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Rise, Darth Freeman
Single-Player Half-Life 2 Level || Source Engine, Half-Life 2 Hammer Editor || 8 Weeks || 250 Hours
Overview
G-Man helps Gordon Freeman escape from a large Combine re-purposed Supermax prison by giving him Force Powers and a Lightsaber.
Project Summary
This project was the originally the main assignment of a Level Design class at the SMU Guildhall. This class focused heavily on scripting, requiring us to create a new mechanic that would affect the standard Half-Life 2 gameplay in significant ways. For this mechanic, I chose to turn the main character, Gordon Freeman, into a Jedi. I used the Visual Scripting system and BSP tools to create a working Lightsaber and several Force Powers including Jump, Push, Dash, and Lift.
Project Summary
I worked on the original version for around 180 hours, but was unsatisfied with the overall flow of the level and how it used the new mechanics. In a later Guildhall class focused on polishing old work, I smoothed out the overall gameplay flow, re-created the tutorial sequence to add more narrative flavor, redesigned about 30% of the level to better capitalize on the mechanics, removed the Force Lift mechanic, and polished the Force Power scripts to remove a few annoying bugs. This second class brought the total hours up to 250.
This project was my first exposure to the Source Engine, Hammer Editor, and Half-Life 2 Visual Scripting system.
Design Goals
Design Goals
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Design and script a new outside-the-box mechanic that significantly impacts the standard Half-Life 2 gameplay
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Build a level using Half-Life 2 assets that introduces the new mechanic and creates scenarios that promote its use
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Gain experience with the Source Engine's Visual Scripting system
Postmortem
Postmortem
What went right
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Intrinsicly fun Jedi mechanics
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Interesting combat scenarios that make use of the Force Powers
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Smooth level flow and difficulty curve
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Good scripting that performed well and offered interesting gameplay
What went wrong
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Original level had a poor gameplay flow and did too little with the new Jedi mechanics
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Overscoped level layout size led to a rough Aesthetics milestone
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Original difficulty curve was bumpy, preventing several playtesters from finishing the early iterations
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Original tutorial was poorly designed and too direct
What I learned
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How to build levels using the Hammer Editor
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How to create interesting scenarios focused on fun aspects of gameplay mechanics
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How to properly and efficiently use the Half-Life 2 Visual Scripting system
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How to properly scope the size of Half-Life 2 levels
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Semi-large levels run very poorly in the Hammer Editor
Gallery
Gallery
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