Half-Life 2 · Half-Life
We Don't Go To Ravenholmdraft
A horror chapter that works by economy rather than by scripting. Ammunition dries up as sawblades and traps become abundant, forcing the player to adopt the gravity gun as a primary weapon and rediscover a tool they thought they understood.
- Year
- 2004
- Platform
- PC
- Genre
- First-person shooter
- Layout
- linear-with-branches
- Engine
- Source
- Designers
- Valve
Layout notes
Broadly linear through a ruined mining town, with rooftop detours and trap-rigged rooms as optional pockets. Father Grigori appears at intervals to redirect the player and break tension, functioning as a pacing device rather than a companion.
Intensity curve
Space graph
The level as places and the connections between them. Left to right reads as progression, top to bottom as elevation. Dashed outlines are optional spaces; select any space or callout to read it.
Select a space, a connection, or a callout to read it. 8 spaces, 9 connections, 5 callouts on this level.
Read the graph as a list
Spaces
- Rooftop route room, optional
- Trap-rigged house room, optional
- Entry gate entry, critical
- First trap street corridor, critical
- Grigori's churchyard room, critical
- Town square arena, critical
- Mine approach corridor, critical
- Mine shaft exit, critical
Connections
- Entry gate → First trap street path
- First trap street → Rooftop route path
- Rooftop route → Grigori's churchyard one-way
- First trap street → Grigori's churchyard path
- Grigori's churchyard → Trap-rigged house path
- Grigori's churchyard → Town square path
- Town square → Mine approach path
- Mine approach → Mine shaft path
- Rooftop route → Town square sightline
Techniques
- Scarcity pressureeconomy
Conventional ammunition is deliberately starved while sawblades, propane tanks, and radiators are everywhere, making the gravity gun the path of least resistance.
- Teach by placementteaching
The first trap room is survivable by accident, so the player learns that the environment kills before they are asked to depend on it.
- Lighting as signpostguidance
Firelight and lamp pools mark the route through a town that is otherwise deliberately disorienting in the dark.
- Relief valvepacing
Grigori's scripted appearances puncture sustained dread with absurdity, resetting the player's fear budget so the next stretch lands.
Notes
Good candidate for a resource-over-time chart layered against the intensity curve, since the chapter's real structure is an ammunition budget rather than a floor plan.
Sources
- otherHalf-Life 2 developer commentary
- postmortemValve postmortems on Half-Life 2 chapter pacing