LoTuS made 2v2 forge map 'Gilded Shrine'

Add my GT - I LoTuS I to download

For your custom game 2v2 and 4v4 Slayer/Strongholds pleasure! If you guys like my maps a review or comment on Forgehub would be awesome! I am trying to get noticed and featured by them and 343. This map is an all original design with some unique gameplay tailored for Halo 5’s sandbox.

Forgehub link - http://www.forgehub.com/maps/gilded-sanctum.1657/

Gameplay clip - https://www.youtube.com/watch?v=g1st4WXWgbE

Walkthrough - https://www.youtube.com/watch?v=UVIH-gkzefQ

Flythrough - https://www.youtube.com/watch?v=rgs0wnENQII

LORE - This water treatment facility was found in the year 2335 on the Island of New Japan on planet Reach. ONI seized the facility after years of local worshippers claiming eternal youth from the gold-infused perfectly preserved water, they started retrofitting the installation with human technology to try and harness its secrets.

GAMEPLAY - Gilded Sanctum is a horseshoe shaped map with three total elevations for gameplay, two lifts on either end shorten the distance to combat and teleporting between bottom and top add tons of options for the player.
The spawns have each team begin at the end of the hallway, you have the option of running forward toward the center where you will find the shotgun and camo or you can take the immediate stairs and find a Halo 2 BR in each corner.
The third (and most exciting) option is the teleporter directly behind the initial spawn which brings you to the basement level of the treatment facility where you will find the other teams portal directly in front of you and more importantly the Beam Rifle. From the basement you can lift back up to the second level bridge or portal back to either base.
This map is focused on Arena slayer and strongholds for 2v2-6v6 combat.

AUTHENTICITY
The markings aren’t just for show they are as close to real Japanese markings I could muster:
青 - is for Blue and the symbol in on blue base, blue BR corner, and teleporter.
赤 - is for Red and the symbol is on red base, red BR corner, and red teleporter.
金 - is for Gold and since the name of the map is Gilded Sanctum I have a single gold symbol at the top of the atrium right in the middle of the map.

WEAPONS/POWERUPS
2x SMG - bottom stairs
2x Halo 2 BR - top corner windows
2x Storm rifle - bottom corners
1x DMR - top atrium lift
1x Shotgun - middle bridge
1x Beam Rifle - bottom vat bridge
1x Camouflage - bottom atrium lift

Thanks for looking!

I LoTuS I

Map has been updated and now utilizes the entire 1024 piece limit. I have shrunk a few doorways to help with cross-map sigh lines and movement incentive. I have also added a few more paths for vertical gameplay such as a broken vent that drops bottom mid from camp spawn and a short slide opening from top stairs to middle bridge. The camo is now on a static timer weapon pad every 2 minutes and the beam rifle bottom mid spawns every 3 minutes.

The map now works with all game types - TS, Strongholds, CTF, and Breakout! I can’t wait to try breakout in a custom game.

lighting and piece size has been optimized to fix the small framerate issue in bottom mid.

Check it out and please leave any feedback!

I LoTuS I

The design, both geometrically and aesthetically, is very, very nice. There’s enough context to it all to allow for Forge’s simple textured pallet, without feeling drab, like the initial maps. Little effects and added objects here and there make it elegant and livable, while also being a combat playground.

Not a fan of H2BR’s for non-Warzone gameplay unless we up the magnetism for the M6 and AR, and of course, the H5BR itself. There is a noticeable combat effectual increase when using the H2BR or the H5BR with laser tag over the other non-DMR loadouts in WZ. As the H2BR is like having both the laser and stabilizers, the use of the H2BR on Arena maps make things even less appealing, to myself of course. :slight_smile:

Note: The H2BR’s have a swipe-shooting advantage over the DMR, but that’s about the only big combat difference between them on such map. Scopes won’t need to be used often, if at all. And when used, the x3 vs x2 isn’t as advantageous here as there are maybe a few spots where it may actually make the difference.
There is noticeable gameplay differences between the DMR and default BR but not much between the DMR and H2.

pretty sweet map dude. nice job

> 2603643534597848;3:
> The design, both geometrically and aesthetically, is very, very nice. There’s enough context to it all to allow for Forge’s simple textured pallet, without feeling drab, like the initial maps. Little effects and added objects here and there make it elegant and livable, while also being a combat playground.
>
>
>
> Not a fan of H2BR’s for non-Warzone gameplay unless we up the magnetism for the M6 and AR, and of course, the H5BR itself. There is a noticeable combat effectual increase when using the H2BR or the H5BR with laser tag over the other non-DMR loadouts in WZ. As the H2BR is like having both the laser and stabilizers, the use of the H2BR on Arena maps make things even less appealing, to myself of course. :slight_smile:
>
> Note: The H2BR’s have a swipe-shooting advantage over the DMR, but that’s about the only big combat difference between them on such map. Scopes won’t need to be used often, if at all. And when used, the x3 vs x2 isn’t as advantageous here as there are maybe a few spots where it may actually make the difference.
> There is noticeable gameplay differences between the DMR and default BR but not much between the DMR and H2.
>
>

I was honestly worried about the H2BR on the map, after a few playlists people have been pleased with it so far. I am still thinking about changing them back to regular H5BR’s. If 343 features the map or wants to put it into MM, I will probably do that. Thank you for all the feedback and I am glad you liked the map!

LoTuS

Map has been updated and I put new cover and pathways plus I mixed the h2br for regular brs