(UN)OFFICIAL map suggestion thread!

HELLO!
This is the unofficial map suggestion thread. Here you can suggest what maps you would like to see in Halo 4. And I don’t mean remaking maps. I mean completely new maps. Just explain what it should look like and stuff. It would be nice if you would use this form:

Name(unnecessary):
Size:
Terrain:
Description:
Gametypes:

Here are mine:

Name: Junkyard
Size: Medium
Terrain: Space
Description: Players spawn in a room of a destroyed ship. They are forced to go out into space and jump on floating pieces of the ship. There are other rooms too where players can find weapons. The map should have lots of interesting places.
Gametypes: Slayer (BTB and Team Slayer), Objective (Bomb and Stockpile), Headhunter, Living Dead, Team SWAT, Team Snipers

Name: Fortune (just sounded appropriate to me)
Size: Large
Terrain: Underground
Description: Players are located in an underground mine. It is half destroyed and on some places there is fire. There should be roads for vehicles (most likely transport hogs, Mongooses and Ghosts, or maybe some Forerunner vehicles).
Gametypes: Big Team Battle, Objective, Invasion

If you want, you can add some more specific wishes that include all maps (or most). My wish would be for 343 to make more interactive maps.

TELL ME YOUR IDEAS!

Name: Ground Zero
Size: Large
Terrain: Rocky/Grassland/Frigate

Description:
Ground Zero takes place on the Forerunner planet that Halo 4 features. It is in the area where the Forward Unto Dawn has crash landed onto the forerunner environment, leaving a huge crater/trench that stretches the length of the map with burning debris and broken parts of the ship scattered around the landscape. These destroyed pieces provide the makeshift cover of the otherwise flat landscape. About 2/3 of the map takes place outside the ship, while the remaining 1/3 takes place in the FUD in the areas that haven’t been destroyed and caved in.

Unique features:

  1. Death by guardians by engines flickering to life every minute or so, kills everything in range.
  2. Changeable environment: overtime rooms and corridors in the FUD eventually collapse, killing players inside, this alters the flow of battles in the FUD until the whole ship collapses-leaving only the outside playable for the rest of that game. NOTE: loud creeks and small harmless explosions with red warning lights indicate an area about to collapse.
  3. As the ship explodes and collapses it will throw pieces of debris into the outside map, altering the flow of it. these debris landings would be limited to 3 per game, with up to 7 spaces for them to land. Timings and locations for these landings would be random.
  4. Random weapon spawn? seeing as the whole ship has been cracked open it would make sense to never have weapons in a set location, instead have them scattered around the map in a random order. Power weapon lands with every debris landing as mentioned above.

Hope you like my map,
I’ll write more when i think os some more ideas :slight_smile:

I’m sorry OP, I don’t like your ideas. I want a map that flows, not one with gimmicks interrupting gameplay. I’m fine with interactions, but interactions such as doors and gates.

I just hope there are a lot of maps.

> Name: Ground Zero
> Size: Large
> Terrain: Rocky/Grassland/Frigate
>
> Description:
> Ground Zero takes place on the Forerunner planet that Halo 4 features. It is in the area where the Forward Unto Dawn has crash landed onto the forerunner environment, leaving a huge crater/trench that stretches the length of the map with burning debris and broken parts of the ship scattered around the landscape. These destroyed pieces provide the makeshift cover of the otherwise flat landscape. About 2/3 of the map takes place outside the ship, while the remaining 1/3 takes place in the FUD in the areas that haven’t been destroyed and caved in.
>
> Unique features:
> 1. Death by guardians by engines flickering to life every minute or so, kills everything in range.
> 2. Changeable environment: overtime rooms and corridors in the FUD eventually collapse, killing players inside, this alters the flow of battles in the FUD until the whole ship collapses-leaving only the outside playable for the rest of that game. NOTE: loud creeks and small harmless explosions with red warning lights indicate an area about to collapse.
> 3. As the ship explodes and collapses it will throw pieces of debris into the outside map, altering the flow of it. these debris landings would be limited to 3 per game, with up to 7 spaces for them to land. Timings and locations for these landings would be random.
> 4. Random weapon spawn? seeing as the whole ship has been cracked open it would make sense to never have weapons in a set location, instead have them scattered around the map in a random order. Power weapon lands with every debris landing as mentioned above.
>
> Hope you like my map,
> I’ll write more when i think os some more ideas :slight_smile:

Nice idea. Also, thanks for the reply. I already thought this thread will die unnoticed! :slight_smile:

> I’m sorry OP, I don’t like your ideas. I want a map that flows, not one with gimmicks interrupting gameplay. I’m fine with interactions, but interactions such as doors and gates.
>
> I just hope there are a lot of maps.

No prob. :slight_smile: I also hope there are lots of maps!

Map Name: Blizzard
Size: Small/Medium
Terrain: Ice/Snow

Description:
Blizzard takes place in the almost subzero environment deep inside the forerunner planet. That is, it is subzero on the outside. This map has two layers, and the outside one with the heavy snow and ice WILL affect armour and attributes. It will make your radar unusable, make it hard to see, make you move slower as your armour struggles to keep you alive. located around the map however, are different ports of entry into the guts of the forerunner Installation that are protected from the harsh environment by energy barriers, ones that all reclaimers can pass through freely. Inside this maintinence system are rooms and defence systems to protect the area from falling into safe hands, with doors that are locked until access is granted. travelling on the outside will provide quicker acces to parts of the underground system, but at a cost of the mentioned attributes for a short while.

Unique features:

  1. Environment that affects armour and attributes, without disrupting gameplay.
  2. Changing map. When verification is done rooms open up inside the underground parts, providing new entries and alternate routes along with more space and weaponry.
  3. Rooms that can be controlled for short time periods to alter map flow. These rooms become deadlocked for 30 seconds at a time, but alternate entries will still exist.
  4. Activatable turrets on the map underground, they shoot at anything in sight, for a 30 second time period. can be used 3 times per game before the system seals it.

> I’m sorry OP, I don’t like your ideas. I want a map that flows, not one with gimmicks interrupting gameplay.

This.

I dont want extra things that can kill us, eg: meteors, flickering engines, ect.
Other then that they sound good! Take them out and you get an A+

> > I’m sorry OP, I don’t like your ideas. I want a map that flows, not one with gimmicks interrupting gameplay.
>
> This.
>
> I dont want extra things that can kill us, eg: meteors, flickering engines, ect.
> Other then that they sound good! Take them out and you get an A+

Ouky Douky. And I didn’t understand quite well? What should I take out of Fortune?

Map Name: Blackout
Size: Small
Terrain: Caves
Description: Medium size cave rooms with small, winding tunnels and breaks in the roof letting in light, but mostly with poor visibility. There is one large cave room with lots of light flowing in, and rubble making a circle in the center, where sandbags and Machine Gun nests make a good defensible position.
Special Features: Using your torches required to see, but they give away your position. There are few power weapons on the map, and when used on cracked parts of cave walls they blow them open, revealing more tunnels. Stealth is important in this map, as running around like a lunatic will get you killed.
Game Modes: Slayer, Team Slayer, Team SWAT, Infection

Map Name: Windswept
Size: Large
Terrain: Two hills separated by a valley, with a battered bridge crossing between the hills. Trees and rocks are scattered around the map, some blown over and others leaning backwards, away from the east. Trees and Rocks in the valley aren’t, but there is only a few. Two Forerunner towers stick out from the hill.
Special Features: Large gusts of wind will often sweep across the map, pushing players towards the west, and making leaning rocks and trees have a 10% chance to fall. The bridge can be destroyed by power weapons, making it hard for one team to reach the other without being picked off in the valley.
Game Modes: Big Team Battle, Assault, Capture The Flag