Halo Multiplayer Map Analysis

February 19, 2019

Halo Maps

Multiplayer Map Study and Design

We are designing a Halo map for our Architecture Inspired Level Design class, so I did some analysis of certain parts of several of my favorite maps from the franchise as possible portions to take inspiration from to develop the map.

Map Sketch Thoughts

  • Construct
    • Top level
      • Good foundation for the top level of our map
      • Plenty of large hallways which can either have barriers or not to provide/remove sight lines through center
      • Lots of opportunities to add stairs around
        • Can have them protected/not protected
      • Aesthetically
        • Poking out portions could provide sight of large architectural landmarks
        • Can easily be put around/near large landmarks
  • Guardian
    • Look at this map for interesting transitions from upper to lower floor
      • Each outer section of this map has a different way of moving between floors
        • North
          • Natural and manmade ramps
          • Gap between natural part and center
        • West
          • Up and down lift or holes on sides
          • Connects to both top and bottom floor of section next to it
        • East
          • Spiraling ramp/stairs with above vantage point
        • South
          • Enclosed upper and lower floor but with multiple access points
          • Also very concealed stairs between them on outside edge of map
  • High Ground
    • Good example of asymmetry while still being vaguely symmetrical
      • Weird, organic shape; 180 degree rotational symmetry
      • Has mostly upward sloping terrain that really makes it feel asymmetrical
    • Gate
      • Could be good area to draw area from
      • Would fit lore of our map
        • Separation between main land and ship dock
      • Has a lot of vertical options to it
        • Both sides connect to structure with upper/lower floors
        • Gate itself allows for passage on lower floor, with room on upper floor to overlook gate
  • The Pit
    • Floor layout good to pull from for flatter terrain foundation for our map
      • Can use strategy of large flat areas with large, wide ramps to at least give some verticality with minimal terrain work
    • Everything is manmade, so also good to use for civilization aspect
      • Flooring wise, we most likely want more “housey” structures
    • Turret
      • Serves as very simple, but effective small, vertical architectural points
      • Basic elements
        • Protected stairs to go up/down on far edge of map
        • More vulnerable elevation change on bridge to top of turret
        • Very open lower room with 3 entrance points
      • Open Space – Sides
        • These open spaces could be something we look at for our large, flatter transition areas
        • Again, floor of a factory-type building, so mostly flat, with organized, wide ramps
        • Tall, enclosed floor variation structures on sides make it possible to traverse this area without constantly being sighted
          • Still relatively open and easier to be seen here than most places though
  • Complex
    • Another good asymmetrical layout to take inspiration from
    • Has a nice flatter overall layout, with structures to provide the more interesting second floor options
    • This could be a good one to look into for our ground floor layout, then overlap something else over it as our second level

Plan Sketches

I did a few rough plan sketches of some of the areas I was interested in taking inspiration from for our map design. These just helped to give me a feel for how different parts of a Halo multiplayer map work, and also get a gauge for the scaling of different locations.



Finally, I attempted a couple sketches that involved trying to piece some of these elements together in a way that might make an interesting Halo multiplayer map.