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Circuit Chaos

Level & System Designer

FPS & Puzzle

Half-Life Hammer Editor

Role: 
Genre: 
Engine:
Key Features:

  • 1 New Theme-Related System. 

  • 10 Minutes Gameplay

  • 4 Major Combat Encounters

  • 3 Multi-step Puzzles

  • 3 Mix Enemy Types

  • 5 Significant Gameplay Areas, both interior and exterior. 

Summary

“Circuit Chaos” is an action-packed single-player level designed for Half-Life 2, set in a Resistance warehouse overtaken by Combine forces, located in the wasteland outside City 17 beside a lake. 

Players assume the role of Gordon Freeman, who must break into the warehouse to unlock a ship lock for the Resistance.

 

Central to the gameplay is the Magnusson Device, a prototype weapon that paralyzes electronic equipment and mecha enemies. Players will utilize this device to solve intricate puzzles, disable enemy electronics, and engage in intense combat, making the most of the warehouse's vertical and horizontal spaces.

Design Goals

  • Authentic Half-Life 2 Experience:

Blend combat, puzzles, and exploration with a unique gameplay theme mechanic of paralyzing electricity.

  • Core Mechanic Integration:

Emphasize the use of the Magnusson Device to paralyze electronics, making it a central mechanic for combat, puzzle-solving, and exploration.

  • Playstyle Freedom:

Allow players to use both firearms or core mechanics to defeat enemies.

  • Skill and Challenge Variety:

Increase skills and challenges progressively throughout the quest.

  • High-Quality Layout:
    Utilize verticality, horizontality, and clever space reuse to enhance gameplay. Ensure clear sightlines for smooth level flow.

Core Mechanic

 [ Paralyzing Electricity ]

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The core mechanic of "Circuit Chaos" revolves around the innovative use of the Magnusson Device to paralyze electronics and mecha enemies. This device adds a unique strategic layer to the gameplay, allowing players to disable enemy electronics, manipulate the environment, and solve intricate puzzles. By paralyzing consoles, magnets, and hunters, players can create new paths, gain tactical advantages in combat, and overcome obstacles in creative ways. This mechanic is deeply integrated into every aspect of the level, encouraging players to think strategically about how and when to use the device. The inclusion of this mechanic not only enhances the depth and variety of gameplay but also ties seamlessly into the narrative, providing a cohesive and immersive experience.

Postmortem

What Went Well

1. Core Mechanic: 

 

2. Enemy Types: 

 


3. Main Objective: 

 

The Magnusson Device's ability to paralyze electronics was a successful and versatile gameplay mechanic.
 

Choosing hunters as mini-bosses was effective, as their high mobility and health encouraged players to use the Magnusson Devices strategically.
 

Clear visibility of the main objective from the start and throughout the level kept players focused and oriented.

Challenges Faced:

1. Over Scope:

 

 

2. Sightline:

 

 

3. Aesthetics:

The initial level scope was too ambitious, resulting in a tight schedule and setbacks.


Other than the main objective, sightlines were not well-designed, making it difficult for players to focus on intended areas.


The level's rationality and thematic consistency were not carefully considered, impacting the overall coherence and immersion.

Lessons Learned:

1. Better Scope Management:

 

2. Player Focus: 

 

3. Player Initiative: 

Plan for a slightly underscored level with potential for expansion to avoid tight schedules and setbacks.


Ensure critical paths and scenes are highlighted without overwhelming the player, using mandatory or semi-mandatory viewing points.


Allow players to initiate combat where possible, providing cover and multiple paths to maintain a sense of control and strategy.

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