“Grave Site” is a single-player mission for the game Crysis 2, taking

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Level Design Document: Grave Site
Crysis 2
Version 1.0
Position Title
Name
Level Designer
Ryan Moore
Signature
Designer:
Ryan Moore
Document Date:
5/29/2014
Intended Level Delivery Date:
July 17, 2014
Ryan Moore
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Document Revisions Table
Version
Description
Requestor
Date
0.1
Initial Document
Update with Area 3 Overview Map, Add Level Progression
Chart
Corrections to version 0.2, Add section 4 Detailed
Walkthrough, Update Section 2, Update Section 3
Add Images to sections 1, 2 and 4, Replace Overall Images
Added/Updated reference images in Detailed Breakdown,
Deleted section of Area 3 to reflect current level,
reorganized character images to reflect introduction
Added Perspective Drawings, Updated Level Progression
Chart, Update Asset List, Add image sources for
references, proofread, make corrections
Professor Skinner
4/29/2014
Professor Skinner
5/1/2014
Professor Skinner
5/27/2014
Professor Skinner
5/28/2014
Professor Skinner
5/28/2014
Professor Skinner
5/29/2014
0.2
0.3
0.4
0.5
1.0
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Table of Contents
Table of Contents .......................................................................................................................................... 3
Table of Figures ............................................................................................................................................. 5
Quick Summary ............................................................................................................................................. 6
Hook(s) ...................................................................................................................................................... 6
Gameplay Highlights ................................................................................................................................. 6
Setting Summary ....................................................................................................................................... 6
Mission Difficulty....................................................................................................................................... 6
Mission Metrics ......................................................................................................................................... 6
Characters ............................................................................................................................................. 7
Visual Themes ....................................................................................................................................... 8
Key Theme References.............................................................................................................................. 9
Exterior References ............................................................................................................................... 9
Level Summary ............................................................................................................................................ 10
Campaign ................................................................................................................................................ 10
Context ................................................................................................................................................ 10
Backstory ............................................................................................................................................. 10
Aftermath ............................................................................................................................................ 10
Objective(s) ............................................................................................................................................. 10
Overview Map ......................................................................................................................................... 11
Level Flow................................................................................................................................................ 11
Flow Summary .................................................................................................................................... 11
Level Progression Chart ...................................................................................................................... 13
Level Details ................................................................................................................................................ 14
Gameplay Area Breakdown Map ............................................................................................................ 14
Detailed Walkthrough ............................................................................................................................. 15
Area 1: Alleyway...................................................................................................................................... 15
Initial Loadout ..................................................................................................................................... 15
Gameplay/Story .................................................................................................................................. 15
Text and Dialog ................................................................................................................................... 16
Visual References ................................................................................................................................ 16
Perspective Shots ................................................................................................................................ 20
Area 2: The City Streets........................................................................................................................... 21
Gameplay/Story .................................................................................................................................. 21
Text and Dialog ................................................................................................................................... 22
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Visual References ................................................................................................................................ 22
Perspective Shots ................................................................................................................................ 25
Area 3: Reclaim Grave Site ...................................................................................................................... 26
Gameplay/Story .................................................................................................................................. 26
10.
After defeating the three enemies near the ICV, the objective completes and the next
objective begins. .................................................................................... Error! Bookmark not defined.
Text and Dialog ................................................................................................................................... 27
Visual References ................................................................................................................................ 27
Perspective Shots ................................................................................................................................ 31
Area 4: Defend Grave Site ....................................................................................................................... 32
Gameplay/Story .................................................................................................................................. 32
Text and Dialog ................................................................................................................................... 33
Visual References ................................................................................................................................ 33
Perspective Shots ................................................................................................................................ 37
Critical Asset List ......................................................................................................................................... 38
Additional Asset List .................................................................................................................................... 40
References .................................................................................................................................................. 41
Image Contact Sheets (Alleyway): .............................................................................................................. 41
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Table of Figures
Figure 1: Exterior References ........................................................................................................................ 9
Figure 2: Overview Map ............................................................................................................................. 11
Figure 3: Level Progression Chart ............................................................................................................... 13
Figure 4: Area Breakdown Map .................................................................................................................. 14
Figure 5: Area 1 Overview ........................................................................................................................... 15
Figure 6: Alcatraz Image.............................................................................................................................. 17
Figure 7: CELL Assault Unit.......................................................................................................................... 17
Figure 8: Alleyway Asset References .......................................................................................................... 18
Figure 9: Architecture and Lighting References for Alleyway ..................................................................... 19
Figure 10: Perspective of Alleyway ............................................................................................................. 20
Figure 11: Area 2 Overview......................................................................................................................... 21
Figure 12: City Street Asset References ...................................................................................................... 23
Figure 13: Architecture References for City Streets ................................................................................... 24
Figure 14: Area 3 Overview......................................................................................................................... 26
Figure 15: ICV Vehicle ................................................................................................................................. 28
Figure 16: Asset References ........................................................................................................................ 29
Figure 17: Reference images for Grave Site from Crysis 2.......................................................................... 30
Figure 18: Architecture and Lighting References for Grave Site ................................................................ 30
Figure 19: Grave Site Perspective ............................................................................................................... 31
Figure 20: Area 4 Overview......................................................................................................................... 32
Figure 21: CELL Demolition Unit ................................................................................................................. 34
Figure 22: Delta Site Asset References ....................................................................................................... 35
Figure 23: Delta Site Exterior References ................................................................................................... 36
Figure 24: Architecture and Lighting Reference for Grave Site .................................................................. 36
Figure 25: Grave Site Perspective ............................................................................................................... 37
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Level Abstract
Quick Summary
“Grave Site” is a single-player mission for the game Crysis 2, taking place in a downtown environment of
a major city. Skyscrapers, concrete city roads and alleyways make up the surrounding environment.
Recent panic and chaos are evident, with garbage and debris scattered throughout the area. Entering
the level in an alleyway, the player must clear and secure a critical location for Marine forces. The level
features players defending against waves of enemies.
Hook(s)
The level focuses largely on visual storytelling and survival, forcing the player to defend an area from
incoming waves of enemies. Additionally, this level supports both stealth and assault approaches to
gameplay.
Gameplay Highlights
Towards the end of Grave Site, the player must survive several waves of approaching CELL forces,
preventing them from taking control of Grave Site again. Players utilize the environment and abilities to
approach defeating the enemy units with stealth or head-on assault tactics.
Setting Summary
Theme
Mood
Setting
Time of Day
Season
Weather
Struggle to retake a tactical location from enemies around a major city’s cathedral
Post-Chaotic, abandonment
Streets of a major city; cathedral yard/graveyard
Mid-Morning
Late Spring/Early Summer
Cleary skies
Mission Difficulty
Position
Beginning
Difficulty
Reasons
4
Player encounters individual or small groups of enemies in linear paths,
making enemies more visible to the player.
Middle
6
Player encounters larger group of enemies spread out in a graveyard
with large structures, making them more difficult for the player to find.
End
7
Player encounters three waves of enemy groups, forcing the player to
use abilities and environment strategically.
Scale: 1-10 (1 is Easiest and 10 is Hardest)
Mission Metrics
Play Time
Critical Path
Physical Area
Ryan Moore
12:00 Minutes
Shortest Critical Path
352 Meters
156 Meters Wide x 104 Meters Long
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Characters
Character
James “Alcatraz” Rodriquez
CELL Assault Operatives
CELL Sniper
CELL Demolition Unit
Ryan Moore
Description
Alcatraz is the Force Recon Marine turned unstoppable war
machine. Empowered by the Crynet Nanosuit 2.0, Alcatraz
struggles to defeat the Ceph and CELL forces.
CELL Assault Operatives make up the majority of CELL ground
troops. They carry a variety of weapons, specifically the Feline and
Grendel in Grave Site.
CELL Snipers carry powerful long-range weapons to scout and
neutralize enemies from a safe distance.
CELL Demolition units use heavy weapons and explosives to deal
significant damage to enemies. Difficult to bring down, these units
pose a strong challenge to any who oppose them.
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Visual Themes
Theme
Description
Abandoned City-Scape
This theme consists of large buildings and skyscrapers, wide streets with
parked and flipped vehicles scattered. Debris and garbage cover the ground
in the streets and alleys. Roadblock structures lie in the streets and
sidewalks.
This theme consists of a grassy graveyard between buildings and roads. A
large cathedral lies in the middle, tombstones and burial structures lie
throughout. Mobile military buildings lie between tombstones. Military
structures create a barrier around the graveyard.
Military
Base/Graveyard
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Key Theme References
Exterior References
Figure 1: Exterior References
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Level Summary
Campaign
Context
“Grave Site” is a mission that takes place near the beginning of the Crysis 2 story. While “Grave Site”
does not necessarily bookend any levels found in Crysis 2, it can replace a section of the mission,
“Sudden Impact.” Ceph have begun invading, and CELL operatives have taken control of several sections
in one of the world’s largest cities. At the start of the level, Alcatraz drops into a filth-ridden alley, with
garbage on the ground and graffiti on the walls. The player must work their way to the nearby graveyard
and reclaim that space for Marine forces.
Backstory
The Ceph have begun invading the planet. During the panic and confusion, CELL operatives
overwhelmed Marine forces and have taken control of a key tactical location at the center of the city,
designated Grave Site. To regain the tactical advantage, Alcatraz deploys to the center of the city, tasked
with infiltrating and securing Grave Site from CELL, with authorization to use whatever means necessary.
Alcatraz drops into an alley near Grave Site.
Aftermath
After Alcatraz reclaims Grave Site, Marine forces move in to secure the location. Marines expand
throughout the area, engaging both Ceph and CELL forces. Alcatraz continues his primary mission to
defeat the Ceph.
Objective(s)



Locate the nearby outpost, designated Grave Site
Clear all CELL operatives from Grave Site
Defend Grave Site from incoming CELL reinforcements
o Survive Wave 1
o Survive Wave 2
o Survive Wave 3
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Overview Map
Figure 2: Overview Map
Level Flow
Flow Summary
1. Area 1: The Alleyway - “Grave Site” begins in a dead-end alleyway, surrounded by tall brick
buildings. Moving forward, the player must turn right and the alley continue towards a street,
offering a narrow view of outpost Grave Site just ahead. With a tall fence blocking the way, the
player must go down the path to the left. The player encounters the first CELL operative here.
After killing the enemy, the player continues forward, triggering a CELL vehicle to drive by on the
street ahead. The player must exit into this city street.
2. Area 2: City Streets – After exiting the alleyway, the player comes to a wide street. To the right,
the player sees a series of civilian vehicles parked chaotically on the road, several of them
flipped over. Two CELL operatives patrol along the street ahead, stopping periodically to look
around. As the player moves forward, two triggers potentially set off car alarms, causing the
operatives to become suspicious and search that area. After engaging or sneaking past the
patrol, the player comes across an intersecting street. This street runs directly in front of Grave
Site. Several enemies occupy and patrol the street to the left and right. The player must cross
the street and enter Grave Site.
3. Area 3: Grave Site – After moving through the streets, the player enters Grave Site, a graveyard
with a large church in the center and significant CELL presence. The player has the option to
enter through the front section of Grave Site, posing the risk of alerting CELL patrols, or moving
ahead to a series of scaffolding, taking to higher ground. One CELL operative patrols the
scaffolding. Once inside the graveyard, the player encounters several CELL operatives, primarily
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consisting of Feline Assault units. Gravestones, tombs, gazebos and temporary military
structures break up the environment and provide cover for the player. The player must clear all
enemies from the area before beginning the next task.
4. Area 4: Grave Site Defense – After clearing Grave Site of all CELL operatives, a notification
informs the player to prepare for CELL reinforcements. The player has a short time period to
explore the graveyard for ammunition and weapons. Three waves of enemies spawn at different
points from alternating streets that lie on either side of Grave Site. The first wave arrives with
two transport vehicles. Five Feline Assault units move in on foot.. The first sub-objective
completes when the first wave is defeated. The second wave enters from the opposite street on
foot, consisting of four Feline Assault units, one DSG-1 unit, and one Feline Demolition unit
approach. The second sub-objective completes when the second wave is defeated. The third
wave enters from the same side as the first wave, from around the corner where the player
travelled earlier in the level. Two transportation vehicles bring five Feline Assault units, one
Sniper unit, and two Feline Demolition units. The third sub-objective and third main objective
end when the third wave is defeated.
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Level Progression Chart
Time (min)
0
:30
1:00
1:30
Level Location
Alleyway
City Street
Objectives
Locate the nearby outpost, designated Grave Site
Feline x1 Feline x1
Feline x2
Opponents
Challenges
2 Enemies Patrolling
WOW Moments
First glimpse of Grave Site
Car Alarm
Weapons/Ammo
Silencer
Time (min)
Level Location
Objectives
Opponents
Challenges
WOW Moments
Weapons/Ammo
2:30
3:00
3:30
Grave Site
Clear all CELL operatives from Grave Site
Feline x1 Feline x1
Sniper
Enemy with long range
Smoke
Tank on Fire
DSG-1
Time (min)
Level Location
Objectives
Opponents
Challenges
WOW Moments
Weapons/Ammo
5:00
5:30
6:00
Grave Site
Clear all CELL operatives from Grave Site
Feline x1 Leadx1 Grendel x1
Grendel x2 Feline x1
2 Close Enemies
3 Close Enemies
ICV
Ammo
Ammo
2:00
Clear all CELL Ops…
Feline x2
4:00
Feline x2
2 Close Enemies
Explosion Sounds!
HMG
4:30
Legend
1 square = 15 Sec
Level Location
Objectives
Opponents
Challenges
WOW Moments
Weapons/Ammo
Grendel x1 Grendel x2
2 Close Enemies
Path Option
6:30
7:00
Feline x5
HMG Gunner
Ammo
Time (min)
7:30
8:00
8:30
9:00
Level Location
Grave Site
Objectives
Defend Grave Site from incoming CELL reinforcements
Feline x4, Sniperx1, Demox1
Feline x5, Demox2
Opponents
Challenges
Enemy Variety
Move quickly to opposite side
WOW Moments
New Enemy
2 Demo Enemies
Weapons/Ammo
Ammo
9:30
Figure 3: Level Progression Chart
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Detailed Design
Level Details
Gameplay Area Breakdown Map
Figure 4: Area Breakdown Map
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Detailed Walkthrough
Area 1: Alleyway
Figure 5: Area 1 Overview
Initial Loadout
 Standard Loadout weapons
Gameplay/Story
1. The player starts the level in the alleyway dead-end. Surrounded by brick walls, this section of
the alleyway holds garbage bags, trash littered on the ground, graffiti on walls, and shopping
carts scattered in the area. A sewer drain lies in the center with gaseous steam emitting from it.
A doorway with a small set of stairs lies on the left side of the area. Fire escapes and air
conditioner boxes line the walls of the buildings. A narrow exit alley lies in the front-left corner
of the dead-end
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2. Moving forward through the alley, more graffiti, trash and dumpsters sit along the walls of the
surrounding buildings. The alley takes a sharp right turn, forcing the player in that direction.
Coming around the corner, the player initially sees a long continuation of the alley in that
direction, with a tall fence lying several meters ahead and a left turn in the alley just before the
fence. Garbage bags, trash and a worn-down mattress lie on the ground near the fence. As the
player approaches the fence, he or she notices that it is too tall to pass. Looking forward, the
player sees the alley empty out into a street, with a large church and graveyard on the far side.
3. Turning to the left alleyway, the player encounters the first enemy: a CELL Feline Assault soldier,
walking away from the player. The player attacks and kills the operative and pushes forward
towards the exit.
4. After a few steps, a military transport truck drives towards the right on the road ahead. The
player exits into Area 2: The City Streets.
Text and Dialog
Objective Text
 “Locate the nearby outpost, designated Grave Site”
Dialog/Script
 N/A
Visual References
Theme
The Alleyway appears run down and abandoned, having garbage and filth cover the area. Lighting is
darker in the alleyway, blocked by the tall surrounding buildings. Graffiti covers several sections of wall,
and potholes on the ground indicate a lack of up keeping in the area. Dirty mattresses, shopping carts
and food wrappers indicate homeless may have lived in the space. A doorway, air conditioner boxes and
fire escapes suggest the surrounding buildings are apartments.
Characters/Vehicles Introduced
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Figure 6: Alcatraz Image
Figure 7: CELL Assault Unit
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Environment References
Figure 8: Alleyway Asset References
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Figure 9: Architecture and Lighting References for Alleyway
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Perspective Shots
Figure 10: Perspective of Alleyway
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Area 2: The City Streets
Figure 11: Area 2 Overview
Gameplay/Story
5. As the player exits the alleyway, he or she comes to the city streets. Upon approaching the
street, the player sees a vehicle, which is carrying two C.E.L.L. soldiers, drive past the alleyway
exit. The vehicle stops at the intersection to the right and both soldiers exit. Continuing to the
right, the player notices another two-man patrol unit, made up of Feline Assault soldiers,
walking towards the player.
6. With cars parked frantically across the street and sidewalks, the player has the option to attack
the unit head-on or use cover and the stealth armor to slip past them unnoticed. Two vehicles,
indicated above, have car alarms that go off if the player moves too closely, making the patrol
units become suspicious and investigate the area.
7. After sneaking past or neutralizing the patrol unit, the player continues forward to a three-way
intersection. On the far side of the street lies Grave Site, a graveyard on the property of a large
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church. The church itself, which lies in the center of the graveyard, is down several meters to
the right of the intersection. Turning right at the intersection, the player encounters a semitruck and several civilian vehicles parked across the road, abandoned in a panic. On the far left
side of the intersection, the player sees a ramp leading up to scaffolding. This raised platform,
which lies along the edge of a large building, extends over the top of the brick wall surrounding
Grave Site.
Text and Dialog
Objective Text
 “Get to outpost Grave Site”
 “Clear all CELL operatives from Grave Site”
Dialog
 N/A
Visual References
Theme
The City Streets section establishes the setting of being in a large city, surrounding the player with tall
buildings and skyscrapers. With trash along the ground and cars parked sporadically in the street, it is
clear that panic took place in this area, causing those present to abandon anything they had. Bullet
casings, large potholes and craters suggest a battle took place here.
Characters/Vehicles Introduced
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Environment References
Figure 12: City Street Asset References
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Figure 13: Architecture References for City Streets
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Perspective Shots
Figure: City Streets Perspective
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Area 3: Reclaim Grave Site
Figure 14: Area 3 Overview
Gameplay/Story
8. With a brick wall and CELL gate blocking all other entrances into Grave Site, the player moves
across the street to the scaffolding. Moving up the ramp, the player encounters a DSG-1 Sniper
looking down the sights of a rifle. The player must neutralize the enemy. The player may choose
to pick up the dropped sniper rifle and use it to kill visible enemies in the graveyard, though a
tree to the front left of the player blocks the player’s view of much of the area.
9. Dropping down from the scaffolding, the player moves forward between a military storage pen
and a small portable command trailer. A Feline Assault soldier stands on the left side of the
command trailer, facing towards the church; a shotgun lies next to the soldier. The player
neutralizes this enemy and moves forward. Another C.E.L.L. soldier patrols the exterior walkway
of the grounds. The player kills this enemy.
10. Moving onto the path and heading towards the front of the church, an Assault soldier moves out
from behind the pillar of the church walkway tunnel. A stack of storage crates lie in front of the
player, providing cover for both assault and stealth purposes, while having the added benefit of
preventing an excessively long line of sight. To the right, another C.E.L.L. unit stands guard at the
main entrance of the church. Upon killing this enemy, the player finds an ammo crate on the
ground next to him.
11. Continuing through the tunnel to the opposite side of the church, the player comes across an
Assault Grendel unit, which moves out from behind a fence up ahead. As the player approaches,
another C.E.L.L. soldier moves out from behind a large storage container to the right. The player
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must react quickly and kill this soldier in order to maintain a stealthy approach. The player then
kills the further soldier.
12. At the corner of the walkway, the player encounters a split in the path, offering a choice for
progression.
a. The nearest route continues along the walkway of the graveyard. Heading down
this path, the player encounters two Assault Grendel units patrolling up and
down the walkway. The player has two buildings on the right side of the road
and a larger stone monument on the left side of the road for the player to use
as cover to flank the enemies.
b. The farther route takes the player off the walkway and onto a dirt-trodden path
through a storage section of Grave Site. A tall fence blocks the player’s view and
movement on the left side of this pathway, keeping the player from crossing
between paths. This space acts as a larger rest area for the player to reload and
wait for health and shields to recover. The player also finds ammunition and
grenades along this path.
13. Moving towards the back section of the church, the player sees a Grendel Assault soldier and a
Leader Scarab Nova unit near a command trailer. This encounter requires more skill to complete
with stealth because both enemies are in close proximity to each other. The leader stands at the
end of the walkway, facing the direction from which the player moves. The Grendel unit stands
to the right of the command trailer. Shooting these soldiers triggers three additional soldiers,
who were previously standing at the back of the church, to move out from behind the trailer
and seek out the player. Once the player defeats these soldiers, the objective completes and the
next objective begins.
Text and Dialog
Objective Text
 ”Clear all CELL forces from outpost Grave Site”
Dialog
 N/A
Visual References
Theme
The base theme of Grave Site is a large cathedral with a cemetery on its grounds. A stone path loops
through the front tunnel of the church, going towards the back of the church. Sections of grass surround
the path, with tombstones, monuments and statues spread across the grounds. Now, grass and weeds
grow tall across the grounds. The stone pathway has dirt and smudges. Graffiti defaces the walls of the
cathedral, and small craters from a recent battle remain all over the grounds. Stacked sandbags, supply
crates, temporary buildings and trodden paths indicate a strong militia presence here. Bullet casings and
bloodstains on the ground indicate recent and intense battles.
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Characters/Vehicles Introduced
Figure 15: ICV Vehicle
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Environment References
Figure 16: Asset References
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Figure 17: Reference images for Grave Site from Crysis 2
Figure 18: Architecture and Lighting References for Grave Site
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Perspective Shots
Figure 19: Grave Site Perspective
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Area 4: Defend Grave Site
Figure 20: Area 4 Overview
Gameplay/Story
14. After clearing out Grave Site of all enemies, the player has approximately ten seconds to find
any ammunition refills before the next stage of the level begins. A small stone chapel nearby has
a Heavy Machine Gun, which the player can remove and use against the incoming enemies.
15. After the ten seconds expire, the first wave of enemies spawns on the eastern street that
borders Grave Site. The enemies move in from the bottom-right checkpoint gate that initially
blocked entrance to Grave Site. The wave consists of five Feline Assault units.
16. After defeating the first wave, the second wave of enemies spawns near the top-left section of
Grave Site. As the player approaches the objective location, a large explosion tears a hole in the
wall, creating a new entry/exit point. Entering on foot, the second wave consists of four Feline
Assault units, one DSG Sniper unit, and one Feline Demolition unit.
17. After defeating all the enemies in the second wave, the third and final wave of enemies spawns
from the bottom-left checkpoint gate. This wave includes four Feline Assault units, one DSG
Sniper unit, two Feline Demolition units, and an ICV. The mission objective completes when the
third wave of enemies is completely defeated. Once the final objective is complete, a convoy of
Marines moves in from the street where the player originally came from. The player must
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rendezvous with the convoy near the destroyed wall of Grave Site. A VTOL lands at the
intersection to pick up the player. The level ends when the player enters the VTOL.
Text and Dialog
Objective Text
 “Defend Grave Site from Incoming CELL Forces”
Dialog
 N/A
Visual References
Theme
The base theme of Grave Site is a large cathedral with a cemetery on its grounds. A stone path loops
through the front tunnel of the church, going towards the back of the church. Sections of grass surround
the path, with tombstones, monuments and statues spread across the grounds. Now, grass and weeds
grow tall across the grounds. The stone pathway has dirt and smudges. Graffiti defaces the walls of the
cathedral, and small craters from a recent battle remain all over the grounds. Stacked sandbags, supply
crates, temporary buildings and trodden paths indicate a strong militia presence here. Bullet casings and
bloodstains on the ground indicate recent and intense battles.
Characters/Vehicles Introduced
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Figure 21: CELL Demolition Unit
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Environment References
Figure 22: Delta Site Asset References
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Crysis 2
Figure 23: Delta Site Exterior References
Figure 24: Architecture and Lighting Reference for Grave Site
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Crysis 2
Perspective Shots
Figure 25: Grave Site Perspective
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Crysis 2
Critical Asset List
Asset Name
Dwntwn_chapel
Mil_shipping…
Dwntwn_trin_tow
er
Dwntwn_trin_mai
n
Mil_barrier
Mil_sandbags
Mil_portacabin_a
Mil_portacabin_b
Omni1_lamp
Strfn_barrier_conc
rete
btrprk_park_walls/
btrprk_brick_wall_
broken_a_ivy
Props.trashbins.du
mpster
vehicle_props.ny_t
axi27
vehicle_props.civ_
car_c_green1
Vehicles.semitraile
rs.semitrailer_a
Props.firehydrants.
hydrant1
newspaper_machi
nes.newspaper_m
achine_green84
Props.various_tras
h.cardboard_boxes
_04
vehicle_props.deli
verytruck_white2
objects/library/arc
hitecture/sidewalk
s/sidewalk_downt
own_c.cgf
Objects/library/pr
ops/lights/streetla
mp_b.cgf
barriers.traffic_con
e_broken3
barriers.plasticboll
ard6
Ryan Moore
Type
Use
SM
SM
Cover/Decoration
Cover
SM
Cover/Path/Centerpiece
SM
Path/Centerpiece
SM
SM
SM
SM
SM/Light
Cover
Cover
Cover/Path
Cover/Path
Lighting/Clutter
SM
Cover
SM
Cover/Path
SM
Cover/Decorative
SM
Cover/Decorative
SM
Cover/Decorative
SM
Cover/Decorative
Sm
Decorative
SM
Decorative
SM
Decorative
SM
Cover/Decorative
Exists?
Link/Pic
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
SM
Decorative
Y
SM
Decorative
SM
Decorative
SM
Decorative
Y
Y
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misc.shopping_car
t17
trash.trashbag69
storage_palettes.p
alette2
Objects\arms\mod
ules_circulation_0
3\arms_fire_escap
e.cgf
objects/level_speci
fic/downtown/buil
dings/dwntwn_roo
ftops/roofgarden/r
oofgarden_house_
08_c.cgf
objects/library/pro
ps/rubble/generic_
debris01.cgf
objects/library/pro
ps/crashsite_crate
rs/crater_concrete
.cgf
objects/props/mili
tary_infrastructure
/main_barricade01
/main_barricade01
_rollupdoor.cgf
objects/props/park
_furniture/prkfrn_l
antern_ornate/prk
frn_lantern_ornate
_big.cgf
objects/arms/mod
ules/set_midtown/
arms_var08_groun
d_midtown_44_a.
cgf
Objects/props/mili
tary_infrastructure
/mil_ammo_crate/
mil_palette_ammo
_crate.cgf
Ryan Moore
Confidential
Crysis 2
Y
SM
Decorative
SM
Decorative
SM
Decorative/Cover
Y
Y
Y
SM
Decorative
Y
SM
Path/Cover/Decorative
SM
Decorative
Y
Y
SM
Decorative
Y
SM
Path/Decorative
Y
SM
Decorative
Y
SM
Path/Decorative
Y
SM
Cover/Decorative
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Additional Asset List
Asset Name
Ryan Moore
Type
Use
Page 40 of 42
Exists?
Link/Pic
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Confidential
Crysis 2
References
Character Images:
1. http://crysis2strategyguide.com/wpcontent/uploads/2011/03/crysis_2_Wallpaper_1m7ec.jpg
2. http://crysis.wikia.com/wiki/C.E.L.L_Marksman
3. http://th03.deviantart.net/fs71/PRE/i/2012/150/a/5/crysis_2___cell_soldier_by_mrgameb
oy2011-d51q7g7.png
4. http://crysis.wikia.com/wiki/C.E.L.L._Assault_Operative
Image Contact Sheets (Alleyway):
1. http://3.bp.blogspot.com/-46P2qVjm-Jw/Tc7dlrV7JPI/AAAAAAAAAyQ/eqz5RBONbE/s1600/DSC_0364.jpg
2. www.southseattle.edu/blogs/international/wp-content/uploads/2011/11/in-an-alleyarchitecture.jpg
3. ih1.redbubble.net/image.6112441.6986/flat,550x550,075,f.jpg
4. mw2.google.com/mw-panoramio/photos/medium/53984574.jpg
5. cdn-citylife.ronenbekerman.com/citylife/files/2011/12/cam-1.jpg
Image Contact Sheets (City Streets):
1. https://misspokahanni.files.wordpress.com/2012/01/dsc_0376.jpg
2. http://thumbs.dreamstime.com/z/new-york-city-street-3392459.jpg
3. http://www.streetsblog.org/wpcontent/uploads/2013/07/SUVOverturnsinThreeCarRMPSmashup_001164305-525x300.jpg
4. http://www.joeyblsphotography.com/wp-content/uploads/2012/05/NYC-Buildings-RockefellerCenter_700.jpg
5.
Image Contact Sheets (Grave Site):
1. http://img1.wikia.nocookie.net/__cb20120112165238/crysis/images/e/eb/C.E.L.L_Operatives.jp
g
2. http://static.comicvine.com/uploads/original/11112/111129068/3519263-7793128818Dasada.jpeg
3. http://www.dainton.com/assets/images/news-trewithen-portable-cabin-cornwall.jpg
4.
5.
6.
7.
http://i.ebayimg.com/00/$T2eC16dHJHYFFj5nS%28yqBRgK6My+7g~~_32.JPG
http://images.crestock.com/3760000-3769999/3766988-xs.jpg
http://www.bahiker.com/pictures/northbay/alston/websize/047trail.jpg
http://th06.deviantart.net/fs70/PRE/i/2012/091/7/d/graveyard_04__fancy_headstones_by_fug
uestock-d4umhx5.jpg
Ryan Moore
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Crysis 2
Environment Asset Reference Sheets:
1. Asset Thumbnails, Crysis 2, Crytek, 2011.
Ryan Moore
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