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Halo Infinite multiplayer level design series: DEADLOCK

Ketul Majmudar
UX Collective
Published in
7 min readDec 2, 2023

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A wide view of the deadlock map which highlights the central canon structure
DEADLOCK map in Halo Infinite Multiplayer gameplay mode
A 2D map showing the top down view of the upper levels of the Deadlock level.
Upper level of the map. Image Credit: https://thegamescabin.com/deadlock-map-guide-halo-infinite/
A 2D map showing the top down view of the lower levels of the Deadlock level.
Lower level of the map. Image Credit: https://thegamescabin.com/deadlock-map-guide-halo-infinite/

MAP LAYOUT

A 2D map showing the top down view of the Deadlock level and highlights its key components like camping spots, refuge spaces, bases, etc.

I. Central Cannon structure

A wide view of the deadlock map which highlights the central canon structure
A wide view of the deadlock map which highlights the central canon structure
Central cannon structure works as a landmark that orients the player in the map.
A cannon on the ground in the image aims at a large ship coming out of the clouds on the top right
Central cannon aiming at the large ship on the top right
A 2D map showing the top down view highlighting the central cannon structure in the Deadlock level.
Iconic cannon structure on the map, standing as a landmark in the center of the map

II. Long Sight Lines

A 2D map showing the top down view of the Deadlock level which has yellow lines on it representing sight lines of the level
Yellow lines showing unobstructed sight lines in the map. Most of these are half as long as the map.
A large turret stands in the middle of the level allowing for long range player engagement opportunities
A couple of turrets like this one are placed around the map, promoting long range opportunities.

III. Time of Day

IV. Camping Spots

Camping spots like this one provide ridiculously long sight lines
Multiple entry/exit points for camping spots makes it easier for enemies to sneak behind campers
Red circle marks the camping spot in the above images and the yellow lines represent the long sight lines to scale in each direction
Interior of the camping spot

V. Vertical Structures and Path Loops

Red highlights vertical structures, rocky and man-made, which break up the flat plane and create paths that give the feeling of being in warzone trenches
Rocky vertical structures that break up the flat plane and make the map more interesting to play
Rocky vertical structures that break up the flat plane and make the map more interesting to play

VI. Vehicle Play

Red highlights vertical structures, rocky and man-made. The large yellow loop marks wide path better suited for medium sized vehicle gameplay like for Warthog
Red highlights vertical structures, rocky and man-made. The small yellow loops mark narrow paths better suited for walking or small vehicle gameplay like for Mongoose
Yellow lines indicate the wider path and blue lines indicate narrower paths
Yellow lines indicate the wider path and blue lines indicate narrower paths

VII. Bridges and crisscross pathing

Red and yellow lines show paths on upper and lower levels respectively creating crisscross pathing
Bridges connect the vertical rocky structures. Red and yellow lines show paths on upper and lower levels respectively creating crisscross pathing

VIII. Refuge Spaces

Three major refuge spaces- cave and hangars, mostly evenly spaced out around the map
Entrance to a cave that acts as the major refuge space on the map
Interior of the cave that acts as a refuge space
Hangars act as refuge spaces as well for a short period helping players stay safe from long range weapons

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Written by Ketul Majmudar

I write game design analysis and breakdowns. Shipped games: God of War: Ragnarok, Asgard's Wrath 2. Game Designer at Meta. Prev. designer at Sony Santa Monica.

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