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Found 14 results

  1. mimlop

    Atrium

    A symmetrical, aesthetically focused arena map supporting Slayer, CTF, Assault and strongholds GT: cuthroat ninja (very edgy I know, I was 11 when I made it) Recommended 4v4 Download link: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=cuthroat%20ninja#ugc_halo-5-guardians_xbox-one_mapvariant_cuthroat%20ninja_37b9a1c9-75d7-461b-90dd-be614b7e8d8f
  2. This is a new gameplay video, from Machinima. This gameplay is on the newly shown map Solace. As described in the video, it has a Promethean feel to it, but also with organic compounds. The gameplay shows of the SAW, Beam rifle and Sniper Rifle action. And commentary with HaloCouncils own Nexy. From: Machinima http://www.youtube.com/watch?v=tVVjuTaODvc
  3. Hey guys, v1 of my map Bloodlust was released today after a few days of testing and one or two tweaks with feedback I got. It's a map designed around 4v4 CTF and Slayer, King of the Hill is also available. It's symmetrical and hopefully well balanced, and performance was a high priority, there should be no frame drops ingame. Power weapons and powerups include 2 snipers, 1 active camo, 1 overshield and a rocket launcher. All the screenshots are here (this is version 0.9): http://imgur.com/a/s29hX You can download from my fileshare 'RIOTFRUIT'
  4. INHERITOR By Squally DaBeanz Players: 4-8 Gametypes: Slayer, CTF, KotH, Ricochet Inheritor is a medium sized symmetrical map with a two base design. The map was designed with symmetrical objective gametypes in mind (especially Ricochet), and takes subtle design elements from Midship, The Pit, and Gemini. The map is divided into five main areas: The two bases (Red and Blue), the upper platform (Gold), the middle atrium, and the outer balcony (Green). There are also various jumps throughout the map for quicker movement between areas. A majority of the jumps have been optimized for easy use. Each base has a bridge leading into the middle atrium, a tunnel housing the sniper with a lift at the end, and two large ramps leading up to the lift exit. The upper area of each base leads into gold, while the doorway on the other end connects to the outer balcony. The outer balcony curves around the outside of the map, connecting the two bases and the middle atrium and houses a teleporter leading to gold. Gold is a large platform with a ramped structure dividing sightlines between each base landing, and has sightlines over the middle atrium. The middle atrium has two ramps leading to a floating middle platform, and two small balconies connecting to each base looking down on the platform. A sword spawns on the middle platform and a rocket launcher spawns out on green, by the teleporter entrance. Each team gets a sniper off of spawn, with quick access to Gold via the lifts. Enjoy! Video Walkthrough:
  5. Chronos Chronos is a medium sized symmetrical ring shaped map for 4V4 matches. The idea of this map was to create a somewhat circular map with different "rings" circling an enclosed atrium in the center. The result was a Forerunner themed structure slowly being taken back by nature with various height differences and crossing sightlines through the middle atrium. Screenshots: Download: http://www.halowaypoint.com/en-us/players/squally%20dabeanz/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0 Chronos is set up for Infinity Slayer, King of the Hill, Capture the Flag, and Swat. Slayer and Hill played as well as I had hoped. However, CTF and Swat were surprise hits on this map, offering a lot more depth than I had anticipated with those gametypes. The straight shot through the deadly center made Flag surprisingly fun, forcing players to skirt around the edges with the flag. And the varied sightlines through the center and segmentation of the map makes for some great Swat matches. Any and all feedback is appreciated!
  6. Undergrowth An original map by Zombie Feed Download link Hello, it's me, Zombie Feed. Got another map here and unlike the previous Corrosion, this is entirely original. However it bears striking similarity to another map from another shooter (so close... ) Map Description: The trees were talking to me. I swear there is more to this place that meets the eye. 3-12 players (3-6 for FFA gametypes, 4-8 for RvB gametypes, and 6-12 for multi-team gametypes) This map is mainly a vertical map with a circular look, yet the oddest part is its symmetrical design and asymmetric spawns. Granted, spawns are more specified on CTF, yet all others are neutral. Anyways this vertical map has four levels. The bottom level consists of the near knee deep water that you can run through and the little gunning outcrop positions on the sides inside the rock walls. The second level includes the rocks that you can run around and the bridge that is the shortest route between the two sides. The third level is composed of the main building. Unlike other areas, this level is the only one that involves close to mid range battles with its interior setting. The fourth level is the sniping platform floating around the central structure of the map. This floor is deemed inacessable to humans in flood gametypes to prevent slowing down the action of games. The map proves its worth with its usefulness towards jetpack users. There are many shortcuts to be found that only jetpack users can use, so be creative with your routes. As for asthetics, all I can say (without blowing my own horn) is that it is pleasing to the eye and each of the levels has a different form of contrast to differentiate the four levels (Level 1=Blue, Level 2=Brown, Level 3 & 4=White). Backstory: 10 years after the events at Reach, a lone UNSC ship, forever known as the Endevor, wandered too close to Requium. The ship crash landed, and the survivors sent out scouts to find locations for shelter. The scouts came across a Forunner artifact made up of artificial structures held above the water by natural pieces. The survivors moved all salvagable materials and carved out defendable emplacements to defend themselves from the Forunner knights that constantly attacked them. Until the Infinity's events at Requium, the Forunner base went unnoticed by anyone, aside from the survivors themselves. Before the Infinity left Requium, scouts found the place, but there was no one on the grounds and notes were left stating how the survivors investigated deeper into the base only to find wierd goo that, upon contact, would slowly take over the host's body, driving them mad. Some say that they could hear the few trees calling out to them, before they went completly insane and lashed out at others. Some say that this was the birthplace of the Flood on Requium, considering their half plant-like structure. Others say that it was ment to keep out a more localized disease. But one thing is for certain, there is an undergrowth here, and the Forunners wanted to keep it secured. Compatible Gamemodes: Slayer (FFA / Team / Multi-team) King of the Hill (FFA / Team / Multi-team) Regicide (FFA / Team / Multi-team) Oddball (FFA / Team / Multi-team) Capture the Flag (FFA / Team) Flood Weapon Spawns: Light Rifle x1 (resupplies every 1:30) Rocket Launcher x1 (resupplies every 3:00) Speed Boost x1 (resupplies every 3:00) Random Ordinance x2 (DMR / Concussion Rifle / Shotgun / Overshield / Plasma Pistol / Magnum / Boltshot) The Rocket Launcher spawns at the bridge on the second level. Sadly people will have to risk going into an open location to grab a weapon of great power. The Light Rifle spawns inside the building on the third level, however it is not as useful being located in the close quarters environment. The final initial drop is a speed boost in the water on the first level. Considering the amount of time you will waste getting from level 1 to level 3, you may need the speed boost if you do not have a Jetpack. As for the campers in the stone bunkers on level 1, you will have to get out of there if you want to grab some good firepower as the speed boost will barely help you in your camping situation. The two random drops spawn inside the open crates on the second level. However some of the selection of weapons will not help you in the environment they spawn at. Balancing: Level 1: Only has speed boost and two rock emplacements for good cover, however the open area of the water and large area may leave you to rethink any close range ideas. You have three routes to the second level: two of these are average stairs while one is a ladder (grav lift) that sends you to the center of the circular route on the second level. You have okay sightlines to level 2 and bad sightlines to levels 3 & 4 Level 2: This level has a Rocket Launcher and two random ordinances. You risk getting attacked from almost all of the levels however if you're not careful. You have four routes to level 3: two are stairs and the other two are crates that you can jump on top of to get to level 3. You have good sightlines to level 1, okay sightlines to level 3 and bad sightlines to level 4. Level 3: Mainly consists of indoor areas and contains a Light Rifle among a group of baracades and crates. You get two grav lifts and a sloped platform to get to level 4. You have good sightlines to level 2, okay sightlines to level 4, and bad sightlines to level 1. Level 4: The floating circle of platforms at the top of the map. You get a great vantage point, but sacrifice any level specific ordinance, plus you may need to be careful should you fall down two or more levels. You have good sightlines to level 3, okay sightlines to level 2 in some areas, and bad sightlines to level 1. This map currently remains untested. Feel free to give it a download and test it on the gamemodes listed and provide feedback to help me improve any issues or glitches in the system. Other Pictures: Updates: 8/26/13 Moved the Rocket Launcher Spawn to the Bridge Replaced the previous Rocket Launcher Spawn with a Light Rifle, which resupplies every 1:30 Removed the Energy Sword from the random ordinance, replaced with a DMR Added horizontal covers to the third level that extend over the 2nd floor Increased Jersey Barrier count on level 2 from 2 to 8 to increase blocked line of sight in the center (barriers may change in a future update)
  7. Chronos Chronos is a medium sized symmetrical ring shaped map for 4V4 matches. The idea of this map was to create a somewhat circular map with different "rings" circling an enclosed atrium in the center. The result was a Forerunner themed structure slowly being taken back by nature with various height differences and crossing sightlines through the middle atrium. Screenshots: Download: http://www.halowaypo...le&startIndex=0 Chronos is set up for Infinity Slayer, King of the Hill, Capture the Flag, and Swat. Slayer and Hill played as well as I had hoped. However, CTF and Swat were surprise hits on this map, offering a lot more depth than I had anticipated with those gametypes. The straight shot through the deadly center made Flag surprisingly fun, forcing players to skirt around the edges with the flag. And the varied sightlines through the center and segmentation of the map makes for some great Swat matches. Any and all feedback is appreciated!
  8. Gamer Tag lllll 117 lllll (l=L, 5 at each side) Map: Cydonia Cydonia is a small boxy map built within the new Forge Island canvas. Its symmetric and features 2 main levels and 4 buildings connected by bridges and power lifters. Its purpose-built is 2vs2 slayer (pro and Infinity) and rumble pit (testing flags atm). 1st level is beatiful, a perfect match between green (grass and trees) and grey from buildings, a stylish tower in the middle will take to the 2nd floor and will prompt you to find a new target to shoot at. 2nd level is fun there's plenty space to move but not so much to cover. Hope u like it! Pics:
  9. Fileshare (user SkreeMalicious), listed as "Harvest CQB" REQUIRES: Crimson DLC Map Pack Ideal for 4v4, but should support Doubles, even 8v8 if you want a ridiculous bloodbath Blocked off most of "Harvest" map, retaining the core area only. NO VEHICLES. Good amount of cover added. VERY SMALL, Symmetrical. Great variety of natural rock ramps, cover, rolling hills and structures. Built to be fast and furious. Blockers setup to prevent people from getting out of the central area. Softkill and Kill volumes also behind that stuff, prevent exploiters. Supports: Team Slayer Team SWAT CTF KOTH Oddball Initial Weapon spawns: Shotguns X2 (one on each side near the airlifts) SAW x2 (one on each side at the neck of the "Y" corridors) Rockets (center, top) Sorry for the quality, here are some screenshots. The soft-ceiling on Harvest prevents me from getting a good aerial view, so I made the topdown map instead, sorry!
  10. Map Name: Structure (Above is Overview of map) Map Type: Symmetrical Game Modes: FFA, Slayer, CTF. MLG Supported (KOTH, Please read below before playing) GamerTag: Lx Kill3rMan1ac Fileshare Lx Kill3rMan1ac for download of map and also video of map. Structure is a Symmetrical map based out in Impacts vast outer space. Structure plays FFA, Slayer, CTF, and KOTH. (KOTH has been tested once, and has been fixed since that test. BUT haven't had time to test it again. Feel free to test it and reply back to me if it should support KOTH). All game modes are Supported by MLG rules, so you can play all MLG variants for the supported game modes above. Feel free to play whatever your heart desires! PHOTO TIME! (Photos taken from my phone cause Waypoint isn't fixed yet) Below is blue base Below is Red base Below is Middle Below is the side base Orange, with Orange ramp Below is the side base Green, with Green ramp Below looking out of Red base at middle Below looking out of Blue base at middle Thank you for taking you time to look through this map page. To coming is a video showing 2v2 Slayer. Comments are welcome and so are good suggestions. Fileshare Lx Kill3rMan1ac for download of map and also video of map.
  11. Gamertag: T3NAC10US M (3,1, & 0, are numbers) Map name: Outpost: Icarus Gametypes: Slayer and KOTH The map is on my file share. Outpost: Icarus is a small semi-symmetrical map surrounding an open central area. There are two main "bases" where each team spawns to start the game. One base is almost entirely enclosed and features two long hallways for close-quarter combat. The two hallways lead to the central room with a station console that has a teleporter in the center, also the shot gun spawns in this room to aid in the close-quarter hallway combat. the teleporter takes you to the structure below the window in the middle room, giving that team quick access to the center of the map but also opens the center room up to intrusion. The second base consists of a three story tower with a sniper spawning on top. This base is alot smaller than the other base but it has easier acces to the central features of the map. The middle of the map has an initial sword spawn which is replaced by a random spawn afterwards that spawns either rockets, SAW, needler, or sticky detonator. There is a boltshot and a railgun also.
  12. Guest

    "S"

    Download Link Player Count: 10-14 Gametypes: Team Slayer, Multi Flag CTF, 3-Flag, Assault, Neutral Bomb, Stockpile, KOTH, 3-Plots Hello everyone. In an attempt to bring more activity to the Forge World forums, several avid forgers including myself have decided to share our goods here. Most of these are not new maps (this one was finished last November after five months of testing), but these are quality maps which have been tested endlessly and honed to something resembling perfection. So, what is S? Well, it is a symmetrical map for squad/BTB games (10-14 players). The map is designed completely around creating a perfect balance between infantry and warthogs. The map plays a mean game of multi flag CTF, with some of the most hectic but balanced gameplay around. This video should explain everything to you, and I know you'd all rather listen to me speak than read a wall of text. http://www.youtube.com/watch?v=gUkyY1grmfI&list=SP6A29376A730D8C40&index=3&feature=plpp_video So, that covers pretty much everything, right? Thanks to all the testers and everyone who helped with this map in any way. You guys are the best. For the rest of you, what are you waiting for? Go play this map! Don't forget, the map also supports 4-player splitscreen! Thanks for reading! Don't forget to download!
  13. Deadlocked is a symmetrical multi-layered team based map. A few of it's main features include: - symmetrical spawns and objectives - symmetrical weapon placement - several ways to get around - aesthetically pleasing structure - multiple layers - perfect balance of sight lines and cover - man cannons Deadlocked is a representation of a large-scale electrical generator. The structure of the map is based on a large chasm (almost like a dam or floodgate) with an upper level and several layers below and on the sides. There is no roof, but the play space is completely enclosed (complete with safe boundaries!) The floor is covered by grids representing an electric current; if you touch it, you die. 8-12 players } supports Slayer, CTF, KOTH, and Assault The Map: http://www.halowaypo...etails=31145124 Screenshots(File Set): http://www.halowaypo...eshare/filesets
  14. Name of Map: Seige Canvas Map: Forge World Link to MAP: http://halo.xbox.com/en-us/haloreach/filebrowser/Details/24452306 Recommended Player Count: 12 Game Variant: Slayer Gamertag: ksi church2135 the map was made when my gamertag was KSI Church2135, dont let the name discourage you lol, i left the clan and now my gamertag is Powerpunchplus. it is a symmetrical slayer map, best for 8-12 players, but can play well on big team battle. no vehicles, multileveled castle with multiple ways to get in and out of any situation. A moat on either side that can be used to get in the lower level on the castle once the front gate closes at 3 minutes into the game. mancannons act as catapults to shoot players into the second story window and a central mancannon appears at 2 minutes in to catapult players to the top of the level where the sniper spawns. twoway teleporters are at the sides of the bottom level to take you into the second level and on a platform that you can get to by a staircase in the middle of the second level there are two teleporters to bring your spartan to the top or the castle. this is a bigger map that is well balanced and fun the scenery changes around the player at certain intervals of the game to create new ways to get around and change up the gameplay.
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