“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”............................................................................................ 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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 Matthew Bonnitt Page 2 of 42 09/07/2011 Single Player Level Design Document 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 Matthew Bonnitt Page 3 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 Matthew Bonnitt Page 4 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 DOCUMENT REVISIONS TABLE VERSION DESCRIPTION REQUESTOR DATE 1.0 Initial Draft Prof Ouellette 08/31/2011 Matthew Bonnitt Page 5 of 42 09/07/2011 Single Player Level Design Document 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: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 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. Matthew Bonnitt Page 6 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 1: Critical Path - Part 1/4 Matthew Bonnitt Page 7 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 2: Critical Path - Part 2/4 Matthew Bonnitt Page 8 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 3: Critical Path - Part 3/4 Matthew Bonnitt Page 9 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 4: Critical Path - Part 4/4 Major Elements 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 Matthew Bonnitt Page 10 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Objective Summary 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 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 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 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 Matthew Bonnitt Page 11 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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: 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 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 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. Matthew Bonnitt Page 12 of 42 09/07/2011 Single Player Level Design Document 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 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.” Matthew Bonnitt Page 13 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 Matthew Bonnitt Page 14 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 15 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 16 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 17 of 42 09/07/2011 Single Player Level Design Document 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 Matthew Bonnitt Page 18 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Models/Architecture Figure 13: Minimal decoration sometimes gets the job done. Matthew Bonnitt Page 19 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 20 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 21 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 18: Blue moonlight, yellow background light, and zombies. Characters/Vehicles See Actors section below Matthew Bonnitt Page 22 of 42 09/07/2011 Single Player Level Design Document 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 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 Combat: Fight several zombies scattered throughout the rooms Stealth: N/A Puzzles: Find the keys Conversation: N/A Boss Battles: N/A WOW MOMENTS 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 Matthew Bonnitt Page 23 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Actors Player Alyx Vance Figure 19: Alyx Vance 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 Model(s):zombie/classic.mdl Inventory: N/A Motives/Objectives: Attack humans Starting Location: Throughout the hotel Matthew Bonnitt Page 24 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Fast Zombie Figure 21: Fast Zombie Model(s):zombie/fast.mdl Inventory: N/A Motives/Objectives: Attack humans Starting Location: Throughout the hotel Headcrab Figure 22: Headcrab 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 Matthew Bonnitt Page 25 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 User Interface Pre-Game Information Briefing o N/A In-Game Information 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 Debriefing o N/A Stats o N/A HUD Elements Normal Elements Used o N/A Special Elements Required o Text displaying health, number of health packs in inventory, and number of bullets Matthew Bonnitt Page 26 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 GAMEPLAY DETAILS Level Progression Chart Figure 23: "All Alone" Level Progression Chart Matthew Bonnitt Page 27 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 Matthew Bonnitt Page 28 of 42 09/07/2011 Single Player Level Design Document 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 Matthew Bonnitt Page 29 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 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. Matthew Bonnitt Page 30 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 27: Staircase of the lobby area leads straight to a mysterious hallway. Figure 28: The lighting of the level accentuates the musty atmosphere. Matthew Bonnitt Page 31 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 32 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Challenges o N/A 4. Unlocking the office Encounters o N/A Challenges o N/A Dialog N/A Visual References Figure 30: Zombies burst out of the stalls. Matthew Bonnitt Page 33 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 31: Only fluorescent bulbs light the environment. Matthew Bonnitt Page 34 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 N/A Matthew Bonnitt Page 35 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Visual References Figure 33: Zombies or Combine trashed the room. Matthew Bonnitt Page 36 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 34: The rooms provide a view of the exterior skyline. AREA 1.4: GETTING OUT Matthew Bonnitt Page 37 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 N/A Matthew Bonnitt Page 38 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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. Matthew Bonnitt Page 39 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 Figure 38: The lighting for the bar comes from the moon. Matthew Bonnitt Page 40 of 42 09/07/2011 Single Player Level Design Document Half Life 2: Episode 2 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 REFERENCES http://2half-life1freeman.webs.com/Half-Life_2_fast_zombie.jpg http://www.fpstime.com/wp-content/uploads/2010/05/Half-Life-2-Nightmare-House-2-mod-10-540x300.jpg http://mygaming.co.za/news/files.php?file=HL2_mods_nightmare_house_2_resize_673962117.jpg http://www.fpstime.com/wp-content/uploads/2010/05/Half-Life-2-Nightmare-House-2-mod-08.jpg http://games.lisisoft.com/img/3/5/3507-3-half-life-2-mod-nightmare-house-2.jpg http://images.wikia.com/half-life/en/images/b/b9/Headcrab_Standard.jpg http://i.screwattack.com/content/images/view_24466_1_1262622871.jpg http://half-life.wikia.com/wiki/Alyx_Vance http://www.wedding-resource.com/wp-content/uploads/2010/08/Particular_Lobby_300dpi_low.jpg http://chaimgoldberg.com/admin/gigphoto/empress-hotel-lobby.jpg http://upload.wikimedia.org/wikipedia/commons/d/df/Hotel_Lobby_20080327_large.jpg http://www.lasvegashotel.com/photo/lasvegas/Four-Queens-Hotel-Lobby.jpg http://www.sodhisphotography.com/images/pic-hotel-lobby-pic4.jpg http://www.bradleycorp.com/images/gallery/FreqHotelLobby-app.jpg http://www.cadsoft.com/gallery/interior/HotelLobby.jpg http://4.bp.blogspot.com/_ZrGpNNx71Lg/S9fzlKpuxuI/AAAAAAAAH-k/mPPiAnzusu8/s1600/gallery-hotel-bar.jpg http://www.tribecagrand.com/_assets/_img/bar_menus.jpg http://topdesign72.com/wp-content/uploads/2011/06/hotel-bedroom-3.jpg http://blindgossip.com/wp-content/uploads/2011/07/hotel-room-2.jpg http://thotinfo.com/wanderwithwonder/wp-content/uploads/2010/10/room38-ripplecove.jpg http://www.cosplayisland.co.uk/files/costumes/3095/36396/reginald-the-zombie-left.png http://ui03.gamespot.com/1122/zombie2halflife2_2.gif http://2.bp.blogspot.com/_wq9qXd2nHG4/SLJU9m7fbKI/AAAAAAAADIo/vas8Nq31vCs/s400/ghost-town010.jpg http://farm2.static.flickr.com/1388/762293513_9e546b09a3.jpg http://www.mikesblender.com/russian%20village_trashed%20suite.jpg http://blog.ohconcierge.com/wp-content/uploads/2009/07/destroyed-hotel-room.jpg http://images.wikia.com/half-life/en/images/6/62/Laundry_room.jpg http://www.visualwalkthroughs.com/halflife2/anticitizenone2/anticitizenone2.htm http://images.eurogamer.net/assets/articles/a/5/7/2/2/2/a_med_10.jpg Matthew Bonnitt Page 42 of 42 09/07/2011
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