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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. Liens Video : https://account.xbox.com/fr-FR/gameclips?gamertag=KlassiK+PuniShR Download : Gamertag : KlassiK PuniShR
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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 with your entire team 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
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