Over on Waypoint, Unyshek has posted some updates that have been made to the Free-For-All and Doubles playlists for the Halo 5 Spring Season.

In Free-For-All, you’ll find some new maps that have been added and updated including Echelon, Furnace, Seclusion, and White Cell.

In the Doubles playlist, a bunch of tweaks have been made to Coliseum, Eden, Molten, Plaza, and The Rig to make them suitable for the playlist’s settings:

Coliseum

Reevaluated weapon locations, ammo and spawn times to better suit 2v2

Notably the sniper was repositioned to the bottom of lift in a more easily contested area while eliminating some of the ‘peek-a-boo’ engagements horizontally across Green Tower’s platform

Legs were added to Red/Blue Yard to Yellow Tower to provide alternate approaches to Overshield

Cover pieces on Yellow Tower were pushed out toward ‘slide’ to make it slightly easier to counter when players are hiding behind it

Ramps were added beside lift to Green Tower to empower players moving upward without as many teammates to pressure players holding Top Mid

Alcoves behind each base were significantly reduced to prevent a near 180 degree turn when approaching an opponent fleeing to this area

Eden

Reevaluated weapon locations, ammo and spawn times to better suit 2v2

Power-weapons aligned in the center to encourage more pushes outside of the bases

Bottom Mid under Catwalk was blocked off to provide more cover when making pushes through bottom

Added a more identifiable clamber route from Red Yard to Catwalk to create more symmetry in pathing

Added a small cover piece to Red Window to allow players to move into Red Nest without being scene and also to parallel blue window

Hump added to lower catwalk to allow players to disengage battles or drop down to new Camo spawn without having to jump. Jump to Catwalk is now possible with one jump + clamber instead of 2 jumps; one onto the railing and then a second into the clamber

Red Sneaky ledge size reduced to allow quicker visibility from approaching players

Spawns adjusted for more balanced initial rushes

Molten

Reevaluated weapon locations, ammo and spawn times to better suit 2v2

Relocated Camo to neutral position and maintained visibility through grates in Delta room

Jump path added between Fridge Ramp and Delta to improve flow when making pushes toward back Delta

Cleaned up geometry near Eastgate that would often snag players

Added clamber route from Station side of Lava Falls to Top Base

Removed ankle snag from Control window overlooking Lava Falls by allowing players to walk out of it instead of jump

Added visual indicator via scripted lights if someone sitting on nerdy ledge outside of Delta

Improved spawning on Red side (Bunker and Control)

Plaza

Reevaluated weapon locations, ammo and spawn times to better suit 2v2

Block corner of red spawn’s Tram to help funnel and reduce ‘Ring around the rosy’ moments

Sealed up lift hallway to help funnel and eliminate ‘peek-a-boo’ as well as an often-undesirable spawn located below

Blocked off elevator alcove from plaza

Pushed spawns forward slightly in Café to reduce spawn-killing potential with the Sniper Rifle

The Rig

Change starting spawns for more balanced initial rush in time and positioning

Reevaluated weapon locations, ammo and spawn times to better suit 2v2

Weapon pad relocated to open deck to provide more engagement opportunities when contesting

Removed snag when trying to slide boost through Pit Door

Cleaned up geometry near Cargo that would often snag players

Improved spawning around Bunker

Click here for the full Free-For-All post and here for the Doubles post.