Forgotten Valley

for Half-Life 2: Episode Two

Whilst escaping from City 17, your find yourself stuck on the road out.

There’s a forcefield blocking your continued escape.

Luckily, there’s a way down into the valley – perhaps there’s a way to turn off the forcefield.

Go find out!

Basic Details
  • Title: Forgotten Valley
  • Filename: hl2-ep2-sp-forgotten-valley.7z
  • Size : 20.90MB
  • Author: Midas de Laat AKA Bombraker
  • Date Released: 01 May 2015
MapTap Users

Download directly into MapTap [20.90MB]

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Download Options

Download to your HDD [20.90MB]
You can still use it with MapTap once you have downloaded it.

Manual Installation Instructions

I highly recommend using MapTap for this installation

  • Copy the \maps\forgotten_valley_rc5.bsp file into your …\Steam\SteamApps\common\Half-Life 2\ep2\maps\ folder.
  • Copy the \maps\graphs\forgotten_valley_rc5.ain file into your …\Steam\SteamApps\common\Half-Life 2\ep2\maps\graphs\ folder.
  • Copy the \materials\forgottenvalley folder into your …\Steam\SteamApps\common\Half-Life 2\ep2\materials\ folder.
  • Launch Episode Two
  • Open the console and type map forgotten_valley_rc5 and press ENTER.

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

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Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3

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Screenshots

WARNING: The screenshots contain spoilers.

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

13 recommendations, average score: 4.77 (out of 5), standard deviation: 0.18 (what's that?)
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Meta Review Data
Statistics based on 13 comment(s) with meta review data.

Installed:
Using Gauge: 5 Users
Manually: 8 Users

Time Taken:
Average: 0 Hours, 53 Mins
Shortest: 0 Hours, 30 Mins by DaZ
Longest: 1 Hours, 40 Mins by Wiissoppii7
Total Time Played: 11 Hours, 29 Mins
Jump to a review
Phillip says Play It!Play It LaterPlay It LaterPlay It Now!Personal FavouritePlay It Now!Play It LaterPlay It Now!Play It Now!Play It Now!Play It Now!Personal FavouritePlay It Now!

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43 Comments

  1. Phillip says Play It!

    What we have here is a great map. It’s a shame the author didn’t release it as a properly formatted mod and it wouldn’t have taken much work – I considered doing it myself but I am too busy at the moment.

    There are a couple of flaws in this release but it’s minor issues.

    Overall, I felt this was a very solid design and layout with plenty of exploring and action. I had actually played a previous version and most of the changes are for the better.

    Some areas look a little chunky and over-solid – stairs being the obvious candidate, but in general the areas feel detailed and well-built.

    The final battle could have been a little harder in comparison with a previous battle.

    Oh, I was really disappointed by the on screen text instead of voice acting – that’s another real shame.

    Did I enjoy it? Yes, not as much as the first time I played it, but I am sure you will love it, in fact, I would be at all surprised if we get one or two personal favourites.

    Look out for an audio interview with the author sometimes tomorrow, along with a prize for finding something within the map.

  2. DaZ
    Play It Later

    This is a fun level with a few nice set pieces but also a few things that really hold it back from a play it now.

    The Good

    You are a given a lovely view of the play area from up high at the start and you can survey most of the map from this location, this builds a nice sense of anticipation for what’s to come.

    The pacing of the level was well thought out. Some nice exploration in parts with no combat, a big fight sequence with some extra mechanics thrown in, and some more standard areas mixed in.

    The combine sniper was well used. He didn’t often have line of sight to you but as a player you always felt under threat as you make your way towards him. He could have been very annoying but this was avoided with good LD.

    The Bad

    A lot of the structures in the level relied too heavily on brushwork and ended up looking very simple as a result.

    There are lots of areas which look pretty ugly from a LD point of view, ie. most of the stairs in the map, and some walkways too are very plain and simple. Many do not make physical sense!

    The big fight against the waves of combine drop ships was a little underwhelming. I spent 90% of the fight sitting behind a stationary ar2 just mowing down soldiers as they ran single file into my POV. I feel this fight could have been much more interesting with no emplaced weapons and a few more gadgets to use (ie. freindly sentry guns, mines, etc).

    The weight puzzle in the big red barn directly after the drop ship fight felt very shoehorned in and breaks a visual language rule of Half-Life 2. The crate you use to keep the ramp up right is indestructible! Many objects in the room that should be physics props are static, so you can’t use them to solve the puzzle. As a result it felt super gamey and put me off.

    The on-screen text before the drop ship fight was a big turn off. Voice acting would have been better or even better letting the player work out the gas pipe mechanic for themselves through the LD. I made a similar mistake in Power Struggle by locking the player in a room and bombarding them with over a minute of dialogue right at the start which was mostly unnecessary!

    The End

    Overall I liked the level and there were some really cool moments to enjoy in it (knocking over the radio mast etc) but also a lot of things that irked me . Looking forward to seeing more from this author!

    1. Thank you for the elaborate review, everything has been documented and will be improved in future versions!

  3. Play It Later

    Forgotten Valley is a good example of a map that has a number of decent ideas, but lacks that final layer of polish that’s necessary to bring it all together.

    I want to make it clear that my criticism should be taken with a grain of salt, because according to the author’s ModDB page, this was an unfinished beta released as part of a class assignment. So, a lot of things that are wrong are probably already known about. I feel this should be mentioned somewhere because he’s not trying to present it as a finished work.

    While I’m okay with standalone BSPs, the minute you start adding things like custom materials, you need to consider packaging it as a formal SourceMod. It only takes an hour to do and it makes things way more convenient for your end-users.

    I like the level’s use of counterbalance and pendulum puzzles. Like Daz, I agree that the sniper was well-executed. I liked how it wasn’t an in-your-face sniper, but one that kept you moving along. I felt the explosive trap was neat, if awkward to use in the Dropship battle, and the scale of the level with its many vistas was noteworthy.

    The level bugged out after the Dropship battle for me and failed to open the red barn. Inside the barn, the counterweight puzzle was hamfisted, as most props that should be physics objects weren’t. I couldn’t figure out how I was meant to solve it as I had only washing machine and one crate, and the crate wasn’t heavy enough. How frustrating to see all of those other heavy props glued to the ground!

    The scope of the level often outstrips its visuals. The architecture is very chunky, especially around the church building. Toward the end, the railings aren’t aligned correctly and some rooms are devoid of any props, like the author gave up trying (or, more likely, ran out of time). Other criticisms are that ladders don’t dismount correctly, getting all your weapons right at the start, and the overall quietness of the level. I realize that the forest soundscape isn’t the most dynamic choice, but there really needed to be more hand-placed sounds to complement it.

    In conclusion, this map could have been great, but it needs more polish to be a final release. It’s a bit like The Masked Prisoner in the sense that it wouldn’t have taken that much extra effort to make it into something extra special.

    1. Hey!

      Thank you for the great feedback! I’m glad you took the time to read my ModDB description!

      Would you, by any chance, have a website or tutorial I can look up which tells me how to make a SourceMod? I did not have time for it before, but it was definitely an option I was looking at!
      Sad to hear the barn door bugged out (tbh it scared the &^%# out of me, since I don’t want this to happen in the playthrough of my supervisor!), I will be looking into that first thing! I will also be looking into the glued-down props!

      As I am sadly no artist I tried my best to keep the level readable and clear. However I still have to agree that some brush work is indeed clunky. Do you have any tips for me regarding brush work and how to make it look better?

      Thanks again for your elaborate review! Your fresh eyes help me break through the tunnel vision that forms after 500 hours of work on a single piece of content!

      Midas

      1. I describe the process here:
        http://www.interlopers.net/forum/viewtopic.php?p=508444

        Most tutorials are based on a pre-Steampipe version of the game where the process was a lot easier.

        As far as the barn door goes, check to make sure whatever is keeping track of the Dropship battle triggers it. In particular, Manhacks are troublesome because they don’t report their deaths back to their spawners, so you need to keep track of them using their OnDeath events and a counter.

        As far as brush detailing goes, it’s really just a matter of being clever (and familiar) with the textures at your disposal. For example, in the church area where you have the large wooden columns, don’t just use that woodfloor texture on them. Switch it up. Subdivide the column with the Clip Tool to make surfaces where you can add trim or metal bracings. Scale the textures up or down as needed.

  4. Play It Now!

    This map has some really great details and a few things that weren’t so good. The exterior locale was terrific and I loved the method of descending into the valley by using the counter-balanced cars. The navigation through the first building is interesting with the chandelier being a nice touch. The ratio of open space to enemies seemed a little off though. I felt like I could have just run around and not really fought that much if I wanted to. I enjoyed the puzzle with the electrified fence which took me a while. I kept trying to leap from the large rocks over the fence with no success. The sniper position and damage level from his shots was just right. I liked the fact that the windmill gave you a bit of cover from the sniper, if only for a second.

    The combat area with the dropships was actually quite fun. I made terrific use of the gas-spark mechanism and didn’t bother with the mounted gun. However the next part of the map left me stymied. I could not figure out how to open the door to the barn so I don’t know if I missed something or not. After searching a long time and trying many different things, I eventually gave up and noclipped through the door. I didn’t like that most objects in the barn were immovable as it forced you into the only possible solution. Coming out of the barn it was a little puzzling why the tower fell over. The combat at this point was too structured, kind of a rat being led through a maze.

    I also found the design of some areas really weird, like catwalks that have no doors on either end and no apparent purpose. There was a blocked door by the ground at the dropship combat area, and while you couldn’t get in there you could see right through the ceiling to the room above. I would have loved to be able to use the cranes in some fashion as well but they were blocked off.

    While it has it’s faults, the fantastic valley layout and some nice puzzles make this definitely worth playing.

    1. Hey!

      I’m really glad you enjoyed it as much as you did! You mention some good points for me to work on!

      I have to admit that the final area (trainstation) got the least love of them all, and therefore it really feels like the “rat in a maze” scenario! In order to make it fail-safe I had to fence of a lot (with actual fences *padum tsss*) and therefore it really feels like you’re trapped in the middle of a maze!

      I will be looking into making this area more open and “explorer-friendly” in future versions!

      Thanks again!

      Midas

  5. Hec
    Personal Favourite

    This is truly a fantastic mod-map. I guess the thing I loved the most, and make me recommend it as a PF, is that the layout of this map is just great! Also it feels like a pretty damn realistic scenario into the HL2 Universe, and the whole look of it is just fantastic.

    This whole map from the beginning to the end, has a realistic environment and a realistic mission. I also really loved how the author employs the physical mechanics of the Source engine to make some fantastic puzzles on it. This is a perfect example of how to make physical-environmental puzzles which besides are so much fun.

    The first part where we enter the graveyard is great, also the main temple-church is just a lovely touch in that part, once we get into the church we can see the malevolence of the CMB because we see some Rocket shells and the whole place is infested with headcrabs and zombies.

    Now, about the combat, I feel is quite well balanced, also the sniper first section was long enough to make me had a great feeling once I get rid of the Sniper with the RPG. the middle section is certainly the peak action of the mod, in there the hordes of CMB Soldiers felt realistic and challenging enough to battle against them, in there also the gas exploding trap was a master piece, and the shooting down of the gunship which crashes on the antenna is just a great battle sequence from the beginning till the end.

    The fact the middle section of the map, is the peak action of the mod, and the fact the main hard ass battle take place in that Resistance outpost, also makes a logical sense to me, because after that part we finally reach the cable car which is going to take us back to the road, and in there, well I just had a WOW moment,And it was when the Strider appears and crush down the poor cable car. That part was great and I didn’t expected it.

    Now about the final section battle I agree it was kind of bland, and may be fixed in there, you know I’d love to add some more CMB elite troops, and maybe make the APC fire rockets and fire bullets at you once you reach the bridge, that could be great, maybe some hunters would be great for that section too.

    All in all I had a great sweet taste in my mouth after I played this fantastic mod. I hope in some near future it can be re-released again with some polish parts, and with some voice acting instead of the text screen would be just terrific!!!

    Anyway this is a great release that you MUST play for sure, I enjoyed alot exploring and playing it.

    1. Hey,

      I’m glad you appreciate all the effort that has gone into making this feel like an authentic Half-Life map!

      Also glad you enjoyed pretty much everything else ^_^

      😀

      1. Hec

        Thanks to you, for making such an original and enjoyable mod man! 🙂

        I hope you can make a Polished (you know, have a format of a proper mod, with it’s own custom menu) voiced acted version of this mod. That would be fantastic

    2. Just played this and really enjoyed it. Agree with most of the comments about textures and detail but for me it was the great atmosphere and range of the map that made it special. The view from the top of the cliff at the start was already promising and I feel that the level generally lived up to that promise.

      One flaw that I spotted was in the first main building where you run to shelter temporarily from the sniper. The one with a few zombies and what looks like some kitchen equipment. In this building there is, what appears to be, an upper floor but the staircase is broken and there appears to be no way up. However by manipulating the two sets of shelves standing nearby it is possible to use them to gain access to the upper level. Sadly for us explorer types it’s not worth the trouble as there is nothing up there, not even a floor or walls as it turns out because presumably Bombraker did not expect us to get up there. You can walk around but it just looks like you are floating on air above the ground floor. I guess that section either needs to be completely inaccessible or developed into a fully fledged area.

      Loved it though and with a little more work and tidying up in places this could be an all-time great map or mod.

  6. asterixer

    just one map and plenty of fun, loved it. I hope the map creater keep on going with making maps. So many cool ideas. The puzzle with the washing machine was quit difficult but after some trying and seeing the hint of the author i solved it. No Problems with Linux and this map.

    1. I’m so glad you enjoyed it! Good to hear it also works on Linux!

  7. Play It Now!

    An interesting and fun little offering, BUT has a major flaw!

    This has some nice touches to it and it looks good to me as I’m not a mapper or modder (as I’ve often said), but it was fun for the most part if a little too easy apart from the final battle where igniting the gas was about as useful as a chocolate teapot.

    The major flaw was almost at the end and I played it a second time to test my theory.
    You can get the Jalopy from start point to end of game in a little over 3mins?

    At the end of the day I enjoyed it overall.

    1. I’m confused… what’s the flaw?

      1. Ok. without making it too obvious and reading years of how some people complete mods/maps, you don’t need to go down into the valley to drop the forcefield. The ability to turn off the forcefield should have been an action in the valley. After I completed the map, as I said tested a theory, which should not have worked.

        1. Hey could you please e-mail what the exploit is so I can fix it?

          bombraker@hotmail.com

          Midas

        2. The author asks that you e-mail him and explain how you did it.

          I’m saying this because I somehow managed to delete his post when deleting mine. o.O

        3. After reading the review by Bolx and his theory about finishing the game in a few minutes without going into the valley, I went back, took another look and tested a theory of my own. Amazingly it is entirely possible to do what he says. I would be more than happy to provide details to Bombraker but I suspect he is now aware of this and will fix the issue in a future release.

          1. Feel free to post it here, just please use a spoiler tag in the comment area.

            1. Hi Phillip. I have tried to use the spoiler tag, adding it before my comments and then adding the closing tag afterwards but it seems to just appear as normal in the list of reviews. Am I doing anything wrong?

              1. Not sure. Sorry for the trouble. I’ll test it tomorrow. If you want to post the solution here now as normal text, I will format it immediately as a spoiler.

                1. Ok here goes – Begin spoiler text:

                  Basically I drove the buggy up to the force field and then used the Zero Point EFM gun to push the abandoned car (on the left) out onto the road and, with a little trial and error, onto the top of the buggy, leaning it against the force-field at such an angle that it was then possible to climb onto the buggy, then onto the car and finally over the top of the field. From there it is a simple matter to turn off the field and drive through. I guess there are many ways this could be prevented such as making the force-field higher, placing the deactivation switch down in the valley or even placing a switch to activate the deactivation switch somewhere below.

                  End Spoiler text – That’s it!

                  1. So there’s another way to do it?
                    My method involved far less work but the end result is the same!
                    I’ve been in touch with Midas and he doesn’t mind people bypassing the valley as its their choice. But I do agree the off switch would have been better in the valley.

                  2. Spoiler alert! After emailing Midas I think I’m right in saying that Bolx’s solution is simply to use ‘noclip’ which I guess defeats the object of playing the game in the first place. The point however remains a good one, that the switch should not be available and/or active at that point in the game.

                    Still can’t get that ‘Spoiler’ tag to work Phillip.

                    1. Hi Ron, Yep you are correct. But I only tried it after finishing the game and I didn’t want to say exactly what I did to avoid spoiling the game for others who play it for the first time. But I’m surprised that no-one else noticed it.
                      Over the years I’ve noticed that many people use cheats to finish games, which as you say defeats the object but people still do it.

                    2. Hi Phillip. I’ve just registered and logged in as Robolovsky but the all the ‘Ron Grainger’ comments on this page are mine. Hopefully they can be attributed to my new account with regard to the 3 day limit?

      2. I don’t think of noclip as being a valid issue that mappers have to defend against. The player has to specifically enable cheats to do it, so all bets are off at that point. If you noclip through a portion of a level, it’s highly possible that you’ll miss triggers or other things which were expected to happen.

        The issue of there not being collision, however, is a valid point. I assumed this was the problem, but I spent about 10 minutes trying to make a stack and couldn’t get it to happen naturally. I see how it can happen, though, since it is undefended up there.

        I think the switch is where it needs to be. The player has line-of-sight to what the switch does, which is probably the most important aspect of a switch. So, really, the collision needs to be made much higher.

        I was happy to see that the author had defended against the problem of me launching the crank handle across the level though. 😉

        1. Hi Maki

          I can send you a screen shot of the stack I made if you wish! It was trial and error as I said but definitely possible and by completely legitimate means.

      3. The exploit found by Ron will be fixed! 🙂

        Indeed as commented by some of you, I will not be able to make my level “noclip-proof” as this is nearly impossible :o! If people wish to play through mods and games with cheats, I’m perfectly fine with that! It’s their choice, and their experience! 🙂

        Thanks for all your enthusiasm guys!

  8. Play It Later

    This was a fairly decent map generally fun to play, I felt it went on a bit longer than it should have and some encounters didn’t really seem to be as engaging as they could have been and some of the environments were a bit too sparse. Spoilers ahead.

    The start was interesting, the inclusion of the roller mines was quite clever because in disposing of the roller mines the player was forced to look over the area below, I figured I would be going down there eventually so I ended up throwing the mine upwards which was perhaps the wrong decision. I came up to the force field and I looked for a way to turn it off in doing so I kind of accidentally stumbled upon a counter weight that I rode down. I think this should have been visually louder as it’s not easy to see and kind of felt hidden.
    The zombies in the grave yard were no challenge at all, I didn’t even engage them when I got into the church things got a bit more interesting with fast zombies. Going up the church tower was a little irritating because it was dark and every now and again there was a random step missing which meant I kept getting caught.
    Throughout the map the geiger counter seems to go off randomly which is a little odd. The lever puzzle was close enough not to be frustrating but I didn’t really see much value including it. The result from pulling the lever was satisfying but after pulling it I got very lost because the vent I was supposed to go through really wasn’t easy to see. When I got into the snipers scope I wasn’t sure who’s side he was on because until this point he had just been shooting zombies but it was quickly made pretty clear he was not my friend without actually damaging me so I liked that. The sniper section was actually quite fun generally although the final room where you can make your shot at the sniper is kind of cluttered so it’s quite awkward to get into a good position.

    The stand off was pretty good and I appreciate that the assault doesn’t start until you can show you understand how to work the new trap. It’s unfortunate that the enemies never seem to group up enough to make this particularly satisfying to use engaging them with regular techniques was quite fun but I think perhaps the arena would have worked better if you could find another way to get the combine in it so maybe have the combine coming in from the second arena or something. The combine gunship may need to have it’s pathing reworked because it seems to just stay at one end of the arena making the fight feel quite distant and I didn’t really feel engaged in the fight. Also I feel like the author set the crash site way too far away the gunship goes exploding through the sky for a long time before crashing somewhere far off screen which I think makes sense later but it isn’t a particularly satisfying pay off. But after what feels like a climactic battle you get a little puzzle and then a second climactic battle which just felt odd. (I actually solved the puzzle wrong by just box stacking) again the boss was just too distant to feel involved. I think maybe the walk back to the top would have been more interesting if there were manhacks or something trying to knock you off as it is it feels a little arduous.

    1. Hey!

      Great feedback. You sure know your stuff! I love the idea of the manhacks when you’re walking on the fallen tower!

      Thank you for playing!

      Midas

    2. Actually I went outside of the house and round the back to get a shot at the sniper. Much less cluttered.

  9. Play It Now!

    I have to say, this map was a lot of fun to play. There were a few clever set pieces scattered around the map, like the gnomes with the hidden ammo boxes, or swinging from the chandelier (breaks out into song). The encounters were also fun to play, and every one felt different from the one before, helping the pacing of the mod, and making it feel like a complete coherent experience with lots of different things to do, never becoming stale in the process.

    I did have one issue where the doors to the weight puzzle never opened, and then I got frustrated that I couldn’t get the washing machine into the thing to get to the next area, but other than that, I think it was a overall good experience that everyone will enjoy playing through.

    I also recorded my playthrough of the mod. You can watch it here.

    1. Glad you enjoyed it!

      Your video is very nice to have, and it’s really helpful that you literally tell me what you think about whilst playing :). The bug that blocks the barn door from opening has been fixed and I will soon push out RC6!

      One last thing about the washing machine: you can pick it up with the gravity gun :O

      Thanks again for playing ^_^

      Midas

  10. Play It Now!

    This is one of those maps that almost did it for me (for a PF, i mean). The level design was just gorgeous. Simple as that. I loved the initial pov and the scenery to explore in throughout. Some nifty puzzles though the one jumping on the roof was annoyingly obvious after too many minutes lol. That first battle scene was weird though.. I didn’t get it if I’m honest. Although I had a crossbow so that helped me enjoy it more. The Strider scene was better. But what a great map design and it looked so nice too.
    Perhaps if there was some bots in that first battle scene I’d have made this a PF? So close…..umm but I do highly HIGHLY recommend you play this map. Good stuff!! Ace.

  11. Play It Now!

    Apart from some really minor issues, this was one of the greatest and lengthiest maps I’ve ever played. Why isn’t it a mod though?

    The combat is great and progressive. It gets much harder as you progress through the map, which I find a must in mods. The Valley itself has a lovely view and really, there isn’t a lot of negative stuff to talk about.

    However, one complaint I have is that some areas are huge, incredibly boxy looking and also empty, which is a real shame.

    Overall, this is a map that you should definitely play. Kudos to you, Bombraker!

  12. Play It Now!

    A fun little map overall. While driving the jalopy, our path is blocked by a forcefield and we have to descend into the valley to find a way to get past. The valley itself looks fantastic, and I like the way that you traverse the whole area before eventually coming back to your car from the other side of the forcefield.

    There are a few different set-pieces and boss fights which often have a cinematic feel to them. I liked the use of the counter-weight puzzles which were a running theme throughout.

    However, I thought some of the combat was a little disappointing, especially in the zombie areas where it’s easier to avoid most enemies than bothering to kill them. Additionally, the interior areas look poor in comparison to the big vistas outside, and the author needs to work on their stairs and fences (there is a prefab included in the SDK which includes the correct dimensions for Half-Life 2 staircases). Overall though, a fun experience and well worth your time.

    As an aside, I played this map on Linux and everything worked perfectly.

  13. Personal Favourite

    This was a great map. Carefully and thoughtfully put together, a great environment, and pretty good transitioning. There’s only two things that i didn’t like about it: 1. The amount of enemies seemed a bit to low, and 2. At the part after the “tower defense” part I had no idea at all what to do. But besides those two things I liked the mod in every way.

    P.S: At the end of the mod I said to myself, “All of that… to turn of ONE FORCE-FIELD!” Although, It was still a great map.

  14. Play It Now!

    5th review, I going to start counting map glitches, Both big, Game breaking and little graphical glitches. (I don’t know if this time is precised cause i start counting halfway through the map)

    Deaths: 3
    Saves: 1
    God used?: No
    Noclip used?: No
    Glitches found: 3

    Overall, It was fun, You play as a rebel guy doing rebel-stuff, while you were escaping city 17, I guest, You encounter an combine outpost-thingy and you need to deactivate an combine force-field-thingy to continue your journey, And, In good Half life fashion, Pressing a button some meters away from you is an goddamned odyssey.

    The valley it self (Hence the name) look really good, But kind of unrealistic, it doesn’t feel like a place that can exist, Rather, Like a collection of stages, And cause is only one really big map, I have some performance issues (My PC is a potato).

    The map in general is really easy, But There is a difficulty spike at the defense stage (My three deaths were at that point).

    I see some error but nothing that big, There was a point were i get stuck but it was my fault. I encounter some invisible walls but nothing that important.

    I’m not a big fan of maps where you star with a bunch of weapons, And the fact that you only fight again zombies at the beginning doesn’t help.

    But beside these minor errors, the maps is really fun!, It have some clever puzzles and sections, Such as the sniper sections, The physics puzzle and the chandeliers swinging-thing. This is one of this maps were the mapper do pretty much everything that you can do in Half life 2.

    You should definitely give it a try, And hey, It have gnomes as ester eggs, Isn’t that enough?

    Also, If you are reading this, I challenge you to deactivate the force-field with at lest three gnomes, Why?, Because why the hell no?

  15. Great mod that doesnt feel to long but isnt to short.

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