The heatwave meant I wasn’t able to spend as much time working on the physical blockout as it was way to hot to have my laptop running, it was getting to 39o C most days! I decided instead to spend the time expanding on the overall map layout and re-evaluate my stretch goals. My original stretch goal was to create an additional second level but I’ve decided instead to just expand on my current map to create a more ambitious level that more thoroughly tests cognitive mapping as a tool for guiding players.

My initial ideas for the expanded map where much too big (fig 1-2) for the time I had left so I simplified this much larger idea down to a more achievable goal.

The new map, features an additional cave section in the middles section of the map, after the platforming waterfall area, a brand new start area as I wasn’t that happy with the original player start location, and an expand final temple area which has a greater focus on composition and framing of the final reveal (fig 3). The new temple area now comprises of 4 distinct districts, the outer wall areas that the player enters after the cliff combat zone, an inner walled zone, a small lake section and the main temple .

Fig. 3: Updated Map layout

 As the temperatures started to decrease towards the end of the week I was able to carry on working on the blockout. Since I was really excited to start working on the new sections I choose to spend the rest of this week working on the blocking out the next section of the level; I’ll spend the beginning of next week acting on the feedback I received from the playtests.

I started by adding in the valve, to prevent players from backtracking after this point, the platforming waterfall section and the newly designed cave section. From this section onwards, the map begins to open up more, offering the player multiple paths to choose from, and introducing the idea of wider spaces to the player in a gentle way to prevent them feeling overwhelmed when the level opens up into wider zones in the later sections. The new cave area also features the moveable block that is found in the small temple but this time I added in a new interaction in the form of a fallen rocks that the player need to lift in order for them to be able to move the pushable block and pass though to the combat section (fig 4).

I also started work on the Cliff Combat Zone (fig 4). This is the area of the map where the space really opens up, with the player having 3 initial paths to enter into the area by, with further paths and routes being found through out the space. This open, hub like combat space, consists of a lot of crisscrossing paths that connect via nodes, and makes uses of different path heights which allows the player to see how the different districts of the combat zone interconnect together. This area is a place for players to test their skills, combining the combat and traversal sections that players has been progressing through separately together into one cohesive space, that allows the player to express their chosen playstyle.

Fig 4. Time laps of the blockout process

“The right man in the wrong place can make all the difference in the world.”
G-Man – Half-Life 2 (2004)

Figures:

Figure 1: Expanded map V1

Figure 2:  Expanded map V2

Figure 3:  Expanded map V3

Figure 4:  Video of blockout time laps

Games:

Half-Life 2. 2004. Valve, Valve

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