Halo Infinite multiplayer level design series: FRAGMENTATION

Understanding the level design of a large Halo Infinite multiplayer map

Ketul Majmudar
7 min readDec 5, 2023

We have taken a look at the level design elements of Aquarius, Behemoth, Bazaar and the Deadlock maps in this series so far. For the fifth and final article in the Halo Infinite level design series, we’ll take a look at the largest map among the initial launch multiplayer maps. It’s large size invites some interesting design challenges and solutions.

Before we get started, here are top-down images of the map that I found on thegamescabin.com which I will be sometimes using in the article to highlight different aspects of the map.

Upper level of the Fragmentation map. Image credit: https://thegamescabin.com/fragmentation-map-guide-halo-infinite/
Lower level of the Fragmentation map. Image credit: https://thegamescabin.com/fragmentation-map-guide-halo-infinite/

Just like the previous articles in this series, let us take a look at the level design goal and layout of this map first before we dive into the level design elements of the map

LEVEL DESIGN GOAL: An outdoor big team (12 vs 12) battle map focusing on several short range engagement areas along with some slow paced vehicle play opportunities and a few long range engagement opportunities. The map focuses on more vertical grapple based gameplay.

Map Layout

Fragmentation is an open pseudo-symmetrical map with a base on its right as well as left side. Pseudo symmetry here means that if we cut the map along the vertical axis, the pieces on either side do look identical but these pieces are not oriented towards each other like in other Halo maps. The player bases are marked by a large alien structure and the plane of this open map is broken up using large rocky structures and other sci-fi structure made of hexagonal platforms. Each side of the map has a secret vault as well as an underground vault under the bases. There is also an abundance of tall trees here unlike most Halo maps. The combination of trees, rocky structures and hexagonal platforms make this huge map, visually busy, which makes it difficult for players to find enemies in this map making it feel like a dangerous jungle.

Let us take a look at some features of the map that allow large teams to focus on making the most out of the map:

I. Hexagonal Platforms and Grappling

II. Cover Structures

III. Focus on Short-Range encounters

IV. Camping Spots

V. Landmarks

VI. Traversal Opportunities

VII. Area Transitions

VIII. Bridges and crisscross pathing

IX. Multifunctional Refuge spaces

I. Hexagonal Platforms and Grappling

The map introduces hexagonal platforms that create layers of verticality. Gaining access to high ground requires the mandatory use of a grapple. This is the first time, using a particular tool gives such a huge advantage to the player in a Halo multiplayer map. Therefore, grapple usage becomes essential for mastering the map, offering numerous opportunities for strategic maneuvers and gaining access to higher ground opportunities. Grappling between higher platforms resembles the experience of a third person platforming game, giving a completely different feel and player experience to the map.

Hexagonal platforms create vertical structures at different heights which can be reached through grappling and provide a unique platforming experience in the Halo franchise.
Hexagonal platforms create vertical structures at different heights which can be reached through grappling and provide a unique platforming experience in the Halo franchise.

II. Cover Structures

The map stands out with large and frequent cover structures, including hexagonal platforms, rocky formations, and dense fir trees. These structures not only provide cover but contribute to a spatial puzzle platforming experience, creating a hide-and-seek dynamic between the players.

III. Focus on Short-Range encounters

With a huge map like Fragmentation, one would assume that the map would mainly focus on long to mid range engagements. But the experience the map is going for is one where the player is having more of a hide-and-seek experience and trying to find/fight enemies as quickly as possible by strategically adding a bunch of large cover structures which ultimately lead to more focus on short range encounters. We also see some very tight areas on the map that allow for very close range encounters.

While the map mainly favors short range encounters, it cleverly integrates long-range encounters, especially from elevated positions reached through grappling.

Tight areas promote short range encounters and covers like rocks break sight lines further and provide flanking options to players
Tight areas promote short range combat

IV. Camping Spots

Fragmentation offers designer created camping spots for long-range advantages along with a few emergent camping spots created by level art. Some of the highest platforms along with the spawn points as well as the top of bridges act as some of the most popular camping spots on the map. The abundance of trees, however, challenges campers by breaking their line of sight in most directions.

V. Landmarks

Distinct alien structures serve as landmarks, aiding player orientation and communication, enhancing the overall navigation experience. These structures are multifaceted and serve not only as landmarks but also mark bases and spawn points, and serve as a cover for refuge spaces.

Alien structure on either side of the map that acts as a landmark as well as a player base
Top of this platform acts as a spawn area for player
Map highlights location of landmarks of either sides of the map

VI. Traversal Opportunities

Being such a large map with short sight lines means players need to move around a lot and with limited vehicle gameplay opportunities, it becomes necessary for players to have options to be able to move around the map quickly. Therefore the map provides a few quick traversal options, including launch pads and bridges, ensuring players can navigate quickly between points. Launch pads shown in the image below, is the main option here.

Launch pads at each spawn area quickly get the players close to the action thus countering the large size of the map

VII. Area Transitions

Usually a multiplayer map is divided into smaller sections and the sections are connected by either wide or narrow paths. The kind of area the player is usually entering into determines the type of path connecting these two areas.

Let us take a look at a quick example below where in the first image we have a short range combat area which is pretty tight and a wider area that we want to blend this tighter area into.

Design Problem: Short range combat area and a wider area need to be blended into each other

These areas are usually blended together with a path that starts as narrow and gets wider (obvious). But to keep the smaller area tight, there are cover and platforming opportunities added to both sides of this path. These covers should not be higher than a meter or two usually; at least on one side; since we do not want to completely break sight lines for players in the smaller area, preventing them from planning an attack on players in the wider area. Lower covers also give a chance for players in the tight area to get a height advantage while balancing out the long sight lines of players in the wider area.

Areas are usually blended together with a path that starts as narrow and gets wider. Cover on each side of transition path as well as platforming opportunities.

It is also necessary to keep this path narrow towards the smaller area, so that it is difficult or not possible for players to bring a large vehicle into this area and start dominating anyone who tries to hide or fight here.

Thus, careful consideration is given to area transitions, balancing wide and narrow paths to guide players through different combat zones and balance out opportunities in each zone.

VIII. Bridges and Crisscross pathing

Rocky bridges connect a bunch of vertical structures, adding a new dimension to gameplay. These create crisscross pathing between upper and lower levels of the map creating quick short range combat opportunities between players on upper and lower levels. Standing on the bridge also provides long range engagement opportunities though the bridge has no cover so it is easy to target anyone standing on the bridge from a short range.

For a more in-depth look on how bridges enhance gameplay in Halo maps, check out the section on Bridges in my previous article of the series based on the Bazaar multiplayer map. You can check that article here: Halo Level design series: Bazaar.

Bridges connect structures at a height and creates crisscross pathing with the lower level
Bridges can also work as camping spots
Multiple bridges connect three elevated platforms allowing quick traversal opportunities on upper levels of the map

IX. Multifunctional Refuge Spaces

Technological caves throughout the map serve as refuge spaces, offering cover as well as providing players with new weapons and tools. One of these vaults/caves is placed in each corner of the map making them accessible and their positioning balanced to all players. These spaces contribute to the strategic depth of the gameplay by providing quick getaways in this open map.

The map highlights the underground technological caves that act as refuge spaces. Notice how their placements is balanced throughout the map.
Refuge space interior
Refuge space interior
Entrances to these refuge spaces are rather tucked away to provide an extra layer of refuge to the player
Entrances to these refuge spaces are rather tucked away to provide an extra layer of refuge to the player

The complexity along with the openness of the map offers diverse strategies, such as combining long-range weapons with grappling to secure elevated positions and dominating opponents from a distance.

Halo Infinite’s Fragmentation Map stands out as a complex battleground, blending short and long-range dynamics, intricate cover structures, and strategic opportunities. It offers a dynamic gameplay experience with hexagonal platforms, grappling, and a surprising emphasis on short-range encounters. Its design encourages diverse playstyles, making it a unique challenge for seasoned Halo players to master.

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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.