Yokogeri Posted December 2, 2016 Report Posted December 2, 2016 (edited) "Confinement" Game: Half-Life 2 Map Name: HL2_Odyssey_M8_Confinement Context: Part of the HL2_Odyssey project Time spent developing: Week 5 of 8 (at 50% work hours) Estimated playtime: 5-10 minutes Description & Background "Confinement" is one of the later maps of the HL2_Odyssey, being the 8th in the campaign. The level takes place in a combine base situated in the sea, close to the beach. Gordon Freeman is not set out for a sunny vacation though. After being kidnapped in the previous level, with no more weapons in his arsenal, Freeman must survive and find his way out of this prison-like fortress. Role in the campaign The main role of this map is to introduce the air boat to the player. What makes it truly interesting though, is that Gordon Freeman starts completely defenseless in this map, having lost all of his weapons. The player must find more unusual ways of dealing with the enemies, until he/she reacquires all of the previous weapons. Hit me with your hardest feedback! :-) And a huge thanks for everyone taking their time to try out my map!Alpha Build: Confinement - Download Link Edited December 10, 2016 by Yokogeri Update 1
will2k Posted December 8, 2016 Report Posted December 8, 2016 Welcome to mapcore, hope you enjoy your stay. Any new update/ETA on download?
Yokogeri Posted December 10, 2016 Author Report Posted December 10, 2016 (edited) On 2016-12-08 at 5:36 PM, will2k said: Welcome to mapcore, hope you enjoy your stay. Any new update/ETA on download? The first version of "Confinement" is live! I've updated the main post, and added a download link.Currently known issues: - The majority of the indoor area in the beginning is poorly lit, being generally too dark. - The starter "escape" puzzle is frustrating and does not work smoothly yet. - There are many smaller and "hidden" places where the player can potentially get stuck, and be forced to restart the level. - The latter half of the map is completely empty of enemies. - If the player does not have the next map of the "Odyssey" campaign, the player will simply fall through the level at the ending. While the map is currently in a very rough state, i would still appreciate any feedback! :-) Edited December 10, 2016 by Yokogeri
will2k Posted December 11, 2016 Report Posted December 11, 2016 The start of the map is nice; I liked the fact that the player starts helpless and has to find an alternate way to leave the CPs custody while avoiding their batons and pistol fire. I did not find the escape route frustrating but it does need better lighting to see all potential escape exits. The airboat "mowing" section was funny but in all honesty, it feels a bit exaggerated and out of place. The sheer number of CPs standing still just waiting for me to mow them down was hilarious but also out of place. It takes away from the seriousness of the level. I would recommend to reduce the number of CPs standing there to a smaller size, more realistic for one's expectations for such a situation. The other thing is that having multiple airboats also is a bit unrealistic and feels forced. The fact that are 2 sets of airboats on each side of the canal where the player leaves the first airboat and mounts the second, further breaks immersion and realism (feels like an airboat taxi service ). I would recommend removing the fence in the middle of the first canal section and let the player keep riding the initial airboat, have a U-turn at the end and continue on the second part of the canal with the water and sand bumps. Keep it up
Yokogeri Posted December 11, 2016 Author Report Posted December 11, 2016 6 hours ago, will2k said: The start of the map is nice; I liked the fact that the player starts helpless and has to find an alternate way to leave the CPs custody while avoiding their batons and pistol fire. I did not find the escape route frustrating but it does need better lighting to see all potential escape exits. The airboat "mowing" section was funny but in all honesty, it feels a bit exaggerated and out of place. The sheer number of CPs standing still just waiting for me to mow them down was hilarious but also out of place. It takes away from the seriousness of the level. I would recommend to reduce the number of CPs standing there to a smaller size, more realistic for one's expectations for such a situation. The other thing is that having multiple airboats also is a bit unrealistic and feels forced. The fact that are 2 sets of airboats on each side of the canal where the player leaves the first airboat and mounts the second, further breaks immersion and realism (feels like an airboat taxi service ). I would recommend removing the fence in the middle of the first canal section and let the player keep riding the initial airboat, have a U-turn at the end and continue on the second part of the canal with the water and sand bumps. Keep it up Lots of great pointers, thank you for the awesome feedback! I will definitely take a more thorough lighting pass this week, especially in the indoor parts of the level. I completely agree with the numbers of CP's, it's quite silly now that i think of it haha! The main point of the huge amount of CP's was to indicate "you can't take all of those on with your normal weapons, use the air boat!" to the player, in case the player does not automatically enter one of the air boats on sight. I think this was quite lazy sort of design, and I'm sure i can find better ways of doing this. The part about removing the fence also sounds like a good idea. It will probably improve the flow of the level too, since the player right now only uses the air boat for a few seconds before being forced to get off again - quite the anti-climax. If we just imagine that the first rooms were better lit; did the escape route puzzle feel adequately challenging and "realistic"? I want that room to feel as if the CP's have just used it as a storage room, and would never think of someone managing to escape from it.
will2k Posted December 12, 2016 Report Posted December 12, 2016 21 hours ago, Yokogeri said: If we just imagine that the first rooms were better lit; did the escape route puzzle feel adequately challenging and "realistic"? I want that room to feel as if the CP's have just used it as a storage room, and would never think of someone managing to escape from it. You could always add some storage shelves that the player can use to reach the ceiling, where he "accidentally" finds a crowbar on the top shelf that they use to break a vent right at the top of the wall to exit the storage room, and rain death on the unsuspecting CPs from above . Yokogeri 1
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