Station 21

Half-Life 2 custom map

Overview

Lighting and atmosphere were the key areas of focus in this project. I also experimented with color theory in trying to evoke specific emotions throughout the level. Although Hammer initially presented a steep learning curve, I gradually grew to enjoy the process of creating levels with it.


Half Life 2
  • Developed in 2 weeks
  • Scripted Events
  • Level design
  • Environmental Storytelling
  • Lighting & Atmosphere
  • Tools: Hammer++

Pre-Production

Reference

References

I started by collecting a range of materials, whether images, videos, or music. I believe it's essential to gather diverse resources at this stage, not just for reference but also as a source of inspiration.

The images were particularly useful as a color guide.


Image One
Image Two

Blockouts :

After gathering all necessary references, I create a preliminary design sketch of the level. This is a vital step in my process because, at this stage, the project is still in a malleable state. This approach allows for rapid iteration of designs, enabling quick refinement of ideas before committing to more detailed work.

At this stage I also like to take a list of notes of the key aspects I want to add in the level.


Pacing

Pacing Graph

Half-Life levels often start slowly before gradually ramping up. Drawing inspiration from the game's pacing, puzzles are used to break up combat sections and allow players to immerse themselves in the world.


Segments

Start Point

Start Point

Serves as a comprehensive tutorial where players are introduced to the game's mechanics in a controlled and risk-free environment.

s02

Laboratory

Serves as a space where players can freely explore and interact with the environment without immediate objectives, allowing them to advance the narrative at their own pace.

s03

Acquiring the Gravity Gun

The segment where player experimentation begins. This puzzle-like section allows players to explore new mechanics.

s04

Tunnels

This level segment mark's has the highest intensity. The player must navigate through the tunnels, encountering headcrabs and antlions on the way while maneuvering around explosives and clearning blockades.

int5

Outside

This open area balances the level's pacing, offering a moment of relief after the combat in the tunnels.

int5

Outskirts

This marks the end of the player's journey through the underground facility. A final challenge awaits, testing their mastery of game mechanics. One strategy involves using the gravity gun to manipulate explosive barrels, strategically detonating them to eliminate the ceiling-dwelling barnacles.


Lighting

lights

Designing visually appealing interior lighting while maintaining optimal performance was a significant challenge. I've spent considerable time fine-tuning it to create a cohesive and immersive atmosphere. By strategically placing light sources, I aimed to guide players naturally without compromising the overall aesthetic.


Balancing

crate1

Issue: Simply hitting the boxes results in dull gameplay.

crate2

Solution: By placing explosive barrels, players will be more cautious which adds complexity.

crate1

Issue: There's a part in the level where the player must jump and take fall damage. This can be frustrating, as they take damage without warning, and there's also a possibility they could die unexpectedly.

crate2

Solution: The simplest solution is often the best: just add a health kit at the spot.


Closing Thoughts

While I originally planned the mod to be a one-hour experience, the project's scope evolved, necessitating more time and resources. After careful consideration, I decided to release the first map as a standalone experience, offering players a complete, polished segment.