Genesis is recommended for 4v4 Stongholds and Slayer, and 2v2 Slayer. The 4v4 game types play quite fast, while 2v2 provides a more methodical pace.
There are 3 primary items placed along the center line of the map: a Rocket Launcher and a Sniper sit at either end, while a Damage Boost is seated in the center of the map.
How it Came to Be
Genesis had it's...uh...genesis in H2A. After getting a first look at the new gametype called Strongholds, I set out to design a 4v4 map that was tailor made for the game-type. The layout came together unbelievable fast. Starting with only a very basic idea, I began working on a blockout, which I completed in a couple of hours (compared to the 15-20 hours it typically takes me).
From the first time I saw the spartan abilities that would be available in Halo 5, I felt strongly that the ideal designs for the game would be about 80% linear, and about 20% free flowing. That theory is the foundation upon which this layout was built. I knew that I wanted to have a multi-leveled center atrium that allowed players multiple access points to each of the 3 Stronghold locations. In contrast, I wanted the exterior portions of the map to be extremely linear.
Shortly after Forge released, I began work on the Halo 5 version of the map. I created a WIP thread shortly after, intending to document and share my iterative process. I unfortunately failed at keeping the thread as up to date as I had originally hoped, mostly due to a severe lack of time. Nonetheless, progress continued at a slow and steady pace, and a great deal of it is captured in that thread for those that are interested.
A Buddy Helps Out
There came a time during the development of this map where I came to the realization that if I continued working on it alone it would probably take me 2 years to complete. I decided I needed the assistance of an expert. That experts name is @Buddy Jumps.
I know from experience that co-forges can be challenging. Decisions that may be relatively easy on a solo project become hard when two people need to agree, and decisions that would normally be hard become even more difficult. I also know that co-forges often bring the best out of people. It can force people into compromises they would otherwise not be willing to make, and many times those compromises result in something far better than you would ever make on your own.
The one prerequisite that I always have when jumping into a co-forge is that there must be mutual respect. I can say without a doubt that there was already a great deal of that mutual respect between Buddy and I before we agreed to forge ahead together on this project, and it served us well. We were able to discuss and debate without ever feeling that the other had any intention but to make this map the best it could be. Without Buddy, this map would be worse off on the gameplay side, and MUCH worse off visually. He took full ownership of the appearance of the map, and created a piece of art which I'm honored to have my name attached to. I can't express how grateful I am to have been able to collaborate together.
I asked Buddy to share some insight into the theme and visuals of the map:
"The setting for Genesis' is a monastery complex which monks utilize to meditate and pray. It's inaccessible to common folk. When I first saw the columns and the high ceiling in the blockout, I knew it was going to have a church-like appearance. I wanted the map to have a dark, realistic atmosphere and lighting.
After getting feedback in the testing phase we (unfortunately) had to lighten up the map a bit due to complaints about the darkness. I'm extremely proud of the the original atmosphere, which you can see here."
"Though the final changes made the lighting on the map less realistic, I am still very happy about the art-pass, and the overall outcome."
A Claim no Other Map can Make?
I can't leave without mentioning an interesting tidbit... I believe this to be the only map in the history of forge to have play testers complain that they couldn't see anything both because it was too dark, and because it was too bright.