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Found 8 results

  1. "let’s see what kind of galaxy we woke up too" Halo Wars 2 Big Team Battle Map by OracleGamerx (previously ARC GuiltySpark) Map Link​ Current Update Gamemodes -Heavy Slayer Link One of the most loved Halo 4 multiplayer modes, Heavies has returned in Halo 5 Guardians. Battle an 8 player team on a massive battlefield to control heavy REQ weapons and vehicles. -Heavy Strongholds Link This is what Brute Force was made for. Matches played similarly to Halo Wars 2 Blitz where players fight to control 3 hills with heavy REQ weapons and vehicle. -Big Team CTF Link Heavy team work required. Specially designed CTF gamemode with settings like the new movement mechanics in the HCS playlist as well as a more lighter weapon and vehicle set. Detailed Map Write-up at bottom of page (its really long!)​ Update Info​ This is just a scratch of what the map will offer! Brute Force will be under heavy support and maintenance after release. Updates will be released for the current map and gamemodes each week, which will include things like new gamemodes, map changes, bug fixes, and more. More Updates may be added to the list so please make sure to leave a comment for any problems or suggestions for map improvements so I can fix them in the next update Update Timeline May 15: Brute Force Map Release + Heavy Slayer, Heavy Strongholds, and specially designed CTF Gamemodes May 22: Neutral Flag and Assault Gamemodes + Map performance improvements + Map Aesthetic improvements May 29: Big Team Oddball, and Extraction Gamemodes + Map Aesthetic improvements + Community Feedback Ideas June?: Blitz, Scarab Assault, Last Titan Standing, and more! All updates will be posted for the map on this website, so make sure to come back each week! Other Sources​ Youtube Channel: ORACLE GAMING Here I post a variety of Halo Forge content like Map Features, Map Reviews, Forge Guides, and more. Submit your maps to me at Halowaypoint down below if you would like your map featured on the channel Youtube Channel Link Map Submission Page Link Follow me on Xbox for fun activities like gamenights, playtests, and of course Halo 5 forge maps: OracleGamerx Special thanks to everyone who helped me on this map! LYNX Bobcat CF – for getting me started on the idea of HaloWars2 ONI777777 – for the amazing banished aesthetics All the playtesters from my playtesting sessions If you have ANY problems, suggestions, or feedback, PLEASE let me know down below. It would be tremendously helpful and will probably be added in an update. Hope you all enjoy this map as much as I did! Map History​ When a friend of mine came to me and said “I have a cool idea for a halo wars game”, I was instantly down for it. This was originally going to be a Halo Wars 2 minigame (may be made in the later updates known as Blitz). I started making a large terrain set that could be big enough to simulate a Halo Wars match (which is very large). As we got into working out the game aspects, we soon realized that a game like this probably wouldn’t work well and would be a little too ambitious, so we decided to scrap the idea. By then I had already built a large amount of the map and didn’t want to see it wasted. I said I would try to make something else out of it on my own, and that I did. I didn’t want this to be just another Big Team map so I thought of a few gamemodes to make specifically for this map. Halo 4 was my first Halo game I played, so I decided to bring back Heavies and Extraction. I made the current map smaller, which gave me more budget room to add aesthetics and features. The map was very budget tight, but when it was done, it looked fantastic. I set up the other gamemodes, as well as made 2 weapon and vehicle sets (one for flag and ball gametypes, one for heavy gametypes), but making Extraction was a challenge. I first only made 3 extract sites and had 2 active at a time. I knew I would have tons of bugs and problems, so I started playtesting. I hosted 1 or 2 playtesting sessions a week. I had tons of scripting bugs to fix, as well as some map issues like not enough cover, spawn killing, map layout, and other things like that. I found Extraction to get rather stale, so I decided to make it more like the original, having 5 sites rather than 3 and making them change from 2 to 1 being active at a time. After I fixed that, I released the map, which is what your reading now. Gameplay Design​ Each team has a base they first spawn in which looks like the base in blitz (in heavies, the base has a shield that keeps the other team from passing through). In each of these home bases is a warthog, rockethog, gungoose, and mantis (in heavies, the gungoose is replaced with a scorpion and a wasp). The map is made around 3 hills (which are supposed to represent the 3 control points in blitz games). Each team has a hill close to the spawn base, and one hill to the side of the map in the middle. This center hill is important for teams to control, as it has a large height advantage to overlook the rest of the map. Around these hills are remnants of a crashed UNSC Heavy Frigate, which creates new smaller areas for players to engage in. There are many weapons throughout the map, and power weapons consist of a railgun, binary rifle, and spnkr rocket launcher. In heavies, there are Spartan lasers, incineration cannons, hunter arms, and spnkr Ems.​ For gameplay, I wanted the player to feel like how a Spartan II should in Halo Wars and I wanted the map to be a big battlefield that makes the player feel small, but still significant. When I first made the map, It was very big, even a little too big for what I later intended. So I shrunk the map, added more cover, and more wreckage for the player to interact with. Players can’t run around from corner to corner of the map quickly which makes it more important for you to strategies where you want to go and how you want to engage before you run into battle. This works very well when working as a team, deciding together when to make pushes for power positions, defending tactics, and flanking routes, making it feel similar to a Halo Wars match. The vehicles on the map are very important to control as well, as some of them can turn the tide of battle. The vehicles are balanced with a rock terrain system on the ground. Spartans have no trouble climbing over the rock, small vehicles like warthogs can go through it if they have a skilled driver, and large vehicles like scorpions have a tough time going over and sometimes have to find another path. This keeps vehicles from being too overpowered on the map, which they would be on battlefields like this otherwise Aesthetic Design​ For the aesthetic design of the map, obviously I wanted a good Halo Wars 2 theme since the game was about to come out when I started the map. I wanted to make a nice natural looking environment full of rock, trees, and I made that to start. Then I “crash landed” the Heavy Frigate ship prefab onto the map and warped the terrain accordingly, which included making sinkholes in the ground where ship parts sit, knocking down trees, and lighting things on fire. Then I included some Banished aesthetics, like a banished locus and banished banshees created by Oni777777 (might have miscounted the sevens). I set the banished banshees on joint barrels to make them fly in a circle around they sky, but this caused a lot of framerate drops and performance issues, so they had to be removed. I also considered leaving them static in the sky, but figured it would break the immersion in the map, which was top of my priority list. I also made halo wars 2 blitz bases and hills on the map, using the hills as stronghold points in the strongholds gamemode. The map is set in the barrens map and uses the barrens rock with the alpine terrain, which I thought looks most like Halo Wars 2. The skybox is a crimson colour which fits with the battlefield style of the map. I also added a light smoky fog to the map which is thick enough to make seeing at a long distance a little harder but thin enough to see through well in most areas. Unique Map Features​ Random Weapon Generator On each hill is a random weapon generator plate. The plate spawns 2 weapons from a pool of 8 possibilities every 20 seconds. The weapons despawn every 20 seconds if untouched, so there will never be more than 2 weapons to choose from at a time. On hills Alpha and Charley (red and blue sides), the weapon pool consists of 8 DMRs each with a different attachment or scope. On hill Bravo, the pool is made of SMGs. Weapon/Vehicle sets The main gamemode for this map will of course be heavies, but I wanted a second weapon and vehicle set for other gamemodes. I found that the heavies weapon and vehicle set was a little too much for flag and ball gamemodes, as it made players less focused on the objectives and more on killing enemies. This is done by making 2 vehicles phased into each other and set the labels to different gamemodes. Then they are scripted to on match start: set physics normal. These special features along with other map features will be available to download as a prefab after release in a later update
  2. GhostStalkerG11 8v8 Map gametype: "Space Battle" An amazing big map, space battle map with scorpions, turrets, 3 different wasp, banshees and more, enjoy the massive battle with a 8v8 game space combat. Download link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=GhostStalkerG11#ugc_halo-5-guardians_xbox-one_mapvariant_GhostStalkerG11_778a66a5-ac56-40f8-9d0f-854e28874dc1
  3. Gamertag: The Grim Dealer Players: 12-16 Supported gametypes: Slayer, Capture the Flag, Strongholds, Assault Bookmark link: http://bit.ly/1SxaC4t Extended map description here: http://www.forgehub.com/maps/echoes.1612/ Echoes is a Big Team Battle map designed to look and feel like it was ripped from Halo: CE. A neutral Banshee spawns near the center control point, and each base is equipped with a Warthog, a Ghost, and a Gungoose. Needless to say, this map has a focus on vehicular combat.
  4. After the last MCC content update (the big one that was supposed to fix everything) I noticed the faster search times, more stable games/lobbies, etc. But one big problem (for me anyways) I found was that 343i changed the max players on the Big Team Battle playlist. Before the patch it was 16 players 8v8 max, but after the patch its now 14 players 7v7 max. They didn't mention this in the patch notes at all, and every time someone brings it up it just gets ignored, from what I've seen. It might seem like a small minute problem to some of you, and I can understand that. For me though (and I'm sure I'm not the only one), Big Team is my favorite playlist, and in every single Halo game, Big Team Battle has always been 16 players 8v8. Always. For 343i to just all the sudden bring the max players down to 14 and not explain why, or even mention it at all, is a bit wrong honestly. I really hope 343i gets better at communicating with the community, and works on their public relations as a whole. The small things like this actually matter and add up. I'm totally not trying to be one of those "SCREW 343i, BURN BONNIE ROSS AT THE STAKE" type people XD (you all know the type of people I'm talking about. Just check /r/HaloCircleJerk on reddit hahaha), but I'm just saying how 343i should work on a number of things.
  5. "The only true wisdom is in knowing you know nothing" Hey guys, I'm back with another map. This one is a little different from what I usually post here. Now I've made a lot of competitive maps. But all these maps were meant to play for 4v4 and lower. I don't think that's such a bad thing. I am comfortable making those kind of maps after all. But I felt like I needed to challenge myself. I already did that once when I made a Flood map. But I thought I could do more. So, I made another competitive map. But this time, it's not a 4v4 map. Not 2v2. Not 1v1. I'm talking big. Big...team. I'm talking about Magnus. ___________________________________________ Magnus is an asymmetric BTB map. There is one big outer ring that encircles the entire map. This ring is wide enough for good vehicle action and has enough cover to protect players against the vehicles. The outer ring encircles a middle structure that has two levels. The bottom level is basically a tunnel that players can use to quickly move from one spot in the map to another. There is also another structure at the side of the map that gives players a good view. But the long sightlines at this structure is countered by multiple entrances. This map is still in its BETA so a lot of things are subject to change. This is also my first BTB map so go easy. MAP BETA DOWNLOAD LINK: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/5a22974b-31c5-4015-935a-1870f6a7ebe5 SCREENSHOTS
  6. ARTIFACT Created by Maximus IL Map Description Layout: Outdoor / indoor map with an asymmetric outer perimeter and symmetric building interior. Game Types: 6 - 10-person FFA, infantry-style BTB, CTF, multi-team slayer, SWAT and 4v4 Slayer games. Ordnance / Weapons: (Note: All ordnance / weapon spawns are static.) Ordnance: 1 Sniper, 1 Railgun, 1 Sword, 1 Speed Boost, 1 Overshield. Weapons: 2 BR, 2 DMR, 2 Carbine, 2 LR, various grenades (8 frag, 4 pulse, 4 sticky). Vehicles: None. Comments: The map is larger than most of the 4v4 maps (Complex excluded), but less segmented due to the building having 8 entrances. It will play larger than most 4v4 maps, but not as large as Complex. It is probably best suited for an 8-player FFA, which is cramped on many of the 4v4 maps, and will have fewer spawning-in-harm's-way issues for FFAs. BTB should also be well-supported by the map size without the open-spawning issues on Complex and lack of multiple viable power positions on Settler. SWAT on this map plays similarly to Complex SWAT, but unlike Complex, there are fewer cross-map opportunities and the BR is a viable loadout choice. Map was updated on 16 Aug. Map Link ARTIFACT SCREENSHOTS: Overhead - Red Base at 12 O'Clock (top) and Blue Base at 6 O'Clock (bottom) Perimeter - Atop Red Base, looking clockwise toward Blue Base Perimeter - Approximately the 3 O'Clock position looking clockwise Perimeter - Outside of Blue Base looking clockwise Perimeter - Above Yellow Bridge at the 9 O'Clock position looking clockwise Building - Top mid Building - First floor Additional Player-View Screenshots: ARTIFACT
  7. gamertag: KIAxDARKELEMENT map name : Spark of Unicron http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/5265fb9b-f6a5-44c9-ad28-ad22cf09445f Gametype : 16 player 8 teams of 2 swat (just swat with more people and more teams no dowload requiered) also suports big team infinity slayer, team snipers, KOTH, Flood,CTF Discription:{holds16 players}inspired by transformers this is a 4 way symetrical large map with lots of wide open space but at the same time there are lots of sight blockers in the center of this map is a large monolith that crutial to gameplay but isnt completely defendable so gameplay is fun and not onesided it makes a great map for clan battles and i used all 10000 credits to make it took a toatal of 22 hrs to make because i was trying to spend every last cred without messing up symetry
  8. this is a tournement for anyone who is not a pro. i dont care if ur in a clan, either way, just enter, u need exactly 8 people i will except the first 8 teams. round one is 4 games. game 1, btb on hemmorhage game 2, 5 best members on your team do a slayer on the cage, pinnacle, or asylum game 3, submit your best 4 players into a 4v4v4v4. game 4, btb on map of better teams choice, not-custom best 4 advance. round 1 is 8v8 and 8v8. team that loses by the most is eliminated final 3 do 5v5v5 final 2 do 8v8 on the cage to 200 kills thats it GT: A hil13
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