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Map: The way the World Ends Game variant: The way the World Ends 2 to 8 players Race against your friends in a map themed after the halo 3 warthog run. Doge explosion make mad jumps and keep an eye out for the flood. http://images-eds.xboxlive.com/image?url=MSVnmBUo_fHjbLYMjAEUQ0lownAKOp9IonrjkJ1oPz526pJjCjWkTDpqyD19.1og6vINZVj0riL_IN4tZZ3of.HJbL2rTY4nOkZWJ9EbgVMrkSdxmbVEm.rlktsFhHaliedwLwJD.pWVnDLdTDYRgapI1zHXOktW.L8js.Z5_gN590oOdus9_h_WqrBBQVRccprzVJAb_2nwLI7KmpX5xCrUpXm3phtOa8EPiYIGNtPqzgWxgCkGKFZ_z8.NcN3ams3vXuA_.cndq.NacMkewiov51ef4EF0Hozm5fYK83g-&format=png&h=640&w=1138 https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=ONI777777#ugc_halo-5-guardians_xbox-one_gamevariant_ONI777777_e1f3b9c3-f050-4c53-9e77-548a178a5755
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https://www.forgehub.com/maps/yoshi-falls.4936/#post-1678462
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"Race your friends in a hog, watch out for whomps, and get nostalgic" A Mario Kart themed race track by: ARC GuiltySpark Gamertag: ARC GuiltySpark Player count 1-16 Map Link: Click! Gamemode (Link Issues, get from my files) Halo Kart Map Building Process I first got the idea for making this map when I randomly decided to play on my old wii. I took photos of this map for reference and then built all the track pieces I would need first. Once I had a strait, corner, jump, and every other little piece made, I simply snapped together all the pieces to make the track. I had major budget issues making the map from making a huge lava floor and storm ceiling out of chroma blocks and lights, so I had to cut back on some aesthetics to have enough objects for a functioning gametype. The scripting of the whomps wasnt working well so I had to make the whomp structure more simplified as well. Now The map flows 99% smoothly with few scripting glitches. Paired with the "Halo Kart" gametype, it is a really fun custom to play! Halo Kart Gametype Settings -Starting Vehicles are set to rally hogs, but you can change them to mongooses and ghosts as well -Each lap is 10 points. Default settings are set to 3 laps (30 points) but you can set however many you want -Players are not allowed out of your vehicle, but you can set the game to allow players to spawn in passenger seats If you would like to see how I built the map, or how to build a race track on your own, check out my Youtube channel for my Halo 5 Forge Guide video coming out soon Guilty Spark's Youtube Channel Thanks so much, enjoy the map
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Map Tropic Road with Gametype TR link map : https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=KevinAnsari link gametype : https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=KevinAnsari
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Hey all, I am creating this post because my friend and I do a weekly show called Forgetastic Fridays where we pick user created maps, we then run around the maps and showcase them. We are looking for anyone that would like to submit their Forge maps, they can be any type of map (4v4, 8v8, Slayer, Infection, Puzzle, etc). And we would love to be able to have the user in the show with us explaining why they did this etc. If you would like to submit your map just leave your GT, and the name of the map. Or you can send me a message on XBL, my GT is Sgt Gnomes, and just let me know the name of the map you would like to submit. I hope to hear from you! Heres an example of what we do:
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343 community, Allow me to introduce my warthog race map, "Yellow Brick Rolled". I've been playing Halo since it was created and as long, I have been most intrigued by two components: 1) the gauntlet-style, warthog sprints found in the campaign levels (dat Final Escape jump doe), and 2) challenging the gametype/map boundaries set by the creators. While I've had my stints (LONG, GPA-killing stints all throughout High School, College, and Grad School!) with getting my forward lean on for the sake of ranking up and building my K/D (mostly when in concert with lifelong brethren Its PJ Biaaaaaa and OXFire), by virtue of the fact that my household didn't have internet back when H2 dropped, I never achieved elite, multiplayer status and as a result, resigned myself instead to hack jumps, campaign nuggets, besting Legendary AI solo, and a social life ... and chirping kids. I've never been MLG worthy, but I'm a grinder.... and over the course of myriad gamertag iterations (slash adolescence), an a-hole, who fit right in with online FPS gaming. Fast-forward to present, (the try-easier stage of life) and now I have an avenue through which I can finally contribute to the community... this is my first creation and hopefully it's worthwhile. I have bulleted the gist topics beneath for brevity. The truth is, words can't do it justice, so I urge you all to try it out (preferably with a sizable fire team) and enjoy! 1. Quick Stats Author Gamertag: sum1 moar 1337 Warthog race map 8 color-coded, laned spawns with 1 scout warthog per lane 2-16 Players; capability of single player per team, or "double dash" style with a side seat co-pilot grenade tosser. Must self-choose team color The intention is for people to stay within their hogs unless flipped (preparing for a formal race gametype to be released by 343); race cannot be completed solely on-foot, without utilizing grenade jumps Big-Team Stronghold game-type to afford "Finish Line" with instant capture attributes TO BE PLAYED WITH YBR: Race da 5'9" gametype; mode attributes augmented to allow for minimal damage infliction and invulnerability to all but kill balls/suicide, with maximal force effects (ground pounds, frag blast radius, melee strength, etc.) for sake of heinous explosion physics. Also, unlimited lives per round, 2 rounds to win game, 6 frag nades at start and H1 pistol (of course) Forge details: 970 objects; 9 groups; 304 scripts; 37% FX; 82% lightmap; 52% collision; 94% physics 2. Summary YBR is intended as a 2-16 player race map, with a clear flow and contained funnel, and many obstacle-rich sections throughout, which collectively serve as the main element of randomness. This map is laden with equalizers, to ensure all remain engaged in the race, despite their lineup at any given time. The inner track is composed solely of "material" objects and the outer composed almost entirely of "natural" objects; I did this for juxtaposition and variety. Scripting is quintessential to this map, as movement makes it more challenging to "master" any given part, while staying ahead of the pack. Thanks to Forge's uniquely quirky nature, some objects even appear/disappear depending on the specific round, or time within a round, or for no reason at all... while this is unintentional, ironically it also contributes to the randomness, which is actually beneficial. Every bit of this map provides choice to the driver, and most of these choices afford decent time-saving/loltastic rewards (grav launchers, shortcuts, teleports, anti-grav fields), BUT the more rewarding, the more consequence-laden they are in case of failure (physical rejection by rotating objects, huge time-sinks for failed attempts, death by fire/kill ball, etc.). Even running through this (see YouTube vids) by myself, having created the map and knowing all of the minutia, this thing can kick my a$$ and humble/frustrate me during any given round, despite my best driving... which is exactly why I love it. From the hours of alpha-testing this beast with others, hilarity ensued. Soon, urgent call outs and moments of choking laughter became regular occurrences, along with ever-evolving location names. Personal favorites include: Whiskey Stones; Cheese Wedges; Ball Pit; Toblerones; Kit-Kats; Zebra Cakes; Rib Cage; The Salad Tosser; Guess Who?; Graveyard; Herp Rock; Petey's Oak; Root Sack Garden; Old Dusties; The Plumes; The Gauntlet; and Flolshy. This is exactly why I created this map, and I'm excited to see if it takes off. 3. Future Plans Depending on when/how 343 rolls out its race gametype, I don't yet know how I'll reallocate object budget... whether I'll do away with the constructed boundaries and opt for checkpoints to funnel people, or not. Also, I wonder how this map would play with rally hogs and what that would mean for jump distances and other things currently optimized for the slower speed. Also, you don't need nades to complete the map, BUT I like that aspect, as well as the ability to seat switch, because these allow you to toss nades at the competition, for sake of defense or for just f'king with their race... I hope these aspects are retained in the formal race gametype launch, as they promote curveballs. Of course, add'l edits will be made as player feedback comes in from sessioning YBR, so I'm hoping to garner some unexpected ideas as well. Thank you all for regarding and in advance for trying out Yellow Brick Rolled. Enjoy! Screenshots: http://xboxdvr.com/gamer/sum1%20moar%201337/screenshots Demo Vids: http://xboxdvr.com/gamer/sum1%20moar%201337/video/19028337 http://xboxdvr.com/gamer/sum1%20moar%201337/video/19028404 Map DL: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants/bookmarks?gamertag=sum1%20moar%201337 Gametype DL: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants/bookmarks?gamertag=sum1%20moar%201337
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GamerTag: CaptainDireWolf Map: Summer Olympics Gametype: "Gold Medal" (Instant win Strongholds) Players: (2-16) though 16 is best for lots of action (it IS the Olympics after all) Forgehub link for more pics: http://www.forgehub.com/maps/summer-olympics.2500/ Welcome to the Summer Olympics! This year its hosted on Reach and competitors have to conquer 6 major sports to win the gold medal: Track and Field, Mountain Biking, Rock Climbing, Gymnastics, Sailing/boating, and Swimming/Diving. Competitors begin with the "shot put" (use grenades to blow up explosives down the field), and then take off running on the track to overcome the 1st set of hurtles. Next comes the long jump, 2nd set of hurtles, and high jump. Mountain biking consists of riding mongooses through a bumpy terrain to reach "the Wall". Be the first to ascend it and take the water slide down to the gymnastics chamber. Conquer the bars and you will reach the boats (yea I know, mongooses had to do; a kind of waverunner action). Finally, take the diving platforms or simply swim across the pool the quickest to obtain 1st place and gold. As always I welcome suggestions to make my games better so feel free to comment below. Add my GT: CaptainDireWolf and hit the download button above. Let the games begin! More pictures:
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CaptainDireWolf 2-16 players Gametype: (Play with slayer if you want to just cruise around the map, otherwise use "Podracing" gametype for racing for 3 rounds to determine the champion, i.e. capture the stronghold) Welcome to the Boonta Eve Classic! This podrace takes place on the famous Mos Espa course on Tatooine. Hosted by Jabba the Hutt himself, this podracing arena challenges all competitors. Play as one of your favorite racers, including: Anakin Skywalker, Sebulba, and Ben Quadinaros to name a few. It supports 15 people racing, but extra people (or people who get destroyed) can take the teleporter near the start line and join the unruly tribe of sand people camped above the track to shoot down the other racers (hint: aim for the gas tank near their pods for maximum effect). Wait for the light to signal the start of the race, and then it’s off to the finish line! The map contains curving canyons filed with jumps and ramps that cut through the large formations of rock called the Mushroom Mesa. Next, racers have to navigate through narrow openings into Beggar’s canyon (as expected, there is a service ramp for those pushed off the course). Continuing on through desert plains and Arch Canyon, racers will eventually find themselves in the subterranean Laguna Cave. Be warned, pilots will then go through the Canyon Dune Turn, where Sand People may shoot down unlucky pilots. Watch out for the fires too (tried to mimic N64 Podracer here for those familiar with it). Whoever survives enters the last stretch of desert dubbed the Hutt Flats, leading back to the arena. Racers must complete three laps to be claimed the winner. With that, I certainly welcome any and all suggestions for adding or fixing or removing anything to make the map even better, as I’m an avid Star Wars fan and try to keep everything as close to the original as possible (within the budget of course). Please check out the link in forgehub: http://www.forgehub.com/maps/podracer-boonta-eve.1469/, click the download button, and add my GT: CaptainDireWolf to enjoy the map. A special thanks goes out to all those fine people who figured out how to weld objects to vehicles, however, be aware that some podracers may freak out due to the welding vehicles bug. Let the Games Begin!
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Creator: OPG StingRay17 Map: Drag Race 2 Gametype: Drag Race (Fiesta Slayer) Recommended players: 8-16 Teams of 2 must with random weapons must drive across this massive straight away while other teams interfere. Have your passenger kill other racers or be killed and having to wait a new round to restart. Note that there is only one life so if the driver dies the passenger must take over. When reaching the end there will be an item to collect ending the round in a win.
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This racetrack is a remake of Bowser’s Castle from Mario Kart 64. Features include a fire-breathing Bowser statue, scripted crate Thwomps, and a lava bridge. Speed boost powerups work like mushroom boosts, and there’s another powerup near the end that drops crates on opponents just ahead of you. Since there are so many sharp 90 degree turns I added infection shields in some places which work like bumpers. Laps take about 1 minute and 30 seconds. The map is designed for mongoose racing and supports up to 16 players. Play with my race gametype for the best experience.
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My friends and I used to have a blast playing Rocket Hog Race and Rocket Race. I know it isn't for everyone, but hear me out. First, it could be in it's own playlist just like Grifball. This way people are forced to play it from Action Sack or Multi-Team because honestly, you either love it or you hate it. Second, it doesn't need to be rotational. This way it won't take up spots that could be used for Snipers etc. Honestly I think the rotational playlist idea is bad anyway. Third, its understandable that some people think Rocket Race takes away from the core of Halo's purpose as a first person shooter. However, it's nice to take a break from the standard playlists and go for something more lighthearted once in a while. If you wouldn't mind seeing these game types return to Halo (Reach, 4, 5, etc) then take the time to fill out this petition. I don't think by itself it will change 343's mind but this is part of a larger plan. https://www.change.org/p/343-industries-return-rocket-hog-race-and-rocket-race-to-halo-matchmaking Thank you.
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I need some help building a new coaster/race map in halo reach tomorrow (THURSDAY) and was looking for volunteers the map will be on forge island as always. TIME: 2:30-4:30
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This is our second race together after a year has passed! Play with Race v1.1 up to 16. Download Link: FRED N' TRED - http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/6a60ef47-5d39-4843-824f-e0145655304a Race V2.1 - http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/6507781f-ea9c-4b79-adb3-54b2406cab8b
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E 4 Extraneous This is letter 5 of the Alphabet Series by TheRedEyedDevil. This racetrack is a Hybrid track on Impact which features forge blocks that are used for more than one part of the track. For instance, I used a block 2x2 tall at a 45 degree angle (more or less) in a circular path so you can drive on it from both sides. Other blocks I used in this manner include: Large Walkways, Station Corridors, and UNSC 2 Story Buildings. This is my second longest racetrack on halo 4 and it may be the best of the Alphabet Series thus far. This is number 9 out of 26 racetracks of my biggest series! Average Lap time is 2 minutes & 30 seconds. Play with Race v1.1 up to 16. Color Scheme: All colors! Time Spent Forging: 45hrs Type of Track: Hybrid - Double Wide, Roller Coaster Difficulty: Hard Download Link: E 4 Extraneous: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/3aba31a8-b379-4fde-a3f8-4df6e0947ef5 Overview: Images:
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This is my first attempt to make a GP. At least to the best of my knowledge it is a GP. I randomly started forging on Thursday because it's been a while since I finished a racetrack. I am working on several others that got me stumped so I thought I would take a break from all the hard stuff. Play with Race v1.1 up to 16 players. Average Lap time is 25 seconds. Hope you guys enjoy! Color Scheme: A mix of Red, Orange, Purple, & Gold Time Spent Forging: 20hrs Type of Track: GP/Tournament Difficulty: Medium Download Links: Map: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4df750c8-ed3d-4fc3-8b0e-466e3b9e71f4 Gametype: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/120225e2-61b3-419a-bd5c-eb528b49aac7 Images:
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This is the 5th SKYTRACK of the SKYTRACKS Series. I started this series long ago, so for every SKYTRACK I finish I try to top the last one. SKYTRACKS (5TH) features 3 huge jumps; The first jump launches you straight up in the air for a smooth landing, the second jump lands you into a wheelie, and the third jump is is the biggest and fastest of them all, big air and fast speed equals mega fun!!! Play with Race v1.1 up to 16 players. Average Lap time is 1:15. Hope you guys enjoy! Color Scheme: Mostly cyan, but for the each of the 3 different jumps I used orange, red, and purple. Time Spent Forging: 220hrs Type of Track: Hybrid Difficulty: Easy Download: SKYTRACKS (5TH): http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/743b6e3c-51c9-4adb-8a60-1975dd737b70 Race v1.1: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/120225e2-61b3-419a-bd5c-eb528b49aac7 Video: Images: Start Initial Drop First Turn First Jump Second Turn Second Jump Third Turn Incline Fourth Turn Third Jump Overview
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Double Wide Practice Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/ea5d315c-7abd-4487-b4a9-458907c000ba This is just a basic double wide of my choosing. I wanted to use new pieces that I have never forged with before. I used a bridge piece, cover glass, and rock type 2. This my no means is not the best I can do, truth is I wanted to doodle and practice different things so I can prepare for my my next double wide which will be called "Perfection" or something along the lines. This double wide features smooth turns and fun jumps. Play with Race v1.1 up to 16 players. How this map came about? I was in the mood to make a double wide, so I built one. What was the hardest part? Ironically, the hardest part for me to forge was the big gravilift jump. It was hard because the jump was slightly slanted, so making the jump and landing was a bit of a challenge. The success rate is about 65%. Not my best, but the main purpose of this track is experimentation of different objects. How long did it take to make? It took me about 30 hours total. Difficulty (Easy) Images: Overview:
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Infectious Cove Download Link: http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0e0def98-fbde-4c9f-93dd-d093ab77cdf7 This my first time forging a racetrack outside of the grifball arena on Erosion. This racetrack features two rock caves and really fun drift-able turns. I like this track a lot because a majority of the track is so close other structures such as caves, buildings, other parts of the track, and the terrain that Erosion has to offer. Infectious Cove is a runoff of Infectious Lagoon. The color scheme is green and brown to condensate for the infectious feel of the map. Play with Race v 1.1 up to 16 players. How this map came about? I've been wanting to make a racetrack out side on Erosion for a long time, so I finally got around to doing so. What was the hardest part? Their were a few difficult parts: the 1st rock cave turn was hard to pull off. I redid the turn 3 times. The other hard part was finding a starting place and being able to use it well. What my favoarate part? My favoarate part of this racetrack is the turn between the 1st and 2nd rock cave. I was extremely happy that the turn was possible with no tricks attached. How long did it take to make? I think it took me about 4 days Difficulty (Medium) Images: Rock Caves: Overview:
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So as many of you already know, me and JXZAW are hosting a Halo 4 playdate on the 22nd. I have some maps that are ready to be played, they just need one thing, a Race gametype. So if any of you have a Race gametype, reply to this post so we can arrange a time to meet on Halo 4 so I can get it from you. DO NOT PUT IT IN YOUR FILE SHARE. We will just play a game of Race that way I can just get it out of the Temporary History of Gametypes. I f you put it in your File Share it will be removed by 343 because it is a modded Gametype.
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TRED's 45th download: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/90058d0e-5b81-48ff-ace9-5ae4cacd4b0a This is my 45th racetrack on halo 4. To be honest, of the 45 or so... I really only care for about 25 of them, Or at least the ones where I started to use transitions instead of tapering (Which KSI Milk Man introduced me too). Thanks to mastering this wonderful technique each racetrack just gets better and better. I can't even decide which one I like the best because every new racetrack I make is even better than the last one! My goal is to make 100 racetracks and become as well-known as I can before halo 5 hits the fan. I got 20 more maps in the Alphabet Series, 6 more SKYTRACKS, 3 more difficulty tracks, as well as many other racetracks that I randomly have ideas for! Number 100 will be called TheRedEyedDevil. This tracks color scheme is Red (for obvious reasons). This is another tournament style track which is quite unique compared to my other ones! I used 98 braces as the bases of the track. This idea had originated from one of my recent maps "J 4 Jungle" as in that map you had to drive underneath the braces, in this map you start from underneath, but a majority of the track is on top which I think looks pretty sick!!! Play with Race v1.1 up to 16 players. How this map came about? Ironically Tripmine was with me in the beginning and we were going to forge a map together, but we had connection problems and timming was bad, so I continued without him. I had a mindset for a tournament track and I thought it would be pretty cool to use braces as the bases for it all. What was the hardest part? Amazingly this map was not a hard map to forge. Mostly every thing in it is on a 5 degree rotation snap. But in retrospect I would have to say forging with the braces was hard mostly because the camera would zoom out really far every time I moved the brace and magnets were not an option on lining up the braces. Precision would have been nice, no doubt about that. The other hard part was posting the number 45 on one of the back walls of the brace turns. At first I had it on the wall in red, but it was hard to read, so I changed the color to green, but didn't like it. So I put large bridge pieces behind the text for a white background and changed the letter back to red! Also, finding a route took me a few hours, but I think I did good. I really wanted you to drive both ways on the braces, but I couldn't find a suitable route. How long did it take? It took me about 20 hours total to make it. Images: Decoratives: Overview:
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Hello Everybody, I am TheRedEyedDevil and I Forge Halo 4 racetracks. I have finished 45 racetracks and am pushin for 100 before the Halo 5 release. Current Projects: SKYTRACKS (5TH) Difficulty Unknown P 4 Pop-Up-Picture H 4 Halotracks W 4 Wormhole Smooth Ride Collsion Fusion 2 T 4 Transport SX v2 Besides making racetracks, I also make Mario Kart remakes such as the 4 batle mode maps off of Mario Kart 64. I also enjoy playing competitve gametypes with friends and testing competitive maps as well as racetracks in halo 4. Although I make racetracks, I don't really enjoy racing in tournaments, I only like to race with friiends for fun, not stress. I have 2 youtube channels: TheRedEyedDevil & ForgeHaloRecetracks (Recetracks is spelt with e because I mispelled it by accident) My main channel is TheRedEyedDevil, this is where I post all my creations. My other Channel ForgeHaloRecetracks or FHR for short is my professional channel where I do map reviews and other fun stuff. I haven't decided if I will ever post any of my sfuff up thier or not. If I do, I will either do a showcase or upload my favorates in video montage. (And yes I do have favoarates, I do admit not all my maps are good, but the last 15 or so have been prettty decent, my personal favoarates are as follows: SKYTRACKS (4TH), Collision Fusion, T 4 Transport SX, A 4 Alienation, Infectious Lagoon, Holy Waters, Stunt Jocky, Gold Peak SX, Colloidal Fever, and TRED's 45th. Besides video games, thier's not that much to tel. I have a B.S. degree in computer science and haven't started my career yet. I am very good at Billards Pool. Ironically I love swimming in the pool, not to big of fan of the beach, although body boarding was bun until I threw up. I have also been nee boarding and inner tubbing which are both very fun until skip across the water like a rock. I also enjoy running and cycling, although latly I havn't been very active with it. Being that I am strightedge and really enjoy forging on halo 4, I don't really have any use for socializing with many people, so really the only friends I have are from xbox or from college.
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Map: Team Race - CoAction Gametype: Race - Teams of 2 I've been working on Team Racing for over a year now and have been stuck with using a King of the Hill variant until a gametype by Mr Sylux and Gabo came out with one that is much better (Team Race v1.8 ). This gametype is designed so that teams of 2 will be placed into position on the mongoose and will be forced back on if they get off for 3 seconds. There are issues if team sizes go over 2 so you may want to set the maximum number of players equal to the number when you start. The gametype doesn't allow progressive checkpoints like Race v1.1 so it works best having the first team that reaches the end wins the round. Now that I had this to work with I decided to build a map designed exclusively for racing in teams. Obstacles in the course are interactive and often require cooperation between the driver and gunner for things such as shooting down a barricade. The gunner is equipped with a Railgun and Sticky Detonator which will be used to disrupt other teams as well as interact with various obstacles and triggers throughout the map. Co-forged with TheRedEyedDevil. I'll explain all the features of the map by describing these screenshots: Overhead view. Shows the 8 starting cells for the teams. Starting cell. Gate goes down 10 seconds in. To change drivers have the intended driver get off first and the intended gunner get off right after. First section starts out really wide and funnels players into a more narrow section. First obstacle is a dominion base shield with a land mine on it that can assist taking down the shield. The green shield is blocking a slight shortcut and shooting this land mine will take it down. It will also cause a chain reaction. Dice before. Dice after. You can also trigger the dice by looking back and shooting the mine. Players can reach high speeds on this downslope. There is a jump at the bottom. The cones are a harmless guide. If you hit the jump with enough speed you will land on the bridge above. The lower section is very bumpy courtesy of the rocks. Players bounce on destructible shields in this section. Screenshot If you fall through the shields, then you need to drive up this ramp to get back up. The right side has a flashing red light as it will slow you down. The left side will not slow you down but it is blocked by a shield. The center shield is neutral and can be taken down by shooting the land mine like so. The other 8 shields will only allow one random team to pass through them. There are land mines on both sides of this block that will cause these barricades to drop like this. There are 3 ways to go here. The left side requires a lot of speed to make the jump. The middle takes you to a lower section where you need to get conquer a rollover. The right side is blocked by pallets and there is a booster behind them. Taking out the shield door on the bridge from a distance. Barricades and crates roll downhill in this section. The final bridge section is very long and is prone to lead changes.
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Gamertag: TyranicSlayer Map: Cat n' Mice Gametype: Claws and Madness Description: Cat n' Mice is extremely fun. The wraith must try to splatter or knock of the mongooses as they zoom around the skate-park like arena. The mongooses attempt to trick the wraith into mines, lining the walls of the course, or into the path of the kill ball launcher. The wraith's gun has been removed and gameplay is quite balanced. The map allows for some epic jumps and stunts for a race feel with a crazy twist. Drive, dodge, and drift your way to survival in the ultimate minigame. Recommended Player Count: 9, due to the limit of mongooses, players will be forced to carpool with 10 or more people. There are a few obvious honor rules: Do not hijack the wraith.( Feel free to turn passengers off if you have 9 or less people.) Do not get out of the wraith or mongooses. Have fun. Let me know what you think- TyranicSlayer
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How this track came about? In my life there are very few things that I love doing. I mean I like going to the cinema, but I don’t love it. I like to watch football on a Saturday afternoon, but it’s not something I love doing. However if there’s one thing I do love doing, it’s driving a mongoose or warthog across terrain. That’s where this map came from. I decided to make this map on Erosion as I’ve already explored Ravines terrain, and Forge Island and Impact don’t really have much to offer in that particular area. Another decision I made pretty quickly was to use construction aesthetics as a theme for the map. With Erosion being rather dusty and baron, I thought it would make a great construction site. With all decisions made I went ahead and forged the map. It took me about 2-3 hours to forge the track, and then a further 3 hours to do all of the aesthetics. During the making of the map, largely because of the bumpiness of the terrain, I made the decision to use warthogs and not mongooses as the main vehicle. You can still choose to use mongooses (or ghosts) if you want, Warthogs are just the recommended vehicle. What was the hardest part? Deciding on the final layout of the track. Took me about an hour of randomly driving around in different vehicles to come to a final decision. Fastest lap time: 47 seconds Number of checkpoints (per lap): 15 Difficulty: Easy Vehicle: Warthog (recommended), Mongoose or Ghost. Easter egg: One of the construction workers seems to have lost his football (soccer ball). Can you find it for him? Note: THIS MAP WILL ONLY WORK WITH ‘CONSTRUCTION RACE’ GAMETYPE. Screenshots: Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/a9c2a9c8-d5f1-4e54-9fe9-689e65dd55cf Gametype Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/ec8a37ba-6cc5-4b6e-af78-ff8e0f00e2f2
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How did this track come about? Always wanted to forge a track on Impact, in my opinion it’s the perfect canvas for a roller-coaster track. It took me about 4-6 hours to forge and I’m extremely pleased with the result. I’d even go as far as to say it’s my best yet. What was the hardest part? There were none! Apart from a small kill zone issue, this track was the easiest and least problematic thing I’ve ever made in forge. Fastest Lap: 1 minute 12 seconds Number of checkpoints (per lap): 10 Difficulty: Easy Vehicle: Mongoose (recommended), Warthog or Ghost Screenshots: Map Link: https://www.halowaypoint.com/en-gb/games/halo4/fileshare/details/90b23b6f-2373-4318-b9e5-6f2aa47e7b61 Note: This map will only work with the ‘Race V1.1’ gametype.