Alex GranerGame designer
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"The Senate" - Custom Halo 5 Map

Tools Used: Halo 5 Forge
Made: May 13 - July 17, 2017
Download Map: ForgeHub.com
Or If You're On Halo 5:
   1) Under Forge tab, click "Search"
   2) For map name, enter "The Senate" and "MashedPotatatas" for Creator Gamertag (that's me!)
​   3) Download the map and enjoy!

Full Slayer & Stronghold Gameplay on The Senate
*The video makes the interior halls darker than they actually are in-game*



Map Description:
     Conflict breaks out on part of a UNSC diplomatic station. With dark tinted hallways and a ground level adorned with natural plants from across the galaxy, this station invokes a visible sense of peace and stability.

Map Design:
     The second floor consists of 5 hallways connecting in a circular center that acts as the central combat zone. The hallways’ lines of sight and navigation are broken up by large pillars and other props such as crates. Each hallway has windows and/or open ledges that allow for tight lines of sight into the surrounding lower sections of the map.
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     This helps players treat the lower, outside area as a means of flanking or traversing the map in a more player-optional manner, while the upper, main hallways are crucial points of combat with open space and dynamic vantage points. One can quickly get from one side of the map to the other through the second floor, but will be entering more compacted pathways and choke points with greater lines of sight for tight combat.
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     All the vantage points on the second floor are clearly visible and open enough for players to move and engage in dynamic, balanced firefights from the different elevations. Lines of sight from the second floor vantage points are tight, allowing players on the main floor to clearly see the opponent shooting them even from a distance away.

     The Comms Room (dark blue circular room with hologram in center) is a crucial point in the level that offered various vantage points to 3 major sections of the map, Blue Spawn, Fountain, and Main Hallway intersection. However, with the circular room offering various ledges and vantage points, it allows opposing players to attack players in the Comms Room from various angles as well. This helps balance the room's dynamic for both teams and heavily reduces players' ability to camp in it. When players are in the Comms Room, they feel powerful yet exposed at the same time. 
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          With the hallways on the second floor being a crucial spot for controlling the map, I did not place any weapons/ammo up there. Therefore, players have to hop down to the bottom floor and utilize most of the map's space to regain ammo or pick up another weapon. This allows teams controlling the second floor to be flushed out when they need ammo, as well as keep players moving and not camp on the second floor for the entire game. 

     The only top-tiered weapon on this map is the Railgun, located on the opposite side of the Neutral Stronghold point. This Power Weapon’s location forces players to use the other side of the map on most objective-based game modes although there are no objective locations over there.
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​Map Aesthetic:
     I wanted the interior to have a governmental theme and the exterior areas to feel peaceful through natural props, foliage, and structures. The exterior/main floor of the map is mostly lit by sunlight which furthers the natural setting, while the interior halls are darker in lighting with a bronze tint.

​     Inspired by and referencing pictures from the Star Wars’ prequels to capture the grand feeling of the Jedi Temple, I wanted the interior hallways on my map to make the player feel smaller and as if they were in a place of power and professionalism surrounding diplomatic actions. I feel I captured this well through my aesthetic (the pictures and videos make the interior seem slightly darker than it actually is in-game).
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Playtest Results:
     Although not exceeding more than a 3v3 at a time, playtest sessions were successful from even early stages of the map from helping balance placement of weapons, objectives, and spawns. Based on feedback from the blockout stages, I readjusted and added more pathways to create a more balanced and engaging level flow. For example, I added a second staircase to one of the hallways to create a fairer way for both teams to traverse to the Railgun (power weapon). I also added a small room (inspired by the Jedi Council room from Star Wars) to place the Neutral Stronghold objective in to create a tenser combat zone. This addition also allowed me to create a passage way behind the structure to hide an energy sword in, as well as more naturally break up the openness in that section of the map. 

Special Thanks to All My Multiple-Session Playtesters!
dolphinsman1481, DEATHSCY02, Werner, TheBink117, WarMuffin0341, ​​​
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