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  1. DOWNLOAD HALODROME Canvas: Impact Players: 8 - 12 Gametypes: Slayer CTF Oddball KoTH Extraction Regicide Grifball Ricochet Supported Gametypes: Ricochet (primary), CTF, Extraction, KoTH, Oddball, Team and FFA Slayer, and (just for kicks) Grifball. Description: Halodrome is the bigger brother of Minidrome, designed for the 343i Ricochet Forge Contest. There are four primary routes between the bases: upper, lower, and each side. Both sides directly connect to upper mid and lower mid, allowing the routes to be used in different combinations. All ball spawns occur along the midline of the map on the upper level. While upper mid has good sightlines to the bases and the exit of the lower routes, it is completely exposed by design, with protected approaches from the green and gold lifts. Goals: Since Ricochet allows players to score from a distance, a special goal was designed for that gametype (scoring from the midline was trivially easy with only the CTF setup). The goal makes scoring quite difficult from the center mid bridges or platforms (at least, in testing no one was able to do it in-game), but does allow reasonably easy scoring from behind the Y-crosses on the side routes, and easy scoring anywhere in the arc between the side platforms and basement ramp. It is also possible to score blind from behind the center Y-cross pair on the upper level (above the opening to the basement) and on the ramp up from the basement. During testing, most goals were scored by throws within 10 units of the goal. The difference in the goals is depicted below, with Ricochet pictured first, followed by CTF and Grifball: Ordnance:1x Railgun (lower mid, 140s timer) and 2x Concussion Rifles (wide ramps, one nearer to each base, 130s timers) Weapons:2x Needlers (no extra clips, 100s timers) adjacent to each base, various loadout weapons, frag and pulse grenades. No plasma grenades are on-map. Other Comments:I added Grifball because I could. I don't really have a better reason. And yes, the spawns have been tested . . . you can spawn camp all day long just like in real Grifball. Other Screenshots: And we'll finish up with a screencap of a posthumous Ricochet goal . . . killed in mid-jump to the goal. So close to the +50 . . . yet so far away. DOWNLOAD HALODROME
  2. "let’s see what kind of galaxy we woke up too" Halo Wars 2 Big Team Battle Map by OracleGamerx (previously ARC GuiltySpark) Map Link​ Current Update Gamemodes -Heavy Slayer Link One of the most loved Halo 4 multiplayer modes, Heavies has returned in Halo 5 Guardians. Battle an 8 player team on a massive battlefield to control heavy REQ weapons and vehicles. -Heavy Strongholds Link This is what Brute Force was made for. Matches played similarly to Halo Wars 2 Blitz where players fight to control 3 hills with heavy REQ weapons and vehicle. -Big Team CTF Link Heavy team work required. Specially designed CTF gamemode with settings like the new movement mechanics in the HCS playlist as well as a more lighter weapon and vehicle set. Detailed Map Write-up at bottom of page (its really long!)​ Update Info​ This is just a scratch of what the map will offer! Brute Force will be under heavy support and maintenance after release. Updates will be released for the current map and gamemodes each week, which will include things like new gamemodes, map changes, bug fixes, and more. More Updates may be added to the list so please make sure to leave a comment for any problems or suggestions for map improvements so I can fix them in the next update Update Timeline May 15: Brute Force Map Release + Heavy Slayer, Heavy Strongholds, and specially designed CTF Gamemodes May 22: Neutral Flag and Assault Gamemodes + Map performance improvements + Map Aesthetic improvements May 29: Big Team Oddball, and Extraction Gamemodes + Map Aesthetic improvements + Community Feedback Ideas June?: Blitz, Scarab Assault, Last Titan Standing, and more! All updates will be posted for the map on this website, so make sure to come back each week! Other Sources​ Youtube Channel: ORACLE GAMING Here I post a variety of Halo Forge content like Map Features, Map Reviews, Forge Guides, and more. Submit your maps to me at Halowaypoint down below if you would like your map featured on the channel Youtube Channel Link Map Submission Page Link Follow me on Xbox for fun activities like gamenights, playtests, and of course Halo 5 forge maps: OracleGamerx Special thanks to everyone who helped me on this map! LYNX Bobcat CF – for getting me started on the idea of HaloWars2 ONI777777 – for the amazing banished aesthetics All the playtesters from my playtesting sessions If you have ANY problems, suggestions, or feedback, PLEASE let me know down below. It would be tremendously helpful and will probably be added in an update. Hope you all enjoy this map as much as I did! Map History​ When a friend of mine came to me and said “I have a cool idea for a halo wars game”, I was instantly down for it. This was originally going to be a Halo Wars 2 minigame (may be made in the later updates known as Blitz). I started making a large terrain set that could be big enough to simulate a Halo Wars match (which is very large). As we got into working out the game aspects, we soon realized that a game like this probably wouldn’t work well and would be a little too ambitious, so we decided to scrap the idea. By then I had already built a large amount of the map and didn’t want to see it wasted. I said I would try to make something else out of it on my own, and that I did. I didn’t want this to be just another Big Team map so I thought of a few gamemodes to make specifically for this map. Halo 4 was my first Halo game I played, so I decided to bring back Heavies and Extraction. I made the current map smaller, which gave me more budget room to add aesthetics and features. The map was very budget tight, but when it was done, it looked fantastic. I set up the other gamemodes, as well as made 2 weapon and vehicle sets (one for flag and ball gametypes, one for heavy gametypes), but making Extraction was a challenge. I first only made 3 extract sites and had 2 active at a time. I knew I would have tons of bugs and problems, so I started playtesting. I hosted 1 or 2 playtesting sessions a week. I had tons of scripting bugs to fix, as well as some map issues like not enough cover, spawn killing, map layout, and other things like that. I found Extraction to get rather stale, so I decided to make it more like the original, having 5 sites rather than 3 and making them change from 2 to 1 being active at a time. After I fixed that, I released the map, which is what your reading now. Gameplay Design​ Each team has a base they first spawn in which looks like the base in blitz (in heavies, the base has a shield that keeps the other team from passing through). In each of these home bases is a warthog, rockethog, gungoose, and mantis (in heavies, the gungoose is replaced with a scorpion and a wasp). The map is made around 3 hills (which are supposed to represent the 3 control points in blitz games). Each team has a hill close to the spawn base, and one hill to the side of the map in the middle. This center hill is important for teams to control, as it has a large height advantage to overlook the rest of the map. Around these hills are remnants of a crashed UNSC Heavy Frigate, which creates new smaller areas for players to engage in. There are many weapons throughout the map, and power weapons consist of a railgun, binary rifle, and spnkr rocket launcher. In heavies, there are Spartan lasers, incineration cannons, hunter arms, and spnkr Ems.​ For gameplay, I wanted the player to feel like how a Spartan II should in Halo Wars and I wanted the map to be a big battlefield that makes the player feel small, but still significant. When I first made the map, It was very big, even a little too big for what I later intended. So I shrunk the map, added more cover, and more wreckage for the player to interact with. Players can’t run around from corner to corner of the map quickly which makes it more important for you to strategies where you want to go and how you want to engage before you run into battle. This works very well when working as a team, deciding together when to make pushes for power positions, defending tactics, and flanking routes, making it feel similar to a Halo Wars match. The vehicles on the map are very important to control as well, as some of them can turn the tide of battle. The vehicles are balanced with a rock terrain system on the ground. Spartans have no trouble climbing over the rock, small vehicles like warthogs can go through it if they have a skilled driver, and large vehicles like scorpions have a tough time going over and sometimes have to find another path. This keeps vehicles from being too overpowered on the map, which they would be on battlefields like this otherwise Aesthetic Design​ For the aesthetic design of the map, obviously I wanted a good Halo Wars 2 theme since the game was about to come out when I started the map. I wanted to make a nice natural looking environment full of rock, trees, and I made that to start. Then I “crash landed” the Heavy Frigate ship prefab onto the map and warped the terrain accordingly, which included making sinkholes in the ground where ship parts sit, knocking down trees, and lighting things on fire. Then I included some Banished aesthetics, like a banished locus and banished banshees created by Oni777777 (might have miscounted the sevens). I set the banished banshees on joint barrels to make them fly in a circle around they sky, but this caused a lot of framerate drops and performance issues, so they had to be removed. I also considered leaving them static in the sky, but figured it would break the immersion in the map, which was top of my priority list. I also made halo wars 2 blitz bases and hills on the map, using the hills as stronghold points in the strongholds gamemode. The map is set in the barrens map and uses the barrens rock with the alpine terrain, which I thought looks most like Halo Wars 2. The skybox is a crimson colour which fits with the battlefield style of the map. I also added a light smoky fog to the map which is thick enough to make seeing at a long distance a little harder but thin enough to see through well in most areas. Unique Map Features​ Random Weapon Generator On each hill is a random weapon generator plate. The plate spawns 2 weapons from a pool of 8 possibilities every 20 seconds. The weapons despawn every 20 seconds if untouched, so there will never be more than 2 weapons to choose from at a time. On hills Alpha and Charley (red and blue sides), the weapon pool consists of 8 DMRs each with a different attachment or scope. On hill Bravo, the pool is made of SMGs. Weapon/Vehicle sets The main gamemode for this map will of course be heavies, but I wanted a second weapon and vehicle set for other gamemodes. I found that the heavies weapon and vehicle set was a little too much for flag and ball gamemodes, as it made players less focused on the objectives and more on killing enemies. This is done by making 2 vehicles phased into each other and set the labels to different gamemodes. Then they are scripted to on match start: set physics normal. These special features along with other map features will be available to download as a prefab after release in a later update
  3. DOWNLOAD MINIDROME --------------------------------- This map was originally designed for my mini-game Railnums (see below) and has been significantly modified to provide suitability for other gametypes. Feedback on this map is desired, and updates will be posted periodically. --------------------------------- Description: This map features two vulnerable, low-elevation bases separated by a raised central hall. Above the hall on either side are platforms, with an exposed sniper spawn between them. Four smaller platforms are arranged at the map corners. Jumps are designed into virtually all locations. --------------------------------- Gametypes: FFA, Team Slayer (up to 4 teams), Ricochet, CTF, Extraction, KoTH, Oddball. --------------------------------- Design Notes: Jumps: Most jumps can be executed using NS (120% speed) settings. Two designed jumps require thruster pack with NS. All jumps can be executed with standard (110% speed) + sprint gametypes without thruster. All playing surfaces accessible to jetpacks are accessible via jumping. Spawning: Spawning has been tested up to 4v4 play. Due to the small size of the map, spawns were located away from power position lines-of-sight and heavily loaded in the areas adjacent to the Ricochet goals. --------------------------------- Ordnance: - 2x Railguns (small platforms, each closer to one base), 120s spawn - 1x Sniper (central exposed spawn, equidistant from bases), 150s spawn Weapons: - 2x Loadout Weapons (one set per base - presently temporary for testing, but may become permanent) Grenades: - 12x Frags --------------------------------- --------------------------------- DOWNLOAD MINIDROME --------------------------------- Railnums Gametype: Link - Railgun (primary) + Magnum (Secondary) + 2 Frags (on-map ordnance/weapons disabled) - Thruster pack, AA efficiency, Dexterity - 10 minutes - 300 pts, 10 team points per kill - +5 team score for headshots - +10 team score for assassinations - Friendly fire ON - +3s suicide / betrayal respawn penalty - 110% Damage (yielding 5SK Magnum) - Motion tracking for Allies Only - No shield indicator - No kill cam
  4. Gamertag Maestro9318 Map Halo Gear Solid Gametype Halo Gear Solid Description INCOMING CODEC CALL Colonel: Master Snake, your mission is to infiltrate Shadow Ravine Island and obtain data on Metal Gear Halo, a Halo transport and firing platform. Master Snake: Metal Gear Halo? Colonel: Yes, Metal Gear Halo. If completed, powerful warlords will be able to move any installation wherever they want and fire it! Master Snake: Why can't I shoot my way in? Mix things up a little? Colonel: Because, Snake, you will be outnumbered by teeming hordes of highly resilient soldiers in red armour. This is Shadow Ravine Island. One of our agents has found out that this is a resting point for their data transfer. According to Agent Shmeef, the terrorists are not willing to transfer this data via any networks. This means the only way to get it is by physically extracting it. Master Snake: Consider it done. Colonel: Watch your back out there. The terrorists sent us a picture... ...Agent Shmeef never made it back. Jokes aside, Halo Gear Solid is a variant of Extraction which emphasizes stealth over strength. This is backed up by the fact that the blue team, or Master Snake's team, has permanent active camouflage and radar; the red team has a much higher damage resistance (500%), but no radar. The blue team has to extract one site within ten minutes, or they lose. The red team cannot extract this site. If a red person is killed, they respawn in the base in the bottom left of the first screenshot, where Mantises and weapons galore await them. However, if a red person takes a Mantis, they are teleported instantly to one side of Shadow Ravine. They'll end up on either the natural side or the fortress. If a blue person is killed, they respawn in JAIL, where poor Agent Shmeef rests with a shiv in his kidney. They must then find a way to escape, and get back to Shadow Ravine. NOTE: You need an equal number of players per team, with at least a total of eight. Also, the red team has infinite ammo (not bottomless clip), while the blue team has the Ammo Support Upgrade but finite ammo. This gametype may need some tweaking, so constructive criticism would be preferred... or better yet, some beta testing rounds? EDIT: I was thinking of calling Master Snake "Solid Chief" instead, but that just sounded wrong. EDIT EDIT: Why did I write "writing calling" above? derp EDIT EDIT EDIT: Now comes in European Extreme! These files have been deleted from my file share. This topic can be deleted at a moderator's discretion.
  5. PALE Maximus IL Pale was built as an entry for the combined 343industries.org / Forge Cafe / Halo Customs 2v2 contest. The contest version is here for anyone who would like to play 2v2. Both the 4v4 and 2v2 versions support Slayer, Regicide, CTF, Extraction, KoTH, Oddball, and Ricochet. The geometry of Pale is deliberately simple, as I chose to avoid using ordnance drops for all but the initial 2v2 power weapons. To ensure it won't take players several games just to figure out how to obtain weapons (since there are no HUD markers), the weapons are in the places everyone would look for them to begin with. I will point out that, despite the simplicity, the map geometry can be used in non-obvious ways to obtain positional advantages. Spawning on this map for CTF / Ricochet will appear a bit nonstandard if you look at it in Forge. Due to the small size of the map, even with 3 stacked respawn zones I had a couple of cases where someone would spawn in the enemy's base. So I decided to take a page out of MrGreenWithaGun's book and use team-assigned respawns for CTF / Ricochet. With this, there is no possibility of spawning at the enemy base. Weapons Loadout Weapons (4v4 version, Pale A): 2x DMR, BR, Magnum, AR, SR, Suppressor; 1x LR, Carbine, 8x Frag, 8x Pulse Loadout Weapons (2v2 version, Pale : 2x DMR, BR, Magnum; 1x LR, Carbine, 4x Frag, 4x Pulse Power Weapons: See below. Note that for the 2v2 version, the ordnance drops do not resupply and the spawned power weapons do not spawn at the beginning of the game. Additional Screenshots PALE
  6. Hey guys. I'm proud to present to you a competitive map that I made. This map is named Xenos. This map is designed primarily for 2v2 and 1v1 and has a forerunner theme that I think I pulled off pretty well. Xenos is compatible with multiple gametypes. These being Slayer, Extraction, KoTH, and Oddball. Overall, I'm very proud with this map. It has a simple layout and look and it plays very well for 1v1 and 2v2 games. Weapons - Railgun (x1) - Sniper Rifle (x1) - Assault Rifle (x1) - Light Rifle (x1) - DMR (x1) - Pulse Grenade (x2) *Only the Railgun and Pulse Grenades spawn at the start of a match. The rest of the weapons spawn later on. Map download link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/9ae718c2-aa34-4feb-897d-b4cd0c2a8f61 _______________________________________ SCREENSHOTS
  7. THERMOPYLAE Maximus IL Updated 11/9/13 Thermopylae is a small-to-medium sized map designed primarily with CTF in mind (6 - 10 players), but should play Slayer with sprint down to 2v2. NS settings should be played with 3v3 or 4v4. Map Info Canvas: Ravine Size: A bit smaller than Solace Layout: Symmetrically designed and positioned bases. The playspace around the bases is somewhat asymmetric. Both bases are connected by a 3-level structure through the narrows, with 5 total routes. The bottom and mid routes are connected in the center and at the ends. Players can jump between the top routes. Each base has three entry points and a side platform with a view of the middle route, while a taller platform and Dominion piece block the LOS for the top assault route. The top routes and basement routes cannot be covered from the bases or platforms. Changes from WIP Version: 1. Teleporters no longer give immediate access to the bases (thanks Juanez Sanchez). They are now used to transition between lower and mid. The fourth route to the bases formerly provided by the teleporters is now a hard route. 2. Oddball, Extraction, and KoTH added. 3. Additional spawning changes. 4. Fixed some jump-ups. Ordnance: 1x Railgun (100s), 2x Needler (130s, one for each base) Weapons: 2x each DMR, Carbine, BR, AR Grenades: 8x Pulse, 8x Frag Overview: Additional Notes: Some play area is hidden by the cliffs (they overhang). The coliseum walls on the right hand side of the map are no longer present. I deliberately avoided coloring any pieces, as I think Ravine is so much prettier without that. It shouldn't be hard to tell where you are on this map . . . coloring just adds clutter. Other Screenshots: THERMOPYLAE
  8. Deliverance Gamertag: Chronmeister Optimal Player Count: 6-8 Supported Gametypes: Slayer, KOTH, Extraction Ordnance: Binary, Scatter, Concussionx2 Download it here<<<<<<<<<<<<<< Let me know how you like the map. Any feedback would be greatly appreciated.
  9. Schism Gamertag: Psycho4merican (formerly Chronmeister) Optimal Player Count: 6-8 Supported Gametypes: Slayer, KOTH, Extraction Ordnance: Railgun, Sticky Detonator, Scattershot, Concussion Rifle Download it Here<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Please let me know how you like the map. Any feedback would be greatly appreciated.
  10. Quicksilver by Chronmeister Optimal Player Count: 8-16 Supported Gametypes: Slayer, KOTH, Extraction Ordnance: OS, Sniper Rifle, Sticky Det., Scattershot, SAW Other weapons placed on map: Needler x2, DMR, Light Rifle, Carbine, AR, Storm Rifle, Frag G's, Pulse G's, Plasma G's Download it Here<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< I still have a lot of testing to do so if anyone gets in a lobby send me an invite. Any feedback would be greatly appreciated.
  11. Lunacy Gamertag:Chronmeister Optimal Player Count: 8-12 Supported Gametypes: Slayer, CTF, KOTH, Extraction Ordnance: Overshield, Rocket Launcher, Sniper Rifle, Shotgun, Sticky Detonator, Needler x2 Vehicles: 1 Ghost and 2 Mongoose per team Lunacy is a medium/large map on Impact. It plays good with 8 but great with 10-12. I tried to make good use of the existing terrain and extreme height variation that this area offers. Yellow base gives players a great power position to battle over with its shooting gallery views of the entire map. This area is furthest from the sniper rifle however and has multiple entrances along with a man cannon and telporter leading to different areas, so holding it is a challenge. The rest of the map lies on the slope of the asteroid with ordnance evenly spread to all the areas, vehicles at red and blue, and placed long range rifles in the bases. I think the map will actually support the largest lobbies of up to 16 and should be considered a BTB map that can play a 4v4 rather well. I am pretty proud of this one. I hope you get a chance to download it and let me know what you think. Feedback is greatly appreciated. Download Here<<<<<<<<<<<<<<<
  12. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  13. Sever Gamertag: Chronmeister Optimal Player Count: 8-12 Supported Gametypes: Slayer, CTF, KOTH, Extraction Ordnance: Rocket Launcher, Needler, Pulse Grenades x2 Download it HERE<<<<<<<<<<<<<<<< Let me know how you like the map. Any feedback would be greatly appreciated.
  14. Corrosion is an asymmetric Dominion map on the erosion forge canvas. It is an abandoned pumping facility inspired by Longbow. The map also supports extraction, ctf, and slayer. Download Weapons: 3 objective drops per base uses the standard human drop set from matchmaking 2 initial saws 2 initial snipers Vehicles: 2 standard hogs 1 ghost pad 1 mantis pad 1 gauss pad 1 banshee pad Overview: Alpha: Bravo: Charlie: Thanks to everyone who helped test and provide feedback.
  15. Stronghold Forged by The Fated Fire Stronghold v2 [media=650x500] [/media] Gametypes: Team Slayer FFA 5 Site Single Plot Extraction 3 Flag Player Count: 8 (4 v 4) Weapon Set: Rockets (180s) 2x Sniper (120s) 2x Shotgun (90s) 2x Needler ( 60s) 2x BR, DMR, LR, Carbine (30s) 4x Frags, Plasmas, Pulse (30s) Stronghold is a rockets/dual snipers competitive map that draws inspiration from Sanctuary and Onslaught. Stronghold follows a two base - two tower - two hut design, with the huts providing an alternative power position to counter the towers, ring two, and the opposite hut. Stronghold hosts a diverse selection of sightlines, from curving lines of sight around the main structures to long, horizontal and diagonal sniper sightlines through the middle structure. Rockets drop bottom mid, Snipers drop in the trees to the right off spawn, and Shotguns are placed in the cave to the left off spawn. Each team has a base, hut, cave, and trees that they can call their own. Sniper and rocket control is key on Stronghold. Instead of putting snipers in the hut like Sanctuary did, I placed snipers in the trees/rocks. This sniper location is very vulnerable and contestable by the other team, and forces the sniper to work his way back into a power position instead of being handed one.
  16. Map Name: Helios Tags: BTB, Extraction, Helios, BLAQCLOUD Author: Blaq Cloud Canvas Map: Forge ISland Status: Completed Screenshots: Ideal Player Count: 10 - 16 Gametype: Infinity Big Team Slayer, CTF, Extraction, KOTH, ODDBall Description: Helios was a UNSC research facility which sought new sources of energy, to fuel mankind's conquest of the stars. Mankind's dreams are infinite, and so its hunger. Helios focuses a fun balance between infantry, vehicles while fervently utilizing key areas of the map. Intense gameplay is the name of the game. Initial Weapon Drops: (1)Rocket launcher (180) (2)Sticky Detonators (No respawn) (2)Sniper Rifle (180) Random Weapon Drops: Railgun Concussion Rifle Saw Needler Sticky Detonator Vehicles: (2)Chain Hogs (30) (2)Rocket Hogs (120) (2)Mongeese (30) (2)Mounted Turrets (120) (2)Ghosts (60) Power Ups on map: None Armor Abilities on map: None Trait Zones On Map: None Budget Used: 9840 Overall performance:Great Split Screen Framerate Rating: Good Download & Enjoy! Special thanks to the guys over at Online Knights for the feature. Awesome work on the channel! http://youtu.be/zHNBsV1DKWU
  17. Asymetrical, 8-12 Players, Plays all slayer-based & objective gametypes well and even plays dominion, but it runs like territories, Plus has a bit of a Headlong/The Pit Feel! Check out the update here Download Here Download Here Thanks to all who download, test, and give comments and feedback If you would like to be apart of any play throughs leave a comment with your GT, Thanks!
  18. UPlaod MAP: UPload http://www.halowaypoint.com/en-us/players/canadabus420/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=078fb9bb-84c7-4214-9099-6e23c296923f GAME TYPE: UPload (EXTRACTION) http://www.halowaypoint.com/en-us/players/canadabus420/halo4/fileshare#!/?section=GameSettings&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=824aab12-f72b-404d-bb07-6897876b4854 (this is the original game type for the map, variant game types welcomed for this map) Payers: Between 4 vs 4 and 8 vs 8 Win: Extract 5 out 9 floors DESCRIPTION Uplaod is a 9 story narrow building. Each team starts on opposing sides at the bottom of the building and battles their way to the extraction point in the middle of the level. Once a team has secured the point, it is then possible to reach the second level. Both teams then rush up the new flight of stares and battle for the new level. The game is over when one team has captured 5 extraction points. Closer games result in going higher in the building. Each floor has its own unique layout. After every extraction a new path is spawned in as well as new re-spawns to keep you close to battle. At the floors 4 and 8, teleporters are spawned right over older re-spawn points to ensure your close to the current floor. GAME TYPE DESCRIPTION I have this game set up so you can choose between a scout and a guard. GUARD: grenade detonator, rail gun, hard light shield SCOUT: sword, hammer, hologram Each is the weakness to each other. teams will have to use both types to gain a foothold on an extraction point. the Guard is made to be the long distance protectors of the extraction point where as the scout goes about hunting the other team. both have infinite ammo and infinite armor ability. 5 seconds to extract and a 40 second hold out. 5 seconds to convert. HOPE YOU ENJOY!
  19. Map Name: Elysian File Share's Gamertag: Blaq Cloud Canvas: Forge Island Last Updated: May 12,2013 Tags: None Supported Gametypes: Slayer, King of the Hill, Capture the Flag, Extraction, Oddball, mutli-team Best Gametypes: Slayer, Capture the Flag Team sizes: 4 to 6 players per team Initial ordnance: Rocket Launcher Random ordnance: Sticky Detinator Shotgun Railgun Weapons on the Map: (2) Sniper (90s) 1 spare (2) Needler (120) Budget: 9800/10000 Additional Info: Also features 2 fusion coils on 120 second respawn timers. (top Gold and Green) Screenshots: Image Album Map Description: Elysain is an inverse symmetrical design, With a stout focus on top control of the middle structures. The map is designed primarily to play with 2 teams ranging from four per team to a max of six, but does support multiple teams. The ghosts are powerful on this map and can easily move between areas. However, there are many weapons and positions on the map that help counter them, allowing for a good balance of vehicular and infantry based gameplay. There is a player trait zones on this map to cap the height in with a player can reach. The trait zone disables equipment but does not changes to player gravity. Click Here to Download and Enjoy!
  20. Map Name: Incumbent Creator: Did4ct Gametypes: Slayer, CTF, Extraction, KOTH, Regicide, Oddball, Multi Team Description: Incumbent is an asymmetrical medium-sized map with good lines of sight. There is no one position that dominates the map. The map consists of a group of large rocks in the center with passageways running inside of the rock walls beside the two "bases." There are key positions in high and low places. I put trait zones with 200% gravity along the top of the outer walls along with a bunch of soft kill zones making it impossible to escape (I couldn't find a way out). It is called "Incumbent" because there is a very noticeably large forerunner structure "leaning" against one of the back walls. This map is my favorite map I have made thus far and I think it's kind of reminiscent of the older Halo maps. The aerial pictures don't show but when you're in the map everything looks a lot bigger and is a lot cleaner. Supports 2-16 players. Plays best with 6-8 Video Vehicles/Turrets Normal Hog (replaced by Ghost in CTF) Ghost (2 in CTF) Machine Gun Turret Shade turret Initial Ordinance Rocket (Center) Sniper (Side) Concussion (Side) 2 Fragx2 (each by blue and red spawn) Random Ordinance Laser/Sword Shotty/Railgun Needler/Beam Rifle Saw/Binary Rifle Fuel Rod/Scattershot/Scattershot (Middle)
  21. This is an asymmetrical map for use with an asymmetrical Extraction game type variant, also named Raid the Rock. It was inspired by an old Halo 3 custom game built on Last Resort (I don't remember who created it, but I loved the heck out of it and used to play it all the time) called "Storm the Beach," which of course was a reference to the allies storming the beaches of Normandy on D-Day during WWII. On this map/game there are 5 extraction objectives that can only be armed by the attackers. The attackers must traverse no-man's-land and infiltrate the defenders' base to reach the objectives. The Defenders are very well equipped and must hold off the attackers for as long as they can. It plays very reminiscently of Invasion, but you know, with all the short comings of Halo 4. This map/game was ment to be played two rounds 4v4 - 6v6, but I found that it works wonderfully if not better if played one round with the attackers out numbering the defenders 3v5 - 4v8 I would love to hear some feedback or advise on how I can improve this map or game type. Here are the links Map: Raid the Rock Game Type: Raid the Rock
  22. Map Name: Helios Tags: BTB, Extraction, Helios, BLAQCLOUD Author GT: Blaq Cloud Canvas Map: Forge ISland Status:Complete Screenshots: Link Ideal Player Count: 10 - 16 Gametype: Infinity Big Team Slayer, CTF, Extraction Description: Helios was a UNSC research facility which sought new sources of energy, to fuel mankind's conquest of the stars. Mankind's dreams are infinite, and so its hunger. Helios focuses a fun balance between infantry, vehicles while fervently utilizing key areas of the map. Intial Notes: Initial Weapon Drops: (2)Rail gun (180) (2)Saw (No respawn) (2)Sniper Rifle (180) Random Weapon Drops: (4 locations) Rocket Launcher (2) Incentrator cannon Binary Rifle Spartan laser Supports Vehicles: Yes (2)Chain Hogs (30) (2)Mantis (180) (2)Mongeese (30) (2)Mounted Turrets (120) (2)Ghosts (60) Power Ups on map: N Armor Abilities on map: N Budget Used: 9915 Overall performance: Testing Required Split Screen Framerate Rating: Not tested Download & Enjoy!
  23. http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5bf4da22-ec96-4ab9-9599-db17b1ec3217 AGHAST “This was once more than an abandoned settlement. Duringa major fissure in the hills nearby, much of this site went with it” Shotgun – 120 seconds Rocket Launcher – 120 seconds Sticky Detonator – 120 seconds Sniper Rifle – 120 seconds (2) DMR – 60 seconds (2) Battle Rifle – 60 seconds (2) 2 Frag Grenades – 30 seconds (2) 2 Pulse Grenades – 15 seconds 3 Plasma Grenades – 15 seconds (2) Needler – 90 seconds -2 Mongooses were added, mainly for aesthetic purposes; they do have SOME use- -in Dominion, a Banshee spawns at "B"- Defenders (Red team) spawn directly in front of where the screenshot was taken, next to the giant crate, the Attackers (Blue team) spawn up the incline towards the back of the picture. Sticky Detonator spawns in the center of the map. Soft kill and kill zones are placed accordingly. The Rocket Launcher in the large building, Shotgun spawns below. Sniper spawns on second level, the mounted turret is on the third level. The man cannon sends you to the third level. Jet packs work very well on the whole map. Remember, this map is supposed to look like s***. (JK!) Reread the description at the top to understand the aesthetic value. DOMINION SCREENSHOTS (A, B, then C) (note that this is the only gamemode with a banshee; it spawns at "B") I thought it was important to not only have a height difference throughout the map, but also keep a ceiling height difference, to create different combat situations; hence the locations of all the weapons on the map. I recieved a response on a different forging website saying my map looks like it has rocks that are out of place. Remember the description at the top of the forum when viewing the screenshots. Thanks for reading and looking, and tell we what you think! - Squidkake
  24. GT: DHG The Captain(Map made by DHG MELEE) Map:Assault http://www.halowaypoint.com/en-us/players/dhg%20the%20captain/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=031e7e29-1e91-4a5c-b107-72d28dc6a7b2 Game type: Slayer, Flood, Dominion, Regicide(All standard) This map is a mix of close quarters with some vertical advantages here. It has one tower with Sniper rifle for quick sniping at the center. It is filled with corridors and small towers for quick advancement on territory. On one side they a Scorpion with 2 warthogs and mongooses. There are two openings; main opening and a small back door(used for sneaking in on Flood). The main door has a shield with 2 turrets pointing directly at it. Outside the main door is a forest where there lies a warthog, a banshee and a few power weapons. Ordnance are scattered inside the base with both power weapons and common weapons for ammo. Flood spawn first outside base but later re-spawn inside the base. There are 4-5 Dominion bases. Mainly used for both Slayer and Flood.
  25. Highland Highland is a competitive map made for extraction, KOTH, flood,infinity slayer, and Oddball (it is also a ton of fun on team snipers) it offers a unique experience compared to other maps when dealing with height advantage and vehicle circuits. The map has plenty of room yet you can travel across the map in a limited amount of time thanks to the square design and different layers of the map. I showed this map to Mr. Pokephile and he liked it enough to feature it. Hope you enjoy thejchip
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