Strangle Yard Half Life 2 Document Date: 1/29/2007 Designer: Adam Reynolds Intended Level Delivery Date: 2/8/2007 Strangle Yard Half –Life 2 Table of Contents Revision Notes ................................................................................................. 3 Quick Summary ............................................................................................... 4 Overview......................................................................................................... 4 Objective Summary.................................................................................. 4 Campaign ............................................................................................... 4 Mission Location ...................................................................................... 4 Mission Difficulty ...................................................................................... 5 Mission Metrics ........................................................................................ 5 Details ............................................................................................................ 6 Level Atmosphere/Mood ........................................................................... 6 Story ...................................................................................................... 6 Major Areas/Visual Themes ....................................................................... 6 Alleyway / Backyard ........................................................................... 6 Map Objectives ........................................................................................ 9 Challenge Highlights ............................................................................... 10 Actors .................................................................................................. 10 Player ................................................................................................ 10 Key Actors ......................................................................................... 10 Father Gregori ................................................................................. 10 Supporting Actors ............................................................................... 11 Black Headcrab ................................................................................ 11 Fast Zombie .................................................................................... 11 User Interface ....................................................................................... 11 Gameplay ............................................................................................. 12 Gameplay Mechanics ........................................................................... 12 Map(s) ............................................................................................... 12 Key ................................................................................................ 12 Four Questions ...................................................................................... 12 Sketch(s) ........................................................................................ 12 Level Progression Chart ............................................................................. 14 Walkthrough/Detailed Map Description ........................................................ 15 Area 1.1 ............................................................................................ 15 Area 1.2 ............................................................................................ 18 Adam Reynolds Page 2 of 20 Level Design Document Strangle Yard Half –Life 2 Revision Notes 12/19/05 – Initial version of document Adam Reynolds Page 3 of 20 Level Design Document Strangle Yard Half –Life 2 Quick Summary The player has to maneuver through father Gregori’s traps. Overview The player begins outside of a building in a type of alleyway. This alleyway has a series of headcrabs and some fast zombies. It also has some physics puzzle traps that are available for the player to use to their advantage. The player rushes through the alley crushing nearby fast zombies and headcrabs working their way to the end of the alleyway. As the player reaches the dead end, they discover they can use a car in order to bypass the large fence. The player leaps over the fence to discover a series of traps that father Gregori has setup. The player can use these traps to their advantage. The other trick with the traps is that they can kill the player at the same time if not careful. The player moves towards some rotating blades that are located in a strange setup. If the player runs into the traps, they will surely die. The player throws some metal into the trap or hastily runs through some of them to take control of the trigger and use them to their advantage against the headcrabs. The player then ventures forward towards some pitfall that Father Gregori created. The player uses the sturdy planks to their advantage and does not fall into the pit. The player then dodges a few more headcrabs and a zombie or two. The player then escalates towards a stairwell that unfortunately has some missing pieces. The player is given the choice to attempt the jump or modify the stairwell with some physics objects. If the player falls though they will take serious damage. Once the player scales the broken stair well they move to safety to the window on the edge of the building jumping through and moving on to the next area. Objective Summary Get to father Gregori who is on the higher ledge of the buildings at the end of the alleyway. Kill the headcrabs Kill the zombies Stay alive Campaign Stranglehold: A small alleyway that has zombies and headcrabs frequent the area often. This alleyway also leads to Father Gregori’s living quarters. The player is to move through the set of traps that he has set. Mission Location Ravenholm Night Fall Brisk Adam Reynolds Page 4 of 20 Level Design Document Strangle Yard Half –Life 2 Mission Difficulty The start of the level begins at a medium pace. The player is introduced to some headcrabs and a fast zombie as well as a puzzle element. Within the middle the pace is toned down a bit for the player to just move through the puzzles. The end of the level will have a cool off period once the player surpasses the last of the headcrabs. Mission Metrics The play time is estimated to be around two to three minutes 2048x1024 Estimated to be the size of a football field Visual Themes:3 o Old buildings o Alleyway / Backyard o Pitfall o Room inside building Adam Reynolds Page 5 of 20 Level Design Document Strangle Yard Half –Life 2 Details Level Atmosphere/Mood It is a dark alleyway / backyard to two areas within Ravenholm. The map takes place at night with cloudy skies and a full moon. There are crows pecking away at dead bodies that are littering the back alleyway. Father Gregori is waiting for Gordon to get through the series of traps he has set that leads to his living quarters. Story Introduction o The mission follows a similar dialogue to that of the typical Ravenholm missions. The player is to meet up with Father Gregori within his living quarters and is told to watch the traps. In-Game o The player begins outside of a doorway of a building they just came from in a previous area. o The player is pushed towards a series of puzzles and enemy encounters the first of which is a series of car gravity puzzles. o The next puzzle the player encounters a large fence they have to scale by using the car puzzle. o Father Gregori yells to the player to watch out for the incoming traps and to be careful. o The player moves through a series of propeller type traps that are spinning rotors that can kill on impact. o The player has two options of throwing materials either to break the rotor traps or try to time it to get past it and use the traps to their advantage against the zombies and headcrabs. o The player then moves toward a rickety pitfall area where they have to use the gravity gun in order to move the planks in place to create a bridge to move over to the next area. Once the player moves out of this area they move into the stairwell that is missing some pieces and the player can pickup to complete the construction of the full stairwell. o The player makes it up top and is attacked by a fast zombie, the player eliminates the fast zombie with brute force and then enters into Father Gregori’s living quarters. Extro o The player meets up with Father Gregori. Major Areas/Visual Themes Alleyway / Backyard Littered with garbage and strange traps and concoctions the player uses some of these to his cause. This will be the main setting the player interacts with, within this level. The alleyway contains garbage and debris of its last occupants, many of which are dead. It has the look of an alleyway but its true purpose in the past was that of a backyard. A connected garage to one of the old inhabited buildings gave Father Gregori a way to use those spare parts to his advantage in order to take out the deadly foes that lurked within the area. Adam Reynolds Page 6 of 20 Level Design Document Strangle Yard Half –Life 2 Visual References o Models/Architecture o Textures/Lighting Adam Reynolds Page 7 of 20 Level Design Document Strangle Yard Half –Life 2 o o Characters/Vehicles o Black Headcrab Adam Reynolds Page 8 of 20 Level Design Document Strangle Yard Half –Life 2 Fast Zombie Father Gregori Map Objectives Get to Father Gregori’s living quarters and meet up with him. Kill all hostiles within the area Adam Reynolds Page 9 of 20 Level Design Document Strangle Yard Half –Life 2 Challenge Highlights Combat o Crowbar and the Gravity gun play a big role within the combat of this level. Puzzles o There are several puzzles and traps within this area, the first being the car pulley. The car pulley system kills enemies and can be used to bypasses certain areas. o There is a physics puzzle involving rotors and spinning metal that the player can use to their advantage or against themselves if they don’t use the tools properly. o Another physics puzzle involves the gravity gun and laying down boards in order to bypass a pitfall. o The last puzzle the player has to do in order to complete the level is build a bridge using the gravity gun and some nearby metal scraps. Actors Player Model o Gordon Freeman Inventory o Gravity Gun o Crowbar o Pistol o HEV Suit Start Location o Outside of building in alleyway / backyard Motives/Objectives o Find Father Gregori and his living quarters Key Actors Father Gregori Model(s) o Inventory o Shotgun Motives/Objectives o To drive the player to the end of the level Warns the player’s of the incoming perils within the vicinity. Starting Location Adam Reynolds Page 10 of 20 Level Design Document Strangle Yard o Half –Life 2 Half-way through the map Supporting Actors Black Headcrab Model o Motives/Objectives o To annoy and aggravate the player o To kill the player Uses Within Level o To mix up the pacing of the area as well as to kill the player Fast Zombie Model o Motives/Objectives o To annoy and aggravate the player o To kill the player Uses Within Level o To mix up the pacing of the area as well as to kill the player User Interface In-Game Information o The player is given a series of text overlay messages that notify them of the objective HUD Elements o Health / Armor / Ammo Adam Reynolds Page 11 of 20 Level Design Document Strangle Yard Half –Life 2 Gameplay Gameplay Mechanics The player learns the use of interactive elements such as physics and useable items and switches within this level. The true core mechanic this level is to introduce is the interactivity the environments really do contain. Map(s) Key Challenge Highlights o Several of the challenge highlights consist of the player using physics elements or “traps” in order to get past the enemies as well as father Gregori’s traps. o Fast zombies are hard to run away from and use their speed and agility to hassle the player as they progress through the level. o Black headcrabs surprise and attack the player at a moments notice. Objectives o Get to father Gregori’s living quarters o To survive o And escape the traps Skill Tests o There are several timing puzzles as well as agility puzzles. Area End o The level ends once the player reaches the window sill of the living quarters of Father Gregori Four Questions Why is this fun? o I believe this map is fun because it allows the player to delve deeper into the uses of physics within the game. What makes this sequence interesting/memorable? o I believe that the car combat mixed with the flavor of bridge building used in order to bypass the pitfall area’s create a memorable experience. How will you communicate to the player what they need to do? o The level will be linear giving the player the proper direction. Also Father Gregori will be giving feedback to the player through communication. How can the player break it? o By standing still and dying Sketch(s) Adam Reynolds Page 12 of 20 Level Design Document Strangle Yard Adam Reynolds Half –Life 2 Page 13 of 20 Level Design Document Level Progression Chart Strangle Yard Level Progression Chart Time (min) Terrain/Objective Opponents Challenges Wow Moments New Skills/Weapons Legend 1 square = 30 seconds Forest Exterior Challenge Highlight Wow Moment New Weapon/Skill 0 1 2 3 Rebel Camp Combine Roadblock Black Headcrab / Fast Zombie Black Headcrab / Fast Zombie Car physics puzzle Rotor Blades Pitfalls Headcrab Combat Staircase Puzzle Entering the Level Pistol / Grav Gun / Crowbar Alleyway 4 Walkthrough/Detailed Map Description Area 1.1 Gameplay o The player begins located outside of a broken down building. o The player then sees a few gears and cables as well as the supported cars. o The player then uses one of the gears in order to bypass the first car and lift it up. o Once the player lifts up this car, they can then jump onto the car and use its height gain in order to jump over to the other car. o One or two headcrabs begin their assault on the player. o The player kills the headcrabs and moves towards the next car and lifts it up with the crank in order to bypass the area. o The player is then welcomed to a broken down alleyway with an old garage in site. o As the player moves forward, they are welcomed to another trap. o A fast zombie leaps from a roof from the building nearby and attacks the player o The player kills the fast zombie and almost runs into the rotor trap. o The player moves forward and notices a giant pit of spikes an a giant fence blocking their path to the next area. Strangle Yard o o Half –Life 2 The player then uses their gravity gun to hit the car floating by a cable and times their jump perfectly and lands upon the car. Once on the car the player is able to jump over the pit and the fence. Dialog o Father Gregori yells “ Come help me brother, and be careful of my traps”. Visual References Alleyway but not as claustrophobic Adam Reynolds Page 16 of 20 Level Design Document Strangle Yard Half –Life 2 The alleyway littered with junk and debris. Some of the debris will be set ablaze. Alleyway with garage area Adam Reynolds Page 17 of 20 Level Design Document Strangle Yard Half –Life 2 Area 1.2 Gameplay o This area is a little fast on the pacing o The player leaps over the fence by riding on top of the car. o As the player lands they almost jump in a trash pile that is on fire. Adam Reynolds Page 18 of 20 Level Design Document Strangle Yard o o o o o o o o o o o o o o Half –Life 2 Black headcrabs jump from different angles towards the player and the assault begins. The player moves forward and almost runs into a few rotor traps. The player decides to throw a barrel at some of them and it disables and destroys the traps. As the player moves through the area crouching they are assaulted by more headcrabs. The player then realizes that if they just tried to dodge the traps they could have been used to kill the headcrabs rather now the player has no defense except for their offence. The player then kills the headcrabs and progresses forward and runs into a fast zombie. The player kills the fast zombie and notices another pitfall but isn’t sure what to do immediately. The player then discovers a series of wood and metal piles with plans. The player begins to build the bridge with these wood plans and metal. The player is about to cross the pit with a headcrab leaps out from the bottom of the pit attempting to attack the player but instead instills a quick surprise. The player then moves forward towards a noticeable stairwell / fire escape. As the player begins to climb, they notice some missing steps. Realizing the last puzzle allowed the player to find a way to cross the pit, they realize that they can do the same here. Exploring in a nearby pile the player discovers a long metal plank, which allows them to cross to the fire escape. Two fast zombies leap down as the player sets up the crossing plank. Visual References Fire escape Adam Reynolds Page 19 of 20 Level Design Document Strangle Yard Half –Life 2 Fires within the alleyway Adam Reynolds Page 20 of 20 Level Design Document