Level Designer
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Remnant

Remnant

 

In the depths of the swamp regions of installation 07, lies a dormant forerunner fortress. this structure served as a primary containment site, if an outbreak was to ever occur…

My first Halo Infinite Forge map that I have been chipping away at for the past couple months. Still unfinished but I am happy enough with the layout to start sharing/playtesting.

Remnant is a new forge map built for Season 4 Infection, also supports BTB modes Slayer, One Flag, Strongholds and Total Control. (16 players)

Largely based off of Halo CE's mission 343 Guilty Spark while also borrowing from H2/H3 Maps such as Isolation and Backwash. But with a Big Team Battle spin since those maps were traditionally 4v4. I also wanted to lean into introducing a large amount of verticality and interconnected forerunner interior spaces.

In addition to making this a BTB map, expect light vehicle support along with weapon drops and multiple power weapons/equipment.

Latest Published Version:

 

Level Origins…

This map originally began as a Unreal Engine level design project I was building for the Halo 3: ODST mod tools to use as firefight map. By the time I had decent blockout going I got news that the Halo Infinite forge toolset would be coming out, so I decided to rebuild the entire level inside the new editor.

Building the map out initially in Unreal answered a lot of questions for me early on such as scale, line of sight, vehicle paths, potential spawn locations for both players and AI, objective locations, potential weapon/power up locations.


Here is the blockout when it was in Unreal Engine:

Blockout now in the Halo Infinite Forge Editor: