The Tower

My Roles

  • Level Designer

The Tower is a Halo Forge multiplayer map made over 3 weeks. It is a solo project where I created the level from the ground up, starting with a paper prototype and ending with a fully playable level.

My work

  • Created a paper prototype with the initial design.

  • Used Halo Forge to implement a modified version of the prototype.

  • Playtested with over 10 different people to iterate on the level.

Links to each section

Prototype

The paper prototype

Evolution

Final

Final map iteration

Prototype

  • Researched other Halo maps to gather reference.

  • Created a paper prototype using the reference.

  • Iterated on the paper prototype when I realized the limitations of the engine.

The main concept behind the level was to have various drop points around the map with another plate below, so you could constantly drop between plates and engage in a more fluid combat.

Implementation

  • Created the inital level, quickly getting it into a playable state.

  • Playtested with a group of people each iteration to understand combat flow and where players tended to gravitate to.

  • Redesigned the level to feel more fluid to move through, removing obstacles and adding more paths through the level.

The initial iteration of the level was very closed off, with few ways to get to the main point where fights gravitated to, the top of the tower.

Iterations

The second iteration of my level. I created a lot more ways to get to the top of the tower with the added boosters, but it still felt clunky with way too much downtime between fights.

The first iteration of my level. I created my three defined zones, but quickly realized that most of the combat was focused on the tower and the right building.

The third and final iteration of my map. Now, both sides have significantly more options to get to the top, with plenty of weapon spawns along the way. The time to engagement was now significantly higher,r and the map played much better.

My process

Final Thoughts

  • Worked on a prototype of the project, where I focused on creating a fun and quick multiplayer level.

  • Once I implemented the main level, I realized I needed to redesign it to fit within the bounds of the engine.

  • Once the implementation was complete, I rapidly iterated through the level with multiple playtests, each adding lots of new features.

Features

  • A fully functioning multiplayer Halo Infinite map that can host up to two teams of 6.

Reflections

A super fun project to work on, and really exposed me to the interesting world of multiplayer level design. It taught me a lot about the importance of high time to engagement, and some interesting lessons on how players navigate through levels. It was fun trying to keep the player’s emotions high throughout the map by keeping combat coming in fast, while still giving the players fun weapons to mess around with every time.