Full Playthrough
Summary
Gordan Freeman wakes up and regroups with Alyx and the other surviving civilians. The Combine forces are on high alert, ambushing Gordan and Alyx right after they meet each other, forcing them to fight their way out to safety.
About my Level
Hammer++
Personal Project
Developed in roughly 8 weeks
Inspired By
Half-Life Alyx (Strider Encounter)
Half-Life 2
Challenge
The goal of this project was to make a linear heavily scripted level with narrative elements in the level. It was my first time learning how to use the Hammer editor so many tools needed to be learned while I was developing the level.
Pre-Production
Brainstorming
Early on, I knew that I wanted certain sequences in the level such as having a turret section and having small encounters with the strider throughout the level which would foreshadow the boss fight at the end of the level.
Paper Design
For this level, I kept things very simple as I made quick doodles of the ideas I had in mind. The paper design gave me a general idea of how each area would work out until it was tested out in Hammer.
Development Process
Blocking
The entirety of the level is blocked out using the hammer editor.
Second Encounter
Turret Section
Iterations
After several playtests, I found that playtesters were struggling on certain sections of the level. One of the sections is at the beginning when players had to walk across a plank to then shoot a lock off a ladder. Some players never saw the lock and were unsure of what to do. I ended up removing the plank and made a bridge fall down when the wooden boards were all destroyed. A red explosive barrel is placed right next to it so it would attract players to shoot it. Additionally, I scripted a scanner NPC to appear and zoom onto the other side as a way to indicate to players where to go.
Before
->
After
The bridge section went through two iterations. At first, an encounter with a turret gunner forced the player to push forward until they reached a grenade supply box. The player would then throw a grenade to get rid of the gunner. This section was too clunky and not fun. Players were confused as it introduced a new mechanic in the fray of an intense moment. I ended up simplifying the bridge through a scripted sequence with the strider returning from earlier causing havoc, killing the Combine gunner in the chaos, and allowing the player to move forward. In the second iteration, some players would move forward during the scripted sequence which resulted in them dying. I ended up fully blocking the player behind a barrier until the sequence ended.
First blockout
Second Iteration
Third Iteration
I also made some smaller adjustments across the level. The turret section 2nd floor was lowered to make it closer to players, as a playtester had a hard time seeing the Combine soldiers from far away. Another change was players not noticing the tower in certain areas where I wanted players to see it. I wanted the tower to be something that players notice as they work their way through the level, akin to the Citadel from Half-Life 2. An area was adjusted to make the tower easier to notice as they walked through.
Scripting
Narrative Scripted Event
Narrative scripted encounters occur early on in the level as a way to introduce both the Combine and the Strider. The players first hand is seeing what happens to any civilians who encounter the Combine. Upon meeting Alyx, the player is caught up on what they've been doing before their arrival. The dialogue was all provided from the Half-Life 2 games and was mixed and matched to get the desired dialogue. The introduction ends with the Combine ambushing our heroes.
Strider first appearance
Combine Solider first appearance
Meeting Alyx
Combat Scripted Event
The combat-scripted sequences were a way to provide unique combat encounters with the Combine soldiers in each area. The soldiers would start off ambushing the player and Alyx, leading to a tight encounter with a Scanner and more soldiers. The bridge sequence was a way to reinforce the threat of the Strider, foreshadowing a possible fight with them later in the level. The last section of the level has the player interacting with a turret and mowing down soldiers in waves. Soldiers would rappel from the ceiling as glass shatters, as they try and take down the player.
Combine Ambush
bridge strider
Rappling turret section
Design Philosophy
Vista
During pre-prediction, I wanted to have some kind of landmark that the player would be making their way toward. I decided to make a tower similar to the Citadel from Half-Life 2.
Vista incoporating Landmark, leading lines, and rule of third
Tower appears again
Guiding the player
During the second iteration of the map, I added a Scanner drone to attract players' attention to help guide them. The Scanner also became a perfect starting enemy to teach players how to shoot as they don't deal damage.
Scanner grabbing player attention
Post-Mortem
Things that I would've done differently today
Starting out, I would have downscaled the scope of the level as it was my first big project with Hammer. I ended up spending a lot of time learning the tools to make scripted sequences which resulted in me deciding to cut the Strider boss encounter from the game as I ran out of time. It would have been a payoff, as the Strider had an introduction that showed how dangerous it was, and the bridge section reinforced that idea. The boss may be added later if I return back to the project.
I would also make adjustments to the pacing of certain sections. Right after the intense section with the Strider on the bridge, the player is thrown straight into another intense battle with the turret section. I would give the player a second breather through another narrative sequence before throwing them back into action.
Lastly, I would like to focus more on the composition of landmarks and play more with other design choices such as the rule of thirds, contrast, and framing. The tower should been made bigger and more prominent, making it hard to ignore. Changing the color of the tower would help with that as well. Additionally, adding more options for players to explore and be rewarded would make the level less linear and a bit more exciting.
Overall, the project was very enjoyable and I found myself learning quite fast with what I could and couldn't do. Exicited for the next project!