Jump to content

Search the Community

Showing results for tags 'Impact'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • 343 Industries News
  • Halo 5: Guardians
    • Campaign
    • Matchmaking
    • Forge
    • Nightfall
    • Special Editions/Collectibles
    • Weapons and Vehicles
    • General Halo 5 News
  • Halo: Master Chief Collection
  • Halo 4
  • Destiny
  • Reach
    • Match Making
    • Forge

Forums

  • 343iCommunity
    • Announcements
    • Introductions
    • General Discussion
    • Offbeat Items
    • Member Created Work
  • Games and Events
    • Contests & Events
    • Game Invitations
    • Clan Recruiting / Advertising
  • News Feed
    • Halo & Gaming Industry News
    • Gaming News Feeds
  • The Halo Universe
    • Halo Infinite
    • Halo 5: Guardians
    • Halo: The Master Chief Collection
    • Previous Gen Halo
    • Forge Discussion
    • Halo: Mobile Games
    • Halo Lore
  • Forge Maps
    • Aesthetic Maps
    • Big Team Maps
    • Competitive Maps
    • Flood/Infection Maps
    • Objective Games
    • Race Maps
    • Map Testing/Forge Invitations
  • Other Gaming
    • Installation 01
    • Games Consoles
    • Other Games

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gamertag


Discord


Skype


Website URL


Twitter


YouTube


Facebook


SteamID


Location


Interests

Found 35 results

  1. Kynan Pearson and Lori Zawada give us an in-depth tour of the three beautiful Forge mode maps. Read below for more details Source: Gamespot.com Erosion 3 areas: Interior (empty room for grifball) Outside (Natural Terrain, Lots of hills, ramps, and caves, The Cave area (Turquoise water on the bottom, little lakes, Pillars) Ravine 3 areas Forerunner Structure Areas (Flat metal land) Rolling green hills areas The ravine itself Impact 3 areas Asteroid 1 (Contains the UNSC Base) Asteroid 2 (small flat area) Small UNSC base (3 levels)
  2. This is a Big Team Battle Map that I made on Impact and it works mostly for CTF (You can play slayer as well but the spawning might not be great. If you want to change it to a Slayer map, it shouldn't be very difficult.). There are 2 sniper rifles, 1 shotgun, 1 rocket launcher, 1 concussion rifle, 1 rail gun, 2 warthogs and 2 banshees on the map. The defenders (Red Base) sit up atop a hillside while the attackers (Blue Team) sits in the base at the bottom. Between the two bases there are a few separate and connected Gold structures including Gold Base which has a secret tunnel as well as the Marksman's Ridge and Sniper's Alcove. I was able to utilize almost all of the terrain on the main rock, so gameplay should be interesting. This map should be played with 10-16 players and is created by me, Mackenzie Kelly. 2.bmp 1.bmp 3.bmp 4.bmp 5.bmp 6.bmp 7.bmp 8.bmp 9.bmp 10.bmp 11.bmp 12.bmp https://www.youtube.com/watch?v=LNPYAnTgcU0 If you like this map, please share it and comment. Enjoy!
  3. How did this track come about? Always wanted to forge a track on Impact, in my opinion it’s the perfect canvas for a roller-coaster track. It took me about 4-6 hours to forge and I’m extremely pleased with the result. I’d even go as far as to say it’s my best yet. What was the hardest part? There were none! Apart from a small kill zone issue, this track was the easiest and least problematic thing I’ve ever made in forge. Fastest Lap: 1 minute 12 seconds Number of checkpoints (per lap): 10 Difficulty: Easy Vehicle: Mongoose (recommended), Warthog or Ghost Screenshots: Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/90b23b6f-2373-4318-b9e5-6f2aa47e7b61 Note: This map will only work with the ‘Race V1.1’ gametype.
  4. Map Name: The Colony Outbreak File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, outbreak, bridge, impact, flood, tank, satellite Supported Game types: Flood ONLY Gametype: GT Outbreak (Flood) (Starting Flood count set on 2 Only Magnums for Humans as Start Loadout) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: 1 Incineration Cannon 120 resupply Time 1 Rocket Launcher 100 resupply Time 1 Scattershot 60 resupply Time 1 Sticky Detonator 90 resupply Time 1 Plasma Grenades (3x) 30 resupply Time 1 Assault Rifle 80 resupply Time 2 Sniper Rifle 60 resupply Time Random Ordnance: 1 Saw / Suppressor / Storm Rifle 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets 30 respawn Time Armor Abilities : None Power ups: None Supported Vehicles: 1 Mongoose Budget: 9970 / 10000 Screenshots: https://www.halowayp...halo4/fileshare Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: No Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, the Main Satellite Station on side B of the map The Colonists (Human Players) try to escape from the Mine. Run all the way upside, jump over the Gap and find a way out: Climb over the stucked Cap and jump over the Forklift so you can reach the Window or crouch underneath one of the `closing` security doors. There is a Mongoose inside the big Drill Tank for the two fastest Players… The others have to cross the Bridge on foot. (The Human Player should not be able to climb up the bridge, i set it higher for them.) Give your Teammates on foot, rear cover once you reached the Antenna Satellite with the Sniper Rifle on top of it. There are several soft Kill Areas around the area like those one in the Cavern left the exit of the Mine to prevent the Human Players to camp or hide and force them to cross the bridge like they are intended to to. Please note: You cannot reach the roof of the Mine with the Elevator I build, because I removed the gravition Fields. The Elevator will work on my second map called: The Colony Revelation (90% finished) On the other side you will noticed a big Main Satellite Station. That is the place to be, because it’s the most safe area on the map and you will get constantly supplies from the `Weapon-closet` I have build there. For Player who likes can risk to explore the other Structures like the Landing Pad or the small Bunker under the spotlight Tower to get some stronger Weapons. Go always with other Teammates to watch each other`s back. The Infected (Flood Players) try of course to chase the Human Players. They start also on the bottom of the Mine underneath the Humans. After 50 seconds a Teleporter will spawn wich brings the Flood Players on the surface. One receiver node is located in the Drill-Tank and the second one is in the `Cavern` to the other side. Important! Since there is a Soft Kill Area to prevent the Human Player to camp in the `Cavern` entrance you have to go in the direction of the Drill-Tank to not get killed, but you should have more then enough time. The Flood Players can go upon the Bridge to eventually surprise and overrun the escaping Miners After other 70 seconds this two receiver nodes will be blocked from one Stone and one Block that are spawned. After this 120 seconds playtime, three receiver nodes appears in the Truck on the Bridge and underneath the Bridge end onside B of the map. Other 5 Teleporter nodes will be spawned after other 30 seconds (150 seconds playtime) all around the Main Satellite Station. Start as Hunter with the Thrusters since this Armor Ability is the only reasonable one on this Map. Additional Info: Attention! This A Story-based Flood Map. It means, that the Human Player have to move freely from side A (Mine) to side B (Main Satellite Station) in order to get the best atmospheric results and make the best possible experience I intended to do. Since there are no ways to spawn in Soft Kill Areas or Respawn Points during the game (possible only for objects) to force the Player to go in a certain amount of time from one side of the map to another, the Players have to keep going to the Locations I have designed for them freely to ensure the map is working the way it is mean to be! For helping that, only side B has Weapon Drops. The Teleporter network I build seem to me the only way to keep the Flood as closely as possible to the escaping Miners, assuming they are of course running to the Antenna Satellite. Please comment my solution. You may have other ideas how to resolve this Issue. The Human Players have to stay together or to split in Team of 3 or 4 Players in order to get best surviving chances! You can read the (not very inventive) Story I wrote for this map underneath: The Colony_part1 (Outbreak) Log of Dr. Eduard Easton December 12, 2645 Something`s really strange about that Monolith which we have discovered here… It seems to be emanating some unknown radiation. We have already observed some psychological changes from some of the miners… It seems to effect the human`s behavior drastically if there is significant exposure. Our anesthetics aren’t sufficient for that type of…infection… We can`t handle that by ourselves any longer. There are several sick workers at this time. One of them had broken out in aggression last evening. I decided to put into quarantine in our drill Tank for a while, even though the tank is not designed as a cell….but while the tank is in maintenance we have no other use for it anyway. We are checking on his condition every hour. By the way, the nurse should have been back now a while ago. I’m wondering what is taking her so long out there? I have released new security procedures that are to be strictly followed, this has all changed since that mysterious incident last month. She surely knows about that. We have called for help, because we need medical support and new supplies. Unfortunately our sender node on top of the mine is malfunctioning. The Radiation seems to somehow disturb our communication capabilities. Someone will need to pass the bridge and reach the main satellite station at the other side and send a distress signal manually. I have order to close the mine entrance for now, just to make sure! We cannot risk anymore losses. What is with that yelling out there? ………. Log interrupted. Attached Thumbnails
  5. BANSHEE WARS Download Link:http://www.halowaypoint.com/en-au/games/halo4/fileshare/details/05a692a7-7377-44ad-aa54-9f6270ccf354 Gametype Link: http://www.halowaypoint.com/en-au/games/halo4/fileshare/details/6e298dd0-8277-47a4-b226-a7e2833c592d Hello everyone, this here is my new map. The map is a 4v4 Banshee map, but can extend from that. I have made the main arena for the banshees. The sides of the map can be walked on if you don't quite make it to a banshee, also allows more than 8 players in a game. I've only been able to get a test on this with 8 and 16 players, we were having a bunch o' fun on it & laughs all around. It's something fresh and new to play in Halo. I also have a Custom Gametype which is required to play the map, the download link for it is above. There are two symmetrical bases. The bases contain: 4 Banshees, 1 Sentry Turret & a soft kill zone (behind a shield to avoid spawn killing) Below you can find six pictures to show you some of the maps features. Banshee Depot Both bases have a Sentry Turret attached to the side Teleporter to take you to the other side of the map Shade Turret. (2 on map) Anti-Air Gun. (2 on map) Overview Team Epiphany's Video https://www.youtube.com/watch?v=-e8_lhh-ZAY Thanks for Looking, Please leave me feedback with what can be improved. Thanks again
  6. 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
  7. 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!
  8. 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.
  9. GT/Creator: TheBloodbath22 Map Name: Mammoth Supported Players: 2 - 16, Recommend: 16 Supported Gametypes: Slayer, CTF, and Flood. Description: Mammoth is the largest map I've created to date. It is somewhat an extension of "Starlight", and my vision to connect both asteroids on Impact in a creative way that pays homage to giant arenas such as Ragnarok and Exile, the two most-played maps in BT Infinity Slayer Matchmaking. Initial Ordnances: Sniper Rifle x2, Spartan Laser x2, Concussion Rifle x2, Neutral Rocket Launcher x1. Random Ordnances: Red: Fuel Rod Canon x1, 2 Pulse Grenades x1 Blue: Damage Boost x1, Sticky Detonator x1, Needler x1 Neutral: Gravity Hammer x1, Railgun x1, Binary Rifle x1 Vehicles Each Side: 2 Mechs (Mantis), 2 Ghosts, 4 Mongooses, 1 Rocket Hog, 1 Default Warthog, and 1 Banshee each. Bird's Eye Blue Side Center Opposite Side - Center Red Side And that's that! Thank you for taking a look at my latest hard work. While the Red side is at a height disadvantage, it has two paths up to the center. This map is also an opportunity to experience BTB Objective again, as CTF is supported! Download Map Here: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/65bb27c4-97c0-4cae-b100-96795de8f0dd
  10. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  11. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowayp...le&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your *** back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  12. Map Name: The Colony Revelation File Share Gamertag: Salsasandro Canvas Map: Impact Last Updated: March, 31th, 2013 Tags: colony, revelation, bridge, impact, flood, tank, elevator Supported Game types: Flood ONLY Best Gametypes: GT Revelation (Flood) download it! (Starting Flood count set on 2 3 different classes for the Humans as Start Loadouts) Intended Team Size(s): 8 to 16 Players 5 Initial Spawn Points Attacker (Flood) 14 Initial Spawn Points Defender (Humans) Initial Ordnance: On the Mine Roof: 1 Rocket Launcher 100 resupply Time 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sniper Rifle 100 resupply Time 1 Sticky Detonator 60 resupply Time 2 Frag Grenades (x2) 60 resupply Time 1 Autosentry 30 resupply Time At the Cavern Entrance: 1 Assault Rifle 150 resupply Time 1 Shotgun 100 resupply Time 1 Sticky Detonator 30 resupply Time 1 Frag Grenades 60 resupply Time Random Ordnance: 2 Damage Boost 1 on the stack crane (risk vs. reward) 1 Saw in the Drill Tank (risk vs. reward) 1 Battle Rifle / DMR Weapons on Map: 2 Machine Gun Turrets no respawn Time 2 Base Turrets Armor Abilities: 1 Autosentry Power ups: 2 Damage Boost (see: Random Ordnance) Supported Vehicles: None Budget: 9735 / 10000 Screenshots: Download link: https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Video Flythrough, Overview Link: without Map Trait Zones: Yes, in the Elevator, to prevent the Players jump and to flow upside and get stucket without activating the Elevator. Jump high set to 0% Map Description: For better understanding, I will call the Building on Impact: Mine The Mine is located on side A, The Crash side on side B of the map This map is inspired by the Movie “Aliens“ . The Marines (Human Players) came at Colony 13, after the Colonists send a distress signal home in part 1 “The Colony Outbreak”. But their Pelican get hit by the AA- Battery for some unknown reason and it crashed at side B of the Map. The Marines could not find any Miners or Scientists but instead a flood infected Colony. The first thought of an recon- and repair Mission turn out to be an survivor trip… Additional Info: The Marines (Humans) start at the Pelicans wreckage. If you spawn in the crashed Pelican, bring your *** quick out of there. It is surrounded from a Soft kill area to prevent the Marines to just sit there and wait for the flood to catch them. It also simulates maybe an explosion that could happened after the Pelican crashed.. Go first check out the damaged Bridge. There will be spawned a Man Cannon at the edge of the damaged Bridge in the center after 90 seconds. That will catapult the Players to the other side. (There is a little Soft kill area around the spawning Man Cannon to prevent players to block the cannon from spawning). They can also try to climb up the bridge with well timed jumps like you can see on the screenshots and jump to the other side without been killed. If one or more Human Players choose the Recon class, there is an excellent spot on top of the Bridge. But be warned; the flood Player can easily jump with the Thruster pack from the crashed Satellite on the Bridge. Once they reached side A, they chose to run to the Cavern on the left or use the Elevator to go up the Mine`s roof. There is also a Saw - Random Ordnance in the Drill Tank and 2 Damage Boost-Power Ups nearby. Good Luck! The Infected Colonists (Flood) try to catch the Marines. There are several Initial Spawn points spread around side B of the Map. Once they were killed they will always respawn inside the two big Holes of side B. After 140 sec it will spawn a Teleporter at the exit of the two Holes. They will take the Flood Players in the Truck and on Frame of the Bridge on side a. Later on there will be activated more receiver nodes around the Mine… Good Hunt! Background Story: Log of Lt. Gorman Fire Team Charlie December 23, 2645 This is my last assignment as acting Colonial Lieutenant before my retirement. I am looking forward to going home after this last mission. I haven`t seen my family for 9 months. We were just dispatched from the Frigate and are now on our way to Colony 13. We lost contact after we received a distress signal two weeks ago. I have always been curious about the scientist’s working on such a remote and desolate place. There have been strange rumors evolving with the discovery of some big stone they call, the Monolith…. …Our own AA-Battery on Colony 13 shot us down!! Fortunately we had no casualties and all supplies are safe, but the Pelican is gone… The Satellite here has also been destroyed. There is no way we can communicate with the Command Base. Dammit! It looks like we’re trapped here… There are no life signs from the Colonist’s so far. I have a bad feeling about this. Anyway, we’ll have to reach the excavation site and shut down the Battery before it annihilates everything! “Marines!!! At once! To the Bridge!!...Wait…Where are those strange noises coming from? Do you hear them too?” We managed to cross the Bridge. No life signs yet. This place has been abandoned for some reason. Those howls are persistently becoming louder. Where ever their coming from, they seem as they’re getting closer and are making the team very nervous. I believe that those howls have something to do with the disappearance of the Colonists. The elevator is working again. Pvt. Garcia is checking the turret control to stop it from it’s automatic lock-on and fire sequence. Sgt. Johnson`s team have inspected the drill tank and retrieved all possible information. Hopefully there will be some useful data… At this point they are still analyzing the information found… It is very unusual at this time, almost a curious quietness outside. There are no more strange noises..? “Ryan.. is everything alright down there…Pvt. Ryan respond!!” Where the hell has he gone..? …Log interrupted First contact with an unknown habitat! They do not seem to be human… It ran at us with an unlikely speed. Pvt. Hudson shot this particular being down… We have never seen anything like this before. It was wearing clothes.. like our miners usually had warn. What could this mean…? Could it be possible that….no….I cant even dare to think like that… If I am rightly informed, there are merely 250 colonists living and working here. If there has been some sort of break out, some kind of epidemic, we could been in big trouble….. ….. “Ferro!! Get your ass back here!!”... ….”Watch it! Behind you!” …..”There are some more!! Keep shooting!!” …Log interrupted This is Sgt. Johnson, Gorman is gone!… We have barricaded ourselves at the Entrance of the cavern… We are nearly out of Ammo and these ******** still keep charging at us, no matter how many we have already killed! Our only possibility to escape is to go inside and blow the main entrance behind us! That drill tank has not gone very far. The report from the excavation data showed there is one path leading further inside.. We must try to navigate through the cavern. We’ll take everything we can with us. The miners have discovered a much larger tunnel system inside and one of the tunnels should lead us to another exit. Lets hope we’ll find the right one… “O`Neal! Set the charges and go in!!”
  13. 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
  14. Map Name: Two Towers CTF File Share Gamertag: Salsasandro (old: zexy69) Canvas Map: Impact Type: open, symmetrical (best I could) Last Updated: March, 16th, 2013 Tags: Tower, impact, ctf, salsasandro, unreal, flag Supported Game types: CTF ONLY Best Gametypes: GT Twotowers.CTF download it too (Only Assault Rifle and Magnums as Start Loadout Fall Damage increased) Intended Team Size(s): 8 to 16 Players Initial Ordnance: None Random Ordnance: 1 Frag Grenades / Plasma Grenades (2x)/ Pulse Grenades 1 Overshield / Speedboost / Damageboost Weapons on Map: each Base: 2 Machine Gun Turrets 30 respawn Time 2 spare clips 2 Frag Grenades 30 respawn Time 2 spare clips 1 Assault Rifle 30 respawn Time 2 spare clips 2 Battle Rifle 30 respawn Time 2 spare clips 1 Sniper Rifle 180 respawn Time 0 spare clips 2 Shotgun (one hidden) 30/ 60 respawn Time 2 spare clips 1 DMR (hidden) 60 respawn Time 1 spare clips 1 Saw (hidden) 60 respawn Time 2 spare clips 1 Rocket Launcher (hidden) 90 respawn Time 2 spare clips Bunker: 1 Suppressor 60 respawn Time 2 spare clips 2 Scattershot 60 respawn Time 2 spare clips 2 Pulse Grenades 60 respawn Time 1 Sniper Rifle 120 respawn Time 1 spare clips 1 Magnum 60 respawn Time 2 spare clips somewhere around the map: 1 Beam Rifle 120 respawn Time 0 spare clips 2 Plasma Grenades 60 respawn Time (near Sniper Nest) 2 Battle Rifle 60 respawn Time 2 spare clips 2 DMR 60 respawn Time 2 spare clips 2 Saw 60 respawn Time 2 spare clips 2 Railgun 60 respawn Time 2 spare clips Armor Abilities: 4 Jetpack (1 each Base, 1 in the Bunker, 1hidden somewhere) 2 Autosentry (1 in one Base, 1 near Bunker, both hidden) 2 Hologram (1 in one Base, 1 near Bunker, both hidden) 2 Active Camouflage (hidden somewhere) 2 Thruster Pack (hidden, near “mine” entrance) 1 Regeneration Field (Bunker) 1 Hardlight Shield (near Bunker) all set to 100 respawn Time Power ups: 1 Overshield / Speedboost / Damageboost (see Random Ordnance) Supported Vehicles: No Budget: 9580 / 10000 Screenshots: Download link: https://www.halowaypoint.com/en-us/players/salsasandro/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Video Flythrough, Overview Link: watch my video on my Fileshare Map Trait Zones: No Map Description: An Unreal Tournament open-style CTF Map with lots of hidden Weapons and Armor Abilities. I know that the open map style and the fact that there is sight of view between the two flags will maybe disrupt the game balance. For that reason I set all Sniper Rifles to respawn after 120sec without spare clips except the Rifle on top of the Bunker. I tried to implement the terrain in my level design the best I could and expand the paths with Rocks. Each Team has a Tower (Base) on which top of them, of course is the Flag. Additional Info: Let you fall inside the Spotlight Towershull on top of each Base, to Teleport yourself away from the Enemy Base and avoiding being killed by Snipers. The Teleporters are set to `Random` which means, that there are 2 Receiver Nodes (one each side of the middle of the map.) Wish you a lot of fun to discover all the Secret Paths and the Armor Abilities and Weapons I have hidden. ;-D
  15. That's right! This is a KOTH version of the arcade classic, also black and white here. The concept is this: 200 points to win, 5 hills shrinking inward (every 60 seconds) along the grid you play on , with Kill, Soccer, and Golf balls rolling at you--and flying crashing warthogs to boot--with only rockets/incineration cannons and a gravity hammer to save you. 5 lives per round! GT/Creator: TheBloodbath22 Gametype: "Asteroids" KoTH. **Download Gametype Here: https://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/b266223f-e451-4e3c-a31a-60018a8c070d ** Supported/Recommended Players: 1 - 8 Map Download Link: https://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/71f57728-f722-4ed1-8bc9-9c7d3721dbc2
  16. GT/Creator: TheBloodbath22 Map Name: "Starlight" Recommended Player Count: 10 - 16 Supported Gametypes: Slayer, CTF, Oddball, KOTH, Extraction. Description: Inspired by BT Infinity Slayer online, I decided to improvise a map dedicated more distinctly towards large-scale combat. Although close-quarters weapons are at a disadvantage here, the map has distinguished sightlines and ordnances that adjust gameplay. This is an asymmetric map with the exception of the centerpiece, which is symmetrical and upholds a Mantis. Nearly an entire asteroid of canvas map Impact is used here. I recommend CTF for the best game night, as the map was primarily designed for that gametype. Download Link: https://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/944b8beb-e4ab-4b71-a9ec-0939d183fb68
  17. [uPDATE]: The map has been edited so now it doesn't look like the one you see in the photos. Frame rate has been fixed. Hi, this is my first post here so excuse me if I don't have a thumbnail. Hello everyone, this is my new freeroam infection map Gamertag: Pol Wah Map: Voltage Control (in my fileshare) Gametype: Phagein (or any other Flood gametype) Players: 8-12 The video says it all about the map: http://www.youtube.com/watch?v=FbcRGo29ahQ Thanks, see u around!
  18. Hey. So, I posted this a little while ago on RUL, but I thought I might as well post it here as well. I don't get much opportunity to showcase my Forge creations, and I'm quite pleased with how this one turned out. Map Name: Override Gametype: Compatible with all but Grifball, best for Slayer or KOTH Map Creator: The Proloe Recommended Player Count: 4-8 Description: A 2-way symmetrical map built on Impact. The map is small/medium sized, and should work for team games, as well as free for all. It's not really designed for games such as Capture the Flag, but has support for them. Makes use of confined corridors and long sightlines, while retaining ample cover. One of my first real attempts at building something that looks good as well as functions. Youtube Channel: http://www.youtube.com/user/Hoeloe42 There's not much on there related to Halo, but it's there if you want it. Screenshots: Video: And that's everything. I hope at least someone plays this. It's on my fileshare if anyone wishes to download it.
  19. Hi Guys, I am aware this may not be one of the best places to do it but I just want some feedback on 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 even if a few could download it it would really be appreciated. Name: Omission Game-types: 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
  20. I am almost finished making a new flood map (Just need to make some minor changes but the map is currently playable with very few issues). The map is called Isolation, I will have details below. If you are interested in playing on it go to my file share (its not on my file share yet) or send me a message and ill invite you when I'm playing (GT: WoodChuck5562). Its a dynamic map and there are three parts to it. The map was built on Impact. There is also a game mode that goes with it. Here is information about each peice of the map: 1st- The survivors start in a circular room with flood spawning in an elevator shaft on the side of the room. There are warthogs and mongooses in this room but they will be useless until later. A small hallway leads off from the room and there is a "launcher" at the end of the hallway. When the portal opens after 3 minutes you will be able to launch yourself to the next section of the map. 2nd- There is a small outpost on a large meteor which you are able to move around with low gravity. Once inside the outpost you will be able to grab some shotgun ammo and have the option to take a teleporter to the next section. (you will be able to teleport back this time) 3rd- You will be teleported to a small room in a medium sized satellite. There are two hallways which lead off into different rooms. One hallway is short and leads to a large room and the other ends in a small room with a powerweapon you can pick up. This hallway is long and in the middle of it there is a window you get onto the outside of the satellite on. Ive tested this map several times and if you have enough people it can be fun. Its challenging surviving the first 3 minutes. You will need to work together to be able to do it, but once the portal opens it will be easier to survive but not too easy. It will take some practice to get good at the map. Please leave a comment if you are interested in the map. I also have a gamemode that goes with it: Isolation Flood. Just send me a message on xbox live and I will invite you when im playing on the map. Hope you enjoy it!
  21. Th3 Bl1nd n1nja Map Name: The Mongoose Zombies Gametype: Mongoose Flood Brief Description: This is an infection style game where humans must drive to stay alive. Humans will spawn (with pistol and shotgun) near 8 mongooses and a rocket warthog. The goal is for the humans to drive around the map killing zombies and trying to survive until the time runs out. Zombies spawn in the middle of the map on a giant rock, where they can man-cannon to most of the map. Zombies have a choice between thruster pack, pro-vision and active camo. Zombies cannot run as fast as the vehicles but when they thruster pack they can glide along the floor at high speeds (tap the jump button continuously after using thruster pack). This game is extremely fun and can be played with 8-16 people. If you have any questions feel free to let me know. Hope You Enjoy! Pictures:
  22. GT: PURIENCE Map Name: GRAVEYARD DEATHMATCH Gametype: SLAYER (16 Player Free For All) Map: IMPACT (Big) Equipment: Jetpack(tricky levels), Saw, DMR(huge map), Plasma Grenades, Mobility(for rough hills), Super Sensors(plenty of coverage from terrain) "Tons of Weapons & Vehicles on map" "Teleporters everywhere" "Drive carefully...off-road mountain range" "Shoot sheilds for treasure" Description: The HALO graveyard for the fallen hero's who are now governed by the demon machine who haunts their souls for eternity on a desolate meteor drifting in space. A gigantic glass wall stands next to twisting rock bridges which help navigate over the deep cracks in the ground to the west, while towering colored structures and a gold base hold difficult challenges and many surprises to the east. Atop the highest cliff to the north sits the Lord of Pain overseeing all with his spidery arms and chest encasing several purple teleporter shafts with lighting lifts transporting to the main ship hovering in space to the south.
  23. GT: PURIENCE Name: SPACE ROCK DEATHMATCH Gametype: SLAYER (4-16) Free For All Map: IMPACT Equipment: Jetpack, Saw, DMR, Plasma Grenades, Mobility, Sensors Description: Once a highly profitable mining rock now an abandoned colony wiped out by an alien abduction. All vehicles and weapons are found throughout and numerous gravity lifts thrust you to every crater.
  24. I hope I'm posting this in the right place but if not would someone please direct me to where I should post this. Ok So here's the thing I made a sweet map for odd ball on ravine, all of my friends thought it was sick but when we went to play it something weird would happen. Whenever I would try to load the map on ravine it would show up as this other forge map that I'm working on on impact. Also the picture for my map on ravine is the picture for Impact. Also when I play my ravine map which is really my impact map it is a different save that I've done more work on than if i just pick the actual impact map. So I'm just wondering if anybody else had a similar problem and if so how did you fix it. Any sort of help would be greatly appreciated.
  25. http://www.youtube.com/watch?v=MFAFZ4lMDAM Gamer Tag: LeadingChimera3 Liquid Space is a symmetrical team objective map. It also plays very well as an infinity slayer map, or as a flood map. The element that I spent the most time on and eventually built the rest of the map around is the "Liquid Space" gravity pool. It is comprised of 12 10x10 gravity volumes and a couple overlapping trait zones. The end result is a 20x10 free standing gravity pool that you cannot fall out of. The pool area is a great fun for lots of mini games and such, but I also wanted to build a full team objective map around it. Even though the map has a very unusual central element, it is surprisingly straightforward and simple to understand. (The video clips are all from one game with many first time players. As you can see they intuitively pick up on what to do quite quickly.) I worked very hard on making every room in each base as dynamic as possible. The 2 floor central control rooms have created some really awesome conflicts during my time testing out the map.
×
×
  • Create New...