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Outstanding Mapper

Found 50 results

  1. A listing of maps on OC that've earned at least a 7/10 rating in SBB's testing (all new releases are tested). Maps earning such a rating after their release on OC will additionally earn 10 raffle tickets! 9/10 8/10 7/10
  2. Part of the campaign levels turned into multiplayer maps series. Authors: Legend996 & Pro Shooter Map: Eluded (this map is a continuation of Cartographer) Version: 3.4 Supported gametypes: All Description Eluded takes place on the picturesque island on the level The Silent Cartographer, one day after John-117's and various other forces' assault on the island in order to search for the cartographer that would lead to Installation 04's control room. Gameplay The map supports all game modes, both team and free for all, but is best played on big team based modes such as Team Slayer, CTF and Race. The symmetries of this map are very complicated and hard to explain, but through many months of planning and thinking, it can be said that both teams are balanced well relative to the map in most if not all game modes. Red base has a more "defense" nature, it's more open and has more territory to cover and defend from enemies but the team itself tends to be more a bit exposed on the beach. It is easier to infiltrate but harder to escape from successfully. Blue base has a more "offense" nature, it's more closed and easier to defend, but once the enemies manage to break in it becomes hard to hold off the attack and the team could be sandwiched inside the base. It is harder to infiltrate but easier to escape from successfully. Below is a picture with the approximate layout suggesting the various dynamics and strategies that can be used: There are 7 hidden weapons on the map, 7 deadly sins, 7 means to apocalypse, as well as a hidden vehicle. Look out for the clues. Acknowledgement The following vehicles are heavily modded and improved variants or counterparts of already existing vehicles from other maps or sources: -Phantom, Spectre, Gausshog and Civihog from Extinction by (DA)Ender -Pelican from Hugeass by Tiamat -Wasp by Mothergoat -Shadow by Advancebo -Flamehog whose author we couldn't find Additional info -Press your flashlight button when in a Pelican or a Spirit to pick up vehicles (only works at their original spawn points, and once dropped cannot be picked up again unless at original spawn point) NOTE: This feature is experimental and will get improved in the future to be able to dynamically pick up any vehicle at any place and time. -Smoke and vine will take you to apocalypse -Lost ordnance deliveries and failed recon missions... ? Download: Eluded_v3,4.zip
  3. Aerial aims to redesign Halo: Combat Evolved to resemble Old School Arena shooters, introducing new gameplay through "launch" pads, pickups and a brand new weapon set. Almost everything was recreated from the ground up, all the models, textures, shaders and animations. so I'm proud to finally share a release. With that said, welcome to the arena! There have been many changes over the development period of the mod, you can view some of them here. MAPS Blood Covenant Download: MEGA Updated to version 3 (19/01/2021) NOTES: Heavy Only game modes will spawn the Big Fuelrod Gun and the Chaingun. This tagset uses specific weapons on spawn, should this be unwanted, they will be disabled if the server runs any gametype with the general starting equipment. To enable the minimal HUD (recommended for 4:3 resolutions), make sure you are running Chimera alongside the console command chimera_split_screen_hud 1. TAGSET If you want to build your own map with this tagset then you can grab the full version below. it includes unseen goodies such as the machete and energy sword, and will be updated for singleplayer later. Tagset (21/01/2021) Cubemaps (19/01/2021) Forerunner textures (19/01/2021) CREDITS Thanks to SBB for testing everything through out the years. Particle effects are by Ifafudafi from The Silent Cartographer: Evolved team. human weapon sounds are by Magmacow from GameBanana. All other sounds come from Halo Online/Reach.
  4. THE SIDEWINDER Español Autor: Reus Descripción: Mapa basado en el original "The_Sidewinder0.95" de @EmmanuelCD. La propuesta del mapa ha sido terminar lo que ha sido el gran proyecto del mapa. Integración de assets de SPV3, Kinnet KGM verision 4, Bigass, tagsets de Rododó y Gamma927, también muchos efectos totalmente nuevos en lo que se lleva de conocimiento en mapas compartidos a la comunidad de Halo CE. Quiero agradecer a los mappers que han aportado su trabajo y su tiempo para que yo pueda obtener todos estos archivos e incluirlos en un solo mapa a dedo para el entretenimiento de todos. Compatible en todos los gametypes. English (Google translator) Author: Reus Description: Map based on the original "The_Sidewinder0.95" by @EmmanuelCD. The concept of the map has been to finish what was a great map project. Asset integration of SPV3, Kinnet KGM verision 4, Bigass, Rododó and Gamma927 tagsets, as well as many totally new effects based on knowledge shared by the Halo CE community. I want to thank the mappers who have contributed their work and their time for me to get all these files and include them in a single finger map for everyone's entertainment. Compatible with all gametypes. Download: https://mega.nz/#!6w8ThK6Z!W9g8j0DgGegiDYrbu0SF2hi4mbp8d8UghWdiOxHYQe4
  5. Frigid Keep A frigid Forerunner outpost located on the edge of a valley on Basis. By DSalimander 7-30-19 A snowy mod of Desolate Keep. The level has been optimized and refined. From the level geometry to the spawn points and everything in between. [Pictures taken before Plasma Pistols and Sniper Rifles were swapped.] This was a mod requested by @Devieth. He had some input on the changes that were made. The original level was Desolate Keep by Dontu. As of 11:26PM CST 7-30-19 the map file was updated. If you downloaded it before this time and date, replace the old one with this one and clear your HAC cache. Download: https://opencarnage.net/applications/core/interface/file/attachment.php?id=995
  6. This map was created based on the Ascension Classic map (anonymous author) with a Halo spv3 style. Weapons: CMT BR SHM AR CMT Magnum CMT Shotgun CMT Sniper Rifle CMT DMR Images: Credits: CMT, Zteam, aLTis, ShadowModsTeam, Spartan2705 (Benjamín), Perla117 Ascension_Revamped.rar
  7. KGM WIP Thread About this mod: This mod replaces the classic stock multiplayer maps of Halo Custom Edition while bringing new looks to the maps, like models, textures, sounds, etc. And yes you can use this mod to play in stock servers without issues even if other players don't have the mod installed. All weapons, animations timings, particles, decals, lights, collision of structures, etc. Have been modified to fit perfectly fit with their og Halo 1 counterparts so you wont have any kind of advantages, disadvantages or desyncs issues while using this mod. The mod is also compatible with OS, HAC2 and Chimera. Since it was compiled with invader it should not have issues with any kind of addons since its treated like a regular .map by the game Special thanks to: aLTis94 SBB team CMT Shadowmods Team Gamebanana Reus Zteam Kinnet (having infinite patience to work alone on the whole project for 4 years is something that I wont ever forgive myself :V) MosesOfEgypt PopeTX28 Invader team Halo Online modding Team Chimera team My YT subs (their wholesomeness made it a lot easier to work on this long project <3) (sorry if im forgetting somebody but it has been so long that I can't remember everybody who helped) 21/02/20 v4.6 Beta Release: This small beta release is so people can give feedback and thoughts about the project before I release the full thing, so make sure to do so! Download: http://www.mediafire.com/file/plmsn3r7fl4dvnq/KGM_Bloodgulch_v4.6_2020_FIXED.rar/file More Pics: Notes about this version: - Its only bloodgulch since im too lazy to compile all the other maps and I'm going to release them soon in the final version anyways - The weapons and models in general look kinda scuffed (shaders look dark and reflectionless) and without proper shadows in the map since I did some shenanigans to have the original collision with a remodeled map, this will be fixed for the final version. - The map has a "switch time of day" button on the menu to change to the night mode and back - The map has no portals, this will also be fixed for final version - Some weapons don't have flashlights (mostly covenant guns) - The ball is replaced by the energy sword (it works exactly the same as the ball) since the zombie gametype is way more played than oddball - Player models have a bunch of different variations (around 70 in total) in an attempt to make the multiplayer feel more varied - Player models have no LODs (yet) so they will perform bad in really (really) low end PCs since everything else has LODs and are very optimized - It lacks the Lua chimera scripts designed for it since the lua injector for maps doesn't work on maps compiled by invader (hopefully it will be fixed in the future) - Backpack weapons only work in local games saddly (another invader bug) Donate: You can support me and the creation on this mod through here, it will be infinitely thanked paypal.me
  8. Download: ODST_BattleCreek 2.1.rar Tags by Zteam.
  9. well this map is a "remake" of beaver creek made for revcave with a modification and addition of weapons and equipment http://www.mediafire.com/file/8qjbak0n8y8vp2n/beavercreek_rev_beta.rar/file Credits: -Kinnel -Yawdee Sandoval -aLTis94 -Cs177 -sphinxbio - SpreadDANTE - DSalimander - CtrlAltDestroy / [ZMT] L33T - NeX more screenshots if you want to help , just chat with me.
  10. hi , i just wanna share this with yall :3 probably update it in a month with more weapons, grenades credits -Kinnnel - arbiter901 -aLTis94 http://www.mediafire.com/file/c009e4sjg36lep5/putput.rar/file
  11. Oi oi Some of you may have already seen this posted on some Discord servers but here I am announcing Halo: PP Edition. Have you ever thought to yourself "I think the plasma pistol is drastically underutilized and deserves more love. Imagine no more. Halo PP Edition takes the classic Halo 1 plasma pistol and turns it on its head. This beta includes four modded original maps: Boarding Action, Chillout, Prisoner and Ratrace. Each map features the following weapons - Original PP: unmodified original plasma pistol - Uzy PP: Automatic plasma pistol that deals high rate of fire but low damage per overheat - Big PP: Double shot plasma pistol that fires Fuel Rod projectiles - Blue PP: Plasma pistol with a powerful, close range blast - Gold PP: Headshot capable plasma pistol that fires rounds similar to the carbine - Purple PP: Pseudo-grappling hook. Objects are launched toward you and you are launched in the direction you aim Please download and enjoy! https://drive.google.com/file/d/1hiKZt5w_saIO8XmJIlKdGgLozNVcnina/view?usp=drivesdk
  12. Hello everyone. I was cleaning my pc when I found this, I was working in a project which allows to play every Halo 1 Map with halo cea sounds. It is basically a sounds.map I know there is some issues to solve, but I will not fix them. If you like the idea just let me know it. «I could do somethig else with this» -Cono256 Anniversary sounds.map.7z
  13. Ascetic is a small symmetrical map designed for 4-6 players. Best played on CTF and KOTH but other game types can be fun as well. The map was originally being made back in 2015 after I had a dream of a small map similar to Sandtrap. I didn't think the map worked well so I stopped working on it. In late 2019 I had an idea that might make the map more interesting: mirroring one side of the map and duplicating the middle building to make the map bigger. After messing around with that idea I got inspired to finish the map. Since the map is still fairly small it allowed me to put a lot of detail on it without hitting the engine limits which I'm used to and that gave me more freedom. I spent a lot of time working on visuals to see how good I can make things look and I hope it shows. The map still isn't perfect and there are some things I'd rather change (I wish I had done something better with the doors in the middle that serve no real purpose) but I don't want to spend any more time working on this since nobody is going to play this map anyway lol. There is a backpack weapons script that requires a Chimera build that supports scripting. There are 2 Open Sauce post-processing effects: ambient occlusion and volumetric lighting. Volumetric lighting also requires Chimera to work. There are a few well-hidden easter eggs in the map. You won't be able to find them using devcam so look for clues first. I challenge all of you to find all of the secrets! DOWNLOAD: https://mega.nz/#!RP5ihQSb!tSAgsnYzlnB5gUVAMyIMOIFNxx5kJiGHwvb9V71l7vk Author: aLTis Thanks to: StormUndBlackbird team and everyone else who tested the map Solink: Forge Island sky Halo CE Refined team: HUD Burney: some light textures ShikuTeshi: upscaled spartan textures MrChromed: upscaled armor cubemap CtrlAltDestroy / [ZMT] L33T: backpack weapons sbdJazz, Hunter,Iq and Marty McFly: post processing effects Some textures are from textures.com Some textures are from the map Seclusion Some assets are from Halo 3 and Halo Reach Screenshots:
  14. Here is my map Infint. It's a small 2v2 map, great for team-based gameplay. The readme has more info. But this is probably not going to be the final build. Lighting has significantly changed since the time the images were taken. Infint.zip
  15. Hi, so this is a port for the most popular halflife multiplayer map, crossfire, I've been willing to do this project for over 4 years now, and finally stopped being a lazy bum and did it (it took like 10 hours in total to port lol) If you have never played Half-Life (wtf is wrong with u) Crossfire is basically the bloodgulch of half life multiplayer, only smaller and faster paced and a with a bunch of powerful guns in every corner. It doesn't support other gametypes other than slayer at the moment since I don't want servers running this like it's the final release just yet, here are some pics: (Yeah I know it's lacking some textures as well atm) And here's a vid of it: I'm still kinda surprised how fun the gameplay is even with just the h1 weapons feedback is welcome and apreciated I still need to do half life tags for it which shouldn't take that long, so stay tuned! Beta: khl_crossfire_test_v0.rar
  16. I don't know where to posted. But it's something that Michelle suggested. This is a posting of every map that I have created. Starting from Oldest, ending with most recent. ----U-turn---- my first map ever made. It's a crappy box map. ----Gravitary---- My 2nd map made. It's a crappy interior map. ----Ancient Sanctuary Beta---- My 3rd map, was quite successful. Great idea not having starting pistols :/. ----Airlock---- Yes, author says 'Hellhound' but it was actually me. ----Gridiron_Beta---- This map was fun to make. Probably one of my favorites. I'm too lazy to change things and finalize it though :/ ----10k POA Beta---- Probably one of the best Asymetrical maps I've made for CE. It's small but it plays awesome. It would be better with proper spawns. ----10k Halo Beta---- Probably one of the prettiest maps I've made. ----10k T&R---- One of the most uniquely designed maps that I have made. ----Nitra---- My goal for this map was learning Aether. Worked out pretty good. ----Prudhoe Beta---- This was a fun Arena map to make. I need to finish it with proper portals. Map is poorly optimized, but still plays fun. ----Hemoasis---- This is my most polished map. It's also the map that helped me win $50 from the OpenCarnage mapping competition. ----Brumal---- I made this map in 1 week with limited time for the Open Carnage competition. It's not my most favorite work, but it's a decent enough map for 1 week. ----GridironV2-Public Beta----- Version 2 of Gridiron. New Redbase area and skybox. This is a public beta of the map. Final version with better lighting might be released in the future. In terms of gameplay, it seems pretty final. ------------LINK TO DOWNLOAD ALL THE MAPS-------------- http://www.mediafire.com/file/vab6yx5zgfc96t5/Maps.zip/file
  17. This is the CE port of my Phoenix 3 release, which was a total gameplay and visual effects mod of the map Death Island. The Flow Flow of the map's layout was heavily redefined to better balance infantry and vehicular engagements. Dispersal options, cover, and focal points are all fresh. The Sandbox Mechanics of the weaponry you spawn with are similar to their stock counterparts, while the rest consists of original concepts, all balanced together over 4 years of sporadic development and 2 years of public gameplay on Halo MD. Weapons Assault Rifle Rifle features better accuracy, marginally slower rate of fire, and a magazine reduced to 40 rounds, making it much more effective up to medium ranges. Pistol Pistol retains the original rate of fire, accuracy, and damage, but now lacks a scope and kicks after each shot. Carbine Semi-automatic rifle for short to mid-range combat, featuring a 2x scope and firing 3 projectiles per shot (not to be confused with burst-fire). The high initial accuracy suffers greatly with increased rate of fire, dramatically changing its role to that of a close-range weapon. Incendiary Shotgun Shotgun that fires projectiles which burn the surface of most targets for a short period. Burn damage is limited to shielding, so only the initial damage from each shot will affect health. Nade Launcher Grenade launcher that with some inaccuracy, fires 3 small explosives per shot, each of which detonate instantly on impact. Laser Cannon Laser weapon capable of sustained fire, which while is prone to overheating, features pin-point accuracy and a 2x scope. Rod Pistol Short-range pistol that fires slow shield-bypassing projectiles, ideal for encounters with shield doors or low-health targets. This weapon also features an overcharge function, which releases a projectile that emits plumes dealing shield-only damage on flyby. Direct impact from this secondary projectile will instantly kill infantry, or deplete shielding if the target occupies a vehicle. Impaler Mid-range weapon capable of sustained fire, which releases accurate headshot-capable projectiles that shatter on impact, dealing splash damage. Tracer Single-fire mid-range weapon capable of firing up to 3 homing projectiles in short succession before overheating, dealing splash damage on impact, and capable of killing healthy targets with just 1 burst. The projectiles have a distinct visual and sound, but can be easily dodged with a strafe or fast-moving vehicle. Vehicles Fighter Nimble fighter featuring dual machine guns and an unguided missile. Both of these weapons contribute to overheating, which should be monitored to avoid temporary weapon jams. Carpet Bomber Aircraft capable of sustained carpet bombing and featuring explosive countermeasures as an air-to-air defense, which is however very sluggish in maneuvers. Countermeasures will blind targets and kill in three hits, but as they are deployed aft of the aircraft and detonate after little more than a second, their use against aircraft must be well-timed. Anti-Personnel Tank Tank which fires high-velocity shells with a relatively high rate of fire and pin-point accuracy, at the cost of much lower damage and splash radius. A flak screen is deployable for close range engagements such as against infantry or aircraft, however the vehicle is also well armored against small arms, so that only direct hits through the driver's hatch or explosives are significant weaknesses. Both weapons contribute to overheating, which should be monitored to avoid temporary weapon jams. 30-Cal Hog Weaponry much like the original chain-gun Warthog, but with buffed damage and weaker aim assistance. Weapon is prone to overheating, which should be monitored to avoid temporary weapon jams. Laser Hog Warthog featuring a fully-automatic laser with pin-point accuracy, best suited for long-range engagements. Weapon is prone to overheating, which should be monitored to avoid temporary weapon failure. Bubbler Stationary turret that fires three electrified bubbles per shot, which instantly depletes shielding upon impact. The projectiles are lighter than air, so they rise into the sky as their velocity lowers, making this weapon ineffective against ground units at range. Weapon is prone to overheating, which should be monitored to avoid temporary weapon jams. Credits Conversion to CE by 002. Some reticles (the good ones) by Sceny. Model, shaders, textures, and animations for the Carbine and Teleporter by CMT. Download Note: Specifically balanced for no-lead gameplay, so ensure it's enabled for optimal balance. All gametypes are also supported, however the "Normal" weapon set is strongly recommended.
  18. Butter The remnant of an old refinery now serves as a location for your duels. By DSalimander 7-27-19 Use its intricate layout and verticality to your advantage. Don't lose track of your enemy in the spaghetti. Designed for Deathmatch... I mean Slayer. The other gametypes are great too! Thank You: Testing/Ideas - Hasuku, Hirsute, Derj, Pfhunkie Most Halo Tags - Fubih's Dredwerkz PB4 [featuring m00kz, SBB and their subs, aLTis, Aquilum, Xylodrin] Pickup Icon Tags - m00kz's UT2K4 Map Pack for Halo CE Original Level Design - Alexander Lehmann, Epicgames: Unreal Tournament 2004 To quote Fubih, the author of Project Aerial's Dredwerkz PB4, the tags feel like gameplay from Unreal, Doom, and Quake. This map, Butter, uses a newly modified version of those tags. The level itself is a light remodel of Unreal Tournament 2004's Deathmatch 1on1 map, Roughinery. [Beta test was nicknamed Smoothery.] Player mobility has been retweaked, which complement the map's features. Instead of throwing grenades, you have an alternate firing mode for your gun. It's more useful than you think. The backpacked weapon you spawn with is called the Shield Gun. Charge up it's alternate fire and release it at the ground and jump. You just jumped higher. Failure to jump higher sometimes means you can't navigate some parts of the map. Keep this in mind before throwing "that useless thing" away. Slanted surfaces give you a small speed boost. Some slanted surfaces with a special animated illumination strip will help you boost even higher when you run against them. There is a Redeemer that spawns on a ledge every four minutes. Keep an eye out for it. This was the development topic and public beta: Notable changes since beta: Corrected Flak Cannon ammo pickup model/textures. Increased player control in air. Rebalanced Minigun damage. Fixed bounding radius of many items in tagset. Full quality radiosity. Renamed. Download: https://opencarnage.net/applications/core/interface/file/attachment.php?id=994
  19. Longershot A snowy symmetrical outdoor map with vehicles. Designed for CTF with about 8 players. This is an update to the previous build- LongShot. The map made in under 4 hours because I misread the map contest submission date. I have made this my submission into Round 2. With this new build I have fixed several phantom BSP and added full gametype support. I ran full lightmaps this time so inside bases look very nice. The map's name is now even more accurate. Longershot.zip
  20. Ballyhoo - Extravagant publicity! This is a small indoor map. I recommend playing Team Slayer with 4 players, Team Oddball with 6 players, CTF with 3-6 players, Crazy King with 4-10 players. This was a losing entry in the GMYF map contest. The goal was to make a fully developed competitive 2v2 Team Slayer map. I neglected to release the map after the competition so I'm doing it now. It's an indoor, medium-small, asymmetrical map with multiple levels and several paths to move between them. I have kept the outdated training mode items in the map but they have to be activated by console commands. Use object_create randoms to place the random geometry. Use object_create_containing spawn_marker to place spawn markers. If you want to place both, use object_create_containing "". To remove both, use object_destroy_containing "". The point of these items is to help learn how to manipulate the Halo spawn system for the new map, a common practice at GMYF. Full Download [read me and pictures]: https://opencarnage.net/applications/core/interface/file/attachment.php?id=992 HAC2 repository [map only]: http://maps.halonet.net/maps/Ballyhoo.zip
  21. Due to popular demand from no one, here's the port of Drunk Tank from HPC. The map is just Chiron, where everyone has only the Incendiary Shotgun and Rod Pistol from Phoenix ..oh and everyone's 100% invisible (guns visible in FP). Best paired with alcohol. Download
  22. (Thread re-posted from Halomaps) UNSCDF Training Facility 23 "Crossguard" This is a medium sized, symmetrical, indoor human map, designed for CTF with about 6-8 players. Big thanks to everybody at GMYF for feedback! Developement of this map started over 2 years ago and was originally designed for competitive 2v2 Team Slayer with emphasis on CTF as well. Through testing it has been determined that symmetrical map design is horrible for competitive 2v2 Team Slayer, so the map's focus and developement dramatically shifted. While technically the main goal for this map was a failure, it's still incredibly polished and thoroughly thought-out so it's being released. I have turned some lights from other Bungie maps into functional light fixture tags and have been included as a supplementary release. Previously they were part of BSPs, now they can be easily placed and you can adjust the light they give off in Sapien! (Tags included in the map download.) Here's a cool GIF of progress to the map over time, starting with a simple blockout based on a sketch. Here's the original MS Paint sketch I embarrassingly started with. https://i.postimg.cc/C5Q31GYZ/map-concept-a.png Full Download [light fixture tags, read me, map, and pictures]: https://opencarnage.net/applications/core/interface/file/attachment.php?id=993 HAC2 repository [map only]: http://maps.halonet.net/maps/Crossguard.zip
  23. We here at Halo CE HQ care dearly about our players. One of the most recent concerns brought up to us was the possible inclusion of Custom Edition in The Master Chief Collection. Here we are proud to announce our new partnership with MountainDew. This sponsorship will help us raise money to petition Microsoft and 343i to get Custom Edition into the MCC. Our first release is Chiron-MD69. A favorite with all long-time team phantoms players. Get this free DLC right here:https://www.mediafire.com/file/25op4gwys4vsm6l/chiron-md69.7z/file You can support the game by playing this map on youtube, hosting it on your server, or buying a pack of MountainDew Custom Edition.
  24. Hi, this is my third map. Fight for the high ground on four blocky towers standing on a lonely space island. Supports all game types. I used a Minecraft texture pack to make this. Thanks to Michelle and DSalimander for the help regarding my lightmapping questions. The map has a few errors and could definitely use some grass scenery but I'm too lazy to keep working on it. Have fun! Mirror 1: https://megaupload.nz/E5eaTfvfb1/ascend_zip Mirror 2: https://www.dropbox.com/s/j5xmsuvkelfjlug/ascend.zip?dl=0
  25. This is my first attempt at making a map for Halo Custom Edition despite having played for over 10 years. It's a canyon with some overhead sniper bridges, a tunnel, and two bases. The map also has a few custom tags. Because it is my first map, it's probably not all that great, but I promise my next map will be much better! Attached is the .zip file containing the map. The map is also available on the HAC2 database. Anyways, enjoy! BAZ_Canyon.zip