Jump to content
Breadnut

[HL2_Odyssey] Sewers

Recommended Posts

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

ccgWy2m.jpg

V321NDd.jpg

DfYcRKx.jpg

 

Edited by Breadnut

Share this post


Link to post
Share on other sites

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 :)

Share this post


Link to post
Share on other sites
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. :)

Share this post


Link to post
Share on other sites
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". 

 

Share this post


Link to post
Share on other sites

×
×
  • Create New...