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Half-Life 2 : Lost At Sea

Half-Life 2 Episode 2 single player level shipped as part of the "Ambushville" level design event

Level overview : The player finds themselves on an off-shore abandoned military outpost and must explore the structure to find a way to escape

Level overview : The player finds themselves on an off-shore abandoned military outpost and must explore the structure to find a way to escape

This was the reference that got the creative juices flowing!

This was the reference that got the creative juices flowing!

The combine lookout tower dominates the initial view the player has. Warning them of possible things to come.

The combine lookout tower dominates the initial view the player has. Warning them of possible things to come.

The map has no enemies until the player triggers the ambush. It's all about exploring, discovering and removing obstacles in your way.

The map has no enemies until the player triggers the ambush. It's all about exploring, discovering and removing obstacles in your way.

I made a lot of connecting corridors take the player outside the structure to get a cool vista view and help them form their mental map of the level.

I made a lot of connecting corridors take the player outside the structure to get a cool vista view and help them form their mental map of the level.

A combine forcefield powered by two generators that the player must find and shut down.

A combine forcefield powered by two generators that the player must find and shut down.

Wherever possible I tried to provide a view of the tower dominating the skyline. The players ultimate objective... Or so they think!

Wherever possible I tried to provide a view of the tower dominating the skyline. The players ultimate objective... Or so they think!

If you show the player a cool area at the start, of course you have to let them visit it later on!

If you show the player a cool area at the start, of course you have to let them visit it later on!

This is one of those silly level design things... Why is this door here? Floating on the second floor with nothing connecting it!?

This is one of those silly level design things... Why is this door here? Floating on the second floor with nothing connecting it!?

Interiors were left gloomy and dark to contrast with the beautiful sunset outdoors.

Interiors were left gloomy and dark to contrast with the beautiful sunset outdoors.

The airboat is the players final escape device. They cannot access it until they have explored the entire level and triggered the ambush.

The airboat is the players final escape device. They cannot access it until they have explored the entire level and triggered the ambush.

The water around the level is fully explorable and hides some items and easter eggs. I provided shortcuts from the water back to the level so players were at ease jumping in.

The water around the level is fully explorable and hides some items and easter eggs. I provided shortcuts from the water back to the level so players were at ease jumping in.