Consequences Map

Encounter Design Solo Project

Made in Source 2 using the Hammer Editor

Consequences is an action-focused, combat-centered gameplay encounter made for Half-Life: Alyx that explores changes in difficulty caused directly by the ramifications of the player’s own actions and decisions.

This map was a personal exploration into VR level design and encounter design—areas of design I was not yet familiar with when I started development. Needing a central pillar to frame my level, I decided to explore what the experiences the phrase “actions have consequences” could inspire.

This was integrated into the design of the encounter by splitting the combat sequence and layout across two zones: the advantageous upper catwalk where the player starts, and the potentially treacherous warehouse below, littered with explosive barrels and enemy soldiers.

As the player progresses through the map, they are free to dispose of the enemies below. In addition, they have the option to fire at the barrels below to deal a significant blow to the opposition leaving a tiny flame post-explosion.

If the player chooses to fire every barrel—even ones not useful to them—when they enter the next stage by flipping a switch to open the exit, they have a sour surprise: Much stronger foes enter the fray and the player now has to face the consequences of their actions and navigate the rat-maze of fire and destruction. of their own creation.

Instead, if the player recognizes the use of the barrels and purposefully saves some for later, they have an advantage against any potential foes and will have environmental elements to use to their advantage. Either way, they will have fun learning and experiencing the consequences of their own actions.