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[HL2_Odyssey] Sewers

  • Breadnut
  • December 2, 2016 at 5:04 PM
  • Breadnut
    • December 2, 2016 at 5:04 PM
    • #1

    [Blocked Image: http://i.imgur.com/ZKfuqNT.jpg]

    Sewers


    • Game: Half-Life 2
    • Map Name: HL2_Odyssey_M2_Sewers
    • Context: Part of the HL2_Odyssey project
    • Time Spent developing: 4 of 8 weeks (at 50% work hours)
    • Estimated playtime: 5min


    Description & Background


    This map is a part of the HL2-TGA-Project where I am one of 13 Level Designers. My level takes place right after the player has been chased by a Combine chopper and is forced underground. The player will have to traverse through the moist sewers, only to discover that the Combine's army is not the only enemy.


    Role in the Campaign


    Out of the 13 levels in our project, mine is the second to be introduced. So far the player has been accustomed using a crowbar, to handle environment hazards and a few enemies. My level will continue to expand upon these gameplay-elements by introducing Zombies, Headcrabs, Barnacles and the pistol.


    Alpha Build


    Here’s the first build of my map!

    You can download it here: <Click to Download>

    I’d be very thankful to anyone who wants to test it out and give feedback. Thanks! J


    Alpha, Screenshots

    [Blocked Image: http://i.imgur.com/ccgWy2m.jpg][Blocked Image: http://i.imgur.com/V321NDd.jpg]

    [Blocked Image: http://i.imgur.com/DfYcRKx.jpg]

  • will2k
    • December 4, 2016 at 9:46 PM
    • #2

    Welcome to mapcore, hope you enjoy your stay.

    Solid map so far; play progression was straight forward and smooth without wasteful guesswork.

    If I may suggest, try spicing up the lighting a bit. You could use some red or warm yellow with small cagelight props for tunnels to differentiate them from the bland white fluorescent light in the large areas of the sewers.

    Another suggestion is to add 1 or 2 "scare jumps". Most of the enemy NPCs can be seen from a distance giving the player time to prepare the defense (or offense) which is nice, but it would also be neat if 1 or 2 zombies could startle the player by "bursting" suddenly from a dark corner or from behind a crate; an event that the player does not see coming. This could help break the predictability of the gameplay.

    Keep it up :)

  • blackdog
    • December 5, 2016 at 10:39 AM
    • #3

    Interesting guys… but since the mod is the same why don't you do only one topic?

  • Breadnut
    • December 5, 2016 at 1:58 PM
    • #4
    Quote from blackdog

    2 hours ago, blackdog said: Interesting guys… but since the mod is the same why don't you do only one topic?

    For academic purposes we wanted our feedback seperated, so that each one of us can focus on the feedback specific to our own level.

    However, we will soon release a new post where we gather all our levels into a complete mod. :)

  • Breadnut
    • December 5, 2016 at 2:16 PM
    • #5
    Quote from will2k

    16 hours ago, will2k said: Welcome to mapcore, hope you enjoy your stay.

    Solid map so far; play progression was straight forward and smooth without wasteful guesswork.

    If I may suggest, try spicing up the lighting a bit. You could use some red or warm yellow with small cagelight props for tunnels to differentiate them from the bland white fluorescent light in the large areas of the sewers.

    Another suggestion is to add 1 or 2 "scare jumps". Most of the enemy NPCs can be seen from a distance giving the player time to prepare the defense (or offense) which is nice, but it would also be neat if 1 or 2 zombies could startle the player by "bursting" suddenly from a dark corner or from behind a crate; an event that the player does not see coming. This could help break the predictability of the gameplay.

    Keep it up :)

    Thanks for the warm welcome and thoughtful feedback! :)

    I'll definitely try to spice up the lighting and I love the idea of "scare jumps".

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