Okom

Titanium - Halo Infinite Level

Titanium

Fast-paced competitive 4v4 map utilizing a rotational layout set near a Titanium mine.

  • Original
  • Solo
  • 4v4 Oddball
  • Forge
  • Map
Mid fountain area Open mid tower area Lava pit Blue cargo room
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Titanium is a fast-paced asymmetrical 4v4 multiplayer map designed for competitive Oddball play. This map is my first asymmetric 4v4 layout for an arena shooter.

Bookmark the Level here to play it in Halo Infinite.

Project details:

  • Engine: Slipspace Engine, Halo Forge
  • Mode: 4v4 Oddball
  • Contributors: Solo
  • Blockout
  • Arena Level Design

After focusing only on doing reimaginations of older maps and creating resources and useful documentation about the Forge Tool for the community, I wanted to do a 4v4 layout of my own. When working on other projects in Halo Infinite's Forge, I had built experience using the tool and setting up maps correctly, so the only difficulty in creating a playable map was coming up with the layout itself.

The map started from a top-down drawing, that then translated mostly the same into the initial blockout, but some areas did get tweaked as they were realized in 3D space. Numerous playtests were conducted with the help of the Vulcan Creative community to refine the map and to find the pain points in the layout.


Development summary:

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Map idea

Titanium started as just a top-down drawing I did combining some interesting rooms. Initially there was no long-term goal for the map, but I knew I wanted to make a competitive 4v4 asymmetrical layout.

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Blockout

After getting inspired watching a 343 developer do a quick blockout of a layout on a stream, I decided to try blocking out the layout I drew to see how it would go. I completed the initial blockout layout in one 6-hour sitting.

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Gameplay and technical setup

The map was only set up for Oddball and Strongholds initially and a quick and intuitive spawn setup was put in place before the first playtest. Later on the map would see sandbox changes and spawning adjustments based on feedback and further development.

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Feedback implementation

Numerous playtests were conducted with help from the Vulcan Creative community, receiving cruical feeback about the flow of the map and pain points of the layout. The feedback was always heard and addressed before the next playtest.