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  1. UPDATE #1: An updated version of MLG Pit 8 now available in my file share (Top Base spawns blocked) UPDATE #2: Updated the custom powerup on Construct Hill. UPDATE #3: Fixed. UPDATE #4: Onslaught made by Gosh is Good. Preview: https://www.youtube.com/watch?v=JJQTtVEBgks UPDATE #5: Amplified v5 made by CCKLNG. Want to play Halo 3 MLG 60fps? Add me on Xbox Live (GT: xAcer95x) and download the maps and gametypes from my fileshare. Maps: MLG Cons TS 8 MLG Cons KIng 8 MLG Heretic 8 MLG Guardian 8 MLG Narrows 8 MLG Pit 8 MLG Heretic FFA *Onslaught 8 (Add Gosh is Good to download) *Amplified v5 (Add CCKLNG to download) Gametypes: MLG TS 8 MLG Cstruct TS 8 MLG CTF 5Flag 8 MLG CTF Nar 8 MLG CTF Pit 8 MLG King 8 MLG Ball 8 How to download them? 1. Go to any menu in MCC. 2. Open roster by pressing X. 3. Press A on your gamertag. 4. Select "FIND PLAYER" 5. Search for "xAcer95x" 6. Select "FILE SHARE" 7. Download the files under "GAME TYPES" and "MAP VARIANTS" tabs. If there's something else wrong with the maps or gametypes, send me a message via XBL or tweet @Aceriii
  2. Supported Gametypes: Slayer, KOTH, CTF 2-8 Players Weapons Sniper Rifle x2 90s Brute Shot 90s Brute Plasma Rifle 30s Covenant Carbine x2 30s Plasma Pistol x2 30s Assault Rifle Frag Grenades Powerups Overshield Active Camo Short Circuit is a small, symmetrical, arena style map designed for competitive Slayer matches. I added support for CTF and KOTH with a separate file for CTF. The weapons and drop locations aren't set in stone so if you have any suggestions, let me know. I recommend 2v2, but have played with more and think the map can support up to a 4v4. Let me know what you think of the map and add me for customs. Gamertag: Chronmeister (any feedback is greatly appreciated) Thanks to A Haunted Army for helping me with framerate and Kurismic for the YouTube video.
  3. Liens Video : https://account.xbox.com/fr-FR/gameclips?gamertag=KlassiK+PuniShR Download : Gamertag : KlassiK PuniShR
  4. Good evening, which could not put of image I invite you to look at this video ! https://account.xbox.com/fr-fr/gameclip ... 0e7fe465df You can find my map in my fileshare : KlassiK PuniShR Sorry for spelling, i use a translator.
  5. ECHO (Skip to 1:25) Sup guys. This is my new map I made recently. It's basically done. I only have it set up for Slayer right now but I might set it up for oddball, bomb, and Koth. I might do flag too, it depends on how that would play. This map is a small to medium arena style map made for 4v4, 2v2, and 1v1. ____________________________________________________________________________________________________________ Map Details 1 Overshield 1 Sniper 1 Shotgun (Spawns bottom Green in the video, but is going to go bottom gold instead since sniper is back green). 4 Frags 4 Plasmas 6 Battle Rifle 2 Carbine 1 Plasma Pistol 1 Assault Rifle ____________________________________________________________________________________________________________ Leave any thoughts, comments, or feedback, thanks! ^_^ FILE SHARE: LowGi
  6. The original Redemption design has been revived! Many people only know Redemption for its 2-base arena style structure, but I have always preferred the original that started it all. When Salot and I originally sat down to begin work on a new project, we had been interested in creating a 4-way symmetrical, close-quarters map to rival Derelict and Wizard/Warlock. This aims at that same goal so I hope everyone enjoys it. Download https://imgur.com/a/0mc6GnF Map Info: - There are 2-way ports at each Strut-structure at the end of each bridge. You won't teleport until you touch the wall. - Overshield bottom mid (2 min) - DMRs on Blue and Red pillars (under bridge) - Light Rifles on Green and Gold pillars - Carbine on Green and Gold courtyards (in front of bases up against the bottom mid windows) - Frag grenades on Green and Gold Flag - Plasma grenades on Red and Blue courtyards
  7. Cypher created by Zandril S312 _________________________________________ Cypher is an asymmetric, competitive map designed for 2v2 games. It's been inspired by Sovereign, Noro, Titan, and Haven. POWER WEAPONS -Sniper Rifle | 90s respawn | 0 spare clips | Doesn't spawn at start -Concussion Rifle | 120s respawn | 0 spare clips | Doesn't at start The map has a fairly interesting design. Action is spread throughout the map because players are encouraged to move around instead of staying in one spot. No area is too strong because of the many flanking routes offered to players. The strongest position in the map is top blue. However, it's not too strong because it's very open and there are two positions in the map that can counter it quite well. Top blue can be countered from afar by top red and enemy players can push up using top Gold. Don't fall in the acid. Many thanks to those who've helped with the map. -Not Auburn -SecretSchnitzel -TheElderBadkid -Psychoduck -Orzium -guy mandude66 -UnknownEmerald -Bibzy95 -HAL0 M4N -OminousShark
  8. bam vben BACKSTORY: It was late-mid afternoon when Captain Mirage, 6’4”, 72 pounds, left galactic soccer practice, intending to pick up store-brand fabric softener from his favorite French market on his way home. Later that night, he started the wash, then later the dryer, and attended dinner with his mom, who served him a 32 oz can of Spaghetti-Os. He threw up afterwards, and then went to check his laundry. To his excitement, he noticed his clothes were incredibly dry, and also soft like a kitten. He was so overjoyed he gulped a half a bottle of Mike’s Hard Lemonade and got hammered drunk. But that was just the beginning of his night. He wanted to go out and party, but he knew he couldn’t do that without a boat. It was his time; nothing would stop him (so he thinks). He swam 14 miles away from home and into The Ark, guarded by Captain Kyle Fated Smithy Werben Yaeger Manjenson Fire. The. Without any effort at all, he snagged the boat and put it into hyperdrive for his escape. The Fated Fire couldn’t do anything about it, since that was his only means of travel, so he went ahead and cried. Project “Grand Theft Boat” wasn’t enough for Captain Mirage; he wanted more. Within just minutes, he broke into an unrecognized covenant ship later discovered as the Millennium Squid, and stole their prized shade turret. He went back into hyperdrive and fled like hell. He looked back, noticing the Millennium Squid was beyond the horizon. Then he looked forward again, and what was flying in front of him? You guessed it! A level 100 pidgey! Upon that sight, something terrible happened. Pidgey used whirlwind, Captain Mirage and his boat shot like a cannonball and crashed right into a rock, the steering wheel went straight into his head, blood was everywhere, his teeth were ground into a powder, and the front of his face exploded out of the back of his skull. He died instantly, the next day. The next day, Pidgey was gone, and the Millennium Squid finally caught up. It surrounded the boat with intent to retrieve the shade turret as well as excavating the rock housing the boat. However, the fleet turned to the right to notice what appeared to be 3 upside-down trees, but actually a Dugtrio! That point was when the rock awakened. With vehicle pads for a nose, and gravity lifts for eyes, this was no ordinary rock; this was none other than the legendary “Guardian Diglett,” one of the most remarkable features of Kanto Requiem. It was the parent of all summoned Dugtrio, which were taught surf. The Millennium Squid sat there in panic, yet unable to escape due to the Guardian Diglett’s Arena Trap. MAP DESCRIPTION: It is essentially a mini-damnation. Forger purely fat takes about full credit for the map's design/forging, and also partly for helping me bring the story to life Please download here
  9. So basically me and my forging partner used to make Halo maps and I thought I'd post some. I have basically quit Halo and he went inactive about a year ago (don't worry the subject came up before he left and he said I could use/promote the maps we built together however I wanted). Purity VI - FFA, Team Slayer (2 teams), CTF (2 teams) Purity has gone through many redesigns and small tweaks. The map is semi-competitive and is designed to play around Halo 4's design decisions as best as it can and as bad as most of them were while still trying being fun. Links: https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=739f1c57-9678-4df8-82b4-6c924aed778b Amethyst (Alpha 2) - Team Slayer (2 teams) and CTF (2 teams) Just Capture the Flag on a bridge. Pretty simple design. The design was mostly on my forging partner and I just rebuild the thing more symmetrically and with a couple of small changes. Links: https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=9ccf7966-f080-4d32-992c-f07765a5a33c M-Ball (Alpha Something) - Specific Game Mode Was also mostly by my forging partner, I didn't rebuild this one and instead made a lot (I mean lots, forge is annoying) of minor tweaks to it. Just a really good ricochet map IMO. Links: https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameSettings&view-select=Tile&startIndex=0&details=65891d68-dd96-4749-8227-698553c55b9b https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=8b2400ca-07d4-4380-bec0-7abe5a9b36b2 Pillers - Specific Game Mode Pillers is a minigame that lasts 6 minutes and spawns you with a Gravity Hammer and an Energy Sword. A death is worth -1 and that is the only form of scoring (least deaths win). You spawn in a "safe zone" but must jump down to the small pillars before the soft kill barrier timer hits zero. Up to four teams. FFA breaks the "safe zones" Links: https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameSettings&view-select=Tile&startIndex=0&details=5bae5161-e658-4a0e-8c54-075a9463558a https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=7a914c57-4173-4afb-b2f7-0bb6049e631c Flag Defender 3 - Specific Game Mode Flag defender is a minigame where there is 1 defending team and every other team is attacking. When a round is over the teams rotate and there's a new defender. The defender cannot score and their only goal is to prevent scores so when they attack they have to score less. To score grab the one flag in the middle and take it back to your base. When you spawn there is 3 seconds of invulnerability and 500% melee damage, this is to prevent spawn campers. You must change the gametype rounds to however many teams (up to 4) there are and there must be a red team. Links: https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameSettings&view-select=Tile&startIndex=0&details=656432de-25fe-4a95-a16f-ffb81799fea7 https://www.halowaypoint.com/en-au/players/br%20slick%20evo/halo4/fileshare#!/?section=GameMap&view-select=Tile&startIndex=0&details=5d1f4259-e73d-4152-ac93-76435a1240d4
  10. Lashout An upscaled remake of Halo 2's Lockout which focuses on improving the matchmaking experience of Halo 4's Shutout by including excluded gameplay elements from the original map. I started the concept for this remake in Halo: Reach on 10/15/2010. My original goal was to remake Lockout in every aspect when it comes to line-of-sight, jump ups, weapon placement, and spawn placement with no sprint in mind. The problem with remaking Lockout with this approach is Halo 4's spawn system and how it's meant for bigger maps. With this realization, I remade my concept but with a bigger scale which in return created a smoother and closer experience to the original Lockout. There are three different versions of this map: Lashout, a matchmaking equivalent which uses ordinance Lashout Spectator, the same as the matchmaking equivalent but with green spectators above a grid Lashout Classic, spawns and map geometry are the same as the matchmaking equivalent but weapon placement is placed as close to the original map without ordinance. Download Lashout Download Lashout Spectator Download Lashout Classic
  11. Magma Forged by The Fated Fire 2-4 Players Energy bridges, switches, and burning hot liquids.
  12. Epicore Epicore is a 2v2 version of a map called Epicenter that I co-designed and co-forged with Obama on KFC. It's quite similar in its overall design. The major differences are a change in canvas, reduced scaling, and the opened up bottom gold. Weapons BR/DMR/Light Rifle/Carbine Frag/Pulse/Plasma Grenades Concussion Rifle (60 seconds, 0 clips) Suppressor (60 seconds, 0 clips) Sniper (120 seconds, 1 clip) Walkthrough Video Download Epicore
  13. “When you spend time worrying, you’re simply using your imagination to create things you don’t want.” Hey everyone. I'm back again to show you guys my latest map in Halo 4. This map is called Aether. It is a symmetric map and can be played with 4-8 players. DOWNLOAD LINKS 2v2: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/87f1a3e2-b762-4b9d-a81b-da3910589d55 4v4: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/51907f6b-59e1-44cb-a75e-5cc52294573c Custom CTF gametype: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/5442b193-d3f3-407f-90ec-6fe1f45ad811 Recently, I've been making a lot of 1v1 and 2v2 maps. What's funny is that all those maps were 4v4 maps originally. They were just too small to accommodate 8 players which is why I turned them into 1v1/2v2 maps. As a result, I got worried that I no longer have the capability to scale a map for 4v4. To see if that's true, I started Aether. I'm happy to report that 4v4 works beautifully in the map along with 2v2. I tried my best to keep my piece usage as clean and consistent as possible and I think I did a mighty fine job at it. I ran into some budget problems but I managed to piece everything together in the end. The map can play 4v4 and 2v2 on Slayer and CTF. I don't plan on adding KotH or Extraction because there are no good places for the sites and hills because of the way the map is structured. To make up for the loss of those two gametypes, I made the map compatible with Headhunter. For the lulz Weapons and powerups (4v4) - Damage Boost (150s) - Rocket Launcher (180s) - Sniper Rifle (120s) Weapons (2v2) - Sniper Rifle (90s)(0 spare clips) - Sticky Detonator (120s)(1 spare clip) In 4v4, the Damage Boost spawns in the middle of the map while the Rocket and Sniper spawn on each side of the map in bottom Green and Gold respectively. Aether has plenty of jump ups that will allow players to get the upper hand on their opponent when used at the right time. This map was inspired by Orion, Haven, and Arknado (formerly The Ark). You'll find some things in the map that will remind you of those maps such as Haven's drop downs and curves, and Arknado's and Orion's use of the Artifact bases. NOTE: Most of the pictures are slightly outdated in terms of the map's appearance. Many thanks to (in no particular order): -TheFatedFire -TheAlm0ndKiller -Astiir -The Psycho Duck -RegrettedKarma6 -oOZeroFlameOo -itsDaxx -a Chunk -basketskate3 -Squally Dabeanz
  14. Melting Point Update: Fixed an issue where rockets would spawn below the map. Just a little 2v2 Map I started working on a couple months ago that I finally managed to finish after forgetting about it for quite some time. Weapons: Rockets - 3min OS - 3min BR Carbine Plasma's Frag's Screenshots: Download: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/b9ed3d1a-b495-4b90-8b69-b5e117396d9b
  15. https://www.halowaypoint.com/en-us/players/basketskate3/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=a1b71c05-dbee-4a72-93f3-640b570b2110 She's a 2v2 I forged for the recent contest. To those that played the original Ugly, I made changes: • Cleaned the design up • The sniper rifle now spawns where the suppressor original spawned • Suppressor was moved to the bottom lift rooms • Removed the tunnel in the lower bases and instead made it a connections between the new sniper spawn and bottom mid. • Incorporated a window connection between the upper bases and what was suppressor spawn. • Lowered the central bridge to open LoS between the two side rooms. • Replaced needler with Plasma Pistol • Replaced the original railgun with an overshield • Replaced speed boost with an assault rifle • Couple other weapon changes I was thinking of adding a connection between the bottom lift room and the top of the new sniper spawn. Not sure, though. Feedback is appreciated as always.
  16. Corona Corona is only setup for Slayer right now. Thanks to Purely Fat for helping out with the weapon selection and placement. Weapons Plasma and Pulse Grenades X2 Suppressor X2 (30 seconds, 0 clips, spawn at start) Speed Boost (120 seconds, spawns at start) Sniper Rifle (60 seconds, 0 clips, doesn't spawn at start) Sticky Detonator X2 (60 seconds, 0 clips, don't spawn at start) Railgun X2 (90 seconds, 0 clips, don't spawn at start) Incineration Cannon (120 seconds, 0 clips, doesn't spawn at start) Walkthrough Video Download Corona
  17. RipShade41 and I have an idea for a Forerunner structure surrounded by and built into terrain. We'd like this to work for 4-8 player Slayer and Objective modes, but are missing an unconventional idea to help compliment the aesthetic. Below is one of many blueprints I threw together to show the kind of terrain/callout system I'd be interested in using, but any and all of this can and will change based on gameplay in Halo 4 and in Halo 5 if we can bring the concept to that editor. DISCLAIMER: Sizes are only approximations of scale. DISCLAIMER 2: Design is outdated. Will update momentarily. Again, these are rough drafts and are subject to change. Any feedback or ideas that you can offer to make it better are appreciated!
  18. Venom BETA: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/cc0b6a3b-fe23-4732-9bb8-d59ccbc33ed4 Asymmetrical 2v2 arena with acid routes and multiple portals. Venom features a mix of extreme verticality and overlap with a classic CE arena feel. Gameplay is dynamic, frantic, and acrobatic, requiring quick decision making and total map knowledge to outsmart enemy players, hold key lines of sight, and control portal movement. Acid Pit -25% shield decay Speed boost visual effect Recharge Station 25% shield generation up to 2x Overshield 50% damage resistance 3 second delay before shield generation if player enters the station after taking weapon damage Overshield visual effect Weapons and Power-Ups Rocket Launcher (180s) – 0 spare clips Sniper Rifle (120s) – 0 spare clips Speed Boost (120s) Conc Rifle (90s) – 0 spare clips Needler (60s) – 1 spare clips Plasma Pistol (60s) – 1 spare clips Screenshots: *Speed boost effect enabled for screenshots *Overhead: http://i3.minus.com/ibwD6PRYjRhUbx.jpg
  19. 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 B): 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. Overview Weapon Layout Tables Additional Screenshots: PALE
  20. DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/78aad638-49cd-4503-8b66-d78adf91554f Hey boys and girls. I'm back again to present my brand new 2v2 map, Bloodstone. Yes, I chose an English name this time. It is asymmetric, built on the sexy Ravine canvas, and has a lot of good, long sightlines. The map also has a lot of skill jumps to help players traverse areas faster. Bloodstone is inspired by Edifice and Angst. Two of my favorite forge maps in Halo 4. There are a total of 5 atriums. The middle, Blue, Red, Gold, and Cyan. A sniper rifle spawns in the middle on top of a rock. The middle rock is a very important part of the map as it connects a lot of the jumps through the middle atrium and blocks the sightlines quite well at the bottom. The idea behind Bloodstone is to allow players to travel the map faster through jumping which is why this map has so many trick jumps. Some of these jumps are hard to make but can be very beneficial if executed properly. The weapons in the map are the Sniper Rifle and the Sticky Detonator. The sniper is extremely powerful in the map because of the long sightlines. It has 1 spare clip and respawns every 120 seconds. It spawns on top of the middle rock. The sticky detonator, on the other hand, spawns at Gold 2 minutes into the game. I gave it 1 spare clip because it's not as powerful as the sniper in the map but can still be deadly if in the right hands. Spread the meta
  21. "If you can’t be criticized for it, it’s probably not remarkable. Are you devoting yourself to something devoid of criticism?" Hello people of the forum. What do you think is the prettiest Forge canvas in Halo 4? Forge Island? Wrong. It's Ravine. Seeing as I love Ravine so much, I decided to make another map in it. In fact, this is only my second competitive map on Ravine. I call this map Exin. Exin is latin for Next. Next = Next competitive map on Ravine. Yeah, I'm creative. This map is asymmetric, pretty, and is built for 2v2. 1v1 can be played in the map as well but if you want action-packed gameplay, I suggest playing Exin on a 2v2. Basically, I wanted to make a map that uses the waterfalls of Ravine. I've never seen a forge map put Ravine's waterfall area to good use so I decided to make a map that does. That's the core idea that started this map. The waterfall. The pretty, pretty waterfall. Exin is compatible with multiple gametypes. These being Slayer, Extraction, and KotH. Something nice about this map is that its 3 power positions all serve different purposes in KotH and Extraction. Each power position overlooks a certain hill or extraction site which makes controlling that position essential to the victory. For KotH and Extraction, a good strategy is having one teammate hold the hill/extract the target while his teammate goes to the power position overlooking that hill/site to prevent the enemy team from killing his teammate. Controlling the power positions in this map in obective games is a MUST if a team wants to win. ______________________________________________ MAP DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/02219c0d-5bb7-4e0d-969e-81e2891a73d2 RECOMMENDED GAMETYPES Power weapons - Sniper Rifle (90s respawn. 0 spare clips. Doesn't spawn at the start of the match.) - Concussion Rifle (120s respawn. 0 spare clips.) ______________________________________________ SCREENSHOTS Video http://www.youtube.com/watch?v=-qESFsDH_kQ
  22. Hello gentlemen and Res. I'm happy to present my first competitive map on Ravine. I call it Praelium. This map is asymmetric and can play 2v2 or lower. Being room-based, Praelium has 4 main rooms. These would be Red, Blue, Gold, and Green. Encounters happen everywhere in the map but most of the interesting and fun firefights happen between top Red and top Blue. The middle bridge is the most powerful position in the map. But it is also the most open. So be wary when walking across the bridge. Weapons - Railgun (x1) - Sniper Rifle (x1) - Light Rifle (x1) - Pulse Grenade (x2) - Frag Grenade (x2) - Assault Rifle (x1) - DMR (x1) - Thruster Pack *Only the Railgun spawns 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/573c6e5c-97fe-4b21-9f6b-c848be091f76 _________________________________ SCREENSHOTS MAP UPDATE SCREENSHOTS
  23. 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
  24. Krypton By DG Intensity ​ Brief Description: Krypton, a small asymmetrical map, is intended for team sizes of at most 2. It's design premise is based around the idea that, the more powerful a position is, the more risk you run by staying there. The central hub of the map is composed of an elevated walkway/platform area that provides long advantageous sight lines into all three of the surrounding bases. Although these sight lines are crucial for maintaining successful control of the map, two small death pits loom beneath the area making map knowledge and skillful player movement necessary for navigating through the area quickly. A multitude of jumps and other indirect routes lead up to the area along with two lifts. All three areas contain a small rock structure signifying a hill and/or an extraction site. Aside from he extraction site, all three rooms are intertwined together with multiple hard routes, some quick and others are bit more tedious providing a nice chunk of risk versus reward. In terms of power weapons, an overshield spawns on top of the main control hub and yes that is one the most powerful spots on the map but it is easily accessible from all regions of the map. Also, a sniper spawns in the tunnel that connects the lift room to red (If this causes a bit of confusion, look at the screenshots or download the map, you'll see where I mean). So, in a nutshell, Krypton is a condensed multileveled, multipurpose platform for 2-4 players across a variety of gametypes. This will be my last halo 4 map as I have recently become pressed for time in the "real life." I honestly do hope you all enjoy it and please, don't hesitate to leave your comments, concerns and suggestions in the thread. Also one last thing before I go on explaining the maps assets; I'd like to thank everyone who has downloaded the forgeries from my consistently updating fileshare, both good and bad maps. Although forging has been one of my favourite pastimes for my last few years, for now it will have to take a back seat. Once again, thanks Supported Gametypes: - King of the hill - Extraction - Oddball - All slayer variants Weapons on map: - Battle Rifle x3 - DMR x2 - Frag Grenade x4 - Lightrifle x1 - Sniper Rifle x1 (116s Ordinance) - Overshield x1 (116s Ordinance) Screenshots: This map is very early on into it's life so any comments and suggestion and problems will be taken seriously as it is highly susceptible to change. DL: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/337f8d08-7698-4393-aca5-a1a31c732c46
  25. 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
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