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[HL2_Odyssey] Mountain Town

  • Lkarlsson
  • December 2, 2016 at 4:05 PM
  • Lkarlsson
    • December 2, 2016 at 4:05 PM
    • #1

    [Blocked Image: http://i.imgur.com/ajNtP8I.png]

    Mountain Town

    Game: Half-Life 2 Map Name: HL2_Odyssey_M12_MountainTown Context: Part of the HL2_Odyssey project Time spent developing: Week 4 of 8 (at 50% work hours) Estimated playtime: 10 mins [/list] Description & Background This map is part of the The Game Assembly-project Odyssey, where we Level Design students have been tasked with creating a HL2-campaign in 8 weeks. My level takes place in a town, hidden away in the mountains.

    Role in the Campaign As the second-to-last level in the campaign, its main purpose is to serve as a bridge between a climactic helicopter battle and a more downpaced, revelatory conclusion. Expanding on the concept of snipers introduced in the previous level, a lot of the gameplay is centered around dodging sniper fire while simultaneously dealing with zombies. It also features a short introduction of the gravity gun. The layout has been inspired by the maze-like layout of Ravenholm, where my goal is to try to create as much gameplay as possible in a small area.

    Alpha Build Here’s the first build of the level. Any feedback would be greatly appreciated!Download the map

    Alpha Screenshots

    [Blocked Image: http://i.imgur.com/MlcDLyB.png]

    [Blocked Image: http://i.imgur.com/e7hcexk.png]

    [Blocked Image: http://i.imgur.com/7j14nrp.png]

  • will2k
    • December 7, 2016 at 2:34 PM
    • #2

    Welcome to mapcore, hope you enjoy your stay.

    Solid level and progression so far. I really enjoyed the gameplay against nested snipers. I was having a good time sprinting from cover to cover, while at the same time leading the hapless slow zombies into the sniper's line of fire for the economic and easy kill :)

    Fast zombies were a nice addition, but most of them were just standing still facing the opposite direction of where the player emerges. It was just a matter of silently approaching them from behind going for the easy kill; the tension and danger were greatly reduced. I believe different angles of attack for these zombies should spice things up and keep the player on their toes.

    Keep it up :)

  • Lkarlsson
    • December 9, 2016 at 4:57 PM
    • #3
    Quote from will2k

    On 2016-12-07 at 3:34 PM, will2k said: Welcome to mapcore, hope you enjoy your stay.

    Solid level and progression so far. I really enjoyed the gameplay against nested snipers. I was having a good time sprinting from cover to cover, while at the same time leading the hapless slow zombies into the sniper's line of fire for the economic and easy kill :)

    Fast zombies were a nice addition, but most of them were just standing still facing the opposite direction of where the player emerges. It was just a matter of silently approaching them from behind going for the easy kill; the tension and danger were greatly reduced. I believe different angles of attack for these zombies should spice things up and keep the player on their toes.

    Keep it up :)

    Thank you for taking the time to respond! Good to know I'm on the right track. I definitely agree regarding the fast zombies, and I've tried to make their encounters more dynamic and more of a threat in the upcoming release.

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