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Posted (edited)

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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

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

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Edited by Lkarlsson
Posted

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 :)

Posted
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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