
Solution
This map was a collaboration between myself and an Artist I've known for quite some time, Eric Metzler. We both got added to 343 Industries' Forge council and made our own content, but when he saw this map layout, he offered to help me bring it to our vision for the map! This project had many changes to its layout, some even coming during the Art phases of the map (Not too far into it). This map supports 4v4 but can also accommodate many other players counting up to 24 players (though not recommended to play with 24, it still supports it). The map was recently added into Halo Infinite's official map pool for their Community Collection, Tactical Slayer, and Fiesta Playlists! This map was built over the course of 2-3 months, including the Art process and testing, with the extended matchmaking standards and touch-ups taking 2-4 more weeks (a 4-month process in total), and is my most complex map yet!
Apogee
This map was a challenge I did for myself. I challenged myself to independently do the Layout, Scripting (Doors, Sounds, Interactable buttons), and Art of this map. With this design, it's a hectic 24-player map where players have many options to traverse both vertically and horizontally. Vehicles and players on this map are forced to interact without feeling overbearing, bringing a dynamic encounter to many of the fights players have. This map was designed around players attacking a base structure to obtain and bring a flag back to theirs. The map also supports many other modes that allow players to rotate around the map to complete objectives; while also being set up for 343i's Battle Royal mode, "Last Spartan Standing" without changing the map geometry for any game modes. This map is also set up for Bot Nav mesh and has other various Quality of Life checks for projectile, player, and bot collisions.
Decommissioned(WIP)
Decommissioned is a fast paced 24 player big team battle map. On this map one team defends a rather feeble base with their whit and a tank, while the other pushes through the base and assaults the enemy's base to capture their flag. While the map progresses a Rocket fires it's engines within the center of the map and obliterates anyone within the rocket tunnel.
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This map is currently a Work in Progress, but even in its work in progress state the map plays great!
Check out its gameplay!
Divide
(WIP)
Divide is an interesting one; InfiniteForges commissioned this map as he wanted to have something no Halo map has done before, pull off Infinite's floating islands concepts on a BTB map. This map was one hell of a design to design for as almost no island could be directly connected, but they also had to feel disconnected while still feeling like a believable space. This map is an asymmetric 1-flag map. Attackers attack from the above island that overlooks the map (the cover is sectioned by verticality and some hex pillars.) and have to push the flag back up to their base. The other challenge with this map was that it had to be on a hex pillar grid (as per what the campaign did with them), which limited what I could do during the lockout. Overall, it came out well, and people enjoy this experimental design.
Traxus
Traxus Polar was a map that I built after my time in the competitive scene of Halo; I wanted to make a perfect map that encapsulates what most people in the competitive community would enjoy, but with a twist. That twist? There was a flamethrower on the map (Close-quarters, slow-moving weapon). This map plays well with low and high player counts and allows for a nice flow for players to combat their opponents and outplay them with their map movement and knowledge.
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I recently created this map in Unreal Engine 5 to start getting into the Engine, and the map will be shipping with Installation 01. The Installation 01 version removes the flamethrower and has some minor changes in layout that I originally wanted to do in Halo 3 but couldn't
GEMINATED
(WIP)
Geminated is a small close-quarters map with 3 atriums to fight within. The goal of this map was to provide a 2v2 experience with a covenant aesthetic while also accommodating player counts up to 5v5. This goal was achieved by allowing players to have very simplistic yet impactful verticalities and rooms to control, while also providing counters to each area for the diverse playercounts.
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This map was inspired by a Halo 2 Map pack map called Gemini, I took inspiration from that map for Installation 01 to give people a fun, yet familiar map to verse their friends on while experiencing something new
Power Installation
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This map is a survival map for the Infection game mode in Halo 5: Guardians that I got into the game's online matchmaking. During the testing and design phases of the map, we were still figuring out what settings were being used for the mode. Many of the map's designs constantly evolved with the changes to the game mode. A big part of this design was trying to make each holdout unique for survivors without making it too easy to do so; that way, Infected Players would still be able to progress naturally.
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The map was initially meant to tribute older maps in the series and my mentor in the level design area Pol Wah. He made a map with similar themes previously; the design, however, is entirely unique to the map. Some elements that are unique to this map are doors that are interactable by the player, crates that move with player physics to block pathways to stall the infected, and of course, the giant wind turbines in the center of the map used as a sightline blocker.
Armament
This map was meant to be a love letter to my childhood, all the exciting maps that I loved combined with their best elements into one, I consider this to be my best-designed map overall, but I'm still pushing to create even better! I worked alongside a longtime friend to do the Art for the map Fraser Wakefield, who helped me captivate this base in a cliffside aesthetic I wanted to go for!
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Armament is an asymmetrical 4v4 map that aims to blend three styles of classic Halo gameplay:
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Rat's Nest & Turf gameplay (mixture of Vehicle x Infantry combat)
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Intricate yet simple interiors
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Pathing for players that allows them to weave in and out of vehicle routes without feeling wholly exposed for a prolonged period.
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The theme for the map takes its inspiration from 2 classics in gaming:
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Halo 3's Crow's Nest/Rats Nest
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Black Ops 1's "Launch" map
While you play the map, there are multiple Scripting surprises for you to witness and hear, from an intercom that plays throughout the match of the base to a rocket that significantly changes flow through the center of the map (both bottom and top middle areas are affected in some way)
The map's built for 4v4, but player counts supported are up to 6v6.
Vehicles on the map also accommodate visual depictions of when they're coming from behind the player, not only the vehicle sounds (added lights that protrude from each Vehicle)
Oppressor
Oppressor is a tiny map intended for team doubles (2v2) and 1v1s; however, it supports up to 8 players for those who love wild games. This map was designed with the most competitive players in mind, starting with both teams facing each other off the start, similar to Halo maps of old like Midship. The map had 3 versions in total, overall my least redesigned map I've ever made, and I'm satisfied with the end product as the layout allows for many unique and dynamic encounters in each area.
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The map also has a death pit in the middle of the map that is a map hazard for players to dance/play around with, alongside some floating rock platforms that they can use to their advantage as it also works as a small piece of cover.
Gold Rush
This map was quite the challenge; not only was creating such a close-quarters layout difficult to design around because of the gameplay of Halo 5: Guardians Infection's Sword, forcing me to redesign entire areas from time to time. But the challenges of making such an intricate map without making it feel "Maze Like." were interesting design challenges.
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The map is set in an old western mining operation on a cliffside; the map has very close-quarter engagements with some more open areas here and there to give players some breathing room. Players spawn within the mine and have to work their way out. Going further into the mine to the other end, finding another exit, or confronting the infected out the front entry are all ways players can tackle this survival experience.
Vacillate
Vacillate was a design process that I wanted to iterate on from a previous version of the map I made in an earlier game. It was meant to combine other maps from the past and make the elements work with exciting and dynamic player interactions. The center of the map has a death pit preventing players on the lower, more covered section of the map from traversing directly to the upper level of the map. In contrast, the upper level, which is more exposed, can cross the map smoothly down to the lower area.
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The interior areas of the map are closed off from other areas of the map but have opened up areas to the rest of the map to allow the map to flow while still feeling interactable with different closed-off sections the entire time.
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This map supported players from 8-14 players.
Unearthing
Unearthing is a linear adventure survival map I created in the Halo 4 Forge tool. The screenshots above show each room as you progress and try to survive the zombies constantly chasing you throughout the facility. The challenge of this map was finding a way for the zombies to follow and combat the humans without spawning them ahead, like other linear maps did, allowing for a sense of progression rather than not.
Transmission
Transmission is a small-scale Core Halo 3 map I made a while ago; it plays exceptionally well for lower player counts but can be played with up to 8 players. This level tested my limits on a limiting layout with enough player freedom to make the map still play interesting. The map is Asymmetrical to give each section of the map a very different and unique experience in each room
Fernweh
Fernweh is a linear adventure survival map I created using the Halo 4 Forge tool. The screenshots above show each room as you progress through the map and try to survive, each with even more unique encounters and spaces to fight in. For one encounter, you may be trying to hack a door down a long narrow hallway where the zombies can come through the window, while for another, you could be getting assaulted from high above as the zombies all try to dogpile you and your squadmates. This map was a great time to make, not only for the theme of the escape but also because of the exciting and unique encounters I was able to make on the map.