The Massive Friggin' Xen Thread

The massive friggin’ Xen thread

With the impending release of Lambda Core, I think it’s time we brainstormed a page one rewrite of the Xen sequences of Half Life.

Xen, among many gamers, is the most universally derided part of the original Half Life for good reason- the design of the maps pull a stark 180 from the rest of the game and focus a great deal on platforming and resource management, rather than the mix of combat and puzzles inherent to the Black Mesa chapters.

Questions that have to be considered when redesigning Xen are likely as follows:

I. What is the focus of Xen’s design, and how can we improve the levels while maintaining continuity with the original concept of the game?

II. How much longer should Xen be?

III. How should the boss fights be redesigned to fit Black Mesa’s tweaked-towards-HL2-standards gameplay?

IV. What sort of changes to the enemy roster and layouts would benefit the new design?


To start things off, I’d like to come up with a new direction for Xen.

I. Xen’s focus to me is to throw the player into a very alien universe. The player must feel very alone, almost hopeless as he is outnumbered by fearsome adversaries a thousand to one. The levels were designed as platforming maps to contrast the main game and to provide “fresh” gameplay that the player had not seen before. This is made quite obvious through the design, the reduced gravity, and the dead humans in Xen being the only supply drops the player has access to.

My take on new levels for Xen would follow a drastically different direction. Parts of the Black Mesa facility should be haphazardly teleported to Xen at odd angles in some areas of the map, creating a more dynamic environment for the player to traverse. A close analogue would be an early sequence in Prey where the player finds themselves fighting through the bar they started the game in, only with battle damage, the level rotated at a very odd angle, and using portals to reorient the player to fight along walls.

My version of Xen wouldn’t precisely use these ideas perse, as this would require extensive re-coding of Source’s physics engine. Maps wouldn’t be “copy-pasted” from the facility to be reused on Xen, they would be more heavily damaged, at different angles, and support a more platforming focused style of play. Imagine hopping between oddly bent, bolted to the floor/ceiling cafeteria tables hanging over a void while a Harrier teleports into the map trailing flames and debris. Or parts of the Office Complex being thrust into Xen, breaking into smaller pieces and floating in Xen’s expansive void, crashing into the rocks already present and allowing the alien architecture to meld seamlessly with parts of the Black Mesa facility. (And then getting chased by a Garg through it!)

The massive factory spikes in the original Xen would be used by Xenian aliens to “mine” these parts of the facility for raw materials to feed to Nihilianth, who is basically keeping small parts of the borderworld stable (i.e. the floating rocks for the aliens to inhabit). Some of this would likely require cinematic physics, but considering the impressive work on display for the Resonance Cascade and the Blast Pit window crash sequences, this would be fully within the team’s capability. With this scenario’s rendition of Nihilanth’s powers keeping the borderworld stable, when he is killed, the entire map will spin out of control, rocks will collide with each other, and the G-man will teleport Gordon to safety, to continue with the endgame “choice.”

II. Xen should have a similar amount of maps as the original Half-Life, but take advantage of Source’s larger map sizes to increase the length of the chapters, as well as their geometric complexity.

III. Gonarch’s fight was a very well-executed part of Xen for me, and I’d try to reproduce the fight in a relatively similar fashion, just redesigned to fit the tweaked art direction and gameplay. (Perhaps Gordon could chase Gonarch through a meteor shower?) Nihilanth’s fight is a bit of a bore, and should be redesigned to take advantage of the new art design to it’s fullest. Nihilanth could teleport Gordon away at any moment, forcing the player to fight back to the center of the map (Nihilanth’s chambers) through new aliens, but also allow the player to resupply along the way. I’m well aware these are drastic redesigns, but considering the absolute horror that is the original Half-Life’s Xen chapters, I feel a radical redesign is absolutely necessary to regain any sense of playability from this part of the game.

IV. The chapter’s focus on the Xen borderworld basically cuts the enemy roster in half, and spams aliens at the player with little regard for balancing. Supplies are small in number in the original game, and this is very much appropriate. I’d considered having soldiers, scientists, or security guards being teleported in with the pieces of the facility, but this would ruin the solitary feel of Xen and it’s focus on this being Gordon’s mission to kill Nihilanth and, as such, would not be appropriate for inclusion. Some corpses floating through the borderworld with the new architecture, however, would assist in reinforcing this bleak feel, as well as give more areas to explore and loot in search of supplies to continue Gordon’s suicide mission.


This is just my take, however. I really want to hear everybody’s thoughts on the redesign of Xen. Let’s throw our hive mind at the chapters and see what we come up with!

hey no fair I was just about to repost the xen topic.

No H.E.C.U’s or other living human NPC’s on Xen, just no…

Corpses are fine (like in the original).

“Just no” has no place here. If you can’t back something up, get out.

Why would they be on Xen? Just ask yourself, they wouldn’t survive minutes there(the environment would kill them), especially without the H.E.V suit.

The H.E.V suit has the capabilities to accelerate through low gravity, and aiding with protection. Plus the H.E.C.U soldiers don’t have the training required in using it even if they found them on Xen from other scientists. And let’s be realistic, H.E.C.U soldiers are dumb and would be killed by aliens fast enough than to live to meet Gordon.

I’d like to see small and few durations of communications from the “Earth” dimension to Gordon, through some kind of dimensional rift or equipment, kinda like in Blue Shift. Few enough to add to the “You’re alone and gotta be quick” feel to the Xen chapters, but enough to give some sense of direction on where to go in Xen. So it feels like you have an objective to do next.

I never really liked Xen in the original, so anything BM devs do to make it better is great. It just felt unfinished. Shitty skybox, stupid textures. Meh!

Things I personally would like to see in xen

more evidence of the science teams that went to xen to study it, sure you see their bodies all over the place but no equipment, in blue shift you saw one outpost, don’t you think there would be more?

alien slave zombies… headcrabs evolved to take control of the vorts so why aren’t there zombie forms of them on xen? (this one is highly unlikely to ever happen)

HEV science team members that are alive: they where armed to the teeth but the looks of the ammo you get from them, you would think at least one survived (or that that scientist in the boss area was one of them… always wondered why he was there)

HECU teams (Dead) the grunts according to cannon have sent teams into xen to counter attack all failed and well died.

antlions not active in game play, just seen on a rock in the distance vorts farmed them for many things, so why don’t we see them on xen?

No one likes xen. Everyone quits after finishing LC.

Pretty sure Xen is well into the intermediate or even final stages of development.

If I remember correctly, Raminator has stated that Xen won’t release this year, so I imagine quite some work is left.

For me, Xen wasn’t so bad. I liked the change of pace, despite its amazing difficulty…and just straight up lack of good control. (“I’m flying! misses platform And now I die…”)

However, its an alien world, it shouldn’t act by the same rules you’re used to.

Xen is a world that, since the relay hardware was installed, is nothing more than a satellite in a dimensional space that teleporters talk to and get redirected to their destinations. Since scientists actually installed hardware there, it’s inhabitable by humans somehow (also explaining why the alien beings like headcrabs and vorts actually don’t keel over and die upon their appearance on earth). But since the resonance cascade, the hardware has been made known to the Nihilanth, and its origin, so he decides to start sending down death from science and outer space. So, you gotta stop him. Ta da.

In k3nny’s format:

I. The original design of Xen was that of some floating rocks, possibly like an asteroid cluster, just hanging together in space between dimensions. It was meant to be a shake up. You thought Half Life was corridor running? Not anymore! There is a need to make it completely different from what came before it. However, removing your ability to control Mr. Freeman is NOT how it is done… I still liked the jumping puzzles, when they worked. Fixing it would require a different approach (not so much timing and praying, but more about calculation, and path choosing). Put a Portal styled difficulty into it. Start with the basics (box and button, or in this case, lowered gravity), then move up to more advanced concepts (flinging, or its HL counterpart, long jumping). Interject this with alien encounters, arena type fights (going back to the hl2 styled stuff), and it should make for a very interesting experience indeed.

II. If you master the HL1 Xen, it’s relatively short. But that also plays to the idea that you’re a man on a mission, and want to get it done as soon as you possibly can. But possibly do a paths thing. Give it some replay/explore value. If it takes you 14 hours to play the largest part of the game, something like 2 hours would be a nice tack on for the finish. Maybe longer. Possibly shorter. Depending on where you go you could be lost for a good while, or on the correct, direct line path.

III. When I think of HL2 ‘boss’ fights, I think of the Antlion Guards. You get trapped into a sizable arena with a large enemy that takes some avoiding. TBH, that’s what you had already with the Gonarchs. But something I kind of consider a mini-boss fight would be the times you’re swarmed. Not completely, but instead of just going down the road and all of a sudden enemy pops out, you’ve got ones coming at a constant rate from all sides, or even from just the front side. you have to take cover and just outlast the wave, or get the guts and rush em till they give up and abandon post. That last one wouldn’t make much sense on Xen, though…possible, but nonsensical.

IV. Xen is its own place, with its own inhabitants. I would say that if an enemy is near Gordon, and it is capable of hostility…that it needs to be hostile. I would imagine that the scientists set up the Xen relay hardware in a more ‘remote’ location on Xen, in hopes not to be discovered by whatever inhabitants there were, but close enough to still observe what they did find. After the Resonance Cascade, they probably found it and killed all the scientists at the outpost. If any HECU did get through, they would also be greeted by death. One thing to possibly do is limit what normal resources you can get. Health kits, ammunition, and suit chargers should be VERY limited, and very out of the way. The alien creatures were much like lions, I would say. Very fascinating to look at and observe, but they’d probably charge at you with serious consequences if you got too close/got noticed. Any science outpost on Xen would then be hidden from normal view, encouraging exploration. At the same time, helping the player out a bit by using the Xen crystals to do things like giving small suit charge, or better yet, recharging the beam weapons. The caveat? The beam weapons do less damage to the creatures while in Xen, making it about as useful as the pistol, but with more ample ammo, making you save your heavier stuff for more intense situations.

Just a thought.

One other thing to add: The ‘extra functionality’ hinted at by Ram in the dev thread should be a jet/jump pack. At least a double jump like the Space Jump Boots in Metroid Prime, but I’d like the Tribes: Ascend jumpjet.

pretty sure he didn’t

he did

In Blue Shift, Barney Calhoun goes to Xen without a hazard suit and emerges unscathed.

Shepard also goes there for a brief time. He even gets his own portal gun.

A killer portal gun, not just any regular ordinary portal gun.

That may not be canon, but it’s pretty obvious in any case that Xen’s environment is habitable, or else headcrabs etc. wouldn’t be able to live both there and Earth.

also to note there is a scientist in xen (forget the area but its in the last bosses map. the scientist doesn’t have a H.E.V suit and as far as I am concerned that scientist is why the big fetus thing knows who freeman is (its telepathic so reading minds shouldn’t be that hard for it)

Xen won’t release this year.

remodel Gonarch’s ball sack to look like i a ball sack so when i see it, i will laugh. then he die.

-but seriously i would love it just to be fixed.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.