• Half-Life 2: Overview of the start of the level
  • Half-Life 2: Player spawn at the start of the level. There are several snipers hiding within the buildings as the player progresses from this area
  • Half-Life 2: Interior space where the player encounters some enemies ducking behind cover
  • Half-Life 2: This is a scripted sequence I made where these bots drop mines all over this open area. The player has to move through this area while dodging gun fire from a turret located on a barricade up the road
  • Half-Life 2: This area is where the mines are dropped from the bots overhead. The player can choose to use the gravity gun and pickup the mines to use them against the enemies. Or the player can use the gravity gun to move the cars as cover for them to get across to a safe area.
  • Half-Life 2: This is the location of the turret that is firing upon the player as they are trying to hold cover and move across the mine field.
  • Half-Life 2: This is another angle of the mine field area. There are open houses along the way for the player to use as cover and to find pickups.
  • Half-Life 2: Control panel that the player interacts with to open a door that is across the street. A camera pops out in front of the player triggering an enemy spawn that rushes the player.
  • Half-Life 2: I wanted to build certain areas in the town to be “under construction”. This worked out great because it broke up the consistency of the many buildings on the block and gave the town a more human element.
  • Half-Life 2: Another area where I implemented the bots dropping the mines on the player. In this area, it happens as the player takes control of a turret and the bots start bombing the player’s location.
  • Half-Life 2: A different angle of the area, where the player enters from the building that has a hole in the background. The player has several different options in how they’d want to partake in the “final battle” in the level.
  • Half-Life 2: This area is where the bots start to fly over at different intervals dropping the mines near the player’s location. The player has the option of setting them off or even using them as an offensive weapon.
  • Half-Life 2: Verticality in this level was important to break-up the flow of combat. It added visually to the map as well.
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