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  • Subject: The Official and Only Halo 3 User-Created Gametypes/Maps Thread
Subject: The Official and Only Halo 3 User-Created Gametypes/Maps Thread

Joust, on Joust 4 way(sandtrap)

Up to 4 teams of 2, each team consists of 1 vip, 1 driver and a mongoose.

The goal is each team drives it's vip around whilst attempting to kill other vips on their rides. The difficulty comes from the driver having only a magnum and 0% damage, while the vip has 25% speed and full gravity. His only weapon is an energy sword, so he has to hop on the back of the mongoose and hope his driver can get him close enough to another vip for the epic duel as both teams drive by each other. Keep in mind, there is no locking on with the sword when you're on the back, so you'll have to use your melee button and aim accordingly.

The map is an edited version of Sandtrap to keep the teams to the outside, and constantly on the move. For a more intense battle get everyone outside the marked area and joust in front of the audience of bouncing betties.

Visual learners can check here for description.

  • 10.12.2007 9:46 PM PDT
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Lightspeed

Alright well this is the first map AlexSquared has produced and thanks to abusive al3x with the idea and contruction we got it to work seemlessly. So have you ever felt that you werent going fast enough? Want to feel what its like to have a seizure? Perhaps running around at 200% isnt fast enough for you. Well Lightspeed is a simple and easy to use map that lets you go so fast that you eventually become immune to teleporters and fly through them but they dont activate...In order to start the process go to where the sniper spawns normally and back into the teleporters under you. You will then need to drop your controller or just dont move in any direction. You can look around and shoot for some epic kills though. Some things we achieved while making this map was to play it in forge and have a buddy spawn a weapon infront of the portals where you try and pick them up before they drop. You can also play Last Man Standing type variant which we are working on now and will be posted here-> (Here) When the link is ready. It involves 2-4 people jumping in the portal system with shottys and shooting until the last man is alive. We are still messing with random portal type maps and also a couple of themed maps coming to you in the near future please tell me what you think of this and what I can improve on this is the first map we have released to the public!! Thank you for your time and thank you bungie for such a great game and great tool.

  • 10.12.2007 9:51 PM PDT

Active user since 2004.
Original Bungie.net account was JOE 6point0.
1-Having an aimbot does not make you good.
2-Try to remember that it's another PERSON on the other end of the headset/keyboard.
3-Xbox Live is the deepest, darkest cesspool of humanity you'll ever encounter.
That is all.

Teleporter Fun!

Inspired by some of Bungie's ViDoc's, I took the Guardian map and the Forge feature and made Teleporter Fun! Basically Guardian with teleporters at every entrance, every single teleporter will take you to a random location, some surrounded by fusion cores and plasma batteries, others to instant death, and still others will put you inside of "the Armory." A room that contains practically everything that Guardian has to offer, and then some.

The "Armory" is located where the Flare Equipment is located during regular gameplay. Containing the flamethrower, flame grenade, spike grenades, all of the equipment, and even a Mongoose, if you risk driving one with all of the Fusion Cores and Plasma Batteries everywhere, "The Armory" is definitely a hot spot for people to duke it out. Good luck getting there though.

Everywhere on the map is booby-trapped. Whether it be an unexpected placement/removal of a weapon or power-up (No Active Camoflague or Overshield), or the 40+ fusion cores and plasma batteries scattered across the map, you'll be sure to be surprised at every turn.

See an enemy leaving the "Armory" and heading towards the teleporters in the center? Throw a grenade into the mix, and with 15+ fusion cores and plasma batteries in the center alone, fireworks are sure to ensue. Don't forget to watch it in Slo-Mo later on in Saved Films!

A few weapons have been removed from the map, such as the SMG, but others, such as rockets, have been put in their place. A plasma turret now sits by the Gravity Hammer, and a Chaingun Turret has been put by the drop down to the where the Shotgun used to be, right by the Green Grav Lift. Along with a few new additions to the Guardian map, others have been moved by the Gravity Hammer to suit the "Heavy Weapon Room."

The Heavy Weapon Room contians the Sword, Two Gravity Hammers, a Rocket Launcher, the Sniper, and other powerful weapons.

Ideal for up to 8 people, anymore and it gets almost TOO chaotic. Recommended number of teams is four teams, each composing of only two people.

Overall, Teleporter Fun is a wild, bloody, frag-fest that has left some of my friends on Xbox Live holding their sides in laughter. Initially designed to be a free-for-all map variant, it also works well with teams, provided that you stick together as best as you can. Teleporter Fun! is non-stop chaos from beginning to end, with standings changing constantly throughout. A great map variant if you're looking for a little bit of fun with your friends, but avoid if you're trying to hone your knowledge of the maps. Definitely worth a download, if only to just check it out for one game. And after that, I promise you'll love it.

  • 10.12.2007 9:55 PM PDT
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Follow the Leader, A Free for All Slayer Variant for high Scoring Mayhem!
This is a gametype that was mainly made to focus on huge scores, rewarding AND punishing the score leader, and general free for all mayhem. It works ideally with 16 players, though 8 players can also manage to carve some good fun out of it. The highlight of the variant is that the score leader shows up on a waypoint to everyone... and becomes green. Why is he green? Who knows! But he is. You can't headshot him, but he can't pick up weapons, use grenades or use vehicles. However, he can't hide forever because he has a draining shield, and he must kill to replenish it. Kill the leader, you get a score bonus! The leader has a few other bonuses, and you can either discover those for yourself, or read about them further in the link to the variant. Risk and reward, folks. Risk and reward.

  • 10.12.2007 10:22 PM PDT

I hate dial up

poke the fat kid

rules, poke the -blam!- out of the fat juggernaut.


really fun if lots of people involved

(recommend at least 10 people)

  • 10.12.2007 10:30 PM PDT

Zombie Towers, not for the weak-hearted.

When you put lightning-fast zombies together with well-fortified tower strongholds you get one hell of a fun game.

How to get up the towers: Make your way up the boxes in the middle of the map and hop through one of the two teleporters, then snipe for your life!

The special powerups around give you the speed and agility of a zombie, so be sure to use them to your advantage.

Download this map along with my gametypes and tell me what you think!

Larger parties (8 or more):
http://www.bungie.net/Forums/posts.aspx?postID=13627642

Smaller parties(less than 8):
http://www.bungie.net/Forums/posts.aspx?postID=13627592

  • 10.12.2007 10:34 PM PDT
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Last Stand - High Ground Variant for Infection
Last Stand was made with my Zombie variant in mind. It's similar to classic zombies in that there are no shields, but Zombies move faster and jump higher than the humans. Feel free to play with the settings until they are set the way you like them.

Key features of the map:

With my zombie variant, 25% of the party will start as zombies on the beach, with the rest as humans in the back of the base.
All entrances are barricaded, but zombies can and WILL make their way in with persistence! Protect the barricades.
Screenshot
Screenshot

There is a lone battle rifle at the front of the gate. Ammo is low and respawn is long, but it's helpful for taking down zombies who are running up the hill. Those with the best aim might want to grab it.
Screenshot

Over the gate, there is a drop pod, with a flame thrower and a grav lift. Use the grav lift to get back over the wall, but make sure to destroy it or zombies may follow. Risky.
Screenshot

Your reinforcements were slaughtered when they landed on the beach, but their weapons and ammunition are still there. If you are desperate for ammo, you can run for it... maybe even make a stand on the beach... doubtful.
Screenshot

A bunker in the middle of the base holds extra supplies and ammo. It serves as a great fall back spot once the outer barricades have been breached... assuming it's own barricades hold.
Screenshot

Weapons have low clips and long respawns, so try your best to conserve your ammo and work as a team.

Ideal for 8 to 16 players.

  • 10.12.2007 10:39 PM PDT

Battleships Map Variant.
The first time I played on Sandtrap I instantly fell in love with it. I love the way it looks, the sounds, and especially the Elephant Vehicles. One of my favorite game types/maps to play on Halo 3 is the Seven Seas/Pirate Ships. It is what gave me the inspiration for my Battleships map and game type variant. So now….I present to you, Battleships!

Ideal Number of Players: 12 - 16.
Each team starts off on their own Battleship (Elephant) and will respawn there if they die. (In the game type variant you can change the number of lives for the players to add a more tactical style of play). Each ship is outfitted with the following weapons, equipment, and vehicles:

x 1 Rocket Launcher (One clip)
x 4 SMG
x 1 Shotgun
x 1 Brute Shot
x 2 Assault Rifle
x 2 Machine gun Turrets
x 1 Flare
x 2 Trip Mine
x 1 Fusion Coil Cannon*
x 1 Mongoose
x 1 Warthog

On the map there are two other Fusion Coil Cannons* that can be used to assault ships as they pass by. In the center of the map there are floating crates with fusion coils on top of them which can be tipped over onto an unsuspecting ship.

There is a hidden Gauss Warthog and a Spartan Laser on the map. Try to find them to gain the advantage!

*Fusion Coil Cannons are a unique feature I added to both of the Elephants and the map. On the Elephant they are angled on the left-hand side of the driver and there is a gravity lift with a fusion coil lying just behind it. It can be rolled by a player into the gravity lift which will effectively launch it into the air. If you have a good captain he can position the ship towards the enemy and let all hell break loose!

However there are some drawbacks to the fusion coil cannon. Due to the design of the game the objects will move around on the Elephant as you drive it. To combat this I have set the Min and Max spawn on the fusion coils and the gravity lifts to the same number so that when they move or get destroyed they will instantly come back. One must be careful with the Fusion Coil Cannon, as if it slips too low on the slope you can end up doing damage to your own ship. To bring the gravity lift back up to its original position simply shoot it until it is destroyed. Keep an eye on your gravity lift. Sometimes it may completely fall off the ship. Also, if your fusion coil does not explode for whatever reason blow it up too so that it can respawn.

Be creative! There are several strategies that you and your team can come up with to cripple your enemies’ ship and plant the bomb. I would list some of them here but that would take away the fun.

Special thanks to Mighty Hyena and XR9X EIGHTY for support and a few ideas.

Battleships Game Variant

  • 10.12.2007 10:41 PM PDT
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I'm surprised no one has posted a remake of the old Halo 2 cult classic, SWAT.
I also have Team SWAT and CTF SWAT.


[Edited on 10.12.2007 10:47 PM PDT]

  • 10.12.2007 10:45 PM PDT

The OST for ODST!

Danger Pit

Map variant of The Pit which focuses on power weapons. More turrets have been added as well as good sniping spots and teleporters. There's also a big weapons cache with almost all the big weapons. Once someone breaks into the cache, the game kind of evolves into fighting for access to the cache. There is no custom gametype for the map, so your regular Slayer gametypes will work fine.
Best for Slayer or Team Slayer with 2-4 people.

[Edited on 10.12.2007 11:00 PM PDT]

  • 10.12.2007 10:58 PM PDT

Burning Stick on only Narrows map so far:

Each team starts off with a single plasma pistol, spawns are behind the battle rifles on each side, and on each spawn side are an equall amount of Spike grenades and Fire Grenades along with two Trip Mines, there are no plasma grenades because those can kill an opponent by an explosion as can a spike grenade but the explosion is much smaller. There are no weapons on the map, but I'm working on putting a Flame Thrower in the middle of the map but for some reason it won't stay there when I start up the game(Will fix the problem), for ammo if you need after your plasma pistol is depleted, you will need to find an enemy and kill them to take there weapons or for more grenades.

In the area were you spawn there will be stacked boxes in the front of you to provent grenades being lobbed in the spawn from that side, also in the middle there are two Grav Lifts that will give you a little 'boost' to get the Flame Thrower. Throughout the map I have placed some more scenery objects such as: boxes, fusion coils, grav lifts, etc.... There are no weapons on this game type because this game will test your sticking skillz, along with your incineration skillz, but it's not just to test you it is also rather fun to play! I will have this saved to my file share as soon as possible(when I get that darn Flamethrower to stay there!)

  • 10.12.2007 11:17 PM PDT
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Game variant: Stickfest 2008!
Map: Stickfest on Guardian
It's simple, you start with a plasma pistol and can ONLY use sticks, you have 10 lives and 25 kills to win, you get no points for a normal kill, and negative points for beatdowns and assainations. The map only has spike bombs and plasma grenades.

  • 10.12.2007 11:21 PM PDT
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Rugby

Neutral bomb, 12 minute rounds. No weapons, no grenades, no shields, plasma pistol start, but DON'T USE IT. MELEE ONLY. Basically, play it like Rugby, preferably with big teams. We played this on Xbox Live in Halo 2, and it was tons of fun. Works just as well with Halo 3. Great for just mindless fun with tons of people!

The map that goes with it: Rugby Field

Spawns and bomb are set up, no weapons on map, no vehicles.

  • 10.12.2007 11:33 PM PDT

Long time halo fan, and hopefully up and coming just Bungie fan as they move onto the next thing.

Dare

Map name: Dare
Gametypes: designed for all standard matches.

When making this map i decided to focus more on changing the flow of normal game types on a map rather then creating my own wild and wacky non halo play style. Dare is a version of narrows designed to focus the combat on the bridge at the center of the map rather then the bases.

In order to accomplish this I first used respawning grav lifts in conjunction with constantly respawning fusion cores to make the air between the two man cannons be a bit of a warzone of flying fusion cores being fired back and forth between the two cannons. It is still possible to use the man cannons, but it requires more timing and has a certain amount of random risk of death built in. Thus making the experience of riding the man cannons more dramatic and allowing for me to remove the snipers from the map without risking constant man cannon abuse (which in my opinion was mildly frustrating about the original map because if you did not have a compitent and attentive sniper constantly on the job then you were always going to be flanked from inside your own base no matter what the situation.)

I also changed the equipment spawns so that in symmetrical games both teams would have a regenerator, a bubble shield, and a portable cover on hand. Thus meaning that the person who was remaining still and using the equipment would be at an advantage, but would not be able to advance on the enemy over the bridge without giving up the equipment advantage momentarily.

Weapon wise I wanted to still have the bridge retain some power weapon control emphasis without being as must have and must rush directly twoards as the rocket and shotgun were in the original. so I replaced the rocket with a gravity hammer with a 90 second respawn, and the sword replaces the shotgun with a 120 second respawn (placed on top of an exploding barrel to easily foil someone who rushes twoard it without thinking just as the gravity hammer is protected by fusion cores up above) niether weapon spawns initially on the map. the team must gain control of the bridge during the first two minutes of the match to claim their prize, or it will simply go to the first team that lucks upon it after the spawn. Both the gravity hammer and sword are limited in usefullness by the shotguns spawning in each base, and the bevy of grenades, dual wieldable weapons, needler, and the battle rifles and brute shots that spawn at each base. A player that doesn't have those weapons can always find something potent enough to get them out of a fight with them if they are skilled enough. Each base also has, in replacement of the sniper, a fuel rod gun with one less clip of ammo then standard and a two minute respawn time. This allows for the teams to have an option to punch through enemy defenses or take out a high priority target if used right, but it isn't plentiful enough to be the only weapon a single player uses for the entire match unless they are constantly snatching the other team's spawn.

In asymmetrical matches the defensive team's fuel rod gun is replaced by a flame thrower, and their brute shot and needler are removed, thus forcing them to rely more on close range tactics and their defensive equipment to survive the enemy onslaught. The Offensive team is stripped of all their defensive equipment and instead gets a radar jam and power drainer to give them a chance to penetrait tight enemy defense, Their shotgun is removed to make them weaker in close range combat options but is replaced by a spartan laser with a two minute respawn time, this combined with the fuel rod gun that the offensive team still has gives them considerable options to pin the opponent down and punish them for sticking their neck out too far from their base without allowing the offensive team sweep aside defenders easily like they would with a rocket or sniper on their side. The hopes I had with this setup for asymmetrical matches is to force the defensive team to play more cautiously and keep their cool while the offensive team would spend it's time experimenting with ways to either break the enemies defenses or sneak their objective through using a surgical strike under the confusion of their offensive equipment.

in short (too late) i wanted to give everyone who plays this map as many options with halo weapons and grenades as I could and place them toe to toe on the compellingly tricky geometry of the narrows without letting the match devolve into simple weapon control or constant man cannon ambushes.

Also i thought the fusion core firing man cannons are wicked awesome. It's great fun to just jump back and forth over the cannons and see the interesting close calls and outright deaths you are subjected to when placed at the mercy of the physics engine and a randomly spawning peril.

see?...it's win win, something for everyone....except snipers and rocket men.....oh and turret haulers.....and vehicle mavens....oh for hell. it's just everything for me. ME!

[Edited on 10.13.2007 4:50 PM PDT]

  • 10.13.2007 12:06 AM PDT
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The Hulk!

This is a simple Juggernaut variant that has 5 rounds of one kill each. The Hulk will have a 1000% damage resistance and 4x Overshields but will not regenerate as fast. It'll have 75% speed and an small increase in firepower. It also wields a Gravity Hammer and regenerates explosive ordnance with unlimited ammuntion, but has no ability to pick up weapons or drive (The Hulk can't fit in his shirt...)
The others have regular shields and movement and will work together to bring the Hulk down with Rocket Launchers and Lasers or other weapons they prefer.
Best served on a small or plunge-to-your-death map.
Suggested serving: 5-10 people.
You'll need them to take this guy down.

  • 10.13.2007 12:12 AM PDT

Murphys Laws:
If you drop a cat from a building, it lands on it feet, buttered toast lands butter side down. what happens if you glue a peice of buttered toast onto the back of a cat and drop it off a building? It hovers, and you make a freeway of hovering cats.

Assult Fast:
Link: Assult Fast Map Varient

I haven't got around to making the varient yet, but all you need is to spawn with pistols and have 2 minute rounds.

This version of valhalla is true to its name, for gametype purposes. It is a game of assult fast (2 minute rounds) and can also be played with ctf if desired. Attackers start around 10 meters from the waterfall base with a weapon's cache laid before them, while the defenders have an arsenal of defensive objects. Download it and see for yourself. Best played with atleast teams of 4.

  • 10.13.2007 1:05 AM PDT

Pistols

This is a human Pistols only game mode. No shields and friendly radar only. Head shots equal instant kills and makes for quick and intense battles.

The Pit edited for Pistols only
I removed the power ups, gun turrets and equipment from this map making it all about headshots

Guardain edited for Pistol only
Once again power ups and equipment are removed.

Off course Pistols is fun with power ups onto, so feel free to play it however you want.

  • 10.13.2007 1:06 AM PDT

High Infection
played on infection game type, really hard for noob zombies but vets will have fun as zombies

  • 10.13.2007 1:18 AM PDT
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Pitfall (Map)
Pitfall (Gametype)
The aim of the game is to fall down the pit hole at the back side of the map Isolation, falling down this hole will score you one point and teleport you out for you to make another run to it. However its not so easy with every player having rockets and fast respawning fusion coils. First to 15 "pit falls" wins.

Reccommended Players = any
Caranage Rating = To the max
Fun Rating = Funtastic

Last Resort (Rocket Race Map)
I love rocket race but with two maps to choose from i decided it needed more variety. I looked around at all the maps and thought Last Resort would be best. I have made Last Resort suitable for rocket race with three times starting on the beach and three in the base. There are many checkpoints to reach with one involving you to jump through the wheel, and another involving you to use a grav lift to get inside the base.

NOTE: Only supports 12 players (6 teams), this is due to mongoose limitation on forge.
NOTE: Requires rocket race gametype made by Bungie: Rocket Race

[Edited on 10.13.2007 2:40 AM PDT]

  • 10.13.2007 2:40 AM PDT

AKA: Tac0 has skill; Und3ad Tac0;

Dodgeball
http://www.bungie.net/Forums/posts.aspx?postID=13622352
http://www.bungie.net/Forums/posts.aspx?postID=13622390
In dodge ball there are two teams where you only get kills for sticks and first to five wins.

The game is played in an arena created by containers with a divider which your not suppose to pass over. The game is played in rounds and the first to five sticks wins. In order for a kill to count it must be a stick all other kills have no effect. The game is comprised of two teams whom spawn on separate ends of the arena. There are no weapons on map but you are suppose to stay in the arena at all times. (u do start with pp but r not suppose to shoot.). The object is to stick the other team while dodging there attempts.
Made for 1v1 all the way to 5v5 (5v5 gets very crazy found its most fun with three or four to both teams)

Variants
Tell everyone not to jump so they cant see over the divider only the way points above the opposing teams head.

screens of arenahttp://www.bungie.net/stats/Halo3/Screenshots.aspx?gamertag=T ac0%20has%20Skill

[Edited on 10.13.2007 7:59 PM PDT]

  • 10.13.2007 3:04 AM PDT

GTFO n00b

I think every type of map should have its own 1 weapon variant...here are my suggestions.

Snowbound- Snowball fight - Only sticky nades on the map in a FFA game
Guardian- Hammers
Sandtrap - Only brute choppers...and many at that
Valhalla - Snipers
Narrows - Needlers
Epitaph - Maulers
The Pit - Swords (or turrets)
Construct - Battle Riffles
Isolation - Rockets
Last Resort - Lazers
High Ground - Brute Shots

  • 10.13.2007 4:28 AM PDT
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Zombie Scanners

Zombie Scanner is an infection variant. The main hook of the variant is the ability for humans to use the custom powerup to "scan" the area to look for zombies, as they can not normally see them on radar. The catch is that the scanner powerup causes the user to slow to 50%, suffer 150% gravity, and has a waypoint that anyone can see placed directly over their head. Zombies, due to limitations, can also pick-up the CP, which makes for some great moments when you laugh at them struggling to reach someone to kill.

Starting equipment: Magnum
Weapons on map: 1-clip weapons, typical respawn time 45-90 seconds, typically includes SMG, Battle Rifle, Assault Rifle, 2 Frags, 2 Firebombs, Rocket Launcher, Sniper Rifle, Shotgun, Multiple non-respawning Turrets, and Flamethrower (usually in the most inconvenient place, but worth it)
Equipment: Varies depending on the map, but usually, Deployable cover, Tripmines, Gravlift
Zombies: 150% speed, 75% gravity, 50% damage resistance, no regeneration, vampire 100%, no pickup/driving abilities, no alpha zombie traits
Custom powerup: 75 meter enhanced radar, 50% speed, 150% gravity, visible-to-all waypoint for 15 seconds. Respawns every 60 seconds
Human radar: Allies only 25 meters
Zombie radar: Normal mode 25 meters

The variant is designed to be played with maps specifically designed with fortified areas and limited ammo supplies. I have two such maps built at the moment:
Pit Scanners
HG - Scanners

Please enjoy, leave comments on the respective pages, and most of all, if you download and like my variant, please message me, either here or Xbox Live so that I may join you in a large game of Scanners.

[Edited on 10.13.2007 4:59 AM PDT]

  • 10.13.2007 4:56 AM PDT
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Portal King
+
Super Hill



These 2 variants work in unison.

Let me give you a run-down of what happens:

Basically, the game is a Free-For-All King-Of-The-Hill gametype set on the Guardian Map.

The Hill is located on the main, central platform of the map, and is surrounded by 2 way teleporters that are all set to random order. So you could go in one, and come out of any of the other teleporters.

There is a plethora of grenades and heavy weaponry scattered around the map - accompanied by some support weapons and some custom powerups.

There is no score limit for this map - only a 10 minute time limit so staying in the center of the map is your optimum priority. (After staying alive, of course)




In short, I feel these 2 variants work greatly together, there is a lot of carnage during gameplay, and there is very little time without action.

So please, download, play, and enjoy.

x

  • 10.13.2007 5:01 AM PDT
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I have a thread that is ten pages long with people just saying "STICKY PLEASE!" So now that we have the official thread I will post it here. Enjoy.

Empty Forge Maps
Use these maps to start from scratch. No longer do you have to delete everything on the map before you can be truly happy with your budget. These took a lot of work as most of you know and I hope you have fun with them. However, being as I have spent many hours editing these maps already, I do not wish to know every little tiny thing that I missed. The budget is even on every map except for "The Pit" because there are items placed out beyond the death barrier for some reason. Considering that most the work has been done for you, deleting one little KOTH marker won't kill you, and shouldn't kill my inbox either. Thanks and have fun!

Zombification
Here is the map that took me forever to create.
Here is the game variant to go with the map.
Here is an example film.

King Of.....Huh?
Here is the craziest KOTH map ever created.
Here is the game variant to go with the map.


Again, I hope you enjoy and I'll be visiting this thread off and on for more creative ideas.

- Unh4nd13d

[Edited on 10.13.2007 1:23 PM PDT]

  • 10.13.2007 5:49 AM PDT