Guidelines like making sure a level has a strong core concept – not for the map shape or style, but the narrative idea. This is because Ravenholm exemplifies the specific level-design guidelines that make Valve games so spectacular. But despite that, Ravenholm still somehow feels like a Half-Life level, flowing seamlessly from the maps before and leading smoothly into the maps that came after. Half-Life 2 is a bright, action-packed shooter up until you step into Ravenholm, and then it’s suddenly a survival horror game.