Melancholic Octagon
An Octagon map with scripted improvements to gameplay such as improved spawning and health restore on kill.
- Engine: Slipspace Engine, Halo Forge
- Mode: 2 to 4-Player FFA
- Contributors: Solo
- Art
- Lighting
- Scripting
- Solution to a problem
Scripted mechanics are implemented to improve where players will spawn based on enemy positions, a script restores player health on kill to allow more equal fights to happen and dropped items are cleaned up to improve performance.
What initially started as just a simple low object-count octagon map to showcase a health restore script to a friend turned into an art experiment along with a playground to test my knowledge of scripting and the spawn system in Halo Infinite.
Development summary:
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Map idea
Melancholic Octagon was initially not supposed to turn into a fully realized map, instead just serving as a test map to show off a script to a friend. But after getting the script demo to work, I wanted to refine the map, which led me to develop the map more.
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Blockout
There wasn't much of a blockout process as the core idea of an octagon map is just a pit in the shape of an octagon where players fight it out. I still wanted to add a little bit of character to the octagon design so I gave it some height variation in the form of outer wall levels that players could jump on.
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Spawn setup
I placed 48 Respawn Points along with 24 Initial Spawn Points even in such a small octagon map to allow for the spawn system to have as much options to choose from as possible. The line-of-sight check on the Respawn Points also had to be turned off to allow players to spawn in enemy line-of-sight.
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Art
The art theme for the map came from just scrolling through the materials available, when the brick texture caught my eye. I then thought it would be fitting to make the map have a melancholic theme, seeing as an octagon pit at night isn't the most uplifting of scenarios.
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Scripted improvements
Scripts were implemented to improve the overall octagon experience for players. The spawn system was custom-built to alleviate bad spawns, performance was guaranteed and new fights made more equal with the addition of a health restore effect upon getting a kill.
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Publicizing the map
After the map was finished, I made a twitter post showcasing the incentive to play the map due to the scripted improvements to the experience. A demo video compared the improved one to the ordinary octagon experience.