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Everything posted by ShockBolt21
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This map was just recently completed (10/27), and the finalized, completed version is up for download now.
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First, a link to this map's place of residence on my File Share, from where you can download it. (Gametype Download Link) This map drew some inspiration from Red vs Blue episode, when the most badass soldiers in the series drop in with their jet packs and fight the freelancers. Anyway, in this map, the attackers spawn in a dropship, where there are several jetpacks to grab and weapons to choose from. Each player will grab a jetpack, arm themselves, jump out and fly into battle. Their goal is to retrieve the "artifact" (Ricochet ball) from the enemy base and return it to their ship. Their jetpacks are unlimited, and it will be their most valuable asset in this game. Inside the dropship. The weapons and equipment are hanging on the walls for the players to grab, with extra jetpacks shown in the front, farther from the camera. The defenders spawn in a UNSC fortress. There, they have their own arsenal of weapons, as well as two mounted turrets, which they must use to hold off the defenders. Trait zones in the base enable faster running on the bottom floor, so players can grab their weapons and get into battle faster, and disable jumping on the top floor, so the defenders can't jump over the wall and leave the fortress. (the attackers, however, can enter and exit the fort via jetpack). Their goal (the defenders) is to hold off the attackers by keeping them out of the fortress if they can, and fighting them off if they get inside, to prevent them from taking their artifact. The defenders' fortress. The moat serves to keep the defenders from jumping out and running around outside. The attackers should focus their gameplay on assaulting the fort and stealing the ball, but there are other ways to attack. They can grab a precision weapon from the ship and hover at a distance from the fortress while shooting at the defenders inside. The defenders have some precision weapons in their base, but not quite as many as the attackers, so it will be a bit harder to reach them from further away. While the attackers may have a bit of trouble aiming while trying to balance their spartan in midair, they can still use it as a tactic to stay relatively safe from the enemy and get a shot on them. The attackers after they've breached the enemy base. The attackers can land anywhere on the ground, but a low trait zone halves their movement speed and negates their ability to jump. They travel faster by air, where they fly twice as fast as your typical matchmaking jetpacker, as the gametype provides 200% movement speed. Anyway, on the ground they can grab some random ordinance drops- the most powerful of which is a beam rifle. Other drops found in the tree/rock clusters provide slightly lighter armament. However, players will have difficulty getting a clean shot at the defenders from the ground, and they have only 50% movement speed while on the ground (and 200% in the air), so once they grab their guns they'll have to flare up their jetpacks and move. The entire battlefield. The ordinance drops are located in those clusters of trees and rocks. The fortress is relatively simple in design. The defenders have two armories- one that supplies UNSC weapons, and the other with covenant and forerunner guns, each with a representative insignia above its doorways. The defenders will grab these weapons and head up the ramps to the upstairs area, where they'll take their defensive position. The entrance to the UNSC weapons room in the fortress interior. The covenant room, not shown, is on the other side of the trees Remember, half the point of this game is to get fancy with the jetpacks. You have 2x flight speed while airborne, and your jetpacks are unlimited, so feel free to get creative. Sneak around to their backside and come down on them for the assassination, or hover at high altitude while raining fire on them with your light rifle. There are plenty of alternatives to just simply flying straight towards the castle for a direct attack. Defenders, try to hold off your enemy before they make it to your fortress. Don't camp in the ball spawn- if you do, not only will your enemy have easy access to the fort, but you won't get any kills or see any action, as you'll be isolated from the battle. Each game is split into two 6 minute rounds, so everyone has a chance to play both sides. This attacker chooses a more stealthy tactic, closing around on the enemy from behind for the assassination. This map requires more players to work at its best, with 8 being the minimum recommended player count. Make sure to download the custom gametype with the map. Thanks for looking through this, and I hope you enjoy the map! Map Download Link Gametype Download Link
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This map also works well with the modded gametypes "Gun Glitch" (Rapid-fire scorpions) and "Blargenstuff" (scorpion will fire as fast as you can pull the trigger).
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With all due respect, I disagree with pretty much everything you said. Sprint makes the game more fun, and there's no reason players shouldn't have an opportunity to escape when being shot at. This isn't call of duty. The assault rifle is no more OP than the battle rifle. I've seen plenty of BRs beat the assault rifle at close range, and of course the BR will always beat the autos at mid range and long range. I am so glad to have armor abilities- I couldn't imagine playing without them. What do you mean Halo 4 is the easiest? If it's easy for you, it's easy for everyone, so nobody is put at a disadvantage. If you mean easy as in smooth, fluid, and easy to control, then that's a good thing. There's not really that much camping in H4, especially in objective games. Even if there is, there's really nothing wrong with it- it's a perfectly good strategy, and campers aren't that hard to beat. Halo 4 is my favorite of all halo games, and I'm glad for the changes 343 made to it.
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Check out the greatest casual/competitive map in existence! http://www.343industries.org/forum/topic/30949-slender-forest-competitive/
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First, a link to the map's location of residence on my File Share. Ever heard of the map "Rising of Slenderman" by AbandonedCashew? It's a wonderful map, and was recently featured by the epidemic (8/18). It was made for the Slender gametype, but I can't stand that game. So, I've taken the spawn points and re-arranged them to support competitive gametypes. I've also added flag plates for Capture the Flag, as well as some ordinance drops. I would like to have added some light vehicles (thought it would be fun to drive a mongoose or warthog around) but because the map was modded, I couldn't recover any budget, so we'll have to do without them. A section of the forest, where a blue spartan dropped the red flag. I may optimize it for different gametypes in the near future, but as of now it works with Slayer, CTF, Oddball, Free for All, and Flood. Of course you can play various custom game types as well, such as the Gun Game or Blargnstuff. Whichever gametype you choose to play, I highly recommend turning off motion sensors in the game options before starting. Optimal player count is 4-10 players. Because the map is a bit too large to fully support 1v1 gameplay, I've created a different version of the map for 1v1. The newer version is smaller- I closed off some of the map and deleted the extra objects on the other side. Of course, I've re-arranged the spawn points, ordinance, and objectives to better fit the new map. This 1v1 variant is available for download here. How does it Play? Well you may be wondering "how do I play a competitive map when I can't see two feet in front of my face? However, you're not as blind as you think you are. When playing Capture the Flag, you will always know where your base and the enemy base are, as the flag waypoints will always point them out. After spawning in the same area several times, you'll quickly learn your way around it, as the map is not large at all. Despite what you may think, you'll always know, quite precisely, where you are on the map. The fog adds an element of suspense that everyone in the lobby loved. You need to keep on your guard at all times, as the enemy can come out of the fog at any moment and engage you in a close-quarter fight. When you fire your weapon, your projectiles can be seen from further into the fog than your spartan itself. Also, when you are hit, your shields start glowing and and are also visible from further away. This means that as soon as you engage a target, the stealth of both you and your enemy are sacrificed and the other players can see you and close in around you. Players will easily know where the action is going on because as they get near the area they will hear the sounds of the battle and see the flashing shields and the flying projectiles. Open engagements often attract other players throughout the map, and frequently lead to larger scale battles like these. Bottom line, the gameplay did not go slowly or drag as some of you may have thought it might. In fact, one team was able to acquire 5 flag captures in 12 minutes in a testing match, showing that the game does progress at a steady pace. The gameplay is fun and balanced, and there are really no major issues with it whatsoever. I'm actually quite proud to bring this to you guys, and I hope you will give it a shot. Guns up, eyes in all directions. These blue spartans must stay alert while they guard their stolen flag, as the enemy can emerge from the mist at any time. One last thing. Before you start the game, I highly recommend that you make these changes to the game through the options. -Disable motion sensor- highly recommended -If you're playing Capture the Flag, set the reset timer to 25 or 15 instead of 35 I hope you enjoy the map- you can find it on my File Share here, and the 1v1 variant is up for download here. Credit goes to "AbandonedCashew" for the original.
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Just wanted to let you guys know that i recently updated this map, making some huge changes and improvements to the ship, the map, and the gametype. The flood now attack the ship from multiple directions, keeping the game more interesting, and keeping the humans on their toes. This map is the #1 most downloaded flood map on halocustoms.com, and I hope you guys will download it and give it a shot also. Please leave feedback if you can.
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Covenant carbine. Nice. That weapon is underrated.
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Nope. There are killzones that prevent players from walking on it. While the vehicles will be perfectly fine moving around it, as soon as a player steps into it, he'll die. The scorpions and the wraiths, being as heavy as they are, do perfectly fine with the lack of cover. The area in the center, with the rocks and trees, provide enough cover and line-of-sight blockage to keep the game going, and for the wraiths to mount up behind and project their wrath.
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<p>I would just like everyone to know that I've achieved a 1.39 K/D ratio with the weak, underpowered Storm Rifle, which is higher than most of yours. This should serve as a slap in the face for all of you DMR and BR noobs.</p> <p><img alt="ShockBolt21.png" src="http://armorwatcher.com/gamercard/normal/gray/ShockBolt21.png" /></p> <p>^Bragging Rights^</p>
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You can also use dominion shields and change the color to red. You get like twenty of those.
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Nah, I think it looks all right (from the screenshots). It's actually a pretty common forging technique, to add rocks and trees into a metallic arena map. It always makes the map look nicer, in my opinion.
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Haha, yeah, I guess I can see that. It looks better from any other angle, though. Shipbuilding isn't easy.
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FIRST, a link to my File Share, where this map resides. In World War II, the Battle of Midway turned the tide against the Japanese in the Pacific theater. This battle involved over a hundred ships and a thousand planes, and lasted several hours as the US Navy took down the Japanese vessels with their destroyers and aircraft carriers. This map is one of the few maps in Halo to provide full naval combat. Featuring two ships, it isn't quite as grand as the World War 2 Battle of Midway, but it still features some great and unconventional gameplay. The ships fight each other with turrets and heavy weapons, and deploy smaller vessels to attack the enemy directly. The battlefield. Both ships are visible, and the rocks clearly outline the battlefield. The back of one ship, from where vehicles are deployed, is clearly visible. Both ships contain two hovercraft (scorpions) and two armored speedboats (wraiths), which are deployed from the back of the vessel, and a banshee atop the tower. Because I placed several platforms directly underneath the surface of the water, the scorpions and wraiths can drive across it to attack the enemy, giving them the illusion that they're sailing or floating through the sea like boats. Some strategically placed kill zones keep the spartans from walking on the water. The battlefield is the entire area within the bordering rocks, which mark its boundaries. There are several rocks in the center for cover, where the hills are located in King of the Hill. The teams clash for control of the hill The design of the ships are mostly the same. They have a mounted turret on the front, two mounted machine guns on the side, and a shade and a banshee on the top, accessible through a gravity lift in the control room. The weapons and turrets provided give players a role to fulfill when not in a vehicle. The blue team launches its initial attack Both ships also feature a pretty large below-deck area. In this area, players can find their vehicles, as well as an assortment of heavy weapons. Players can use these weapons or the main turret to attack the enemy ship directly from their own, or they can hop into a vehicle to strike. The other turrets, which are given a damage boost by trait zones, can be fired at enemy vehicles to defend the ship. The red team exerts force onto the battlefield This map plays on Infinity Slayer or King of the Hill- no custom gametype is required. Optimal player count is 10-16 players, with more being better. This map can be found on my File Share here.
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Yeah, I've given up hope on THFE features also. But I still post my maps here because I guess it's still worth a shot, and for anyone else who stumbles upon them and finds them interesting. I also try to get features from the smaller channels, like 0IAH, who featured yours. But THFE does feature some pretty bad maps. For example, Jump Rope. and Hot Potato. Sure they were well made, but I can't see how anyone could possibly have that much fun playing them. This one was way better than both of those combined. If those can get featured, this one should be also. Also, the halo forge epidemic follows some particular forgers, and features pretty much any map they make. A good example is oomishday3, who must've had about a million by now (I know 3 from the top of my head) while most of us, many whose maps are better than theirs, fight a long hard struggle to get a single one and end up failing. Sure, oomishday3 has made some pretty good maps, like Drag Race. But Plinko Extreme was... alright I guess, but definitely not feature worthy. But as for the jumping flood, maybe he didn't jump. It is possible for them to get a slight upward boost by firing something like an incineration cannon at the ground, which, if you game him enough health as to not get killed by it, could have launched him over. Not much of a problem, but if you really want to fix it, a downward-facing gravity volume, or a trait zone providing extra gravity for the flood shooting area, should do the trick.
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Yes. I played this map once in a lobby and it was fun as hell! I was lucky enough to be the shooter in the first round, and I played two rounds after that, so I got to play both sides. Enjoyed them both- this isn't one of those maps where the shooter is the only one having fun. I also think the map was extremely well forged, and I like how the drivers were blocked from view at intervals, making it harder for the shooter. Definitely downloading. I'm surprised you don't get more positive feedback... The only thing I would fix- the flood can jump off the ledge and kill himself. When I made it to the end once, I waited a bit before killing him, just to taunt him, but just before I pulled the trigger, he jumped off and killed himself, so I didn't get credit.
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FIRST, a link to my File Share, where this map resides. View the prequel here! (Tank Superiority) This map is the Forge Island version of "Tank Superiority-" a previous scorpions only map forged on impact. This one utilizes the same concept, but on a different, larger setting. As you can see, the map is built on the larger island, which has been extended to increase the size of the battlefield. This extremely unique map adds an element of diversity to any custom game lobby. At the beginning, players will spawn in their team's base on opposite sides of the map. Each base has four scorpions and eight scorpion vehicle pads. Once the tanks mobilize, they will reach a layer of trees directly outside of the base. Players can scavenge some cover among the trees and rocks in this area. Players can choose to play defensively and stay in this area, or push forward to get a better shot on the enemy. The map is meant to play scorpions only, so don't try to fight on foot. There are teleporters outside of each base exit, so if you try to leave without a vehicle, you will be teleported back in. Also, a second set of teleporters covers the rest of the battlefield, so if you step out of the scorpion, you will be sent to the jail, which is that tower in the center of the battlefield. You will serve a ten second sentence as you wait to be killed by the soft kill boundary, then wait a few additional seconds from the suicide penalty before spawning back in your base. This system not only keeps the battle as tanks-only, but also prevents the bases from running out of tanks, as they won't be left out on the battlefield. This game plays on both Infinity Slayer and King of the Hill. For the best gameplay on Infinity Slayer, give each spartan only two lives per round, and play with several rounds. Optimal player count is twelve players, but can play fine with 6-16. (Tested with a full 16 player lobby, and there was NO FRAMERATE LAG!)
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True. Sorry, I just have a tendency to criticize the tiny irrelevant aspects of peoples' maps... There's no way an oil rig can be tugged. Those things have pipelines that run miles underground, and if they don't, they have a very limited drilling capability, if any. And it can't possibly float, as it is not shaped properly at the bottom (like the hull of a boat is). But I don't suppose that matters, as it still looks like a very nice map.
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Halo 4 Noble E 2552 presents "Foliage"
ShockBolt21 replied to Creative Gaming Inc.'s topic in Flood/Infection Maps
But isn't that how the actual mission started? From inside the pelican? -
Wait... are you sure that "Send to Xbox" counts your total downloads for the map?
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448!! How is that even possible?? And how did you find out? I envy you... Wait, what does "Send to Xbox" actually do?
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Thanx. And I put the trait zones up, but for whatever reason they wouldn't take effect. But the trait zone covering the entire ship did eliminate fall damage as I had told it to do, and the trait zone covering the entire low gravity area did further decrease the gravity so I didn't have to overlap the zones and could make the area larger. I think that these are the most important traits, though, so Im glad they worked. Little by little, piece by piece, the other traits are starting to work as I tweak them in forge, like the damage, health, and speed. But the changes in the game type compensate for the failed trait zones, so the map works fine, and is not, by any means, broken. So I'm a'ight, and thanks for the suggestion.
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Good to hear that the knights are still up. And I do like the tilted/destroyed effect. But you said that the carrier is the last evacuation point for the airliner. How is the plane supposed to evacuate to that point if there's no way to land on it?
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What is one or more INTERESTING ideas you want for Halo 5?
ShockBolt21 replied to mythicDUDE227's topic in Halo 5: Guardians
Here is how realistic halo 5 forge will be. Halo reach- Editor Mode -----> Player Mode Halo 4- Editor Mode -----> Generating Lighting ------> Player Mode Halo 5- Editor Mode -------> Generating Lighting ----> Generating Reflections -------> Generating Echo Effect -----> Generating Temperature ------> Generating Air Turbulence and Pressure -------> Generating Planetary Rotation -----> Generating Speed of Sound ------> Generating Speed of Light ------> Generating Tidal Patterns -----> Generating Bacteria and Microorganism Growth -----> Updating Plant and Grass Height ------> Updating Spartans' Age ------> Generateng Extra-terrestrial and Intergalactic Gravitational Influence ------> Generating Sub-Atomic Particle Movement and Quantum Physics ------> Error detected. regenerating all functions ----------------------------------------------------------------------------> Regenerating Laws of Physics -------------------------------------------------------------------------------------------------------------------> Player Mode