Precinct 17

for Half-Life 2: Episode Two

“Barney has been abducted from a rebel surveillance post overlooking the infamous Precinct 17, a former police station repurposed by the Combine.

It’s up to Gordon Freeman to find out what happened to his friend.”

Basic Details
  • Title: Precinct 17
  • Filename: hl2-ep2-sp-precinct.7z
  • Size : 42.9MB
  • Author: Jason Gimba AKA MAki
  • Date Released: 23 October 2016
Gauge Users

Download directly into Gauge [42.9MB]

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Download Options

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Manual Installation Instructions

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

  • Uncompress the 7zip file and copy the precinct17…\Steam\SteamApps\SourceMods\ folder.
  • Start or restart Steam.
  • Precinct 17 should now be listed in your Library.

Videos

Panoramic Images

WARNING: This panoramic images contain spoilers.

Screenshots

WARNING: The screenshots contain spoilers.

org x 576

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

13 recommendations, average score: 5 (out of 5), standard deviation: 0 (what's that?)
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Meta Review Data
Statistics based on 14 comment(s) with meta review data.

Installed:
Using Gauge: 3 Users
Manually: 11 Users

Time Taken:
Average: 0 Hours, 22 Mins
Shortest: 0 Hours, 15 Mins by Unq
Longest: 0 Hours, 35 Mins by DarkShift
Total Time Played: 5 Hours, 14 Mins
Jump to a review
Personal FavouritePhillip says Play It!Play It Now!Personal FavouritePlay It Now!Play It Now!Play It Now!Play It Now!Play It Now!Play It Now!Personal FavouritePersonal FavouritePlay It Now!

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17 Comments

  1. Personal Favourite

    Replayed it and watched Phillip’s stream and realized how much attention to detail there is that I missed and some very clever things which improve the gameplay which the player won’t notice. Really really good!

    Overall a very high quality map as usual from Maki. There was just a lack of unique/special moments which would elevate this to a personal favorite. Also two sections were at the border of being unfair and can easily become frustrating, if you play on hard difficulty.
    The map offers standard Half-Life 2 gameplay with a few twists and turns. My favorite aspect about the map was its pacing. It is very compact, not too long, not too short, has ups and downs in tension and action. Visually it was also very appealing. One of the main areas was a bit dull though, due to a lack of color.

    The mod is definitely worth playing and you’ll enjoy it, but it doesn’t have anything very memorable for me. The author played it a bit safe, although it’s nice to see that he let go of his usual formula 🙂 and that we see a new map from him at all 😉

  2. Phillip says Play It!

    This review is based on my initial blind playthrough, which can be seen in the video in the main post.

    My initial reaction is that this is a very competent release, that does everything well: design, setting, lighting, gameplay etc.

    From a developer’s point of view there might be some great touches, like how barney is held and released, the energy sniper weapons and maybe some other things that just players might not appreciate as much.

    The end result is one that almost left me feeling as though I had missed something. It’s to do with expectation. Once you have played Jason work, you begin to expect amazing release every single time and in general he delivers and this is no exception, but because he puts so much detail into each one they are generally quite short.

    That always leaves me feeling as though they are actually too short. Certainly, it’s important to leave the player with wanting more but in this particular case I feel I’ve played a very short chapter in a much longer game.

    Anyway, enough complaining.

    It’s superb and you should definitely play it and probably replay it.

  3. Darth_Sylph

    when i extracted the file, every single one of the audio files from “precinct17/sound/vo” was corrupted, The Unarchiver (the program i use to extract files) was unable to extract them, you might wanna look into that, i’ll post a full review after i’ve actually played it though

    1. I have just downloaded and extracted the file with no issues.

  4. Unq
    Play It Now!

    This release is right up my alley: short and sweet. I don’t have tons of time to play huge mod releases – especially of questionable quality – so small polished map packs like this are exactly what I hope for when seeing new releases.

    I really like the use of space in this map. As you make your way through, everything is nicely connected and the whole building inside and out feels like it could be a real place. Jason is a genius at letting players preview upcoming areas before you can actually get to them. This map is a perfect example – the precinct building itself has a straightforward layout, but your eventual path through the building and back out is a bit more complex. It’s this great use of the map’s space that I liked so much. As usual, the map itself is attractive and polished.

    I have 2 criticisms of Precinct 17. First, I think it’s too easy. If you do any kind of exploring you’ll find a lot of goodies to boost health and HEV. Perhaps I should be ramping up my typical difficulty to Hard, because on Medium this felt like a complete breeze and I wished there were more of a challenge. Second, I wish Jason went off the beaten path a little more. There are some new ideas here (I liked how the mounted gun fired and its look, and especially the surprise APC) – but there are also some aspects that are a little “by the book” that I wish were changed up. I’m talking about the old find-the-valve-wheel puzzle and the toss-a-grenade puzzle to finish off the mounted gun. I think even variations of these, or similar puzzles with some kind of twist, can go a long way toward feeling ‘fresh’ for jaded veteran HL2 players.

    Overall, a real gem here. Short and sweet and just fun to play.

  5. Personal Favourite
    Summary

    Precinct 17 is definitely a personal favourite for me. I expected something short and fantastic, and this map delivered. Maki is always able to combine good level design and good visual design to create amazing experiences.

    WARNING: Spoilers Below.

    Demo Files:
    Precinct 17

    Visual Prettiness

    The areas before the precinct are just as beautiful as the main location of the map. The player is only inside the apartments for a brief moment, but the corridors and stairwell still have very good lighting and detailing. Like, seriously, I need to take Maki’s maps as reference more than I need Valve. I’d describe it as taking the HL2’s apartments, widening them out a bit and giving them the prettiness of HL2:EP2, somehow.
    The sewers are just as fantastic. Honestly, I could sit in this area and relax for hours. It feels like its own little world, with contrasting blue, yellow and red lights, with the reflections in the water, the fact that it flows, the soft foggy effect at the bottom of the ‘river’, these all add to this location. HDR, bloom and cubemaps do their job very well.

    The courtyard and the precinct itself are both just as appealing. You distinctly see how the Combine have modified this place for their purposes, but at the same time, you can clearly imagine how it used to look, and how it could well be a real life location. Again, the lighting is great and the volumetric fog from the windows adds to the cinematic look. These two are both marvelous pieces of architectural design, and I’m very surprised how no references were used in the creation of the map.

    Gameplay Stuff

    The apartments and sewers serve as introduction areas, so there’s not much I can say about them, other than; they do what they must without mistakes. Easy enemies, gradual weapon pickups, and traversing into the main area of the map.

    Gameplay in the courtyard and precinct is very fun. The player always has cover (perhaps, with the exceptions being the first few moments when you enter the building), and the difficulty of the enemies is also increased gradually. Despite the level’s similarity with the Nexus from HL2, it still feels different. I don’t know why, but I never really liked the Nexus. Perhaps I found it too convoluted, but this isn’t an issue in Precinct 17, as I could easily navigate the map without feeling lost. The APC literally driving into the building was a very fun part of the map, and it’s a superb way of spicing up gameplay.

    The strider/hunter battle at the end is also well-balanced, in my opinion. I struggled a fair bit since I played on Hard, and I didn’t include some of the demo files that only lasted a few seconds before my death. However, I was able to complete it without switching difficulties, and I didn’t find it too annoying. Perhaps adding just one crate somewhere in the corner of the courtyard would benefit players like myself.

    The system by which the 3 stores work had already been figured out by me after I got the first store blown up, and it’s probably a lot more exciting for me as a level designer than it is for regular players. I really, really like how it’s done! This is a perfect example of how dynamic gameplay should be made, and one thing I didn’t even notice on my first playthrough is how there are power boxes at each of the stores, and only the powerbox above the rocket crate sparks when it’s destroyed. This is just another way of making sure the player notices that location.

    To finish off, I’d also like to add that I really appreciate Maki’s small easter eggs and deviations from linear gameplay that he puts into his maps. Examples of these are:
    – The gnome that you can bring to the end of the map
    – The beer that you can bring to the end of the map (I haven’t seen this, but I presume it’s also present based on the voice lines I found in the sound folder)
    – And the revolver you can find if you go in a different direction than you usually would. This is a very good addition because of this: if the player goes there and finds nothing, they might get confused. If they see the revolver, however, they’ll assume that spot to simply be an ‘item spot’ and move on, without feeling like there’s something they’re missing.

    Overall, a superb mod to be displayed on RunThinkShootLive! Many thanks to Jason Gimba AKA Maki for his continued contributions to the HL2 mapping community.

  6. Play It Now!

    Professional looking mod with supurb visuals and nice gameplay. The level of detail is astounding; I stood still on several occasions to take a look at the environment. Even corridors looked very ‘organic’ with well-placed props and clever brushwork. I have to admit maps like these form sources of inspirations for my own fabrications.

    Gameplay is also good; we’ve got a broad range of enemies with even the feared automatic cannon from HL2 EP2 … ! Enemy activity increases gradually as the map progresses but it never gets frustrating, at least in my opinion. I even found it a bit easy, but I played on medium so this is really a non-issue.

    The map is compact but still managed to squeeze out around 20 minutes of playtimes in my case. I’d say: Play It Now … !

  7. Play It Now!

    I always look forward to playing another map by Jason Gimba. Enjoyed the gameplay, especially the strider battle, and the visuals were spot on as well. I say play it now!

  8. Play It Now!

    A really well done little mod/map. The combat was interesting and having a new voice for Barney made for a nice touch. It was pretty short though; I was hoping for more play time.

  9. Play It Now!

    This is a great mod! As everyone else has been saying, the amount of detail put into this map is how mods ought to be done. Valve quality design, in my opinion. The gameplay was also very enjoyable, and not too cliche. The only thing I have to complain about is just how short the whole thing was.

  10. asterixer

    Runs under Linux without any problems

  11. Play It Now!

    Precicnt 17 is everything you can expect from a mod.Perfect level design, Fun gameplay, I couldnt find a bad part :D.I really enjoyed palying it.Lets hope future mods be like this

  12. Play It Now!

    Short “vanilla” HL2 mod with a nice crescendo on everything you can fight (you start with Metrocops, then Overwatch forces, then APC, then Strider!!!), nice buddy to fight on your side, it is very intense… I’m not surprised, it’s Jason Gimba after all ^^

  13. Personal Favourite

    Another must play mod from Jason. If it only were 5-10 minutes longer, like 20-25 minutes. Other than that – great quality mod, as always from Jason.

    1. Thanks for the video too! Glad you enjoyed it.

  14. Personal Favourite

    Great mod!

    I’m not going to go into the actual content of the mod since there would be spoilers.

    However, I will say that this mod is amazing. It’s graphics are pretty good for the source engine, amazingly detailed and fun, time burning gameplay. This mod is not a waste of time! I highly recommend you play this.

    Honestly, I’d call this Valve quality.

    Verdict: DOWNLOAD NOW
    Monster score (Making this up on the spot): 9.5/10!

  15. Play It Now!

    Great map! Lighting, details everything is great!
    Main gripe with the gameplay was that the cover-to-cover section with the apc felt off.
    Barney ran before you did and the combine didn’t even flinch a muscle towards him. I thought you had to protect him, but he just runs straight through without any problems.

    Also I wish the map would’ve ended like this instead:
    Barney needs to make it back to the apartment and talk with the rebels. You both get to the check-in. Barney presses the elevator button and calmly waits.

    Barney – “Wait…”

    Barney starts spamming the button.

    – “Why… Why isn’t it working?!”

    And then it fades to black while Barney goes into a hellish rage.

    Just some comedy to add some character.

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