Author's Gamertag: Tenstonio
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Update April 2016:
I've changed the atmosphere entirely to a dark rainy scene to try and give the map more character. This is entirely reversible, and was a chance for me to experiment with the new features in the latest update.
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This is a map I've been planning since November. I started out sketching it out on paper, then created a 3D model before forge was released, and I got some great feedback from the community before it was even built. Since then, I've been constructing it and improving it in halo 5 forge. It's at a certain quality threshold now which I think is appropriate to be able to post it here, but I am by no means finished improving it.
Checkpoint 19 is a symmetrical Big Team Battle map for CTF, Strongholds and Slayer. It is set in a disused immigration checkpoint in a mountain valley.
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The map was heavily inspired by the gameplay style of Halo 3 maps like Rat's Nest and High Ground. I wanted a good balance between infantry combat and powerful vehicle battles. Therefore I have risk vs. reward pathways from base to base. The sewer system is perhaps the standout feature of the map. It is a very narrow tunnel system with few points of entry, and it runs from base to base, but in taking this route you don't have much room for a plan B. In the centre of the sewer system is a SPNKR rocket launcher, which will be useful above ground in taking care of the enemy team's Gauss warthog or Ghost. The Gauss warthog is a very powerful vehicle in the right hands, but the the driver is somewhat limited to the figure-of-eight road network meaning that there is plenty of opportunity to avoid such a foe on foot by sticking to the interior spaces.
There are long lines of sight on the left hand side of each base, (blue street & red street), perfect opportunity for a sniper to take care of enemy intruders approaching the flag.
A more covered route through the cafe (blue side) or loading zone (red side) give the players more options, but also plenty of room to use the halo 5 movement mechanics to dash, clamber, and trick-jump across toward the enemy. These rooms are designed to be different, but fair. In order to give the map a more realistic visual feel and break any disorientation caused by symmetry, I have attempted to create similar playspaces on each side that are visually very different. This is seen again at the back wall of each side of the map, where one team has a rockfall and road blockade, while the other is crisp and clean with a large container in the road for equal cover.
There are 4 mancannons on the map to improve the flow of gameplay. One pair creates a quick way up to the main gate bridge from the open area of the road, and the other, hidden down an alleyway provides a sneaky way around to the other team's base which may be useful in capture the flag or for flanking the enemy in slayer.
Lastly, the central bridge. There is a large gate in the centre of the map which can be opened by the terminal on the bridge above. The team that controls this bridge will ultimately have the advantage, as they can open the gate to give more access to their teams' vehicles, or they can fight to keep the gate closed to enemy vehicles. (Note the gate is a one-time only open, like High Ground from Halo 3. If you think it would be better if it could be opened and closed then let me know) . The bridge is also an excellent vantage point to attack the enemy team from.
I've been unable to be involved in a 16 player test on this map yet, but big thanks to iParanormal for streaming a BTB community map playtest. The video of gameplay on this map can be found here at 29 minutes in.
http://www.twitch.tv/iparatv/v/37290138?t=29m10s
Note that the issues with spawning and escaping the map since the video have been addressed.
Edit: Second playest stream (6v6)
http://www.twitch.tv/iparatv/v/41565899?t=02h02m09s
This is my first Halo 5 forge map that I have created, so I don't expect it to be perfect. I do however take all feedback seriously and will continue to address concerns with the map as I do hope it to be a contender for Matchmaking in the future. This is my first map post on Forge Hub, but I am no stranger to forge. I have been heavily involved in other forge communities since forge began.
Thanks for taking the time to view the map, please tell me what you think, download, and help me out by playtesting it any time. If you do end up playing it, I would really appreciate any gameplay footage you have.