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
My design process revolves around iterations: Many cycle of drafts, quick tests, adjustments 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.