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Halo Infinite multiplayer level design series: BEHEMOTH

Ketul Majmudar
UX Collective
Published in
6 min readDec 23, 2021

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A full shot of the Behemoth map in Halo Infinite showing the central technological structure that has risen from the ground to make this map.
Behemoth Map in Halo Infinite

The new Halo game is here and it dropped with some beautiful multiplayer maps. After having played Halo on a regular basis for more than 7 years now, these maps feel like an absolute breath of fresh air. It still gives off the vibe of the old Halo games but the gameplay and design of the map is absolutely fresh since the map needs to support new additions to the game like grapple and repulsors.

Now, before we start looking at the features and details of the map itself, it is important to look at the goal of the level design of the map. This will help us categorically understand the smallest details in the map. After having played the map several times, this is what the level design goal feels like to me

LEVEL DESIGN Goal: A medium size symmetrical map with multiple loops that majorly encourages mid-range engagements and land vehicle gameplay for smaller team battles.

First let us look at how the map promotes mid-range engagements.

ENCOURAGE MID-RANGE ENGAGEMENTS

Types of engagements are mainly dependent on types of weapons and on sight lines set up throughout the map.

Give the player a sniper and they’ll try to engage targets from long range but if you put in too many walls or covers all over the map, they might not have a choice but to get in closer to their targets to take them down.

Lot of small different walls or covers can lead to predominantly short range fights while absence of the same can lead to players feeling completely vulnerable.

Mid range engagements means not a lot of walls and covers. We keep the walls fairly bigger and the number of them fairly limited. Moment to moment covers are limited to allow players to be vulnerable for longer periods of time as compared to smaller maps. This allows players sitting at nearby vantage points to do some damage to the vulnerable players.

Now let us look at how vehicles are included in the map.

CREATING A MAP FOR VEHICLE PLAY

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UX Collective
UX Collective

Published in UX Collective

We believe designers are thinkers as much as they are makers. https://linktr.ee/uxc

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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