Season 4 of Halo Infinite arrives on June 20, bringing with it two new maps – Scarr and Forest.
Scarr takes us to the mechanized heart of a massive Banished mining operation that will serve as a new space for BTB chaos, while Forest is an arena map set amongst the weathered ruins of an ancient temple complex.
We’re joined by multiplayer designers Cayle George (Lead Level Designer), Cliff Schuldt (Level Designer), and Ryan Bergstrom (Level Designer) to explore the making of these maps, but first let’s give you a closer look at them in our new flythrough video.
New season, new maps – it’s always exciting to have new spaces to learn and explore. How would you summarize Scarr and Forest to give Halo fans out there a sense of what they’re in for?
Scarr is the new BTB map in Season 4. Put simply: it’s a Banished mining facility in a volcanic setting – one side has a very molten kind of look to it, the other is colder and emphasizes more of the Banished aesthetic.
Forest is a new Arena map, and you’ll immediately get some Delta Halo vibes from it – though it’s not actually set on a Halo ring (you’ll find out exactly where in good time!) It’s got this gorgeous woodland aesthetic that will probably make you want to live there as much as you want to fight there.
I’m particularly excited about these being more alien-themed environments, the ancient and Banished aesthetics of Halo Infinite really look fantastic. What are some of the opportunities and differences that working with those palettes gives us compared to human-themed maps?
Ancient ruins in Halo naturally tell the story of another species and another time as you look at the architecture and design nuances. And then, on the Banished side of things, Scarr really shows the grittier industrial complex that feeds their war machine – it’s an interesting contrast to some of the human-themed industrial spaces we’ve seen.
These themes really give us some cool storytelling elements to work with for these maps. Walking around them really makes you feel like you’re in a living space in the universe, and that’s an important element of what a Halo map should feel like.
Forest feels like it takes us right back to Delta Halo from Halo 2 with its buildings made of weathered stone. Was that the main inspiration for this map?
No doubt this’ll be detailed further in Canon Fodder, so we won’t give too much away, but this map shows a bit of a relationship between humans and Forerunners from a unique period of history.
Artistically, Forest is different to the Pacific Northwest theme of Zeta Halo, as this has more of a jungle vibe to it. And then there are some cool gameplay aspects to it as well. There’s a massive hollow tree base, there’s a waterfall where you can grab the sniper and – if you’re channeling your inner Linda-058 – attempt to snipe players through it.
What are some of the unique features that Scarr has as a BTB map?
One of the things we decided to do for power weapon placement on Scarr is, instead of a gravity hammer, we put the Diminisher of Hope on there for players to fight over. Its area-of-effect damage is larger, and the wielder can run faster while holding it, which can make a big difference on a BTB map.
There’s a kinetic launcher and teleporter, which both change up the dynamic of the map to make it distinct amongst the other BTB maps. The kinetic launcher will send you flying over to the other side of the map, but you have to go through vehicle territory to get to it; you can alternatively take side lanes where there’s more of a focus on infantry engagement, but Ghosts and Warthogs can get into those spaces as well. So traversing this map is something that presents some interesting choices.
We’ve got some cool new equipment arriving in Season 4 – namely the Quantum Translocator, which adds some interesting dynamics to traversal. How does it feel to use this tool on a larger BTB map like Scarr and a smaller one like Forest?
The cool thing about using the Quantum Translocator on Scarr is that you can play with the kinetic launchers in an interesting way. Activate the QT before you go in to create your jump-back point, then soar over to the enemy base to make your play, and if you find yourself taking too much fire then you can blink back and reposition and wait for your shields to recharge before trying again. With thoughtful planning, it’s a piece of Power Equipment that can enable you to spread yourself out further, which can be useful on a larger map.
On Forest, let’s say you’re playing Strongholds. If you play smart, you can activate the Quantum Translocator at one capture point and head over to defend another. Then, if the first point is being attacked, you can warp back to it – it’s not quite being in two places at once, but you can use it to a similar kind of effect.
It’s also fun to fake your death by activating it before jumping off a cliff, then blinking back to potentially land a backsmack, or at least surprise an enemy player who thinks you’ve just tumbled to your death!
Which modes are your favorite to play on these maps?
Infection on Forest is great fun! There are some good camping spots, and fighting Infected in a shadowed forest feels a bit like you’re in Predator.
This is probably a good point to say that we’ve reworked all of the maps for Infection. These map variants have dead Spartans on the ground, blocked off areas, and other little additions which make it feel like a more bespoke experience for the mode rather than running around the exact same space you’d play any other match on.
CTF on Scarr is another one we’ve enjoyed a lot as well. Lots of tense moments to be had on that map as players get creative with how they make their plays!
Do you have any fun stories from playtests on these maps?
On Scarr, we had a tied game of CTF – both teams had 2 points, so whoever got the next capture was going to win. I got in a Ghost and managed to take down the flag carrier, but then I got killed and the enemy team rallied on that position to escort the flag back to their base. I thought we’d lost then and there… but then Cayle, who has a rocket launcher, grabs the active camo and makes it back to their base, and he kills every. single. one. of the enemy team as they’re inches away from winning. Cue a whole lot of yelling in the playtest lab!
For Forest, here’s a silly one. There’s an eagle’s nest you can get up to, and seeing other players jump up trying to melee you but failing is just quite funny.
Are there any Easter eggs or secrets that players should keep their eyes open for on these maps that you can hint towards?
I’m still trying to find my lunch. And don’t look under the bridge!
Thank you for helping us dive into these awesome new maps! Do you have any parting words?
First of all, a huge thank you to our partners over at Certain Affinity and Sperasoft for the collaboration that went into making these maps. We’re thrilled with how these turned out and we can’t wait for you to get to play them.
Secondly, be sure to share your clips! Tag us, we love seeing them and all the chaotic things you get up to.
And thirdly… really, don’t look under the bridge!
That wraps things up for our Season 4 map preview. We can’t wait for you to get to play them for yourselves, so mark those calendars for Season 4’s release on June 20.
For a closer look at some of the major elements of Season 4, take a look at our other blogs below.
Rise to the challenge in a strange and dangerous new realm. Sora, Arin, and 14 other new LEGO® Minifigures® are bringing their epic adventure to LEGO Brawls with an all-new LEGO® NINJAGO®: Dragons Rising level!
VALLEY OF LOST THINGS
Set in the Valley of Lost Things, this brand new LEGO® NINJAGO® level is hit by MergeQuakes that cause the level layout and the platforms surrounding the control point to shift, making it more difficult to brawl for control of the Dragon Cores.
Game Objective: Dragon Cores
Players must control the point at the top of the Rookery and fill the Vict-o-meter to earn a Dragon Core. At the end of each round, the mighty dragon Jiro presents the winning team with a charged core.
Dragon Core Pedestals
Three pedestals for each team are attached to each side of the control point. Each time a team wins a round, Jiro delivers a Dragon Core to one of their pedestals, starting on the outside and moving toward the center. The first team to collect three wins!
MergeQuake Transitions
At the beginning of each round, the mighty dragon Jiro will trigger a MergeQuake. The terrain of the level will change, moving the control point or otherwise changing the terrain around it to create a new and challenging brawling scenarios!
NEW LEGO® NINJAGO®: DRAGONS RISING CONTENT
Discover the brand new theme and collect 16 all-new minifigures, power-ups and emotes from LEGO® NINJAGO®: Dragons Rising!
So prepare for an entirely new way to Brawl! The new LEGO® NINJAGO® content and level are AVAILABLE NOW!
Taboreans, prepare yourselves for new shop offers: on 16th June 2023 from midnight until 11:59 PM CEST, you’ll be able to pick up delectable delicacies and beverages for your private Wedding Hall!
The following are just some of the items that are waiting for you:
There are some key points that you need to be familiar with: the guardsman toolkit, the royal writ, the advisors, & the Wicket3000. Once you familiarize yourself with these you will be armed & ready for anything (well almost anything…).
Make sure to check out our Lil' Guardsman Tool Guide blog to help prepare for what's ahead. Good luck & we hope you enjoy the Lil' Guardsman Demo. Don't forget to wishlist it on Steam.
Notice: Before you hop into the demo, we have a quick note about localization. Although the full version of the game will support Chinese (Simplified), German, and Spanish (Latin America) at launch, this demo is available in English only for now. We hope to have a localized version available very soon!
Demo Notes: – Non-English language versions not yet implemented – Partial gamepad support – to be fully implemented for public demo release, but currently working & playable
TOOLS AT YOUR DISPOSAL
Truth Spray: Spritz away at someone suspicious who you think could be lying, & the truth will be revealed.
Metal Detector: Use this to uncover hidden metal objects, from weapons to gold & more.
Bullwhip: We don’t know when to recommend using this, but you’ll know when the time is right…
X-Ray: When you need to search for concealed contraband, use the handy X-Ray!
Decoder Ring: When there's something that needs to be translated or may contain a hidden message, your best bet is the Decoder Ring.
THE ROYAL WRIT, THE COUNCIL MEMBERS & THE WICKET3000
The Royal Writ: This document contains daily instructions from the royal advisors that you will receive at the beginning of every shift. Its may contain intelligence about world events, known criminals to be on the lookout for, & more to advance the advisors' agendas... we mean keep the Sprawl safe for the public good!
Lieutenant Meg Stryker: The de facto martial leader of the Sprawl. She advises the Princess on military matters, and also oversees the day to day policing of the city. Her years of training and service have sharpened her into an effective, direct leader; though you wouldn’t think of her as being a traditional 'compromiser'.
Councilwoman Isadora Ashe: Councilwoman Isadora Ashe has fabricated a backstory of being highborn from a distant kingdom. But the truth is she grew up on the mean streets of the Sprawl. Her finely-tuned persona intersects with her tenacity, street smarts, and when needed... viciousness. She is the most well-connected political operator within the Sprawl.
Jester Malcolm (no last name known): Everything about Malcolm is a mystery. He juggles.
The Wicket3000 This is the contraption used to make your final judgment on whether or not you will be letting someone into the Sprawl. You must be diligent in your questioning and certain about your choice because you cannot undo it (unless you rewind time... but we’ll get into that at a later date). Be sure to press & hold the lever down to generate their photo and stamp of judgment.
FAQ
Q: Do I need to use all three action points before I use the Wicket3000? A: Nope! You can decide someone’s fate at any point in your interrogation process. In fact, a speedy decision is sometimes the way to unlock a 4-star result.
Q: Get stuck on what more to do while interrogating a character? A: Don’t forget to call your advisors, check the Royal Writ & use your tools. Don’t be shy spending action points just talking - sometimes THAT'S the way to unlock a 4-star result.
Q: What is the replay value of the demo? A: The same as the entire game – we recommend playing through at least a couple times since your choices will decide your story & dialogue path. Between interrogating, your tools, and calling the advisors, there's lots to uncover!
Note: You can skip the intro by holding down the left mouse button.
We hope you are excited for Lil’ Guardsman’s full release. In the meantime there are a few things you can do:
◦ Wishlist Lil’ Guardsman here on Steam ◦ Join our community on Discord ◦ Follow our socials for news, behind-the-scenes content & more ◦ Tag us on socials when you post about Lil’ Guardsman
Valve has recently performed a set of Steam Deck compatibility tests on Pure Logic. Their conclusion is "Playable". I've just published these results, so that the following information is available on the Steam Deck store page:
I already knew that people have been playing it on Steam Deck successfully, but I'm still very happy to get this report from Valve. Pure Logic was not designed and programmed with Steam Deck in mind, so this is a very nice bonus :)
I'll get my hands on a Steam Deck as soon as possible, so that I can do some proper testing while fixing the yellow stuff that prevents it from receiving a perfect "Verified" rating.
And while I'm at it, I can mention that there are some updates in the pipeline with regards to undoing more than the last set signal, and also changing the state/colour of a signal that has already been set. It seems like there are quite a few players that will appreciate this flexibility :)
- UI : Lots of UI fixes and improvements. - UI : New keyboard shortcuts to various object operations (see internal manual pages) - Sample : Instr mode envelope bug (slow attack with instant region change) fixed - Matrix : Improvements to sync (preventing too frequent async triggers that could cause glitches)
- New example project added into the app (also the demo version): microtonal vector metal of physically modeled guitar synths. Something more wilder than the techno-house one.