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Halo Infinite multiplayer level design series: AQUARIUS

Ketul Majmudar
UX Collective
Published in
8 min readJan 5, 2022

In this second article in the series, we continue to look at elements of multiplayer map design in Halo Infinite. Last time we looked at the Behemoth map which is focused on small team vehicle play and more mid-range combat engagements. This time we are going to look at Aquarius.

Before we get started, here are two top-down images of the map that I found on thegamescabin.com which I will be consistently using throughout the article to highlight different aspects of the map.

Lower level of the map. Image Credit: https://thegamescabin.com/aquarius-map-guide-halo-infinite/
Upper level of the map. Image Credit: https://thegamescabin.com/aquarius-map-guide-halo-infinite/

Now, let us look at the goal and the layout of the map first. Then we can dig into why the layout looks the way it does.

LEVEL DESIGN GOAL: An indoor small size symmetrical map focusing on mostly close range engagements for 4v4 or small team battles. No vehicle play included in the map.

MAP LAYOUT

The map is made of three major hallways and two open arenas. One of the hallways goes through the two arenas and the other two are on the either side of the arenas. There are smaller loops and corners on the boundaries of the map. In terms of verticality, there are two levels in the map. The open arenas and the central hallway are part of the lower level while the hallways on either side transition between both the levels via stairs. There is a bridge in the central part of the map which is a part of the upper level and gives strategically advantageous positions to the players.

Map layout highlighting the three major hallways and two arena spaces on the lower level of the map
Map layout highlighting the two bases on either side and the central bridge on the upper level of the map

Some major features of the map that are used to achieve the level design goal which we will be discussing are:

  1. Long Hallways

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Written by Ketul Majmudar

I write game design analysis and breakdowns. Shipped games: God of War: Ragnarok, Asgard's Wrath 2. Game Designer at Meta. Prev. designer at Sony Santa Monica.

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