Ruins - Halo Infinite Multiplayer Map

(Map’s Design & Creation)

Game:

Halo Infinite

Tools Used:

Halo Infinite’s Forge

Release:

Dec 2023

Multiplayer map made using Halo Infinite’s Forge; designing for 4v4 play in a variety of game types. Focusing on different pathways utilising geometry and spacing as well as teleporters with a big divide down the middle to create seperation from the two sides whilst still having a lot of mobility around the whole map.

Overview:

Gameplay Trailer:

Basic Info:

  • Started with a map sketch in Clip Studio Paint

  • Created the initial blockouts for the map

  • Used, reused and scaled different premade assets to create an appealing looking and well playing map

  • Used game effects and sounds where appropriate

  • Setup spawns for players, weapons, objectives and more

Map Design & Building:

  • Scripting everything from intro cameras to weapon spawners as well as game mode objects

  • Worked with the nav mesh to allow the game’s bots to traverse the map

Scripting:

Playtests:

  • Grabbed both well versed and completley new players to Halo to test out the map and it’s features to allow for a great casual as well as more competitive experience

  • Improving on the design through these playtests, iterating as I went

Detailed Info:

Idea Generation

  • I started the creation of this map like any with an idea. Knowing I wanted to have it split down the middle with a big death pit as well as wanting a snowy themed mountain map as I had felt that Halo Infinite was lacking in this department. Also knowing I would want some repulsor gameplay, wanting people to be able to boop each other off of the map.

  • (one thing to note being that I originally was thinking the map would have futurisitc science bases like seen on Overwatch’s Eco Point: Antartica)

  • With these ideas in mind I got some reference images and started sketching out a rough layout:

Blocking Out

  • I then went into forge and started blocking out the level. Firstly thinking I would go for more UNSC Industrial science lab buildings. But after having worked on the map for a bit, I decided to change to a ruined castle; feeling that the geometry I could make with this would be more open and maleable as well as more interesting compared to the other maps available in Infinite already.

  • Once having the initial blockout done I went ahead and tested the layout with the games inbuilt bots and realized a couple flaws. One was the sitelines where to open so needing trees bushes or whatever else to add as a blocker and not leaving the map completley open. Secondly was that defending either side felt way too safe as there where only 3 paths the player could go down, 2 of which where very obvious; so I decided adding a teleporter either side of the map would allow for a bypassing of this, not being too broken as either side has access to them and when going through you always have to be wary of a potential person on the other side.

  • After feeling content with the general map size flow and balance I then went into prettying up the map. Starting with the mountains in the back before adding snow to the other areas and giving the ruins there stone built apperance.

Environment Art

  • After feeling content with the general map size flow and balance I then went into prettying up the map. Starting with the mountains in the back before adding snow to the other areas and giving the ruins there stone built apperance.

  • Also utilising snow effects, wind sound effects and other smaller particle effects for example those on the campfire to give the map a proper mountinaous and real feel. As well as adding mountains in the distance all round and below to give a sense of depth to the players especially when they inevitably fall off.

Playtesting & Iteration:

  • Finally having the majority fo the map looking nice and atmospheric as well as having all of the spawn points and weapons properly setup, I invited my friends to test the map as well as just have some fun. Which glad to say it was. They enjoyed the multiple routes, there where a lot of shenanigans with the teleporters and the 2 sides allowed for a more interesting capture the flag experience.

  • But some things became apparent: 1. The central gravity hammer was way to overpowered for the map allowing total domination for one team in the right hands and needed to be switched for a lesser powerful power weapon like an energy sword, 2. the log in the center was way to slippy for how risky it already was, so needing to widen it to prevent as much falling, 3. finally the ffa spawns weren’t the best some having players accidentally walk of the map and others having players spawn literally facing eachother.

  • Once fixing these though I ended up with a map I’m real proud of with a lot of back and forth whilst being fairly assymetrical but giving a very fair and balanced experience.

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