for Half-Life 2: Episode Two

“The end of the war for City 24 is drawing near. Most of the streets are taken over by the Resistance but the heart of the city is impenetrable for the rebels, a massive Combine stronghold surrounded by tall steel walls.

If the siege isn’t quick enough, a large reinforcement will arrive to aid the besieged and can possibly even take back the city. Fortunately, a hidden Combine depot was found deep underground near the waterworks facility that is directly connected to the stronghold.

You are a part of the strike team tasked with capturing the vital depot. You were ambushed by the Combine forces, leaving you the sole survivor. Now it’s up to you, and only you, to finish the mission or perish in the uneven struggle.”

Basic Details
  • Title: Waterworks
  • Filename: hl2-ep2-sp-waterworks.7z
  • Size : 4.09MB
  • Author: Yaroslav Khnygin aka mepian
  • Date Released: 17 August 2016
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Manual Installation Instructions

Please note: There are installation instructions at the end of the video below: Starts at 23:04
If you require more help, please visit the Technical Help page.

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

Playthrough and Analysis Video


Sorry, they got deleted, will add some soon.

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

3 recommendations, average score: 2.67 (out of 5), standard deviation: 0.22 (what's that?)
Total Downloads
  • 321
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    Last 7 days
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  • 321
    365 days
Meta Review Data
Statistics based on 3 comment(s) with meta review data.

Using Gauge: 2 Users
Manually: 1 Users

Time Taken:
Average: 0 Hours, 17 Mins
Shortest: 0 Hours, 15 Mins by DolmoTheDouglas
Longest: 0 Hours, 22 Mins by PlanetPhillip
Total Time Played: 0 Hours, 52 Mins
Jump to a review
Phillip says MaybeThink TwiceMaybe?

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  1. Phillip says Maybe

    My initial thoughts are that this release lacked design detail, lighting polish and gameplay planning. There are some large open areas that look to bland and there’s not really enough gameplay.

    At certain points the player gets to see the enemy too early and everything just feels too planned and laid out. Enemies waiting for you, weapons placed perfect etc are examples of that.

    There’s a nice section of barnacles and fast flowing water that could have been really fun, but felt that it was wasted.

    The final battle was too easy, which means that if I think it was too easy, then it really must have been!

    All in all, I feel that as it stands it’s okay but perhaps with some changes could be a quite interesting release.

  2. Think Twice

    To start, I can clearly see and understand what level of mapping it is and I will try to be as clear as possible with my review so i can provide helpful feedback. As usual, I have posted a video on my channel with my thoughts in real time so you may want to look at that.

    To start with, having writing at the start of the mod seemed slightly pointless and I know from experience this never works. The player will forget in seconds what the writing said and will progress through the map as they would normally with no second thought. My advice would be either taking the “Story/objective” out completely or clearly refer back to the objective and give it more context.

    In terms of aesthetics, the map could be more detailed and less boxy. This can only come with practice. You may want to look carefully at HL2 and the episodes and study how the maps are not overly detailed but they are detailed enough to make it believable.

    There were good game play elements for instance breaking the lock on the door and swimming and what not but there were not enough of these small game play elements that gave the player something to do. In terms of the bigger elements, nothing was challenging. Giving the player a challenge and something to think about is really important. One situation I did like was the combine fighting the zombie. Seeing their attention diverted and allowing the player to “move in” was well done. The map needed better thought out situations like this. In the room with the metal container on the two ropes, there was a valve wheel that the player turned. If you show the player clearly what they are achieving, then it will make more sense.

    When doing combat, the player should have a choice of how to tackle the fight. Combine should not be able to run straight up to you. This was done well in the container room although there were so many places to check in that room. The last room should probably be rethought out. Having an area is difficult to pull off. Yes, you need lot of space for the hunters but I would propose only 2 (maybe even 1) hunters in there and nothing else. Have a bit leading up were you have to take on a few combine soldiers like the white ones or something and then lead the player into the “Hunter” room. It was good that there were tools the play with like exploding battles and stuff like that always helps the battle.

    I hope all of this helps the mapper and I wish him the best of luck for future creations.

  3. Maybe?

    I don’t know why I tend to download ‘Maybe-maps’. Perhaps its because I’m an beginner in mapping myself and I’m kinda curious to see how other beginners take on the challenging task of making a believable environment in Source.

    This wasn’t a terrible map at all, especially in the case if this is really a first map. There were certainly drawbacks, like no autosaves, lack of detail, bland areas and rough lighting. I found the lack of autosaves the most prominent flaw as I plunged to my death roughly halfway and had to start all over again. Distribution of enemies and health/battery packs was well-balanced in my opinion. The fact that combat wasn’t always horizontal was also a plus for me.

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