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Tales From the Source - 01

A Map for Half-Life 2: Episode Two

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Version 0.98 16d
  • BugFix Fixed drop ship getting stuck
  • Improvement Added navigational cues to critical path
Version 0.95 21d Optimization Improvement3 Addition2 Tweak2 Version 0.91 22d Addition Adjustment Version 0.9 25d Improvement3 Adjustment Addition2 Version 0.85 27d Improvement8 Adjustment BugFix

Drop in. Complete your mission... or die trying

Drop in. Complete your mission... or die trying.

Take on a new threat in an intimate, wrap around style layout. Being clever and creative here should reward you with interesting, if not humorous feedback.

Estimated playtime ~15 - 20 minutes.

Requirements

Dependencies and prerequisites required to use this Map

  1. Half Life 2: Episode 2

Files

Todos

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check_box_outline_blank Update screenshots to reflect map changes. Low Priority

Comments

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  • YellowJello avatar
    YellowJello username pic Joined 15y ago
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    access_time 23d edit 23d
    Just played through Version 0.9.

    DAMN you made that ending hard, that was fun! I like the improvements you made. My only critique at this point is to perhaps place the spawn point for the fast zombies a little more out of sight when that switch is flipped to open the gate, maybe add a space in that room that can't be seen from where the switch is flipped or the alley in case the player runs straight at them.

    Very fun, and the ramped up difficulty at the end was a pleasant surprise, all those health packs laying around really are helpful now.
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    Mantra
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    access_time 1mo edit 28d
    My observations so far;

    The metal block that needs to be removed with the gravity gun wasn't immediately clear. I know you'll do a detail pass later, but it needs to signal better that it's a heavy physics object, and not a static block or something that needs to be triggered with a button or such.

    Crossbow ammo might have been a bit too abundant. I like the crossbow as much as anyone, but I didn't have to use anything other than the gravity gun and it in the second half of the map (outside of fighting the turret). As in, once I ran out of barrels I shot a headcrab with the crossbow, and didn't regret wasting the ammo, which seems off.

    The boss fight itself was.. okay? The turret creates an interesting dynamic throughout most of the level (reminds me of some DooM levels, like the first part of ancient aliens), but once you get to shoot it down it's pretty quickly over with.
    IMO, scrap the rocket crate. Or at least move it so that we can't reach it from the RPG pickup spot without any risk from the turret.

    I guess the benefit of using the rocket crate as-is is that the player's (probably) looking right at the opening exit at the end of the fight. I still missed it the first time, though :I
    Not much resistance past there either. Just jump down to the turret scraps, punt it over to the exit and go up the ladder to follow suit. Only faced 2 combine which both met their fate with the crossbow. The manhacks couldn't seem to follow me up the ladder so they didn't really do anything either.

    Like Yellow said, turret got stuck around the exit area a number of times

    Could do with some music, at the start of the level you've got the wind giving some ambiance but once you're good and well inside it gets kinda quiet.

    Played on normal which might explain some of the complaints
    All in all it was nice, condensing the level into a limited space like this gives it a certain charm. Could stand to be a bit tougher in the latter half.
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  • YellowJello avatar
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    access_time 1mo
    Overall, this is pretty fun. I like the look of it, and I've not quite played another mod like this, even though it is quite a simple concept. My only complaint is that it's not terribly clear the direction that I'm supposed to go in, and the turret keeps getting stuck behind a wall and out of reach.

    I haven't had much time to play it through more than once, so take my criticism with a grain of salt, as this is likely not the normal experience. Regardless I loved the layout and the idea behind this. I hope you continue to share your work with us!
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  • Devieus avatar
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    access_time 1mo edit 28d
    It was pretty fun throughout, the turret is tricky to deal with, but a healthy amount of medkits made it pretty doable.

    My one issue is that I wasn't sure where I had to go with the AI module. Looking at the turret explode made me miss the door opening, so instead I tried going to the beginning. Once I did see the door though, it was very easy to grab the module from the ledge, lob it over to the door, drop down the other channel and going up the ladder.

    I guess the takeaway is to make the door a little more obvious.
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  • Wojacket avatar
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    access_time 1mo
    Could you include a non-episodic version? My computer has recently had weird hardware/software de-sync problems that I've tried everything to fix.
    >tfw dead gf
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  • Thunderkeil avatar
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    access_time 1mo
    Looks pretty cool
    What's roughly the expected playtime?
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Credits

Key Authors
Brett Johnson
Brett Johnson Joined 1mo ago
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Brett Johnson Joined 1mo ago
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Brett Johnson
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Details

Version
0.98

Attributes

Development State
Beta
Size
Medium
Aesthetic
Default

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