Epsilon is a Halo Infinite Forge project built for Big Team Battle (8v8 -12v12) and is currently fully playable and published here!

https://www.halowaypoint.com/halo-infinite/ugc/maps/1e6adc20-1d5c-4136-a15f-3c8329e45d78

Project Goals

  • Create an original map for Big Team Battle with a focus on objective game modes to promote movement through the map and map control (Currently supports Total Control, CTF and Strongholds)

  • Use novel layers of verticality that can provide interesting gameplay encounters where players can interact with each other on different levels of the z axis.

  • Build with vehicles in mind for the bottom layer that can also navigate on the second layer above

  • Create a lush environment that adds a level of naturalist atmosphere and environmental storytelling without negatively affecting gameplay flow and sightlines

  • Use a combination of natural spaces and indoor environments to provide a variety of combat encounters that challenge players in different ways


Gameplay Trailer


Initial Approach

Because this was an accelerated project with a completion goal of two months, as well as my first project in Halo’s Forge. I combined my initial block out phase with ready to use assets to get acquainted with Forge’s tool set and asset library. This allowed me to use specialized assets to block out the natural environments, and get a good sense of the art direction I wanted to pursue by testing in isolated areas. It was an accelerated way to learn which assets were best equipped for that vision while also iterating the level layout. Because of this, I was able to establish a unique identity early, whilst weaving an interesting gameplay and environmental storytelling element.

Establishing the Setting

I had known going into the project I wanted to do a lush/jungle environment and blend it with 343’s current take on Forerunner structures and technology. So I experimented with the use of Hex pillars similar to the ones used in campaign and blended them into the natural geography. I also wanted to play around with environmental storytelling to really add to the sense of place and give purpose to the structures in the arena. The ring structures in the ground were integral to the 2 - layer design I was going for, so I decided to give them an explicit purpose tied to the surrounding area. The idea became that these rings were once used to generate or weave a form of energy similar to an extended Induction Coil. However, over time once this structure was abandoned, most of these rings and the generators were taken over by nature or eroded heavily. With a map identity in place, the environments and structures came naturally and blended well with each other. I even had chosen a fitting name for the map based on this premise that has a history with the Halo franchise.

In physics Epsilon Naught refers to the permittivity of free space (the ability of a substance to store electrical energy in an electric field). It’s also a mathematical quantity that shows the extent of an electric field which is permitted in vacuum or free space. Since I wanted to blend that idea of power storage with an overgrown and wet jungle, Epsilon felt like a great fit.

With all this in mind, I began my work on the interior structure to blockout structural accentuations and building flow

Early Iteration of Structure

Here you can see where I began iterating on the main structure’s design and layout. Bringing in early elements of my intended art direction and setting with hex pillars and power conduits. As well as my approach to environmental design with a fully functioning ring conduit like i had envisioned. This was still very early however and I didn’t want to finalize a layout without setting up walls and key accentuations that I could put through playtesting.

First Rounds of Playtesting and Feedback

The clips to the right show the map that I had presented for the first few rounds of playtesting. Because I combined environmental design with the initial blockout phase I wanted to spend less time on lighting and environmental design as to not waste time on features that would surely be reworked.

The initial playtests were ran to test the following:

  • How is the flow through the overall map during a CTF match?

  • How is the spawning system?

  • Is the interaction between the upper and lower layers as intended?

  • How are vehicles performing

  • What areas of the map are being used by players the most and where are the power positions?

Feedback

  • “Map felt large and the top and bottom part very separated”

  • “Some of the outer areas felt a bit empty”

  • “Dual level was an interesting idea but needed reworking. Variation in the verticality of the two distinct levels may be needed.”

  • “Engagements felt flat” (this player felt engagements taking place on the same plane had no vertical variation)"

  • “Levels are segmented and are more their individual play spaces instead of having a fluid integrated design layout”

  • “Would like to see ramps and stairs connecting the 1st and 2nd floor. Right now the only way to get to 2nd floor is grav lift, grapple shot or designated areas that takes time to reach.”"

  • Mid felt like nothing was happening there and all the action was in the bases for a few seconds before being bombarded by multiple enemies”

From the feedback I received, I had gleaned several issues in the design that could use improving to better realize my design goals of a vertical layer design for a large BTB map.

Solutions

  • The second (upper) layer would be broken up and fragmented for more interaction between the 1st and 2nd layer to open sightlines and encourage more fighting between layers

  • Terrain with vertical variance w be placed on the second layer to change up “flat” encounters (This was isolated mostly to the second layer as the bottom layer hosted vehicles)

  • Rock formations will be added to the standing islands so infantry players can move more easily between layers

  • Home bases will have ramps added to the back of the base and the bases will be horizontally expanded for more covered spawning options on layers 1 and 2

  • Man cannons on the far reaches of the map will be removed to be replaced with ridge lines to offer long sight lines from the second to the first layer

  • Consolidate the extremities of the map to reduce overall size and provide meaningful routes for flow

    Although they were many other changes listed in my iteration plan, these were the ones that affected gameplay and map design the most.

Major Changes/ Version 1 Release

Here is a before and after comparison of areas most affected by feedback. The new key integrations were the following

  • Fragmented the fissure in mid and provided vertical variance and more cover options on the 2nd layer to open up sight-lines and allow more pressure on vehicles from above.

  • Created a whole new 3rd Layer in the hex structure that acts as a snipers nest and power position whilst also making it more accessible with natural ramps on the wings and a grav lift going directly from layer 1 to 3

  • Opened up new entrances into the main Forerunner structure on layer 1 for more flow into the building and to cut down on long walking lanes that can trap players caught in the open.

  • Condensed the back of the map where the primary conduit is to reduce map size and provided a traversal option from layer 1 to 2 in the middle of the capture zone to provide more routes to challenge that position.

  • Did a lighting overhaul with reflection volumes as well as lighting foundations for forerunner structures for direction and consistency.

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