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Source Engine Ruins Level

This is a level built in the source engine using the hammer editor. It was built with general skirmishes in mind and was reworked many times in order for it to flow more seamlessly as a space to move through while engaging in combat with other players.

Team size: 1

Engine: Source

Assets used: Half Life 2 textures and props, Team Fortress 2 Textures and props

Process: Look at past Source engine levels to take inspiration, create navmesh for AI to be able to navigate, playtest multiple times while making changes in order to make the level flow better, take feedback from others into account.

Paper map

I mainly wanted to challenge myself in creating an entire level for an engine that I have not worked with before. I learned a lot about how the Source engine works while working on this project. I also wanted to work on my lighting skills as well with this project, mainly creating lights that made sense and functioned in the space in order to create a very moody atmosphere. The goal for the level was to make a simple and easy to navigate play space for players and I made sure that no area exists without purpose. It is designed in an almost circular manner to allow for a player to keep moving forward and not be cornered.

Ruins paper map rework updated.png
Explanation brightened.png

After playtesting the level at first I realized that there are certain parts that did not need to exist and only made one side of the map significantly better to be on than the other. I wanted this map to be balanced no matter where you were caught in a fight so I decided to split the map up into 3 individual 'arenas'. There are 2 larger areas that allow for bigger fights with multiple exits and entrances and one smaller transitional area in the middle that can still allow for combat and has elevation differences. I made sure that no matter where a player is, they have a possible escape route if needed in order to make it harder to be cornered.

In the library area I added an elevated bridge section that creates cover for players on the first floor in order to make it so that there isn't too much of an advantage to players on the second floor. There is also two different stairways up to the second floor.

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