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3 ratings / 5 stars
3 ratings / 5 stars
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3 ratings
Game: Half-Life 2: Episode Two
Added Wed May 16th 2012
Updated Tue May 22nd 2012

Map Description

This map has a discussion topic which can be visited here

A level for Half-Life 2: Episode 2, about 10-15 minutes of fast paced running and gunning. I'd love to get some feedback before I release this for real. Give it a try and let me know what you think!

Combine forces are closing in on your rooftop observation post. Fight your way out and escape! I tried to expand on lessons learned from my other HL2: EP2 level and numerous other small projects since then. More open combat arenas, with multiple lanes and room to maneuver with plenty of cover. Visually, I tried for more complex/realistic brushwork, and a more cohesive theme.

This has been on the backburner for quite a while, but I've recently been cranking on it to get it released. I'd consider this an alpha, since I've been the only person to playtest it so far. So please do let me know your thoughts if you give it a try.

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5 starsPosted by Captain Terror on Tue Jul 10th 2012 at 1:30pm

This map is amazing to me.

+unprecidented amount of detail
+great combat
+really good scripted events

I got as far as the chopper battle before i stopped playing, but wow what a ride! i will definitley pick this up again to finish!

Great work!
5 starsPosted by Riven on Fri May 25th 2012 at 6:25pm

Looking really nice! I'm looking forward to really playing this one.

Following comments are from the screenshots only: (as of May 25, 2012)

  • The SShots look really interesting, and the locations believable. The fog does tend to cut away a bit from the distant objects, but I know that's simply an obstacle of the Source engine more than anything. To compensate for that though I would ease up on the fog just a little bit, or try giving it a duo-tone color scheme with farther distances something a shade darker. That might give a little more visual interest to the far away objects and their silhouettes.

  • Visual appeal is definitely there with the detailing of otherwise flat surfaces. (e.g. the indention of vents (2nd pic); rounded corners; visual structure and trim textures lining the verticals (3rd pic). All-in-all fairly detailed without really taking anything away from it. It's a good balance methinks. Nit-pick alert: (3rd pic) the steps feel too close together (the risers aren't tall enough [maybe just two steps]) and the stringers (side 'borders') of the steps feel fairly chunky and read as bad brushwork rather than a poured slab of concrete).

  • The last pic sold me though. I can't wait to play this. The tree in the back reminds me about where it might be located, which goes with the rusting corrugated metal in the back. It's a scene of once lost industry. It captures the Half-Life feel when you can imagine a scene like this being once this bustling industry or working water lock. The choice of locale definitely gives this scene a sense of history which is what a mapper should be shooting for in a narrative SP map.

    Thanks for posting, and I'll be sure to post some comments upon playthrough! (maybe even a demo, if you'd like).

  • 5 starsPosted by -K-cpl on Tue May 22nd 2012 at 12:53am

    looks great! congratulations smiley
    5 starsPosted by Captain Terror on Wed May 16th 2012 at 7:31pm

    whoa this looks pretty cool downloading =)
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