PRISM
ARENA
SLAYER | STRONGHOLDS | KING OF THE HILL | ODDBALL
Bringing Halo fans to a place they've never been before. The goal of Prism was to have an organic space made entirely of curves for gameplay and sightlines to bend and weave throughout the map. This allows for a tug of war style balance of gameplay in team modes where the frontline of battle bends and moves gradually through each point of interest. There is a central room with pillars of crystal that acts as a landmark to reference yourself around. This level was intending for players to have more coordination and teamwork to control sightlines and push through areas. There is essentially no hard corners or turns, and as much interconnectivity as allowed. I think it tends to put more of a focus around controlling areas without relying on positions of power that are hard to push. Simply rotating around the map should reveal a counter to essentially all the other positions. Be careful, as there are some death pits and volatile crystals ready to explode!













