Aerial Harassment

for Half-Life 2: Episode Two

“The city you’re currently in is under attack by Combine forces. They are controlled by a Sky Captain, a malicious being (possibly artificial intelligence) flying a helicopter and with a role in the Combine hierarchy similar of that of an Advisor.

However, the Sky Captain seeks direct confrontation with members of the resistance and can be very persistent and aggressive. Escape the city and try to avoid this Sky Captain.”

Author’s Note

Due to a busy real-life and some trips abroad, the development of Aerial Harassment has been stretched over several months and therefore may appear somewhat incoherent. This fabrication has received some visual polishment but probably will still come across as somewhat blocky. So while Aerial Harassment is technically finished, I fully realize it lacks detail and displacements here and there. Gotta admit I’ve ran out of steam regarding development of this map/mod and decided to submit it.

I would like to thank BadPeaceDK for pointing out some glaring errors in gameplay btw … !

Basic Details
  • Title: Aerial Harassment
  • Filename: hl2-ep2-sp-aerial-harassment.7z
  • Size : 9.54MB
  • Author: Mark A.K.A. Strontvlieg
  • Date Released: 27 September 2016
Gauge Users

Download directly into Gauge [9.54MB]

You MUST have Gauge installed before using this link.

Download Options

Download to your HDD [9.54MB]
You can still use it with Gauge once you have downloaded it.

Manual Installation Instructions

If you require more help, please visit the Technical Help page.

  • Copy aerialharassment1.bsp and aerialharassment2.bsp from the maps folder into your …\Steam\SteamApps\common\Half-Life 2\ep2\maps\ folder.
  • Copy aerialharassment1.ain and aerialharassment2.ain from the maps\graphs folder into your …\Steam\SteamApps\common\Half-Life 2\ep2\maps\graphs\ folder.
  • Launch Half-Life 2: Episode Two
  • Open the console and type map aerialharassment1 and now press ENTER.


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Reader Recommendations
Avoid It!
Think Twice
Play It Later
Play It Now!

5 recommendations, average score: 3.8 (out of 5), standard deviation: 0.16 (what's that?)
Total Downloads
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Meta Review Data
Statistics based on 5 comment(s) with meta review data.

Using Gauge: 1 Users
Manually: 4 Users

Time Taken:
Average: 0 Hours, 33 Mins
Shortest: 0 Hours, 20 Mins by vancanucksfan
Longest: 1 Hours by TheRipper
Total Time Played: 2 Hours, 45 Mins
Jump to a review
Play It LaterPlay It LaterPlay It LaterPlay It LaterMaybe?

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  1. Hello, author of this fabrication here,

    Could you please inform me if the pilot of the helicopter utters threatening one-liners at you? I’ve used Pakrat to pack certain custom sound files but I’m not 100% sure if this was done correctly.

    Without the sound files, certain actions of the helicopter may come across as odd.

  2. shark


    What’s the deal with the vortigaunt in the container? Doesn’t seem to be doing much except staring at you?

    Nice dark tunnel, pointless though without a torch…

    Have you tried to play your own game before publishing?

    Stopped playing after 5 minutes.

    1. Hi Shark. I think you have been playing Map 2 before Map 1. If you play Map 2 first you have no HEV suit or weapons and you start near the deserted shack. Of course that means that you have no flashlight and the Vortigaunt cannot charge your HEV suit. If you play this map through Gauge it defaults to Map 2 first and that is probably what happened when you played it. I suggest going back and making sure that you choose Map 1. It is much more interesting then.

      1. shark

        Thx, that was it. Much better this way round!

  3. Play It Later

    Not bad, a bit difficult, but i managed to play it through to the end. Yes. i heard some lines from the pilot, but i wasn’t really listening, so i couldn’t repeat them…The fight with the strider was some what original, instead of the usual rpg appproach, i liked that. Keep it up!

  4. Play It Later

    A short pair of maps with some nice combat but ultimately unsatisfying. Shooting down the helicopter using the mines while under heavy fire and with explosions all around is ridiculously difficult to do. An RPG would have been more fun. Warning: If playing from Gauge make sure you select Map 1 before starting.

  5. Thanks for your reviews thus far. I wasn’t aware of the fact that Gauge could cause players to start in the wrong map by default. Is this something I could prevent?

    I’m beginning to get an image what the pros and cons are of Aerial Harassment; I’ll use this knowledge in my next project, but I’ll also tweak and polish Aerial Harassment somewhere in the near future … !

    1. Nothing you can do, it’s just a quirk of Gauge which will be fixed soon.

  6. Play It Later

    A short couple of maps that were reasonable to play. I thought the health kits were a little scarce at the beginning and the tunnel at the end of the first map didn’t look right. The voice acting for the sky captain was excellent though and the section where you have to avoid the water while driving is actually pretty clever. It took me a while to figure out what to do for the big fight but it was very manageable after that. The outdoor areas needed a little work though, as the edges of a lot of spots were just one flat shape. Still it’s a decent 15 minutes or so of play time.

  7. Play It Later

    A short set of maps that doesn’t do much more than being average.

    Let me point out my flaws so I cut it short and avoid further chit-chat. I’m not exactly in the right state of sobriety as we speak.

    – The Rebels seemed to have appeared out of nowhere
    – The Strider boss fight was not only badly designed as an arena – but the arsenal itself doesn’t help much. After enough tries I begin to doubt that the AR2 can destroy the Strider whereas the SMG will do that in no-time. You have to get close enough in order to easily launch grenades on top of it though and that is really, really hard. My only strategy here was to take refuge behind the ammo boxes and hope I have good aim.
    – The Pilot, also, is very unbalanced. You have the wrong arsenal, unpleasant conditions (I understand getting taken out of your comfort zone but this is just plain wrong) and most of all he can be downed instantly with the secondary fire of your AR2.
    – There is a defined start but no ending. Once you down the Chopper you are left by yourself, unable to climb back to where you started.

    Ignoring that the level design isn’t that bad (just nothing remarkable – was that snow or ice…or some other disturbingly-innocent creature…?) and I liked how the difference between common materials like wood, steel and Combine metal was shown.

    Overall I will have to say that Aerial Harassment doesn’t offer anything special, has a lot of flaws but is good enough to deserve a try in the future.

    1. I have to admit that the final arena is geographically ‘neglected’. I primarily focused on the design of the boss-fights in that area and tried a variety of options; one of them was 20 manhacks coming from all directions at you when the chopper appears on the scene, but ultimately decided against it as I deemed the environment unsuitable for these types of enemies. Another option was a Strider delivered by a Dropship, but it turned out this cannot be animated.
      When the final iteration was in place, I wanted to get things quickly done by scattering trees and rocks around with much planning, resulting in gameplay that can be (too) brutal.

      You can actually destroy the Strider with alt AR2 fire. I think it takes 7 or 8 hits on medium difficulty, while only 5 SMG grenades are enough to do the job.

      Did you manage to take down the chopper instantly with the AR2 Altfire?? I tried to do this before but the orbs bounce off and do no harm. I’m gonna look into this … !

      You mention there’s no ending. Did you had to end the game manually after shooting down the helicopter? I’ve set Aerial Harassment to end exactly 14 seconds after the helicopter is destroyed.

      The white stuff on the ground is indeed (melting) snow 😉

      Once again a general thanks to all for your reviews and criticism; I’m now getting a clear picture regarding the issues of Aerial Harassment, and the fact that the final arena probably deserves a complete overhaul … !

  8. asterixer

    Runs under Linux. But without the Rocket Laucher its for me not possible to win the last fight….

  9. bkadar

    this is a fun romp, a place we can litmus where we go . so all on all not a bad place to start at.

  10. Maybe?

    Aerial Harassment is a good starting point, I’d say. The indoors need more detail, brushwork needs to be less blocky and some gameplay aspects need to be refined.

    WARNING: Spoilers Below.

    Aerial Harassment Demo Files

    I was playing on Hard, so I died quite a lot in the courtyard Combine fight, but I would say that introducing a few more crates would be a good decision, as well as more things to hide behind (otherwise, it’s just a run-and-jump fest). The helicopter pilot’s voice acting is a bit cheesy, and it didn’t appear to me that it serves a bigger purpose than the regular attack chopper would in HL2. But there is definitely more potential there, if the helicopter interacted with events happening on the ground more substantially.

    The first vehicle area is quite short and narrow, and considering Source’s not-so-great vehicle controls, that was a bit of an issue. In general, I feel like maps should introduce more spacious driving moments, instead of having the player exit to do something often. Also, as seen in the demo files, the only way I found to get into the second was by piling up 3 barrels and climbing over the fence using that. And I know for certain that only a small fraction of players could perform that without failing. Therefore, if that is how it was planned, I believe a different route would be more suitable.

    Sadly, I wasn’t able to complete the boss fight because I had no idea what to do. I thought that I have to hide behind the rocks until the strider comes out, so I can go through the hole that it came from, but it appears that it came from nowhere, and the space behind it doesn’t matter. I later noclipped out of the map (not without some figuring out, of course), but I couldn’t find an RPG or anything to counterattack it.

    Overall, I’d say that ambitious projects like this one are a good way to continue. With more detail, and more interesting gameplay (perhaps a few more puzzles, as well), the next published map/mod should be better in all aspects! Good luck to the author.

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