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Mountain Settlement

  • Game: Half-Life 2
  • Map Name: HL2_Odyssey_M11_MountainSettlement
  • Context: Part of the HL2_Odyssey project
  • Time spent developing: Week 4 of 8 (at 50% work hours)
  • Estimated playtime: 5 mins

Description & Background
This map is part of the HL2_Odyssey project where I am one of the level designers. My level takes place right after a Combine outpost. The player has been chased by a helicopter throughout earlier levels and when they find the RPG it is time for a showdown.
The challenge will be to traverse the mountainside while looking out for snipers, combines and a helicopter.

Role in the campaign
My level is very late in the game, the player has most of the weapons available and this level should represent a transition where the player goes from being hunted to hunter. This level introduces snipers and the RPG so there are a lot of open spaces to use sprint and to run away from the sniper and the helicopter. I want to create a nice space for the player to have a fight against the big bad helicopter and to feel powerful in victory.

Alpha build
Here’s the first build of my map, I’d be very thankful if you try it and give me some feedback.


You can download it here.
 

Alpha, Screenshots
 

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Posted

Welcome to mapcore, hope you enjoy your stay.

Very solid and enjoyable level, good job.

The helicopter fight in the large yard felt right, not too easy and not so frustrating, and the addition of elite soldiers here and there made things more interesting. The cat and mouse play with the sniper while quickly sprinting from cover to cover was also well executed.

Here are a couple of pointers to help polish the level:

- You need to better emphasize the location of the ladder in the first yard so players can easily know where to go next. Between the dim environmental lighting and the fact that I was strictly focusing on dodging that pesky sniper, I didn't notice the ladder at first; remember that the player here does not have the luxury of time to carefully scout the area for "potential exits" since the sniper in the tower is constantly hammering them down. A light spot pointing to the ladder should do the trick.

- Many houses interiors were pretty dark making some combine soldiers hard to see.

- Some houses were floating above ground level (example the last 2-story house where you fight the helicopter)

- To the right of the door-opening wheel at the end is a small ditch where you can fall down and are unable to get back to the wheel level to proceed further.

Nice work so far, keep it up :)

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