Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -75,13 +75,13 @@ Competitive maps traditionally do not have complexity in rooms or power position

*Lockout*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\simplicity-01-lockout.png)
![](media/simplicity-01-lockout.avif)

*Construct*

*Live Fire*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\simplicity-02-livefire.png)
![](media/simplicity-02-livefire.avif)

*Haven*

Expand All @@ -91,7 +91,7 @@ Competitive maps traditionally do not have complexity in rooms or power position

*Midship*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\simplicity-03-midship.png)
![](media/simplicity-03-midship.avif)

- Pink 3 is open and exposed to large portions of the map

Expand All @@ -101,7 +101,7 @@ Competitive maps traditionally do not have complexity in rooms or power position

*Starboard*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\simplicity-04-starboard.png)
![](media/simplicity-04-starboard.avif)

### Smooth Geometry

Expand All @@ -113,13 +113,13 @@ Players should be able to consistently throw grenades without them getting caugh

*Live Fire - Geometry allows players to determine exactly where they need to throw a grenade to bounce it into the window*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\smoothgeo-01-livefire.png)
![](media/smoothgeo-01-livefire.avif)

###### Example of Bad

*Solitude - Complexity of geometry makes it extremely difficult for players to know where grenade will go off of pieces like this causing gameplay to be less intentional.*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\smoothgeo-02-solitude.png)
![](media/smoothgeo-02-solitude.avif)

### Open Sightlines

Expand All @@ -131,11 +131,11 @@ Take Recharge, for example. It’s normal to have room-based combat, but it is

*Red outlines indicate good, open sightlines*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\sightlines-01-recharge.png)
![](media/sightlines-01-recharge.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\sightlines-02-recharge.png)
![](media/sightlines-02-recharge.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\sightlines-03-recharge.png)
![](media/sightlines-03-recharge.avif)

Competitive Halo maps can vary in design while adhering to the philosophy of open lines of sight.

Expand All @@ -157,47 +157,47 @@ Good map design incorporates gradual curved openings to areas rather than shar

*Both Sides of the door allow players to hide unseen*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\flow-openings-01-aquarius.png)
![](media/flow-openings-01-aquarius.avif)

*The entrance of the base from pink side has a spot on the left side where players can hide.*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\flow-openings-02-aquarius.png)
![](media/flow-openings-02-aquarius.avif)

Good map design allows for dynamic objective play (e.g., in CTF there isn't just one optimal way to run the flag).

Doorways should have plenty of play space to enter and exit.  Narrow doorways can cause frustration due to forcing players into an exact choke point that is easily shut down by grenades. With a bit more space in these connecting points, players are able to dodge grenades and progress on the map.

###### Examples of Good Connecting Points

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\connectingpoints-good-01-livefire.png)
![](media/connectingpoints-good-01-livefire.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\connectingpoints-good-02-livefire.png)
![](media/connectingpoints-good-02-livefire.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\connectingpoints-good-03-livefire.png)
![](media/connectingpoints-good-03-livefire.avif)

###### Examples of Bad Connecting Points

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\connectingpoints-bad-01-aquarius.png)
![](media/connectingpoints-bad-01-aquarius.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\connectingpoints-bad-02-recharge.png)
![](media/connectingpoints-bad-02-recharge.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\connectingpoints-bad-03-recharge.png)
![](media/connectingpoints-bad-03-recharge.avif)

### Cover

Similar to how power positions typically do not have lots of cover, areas of the map not considered high-power areas should have a bit more cover to encourage players to traverse and play in those areas. It gives players more opportunities to use the map to their benefit.

*Batteries on Recharge*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\cover-01-recharge.png)
![](media/cover-01-recharge.avif)

*Pillars on Live Fire*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\cover-02-livefire.png)
![](media/cover-02-livefire.avif)

*Courtyard on Aquarius*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\cover-03-aquarius.png)
![](media/cover-03-aquarius.avif)

### Balanced Routes

Expand All @@ -207,15 +207,15 @@ A Position of interest (POI) will often see more successful combat loops when th

*Key door jump to A play grenades on Live Fire*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\balancedroutes-01-livefire.png)
![](media/balancedroutes-01-livefire.avif)

*Mid-bridge to top tower of Recharge*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\balancedroutes-02-recharge.png)
![](media/balancedroutes-02-recharge.avif)

*Driveway ledge to Commando on Streets*

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\competitive-map-guide\media\balancedroutes-03-streets.png)
![](media/balancedroutes-03-streets.avif)

### Orientation and Navigation

Expand Down
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Original file line number Diff line number Diff line change
Expand Up @@ -8,35 +8,35 @@ Overall map visual quality relies a great deal upon the underlying quality of th

###### Add Ons and Decals

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\addons-decals-01.png)
![](media/addons-decals-01.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\addons-decals-02.png)Add Ons are props that you can stamp on surfaces to provide small pockets of detail. They can help to quickly finish out areas.
![](media/addons-decals-02.avif)Add Ons are props that you can stamp on surfaces to provide small pockets of detail. They can help to quickly finish out areas.

Decals provide color, detail, and readability around doorways and other key areas. For floors especially, decals can provide the majority of the detail/polish.

Leverage details with intent

###### Gobos and FX

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\gobos-fx-01.png)
![](media/gobos-fx-01.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\gobos-fx-02.png)
![](media/gobos-fx-02.avif)

- Gobos and shadows can be used to bring spaces to a finished state. Spaces like this require fewer additional detail solutions.
- Liberal use of FX (with deference to good game design) are vital to spaces feeling polished.

###### Color as Detail

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\color-as-detail-01.png)
![](media/color-as-detail-01.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\color-as-detail-02.png)
![](media/color-as-detail-02.avif)

- Simply adding color breakup more frequently in levels can help the map feel crafted, intentional, and more detailed.
- Liberal use of color to improve readability, mark important areas, and guide players is key.

###### Focusing Fidelity

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\focusing-fidelity-01.png)
![](media/focusing-fidelity-01.avif)

- Confine expensive set dressing to hero pieces, or pre-defined objective areas.
- 1 to 2 per map, maximum
Expand All @@ -62,9 +62,9 @@ A map doesn't need to incorporate all these elements, just enough of them to sel

These are two examples that would be considered 90% complete, with only one major note below to call them finished.

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\testcases-howfinished-01.png)
![](media/testcases-howfinished-01.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\testcases-howfinished-02.png)
![](media/testcases-howfinished-02.avif)

| Pass | Fail |
|:----------------------------------------------------------------------------------------------- | -------------------------------------------------------- |
Expand All @@ -74,13 +74,13 @@ These are two examples that would be considered 90% complete, with only one majo

###### 2 - Terrain Transitions

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\terrain-transitions-01.png)
![](media/terrain-transitions-01.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\terrain-transitions-02.png)
![](media/terrain-transitions-02.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\terrain-transitions-03.png)
![](media/terrain-transitions-03.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\terrain-transitions-04.png)
![](media/terrain-transitions-04.avif)

| Pass | Fail |
| --------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------- |
Expand All @@ -93,9 +93,9 @@ These are two examples that would be considered 90% complete, with only one majo

These examples in Ridgeline use 'just enough' detail to sell the scene. Minimal mesh detailing in passthroughs and care given to transitions help make this feel complete.

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\simple-success-01.png)
![](media/simple-success-01.avif)

![](C:\Users\mischorr\Documents\GitHub\forge-docs\forge\halo-infinite\forge-guides\maps\map-style-guide\media\simple-success-02.png)
![](media/simple-success-02.avif)

| Pass | Fail |
| ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------ |
Expand Down
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.
Binary file not shown.
Diff not rendered.