This is my own forge portfolio post that I probably should have posted a long time ago but I'm doing this now since Halo 5's forge is here now and its the end of 2015. Properly cook your anguses ripe because this portfolio is going to be chock full of "serious" maps that I've made, both bad and successful and at the end I'll be including the number of troll maps I've made in Halo 4 and Halo 2: Anniversary. I'll be including many screenshots or even video features I've had for some of my works so I'll be putting each of those inside a spoiler box to help organize things a bit better. Now let's begin...
I know, this game obviously didn't have forge mode but it was still a Halo game and had map making tools that I've used to make some very regrettable maps when I was only 10 or 11 years old and I figured it was worth mentioning because it was my very first introduction to map making as a whole. I've posted maps to a community website dedicated to Halo: Custom Edition custom maps, tags, etc. I actually used the forums there too but being the 10/11 year old that I was, I was a laughingstock and made some cringe-worthy posts and I deserved it all. Anyway, here are the maps that I've made in this game (there could very well be more that I'm forgetting), and I'm just going to link to them directly instead of posting each individual map and screenshot here.
"Duck Hunt"
I don't have any screenshots or videos of this map because it was either deleted or was just left on an old 360 console that died but this had to have been made sometime in late 2008 or early '09. I vaguely remember making this glorious turd of a Duck Hunt ripoff map (which I forget what I named it) that I stole off the idea when I joined a custom game after being invited by somebody I played matchmaking with presumably. Nothing really more to mention here besides the poor and sloppy forge job I did on it so I probably did delete it to spare myself the embarrassment.
Maze 'n' Escape
"Will the zombie find its way through the maze and infect you? Or will you get the upper hand? 6-14 players"
Oh boy, where to begin... So basically this was another ripoff of a "tier" styled Infection map that I made in mid-2009 but the twist was that the Infected had to make their way through a small maze at the beginning... how exciting! I only have this map still around because I uploaded it to my file share and I found it just sitting there when I checked it some time in 2013. The forge quality is pretty bad but nowhere near as bad as I remember that Duck Hunt ripoff.
The Infected started in the bottom-right corner of the maze here and the exit was obviously at the tunnel. Oh boy!
This was the first "tier" for the humans. Humans spawned at the flat half-box to the right and made their way towards the teleporter on the right. The only way to get to the teleporter was through a stupidly placed gravity lift at the top of three ramps that spawned after 60(?) seconds so that it seemed like the humans 'held-off' this area. Just lol.
This was the second and last "tier" the humans had. Behind the first teleporter the humans come out of is another teleporter to an armory (as seen in the little half-box towards the mid-left of the second screenshot) with a funny little fusion coil constantly dropping on top of it to create an illusion of a risk vs. reward, I guess. The little box you see at the bottom of the screenshot here was the last stand for the humans and a cover spawned on top of the box in the last 10-30 seconds of the game so that the "winning" human can just mindlessly slaughter the Infected without risking getting killed. gg balance
High Voltage
"Although recently abandoned by crew workers after a Covenant invasion, this power plant still powers 1/4 of Voi. 4 - 10 players."
As far as I remember, this was my third and last project on Halo 3 and it was created sometime in late 2009. Its actually my first competitive map design and in comparison to the other two Halo 3 maps, this one's forge quality was actually decent. The map basically looks like Foundry but with some pieces moved around and I had no idea how map design worked so that's basically about it, not much more to say.
i r mastur map maker
"He got a noooscopeeeeeeee!"
Reach Sham Bo Hallway
If you know what the Ro Sham Bo minigame was from Halo 4, then this is the same exact thing but in Halo: Reach. One claustrophobic, symmetrical hallway, two small red and blue bases, each player starts with a random weapon and only has one life. Its like Husky Raid in a way but actually fun and far less chaotic.
Odyssey
"Six months following the disaster of New Phoenix, the UNSC deploys cargo base 'Odyssey', set on a large structure in Requiem."
Much like High Voltage from Halo 3, this map was a symmetrical competitive map that I built in the flat area on Ravine without any real competitive map design knowledge and had structural objects and *shudders* building pieces that were basically randomly placed around the map. This map was started six days after Halo 4 launched in 2012 and if I can recall, was my submission for the Infinity Slayer 4v4 Meet Your Maker contest.
Overview of the center of the map. Just look at those skillfully placed structures!
Building pieces are best pieces!
Hazard Zone
"After recent attacks, this asteroid settlement was added to War Games. Epic battles for the middle. 'Danger Canyon' reimagined."
First off... why the HELL didn't I name this Danger Zone? The world may never know. This map was a terrible, awful remake attempt of Danger Canyon from Halo: PC and now seen on MCC. I started this map at some point in what little time Halo 4 had in 2012, but that's all I can remember. This is when I first really dipped into the Halo 4's shortcomings of forge and truly experienced what it's like to hit the dreaded budget limit. This is why at the time I decided to call it a re-imagination instead of a remake (although I should have just called it crap) as it barely resembled the original map at all. I'm not even sure why I even tried to complete this map when it should have been obvious it was pretty bad. I'll let the screenshots speak for themselves.
The Z-fighting really accents the map well.
You can't go wrong with a bunch of HUD screen clutter!
A map that not even a mother could love.
Agoraphobia
Towards end of forging this map, I thought it was going to be a success. Hahaha. As like any other 17 year old wannabe forger that was amused by Impact's unique object palette, I too jumped in on the typical hamster-tube map with the airlock tube pieces some time in very late 2012 or early '13. Thinking I was being original, I even included an outdoor section with zero-G utilized by trait zones which cuts down on travel time across the map. In addition, I thought it would also be a great idea to include three pairs of teleporters all covered by a timed kill boundary but the reward was that you travel across the center of the map very fast. The map is obviously extremely linear and played like hot garbage.
I wonder how much fun a hamster would actually have in this.
Quality aesthetics!
Transverse
"This UNSC nuclear-space project site was highly classified by ONI until recent events. 'Gephyrophobia' remade."
This was a somewhat interesting map, so to speak. It was supposed to be another remake, this time of Gephyrophobia from Halo: PC and now seen on MCC. According to the map file on my file share, the map was started in mid December of 2012 but I can recall not finishing it until late January of 2013. The map turned out to be a turd due to an overabundance of bumpy Coliseum, Wall pieces, a general unfinished and confusing look due to the budget/dynamic lighting limits and just generally being a bad map with DMR spawns, virtually no cover and the overpowered sniper positions to the high sides of the map. I suppose I can say I was bold to even think about making a map like this in Halo 4, let alone have it resemble the original map to a somewhat decent extent.
I can't believe I made people play this map.
(cont.)
Halo: Custom Edition
This game is an open modding version of Halo: PC released by Gearbox Software and Bungie that was released in 2003. It allows users to make custom maps, weapons, vehicles, sounds, HUDs, player models, and just about almost anything you can think about. The only thing you really can't touch is the game's engine backbones since the source code has yet to be released.I know, this game obviously didn't have forge mode but it was still a Halo game and had map making tools that I've used to make some very regrettable maps when I was only 10 or 11 years old and I figured it was worth mentioning because it was my very first introduction to map making as a whole. I've posted maps to a community website dedicated to Halo: Custom Edition custom maps, tags, etc. I actually used the forums there too but being the 10/11 year old that I was, I was a laughingstock and made some cringe-worthy posts and I deserved it all. Anyway, here are the maps that I've made in this game (there could very well be more that I'm forgetting), and I'm just going to link to them directly instead of posting each individual map and screenshot here.
Killter: http://hce.halomaps.org/index.cfm?fid=3030
Snow Camp: http://hce.halomaps.org/index.cfm?fid=3799
Small Giant: http://hce.halomaps.org/index.cfm?fid=3800
Flood Guardians: http://hce.halomaps.org/index.cfm?fid=3895
Rainbow Road v5: http://hce.halomaps.org/index.cfm?fid=3920 (modification of a custom map but with "Baby Got Back" playing in the background)
Summerwinder: http://hce.halomaps.org/index.cfm?fid=3979 (texture modification of Sidewinder)
Snow Camp: http://hce.halomaps.org/index.cfm?fid=3799
Small Giant: http://hce.halomaps.org/index.cfm?fid=3800
Flood Guardians: http://hce.halomaps.org/index.cfm?fid=3895
Rainbow Road v5: http://hce.halomaps.org/index.cfm?fid=3920 (modification of a custom map but with "Baby Got Back" playing in the background)
Summerwinder: http://hce.halomaps.org/index.cfm?fid=3979 (texture modification of Sidewinder)
Halo 3
I think its safe to say we've all had a time where we've hated our 13 year old selves, well this era of my forging "career" was a good embarrassment but hey, I guess we all had to start somewhere. I wasn't yet involved in any Halo forging communities at this point so I still had no idea ghost-merging and geo-merging was a thing. I thought the forge maps in matchmaking which incorporated this was some sort of Bungie dev wizardry. I don't have any means of extracting a Halo 3 screenshot other than taking pictures of my television with a camera so the screenshots posted for this era are the best quality I could get out of them."Duck Hunt"
I don't have any screenshots or videos of this map because it was either deleted or was just left on an old 360 console that died but this had to have been made sometime in late 2008 or early '09. I vaguely remember making this glorious turd of a Duck Hunt ripoff map (which I forget what I named it) that I stole off the idea when I joined a custom game after being invited by somebody I played matchmaking with presumably. Nothing really more to mention here besides the poor and sloppy forge job I did on it so I probably did delete it to spare myself the embarrassment.
Maze 'n' Escape
"Will the zombie find its way through the maze and infect you? Or will you get the upper hand? 6-14 players"
Oh boy, where to begin... So basically this was another ripoff of a "tier" styled Infection map that I made in mid-2009 but the twist was that the Infected had to make their way through a small maze at the beginning... how exciting! I only have this map still around because I uploaded it to my file share and I found it just sitting there when I checked it some time in 2013. The forge quality is pretty bad but nowhere near as bad as I remember that Duck Hunt ripoff.
The Infected started in the bottom-right corner of the maze here and the exit was obviously at the tunnel. Oh boy!
This was the first "tier" for the humans. Humans spawned at the flat half-box to the right and made their way towards the teleporter on the right. The only way to get to the teleporter was through a stupidly placed gravity lift at the top of three ramps that spawned after 60(?) seconds so that it seemed like the humans 'held-off' this area. Just lol.
This was the second and last "tier" the humans had. Behind the first teleporter the humans come out of is another teleporter to an armory (as seen in the little half-box towards the mid-left of the second screenshot) with a funny little fusion coil constantly dropping on top of it to create an illusion of a risk vs. reward, I guess. The little box you see at the bottom of the screenshot here was the last stand for the humans and a cover spawned on top of the box in the last 10-30 seconds of the game so that the "winning" human can just mindlessly slaughter the Infected without risking getting killed. gg balance
High Voltage
"Although recently abandoned by crew workers after a Covenant invasion, this power plant still powers 1/4 of Voi. 4 - 10 players."
As far as I remember, this was my third and last project on Halo 3 and it was created sometime in late 2009. Its actually my first competitive map design and in comparison to the other two Halo 3 maps, this one's forge quality was actually decent. The map basically looks like Foundry but with some pieces moved around and I had no idea how map design worked so that's basically about it, not much more to say.
i r mastur map maker
"He got a noooscopeeeeeeee!"
Halo: Reach
Surprisingly, I didn't have much involvement with anything during the Reach days. Only a month or two after Reach released, my brother sold the game for some reason and I moved onto PC gaming for a good time before I got my own 360 console some few months before Halo 4 came out. I don't believe I've ever even touched the forge mode before the game was sold. However, I bought a used copy of Reach somewhere in 2013 and I remade (demade?) "Ro Sham Bo" from Halo 4 in Reach when somebody asked in one the THFE Throwback lobbies for somebody to remake it and so I did. Therefore, this listing is a little out of order since I made this Reach map almost a year after Halo 4 was released (which I've already made several maps for at this point).Reach Sham Bo Hallway
If you know what the Ro Sham Bo minigame was from Halo 4, then this is the same exact thing but in Halo: Reach. One claustrophobic, symmetrical hallway, two small red and blue bases, each player starts with a random weapon and only has one life. Its like Husky Raid in a way but actually fun and far less chaotic.
Halo 4
Let's return back to order. While this game wasn't good, here's where things start to get good. I had some really fun times playing this game with friends and staying up all night, besides this game's major shortcomings. In the middle of this era is where I feel, as a forger, when my forging skill transformed dramatically.Odyssey
"Six months following the disaster of New Phoenix, the UNSC deploys cargo base 'Odyssey', set on a large structure in Requiem."
Much like High Voltage from Halo 3, this map was a symmetrical competitive map that I built in the flat area on Ravine without any real competitive map design knowledge and had structural objects and *shudders* building pieces that were basically randomly placed around the map. This map was started six days after Halo 4 launched in 2012 and if I can recall, was my submission for the Infinity Slayer 4v4 Meet Your Maker contest.
Overview of the center of the map. Just look at those skillfully placed structures!
Building pieces are best pieces!
Hazard Zone
"After recent attacks, this asteroid settlement was added to War Games. Epic battles for the middle. 'Danger Canyon' reimagined."
First off... why the HELL didn't I name this Danger Zone? The world may never know. This map was a terrible, awful remake attempt of Danger Canyon from Halo: PC and now seen on MCC. I started this map at some point in what little time Halo 4 had in 2012, but that's all I can remember. This is when I first really dipped into the Halo 4's shortcomings of forge and truly experienced what it's like to hit the dreaded budget limit. This is why at the time I decided to call it a re-imagination instead of a remake (although I should have just called it crap) as it barely resembled the original map at all. I'm not even sure why I even tried to complete this map when it should have been obvious it was pretty bad. I'll let the screenshots speak for themselves.
The Z-fighting really accents the map well.
You can't go wrong with a bunch of HUD screen clutter!
A map that not even a mother could love.
Agoraphobia
Towards end of forging this map, I thought it was going to be a success. Hahaha. As like any other 17 year old wannabe forger that was amused by Impact's unique object palette, I too jumped in on the typical hamster-tube map with the airlock tube pieces some time in very late 2012 or early '13. Thinking I was being original, I even included an outdoor section with zero-G utilized by trait zones which cuts down on travel time across the map. In addition, I thought it would also be a great idea to include three pairs of teleporters all covered by a timed kill boundary but the reward was that you travel across the center of the map very fast. The map is obviously extremely linear and played like hot garbage.
I wonder how much fun a hamster would actually have in this.
Quality aesthetics!
Transverse
"This UNSC nuclear-space project site was highly classified by ONI until recent events. 'Gephyrophobia' remade."
This was a somewhat interesting map, so to speak. It was supposed to be another remake, this time of Gephyrophobia from Halo: PC and now seen on MCC. According to the map file on my file share, the map was started in mid December of 2012 but I can recall not finishing it until late January of 2013. The map turned out to be a turd due to an overabundance of bumpy Coliseum, Wall pieces, a general unfinished and confusing look due to the budget/dynamic lighting limits and just generally being a bad map with DMR spawns, virtually no cover and the overpowered sniper positions to the high sides of the map. I suppose I can say I was bold to even think about making a map like this in Halo 4, let alone have it resemble the original map to a somewhat decent extent.
I can't believe I made people play this map.
(cont.)
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