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Halo Infinite Map Project: Coil

This project involved the creation of a multiplayer map in Halo Infinite's Forge mode to test my ability to create a fun, engaging map for multiple people to play on at once. The map needed to be able to handle at least 4 players at once and be compatible with the Slayer and Free-For-All (FFA) game modes. I created this map as a solo project and playtested it with friends through online multiplayer. The name of the map I made is Coil.

Project Info:

Course: Level Design 2

School: DigiPen Institute of Technology

My Roles:

Level Designer

Core Concept, Symmetry:

Something that I have found in many popular and heavily replayed multiplayer maps is the use of symmetry. Players like knowing where they are and where they can go quickly. I have noticed symmetry is a good way to give players consistency as well as a way to keep a good flow going in their gameplay. Maps like Midship in Halo 2 or Haven in Halo 4 are prime examples of this. When a small symmetrical map is done right, players don't get bored of it. Sometimes simple is better. 

Pathways:

My goal with Coil was to make a symmetrical map that provides a means of constant flow in gameplay where players feel like they can respawn and be ready to go. I didn't want coil to feel repetitive however so I made multiple avenues of flow throughout the map. There are three levels to Coil for players to respawn at and fight from and each have their own unique ways to get around.​​

When the player spawns at the top of the map they have less of a chance of being spotted but a better chance of being heard. Footsteps in this area will be louder but they have the chance to drop on enemies below them.

When players spawn in one of the middle sections (right image), they have ramps that take them down below, bridges to get across the map, and ramps up to the top of the map. Each option has its own advantages.

  • Going up provides the high ground and has an energy sword

  • Going across the bridges gives access to a Battle Rifle and the ability to see what is going on both above and below the middle section

  • Going down leads to power weapons and thruster packs

When a player spawns at the bottom of the map they have the option to run to the left or right around large columns that provide them cover. They also have the option to go into the open grass and risk being more easily sighted. Their last option is to duck behind cover at the cement walls in front of them. 

No matter where a player spawns however they have cover and the means to escape. They will never spawn in a way where they are being immediately defeated unfairly.

The last piece of pathing I included were gravity lifts on the ground floor. There are gravity lifts on two sides of the map in the middle of the ramps along the walls and one in the direct middle of the map. All gravity lifts take the player to the top floor of the map. The gravity lift in the middle of the map goes through a hole of the top floor which has an Energy Sword placed above it. This gravity lift also allows the player to exit the hole in any direction. The hole is covered on all sides so once a player exits the hole, they can quickly excape into cover.

Needed Cover:

One issue I discovered while playtesting was that players in the middle section on the bridges had too much of an advantage over players on the ground. To remedy this, I added walls in between two support pillars holding up the top section which not only naturally look like additional supports, but they keep players on the bridge from having an unfair advantage to those below.

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This fix also helped the players on the bridge as this meant they were now hidden from players on the ground as well. This meant in cases where players were using the bridge to grab a battle rifle or to sneak up to the top floor, they were no longer as exposed as they once were.

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Another area that needed more cover were the ground floor spawns. I fixed this by adding addition support pillars for the top floor that stretch down to the ground. These pillars mixed with the cement pieces of cover provide ample opportunity for players on the ground to leave their spawn safely. I also placed these pillars in such a way where there is some room between them and the walls so players can squeeze between them if desired.

Fusion Coil Removal:

The map originally consisted of fusion coils on every other corner of the bridges shown above as well as the top floor. Through playtesting I discovered that the height advantage mixed with the power of fusion coils, both in damage and area of effect, caused issues. I originally tried to adjust the respawn time of the fusion coils as well as reduce the amount of them. The issue continued to persist. After trying to move the fusion coils, reduce their number, and playtest again, I ultimately decided to remove them entirely to maintain a fair and consist gameplay balance.

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