Halo 5: Map Design

Structural Cover

Just about every piece of cover on Warlock is part of the structure of the map. Sight lines are broken by geometry that is also a functional area on the map, not a random crate sitting in the middle of an open field. While “lazy cover” can be a viable option in certain scenarios, like the rock gardens on Sanctuary, it is generally better to block sightlines with structural cover like Sanctuary’s central ring-structure. Placing a large structure in the center of a map is a simple way of blocking many cross-map sightlines.

Elevation Change

The convex curvature of the top bridge on Narrows demonstrates how elevation change can act as a sight line blocker. Elevation change also creates more playable space without increasing the X and Y axis dimensions of the map. In addition, elevation change creates a more dynamic experience for the player than if he was always moving on the same, one or two, elevation levels like on Haven.

Vertical Overlap

Both Warlock and Narrows allow different players to occupy the same X and Y coordinates with the only variable, between their positions, being the Z coordinate. Since players cannot see through the ground beneath them, or through the ceiling above them, vertical overlap acts as a vertical sight line blocker. In addition, vertical overlap creates flanking routes that help prevent the map from playing too linearly, like Station 9. Players can trade the benefits of top control for the opportunity to surprise their opponent by approaching from an unexpected angle.

Lockout is a good example of how vertical overlap can increase the playable space on a map without increasing its overall X and Y axis dimensions. While vertical overlap generally increases the strength of top control, it also allows map creators to place skill based “tac jumps” that give players the opportunity to increase their vertical mobility. Tac jumps can allow players to move vertically, from a low position to a high position, without traveling a long horizontal distance; like traveling up an elevator instead of traveling up a spiral staircase.

Vertical Interplay

Unlike Warlock, which provides players with many opportunities to engage enemies on a level above or below them, a player on one of Haven’s streets or basements is fairly restricted to that specific level. Where a player on one of Warlock’s plats could drop down to finish off a fleeing enemy, the transition on Haven heavily rewards the player who dropped first because the second player is dropping into a cubby-like closet area that provides little room to maneuver, no option for escape, and can be easily grenaded.

On Warlock, where a player could drop off any side of any plat, the ability to fluidly transition from high to low is infinitely higher than on Haven where you are either taking one of four cardinal ramps or one of five specific drop downs. Lack of vertical interplay causes maps to feel like all “hallway battles” and forces players to commit too strongly to a specific path.

Totally agree. To add to your thoughts, I would like to say that the maps should return some of the “mystery” that surrounded the maps frmo previous Halos. Places like Lockout, with its busted green room door, Midship, Relic, Ascension, Isolation etc. all envoked some sort of mystery as to the purpose of the area. They were unlike anything from any other game. Now it seems that maps don’t really have that element. They are either a “military training base” or just a generic area to fight in.

An example would be with Haven. Great map, but why not have that whole map actually a firing mechanism that shoots a giant bolt of energy into the sky? Or something like that. Remember Assembly from Halo 3? You lokoed above and saw scarabs being made in a factory. Things like that make the map amazing and memorable. I like what 343 is doing with Ascension and the giant revolving ring and the activated bubble shield. THAT is what we need to see in Halo 5.

> Now it seems that maps don’t really have that element. They are either a “military training base” or just a generic area to fight in.

Abandon has the life pod with the creature inside. It’s also entirely desolate with a strange ecosystem.

Vortex is based around the concept that the terrain was specifically designed to naturally funnel wind into it.

Wizard and Chiron just resemble military training areas.
Foundation is just some urban area.

I think that’s a bit biased. I do agree maps should have unique aspects to them though.