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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
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My first map is a race game on Snow bound. I've tested it so it should be fine, it's pretty amazing.

Downlaod it Snowbound[Race]

You also NEED to download the game type or else the game won't work as intended, all that it changes is it puts the chck-points in order and gives you at least 2 laps (its a small map, therefore, its a small track, therefore you need more laps.

download it here

My second map is Skull Go BOOM!!

This map varient of the Pit has a ring of fusion coils surrounding the hill and or ball(located where the sword spawns with a few extra suprises) , once its set off, it will rarely stop, t'he only way in is to use the custom powerups next to the respawn points.

Great for Slayer, KOTH, Infection, and Oddball

[Edited on 11.03.2007 6:39 PM PDT]

  • 10.13.2007 11:16 PM PDT

I AM THE GREAT BOBALUGA

SIDEWINDER REDONE!!!!!!!


SIDEWINDER

****one simple rule is tat you cant go outside of set boundaries like the main boundary between bases.

****Damn i hope bungie makes a new sidewinder

  • 10.13.2007 11:36 PM PDT

Stooping to the lowest level of whoring...

My Halo 3 Wishlist, My File Share, Blood Gulch, Halo 1 CTF

Halo 1 CTF on Blood Gulch.

Blood Gulch-
Pretty self-explanatory. I've changed Valhalla to be as closely set up as possible to Blood Gulch as I could get it. Weapons spawn more than once, vehicles don't blow up (though I couldn't get them to not disappear, I did make them respawn instantly), I think it works fairly well. I couldn't figure out a way to disable the mancannons, a friend mentioned putting an upside-down grav lift on top of a crate and another suggested a portal in mid-air but they don't really work so well. Also, I added a mongoose at each base, since I was really pumped for it in Halo 2 and always thought it would be great for flag runs in Halo. All in all, I'm pretty proud of the map.

Halo 1 CTF-
Player speed, gravity, and CTF settings are all as close to Halo 1's as possible. I made some changes out of personal preference (allies only on motion tracker, 5 second respawn invincibility), but in general, I tried to make it as faithful as possible.

  • 10.14.2007 12:26 AM PDT
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The Sentinel Beam isn't excluded from Matchmaking due to any performance concerns. It's excluded because it's ridiculous. It may as well be firing super-accelerated clowns. - Shishka

Flamingo

Isolation Slayer Variant, Designed for 4v4 or 5v5.

  • 10.14.2007 12:30 AM PDT
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Marksman v1.0

UNSC Scout Sniper training Map. It's a map variant of "Last Resort". The map is designed to help people with poor sniping abilities. The goal is to shoot the moving targets with the provided variety of "sniping" weapons. The map is ideal for 1-3 players.

Close Quarters

An entirely "new" map. It's a hack of "High Ground" that provides a completely new game play experience. The map is designed to be played with the CQ game variants that are available in my file share. It is a paintball inspired map designed to be fast paced and chaotic. It plays like no other Halo map before it. The map is ideal for 2-8 players.


[Edited on 10.14.2007 1:49 PM PDT]

  • 10.14.2007 1:51 AM PDT
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BASKETBOMB

Required map variant: B-Bomb Stadium


By default, the goal of this map for each team is to score 5 points. Each team has a 'basket' which is hovering in the air above each of the bases on Snowbound. On either side of the top of the base are grav lifts, it is the goal of each team to get their bomb carrier to the basket via the grav lifts. All players start out with infinite ammo, swords, and magnums. Players move at 125% speed except the bomb carrier who moves at normal speed. The bomb carrier is slightly weaker than other players.

The bomb will explode almost immediatly when you make a successful plant.

Tips:
Remember to jump as you go into the gravlift or you will not get enough height to plant.

Use the magnum against the bomb carrier, his melee will clash with the sword, but kill you because he is set to instant kill.

To kill the bomb carrier with a sword, fake him out by pretending to lunge. When he swings to counter he will miss because of distance, and then he is open to be opened with your sword.

Shoot or sword the gravlifts. The gravlifts come back after 10 seconds, but there are few things funnier than someone making it to the top of the base with the bomb only to be unable to use the gravlift he was planning on.

The game is playable with 4-16 players, but it becomes increasingly difficult to score as you increase the number of people playing, in large games it might be best to turn down the number of points required to win. Four on four or five on five is the best way to play in my opinion.


Enjoy, the explosions are awesome!

[Edited on 10.14.2007 3:12 AM PDT]

  • 10.14.2007 3:09 AM PDT
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My sandtrap racing.


Every one must be a VIP but in case you want bigger teams(suggest teams of two) a non VIP player has grav hammer and rockets so he can flip enemy mongoozes(thats right you you have 0% percent damage modifyer for pure racing), but in case you assasinate a dude, you lose 1 point :D . I was going to make the checkpoints to change position when you reach them, but the problem is that when someone goes to one, it canges position 4 everyone :( .Because of this, i made the order the checkpoints spawn random, however when you switch the setting from random to sequence, then you can race like you are in a race track.



Map

Gametype

  • 10.14.2007 7:05 AM PDT
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Flying Elephant map -- ready for making elephants fly. Fusion coils and plasma batteries already placed into the elephant with the needed respawn times.
Game type needed- Elephanto --Invincibility and infinite ammo + grenades...what more could you want? lol ...invincibility is on just if you get the urge to ride the elephant while it's flying.

Hours of fun and piles of vehicles included. =D

[Edited on 10.14.2007 7:08 AM PDT]

  • 10.14.2007 7:07 AM PDT

Remove AA from Arena!! - Thank you for granting my wishes :D. Coming back to Reach when the new update comes out.

Only a map, sorry

Playground Reamped
Made by me, XGoD X EgYpTX

Description - Mini-Race, Sword Duel, Death Pit, Teleport to cool places, Box jumping

Link - http://www.bungie.net/Forums/posts.aspx?postID=13659331

  • 10.14.2007 8:40 AM PDT
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Fast Zombies



Infection game variant.
start with one alpha zombie, affected by gravity 50% less and is 200% faster than all other players, also carries a gravity hammer instead of an energy sword, is black in colour to signify that they are the alpha zombie.

All those killed by the alpha zombie become 150% faster and carry energy swords they are affected by gravity 75%

The last man standing becomes equal to the alpha zombie in most ways.

All other players are normal and starting weapons are Assult Rifle and Shotgun.

Enjoy =]

[Edited on 10.14.2007 10:28 AM PDT]

  • 10.14.2007 10:13 AM PDT
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Posted by: Marty the Elder
$9.99

That's pretty good for 2 hours of music without explosions and people yelling. I don't care if you steal it, but God does...

Snowbomb, A tactical assault on Snowbound
I started by getting rid of everything and rebuilding the map from scratch. Then, I decided I wanted spawns to dictate player roles, similar to a tactical shooter. I but bariers abound the top of a base, put a spawn point and a beam rifle up there, along with a regenerator. I then continued with the covenant theme for the defending team: 2 spawns by some deployable cover and plasma rifles & grenades, 2 more by a couple swords and active camo inside the base, one spawn with a carbine, a spawn by a plasma turret with a trip mine, and a spawn with a fuel rod gun. I then decided to give the assaulters human weapons: a sniper with an overshield, 2 spawns with ARs and frag grenades, one spawn with a BR, two in-base spawns with firebombs and shotguns, one guy with a rocket launcher, and one spawn by the ball with a radar jammer. After extensive testing <.<; I also built a good variant: Tactical Assault which kills starting grenades, increases spawn times, tweaks the bomb arming settings and bumps the round time up to 7 minutes.

If you download this and like it, feel free to respond in the respective game type and map type threads. Thank you.

[Edited on 10.14.2007 10:37 AM PDT]

  • 10.14.2007 10:37 AM PDT
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Halofield 2552
This is territories with the rules changed so that it plays a lot more like a certain other "field" multiplayer game.

I have also uploaded a version of last resort with more vehicles and explosives, which should play well with the gametype.

Any comments please message me with ways i could improve either gametype or the map.

Here is the link to my GAMETYPE

Here is the link to my MAP


cheers

AL

  • 10.14.2007 11:42 AM PDT
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I present to you, Hog Wars!

Destruction derby, Halo 3 style!

From the thread:
Posted By: Sean260190

You'll need to download the two maps I tweaked for this gametype to work (Sandtrap and Valhalla).
There are no weapons, no grenades, starting weapon is a plasma pistol (couldn't set it to 'None') and the only vehicles on the maps are Warthogs (On the Valhalla map I've added two further Warthogs in the middle (one near the crashed pelican and one near the radio tower).

It's a free-for-all, and best suited to 4 players (since you can only have 4 warthogs per map) no shooting is allowed and the aim of the game is to Ram or Splatter your opponenets (you get a bonus for splattering).


I used to play this on Halo 2 with my mates and it was good fun and I hope you enjoy it too.

Drive safely, and remember: Wear your seatbelt!



I'd have used more maps however those were the only two with enough space for the gametype to work properly.



[Edited on 10.15.2007 5:44 AM PDT]

  • 10.14.2007 12:37 PM PDT
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Sand Trap Vehicular Brawl

Remove all items from sand trap (there should really be a button you can press to erase all the objects on a map)

Place spawn points facing away from the middle all around the perimeter of the map. When you get to a base and its Elephant, set the spawn points for either Team 1 or Team 2.

Surround the map in Ghosts, Chaingun Hogs, and Rockets beside Mongeese. Set everything to never respawn, except mongeese; set them to 180 seconds.

Beside each Elephant, or inside each Elephant, Place a tank.

Place half of the splazers, rockets, trip mines, grenades, and other heavy weapons at each base. Set everything to never respawn, except grenades; set them to 180 seconds.

Block off entrances to structures with crates and explosive refuse such as fusion coils and plasma batteries.

Set people to start with Pistols, and no grenades.

Game is to 100, two teams of 5-8. Mainly resource management and stealing the other team's goods.



Moar

Shawn of the Dead
Zombies Map Variant and Game type

Map is High Ground, as usual. The back of the base is blocked off with crates, all spawns take out of it. Zombies spawn near "Two", in the bunker, though the bunker is blocked off from the base and the roof hatch is covered. Alternate spawns are near "Three" and "One"
Humans spawn along the turret wall, and up in the splazer spawn. Alternate spawns are the beach and the ground of the base.


Alpha zombie has normal everything, but is only affected by 75% gravity.
Humans start with Gravity hammers, and there are 5 non respawning pistols on the map, scattered around the base.
Respawn time for zombies is 5 seconds.
All zombies have 50% speed, and have swords.
Last man standing is highlighted, moves at 150%, 100% gravity, does max damage, and takes a good couple lunges before he goes down. His shields dun regen, though, unless he smacks an ass.

All weapons have infinite ammo.

[Edited on 10.14.2007 12:53 PM PDT]

  • 10.14.2007 12:43 PM PDT
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Foxy-Boxing

Melee Only. One Punch Kill. Everyone is purple but the leader is pink. Kepp dancing to psyche out your enemey then hit em' with a hook.

Foxy-Ball-Boxin

Melee Only. One Hit Kill. The ball has more reach but you are slow and radarless while holding it. Everyone is purple but the ball holder is pink.

  • 10.14.2007 1:31 PM PDT
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Map: Defence
Gametype: Zombie Defence

This is a High Ground Infection variant design for 8-16 players. The zombies spawn on beach and humans in fort. The humans are well armed with UNSC weapons on map, and start with BRs. They also have several strategically placed turrets guarding most main entrances to fort, but the don't respawn so be careful when deciding to break them off. The bunker entrance has been covered in slime which slows down any attackers for 30 sec but does not stop them. The main gate has been fortified but not impenetrable. Zombies are much faster then humans but have no shield so keep your heads low. I have played this map several times and it is great fun for both sides and has perfect balance. The humans tend to need a lot more strategy then the zombies but that doesn't mean the zombies can get away with just zerging in. Great well rounded game, and map has huge possibilities for other gametypes to be created around it (ex someone could make a Assassin game of VIP, 1 Attacker, stealth, low ammo. etc.)

  • 10.14.2007 1:51 PM PDT
Subject: Jumping King
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In this game you will have to jump to get points. The game variant 'Jumping King' is a variant of Crazy King. The score is set quite low as you will sometimes not be able to get more than a second at a time. There is also low(ish) gravity and fast moving.
To be used withe the map variant 'Jump for it'. This is a variant of 'Construct' where all the hills are only accesible via jumping or grav lifts. There are some things to stand on but they have a habbit of exploding. There are also teleporters to get you around the map quicker.
For use with a decent amount of players, eg 6 or more.
It might be frustrating but if you dont like it dont play it.


[Edited on 04.13.2008 3:04 PM PDT]

  • 10.14.2007 2:20 PM PDT
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My variant of infection that turns the zombies into vampires!

The thirst never wanes, and you must feed it.

Slowly it eats away at your shields (5% decay) as you hunt those who give you nourishment (100% vamp). Quickly you run (125% speed increase), dodging bullets that pepper your resistant hide (150% DR) while picking up blood plasma infusions (custom power up, 50% shield regeneration, 5 seconds) to stake your thirst until you rip open your target with your claws (sword, infinite ammo).

But if your not under the curse you still have a chance. Your best bet is to stay together and use what is available to you. Be it stakes to thrust threw the heart (spiker, needler, spike grenades), sound to throw off your location (radar jam), an extensive list of firearms (assault rifle, battle rifle, smg, magnum, rockets, shotgun), or the vampires biggest bane: light (flare). Do not wonder off because you never know when you will be attacked (No radar).

If all else fails and your the last man standing, do not fret, experience is on your side (150% damage increase) and you will find yourself to be much swifter (125% speed increase).

Game variant here.

Map variant here.

  • 10.14.2007 2:30 PM PDT
Subject: The Official and Only Halo 3 User-Created Gametypes/Maps Thread
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Here :0

The Siege-High Ground

A fun fast paced CTF map, best played with 1 flag ctf.

Attakcers have vehicles and must make it a up the hill while bombs are raining down on them

I've had great times on this map and really like it.

  • 10.14.2007 2:53 PM PDT
Subject: High Flying Sandtrap Variant for Rocket Race

alexhughson IS Cosmic Rick.

Alright-

-Here's a map variant I created in Forge for use with Rocket Race. Essentially I moved the checkpoints around so that it'd be a bit more... interesting. There are now roof-to-roof jumps to be made, mine-field checkpoints, and a few deathtraps where a well-placed rocket can really wreck the opposing teams. The game begins with a frenetic race for the mongooses and the action doesn't stop. Plus, I really enjoy blasting out of the building to grab the mid-map checkpoint as another VIP tries to climb the crates. Intense, crazy action... The way this game type should be played. Again, the link is Here.

  • 10.14.2007 3:57 PM PDT
Subject: The Official and Only Halo 3 User-Created Gametypes/Maps Thread
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Alright, so here it is, the second map for Infection by xShinrax and Jiggy Mastera, the creators of Organ Trail. Another map intended for 12 to 16 people, this map is a test of your pure ability to defend and hold your ground under dire circumstances.

The Map Variant is here:
Orphanage's Map Variant

The Gametype is here:
Orphange's Gametype!

This map was actually put under a beta and tweaked until perfection. This download is stamped with a good 10 hours of playtime spent on it entirely used to perfect both the gametype and map to ensure a map that flows exactly like it's supposed to. Now, for the details!

Using the two bases below, you start and must stay divided into two defense teams to maintain your chances of survival. There is a two way teleporter linking the two bases below that is both a great way to help out your opposite based brethren, and a horrible way to screw them over if you fail. Red base and blue base are essentially required to keep communication constant, letting each other know when people die, when lines break, and when zombies quench their thirst for brains.

Both bases have four entry points:
*One from the middle topside entrance that can be dropped down through.
*Two from the side entrances that are weakly fortified with a large crate and a few small ones up top. Zombies can (and probably will) bust these to smithereens, simultaneously looking cool, and making you keep your tactical wits about you.
*The last entrance is the main one, guarded only by four measly small crates that the zombies will make short work of. (Jeez, who made these defenses anyways?) The twist to it is, zombies spawn constantly right by those crates and.......thats exactly where each bases' sole turret spawns.
*The two side entrances and the main entrance get siphoned into two actual entrances to the sides of the drop hole. Use those pistols for headshots!

Weapons and means of defense:
*Starting weapons are the Shotgun and Magnum, and plenty of ammo is available for these, as they wont help that much.
*There is a very, very dangerous to get single turret located in each base that is useless to sit on, making players grab one per side and hold down the fort, conserving ammo until the very last second. You just try grabbing another turret halfway through the match.
*Deployable shields that spawn 30 seconds into the match will save you if placed correctly. Or at least slow down your inevitable death at the business end of a zombie's noob stick.
*Blue base contains spike grenades, and red contains flame ones. (Maybe these bases were independently designed by two different people? Hmm. Maybe everyone should try standing still when they spawn as humans and see what they make.)

Other notes:
*You can and should use human weapons to shoot through deployable shields. Though the shotgun isn't particularly effective doing this. Maybe the pistol however.....
*Hey zombies/humans, you try taking either drop hole from the top or the middle of the stage to get down to the rocket area, and you'll get a nasty surprise! Actually, it's more like a pretty fun, useless diversion to blow off steam when getting owned by a good defense/offense. Whee!
*The time for survival is 10 minutes, can you make it?


Hope you guys enjoy this as much as Organ Trail!

  • 10.14.2007 5:09 PM PDT
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Nuclear Test Site

Basically what I did on last resort was pile all of the fusion coils and propane tanks into one space on the map. I set the run time minimum for these objects to 32 and 16, respectively. I also added a grav lift to ensure an explosion every game. In layman's terms, it's a big boom. And I GUARANTEE it will last all game. In the event that it doesn't, kindly respond on my thread provided. Hell just respond, tell me what you think, there's ALWAYS room for improvement.

  • 10.14.2007 5:11 PM PDT
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D-day

I need to change the name but I haven’t got around to it. Right now it’s a D-day style map.

What has been changed it all the spawn points have been deleted and put on the beach, the wall, or the back of the wall there, asymmetrical so only the attackers spawn there or the defenders in the water.

There are crates on the map to give the beach team cover to move into the base as well as some weapons to lay on some heat, the beach team has 2 sniper rifles, rockets, and a Spartan laser with a active cameo power up encase they sneak in. There are also grav lifts closer to the wall to deploy instead of going up the only 2 paths to the top.

The defense team has 3 turents to lay down fire, rocket launchers and missile pods to shoot into the fray as they make their way to the approach. They also have flares to throw and plenty of grenades.

I have made it a territories game so the attackers have to storm the wall and get in it for 3 seconds I suggest.
Also there is fusion coils that spawn with the attackers and float with the waves in which adds to the effects of war and adds a little fun.
This game sounds crazy but believe it or not it’s actually fun and you can win it I was surprised with the balance. If you play it please leave me suggestions.

  • 10.14.2007 5:24 PM PDT
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Posted by: xanderjanz2
Map: Defence
Gametype: Zombie Defence

This is a High Ground Infection variant design for 8-16 players. The zombies spawn on beach and humans in fort. The humans are well armed with UNSC weapons on map, and start with BRs. They also have several strategically placed turrets guarding most main entrances to fort, but the don't respawn so be careful when deciding to break them off. The bunker entrance has been covered in slime which slows down any attackers for 30 sec but does not stop them. The main gate has been fortified but not impenetrable. Zombies are much faster then humans but have no shield so keep your heads low. I have played this map several times and it is great fun for both sides and has perfect balance. The humans tend to need a lot more strategy then the zombies but that doesn't mean the zombies can get away with just zerging in. Great well rounded game, and map has huge possibilities for other gametypes to be created around it (ex someone could make a Assassin game of VIP, 1 Attacker, stealth, low ammo. etc.)

Slime?

  • 10.14.2007 5:25 PM PDT
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INSANE FLAG
A CTF game which looks like a multi-flag game... but has a catches!
Objective: Just pick up the flag and take it across with the help of your buddies!
Rules: There are 2 teams (red and blue). RED TEAM spawns at BLUE BASE with the blue flag ! And vise-versa for the Blue team. There are no weapons on the map besides a spartan laser in the middle and the weapons at the bases! At each base, there are Heavy weapons placed. on the bottome floor, there is a Machine gun Turret, Missle pod, Rocket launcher, Spartan Laser, Battle Rifle, and Sniper rifle. On the top floor, there is simply 2 gravity hammers and 1 sword. A Brute chopper spawns at the back of each base, watiting for its master...
Game type: Just turn on Multi Flag and you are good! Works well with 4-16 players! HAVE FUN!

[Edited on 10.15.2007 12:58 PM PDT]

  • 10.14.2007 5:31 PM PDT