Abyss

Extermination
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Map Description

  1. SgtSlaphead
    Abyss uses a simplistic hallway design based on Longest and Citadel combined with an underwater setting based on the Halo 2 Mission Regret. It was originally designed for the Extermination game mode meaning the layout has to provide as straight up a fight as possible with minimum hiding. Because of this I decided to create a map that puts more focus on power weapons to provide depth to game play rather than having a complex layout.

    It is an inversely symmetrical map with teams spawning in the lower levels of their base, directly facing the enemy teams higher side opposite. This encourages players to immediately push out of their base off-spawn.

    Weapons:
    - Rocket Launcher (2 shots, 60 seconds, weapon pad)
    - Sniper Rifle (Tier-2 spawn properties)
    - Shotgun (Tier-2 spawn properties)

    Inspired by the weapon placement for Sanctuary, I wanted to allow both teams access to a Sniper Rifle and a Shotgun as they offer very distinct roles to the players who use them. There are clear lanes cutting through the map to make use of the sniper while there are flanks either side for players with shotguns to push the enemy teams side. Usually I would be opposed to shotguns on competitive maps in Halo 5 but due to the openess and predictability of the map with limited pathing, it is easy to assume where and when those dirty shotgunners will turn up. The combination of powerful long and close range weapons keeps players on their toes and puts importance on teamwork and communication to keep track of where the key players assuming these roles are located.

    To further assist offensive play, a Rocket Launcher spawns bottom mid. Teams will have to engage with the risky central hallway to secure this game changing weapon.

    There are two versions of this map on my Bookmarks. One is simply called 'Abyss', the other 'Abyss (Extermination)' depending on what you want to play. Oh and it's built on Fathom so whales! Hope you enjoy the map. Thanks for reading.

Discussion

  1. ArturBloodshot

    ArturBloodshot The Architect
    Forge Critic Senior Member

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    At first I thought your inspiration came from the corridors of the underwater temple from Halo 2 mission 'Regret'. Layout seems to be Longest, but the aesthetics are totally Delta Halo haha
     
  2. SgtSlaphead

    SgtSlaphead Talented
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    The shape of the arches was actually from the large doors found on Assault on the Control Room in CE but Delta Halo underwater seemed to be the only theme that made sense. I don't know... just steal from enough different sources and hope that nobody will notice.
     
    CANADIAN ECHO and ArturBloodshot like this.
  3. karby

    karby Heroic

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    Great map, I love the way it promotes movement and incredible weapon gameplay that's usually hard to find in H5 gameplay, 3/10
     
    purely fat likes this.
  4. CANADIAN ECHO

    CANADIAN ECHO Promethean
    Forge Critic Senior Member

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    Why are you so good at forge??
     
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  5. SgtSlaphead

    SgtSlaphead Talented
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    Firstly, I appreciate it. Secondly, because I don't go outside enough.
     
    CANADIAN ECHO likes this.
  6. TA747

    TA747 Promethean
    Senior Member

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    This is one of my favorite maps in the extermination contest. It does what I was trying to do with my entry, Pressure, but I would say it accomplishes it better. Great implementation of that classic forerunner architecture.
     
    WAR likes this.
  7. SgtSlaphead

    SgtSlaphead Talented
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    Thanks it means a lot.
     
  8. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Congrats on winning our recent Extermination Forge Contest! As a collective judge panel, we thought your map was quite special! You can read the article here: Extermination Forge Contest Results!
     
  9. JurassicWeeMan

    JurassicWeeMan Legendary
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    <3 the Halo 2 nostalgia here
     
  10. SgtSlaphead

    SgtSlaphead Talented
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    Thanks, I love the classic Forerunner architecture, would be great to see it return. I don't know what the hell current forerunner is meant to be...
     
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  11. JurassicWeeMan

    JurassicWeeMan Legendary
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    Different groups/castes of forerunner had different styles, but yeah, I do love the old (builder-caste). (The new is warrior-caste I believe)
     
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  12. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Watching the video, this is exactly the type of map style that made Halo successful. For a Forge map, it looks absolutely beautiful and if maps like this were shipped with the later games I'm sure Halo wouldn't have dropped horribly in popularity.
    Seeing what you can do with Forge almost makes me want to start Forging again... almost.
     
    #13 Stevo, May 30, 2017
    Last edited: Jul 1, 2017
    WAR and CommanderColson like this.
  13. SgtSlaphead

    SgtSlaphead Talented
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    I appreciate it! Making maps is great but it would be nice to have an actual Halo game to design them for. Seeing people sprint, thrust, slide and jump around classic forerunner architecture is quite a shame. It could be awesome to see this level of Forge with a game that plays like Halo, who knows, we will have to see what the future holds!
     
  14. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Halo 3 Remastered? plz plz plz
     

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