LDD Confidential Half-Life 2 Figure 1: Inspirational Image Level Design Document: Access Granted Half-Life 2: Episode 2 Version 1.0 Matt Miller Designer: Matt Miller Document Date: 1/30/2014 Intended Level Delivery Date: 3/4/2014 Page 1 of 35 1/30/2014 LDD Confidential Half-Life 2 Document Revisions Table Version Description Requestor Date 0.5 1.0 1.5 Design Draft Initial Document Resubmission Professor Professor Professor 1/28/2014 1/30/2014 2/24/14 Matt Miller Page 2 of 35 1/30/2014 LDD Confidential Half-Life 2 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 ............................................................................................................................................. 6 Visual Themes ........................................................................................................................................... 7 Key Theme References.............................................................................................................................. 8 Level Summary ............................................................................................................................................ 11 Campaign ................................................................................................................................................ 11 Context ................................................................................................................................................ 11 Backstory ............................................................................................................................................. 11 Aftermath ............................................................................................................................................ 11 Objective(s) ............................................................................................................................................. 11 Overview Map ......................................................................................................................................... 12 Level Flow................................................................................................................................................ 12 Flow Summary .................................................................................................................................... 12 Inventory System .................................................................................................................................... 14 Overview ............................................................................................................................................. 14 Implementation .................................................................................................................................. 14 Level Progression Chart ...................................................................................................................... 15 Level Details ................................................................................................................................................ 16 Gameplay Area Breakdown Map ............................................................................................................ 16 Detailed Walkthrough ............................................................................................................................. 17 Area 1: Gaining Access ............................................................................................................................ 17 Initial Loadout ..................................................................................................................................... 17 Gameplay/Story .................................................................................................................................. 17 Text and Dialog ................................................................................................................................... 18 Visual References ................................................................................................................................ 18 Area 2: The Security Checkpoint ............................................................................................................. 19 Gameplay/Story .................................................................................................................................. 19 Text and Dialog ................................................................................................................................... 20 Matt Miller Page 3 of 35 1/30/2014 LDD Confidential Half-Life 2 Area 3: Building the Transponder ........................................................................................................... 21 Gameplay/Story .................................................................................................................................. 21 Text and Dialog ................................................................................................................................... 22 Critical Asset List ......................................................................................................................................... 31 Additional Asset List .................................................................................................................................... 31 Appendix I ................................................................................................................................................... 33 References .................................................................................................................................................. 34 Matt Miller Page 4 of 35 1/30/2014 LDD Confidential Half-Life 2 Table of Figures Figure 1: Inspirational Image ........................................................................................................................ 1 Figure 2: Interior theme reference ............................................................................................................... 8 Figure 3: Queue & interior mesh reference .................................................................................................. 8 Figure 4: Train Station interior architecture style......................................................................................... 9 Figure 5: City 17 Exterior skyline & architecture .......................................................................................... 9 Figure 6: City 17 Exterior architecture & layout ......................................................................................... 10 Figure 7: Overview Map .............................................................................................................................. 12 Figure 8: The Inventory as it appears in-game ........................................................................................... 14 Figure 9: Level Progression Chart ............................................................................................................... 15 Figure 10: Level Area Breakdown ............................................................................................................... 16 Figure 11: Area 1 Detail Map ...................................................................................................................... 17 Figure 12: Area 2 Detail Map ...................................................................................................................... 19 Figure 13: Area 3 Detail Map ...................................................................................................................... 21 Figure 14: Gordon Freeman Figure 15: Alyx Vance Figure 16: Combine Civil Protection.............. 23 Figure 17: Citizens ....................................................................................................................................... 23 Figure 18: Interior archetecture, partial lighting, queue lines .................................................................... 24 Figure 19: Train Stop style & mesh placement ........................................................................................... 24 Figure 20: Station layout, lighting, & meshes Figure 21: Interior layout, architecture, & decoration .. 25 Figure 22: Interior layout, fences & queue lines......................................................................................... 25 Figure 23: Interior layout, perspective, lighting, & windows...................................................................... 26 Figure 24: Interior architecture (especially re: ceiling) ............................................................................... 26 Figure 25: Area transition, lighting & fence construction........................................................................... 27 Figure 26: Queue window layout & scale ................................................................................................... 27 Figure 27: Interior lighting, fence transitions & guard placement ............................................................. 28 Figure 28: Security checkpoint interior & terminal .................................................................................... 28 Figure 29: More checkpoint interior with BSP detail .................................................................................. 29 Figure 30: Interior lighting, guard placement & detail mesh placement ................................................... 29 Figure 31: Train Station interior layout, lighting, fence transitions, & detail mesh placement ................. 30 Matt Miller Page 5 of 35 1/30/2014 LDD Confidential Half-Life 2 Level Abstract Quick Summary “Access Granted” is a single-player level for the first-person shooter Half-Life 2. This level takes place before the events of Episode 2 and follows the player, as Gordon Freeman, as they help Alyx Vance and the Resistance by infiltrating a security checkpoint of the dictatorial Combine Overwatch near City 17. The player uses their new inventory system, swappable disguises, and item crafting in ‘Adventure game’ styled puzzles to discover a way into the checkpoint and how to compromise the Combine security. Hook(s) Using an inventory system to manage items and equipment Crafting items together to solve contextual story puzzles Gameplay Highlights ‘Adventure game’-themed gameplay puzzles, including exploration and item combining Discrete inventory system Disguises that affect NPC contextual dialogue Item crafting Setting Summary Theme Mood Setting Time of Day Season Weather Puzzle-oriented, infiltration, crafting Oppressive, militaristic, run-down, destitution Combine security checkpoint in City 17 Early afternoon Fall Cloudy skies, slightly chilly Mission Difficulty Position Difficulty Reasons Beginning 4 Learning inventory, crafting, & disguise mechanics Middle 5 Solving item-oriented crafting puzzles End 3 Executing on a plan and avoiding suspicion Scale: 1-10 (1 is Easiest and 10 is Hardest) Mission Metrics Play Time Critical Path Physical Area 8 minutes ~300 ft. ~60 ft. x 50 ft. (~350 ft. square, 1 ft. = ~16 units) Characters Character Gordon Freeman Matt Miller Description Dr. Gordon Freeman is the main protagonist of the Half-Life games. He is a Page 6 of 35 1/30/2014 LDD Confidential Half-Life 2 theoretical physicist forced to defend himself and the human race against various alien incursions, becoming a legendary resistance hero in the process. Alyx Vance Alyx Vance is the deuteragonist of the game, Resistance member, and daughter of one of Gordon’s old coworkers. She is intelligent, highly skilled, and dedicated to fighting back against the Combine. Combine Civil Civil Protection officers, often called “CPs” or “Metro Cops”, are human Protection volunteers who have willingly joined the Combine and form the Combine’s first line of oppression against civil disobedience. As they are still fully human and are not bio-mechanically augmented in any way, Resistance members sometimes join them undercover. Character descriptions courtesy of the Half-Life 2 wiki at http://half-life.wikia.com/wiki/Half-Life_2. Visual Themes Theme City 17 Interior City 17 Exterior Matt Miller Description A Combine security checkpoint for the civilian population. Utilizes utilitarian fences and Combine technology layered over civilian brickwork. Features high levels of trash and general wear. Civilian buildings of eastern-European architecture, sparse population, high levels of Combine control. Murky skies from pollution. Page 7 of 35 1/30/2014 LDD Confidential Half-Life 2 Key Theme References Figure 2: Interior theme reference Figure 3: Queue & interior mesh reference Matt Miller Page 8 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 4: Train Station interior architecture style Figure 5: City 17 Exterior skyline & architecture Matt Miller Page 9 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 6: City 17 Exterior architecture & layout Matt Miller Page 10 of 35 1/30/2014 LDD Confidential Half-Life 2 Level Summary Campaign Context “Access Granted” takes place before the single-player campaign of Half-Life 2: Episode 2, and simulates a standard Resistance mission to undermine the control of the Combine Overwatch in City 17. It is a standalone mission, but could be inserted into a larger campaign either as an intermediary task or as a flashback to a previous mission. Backstory The Resistance has plans to infiltrate the eastern Combine security checkpoint at the train station leading into City 17. Using a stolen Metro Cop disguise, Gordon Freeman infiltrates the Civil Protection office and crafts the materials he needs on the spot to establish a direct uplink between the MP terminal and the Resistance headquarters. With Gordon clad in his civilian garb, he heads to the train station to meet Alyx and collect the disguise that she has obtained for him to use. Aftermath With the uplink established, the Resistance can monitor Combine movements for months to come, which enables them to avoid raids, evacuate civilians, and ambush caravans. Objective(s) Infiltrate the Combine Security Checkpoint and compromise their security o Obtain the Combine uniform from Alyx at the train station o Infiltrate the checkpoint office Find a crowbar and a car battery, then craft them together to make a Stunstick o Return to Alyx to find out how to compromise the Civil Protection system o Craft a transponder and hook it up to the Combine terminal Get a radio Use the Stunstick to power up the vending machine Trade the soda from the vending machine for a radio Find a coat hanger to use as an antennae Combine the two into a transponder o Return to Alyx to complete the mission Matt Miller Page 11 of 35 1/30/2014 LDD Confidential Half-Life 2 Overview Map Figure 7: Overview Map Level Flow Flow Summary 1. The player approaches Alyx Vance. Alyx gives the player the Combine disguise, and explains that they need to swap their clothes depending on who they are talking to. Alyx instructs the player to use the disguise to infiltrate the Combine Overwatch security checkpoint at point #2. 2. If the player approaches the locked door at point 2 wearing the Combine disguise, then the Combine Metro Police standing nearby informs the player that he cannot allow them to enter Matt Miller Page 12 of 35 1/30/2014 LDD 3. 4. 5. 6. 7. 8. 9. Confidential Half-Life 2 until they recover all their standard issue equipment – namely, their Stunstick (to make sure they haven’t lost it). If the player approaches in any other garb, the MP tells them to step back. The player must then construct a Stunstick by combining a Crowbar and a Battery in their inventory. If they player is lost, approaching Alyx yields a hint. Once the Stunstick and Combine Disguise are both equipped in the inventory, the player enters through the door at point 2. Once inside, they investigate the Terminal at point 3, and are then prompted to return to Alyx to discover what to do with this kind of terminal. Alyx tells the player that they need to obtain and attach a Transponder to the Terminal. She hints that they can create a Transponder by combining a Radio with an antenna of some kind. When the player approaches the citizen next to the Radio while wearing the HEV Suit, the citizen informs them that he is willing to trade the Radio for a drink. The player approaches the vending machine and finds it without power. By hitting the vending machine, or its nearby wiring, with the Stunstick, the vending machine briefly lights up and spit out a soda can which the player can pick up. By returning the can to the citizen, the player acquires the Radio. When combined with the Coat Hanger in the inventory, it produces the Transponder. With the Combine disguise equipped, the player can re-enter the checkpoint and place the Transponder on the Terminal. A prompt then instructs them to return to Alyx. Alyx informs the player that the Transponder is transmitting successfully, and that the mission is complete. Matt Miller Page 13 of 35 1/30/2014 LDD Confidential Half-Life 2 Inventory System Overview In “Access Granted,” the player has access to a new type of inventory system using slots and item crafting. When a player picks up an item or weapon, rather than being put into a weapons slot (as in the standard game), the item will instead be placed into a slot in their new inventory, which is accessible by pressing the “Tab” key. From within this inventory, players can equip, use, drop, and combine items to solve new puzzles. Figure 8: The Inventory as it appears in-game Implementation When viewing this inventory, the player moves a cursor with WASD commands, and issues instructions using left click. By clicking wen the cursor is over an item, the inventory system performs contextual commands. For example, if the player clicks Combine Disguise, it is equipped, displayed by moving it up to the blue equipment slot and applying an overlay to the screen. As a result, characters in the world respond to the player as though they were a member of the Combine. Additionally, if the player clicks when the cursor is over the “Combine” button, the inventory intelligently combines applicable items in the inventory. In Figure 8, for example, clicking “Combine” causes the crowbar and the car battery to be combined together to make the Stunstick, which is then added to the appropriate inventory slot automatically. Finally, the inventory can respond to where the player is standing in the world – for example, to give an item to a specific character in a specific place. Matt Miller Page 14 of 35 1/30/2014 LDD Confidential Half-Life 2 Level Progression Chart Time (min) 0 0:30 1:00 1:30 Terrain/Objective Train Station; Meet Alyx and get Combine disguise Infintrate Checkpoint Opponents Combine Metro Police Challenges Use Disguises Wow Moments Inventory Equipping Disguises New Skills/Weapons Combine Disguise Cinematics 2:00 Obtain Stunstick Time (min) 3:00 3:30 Terrain/Objective Infintrate Checkpoint Opponents Challenges Wow Moments New Skills/Weapons Coat Hanger Cinematics 5:00 Time (min) 6:00 Terrain/Objective Opponents Challenges Wow Moments New Skills/Weapons Radio Cinematics 4:00 Return to Alyx Collect items and craft Crowbar & Car Battery 4:30 Build Transponder 5:30 Find Drink Vending Machine puzzle Logic Puzzles Coat Hanger Can of Soda 6:30 7:00 Plant Transponder in Checkpoint 7:30 Return to Alyx 8:00 Infiltrate Checkpoint Successful Infiltration Transponder Figure 9: Level Progression Chart Matt Miller 2:30 Page 15 of 35 1/30/2014 8:30 END LDD Confidential Half-Life 2 Detailed Design Level Details Gameplay Area Breakdown Map Figure 10: Level Area Breakdown Matt Miller Page 16 of 35 1/30/2014 LDD Confidential Half-Life 2 Detailed Walkthrough Area 1: Gaining Access Figure 11: Area 1 Detail Map Initial Loadout None Gameplay/Story 1. The player approaches Alyx Vance. Alyx gives the player the Combine disguise, and explains that they need to swap their clothes depending on who they are talking to. Alyx instructs the player to use the disguise to infiltrate the Combine Overwatch security checkpoint at point #2. Matt Miller Page 17 of 35 1/30/2014 LDD Confidential Half-Life 2 2. If the player approaches the locked door at point 2 wearing the Combine disguise, then the Combine Metro Police standing nearby informs the player that he cannot allow them to enter until they recover all their standard issue equipment – namely, their Stunstick (to make sure they haven’t lost it). If the player approaches in any other garb, the MP tells them to step back. 3. The player finds a crowbar amongst some painting and repair supplies, where workers appear to have used it to open paint cans. When the player interacts with it, the crowbar is picked up and added to the inventory, and an on-screen message displays indicating that the player has acquired the crowbar. 4. The player finds a car battery in a pile of refuse near the front door, which is overflowing from a nearby trashcan. The player picks it up, and adds it to the inventory. The player then opens their inventory and clicks on the “Combine” button. This causes the crowbar and the battery to combine into a Stunstick. If the player gets stuck, they can ask Alyx for help and she will provide a hint. 5. With the newly acquired Stunstick, the player (wearing their disguise) approaches the checkpoint guard again. Having the correct items, he motions them inside and opens the door. Text and Dialog Objective Text Rendezvous with Alyx Infiltrate the security checkpoint Find or construct a Stunstick Infiltrate the security checkpoint Dialog/Script Alyx Vance: o “Good to see you made it. The checkpoint is right over there. Here’s your disguise – make sure you wear it when you try to get inside.” o “You need a Stunstick, huh? Well… that might not be too hard to put together. It’s basically just a metal stick that electrocutes people, right?” Combine Metro Police: o “Step back, citizen.” o “Where’s the rest of your kit? I can’t let you through here without your standard-issue Stunstick. If you lost it, they’ll slap you with offworld reassignment for sure.” o “Oh, you found your Stunstick – lucky you. Go on in.” Visual References Theme City 17 Train Station Interior Matt Miller Page 18 of 35 1/30/2014 LDD Confidential Half-Life 2 Area 2: The Security Checkpoint Figure 12: Area 2 Detail Map Gameplay/Story 1. When the player enters the checkpoint, they have a minute to look around. The large, glowing computer terminal against the north wall draws their gaze. When they approach it, objective text informs them that they should return to Alyx to find out how to compromise this type of system. Matt Miller Page 19 of 35 1/30/2014 LDD Confidential Half-Life 2 Page 20 of 35 1/30/2014 Text and Dialog Objective Text Return to Alyx to plan your next move Matt Miller LDD Confidential Half-Life 2 Area 3: Building the Transponder Figure 13: Area 3 Detail Map Gameplay/Story 1. The player returns to Alyx, who informs them that they just need to attach a Transponder to the computer in order to relay its messages back to the Resistance base. She then tells the player that, in order to build one, they will need a radio transmitter and some kind of antenna. 2. Remembering that they saw a radio prominently displayed on a bench earlier, the player talks to the citizen sitting next to it. The citizen tells the player that they are willing to give up their radio because it does not work, but they want to trade it for something to drink. Matt Miller Page 21 of 35 1/30/2014 LDD Confidential Half-Life 2 3. The player approaches and uses the soda machine, but objective text informs them that the machine has no power. However, by following the cables running out of the machine up onto the adjacent catwalk, they locate the power junction box. The player uses it, and text informs them that power is flowing back into the machine. Descending the catwalk, the player uses the machine again, and it dispenses a can of soda. When the player picks it up, it appears in their inventory. 4. The player returns to the citizen with the radio, opens their inventory, and clicks on the soda. It disappears from their inventory and appears on the bench next to the citizen, who thanks the player. The player then picks up the radio. 5. By searching near another trashcan, the player finds a piece of steel cable that they can use as an antenna. By combining this with the radio in their inventory, just as they did before, the player acquires a transponder. 6. The player returns to the checkpoint and places the transponder on the computer terminal, then returns to Alyx. She congratulates the player, and the level ends. Text and Dialog Objective Text Return to Alyx to plan your next move Find or construct a Transponder Attach the Transponder to the security Terminal Return to Alyx Dialog Alyx Vance: o “You got inside? Great! What did you find? Hmm… you know, if we attach a simple transponder to that kind of computer, we could hack into the system from back at base. To make one, you’ll need a radio and some kind of antennae.” o “Great job – I’m already getting a strong signal. Now let’s get out of here before anyone gets suspicious.” Citizen o “Leave me alone, man.” o “Huh? My radio? It don’t work none since the antennae broke… tell you what, I’m pretty thirsty. You bring me a drink, it’s yours.” o “Oh, perfect! Here, you can have this piece of junk.” Matt Miller Page 22 of 35 1/30/2014 LDD Confidential Half-Life 2 Characters/Vehicles Introduced Figure 14: Gordon Freeman Figure 15: Alyx Vance Figure 16: Combine Civil Protection Figure 17: Citizens Matt Miller Page 23 of 35 1/30/2014 LDD Confidential Half-Life 2 Environment References Figure 18: Interior archetecture, partial lighting, queue lines Figure 19: Train Stop style & mesh placement Matt Miller Page 24 of 35 1/30/2014 LDD Confidential Figure 20: Station layout, lighting, & meshes Half-Life 2 Figure 21: Interior layout, architecture, & decoration Figure 22: Interior layout, fences & queue lines Matt Miller Page 25 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 23: Interior layout, perspective, lighting, & windows Figure 24: Interior architecture (especially re: ceiling) Matt Miller Page 26 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 25: Area transition, lighting & fence construction Figure 26: Queue window layout & scale Matt Miller Page 27 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 27: Interior lighting, fence transitions & guard placement Figure 28: Security checkpoint interior & terminal Matt Miller Page 28 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 29: More checkpoint interior with BSP detail Figure 30: Interior lighting, guard placement & detail mesh placement Matt Miller Page 29 of 35 1/30/2014 LDD Confidential Half-Life 2 Figure 31: Train Station interior layout, lighting, fence transitions, & detail mesh placement Matt Miller Page 30 of 35 1/30/2014 LDD Confidential Half-Life 2 Critical Asset List Asset Name Type Use Crowbar Stunstuck Alyx Vance Civilian Combine MP Weapon Weapon NPC NPC NPC Weapon & crafting component Weapon & door key Quest NPC and story character Quest NPC Quest NPC Car Battery Prop Crafting component Radio Prop Crafting component Antennae Cable Prop Crafting component Vending Machine Prop Interactable object Fence Prop Structural mesh Train Station Ceiling Texture Basic texture Train Station Ceiling 2 Texture Basic texture Train Station Wall Texture Basic texture Train Station Wall 2 Texture Basic texture Combine Interface Prop Interactable terminal Combine Door Prop Door mesh Exists? Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Link/Pic Weapon_crowbar Nps_alyx Npc_citizen Npc_metropolice models\items\car_b attery01.mdl models\items\car_b attery01.mdl models\items\car_b attery01.mdl models\items\car_b attery01.mdl models\items\car_b attery01.mdl /building_trainstatio n_template001a /building_trainstatio n_template001d /building_trainstatio n_template002i /building_trainstatio n_template002k models\props_combi ne\combine_interfac e001.mdl models\props_combi ne\combine_interfac e001.mdl Additional Asset List Asset Name Type Use Exists? Yes Bench Prop Interior bench Chair Prop Interrogation chair in checkpoint Soda Can Prop Inventory item Trashcan Prop Interior decoration Yes Yes Yes Matt Miller Page 31 of 35 Link/Pic models\props_combi ne\combine_interfac e001.mdl models\props_combi ne\combine_interfac e001.mdl models\props_combi ne\combine_interfac e001.mdl models\props_combi ne\combine_interfac e001.mdl 1/30/2014 LDD Confidential Half-Life 2 Yes Trash cluster Prop Interior decoration Handrail Prop Interior decoration Yes Matt Miller Page 32 of 35 models\props_combi ne\combine_interfac e001.mdl models\props_combi ne\combine_interfac e001.mdl 1/30/2014 LDD Confidential Half-Life 2 Appendix I Why is this fun? o Combining item-oriented puzzles through the crafting mechanic and the equipped disguises to create Adventure genre-themed gameplay in the Half-Life 2 universe provides new and interesting challenges for the player to solve. The puzzle-solving thought process involved in discovering what items to combine, and what they combine into, provides new and fun experiences for players. What makes this sequence interesting/memorable? o Having inventory-oriented puzzles, including crafted gear, is a new experience for Half-Life 2 players, and will demonstrate the possibilities that could be achieved with such a system. It allows the player to interact with their items in new ways, and encourages them to think about their items differently (specifically, how they can be combined). How will you communicate to the player what they need to do? o Primary communication is delivered in the form of environment clues (broken wires, locks with indicator lights, etc.) and contextual dialogue from the NPCs when the player approaches. How can the player break it? o Engaging in extended combat against the Combine guards or civilians could break the level, leaving the NPCs unable to deliver important information or initiating a combat encounter with nowhere for the player to run to escape it. To combat this, I have removed the player’s ability to wield any weapons during this level, instead folding their acquisition into the inventory system rather than the game’s standard equipment system (since this is a noncombat level). Matt Miller Page 33 of 35 1/30/2014 LDD Confidential Half-Life 2 References 1. http://farm8.staticflickr.com/7127/7133400703_cf9940fb36_b.jpg 2. http://static2.wikia.nocookie.net/__cb20110416114526/halflife/en/images/e/e9/Checkpoint_beta.jpg 3. http://cloud.steampowered.com/ugc/612770366627482811/B51FDC3F413B1CCE11524EF5A2E 09E8115C22B54/ 4. http://noisetosignal.org/files/imagepicker/p/Phil%20Reed/hl2a2.jpg 5. http://static2.wikia.nocookie.net/__cb20090113000552/halflife/en/images/9/97/City_17_buildings_and_inner_wall.jpg 6. http://i47.tinypic.com/28i5092.jpg 7. Created by author 8. Created by author 9. Created by author 10. Created by author 11. Created by author 12. Created by author 13. 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