Half-Life 2 Level

Level Design
Project Overview
A custom Half-Life 2 level made using the Hammer editor. The level starts the player at the back of a train. As the player fights their way to the front, they will acquire a variety of weapons and enemies. It features mostly narrow flow with some sections opening up more.
My Contributions
For this project, IĀ first researched the mechanics and level design of Half-Life 2. Using what I learned I outlined the story beats, made a level sketch, built the level, and received playtester feedback.

Initial Level Sketch & Outline

Act One

1st Beat

  • Player starts the level at the very back of a moving train
    • They spawn with no weapons or crowbar
  • If the player jumps off of the train, they will die
  • The only thing to do is to open the door in front of them

2nd Beat

  • The player enters a room that teaches them about crouching, jumping, and sprinting
  • Immediately the player has to duck under a box to get through
  • Next up is a box that is a little to high to directly jump on
    • The player then notices a box that they can jump on, which will allow them to sprint jump onto the box that they previously couldn't jump on
  • The player is then rewarded with a pistol, ammo, and some suit energy
  • The door to the next area is locked, meaning that the player can't open it until they shoot the lock off
    • This mechanic is only utilized once more in the level, but if the player remembers it, they will be rewarded

Act Two

3rd Beat

  • The player then enters a car that mimics a subway train car
  • There are three enemies: two with batons and one with a pistol
  • The first baton enemy is placed far enough away to allow the player to react, while still be close enough to feel like a threat
  • The second baton enemy is placed further away, but will reach the player around the time that they finish the first one off
  • Halfway through the train car there is a shotgun
  • The pistol enemy is placed at the far end of the car
    • This is so that they player is not overwhelmed when dealing with the first two enemies
    • This also encourages the use of cover and the shotgun if the player wants to

4th Beat

  • The player faces a tanker car with a ladder on it
  • Upon climbing up the ladder, the player encounters close quarter combat with two enemies: one with a pistol and one with an SMG
    • The close quarter combat rewards the use of the shotgun, which the player just received, as the enemies should die to one shotgun blast
  • The pistol enemy is placed in front of the player
    • There isn't much cover the player has between them and the pistol enemy, besides using the ladder
  • The SMG enemy is placed to the left of the player, standing behind a block that can be used for cover while crouching
    • This allows the player to crouch while dealing with the pistol enemy and then kill the SMG enemy
    • Ideally makes the combat feel more engaging without being too overwhelming
  • In the center of the tanker car, there is a crossbow
    • Upon picking up the crossbow, an enemy from the next section should come immediately into view, encouraging the player to use the crossbow

5th Beat

  • After the tanker car, there are two flatbed cars
    • This encourages the use of the crossbow
  • On the first car, there are a bunch of boxes with enemies around them
    • The enemies are positioned in a way that they will come into view one by one as the player walks forward
    • The boxes allow for the player to take cover and also give the player a safe way to jump down
  • After the boxes, there is a stack of logs on a platform with a lock and four really powerful enemies next to it
    • While approaching the lock is always within view, while the player is still able to take cover from the enemies
    • If the player shoots the lock, the logs will fall down and crush the enemies
    • The player can still kill the enemies without using the logs
  • The second car has health and ammo
  • The player then has a choice between going inside the next train car or outside the next train car
    • The indoor path focuses more on close range and cover, while the outdoor path focuses more on long range and attack vectors

6th Beat (indoors)

  • The next train car contains a seating arrangement with tables and a few enemies
  • On a side table close to the player, there is an SMG that the player can pick up and use
    • The SMG is exclusive to the indoor path

7th Beat (indoors)

  • The next train car contains a long narrow hallway containing enemies and capillary rooms to the side
    • The narrow hallway of enemies encourages the use the SMG as it can help mow down the enemies
    • The player can also duck into and out of the rooms for cover

8th Beat (indoors)

  • The next train car has a glass roof and contains a large table, some lockers, and three enemies surrounding the table
    • The glass roof covers a portion of the roof in the center, not the whole roof
    • The lockers and table can be used for cover
  • As the player walks up to the table, the glass roof shatters
    • One of the enemies from above will fall through the roof onto the table, while the other enemy from above will stay up there and shoot downwards
  • This is where the two paths merge back together

6th Beat (outdoors)

  • The player can climb a ladder to reach the outdoor path
  • Pulse Rifle
    • The pulse rifle is exclusive to the outdoor path
  • There are two enemies that are placed further back on top of the car, encouraging the use of the pulse rifle
  • There are also two manhacks that start further back

7th Beat (Outdoors)

  • The next car has no enemies on top
  • As the player gets on the car, three buggies will drive up beside the train and shoot at the player
    • This helps spice up the combat so that the player isn't just shooting forward
  • There is also a manhack that will pressure the player out from cover

8th Beat (Outdoors)

  • The next train car has two enemies on top
    • These enemies will likely have been killed by the player from the previous train car
  • As the player approaches the center of the train car, a glass portion of the roof will shatter, allowing the enemies from below to shoot up at the player
    • The player shoot at them from above or jump down to shoot them
  • This is where the two paths merge together

Paths Merge

  • Player starts the level at the very back of a moving train
  • The room is quite long and features a laser that pierces through the center all the way to the end hitting a laser catcher that deactivates all of the fizzlers
    • Blocking the laser in any way will activate the fizzlers
  • Next to the laser is a button that spawns reflective cubes
  • Across from the cube is a laser catcher
  • Activating the laser catcher will activate the glass panels, allowing the player to progress
    • This will also activate the fizzlers as it redirects the laser

9th Beat

  • The next two train cars look similar to dining cars, with a long window on the side
  • Right as the player approaches the train cars, a helicopter flies down and shoots at the player through the windows on the train
    • Blocking the laser in any way will activate the fizzlers
  • In the first of the train cars there is an RPG Launcher
    • This is the only weapon that can damage the helicopter
  • Next to the windows are train car seats, which the player can use for cover
    • The seats don't fully protect the player so they might get hit by stray bullets (this isn't meant to kill them, just adds excitement)
    • Within the seats are rockets and health, encouraging the player to come out from cover
  • Activating the laser catcher will activate the glass panels, allowing the player to progress

Act Three

10th Beat

  • The last train car has a lever that the player can pull
    • Pulling the lever will end the level