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Found 16 results

  1. H2 Lashout is a 1:1 scale of Halo 2's Lockout with 30+ hours of forge dedication. I used respawn areas to size Halo 2 Anniversary's Lockdown, followed by converting those values for Halo 5, as well as going back to the original map. Along with using MCC as a guide, I used my prior experience forging Lockout for Halo Reach and for Halo 4. I chose to change up the aesthetics by making the map at night and by lighting up the map with the colors Mint and Ice Blue. H2 Lashout keeps as faithful to the original as possible and is meant to be played with all abilities disabled but can still be played using default Halo 5 settings. These values are recommended for a proper gameplay experience: 90% Forward Speed 90% Gravity Gamertag: JesseInsanity Map: H2 Lashout Gametype: H2 Slayer Disclaimer: I started this map when forge was first released. The current spawning is bugged for 1v1 gameplay due to the fact that I deleted my initial spawns(I hate myself for it XD). This map still plays great with FFA and Team Slayer. Breakout and Capture The Flag are experimental but since there's no option for One Flag, I do not recommend playing those gametypes. The screenshots look darker than how it looks in game and since the initial screenshots, I've increased the brightness of various areas.
  2. 343 Industries announced yesterday that there will be six Halo 2 multiplayer maps that will have new updated graphics as part of the Halo 2: Anniversary edition in The Master Chief collection. We know Ascension will be among the six graphically upgraded maps as we seen it in the brief Halo 2: Anniversary multiplayer demo. Now Frank O'Connor has announced another two other maps of the six that will be getting a new coat of paint and those maps are Lockout and Zanzibar. Frank O'Connor confirmed this on Neogaf not so long ago. "Remade H2 faves, with proprietary graphics and a modified version of h2 gameplay. Lockout, Ascension, Zanzi... OG maps and gameplay completely intact. It's extra content." Now he didn't fully say the word "Zanzibar" but it's pretty safe to say that he meant to say it, he is most likely just teasing. According to Microsoft/343 Industries we will be getting Halo news everyday over the course of E3 so by the end of the working week we could have all six Halo 2 maps confirmed of a makeover. What do you think of those two maps being confirmed for a graphics update? What maps would you like to see among the next three? Source: Neogaf
  3. 343 Industries announced yesterday that there will be six Halo 2 multiplayer maps that will have new updated graphics as part of the Halo 2: Anniversary edition in The Master Chief collection. We know Ascension will be among the six graphically upgraded maps as we seen it in the brief Halo 2: Anniversary multiplayer demo. Now Frank O'Connor has announced another two other maps of the six that will be getting a new coat of paint and those maps are Lockout and Zanzibar. Frank O'Connor confirmed this on Neogaf not so long ago. "Remade H2 faves, with proprietary graphics and a modified version of h2 gameplay. Lockout, Ascension, Zanzi... OG maps and gameplay completely intact. It's extra content." Now he didn't fully say the word "Zanzibar" but it's pretty safe to say that he meant to say it, he is most likely just teasing. According to Microsoft/343 Industries we will be getting Halo news everyday over the course of E3 so by the end of the working week we could have all six Halo 2 maps confirmed of a makeover. What do you think of those two maps being confirmed for a graphics update? What maps would you like to see among the next three? Source: Neogaf
  4. Halo 2: Anniversary Lockout Gameplay revealed for the first time! Watch the video of Lockout looking stunning! https://www.youtube.com/watch?v=Iu7V3fqkcP8
  5. Lockout has been chosen as the 5th remastered map in Halo 2: Anniversary. Check out these captivating and stunning visuals in video form! https://www.youtube.com/watch?v=9w792cKmAqU
  6. 343 Industries announced yesterday that there will be six Halo 2 multiplayer maps that will have new updated graphics as part of the Halo 2: Anniversary edition in The Master Chief collection. We know Ascension will be among the six graphically upgraded maps as we seen it in the brief Halo 2: Anniversary multiplayer demo. Now Frank O'Connor has announced another two other maps of the six that will be getting a new coat of paint and those maps are Lockout and Zanzibar. Frank O'Connor confirmed this on Neogaf not so long ago. "Remade H2 faves, with proprietary graphics and a modified version of h2 gameplay. Lockout, Ascension, Zanzi... OG maps and gameplay completely intact. It's extra content." Now he didn't fully say the word "Zanzibar" but it's pretty safe to say that he meant to say it, he is most likely just teasing. According to Microsoft/343 Industries we will be getting Halo news everyday over the course of E3 so by the end of the working week we could have all six Halo 2 maps confirmed of a makeover. What do you think of those two maps being confirmed for a graphics update? What maps would you like to see among the next three? Source: Neogaf This post has been promoted to an article
  7. Stigma By Squally DaBeanz This map began with my desire to build a good Lockout/Guardian style map, since I had failed to do so in Reach. I had built a similarly styled map in the middle of the Ravine before this, but I wasn't satisfied (even though it was a decent map). So, I took the time to compile a list of what made some classic maps such as Lockout, Guardian, and Ascension so memorable and fun to play. Things like the Shotgun drop down on both Guardian and Lockout, the rocket spawn on Ascension, open areas in the middle, towers looking toward the center, and lots of flanking routes (to name a few). I threw these, along with some of my own ideas (like a low lying man cannon that shot players THROUGH the map), into a mixing pot, kept the things that would work well in a single map and threw out the things that wouldn't. What I ended up with was a list of aspects and simple ideas I wanted to incorporate in a single map. Then, I started building... Last Updated: 9-23-13 Supported Gametypes: Slayer, Regicide, KotH, SWAT Best Gametypes: Slayer, Regicide, KotH Intended Team Size: 2V2, 4V4 Link: https://www.halowayp...le&startIndex=0 Screenshots: Top Mid Blue Tower Blue Street/ Blue Lift Red Tower Red Plat/ Red Lift Bottom Mid Top Gold Bottom Green Bottom Hall/ Stairwell Callouts Video Walkthrough: Meet Your Maker Runner Up (Old Version): "Lost dreams and faded memories influenced the construction of this strangely familiar observation platform. 4-8 Players" Stigma is a multileveled Guardian/Lockout style map mounted against the cliffs of Ravine. It features two towers that act as bases for both Red and Blue team, a central platform, and a two leveled hallway that wraps around a quarter of the central platform. This is by far the most effort I've ever put into a map, and it shows. I hope you all enjoy playing on it as much as I have enjoyed building, testing, and refining it
  8. Note: Video is outdated. New video coming soon. (H2)Lashout 9/5/13 Canvas Map: Ravine Halo 2 Lockout Remake built for No Sprint & 110/120% Speed. Jumps, line-of-sights, weapons & spawns mimicked from the original. (H2)Lashout 9/5/13 is the reincarnation of Halo 2's Lockout with the guideline of preserving its original gameplay elements as closely as possible with what Halo 4 forge can possibly achieve. Min. Players: 1 Max. Players: 8 Although this map supports 16 players it isn't reccommended. Supported Gametypes: FFA, Team Slayer, Riccochet, Capture The Flag, Oddball, King of the Hill, Flood Weapon List: 1 Sniper Rifle, 1 Sword, 1 Shotgun, 2 Battle Rifles, 2 Storm Rifles, 1 Needler, 1 Carbine, 8 Plasma Grenades, 4 Frag Grenades, 1 Plasma Pistol Recent changes: Respawn Zone Overhaul to further support Team and FFA gameplay, Riccochet Gametype Support, Fusion Coil jumps from the bottom of all three main areas using Extraction Cylinders, wall replacements at bottom lift and bottom snipe, visable lift using gravity volumes, aesthetic changes for top lift and the middle columns, increased width of Sniper ramp to fix line-of-sight, moved pieces in shotgun to be closer to the original. Gamertag to Search on Xbox LIVE: JesseInsanity Download Map Variant Download Gametypes Screenshots More Screenshots
  9. Map name: Lockout Gamertag: YamaMX Gametypes: Slayer, AGL, CTF, Oddball, KOTH, Extraction File: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/23f275a9-02d7-4f21-8763-02e475a15e07 Lockout is a 1:1 replica of the Halo 2 map co-forged by veteran forger Vincent Torre (MickRaider) and myself, YamaMX. Back in January I forged the map while using Halo 2 PC as a guide, block for block. Like many, I have a passion for this map as it housed many great competitive outings and memories. Having presented the original version, it received many positive reviews and a ton of useful feedback. This is where I met MickRaider, who could sense my passion for perfection and my willingness to listen, learn and execute. Together we bounced the map up and back, each of us taking care of large chunks at a time. By the end of it all, the map underwent ten major version increments before becoming final. The goal of this remake was to faithfully reproduce Lockout; line of sight for line of sight, trick jump for trick jump without sacrificing visual fidelity in any way. While some remakes tend to re-imagine the map in order for it to work with Halo 4 settings and bigger party sizes, we wanted a true 1:1 experience that both works well for Halo 4 and stays absolutely true to the original. While the trick jumps and such were made to work with Halo 4's engine seamlessly, no liberties were taken in regards to map size. Instead we measured for days on end to re-create the scale of the original, right down to the amount of seconds it takes to fall to your death. While I could write a change log, it would likely reach a character limit... thrice. I can honestly say the map was rebuilt from the ground up, everything has been amended or changed for the better in some way, shape or form. Just some small examples in comparison to the original would be the addition of the cave itself, missing entirely from the beta build. The entire height of the map has been adjusted. Bridges that most fail to realize have slight inclines have been inclined accordingly. Every Halo 2 spawn has been faithfully reproduced. Every room has been redone from the ground up, literally. Every trick jump is included and act nearly the same way they do in Halo 2. Barrel balance. Railings flipped. Tweaks to glass. Walls shortened or extended. Line of sights amended. The inclusion of CTF, Oddball and King of the Hill with the exact hill properties right down to length, width and height. The Halo 4 exclusive addition of Extraction. Optimization of the lighting budget. I could go on for hours, literally. It is an entirely new map in comparison to the original, shaped by over one hundred hours of work and countless play tests through out. The end result is Lockout, as you remember it. The map can be found in my file share or by following the provided link. Blockout, a version tweaked for Halo 4's Infinity Slayer with Ordnance Drops and such will be available shortly via MickRaider.
  10. DEFENDER MAP PACK The Defender Map Pack is my first map pack release, and features three small Lockout/Guardian style maps: Stigma, Atlas, and Warden, each playing differently for different gametypes. Stigma: "Lost dreams and faded memories influenced the construction of this strangely familiar observation platform. 4-8 Players" Gametypes: Slayer, Swat, KotH, Regicide Atlas: "Hanging just below the surface, this facility remains intact after years of neglect. 2-6 Players" Gametypes: Slayer, Swat, KotH, Regicide, Oddball Warden: "This comm relay provides clear signals amidst the surrounding debris. 4-8 Players" Gametypes: Slayer, Swat, KotH, Regicide, Oddball, CTF Fileshare: https://www.halowaypoint.com/en-us/players/squally%20dabeanz/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 After building my map Stigma and seeing how popular it was becoming, I decided to carry on the theme of Lockout/Guardian style maps, and build one on each of the other two canvases (Erosion and Impact). Stigma was more of a general purpose competetive map, so I decided to make the other two a bit more specific in purposes. Atlas is catered toward 2V2s and small FFA gametypes, while Warden focuses more on tight teamwork with objective gametypes, especially CTF. That being said, Stigma is played best with slayer and KotH.
  11. So I built a decent version of lockout/blackout (what ever your preference) its kind of a hybrid from both but definatly a fun and well constructed map. I spent like 10-12hrs on it... so i hope you guys like it. My gamer tag is : Monoxide89 pics: http://www.343indust...halo-4-lockout/ Video: (warning brief language) http://youtu.be/_3IVZd0oEOE hope you guys Enjoy Foundation: http://www.343indust...yay-foundation/ video: http://youtu.be/ElcSAfQ4Zfc
  12. Name: Serenity Gamertag: YamaMX Gametypes: Slayer (1v1, 2v2, x4 FFA) Please watch the video in full to understand the mindset behind the map and it's many intricacies: http://www.youtube.com/watch?v=whnR7fBEnjg Serenity was originally designed due to the lack of smaller maps featured in Halo Reach and the inability to play proper and exciting 1v1 matches. Fast forward to Halo 4 and while this problem isn't quite as prevalent, it is apparent. The main objective of Serenity is fast paced smaller matches that allow the player to both out think the competition as well as out shoot. The result is a map that has many ways about going into and out of various areas, most of which require precision jumps that become second nature. The thrust ability in Halo 4 allows players to manipulate the pre-existing lift in ways not possible in Reach. This allows better movement around the map and the outplaying of your opponent. Through literal years of play testing now (counting Reach), the map has proved it's place in my group as a standard for 1v1 sets and the like. Areas can be held down like any good map, though there is not one spot a player can easily hold due to area advantage. What makes this map a joy to play for any competitive player is that it aids a high level mindset, it doesn't diminish it. Like any competitive map, absolute flow is achieved by practicing and understanding the maps intricacies, only then will it be fully understood and appreciated.
  13. With the 2v2 playlist penciled in for early February, this is a good time for the community to discuss what would work best. Source of news: http://mltiplyr.com/...ate-january-28/ Also releasing in February is the Majestic Map Pack which is confirmed to feature two smaller maps. This should help buff 2v2's worth in matchmaking. - - - As we know, 2v2's are a staple within competitive Halo play. Being a competitive player myself, I also understand the balance of simplicity and complexity necessary to allow such maps to work within a 2v2 environment. In this thread we will discuss why a map could or could not work for 2v2's. Please list pro's and con's for each map presented and we will collectively add them to the OP in hopes of achieving a near perfect experience in Halo 4's future 2v2 playlist. If there is a community map presented, please share the corresponding gamertag and as much info/media as you can. A link to a post with media would be best. Below are a few to get started, please share your input and we'll amend the list in a unified manner based on community feedback. I will list various maps below and a consensus category next to each, showing how we collectively feel about each one. The range will be Positive | Neutral | Negative. - - - Maps for Double Team Map: Lockout Consensus: Positive File: http://www.343indust...perfect-remake/ Pros: Lockout is a staple within Halo's 2v2 lore. If features the perfect balance between mix up and execution, meaning players are able to outsmart, outmaneuver and out shoot the opponent equally. Halo 4's Lockout in a 2v2 playlist would have to be 1:1 scale. While the game is marginally faster than it's predecessors, the size is perfectly fitting in a 2v2 environment and all of the jumps, line of sight, etc. would need to be retained. Cons: _____ Map: Haven Consensus: Positive File: Standard Halo 4 Map Pros: Symmetrical, balanced competitive map. Tried and true. Cons: _____ Map: Relay Consensus: Neutral File: Standard Halo 4 Forge Map Pros: Symmetrical, balanced competitive map. Cons: Slightly large, corridor based. Open space. _____ Map: Simplex Consensus: Positive File: Halo 4 Community Forge Playlist Pros: Symmetrical, balanced competitive map. MLG ready. Cons: _____ Map: Adrift Consensus: Neutral File: Halo 4 Standard Map Pros: Tried and true. Cons: Fairly large. _____ Map: Abandon Consensus: Neutral File: Halo 4 Standard Map Pros: Size is appropriate for 2v2. Cons: Potential spawn imbalance.
  14. Introducing the first "Map Pack" made from the community to the community. I have set up all these maps to have weapons on map and ALL gametypes working except grif ball (because there is no point). I have spent almost 2 months and $25 putting this together for everyone so enjoy Gamertag: Forge Map Pack Here is the map roster: Turf Construct Warlock Derelect Tombstone Colossus Ivory Tower Narrows Rat Race Lockout Orbital Foundation Celestial Fringe - Monoxide89 Cairo - Monoxide89 Inkaterra - Monoxide89 Contact - Squally DaBeanz Oasis - Squally DaBeanz Ascension -Mx957 Railway - FoRgE iNsANiity Cold Storage - Darkprince909 Thank you everyone that contributed
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