One of the biggest challenges I encountered during this project was optimizing the level to even function in the editor. The entire track is massive, taking up nearly all of the space allowed by SDK, and the track itself is constructed of hollow cylinders and half-cylinders to make rounded edges that allow the player to ride along them like half-pipes, rather than running straight into a vertical wall. While this made the track more fun, it quickly reached the maximum face limit that the engine could support, breaking the level completely.
The solution to this was to find a good balance of faces that kept the half-pipe curves smooth enough to still feel rounded without overloading the engine. Another necessary fix was to chop off all BSP faces under the water that the player couldn't see, meaning the water had to be reflective so that the player couldn't see the underwater part of the track.
Lighting caused further issues with the level. A single ambient light caused the building time to time out due to the massive number of calculations required for lighting each BSP face, causing it to not build and remain flat-lit. Reducing the lightmap resolution on all BSP faces fixed this, but I still had to be very frugal with lighting throughout the project development.
"Battleboat Racing" is a boat-racing level designed in Half Life 2 SDK. The player must complete 3 laps before the two opponent racers to win the race. To do this, the player can fire torpedoes at opponents by collecting torpedo pickups located throughout the racetrack, hit boost pads to gain temporary speed increases, and discover shortcuts that allow the player to bypass certain sections of the track in less time. However, the AI opponents will also fire at the player, and explosive barrels pop out of the water on to the track to slow the player down, providing additional challenges that the player must overcome to win.