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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
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At first it seems like this map takes place in some snowy mountains. but just like the map's name already hints: the core of this mountain is indeed melted. So you basically have to environments on this map which play completely different. The melted core is more an arena-area. Especially in slayer this is the place to be. The objective gameplay, or actual BTB-stuff is going on the outside-area that's circling this mountain. There is a Incineration Cannon in the map's center. On the left and right sight you find two lookouts - red and blue - each equipped with a Railgun-Weaponpad. And of course there are two bases embedded into the snow. Here you can restock you ammo, grab a BR or even better: Take the Mantis for a ride. I hope you'll enjoy this map. Also there is always space fore improvements. So you feedback is very welcome
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If you've clicked this thread then you knkow what you're getting into: you wanna know the winners of the latest Meet Your Maker Forge Contest. So that's what I'm going to give you... After talking more about the contest first. This year's Meet Your Maker was centered around Big Team Battle with Assault Rifle and Magnum secondary as opposed to the Matchmaking loadout of Assault Rifle and Battle Rifle secondary. One of the main reasons for this decision was that the Battle Rifle dulls the effectiveness of vehicular combat in the game where as the Magnum is strong, but not nearly was powerful. Battle Rifles also take away from effectiveness of the weapons and power locations on the map. You already start with a precision weapon that has a decent red-reticule range and better smartscope range so players feel they don't even need to use a lot of the map's original assets. The Meet Your Maker BTB Forge Contest saw an upwards of 50 submissions this year making it the second largest Meet Your Maker since 2013. A lot of Forgers submitted multiple maps to this in hopes of winning the great prizes to be dealt including Arena REQ Bundles and signed poster by 343 Industries! From May of this year to the end of August, Forgers were laboring away at some awesome submissions to this big community Forge-off. It's important to note that for this Meet Your Maker, we took the top 3 maps as grand winners. And now we're gonna move on to those winners! (Did you read anything I wrote before this?) _____________________________________________________________________________________________ Echoes by The Grim Dealer Echoes is a canyon style BTB map reminiscent of older designs such as Valhalla, while also taking inspiration from Halo CE's campaign spaces. Echoes is notable for having much more geometry breaking up the canyon itself, establishing clear lanes of travel, blocking longer lines of sight, and allowing for greater vertical overlap. The lowland bases take inspiration from prior canyon maps but also improve on them, with a protected yet accessible interior and a large overhang that provides cover from the neutral banshee. Each base is outfitted with a Rocket Warthog, a Ghost, and a Wargoose. A Sniper and a neutral Spartan Laser can be found across from the banshee at top mid. Echoes plays best for Capture the Flag games, but also supports slayer. Echoes shows that there is always room to improve upon tried and true design formulas. By introducing new elements and finding solutions to the problems of its predecessors, Echoes succeeds at breathing new life into a classic genre. Traffic Jam by IMAROLLINGSTONE & STUNT ARTIST Traffic Jam is a smaller, urban BTB map inspired by the busy streets of New Mombassa from Halo 2 and Halo 3: ODST. The map is inversely symmetrical and split into several interlacing vertical levels, which are accessible to infantry as well as vehicles like the Rocket Warthogs and Ghosts. A large bowl between the bases offers open space for driving, as well as a fast yet dangerous flag route through the middle. A three-tiered structure in mid houses a SPNKR Rocket Launcher and also acts as a power position over each base. Roads and alleys snake off from the middle and around the backs of the bases, underneath them, and above them allowing for a variety of approaches on the flag spawn. Many tactical jumps allow for risky but quick routes in and out of the bases for those with the skill to pull them off. Traffic Jam was one of the most polished maps submitted to the contest, showing the importance of continuous testing. With its hilly streets, twisting tunnels, and sweeping overpasses, Traffic Jam is the epitome of an urban BTB map. Dispelled by TimeDipper Dispelled is a massive, forerunner-inspired map that accentuates the qualities of a classic BTB map. Its massive footprint and mix of sprawling hills and tight interiors harken back to maps like Blood Gulch and Waterworks. With a sandbox that features Scorpion Tanks, Wasps, Warthogs, Ghosts, and Wargooses, as well as an Incineration Cannon, Rockets, Sniper Rifles, and more, Dispelled offers a vast array of options for players looking to mix up their play styles. The many tunnels, catwalks, and man cannons make it easy for infantry to move across the map without being overwhelmed by the vehicular mayhem. Dispelled's primary objective mode is Capture the Flag, however it also plays very well for Slayer games. Dispelled proves that very large, classic style BTB maps can both support casual vehicular mayhem and competitive, strategic plays. By balancing so many different parts of the sandbox in one massive play space, Dispelled offers a huge variety of unique experiences to be had. ____________________________________________________________________________________________ Thank you to everyone who participated and supported the Meet Your Maker BTB Forge Contest. Congrats to the winners and enjoy your awesome prizes! We encourage everyone to try these maps out when possible! Be ready for Meet Your Maker Weekend!
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Hello 343i.org and other readers. Welcome back to the latest interview with a big star in the Halo Community: Matclan. Matclan is the admin of bigteambattle.net and I decided to do this interview as part of the Community Spotlight this week surrounding the site he works for. Enjoy: DD: "You've told me before, but could you explain the origin of bigteambattle.net for the readers?" MC: "I believe it all started with a few BTB themed private groups on Bungie.net back in the heyday of Halo 3. After much drama and various leadership changes between then and the launch of Halo: Reach a player who goes by ANUBIS x MT of team Master Theory decided to move the community offsite. So he bought the bigteambattle.net domain and had it set up. After initially getting bigteambattle.net set up Anubis began to drift away from Halo as Reach wasn't (somewhat understandably) to his liking. Initial staff members were overwhelmingly Anubis' team mates. This spawned the meme of "MTbias", implying that everything from forum moderation to map/gametype decisions and settings were in someway biased in favour of us. Fastforward a bit and Anubis passed the site on to Molly aka a400poundwhale who, although friends with a lot of MT members, had no direct skin in the game as she was neither a competitor nor a member of any team or clan. This was by far our most well organised period. And so everything was good until Halo 4 came along. We managed to galvanise interest in a game that was struggling to retain players and pull them back in for a short while; unfortunately what could have been our greatest moment fell foul of miscommunication and personal issues leading to a community revolt in the face of a significantly delayed cash payout. Eventually everyone got paid, however the damage was done and the site was closed with important members of staff no longer considering it worth their time or effort to deal with. Some time later TsengMao then went on to purchase the site and revive it in anticipation of The Master Chief Collection, which as wel all know was a swing and a miss, especially with regards to the stability of custom game lobbies with 16 players at the time. And eventually Halo 5 rolls around, and since the launch of Forge I've been working on getting settings ready to play. The right push came around and we (quite successfully) ran our first H5 event at the end of July. The bigteambattle.net community still feels like it's in hibernation, but we did attract upwards of 160 players of all skill levels to our Summer Shootout tournament which shows that the desire to participate and compete in our events is still very much alive, and so our goal moving forward will be to become the best possible platform for competitive BTB events in Halo's Anglosphere. For anyone just jumping into one of our gametypes there should be a healthy mix of familiarity with Halo 5's default and HCS tournament-ready settings and a little bit of new hotness to adjust to in the form of maps, either completely new thanks to the Forge community, or tweaked slightly in order to improve gameplay flow and tournament viability." DD: "Lots of history with the site. It's an older community than I anticipated. It's a shame that things went downhill with a lot of places after Halo 4. It did well for a period of time but ultimately died and deepened the cracks in the Halo Community. Where do you enter into this story?" MC: "Towards the end of 2010 I ran into Mao and Audley in BTB matchmaking. I don't recall the exact circumstances but that was my in with the BTB community and by the end of the year I applied to join their team and got accepted. The team itself isn't really a thing any more thanks to so many people moving on from Halo or with real life. The community itself goes back much further to the days of Halo 2 and its built-in clan feature. You'd have to ask someone who has been around more than I have to get any info from those days." DD: "So you've been involved for some time now. Do you feel that competitive Big Team is put on the backburner? Like not getting the spotlight as much as other gametypes featured in tournaments and leagues." MC: "Well, in a way I'd say that. But I also don't think it's ever really deserved that kind of focus. Throughout Halo 2 and 3, yeah, people played Ranked/Clan Match and would always get competitive running into other big parties they recognised, but ultimately, and I know some would strongly disagree with me here, the settings were never particularly great. From game to game either the gametypes were too easy to tie, the maps could be escaped/exploited, the vehicle balance was tilted too far in favour of the vehicles (no longer the case, although it's slanted a little heavily against the Warthog in Halo 5 which sort of interrupts some of the infantry-vehicle fluidity that the 'Hog usually bridges). Until Reach did away with ranks for BTB completely people were quite happy just searching the playlist for their BTB fix. Between that and the gameplay issues of Reach people finally were willing to look to custom games in an attempt to fix or alleviate their problems with the game itself. We jumped on this opportunity and found it to be fairly successful, despite reaching out to the wider community feeling like an uphill battle at times. Looking back I think the thing we most closely take after would be the more restrained Squad Battle experience in Halo 3. I try to make use of the sandbox to allow for cool, fun, and competitively sound matches while staying away from the flat out crazy and overpowered stuff that BTB has been easy to associate with in the past. I guess you could say that our approach to Halo 5 has been "8v8 Squad Battle", which I think has worked very well with the sandbox for this game. So far with Halo 5 this approach seems to have been working as we've managed to be spotlighted in 343's own Weekly Community Update and the official @@halo Twitter account has helped spread the word of our event. Next step? Maybe we can try to wrangle a playlist or something. Currently I'm looking forward to an announcement coming soon (depending on when this gets posted). I guess this is an announcement of an announcement saying to keep your eyes on bigteambattle.net's homepage and Twitter account @OfficialBTB" DD: "And yea that's something I was going to mention. The $1000 Summer Shootout Tournament turned out to be a great success. 160+ players of mainly high skill levels duked it out for some awesome J!NX HCS apparel and part of that $1000 prize pool. Is it alright to ask about what may be in store for the future or should we just stick to your word and keep our eyes peeled for announcements? Feel free to keep it disclosed." MC: "It would be best to wait for the announcement as we've still got a few things to set in stone before we want to make any definitive statements." DD: "I make sure to add that to our Community Calendar each week so you're covered there. Let's talk about another contest you're currently involved in. Judging for the most recent Meet Your Maker Forge Contest is upon us. You're obviously an expert on Big Team Battle and that's why you're a judge. How'd you and Psychoduck develop this idea for the latest MYM?" MC: "I think I just got asked if I'd like to judge. Likely some time after consulting with Duck and Fated on their map, Artemis. The contest itself isn't something I'm involved in organising." DD: "Yeah so it's not mentioned but you've had a fair deal of influence on Artemis, one of my current favorite BTB maps that I hope comes to matchmaking. You've also modified other maps to adapt to Pistol/AR starts. Can you tell us what other maps you changed?" MC: "After discussing things with the original forgers I've made adjustments to Guillotine (often with Duck; it's always better to have to convince someone else of why a change should be made rather than just doing it on a whim), Fracture, Scavenger, and wait for it... Torque! Yes, that Torque!. At least, those were the five maps we played in our tournament last weekend. However the event revealed a few issues with all of them except Artemis so I've gone back into Forge to apply further adjustments to the other four. Download any of them with the understanding that they're back to being works in progress. That said, I'm hoping to increase the map count for the next tournament (oops, did I let that slip?) so there are a few other maps that will be doing the rounds in my testing lobbies. Additionally I'm expecting the Meet Your Maker contest to unearth a few hidden gems that might be usable for my purposes, so we'll just have to wait and see what becomes of that." DD: "We'll see if anyone catches that . I actually do enjoy BTB Torque and I love when people say things like, "Who thought BTB Torque would be a good idea?" There's some pretty good stuff going on in the BTB scene in general right now and you seem to play a part in just about all of it. As for the Forging however, have you always been involved in Forging maps?" MC: "I've always loved the concept of Forge since Halo 3. Initially I was introduced to the game with endlessly silly Forge fun-fests with school friends; spawning the most ridiculous items we could and killing each other in weird and wonderful ways. Once I started playing the game more seriously I used it mostly as a tool for learning spawns - you have no idea how much I suffered with Halo 5 until Forge launched with Cartographer's Gift and I could finally go and memorise spawn locations. Since Halo: Reach I've taken to Forge primarily as an editing tool rather than a creation tool. I have one reasonably popular map under my belt called Fortress, and I considered remaking it for Halo 5 but after building the bases I realised that the difference in height that a player could attain from a basic jump - let alone a Spartan Ability assisted one - simply broke the flow of the map. As an editor though I thoroughly appreciate Forge; especially in Halo 5 where the more great content the Forge team pushes out for creators the more little options I have access too, such as the recent additions of a good chunk of the REQ sandbox. Can I just take this time to state how much I love the Recon DMR? And all of the different loadout weapon options, really - they give me a much finer amount of control over how I can approach balancing any particular part of a map. I enjoy refining maps because it's a constant back and forth of experimentation until eventually you hit the sweet spot that a lot of map creators simply don't quite reach at the time of their map being released simply because they have a lot more to think about and gather feedback for, whereas I tend to be able to pull in higher level players and review a ton of film to come up with solutions to problems that may go completely unnoticed during initial testing sessions. For example: our Summer Shootout tournament brought several issues to light on Guillotine and Scavenger that despite months of testing with varied lobbies of players simply never showed up previously. Similarly early pre-tournament scrims revealed a nasty spawn trap on Artemis and a host of ways to escape the map boundaries on several maps, all of which we were able to fix prior to these affecting any games that actually mattered." DD: "One of the great things about Forge and custom games is the fact that you can play maps over and over and see what is right and what is wrong. Different players of all skillsets will reveal different issues on the map and give different feedback as you've mentioned. I think your BTB lobbies are a great way to help enhance the maps you choose to play on. So with all that said I think we're going to bring this to a wrap Matclan. Do you have anything you want to say to the readers and/or the Halo Community in general?" MC: "First of all I'd like to thank anyone who participated in or watched the BTBnet Summer Shootout tournament last weekend. Keep your eyes open for more events from us because they will be coming. If you want to get in on testing maps I run a lobby at 9pm EST on most Saturdays to help work out what is and isn't tournament worthy. All players are welcome; all we ask is that you treat the matches somewhat seriously. Finally, thanks for the interview. It's always nice being able to get a bit more exposure for our competitive BTB scene." Thank you Matclan for participating in this! It's been a pleasure working with you on various projects lately and attending your lobbies. Hope you readers liked this and look forward to more soon. Hail peeps
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BigTeamBattle.net (BTBnet) is a forum dedicated to competitive large-scale team play in Halo. Dating back to Halo 3, BTBnet was created by previous owner Anubis x MT and has since undergone many leadership changes. Currently, admin and owner TsengMao of eLevate Gaming runs the site in hopes to put competitive Big Team back on the map. He bought it in wake of Master Chief Collection dropping which did not turn out to well however Halo 5 has proven to be quite successful. I recently found my way there to support Matclan, whom I met on the Meet Your Maker Big Team Battle Forge Contest judging panel, on his site's then-upcoming tournament. Summer Shootout The success of $1000 Summer Shootout Tournament brought life back to the forums of BTB.net with 160+ members registering to be in their tournament where winners would receive J!NX shirts, caps, jerseys, and part of a $1000 prize pool funded by Dave Easily. These guys, especially Mao, certainly have connections. Check out the stream where Matclan and I tried our best at some commentating in the spoiler (go easy on us, it was our first time). Forums BTBnet has news for Halo and itself on its pages. It gives registered members forums to write in, a chat box, team registrar, and streams for players to enjoy. Bigteambattle.net runs on phpbb which should seem familiar to the much older members here or people who frequent the Podtacular forums. The Chatbox allows players to quickly post lobby announcements and even posts official announcements from admins automatically: Chatbox BTBnet is a good place to meet skilled competitive players for large lobbies. Check it out some time and take a look at what Matclan had to say in our interview. Look for more Community Spotlights in the future. -Driz
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The latest Forge Contest is hosted by several community members and sites, this time around is a Big Team Battle contest. "Meet Your Maker" will be judged on July 31st, 2016. Here are all the entries before July 28th. Contest Page: Click Here!
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The Meet Your Maker Forge Contest has always been a large-scale Forge contest attracting many different Forgers spanning all corners of the larger Halo Community bringing them together for the common goal of winning this massive battle royale of wonderful Halo map madness. The first Meet Your Maker Contest, the brainchild of previous Site Moderator Absolute Dog with the previous THFE, was a 4v4 core/competitive Infinity Slayer Forge competition hosted by ourselves in alliance with many big name Forgers such as Psychoduck, SaltyKoala, WARHOLIC, undr zid, and Spades N AZ. This ended in Redemption1272 (XDemption)'s victory with his map, Edifice. Creator of Fracture in BTB, Squally DaBeanz came in second place with his map that has transcended across almost all Halo games to date: Stigma. Our second runner up was made by one of our Community Cartographers formerly known as The Fated Fire- now Fated Fireman- called Black Site. The second Meet Your Maker Forge Contest was a Dominion-based competition that brought out the best of the Dominion Forgers. Not as many submissions but this was a very successful competition nonetheless. PA1NTS took first place with his map Monsoon. First runner up went to Xinshu's Sticky Fingers and second runner up was Typhoon by DUN3Z. Upon his departure from 343 Industries Community Forum, Absolute Dog handed the rights of the Meet Your Maker contest to trusted Forger and Community Cartographer Psychoduck. Psychoduck created the third Meet Your Maker in conjunction with ForgeHub which took place on MCC's Halo 2: Anniversary. Now we have more presences involved in this year's contest than ever before. Hosted by HaloCustoms in association with us here at 343i.org and BTB.net with the support of well known YouTubers like UnsortedGaming, Ultimate Halo, Vetoed, and Zandril. We present to you the Meet Your Maker BTB Forge Contest: Prizes This year we're taking the top 3 maps as winners for this competition. Each of the three winners will receive the following prizes. Video and written features from various partners associated with the contest A Halo 5 poster, signed by the team at 343 Industries An in-game Arena REQ Bundle Settings and Modes Maps should be designed for one or more of the following modes. Big Team Assault (Magnums) Big Team CTF (Magnums) Big Team Slayer (Magnums) Big Team Strongholds (Magnums) Deadlines and Details Maps must be created in Halo 5: Guardians' forge mode Maps already integrated into Halo 5: Guradians' matchmaking playlists are not eligible Maps created by staff members of HaloCustoms, 343Industries Community Forum, BigTeamBattle.net, and other associated partners are not eligible Maps must be posted in the map submission thread and follow all submission guidelines Maps must be submitted before 11:59 PM EST on July 31, 2016 Co-forging is allowed, but collaborators will need to select one person to receive any and all physical prizes Multiple submissions per person are allowed Maps submitted early may be edited and re-submitted prior to the submission deadline Judging Maps will be judged by a panel consisting of staff members of HaloCustoms, 343Industries Community Forum, BigTeamBattle.net, and associated partners The panel will include experienced forgers and level designers, big team battle experts, and professional players Judging will continue for a number of weeks following the submission deadline Maps will be judged on how well they support their primarygametype at the 8v8 player count Criteria include originality, replayability, performance, and level of depth and enjoyment of gameplay experience as determined by the panel of judges FAQ and Resources Q. Which groups are involved in hosting this event? A. HaloCustoms, BigTeamBattle.net, 343industries.org, Vetoed, ZannyVids, Unsorted Gaming, and Ultimate Halo. Q. Why Magnum starts? A. Related ForgeHub video Q. What elements should my map contain to be deemed 'finished'? A. Related ForgeHub video Q. Where can I go to get feedback on my map during the contest? A. What Are You Working On? thread Q. Where can I go to test my map during the contest? A. HaloCustoms featured lobbies Q. How many maps can I submit? A. As many as you like! Q. Can I submit remakes of maps from past Halo titles or other game franchises? A. Yes, but this is not recommended as creativity is one of the judging criteria. Q. Will my map have a higher chance of winning if it supports multiple gametypes? A. We recommend that you focus on designing your map around one or two modes. A jack of all trades is often a master of none. Submission Guidelines. This post has been promoted to an article
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Submission instructions: Save a copy of your submission in your files (not bookmarks) in Halo 5: Guardians. Fill out the submission form below in response to this thread. It is recommended that you also post your map in the HaloCustoms map database. Submission form: Map name: Map author(s): Primary gametype(s): HaloWaypoint file link: HaloCustoms map link (if applicable): Screenshot: Example submission: Map name: Deadlock Map author(s): RunNokyardRun, 343 Industries Primary gametype(s): Big Team Assault (Magnums), Big Team CTF (Magnums) HaloWaypoint file link: https://www.halowayp...2f-52ef66146977 343i.org map link (if applicable): Screenshot: (Screenshot of Deadlock) Thanks again for your participation! Please direct any and all questions or concerns to the main contest thread. We look forward to testing your maps! YOU MAY SUBMIT HERE OR ON HALOCUSTOMS.COM.
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The Meet Your Maker Forge Contest has always been a large-scale Forge contest attracting many different Forgers spanning all corners of the larger Halo Community bringing them together for the common goal of winning this massive battle royale of wonderful Halo map madness. The first Meet Your Maker Contest, the brainchild of previous Site Moderator Absolute Dog with the previous THFE, was a 4v4 core/competitive Infinity Slayer Forge competition hosted by ourselves in alliance with many big name Forgers such as Psychoduck, SaltyKoala, WARHOLIC, undr zid, and Spades N AZ. This ended in Redemption1272 (XDemption)'s victory with his map, Edifice. Creator of Fracture in BTB, Squally DaBeanz came in second place with his map that has transcended across almost all Halo games to date: Stigma. Our second runner up was made by one of our Community Cartographers formerly known as The Fated Fire- now Fated Fireman- called Black Site. The second Meet Your Maker Forge Contest was a Dominion-based competition that brought out the best of the Dominion Forgers. Not as many submissions but this was a very successful competition nonetheless. PA1NTS took first place with his map Monsoon. First runner up went to Xinshu's Sticky Fingers and second runner up was Typhoon by DUN3Z. Upon his departure from 343 Industries Community Forum, Absolute Dog handed the rights of the Meet Your Maker contest to trusted Forger and Community Cartographer Psychoduck. Psychoduck created the third Meet Your Maker in conjunction with ForgeHub which took place on MCC's Halo 2: Anniversary. Now we have more presences involved in this year's contest than ever before. Hosted by HaloCustoms in association with us here at 343i.org and BTB.net with the support of well known YouTubers like UnsortedGaming, Ultimate Halo, Vetoed, and Zandril. We present to you the Meet Your Maker BTB Forge Contest: Prizes This year we're taking thet top 3 maps as winners for this competition. Each of the three winners will receive the following prizes. Video and written features from various partners associated with the contest A Halo 5 poster, signed by the team at 343 Industries An in-game Arena REQ Bundle Settings and Modes Maps should be designed for one or more of the following modes. Big Team Assault (Magnums) Big Team CTF (Magnums) Big Team Slayer (Magnums) Big Team Strongholds (Magnums) Deadlines and Details Maps must be created in Halo 5: Guardians' forge mode Maps already integrated into Halo 5: Guradians' matchmaking playlists are not eligible Maps created by staff members of HaloCustoms, 343Industries Community Forum, BigTeamBattle.net, and other associated partners are not eligible Maps must be posted in the map submission thread and follow all submission guidelines Maps must be submitted before 11:59 PM EST on July 16, 2016 Co-forging is allowed, but collaborators will need to select one person to receive any and all physical prizes Multiple submissions per person are allowed Maps submitted early may be edited and re-submitted prior to the submission deadline Judging Maps will be judged by a panel consisting of staff members of HaloCustoms, 343Industries Community Forum, BigTeamBattle.net, and associated partners The panel will include experienced forgers and level designers, big team battle experts, and professional players Judging will continue for a number of weeks following the submission deadline Maps will be judged on how well they support their primarygametype at the 8v8 player count Criteria include originality, replayability, performance, and level of depth and enjoyment of gameplay experience as determined by the panel of judges FAQ and Resources Q. Which groups are involved in hosting this event? A. HaloCustoms, BigTeamBattle.net, 343industries.org, Vetoed, ZannyVids, Unsorted Gaming, and Ultimate Halo. Q. Why Magnum starts? A. Q. What elements should my map contain to be deemed 'finished'? A. Q. Where can I go to get feedback on my map during the contest? A. What Are You Working On? thread Q. Where can I go to test my map during the contest? A. HaloCustoms featured lobbies Submission Guidelines.
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Hello everyone this is my first post here so if I'm doing anything incorrect please correct me I've made this map some time ago, when Forge came out Tried to submit it to multiple people on Youtube but got nothing. It's a large open map with a grim atmosphere two bases and 4 tanks per base. There are some weapons scattered around the map but the goal is mainly to use tanks to assault eachothers base and to dominate their position. GT: SkaffaSoldiers Map : Kursk Gametype: either Team slayer or Slayer will do the trick. PS: I've also got other maps mainly Obstacle courses which can be a lot of fun even when playing alone!
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343i is already holding true to their word of post launch commitment with an update barely a month after release. The new update called 'Battle of Shadow and Light' will deliver us more REQs including, but not limited to, the new 'Shinobi' armor, the 'Dying Star' Lightrifle and Tundra and Woodland themed Mongoos... vehicles. In total 48 new REQs will drop with this update which you can view down here: But the biggest bombshell is that with this update we finally get BTB. The 8v8 vehicular onslaught will feature four new Big Team Battle canvases available in multiplayer and custom games. They are inspired by some of the classic Halo maps so you might recognize some apects in Deadlock, Basin, Guillotine, and Recurve. Some previews of the maps can be found down here: Please note that these are preview images and might not be final. What are your thoughts on these news maps and REQs? Let us know down below! Thank you for reading! Source: Halowaypoint
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How was this playlist not the first one completed for H5? It has had a large following since H2 and during peak H4 days, was by far the largest populated playlist. Idk what 343 has been up to as far as multiplayer design but getting rid of DMR starts for Multiplayer ( which I hope isn't the case for BTB since the large size of map justify it) is not a good start. I hope the BTB playlist, with its massively larger than normal maps is excluded from the extinct DMR starts and all the goodies are firmware updated rather soon. This is an unfinished game. Why did you release without the most wanted ( again by H4 player count) playlist? BIG TEAM 4 LIFE-Bring back a BTB Skirmish ( Objective) playlist too. The playlist population can support two variations.
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So I decided to take my time and build a "Defend the Keep" map. Which was suggested by the Community. I was alternatively going to make a "Tower of the Gods" map, but that went out of the question. Anyways, Armathian Fortress is a Keep/Fort like structure map. Red Team spawns inside the Keep, and is supplied with few necessary vehicles, and weapons of variety. Blue Team spawns outside the keep, behind any of the cliffs that are in the distance. They are supplied with many vehicles, and heavy assault. However, no need to be cocky. There's only one entrance for vehicles, and Red Team has turrets to counter vehicles as well as a few weapons, a Sniper Rifle and a Rocket Launcher. That's it. Working together will be the key to a proper defense, as the same goes for the assault. Supported Game-Types: 1 Flag CTF, 1 Bomb Assault, Classic Infection, Team Slayer. These are just the Game-Types, however if you want the Action-Pack-Fun-Pack, you're going to need 14-16 players for that to work. Game-Types are in my file share already, with the map. Just lookup "L Fishy L" if you don't know where to go. Infantry have different access ways than vehicles. For example, they are able to climb the Brace supports, or the Rocks that lay up against the wall. Be careful though, snipers sit on the Keep Towers. Also, take note in the EMP's. They are detonated manually, and can be detonated only once every 100+ seconds, use them wisely. They don't affect infantry. Also, take note that Red Team has a supported Wraith, setup on the top of the Keep as a Mortar support. Will help out much for cluster kills, or that random teammate save from the Gauss Warthog. Just don't betray! Take note of Blue Teams official spawn, it's furthest from the Keep. However, respawns will take you elsewhere. Initial respawn just supplies everyone with 2 SMG's, 2 Battle Rifles, and 2 Grenades. BR's are initial loadout, but a little ammo doesn't hurt. Also, take note there is only enough room for 7 players in vehicles, whoever is your 8th player. Use them for cover support, or send them over to the Sniper Rifle to helpout with your assault! I hope you all enjoy the map and give it a shot! It's BIG! and by BIG! I mean, it's BIG! That Keep is half of the map, the other half is the terrain.
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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.
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To find the map look for me in the leaderboards Legendary cairo station co-op gt subject00000 Map Description: Abandoned for many years ,and now it's a combat testing arena for Spartans.
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Curfew Supported Gametypes: Slayer, KOTH, CTF Players: 8-16 Power Weapons: Rocket Launcher 1clip 90s, Sniper Rifle x2 1clip 90s, Sentinel Beam 90s Powerups: Active Camo 90s, Overshield 90s Vehicles: Ghost x2 90s, Gungoose x2 90s, Hornet x2 3min(No spawn at start or in flag) Let me know how you like the map and add me for customs. Gamertag: Chronmeister ( I am in the H2 Timed Run Cairo Station Leaderboard) Any feedback is greatly appreciated.
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The new forge that is available in Halo 2 Anniversary is quite remarkable. A new feature, known as Movement Snap, will revolutionize the way we forge. Movement Snap combines the ethics of Coordinate Forge and Magnet Forge. As a result, the forging process is a lot quicker. Because of this, and the 650 piece budget, forge maps are becoming a lot larger than before. It was only a matter of time before Hybrid maps boomed... Hybrid maps: "What are they?", you might ask. Hybrid maps are, at the core, large competitive arena maps. They start out as small arenas, and then you build on them with Big Team Battle essentials. These Hybrid maps may feature vehicles, balanced weapons and spawns, and diverse map control. Because of their size, a two-players-against-one scenario is unlikely, unless you enjoy standing out in the open. I would consider Halo 4's "Complex" to be the first great Hybrid map. Hybrid maps are not for everyone, and it shows with the reception of Halo 4's multiplayer modes. So what is the difference between a Big Team map and a Hybrid map? Well, a very difficult question to ask with an easy answer. Let's take a look at Halo 2's "Coagulation". For the most part, the open area is the center of the action, and is equidistant from the bounds. Notice how the open area can surround the base, and yet the base is very close-quarters on the inside. Hybrid maps, on the other hand, use open areas passively. The center of the action is in the close quarters arena setting. Another look at "Complex", shall we fancy? Players gravitate AWAY from the open grass and to the structure, while in "Coagulation", Players gravitate TOWARDS the open mounds. Right now, I am working a new Hybrid. I started by trying to combine the symmetrical halves of two symmetrical arena maps of mine: "Breachport" from Halo: Reach, and "New Pacific" from Halo 4. I ended up adding a new floor on the bottom that not only connects the two halves, but creates an outer ring that goes around the map. It was on this floor that I decided that I should add a couple vehicles, and at that very moment, it became a Hybrid map. I don't believe I'm only one expanding on my old maps: There are many cartographers who stuck around to witness and become inspired by Halo 4's method. With Halo 2 Anniversary's lack of sprint, and the subjective of an Assault Rifle as a power weapon, I think this style of map design will warrant many players less "Headcase" medals. It is a good time to be a cartographer.
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Man, it's good to be back here. You guys are probably as caught up as I am, so I'll make this quick. At E3, 343i confirmed that Halo 2 Anniversary "will be getting the full anniversary treatment" (notice the emphasis on "full"), so at first, we thought, "So they will do six remastered maps with a brand new engine and then have the classic and remastered versions of all of the maps, right?" WRONG!!! As it turns out, to my surprise, Halo 2: Anniversary IS the six remastered maps on a new engine: There is no retextured version! What kind of next generation experience is offered with only SIX?!?! That's not my point, not even close. The point is, that means that we can reexperience only six different locations, and the general poll question is... What are the six maps? Well Certain Affinity has confirmed Coagulation and Ascension, so that leaves four maps. Oh, and future people, I won't update this when others are announced, but the common I see is... > Ascension > Coagulation > Zanzibar > Lockout > Midship > Ivory Tower But the two main maps that I think that were EXTREMELY UNDERRATED in this case were Burial Mounds and Waterworks. Now, I played the hell out of Zanzibar and Lockout, so there is no need to remaster what is already in-date. So the list should go like this... > Ascension > Coagulation > Midship > Ivory Tower > Burial Mounds > Waterworks Yes, there is something attractively misleading about the title, but I've got nothing to write! No multiplayer statistics (courtesy of Bungie), nothing! Good thoughts, everyone!
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- Certain Affinity
- 343 Industries
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Hello everyone, I am ROYSTAGE V2 and I present you: Raymundo (download link at the bottom) Raymundo is my best forged map, it's also symmetric and supports all gametypes! (except multi-team & Grifball). You can basically walk through the bases or walk on top of them. Red base: contains 3 ways to enter the top floor, has a initial 60 sec needler spawn, a 90 sec respawn timed Warthog and a Ghost with a 90 sec respawn timer. Blue base: contains 3 ways to enter top floor and also has a initial 60 sec needler spawn, a 90 sec respawn timed Warthog and Ghost. On the left side of blue base I tried to recreate the rock structure on the right side of red base, it has a initial 30 sec plasma grenade x2 spawn and with Dominion it also brings forerunner weapon ordnances, a turret, shields and a Vehicle Pad Warthog. The middle of the map contains a few little bridges and are quite important to control and also has a initial 180 sec Rocket Launcher spawn. The mid-right side of blue base: contains 'Dominion only' turret, UNSC weapon ordnances, cover, shields and 2 Vehicle Pad Ghosts, without Dominion it has a Machine Gun Turret and cover barriers. The mid right side of red base: contains 'Dominion only' turret, banshee and shields. With- and without Dominion it has a initial 180 sec Sniper Rifle spawn. And without Dominion it has a Mantis with a 180 sec respawn timer. This piece of the map contains: a (Dominion only) turret, shields, Covenant weapon drops and a Vehicle Pad Warthog. With- and without Dominion it also has a 30 sec plasma grenade x2 initial weapon drop. And here you see the middle of the map from a different view: Each base has in front of it a shotgun random ordnance drop: In the middle of the map under the bridge you can also find this random weapon drop: And on the other side of the middle of the map you find this random weapon drop: I started forging this map when I entered a contest on Forgecafe. I ended 3rd place with this map which was great because I never expected that when I started to forge this map. I haven't been able to test the map but because it finished 3rd in the contest I assume that the gameplay is fine. After I entered the contest I had to download a map which already had some things in it you were not allowed to change anything from. It looked like this with only the 5x5 block flat and the window things. Also, because I had to download this map for the contest the author name will read: Wildcaters45 Map download link: https://www.halowaypoint.com/en-us/players/roystage%20v2/halo4/fileshare#!/?section=GameMap&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=39c81010-8d3f-4dc8-b1b1-3bc3950daed1 I hope all you guys and girls enjoy my map!
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Creator: TheBloodbath22 Map Name: Kayru Island Supported Gametypes: CTF, Slayer, Ricochet, Oddball Rec. Players: 16 Budget: 9920 Initial Ordnance: Sniper x1 (80), BR x1 (120) Random Ordnance: Neutral S. Laser x1, Neutral Saw x1 Vehicle Set Per Team: 1 Ghost, 1 Banshee, 1 D. Warthog Description: BTB asymmetrical arena comprised of two distinguishable bases separated by an active volcano (interior accessible), and connected by a freeway. PLEASE NOTE: Any, ANY comments will not be read or replied to. Thank you for your understanding. Overview: Red Base: Blue Base: Volcano Bridge: Freeway (Blue Entrance): Freeway (Central Zone): Freeway (Red Entrance): Volcano Interior: Assumes the entire diameter of the base of the volcano, with rocks at varying uneven angles to elicit claustrophobia and prevent swift memorization of the area. Thank you very much for your time and consideration of my submission, 343. DOWNLOAD MAP HERE: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/245b9125-bdf8-4acd-be14-4cca03181e0c
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Map Name: Showdown File Share Gamertag: Wolf Dargo Tags: Blueprint, Facing Worlds, Slayer, Team Regicide, BTB, Halo 4 Canvas Map: Impact Started: 3/5/13 Last Updated: 3/12/13 Screenshots: Ideal Player Count: 10-16 Best Game Types: BTB, Slayer, Team Regicide Description: I have rebuilt the map I built a few weeks ago called Faceoff, after testing it there were too many things I needed to fix in the original so I just started over and got a much better map this time. I moved it way out so there is no interaction with rocks that I had previously integrated in. I found it much easier when I could avoid them completely... This map was inspired by a classic game that few may remember these days, Unreal Tournament, "Facing Worlds" Showdown played great with a bunch of randomly invited people, and well received, but I still would like to see what the Forge community thinks.... Budget: 8945 ~Thanks For Looking, feedback is appreciated...
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Just hoping this gets fixed soon, or something helps it. There are two lag issues that have been going on for a while now, and it is getting rather irritating. I do not recall Halo 3, or Reach having such a terrible lag when two people were split screened, so why is it in Halo 4? Now I'm not saying it lags on every map, but it does however always lag on custom forge maps. (Shutout, Simplex, Opus, Black Site etc.) Whether it is a guest or not, if two people share a screen, 98% of the time there is a horrible lag. This makes for insanely frustrating play when playing snipers, swat, and even flood; Not to mention having people quit out because it can get to be that bad. I don't know how this issue can be solved, but it has been going on long enough so why ignore a large issue when it comes to match making? Doesn't 343 want people to play their games? Another issue is trying to play BTB or Multi-team on Complex, because the map has an awful lag. Suggesting to remove the map from both playlists, because there is just too much going on for that map to apparently handle. If anyone knows the best ways to fix the lag if it is even possible, please let post it here; I know I am not the only one dealing with this problem.
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- custom maps
- btb
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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
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Map Name: Helios Tags: BTB, Extraction, Helios, BLAQCLOUD Author: Blaq Cloud Canvas Map: Forge ISland Status: Completed Screenshots: Ideal Player Count: 10 - 16 Gametype: Infinity Big Team Slayer, CTF, Extraction, KOTH, ODDBall Description: Helios was a UNSC research facility which sought new sources of energy, to fuel mankind's conquest of the stars. Mankind's dreams are infinite, and so its hunger. Helios focuses a fun balance between infantry, vehicles while fervently utilizing key areas of the map. Intense gameplay is the name of the game. Initial Weapon Drops: (1)Rocket launcher (180) (2)Sticky Detonators (No respawn) (2)Sniper Rifle (180) Random Weapon Drops: Railgun Concussion Rifle Saw Needler Sticky Detonator Vehicles: (2)Chain Hogs (30) (2)Rocket Hogs (120) (2)Mongeese (30) (2)Mounted Turrets (120) (2)Ghosts (60) Power Ups on map: None Armor Abilities on map: None Trait Zones On Map: None Budget Used: 9840 Overall performance:Great Split Screen Framerate Rating: Good Download & Enjoy! Special thanks to the guys over at Online Knights for the feature. Awesome work on the channel! http://youtu.be/zHNBsV1DKWU
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- Extraction
- BTB
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Hello, I am looking for people to run BTB and other gametypes, sometimes BTB lags way too much. I am online during the evenings Pacific coast time and on weekends. Hit me up