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Found 16 results

  1. This is our second race together after a year has passed! Play with Race v1.1 up to 16. Download Link: FRED N' TRED - http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/6a60ef47-5d39-4843-824f-e0145655304a Race V2.1 - http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/6507781f-ea9c-4b79-adb3-54b2406cab8b
  2. E 4 Extraneous This is letter 5 of the Alphabet Series by TheRedEyedDevil. This racetrack is a Hybrid track on Impact which features forge blocks that are used for more than one part of the track. For instance, I used a block 2x2 tall at a 45 degree angle (more or less) in a circular path so you can drive on it from both sides. Other blocks I used in this manner include: Large Walkways, Station Corridors, and UNSC 2 Story Buildings. This is my second longest racetrack on halo 4 and it may be the best of the Alphabet Series thus far. This is number 9 out of 26 racetracks of my biggest series! Average Lap time is 2 minutes & 30 seconds. Play with Race v1.1 up to 16. Color Scheme: All colors! Time Spent Forging: 45hrs Type of Track: Hybrid - Double Wide, Roller Coaster Difficulty: Hard Download Link: E 4 Extraneous: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/3aba31a8-b379-4fde-a3f8-4df6e0947ef5 Overview: Images:
  3. This is the 5th SKYTRACK of the SKYTRACKS Series. I started this series long ago, so for every SKYTRACK I finish I try to top the last one. SKYTRACKS (5TH) features 3 huge jumps; The first jump launches you straight up in the air for a smooth landing, the second jump lands you into a wheelie, and the third jump is is the biggest and fastest of them all, big air and fast speed equals mega fun!!! Play with Race v1.1 up to 16 players. Average Lap time is 1:15. Hope you guys enjoy! Color Scheme: Mostly cyan, but for the each of the 3 different jumps I used orange, red, and purple. Time Spent Forging: 220hrs Type of Track: Hybrid Difficulty: Easy Download: SKYTRACKS (5TH): http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/743b6e3c-51c9-4adb-8a60-1975dd737b70 Race v1.1: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/120225e2-61b3-419a-bd5c-eb528b49aac7 Video: Images: Start Initial Drop First Turn First Jump Second Turn Second Jump Third Turn Incline Fourth Turn Third Jump Overview
  4. Infectious Cove Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0e0def98-fbde-4c9f-93dd-d093ab77cdf7 This my first time forging a racetrack outside of the grifball arena on Erosion. This racetrack features two rock caves and really fun drift-able turns. I like this track a lot because a majority of the track is so close other structures such as caves, buildings, other parts of the track, and the terrain that Erosion has to offer. Infectious Cove is a runoff of Infectious Lagoon. The color scheme is green and brown to condensate for the infectious feel of the map. Play with Race v 1.1 up to 16 players. How this map came about? I've been wanting to make a racetrack out side on Erosion for a long time, so I finally got around to doing so. What was the hardest part? Their were a few difficult parts: the 1st rock cave turn was hard to pull off. I redid the turn 3 times. The other hard part was finding a starting place and being able to use it well. What my favoarate part? My favoarate part of this racetrack is the turn between the 1st and 2nd rock cave. I was extremely happy that the turn was possible with no tricks attached. How long did it take to make? I think it took me about 4 days Difficulty (Medium) Images: Rock Caves: Overview:
  5. Double Wide Practice Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/ea5d315c-7abd-4487-b4a9-458907c000ba This is just a basic double wide of my choosing. I wanted to use new pieces that I have never forged with before. I used a bridge piece, cover glass, and rock type 2. This my no means is not the best I can do, truth is I wanted to doodle and practice different things so I can prepare for my my next double wide which will be called "Perfection" or something along the lines. This double wide features smooth turns and fun jumps. Play with Race v1.1 up to 16 players. How this map came about? I was in the mood to make a double wide, so I built one. What was the hardest part? Ironically, the hardest part for me to forge was the big gravilift jump. It was hard because the jump was slightly slanted, so making the jump and landing was a bit of a challenge. The success rate is about 65%. Not my best, but the main purpose of this track is experimentation of different objects. How long did it take to make? It took me about 30 hours total. Difficulty (Easy) Images: Overview:
  6. Hello Everybody, I am TheRedEyedDevil and I Forge Halo 4 racetracks. I have finished 45 racetracks and am pushin for 100 before the Halo 5 release. Current Projects: SKYTRACKS (5TH) Difficulty Unknown P 4 Pop-Up-Picture H 4 Halotracks W 4 Wormhole Smooth Ride Collsion Fusion 2 T 4 Transport SX v2 Besides making racetracks, I also make Mario Kart remakes such as the 4 batle mode maps off of Mario Kart 64. I also enjoy playing competitve gametypes with friends and testing competitive maps as well as racetracks in halo 4. Although I make racetracks, I don't really enjoy racing in tournaments, I only like to race with friiends for fun, not stress. I have 2 youtube channels: TheRedEyedDevil & ForgeHaloRecetracks (Recetracks is spelt with e because I mispelled it by accident) My main channel is TheRedEyedDevil, this is where I post all my creations. My other Channel ForgeHaloRecetracks or FHR for short is my professional channel where I do map reviews and other fun stuff. I haven't decided if I will ever post any of my sfuff up thier or not. If I do, I will either do a showcase or upload my favorates in video montage. (And yes I do have favoarates, I do admit not all my maps are good, but the last 15 or so have been prettty decent, my personal favoarates are as follows: SKYTRACKS (4TH), Collision Fusion, T 4 Transport SX, A 4 Alienation, Infectious Lagoon, Holy Waters, Stunt Jocky, Gold Peak SX, Colloidal Fever, and TRED's 45th. Besides video games, thier's not that much to tel. I have a B.S. degree in computer science and haven't started my career yet. I am very good at Billards Pool. Ironically I love swimming in the pool, not to big of fan of the beach, although body boarding was bun until I threw up. I have also been nee boarding and inner tubbing which are both very fun until skip across the water like a rock. I also enjoy running and cycling, although latly I havn't been very active with it. Being that I am strightedge and really enjoy forging on halo 4, I don't really have any use for socializing with many people, so really the only friends I have are from xbox or from college.
  7. TRED's 45th download: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/90058d0e-5b81-48ff-ace9-5ae4cacd4b0a This is my 45th racetrack on halo 4. To be honest, of the 45 or so... I really only care for about 25 of them, Or at least the ones where I started to use transitions instead of tapering (Which KSI Milk Man introduced me too). Thanks to mastering this wonderful technique each racetrack just gets better and better. I can't even decide which one I like the best because every new racetrack I make is even better than the last one! My goal is to make 100 racetracks and become as well-known as I can before halo 5 hits the fan. I got 20 more maps in the Alphabet Series, 6 more SKYTRACKS, 3 more difficulty tracks, as well as many other racetracks that I randomly have ideas for! Number 100 will be called TheRedEyedDevil. This tracks color scheme is Red (for obvious reasons). This is another tournament style track which is quite unique compared to my other ones! I used 98 braces as the bases of the track. This idea had originated from one of my recent maps "J 4 Jungle" as in that map you had to drive underneath the braces, in this map you start from underneath, but a majority of the track is on top which I think looks pretty sick!!! Play with Race v1.1 up to 16 players. How this map came about? Ironically Tripmine was with me in the beginning and we were going to forge a map together, but we had connection problems and timming was bad, so I continued without him. I had a mindset for a tournament track and I thought it would be pretty cool to use braces as the bases for it all. What was the hardest part? Amazingly this map was not a hard map to forge. Mostly every thing in it is on a 5 degree rotation snap. But in retrospect I would have to say forging with the braces was hard mostly because the camera would zoom out really far every time I moved the brace and magnets were not an option on lining up the braces. Precision would have been nice, no doubt about that. The other hard part was posting the number 45 on one of the back walls of the brace turns. At first I had it on the wall in red, but it was hard to read, so I changed the color to green, but didn't like it. So I put large bridge pieces behind the text for a white background and changed the letter back to red! Also, finding a route took me a few hours, but I think I did good. I really wanted you to drive both ways on the braces, but I couldn't find a suitable route. How long did it take? It took me about 20 hours total to make it. Images: Decoratives: Overview:
  8. RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. The attached map is Bowsers Castle, which has a good checkpoint and starting shield for examples. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
  9. ***Just use the "special" race gametype on my file share*** RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream treez0 vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
  10. This is my remake of the track from Mario Kart 64. It was the one where it wouldn't tell you what place you were in due to the multiple routes that you could take. It is compatible with the RACETRACKS gametype and I included a teleporter system to act like checkpoints. Please tell me if you find a way to cheat that system and I will patch it. I used street cones to simulate the porcupines, and the combination of soccer balls and a falling crate to simulate the large Yoshi egg. I added a soft kill on the slim bridge at the end to combat trolling. The green screens with the juicy effect look awesome IMO, and I made them a bit uneven on purpose to encourage staying on the track. I probably wouldn't have made this track if this guy didn't dare someone to on my THFE Mario kart feature. Overview Comparison Starting section Route A Route B Route C Route D All routes lead to here Angry soccer balls Slim bridge with soft kill Final section
  11. This is my remake of the track from Mario Kart 64. I used land mines and terminal wires to make chain chomps. There is a system of teleporters that acts as a substitute for checkpoints. If you find the shortcut keep it a secret (doesn't involve teleporters). About 7 man cannons are hidden under the floor that will give you a boost so be sure to hit them all. If you are prone to having seizures, you may want to avoid the hologram area... File Browser > Map Variants > File Share Search > TurbTastic *OR* https://www.halowaypoint.com/en-us/players/turbtastic/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0
  12. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Sherbet Land - Doubles"; it should be used with RACETRACKS - DOUBLES. I also have Bowsers Castle, Wario Stadium, and Banshee Boardwalk. Ask me if you would like to feature my maps on your YouTube channel. File Browser > Map Variants > File Share Search > TurbTastic
  13. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Banshee Boardwalk - Doubles"; it should be used with RACETRACKS - DOUBLES. I also have Bowsers Castle, Wario Stadium, and Sherbet Land. Ask me if you would like to feature my maps on your YouTube channel. File Browser, Map Variants, File Browser Search, TurbTastic
  14. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Bowsers Castle - Doubles"; it should be used with RACETRACKS - DOUBLES. I also have Banshee Boardwalk, Wario Stadium, and Sherbet Land. Ask me if you would like to feature my maps on your YouTube channel.
  15. This is my remake of the track from Mario Kart 64. It is compatible with the RACETRACKS gametype which can be found on my file share. There is a system of teleporters that acts as a substitute for checkpoints. I have a variant of this track labeled as "Bowsers Castle - Doubles"; it should be used with RACETRACKS - DOUBLES. There is a good video of 14 people playing this variant on my file share that you could use. I also have Banshee Boardwalk, Wario Stadium, and Sherbet Land. Supports up to 16 players. File Browser, Map Variants, File Share Search, TurbTastic
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