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Hollow - Halo Infinite Level

Hollow

Big Team Battle map set in an ice cave with winding pathways for vehicles as well as opportunities for sneaky plays on-foot.

  • Original
  • Solo
  • 12v12 CTF
  • Forge
  • Map
Mid cliff structure Mid overlook structure and bridge Eagle base Eagle bunker and vehicle paths
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Hollow is a combination of different aspects that I like in a Big Team Battle (BTB) map. It features vertical play and vehicle routes spanning the entire map while still allowing for players on-foot to traverse from base to base.

Bookmark the Level here to play it in Halo Infinite.

Project details:

  • Engine: Slipspace Engine, Halo Forge
  • Mode: 12v12 CTF
  • Contributors: Solo
  • Blockout
  • Level Design
  • Vehicle play
  • Technical implementation

Core vehicle path of the map in early stage Layout being mirrored
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The basic vaguely heart-shaped layout came from me driving a vehicle on a flat surface with my eyes closed and imagining some vehicle path that would seem interesting. I built the map in sections, always just imagining how the pieces would fit together after designing one area.

I first built one entire half of the map and then painstakingly mirrored the entire map with no actual mirroring tools, as those aren't available in Halo Infinite's level editor. The map scale was referenced from a dev-made map "Fragmentation", which is the largest BTB map in Halo Infinite. Still the interesting pathways around the map made traversing it not feel like a chore.

The gimmick of the map is a loot cave within the central structure in the cliff wall. Players can access it by activating a hack switch at the bottom and staying within range for 20 seconds, after which both the bottom and the top door open, revealing the loot. The doors close after about 15 seconds, after which they can only be opened from the inside during the 2-minute cooldown period. This loot cave concept is borrowed from the aforementioned "Fragmentation" map, but fully custom-built, as the underlying lua script is not exposed to the user on the dev-made map.


Loot cave desing from the inside Eagle base in an early stage Aerial shot overlooking most of the map
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The design intent for the map was to build a BTB map that would allow both vehicle and infantry play with their own respective strengths. Players in vehicles could conduct quick flag pulls, but all of the vehicle pathways had intersections with infantry pathways where players could easily intercept drivers at a moment's notice.

The theme of the map took inspiration from the Halo Reach map "Breakpoint", being set in a blue ice cave. The layout of the map is 90% original with inspiration for the mid bridge from Breakpoint and the central cliff overlook structure design being taken from the Halo 5 BTB map "Basin", of which I had only seen videos of and liked a central structure interior design of. The top base designs took inspiration from the dev-made map "Highpower".

Later iterations of the map saw the addition of line-of-sight blockers in the form of large stalactites hanging from the cave ceiling and a tower structure extruding from the mid cliff overlook structure. These changes were made because aerial play was too dominant on the map as well as there were too long lines-of-sight for long-range weapons. The map also received a lighting overhaul and changes to the bottom base designs to allow players from the lower levels to travel up to the base easier.


Development summary:

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Map idea

I wanted to see what my idea of a BTB map with vehicle- and infantry play potential would look like. I used dev-made maps as scaling reference and got some general theme inspiration from other maps. 90% of the layout is original.

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Half map blockout

Being a mirror-symmetrical map, I first built out one entire half of the map, which allowed me to refine the path timings and shape.

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Mirroring the layout

As Halo Infinite's level editor lacked any mirroring tools, I painstakingly measured distances and rotated pieces in order to mirror them from one side of the map to the other in order to complete the layout.

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Loot Cave script

Within Forge's visual node graph, I custom-built a scripted loot cave with a hack countdown timer, active hack radius, door opening logic and hack cooldown logic.

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Playtesting and feedback

I gathered feedback on the layout and analyzed gameplay on the map in order to spot pain points of the map. I reached out to Halo BTB streamers as well as fellow Forgers in order to get a wide variety of opinions.

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Line-of-sight adjustments

Based on feedback, I majorly adjusted the aerial accessibility of the map and blocked off long lines-of-sight in order to encourage more medium to close range battles on the map.