Enshrined

4v4 Slayer

Map Description

  1. Brandon Winick
    Enshrined was built with gameplay as the priority. It is larger than the average Halo 5 arena map, which allows teams more time to set up map control and react to in-game circumstances. However, Enshrined is still small enough so that players can still form links to their teammates and cooperate to achieve victory. Concordantly, in Free-For-All, players will find a sweet spot with the pacing of matches – they will engage on a regular basis but the map’s design and size will prevent chaotic and overwhelming encounters with multiple opponents, as is the case in many arena maps. For team play, Enshrined performs magnificently. The design forces players along set paths but still gives options to seamlessly transition from one area to another if a player chooses to do so. Enshrined features long, narrow hallways and tight passageways that intersect these long halls. It also has wide-open spaces for long-range firefights and sandbox tactics. The final offering of Enshrined is it’s blending of these two types of fighting with gradual and seamless verticality. Players will move through the map and look back to realize that they are way higher up than they just were 10 seconds ago. All of these features, combined with strategic power weapon placement and intentional map control design, create an alluring and thrilling experience that will make players want to come back for more.


    The theme of Enshrined delves deep into Halo lure. The map takes place at the start of the Covenant alliance. Here, the Covenant built a magisterial temple within the rocks of a long lost planet. Only the most noble citizens and zealous priests were allowed to enter. But, as conflict arose, the priests were forced to abandon their holy temple, and seal its secrets forever. But, millennia later, as erosion broke apart the rocks, this divine site has been revealed, and its secrets are yet to be discovered.


    The weapons on Enshrined are suited nicely to its gameplay. There are two BRs, two DMRs and two carbines. This abundance of precision weaponry means that almost every player in the game can have a precision weapon on them. This is good because Enshrined has many long corridors and open spaces that require long-range weapons. But, the spawn times for these guns is longer than usual to compensate. So, the significance of holding one of these weapons increases because dying and dropping it would mean either a long wait for its respawn or an enemy player picking it up. In addition, Enshrined includes a few close quarters weapons and a CQC power weapon – the gravity hammer. The other two power weapons are the SAW and Beam Rifle, which are appropriately placed to fortify power positions but still make dominating players relinquish map control for a brief moment to reacquire these weapons on respawn, giving enemy players a chance to take the map for themselves.


    Enshrined can be played with Slayer, CTF, Strongholds, and FFA. All of these modes fit perfectly into Enshrined’s design. CTF offers intriguing interplay, giving teams options to either head straight into the enemy’s base for the flag, or take the long flank around for a safer run. Strongholds has great node placement. There are two nodes in front of each base, close enough so that the spawning team can hold it but not far so that the opposing team can’t flank and take it for themselves. Finally, Slayer and FFA offer all that players have come to love and expect plus more. Enshrined’s power weapons and positions allow for map control but not domination, and FFA has balanced spawns that start each player with action. Enshrined is balanced well but may need a few tweaks derived from play-testing. I hope you all download Enshrined and give it a try and let me know what you think. : )



    Download “Enshrined” from my file browser or halowaypoint.com


    You can also message me to download or for a playtest


    My gamertag is Brandon070241 – nothing tricky there

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