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CATALYST

A love letter to the Forerunner aesthetic. The goal of Catalyst was to segment gameplay in pockets throughout the map, and have those pockets all diverge into one central corridor. This allows the gameplay to feel very manageable from either side of the map utilizing close range combat, but requires the attention of a dramatically long sightline between the two opposite sides. There is a central catwalk high above the level, bookended by two proximity based doors. This allows direct access from base to base, but requires you to fully expose yourself in order to cross over. There is no cover between the doors, and as limited floorspace as possible. In the right circumstances it can be highly effective, but in the wrong circumstances it can prove quite deadly...

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