Abyss uses a simplistic hallway design based on Longest and Citadel combined with an underwater setting based on the Halo 2 Mission Regret. It was originally designed for the Extermination game mode meaning the layout has to provide as straight up a fight as possible with minimum hiding. Because of this I decided to create a map that puts more focus on power weapons to provide depth to game play rather than having a complex layout.
It is an inversely symmetrical map with teams spawning in the lower levels of their base, directly facing the enemy teams higher side opposite. This encourages players to immediately push out of their base off-spawn.
- Rocket Launcher (2 shots, 60 seconds, weapon pad)
- Sniper Rifle (Tier-2 spawn properties)
- Shotgun (Tier-2 spawn properties)
Inspired by the weapon placement for Sanctuary, I wanted to allow both teams access to a Sniper Rifle and a Shotgun as they offer very distinct roles to the players who use them. There are clear lanes cutting through the map to make use of the sniper while there are flanks either side for players with shotguns to push the enemy teams side. Usually I would be opposed to shotguns on competitive maps in Halo 5 but due to the openess and predictability of the map with limited pathing, it is easy to assume where and when those dirty shotgunners will turn up. The combination of powerful long and close range weapons keeps players on their toes and puts importance on teamwork and communication to keep track of where the key players assuming these roles are located.
To further assist offensive play, a Rocket Launcher spawns bottom mid. Teams will have to engage with the risky central hallway to secure this game changing weapon.
There are two versions of this map on my Bookmarks. One is simply called 'Abyss', the other 'Abyss (Extermination)' depending on what you want to play. Oh and it's built on Fathom so whales! Hope you enjoy the map. Thanks for reading.