High guard is an asymmetric map initially designed for 2v2 gameplay, but is compatible up through 4v4. I wanted to create a map that replicated a classic forerunner feel felt in past titles, reminiscent to Epitaph, Guardian, Lockout, and Ascension. Of course I didn't want to make a poor clone of these designs. I wanted to take a similar format and feel, and apply it to a much more interesting and tactical layout. After months of evolving design philosophy, with suggestions from talented friends, the map had become something more than I had imagined it.
When designing High Guard, I looked carefully at MultiLockOn's map Oblivion. It is one of the most engaging maps that forge has ever spawned, and I wanted to study what made it that way. After months of redesigns, rebalances, and reforges, I ended up with something I am proud to put my name on.
Every area on the map has a purpose, every area has sight-lines on another area, and nowhere should feel too cozy. That is an important aspect to any map. The weapon layout is relatively simple. Sniper, grenade launcher, sentinel beam. I wanted to use only weapons that require a decent amount of skill to be effective.