Idea: Halo could add exploration heavy, "Dungeon-like" sections using larger Hexagons with a smaller Hexagon Elevator in the middle leading to Forerunner caves/tunnels/subterranean fortresses for periodic Sidequests/Missions deep nside the Ring Structures

These could function in a similar way to dungeons in Skyrim, Side Quests or Strikes/Raids in Destiny and labyrinthian, the complex winding levels in Metroid Prime that require problem solving, unlocking sections, skillful platforming, low gravity sections, creative grapple shot usage to reach side chambers, infiltration, Intel gathering, capturing Brute High Value targets, obtaining local cartographers to reveal map sections ( like Metroid maps ), obtaining Indexes ( that function like Keycards instead of just using Power Seeds ) for Access to Rooms/Tunnels/Fortresses/Facilties/Chasms and more

– Hexagon Elevators wouldn’t be only one type of Way to access these “Dungeon” like side quest regions, other could included Platforms built into the sides of Hex Walls like the Doors In Halo CE built into the Canyon walls, reachable by Banshees, Hidden Entrances in Waterfalls, Underground Spires surrounded by huge Forerunner trenches and canyons accessable via Light Bridges ( like the tower level of Half Life 2 )

– These would be easy to add ( compared to full DLC ) with variety and content to hold us over until DLC is done and could be made with mostly existing Assets. The Forerunner and Spire elvels are easily the best in the game so the “Dungeons” could be composed of similar sections with winding Shafts/Tunnels/Forerunner Caves/Cylix Facilities built with a mission in mind such as rescuing a team on a mission deep inside the Ring, Destroying a Sentinel production facility, Activating a Large Forerunner power station for a new area above or complex series of Light bridges and tunnels ladden with Brute Forces that leads to other elevator sections used to access a new region or island, etc etc

– This feature could also be present in Forge and with the forge stuff seen so far could be great for custom mission building

– These levels could introduce more varieties of the Hexagons including Hexagon “PLATES” seen from Halo Wars which look like overlapping scales/platforms of varying sizes creating rythym/pattern/repetition in the level design with light platforming, along with stuff like low gravity seen early in the game. IE: Jumping accross chasms, exploring labyrinthian tunnel systems, sets of vertical chambers like in Silent Cartographer with each Dungeon having a relevant “reward” such as a key card to access an upgraded Forerunner weapon, a cartographer for sidequests etc

– Note: Hexagon PLATES would be good for areas near the edges of the Hexagon walls to A. Obscure the lower parts of walls and reduce objects needed to be rendered, B introduce a new platforming mechanic, make the player feel sort of like they are on “Lilly pad” like structures and jump accross stepping-stone like chains of Hex Plates to add variety and modularity to the arrangements of Forerunner Hex-based pieces, especiallt near large walls/cliffs/chasms etc. The pieces could overlap, stair-step" have staggered arrangements so it feels dynamic and “flowing” and encourage exploration and different opportunities to cross Chasms and traverse accross gaps

– The Hexagon walls could have Triangular Plates to fill in the gap between hex columns so that they are more flattish walls with grooves and vertical wall pieces to break up the excess repetition of Hexagon collums
Into different shapes and wall structures in a modular fashion and the hes walls could have new purposes built in such as glowing light at the seams representing power sources, niches in the walls to grab Forerunner weapons from, opportunities to fight sentinels by destroying the sentinel transport Ports ( Halo 2: Quarantine Zone ) etc etc and different combinations of bridges/ledges with doors similar to the Subterranean sections of “Assault on the control room” from Combat Evolved in the design context of Infinite.

– There could even be ones where the Banished are holed up in a section of the Ring’s internal Halls/chambers/tunnels/inner structures and you have to assault a subterranean Banished fortress that they made by modifying/using Forerunner rooms/structures for their purposes, somewhat similar to how the Locust from Gears of War had their underground castles/fortresses etc etc

– We could see new stuff like Power stations, Fuel storage, raw materials stations, sentinel hives, sentinel construction facilities, larger sentinels, Forerunner weapons facilities, generic labs, Cylix processing

– These levels could have a design philosophy like the recent DLC for Quake with more labyrinthian design, problem solving, platforming, “Metroid Prime”-like exploration, Opportunities for using Grappling and other equipment to reach sections needed to progress, using vehicles underground like in Halo CE is a big one, Obtaining Cartographers, AI shards, data from Forerunner Libraries etc etc

Just some ideas I had within the existing level design framework seen in Infinite that could be added to currently existing locations or nearby islands

ALSO, features like the following would be cool

– more Waterfalls( like the recently added Halo 3 maps )

– Platforming with grapple shot through and near waterfalls and moving or floating Hex Plates and pillars

– *Internal Biomes in large underground sections kinda like from Journey to the center of the earth

– Ability to jump onto a sentinel and ride it like you’re skyjacking a vehicle, using it to reach new areas or sections via hacking it, Steering it through foggy, blue-glowing Chasms and chambers to reach new sections like the big vehicle tunnels from CE except you’re flying through the Forerunner transport Canals on a Sentinel, steering around other swarms of Sentinels, to navigate sections with branching paths requiring local maps like from Metroid so the player doesn’t get lost

– *Stealth missions into Underground Brute Strongholds with multi-tiered objectives like Recon and Intel that we receive Valor for

– Recon mission to scope out locations of Brute Frigates via breaking into their Battle net, the Brute Equivalent of a cartographer, and then later having missions on the surface to assault Shipyards, towers with a team of ODST’s

– Opportunity to have VIP MISSIONS to capture Brute High Value targets, bring them back to an FoB with the support of ODST’s to gain Intel, supplies, or equipment upgrades

– MISSION where we infiltrate a Brute Weapons depot and get a hold of Old School UNSC arms like the CE Shotty, MA5D ( with better Accuracy ), Slightly Nerfed bust still -Yoink!- AF magnum, MA5-K that functions like an SMG with close range, lower damage, higher capacity Mag functions in mind

– “Hunt the Truth” Missions where we have to gather Intel about the Banished Propaganda towers to find the central broadcast locations, disable comms centers and Hunt and Find the Brute propaganda team in a sort of humorous tongue in Cheek mission against the Brute Propaganda Units

Just a few Ideas I had to mix it up and make it feel fresh.

1 Like

The mini-DLC campaigns they will be doing will most likely be linear design, while Parts 2 and 3 of Master Chief’s campaign will retain the limited-open-world we have seen so far in Halo Infinite’s campaign.

1 Like

Good maybe it will be on par with the first mission before entering Zeta that was actually decent and pretty. But, I know I won’t be purchasing it regardless.

In time Halo Infinite will be fixed. Like a few other notable games where they launched broken and unfulfilled, but then updated to become masterpieces to patch out the bugs and glitches or to simply add in the content that was forgotten. Games such as -

  • No Mans Sky
  • Fallout New Vegas
  • Anthem
  • CyberPunk 2077
  • Halo 5 Guardians
  • Halo The Master Chief Collection

Just to name a few where updates had made them actually playable and enjoyable.

3 Likes

Yikes…I hope not. I like the second level but the game needs variety. Yes, indoor Forerunner sections, but they should be integrated to the overworld as connecting missions inside the World that link Biomes together and serve as “Dungeon” side quest-like missions.

If it’s just “Levels” then that doesn’t feel like a utilization of the full potential Halo Infinite has.

They can use Canyons like in Halo CE to connect Islands, Biomes and regions, Forerunner tunnels and subterranean “Underworld” locations to connect sectioms and have Metroid style maps for those sections so that level design can add depth and nuance like those found in the most recent doom game where the Map helps you navigate complex environments so they aren’t too confusing but allow searching for side areas etc

I always keep my hopes up that as fans themselves they look at Worthwhile ideas and take a look at interesting concepts that up the ante and just like their own ideas look at the ones that would Make Halo the ultimate go-to for the genre, even if that goal is a ways off.

Not sure exactly what you said there because you made that a mess somewhat haha… But I commend you for keeping your hopes high, but at the same time I just don’t see it paying off.

Never going to happen. Keep your expectations at bare minimum. I’d even go lower just to be sure.

The bar is so low that it is a tripping hazard in the Ninth Circle of Hell, and yet 343 still decided to play limbo with Brian Reed and whatever other devils lie down there. Infinite at least raised the bar a few inches.

1 Like