Alex GranerGame designer
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"Shore Leave" - Custom Halo 5 Map

Due to me making the video on Xbox's Upload Studio, my Gamertag (MashedPotatatas) is present in the intro, feel free to add me on Xbox.
Tools Used: Halo 5 Forge
Made: January – February 2017
Environment type: UNSC vacation resort
Core Game Modes: Stronghold (domination), King of the Hill, Slayer/Swat (tdm), Infection
 
Map Description:
               Map creation was used in spare time, starting from concept drawings/designs to current in-game build. This map is still in the first phase of testing. Due to lack of split screen (local multiplayer), testing is not as readily available as preferred.

               “Shore Leave” is a custom map that favors objective and strategic game modes. “Shore Leave” is a symmetrical multiplayer level that puts a twist on the typical 3 lane structure. Built around Halo 5’s Spartan abilities, incorporating spaces for long, medium, and close ranged combat, “Shore Leave” accounts for players of most skill levels and play styles.
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               Using the pre-made assets Halo 5 forge offers, I created a level that offered various gameplay spaces that tested players’ reflexes, accuracy at multiple ranges, and Spartan ability combinations. I placed power weapons in locations that would complement its surroundings, while also keeping them a distance away from objective points for strategic defensive and offensive balance.
 
               By creatively combining props from Forge’s inventory, I was able to create engaging game spaces that challenged combat options and player strategy for successful outcomes. I created tactical and balanced line of sights for objective purposes. For example, in the hotel/casino section of the map, holes in the walls surrounding the stairwell allow for dynamic player movement between halls for flanking capabilities, as well as offers a shortcut by climbing objects for a quicker, but more exposed route inside. Through decals, props, and particle effects, I was able to create objects and environments that told a visual story of attack and destruction.
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               Although having a large library of props and structures at my disposal, I would have added my own personal assets for some objects to better capture my initial level’s design. Rather than Covenant statues, I would have preferred them to be statues of Spartans or humans, honoring Spartans that have fallen in battle. Rather than generic gold rings around the statues in the sanctuary portion of the map, I would have liked to have detailed memorial walls inscribed with names of fallen soldiers in the UNSC. This would have really captured the tone of the level being a resort for UNSC soldiers and Spartans. However, I was able to capture most of my desired designs with the tools Forge offered me.
 
Continuing Work:
“Shore Leave” is currently in the first phase of testing. Through further play-testing sessions, I will finalize designs and begin working on problems such as the texture clipping and uneven wall structures. 

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