Trouble Dutch

for Half-Life 2

You find yourself in a town occupied by the Combine.

Escape to the countryside is possible but expect fierce resistance.

Find the console that will open the main doors to freedom.

Basic Details
  • Title: Trouble Dutch
  • Filename: hl2-sp-trouble-dutch.7z
  • Size : 1.01MB
  • Author: Mark AKA Strontvlieg
  • Date Released: 14 May 2016
Gauge Users

Download directly into MapTap [1.01MB]

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Download Options

Download to your HDD [1.01MB]
You can still use it with Gauge once you have downloaded it.

Manual Installation Instructions
  • Copy TroubleDutch.bsp into your …\Steam\SteamApps\common\Half-Life 2\hl2\maps\ folder.
  • Launch Half-Life 2
  • Open the console and type map TroubleDutch and now press ENTER.

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

Videos

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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!

7 recommendations, average score: 3.14 (out of 5), standard deviation: 0.12 (what's that?)
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Jump to a review
Phillip says MaybeMaybe?Maybe?Maybe?Maybe?Play It LaterMaybe?

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13 Comments

  1. Phillip says Maybe

    For a first map, it’s not too bad.

    Let’s start with the issues. One, it’s too easy to get out of the map. Yes, I know I am becoming obsessed with this but I think it’s very important. Strontvlieg has very sensibly made all the creates and ammo boxes break upon standing on them and that’s good but it is still possible to see outside the map albeit very quickly. However, the exploding barrel can be stood on and that lets you escape.

    Secondly, the first electric doorway is opened when the gunship has been shot down and that makes no sense. In addition, the gunship fight should be near the end.

    Once you have pressed the button to open the main get the previous doorway now acts a a funnel and bottle neck to the attacking Combine which ruins the potential of the fight. Also, where did they come from so quickly?

    The final walk into the country was interesting and could have been the best part of the map but the simply hopper mine felt like it was added because the author couldn’t think of anything else to do there.

    It sounds like I hated the map, but I didn’t. It’s certainly not the worst first map I have ever played, but it lacks reality, which is a common feature of early maps. For SP maps to work well, they need to feel real and possible.

    It’s worth 5 minutes of your time and I hope the author starts to make maps with more thought in the future.

  2. Maybe?

    To me, this map felt unfinished. It lacked structure to the game play and it all felt a bit random. With that being said, the map had a great atmosphere and it was challenging! I would encourage the map maker to go back and add more to the map. Make it longer, Add a puzzle or two and maybe put the gunship fight at the end. (Just a suggestion) Make the ending look beautiful or something (???) All in all a great foundation to build on! It just needs that extra kick! 🙂

  3. Maybe?

    The crosshair was practically invisible against the sky, making the gunship battle very hard because I couldn’t even try to do any form of dodging with the missile, as that would make it impossible to put the crosshair back on the gunship. Also, there was very little cover which meant that I had to do the gunship battle from where the RPG ammo was. Very awkward gunship battle.

    Visually the map looks quite blocky and lacking in interesting features.

    As Phillip said, escaping the map boundaries is very easy. Consider giving your map borders that aren’t as easily passable and also placing playerclip brushes there to prevent the player from actually getting past.

    For a first map this is not terrible at all. One positive aspect is that it’s always quite clear to the player what they are supposed to be doing. I didn’t find myself being confused at any point about what my next action should be.

    Here’s a video I recorded of my playthrough. https://www.youtube.com/watch?v=7dJMuFukFgQ You can see my frustration during the gunship battle.

  4. Maybe?

    The gunship fight could have used a little more cover but otherwise I found it ok. For a first map though it’s not the length that should bother you, but rather the quality of the content being created. I loved the “Outskirts” setting and the skybox of the map with the tall blocks in the distance compared to the tiny warehouses in the game area.

    The countryside area, although lacking, made for a nice presentation and I liked how the author gave that sense of open plains without letting players fall into the void of the map.

  5. I would like to thank you all for taking the time to play and review this map. I’ll adress a few issues found in this map:

    Easy to ‘escape’ the map: as Phillip mentioned I anticipated this by making objects break when trying to climb them, but it seems I overlooked some. Watching the Youtube-video posted above was a bit painfull as I thought I had things covered regarding escaping the map. I’ll certainly keep this in mind … !

    Troubled battle with gunship: mainly due to insufficient cover. I also anticipated this somewhat by placing some concrete tubes in the open terrain, but in hindsight I gotta admit they’re not placed very well with the location of the RPG-crate in mind. Using the tubes for cover doesn’t have any benefit for the player.
    The problem of a too bright background when guiding rockets towards the target is an interesting one and I never thought about that. The video posted above shows this minor flaw can result in rather ackward gameplay.

    Opened gate forms bottleneck for advancing Combine: looking back this is indeed a rather serious drawback of this map and really something to avoid in the next fabrications. I’ve playtested the map many times (also posted on: https://www.youtube.com/watch?v=gJB7Ct8jRTo) but due to my reserved gameplay I didn’t noticed this.

    I’ll certainly use the given feedback to improve my fabrication of maps in the future … !

    1. You should consider having some people playtest your next map. Some problems can be fixed by the mapper himself playtesting the level, but this is somewhat flawed because the mapper knows exactly what they’re supposed to do. Having some playtesters who are not familiar with the map is very helpful in finding problems, allowing you to fix them prior to release.

      Also, looking at your video, you do seem to have those things on the side of your crosshair that tell you your health and ammo situation. It makes your crosshair more visible. I don’t know why I did not have those features on my crosshair. I only had 5 small dots, which were hard to see against the sky.

    2. I thought the small gate was intentional and that it was supposed to act as some kind of additional cover/fun bottleneck for taking the Combine.

      Nevertheless, I look forward to seeing more maps from you ! 🙂

  6. EDIT: I meant to give this a MAYBE rating…

    Very short little map with little in the way of variety. I’m not 100% sure, but it looks as through there were some custom textures used here? Either that or they are simply never seen up close in the game? Either way, the overall feel to this map is basic. It’s certainly good for a first map.

    It does appear to have the common pitfalls of a first time map, in that environments are not really suited to the NPCs you encounter, making firefights either too tricky (finished the gunship off with 11HP remaining) or too easy (Combine soldiers rushed me through a narrow gate, to the point where several of them were killed by one of their own grenades)

    Other than combat, the game play consisted of walking to a button and pressing it to open a door. The player was never actually challenged outside of the combat.

    For future endeavors, I would say to orange map the whole thing first and see which enemies work best in the space. When the player isn’t fighting something, have them navigate a tricky obstacle or have to use physics props to bypass a gate or in the most simple case, break open a boarded up entrance.

    Once you have all that down, bring the place to life. Give it a sense of place with lighting and a ton of detail, which were both lacking here.

  7. asterixer

    Worked under Linux without any technical problems

  8. Maybe?

    Too easy. Too short. Too… blocky?
    A very basic map. Some fun to be had and well… I enjoyed it.
    It is a good first map but it could need some improvements.

    The gunship battle shouldn’t have been in the beginning, it was confusing and there was not enough cover. Combine teleporting from out of nowhere and you could easily kill them with your infinite supply of rockets. I would make it so that the rpg ammo box gets removed or innaccessible after the fight.

    Lighting was bad. There wasn’t enough contrast. The shadows could maybe have been darker to make the darker areas stand out more.

    Not enough ammo. In the combine outpost you should have had maybe some smg ammo to make the fight with the combine easier. Well, it already was easy with the rpg but I at first tried fighting them with the other weapons but I ran out of ammo and my only resort was the rpg.

    Overall the main problem is it’s lenght. Way too short.

  9. Play It Later

    Wow, this, like first map, it’s something really good! But, nothing to say, really.
    After 2 minutes, you’re arleady fighting with a gunship and you have no cover, so… in hard difficulty, this map is really HARD. After the fight, you have something like ammo to fight the 12-13 soldiers you’ll meet and the only way to win is to steal the ammo to the dead soldiers.
    7/10 really good map.

  10. A sweet little mod, not long at all, bit basic. But it’s challenging at times. 7/10

  11. Maybe?

    It’s good for a first map, but don’t expect anything special

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