Jump to content

Search the Community

Showing results for tags 'Liquid'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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


  • 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


Last Updated

  • Start


Filter by number of...


  • Start






Website URL







Found 1 result

  1. 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...