The Lab may be downloaded HERE. Open with Hammer Editor.

 
 

Summary

A level design project focusing on combat in Half Life 2.

 

Overview

Platform: PC

Project Duration: Fall 2017


Intent

When playing Half Life, my favorite sections were always the ones that involved the most action. When designing the level, I wanted to focus exclusively on combat iterations that take place in Half Life. With that in mind, I created three distinct combat areas where players fight enemies in environments similar to how they are found in Half Life - Combine forces are fought in a semi open area with plenty of cover and decent lighting, zombies are fought in a dark, close quarters environment, and Antlions are found near a sandy area.

I wanted to create three different combat experiences that blended together and kept the player on their toes for about 10 minutes, while providing opportunities for rest and looting.

Level Design Document

I produced a level design document for The Lab, click the above image to view it!


Methodology

I first created the Lab Level Design Document after doodling about to see what may be interesting, before greyboxing the level. After, I had a testing session involving around 30 testers play through the level and give feedback. In response, I addressed the feedback given, and tested a second time. I received no further major complaints with the level, so I went through and added the proper lighting and textures to the map.

Comparison of initial greybox and final product


Iteration

The Antlion fight was improved by lowering the player down to the height of the Antlion Guards, and replacing one with smaller Antlions. Again, by darkening the room and adding ambiance, players perceived the fight as significantly more dangerous than it is. Scattering some rifle ammo around as well helped to make sure that the player didn't run out of ammunition mid fight, as they tended to do before the iteration.

I did a few iterations of this level, namely in the latter portions - the zombie and Antlion rooms. For the zombie room, locking a set number of zombies in each compartment worked wonders for immersion and enjoyment of the encounter, over the previous monster closets of the initial run. Darkening the room and adding blood effects caused many players to be quite hesitant to enter, expecting a fight immediately.