Uploaded October 2015 | Updated September 2026, 1 week ago
Having trouble forging in Halo? Or do you just feel like revisting some basic principles? Well this week we're going over some of key characteristics to a Vertical map. Here's a few things to keep in mind:
* Don't neglect the bottom floor.
o Again, the idea is to create balance between all of your levels. Give incentive to actually travel between both floors.
o Lower levels of a map will usually have a bit more space to move around in, while the higher levels typically have smaller areas.
* The purpose of verticality is to add a more engaging experience to your map.
o Two dimensional maps with no change in height are often so terrible, that it is just basically torture to play them over and over again.
o With every new dimension that you include, it opens up a new variety of ways for your enemy to attack you from.
o This helps your map become more replayable!
o There is no limit to the amount of floors that you can have. -Just as long as it is balanced in some kind of way.
* Vantage points should be contestable.
o If this area is awkward to approach because of lack of connectivity, it will likey be abused.
o Steep angles, and overpowering sightlines will sometimes make it too difficult to approach you, or because of predictable pathways.
* Players should not feel as if it's a chore to gain the higher ground.
o Vantage points are a good thing to have, but if they're the only area that players fight for, then you might want to resign some aspects.
o Basically, the high ground should be desirable, but not absolutely needed.
o Don't make higher levels the only thing that players want to heads towards, but don't make them too scary to encounter either.
Music: youtube.com/channel/UCtgf00GvfFQVsYBA7V7RwUw
Having trouble forging in Halo? Or do you just feel like revisting some basic principles? Well this week we're going over some of key characteristics to a Vertical map. Here's a few things to keep in mind:
* Don't neglect the bottom floor.
o Again, the idea is to create balance between all of your levels. Give incentive to actually travel between both floors.
o Lower levels of a map will usually have a bit more space to move around in, while the higher levels typically have smaller areas.
* The purpose of verticality is to add a more engaging experience to your map.
o Two dimensional maps with no change in height are often so terrible, that it is just basically torture to play them over and over again.
o With every new dimension that you include, it opens up a new variety of ways for your enemy to attack you from.
o This helps your map become more replayable!
o There is no limit to the amount of floors that you can have. -Just as long as it is balanced in some kind of way.
* Vantage points should be contestable.
o If this area is awkward to approach because of lack of connectivity, it will likey be abused.
o Steep angles, and overpowering sightlines will sometimes make it too difficult to approach you, or because of predictable pathways.
* Players should not feel as if it's a chore to gain the higher ground.
o Vantage points are a good thing to have, but if they're the only area that players fight for, then you might want to resign some aspects.
o Basically, the high ground should be desirable, but not absolutely needed.
o Don't make higher levels the only thing that players want to heads towards, but don't make them too scary to encounter either.
Music: youtube.com/channel/UCtgf00GvfFQVsYBA7V7RwUw


![Halo 5 - Top 5 Clips of the Week! (Funny and Epic Moments) [Episode 7]
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✖ https://www.youtube.com/user/teknoaxe Halo 5 - Top 5 Clips of the Week! (Funny and Epic Moments) [Episode 7]](https://i.ytimg.com/vi/kYrxTuRzo0A/mqdefault.jpg)







