Half-Solid
2024 | hammer++
Half-Solid is a map for Half-Life 2 that I developed using the Hammer++ Editor.
Steve Lee’s videos have been instrumental in my learning journey since I started studying level design. I've always wanted to create a level in Hammer, but never found the right time.
Steve Lee’s videos have been instrumental in my learning journey since I started studying level design. I've always wanted to create a level in Hammer, but never found the right time.
After working on BoomerShooter, I realized my portfolio didn’t reflect the types of games I love to make. To change this, I set a goal to create a single-player level that also experiments with immersive sim design principles. My aim was to craft an experience that showcases my strengths while incorporating stealthy and open-ended gameplay in a Half-Life setting.
Overall, it was a great experience. Although the learning curve was steep, once I got the hang of it, the process became really enjoyable. I feel accomplished even though it’s still a work in progress because it was a valuable study, and I enjoyed the process of delivering a level with the flavor of my favorite genre.
Text-Planning
I aimed to test two things in this project: the Hammer++ Editor and the text planning step in pre-production.
The plan was to develop a live document where I could jot down my goals and develop the level while writing, making changes easily as I go.
I began by setting clear goals for the project and its theme.
I then selected some pre-existing elements in the engine, formulated questions about the level, and brainstormed ways to achieve my goals and theme.
This included considering gameplay elements and creating a sequence of events. This approach allowed me to handle most of the creative process and decision-making in this step.
I then selected some pre-existing elements in the engine, formulated questions about the level, and brainstormed ways to achieve my goals and theme.
This included considering gameplay elements and creating a sequence of events. This approach allowed me to handle most of the creative process and decision-making in this step.
You can check out the Original Text Planning here.
MAPPING
After the planning phase, I moved on to mapping.
I began with a Bubble Diagram and gradually turned it into a map. The text planning served as a guide for the tools to use and how to progress the level.
With most decisions already made in the text, the mapping phase became a visual aid for blockout and identifying minor planning errors.
BLOCKOUT
With the mapping and text planning in hand, I moved into the blockout phase, with many choices and creative decisions already made.
Most of the work involved using and getting accustomed to Hammer. Some changes were made during this step, such as orienting the gate towards the starting zone and modifying the ending so the level could loop back to the beginning, revisiting the initial zones.
The blockout goals were to enhance the overall experience and ensure intuitive player navigation.
Aiming for an Immersive Sim-like experience, I iterated extensively to make routes and choices clear and engaging, ensuring the blockout felt satisfying for players regardless of their gameplay style.
Most of the work involved using and getting accustomed to Hammer. Some changes were made during this step, such as orienting the gate towards the starting zone and modifying the ending so the level could loop back to the beginning, revisiting the initial zones.
The blockout goals were to enhance the overall experience and ensure intuitive player navigation.
Aiming for an Immersive Sim-like experience, I iterated extensively to make routes and choices clear and engaging, ensuring the blockout felt satisfying for players regardless of their gameplay style.
Next Steps
The level is still a work in progress. With this blockout in hand, I can playtest the map and refine the paths further, considering the "Snail house and Swiss Cheese" routes.
I consider the level to be in a V1 Blockout, a rough state. My next step is to improve the military facility's exterior, returning to the mapping phase to enhance its currently bland appearance.
Additionally, the interior needs more character, and I need to fix the enemy filter, i.e., their path system.
I consider the level to be in a V1 Blockout, a rough state. My next step is to improve the military facility's exterior, returning to the mapping phase to enhance its currently bland appearance.
Additionally, the interior needs more character, and I need to fix the enemy filter, i.e., their path system.
Breakdown
The starting zone is the most important vista of a level, especially since my plan is to create an immersive sim-like level. My goal is to provide the player with intel from a high ground where they can observe and make a plan.
1. The first element in the player's vision hierarchy is the Facility, which is the level's objective. To make it clear, I placed a large building directly in front of the player's view, with a guard stationed in front. Since the building's front was shadowy, I added lighting inside to not only grab the player's attention but also to indicate that there are more people inside.
2. The player can easily see a planked window at the same height as the Facility. Naturally, they will want to get there, but where is the crowbar?
3. By this time, the APC should be traversing the road into the Facility, reinforcing it as the objective and drawing attention to the guard outpost and the gate right below the window.
4. Next, there's a lit window on a building, attracting the player's attention.
5. Trying to get a better view of the building, the player will notice a planked door with a crowbar right beside it, directly below their spawn point.
In this scene, the player has just killed a headcrab, obtained the Gravity Gun, and entered the first floor through a hole by moving some debris:
1. To draw the player's attention, I placed a saw on a desk. Since the player just acquired the Gravity Gun, it’s natural for the saw to capture their full attention.
2. As the player entered the hole, a trigger spawned a guard on a rail path. This guard crosses in front of the window above the saw. The player typically won’t react quickly enough to kill the guard with the saw initially.
However, by following the windows, the player can position himself perfectly to shoot the saw at the guard as he crosses the door, creating a really cool moment.
1. In this scene, the player uses a stack some boxes over a trash bin to reach a window on the second floor. As the player approaches the boxes;
2. They can’t help but notice the guards inside the room, illuminated by spotlights;
3. While searching for more guards, the player finds a button, but what does this button do exactly? (I should rotate the button by at least 30° to make it more visible to the player);
4. Through the window, the player can spot the APC, reinforcing that this is the correct location.
In this scene, I used a classic Valve Level Design trick with the button:
1. When you click the button;
2. The gate that you’ve been seeing since the beginning of the level opens.
What I've Learned?
This project taught me a lot.
Apart from Hammer++, I learned everything through this project. The Text Planning method, which I discovered from one of Steve Lee's videos, was a game-changer.
Initially, I thought it wouldn't suit me, but it made the ideation process better, faster, and more optimized.
Apart from Hammer++, I learned everything through this project. The Text Planning method, which I discovered from one of Steve Lee's videos, was a game-changer.
Initially, I thought it wouldn't suit me, but it made the ideation process better, faster, and more optimized.
However, the most important lesson I learned was the "Snailhouse and Swiss Cheese" approach to Immersive Sims. I always loved the genre, but developing a map for one seemed daunting. When I got the tools to design it and actually practiced, it became a comfortable and engaging process that I enjoyed a lot.
This project helped me not only to learn Hammer++, it's strengths and flaws. Because of that, I see it, even in its current state, as a huge win.