Alone - Matthew Bonnitt

“All Alone”
Half Life 2: Episode 2
Single Player Level Design Document
Designer:
Document Date:
Intended Level Delivery Date:
Matthew Bonnitt
09/07/2011
10/05/2011
Single Player Level Design Document
Half Life 2: Episode 2
TABLE OF CONTENTS
Table of Contents............................................................................................................................ 2
Table of Figures .............................................................................................................................. 4
Document Revisions Table ............................................................................................................ 5
Quick Summary .............................................................................................................................. 6
GAMEPLAY ........................................................................................................................................................................ 6
General Game Flow .................................................................................................................................................... 6
Major Elements ........................................................................................................................................................ 10
Objective Summary .................................................................................................................................................. 11
OVERVIEW ...................................................................................................................................................................... 11
Campaign ................................................................................................................................................................. 11
Mission Location....................................................................................................................................................... 11
Mission Difficulty ...................................................................................................................................................... 11
Mission Metrics ........................................................................................................................................................ 11
Level Details .................................................................................................................................. 12
LEVEL ATMOSPHERE/MOOD .............................................................................................................................................. 12
STORY ............................................................................................................................................................................ 12
Introduction .............................................................................................................................................................. 12
In-Game .................................................................................................................................................................... 12
Extro ......................................................................................................................................................................... 13
“60 seconds of gameplay”............................................................................................ Error! Bookmark not defined.
MAJOR AREAS/VISUAL THEMES.......................................................................................................................................... 14
Area 1: Hotel Lobby .................................................................................................................................................. 14
Text Description: ......................................................................................................................................................................................... 14
Visual References ........................................................................................................................................................................................ 14
Area 2: Hotel Rooms................................................................................................................................................. 18
Text Description: ......................................................................................................................................................................................... 18
Visual References ........................................................................................................................................................................................ 18
CHALLENGE HIGHLIGHTS.................................................................................................................................................... 23
Area 1: Hotel Lobby .................................................................................................................................................. 23
Area 2: Hotel Rooms................................................................................................................................................. 23
WOW MOMENTS............................................................................................................................................................ 23
Actors ....................................................................................................................................................................... 24
Player .......................................................................................................................................................................................................... 24
Key Actors ................................................................................................................................................................................................... 24
Supporting Actors........................................................................................................................................................................................ 25
User Interface ........................................................................................................................................................... 26
Pre-Game Information ................................................................................................................................................................................ 26
In-Game Information................................................................................................................................................................................... 26
Post Game Information ............................................................................................................................................................................... 26
HUD Elements ............................................................................................................................................................................................. 26
Gameplay Details .......................................................................................................................... 27
Level Progression Chart ............................................................................................................................................ 27
Gameplay Mechanics ............................................................................................................................................... 28
Overview Map ................................................................................................................................ 28
Detailed Map Descriptions ........................................................................................................... 29
AREA 1.1: FINDING THE FIRST KEY ...................................................................................................................................... 29
Map .......................................................................................................................................................................... 29
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Half Life 2: Episode 2
Gameplay ................................................................................................................................................................. 30
Dialog ....................................................................................................................................................................... 30
Visual References ..................................................................................................................................................... 30
AREA 1.2: GETTING THE SECOND KEY .................................................................................................................................. 32
Map .......................................................................................................................................................................... 32
Gameplay ................................................................................................................................................................. 32
Dialog ....................................................................................................................................................................... 33
Visual References ..................................................................................................................................................... 33
AREA 1.3: GETTING THE THIRD KEY ..................................................................................................................................... 35
Map .......................................................................................................................................................................... 35
Gameplay ................................................................................................................................................................. 35
Dialog ....................................................................................................................................................................... 35
Visual References ..................................................................................................................................................... 36
AREA 1.4: GETTING OUT ................................................................................................................................................... 37
Map .......................................................................................................................................................................... 38
Gameplay ................................................................................................................................................................. 38
Dialog ....................................................................................................................................................................... 38
Visual References ..................................................................................................................................................... 39
Appendix ....................................................................................................................................... 41
References .................................................................................................................................... 42
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TABLE OF FIGURES
Figure 1: Critical Path - Part 1/4 ........................................................................................................................................ 7
Figure 2: Critical Path - Part 2/4 ........................................................................................................................................ 8
Figure 3: Critical Path - Part 3/4 ........................................................................................................................................ 9
Figure 4: Critical Path - Part 4/4 ...................................................................................................................................... 10
Figure 5: Area-Coded Map .............................................................................................................................................. 14
Figure 6: The large open space provides a focal point for the level to which the player must return multiple times. .. 15
Figure 7: Adjoining the lobby is a cocktail area where businessmen and -women once met. ....................................... 15
Figure 8: The bar provides an interesting centerpiece for the bar area. ........................................................................ 16
Figure 9: The long reception desk conceals many hiding places for clues and creatures............................................... 16
Figure 10: Large rounded stairs give the player multiple routes for getting upstairs..................................................... 17
Figure 11: The yellow glow fills most of the hall, while casting strong shadows in corners. .......................................... 17
Figure 12: The faint blue light of the moon pervades the room. .................................................................................... 18
Figure 13: Minimal decoration sometimes gets the job done. ....................................................................................... 19
Figure 14: Double beds to break up the types of rooms. ................................................................................................ 20
Figure 15: Water stains and peeling boards show the decrepit nature of the hotel. ..................................................... 20
Figure 16: Broken bits of furniture and holes punched in the wall tell a story............................................................... 21
Figure 17: Blue and yellow light mix to create the atmosphere. .................................................................................... 21
Figure 18: Blue moonlight, yellow background light, and zombies. ............................................................................... 22
Figure 19: Alyx Vance ...................................................................................................................................................... 24
Figure 20: Classic Zombie ................................................................................................................................................ 24
Figure 21: Fast Zombie .................................................................................................................................................... 25
Figure 22: Headcrab ........................................................................................................................................................ 25
Figure 23: "All Alone" Level Progression Chart ............................................................................................................... 27
Figure 24: Overview map ................................................................................................................................................ 28
Figure 25: Area 1.1 Critical Path with Enemy Placement and Pathing ............................................................................ 29
Figure 26: The open lobby leaves room for player movement if zombies are around. .................................................. 30
Figure 27: Staircase of the lobby area leads straight to a mysterious hallway. .............................................................. 31
Figure 28: The lighting of the level accentuates the musty atmosphere. ....................................................................... 31
Figure 29: Area 1.2 Critical Path with Enemy Placement and Pathing ............................................................................ 32
Figure 30: Zombies burst out of the stalls. ...................................................................................................................... 33
Figure 31: Only fluorescent bulbs light the environment. .............................................................................................. 34
Figure 32: Area 1.3 Critical Path with Enemy Placement and Pathing ............................................................................ 35
Figure 33: Zombies or Combine trashed the room. ........................................................................................................ 36
Figure 34: The rooms provide a view of the exterior skyline. ......................................................................................... 37
Figure 35: Area 1.4 Critical Path with Enemy Placement and Pathing ............................................................................ 38
Figure 36: The lobby bar has many places to move around for zombies. ...................................................................... 39
Figure 37: On the bar rests the key to escape the hotel. ................................................................................................ 39
Figure 38: The lighting for the bar comes from the moon. ............................................................................................. 40
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DOCUMENT REVISIONS TABLE
VERSION
DESCRIPTION
REQUESTOR
DATE
1.0
Initial Draft
Prof Ouellette
08/31/2011
Matthew Bonnitt
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Half Life 2: Episode 2
QUICK SUMMARY
“All Alone” is a single-player, third-person survival horror level for Half Life 2 set during the events of Episode 1.
While Alyx Vance and Gordon Freeman attempt to exit the increasingly chaotic City 17, a hypothetical situation arises
in which Alyx finds herself separated from Gordon due to some falling debris. On her own, she must find her way
through a dilapidated hotel. Unfortunately, Alyx is not actually alone… headcrabs and zombies infest the building.
GAMEPLAY
“All Alone” pays tribute to classic survival horror games, such as Resident Evil 2, Silent Hill, and Parasite Eve 2. From
controls to camera systems, “All Alone” emulates the style of its predecessors, pulling the player out of the first
person into the third person and placing a high focus on conservation of ammo and health. Furthermore, the level
stresses an emphasis on creating an atmosphere of horror. Unlike most Half Life 2 levels, which are linear in design,
not allowing the player many alternate paths, “All Alone” places a focus on exploration.
General Game Flow
While the playable space of “All Alone” is open to exploration, the critical path is straightforward. In order to exit the
hotel, the player must find the correct key to open the side entrance. The general game flow is as follows:
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The player begins at the hotel entrance.
The player moves past the reception area to the open hall.
The player enters the upper bathroom and fights a couple of zombies.
The player moves to the lower room and finds the office key.
The player enters the lower bathroom and unlocks the door from the inside.
As the player moves down the hall, zombies break out of the locked room closest to the bathrooms.
After killing the zombies, the player goes into the employee area behind the reception desk and finds more
zombies.
After killing this set of zombies, the player unlocks the office and finds a key to the lobby bar.
The player exits the office and heads to the lobby bar.
Upon entering the lobby bar, fast zombies attack.
After defeating the fast zombies, the player finds the side entrance key.
The player exits the building via the side entrance.
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Figure 1: Critical Path - Part 1/4
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Half Life 2: Episode 2
Figure 2: Critical Path - Part 2/4
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Half Life 2: Episode 2
Figure 3: Critical Path - Part 3/4
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Figure 4: Critical Path - Part 4/4
Major Elements
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Play as Alex Vance in third person (Hook)
Resident Evil 2 style survival-horror camera system
Resident Evil 2 style gameplay
Horrific atmosphere
Subtle, psychological terror (Wow)
Cheap scares (Wow)
Health inventory system
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Half Life 2: Episode 2
Objective Summary
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Main Objective:
o Escape the zombie-infested hotel
Secondary Objectives:
o Find the Office Key
o Find the Bar Key
o Find the Side Entrance Key
OVERVIEW
Campaign
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Name: Half Life 2: Episode 3rd Person
Level Position in Campaign:
o Before “All Alone,” Alyx and Gordon were travelling through a heavily headcrab-shelled City 17.
However, a large pile of debris falls between the two and separates them.
o After “All Alone,” Alyx manages to meet up with Gordon again, and the two exit City 17 by jumping
on the last Resistance train wagon.
o “All Alone” takes place in Half Life 2: Episode 1 during a hypothetical situation.
Mission Location
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Theme: Survival Horror
Mood: Scary
Setting: Heavily headcrab-shelled City 17 hotel
Time: 10 pm
Season: Autumn
Weather: Windy with a bright moon
Mission Difficulty
Scale: 1 = Very easy; 5 = Very hard
 Start: 1/5 (Vey easy)
o No Enemies (allow player to get familiar with controls)
 Middle: 3 /5 (Moderate)
o Several zombies spread throughout the level
 End: 4/5 (Hard)
o Fast zombies in the last area
Mission Metrics
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Play Time: 10 minutes
Physical Length: ~6000 Hammer Units (HU)
Physical Area: 3200 HU x 2048 HU x 200 HU
Max New Characters: 0
Max Visual Themes: 2
o Area 1: Hotel Lobby
o Area 2: Hotel Rooms
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LEVEL DETAILS
LEVEL ATMOSPHERE/MOOD
“All Alone” harkens back to survival horror games such as Resident Evil 2, Silent Hill, and Parasite Eve 2. It relies on an
over the shoulder camera that heightens player concern and creates a tense atmosphere where anything can be
around the corner, but the player must wait until the camera shifts to know. The level uses shock-scare tactics such
as headcrabs hopping out of vents and more subtle and psychologically terrifying techniques such as when headcrabs
do not hop out of vents. Some other techniques used to create the scary atmosphere are as follows:
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Lighting and Shadows
o Flickering lights
o Dim lights
o Strong shadows
o Moving shadows
o Moonlit rooms
o Firelight
Textures, Decals, and Particles
o Bloody decals
o Dirty textures
o Fire particles
Models
o Massacred models
o Piles of litter and debris
o Zombies
o Headcrabs
o Fast Zombies
Sounds
o Rustling wind sound
o Screams and moans
o Shuffling
o Scratching
Camera
o Scripted events (such as things moving in the distance)
o Camera placement
STORY
Introduction
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As Gordon and Alyx make their way through City 17, trying to escape the zombie infestation due to Combine
bombing, burning debris falls from a hotel building, separating the two.
With the grav gun, Gordon begins trying to make a path for Alyx to rejoin him.
However, more debris falls as he works, and to save herself, Alyx forces her way through the hotel entrance.
With no way to communicate with Gordon, Alyx must find a way out of the hotel.
In-Game
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With the entrance doors firmly barricaded behind her, Alyx slowly begins to explore the hotel lobby.
Spotting a side entrance, she immediately heads in the direction and tries the handle, but it is no good:
someone locked the door.
Hoping to find another exit or perhaps the key, Alyx begins a search of the building. Locked doors line the
halls.
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Half Life 2: Episode 2
Rustling noises and moans create an unsettling atmosphere.
Moving through a hallway, two zombies rush at Alyx and she fires all the rounds in her gun to take them
down.
More cautiously, Alyx peeks into a few unlocked rooms and finds the office key and a few bullets lying beside
a corpse.
Taking the goods, Alyx heads to the office.
As she passes a locked door, a zombie smashes through, almost killing her with the door.
To conserve ammo, Alyx rushes ahead, but finds two zombies in the employee area before the office
entrance.
With little choice, Alyx unloads her gun into the zombies, and then proceeds to find a key to the lobby bar.
With a new destination in mind, Alyx searches some of the linen closets and finds a heath pack and more
bullets.
Cautiously pushing open the lobby bar door, Alyx sees a glimmering on the counter.
Moving toward the object, she does not notice the swift moving shadows.
As she picks up the side entrance key, two fast zombies attack.
With quick reflexes, she takes the creatures down.
Deciding not to waste any more time, she rushes to the side entrance and exits the hotel.
Extro
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As she breaks through the side entrance door, Alyx stumbles into Gordon.
Though Gordon has a questioning look in his eye, he does not say anything.
Wanting to put the experience behind her, Alyx only says, “Let’s get out of this town.”
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MAJOR AREAS/VISUAL THEMES
Figure 5: Area-Coded Map
Area 1: Hotel Lobby
Text Description:
The hotel lobby is the central hub of “All Alone.” It features a large, open space with circular stairs leading to an
upper balcony that connects various halls and rooms. Beneath the balcony stand the hotel office and reception desk.
Couches, chairs, lamps, and potted plants remind passersby that this space was once a busy intersection for guests
and travelers. However, dust and mold have made the location feel less welcoming, and the distant moans give a
distinct eerie sensation. Flickering lights give off a yellow glow, while blue moonlight creeps in through the windows.
Visual References
Terrain/Vegetation
None
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Models/Architecture
Figure 6: The large open space provides a focal point for the level to which the player must return multiple times.
Figure 7: Adjoining the lobby is a cocktail area where businessmen and -women once met.
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Figure 8: The bar provides an interesting centerpiece for the bar area.
Figure 9: The long reception desk conceals many hiding places for clues and creatures.
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Figure 10: Large rounded stairs give the player multiple routes for getting upstairs.
Textures/Lighting
Figure 11: The yellow glow fills most of the hall, while casting strong shadows in corners.
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Half Life 2: Episode 2
Figure 12: The faint blue light of the moon pervades the room.
Characters/Vehicles
See Actors section below
Area 2: Hotel Rooms
Text Description:
Once a five-star hotel, the combine have guaranteed the complete desolation of most of the building’s rooms. Once
plush beds now lay withered and filthy, and shadeless lamps cast harsh yellow glares. Graffiti scribbled by vandals
cover the walls the few places where the wallpaper does not have holes.
The hotel rooms provide additional areas of exploration and, for the most part, are nonessential.
Visual References
Terrain/Vegetation
None
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Models/Architecture
Figure 13: Minimal decoration sometimes gets the job done.
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Figure 14: Double beds to break up the types of rooms.
Textures/Lighting
Figure 15: Water stains and peeling boards show the decrepit nature of the hotel.
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Figure 16: Broken bits of furniture and holes punched in the wall tell a story.
Figure 17: Blue and yellow light mix to create the atmosphere.
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Half Life 2: Episode 2
Figure 18: Blue moonlight, yellow background light, and zombies.
Characters/Vehicles
See Actors section below
Matthew Bonnitt
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Half Life 2: Episode 2
Level Objectives
 Primary: Escape the hotel
 Secondary:
o Find the office key
o Find the lobby bar key
o Find the side entrance key
 Bonus: N/A
 Hidden: N/A
CHALLENGE HIGHLIGHTS
Area 1: Hotel Lobby
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Combat: Fight several zombies scattered throughout the area
Stealth: N/A
Puzzles: Find the keys
Conversation: N/A
Boss Battles: Fight 2 fast zombies in the lobby bar
Area 2: Hotel Rooms
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Combat: Fight several zombies scattered throughout the rooms
Stealth: N/A
Puzzles: Find the keys
Conversation: N/A
Boss Battles: N/A
WOW MOMENTS
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Moment 1 (Area 1: Hotel Lobby): On entering the hotel, see the shadows of fast zombies move swiftly past a
glass wall
Moment 2 (Area 1: Hotel Lobby): Zombies unexpectedly come out of bathroom stalls
Moment 3 (Area 2: Hotel Rooms): Zombies burst out of a previously locked room, flinging the door from its
hinges
Moment 4 (Area 1: Hotel Lobby): The player fights the fast zombies they previously saw at the beginning of
the level
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Actors
Player
Alyx Vance
Figure 19: Alyx Vance
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Model(s): alyx.mdl
Inventory: w_Alyxgun.mdl
Start Location: Hotel lobby
Motives/Objectives: Make it out of the hotel back to Gordon
Key Actors
Zombie
Figure 20: Classic Zombie
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Model(s):zombie/classic.mdl
Inventory: N/A
Motives/Objectives: Attack humans
Starting Location: Throughout the hotel
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Fast Zombie
Figure 21: Fast Zombie
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Model(s):zombie/fast.mdl
Inventory: N/A
Motives/Objectives: Attack humans
Starting Location: Throughout the hotel
Headcrab
Figure 22: Headcrab
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Model(s):headcrab.mdl
Inventory: N/A
Motives/Objectives: Attack humans
Starting Location: Throughout the hotel
Supporting Actors
Actor 1
 Model(s): N/A
 Inventory: N/A
 Motives/Objectives: N/A
 Uses Within Level: N/A
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User Interface
Pre-Game Information
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Briefing
o N/A
In-Game Information
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Introduction
o Dialog – Alyx: “It looks like I can’t get back to Gordon this way.”
o Dialog – Alyx: “I’ll have to find another way out of here.”
In-Game
o Text – “Office key acquired”
o Text – “Lobby bar key acquired”
o Text – “Side entrance key acquired”
Objectives
o Find a way out of the hotel
Conclusion
o Text – “Thanks for playing”
Post Game Information
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Debriefing
o N/A
Stats
o N/A
HUD Elements
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Normal Elements Used
o N/A
Special Elements Required
o Text displaying health, number of health packs in inventory, and number of bullets
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GAMEPLAY DETAILS
Level Progression Chart
Figure 23: "All Alone" Level Progression Chart
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Gameplay Mechanics
Prerequisite Skills:
 Basic understanding of video games
 Basic understanding of Half Life 2 controls’ layout
Skills Learned
 Understanding of third-person survival horror controls in Source
 Understanding of third-person survival horror camera system in Source
 Understanding of basic health inventory system in Source
OVERVIEW MAP
Figure 24: Overview map
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Half Life 2: Episode 2
Initial Loadout:
o The player begins the level with a pistol and 10 bullets.
Enemies Drop Anything:
o No
Enemy Weapons:
o N/A (all zombies)
DETAILED MAP DESCRIPTIONS
AREA 1.1: FINDING THE FIRST KEY
Map
Figure 25: Area 1.1 Critical Path with Enemy Placement and Pathing
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Gameplay
1. Entering the Building
 Encounters
o N/A
 Challenges
o N/A
2. The Bathroom
 Encounters
o Two zombies burst out of stalls and attack the player as she passes.
 Challenges
o N/A
3. Getting the Office Key
 Encounters
o Three headcrabs crawl out of a vent and leap at the player.
 Challenges
o N/A
Dialog
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Dialog – Alyx: “It looks like I can’t get back to Gordon from this way.”
Dialog – Alyx: “I’ll have to find another way out of here.”
Visual References
Figure 26: The open lobby leaves room for player movement if zombies are around.
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Figure 27: Staircase of the lobby area leads straight to a mysterious hallway.
Figure 28: The lighting of the level accentuates the musty atmosphere.
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AREA 1.2: GETTING THE SECOND KEY
Map
Figure 29: Area 1.2 Critical Path with Enemy Placement and Pathing
Gameplay
1. Leaving the hotel room
 Encounters
o N/A
 Challenges
o N/A
2. Passing the locked door
 Encounters
o Two zombies burst out of a locked hotel room.
 Challenges
o N/A
3. Entering the employee area
 Encounters
o Three zombies wander the employee area.
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Challenges
o N/A
4. Unlocking the office
 Encounters
o N/A
 Challenges
o N/A
Dialog
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N/A
Visual References
Figure 30: Zombies burst out of the stalls.
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Figure 31: Only fluorescent bulbs light the environment.
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AREA 1.3: GETTING THE THIRD KEY
Map
Figure 32: Area 1.3 Critical Path with Enemy Placement and Pathing
Gameplay
1. Leaving the Office
 Encounters
o N/A
 Challenges
o N/A
2. The Lobby Bar
 Encounters
o Two fast zombies rush the player as she enters their territory
 Challenges
o N/A
Dialog
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N/A
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Visual References
Figure 33: Zombies or Combine trashed the room.
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Figure 34: The rooms provide a view of the exterior skyline.
AREA 1.4: GETTING OUT
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Map
Figure 35: Area 1.4 Critical Path with Enemy Placement and Pathing
Gameplay
1. Leaving the Lobby Bar
 Encounters
o N/A
 Challenges
o N/A
2. Leaving the Hotel
 Encounters
o N/A
 Challenges
o N/A
Dialog
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N/A
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Visual References
Figure 36: The lobby bar has many places to move around for zombies.
Figure 37: On the bar rests the key to escape the hotel.
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Figure 38: The lighting for the bar comes from the moon.
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APPENDIX
1.
Why is this fun?
This level is fun because it allows the player a greater degree of exploration than most Half Life 2 levels, which tend
to be linear.
2.
What makes this sequence interesting/memorable?
“All Alone” strikes a note of nostalgia with players who grew playing classic survival horror games. These players
appreciate the tribute to past games and enjoy the faithful recreation of mechanics from previous games.
Furthermore, this level is interesting because it allows the player to play from a third-person perspective as Alyx.
3.
How will you communicate to the player what they need to do?
In dialog, Alyx remarks that she needs to find a way out of the hotel. Additionally, the lighting of the area tells the
player where to go. When the player finds a key, a text message appears, telling the player they have a new key, and
a HUD display indicating the player has the key then shows up on screen.
4.
How can the player break it?
Since Half Life 2 does not focus on third-person gameplay, much of the level relies on I/O scripting, specifically
scripting animations for player actions. If the I/O scripting is not stable, the player can easily break the level.
Matthew Bonnitt
Page 41 of 42
09/07/2011
Single Player Level Design Document
Half Life 2: Episode 2
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Matthew Bonnitt
Page 42 of 42
09/07/2011