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About Me

  1. Hello everybody, this is going to be my first map post to the site so I'm pretty excited about it. I have been making maps for many games including halo for about 8 years now but I'm always looking to improve my skill. As for the map itself, It doesn't correlate to a certain location but rather is inspired by the Neo D.C. structures that are portrayed in Ion Fury, a great old school shooter that dropped a few months ago. I always believe I can make good layouts, spawns and objective placements however I always felt my artistic drive with mapping has always been somewhat tame. With this map I aim to create not only a fun map this time around but have it also be visually appealing to the player. I can never seem to have a good simplistic style or a consistently highly detailed theme so I plan to have a balance of some sort. As for what is in store in terms of layout, this map will contain a much larger play space in terms of sightlines, with lost of indoor CQC sections sprinkled throughout, with a dash of height thrown into the mix. (Hence the name) While I just started work today and am nowhere near done, I will try to consistently update this post with its progress. images will be add later when its in a more complete state. I hope I can live up to not only my own expectations but also of you guys too, so stay tuned!
  2. Last Bastion is a Halo 5 Forge Map from Jesse Duchene, AKA @Soldat Du Christ. The level was officially released near the end of 2018. Jesse then created a 'Making Of' video, and published that in June of 2020. The video is a detailed breakdown of his thought processes behind the design, and provides great insight into the type of thinking that can be used to create great levels. We recently met up with Jesse to talk about the video, further picking his brain on both the level and the video. Can you share a little bit about your history designing levels -
  3. Scripters: AddiCt3d 2CHa0s & Yumudas Beegbut Map Concept and Design: PooEveryFriday Juggernaut Classic is a Minigame scripted by AddiCt3d 2CHa0s & Yumudas Beegbut that mimics the classic Juggernaut feel. Juggy Nuggies is a map designed specifically for the gametype by PooEveryFriday. Juggernaught Classic has the following features: * Is an FFA where all non-Juggernauts are "Friendlies" * Friendly damage against other friendlies is very low * Friendlies have navs to help prevent confusion * Juggernaut always has a "Hostile" nav and cannot see Friendly navs * Random Juggernaut is chosen at game start * Juggernaut has higher health and shields, and regens faster. He moves faster, has a more lethal melee, and can ground pound. * Juggernaut cannot be assassinated * Only Juggernaut can score by kills * Only Juggernaut can grab hammer (other weapons do very low damage) Gameplay video:
  4. Cancer is a 2v2 asymmetrical slayer map. Gameplay circulates around a two pronged power position and the advantageous sight-lines that those positions create. There are two hard routes and two indirect routes (grav lift and teleporter) that will take you up and down from those positions making gameplay fluid. The layout is easy to grasp but inside it are many intricacies the experienced player can take advantage of. 3 of the 4 power weapons require players to leave the positions of power to obtain them including the active camo which leaves players in a seriously risky position. My favorite part of this map are the many interesting sight-lines and the verticality. Although segmented into rooms the sight-lines make the map feel open and keep the gameplay quick and fluid so there's not much chasing and searching for opposing players. Don't take my word for it, give it a download... To download and test, search TheElderAcorn on Xbox Live and download it from my fileshare. Walkthrough video: https://www.youtube.com/watch?v=q2U6_WTdVxk&t=1s
  5. Soon this page will be updated with links, a short description of the level, its contents, and the thinking behind the design. Enjoy some pictures and sounds. 🙂
  6. R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading! R E P I T I T I O N R E P I T I T I O N R E P I T I T I O N For this repetitive level I explore the repetitive theme of repitition. Inspired by the following music video I tried to create an enjoyable and easy jump map, which shows off fresh and minimalistic art! Made with Forge, the editor in Halo 5: Guardians, you can download map and gametype here and here. Some screenshots: Thank you for reading!
  7. Forgehub has announced the 'Forge Your World' contest. "Forge Your World is a purely aesthetic movement that encourages our community to recreate a real-world location, landmark, etc. in Forge! This is a contest of photo-recreation." This contest will run through June 7th. The community will determine the winners by voting for their top 3 submissions. The voting will begin on June 8th. Prizing is available for the top 3 as follows: 1st: $500 2nd: $350 3rd: $150 The top 3 will also get a much coveted Forgehub Tee Shirt
  8. Edgemister Gaming (@Edgemister) has started up a new level design YouTube series. The first video in this post is an introduction to the series. The second video dives right into the subject matter. Hope you all enjoy! Follow Edgemister Gaming YouTube: https://www.youtube.com/user/edgemistergaming/ Twitter: https://twitter.com/edgemister_ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/Ne
  9. El Bronco Nature had its own plans for this once prospering little town... It surely did look promising to become a cornerstone of the Wild West train network, however... Soon after the well was being used and the foundation of the train track was laid the town got hit by numerous unforgiving seisms and landslides. El Bronco is a 2v2 deathmatch level made with Halo 5's Forge; a collaboration between myself and @Box_Hoes Box designed the level and had the idea with the broken Wild West town, however wasn't able to properly finish the map and was about to give up on it, so I redeveloped the theme and breathed life into it. Here are some screenshots of the level back when I picked it up: Back to some more: I'm not happy about having to make the architecture in such a simple style due to budget constraints. Nonetheless, I managed a realistic look from a certain distance. Though, I'm generally very happy with how this map turned out, especially the atmosphere, negative space and terrain. It was quite the challenge to get it to where it is now. It might actually have been the most difficult terrain I had to create to this day, as there often weren't the right small pieces available for tight spots. With all things considered, I once again hit the utmost limit of what's possible in this editor. I'm eager to see what Halo 6's editor has in store, I've been held back since a while now. Thanks for checking this post out! Download El Bronco via Forgehub
  10. Chapter 1: Hear me out Going as far back as the Halo trilogy, and especially in more modern games like Destiny, the aptly named Modern Warfare, and even Apex Legends, it has been commonplace to refer to all facets of the 'shooting' in one of these games as its gunplay. Which, in and of itself, is fine - vague and generalized word use is very helpful, and allows us to get complicated ideas across quickly when we’re trying to touch on larger points. For that reason, I don’t go around grilling people who don’t use perfectly accurate verbiage at every turn. However, more often than not, when
  11. I'm a big fan of Halo. To the point where I even wrote fanfiction as a teenager about it. It's been part of my life for many years now. However, for a myriad of reasons, I have not had an XBox One this generation until a couple of weeks ago. Ultimately, this means that I've played very little Halo in the last few years. But this year I used my birthday money to buy an XBone. It came with a free trial of Game Pass. This led me to download The Master Chief Collection. I began playing Halo: Combat Evolved yesterday. I played through the first three levels. I was really awestruck by Halo. No, not
  12. A work in progress for Halo 5 2v2 competition, nearing completion - this thread will be home to pictures, videos, and concept art as they become available.
  13. Secret project I was working on. Built in less than 2 weeks, so it’s a little rough. Lots of windows. Download here: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=Modified&page=1&gamertag=icyhotspartin#ugc_halo-5-guardians_xbox-one_mapvariant_icyhotspartin_225447d6-8e98-458d-9fd2-b0692fcfc931
  14. U N C O M F O R T A B L E S I L E N C E Is a 2 vs 2 level design, blocked out, built, detailed, and lit all within Halo 5's proprietary editor. S U P P R E S S T H E S I L E N C E The sound of nothing is maddening, and each volley of projectiles will only make the ensuing silence worse. B E H O L D https://gamerdvr.com/gamer/xxandrith/video/90761256 ^Walkthrough^ D O W N L O A D
  15. Westin

    With Love

    With Love is a core 2 vs 2 level design, set within a French riviera, and crafted primarily to be entered into the Forgehub 2v2 Boogaloo mapping contest. B E H O L D D O W N L O A D
  16. https://jakestegmeier.wixsite.com/portfolio/maar-dun DOWNLOAD AND DETAILS AVAILABLE ON MY PORTFOLIO WEBSITE https://jakestegmeier.wixsite.com/portfolio/maar-dun CREDITS J A C O B S T E G M E I E R | LEVEL DESIGNER @Jake Stegmeier | MartianMallCop LEVEL DESIGN | LEVEL SCRIPTING | UX | LIGHTING | ASSET CREATION C H R I S T I A N F I L I P | LIGHTING ARTIST @MultiLockOn LIGHTING | ASSET CREATION W E S T I N K O E S S E L | ASSET MODELER @Westin ASSET CREATION
  17. a Chunk

    Map Feature: MAAR DÚN

    Intro MAAR DÚN was a passion project, and it shows. Two years in the making, the map oozes that special something that you can’t ever quite put your finger on, or put words to. It brings to mind flavors, scents, and maybe a few tingling sensations in forbidden parts of my body (to much information??). I find myself animated into an ancient Wraith City, which is simultaneously dark and beautiful. Set in the gloom of a seemingly floating rock island. There’s the feeling of being abandoned, alone. And then I get shot in the face and come to my senses. There’s a battle at hand, and I
  18. Communication between the rings and the ark is essential for successful activation of the array. 4-6 Players. All 343 modes compatible. Halo Waypoint Forgehub
  19. What is Mythic? Mythic is a new Halo 5 playlist which features Battle Rifle starts, with no radar and limited abilities. The Mythic playlist has been a long time in the making. It’s journey to matchmaking was ultimately a collaborative effort between members of the Halo 5 Forge community and members of the 343 Industries sustain team, as they sought to create a fresh, classic style Halo experience. In addition to the new settings, the Mythic playlist features all new maps, built and refined by the community, with support from 343. These brand new arenas have been tailored for the settings
  20. Sgt Slaphead

    Abyss

    Abyss - Forged by Sgt x Slaphead Recommended Modes - Assault - Capture the Flag - Slayer Static Weapons - Sniper Rifle (x2) - 120s - Plasma Caster (x2) - 180s *Static weapons spawn at regular intervals regardless of when they are picked up. About Abyss During the initial blockout, this map went by the placeholder name ‘Hallway of Death’. The reason for such a blunt approach being that its original design was intended for the Extermination forge contest back in 2017. Extermination is a 4v4 elimination mode where the goal is to wipe out the enemy team in a short space of time, so maps designed for it must be compact and straightforward enough to keep fights fast and minimize hiding. Because of Abyss’ linear nature and deadly middle hallway intended for fast paced action, it later provided the perfect conditions for Neutral Bomb Assault as both the map and mode work well with tug of war style gameplay. Almost every match on this map in testing has been incredibly intense because Abyss leaves little room for flanking and avoiding fights, placing emphasis on team pushes. Forerunner architecture lends itself well to creating a striking hallway with its angular arches, so I stole the shape of the large doorways from Halo CE’s Assault the Control Room and used them as the basis for the map’s geometry. Such a simple layout needed an interesting setting so placing the map underwater with a Halo 2 Delta Halo theme brought a lot more to the space. Map Overview Gameplay Video Action Shots Download Abyss
  21. Cryptic - Forged by Sgt x Slaphead Recommended Modes - King of the Hill - Oddball - Slayer Static Weapons - Scattershot - 120s - Railgun - 180s *Static weapons spawn at regular intervals regardless of when they are picked up. About Cryptic Cryptic was built out of an appreciation for the interior forerunner architecture seen in The Silent Cartographer from Halo CE and The Ark from Halo 3. Because I’d just joined the community at the time and was learning so much from others, Cryptic evolved a lot throughout its building process with seven drastically different iterations. It was largely a process of trial and error, testing different room designs and experimenting with how they would fit together. The map finally came together once I decided on the maps defining long sightline framed by its precession of arches. This focal point is what unites the rooms around it, and keeps fights easy to find. The original version was first released in late 2013 for Halo 4 making the design around 6 years old now. I wanted to remake it since it always proved to be a strong King of the Hill map as each room offers a unique hill location and setup. With KotH returning as our ‘new’ standout gamemode for Mythic, I felt this map would highlight the mode well. Map Overview Gameplay Video Action Shots Download Cryptic
  22. FRONTIER - Forged by Sgt x Slaphead Recommended Modes - King of the Hill - Oddball - Slayer Static Weapons - Sniper Rifle - 120s - Energy Sword - 180s - Shotgun - 180s *Static weapons spawn at regular intervals regardless of when they are picked up. About Frontier Halo CE Hang ‘Em High meets Halo 2 Lockout is the easiest way to describe Frontier. Frontier is based heavily on my previous map Final Frontier, which used architecture inspired by Hang ‘Em High set in a space environment, influenced by the Halo CE 1.5 map Imminent. Anyone who has played Lockout will know that matches on it often result in a standoff between the two main towers. I wanted a map of a similar style except with far less camping by adding more danger to the higher levels to keep players moving. The big difference from Lockout is that Frontier uses a third main tower as a neutral power position which encourages movement away from the other two towers. Two teleporters also allow players to quickly cross from one side of the map to the other. All these factors combined make for a free-flowing map where recreating the sometimes stagnant situations found on Lockout become near impossible. Risk and reward is very clearly applied as a method of encouraging this flow but nowhere is this more apparent than with the maps central ladder. Climbing the ladder is extremely dangerous however if used successfully players can quickly make it to the top of the map and surprise the enemy team. Players can also fall off the map at any time if not careful, especially on the higher levels where there are less railings. Frontier is a map where nowhere feels safe for too long and players want to stay on their toes, making it best played for intense Oddball matches. Map Overview Gameplay Video Action Shots Download Frontier
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