Gameplay

Prism

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Prism
A screenshot of Prism.
Map overview

Game:

Halo Infinite

Lore information

Location:

Banished-controlled Mines of Shua'ree on Suban[1][2]

Gameplay overview

Terrain:

Caverns, crystals, Banished structures[3]

Map layout:

Asymmetrical[1]

Recommended number of players:

8

Recommended gametype(s):

 
Deep in the mines of Suban.

Prism is an asymmetrical multiplayer arena map in Halo Infinite released with Season 05: Reckoning.[1][3]

Universe and lore

Prism is set within the Mines of Shua'ree on Suban,[2] one of Sanghelios' two natural satellites, in the midst of a battle between Banished forces and the Swords of Sanghelios for control of the moon's unique resource.[1][5] The battle raging above the mines consists of the Banished dreadnought Ghost of Barolon leading several dozen karves and hundreds of Eklon'Dal Workshop Phantoms against the Sangheili fleet of Hekar Taa-pattern blockade runners, Zanar-pattern light cruisers, and Mikpramu-pattern Phantoms.[6]

Overview

Layout

Prism is an asymmetrical maps that features a high degree of verticality, including several low and high vantage points.[1][4] Clusters of kemuksuru crystals can be found around the map. When shot, these crystals explode and send shards after nearby players in a fashion similar to that of many needle-based weapons. If enough of these shards penetrate a target, they will supercombine and explode.[3] The map also features the Pinpoint Needler as a power weapon by default.[1][7]

Callouts

The following are locations on the map that are so named on the player's heads-up display during gameplay:

  • Back Blamite
  • Back Gravity lift
  • Back Tunnel
  • Blamite Jump
  • Blamite Ledge
  • Blamite Tunnel
  • Cart Hallway
  • Catwalk
  • Crates
  • Down Hill
  • Elevator
  • Elevator Tunnel
  • Generator
  • Generator Tunnel
  • Grand Blamites
  • Gravity Lift
  • High Track
  • Junction
  • Low Track
  • Mosh Pit
  • Over Look
  • Pocket
  • Silo Ledge
  • Silos
  • Switch Back
  • Track Tunnel
  • Trench
  • Under Cat Walk

Production notes

As the design team started to work on Prism, they established the aesthetic before even beginning the blockout of the map. With this particular map, they wanted to lean into an aspect of the lore that had not been visualized before, and that mindset led them to picking a blamite mine as the setting.[1]

Gallery

Development images

Screenshots

Sources