Echelon was built with gameplay as the priority. The map is larger than the average arena map, which allows teams more time to set up map control and react to various in-game circumstances. This design diverges from traditional Halo 5 maps, with which their small area often caters to quick and chaotic gameplay. The layout of Echelon creates rare gameplay. It offers extreme verticality as well as a linear, arena style of map control. Echelon funnels players into specific locations that interact with each other nicely. From starting spawns, players only have three paths to take when leaving their base. These paths each lead to wider and taller locations that each bring a different flavor of Halo 5 gameplay. The low route offers the greatest difference in altitude, and will have players looking almost 90 degrees to engage opponents. The top base route begins with a steep climb, utilizing Halo 5’s clamber nicely, and presents a sniper rifle that can be used to lock down either top mid or its respective fort (the forts are equivalent to bases on the sides of the map, and are color-coded blue or red, indicating the team that is supposed to control it). The last route branches out to top mid, a man cannon that leads to the opposing team’s fort, and a hallway that leads back toward the sniper route. Ideal strategy for this map would be having one player in each fort, and two top mid, where one player at top mid acts as a ‘floater,’ and can help either player in each fort. This would allow for strict lockdown of Echelon’s choke points, but would still give the opposing team options to retake control.
The theme of map is manmade. It is a UNSC military base used to train and test the upper Echelon of Special Forces. This includes ODST and Spartans. The base possesses multiple training environments and tests personnel’s ability to transition from one battle scenario to the next. Players will notice a civilian, military, and industrial theme within the arena.
Echelon derives its map control from power ups rather than power weapons. Although each base has a sniper rifle, the main object of concern should be the active camos. Echelon contains two active camo spawns in each of the forts. When both are controlled, the results can be deadly for the other team. However, because of their locations on opposite sides of the map, one team must spread their forces thin in order to gain such an advantage. It is a risk versus reward scenario – should we send one player on each side and potentially get both camos, or double up on our side to guarantee one camo, and hope to beat the other team one-to-one? To supplement the active camo, there are two plasma pistols top mid. To counter the central power ups and weapons, the bases contain sniper rifles and the splinter turret. The map also incorporates two DMRs and four BRs for mid to long range engagements.
Echelon plays best with 4-5 player teams or 6 player free for all. Slayer is the main game type but CTF will also play very well. Trying to pull the flag from within the opposing team’s base will put a squad’s teamwork to the test. Locking down the map would also test skill, teamwork and experience – as learning the maps key jumps and utilizing active camo to execute plays would surely lead any team to victory. Play testing the map could also help further iterate it, and would reveal imbalances in weapon placement or choice. Active camo and the splinter turrent may also be too powerful. But the only way to know is to play so I hope you all give Echelon a download and let me know what you think. : )
Download the “Echelon” version for Slayer and CTF
Download the “Echelon FFA” version for FFA
My gamertag is Brandon070241 - nothing tricky there, so follow me or message me or whatever to get the map : )