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Level Research Expansion Pack

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)

Half-Life 2 Half-Life 2: Episode One Half-Life 2: Episode Two Left4Dead or Left4Dead 2

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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Research / Analysis of existing level


After the decision was made to produce an expansion pack to Half-Life 2: Episode One, the group then had to choose a level of the video game to research and analyse. After some discussion the group decided to research the level Highway 17 which is the seventh level/chapter of Half-Life 2. This particular level was chosen because it contained several elements that the group personally enjoyed, and they also believed that the said elements would fit in well with the expansion pack that they had planned. The existing video game level from Half-Life 2 Highway 17 is similar to the expansion pack level that the group have planned. Both levels are large scale open maps with rocks, mountains and forested areas both levels also contain several different outpost/base-like areas which serve as objectives, triggers for an enemy encounter or perhaps even scenery.Highway 17 is the level in Half-Life 2 that has the most elements similar to those chosen by the group to feature in their own expansion pack.

Existing level analysis


The level is a large open environment featuring beaches, forests, roads along with small resistance and enemy bases scattered around the map, because of the beaches and forests in the level the sounds included are things such as waves crashing against the beach and rocks, birds making noise in the forests and more. The architecture only consists of old run-down buildings at each base made of brick and in some cases wood,and are surrounded by junk, such as old crates, cardboard and general rubbish. The level takes place in full day-time so everything is perfectly lit up, the only parts in the level that remain badly lit are the tunnels in which the player has to travel through in the vehicle occasionally (although these tunnels are brief and only take around 5 seconds to get through). Whilst the level is rather large it doesnt give the player many opportunities to really explore and will continually force the player to continue down one particular path which is not a bad thing as the player would most likely get very lost otherwise. NPCs occupy large portions of this level; there are enemy soldiers and zombies guarding the vast majority of the small bases that the player has to stop at for supplies, and the beaches of the level are overwhelmed by creatures known as Antlions which will burrow from the ground and attack if the player steps onto it. There are Antlion detectors (devices which bang the ground heavily and scare the Antlions into retreat) posted at all of the small bases in the level, so that when the player is exploring for supplies they will not be swarmed by the seemingly infinite spawn of Antlions this is incredibly helpful to the player as it would be near impossible to take on the enemy soldiers and many Antlion simultaneously.
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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.

Existing level brief walkthrough


Immediately after the level begins the player gains access to a small buggy-like vehicle and must then use a ramp to get up onto the main road where there is a small supply building containing a health pack and some SMG ammunition. The player will then continue down the road until reaching a dark tunnel that they must travel through (all tunnels in the level also give loading screens). After the tunnel the player is led to another small building and an average sized building guarded by an Antlion detector, this device bangs the ground heavily and scares the Antlionsaway so that they cannot bother the player as they scout any of the buildings they stop at, the lighting in both of these buildings is dull and the player can hear the sound of the ocean crashing onto the beach just outside. In the first building the player faces the first zombie head crab carrier enemy of the level. In the second building the player will find a health pack and a supply box of grenades. Further down the beach theres a larger building with three Combine soldiers guarding it, the player has the ability to go in all guns blazing here but also has the opportunity to stealthily take out one of the soldiers who is looking through a telescope at the window. Again, there are supplies in this building, further enforcing the levels theme of moving from location to location and scavenging supplies. The player can also use the telescope in the building to look out and see a populated resistance base even further down the beach, the ability to see the base acts as something of a beacon, giving the player some direction to travel in the absence of any kind of built-in compass on such a large map 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, e.g. take out the force-field before crossing the bridge.
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Analysis of 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 lower level of the expansion pack, the mines.

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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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A screenshot of the mining facility turned into an enemy Combine base.

A screenshot showing the radio tower that is a vital objective.

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Comparison of the expansion pack against the existing level


So basically our original level was a bit simple thats why we decided to add a lot more on the expansion pack level. At first we had this wide open zone with grass and trees along with rocks and thats basically the environment you see when you spawn inside the level as well as the crashed train behind you. Because your player is in communication with the resistance we added live text into this level so the player can actually see what they are supposed to do next without giving them many clues. We also wanted to add interactive non player characters (NPCs) inside this expansion making it more realistic to the player as they are making their way through the level. The NPCs we decided to add on the expansion level were enemies which means they are aggressive when your character approaches them, giving a challenge to the player as he progresses. We also added objectives into this expansion which also means different pathways for the player to choose from and thats another thing thats making the expansion even harder. There is also amining facility converted into an enemy base with a small communications building and turrets outside to guard it but also Combine soldierspatrolling the woods. Thats where the player is called to decide in which way they are going to approach the first mission which is reaching the enemy base without being spotted, since he is spawning with no weapons to choose from. Another location in the expansion pack is a collapsed mine into that base in which you should expect to find supplies such as health packs, weapons and ammunition. At the far right side of the expansion pack level we added a huge radio station where your character is supposed get to without being killed. When the player gets there they will get receive another message over the short distance radiofrom the resistance team that anevacuation helicopter is on its way. Although the player will still have to face Combine soldiers while trying to reach theirevacuation point so thats another enemy NPC group to deal with. Another add-on to the environment is that there is rain constantly flowing into this expansion level as well as an enemy gunship sound at all times and thats because the enemy base has also sent out gunships to patrol the woods. Regarding the level we chose to analyse which is Highway 17 in Half-Life 2. So we decided to research and analyse this level and see if we could get as many ideas about items, zones, NPCs mechanics, timers, sounds, etc. as we could. On the really plain parts of the expansion level and the main side views we decided to add a rocky terrain and water, this is really good because it fits in well with our wide open zones which pretty much covers the entire map it also prevents the player from escaping the map, the group preferred to do it this way rather than add invisible walls which we all felt would not fit into the level appropriately. We also noticed the spawn times of the enemy NPCs on Highway 17 so instead of actually getting a vehicle and
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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.

Image taken from Half-Life 2 level Highway 17

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Story driven overview of expansion pack


Nuke Brian Duke wakes up on the edge of a cliff among the wreckage of a train, the same train that he managed to escape city 17 only a few minutes ago.Looking around he sees the train wreckage all over the bridge and the hill side, not quite understanding how he managed to survive the crash.Still gathering his senses he hears Laura Crofte over his com link. Out of breath Nuke Brian Duke tries to respond but she cant hear him Nuke Brian Duke receives orders to gather weapons, recon a Combine base one click north west, rendezvous with any survivors and evacuate to rally point Zulu as soon as possible. Picking himself up, he moves out into the forest to gain his bearing. Hearing a Combine patrol heading his way, he knows that he cant take them on without a weapon. But as the patrol get nearer he takes cover in a small dump crouching behind a trashed car. Staying in the shadows he stealthily moves around the pieces of scrap desperately trying to find something he can use as some form of a weapon. Well, this will have to do. Crowbar in hand he quickly sneaks through the forest towards the mountains, searching for the Combine base that he intends to scout. After a quick glimpse of the base and its surroundings it seems the Combine are using an old mining facility as a staging area for patrols, but with the Combine out on patrol currently searching the train crash site, the only thing stopping Nuke Brian Duke from entering the base now is the sentry guns placements at the front gate. Luckily he doesnt have much trouble outsmarting the sentry guns and sneaks around the side of the base to search for another place to enter. The Combine obviously didnt expect anyone to even try and infiltrate this small staging post as the defences werent up to the usual standard that Nuke Brian Duke and the rest of the resistance were used to from their deadly adversary, he manages to find a gap in the fence only blocked by a pile of junk. Smashing some wooden planks, crates and barrels out of the gap he jumps into to the base and begins the search for a radio to finally get into contact with the other resistance members and an upgrade to his crowbar.Moving around the edge of the base all he can see is a communications room and a few tents, the rest is just the remnants of the old mine which was of no use to him.Searching the communications room he finds a short distance radio, it was a little old and worse-for-wear but should still get the job done. Exiting the communications room Laura Crofte gives him orders to recon the mine and search for some weapons because some gunfire has been heard down the valley Dropping down into the mine Nuke Brian Dukeknows he has to hurry if hes to attain weapons and get out of the base before the Combine patrol returns. Searchingthrough
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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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Game play overview of expansion pack


Player starts in the bottom right of the map among the train wreckage with little health and no weapons The player is told his objectives for the level via on screen text. The first objective is to avoid an enemy patrol and sneak around the NPCs to a garbage dump in the hope to find a weapon After successfully avoiding the enemy NPCs the player finds a crowbar in the dump The player proceeds to stealthily move up to the enemy base in the top right of the map. The player does this by avoiding the enemy NPCs and eventually exits the forest to come across the base The player cannot go through the front gate because there are sentry guns guarding the front of the outpost making the player find another entry point Once the player has broken into the base they infiltrate the compound to find the communications room In the communication room the player finds a radio and contacts their superiors With new orders the player enters the mines to find weapons Finding their way down the mines the player collects weapons and ammunition but while exiting the mines the roof collapses Using the Grav-gun the player has to move the rocks blocking the way to make his escape Coming out of the lift the player is met with enemy NPCs and has to fight their way out of the compound and make their way to the radio tower With friendly NPCS helping the players retreat the player reaches their objective of reaching the radio tower and calling the resistance for an evacuation The player and friendly NPCs fight their way to the evacuation point The player and friendly NPCS have to last until the chopper arrives for the evacuation The chopper almost arrives when the player passes out. The level ends with the NPCs still fighting as the screen fades out.

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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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