Lessons in Level Design: Boulevard

My self-taught, practical course in level design continues. After a weekend of obsessive forging, I present another multiplayer map for Halo: Reach. Here’s the Beta version of Boulevard of Broken Dreams. This one’s a $10,000 map – I used every cent of Reach’s complexity allowance. It’s built for team slayer or capture the flag, a […]

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Level Building in Halo: Reach

My thoughts about game design have been stirred lately by the creative opportunities afforded by Bungie’s Halo: Reach. As well as being an excellent game in its own right, Reach includes a very powerful level editor with quite easy controls. The learning curve is steep but very short, and it’s entirely possible to be creating […]

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