Level Research Expansion Pack: Contents List
Level Research Expansion Pack: Contents List
Dean Briggs Luke Martin Nye Frayne Thomas Farrow Sarantis Diamantopoulos
Contents List
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Content
Front page Contents list Introduction Research / Analysis of existing level Analysis of expansion pack Comparison of expansion pack against the existing level Story driven overview of expansion pack Game play overview of expansion pack Conclusion Bibliography
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1 2 3 4, 5 6, 7, 8, 9 10, 11 12, 13 14 15 16
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Introduction
For this assignment the group has been tasked with producing an expansion pack to one of four currently existing video games. The expansion pack must maintain the existing franchise name (e.g. Half-Life) but include its own original game-play concepts, set pieces and mechanics. The four currently existing video games given to the group to choose from were:
1) 2) 3) 4)
All four of the video games are available via Steam (www.steampowered.com). The group has access to the first three video games in the university computer labs and on university Steam accounts, although the fourth video game (Left4Dead/Left4Dead 2) had to be provided by one of the group members themselves. As another part of this assignment the group have also been tasked with analysing a level from the video game they chose. Noting down any relevant information that could be used to make the groups own expansion pack better; such as the amount of time between skirmishes with the enemy (this must be enough to make the level interesting), how many puzzles and obstacles were placed in the level for the player to tackle and be entertained by, etc. The group have decided to analyse a level from video game option 1;Half-Life 2. Even though the group decided to analyse Half-Life 2, the group-made expansion pack will begin shortly after where the single player story mode of Half-Life 2: Episode One ended. In the group-made expansion pack the player would not be controlling the main protagonist from the other Half-Life video games Gordon Freeman; the player would instead be controlling a human resistance soldier. The following link contains a short video clip (1:27), uploaded via YouTube, showing the final scene of Half-Life 2: Episode One (Warning: Spoiler). This video clip is included in the document to show where the group-made expansion pack should begin.
http://youtu.be/xd3VmLvQN5k
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There are many small set pieces throughout the level which act as interactive puzzles, of sorts. For example at the ninth small base the road is blocked by an electric force field, the player must then leave the vehicle and find a way to take down the force field to continue on with the level. Eventually the player will find that there is an enemy Combine vehicle parked in the area which has power cables attached to it, the player must somehow force this vehicle off the cliff which in turn releases the power cables and takes down the force field. There are other interactive elements which act in a similar way, including an entire bridge which has multiple force fields. For this element the player must travel up and down the bridge using many ladders to find all of the correct switches to take down the force fields, the player will also encounter enemy gunships that will do everything in their power to halt the players progress. The general theme of Highway 17 appears to be a wide open map where the player must move from location to location; defeating enemies, completing puzzles and picking up supplies whilst under constant threat from the Antlions that swarm all over the beach and other locations where the Combine are not present. The group enjoyed this theme on the whole and decided it could be used to make a good expansion pack.
Diagram of the surface level of the expansion pack. Image also included in the uploaded files for greater clarity.
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The group were provided with Valve Hammer Source Development Kit (SDK) via the program Steam. Additionally, the team then used 3DStudio Max to create several models to be used in the expansion pack. Adobe Photoshop was also used to create the textures that would be used on the models. Rule 1: Players will encounter enemies/supplies in the buildings they come across. Rule 2: Players will also have to complete a certain objective before being able to start on the next objective, objectives cannot be completed in a random order examples of this include: The player must first locate a crowbar before being able to break into the back entrance of the Combines mining facility base The player must send out a radio call to the resistance evacuation helicopter from the radio tower before the evacuation set piece begins The player must first find the crowbar > break into the enemy base > find supplies (health, armour, weapons, ammunition) > send out radio call at the radio tower > begin evacuation.
There are spaces of the in the expansion pack level where the player will not have any enemies to defeat but will instead be exploring the map, and searching for more buildings where they can scavenge supplies. The player will however always be working towards a new objective whilst playing, there are no moments in the expansion pack level where the player will have nothing to do or no direction. The player is presented with interactive devices fairly often, such as the cave-in of rocks down in the mines where the player must react and dig their way through the rubble. They are presented more often with an interactive environment, such as having to sneak past the first Combine enemy patrols due to having no weapons. The player is in space for a large portion of time during their play-through of the expansion pack level, as they begin the level theyre out In the open next to the train crash and must travel onwards into the woods and through them in order to reach the Combines mining facility base, the player must then also go through the woods to get to the radio tower and eventually the evacuation point. The woods are full of potential cover against enemy gunfire, trees and random debris spread around cam be used to avoid player death. There are some small spaces in the map for those that enjoy a small amount of hallway shooting... the communications room is a small area that the player must search through in order to find the short distance radio. The mines are also fairly small and could even be considered claustrophobic at times, as upon entering the mine the player must dig their way into the mines using the gravity gun and then crawl through the gaps. The mine tunnels are fairly small for the player to travel through and nowhere near as open as the surface layer of the level. At the end of the level the player will have to defend themselves near the cliff-side until the evacuation ship arrives to save them and the other resistance members.
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getting the choice of passing the enemies or just standing there and having a shoot off with them, we added enemies in front of the player in the woods so that when they spawn they are actually given no choice but to sneak around the enemies quickly before they spot the player. Another thing we notice is the sound effects are really loud in the existing level and almost feel like they were intended to make the player react faster, thats why we decided to add rain into our level as well a helicopter sound so that the player would be under the impression that theyre being followed through a dark forest and make them act quickly. Like Highway 17 our level includes fences around the map especially where we did not want the player to get to e.g. fences around the entire mining facility base except for the back entrance, in the expansion pack the group wants the player to enter in the back entrance but not the front entrance. There are also buildings spread around both maps which provide the player with supplies and more often than not, an enemy or two to face off against.
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a dark and wet mine was not Nuke Brian Dukes idea of fun but if it means finally getting some pay back on the Combine for the carnage they did in city 14. Leading down following the dim lights the mine opens out to a much larger room. BooomboooooooomThe Combine obviously used this area as storage for their weapons and equipment. Picking up several weapons and taking as much ammo as one person could carry Nuke Brian Duke is about to leave the mines for good but notices a Gravity-gun...Well, would be rude not to... As Nuke Brian Duke turns to leave a whole part of the mine ceiling collapses. Good job the Combine soldiers keep a Gravity-gun handy. Trying to move rocks in a confined space, worrying about dying down in a dark and dingy mine sucks. Choking on dust moving the last rock out of the way makes the wind come flooding back through the mine shaft, Nuke Brian Duke heads back up to the elevator shaft hoping that he didnt take too long down there - But when the lift door once again reaches the surface up top, all hell breaks loose there are bullets flying everywhere and Nuke Brian Duke desperately tries to find cover from the hail of bullets coming in his direction. Scrambling from cover to cover, Nuke Brian Duke manages to take down a few Combine soldiers with controlled bursts of fire, This is more like it!. Four down, five down, Nuke Brian Duke is popping heads when he hears Laura Croftesvoice over the new short distance radio. Resistance reinforcements are on the way. More and more Combine soldiers flood out from the forest forcing Nuke Brian Duke to cover; it appears there were more of them out there than hed originally thought. Nuke Brian Duke slips out of the base through where the small cap where he came in with bullets whistling past him Got to get to higher ground and call for an evac! Laura Crofte comes over the short distance radio onceagain; resistance are inbound to cover Nuke Brian Duke as he makes his escape to call for an evac and get him and the rest of these resistance fighters out of here. Making it to the radio tower the radios signal is enhanced ten-fold and the resistance aircraft pick up the transmission. Weve gotto hold out for three minutes till evac arrives! Over the short distance radio Laura Crofte signals the rest of the resistance fighters whod helped Nuke Brian Duke earlier to retreat back to the edge of the cliff and wait for the evac With one minute left this fight is brutal, but the resistance are holding their own against the mighty Combine soldiers as best they can. The evacuation helicopter is closing in on the resistance location. <Explosion>
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Conclusion
In conclusion, the group made expansion pack level fits in well with the continued story of the huge video gaming franchise Half-Life, as an expansion pack that sits between Half-Life 2: Episode One and Half-Life 2: Episode Two. The expansion pack combines action, stealth and classic Half-Life game mechanics into one experience. This level represents only one of the levels to be featured in the expansion and ends on somewhat of a cliff-hanger. The plot of the expansion pack stays true to the HalfLife universe. The group chose to avoid making an expansion pack for Left4Dead or Left4Dead 2 because they all prefer the plot line of the Half-Life universe in comparison to the considerably more simplistic Left4Dead franchise. The group were aware of the fact that the majority of the other groups were using Left4Dead for their expansion pack and chose to go down a different route.
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Bibliography
www.steampowered.com ; accessed 23/04/2011 www.youtube.com ; accessed 25/03/2011 19/05/2011 (Many different videos were viewed during this time, some were tutorials and others were used as forms of inspiration for the expansion pack) www.moddb.com ; accessed 15/05/2011 www.3dbuzz.com ; accessed 25/03/2011 15/05/2011 (Many different videos were viewed during this time, as tutorials for 3DS Max)
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