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  1. G L A S S I N G​ "You are, all of you, vermin. Cowering in the dirt, thinking what, I wonder? That you might escape the coming fire? No. Your world will burn until its surface is but glass! And not even your Demon will live to creep, blackened from its hole to mar the reflection of our passage... the culmination of our Journey. For your destruction is the will of the gods! And I? I am their instrument!" - Prophet of Truth Ever wanted to bring the intense, blood-red, fully upgraded Halo Wars 2 glassing beam into Halo 5? Well, this is just that. Two alpha infected spawn with sentinel beams that fire a steam of incineration cannon bullets, and are teleported into small pipes just below the massive covenant cruiser in the sky. These pipes restrict the alpha infected such that they can only shoot downwards, and will move with them as they walk such that they can chase the scurrying humans below. The humans spawn in a small, run-down town called old mombassa. There are two key buildings. The Dirthouse and the Pavillion. The Pavillion is an L-shaped structure at the corner of the map that you can enter. In provides some minimal cover from the glassing beam, however, you won't be safe. The Dirthouse is a grimy, empty house that you can run through to make a shortcut from one place to another. Its roof will collapse, however, when hit by the glassing beam, so you're not safe in there either. If you can find it, there is also a wooden crate hiding a speed boost to help you outrun the glassing beam. However, it takes a while to break it open, leaving you vulnerable for a few seconds. Once you are infected, you get to assist the glassing beams with cleansing the rest of the pesky humans. You have one shot in your white scar to set trip mines in the city and splinter grenades to block the humans' paths. More screenshots: This minigame is meant for 6-16 players. The map can be downloaded here: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?query=Glassing+V3&tags=&gamertag=n0mnom321&lastmodifiedfilter=0 The infection gametype used can be downloaded here: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?query=Glassing+(Alpha)&tags=&gamertag=n0mnom321&lastmodifiedfilter=0 "For your destruction is the will of the gods. And I? I am there instrument!"
  2. Gamertag: ARC GuiltySpark Player Count: 2-9 (1 slender, 8 players) Download Link: Click! Map Trailer: Click! THIS IS NOT AN INFECTION MAP, THIS IS A WORKING SLENDERMAN GAME Slender: Oakside Park is a custom game I have been working on for a long time but is finally finished. It is based on the game Slender: The Arrival and is a really fun game for as little as 2 players to 9 players. Please give this map a download, I would really appreciate it! RULES Everyone must go to Red team and 1 person on blue team to control Slenderman OBJECTIVE Red Team must work together to find 8 pages hidden throughout the map. They are switches that need to be activated in order for them to win. Once all are activated, an alarm will sound and everyone must run to the beach to go to the escape van through the gate and win Blue Team (Slenderman) wins by either keeping Red team from finding all 8 pages before the time limit expires or kill them all. He is controlled from a panel up in the sky similar to “reaper”. There is a light marker in the sky that tells the controller where Slenderman is on the ground. The map is very dark making it hard for players to find there way around. Slenderman makes a buzzing sound if you are near him. His face is glowing from the front so you can still see him in the black of night. Make sure to check out my gamenight video and map trailer on my Youtube channel. Huge thanks to CREATIVE FORCE for helping me with this great custom.
  3. Gamertag: ARC GuiltySpark Player Count: 2-8 (Multi-teams of 2 or 4v4) Download Link: Click! This is a fun minigame to play forged on the outside of empire. 3 rounds of 3 minutes to control the hill. Play with up to 8 players in the chaotic gravity slam! Objective Players try to capture the hill at the top of the tower. Players are first shot up from the base, then must jump up 4 other layers to the top. At the top is a stronghold players instantly capture and must hold it to gain points by staying inside. Settings - Players have infinite health and are invulnerable to any damage - Players have increased jump height and decreased gravity - Players gravity knockback is increased for their weapon and spartan abilities - Players are armed with gravity hammers and their abilities to knock players off the hill All players start on different teams. 2 to 8 players
  4. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Holdout: Camp ​(Has been known to change back to "Town Holdout" which is the original file name) Gamemode: Holdout (Infection) ​Description of the Map: This is the first installment of a series of maps I like to call Holdout... In Holdout: Camp your goal is to survive the onslaught that is the Undead, however this is easier said then done so grab a friend, find somewhere to hide and Holdout... Map Story: ​The sky is bright orange as the Sun sets over this Beautiful camp surrounded by Pine. You and your fellow companions hear something strange coming from the Food Hall based at the top of Camp, you find something to protect yourself with as it becomes clear that something isn't quite right... And Queue the Epic Music and Montage Effects... Pictures of the Map: Most of the shots are cinematic and the map kind of explains it self, there is however a few things that I couldn't take a photo of and even somethings that you might of missed in the images, these include... 1. There are 3 Zip-lines, these can be seen in a few images as cables. ​2. Each cabin contains unique weapons and is surrounded with at least 1 Assault Rifle. ​3. There are waypoints that spawn above the Survivors heads every 20 seconds that show their current location. 4. Most people don't realise but the Tree House ladder is broken, so you'll need to use the rock placed nearby. And that's the whole kit and caboodle, I hope that you enjoy playing the gamemode as much as I did making it. <3 FatAussieFatBoy
  5. SUPER MARIO BROS RUSH by Straymorais and coforged Agent Zero85 (scripting) 16 players Mode 1 : Kooplian Stronghold Attackers 6 (TEAM Mario) vs 6 GREEN (Luigi) Defenders optional-0 to 6 6-Yellow (Kooplians) Lemmy Koopa Iggy Koopa Larry Koopa Ludwig von Koopa Wendy O. Koopa Morton Koopa Jr. Defenders with protect castle while Mario and Luigi fight to obtain castle from Kooplians Mode 2 : MARIO RUSH CTF ( My GAME MODE IS NOT SHOWING ON WAYPOINT) Attackers 6 (TEAM Mario) vs 6 GREEN (Luigi) Defenders optional-0 to 6 6-Yellow (Kooplians) Lemmy Koopa Iggy Koopa Larry Koopa Ludwig von Koopa Wendy O. Koopa Morton Koopa Jr. Description : Red and green rush for the flag at the castle while accessing spawn checkpoint along the way. The defenders will be trying to prevent the MARIOS AND LUIGIS to entering the castle and making to checkpoints to deliver the flag within the castle to the top of the castle. Defenders will spawn in castle walls if killed on battlefield then will be allowed to carry and protect flags. FIRST MINIGAME SO IM OPEN TO SUGGESTIONS. ENJOY
  6. Gamertag: why Map: Volleybash Court https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=why Gametype: Volleybash The gametype can be downloaded through the in-game filebrowser under (why)'s gametypes titled "Volleybash". Sorry for the inconvience but at the moment HaloWaypoint doesn't display gametypes created using the Mini-Game mode. What happens when you throw gold clubs into the game of volleyball? You get a new take on the sport that I like to call Volleybash. How to play Volleybash: Two teams of four armed only with hammers need to hit the ball over the net and into the opposing teams side of the court; if the ball hits the ground on the opponents side the team who hit the ball scores one point (just like in real volleyball). The first team to score 20 points wins the game. Volleybash Features: - NO honor rules needed - Audio cues (multiplayer announcer announces which and when a team scores, ball incoming noise, etc.) - Visual Cues (navigation point on the ball, color coated sides of the court) - Functioning scoreboard More information can be found here: https://www.forgehub.com/maps/volleybash-court.4333/ Images and Gameplay:
  7. GT: CaptainDireWolf Map: Bongo Bongo: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=2&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_7c5dd5d6-b713-4389-907a-30ab048e9d88 Gametype: ShadowTemple (Infection-type): https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_gamevariant_CaptainDireWolf_722b95ec-85be-446e-aef8-993202028684 Players: 2-16 Welcome to my latest ridiculousness: Bongo Bongo. This is designed to be a boss battle type of game, where one player controls the phantom demon from the old school N64 classic: Legend of Zelda: Ocarina of Time, which resides in the infamous Shadow Temple; the seventh dungeon in the game. For those of you poor souls who are too young to remember or simply hid under a rock when this game came out, Bongo Bongo is the name of a gargantuan, evil spirit, which has one eye and great big hands playing a drum. Keeping close tabs to the original game, this map takes place on the big drum itself. One infected spawns in a chamber where it can control 4 sets of hands that fly across the drum in different patterns, attempting to push/smack people off of it into the poisonous green liquid below. If a human dies, it joins with the horde of the undead that guard the Shadow Temple. To add to the chaos, infected pop out of the darkness from corners of the map, also trying to kill the humans and pleasing their demon master. The humans' goal on the other hand is to kill the beast by first shooting all of the explosive barrels on the swiping hands that the infected alpha controls, thereby exposing barrels on the stumps of Bongo Bongo's arms and great eye. Once all of those barrels are destroyed, the evil demon will melt into the liquid below and the humans simply have to survive for the rest of the round. To add to the challenge, the drum causes players to BOUNCE up and down, (which I've found pretty entertaining when someone dies). TIP: Don't try to approach or jump on the demon as it will kill you... The map itself has some free space and hasn't officially been tested yet except for a couple 2 player shenanigans, so I definitely look forward to any constructive comments on improving gameplay, tweaking infected/human traits to make it more challenging/fun, and adding aesthetics or any other elements that you think should be added to increase replayability. Cheers! With that, here's some more pics!
  8. Battle Royal is a 2-16 player minigame where you have to knock your opponent(s) out of the ring, once they touch the floor outside the ring they're eliminated, once you are the last man standing in the ring you earn a point. Players will have a Hammer with unlimited ammo and a grenade to use, Spartan Abilities: Shoulder bash - when charging full speed against your target they will be knocked back by your gigantic muscle bound arms Ground Pound - will knock them back even further, best used to get back in the ring and slam on your opponents Also the gravity hammer is your legal tool of destruction to knock them out of the ring
  9. GT: CaptainDireWolf *CUSTOM GAMETYPE: "Sea Monsters" *2-16 players “Call me Ishmael.” - Herman Melville Now that Tidal finally works again it's time for me to release... a gigantic, white whale named MobyDick who is wrecking havoc on all the ships of the sea! Hopefully some of you kids have read or heard about the legendary tale of MobyDick. If not, here's the gist of the story which you can now reenact: According to legend, Captain Ahab lost his leg to a monstrous white sperm whale during one of his voyages. The Captain has brought you and several other sailors with him this time to attempt to finish the job and kill MobyDick once and for all. You arrive on the whaler ship named the Pequod in search of your host, but alas, the great whale has snuck up and destroyed your ship yet again! Now you must survive on your little row boats until help arrives! Don't be whale lunch... oh and watch out for sharks and other dangerous monsters lurking in the deep... including the Lochness monster, the Kracken, a giant eel, and a rock sea serpent. The Rules: - There is a single alpha infected at the start of the match, who gets to drive and control the whale (yee-haw). His or hers goal is to have the whale swim around gobble up any of the survivors from your previous attack on their vessel in order to happily go back to relaxing in your peaceful sea. - The survivors (humans) are simply trying to stay alive for the time limit (SOS) before help arrives to airlift them out of there and out of danger. - Once a survivor is eaten by the whale and travels down his gullet, they become sharks (they are simply infected who can swim in the water), which provides another danger to watch out for. - I made it so the infected can do very little damage, but can spartan charge (kind of like a shark charging a boat to try and flip it and its passengers, or at least slow it down for their whale friend to eat the people up). - IMPORTANT TIP: It is highly recommended to have a side passenger in each boat so they can shoot the sharks and keep them out of your boat! Also, there are only 10 lifeboats to spare so don't get left behind! As always, I'd appreciate any helpful feedback to make it more of an enjoyable experience for people. I'd especially like to get feedback on the gametype and best traits for the survivors and infected. Thanks and hope you enjoy! Cheers! Your final view before being eaten alive by the whale...
  10. Creator- Sgt DinkPinkle Player count- Up to 12 players Desc: The name is the game- Don't stop. The infected team is trying to crush you-literally. Team up with a buddy in one of 3 warthogs and survive as long as you can. The opposing team will have to ground pound your and your teammates warthogs to win. You and your gunner, must move quick and take the infected down to win. Race around the track to survive. Map Download: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=Modified&page=1&gamertag=Sgt%20DinkPinkle#ugc_halo-5-guardians_xbox-one_mapvariant_Sgt%20DinkPinkle_27f24966-0209-45df-ac4f-e16b7ae21be4 GameType Download: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Sgt%20DinkPinkle#ugc_halo-5-guardians_xbox-one_gamevariant_Sgt%20DinkPinkle_ed68869d-21aa-480b-aa6d-8c444542db7f
  11. Link To Map "Attack On Infinity" Link To Gamemode "Covenant Bombardment" Remember the good-ole days of Covies vs. Humans in Halo: Reach? Well I bring to you, Halo 5 Invasion! With using the Strongholds gametype, I have recreated the Halo: Reach Invasion Gametype. The setting of this Map is located on the Infinity distant away from a Halo Ring. This map contains over 250+ scripts to convert this Stronghold Gametype into a Halo 5 Invasion Gamemode. The difficultly starts off Hard for the Defenders in Stage 1, Neutral for both in Stage 2, and Hard for the Attackers in Stage 3. TO PLAY, TEAMS NEED TO BE ONLY GREEN AND PURPLE. WEAPON PADS ARE WHERE BUTTONS ARE LOCATED. In this gametype, the Humans will be Green and the Covies will be Purple. There are 3 stages to this gamemode. Each stage is designed for allowing only the Attacking team to proceed. There are 4 rounds of game play allowing each team to be Attackers and Defenders twice. The goal to win is for the Attackers to successfully capture both Strongholds to score 1 point. For the Defenders to win, they must prevent the Attackers from capping the Turbine stronghold in the allotted time. Click this for a video guide on how to play and understand this new gamemode. Stage 1: "Captain Lasky! The Covenant are Inbound!" ATTACKERS: The Attackers will start off on a Meteorite distant away from the Infinity. The goal for the Attackers is to destroy the 8 explosives on the outside of the Infinity using the Banshees in your respawn area (An Image of where the explosives are located are in the photos above). Doing this causes the Big Red Door blocking the Stronghold "Bay Doors" to open. Once the door is open enough to fit your Banshee, fly through and Press the Button located near the stairs to proceed to the next stage. Yellow flashing lights and weapon pads indicate where buttons are for the Attackers to access. DEFENDERS: The teleporters in your spawn room will lead you to different areas on the outside of the Infinity to defend against the Attackers from entering your ship. Teleporter "D" will lead you to a Hanger containing two "One-Time Use" Wasps to stop the Attackers. Stage 2: " We got Jackals in the Courtyard!" ATTACKERS: Proceeding to Stage 2 has unlocked you your Tier 1 set of weapons. Your goal is to proceed your way to the button located in the back of the Armory to reach Stage 3. Do what ever it takes to open that door. DEFENDERS: The Covenant has entered your ship, Use you Tier 1 set of weapons to prevent them from entering the Control Room. Stage 3: "The Last Stand" ATTACKERS: Tier 2 weapons are now available. With gain access to the Control Room, your Covenant reinforcements have brought you a new entrance into the ship, take the teleporter in your respawn area to enter. Your goal is now to use the two available Warthogs on the map to break down the door to enter the Turbine Room. Once you break the door, press the button inside to open the stronghold. Doing this will set the Infinity on fire. Capture the stronghold and score 1 point to win. DEFENDERS: Tier 2 Weapons are now available. Stop the enemy from capping the stronghold at all cost. When the Infinity is set on fire, you can cap the Stronghold yourself to make it harder for the Attackers to cap it (Doing this will not mean you will score). Hold them off for the time remaining in the round. A PART TWO IS IN GAMEPLAY TESTING!
  12. Gamertag: FatAussieFatB0y (The 0 is a number and not a letter) Map Name: Simon Say's Gamemode: Simon Say's (Slayer FFA) Description of the Map: Simon Say’s is a fairly straight forward Minigame that uses a simple but effective game style. All players spawn on a coloured Dance Floor, a TV positioned to the front of the Dance Floor shows what colour the Simon (random generator) has chosen, Players must try to survive for 2 minutes or be the last person standing. (A more complete description of every part of the map will be explained below along with pictures of the map). Pictures of the Map: An image of the screen once Simon has activated a colour. (This is the only indicator of what colour Simon has chosen) What the default screen looks like when Simon is yet to choose a colour. What happens when a colour is chosen and 1 second passes. (This is subject to change depending on the colour Simon chooses) This overview shows off an obstacle that the players will be faced with when the game reaches 1:00. (Just in-case you missed it, the obstacle is the black coloured blocks. That will encourage players to remember the locations of certain block colours) ​The Gravity Hammer spawn location, useful for keeping the peace or causing Havoc.​ When a Player Dies they are sent backstage to hang with the Sangheili DJ's. Pocket in the Wall where players can stand if they can't reach the chosen colour. Updates: And that’s about it. The Minigame is fairly simple but is a lot of fun with a group of friends. Hope you all Enjoy! <3 FatAussieFatBoy
  13. Creators: I is Bulimic & I is Dislexic Map Name: Beer Pong Map Gametype: Beer Pong (Assault) Players: 1v1 to 2v2. I've even had 4v4 and it was still fun so as long as it's even teams it should be good. Description: Red vs Blue. Spartan slam the ball into the cups. After you make it, hit the switch to sink the cup. If you get a rim job you die instantly. If you miss the cup completely but still land on the table you can go back to the teleporter in the middle of the table and get another shot (a roll back) however the other team can shoot at you. DON'T SHOOT AT EACH OTHER UNLESS THE TEAM GETS A ROLL BACK.
  14. This map is called Pirates: Water warfare Map creator: UTBxBoreas Desc: 4 teams will spawn in rooms with weapons. They will arm up, and jump through the chroma wall onto their respective boats. One player will pilot the boats while the others ride on top. It is their job to kill the enemy team and be the last team standing. However, to kill an enemy pilot, they must hijack the boat, kicking the pilot into the ocean killing them, thus "sacrificing" one player to completely wipe a team. This adds depth, and a layer of strategy, such as to kill all players, and then the pilots last. Each player will also spawn with a splinter grenade, and can use it to temporarily stop an opposing ship. Player Count: 20 players can play at the same time, 5 per team. But, it is recommended to have 16, to keep things from getting to hectic. The teams are Red, Yellow, Blue, and green. Gamemode name, Pirates: Water Warfare! Map name: Pirates! Map view:
  15. Recommend player count: 4-16 This map does require a game type called "Dark CTF" Dark CTF is a capture the flag Game Type were there can be four teams that are trying to get one or more of the three other teams flags. There is a hydra in the middle for a power weapon and boltshots laying about. It is very difficult to capture a flag because you also have a plasma grenade that has a the blast radius and damage set to its max. You need to use teamwork and stealth to get the flags. First team to score 5 flags wins. You must win two rounds to do so. You start with a SMG and a magnum. This can be found under my file share in Halo 5 Guardians
  16. In this minigame players spawn on a platform with 26 rainbow-colored blocks for each team's side. The blocks are color-coded with explosive barrels in the distance. Each player is equipped with a sniper rifle. If a player on the Red Team shoots a Green Barrel, then a Green Block will despawn on Blue Team's side creating a death hazard. Barrels explode with 2 hits, and I recommend scoping in twice for accuracy and to see the colors better. Stabilizers are enabled, so if you are scoped in and the block you are standing on despawns then there is a split second where you have a chance to thrust to an adjacent block and clamber up. This is a round-based survival game where one team wins when they've eliminated the opponents. Load 343 Strongholds, then Rainbow Sniping. This minigame works best with 2-10 players, but it is built to work with 16. The round goes too fast with more than 10 players. To download, add TurbTastic on Xbox Live, Halo 5 Friends Roster, TurbTastic, find the bookmarked map variant & game mode and add to your bookmarks
  17. In this minigame each player tries to survive the longest in their warthog. The platform is an 8x8 grid riddled with holes that players can fall through. Players that die respawn in a room filled with 16 switches, and each switch launches in a kill ball below (10 second recharge). The switches are color coordinated with the platform below, so players know where the kill ball will appear which allows them to target specific players. Switches are not available for the first 30 seconds of each round.
  18. Using the Race game type and scripting I was able to recreate Beer Pong for H2A. Drive your mongoose off of a ramp and try to land in the cups to score. If you make a cup it will disappear, so your team needs to make all of the cups to win the round. I have a 6 Cup version and a 10 Cup version. Halo MCC Epic Forge Maps #28 - Beer Pong (Halo 2 …:
  19. In this minigame players must avoid falling the stage, but to make things interesting the stage becomes progressively smaller every 15 seconds. There are 5 rounds lasting 2 minutes each, and a teleporter will spawn in 30 seconds into each round enforcing a vehicles-only rule so you can't get off your mongoose or flip it over. The last player on the stage in their mongoose is awarded with a point and wins the round. Each ring is a different color and will disappear according to this schedule: cyan at 1:45, orange at 1:30, purple at 1:15, green at 1:00, gold at 0:45, blue at 0:30, and the red does not disappear. The game is free for all by default, but it is also a lot of fun if you enable teams. See the video below for some good gameplay. Campaign leaderboards, campaign scoring, Halo 3, Sierra, Heroic, Friends, Co-op, 17088
  20. Map: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3dc3f2c0-5a7e-48f2-b2be-aaf304489eec Gametype: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/db66df4e-9181-4966-b8da-5d221f7ad589 This is my new minigame called Shuffleboard (map & gametype). It is based on the game where you slide pucks on a long table with sand on it that allows the pucks to slide gradually. In my game I used Warthogs as the pucks (possible with Multi-Team Ricochet). Initially I wanted to have each team competing for points on the same side so people could try to knock the other teams pucks off the board, but it's impossible to get the scoring to work right for that so I had to separate teams on 2 boards. Each team will start with 8 Warthogs on their side, and they want the Warthogs to land in the scoring positions. The driver is ejected from the warthog and teleported back to the spawn when they reach the Dominion Base Shield, so the speed of the warthog at the time you go through the shield determines how far it will slide. Gravity volumes are strategically placed to allow the Warthogs to slide. Red is worth 3, Orange is worth 2, Green is worth 1, and this is labeled in game by dice. The spawn is setup so that you can look through the floor to see where your warthog ends up, and you can see how many points each team is going to get. The center of the Warthog determines which zone it is in, and credit is given to each team at the end of each 1 minute round. The team with the most points at the end of 6 rounds wins the game. Each player has enough time to send about 3 warthogs each round, so it shouldn't matter if teams are slightly uneven as long as each team has at least 3 players. To ensure that the Warthogs are still at the end of the round there is something that will spawn when there is 7 seconds left and stop new warthogs from entering. Game this is based on. Overview of map. Players enter Warthogs above the board. Layout is designed so you can see where your Warthog ends up. Drive at about 75% speed when you hit the shield. After going through the shield you are ejected and teleported back to the spawn where you can make additional attempts if more Warthogs are available. 3 points for Red. 2 points for Orange. 1 point for Green. 6 points total here. If you go too fast your Warthog will fall off the end and earn no points.
  21. Built for the maximum in a mini game experience consists of a small room with one invincible mongoose that you must capture to score points use your mad hijacking skills and sticky detonators to remove your enemy from the presapice Includes as fallows; -1 invincible mongoose -up to 4 players -10000000000p HD graphics -Unlimited Ammo -Unlimited Assignations -Fast paced with low re-spawn time -And no wait to get back in the action Side effects of playing this mini game include but are not limited to; -Adrenaline high -Lack of breath due to epicness -Rage due to more epic friends -Relief due to easy associations -Head aches due to addiction to playing this mini game WARNING DO NOT PLAY THIS GAME IF YOU HAVE -c rated games -horrible sticky detonator skillz -lack of experience driving a mongoose -epilepsy -heart disease -are dead or will become dead in the next 48 hours This mini-game is not for everyone ask your doctor if sticky party is right for u stickey party.zip
  22. Map: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0ec13b38-f518-4684-857c-98f977dff0b9 Gametype: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4a56959f-8864-4a52-97db-ddf35f62226d This is my new minigame called GooseBall (map & gametype). It is a ricochet-based game where the only way you can score is by throwing the ball from the back of a mongoose. This is accomplished by surrounding the area near the goal with a players-only teleporter. Anyone that is on foot in the water areas (see first picture below) will be teleported back to their base (ball carriers will be killed to prevent the ball from ending up in a base). There is a neutral zone in the middle where the ball spawns that allows players to be on foot. Everyone starts with an overshield coming out of their base and is equipped with a shotgun. Players that are on a mongoose are roughly twice as strong as players on foot, so the only time you want to be on foot is when you are trying to pick up the ball. Goals are located on each end right above each team's spawn. Throw the ball into the goal by pressing the grenade button when you are close enough to make it. First team to get 5 goals wins. I recommend 8-12 players, though it is compatible for up to 16. Forge nerd stuff at the bottom. See screenshots below: Overview of the arena. Inside of spawn/base. Pair up whenever possible. Go to the middle, fight for the ball. Red team making a run with the ball. Slips by blue defenders and throws the ball in the goal. Nice block Zandril... Splatters are effective against anyone on foot due to increased falling damage. Mongoose collisions may also cause significant damage to players. Forge Nerds: Players on foot are teleported to one of these two structures. Only one structure is needed, but I didn't want people overloading the teleporter system. These structures have a kill ball near the top that will only kill you if you have the ball (complex interactions between gametype settings and trait zone settings). There is an invincible dominion base shield set to one team that is used to filter players from a certain team to the proper sender node that takes them back to their base. This had to be done this way as teleporters can't be set to work for only one team. When players are on a mongoose they are at a slightly increased elevation compared to standing, so I was able to use trait zones at different heights to give different attributes to players depending on whether or not they were on a mongoose. When you have the vehicles on map setting set to Mongooses (with the ricochet gametype at least) the game will not respawn vehicles that were originally mongooses, so I used 8 ghosts and 8 warthogs for the 16 mongooses. The "min count" attribute was set to 8 for ghosts and warthogs so they would respawn faster. There are extra dominion vehicle pads at each base as well.
  23. Such transparent, many beauty Ah, May long weekend... the unofficial start to summer here in the Great White North. A time when people clean out the ol' trailers and drag them into the wild for a weekend, a time when the weather here always rains on the campers' parades and police officers are out in full force to nab drunk drivers... and the perfect time to host a playdate! May I present to you... MAESTRO'S MAY LONG WEEKEND! TIME: 10am-2pm PDT (pacific) / 1-5pm EST / 6-10pm GMT (convert it!) DATE: May 17 GAME: Halo 4 w/Forge Island + Halo Reach MIC?: Preferred but not mandatory I figured it's been awhile since I hosted an event, so why not celebrate the long weekend with some friends? And unlike previous playdates where I hoped to have the day off work, I booked the day off well in advance! So what's on tap? Here's the list so far: HALO 4 (10-12 PDT/PST) KORIDAI HOLY GAMELON ROUTE 666 HUSKY RAID MARIO KART 64 (minus Sherbet Land) VORTEX FORT LEONARD (by popular demand) SKYTRACKS (5TH) RACE TRACK EXTREME HALO TACTICS BEER PONG (have to be 19+ to play it in accordance with BC's drinking laws) POKEMON HALO REACH (12-2 PDT/PST) HOGLAUNCH PAINTBALL ARMOR WALKERS HUSKY RAID (different game, different weapons, different shenanigans) CLONEBALL CRASH UP DERBY And if you're wondering about available slots and who else is attending, look no further: 1. Maestro 2. Drizzy_Dan 3. Self Destruct 4. Yang Xiao Long 5. Bnus 6. ShadowFiend216 7. UNSC Spartan-II 8. Ledgend1221 (Reach only) 9. Grind Y0ur Mind 10. DeathByFae 11. ? 12. ? 13. ? 14. ? 15. ? 16. ? 17. PROFIT ( ͡° ͜ʖ ͡°)
  24. 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.
  25. Hello 343 welcome to a remake of my needforspeed map from halo reach. The rules are pretty much the same. -Do not get off vehicles or you will teleport to jail and die and become a cop. -Cops must flip robbers off their rides. -Robbers do better with a passenger plasma EMPing the cops. -Cops in rocket hogs should wait for passenger to shoot rockets before driving off. Download Map and Custom Gametype(Cops n Robbers) by searching my gamertag DIEabolical D on Halo 4 file browser. Jail AHHHH! PLEASE LEAVE ME ALONE!
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