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Found 3 results

  1. Similar to a recent post: Create a Vehicle for Halo 5 UNSC Gauss Rifle: Instant shot, magnetically accelerated slug cannon, small replaceable battery, high damage but not instant kill. Multi-shot detonator: Fire several smaller explosives at once, instant kill if stuck on target but not if on wall or ground, reload to detonate multiple explosives. .40 Caliber Sniper Rifle: Smaller than the standard Sniper Rifle and does less damge, larger magazine and instant kill headshot, 3-4 fully shielded body shots, 2-3 unshielded body shots. Not as much magnification as Sniper Rifle. .60 Caliber Revolver: Large hand cannon, 5 high damage bullets per cylinder. Innacurate at long ranges. HMG: Slow-firing heavy machine gun, innacurate at longer ranges, cannot rip off of mounts, possible warthog application. Riot Gun: Semi automatic shotgun, 12 guage shells, less damage than 8 guage Shotgun, less recoil. Promethean Blaster: Semiautomatic, high damage pistol, more damage than Boltshot. Slower firing but larger magazine. Trio-Shot: Fires three high damage hardlight slugs at once, not a burst shot. Low ammo capacity. Nailgun: Fires large hardlight nails. High damaging but slightly inaccurate, can pin bodies to walls, floors and ceilings. Low magazine capacity. Shieldgun: Encases taget in extra hardlight shielding. Support weapon. Incineration mortar: Mortart that fires incineration shells, larger damage radius and more damaging. Covenant Gravity Cannon: Can be used to pick up and launch objects and vehicles, battery drainage depends on weight of object. Can also push away objects and vehicles. Players unaffected. Fuel Rod Beam: Slow moving continuous fuel rod cannon, lower damage that fuel rod cannon, but higher ammo capacity (battery). Plasma Tracker: Fires slow moving plasmic projectiles that target the player fired at, High damage but large battery cost. Needle Cannon: Large shoulder fired cannon that shoots several needles at once, tracking player fired at and causing supercombine explosion if enough hit. Plasma Spreader: Fired plasmic shells in the style of a shotgun, battery operated. High damage at close range. You guys have any ideas?
  2. I've been playing around on the new forge maps and I have to say, I love them. 3 Different themes/settings is a great idea. I don't even think that, as they are, the maps are too small. For how the maps are designed, the size fits well. I do, however, have a suggestion that would make forging a far better experience for everyone. (I have more, but this sticks out the most so I will focus on it) Remove Level Boundaries I can understand why you include boundaries on your maps. You don't what players to get places that may be advantageous or problematic when playing a match. 100% logical. But, I have never seen a reason, and this goes for previous Halo games as well, for map boundaries when making/editing your own map. We all know that there are out of sight areas that are not detailed/completed, but why does that matter? I'll use Ravine as an example. I have to say it is my favorite of all the forge maps in Halo 4, by far. This map is HUGE! ... Except for the boundaries... As I was exploring as my little spherical friend, I noticed a few things: 1.) You cannot go water level without the soft and eventually hard kill boundary getting you before you touch it. I loved making water level or slightly submerged maps on forgeworld. It adds a great effect to your maps. 2.) You cannot go behind the rock spires on both sides of the map. Why not? I would almost bet my life they are completely textured. I was thinking that I could make a cliff face level the protrudes out into the ocean, but alas, I cannot. 3.) When you get close enough to the edge of the map, you can literally see the black line in the water where they set the edge of the map. If you look out into the distance, there is an insurmountable amount of free space just sitting there. Yes, the texture of the islands out there is low. That's fine. If someone wants to make a map that stretches that far, why not let them. It's their map. This would also allow people to make their large race maps because none of the forge maps give enough space to do so. 4.) The physical structures of this map extend higher than your moveable/buildable area allows, much higher. Why prevent players from building up there near the clouds, or on top of the higher rocks in the level for that matter? The boundaries even prevent you from standing on top of those. Here's my idea for this. Instead of setting hard boundaries on your maps, use the placeable boundaries already in forge to set your desired boundaries. This way, players who want to be more creative can remove them and use your maps to their full potential. I can promise that if you do, the variety of great maps will increase drastically.
  3. If you could have any character put in the Halo universe, What would he/she be? What would he/she do? What would he/she be like? I am curious to see how creative you guys can be. Your idea must be original. On your mark, Get set, Go! Johny 3:16
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