top of page

Man's Red Flower

Top
Trailer

Trailer

IN PROGRESS

Details

Details

About: “Man’s Red Flower” is a single-player level for Half Life 2 that takes place within Chapter 4: Water Hazard (just before Gordon Freeman enters Black Mesa East). The level requires Gordon to enter an underground gas and electric facility, manipulate fire (as a tool, weapon, and obstacle), return power to the facility, and escape the burning inferno. The unique core loops of this level involve lighting torches from fire sources, switching gas pipes on and off, and burning through barricades and zombies. The level takes 5 minutes to complete.

Download: 

Contact Gabe for Zip File

Software: Hammer Editor (Source Engine)

Total Production Time:  70 Hours

Release Date:  December 6th, 2022

Platform: PC

Design Goals

Design Goals

Creative and Unique Use of the “Fire” Mechanic

1.   Fire as an Obstacle

   To achieve the player interaction of fire as an obstacle, I created a wall of fire that prevented the player from progressing forward into the level. The only way for the player to continue out of the initial room required removing the burning “torch” from one of the gas pipes. This “introduction” room achieved three goals: it introduced the player to the theme of the level, conveyed the gas pipe mechanic, and cleared the pathway forward.

2.  Fire as a Tool

   In Areas 2 & 5 (the basement and the top floor), the player must use fire as a tool to burn down crates that block either the player’s path or the elevator. The player is introduced to the gas switch in the basement, that shoots flammable gas over the crates blocking the path.

3.   Fire as a Weapon

   The player can light each individual zombie with the flaming torch; however, the zombies will try to “smack” the torch out of the player’s hands – making this a tedious task. Instead, the player must utilize the gas pipes in a similar fashion to “as a tool,” except this time “as a weapon.” This allows the player to light the numerous zombies at once, with the satisfaction of clever application of previous knowledge regarding the use of gas and fire. Playtesters noted this eruption of flames as a satisfying way to kill many enemies at once, with the unique visual of the room being set ablaze.

Reuse of Space / Multiple Player Paths

1.   Multi-Level Structure

   The main area of the level is split into two sections – a basement and a top floor. The top floor has a grated floor, giving the player sight-lines as to what lays ahead on the path.

2.   Quick Access / Conveyance

   Likewise, the entrances and exits to the main area have similar metal frames around the doorway, conveying to the player where they will end up if they choose to go through the hallway. The ladder in the basement allows the player to travel to the top floor directly, solving the two elevator puzzle elements in whatever order the player chooses. The giant hole through the floor also allows the player to quickly jump to the basement to reach the elevator from the top floor.

3.   Multi-Paths

   After burning down the crates blocking the path forward, the player is given a choice of two paths to progress forward. The player can choose to follow the electrical wires to the hallway (Area 3), which eventually leads to the zombie horde room. The player may also choose to climb the elevator up to the top floor (Area 5) and burn down the crates blocking the elevator’s path.

3.   Conveyance of Goals / Player Tools

1.   Conveyance of Elevator as Goal (Landmark)

   The ultimate goal of the player is to reach Black Mesa East, which becomes much more difficult when the bridge collapses – stranding the player in the basement. Alyx notifies the player to clear the debris and power on the elevator, but the level design conveys to the player how to go about this task. The elevator shoot is the sole “landmark” of the level, as it is the first sightline the player has upon leaving Area 1.

2.   Coloring of Pipes

   The gas pipes and switches are each colored separately to convey that the gas will only activate in that specific room. The player can also follow the leading lines of the pipes to determine where the gas will burst from. The gas pipe coloring is as follows: Basement (red pipes), Zombie Horde Room (blue pipes), and the Top Floor (green pipes).

3.   Puzzle Feedback Mechanisms

   The multi-step light switch puzzle uses a variety of conveyance techniques to convey the power in the switches. The models of the switches will flip up or down, the light above the switches will turn on and off, and the wires connecting the puzzle to the elevator will shoot out sparks upon powering up. The player also has a clear sightline of the elevator from the puzzle, further connecting the purpose of solving the puzzle.

Retrospective

Retrospective

What Went Well:

What Needs Improvement:

  • The light switch puzzle does not necessarily fit thematically with the fire theme of the level

  • Got started too late on displacement which ended up breaking my compile time – forcing me to revert to a previous save and forego all that work

  • Entire level was still too dark by launch, could have used larger / stronger light sources

What I Learned:

  • Be open to change. Be willing to scrap an idea quickly and painlessly if things are not panning out as intended.

  • Always be brainstorming – regardless of the milestone. Continue to think of new ways to enhance your level, and don’t be afraid to apply those enhancements for playtesting.

  • Think logically about why the physical space exists. It is a game after all, but what is happening narratively in the environment for the space to look the way it does?

  • Never felt like “crunching,” knew my own internal process pretty well to avoid late nights

  • Put in a lot of effort to hit the White Box milestone, which allowed me to not change any major geometry from that point forward

  • Developed a very strong grasp of scripting within Hammer from the get-go

Gameplay

Gameplay

Logo simple.png
bottom of page