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St. Olga

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General view of St. Olga, with the monastery on the right.
St. Olga
General information
Destroyed

during the Uprising

Location

The Coast

Usage
Era(s)

The Uprising

Game information
Map(s)

d2_lostcoast

Designer(s)
"You must be here to take on the Combine. Not sure what one man can do, but... no other reason to visit St. Olga at a time like this."
The Fisherman[src]

St. Olga is a location cut from Half-Life 2 and reused in the technology demo Half-Life 2: Lost Coast.

Contents

[edit] Overview

To be located along the Coast, St. Olga consists in a small fishing village being attacked by a Headcrab Shell launcher, and a Byzantine monastery located at the top of a cliff overlooking the sea, partially surrounded by scaffolding, hinting it was probably being restored prior to the Combine invasion.

[edit] Appearances

[edit] Half-Life 2: Lost Coast

The Headcrab Shell launcher in the church.

In Lost Coast, Gordon Freeman awakens in a shallow tide on a beach near St. Olga. A Fisherman has apparently been waiting for him, and tells that he must be there to "take on the Combine" and take out their Headcrab Shell launcher, located in the Combine-occupied monastery above and attacking the village nearby, probably hiding Resistance members.

As Freeman progresses along the cliffside to get into the monastery, he is attacked by Overwatch soldiers, and a few Headcrab Shells can be seen hitting the village and causing fires. Once inside the church, Freeman finds the Headcrab Shell launcher and sabotages it by blocking the mechanism with a candelabra, after which other Overwatch troops and a Hunter-Chopper attack. After defeating the Combine, Freeman returns below near the Fisherman through a mechanic lift. The Fisherman suggests to follow him to an unspecified (and apparently safe) part of St. Olga for a feast of Leeches, at which point the screens turns black and the game ends.

[edit] Behind the scenes

  • According to the Lost Coast commentary, each area of the level was designed with a specific purpose. An Eastern Orthodox architectural / Byzantine style was deliberately 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.[4] The team also thought that the use of a monastery would help provide a starker contrast between old human architecture and futuristic Combine technology found within it.[5]
  • The cliffside leading the monastery has a gameplay-oriented purpose and is meant to mirror a similar cliffside combat scene seen in the Half-Life chapter Surface Tension. The cliffside also forces the player to be observant of threats from above and below, breaking from normal horizontal combat.[6]
  • 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.[7]

[edit] Trivia

  • This location was probably meant to be somewhere in between the Half-Life 2 chapters Highway 17 and Sandtraps.
  • Although St. Olga was cut from Half-Life 2, it cannot be found in the WC mappack, where most of the cut locations can be found.[8]
  • St. Olga may be named after Saint Olga of Kiev, the first Christian queen of Kiev, Russia, and the patron saint of widows.
  • The monastery style and setting are probably based on the complex of Eastern Orthodox monasteries in Meteora, Greece, notably featured in the James Bond film For Your Eyes Only.
  • The village and the cliffside may be based on a village similar to Manarola, Italy.
  • While it is very difficult, the village can be reached without cheats, but it is uninteresting as it only consists in a large 3D skybox.

[edit] Gallery

[edit] Concept art

[edit] Screenshots

[edit] Real world images

Images of the similar real world locations mentioned above.

[edit] List of appearances

[edit] Notes and references

  1. Half-Life 2: Lost Coast commentary
  2. Viktor Antonov official website
  3. Half-Life 2: Lost Coast commentary
  4. Viktor Antonov in the Lost Coast commentary : "Churches are great dramatic spaces. They're often lit naturally, with extremes of darkness and brightness, which makes them a great showcase for HDR. Gothic churches are the sober, monochromatic spaces that you’ve seen in almost every horror movie or game. Byzantine churches, on the other hand, are very colorful and have a large variety of materials. We wanted that color & material variety to show off our HDR reflections."
  5. Viktor Antonov in the Lost Coast commentary : "We also like to focus on contrasting elements in our settings, like ancient human architecture and futuristic Combine technology. A monastery fit these requirements perfectly. Monasteries are generally isolated, unlit, and built ages ago. They provide a great backdrop for the contrasting Combine technology."
  6. Robin Walker in the Lost Coast commentary : "We were particularly happy with the vertical cliffside in Half-Life 1, and regretted that we didn't iterate further on that concept in Half-Life 2. Vertical space allows us to force the player to deal with threats from above and below. We find that players focus their view on the direction they're traveling, so by using a cliffside, and having the player ascend it, we ensure the player will look up and be prepared for enemies. If the player's path was to move past the bottom of the cliffside, it would be unlikely he would notice the soldiers rappelling down from above."
  7. Robin Walker in the Lost Coast commentary : "The courtyard in front of you is a space we call an Arena. Arenas are built to hold the player for a period of time, and usually contain combat or some other challenge. They often have multiple entry-points for enemies, along with a gate of some kind to prevent the player moving on, until the challenge has been completed. In this case, the arena is free of enemies until the player solves a puzzle, and triggers an alarm. This is a method that allows the player to explore the arena, and get a sense of its space before being forced to fight in it. It adds a sense of uneasiness to the player, who's expecting to be attacked now that they've reached the goal set for them at the start of the map. The break in action here is also a crucial part of the level's pacing. It allows the player to recover and explore the world a little, after being attacked on the way up the cliffside."
  8. WC mappack
Locations of the Half-Life universe
General Earth
Half-Life Black Mesa Transit System · Black Mesa Research Facility · Xen
Half-Life: Opposing Force Santego Military Base
Half-Life 2 Black Mesa East · Bridge Point · Citadel · City 14 · City 17 · City 17 Trainstation · Canals · The Coast · Combine Overworld · Depot · Dock 137 · Kleiner's Lab · Lighthouse Point · New Little Odessa · Nova Prospekt · Overwatch Nexus · Petroleum Station · Ravenholm · Shorepoint Base · Station 6 · Station 7 · Station 8 · Station 9 · Station 12 · Underground Railroad · Vortigaunt Camp · The Wasteland
Half-Life 2: Episode One Citadel Core · City 17 Underground · Hospital · Technical Trainstation
Portal Aperture Laboratories
Half-Life 2: Episode Two Borealis · The Outlands · Victory Mine · White Forest · The White Forest Inn
Half-Life 2 (cut) Air Exchange · Alyx's Cache · Antlion Caves · Borealis · City 40 · City 49 · Combine Factories · Kraken Base · Manhack Arcade · St. Olga · Skyscraper · Vance Headquarters · Weather Control
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