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Cascade

What is the Map:

Cascade is a Halo Infinite BTB Map (24 Players) that is symmetric in layout and set upon a Hydroelectric Dam that is actively discharging extra water that the turbines are overflowing with. This directly affects gameplay on the map as the 2 middle tunnels have water shot through them every 2 minutes, pushing any players and vehicles in the way off of the map.  The map is designed for CTF as its primary mode.

What was your role on the project: 

On this Project I am the Level designer, Scripter, and Artist on the project, with some help from my friend Eric Metzler on the Art.

Gameplay

Design Philosophy and Goals:

There were 3 main things I wanted to try to do on the map, 1, I really wanted to have a map with a Water Interactable element that felt impactful and was fun to interact with. 2, I wanted a straightforward map that makes you feel like you're on a giant Hydroelectric Dam. 3, I wanted the entire vehicle sandbox for Halo Infinite to be accessible on the map.  I achieved the first 2 pretty simply by directly designing the map with specific areas I'd think of for a futuristic Hydroelectric Dam and direct areas for the Water of the map to interact with.  With the 3rd point though it was a little more tricky as most players believe certain elements of Infinite's Vehicle sandbox are overpowered, so for the base ground vehicles, I decided to make them have to risk jumping across the middle, making it so it's possible for the water to throw them off the map. While with Air Vehicles I focused on making them very exposed so they were easy to take down with enough team-fire without making them feel useless.

Line of Sight Control:

Lines of sight were intentionally long on this map, primarily because a Dam wouldn't have a bunch of junk laid on top of it, but also because all that cover wouldn't feel as good for gameplay either.  So I worked on containing certain long sightlines and controlling the weapon sandbox on the map to not allow for frustrating player engagements while also allowing for players to flow throughout open spaces.  This allowed for a healthy player vs vehicle encounter space, while also allowing players to almost never feel stuck in a location.

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