Alex GranerGame designer
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"Ulterior" - Custom Halo 5 Multiplayer Map

Tools Used: Halo 5 Forge
Made: September 2017 - February 2018
​Published: February 28, 2018
Download Map Here: 
ForgeHub.com
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The video above shows clips from Slayer matches, and ends with a full match of Stronghold. The video's sound cuts out at some parts and the video makes the map look much darker than it actually is in-game. 0:00 = Clips from Slayer gameplay. 5:40 = Full match of Stronghold
Map Description:
     Hidden in the dark interior of a cave construct lies an ancient Forerunner facility. Still active from its primal times, combat erupts for control of the construct and its secrets.
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     “Ulterior” is a small scaled, asymmetrical map where team work is needed to control the key vantage points. Navigation integrates Spartan Abilities to allow players to traverse the map through quicker, but more exposed routes, creating tense combat scenarios around the elevated vantage points.

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Players can jump across the floating rocks, which create a quick (but risky) route from the center bridge to the sniper spawn on the Tree Hill. It's really fun to flank snipers through this path too!

Map's Process:
     I worked on this map in my free time between my work at Vamped Games, school, and working on other personal projects. However, I was able to concept the map’s flow and block-out the level’s basic geometry within a day and half. This quick block-out made testing on it occur rapidly, which I like as I could start adjusting the level as soon as possible with minimal costs.

     A few iterations were made based on playtest feedback. However, my initial level design worked as planned, for the most part at least. I had to add more structures to tighten lines of sights in Red Team’s spawn as the center bridge had sights directly into the area, resulting in the occasional spawn kill/trap. I also added large rocks in the center of the 2 ramps leading up to the sniper vantage point. This broke up lines of sights and increased combat options in the area.

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The images above are pictures of the level block-out I made in a day. Most of the initial designs of level remained the same. I just adjusted and added structures to tighten flow and combat.

     I had to add more cover in the parts where critical paths intersected as combat occured there often. I also spent a lot of time configuring Power Weapons in the map. It was crucial I balanced the Power Weapon types and locations as they helped direct players to combat zones and balanced out the vantage points.
​Map’s Design:
      As the map was on the smaller scale, I had to ensure the key vantage points were balanced and players couldn’t control the entire map from one location. Especially since the map was to support 2v2 matches, where players can stick together and easily defend a key spot. To balance this out, I added at least 2 ways players can get to each core area. At least 2 routes would be through simple traversing/walking, while I incorporated at least 1 jumping and/or clambering route to each major vantage point as well.

Here is an overview of the map showing team spawns and Power Weapons (roof removed so map is brighter than usual):
  1. A = Sniper Rifle
  2. B = Dismounted Turret (on bridge)
  3. C = Grenade Launcher (under ground)
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     The placement of the map's Power Weapons helped balance the map’s flow as it usually kept players moving as Power Weapons could easily flush out campers in the key vantage points.
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     For example, to reduce players from controlling the map from the sniper vantage point for the entire game. Besides designing the space to encourage flanking and offensive pushes, I also placed the grenade launcher's spawn in another part of the map. This forces players to leave the verticality of the vantage point to get it. If the opposing team gets the grenade launcher, they can more easily kill the players on the vantage point, or at least temporarily scatter them.

     Initially, I had a sniper on the Tree Hill, rocket launcher in the lower cave, and a Hero turret on the center bridge. The rocket launcher was too powerful for the smaller scaled map, so I replaced it with the grenade launcher. The grenade launcher also requires a little more skill and discipline to use, making it a unique weapon to combat against/with. The initial Hero turret I used was way too powerful for the bridge's vantage point, so I changed the dismounted turret type to a regular turret, which still offers quite the fire power, just more fairly.

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Sniper spawn/Tree Hill vantage point
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Left = Launcher to Tree Hill, Right = ​Grenade Launcher spawn
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      The center bridge's design worked perfectly for the 3rd-person turret gameplay with the lack of cover and open spaces. This game space added a new way to engage in combat if a player had the turret, especially in objective game modes like Stronghold or CTF where the center of the map is a crucial combat zone.
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     With the turret being great for close and medium range, I had to design the bridge in a way that balanced out the turret’s strength. I placed the turret in the middle of the bridge where there is no cover. Since players move slowly when they pickup the turret, this made picking up the turret a risk and furthered team work and strategy to use it. The lack of cover on the bridge allows players with the turret to have great lines of sights, but they're also heavily exposed. This design balanced out the turret perfectly based on playtests.

     The bridge also has a great line of sight up to the sniper’s spawn on the Tree Hill. This allows players with the turret to hold off players from getting the sniper while being exposed on the bridge. This encourages team work and tactics to win matches and gain control of the Power Weapons in the map.
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Conclusion:
     Although some readjustments to the level’s layout were made, most of my original designs from my concepts are intact. After some play-test sessions, I performed the art-pass to the level’s environment. As the level took place in a dark cave, I spent a lot of time setting up lighting so it felt natural yet didn't hinder players' vision too much

     If you are interested in helping me further improve my skills as a level designer. If you play the map, I would greatly appreciate to hear your feedback!

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Red Team's tunnel entrance to underground area (where Grenade Launcher is)
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Blue Team's entrance to underground area
Below are a few Before (left) and After (right) pictures. The "Before" pictures were taken during the initial art-pass (January 2018) while the "After" are from the final version published on February 26th, 2018.
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Players can jump across using the floating rocks to reach the bridge from the sniper spawn point (vice versa)
Special thank you to all my repeat play-testers!
  • dolpinsman1481
  • DEATHSCY02
  • x 40 MikeMike x
  • Werner
  • Zander





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