Below are some map requirements for making sure community-made Forge maps in Matchmaking Playlists are great experiences for all players.
For a quick reference of all requirements, use the accordion below. Please see each individual section for more details and guidelines that can help elevate Forge-created experiences.
Map Requirements - Quick Reference
01 - Xbox Community Standards
- All content needs to fall within the Xbox Community Standards and Spartan Code guidelines.
- No maps can be remakes from other IPs or be representative of other IPs.
- All easter eggs should be declared along with steps to unlock them.
02 - Game Mode Objects
- Mode objects should be setup and work as intended; there should be no mode bugs.
- The map author(s) should identify which mode(s) their map is intended and setup for.
03 - Gameplay Objects
- Weapon racks should be configured correctly and use Random Item Selection.
- Equipment and grenades should be set to Static.
- All sandbox items should be spawned from pads (ie, no weapons leaned up against the wall, etc)
- Interactive objects must do something.
04 - Navigation
- Players cannot get out of bounds.
- Map Collision is smooth and traversable.
- Players cannot get hung up on geometry that is very small.
- No head bonks.
- Players shouldn't hit their head when trying to jump from one ledge to another.
- No toe clambers (clambering on geometry that's very short)
- Buffer zone between clamber and no clamber.
- Players cannot hide in death pits or crannies.
- Players cannot hide on little ledges and small geometry above the playable area.
- Skill jumps and skill moves should be intentional.
- No return to battlefield unless aerial vehicles are in the map.
- Use player blocking volumes instead.
- Out of bounds areas on top of geometry should be higher than the highest playable space.
- Clear delineation between playable and non-playable spaces.
- This is very important for Grapple and Repulsor play.
- If players can fall to their death, build the map high enough so players feel like they’ll die. This height buffer also allows for players to save themselves with the Grappleshot.
05 - Spawn Points & Spawn Volumes
- Spawns are all configured correctly and work as intended for each mode setup.
06 - Nav Mesh and Bot Objects
- Bots need to work well on the map. (Dependent on the modes that will be played on them)
- Add jump hints where appropriate.
07 - Node Graph
- Declare scripts and what they do.
08 - Map Audio & Visuals
- Map has a consistent audio treatment.
- Out of bounds messaging is clear.
- Non-interactable objects never look interactable.
- Interactable objects are clearly messaged to players.
- Map has a consistent artistic quality.
- Map lighting isn't overly dark. Lighting levels should at least make it easy for players to see each other.
- Players should be always be illuminated and geometry should never be so dark that you cannot understand the depth or shape of the map.
- When in doubt, refer to official 343 maps lighting values.
- Streets is a good example of a well lit map set at night.
- Death pits should look like death pits
- It should be obvious if a player is or isn't going to fall to their death.
- Use 343 maps as reference if needed.
- Make sure the difference between windows and doors is clear to players. This helps players intuitively navigate the level, understand sightlnes (where can I get shot from?), and know where their grenades will bounce.
- Clear delineation between playable and non-playable spaces.
09 - Match Flow
- At least three Map Intro Cameras are setup and function properly
- Map Intro Cameras should not move fast or be aimed at angles that would disorient players
- Team Intro Cameras are setup and function properly
- Winning Team Outro object is setup and functions properly
10 - Map Performance
- Steady performance on PC
- Steady performance on Xbox One family
- Steady performance on Xbox Series X|S
11 - Map Data
- All map data should be built before publishing.
- Nav Mesh
- Lighting
- Audio
- Reflection Volumes
- Node Graph
12 - Map Metadata
- Map should have a name with proper spelling and grammar that doesn't violate the Xbox Community Standards.
- Map should have a description with proper spelling and grammar that doesn't violate the Xbox Community Standards.
- Maps should include representative and appropriate screenshots.
13 - QA
Map Checks
- Match Flow
- Verify Map Intro Cameras function
- Verify Team Intros function
- Verify Winning Team Outro functions
- Item Spawners
- Verfiy that all Weapon, Equipment, Grenades, and Vehicle spawns function correctly
- Disconnect / Join / Rejoin
- Verify that players who leave and join the map don't cause instability
- Mode Objectives
- Verify that all mode objects spawn on map and function correctly
- Verify that mode object placement is fair and balanced
- Balanced Lanes / Sights
- Verify that there are no overly advantageous vantages and/or control points
- Symmetrical Vs Asymmetrical Map Layout
- Verify that map layout is balanced and fair for both teams
- Verify that both teams have equal opportunity for item pickup and usage
- Player Spawns
- Verify that players can spawn in safe and fair locations
- Verify that players do not spawn in front of enemies
- Primitives / Grav Lifts
- Ensure the base functionality remains stable throughout the play time
- Ensure that these objects do not leave players stuck or in vulnerable positions
Forge Checks
- Nodegraphs
- Verify that Node Graph scripts function as intended
- Verify there are no hidden scripts that would cause matches to become unbalanced or otherwise create negative experiences
- Objects
- Verify object position and visuals are consistent between Forge and Custom Games.
Table of Contents
- Xbox Community Standards
- Game Mode Objects
- Gameplay Objects
- Navigation
- Spawn Points & Spawn Volumes
- Nav Mesh & Bot Objects
- Node Graph
- Map Audio & Visuals
- Match Flow
- Map Performance
- Map Data
- Map Metadata
- Quality Assurance (QA)
- Tips & Tricks
1. Xbox Community Standards
Requirements
- All content needs to fall within the Xbox Community Standards and Spartan Code guidelines.
- No maps can be remakes from other IPs or be representative of other IPs.
- All easter eggs should be declared along with steps to unlock them.
Please note that the Microsoft Services Agreement is also applicable to Forge content. More specifically, please review Section 3: Code of Conduct (reproduced below).
3. Code of Conduct.
- a. By agreeing to these Terms, you’re agreeing that, when using the Services, you will follow these rules:
- i. Don’t do anything illegal.
- ii. Don’t engage in any activity that exploits, harms, or threatens to harm children.
- iii. Don’t send spam or engage in phishing. Spam is unwanted or unsolicited bulk email, postings, contact requests, SMS (text messages), instant messages, or similar electronic communications. Phishing is sending emails or other electronic communications to fraudulently or unlawfully induce recipients to reveal personal or sensitive information, such as passwords, dates of birth, Social Security numbers, passport numbers, credit card information, financial information, or other sensitive information, or to gain access to accounts or records, exfiltration of documents or other sensitive information, payment and/or financial benefit.
- iv. Don’t publicly display or use the Services to share inappropriate content or material (involving, for example, nudity, bestiality, pornography, offensive language, graphic violence, or criminal activity).
- v. Don’t engage in activity that is fraudulent, false or misleading (e.g., asking for money under false pretenses, impersonating someone else, manipulating the Services to increase play count, or affect rankings, ratings, or comments).
- vi. Don’t circumvent any restrictions on access to or availability of the Services.
- vii. Don’t engage in activity that is harmful to you, the Services or others (e.g., transmitting viruses, stalking, posting terrorist or violent extremist content, communicating hate speech, or advocating violence against others).
- viii. Don’t infringe upon the rights of others (e.g., unauthorized sharing of copyrighted music or other copyrighted material, resale or other distribution of Bing maps, or photographs).
- ix. Don’t engage in activity that violates the privacy of others.
- x. Don’t help others break these rules.
- b. Enforcement. If you violate these Terms, we may stop providing Services to you or we may close your Microsoft account. We may also block delivery of a communication (like email, file sharing or instant message) to or from the Services in an effort to enforce these Terms or we may remove or refuse to publish Your Content for any reason. When investigating alleged violations of these Terms, Microsoft reserves the right to review Your Content in order to resolve the issue. However, we cannot monitor the entire Services and make no attempt to do so.
- c. Application to Xbox Services. Click here for more information about how this Code of Conduct applies to all Xbox Services, including Xbox Game Pass, Games for Windows Live and Xbox Game Studios games, applications, services and content provided by Microsoft. Violations of the Code of Conduct through Xbox Services (defined in section 14.a.i) may result in suspensions or bans from participation in Xbox Services, including forfeiture of content licenses, Xbox Gold Membership time, and Microsoft account balances associated with the account.
- d. Microsoft Start Community Guidelines. The Microsoft Start Community Guidelines govern registered user engagement with news and professionally generated content on that service. Violations of the Code of Conduct through the Microsoft Start Community Guidelines may result in suspensions or bans from community commenting, or termination of Microsoft accounts.
2. Game Mode Objects
Requirements
- Mode objects should be setup and work as intended; there should be no mode bugs.
- The map author(s) should identify which mode(s) their map is intended and setup for
Capture The Flag
Flag Spawn – Spawns the flag.
Flag Delivery Plate – Where the player delivers the stolen flag to capture.
Team Respawn Zones are Needed for CTF; see the Respawn section for info. Team based Bot Nav Markers help to tell bots where to hide when carrying the flag.
Note - If you are looking to set up your map for One Flag (Attack Defend Flag) Eagle team is Defenders and Cobra team is Attackers. If you follow the set up for Multi Flag, One Flag will automatically work on your map.
Flag Spawn for Team 1 (Eagle)
- Label = CTF Include
- Label = Flag Delivery Plate
- Team = Team 1 (Eagle)
- Delivery Index = 1
Flag Delivery Plate for Team 1 (Eagle)
- Label = CTF Include
- Label = Flag Delivery Plate
- Team = Team 1 (Eagle)
- Delivery Index = 1
Flag Stand for Team 2 (Cobra)
- Label = CTF Include
- Label = Flag Delivery Plate
- Team = Team 2 (Cobra)
- Delivery Index = 1
Flag Delivery Plate for Team 2 (Cobra)
- Label = CTF Include
- Label = Flag Delivery Plate
- Team = Team 2 (Cobra)
- Delivery Index = 1
Delivery Index values beyond 1 are only used in BTB CTF.
BTB First Flag Spawn for Team 1 (Eagle)
- Label = CTF Include
- Label = Flag Delivery Plate
- Team = Team 1 (Eagle)
- Delivery Index = 1
BTB Second Flag Spawn for Team 1 (Eagle)
- Label = CTF Include
- Label = CTF Multi Exclude
- Label = Flag Delivery Plate
- Team = Team 1 (Eagle)
- Delivery Index = 2
BTB Third Flag Spawn for Team 1 (Eagle)
- Paired with Capture plate
- Label = CTF Include
- Label = CTF Multi Exclude
- Label = Flag Delivery Plate
- Team = Team 1 (Eagle)
- Delivery Index = 3
BTB First Flag Spawn for Team 2 (Cobra)
- Label = CTF Include
- Label = Flag Delivery Plate
- Team = Team 1 (Cobra)
- Delivery Index = 1
BTB Second Flag Spawn for Team 2 (Cobra)
- Label = CTF Include
- Label = CTF Multi Exclude
- Label = Flag Delivery Plate
- Team = Team 1 (Cobra)
- Delivery Index = 2
BTB Third Flag Spawn for Team 2 (Cobra)
- Paired with Capture plate
- Label = CTF Include
- Label = CTF Multi Exclude
- Label = Flag Delivery Plate
- Team = Team 1 (Cobra)
- Delivery Index = 3
With setting up the Flag spawns like this will ensure your map will play correctly for BTB flag along with Arena flag.
Place team-based Bot Nav Markers as needed to tell bots where to hide when carrying the enemy flag.
- Label = CTF Include
- Team = *Team 1 (Eagle) or Team 2 (Cobra); whichever team is appropriate for the hiding space
- Behavior = Hide
King of the Hill
It’s recommended to use 5 KOTH Zone / Plate pairs for KOTH. Use Index settings of 1 -5 for each zone.
Arena Rules
- Set Index = 1 on the Zone Capture zone you want to always appear first; index 2 - 5 will appear in a random order.
Ranked Rules
- Set Index = 1 on the Zone Capture zone you want to always appear first, after that 2 - 5 will go in order.
Note -Setting Index = 1 for all Zone Capture Plates will result in a random order – not desirable for core KOTH play. For ranked play, Index value on Zone Capture Plates determines order of appearance. If you want to have more zones feel free to add more past index 5.
KOTH Zone / Plate Pair 1
KOTH Capture Zone 1
- Label = King Of The Hill Zone
- Label = KOTH Include
- Team = Neutral
- Group Index = 1
Zone Capture Plate 1
- Label = KOTH Include
- Label = King Of The Hill Plate
- Place Inside zone 1
KOTH Zone / Plate Pair 2
KOTH Capture Zone 2
- Label = King Of The Hill Zone
- Label = KOTH Include
- Team = Neutral
- Group Index = 2
Zone Capture Plate 2
- Label = KOTH Include
- Label = King Of The Hill Plate
- Place Inside zone 2
KOTH Zone / Plate Pair 3
KOTH Capture Zone 3
- Label = King Of The Hill Zone
- Label = KOTH Include
- Team = Neutral
- Group Index = 3
Zone Capture Plate 3
- Label = KOTH Include
- Label = King Of The Hill Plate
- Place Inside zone 3
KOTH Zone / Plate Pair 4
KOTH Capture Zone 4
- Label = King Of The Hill Zone
- Label = KOTH Include
- Team = Neutral
- Group Index = 4
Zone Capture Plate 4
- Label = KOTH Include
- Label = King Of The Hill Plate
- Place Inside zone 4
KOTH Zone / Plate Pair 5
KOTH Capture Zone 5
- Label = King Of The Hill Zone
- Label = KOTH Include
- Team = Neutral
- Group Index = 5
Zone Capture Plate 5
- Label = KOTH Include
- Label = King Of The Hill Plate
- Place Inside zone 5
Strongholds
For each Zone Capture Plate, the Index value controls which nav marker will be displayed (A, B, C).
- Index 1 = A
- Index 2 = B
- Index 3 = C
It’s suggested that the neutral Zone Strong hold (the one in the middle of the map) should have Index = 2 to avoid player confusion. Players Read strong hold B as the neutral zone for the start of the match.
Stronghold Site 1
Zone 1 (Eagle)
- Label = Strongholds Include
- Label = Strongholds zone
- Team = Team 1 (Eagle)
- Index = 1
Zone Capture Plate 1 (Eagle)
- Label = Strongholds Include
- Label = Strongholds Plate
- Place inside Zone 1 boundary
Stronghold Site 2
Zone 2 (Neutral)
The middle / neutral Zone Capture Plate should be equidistant from both teams’ spawns.
- Label = Strongholds Include
- Label = Strongholds zone
- Team = Neutral
- Index = 2
Zone Capture Plate 2 (Neutral)
The middle / neutral Zone Capture Plate should be equidistant from both teams’ spawns.
- Label = Strongholds Include
- Label = Strongholds Plate
- Place inside Zone 2 boundary
Stronghold Site 3
Zone 3 (Cobra)
- Label = Strongholds Include
- Label = Strongholds zone
- Team = Team 2 (Cobra)
- Index = 3
Zone Capture Plate 3 (Cobra)
- Label = Strongholds Include
- Label = Strongholds Plate
- Place inside Zone 3 boundary
Oddball
Ball Stand
- Label = Oddball Include
- Label = Oddball Stand
- Team = Neutral
Place Bot Nav Markers as needed to tell bots where to hide when carrying the ball. You can place multiple of these.
- Label = Oddball Include
- Team = Neutral
- Behavior = Hide
Elimination / Last Spartan Standing
Place a single Shrinking Zone object in your map for use in Elimination or Last Spartan Standing. Feel free to place multiple of these so each new match the finial hill will be in a new spot.
Shrinking Zone
- Label = Elimination Include OR BTB Include
3. Gameplay Objects
Requirements
- Weapon Racks should be configured correctly and use Random Item Selection.
- Equipment and grenades should be set to Static.
- All sandbox items should be spawned from pads (ie, no weapons leaned up against the wall, etc)
- Interactive objects must do something.
Weapon Racks
- Static Weapon = Player choice
- Static Selection = Disabled
- Random Item Selection Class should match the class of the selected Static Weapon.
- Spawn Properties = 343 Default
Object Properties Reference for Weapon Racks
Screenshot of the Object Properties menu in Forge mode. Click the thumbnail above to view the full resolution image.
- Weapon: What weapon that will spawn in Ranked modes.
- Static Selection: Force static weapon selection in Arena modes.
- Class: what Weapon Class the Weapon Rack will spawn in Arena modes.
- Legendary Variants: Force Weapon Rack to include or force only Variant Weapons.
- Faction: What Faction to pick from for the Weapon Class.
- Randomize: You can force reroll every game, every round, or every new spawn.
- Symmetrical Channel: This will force two or more Weapon Racks to have the same weapon if they have all the same Class setting. This is a must for Symmetrical maps.
- Navpoint: To set the nav marker on the weapon (only Power Weapons have nav markers in matchmaking).
- Initial Spawn Delay: Force how long it will take to spawn at the start of the match.
- Spawn Properties: If you leave this on "343 Default", all of our standard matchmaking respawn times and respawn rules will auto apply. If you have your classes set up, it will understand what properties it will need to have. If you choose "Custom" then you will be able to adjust the settings below.
Weapon Pad (Power Equipment)
- Static Weapon = Player choice from the list
- Static Selection = Player choice
- Static Weapon = Player choice
- Random Item Selection Class should match the class of the selected Static Weapon.
- Spawn Properties = 343 Default
- Navpoint = On for Arena, Off for BTB
Grenade Dispenser
- Grenade Quantity = 2
- Grenade Type = Player choice
- Static Selection = Enabled
- Respawn Time = 30.00
Equipment Dispenser
- Static Selection = Enabled
- Spawn Properties = 343 Default
Power Equipment Pad
- Static Equipment selected OR Random Equipment selected per match.
- Spawn Properties = 343 Default
- Navpoint = On for Arena, Off for BTB
Weapon Pod (Drop Pods in BTB)
Usually multiple Weapon Pods are spread around the map.
- Static Selection = Disabled
- Tier = Power
- Max Deployed = 1
- Selective channel
- India - Attacker (Team 2 Cobra side of the map)
- Hotel - Neutral team (Middle of the map)
- Juliet - Defender team (Team 1 Eagle side of the map)
4. Navigation
Requirements
- Players cannot get out of bounds.
- Map Collision is smooth and traversable.
- Players cannot get hung up on geometry that is very small.
- No head bonks.
- Players shouldn't hit their head when trying to jump from one ledge to another.
- No toe clambers (clambering on geometry that's very short)
- Buffer zone between clamber and no clamber.
- Players cannot hide in death pits or crannies.
- Players cannot hide on little ledges and small geometry above the playable area.
- Skill jumps and skill moves should be intentional.
- No return to battlefield unless aerial vehicles are in the map.
- Use player blocking volumes instead.
- Out of bounds areas on top of geometry should be higher than the highest playable space.
- Clear delineation between playable and non-playable spaces.
- This is very important for Grapple and Repulsor play.
- If players can fall to their death, build the map high enough so players feel like they’ll die. This height buffer also allows for players to save themselves with the grappleshot.
Scaling / Standards / Metrics
- 1:1 scale remakes from previous Halo titles likely need adjustments to work well with the Halo Infinite sandbox.
- Look to official 343 maps for scale and sizing best practices.
- Player traversal metrics.
- Jump height without using clamber is 8 units.
- Comfortable clamber height is 12 units.
- Grapple range is 80 units.
- Consider using the Halo Design set objects for blockouts because they are scaled appropriately for Halo Infinite already.
- More casual layouts might be non-starters from a gameplay perspective for core mode playlists.
Related Objects
Blocker Object
Player Blockers prevent players from getting out of the intended play space and help smooth out the experience of navigating the map.
Projectile Blockers help weapons, grenades, and equipment to behave as expected when hitting complex geometry.
Kill Volume
Kill Volumes instantly kill players and game mode objects upon entry and help to prevent players and objects from getting stuck when leaving the gameplay area of a map. Use a Safe Volume to create a safe zone within a Kill Volume. A Kill Volume should cover all of the areas outside the play area.
Named Location Volume
Named Location Volumes define a named location within a map. Named Location Volumes are used in map to help players understand and communicate to their teammates where they and enemies are in the map. Upon entering a Named Location Volume, players will see the associated location name string displayed near the radar on the HUD. All areas of the map should be named, including traversal paths. There should never be a gap in named locations.
5. Spawn Points & Spawn Volumes
Requirements
- Spawns are all configured correctly, and work as intended for each mode setup.
Spawn Volume
Not all modes use these; they’re generally only useful for CTF and Total Control.
Team is set to either Eagle or Cobra. The spawn volume should encompass the entire team side of the map.
- Weight = 0
- Disable Spawn Points = On
- Affects Opposing Team = On
- The label of the spawn volume should match the mode it’s intended for.
- Label = CTF Include and/or Total Control Include
Weighted Spawn Volume
Not all modes use these; they’re generally only useful for CTF and Total Control. If you overlap weighted volumes, it will do math. Example if you have two -4 volumes it will create the overlap to be -8.
- Team = Neutral
- Weight = -4, -8, -12 (negative increments of 4)
- Disable Spawn Points = Off
- Affects Opposing Team = Off
- The label of the spawn volume should match the mode it’s intended for.
- Label = CTF Include and/or Total Control Include
Example setup for Spawn Volumes and Weighted Volumes. Top-down map image by Artur Bloodshot. Click the thumbnail above to view the full resolution image.
Initial Spawn Points For FFA
Team intro objects, if desired, should be used as initial spawn points.
Place 8 in the map for all Arena FFA modes except Last Spartan Standing. Place 12 in the map for Last Spartan Standing.
- Team = Neutral
- Spawn order = 2
Spawn Point (Respawn)
Put in as many respawn points as appropriate for your experience. If you have designed an experience for 8 players, you should have at least 8 respawn points but it doesn’t hurt to have more than that. The main goal is to make sure players can spawn in a safe area that also directs them towards the action!
- Team = Neutral
Spawn Point (Initial)
Team indication
- Defenders = Eagle team = Team 1
- Attackers = Cobra team = Team 2
6. Nav Mesh & Bot Objects
Requirements
- Bots need to work well on the map. (Dependent on the modes that will be played on them)
- Add jump hints where appropriate.
Nav Seed Point
Nav seed points are only needed when nav mesh isn’t automatically building in a specific location of the map.
Nav Mesh
Visualize nav mesh data by toggling Nav Mesh Visualization to ON in the Tool Settings menu. Nav mesh data MUST be built in order for Spartan bots to function correctly. You can build nav mesh data in the Build menu via the Tools radial menu.
Screenshot of the Nav Mesh Visualization option, found in the Tool Settings tab of the Forge menu.
Here are some points to consider when evaluating nav mesh data:
- Is the nav mesh built?
- Does the nav mesh cover the playable area?
- Does the nav mesh extend past the playable area?
- Do bots go where you want them?
Bot Jump Hints
Jump hints are used to help bots navigate between elevated surfaces. One way jump hints help bots jump down from elevated surfaces. Two way jump hints help bots jump up to and down from elevated surfaces.
Building the nav mesh will auto-generate jump hints. If you want jump hints in places where they are not being auto-generated, manually place a jump hint where you need it.
Here are some points to consider when evaluating jump hints:
- Are jump hints placed properly?
- Is the jump hint beyond the capability of a bot?
The pink arrow in the image above shows the correct placement of a manual jump hint.
Bot Nav Markers
Bot Nav Markers are used to influence bot pathfinding.
- If Behavior = Explore, bots will prioritize the path defined by the object and its Neighbors.
- If Behavior = Hide, bots will consider the nav marker location as a hiding place and Neighbor(s) are not used.
The Hide behavior is very useful in Oddball or CTF to give bots choices to hide the Oddball or the flag.
It’s recommended to uniquely name Bot Nav Markers so they can be easily referenced as a Neighbor.
Screenshot of the Behavior and Neighbor options for Bot Nav Markers.
7. Node Graph
Requirements
- Declare scripts and what they do.
8. Map Audio & Visuals
Requirements
- Map has a consistent audio treatment.
- Out of bounds messaging is clear.
- Non-interactable objects never look interactable.
- Interactable objects are clearly messaged to players.
- Map has a consistent artistic quality.
- Map lighting isn't overly dark. Lighting levels should at least make it easy for players to see each other.
- Players should be always be illuminated and geometry should never be so dark that you cannot understand the depth or shape of the map.
- When in doubt, refer to official 343 maps lighting values.
- Streets is a good example of a well lit map set at night.
- Death pits should look like death pits
- It should be obvious if a player is or isn't going to fall to their death.
- Use 343 maps as reference if needed.
- Make sure the difference between windows and doors is clear to players. This helps players intuitively navigate the level, understand sightlnes (where can I get shot from?), and know where their grenades will bounce.
- Clear delineation between playable and non-playable spaces.
9. Match Flow
Requirements
- At least three Map Intro Cameras are setup and function properly.
- Map Intro Cameras should not move fast or be aimed at angles that would disorient players.
- Team Intro Cameras are setup and function properly.
- Winning Team Outro object is setup and functions properly.
Map Intro Camera
It’s a good idea to have multiple Map Intro Cameras set up so when players are loading into the map they get a good overview of the playspace. It’s recommended to have at least 3 pairs of Map Intro Cameras set up.
Map Intro Camera Pair 1
Map Intro Camera 1
- Sequence Order = 1
- Camera Blend = Start
Map Intro Camera 2
- Sequence Order = 2
- Camera Blend = End
Map Intro Camera Pair 2
Map Intro Camera 3
- Sequence Order = 3
- Camera Blend = Start
Map Intro Camera 4
- Sequence Order = 4
- Camera Blend = End
Map Intro Camera Pair 3
Map Intro Camera 5
- Sequence Order = 5
- Camera Blend = Start
Map Intro Camera 6
- Sequence Order = 6
- Camera Blend = End
Team Intro Object
Experiences that have 4 players or less per team don’t need to use different squad settings. If you have more than 4 players per team the game will look for Bravo and Charlie squad labels on Team Intro objects. If those objects are not in your level and there are more than 4 players per team, the game will fall back to using random respawn points. It’s strongly recommended to use Team Intro objects in place of Spawn Point (Initial) objects when you can.
For each team choose one item from the list below to place in your map; setup info for each type of map intro object follows below.
- Team Intro Arrow Front
- Team Intro Line Left
- Team Intro Line Right
Team Intro Arrow Front
- Team Designator = Team 1 (Eagle) OR Team 2 (Cobra)
- Squad = Alpha
Team Intro Line Left
- Team Designator = Team 1 (Eagle) OR Team 2 (Cobra)
- Squad = Alpha
Team Intro Line Right
- Team Designator = Team 1 (Eagle) OR Team 2 (Cobra)
- Squad = Alpha
Winning Team Outro Object
Place one of these objects in the map.
10. Map Performance
It’s important that maps perform well on every platform that players can play Halo Infinite on. While performance on Forge maps scales well automatically, it’s recommended to work with other players on different platforms to understand if your map might be experiencing framerate slowdowns.
Requirements
- Steady performance on PC
- Steady performance on Xbox One family
- Steady performance on Xbox Series X|S
11. Map Data
Requirements
- All map data should be built before publishing.
- Nav Mesh
- Lighting
- Audio
- Reflection Volumes
- Node Graph
12. Map Metadata
Requirements
- Map should have a name with proper spelling and grammar that doesn't violate the Xbox Community Standards.
- Map should have a description with proper spelling and grammar that doesn't violate the Xbox Community Standards.
- Maps should include representative and appropriate screenshots.
13. Quality Assurance (QA)
Requirements
Map Checks
- Match Flow
- Verify Map Intro Cameras function
- Verify Team Intros function
- Verify Winning Team Outro functions
- Item Spawners
- Verfiy that all Weapon, Equipment, Grenades, and Vehicle spawns function correctly
- Disconnect / Join / Rejoin
- Verify that players who leave and join the map don't cause instability
- Mode Objectives
- Verify that all mode objects spawn on map and function correctly
- Verify that mode object placement is fair and balanced
- Balanced Lanes / Sights
- Verify that there are no overly advantageous vantages and/or control points
- Symmetrical Vs Asymmetrical Map Layout
- Verify that map layout is balanced and fair for both teams
- Verify that both teams have equal opportunity for item pickup and usage
- Player Spawns
- Verify that players can spawn in safe and fair locations
- Verify that players do not spawn in front of enemies
- Primitives / Grav Lifts
- Ensure the base functionality remains stable throughout the play time
- Ensure that these objects do not leave players stuck or in vulnerable positions
Forge Checks
- Nodegraphs
- Verify that Node Graph scripts function as intended.
- Verify there are no hidden scripts that would cause matches to become unbalanced or otherwise create negative experiences.
- Objects
- Verify object position and visuals are consistent between Forge and Custom Games.
14. Tips & Tricks
World Units
On the lefthand side of the image below is a piece from the Halo Design Set MP, and on the right side of the image below is a piece from the Halo Design Set. The MP version will stretch the grid when the object is scaled while non-MP version will retain the grid scaling when the object is scaled.
Screenshot of a Spartan object standing on an orange structure with a grid pattern. On the lefthand side, a square in the grid represents 1 World Unit (wu) or 1 foot. On the right, a square in the grid represents 2 wu or 2 feet. The white structure below represents the height players need to jump and not hit their head on an overhead object (18 wu/feet).
Player Scaling
The Halo Design Set features a Spartan object that's very useful for understanding if your map geometry is scaled appropriately, assessing player sightlines, etc.
You can even set these pieces to only show up in Forge:
- Set object mode = Dynamic
- Label = Forge Include
Screenshot of Spartan objects standing in a structure. The Object Properties menu shows the options needed for Spartan objects to only appear in Forge.