Map Update 10/7/17:
After much feedback, I decided to make a few crucial changes. I can now confidently say the map plays and feels like a proper infection map with no frame rate drops, so I will be making no further MAJOR changes. Here's what's new...
1. Map File Changed
- When I started altering the map, I used an independent file, just in case I was unhappy with the applied changes. Due to just how many complex changes were made (layout, spawning, object reducing, etc) I've decided to play things safe and replace the old file completely with the new file. I will be turning search visibility off on the originally linked file. I apologize to those who have previously downloaded the map, this won't happen again.
2. Map Name Changed From "Enshround" To "Enshroud"
- I originally had the map named "Enshround" which several people pointed out was not a word in the English dictionary. You are correct, the word "Enshround" is a different way of spelling "Enshroud" in a different language. I chose this name simply because I thought it sounded better than the English version. However upon trying to retrace the word to the language, I couldn't find it again. To reduce confusion, I've decided to name the final version of the map "Enshroud".
3. Crucial Layout Changes
- Added Nest connecting Long hall to Top mid.
- Closed off a long sight line at human spawn and replaced it with a new side route, creating a more favorable hold out and eliminating massive frame rate drop.
- Closed off a pathway to make Cave a more optimal hold out location. The addition of Nest helped balance this change.
- Added a wall which blocks a large line of sight from Elevator to DMR spawn. The sight line felt too large, as well as caused severe frame rate drops. Closing off the sight line was the best option.
- Added a crate in Courtyard to allow for easy access to Top Mid, ultimately improving the infected movement flow.
4. Aesthetic Changes
- Removed and replaced all Ivy objects as they stuck out like a soar thumb due to the lighting of forge. They have been replaced with traditional vines which blend nicely with the temple atmosphere.
5. Weapon Changes
- Replaced gunfighter with CE Pistol (Spawns in Tunnel).
- Replaced Saw with Chaingun Turret (Spawns in Basement).
- Replaced Rocket Launcher with Grenade Launcher (Spawns in Oscar's House).
- Hailstorm now spawns in Nest.
- Arrow of time now spawns in Cave.
- Extra shotgun ammo moved from Bridge to Elevator.
- Extra Grenade moved from Cove to Bridge.
6. Cinematic Changes
- Intro Shot 1 now shows courtyard (A larger overview of the map rather than a specific weapon).
- Intro Shot 3 moved from Cave to Elevator, now showing DMR.
- Intro Shot 4 moved from Top Mid to Elevator.
Current Map Specifics
- Object Count: 1245
- Groups: 0
- Scripts: 0
- Fx: 9%
- LightMap: 1%
- Collision: 37%
- Physics: 45%
- NO FRAME RATE DROP OR ROUND GLITCHES
I'll likely continue to make very slight adjustments to certain objects to enhance aesthetics and/or conserve object count. I, however, WILL NOT change the map file again as this version of the map completely satisfies the Halo 5 matchmaking infection game mode.
As always, further feedback is always appreciated!
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Basic Map Description:
Exploration of this temple was a top priority for the UNSC... that is until the walls shook, and they woke up. (Infection 8-12 Players)
Pre-Trailer Background Story:
Upon discovery of this ancient temple, it didn't take long for the UNSC to round up it's best and begin excavation. Little did they know, two months of intensive research would all go to waste when a worker took one too many swings at a seemingly standard rock wall which housed more behind it than the eye could see. The walls began to crumble, the ground shook, rooms collapsed, lights flickered into darkness. Suddenly a familiar roar injected the ruins, one that is not easily forgotten, and has a history of bringing even the strongest of men to their knees. Workers and soldiers alike scrambled for exists, pushing and shoving for their survival, but it wasn't enough. Seven minutes is all it took to give birth to a deafening silence. One soldier, however, has managed to defy this monster's rule. The UNSC confirms he remains alive and has even managed to restore power throughout his sector. But time is running out, and he won't make it much longer without assistance...
Watch the MAP TRAILER for the rest of the story!
Why did I make the map?
Infection has always been my favorite playlist in all of Halo matchmaking. It's also the primary source which majority of the content featured on my YouTube channel stems from. Little do people know however, I'm not just an infection sweat, I actually like to create maps as well. I've had this burning passion for a long time to make an infection map for Halo 5, but the time never felt right and a lot of the themes I'd considered had already been pulled off really well; so much so that I lost motivation for this idea. This all changed however with the addition of the Barrens canvas, and all the unique textures/ objects which came with it. It took a lot of tweaking, and the original version looks nothing like it does today, but I can confidently say that I'm proud of the final product. As most of my viewers know, my ultimate goal with this map was to get it into the matchmaking playlist. Whether that goal is reached or not, I had an absolute blast forging this map and putting everything together.
Special Thanks:
I'd like to thank UnkownEmerald and TheRoflzDude for giving me suggestions with the layout and lighting as well as everyone who helped body act in the trailer. I met a lot of really cool people through this process and it's definitely an experience I'll remember. Thank you all for the support and I hope you enjoy the map!
Best, Trypal