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IMAROLLINGSTONE

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Everything posted by IMAROLLINGSTONE

  1. The link will guide you to a youtube video. I could not get a picture, so I hope it is worth your time. Thanks!
  2. Gamer Tag: IMAROLLINGSTONE Map: Oliphant (in fileshare) Description: The design of an mammoth combined with the size of an elephant Picture: http://www.youtube.com/watch?feature=player_detailpage&v=SPcT-w6zUqo#t=15s
  3. Creator: IMAROLLINGSTONE Map: (Scorch-Earth Maintenance) http://www.halowaypoint.com/en-us/haloreach/IMAROLLINGSTONE/fileshare#!/?section=MapVariants&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=31211696 Gametype: (zm_Flaming Zombies) http://www.halowaypo...etails=31170452 Description: This is an infection map with zombies from the zm_gametype, except for the fact that they're on fire. The map is set in a forerunner-like structure that humans enter into, as they dive into the first holdout area. 60 seconds pass before the humans are allowed to pass through the door with the spawning of another shield door. They then will head down a shaft and back to another holdout area, where they must wait for approximately 90 seconds more (150 from start). Another shield door will spawn at the end of those 90 seconds to allow the humans to pass through the entrance into the hallway. There is a ghost waiting for a player to use to take across to the other side of the floating shield door (not a one-way shield) to possibly grab the grenade launcher. Zombies will start to pour from the ceiling, and at 180 seconds, the final door will blow open from an explosion. This last door is a quick transition, but should be taken as a last resort, considering there is not a guarenteed way out of it (you can grenade bounce, halo jump, etc.) and the ghost can't come with the humans who fall down into the pit. If a player does fall into the pit, there is a gravity lift to shoot the player back up if the door has not opened yet, which is also useful for zombies against cut-off humans still alive. 12-16 players is the recommended amount. Enjoy as per usual!
  4. Map Name: Limbo Map Variant: Forge World Map Link: http://halo.xbox.com...etails=30857086 Gametype Link: http://halo.xbox.com...etails=30943030 Forgers: nick11962, IMAROLLINGSTONE Screenshot: http://halo.xbox.com...etails=30943121 This is another survival/ mini-game infection map where humans can do no damage whatsoever, but they are armed with focus rifles for a reason. In this map, it is extremely dark as players must avoid zombies and try to survive under water. Zombies are slower than humans, invincible, and are equipped with energy swords for an ominous glow that humans can spot. Humans can sprint, move faster, have normal radars, and are armed with focus rifles to survive. The last man standing will have unlimited sprint, but will face a rampant wall of zombies! Enjoy!
  5. I do have a link to the screenshot. Sorry, I'm not too good with these things. Also, it's impossible to get a shot of the entire map. Thanks for your opinions!
  6. Name of Map: Amnesia: Stay in the Dark Canvas Map: Forge World Link to MAP: http://halo.xbox.com...etails=30499966 Link to Gametype: http://halo.xbox.com...etails=30727013 Recommended Player Count: 10 Gamertag: IMAROLLINGSTONE Screenshot: -http://halo.xbox.com...etails=30923823 -http://halo.xbox.com...etails=30943367 -http://halo.xbox.com...etails=30943369 -http://halo.xbox.com...etails=30943381 -http://halo.xbox.com...etails=30943390 -http://halo.xbox.com...etails=30943396 -http://halo.xbox.com...etails=30943393 This is a survival map with 1 zombie who is the "monster." The monster must locate and kill all uninfected players on the map with the dreaded club. Humans spawn off as be invisible, unless you're the last man standing (for gameplay reasons), and can do no damage whatsoever. Humans should hide in strategic locations/rooms throughout the map if they wish to survive, as it is easier to be seen than you think.This map also features safe havens, which act as lights on the map. If a player steps inside the haven, this player will become visible (no longer having active camo as long as the player stays in the haven). The ring also begins to count down from 30 seconds and can reveal a player's position to the monster (the haven wasn't going down, now it is). The havens rotate between various locations/rooms throughout the map. Enjoy!
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