The Factory Mod

for Half-Life 2: Episode Two

25th November 2017

Starting in a vent shaft, you need to keep moving forward.

Zombies, headcrabs and other enemies stand in your way.

Weapons and ammo is limited, so don’t waste any.

GOOD LUCK!

Basic Details
  • Title: The Factory Mod
  • Filename: hl2-ep2-sp-the-factory-mod-updated.7z
  • Size : 328MB
  • Author: David Kocsmar
  • Date Released: 25 November 2017
  • Date updated: 30 November 2017

Note

This release was supplied to me as a map and set of folders, that had to be installed into the base installation of Episode Two. I turned it into a Source mod with the author’s permission.

Download Options

Download to your HDD [328MB]
You can still use it with Gauge once you have downloaded it.

The Updated Map [2.26MB]
Notes: If you downloaded the mod after 2nd December, you already have the updated map. If you downloaded the mod before 2nd December, you simply replace the factory.bsp file with the one in this archive.

Manual Installation Instructions

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

  • Copy hl2-ep2-sp-the-factory-mod folder into your …\Steam\SteamApps\common\sourcemods\ folder.
  • Start or restart Steam
  • The Factory Mod should not be listed your Library tab.

Videos

Screenshots

WARNING: The screenshots contain spoilers.

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

6 recommendations, average score: 3.17 (out of 5), standard deviation: 0.47 (what's that?)
Total Downloads
  • 272
    Overall
  • 2
    Today
  • 34
    Last 7 days
  • 272
    Last 30 days
  • 272
    365 days
Meta Review Data
Statistics based on 4 comment(s) with meta review data.

Installed:
Using Gauge: Users
Manually: 4 Users

Time Taken:
Average: 0 Hours, 13 Mins
Shortest: 0 Hours, 6 Mins by Brezelheinz
Longest: 0 Hours, 15 Mins by PlanetPhillip
Total Time Played: 0 Hours, 51 Mins
If you believe this release is missing important tags, please suggest them in a comment?
Jump to a review
Phillip says MaybePlay It LaterMaybe?Think TwicePlay It LaterMaybe?

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13 Comments

  1. Phillip says Maybe

    My first thought is wondering why the author made this for Episode Two when they could simply have made it for Black mesa and saved people the hassle of download 330MB for 15 minutes of ordinary gameplay. probably because the author doesn’t own a copy of the retail version of Black mesa, but that’s still no reason to distribute the way it is.

    My second thought is that it was a mistake not giving the play the crowbar. There was a point near the beginning when I could have run out of ammo and been stuck, there was a point near the end, where I did run out of ammo, but backtracked and luckily found some shotgun ammo.

    In addition, there is the part near the beginning, where it seems you could get stuck in the water.

    For me these are basic gameplay mistakes that new mappers make, partly because they haven’t thought about the gameplay enough and partly because the map hasn’t been beta tested.

    My overall feeling is that the map hasn’t captured the atmosphere of a real place. I haven’t replayed the map but I feel sure that there is no way for some of the creates to fit though the doors.

    In addition, no room seems to have a clear purpose.

    All in all, the size of the download, the average gameplay, the potential ways to get stuck, I can say nothing more than MAYBE.

  2. Play It Later

    I really like the direction the gameplay of the Factory is heading. You must avoid zombies instead of killing them in order to save bullets and you do not have a crowbar so you have to use your ammo. There multiple optional way to explore the world but it requires an open mind to see these ways likeusing an barnacle to get elevated or remembering the location of a battery in the vents to get there later . Weapons are rewards for exploring the world. On the other side the short mod only plays in an ugly underground facility, naming your mod “factory” is not an reason to overuse square concrete rooms. I still would love to play a longer mod like this, even if the mapper does not have the utilities the make the graphics more appealing, if the gameplay remains like this.
    blind playthrough(exept for the water- room i played seconds before): https://youtu.be/rJNgRpjRpUM

  3. Maybe?

    As noted by Phillip, this really is a small amount of play time for such a big download. The play itself is ok but not spectacular. There are definitely some usability issues; there is a crowbar but you don’t get it until near the end, the Health Stations don’t give you any help, and there was a room full of explosive barrels that don’t seem to have any purpose.

    If you are bored and don’t mind the big download it’s ok, but otherwise I can’t recommend it.

  4. asterixer

    Runs under Linux without problems. Had to noclip at the begining in the water. Give us more water or some barells and the gravity gun etc.

    1. asterixer you have to shoot the explosive barrel behind the planks in order to get an other barrel into the water, you do not have to noclip.

      1. I believe he knows that. He is making the same point I did in my review. If you go into the water and you have no ammo left, you can’t get out. It’s a design flaw. A ladder at the end where you enter would solve this.

  5. There’s actually a whole, quite large, area unused in this mod. After the point where it says “end of chapter one – to be continued” if you noclip past that trigger you will see it continuing right after the ladder. Don’t know what’s this about, probably the author forgetting to take half finished things out.

    1. Hi, this is the after the ladder. This will be the chapter 2:

      https://www.youtube.com/watch?v=Y9WdXpw9RHs

      This is closed. 🙂

  6. Think Twice

    It’s an OK map, it’s competently made but little really stands out except that it experiments with ammo conservation and generally seems to have a less player sympathetic design philosophy than is conventional. By this I mean that it is entirely possible to find yourself in situations where you cannot proceed so it is important to look before you leap with this map as the mapper does show you much mercy if you do.

    I think the map plays with potentially interesting concepts but I think the concepts need to be applied with a bit more consideration. As many have said it is quite possible to run out of ammunition and for your progress to be completely blocked as a result. What makes ammo conservation an interesting mechanic (in my opinion) is in the choice it gives to the player and in this case there is no choice at all.

  7. Thanks for the opinions!
    I will optimize the gameplay (you can come out of the pool; you’ll get the crowbar before; door fixes; enemies fixes).

  8. Play It Later

    I’m so glad to see this is a “WIP” because there’s much dev to do. Of course, it’s heavily unbalanced but I managed to get through it in one go without resorting to cheats (which surprised me! lol)

    There are some great ideas here. The barrel in the water scene was a good idea and I thought I’d be stuck until I hopped on it… However, by far the worst was the crowbar not being available from the start. Glad I saw it on that WD40 shelf otherwise there was no way of getting any further along in the adventure at this point – without the ammo cheat.

    Each part is quite well done but it all needs more details within, I thought. Some areas were too dark imho. I also hate when HL2 automatically shuts the doors – but that’s a personal pet hate of mine, I guess.

    Oh – I’m on Mac and it played without any messing about. Thanks for that.

    Overall, not a bad start. But get it detailed better, so it looks more realistic and then fix the balance of monsters/weapons/ammo and we’ve the start of something great, I’m sure. It played well for a beta. I liked The Factory, a great start and I’m looking forward to the next version.

  9. The map is fixed and sent to Phillip.

  10. Maybe?

    This isn’t a polished mod, and there’s a lot of things that need to be changed.

    The Gameplay

    The gameplay isn’t that good, from the start itself the player doesn’t have a crowbar, which is a big mistake. Furthermore, the metrocops in this mod are too overpowered for some reason, they have inhuman reaction times and deadly accuracy, and since i was playing on the hard difficulty, i had to use a cheat so that all metrocops had 1 point of health. Sometimes i seriously regret playing mods on the hard difficulty at the end…

    The Visuals

    The visuals are not good for todays standards. I don’t really have a problem with visuals as long as the mod is entertaining and well polished. In some areas you can see an unrealistic white steam which i thought would hurt you but it doesn’t. Moreover, in this mod there are no ambient sounds to be found whatsoever, or at least only 1 as far as i remember. Ambient generics are obviously a cheap way to make ambient sounds, and soundscapes a more advanced (but more rewarding!) one. But here, we don’t get anything, not even for the white steam. So all in all, there are a lot of visuals missing that would improve the mod a lot overall if they were included.

    Conlusion

    I’m not really that happy with this mod, the main reasons are described above, and that’s why i’m giving it a maybe. But let me clear a point here: I don’t hate this mod, i’m just writing my opinion on it. When i also started mapping, i did maps the same as this developer did, but i never released anything because i knew from the start that they woudn’t be well received. And that was waaay back in 2013! And imagine that i still haven’t uploaded anything, anywhere yet! I’m not bad though, i’m simply not creative with my creations yet. And even if i was to release a map, i would always check that everything is ok so that i will not forget something behind. Any improvements will be done in the long run. If the dev ever releases any other mod, or at least a chapter 2 of this, then i would be happy to play it and give my opinion on that as well!

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