Who doesn't like a little SnD/CS action from time to time?
I became bored of the standard halo experience, and the 'fresh' experience of tactical slayer wasn't cutting it for me. I had to make something that would peak my interests as a forger again, so I created a set of game modes and maps to help develop a counter-strike feel in Halo 4.
First thing's first, the game modes are mostly modded ones(bombs, no flag-num, hostage). These, like in CS, are called scenarios. There are only 4 of them, and most maps are only balanced for one. Second of all, here are the stats for ALL scenarios.
Scenarios also have the same loadouts:
GAME VARIANTS
Elimination Scenario(link to be added at a later date):
-Eliminate the enemy team. There is literally nothing else to this but killing,mmm...
-Play on maps with the 'dm' prefix
Bomb Scenario(http://tinyurl.com/nr4m3kv):
-Defend the site from bomb toting attackers.
-Play on maps with the 'de' prefix
Hostage Scenario(http://tinyurl.com/mz6u8th):
-Free your imprisoned comrade. (not tested yet)
-Play on maps with the 'cs' prefix
Intel Scenario(http://tinyurl.com/kozgbva):
-Capture the enemy intelligence.
-Play on maps with the 'tl' prefix
MAPS
de_Artifact(http://tinyurl.com/mptjd5h):
-Basically this is an assault on a large military controlled blast door protecting an ancient artifact. The assault rifle plays a key role in assaulting the control room bomb sites in that almost all areas of the map are medium to long range sight lines.
This is the only spot that overlooks the center and is completely out of the way of the top of the vault's sights.
This corner of the map is the least likely place that you'll find someone. It's very safe compared to the other areas.
cs_War_Factory(http://tinyurl.com/ozcap45):
-Assault the factory plaza to rescue your imprisoned comrade. With a sneaky tunnel route connecting the control room to the bay side and middle rubble, the defenders have to be careful of fire on their six. Much of this map has shotgun compatibility, but ARs still have an advantage throughout the main routes.
On the bay side, the power generator is the only place available for an extraction point.
The service tunnels serve as an additional route, increasing unpredictability among opponents.
This service platform allows attackers to defend the extraction point with a slightly better edge against the defenders.
I had some trouble making a few maps for the experience, mainly that the maps were far to small. Because of the 5v5 player standard, maps like skiebrothers' wetwork remake weren't good candidates. I actually believe that a map like Derailed from MW2 might work well.
I'd like some feedback about this thread, being the first preview I've posted. I may add additional maps to the fray.
I became bored of the standard halo experience, and the 'fresh' experience of tactical slayer wasn't cutting it for me. I had to make something that would peak my interests as a forger again, so I created a set of game modes and maps to help develop a counter-strike feel in Halo 4.
First thing's first, the game modes are mostly modded ones(bombs, no flag-num, hostage). These, like in CS, are called scenarios. There are only 4 of them, and most maps are only balanced for one. Second of all, here are the stats for ALL scenarios.
-75% jump height
-no shields
-90% damage resistance
-no shields
-90% damage resistance
Scenarios also have the same loadouts:
-Assault Rifle
-Frag
-Mobility
-Dexterity
-Shotgun-Mobility
-Dexterity
-Frags
-Resupply
-Explosives
-Resupply
-Explosives
GAME VARIANTS
Elimination Scenario(link to be added at a later date):
-Eliminate the enemy team. There is literally nothing else to this but killing,mmm...
-Play on maps with the 'dm' prefix
Bomb Scenario(http://tinyurl.com/nr4m3kv):
-Defend the site from bomb toting attackers.
-Play on maps with the 'de' prefix
Hostage Scenario(http://tinyurl.com/mz6u8th):
-Free your imprisoned comrade. (not tested yet)
-Play on maps with the 'cs' prefix
Intel Scenario(http://tinyurl.com/kozgbva):
-Capture the enemy intelligence.
-Play on maps with the 'tl' prefix
MAPS
de_Artifact(http://tinyurl.com/mptjd5h):
-Basically this is an assault on a large military controlled blast door protecting an ancient artifact. The assault rifle plays a key role in assaulting the control room bomb sites in that almost all areas of the map are medium to long range sight lines.
This is the only spot that overlooks the center and is completely out of the way of the top of the vault's sights.
This corner of the map is the least likely place that you'll find someone. It's very safe compared to the other areas.
cs_War_Factory(http://tinyurl.com/ozcap45):
-Assault the factory plaza to rescue your imprisoned comrade. With a sneaky tunnel route connecting the control room to the bay side and middle rubble, the defenders have to be careful of fire on their six. Much of this map has shotgun compatibility, but ARs still have an advantage throughout the main routes.
On the bay side, the power generator is the only place available for an extraction point.
The service tunnels serve as an additional route, increasing unpredictability among opponents.
This service platform allows attackers to defend the extraction point with a slightly better edge against the defenders.
I had some trouble making a few maps for the experience, mainly that the maps were far to small. Because of the 5v5 player standard, maps like skiebrothers' wetwork remake weren't good candidates. I actually believe that a map like Derailed from MW2 might work well.
I'd like some feedback about this thread, being the first preview I've posted. I may add additional maps to the fray.
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