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Hello fellow forgers and welcome to my very first halo 5 map post.
This map has been a long time coming and has been a harsh test of my will and my creativity as I wanted something more than what I have done. The desire to improve upon myself had suddenly come back to me with this new forge and the new sandbox which has been blessed upon us this time around.
The map started as an old sketch from my art book, something that had begun further development before the release of Halo 5 forge (which unfortunately I don't have a picture for). Since the first beta I have had countless tests from competitive players and forgers alike (30-40 somewhat games). Each feedback stepping stone was a grinding one, sometimes not even getting feedback because of the map's refinement.
Thanks to some notable forgers such as A polish korean, Multilockon, Squally dabeanz, Ablesir Thomas, Brotastic Bear and many more I cannot recall, Shurima has been refined and uplifted to a point I feel content to share with the community.
Weapon Compliment
Railgun x1 - 120 seconds - 2 spare clips - Bottom Green
Overshield x1 - 180 seconds - Bottom Pink
Storm Rifle x1 - 90 seconds - Bottom mid
Carbine x 1 - 60 secs - 2 spare clips - Green Window
LightRifle x 1 - 60 secs - 2 spare clips - Open deck/pink
Boltshot x 1 - 60 secs - 2 spare clips - Top mid
Plasma Grenades x 2 - 60 secs - Red ledge
Spike Grenades x 2 - 60 secs - Blue Elbow
Fragment Grenades x 2 - 60 secs - Pink Window
Strategy
The map rotates from pink to green with both red and blue working as pushing points for both positions. Green becomes a tad more defend-able with less line of sight control while Pink is a tad less defend-able with more line of sight control and a compliment of the overshield spawn. While callouts can be tricky at times, a play-through and some intuition they will become more apparent and easy to pick up.
Flow can shift throughout entire matches, bouncing from green to red to blue to pink to bottom mid then back up to green all over again. But then main point of flank and access is top mid; it can instantly flip any set up on it's end and break the hold your opponent has on the map. But if used improperly, you can easily picked off from a distance as all points of the map have a view on top mid. This makes it a main flow point without allowing players to exploit a singular high-point on the map.
Special Thanks
A Polish Korean
Multilockon
A chunk
Squally Dabeanz
Ablesir Thomas
Brotastic Bear
Saltykoalabear
J2H Excutioner
Xandrith
Secretshnitzel
Given to Fly
And many more which I forgot to name : /
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9.4