“Access Granted” is a single-player level for the - Matt Miller

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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
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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
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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 ............................................................................................................................................. 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
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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
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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
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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
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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.
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Key Theme References
Figure 2: Interior theme reference
Figure 3: Queue & interior mesh reference
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Figure 4: Train Station interior architecture style
Figure 5: City 17 Exterior skyline & architecture
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Figure 6: City 17 Exterior architecture & layout
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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
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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
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4.
5.
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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.
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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.
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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
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Detailed Design
Level Details
Gameplay Area Breakdown Map
Figure 10: Level Area Breakdown
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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.
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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
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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.
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Text and Dialog
Objective Text
 Return to Alyx to plan your next move
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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.
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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.”
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Characters/Vehicles Introduced
Figure 14: Gordon Freeman
Figure 15: Alyx Vance
Figure 16: Combine Civil Protection
Figure 17: Citizens
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Environment References
Figure 18: Interior archetecture, partial lighting, queue lines
Figure 19: Train Stop style & mesh placement
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Figure 20: Station layout, lighting, & meshes
Half-Life 2
Figure 21: Interior layout, architecture, & decoration
Figure 22: Interior layout, fences & queue lines
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Figure 23: Interior layout, perspective, lighting, & windows
Figure 24: Interior architecture (especially re: ceiling)
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Figure 25: Area transition, lighting & fence construction
Figure 26: Queue window layout & scale
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Figure 27: Interior lighting, fence transitions & guard placement
Figure 28: Security checkpoint interior & terminal
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Figure 29: More checkpoint interior with BSP detail
Figure 30: Interior lighting, guard placement & detail mesh placement
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Figure 31: Train Station interior layout, lighting, fence transitions, & detail mesh placement
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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
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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
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Yes
Trash cluster
Prop
Interior decoration
Handrail
Prop
Interior decoration
Yes
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models\props_combi
ne\combine_interfac
e001.mdl
models\props_combi
ne\combine_interfac
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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).
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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. Created by author
14. http://static2.wikia.nocookie.net/__cb20130915173629/halflife/en/images/f/ff/Halflife2gfrender.png
15. http://upload.wikimedia.org/wikipedia/en/2/2b/Alyx_Vance.png
16. http://images1.wikia.nocookie.net/half-life/en/images/7/75/Trenchcoat_CG.jpg
17. http://images4.wikia.nocookie.net/__cb20090426101240/halflife/en/images/4/48/Citizens_talking.jpg
18. http://www.electricblueskies.com/wp/wp-content/uploads/2012/03/02-Half-Life-2-1080pWallpaper-Garrys-Mod-Super-DOF-City-17-Train-Station-interior.jpg
19. http://trainsingames.com/img/hl2/pioutside.jpg
20. https://developer.valvesoftware.com/w/images/thumb/6/66/City17_trainstation.jpg/350pxCity17_trainstation.jpg
21. https://developer.valvesoftware.com/w/images/thumb/1/17/Trainstation_dining_hall.jpg/350p
x-Trainstation_dining_hall.jpg
22. http://ayay.co.uk/backgrounds/action_games/half_life_2/empty-railway-station-foyer-in-city17.jpg
23. http://pcmedia.gamespy.com/pc/image/article/566/566240/d1_trainstation_020009_1100550
673.jpg
24. http://static2.wikia.nocookie.net/__cb20100103013108/halflife/en/images/b/bc/Trainstation_hall_2.jpg
25. https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTa4xgN4hytojMfQrYpk2DaXxZKID2EmcKH2XwUUb7oPvaitGu
26. http://i1.ytimg.com/vi/1rXGlTvuY5w/hqdefault.jpg
27. http://a.imageshack.us/img716/3894/sdkd1trainstation01with.jpg
28. http://www.visualwalkthroughs.com/halflife2/pointinsertion/9.jpg
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Half-Life 2
29. http://1.bp.blogspot.com/ir_GZNDB_tE/UeQP5aRB5QI/AAAAAAAAg3s/It6oQtaiWWU/s1600/Half-Life_2_(PC)_09.jpg
30. http://gameslashplay.com/wp-content/uploads/2013/03/HL2-Combine-soda-can.jpg
31. http://img97.imageshack.us/img97/485/d1trainstation010006.jpg
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