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  1. So this is the return of the famous Hog Launch! Warthogs and explosives has been a huge thing since the release of Halo CE. Launching the hog as far as possible with a load of grenades has been fun in all of the Halo games. This map is all about team work, and to launch the hog as far as possible to gain the most points. This game is team based, so that the team who gets the most points in 15 minutes wins. It has been remade several times, and it went trough a lot of testing because of problems with the weight of the hogs. The hogs are much heavier in Halo 4, therefor it's much harder to land a good shot. Map: http://www.halowaypoint.com/de-de/players/desson1a/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=50ce295c-eacb-4702-a536-375697c93ced Gametype: http://www.halowaypoint.com/de-de/players/desson1a/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=bc8f75ef-6498-4389-b659-00f56142946f Let's move on to the map itself: The bases are symmetrical, so that no team has any advantage The hogs is the most important thing of the game. Each team has 2 launching pads, each numbered, with a hog and two fusion coils. These went through a lot of testing and changing, and I feel that these are as good as they can get. Part two are the bombs. Each team gets 8 fusion coils in addition to the bombs on the launching pads. Move them as you want. Don't be shy! They won't explode by getting pushed. You start with two loadouts: 1. Concussionrifle with 3 plasma grenades 2. Hammer with 2 plasma grenades. To get more variety into the weapon choice I have placed down these weapons. Both teams have these weapons. In addition to 2 hogs, both teams get a rocket hog. It respawns fast, so use it alot. The hog has been used alot during testing. It's up to you and your team to be as creative as you can and use it. These are the columns. Since there is no Halo Ball in Halo 4, I had to use KotH instead. You will get more points the longer you stay in the hill, which means that the further and higher you fly the more points you get. REMEBER: Everyone counts! That means that everyone in the hog earns points. The more players in the hog, the better! That means that these columns only are aesthetics and something you can use to compare youre launches. They are coloured in this order: -White -Cyan -blue -purple -red This was definitly one of our best shots. We got launched all the way to blue by only having one person on the hog, and on to launch. Red base Blue base Rules: Loadouts: 1. Concussionrifle, 3 plasma grenades 2. Hammer, 2 plasma grenades Weapons in base: -2 frags -2 sticky's -2 railguns -2 fule rod guns -1 rocket launcher Hogs: -2 chains -1 rocket Gameplay: -no point limit -15 minutes -2 teams, red and blue - 4-16 players (at least two players on each team) (works best with 6 players on each team) -12 bombs (apologize for my bad english.) piece out! feedback appreciated
  2. Sever Gamertag: Chronmeister Optimal Player Count: 8-12 Supported Gametypes: Slayer, CTF, KOTH, Extraction Ordnance: Rocket Launcher, Needler, Pulse Grenades x2 Download it HERE<<<<<<<<<<<<<<<< Let me know how you like the map. Any feedback would be greatly appreciated.
  3. Undergrowth An original map by Zombie Feed Download link Hello, it's me, Zombie Feed. Got another map here and unlike the previous Corrosion, this is entirely original. However it bears striking similarity to another map from another shooter (so close... ) Map Description: The trees were talking to me. I swear there is more to this place that meets the eye. 3-12 players (3-6 for FFA gametypes, 4-8 for RvB gametypes, and 6-12 for multi-team gametypes) This map is mainly a vertical map with a circular look, yet the oddest part is its symmetrical design and asymmetric spawns. Granted, spawns are more specified on CTF, yet all others are neutral. Anyways this vertical map has four levels. The bottom level consists of the near knee deep water that you can run through and the little gunning outcrop positions on the sides inside the rock walls. The second level includes the rocks that you can run around and the bridge that is the shortest route between the two sides. The third level is composed of the main building. Unlike other areas, this level is the only one that involves close to mid range battles with its interior setting. The fourth level is the sniping platform floating around the central structure of the map. This floor is deemed inacessable to humans in flood gametypes to prevent slowing down the action of games. The map proves its worth with its usefulness towards jetpack users. There are many shortcuts to be found that only jetpack users can use, so be creative with your routes. As for asthetics, all I can say (without blowing my own horn) is that it is pleasing to the eye and each of the levels has a different form of contrast to differentiate the four levels (Level 1=Blue, Level 2=Brown, Level 3 & 4=White). Backstory: 10 years after the events at Reach, a lone UNSC ship, forever known as the Endevor, wandered too close to Requium. The ship crash landed, and the survivors sent out scouts to find locations for shelter. The scouts came across a Forunner artifact made up of artificial structures held above the water by natural pieces. The survivors moved all salvagable materials and carved out defendable emplacements to defend themselves from the Forunner knights that constantly attacked them. Until the Infinity's events at Requium, the Forunner base went unnoticed by anyone, aside from the survivors themselves. Before the Infinity left Requium, scouts found the place, but there was no one on the grounds and notes were left stating how the survivors investigated deeper into the base only to find wierd goo that, upon contact, would slowly take over the host's body, driving them mad. Some say that they could hear the few trees calling out to them, before they went completly insane and lashed out at others. Some say that this was the birthplace of the Flood on Requium, considering their half plant-like structure. Others say that it was ment to keep out a more localized disease. But one thing is for certain, there is an undergrowth here, and the Forunners wanted to keep it secured. Compatible Gamemodes: Slayer (FFA / Team / Multi-team) King of the Hill (FFA / Team / Multi-team) Regicide (FFA / Team / Multi-team) Oddball (FFA / Team / Multi-team) Capture the Flag (FFA / Team) Flood Weapon Spawns: Light Rifle x1 (resupplies every 1:30) Rocket Launcher x1 (resupplies every 3:00) Speed Boost x1 (resupplies every 3:00) Random Ordinance x2 (DMR / Concussion Rifle / Shotgun / Overshield / Plasma Pistol / Magnum / Boltshot) The Rocket Launcher spawns at the bridge on the second level. Sadly people will have to risk going into an open location to grab a weapon of great power. The Light Rifle spawns inside the building on the third level, however it is not as useful being located in the close quarters environment. The final initial drop is a speed boost in the water on the first level. Considering the amount of time you will waste getting from level 1 to level 3, you may need the speed boost if you do not have a Jetpack. As for the campers in the stone bunkers on level 1, you will have to get out of there if you want to grab some good firepower as the speed boost will barely help you in your camping situation. The two random drops spawn inside the open crates on the second level. However some of the selection of weapons will not help you in the environment they spawn at. Balancing: Level 1: Only has speed boost and two rock emplacements for good cover, however the open area of the water and large area may leave you to rethink any close range ideas. You have three routes to the second level: two of these are average stairs while one is a ladder (grav lift) that sends you to the center of the circular route on the second level. You have okay sightlines to level 2 and bad sightlines to levels 3 & 4 Level 2: This level has a Rocket Launcher and two random ordinances. You risk getting attacked from almost all of the levels however if you're not careful. You have four routes to level 3: two are stairs and the other two are crates that you can jump on top of to get to level 3. You have good sightlines to level 1, okay sightlines to level 3 and bad sightlines to level 4. Level 3: Mainly consists of indoor areas and contains a Light Rifle among a group of baracades and crates. You get two grav lifts and a sloped platform to get to level 4. You have good sightlines to level 2, okay sightlines to level 4, and bad sightlines to level 1. Level 4: The floating circle of platforms at the top of the map. You get a great vantage point, but sacrifice any level specific ordinance, plus you may need to be careful should you fall down two or more levels. You have good sightlines to level 3, okay sightlines to level 2 in some areas, and bad sightlines to level 1. This map currently remains untested. Feel free to give it a download and test it on the gamemodes listed and provide feedback to help me improve any issues or glitches in the system. Other Pictures: Updates: 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update)
  4. Map Name: DECAYED* by MiCkEy O rOuRkE Game-types supported : FFA slayer, koth, oddball, and red vs blue vs green in slayer Amount of players : 6-8 players DOWNLOAD HERE: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/9f8b53eb-bff6-40a2-900d-1d1cb032dfec Description: This is a medium sized map which works well for king of the hill and slayer, but also other game-types. It has a road around the outside of the map which teams can control using the warthog provided on the landing pad near the crane. The crane contains a sniper and a teleporter which is connected to the other side of the main central building. there is also a man cannon on top of the green over hanging bridge and a broken piece which can be crouch jumped to from the raised platform on the bridge for a silent approach. There is a raised platform at the end of the crane walkway to prevent campers from hogging the sniper. There is a concussion rifle spawn opposite the crane above the upper highway on the upper platform. This can be reached by traversing the the steps of the tower or by jumping into the man cannon at the centre of the map. At the top most part of the map there is a human mounted turret which can be used to combat the warthog as its racing around. This spot is open to fire from the concussion rifle position because they can use the pipes as cover. Behind the turret there is a walkway which goes around behind the building and leads to a little perch where a battle rifle can be found, and following the path round towards the blue spawn base there is a covered bunker placement where a random ordnance drop appears containing a shotgun/ scattershot/ sword/ hammer combo. There is also a few little jumps spots for parkour style players including the aerial which can be used to jump from the bunker straight to the teleporter in a few seconds. At the centre of the map there is a sticky det spawn and the warthog spawn. Players need to take care at the centre of the map because there are so many good firing positions to get ambushed by, the movement is very fluid in this area because the amount of jumpspots and ledges I have added. There are 3 different oddball respawn positions here as well as a couple of king of the hill locations. Through the shield door players can find a needler. The walkway from the centre leads between two silos and connects to the base below the crane through the passage with a shield door. Through the shield door at the centre of the map an alley with a ramp which connects to upper highway. There is a man cannon on the platform below the crane which throws the player on top of the green overhanging bridge and then players can jump in the secondary man cannon on up to the crane or use the crouch jump. Players can also get on top of the bridge by jump crouching from the highway barricade and through the cover crenelation. Here is the spawn, weapon, warthog, teleporter and ordnance locations on an overview of my map. I hope you have fun playing the map and I would like to thank ZANDRIL and MOOSE93 for giving me feedback and helping me improve my map. My gamertag is MiCkEy O rOuRkE, add me if you need help play testing a map or just to play with me. I also have other maps which i need help play testing and getting feedback for on my fileshare, hopefully i will get to do that in the near future.
  5. GT - SUPER MOOSE93 Map name - Plateau Download link - Here Plateau is a small 4v4 map, designed for slayer and objective gametypes. weapons -shotgun (bottom middle) -sniper riffle (base of each tower) -concussion riffle (end of each walkway) -needler (under base balcony) -DMR -BR -light riffle -frag grenade -pulse grenade -plasma grenade Gametypes -slayer -CTF -KOTH -oddball please check out the map. any feedback is appreciated
  6. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Check out the update here Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  7. GT - SUPER MOOSE93 Map Name - Metro Download link - Here Metro is a medium size, 5v5 map, designed for slayer and objective gametypes. the map is based on an abandoned Metro station. view of the map layout map proper weapons -shotgun -saw -carbine -BR -DMR -frag grenade -plasma grenade Gametypes -slayer -KOTH -oddball -CTF check out the map. any feedback is appreciated
  8. GT - SUPER MOOSE93 Map name - Granite Download link - Here Granite is a small 2v2 slayer map (the spawns are set up for 4v4 max, but i wouldn't suggest it due to the size of the map). The gametypes available on Granite are Slayer, OddBall, and KOTH. Weapons -sniper riffle -shotgun -concussion riffle -needler -carbine -DMR -BR -light riffle -frag grenades -plasma grenade -pulse grenade Please check the map out. any feedback would be appreciated
  9. Gamertag: KarmaPolice07 Map: Reckoner Gametypes: Slayer up to 4v4, FFA up to 8, CTF, King of the Hill, Oddball Reckoner is an Impact map for 8 players with a focus on 4v4 Slayer and objective gametypes. The map is comprised of 5 color coded sections: Red and Blue bases at the ends, Green and Gold to either side, and the center which mostly uncolored but accented with Purple. There are multiple routes that can be taken to cross the map. The open center of the map allows for a quick but dangerous trek between the bases while the Green and Gold edges of the map are longer but more secure with several opportunities to alter one's approach. Floating in the center of the map is a small room only accessible by man cannons located in the Green and Gold sections, halfway between the bases. This map has been play tested; further testing may be required. Below is a brief history of the creation of this map. Read if you are interested, or skip it if you don't care. Creating this map was quite the journey! Inspired by the smaller maps of the Majestic Map Pack, I set out to create a small competitive map around early March. When I forge, I try to find locations and ways of forging that I feel others haven't considered. In this case, I decided to build my map as an extension of the roof of the built-in building on Impact. This was a challenge, as that building is actually rotated 11 degrees off the imaginary grid (the axes on which all forge pieces align). That means that every object I placed on this map is positioned relative to that twist (ex: pieces rotated 45 degrees are actually rotated 34 or 56 degrees). It made for a fun and challenging build! It went through several variations in size, but the Blue Team base was always there. I even lost the map once due to an odd glitch where it was somehow replaced by a duplicate of another map of mine that wasn't even on the same Forge canvas! Luckily, it was early enough into construction that I was able to recreate it and continue from there. I poured my blood, sweat, and tears into this map. It was a challenge and a great learning experience. It is the first map I've made in Halo 4 that I am truly proud of. Screenshots:
  10. GT: TheBloodbath22 Map Name: Callisto Supported Players: 1v1 to 5v5 (2 - 10) Supported Gametypes: Slayer, FFA, Team Snipers, CTF, KOTH, Oddball Size/Budget: Small to Mid-Sized Arena/ 5950 Theme: Mysteriously abandoned mine, named after Jupiter's moon Callisto due to its crater shape. Primarily natural rock, this unpredictable arena with strong flow and adequate verticality plays best with Sniper Rifles, and secondly with CTF. Dozens of crevices and a complex but quickly memorable layout emphasizes strategy and teamwork for superiority. Initial Ordnances: Sniper Rifle x2 (evenly distributed) ReSupply 100/ Railgun x1 (Neutral) ReSupply 150 Random Ordnances: Incineration Cannon x1 Neutral, Sticky Detonator x1 Neutral Vehicles: N/A Now, your favorite part of the show--pictures! Overhead Side Attacker (Blue) Side Defender (Red) Side
  11. Map Name: Elysian File Share's Gamertag: Blaq Cloud Canvas: Forge Island Last Updated: May 12,2013 Tags: None Supported Gametypes: Slayer, King of the Hill, Capture the Flag, Extraction, Oddball, mutli-team Best Gametypes: Slayer, Capture the Flag Team sizes: 4 to 6 players per team Initial ordnance: Rocket Launcher Random ordnance: Sticky Detinator Shotgun Railgun Weapons on the Map: (2) Sniper (90s) 1 spare (2) Needler (120) Budget: 9800/10000 Additional Info: Also features 2 fusion coils on 120 second respawn timers. (top Gold and Green) Screenshots: Image Album Map Description: Elysain is an inverse symmetrical design, With a stout focus on top control of the middle structures. The map is designed primarily to play with 2 teams ranging from four per team to a max of six, but does support multiple teams. The ghosts are powerful on this map and can easily move between areas. However, there are many weapons and positions on the map that help counter them, allowing for a good balance of vehicular and infantry based gameplay. There is a player trait zones on this map to cap the height in with a player can reach. The trait zone disables equipment but does not changes to player gravity. Click Here to Download and Enjoy!
  12. Greetings everyone! I thought I'd share a map of mine I originally created in Halo: Reach (it's still there in my Reach File share I believe if anyone wants to see the original) which is called "Rockery". I'm hoping to get some input/advice on how the map plays and if there are any ways to improve it. I designed this map with the sole purpose of its aesthetic being completely natural, apart from the structure that the centre of the map, thus with all the rocks used, I dubbed the map "Rockery". Rockery's a medium to small style of map, the map itself is also a bit of a hybrid, as it supports Competitive Slayer, from Team Slayer to Free for All/Regicide, but it also supports Oddball and KOTH as Objective game types. And so onto the meaty business of the details with some pictures included: Map Name: Rockery File Share: Rockery File Share Gamertag: RECEPTOR 17 Canvas Map: Forge Island Last Updated: 05-18-2013 Supported Gametypes: Team Slayer, Slayer FFA, Oddball, Regicide, King of the Hill Best Gametypes: Team Slayer, Oddball, Regicide Intended Team Sizes: 4v4 + 5v5 (Can do 6v6) Initial Ordnance: 2x Needler (180 Respawn) 1x Rocket Launcher (240 Respawn) 2x Pulse Grenade (100 Respawn) 1x Sticky Detonator (200 Respawn) 2x Frag Grenade (90 Repsawn) 2x Plasma Grenade (120 Respawn) 1x Gravity Hammer (200 Respawn) 1x Railgun (240 Respawn) 1x Concussion Rifle (180 Respawn) Random Ordnance: N/A Weapons on Map: 1x Lightrifle (60 Respawn) 2x Surpressor (90 Respawn) 1x Carbine (60 Respawn) Budget: 5570/10000 Screenshots: Rockery High Rockery's Base Map Flythrough/Overview Link: Rockery Runthrough Map Description: A RECEPTOR and Wetz original. Close-combat oriented Wargames are played out in this natural arena. The map is made Watertight via a Safe Zone cordoning off the playing area of the Map, along with Rock Walling, which blocks off the rest of the Island the Map is built upon. There are Fusion Coils also placed around the central base, to help ensure nobody controls the centre of the Map for the duration of the game. +*+*+*+ And that's that! I'd greatly welcome any constructive comments/suggestions on how the map plays and if there are ways to improve the gameplay etc. Thanks for reading and I look forwards to reading what responses you have! 17 out.
  13. I have another map for Halo 4! This time it's a tribute to that yellow round guy, Pac-Man! Pac Attack was modeled after the 1st level of the maze game. Now you can know how it feels to be pac man from a first person stand point! Initially I was going to make a custom gametype to go along with this map, but that fell by the wayside. Though I have the map set to be played with slayer, oddball, KOTH, CTF, and had plans to do domination, but I felt it would be a bit much. Title: Pac Attack Description: 1st level of pac-man just a side note the image is a little out dated! The blue team's initial spawns were moved more North then where they in the picture due to balancing issues with objective matches. WARNING: As I stated with my previous map, this has not been fully tested! I don't expect to many issues because this is a much smaller map than Castle storm 3.0 and pretty simple setup. I do already know that one corner of the map, and I do mean very tip of the corner, is considered a soft kill zone(built into the level not by choice!)There is nothing I can do about that, short of moving the entire map over a few feet, which seems excessive for a small issue that I doubt will ever become a problem in game. Also so nobody freaks out when they play it the first time I had to remove the grids that are on top of the map to take the above picture. The grid gives it a more digital feel. I only have one photo because its friggin pacman! There isn't much to show that most people don't already know/remember! I added some small blocks and debris for cover. Before I did it was just a maze with 4 giant sniper alleys, which would've made the matches a bit annoying. CQC will dominate here. Also where the "power pellets" would be are energy swords. Originally I was going to have custom power ups, like those in halo reach, but as soon as I realized we were denied those in Halo 4 I adjusted the map to have this instead, hopefully you all enjoy this new map! Remember the best way to download my maps/gametypes is to search for my gamertag>fileshare>download whatever you're looking for! COMING SOON: Two gametypes will be put onto my file share 1. Joust- a high speed, high flying FFA with shot guns, grenades and a lot of cursing from your friends! 2. Hide & Seek-Everyone has played this as a child! Now play it as a spartan, and flood! Use your knowledge of the various maps and their nooks and crannies to hide until your the last hider! I hope you all enjoy my maps and the upcoming gametypes!
  14. Hello everyone! New member here who's been quietly forging away on his lonesome for the past couple of months. Just found this site and I figured I should get to know the rest of the Forging Community! so to start off my time here, I thought I'd share my most recent creation for you all to look over and pass judgement on, called Outpost 17: Map Name: Outpost 17 File Share: Outpost 17 File Share Gamertag: RECEPTOR 17 Canvas Map: Forge Island Last Updated: 05-18-2013 Tags: Forge Island, Slayer, FFA, CTF, KOTH, Regicide, Flood, Oddball, Outpost 17, BTB, RECEPTOR 17 Supported Gametypes: Team Slayer, BTB, Slayer FFA, Oddball, Capture the Flag, Flood, Regicide, King of the Hill Best Gametypes: Team Slayer, Capture the Flag, King of the Hill, Regicide Intended Team Sizes: 5v5, 6v6 + 8v8 Initial Ordnance: 1x Scattershot (180 Respawn) 1x Beam Rifle (210 Respawn) 1x Rocket Launcher (210 Respawn) 4x Pulse Grenade (90 Respawn) 2x SAW (150 Respawn) 1x Sticky Detonator (180 Respawn) 1x Concussion Rifle (180 Respawn) 2x Frag Grenade (90 Repsawn) 2x Plasma Grenade (90 Respawn) 1x Energy Sword (200 Respawn) 1x Railgun (180 Respawn) Random Ordnance: N/A Armor Abilities/Powerups on the Map: N/A Supported Vehicles: 4x Mongoose: 2 per team (120 Respawn) 2x Warthogs, Chaingun: 1 per team (160 Respawn) 1x Ghost: Middle of map (160 Respawn) Budget: 9680/10000 Screenshots: Map Flythrough/Overview Link: Outpost 17 Runthrough Map Description: The 17th creation made by Infinity’s Wargames simulations team, with added input from S-IV Fireteams “Trident” and “Crossbow”. This is a medium to large inversely symmetrical map on Forge Island's largest "Great Anvil, designed primarily for Team Slayer and Capture the Flag, however Flood, King of the Hill (with multiple Hills), Oddball, Infinity Rumble and Regicide are also supported. It can play anything from 2-8 players per team, but works best in a 5v5 - 8v8 range, due to the size and scope of the map. You have the chance to play some close quarters combat in the centre and inside Red and Blue Teams' starting bases, or you can enjoy some long range battles utilising the verticality of the map and some of the more open areas, where Vehicles roam free to cause mayhem. *+*+*+* So, there you have it folks, please do provide any constructive criticism/comments on Outpost 17, all are welcomed! I have 2 other Maps ready to submit another time, so I'm not spamming you with my creations, one is a small close combat oriented map designed for 4v4 Slayer, Rumble, Regicide and Oddball, whilst the other is designed for CTF, BTB and KOTH once again. I also have one arena style map in the works too which I hope to complete soon! Thanks for reading! 17 Out.
  15. Gamer Tag: CrimsonVolver Name of Map: Vanguard on Impact, Halo 4 Supported Gametypes: Team Banshee, Banshee KOTH, Oddball, All Slayer gametypes including ordinances, CTF, Regicide, Flood Customized Gametypes in Fileshare: Team Banshee, Banshee KOTH, Oddball on Vanguard (Suggest increasing sensor range to 25 for other gametypes that use radar) Player Count: 12-16 Vehichles on map: 8 Banshees Description: This map has been in the works since December 2012; The concept for this map revolves around the idea that this was once a Covenant Forward base in the early years of the first wars. It was abandoned and taken over by UNSC forces. There is a dome-shaped platform in the center, and two bases linked by man cannons on opposing sides. The Vanguard dome is completely playable, even without Banshees. In these cases you can have 4v4 as long as players seek to engage each other, rather than camping out in the bases. The map within the dome is vertical, with man cannon lifts and ramped bridges leading from top to bottom, and a little investigating will find several unique and not-so-obvious pathways from the top to the bottom, particularly near the Red and Blue platforms inside the dome, where there are two (each) drop ins that take players to the lower hall. There are other Banshee-themed gametypes as well. KOTH is set up with the KOTH hills preset to lower gravity for jep packing players to launch into the hill and try to disable or hijack enemy banshees. Of course, this is also opportunities for banshee-driving players to get vehicle kills or splatters. SWAT plays well on here, no vehicles of course. I wish Oddball allowed players in vehicles to pick up the ball, but alas, not possible. As this map is in Impact, there are several skill jumps, esp to the center of the map, which means failed jumps can lead to a trip into the abyss, so be careful. I have spent literally hours upon hours inside this map, and at one point because of a glitch with the Forge I had to almost completely start over—but I am not unhappy with the end result. I have made dozens of maps over the years, going back to Halo 3 when merging objects was still just a glitch, so I hope you can tell by this map that I am an experienced forger, though admittedly most of my maps are simply enjoyed in Custom Games with friends, though I have submitted maps to contests like “Meet Your Maker,” and Forgetacular back with Reach. I am taking my forging a little bit more seriously these days, so you will be seeing more of my maps posted to this forge group as well as in other forge communities. I have two other maps that have the conceptual architecture finished, but need playtests, feedback, and refined weapon layouts and spawning. CrimsonVolver
  16. Find God II Download Link [media]http://www.youtube.com/watch?v=x9GRezxjv9Q[/media] The epic battle between Heaven and Hell has resumed, and this time Earth is right in the middle of it. Out of all my old Halo Reach forge creations, the first Find God was my favorite. That being said, I was never able to make it as truly epic as I wanted to in Reach. I am a fan of Halo 4's Forge, but the limitations of Ravine, Impact, and Erosion could never allow me to make any meaningful improvements on the Find God concept. When I first downloaded Forge Island I wasn't expecting much from it either. But after investigating the terrain, and discovering how high the ceiling was (along with a few other features) I realized that it was absolutely perfect for a Find God "remake." The goal of Find God II is to take 3 very different worlds and make them all work together as integral parts of a complete game experience. I didn't want to rely on a custom game type. So I spent a massive amount of time fitting the physical parameters of the world to the objectives in the different game types. The first game type that I had in mind while designing the map was Dominion. Dominion is probably the best game to play if you want to have all three regions of the map be fully integrated and competitive environments. If you aren't a huge fan of Dominion, don't worry, I wasn't either. When I have played dominion in matchmaking, or in custom games, I feel like it is just a bunch of people running straight for the nearest base terminal. Yes you score points for holding the bases, but I think it makes dominion much better if you aren't just holding the bases for points, but also to gain a real tactical advantage. For Find God II's dominion there is one base terminal in each realm. There is a base terminal on the central rock of Hell, a base terminal on the altar in the Church on Earth, and there is a third terminal on the central disc in Heaven. The initial spawns are located around the edge of the Earth, however, all of the re-spawn points are in Hell. (when you kill someone you are literally sending them to Hell) One of the first questions I get when testing this map is, "why don't we just stay in hell and fight for this terminal?" Well that is exactly the point. If you let your immediate greed overtake you, and only go for the first terminal you see, then you might be able to reign in Hell for a while. However, the Church up above not only holds another terminal, but it also houses the gateway to Heaven... In the end your greed will not be rewarded and you will be left battling a never ending onslaught of the damned. Having all of the re-spawn points located in Hell is a big key to creating a unique experience for all of the objective games. The three levels act like an inverted funnel. There is one tele-sender node out of Hell, but there are six receiver nodes on Earth. Next there is one sender node in the Church on Earth, but it has four receiver nodes in Heaven. In both of the supernatural realms players have increased speed and damage resistance. (To different degrees because Demons are flawed and weaker than Angels, and also because the different settings work best with each environment) The increased Demon traits are quite enough to make any attempt at spawn or tele camping in hell effectively impossible. By far the most exciting transportation method between worlds is the great leap from Heaven to Earth. The free fall lasts for twelve seconds and the fallcauses absolutely no damage. However, since players will often want to fall as close to the Church as possible, I wanted to create a certain degree of challenge to the close landing. Due to the 45 degree angle of the Church roof, if you hit it you will shoot out thousands of feet out into the ocean. To add another extra challenge the tower on top of the Church roof holds a sniper rifle and a spartan laser. If you want to be a real risk taker you can go for them.
  17. This map was inspired by a game I've seen in Minecraft. You spawn with a Gravity Hammer, Railgun, and Thruster Pack, your goal is to float to the platform at the top of the map and keep control of it. For the best experience, play with 4-16 people. Overhead view of the spawn area and Levitator Platform at the top of the map that contains the hill Another picture of the hill platform Third picture of the hill platform (it's not a very big map...) Map: King of the Levitator Gametype: Kng of the Levitator So that's the map, enjoy!
  18. Map Name: Incumbent Creator: Did4ct Gametypes: Slayer, CTF, Extraction, KOTH, Regicide, Oddball, Multi Team Description: Incumbent is an asymmetrical medium-sized map with good lines of sight. There is no one position that dominates the map. The map consists of a group of large rocks in the center with passageways running inside of the rock walls beside the two "bases." There are key positions in high and low places. I put trait zones with 200% gravity along the top of the outer walls along with a bunch of soft kill zones making it impossible to escape (I couldn't find a way out). It is called "Incumbent" because there is a very noticeably large forerunner structure "leaning" against one of the back walls. This map is my favorite map I have made thus far and I think it's kind of reminiscent of the older Halo maps. The aerial pictures don't show but when you're in the map everything looks a lot bigger and is a lot cleaner. Supports 2-16 players. Plays best with 6-8 Video Vehicles/Turrets Normal Hog (replaced by Ghost in CTF) Ghost (2 in CTF) Machine Gun Turret Shade turret Initial Ordinance Rocket (Center) Sniper (Side) Concussion (Side) 2 Fragx2 (each by blue and red spawn) Random Ordinance Laser/Sword Shotty/Railgun Needler/Beam Rifle Saw/Binary Rifle Fuel Rod/Scattershot/Scattershot (Middle)
  19. Gamertag: MrCoolChild Map: Outpost 14 http://www.halowaypoint.com/en-us/players/mrcoolchild/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=bf88f41f-2ef3-4b1a-a99e-55018bbda7f3 Game Type: Fire Storm http://www.halowaypoint.com/en-us/players/mrcoolchild/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=2f9d3b4b-577a-4285-8758-148ec0c7848c Outpost 14 is designed to be like a D-day style map. One team defends the base from the top of the wall or from inside one of the bunkers. The attacking team must hold hills until they move at random. The links will take you to the updated version of my map and game type. Recommended 10-16 players.Let me know what you think!
  20. Gamertag: MrCoolChild Map: Outpost 14 (Please use link in Outpost 14 v2) Game Type: Fire Storm (Please use link in Outpost v2) This map has an attackers vs. defenders layout. It consist of a large base for the defenders and an open field for the attackers. The goal is for the attackers to hold the hills that are randomly selected while the defenders try to keep them away. Each game is made up of two 10 minute rounds. Recomended 10-16 players.
  21. Muz86

    Big Team Games

    Hi folks, Just wondering - will Big Team Slayer eventually change to include some objective game types, essentially making it like Reach's Big Team Battle? I'm finding it getting a bit tiresome, the lack of variety you have when playing with a full party of friends. Big Team CTF was really fun back in Reach - I'm hoping 343 are at least considering adding this in. Any thoughts on this? I've had a look around but cant seem to find any information in regards to it. Anyone able to point me in the right direction? Thanks guys! iMuz86
  22. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5bf4da22-ec96-4ab9-9599-db17b1ec3217 AGHAST “This was once more than an abandoned settlement. Duringa major fissure in the hills nearby, much of this site went with it” Shotgun – 120 seconds Rocket Launcher – 120 seconds Sticky Detonator – 120 seconds Sniper Rifle – 120 seconds (2) DMR – 60 seconds (2) Battle Rifle – 60 seconds (2) 2 Frag Grenades – 30 seconds (2) 2 Pulse Grenades – 15 seconds 3 Plasma Grenades – 15 seconds (2) Needler – 90 seconds -2 Mongooses were added, mainly for aesthetic purposes; they do have SOME use- -in Dominion, a Banshee spawns at "B"- Defenders (Red team) spawn directly in front of where the screenshot was taken, next to the giant crate, the Attackers (Blue team) spawn up the incline towards the back of the picture. Sticky Detonator spawns in the center of the map. Soft kill and kill zones are placed accordingly. The Rocket Launcher in the large building, Shotgun spawns below. Sniper spawns on second level, the mounted turret is on the third level. The man cannon sends you to the third level. Jet packs work very well on the whole map. Remember, this map is supposed to look like s***. (JK!) Reread the description at the top to understand the aesthetic value. DOMINION SCREENSHOTS (A, B, then C) (note that this is the only gamemode with a banshee; it spawns at "B") I thought it was important to not only have a height difference throughout the map, but also keep a ceiling height difference, to create different combat situations; hence the locations of all the weapons on the map. I recieved a response on a different forging website saying my map looks like it has rocks that are out of place. Remember the description at the top of the forum when viewing the screenshots. Thanks for reading and looking, and tell we what you think! - Squidkake
  23. Hey guys, this is my first competitive map ever on Halo 4. I used to make mini game maps, but I decided to step out of the boundary and push forward my talents. Here I present you, Outposts. Gamertag: HAv0c99 Map: Outposts Gametype(s): Slayer, KoTH, CTF The map is basically a narrow map which has two bases on opposite ends, with a mini base located in the middle. It contains many weapons (but are balanced), and 4 mongoose vehicles. The map's prime gametype is CTF, but it also supports KoTH and Slayer. It's new and improved. You can download it on waypoint here.
  24. Gamertag: TheJudgemodalla Map: Scavenger Gametypes: SLAY KOTH REG ODD Scavenger is a symmetrical competitive map that supports Team Slayer KOTH Regicide and Oddball. Both red and blue team spawn across from each other with a few sight blockers to prevent immediate combat. Once spawned, the player has the choice to move forward into the middle of the map to hold down the major middle areas or take the gravity lift behind them to pick up a needler or go to higher levels of the map. In the middle areas of the map there are 2 major power weapons, shotgun and sniper, and an overshield. There are to man cannons in the middle parts of the map which can lead you to the pipes and the sniper. Being on the pipes brings you to the highest point of the map but leave you open to enemy fire. With the sniper being the most powerful weapon on the map, there are two fusion coils beside the sniper which add to the danger to going for the weapon in the first place. When going inside of the covered part of the map, you will have a shotgun in the middle. There are two separate stairways inside the covered room which will lead to two turrets. The map will work best when played in 4v4 3v3 and 2v2 PLEASE LEAVE FEEDBACK IF YOU CAN AND ENJOY THE MAP! FACT: This map took about one day to make! Scavenger DL: http://www.halowaypoint.com/en-us/players/thejudgemodalla/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=e4ebbe3f-52f1-496c-9173-239fcf9dc4a8
  25. Hey Guys, Just wanted to get a little feedback for my map, Omission. This is the first truly quality map that I have made on Halo 4, I spent hours on it. Made a few on Reach but none of my friends are really Forgers so they were somewhat undermined. I have some friends that really love it, it is designed for Halo 4 matchmaking and I can honestly say you will not be disappointed if you decide to take a look. I'm really looking for feedback and ideas to make the map better, so if even some people could download it it would really be appreciated. Name: Omission Game-types: Slayer, Infinity Slayer, SWAT, CTF and KOTH Best with: As many players possible. Description: Symmetrical map set on a UNSC research base/laboratory that studies planetary rocks. Has some very cool aesthetics and play aspects to it, plenty of cover and a huge tactical element to it. Gamertag: xTheGreyWolfx Hope you guys enjoy
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