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level design

by Alex Flont

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Gameplay footage from Halo 3: ODST

In Halo 3: ODST  the player takes on the role of several characters in a film noir style, wandering a city at night and finding clues to piece their separated squad back together.

Tayari Plaza is the third mission in the game, containing fun level design and combat encounters. I wanted to analyze this mission in the game and
think critically about level design.

Overview

Screenshots from Halo 3: ODST

Tayari Plaza takes the player through the streets of New Mombasa as the character Buck. After crash landing in his drop pod, Buck gets word from their mission leader, Dare, that she crashed nearby and needs assistance. The player must battle through several Covenant encounters to get to her drop pod.

While playing trough the level, I assessed the
level of tension throughout key moments and put together a rough graph:

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Design Elements

Believable Boundary

The physical boundary is defined by buildings that confine the player to narrow streets, with large doors or Covenant shields cutting off roads.

 

Occasionally, doors lead into buildings, which gives the player a glimpse inside them and helps the level feel bigger.

Spatial Composition

City structures prominently feature rigid edges and shapes. These are contrasted with rounded shapes in cars and Covenant equipment, or organic shapes in vegetation.

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The street itself isn't always flat or straight and features a variety of spaces, from narrow streets to wider areas with pedestrian bridges.

Environmental Storytelling

Abandoned, damaged vehicles and debris are scattered throughout the level. Traffic infrastructure behaves erratically, with alarms ringing and signage flickering.

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These details depict the sudden and violent arrival of the Covenant.

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Exploration

The player can find ammo, weapons, and health by exploring.

 

There are extra routes via doors and hallways through buildings adjacent to combat spaces, which can lead to positions with height advantages over enemies.

Guiding the Player

Interactable doors are indicated with green lights. Non-player characters, such as the Marines or the city's AI, provide dialogue cues.

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Scripted events also guide the player, such as a Covenant dropship when nearing the final objective.

Framing

Framing is used to show the player the path forward, enemies, or vistas, such as the skyline of New Mombasa.

Combat Encounters

Enemy Variety

Enemies are grouped differently throughout the level, which presents different challenges. This culminates in one of the final encounters where all of the enemies the player has fought are combined, along with a new enemy, two Hunters.​

Alternate Routes

The level is designed to offer multiple vantage points, as well as making different weapons available, so that the player can choose a unique strategy to overcome each combat encounter.

Cover Layout

Ample cover interrupts sightlines and shields the player from enemies. Encounters also provide high ground for the player, so they can plan their attack or pick off certain threats.

Re-Using Space

The pair of Hunters push the player back into the previous combat area, which breaks up the linearity of the level, challenges the player to use a space differently, and can save development time.

Breathing Room

Between combat encounters there are segments of the level devoid of enemies. These help with pacing and provide the player with the opportunity to breathe and check their ammo and health before the next combat encounter.

Ideas

Bridge at Jackal Tower

When the player assaults the Jackal tower, there is a nearby bridge, which could provide a vantage point to deal with the enemies in the area. The bridge could be linked to the door behind the first plasma turret via a path through the building.

Second Plasma Turret

The second plasma turret near the Hunters' spawn could potentially be more accessible. It was fun to use the weapon on the Hunters, but it requires the player to perform some platforming to get to, while under pressure from the Hunters. However, this could be viewed as risk/reward or something more experienced players can feel good about achieving.

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