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Retention

Retention is a Halo Infinite 2v2 map set within a water retention sewer. The map was primarily designed to be made in Call of Duty: Black Ops 3 (BO3) for the Gunfight game mode (a mode that is in current CoD's but BO3 has a modded version since it's the most up-to date engine released to the public). Gunfight is about understanding your opponents and working with your teammate to take them out in a no-health-regen mode with random weapons. These maps are conventionally fast paced. At the time of designing this map I found that my Laptop I used for level design was not powerful enough to Run BO3's Engine and because of this instead of shelving it I converted it to work for Halo Infinite 2v2 and Extermination. The goal of Extermination is to eliminate the entire enemy team before they respawn, this requires a map that is extremely fast-paced and has very little hiding spots available.

The design goal for this map was mainly to have a CQC map where automatic weapons are the kings, but not frustrating to go against. With this design I intentionally made areas feel CQC while allowing longer sightlines, this empowers both sides of the spectrum (precision and automatic weapons), with automatics feeling more dominant ever so slightly.

For this Project I was the Level Designer, Environment Artist, and Scripter for environmental effects.
Halo Infinite uses "Node-Graph" Scripting akin to Unreal Engine 5

Now available for download in Halo Infinite:
https://www.halowaypoint.com/halo-infinite/ugc/maps/847c5400-5b36-46dc-ac4b-d59d7733b48c

Retention Gameplay: Extermination

Thumbnail 1 - Middle View

Thumbnail 1 - Middle View

Thumbnail 2 - Middle View

Thumbnail 2 - Middle View

Blue Base 1

Blue Base 1

Blue Base 2

Blue Base 2

Blue Base 3

Blue Base 3

Base Blockout

Base Blockout

Base Blockout 2

Base Blockout 2

Base Blockout 3

Base Blockout 3

Middle Hallway

Middle Hallway

Middle Hallway - Overlook

Middle Hallway - Overlook

Middle Hallway Blockout

Middle Hallway Blockout

Middle Blockout

Middle Blockout

Middle Blockout 2

Middle Blockout 2

Retention Original Top Down

Retention Original Top Down

Retention Top Down (Under Base)

Retention Top Down (Under Base)