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Half-Life 2: Lost Coast
Half-Life 2: Lost Coast is an additional level for the 2004 first-person shooter game Half-Life 2. Developed by Valve, it was released on October 27, 2005, as a free download for owners of Half-Life 2 on Steam. Players control Half-Life protagonist Gordon Freeman as he travels up a coastal cliff to destroy a Combine weapon in a monastery.
Lost Coast is a technology demonstration showcasing the high-dynamic-range rendering implemented in the Source engine. It was designed with environments to emphasize these effects. Lost Coast was the first Valve game with a commentary mode, in which the developers explain elements of design as the player progresses through the level.
The Lost Coast level was created for Half-Life 2, but was removed from the game. It was originally going to be a level in "Highway 17" where Gordon ends up in a strange place meeting a Fisherman. As a result, it has several minor story details that were not included in Half-Life 2. It received a generally positive reception, and there was consensus among reviewers that the new features included in Lost Coast should be integrated into future games released by Valve.
Lost Coast uses the same first-person shooter gameplay as Half-Life 2. The player is equipped with weapons from Half-Life 2, including the object-manipulating gravity gun.
Like Half-Life 2, the player controls Gordon Freeman. Freeman must enter a monastery that enemy Combine are using to launch heavy artillery shells into a seaside town. The player encounters Combine soldiers and headcrabs before disabling the artillery launcher and destroying an attack helicopter with RPGs. A fisherman congratulates him and Gordon teleports away.
Lost Coast was conceived as a part of the Highway 17 chapter in Half-Life 2 (Highway 17's development name was "Coast", hence the name "Lost Coast"), but was discarded during development. It features storyline details that were removed from Half-Life 2, such as the headcrab artillery launchers.
Each area was designed with a specific purpose. An Eastern Orthodox architectural style was chosen for the monastery, as buildings of this type "are very colorful and have a large variety of materials" and are "often lit naturally, with extremes of darkness and brightness", providing an ideal showcase for the HDR lighting effects. Valve also thought a monastery would provide a starker contrast between old human architecture and futuristic Combine technology inside it.
The cliffside that leads to the monastery had a gameplay-oriented purpose, and was meant to emulate a similar cliffside combat scene in the original Half-Life (1998). The cliffside also forces the player to be observant of threats from above and below, breaking from normal horizontal combat. The monastery's courtyard was designed as an area where the player recovers from the cliffside combat, while also presenting a contained combat arena later in the level in which the player must hold their ground while they are attacked from multiple directions.
Hub AI
Half-Life 2: Lost Coast AI simulator
(@Half-Life 2: Lost Coast_simulator)
Half-Life 2: Lost Coast
Half-Life 2: Lost Coast is an additional level for the 2004 first-person shooter game Half-Life 2. Developed by Valve, it was released on October 27, 2005, as a free download for owners of Half-Life 2 on Steam. Players control Half-Life protagonist Gordon Freeman as he travels up a coastal cliff to destroy a Combine weapon in a monastery.
Lost Coast is a technology demonstration showcasing the high-dynamic-range rendering implemented in the Source engine. It was designed with environments to emphasize these effects. Lost Coast was the first Valve game with a commentary mode, in which the developers explain elements of design as the player progresses through the level.
The Lost Coast level was created for Half-Life 2, but was removed from the game. It was originally going to be a level in "Highway 17" where Gordon ends up in a strange place meeting a Fisherman. As a result, it has several minor story details that were not included in Half-Life 2. It received a generally positive reception, and there was consensus among reviewers that the new features included in Lost Coast should be integrated into future games released by Valve.
Lost Coast uses the same first-person shooter gameplay as Half-Life 2. The player is equipped with weapons from Half-Life 2, including the object-manipulating gravity gun.
Like Half-Life 2, the player controls Gordon Freeman. Freeman must enter a monastery that enemy Combine are using to launch heavy artillery shells into a seaside town. The player encounters Combine soldiers and headcrabs before disabling the artillery launcher and destroying an attack helicopter with RPGs. A fisherman congratulates him and Gordon teleports away.
Lost Coast was conceived as a part of the Highway 17 chapter in Half-Life 2 (Highway 17's development name was "Coast", hence the name "Lost Coast"), but was discarded during development. It features storyline details that were removed from Half-Life 2, such as the headcrab artillery launchers.
Each area was designed with a specific purpose. An Eastern Orthodox architectural style was chosen for the monastery, as buildings of this type "are very colorful and have a large variety of materials" and are "often lit naturally, with extremes of darkness and brightness", providing an ideal showcase for the HDR lighting effects. Valve also thought a monastery would provide a starker contrast between old human architecture and futuristic Combine technology inside it.
The cliffside that leads to the monastery had a gameplay-oriented purpose, and was meant to emulate a similar cliffside combat scene in the original Half-Life (1998). The cliffside also forces the player to be observant of threats from above and below, breaking from normal horizontal combat. The monastery's courtyard was designed as an area where the player recovers from the cliffside combat, while also presenting a contained combat arena later in the level in which the player must hold their ground while they are attacked from multiple directions.