Portfolio

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