Day 14

Chris Fox

42.3 mb

February 27, 2006

3 levels

New graphics

New sounds

No new code

http://www.twhl.co.za/mapvault_map.php?id=3732

http://planetphillip.filecloud.com/files/file.php?user_file_id=145985

http://halflife2.filefront.com/file/HalfLife_2_SP_Day_14_Map;58144

(http://blog.johnsto.co.uk/?action=view&id=98)

De_dust designer Dave Johnston once theorized in a blog entry (link) that because beginning level designers hadn’t learned common architectural conventions or a sense of design, their levels (though incompetent on a technical level) bore a “mystical air” of “boundless creativity.” Floating platforms, neon lights, and strange color choices – such level design constantly taxes the distinction between abstract art and pure garbage.

... And that’s the same feeling I get from Day 14, which may seem insulting, but I truly mean it as a compliment. From the architecture to the central gameplay gimmick, it feels perplexingly fresh when compared to the mundane zombie fighting corridors which populate other custom Half-Life 2 maps.

Most of the architecture is purposefully strange: an odd pyramid structure at the center, some slanted stairs leading up, a corkscrew column – none of it is particularly conventional, realistic, or functional, yet it captures the player’s interest and appears inviting to explore. However, sometimes this architecture doesn’t really work and only highlights flaws in brushwork or level geometry.

But the main focus lies on the puzzle. Though the author made the mistake of scripting numerous annoying monster attacks while you’re trying to solve the puzzle, it’s still pretty well designed, especially with some cleverly implemented hints in the form of a talkative though glitchy NPC guide. It just requires a bit of “lateral thinking” which may or may not click with certain players.

Unfortunately, the fantastic atmosphere produced from this surreal building style and puzzle is marred by a lazily constructed street fighting sequence at the end. From a thematic perspective, it breaks the unity of mystery in the map pack: You’re transported from a Myst-like environment to a poor imitation of City 17. From a gameplay perspective, it simply seems dramatically less polished. In theory, the player will dart through buildings and around barricades, fighting striders and soldiers alongside his NPC allies. In practice, the strider kills most of his allies within minutes while the player can choose to rely on an infinite supply of rockets.

While not an entirely successful experiment, Day 14 should be commended simply for being experimental at a time when few maps deviate from the usual “run and gun” gameplay. It isn’t the most polished experience; the moments of brilliance often clash with the moments of frustration. Nonetheless it’s short, focused, and still manages to offer something to everyone.