a guarenteed way out of it (you can grenade bounce, halo jump, etc.) and the ghost can't come with the humans who fall down into the pit. If a player does fall into the pit, there is a gravity lift to shoot the player back up if the door has not opened yet, which is also useful for zombies against cut-off humans still alive. 12-16 players is the recommended amount. Enjoy as per usual!
  12. Town's Edge Map link Story Your group has been on the road for too long. You go and search supplies from a small town in a valley. First you see a crashed crane, apartment and a restaurant. And that's mostly it. Barricaded streets stop you from going further, and the dead start to pay attention to you. This was not a good idea. I made this map with Mr Pokephile's ClassicINF-gametype in mind, but it should work with for example, zmOutbreak. The map build in the Quarry of Forge World, and surrounding air. It has a sniper at the human spawn, a rocket launcher, DMR, shotguns and a grenade launcher. There is a warthog and a mongoose. Crane There's not much to do at the crane, but it blocks your sight. Restaurant Someone tried to make it in here, didn't succeed, but left behind ammo and two shotguns. There's an open balcony, where the zombies can't jump to. They can climb ladders though... Store Shelves are empty, but next to them are weapons. Storage No cover, no nothing. Just a rocket launcher on an empty floor. School Not worth a visit. Filled with zombies. Town Hall Grenade launcher is a handy weapon, but you'll have to get it right from the front of the zombies rotten noses. Train station Trains will be a little late. Feedback is welcome.
  13. I heard on a video commentary that there are 'Floodsassinations' on the flood zombies during infection. Is this tru and if so a link would be appreciated. Ciao!
  14. Infection is starting to get more scarier! Instead of being a light green spartan,you are now a FLOOD INFECTED SPARTAN!!!!Heres a picture I found on google! SCARY RIGHT!!!!So grab your shotguns and pistols!This is gonna get SCARY!!!
  15. What new user created gametypes will become the classics. By classics I mean like Ghostbusters, Fat Kid, Duck Hunt, etc. What will you create that will become a classic for Halo 4? Heres a forge preview!
  16. Map: Storage Gametype: Containers Creator: Death by Dogs Max players: 16 Rcomended players: 10-16 Storge is a linear/journey style infection map that takes place at a storage facility. As you progress each stage gets harder and harder and will require more comunication and teamwork. In the first stage you can survive pretty easily without needing teamwork, but sometimes o1 or 2 peaople do get infected, then in stage 2 you needed to communicate as to where the turret man(Scorpian) neededs to be aiming and when the second zombie teleporter spawns. Then in the third stage someone gets on the turret and mows the zombies down, until another zombie teleporter spawns allowing them to come at you through the side, so you need to communicate when this teleporter spawns so you all can fall back into the back room where you need even more communication as to where the zombies are comming from. And in the final stage you need to use extreme tactics in the close courters room to be able to survive. So far nobody has made it to the end, I dare you to survive. FAQ: The Scorpian tank in stage 2, you can only use the turret; The Falcan in stage 4, cannot be used at all.
  17. Min. Players: 10 Max. Players: 16 Supported Gametypes: Infection DLC Required: None (Default Maps) Canvas Map: Forgeworld Download Link: http://www.halo.xbox...etails=30947843 Custom Gametype Download Link: http://www.halo.xbox...etails/30929013 Gameplay Footage, courtesy of TheHaloForgeLeague: http://www.youtube.com/watch?v=HqD3l5wJvX0&feature=g-all-u Music Video, courtesy of youtube.com/outcastduke371 http://www.youtube.com/watch?v=r1gtkqADUh8&feature=g-all-u Greetings. This is SweepsP2K, here with my newest linear infection map, Countdown to Destruction. It is my entry into ForgeHub's Hub of the Dead III contest, and may be one of the best maps I have made on Reach. It goes along with the gametype C2D. Story: Countdown to Destruction is set in a ruined city ravaged by natural disasters. High magnitude earthquakes have led to the release of an undead horde sealed away underground long ago. A group of soldiers, the last remaining survivors in the city, must hold off the horde for as long as they can. There is nowhere left to hide. Time is running out... Pics: This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 100KB. Humans start here, a street in the heart of the city. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 84KB. A nearby military grade auto shop harbors useful vehicles. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 93KB. The street is blocked up ahead. After 60 seconds, more earthquakes cause the crates in the back to drop, opening a way into the sewers. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 91KB. The 2nd phase of the journey begins in the dreaded sewers. This phase is home to a hidden easter egg. If you find it, tell me what you think the reference is in the comments. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 77KB. The center path is primarily used by the warthog, should it make it this far. Zombies spawn in small rooms on the sides. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 85KB. At the other end of the sewer is the 2nd holdout area. Getting the rocket hog to this point is the key to survival. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 94KB. Humans resurface here, in a back alley. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 93KB. Cross through this basketball court to get to the final phase. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 96KB. This crevice is a great hiding spot for a lone survivor. This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weights 101KB. The final phase, another street, with a derailed monorail train as its centerpiece. Special thanks to: Minister Muffin HAggIS the 3rd xCHOBHAMx FlameFistsBoyd (For the car designs) Everyone else who helped me playtest and gave feedback. Achievements: I thought it would be fun to set a few map specific challenges for the player to complete. Here's my list of fake achievements for Countdown to Destruction. -Welcome to the Jam (15g) Kill an infected by bouncing a grenade off of the basketball hoop backboard. -Pretty in Purple (10g) Ride the purple mongoose from the first to the third phase. (It can be shot up the ladder out of the sewer) -Who put this here? (5g) Find the hidden rocket launcher in the first phase. -Secret (50g) Find the hidden easter egg in the sewers.
  18. Map Name: Limbo Map Variant: Forge World Map Link: http://halo.xbox.com...etails=30857086 Gametype Link: http://halo.xbox.com...etails=30943030 Forgers: nick11962, IMAROLLINGSTONE Screenshot: http://halo.xbox.com...etails=30943121 This is another survival/ mini-game infection map where humans can do no damage whatsoever, but they are armed with focus rifles for a reason. In this map, it is extremely dark as players must avoid zombies and try to survive under water. Zombies are slower than humans, invincible, and are equipped with energy swords for an ominous glow that humans can spot. Humans can sprint, move faster, have normal radars, and are armed with focus rifles to survive. The last man standing will have unlimited sprint, but will face a rampant wall of zombies! Enjoy!
  19. Name of Map: Amnesia: Stay in the Dark Canvas Map: Forge World Link to MAP: http://halo.xbox.com...etails=30499966 Link to Gametype: http://halo.xbox.com...etails=30727013 Recommended Player Count: 10 Gamertag: IMAROLLINGSTONE Screenshot: -http://halo.xbox.com...etails=30923823 -http://halo.xbox.com...etails=30943367 -http://halo.xbox.com...etails=30943369 -http://halo.xbox.com...etails=30943381 -http://halo.xbox.com...etails=30943390 -http://halo.xbox.com...etails=30943396 -http://halo.xbox.com...etails=30943393 This is a survival map with 1 zombie who is the "monster." The monster must locate and kill all uninfected players on the map with the dreaded club. Humans spawn off as be invisible, unless you're the last man standing (for gameplay reasons), and can do no damage whatsoever. Humans should hide in strategic locations/rooms throughout the map if they wish to survive, as it is easier to be seen than you think.This map also features safe havens, which act as lights on the map. If a player steps inside the haven, this player will become visible (no longer having active camo as long as the player stays in the haven). The ring also begins to count down from 30 seconds and can reveal a player's position to the monster (the haven wasn't going down, now it is). The havens rotate between various locations/rooms throughout the map. Enjoy!
  20. Basically, it would be an infection variant where its the job of the "zombies" to destroy a group of escaped Mantis Men. The "survivors" would all spawn in a big room behind a one-way forcefield that would let them leave once they've boarded a Mantis (this area would also have a timed killzone on it). Then they try to stay alive. The "zombies" would be using the classic spartan models (I'm sure you can still do that) and they would all have some combination of heavy weapons, there could be an alpha zombie with a laser. if, somehow, there are loadout options for zombies, I'd call them "astronaut" (jetpack), "war hero" (hardlight), and "olympian" (uh... thruster or something, it doesn't really matter). herp derp, Portal 2 references
  21. Hey guys Legend here, I'm recruiting for a clan that's pretty much just for fun. If you just like people to have to play with and talk to and have fun the NFCT clan is for you. We can also become competitive we are jsut looking for dedicated members who are good at Halo and work well as a team. If you's like to join you can message me on xbox at IxNFCTxLEGEND. Other members are IxNFCTxARBITER IxNFCTxRANGER and IxNFCTxZERO. Just let us know and we will get in touch.
  22. Hello everyone! For those of you who still haven't gotten their Flood fix yet, check out these two full games on Complex! Thanks to CyReN of THC for the video!
  23. Name of Map: Resistance [1]: Prison Canvas Map: Forge World Link to MAP: http://halo.xbox.com/en-us/haloreach/Gangus%20Khan%20III/fileshare#!/?section=MapVariants&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30899040 Link to Gametype: http://halo.xbox.com/en-us/haloreach/Gangus%20Khan%20III/fileshare#!/?section=GameType&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30897629 Recommended Player Count: 16 Gamertag: Gangus Khan III This is my first attempt at a Linear Infection Map, and while I know that prisons are a little overdone, I think it turned out nicely. You progress through the gates of the prison, the cell block, the cafeteria and finally enter a large garage-like structure at the back of the building. The map is a little weapon heavy but this is just to counter the short sight-lines which dominate most of the map. At this point I am mostly looking for any feedback that people have that could improve this map and my future forging.
  24. Name of Map: COLD N' SCARED Canvas Map: Forge world Link to MAP (this is old new in my fs.): http://www.halowaypoint.com/en-us/players/juhani280/haloreach/fileshare/details?id=30839216 Link to Gametype (newer in my fs): http://www.halowaypoint.com/en-us/players/juhani280/haloreach/fileshare/details?id=31025257 Recommended Player Count: 16 Gamertag: JUHANI280 COLD N' SCARED This map and game is well balanced infection game. The map is dark like it was evening, and it has some small details and places for the humans to go (like a roof of a building, a cave, a cliff and a camp). Zombies are invisible but the non infected are slightly faster Map by: JUHANI280 (same post also in forge hub here)
  25. Look into the Eyes of Flood Mode Now we can see through the eyes of these mysterious creatures. Up until this point we have only seen this picture but now we get inside of them. We get to see what will be on our HUD. And we hear a little information on the attacking style that these creatures will have. Ducain also talks about the new map called Complex, but it's a very brief analysis. Here is the video. Watch till the end. http://www.youtube.com/watch?v=_IZfuB5jIDk&list=UUzGLSfWbq4CiqKFO9lU9HLg&index=2&feature=plcp Video by Ducain23 I hope you enjoyed let me know what you think in the comments below. Edit: One more Screenshot from Flood Mode View full article
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