Do all the levels match up?

Dan

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I've always wondered if valve has an overall picture of what city17 and surroundings actually look like. If you take all of the individual levels and combine them to make one super level, would there be any overlapping? Maybe the citadel turns out to be right in the middle of the coast? Or ravenholm is actually 20 feet below sea level? It's very tough trying to keep your orientation throughout the game. I really have no idea where everything is. But I do remember looking out the window from the citadel and I saw an effin big city and no sign of the ocean.
 
it looks like its all right after each other, you would have t take overhead pics and match em up to see if it does or not
 
well, the coast is extremely far... even if you were in such great altitude... you will never see it.
 
well, the coast is extremely far... even if you were in such great altitude... you will never see it.

Exactly.

Also, i dont see the point of it matching up really, come on, well, it would be cool i guess
 
The game wasn't that random... Really, I have a good picture of where I was.
 
If someone is going to do this, Id suggest using the Prima Guide, already has overhead shots of each map.
 
People tried doing this with HL1, and had massive problems with areas that intersected.
 
Samon said:
Exactly.

Also, i dont see the point of it matching up really, come on, well, it would be cool i guess
and I think if ever we try that... it will take a very very long time to load this level... and will need a super powerful PC. :smoking:
 
Yes, in Half-Life, a very simple example was that pipe you take from the cliff face to the courtyard with the tank and troops.

Matching the levels up, you would find the courtyard should be over the cliff face.

Maybe the Lambda experiments have created some dimensional anomalies? :D

Not sure about HL2 though.

I don't think Valve would have thought too much about it "noone will notice while playing the game"

And probably designed the level for gameplay rather than the issue of whether levels intersect.
 
I think people are being a little pedantic here :D No offence to anyone but does this really matter? I think it's much more important that the transistion from one area to the next works well (I thought that's what this thread was going to be about when I clicked on it).

In this sense I would say that Ravenholm, Despite being a lot of people's favourite level, Didn't quite fit in with the rest of the game. The transition into & out of Ravenholm was quite well handled but it felt like I was playing Resident Evil FPS when I got to Ravenholm!

On the other hand I love the variety of levels that Valve included in HL2. There were plenty of changes to your surroundings which was very welcome after the monotonous corridors & rooms of the last FPS I played, Doom3.
 
Sid Burn said:
and I think if ever we try that... it will take a very very long time to load this level... and will need a super powerful PC. :smoking:
it wouldn't be possible, there's a brush and size limit.
 
Valve seems to have thought about their fictional geography pretty well, for example, on Water Hazard, you can see Ravenholm off in the distance, the maps of the canal area seems to match with reality, and if you look carefully, where you start Anticitizen One, the rooftops on your left are where you were running from the cops at the start of the game.

But I'd be surprised if it all matched up perfectly.
 
dogboy73 said:
I would say that Ravenholm, Despite being a lot of people's favourite level, Didn't quite fit in with the rest of the game. The transition into & out of Ravenholm was quite well handled but it felt like I was playing Resident Evil FPS when I got to Ravenholm!

On the other hand I love the variety of levels that Valve included in HL2. There were plenty of changes to your surroundings which was very welcome after the monotonous corridors & rooms of the last FPS I played, Doom3.

I think that Ravenholme was an excellent part to put in. It just shows how diverse the game can be.
 
Time was also an issue actually. The game takes place over three days (Morning-day-afternoon-night(ravenholm)-morning-day-teleport-day-evening)

Except that I finished the game much faster than it would take for three days to pass. A simple example is the cave at the end of Ravenholm. Ravenholm is nighttime. You go in a cave and come out 15 minutes later and its midmorning.
 
Epsi said:
Valve seems to have thought about their fictional geography pretty well, for example, on Water Hazard, you can see Ravenholm off in the distance
OMG you're right! I just assumed that was a suburb or something. :D

where you start Anticitizen One, the rooftops on your left are where you were running from the cops at the start of the game.
It's the same area. The BreenScreen that is pulled down is the one you see when leaving the train station.
 
Yeah, the first parts of Anticitizen One are basically a second go at the beginnings of the game, only this time you have guns and there are people shooting at you...well...you have guns anyway... You go through the courtyard, the playground area, the one appartment building you were being chased through....etc.
 
I've been wondering whether the levels really matched up or not, and now I find a thread about it! It may not be all that important, but it is interesting to think about. Not that you would keep track, but it would be all the more realistic if the areas matched up nicely. It seems like they probably do too, due to the areas some people say they have passed by even later on in the game.
 
Woah, someone has to do this. This sound really cool. And think of how awesome it would be to see that huuuuuge image?

I believe there is a command in the console to get an overlay view.

Proper sizing and resizing would have to be done though...
 
Yea I will give a virtual cookie to anyone who does this! Please please please! :D

It just sounds so immensely cool lol...
 
With the aid of the Prima Strategy Guide, The Valve Hammer Editor, and Macromedia Fireworks, I've managed to piece together a map of the coast (really, it's just the map we see in Resistance points on the coast, augmented with colour and labels and so on).

mapbig2final1fc.jpg


As you can see, it's not perfect, but I've done it to the best of my ability. The labels are a bit messy.
 
sfc_hoot said:
With the aid of the Prima Strategy Guide, The Valve Hammer Editor, and Macromedia Fireworks, I've managed to piece together a map of the coast (really, it's just the map we see in Resistance points on the coast, augmented with colour and labels and so on).

mapbig2final1fc.jpg


As you can see, it's not perfect, but I've done it to the best of my ability. The labels are a bit messy.

Good work.

New Little Odessa?

Looks like Valve may have put some thought into this after all...
come to think of it, there's a map of the game before the Ice Breaker journey was cut.
It had the boat ride to far away from city 17, Mossman's lab or something, then a helicopter ride to the Citadel.

That was in raising the bar.
 
Both links work for me.

Anyone know the console command for a level overview (if one exists)?
 
If it's Unreal engine, I would've answered you by now. But it's not :(
 
If it's the same as the first HL, it's dev_overview 1 (I think), possibly dev_overview 2.
 
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