Silesia country SP mod

A Work In Progress for Half-Life 2: Episode Two

Progress Report

In Development - 40% finished
Probably my last mapping attempt.

My plan is to connect my counter strike source maps into short singleplayer mod. 

February 2013

Actually I am working on introducing part (no action). 

Player start in villa map, have to find way to open garage and get car. I made little arrangement in maps to make smooth transition between them, also I added connection maps (undertower, roadway). 

So far I connected my Uvalno maps, next I have to find way how add my city maps (hrabova, sprint trading, pension).

After then, near the end, player get back to Uvalno and play maps again but with action (peaceful place where you started becomes hell).

Due to lack of time and my laziness I guess it will be my whole life project. But I still like mapping so why not to do final piece (when CS Source maps are not needy as CS GO maps actually are). Maybe I will ask for help here.

December 2016

I am working on fy_hrabova map implementation.
Map size increased almost twice (due to changelevel transition). Next level will be cs_sprint_trading map (already made transition part of map). I made and added new prop model - old trash dumpster (called just as "kontejner" in our country)
There will be some challanges in map

  • sniper
  • combie/zombie combat on square
  • find button to open gate
  • antlion holes to be "closed" with car wreckage
December 2017

I am finishing first set of maps (episode). Next three urban maps added - after fy_hrabova goes sprint_trading -> pension -> sprint_trading_HQ. I learned something about striders, so there is rocket challenge in first map. Last map fade out when player reach helicopter on roof and teleport him to another map (I am still not decided to which one). Anyway every map is full of enemies, triggered npc_makers, etc. I want keep player in map as long as possible to make him busy with killing enemies and finding button or right way.

By time my mod become "button finder". You have to mainly find button to open doors for your vehicle. But I still want let player to have choice, so vehicle is not necessary, you can go on foot. Some parts of map have more open ways how get to button or locked gate. I still think about "guidance" - if show player right way somehow, or don't guide him in any way to let him find right way by himself.

May 2018

13th map is finished (from 17 supposed). I am in phase where player "returning to devastated home". After fights in urban maps player is teleported to "vacation" maps cs_robinson and cs_combine_resort (I didnt find how properly make smooth changelevel between theese map, so I just cut it with teleports). So I am in point where I depleted all of my multiplayer maps (rebuilded to singleplayer with extra adjustments due to changelevels, etc), so I am recycling maps what you go through in begining, but in night theme with lot of zombies, etc. My plan is guide player back to his house (swarmed with enemies ofcourse) and then to my last multiplayer map uvalno_kopec (not rearranged to singleplayer yet), where game suppose to end.

I learned new mapping tricks, so you can look forward to

  • combine soldiers assaults
  • headcrabs falling from ceiling :D
  • fight with hunters
  • fight with combine gunship on island map
  • fight with apc raining rockets on you
  • zombie swarm in cemetery

You can download uncomplete mod from my cloud!t5IUlRyR!n9ZvWWdoBmpRn1Z140aWVA so you can take look what I have done so far. Be advised that mod is still under construction, some part may not work (still recompiling)



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Dinus Saurus Joined 11y ago
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Development State
In Development



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  • 2 Posts
  • 2y Submitted
  • 3mo Modified

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