Justice - SP by satchmo

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Map Description

Justice: A Single-Player Map for Half-Life 2

Version 3 released: August 30, 2005
Length: Approximately an hour long for a first-time player
Difficulty: Kick-ass hard

SCENARIO
Did you find the ending to Half-Life 2 not challenging enough? This map is an addendum to what happened to Gordon after the official Half-Life 2 ended. If you're looking for a more intense conclusion for Half-Life 2, you've come to the right place.

The map takes place a few days after you have blown up the Citadel in City 17. Gordon Freeman regains consciousness after a brutal beating by the combine capturers. You're locked up in a jail, and your murder trial for killing Dr. Breen and his associates is scheduled for the next morning.

The G-Man is presiding as the judge over the trial, and your instinct tells you that you really have no chance at getting a fair trial. Judging from the appearance of your cellmate, you better get out when you still have a chance.

You must escape the courthouse before night falls. You've got nothing but your wit to successfully survive the squads of combines guarding the courthouse. Fight with your brain, not just with your guns.

If you wish, you can watch a video walkthrough of this map, courtesy of Habboi.
Postscript:

There was an earlier version of the map with two antlion guards in the courtyard instead of the gunship. After playtesting with members of the SnarkPit, I decided that having a gunship can take advantage of the layout of the map so much more than the antlion guards. The older version is no longer available for download. I hope you enjoy this new version as much as I enjoyed creating this map.

Discussion

Posted by Campaignjunkie on Fri Jan 21st 2005 at 12:06am

The overall flow was good. I like how you could see the conference room
through the window at the very beginning. Nice bit of nonlinearity too,
being able to run around on the rooftops or go through the windows.

But... You really have to work on details and framerate. Too many
windows opened to the courtyard, causing FPS to plummet, and the
brushwork/layout was pretty messy. Lots of rooms were the bare minimum
as well. It felt pretty unpolished.

With the gameplay, you have the right idea, with lots of opportunities
for Combine soldiers to retreat and such. But now you have to develop
it further and get more complex with room layout. And as I said before,
I liked how you could see the conference room at the beginning - but I
had no idea that was the conference room. You need to provide the
player with more clues about navigation.

While suited for gameplay, the map layout made no sense. Try to design
it around how a real jail/whatever would be designed. This serves two
purposes: Gives the player a frame of reference for better planning and
strategy, and increases "immersion" manyfold.

It's a good start though, looking forward to more. :smile:
Posted by DrGlass on Thu Jan 20th 2005 at 6:38pm

About the lighting. The dark is really cool, but there needs to
be a little ambent light. I could be the brightness on our
moniters. I found myself useing the flashlight quite a bit.

I'd look into having the ant lions run away when they are getting shot
from above. Its very strange to just sit ontop of that generator
out back and just shoot the hell out of the ant lion as it just stands
there. Of course I dont know how you could do this...

Your right about the VIS blocking, I have a hard time with it too.

Over all it was veryfun and I'll write you a full review if you release the full map.
Posted by Atrocity on Thu Jan 20th 2005 at 5:13pm

wow long post lol, well I just looked at the pics judging from picture number 1 the skybox looks kind of odd to me, either too close or something, might want to mess with that.
Posted by satchmo on Thu Jan 20th 2005 at 5:04pm
[Author]

Thanks, DrGlass, for playtesting it.
The turret in the confrence room shoots at you throught the glass when you first escape.
Actually, I've made the ceiling glass bulletproof. Even though
the turret below is firing, the player doesn't get hurt by it.
This is fair to the player because there is no good way to disable the
turret from that location, but it gives the alert player a heads up
about the turret when he/she reaches the conference room.
I had some proplems with troops spawning infront of me in some areas,
I'd say that you should have a drop ship bring them in or somthing.
Really? I'd like to know exactly where you encountered this
problem. I took great pain at preventing this from happening.
If you go to the roof you can not only jump around up there but there
is too much AR1 ammo...
That's intentional. I was always running out of ammo at first
before I placed the huge box of ammo there. Even with the ammo
boost, I occasionally find myself running low on AR1 ammo. Maybe
I'm just a bad aim. :smile: I plan to leave the ammo there
though.
It is way too dark, work on the lighting.
I guess this is a matter of personal taste. Someone else did
comment on this issue previously, and I did add quite a few lights in
the map since. I want to keep certain rooms dark on purpose to
hide the Combines. This way, all you can see is their little blue
eyes glowing in the dark and perhaps an arch of red light when they lob
a grenade at you. Too much light can reveal their positions too
easily and take the fun out of sniping at them in the shadow.
Toss some auto save spots in there. Place them after helth packs
so you know the player is gonna have some good hp and before big groups
of bad guys.
I'll look into this. But I am afraid to add auto_save triggers
because it might save over a game that the player has from the
commercial game. They'll be really pissed off at me if that
happens and they lose their place in the game.
mix up the combine, there is only the one type.
This can be easily done.
The ant gaurds can run into one side of the prison and they kill
everyone. Then you can kill the ant lions by stanging on the roof
or onto of that generator.
This is actually part of the gameplay by design. That's why I
provided a rocket launcher and some ammos. And if you're good
(apparently you are), you can set up the antlion guards against the
Combines to save you some trouble.
The few zombies seem out of place.
Yeah, I know it's strange to have zombies in the basement of a
courthouse. Most courthouses I've been to aren't haunted.
But then again, it's the world of Half-Life, and strange things happen
there.
Add some more detail to the map, and work on VIS blocking. The
fps seemed to suffer a bit but I think you could make that map run very
smooth.
I've tried hard on this task, but it's very challenging to block VIS
with the Source engine. It usually insists on rendering almost
everything in the vicinity. I've tried func_areaportal_window and
hint brushes, but without much improvement in frame rates.

Actually, the most taxing aspect of the map are the models. I
have many occluders set up in the map already, but some of them cannot
be blocked (otherwise they look very strange when they disappear right
in front of your eyes). I've also set up max_dist on most of
them, so they won't be rendered when they're out of sight.

When I run through the map on my slow machine, it actually has decent
frame rates at most places. The frame rates are about the same as
the official SP maps from Valve, so I assume they're acceptable for
most people playing HL2.

Thanks again for all the suggestions.
Posted by DrGlass on Thu Jan 20th 2005 at 9:17am

I just played through it, and I have to say it is a great start!

Here are a few bugs I found.

The turret in the confrence room shoots at you throught the glass when you first escape.

I had some proplems with troops spawning infront of me in some areas,
I'd say that you should have a drop ship bring them in or somthing.

If you go to the roof you can not only jump around up there but there
is too much AR1 ammo and you can see the repeling troops just kinda
hanging there off the side of the building.

It is way too dark, work on the lighting. There should be more light filling the rooms from the sun alone.

Toss some auto save spots in there. Place them after helth packs
so you know the player is gonna have some good hp and before big groups
of bad guys.

mix up the combine, there is only the one type.

The ant gaurds can run into one side of the prison and they kill
everyone. Then you can kill the ant lions by stanging on the roof
or onto of that generator.

The few zombies seem out of place.

Add some more detail to the map, and work on VIS blocking. The
fps seemed to suffer a bit but I think you could make that map run very
smooth.

Then the good.

Love the layout, its not just one room after another, I really felt like I had a choice of how to attack each area.

The fire fights were fun and intence, even though the AI got stuck up
and was some times easy to kill, I got a rush and had fun gunning
around.

I understood my mission and was able to follow through.

Bravo'
Posted by Junkyard God on Wed Jan 19th 2005 at 10:23pm

hey, could you please post some screenshots? i can host em for oyu if you want.

i'm realy curions about a sp map ^^
Posted by satchmo on Wed Jan 19th 2005 at 9:37pm
[Author]

Please post any comments on the beta release in the forum thread. Reserve the map comment section for reviewing the final release of the map. Thanks.