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Maps Overview | Season 4

Season 4 of Halo Infinite arrives on June 20, bringing with it two new maps – Scarr and Forest.

Scarr takes us to the mechanized heart of a massive Banished mining operation that will serve as a new space for BTB chaos, while Forest is an arena map set amongst the weathered ruins of an ancient temple complex.



We’re joined by multiplayer designers Cayle George (Lead Level Designer), Cliff Schuldt (Level Designer), and Ryan Bergstrom (Level Designer) to explore the making of these maps, but first let’s give you a closer look at them in our new flythrough video.

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New season, new maps – it’s always exciting to have new spaces to learn and explore. How would you summarize Scarr and Forest to give Halo fans out there a sense of what they’re in for?

Scarr is the new BTB map in Season 4. Put simply: it’s a Banished mining facility in a volcanic setting – one side has a very molten kind of look to it, the other is colder and emphasizes more of the Banished aesthetic.

Forest is a new Arena map, and you’ll immediately get some Delta Halo vibes from it – though it’s not actually set on a Halo ring (you’ll find out exactly where in good time!) It’s got this gorgeous woodland aesthetic that will probably make you want to live there as much as you want to fight there.


I’m particularly excited about these being more alien-themed environments, the ancient and Banished aesthetics of Halo Infinite really look fantastic. What are some of the opportunities and differences that working with those palettes gives us compared to human-themed maps?

Ancient ruins in Halo naturally tell the story of another species and another time as you look at the architecture and design nuances. And then, on the Banished side of things, Scarr really shows the grittier industrial complex that feeds their war machine – it’s an interesting contrast to some of the human-themed industrial spaces we’ve seen.

These themes really give us some cool storytelling elements to work with for these maps. Walking around them really makes you feel like you’re in a living space in the universe, and that’s an important element of what a Halo map should feel like.


Forest feels like it takes us right back to Delta Halo from Halo 2 with its buildings made of weathered stone. Was that the main inspiration for this map?

No doubt this’ll be detailed further in Canon Fodder, so we won’t give too much away, but this map shows a bit of a relationship between humans and Forerunners from a unique period of history.

Artistically, Forest is different to the Pacific Northwest theme of Zeta Halo, as this has more of a jungle vibe to it. And then there are some cool gameplay aspects to it as well. There’s a massive hollow tree base, there’s a waterfall where you can grab the sniper and – if you’re channeling your inner Linda-058 – attempt to snipe players through it.




What are some of the unique features that Scarr has as a BTB map?

One of the things we decided to do for power weapon placement on Scarr is, instead of a gravity hammer, we put the Diminisher of Hope on there for players to fight over. Its area-of-effect damage is larger, and the wielder can run faster while holding it, which can make a big difference on a BTB map.

There’s a kinetic launcher and teleporter, which both change up the dynamic of the map to make it distinct amongst the other BTB maps. The kinetic launcher will send you flying over to the other side of the map, but you have to go through vehicle territory to get to it; you can alternatively take side lanes where there’s more of a focus on infantry engagement, but Ghosts and Warthogs can get into those spaces as well. So traversing this map is something that presents some interesting choices.


We’ve got some cool new equipment arriving in Season 4 – namely the Quantum Translocator, which adds some interesting dynamics to traversal. How does it feel to use this tool on a larger BTB map like Scarr and a smaller one like Forest?

The cool thing about using the Quantum Translocator on Scarr is that you can play with the kinetic launchers in an interesting way. Activate the QT before you go in to create your jump-back point, then soar over to the enemy base to make your play, and if you find yourself taking too much fire then you can blink back and reposition and wait for your shields to recharge before trying again. With thoughtful planning, it’s a piece of Power Equipment that can enable you to spread yourself out further, which can be useful on a larger map.

On Forest, let’s say you’re playing Strongholds. If you play smart, you can activate the Quantum Translocator at one capture point and head over to defend another. Then, if the first point is being attacked, you can warp back to it – it’s not quite being in two places at once, but you can use it to a similar kind of effect.

It’s also fun to fake your death by activating it before jumping off a cliff, then blinking back to potentially land a backsmack, or at least surprise an enemy player who thinks you’ve just tumbled to your death!




Which modes are your favorite to play on these maps?

Infection on Forest is great fun! There are some good camping spots, and fighting Infected in a shadowed forest feels a bit like you’re in Predator.

This is probably a good point to say that we’ve reworked all of the maps for Infection. These map variants have dead Spartans on the ground, blocked off areas, and other little additions which make it feel like a more bespoke experience for the mode rather than running around the exact same space you’d play any other match on.

CTF on Scarr is another one we’ve enjoyed a lot as well. Lots of tense moments to be had on that map as players get creative with how they make their plays!


Do you have any fun stories from playtests on these maps?

On Scarr, we had a tied game of CTF – both teams had 2 points, so whoever got the next capture was going to win. I got in a Ghost and managed to take down the flag carrier, but then I got killed and the enemy team rallied on that position to escort the flag back to their base. I thought we’d lost then and there… but then Cayle, who has a rocket launcher, grabs the active camo and makes it back to their base, and he kills every. single. one. of the enemy team as they’re inches away from winning. Cue a whole lot of yelling in the playtest lab!

For Forest, here’s a silly one. There’s an eagle’s nest you can get up to, and seeing other players jump up trying to melee you but failing is just quite funny.


Are there any Easter eggs or secrets that players should keep their eyes open for on these maps that you can hint towards?

I’m still trying to find my lunch. And don’t look under the bridge!

Thank you for helping us dive into these awesome new maps! Do you have any parting words?

First of all, a huge thank you to our partners over at Certain Affinity and Sperasoft for the collaboration that went into making these maps. We’re thrilled with how these turned out and we can’t wait for you to get to play them.

Secondly, be sure to share your clips! Tag us, we love seeing them and all the chaotic things you get up to.

And thirdly… really, don’t look under the bridge!


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That wraps things up for our Season 4 map preview. We can’t wait for you to get to play them for yourselves, so mark those calendars for Season 4’s release on June 20.

For a closer look at some of the major elements of Season 4, take a look at our other blogs below.

Infection Overview | Season 4

Season 4 of Halo Infinite arrives in just a few days on June 20 and brings with it the highly anticipated fan-favorite Infection mode.



The Academy has been compromised. Iratus has taken control, and mayhem is about to be unleashed. Will you succumb, or survive?

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[h2]Foundation[/h2]



Once upon a time, Infection was an unofficial custom game played with honor rules in Halo 2 – a game that released in the periphery of 28 Days Later, Dawn of the Dead, Shaun of the Dead, and Resident Evil, and so it was little wonder that Halo fans had zombies on their collective minds.

The precise origin of this particular game mode is difficult to determine, perhaps even lost to time, but it is undoubtedly a very early example of the kind of impact that community creativity has had on Halo.



In its original form, Red Team were the humans and Green Team were the Energy Sword-wielding zombies. You would manually switch teams using the pause menu if you got killed by a zombie to join the infected horde (and hell mend you if you didn’t honor that rule). All sorts of variations and allowances and compromises would be debated, agreed upon, and inevitably broken.

These were the early days of online multiplayer gaming on Xbox Live. During this time, the maps Foundation and Headlong became a fiery crucible in which lifelong friendships were forged amongst clan mates gathering to play a few rounds of Zombies – until they realized through bleary eyes that it was 3AM. Thus, the foundations were set for what remains one of the most beloved modes in Halo.



Infection has returned as an official mode in each successive title, bringing some updates and variations along the way to its settings and aesthetics.

And now it returns once more to Halo Infinite.

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[h2]Iratus Unleashed[/h2]

In Season 3: Echoes Within, we saw our Spartan descend into a hidden area of the Avery J. Johnson Academy with Spartan Dinh – a black site built early in the Covenant War where the Office of Naval Intelligence have buried some of their secrets.

After the Banished AI Iratus scoured Dinh’s memories, he seized on the opportunity to take control of the Academy’s systems, appearing over a disassembled suit of MIRAGE IIC armor held in a Brokkr armor mechanism.

As noted earlier, each iteration of Infection over the years has had some variations to its aesthetics. In Halo 4 and Halo 2: Anniversary, the infected player model was a Flood-infected Spartan, while in Halo 2 through Halo 5: Guardians it has been elements of customization (such as armor color and effects) that separated the survivor from the horde.

Halo Infinite is no different, as Iratus brings a new visual flair and flavor to the Infection experience, as you can see in some of the stunning concepts our Art Team has cooked up.



Alpha Infected will see more prominent effects on their Spartan, with Iratus covering their helmet and other red holographic effects over their armor. Beta Infected will also have Iratus-themed effects applied, but more subtly to differentiate them from Alphas.

Some of you may have noticed certain peculiarities in the Academy background as you navigate various menus throughout Season 3, such as power surges in UNSC equipment and red flickering. Upon entering the simulated environments of the multiplayer maps, you will see some very noticeable changes to these spaces because we’ve got Infection-specific map variants that will be played with this mode.

Maps will be overtaken with distortions and digital lightning to convey the thematic aspects of this incarnation of Infection, but they’ll also have dead Spartans on the ground, new areas to hide or find temporary shelter, and other paths that might be blocked off by crates that could leave you at a dead end.



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[h2]Rules of Engagement[/h2]

With that groundwork established, let’s talk about the rules of how Infection is played in Halo Infinite—for many of you, the music to this particular dance is undoubtedly well known.
  • Infection is a round-based mode where one team (Infected) converts enemy players (Survivors) to their team upon killing them
  • Each round, a limited number of players are selected to be Infected – these are Alpha Infected, and the Survivors they kill are converted to Beta Infected
  • Survivors start out with limited supplies and will need to acquire additional weapons, equipment, and ammunition from the map
  • The goal is for the Infected to eliminate all Survivors. The last Survivor (the Last Spartan Standing) will have special traits applied to them (such as Overshield and unlimited ammo), but a nav-point will reveal their location to all Infected

And there you have it. Scout, scavenge, survive – or succumb to the Infected…

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Season 4 is almost here and Hell needs a new janitor, so get ready to dust off that shotgun and prepare to face Iratus as he goes viral.

For a closer look at some of the major elements of Season 4, take a look at our other blogs below.
  • CAREER RANK – Learn more about Halo Infinite’s new progression system
  • FORGE UPDATE OVERVIEW – Find out about new objects, palettes, options, and more coming to Forge
  • SANDBOX OVERVIEW – All you need to know about the Quantum Translocator, Threat Seeker, and other sandbox balancing changes in Season 4
  • MAPS OVERVIEW – Take a guided tour of Scarr and Forest with our multiplayer designers. (COMING LATER TODAY)

Olive Rad BR75 Coating | Synthetic Runtime Bundle

Olive is a pretty rad color!



Complete all of your Weekly Challenges and the Ultimate Challenge to earn this week’s Ultimate Reward – the Olive Rad weapon coating for your BR75.

A new Ultimate Reward will become available every week, so be sure to keep an eye on your Challenges and take advantage of these free rewards.

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Sometimes, pieces must be removed from the board in service of the greater game...



Customize your CHIMERA armor with the Synthethic Runtime bundle featuring:
  • Abatur helmet
  • Decimation Adaptation helmet attachment
  • Cooling Star armor coating
  • Synthetic Markers mythic effect
  • Synthetic Emitters armor effect
  • Synthetic Runtime death effect

Head to the Shop and become an ABATUR-class agent for your infolife assembly.

Season 4: Infection Launch Trailer

Halo Infinite’s Season 4: Infection arrives on June 20! ☣️



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Get ready to unleash the mayhem...

☣️ Infection
👑 Career Rank
🏞️ Forest (Arena)
🌋 Scarr (BTB)
🌀 Quantum Translocator
🚨 Threat Seeker
⛏️ Forge updates
✨ Armor & Weapon Customization
💯 100-tier Battle Pass

🔥 and more!

Will you survive?

Sandbox Overview | Season 4

Whether they’re rocking their MJOLNIR armor or vanishing due to Active Camo, Spartans are always utilizing the latest technology. In Season 4, they – and you – will be getting even more fun tech to take advantage of on the battlefield.



Let’s see what the Halo Infinite sandbox will look like when you go hands on with Season 4: Infection on June 20!

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[h2]Quantum Translocator[/h2]

Since Halo: Combat Evolved, teleporters have been a staple of Halo gameplay. With our newest addition to Power Equipment in the form of the Quantum Translocator, players can take that staple and utilize it in all-new ways. Designed to have as much impact as an Overshield or Active Camo, while still requiring deliberate set-ups and proper execution, the Quantum Translocator will appear on map as Power Equipment.

How does the Quantum Translocator work?

Once secured, the first button press activates the Quantum Translocator and creates a slipspace thread at that location. After repositioning around the map, the second use of the QT will teleport the player back to that original thread location. However, upon teleporting, a new thread is created at the location the player just teleported from and the thread they just teleported to (the original thread) will disappear. Each subsequent use will teleport the player and update the destination slipspace thread until the QT time has expired. Be mindful of when and where you use it though, as there’s a cooldown between uses – meaning you can’t spam it and you may even end up in a situation from which you might not escape.



Its potential for playmaking through planning and movement is truly what sets this equipment apart from the rest. If you’re a player that prides themselves on thinking two or three steps ahead of your enemy, then you’ll love how the Quantum Translocator allows you to outplay your opponents.

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[h2]Threat Seeker[/h2]

The next piece of equipment landing in Season 4 is the Threat Seeker. This equipment focuses on skilled, well-timed use in order to gather information about an enemy’s location.

It’s different from the Threat Sensor in that it only sends out one pulse, requires the opponents to be within its line-of-sight (meaning it will not reveal enemies around corners or through walls), and the equipment’s projectile can bounce in order to reward accuracy by allowing for unique and clever shots. If an opponent is within its radius and direct line-of-sight when it pulses, they will be revealed for the same duration as a player’s shield recharge timer.



Ultimately, the brand-new Threat Seeker requires it to be well-placed and well-timed to benefit your team. We look forward to watching how you all use this equipment to gather information, make smart plays, and win matches.

[h2]Balance Update[/h2]
[h3]Threat Sensor[/h3]

With Season 4 and the launch of the Threat Seeker, we wanted to make some adjustments to the Threat Sensor to ensure both equipment items had their own unique playstyles.

The goal of these changes was to create more location-based marking, giving more permanence and coverage to the sensor by increasing its duration and sensing radius. The time each target is revealed was decreased to give more focus on sensing threats within the radius of the sensor while active.

Here are the exact balance changes to the Threat Sensor:
  • Ping Frequency: 2.8 > 1.8 seconds
  • Sensor Radius: 3.1wu -> 4.25wu
  • Sensor Duration: 6.5 -> 15 seconds
  • Reveal Duration (how long a target stays revealed): 2.5 -> 0.75 seconds

[h3]Legacy Toggle Zoom[/h3]

In addition to the upcoming Equipment additions and tuning update, Season 4 will also be bringing in a new quality-of-life update based on community feedback – the legacy zoom toggle. This new setting allows players to choose how their zoom state behaves on a weapon with two zoom states when switching between their weapons. With this new setting set to its legacy option, players that are 10x scoped in (double-zoomed) on their S7 Sniper can exit their scope by switching weapons, return to their S7 Sniper, and then zoom in with the rifle back at 5x (single-zoomed) rather than having it default back to 10x.

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Furthermore, we always strive to go after improvements via bug fixes with the launch of each season. If you spot any issues while playing, please be sure to let us know by submitting a report on the Halo Support site so we can take a closer look.

The full list of bug fixes will be provided in our Season 4 Patch Notes, which will be found at aka.ms/HaloInfiniteUpdate, when the update goes live on June 20.

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Season 4: Infection lands on June 20, bringing Infection, Career Rank, Forge updates, new maps, new customization, and more to Halo Infinite. Keep it locked here to see the latest Season 4 news as we gear up for its launch.