This game’s online mode has a lot of different maps, but some of them are simply better than the others.
Since the first game came out in 2001, Halo has been known for having fun and familiar multiplayer maps. Fans who have been around for a long time will remember famous stages like Blood Gulch, Midship, Guardian, and more. The ten online maps in Halo: Infinite are meant to carry on this tradition. There are six Arena maps and four Big Team Battle stages right now. The first ones are small (mostly) and are mostly made for eight people.
The second one is made for the “large-scale” mode, which has 24 people and a lot of vehicle play. Like the other games in the series, Infinite has a few maps that really stand out. But, as with any game, not every map can be a winner. Different types of games work better on different areas. There are maps that move better than others. Good maps in Halo Infinite have these and other traits that set them apart from bad maps.
Bazaar
The main issue with Bazaar is that it is very crowded. Even though the map isn’t very big, there is a lot of geometry that blocks lines of sight, making it feel like it takes forever to move around and even fight. On top of that, this makes most of the map feel too crowded.
Because no one has a major amount of power, strategy and flow are slowed down. Instead, fighting that doesn’t make sense or follow any rules takes its place. This means that this map isn’t great for most game types, especially Oddball.
Launch Site
Launch Site is a strange map because it’s so big, but it’s only in the unranked Arena playlist, where only eight people can play at once. There are vehicles, but there isn’t much reason to use them because most of the power spots are above the areas where they can be used, so they don’t help with strategy.
It’s also not clear why the map has man guns that shoot players straight into the line of sight of the enemy team. This makes them mostly useless as death traps. This in particular makes the already dull and slow gameplay even worse. It’s almost like the map is in the wrong playlist. It’s possible that this map would work better in 6v6 goal modes with only one side.
Deadlock
It would be Deadlock if there was ever a map that showed how bad it is to start with an assault rifle or kick. The layout of the map is fine, and there isn’t too much clutter on it. This makes it possible to play a fair amount of team and car games. On such a big map, though, the Assault Rifle and Sidekick’s lack of range is always a pain for the player.
Because the spawn weapons don’t have a lot of power, it can be hard to fight power weapons and vehicles, which are both random. This can lead to snowballing and anger. This makes the map feel like it doesn’t work well with almost any type of game. To fix this, you could either make the Sidekick stronger or switch to Battle Rifle starts, which would give the player more power.
Chasm
Chasm isn’t the worst map in Halo: Infinite, but it’s also not one of the best either. Fans actually seem to think that Chasm isn’t very good because it has a boring layout, is too dangerous (it’s the easiest map to fall off of), and doesn’t have any interesting power spots outside of the bases.
Yes, there are some flying hexagons in the middle of the map that can be used for height, but climbing them leaves the player open to all kinds of attacks. The third season added three new maps. Chasm is by far the best of them all.
Breaker
In Halo: Infinite’s second season, two new maps were added. One of them is Breaker. It takes place in a biome that doesn’t show up in the main game, just like Behemoth. It also has the same Banished look as Deadlock.
But Breaker is different from the other two maps in that it is pretty small by BTB standards and doesn’t have a lot of heavy truck play. The map is also pretty open in some places, which can make it easy for snipers to take out people. This is made worse by the fact that the spawn guns aren’t very strong. In general, it’s not a very good map. One thing that makes it stand out is that it works better with the Last Spartan Standing mode than most other BTB maps.
Streets
When it comes to flow, this map isn’t as bad as Bazaar’s in terms of not having enough power spots, but it is still cluttered and hard to get around. Still, Strongholds and Capture the Flag are the two game styles that this map really shines at. Both of these modes make the map’s pace better and let you play strategically.
When playing the above game modes in ranked playlists, static item respawns make the game much less chaotic, which makes skill and planning even more important.
Aquarius
This map is good for game types like CTF and Slayer because it is pretty simple and symmetrical. There is a bit too much stuff in some places, and the halls on both sides are very long and narrow, but it’s not as bad as it is on some other maps.
Because of the Battle Rifle spawns and static items, ranked play on this map is fast and smart. Unfortunately, this makes this map less fun for casual play, but Aquarius is still one of the best competitive maps in Halo: Infinite.
Cliffhanger
Cliffhanger gives fans an arena-style area that is mostly open, if a bit too big. An odd thing about a 4v4 map is that you need a man gun to get across it quickly. But that’s one thing Cliffhanger brings to the table. In terms of sight lines, it’s better than some of the other battle maps. It also has some height changes, but nothing too crazy.
Because of its size, it should be able to run a number of small to medium-sized games, at least in theory. By Halo standards, it’s a good map, but nothing truly amazing. As of now, it’s the first and only map in Halo: Infinite to have any kind of snow on it.
Catalyst
In Halo: Infinite Season 2, this identical 4v4 map with a Forerunner theme was added to the game on May 3, 2022. Many things about Catalyst make it look like an old Halo map. It even has some tried-and-true features that will make longtime Halo players feel nostalgic.
You can see a lot of the map, and it doesn’t feel as crowded as some other 4v4 maps, but that feeling is still there to some degree. One thing that makes this 4v4 map stand out from others is that it’s not too complicated. This also makes it the best of Halo: Infinite’s new maps.
Live Fire
Mostly, Live Fire is a nice map that can be used in many ways. Some players can see what’s going on, it’s not too crowded, and there are a lot of power spots and attack lanes that players can use in their strategies. Rank Oddball is the best mode on this map. People can fight over tools like Repulse, the Sniper, Camo, and a few others that are useful and put well on the map in this setting.
It’s a lot of fun to play Live Fire, which is one of the best arena-style maps in Halo: Infinite. Plus, it gets extra points for mentioning Sergeant Major Avery Johnson, who died too soon.
Fragmentation
This set piece that looks old-fashioned works better than Deadlock. To put it another way, the plan looks like it was made so that AR and Pistol starts don’t really get in the way. Fragmentation is a map that is mostly made up of narrow paths and a few high spots in between two big bases. Fights with real people on the ground are what you’ll be doing most of the time.
The player isn’t always at risk, and they can use the environment to their advantage more easily. Some people might find this a little boring because it makes the map look crowded, but others might think that playing as a car can make up for it. Also, loot holes are a fun new feature.
High Power
High Power doesn’t have Fragmentation’s loot caves, but it does have a slightly more balanced layout with more open places for vehicles and tighter paths for infantry. The map is mostly straight, though. It’s possible that longer BTB games are more fun because cars that appear later in Eggy Car can be used better.
Because the plan is more balanced, there is no problem with strategy. On this map, teams can be a little more creative with how they play than on other BTB levels.
Oasis
It’s not just the best of the three new maps in season 3, but also one of the best maps in Halo: Infinite. It’s a good mix of open areas with good sight lines and squished areas with lots of room for vehicle fighting as well. That being said, it’s not too small like Deadlock, but it’s also not too crowded like High Power or Fragmentation. In a way, this makes it a pretty good mix of the best parts of each area.
The only thing the plan is missing is the Wasp, which can make it very hard to move through open areas. Besides this, the map can support many different game types, and it looks great, so there’s not much reason for players to skip it.
Behemoth
Behemoth is a nice, open map that can be used in a lot of different ways. A lot of truck play is possible, and most of the time, infantry play keeps things in balance. Because Behemoth has a lot of players, it can be hard to make sure that 4v4 game modes are as fun. However, the map works so well for larger modes that it makes up for that small flaw.
The map looks good, has good sight lines and plenty of cover, and is easy enough to allow for a lot of different types of strategic gameplay.
Recharge
Recharge is one of the best maps in Halo: Infinite, and it has some of the most fun and important sandbox things (even in ranked). The asymmetrical and segmented layout makes it good for a lot of different game types without being too crowded like some other maps.
It’s easy to move around the map, and for its size, it has a good sense of verticality. There are even some cool trick jumps on the map that would impress even the best old-school players. Finally, Recharge does everything so well that it works better than any other 4v4 map in Halo: Infinite.