▁The ▁cl iff side ▁that ▁leads ▁to ▁the ▁monaster y ▁had ▁a ▁game play - orient ed ▁purpose , ▁and ▁was ▁meant ▁to ▁em ulate ▁a ▁similar ▁cl iff side ▁combat ▁scene ▁in ▁Half - Life . ▁The ▁cl iff side ▁also ▁forces ▁the ▁player ▁to ▁be ▁observ ant ▁of ▁thre ats ▁from ▁above ▁and ▁below , ▁breaking ▁from ▁normal ▁horizontal ▁combat . ▁The ▁monaster y ' s ▁cour ty ard ▁was ▁designed ▁as ▁an ▁area ▁where ▁the ▁player ▁re co vers ▁from ▁the ▁cl iff side ▁combat , ▁while ▁also ▁present ing ▁a ▁contained ▁combat ▁ar ena ▁later ▁in ▁the ▁level ▁in ▁which ▁the ▁player ▁must ▁hold ▁their ▁ground ▁while ▁they ▁are ▁attacked ▁from ▁multiple ▁directions . ▁ ▁High - dynamic - range ▁rendering ▁ ▁The ▁goal ▁of ▁Lost ▁Coast ▁was ▁to ▁demonstrate ▁the ▁new ▁high - dynamic - range ▁rendering ▁implemented ▁into ▁the ▁Source ▁game ▁engine . ▁Val ve ▁first ▁attempted ▁to ▁implement ▁high - dynamic - range ▁rendering ▁in ▁Source ▁in ▁late ▁ 2 0 0 3 . ▁The ▁first ▁method ▁stored ▁text ures ▁in ▁R G BA ▁color ▁space , ▁allowing ▁for ▁mult is ample ▁anti - ali asing ▁and ▁pixel ▁sh aders ▁to ▁be ▁used , ▁but ▁this ▁prevent ed ▁alpha ▁mapping ▁and ▁fog ▁effects ▁from ▁working ▁correctly , ▁as ▁well ▁as ▁making ▁text ures ▁appear ▁sharp ▁and ▁j ag ged . ▁The ▁second ▁method ▁involved ▁saving ▁two ▁versions ▁of ▁a ▁texture : ▁one ▁with ▁regular ▁data , ▁and ▁the ▁other ▁with ▁over br ight ening ▁data .