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Escape From SU7

Level Overview
Escape from Su7 is a combat-focused Half-Life 2 level with a few puzzle elements. The player's goal is to successfully escape from the laboratory. The puzzle mechanics are laser-themed, requiring the player to figure out how to direct a green laser to its corresponding laser button to open exit doors and proceed. Additionally, players will need to use the Gravity Gun to pick up Metal Boxes to block the damage from red lasers

Design Goal
1.Variety of Laser Puzzles: provide players with puzzle-solving experience in addition to combat, while better aligning with the level's theme: laboratory.

2.Emphasis on Vertical Combat: To let players experience combat at different heights, offering a variety of combat experiences and difficulty challenges.
(For example, the player might fight from a high position while enemies are below, or enemies positioned higher than the player.)

3. Using Different Weapons for Combat at Various Ranges:

Detail of Design
Puzzle Design:
1. Variety of Laser Puzzles:
In addition to combat, I have designed light puzzle-solving elements for this level to add variety and enjoyment to the gameplay outside of combat. These puzzles are laser-themed, chosen because lasers align well with the laboratory theme.
Deadly Lasers:
o Standard lasers (2 lasers)

o Moving Laser (3 lasers).

o Unblock able Laser: (8 lasers).

Trigger Lasers:
A green laser that can open a door when it hits a designated button.

The key puzzle item is the Metal Box, which can block lasers. Players will need to use Half-Life 2's signature tool, the Gravity Gun, to pick up the Metal Box and use it to block deadly lasers. At the same time, they will need to use the Gravity Gun to launch the Metal Box away when it obstructs the green laser.


This puzzle fully utilizes one of the most iconic tools in Half-Life 2—the Gravity Gun. I want players to engage in creative thinking through physics-based interactions. Players are encouraged to carefully evaluate the different types of lasers and their effects, deciding when and where to use the Metal Box to progress while avoiding damage or failure.
Beyond the intensity of combat, the puzzle allows players to experience the joy of puzzle solving, aligning with Half-Life 2's core theme of combining puzzles and combat.
2.Using lasers as a Combat Strategy
Because lasers are deadly to all biological entities, Players can adopt them as a combat strategy. Such as luring enemies to charge toward them and into the path of the laser.

Combat Design:
1. Emphasis on Vertical Combat:
In Room 4, this is the first time players will need to engage in vertical combat. I have designed a mezzanine, placing a Metro Police and a Manhack on it at the start. When the player enters the room, these two enemies will immediately attack the player. This interaction helps the player become aware of the mezzanine's presence and prompts them to retaliate against the enemies above.
At this point, the player is at a disadvantaged position. as their lower position limits their line of sight. Players will need to quickly find high cover to evade attacks while countering the enemies on the mezzanine.

When the player kills the first enemy and reaches the mezzanine, the second wave of enemies’ spawns. At this point, the player and the enemies have swapped height positions. The player can now take advantage of their elevated position, making it easier to observe and attack enemies below.

In Room 5, I increased the difficulty of vertical combat. The mezzanine's height is raised and designed in an "L" shape, wrapping around the room. I also added larger medium cover areas on the mezzanine and spawned stronger enemies (Combine Soldiers) on it. The enemy squad is made up of Combine Soldiers who will automatically split into two teams upon spawning, moving to opposite sides of the mezzanine to take cover and attack the player.
This creates a greater height disadvantage for the player, making it harder to attack the enemies. I want players to not only hide behind cover to counterattack but also move dynamically to engage enemies. By moving to different positions and angles, players can spot enemies hiding behind cover on different sides, bringing them into their shooting range.

I want to use two combat encounters at different heights within the same room to allow players to experience the contrast between fighting from an advantageous high ground and a disadvantageous low ground
Video Link
1.Variety of Laser Puzzles: provide players with puzzle-solving experience in addition to combat, while better aligning with the level's theme: laboratory.
TRAILER

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