Alex GranerGame designer
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"Battleward" - Custom Halo 5 Multiplayer Map (WIP)

Tools Used: Halo 5 Forge
Made: February 2018 - Current Day
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Map Description:
     After the stopped assault of Covenant forces at the gates of an UNSC fortress, battle re-erupts in the destruction. With heavy rain pouring over the worn-torn field of No Man's Land, Battleward is an open map with terrain and debris as the only means of cover. Elevation and long-ranged weaponry is what's going to make the difference between the dead and the living. 

     The following pictures are taken with the heavy rain effect removed as the rain effect I created made the images too dark to see anything (as seen on the image on the left below) The rain looks much better in-game.
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Map Design:
    As I desired more practice with natural settings for multiplayer levels, I also wanted to experiment with map settings to create a gloomy, raining environment. Looking to classic, open Halo maps such as Blood Gulch, Valhalla, and Sandtrap for reference with their terrain and openness, I gave both teams access to same vehicles and weapons in their spawn while placing Power Weapons in the center of the map.

     I placed a large ditch down the middle of the map with various ramps for vehicles. This large divide acts as a trench that offers cover for Spartans against enemy vehicles and players with long-ranged capabilities. It also helps elevated gameplay and encourages the use of Spartan abilities such as ground-pound and clambering to combat and traverse on this level.

     With the elevated structures in the middle of the map holding most of the level's Power Weapons, it encourages combat to focus around these areas for temporary control of the map.
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Map Progress:
     As I blocked out the level in a couple of days in my free time, I recently had my first play-test session. My focus was to get feedback on the map's lines of sight, openness/distance, and player visibility since the map is covered in a heavy rain effect that I created via the manipulation of map settings.

     Based on feedback, the rain is a nice emotional touch that doesn't hinder vision too much. As I am striving towards a gloomy tone, I also don't want to hinder any gameplay/players' vision. I am working to get the rain effect perfect for a competitive PvP setting.

     The following video displays the custom rain effect made for Battleward. However, the capturing software made the rain effect much darker/denser than it actually is in-game. In-game, players are able to see each other much clearer.

     Battleward is still in the early stages of development. As I am only working on it in my free time, it will be a while before it is ready to publish. If you are interesting in helping me test the map via Xbox One, please contact me.
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