Forward Unto Dawn Posts

March 8, 2011 / Pre-2015 Archives

A screenshot gallery of concept artwork and early builds of the Defiant Map Pack!

February 28, 2011 / Pre-2015 Archives

There are many ways to define a Halo map, to make things simple and clear we decided to look back at all of the Halo maps and sort them into three themed categories, Human, Covenant and Forerunner. These categories do not reflect the visual themes perfectly, for example Rat’s Nest…

February 1, 2011 / Pre-2015 Archives

We kick off the start of a second large-scale map on Forge World by searching for an ideal BTB space, and then speed through the development of the first, untested iteration. Click here for part 12, Whirlwind Tour. Click here to keep tabs on the series as it progresses.

January 21, 2011 / Pre-2015 Archives

After a brief hiatus on map making after wrapping up Crossroads, we take a step back to evaluate how Forge has evolved from its Halo 3 iteration, and how effective it is as a map creation suite. Click here for part 11, Used Canvas. Click here to keep tabs on…

November 16, 2010 / Pre-2015 Archives

After weighing how much the layout impacts players perception of scale, Crossroads gets on last polish pass to address infantry movement, and goes through the final round of playtests. Click here for part 10, Ship It. Click here to keep tabs on the series as it progresses.

November 12, 2010 / Pre-2015 Archives

Voting for Halo – make your voice heard. Click here to read None of the Above.

November 10, 2010 / Pre-2015 Archives

In the penultimate update on Crossroads we zero in on a series of refinements, with a final polish pass on base design and vehicle movement. Click here for part 9, Back to Basics. Click here to keep tabs on the series as it progresses.

November 3, 2010 / Pre-2015 Archives

After a few weeks of mostly solitary development, Crossroads gets subjected to its first round of play testing. We look at what kinds of feedback came from the sessions, and the adjustments made in response. Click here for part 8, Cut & Polish. Click here to keep tabs on the…

October 29, 2010 / Pre-2015 Archives

With the major components of the map roughed in, we add a much needed layer of polish and prepare the map for its final play test by adding in the weapons and designing the spawn layout. Click here for part 7, Battle Plans. Click here to keep tabs on the…

October 27, 2010 / Pre-2015 Archives

After another breakthrough on the design of map’s foundation, we begin the process of blocking out the major sections of the map for infantry and vehicles. And along the way, get a couple of big assists on base design from some impromptu playtests. Click here for part 6, Another Set…