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Cosmonaut

Cosmonaut is a mod I made for Half-Life 2: Episode 2 between April of 2018 and May 2019. It contains 9 levels. (7 traditional levels, an intro level and an outro level with credits). Each level has a different environmental theme and different game play scenarios. I started making Cosmonaut for a mapping challenge that took place on RunThinkShootLive.com called NostalgiaVille. After it won first prize, I decided that I would continue to develop it and expand it so I could enhance my environment and level design skills.

Cosmonaut on Mod DB - https://www.moddb.com/mods/cosmonaut

The fog at the beginning of the mod is used to create an uncertain and mysterious  atmosphere.

The fog at the beginning of the mod is used to create an uncertain and mysterious atmosphere.

The lighting in this room helps the player navigate through it. The lights down the center create a path whilst the exit itself is same color and brightness of lights in it making it clear to the player where they have to go.

The lighting in this room helps the player navigate through it. The lights down the center create a path whilst the exit itself is same color and brightness of lights in it making it clear to the player where they have to go.

The floor in this corridor is clear as the player needs to move through the area at a fast pace. The props at the end help signal a change of direction for the player.

The floor in this corridor is clear as the player needs to move through the area at a fast pace. The props at the end help signal a change of direction for the player.

Again, the fog is used to make the environment much more interesting and create an atmosphere of mystery.

Again, the fog is used to make the environment much more interesting and create an atmosphere of mystery.

The player has to move through this room at a fast pace so a light has been placed next to the exit to help guide the player out of the area.

The player has to move through this room at a fast pace so a light has been placed next to the exit to help guide the player out of the area.

The generator is the focal point of this puzzle. It is the main thing that sticks out when the player enters. They are given a full view of each component of the puzzle and then they have to work out how to solve it.

The generator is the focal point of this puzzle. It is the main thing that sticks out when the player enters. They are given a full view of each component of the puzzle and then they have to work out how to solve it.

The windows are the main source of light in this garage. They help fill up the entire room with consistent lighting.

The windows are the main source of light in this garage. They help fill up the entire room with consistent lighting.

Even though the wooden structure is the main thing in the scene, the play may be unsure of how to scale it. Two lights have been placed to draw the players attention to the key areas of the structure.

Even though the wooden structure is the main thing in the scene, the play may be unsure of how to scale it. Two lights have been placed to draw the players attention to the key areas of the structure.

The main focus of this train yard (the npcs) have been highlighted with a light shining upon them as the yard is busy and there is a lot of other things going on.

The main focus of this train yard (the npcs) have been highlighted with a light shining upon them as the yard is busy and there is a lot of other things going on.

Another shot of the train yard.

Another shot of the train yard.

The player interacts with an NPC in this room. A spot light is shining on the window ti highlight its importance to the player.

The player interacts with an NPC in this room. A spot light is shining on the window ti highlight its importance to the player.

This elevator is used by the player to move into the main mine shaft section.

This elevator is used by the player to move into the main mine shaft section.

This is the bottom of the elevator. It is like a lobby where there is a lot to see. The view into the main chamber is a blue color to distinguish it from the current area.

This is the bottom of the elevator. It is like a lobby where there is a lot to see. The view into the main chamber is a blue color to distinguish it from the current area.

The blue lighting is utilized in making the upper areas of the cave stand out more and give the player a sense of the scale.

The blue lighting is utilized in making the upper areas of the cave stand out more and give the player a sense of the scale.

The blue light is also used to guide the player.

The blue light is also used to guide the player.

In this scene, the cave extends beyond the current area to add more scale to the cave.

In this scene, the cave extends beyond the current area to add more scale to the cave.

The orange grub vugs are used to signal to the player a point of interest. This is because of their noise and there orange glow.

The orange grub vugs are used to signal to the player a point of interest. This is because of their noise and there orange glow.

The main chamber.

The main chamber.

The scene creates a visual contrast. The pretty forest pond and the large industrial estate.

The scene creates a visual contrast. The pretty forest pond and the large industrial estate.

This is the area the player leaves the mines and enters the forest.

This is the area the player leaves the mines and enters the forest.

Because the map takes place in the industrial estate, each warehouse is very different in shape and color.

Because the map takes place in the industrial estate, each warehouse is very different in shape and color.

The bridge here is broken both because it is an environmental component but also because it creates a walkway for the player to go up and down.

The bridge here is broken both because it is an environmental component but also because it creates a walkway for the player to go up and down.

At the start of the final level, the player can immediately see the rocket and shuttle. Both of these act as a focal point through out the map so the player can orientate themselves by looking at it.

At the start of the final level, the player can immediately see the rocket and shuttle. Both of these act as a focal point through out the map so the player can orientate themselves by looking at it.

Props are used to block the left had side as because they are there, most player will take the right where there is the window and door.

Props are used to block the left had side as because they are there, most player will take the right where there is the window and door.

Mission Control

Mission Control

The final map is quite open making easy to see the rocket from most of the outdoor area.

The final map is quite open making easy to see the rocket from most of the outdoor area.

The final battle take place around a shuttle and rocket. The area needed to be open as the player would need to easily move around whilst fighting.

The final battle take place around a shuttle and rocket. The area needed to be open as the player would need to easily move around whilst fighting.