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Outpost B12

A Halo Infinite Multiplayer Forge Map

Map Overview

Gameplay

Why make a Halo map ?

Halo Infinite’s gameplay is tied to its unique movement and combat mechanics, and creating a map specifically geared towards this game experience sounded like a fun and challenging way to put my level design skills to the test.

Specific objectives

While making Outpost B12, I had the following goals:

– Encouraging movement with good map flow and multiple jump spots.

– Providing multiple paths and avoiding dead ends.

Striking a balance of safe and risky areas through good cover placement.

Pushing the verticality of the map while keeping it easy to navigate.

Map Flow

Creative Process

Draft

My design process revolves around iterations: Many cycle of drafts, quick testsadjustments and polish. Once I had a rough blocking, I tested the map with Bots to simulate real matches. After more testing, I conducted playtests, walkthroughs and play sessions with real players to gather more accurate feedback.

Notable Changes

The playtests led to the following improvements:

Some rooms were removed to reduce the size and complexity of the map.

– Additional cover was added to the more open parts of the map.

For easier navigation and callouts, new lighting and details helped create unique landmarks.

Takeaways

Outpost B12 plays really well with groups of 6 to 8 players, especially in Free-for-all game modes, when each location of the map becomes a small battlefield.

– Strong movement abilities drastically change how a level is played, making it even more important to find and balance unintended shotcuts and prevent players from leaving the map.

– It’s easy to make a big map feel empty or confusing. Most often times, a smaller level will lead to better results.

Bots don’t think and react like real players. Conducting proper playtests during multiple stages of production is really important.

Final Look