This is a 2-base, inverse symmetrical map designed to play similar to large scale, competitive maps such as Sanctuary, Beaver Creek, Narrows, and Pit. There are Rockets, Overshield, 2 Shotguns, and 2 Snipers. It is longer than it is wide (much like Narrows), but without limitation of routes. It does have a wall in the middle of the map (much like Pit), but lines of sight are not limited because of windows. Also, the wall can be traversed through, and not in a bottleneck format.
Its ideal gametype is 3-flag CTF. That is what it was designed for. However, it has been playtested with both CTF and TS, and every game, oddly enough, were close matches. The lone TS game we played resulted in a 48-48 standoff, and with the many interesting sight-lines this map has for snipers, it was a great experience.
I actually made this map in Halo: Reach, and it was my only map that had a VERY good reaction with fellow forgers. Issues it had in Reach was that the spawn locations were limited, so you were constantly spawning in awful positions. With this forge system, I could make the map a little more geometrically intricate, which allowed for better spawn locations.