Starting a the port’s edge, find your way through a series of puzzles and combat encounters to the train ride to safety.
You will go deeper and deeper underground and face ever stronger enemies.
Good Luck, you’ll need it!
- Title: Baryonic Predicament
- File Name: hl2-ep2-sp-baryonic-predicament-final.7z
- Size : 40.53MB
- Author: Miigga
- Date Released: 28 July 2012
I have now updated the file to include the final version. It also include a custom image for Steam Gridview, plus instructions on how to use it.
- Copy the baryonic_predicament folder into your SourceMods folder.
- Restart or start Steam.
- Baryonic Predicament should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
Play It Later
Play It Now!
19 recommendations, average score: 4.84 (out of 5), standard deviation: 0.24 (what's that?)
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Meta Review Data
Statistics based on 6 comment(s) with meta review data.
Using Gauge: Users
Manually: 6 Users
Average: 2 Hours, 38 Mins
Shortest: 1 Hours by geekofalltrades
Longest: 5 Hours, 15 Mins by Andrew
Total Time Played: 15 Hours, 50 Mins
Using Gauge: Users
Manually: 6 Users
Average: 2 Hours, 38 Mins
Shortest: 1 Hours by geekofalltrades
Longest: 5 Hours, 15 Mins by Andrew
Total Time Played: 15 Hours, 50 Mins
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This collection of four maps is classic Miigga and if you like his style then you will very much enjoy these.
However, I was a little disappointed because I was hoping for a proper mod, with a basic story setting (a reason for being there and doing the stuff I’m doing) and a planned flow of gameplay.
What I feel I got is four maps stuck together.
As far as I am concerned, Miigga is an expert at creating beautiful areas, well lit, plenty of route possibilities and some really inventive puzzles. But there’s not enough to make a great mod.
We need context, reason, emotion and I feel this mod lacks that.
I also feel the combat was just to overwhelming. It got to the point where you just knew a bunch of combine soldiers would come running through the forcefields, followed by a few hunters.
I actually feel Miigga would flourish if he were part of a larger team and had some specific goals, but not everybody works well in teams.
With too many of the locations they just felt like multiplayer arenas with bots.
It’s all very enjoyable, but it can get a little boring at times.
There were two things that bugged me. One was the fact that we kept going deeper and deeper underground yet each skylight had sunlight coming through and one abstract jump between two of the levels.
Making a single player map and making a single player mod requires additional set of skills and planning.
So, whilst I did quite enjoyed playing this and I highly recommend you play it, that is tempered with a feeling of this could have been more rounded.
5 Words or Less Review
Should be called Baryonic Predictable
Harsh 5 word review! Which parts did you find predictable?
I’ve been following Miigga’s maps for a while now and I have to say, Baryonic Predicament is a great addition to everything he has made. Its more of a map pack than a mod but that doesn’t really matter. The quality of level design is still as superb as ever, if not better then before.
The game play and just attention to detail throughout all of the levels were really great and fun to play. Some of the puzzles in this mod, I have never seen done before, let alone think possible. I definitely recommend this to anyone who owns HL2 as in my opinion its on par with valve level design. Its a great mod and a hell of a lot of fun to play.
I have installed and will play in the morning first thing.
Phillip quote: “We need context, reason, emotion”
You might need that stuff, but I don’t! 😀 Give me some exploration/adventure and some fine battles, and I’m happy. I’m a little worried though, you described the afflection known as “Combine-itis”. Can’t wait to see for myself. I’ll say this: Migga is a busy mod maker!
Once again a great Miigga release and I enjoyed all of the maps but as mentioned above a “real” mod needs something to drive you forward usually a end goal granted its very hard to set with the basics you get from hl2 sound files etc.
I slightly had the feeling I ran from puzzle X directly into puzzle Y and from there combat zone Z.
but none of that took away of the fun of it but I couldend stop noticing maybe some headcrab’s to smack in combination with the puzzles could have prevented that feeling and having played all of Miigga’s map before you have flashback’s to earlier maps that sometimes felt more detailed aswell all in all great collection but not always up to par with his other single map releases.
Pin for sure!.
As an OLD gamer! this mod was enjoyable, the puzzles weren’t to difficult at all, but I do have to admit on one of the puzzles, I went thru alot of watermellons!!! Miigga does make quality maps/mods!
i have to agree with phillip… im miigga,s number one fan but come on mate… with the amount of talent you have why not set some storylines to your maps…. that said creating a story for any game isnt easy…. how many games have flopped due to brilliant graphics but a poor storyline
theres no doubting that miigga,s one of the best hl2 mappers in the world…. but I beleive he may have become used to creating a specific type of map ( such as the great puzzles and lighting we find in his maps )
however with the amount of talent miigga,s has he should find it easy to create different types of maps/mods….( maybe a bit more outside ) …. and most importantly storybased
even with these minor issues “Baryonic Predicament” deserves a PLAY IT NOW…. it was fun to play and was up to a standard we now expect from miigga … but come on mate….. lets have something different ….. you have the talent …. and if you need it work with a script writer for the storyboard….
still a excellent mod… well done miigga !
Ok guys, need some help. Im terrible with puzzels, and Im stuck at the part where Im at the end of the outside part (I think) and Im about to take a elevator platform underground…but I cant turn the switch green. Theres a wierd shaped thingy in there, but I cant figure out what to do with it.
If you mean by image 14, you need to stop the laser passing along the tube, I think. Is there something that can block it?
LOL Yeah I just figured it out and came back to say so, and I see you beat me to it! Thanks.
This is a puzzle mod, make no mistake about it.
Yes, there are battles to be had too. And some good battles. But isnt this Miggas style after all? Make a large puzzle game and mix in some nice battles (and a few watermelons)? Well, that is what this is. And the maps layout is simply beautiful. The outside doc area at the beggining has so much to explore…and the map has a few secret places (or secret stashs) hidden about, adding to the fun.
Even though Im not a fan of puzzle maps, I felt I could fairly judge the mod because of everything else it offers. However, a few too many puzzles that are a bit too time consuming, keeps this mod from getting PF.
But I’ll give it a PIN.
This is Great! But I cant see how to Bounce the crossbow. Any hints?
Don’t “bounce”, try letting it “flow” around the bend. Unless, you are talking about the first time, in which case aim in the middle.
What we really need is somebody to make a set of puzzle walkthroughs just for these puzzles. My LapTop is too slow to make videos, sorry.
Sorry Philip, I assume I need to blow up the fuel barrel but don’t get this one! LOL!
There are two places with this mechanic. One where you need to fire against a wall and hit the barrel at the end of a section and another one where you need to “bend” the arrow around a curved wall.
The first one is a simple deflection. The wall you need to aim for is on the right of the barrel.
I’m trying to hit the 2nd barrel; the one transported horizontally along the glass chute. Grenades don’t work, either transporting one or throwing one – the timing cleverly prevents this. So obviously I’m supposed to use the crossbow. It has to be shot down the chute somehow I presume (other directions seem blocked), and shot when the cage is at the far end, but I’m darned if I can find the right ricochet point to hit inside the chute 🙁
This little mod/map pack is not perfect, but it is quite fun to play.
Let’s start with the good stuff. Interesting maps and puzzles I quite enjoyed. The difficulty level wasn’t too hard but I did have to ponder awhile on some of them. I have played this author’s work before, and he has some kind of obsession with watermelons, but I guess that’s his thing! I especially liked the visual style of the map where the buildings are in the sky.
On the downside, the triggers in the first map don’t work properly. If you go back to the end of the pier again (which I did because I was on the wrong track), the triggers to insert combine and drop a rocket launcher keep firing. The combat was very repetitive in a lot of places and seemed a little pointless. There was no real story involved so you are really just exploring for no apparent reason.
Despite it’s faults it’s definitely a PIN for me and well worth your time!
Oh man, I messed up there.
I might fix this issue before I release this mod elsewhere next weekend.
These Miigga maps are much more combat-filled than previous Miigga maps. I found the combat to be excessive to say the least. There are at least two combat sequences where I found myself simply wondering when it was going to be over…not because I was suffering from combat fatigue, but because I was simply getting bored of destroying squads of soldiers!! That is the worst thing that can happen in a map. Outside of that, there were several battles that were too difficult due to a lack of cover and supplies (early battles suffered from this) (I played on Hard Mode).
There seem to be several reoccurring puzzle elements which could have used some enhancements. The puzzle elements (lasers, blockers, beam changes, etc) seem like they could have been mixed together throughout the mod to create a Portal-like progression of complexity and maybe even form traps against the Combine. Instead, there was hardly any deviation from one puzzle’s difficulty to the next, and they almost never caused damage to enemies.
The single most glaring thing about this set of maps is the lack of storytelling. There is really nothing else to say about this…it is simply nonexistent. These maps feel like four single-player maps developed independently but all with the same art style.
This mod has about 2-3 puzzles for each combat sequence, so I would disagree with the notion that this is more combat-heavy than my previous releases.
If you play on hard mode and you find it too hard, then tone the difficulty down rather than blaming the mapper for it. I made the difficulty be suitable for normal difficulty and haven’t even tried this on hard mode.
I also agree it’s more combat heavy. It’s easy to say 2/3 puzzle for each combat section, but HOW much combat do you get compared to your previous maps? In my opinion much, much more and harder too.
I’m surprised to hear you haven’t tried it on hard.
Now this I enjoyed ! Ok, some of the puzzles were a little too cryptic for me or I could see where it was going and just cheated by no-clipping to where I was struggling to get, but the detail, love it…and the puzzles I did work out were kinda funky, and that was fun. Lot’s of originality, or at least bits I’d not come across before in the way of ideas, that always works for me.
As said, I wasn’t always sure where I was going, or even why I was going there, but the way it looked made up for a lot of that, most of the time I didn’t care, I was having fun. Nice one Migga…
I’m always amazed at how quickly Migga gets his maps out the door. The sheer volume of work he’s producing is seriously impressive.
These maps are classic Migga design and quite satisfying to play. I’m only up to the crossbow rebound puzzle (struggling I have to admit) but up to this point its been very enjoyable to play and you certainly get a lot of gameplay for the download time.
The only downside of these maps I’d say is the fairly basic nature of the combat. The combat areas tend to be fairly flat and boring. I simply hid round a corner and blasted the combine as they came round it.
I’d like to see a little more focus on the design of the combat areas (with balconies and multi level combat) in his future work, aside from that.. please keep it coming!!!
What a superb collection of maps. I was so pleased each time I went through a door only to find the maps continued, rather than “Thanks for playing.”
I did feel that maybe the combat could have been spread out a bit, like take some of the Combine out of the arenas and put them in the puzzle rooms. The two big battle arenas were a little much I think and spoilt the flow. Despite that there’s a feeling of professionalism throughout which makes it very easy to play and a joy to look at.
Overall one of my favourites and a standout map pack of this year.
Alreet, dear Miigga, playin” this earlier than expected but was curious to see what changes you made after final testing.
And I can notice the islands you added in the first map, nice! But the CP you added that comes through the roof is sort of silent. And less combine when the gunship comes, from which one soldier was patiently waiting behind a container all through the gunship fight.. he could’ve rushed me.
Map 2, in the first arena, indeed you can wait the 1 direction wave of combine while crouched behind cover, as some complained, but if they throw nades at your feet, you still need a skillful flick to push those away with the ggun.
I don’t know how that hunter that breaks the wall can manage to scare me every time, despite me testing this 😀 This time I almost jumped down to my left to get away from the explosion!
I don’t remember low fps in the 2nd arena 🙁 Anyway, coming back to it, I thought 1 rocket would do a significant amount of damage to those 2 hunters, but they proved me wrong after pushing me twice roof high so I died by the hands of the incoming combine haha yet 2nd time round, 3 barrels to the head for each hunter proved very efficient.
I think this screenie is in Map 3, sorry I missed that bug, but even so, idk what causes it, since there is stuff behind the door..
I lol’d at the radio, I remember saying it would be nice if it played music, not eerie sound code (if it’s Morse, I can’t translate it to make sense). Why make hunters come after I activate the 2nd bridge gap and not the 1st? I already showed that even after the first, it’s kind of late and I can run past at least 1 hunter and not need to kill them.
I see you added props and more cover to this next arena, it only made the fight easier.. and 2 waves of CP and combine, respectively, were just easy picks with nades in the area below. I liked it better before, it was more engaging, I felt stronger somehow. Also add end fade to the music!
Map 4 still has low fps, unfortunately. But the gunship battle is even more awesome, I had a smile that wouldn’t go away after defeating it.
This and this were not taken in the final release but I kept em anywayz, it’s just great abstract mapping 🙂 And again, awesome 90 degree tram turn: Img.
Holy mother of antlions! It’s like 20 spawns all of a sudden 😐 2nd time round I used the lasers to kill most, I feel so evil now mwhaha
Managed to bring barrel to 2nd laser bit, what’s up with that?
Final arena = BADASS, but music stops sudden again!
And a nice outro + credits, fresh change from the usual ‘ty for playing” + fade to black. Credits on the back side, last line has Darrenweekes and HoliestCow on same line tho, such a nit picker I am.
The puzzles themselves are, as always, fresh, original and implemented quite well and are even fun to solve! My favorite ones in this mod are the xbow ricochets, as it’s amazing to finally see them used in single player, since in mp they’re used very often: example. It was also hard to implement the environment and the mechanic at a fair difficulty for the common sp player and I think you did a great job with this, though only time and the coming reviews will tell.
My recommendation might be subjective, but I truly think it’s a great mod with eerie atmosphere, amazing combat and fun unique puzzles and that’s always a win in my book.
I’m wondering seriously if I should give up this hobby I’ve had for many years. I’m unable to play mods like these any more while others obviously think they are just fine and seemingly have no problems. Therefore the current standards represented by mods like this one are likely to be the future, and there’s no more enjoyment for me.
Case in point, and for now I’m here just to ask for help.
I absolutely loved this mod up until where I am, around pictures 44 to 45. I thought it was one of the best ever despite the comments about story line etc. I loved the puzzles, graphics and yes, combat. A nicely weighted mod with LOTS of “good stuff”, how could I ask for more.
Then it all fell apart, love for the map turned into the opposite.
In this big multi level room shown by those pics, I’ve had a wave of Hunters, a few waves of Combine, yet the door stays with a red light above it. I’m surviving. Then a whole wave of Hunters arrives, more than I’ve ever seen in any mod, and despite putting the game on the easier mode, I find it totally hopeless. Either I’m missing something I need to do to open the door and get out or its time to quit. Dying 10+ times with no prospect of that ever changing is not fun.
Occasionally 2 item crates drop around, I think mostly in the lowest area, have you seen at least one of the drops? You have a few cover spots, you can also use props and xbow against hunters, you can also nade the ground floor when a new wave of enemies is deployed there.. The door is triggered by the last enemy death, you just have to survive.
I hate to say this but I found that area to be easier compared to the previous version in testing. The mod itself does have like 3 times more than your average amount of hunters, but it also gives you a huge amount of health and ammo, constantly. In the end, I just feel more powerful and the Hunter is not even a semi-boss to me anymore.
You just have to survive that fight and then the door eventually opens.
Try using these console commands if you can’t make it otherwise:
Thanks guys, I finally made it through. Had to endure another of those battle situations hear the end, had me dying, swearing repeatedly, over and over – call it Scene 2 of the same thing, same problem, no fun.
I could give a rats — if someone is so good they can enjoy those situations and comes here to say its not so difficult, and furthermore, using God mode is something I have never done and won’t. If I’m not good enough to play a mod, when I complete hundreds upon hundreds of other mods in all HL, Crysis, FarCry etc. games, and get great enjoyment out of them, then to me its the mods problem and the creator has gone too far, forgotten the majority of the audience for the sake of satisfying extreme talent players.
Now this mod, excluding those two scenes laced with those Hunters, is absolutely fantastic! It would have been a PF, one of my favorites if not THE favorite. We have to give lots of credit to these puzzles. For example the moving lasers, doors blocked inside and out, difficult to shoot barrels, puzzles requiring remote movement etc. There were some good battles too with lots of enemies and that’s manageable although difficult at times. The graphics were wonderful to behold. I agree that a storyline isn’t necessary to have a great mod.
Thanks so much for making this mod!
hi guys, nice mod but now I’m stuck in the images 58, 59 and 60.
There are 2 rooms with kinetic barriers and with a laser, how can I go on?
At the lasers in screenshot 59 you have to use a barrel to block the lasers while you move through.
There are more lasers ahead but there you have to do something different.
I wonder why those lasers go from right to left and what are those barrels doing there?
I’ve tried to hint but let me know if you want me to tell you exactly what to do.
Thanks for the tip, I understand everything, but you look a bit …..
As many can see, here u can found not much more than 4 classic style migga’s maps. Tough is the first one he lined as a propper mod, we have the migga interesting layout in the 4 maps, maybe the firstone in a long industrial dock, was a little bit different than the further ones. But basically we have pulzzes and then fight CMB units in wider numbers as you go on till the end.
Migga allways is a synonim of quality standars in what mapping respects, so it’s a play it now because you are going to find combat and action in every map he offers this is not the exception.
Now I will stress the shortfalls because I belive Migga can definitely do it better assambeling a mod.
First .- the puzzles., please Mr Migga, I think you have to slow down placing kind of wierd mechanisms puzzles everywhere!!, I mean they look cool the first time but when you found them more than twice, it’s a bother, more than a fun time, I mean, as I said, they could be cool, but for example in the “watermelon” puzzle to found that as a sort of mini-game, into the maps, but I only have this question?, In which part of the world, they Use a wierd save the watermelon puzzle to open the door?????, NOWHERE!, I don’t want to be rude and that’s absoltely not my intention, (and I also know is just a game, not real life, but even into HL universe a dose of coherent realism is allways needed and appreciated), but I felt the same for that repetitive by the way, grounded labirynth-ball puzzle, those kind of puzzles are just not suitable into a HL2 mod if u think to place a lot of puzzles like that
Oh also in the puzzles part I think that crosbow wierd mechanism to blow a barrel of petrol in order to deactivate a shield is a nice clever idea, but not beta tested enough, the first I felt I did it just by donkey luck!, and the second one it was just so hectic and impossible for me, and I cheated it.
Second.- I think Migga can do it better, if he would pursue a clear mod story-plot oriented work!!!, but he loves to map and map, and go on… A good example of that is the transition we found in Leon Brinkman. At the beggining he was a kind of “PURE MAPPER GUY” (he still is a mapper in a purist way tough), so u see his first works as Leon’s Mappack, and From Coast to Atmosphere, and they look as a chunk of maps just after right another, and so on. But then he effort a little bit and works out Strider Mountain and then: BUM!!! we had a classic just because he being a pure mapper risk a little bit in order to do a proper basic story line mod. I know also that each mapper is different and work different and I totally respect that. But again, I think Migga can deliver a great work just if he get out of that pure mapper techinic way of build maps, and he tries to do a basic story, I mean:
A mod have a basic and almost sacred rule:
. Sometimes that’s a pain in the butt I know, takes time and tons of patient but in my opinion the ressults are almost allways worthy!, if not belive me, just take a look at Minerva, or the recent completed classic Mission Improbable even that’s one that Migga loved!! So come on Migga!!, you can do it, know and the day u decide to tell us a story as a mod, putting into it cool environments, atmosphere and arguments is going to be a cool one and a play it now mod for sure!!
Third and last.- Please not trust more than 80% of your mapping in super hard ass Combat arenas!!, they are really cool, and i’m a gamer that really love combat, but is the same as the puzzles in here, I mean try another combat mechanisms layouts, like ambush ones, or sniper challenges, but just exponential number of ennemys to beat like first 2 cmb soldiers, then 4 and 1 hunter, then we end the arena killing 40 cmb soldiers and 20 hunters!!!, that’s just kind of overwhelming even for your cool and well done maps man!!
So in conclussion play this one, u are going to find a lot of things to do in there and especially to combat in there, I love that combat soul Migga’s maps provide, but he can deliver us a great story-tell entretaining mod if he effort for it, maybe in a productive team, Migga would do it even better, he can also try with horror oriented maps just to see hoow they feel, I dunno, but he can improove a lot if he gives that little jump from “pure mapping”, to quite more elaborated modding.
Final “moral of a fable” words: … a mappack that looks like a mod NOT allways is a MOD!
Not so much of a story, but an objective that the player must fulfill, or an incentive to keep the player going, so I agree a mod needs more than maps. Yet I didn’t desperately feel the need with this mod or any other short to medium mods, as in this one I felt I was going deeper into the dark mind of the author and into the combine underground facilities.
In fact, I did feel a great need for either of the above in Strider Mountain and I failed to find one so I got bored and didn’t finish it.
I am not particularly fond of storylines in mods. Not even having specific objectives or there being some reason to the player being there.
I am not a writer and I don’t want to map around someone else’s story so I will not include any storylines in my maps/mods.
Even if we’re talking about just having some reason for the player being there, perhaps some objective that the player is supposed to fulfill, I am not very fond of the idea either. Even in Mission Improbable, which is my favourite mod, I have no idea why the player is there because I pretty much just ignore everything that’s said and then I move on and play.
In proper games I pay close attention to the storyline and objectives and things like that, but I don’t find those things important in mods. I see no reason to have any setting or objective if there is no interesting storyline behind it. And in mods there generally isn’t going to be any interesting storyline because mapping and writing are very different skills and I suspect that few people are good at both.
As for the weird puzzles that don’t make sense given the environment they’re in; they’re kinda part of my style. I get a silly idea and I implement it and as long as it works okay gameplay-wise, I will probably keep it in. This might not be everyone’s cup of tea, I understand.
I agree with you on story! My opinion is that the player being somewhere that they have to survive is story enough! What’s important are the mapping and gameplay elelments. Of course, many will disagree with that sentiment.
Where is the last battery in scene 47? I have all but one. I have the one found in the basket, the one found in the room where you put all the batteries and the one that was on the convyer belt. Where is the last one?
I’m sorry to be vague, but it’s some near. I can’t remember, exactly,. but I do remember not having to look too far. If somebody can be specific that’s great, but I just can’t remember, sorry.
Did you check the small vent that leads to a fenced area?
Yes I did and I found nothing.
Thanx Ade, I found the last battery. In half-life 2 unmarked crates are just used for 2 thing to hide things and to climb on. Now I’m stuck in the area where all the elevated platforms are. At scene 52-53 I can’t get the button in platform before you get to the bridge that goes to the door with the steel panel. The button doesn’t work to activate the laser. What do you do?
lol the battery isn’t in an unmarked crate, it’s behind 1 😛
I’m not sure I understand where exactly you’re stuck at, but I know one laser is bit tricky to get in that map, you need to get inside a small house with a blocked door (it’s next to a fenced area with nades crate and ladder on the inside).
Players [Chorus]: Oh, Miigga, we know you’re a child of Big bird, you can soar high, where the other Big birds fly: Adam Foster, Leon Brinkmann, Magnar Jenssen .. Please make an effort, spread your wings and fly!
Miigga [angrily]: I was here, on the ground well, I’m too lazy to fly high .. And why did you decide that I’m – Condor? Maybe I’m Emperor Penguin and love to dive for fish? [shows tongue, does discontented face, hides a fish behind]
Players [Chorus]: Oh, please?
Miigga [makes a scary face, sparkling eyes wildly]: No, and do not beg, or I do not do maps for single player anymore!
Players [chorus, almost in tears]: Okay 🙁
in fact, I’m haven’t nothing to add to previous comments:
Miiga a good mapper, and he almost exhausted the possibilities for horizontal self- improve in this field
It is necessary to improve vertically, and it requires a more complex scenario – the story, more complex scripts in order to diversify the gameplay,
but he does not want 🙁 – hope that over time it is ripening up, and displace someone on Mount Olympus 😉
In any case, he always has his audience: first of all – he is the author of multiplayer maps! (This can be clearly seen in the majority of his works)
+ People who do not like too innovative and complex gameplay, like in Whoopservatory
[spoiler](I do not understand how to play, even after reading the manuals and review 🙁 – a game so much fun begins, very high class: graphics, the atmosphere … and then BAM! beat you over the head with a baseball-bat, a spark in the eyes and the darkness (it’s the image of word , hyperbole – there is another story), and regaining consciousness you discover that you ripped off to the skin)[/spoiler]
Do not have a Christmas cake every day – someone has to bake bread and ordinary biscuits every day
Miigga, thanks for the unexpected but pleasant surprise!
I honestly have no idea what you’re saying
Thanks MIIGGA, great map all the way through. I found the enemies and puzzles were a bit easy until near the end, then some great battles….. I couldn’t wait to get home to finish it. Now to try and find another great map.
Thanks for the positive review. However, I am a bit skeptical about this mod taking you 5 hours.
Hiya. I am really enjoying this mod. However, I am really stuck on the watermelon puzzle. A hint or two would be most welcome. Ta.
Get behind the panel and take the melon to safety?
There are four buttons that show up as little green sprites on a pane of glass. Press those buttons to guide the watermelon past the obstacles. Try not to get your watermelon killed.
And another awesome map collection by miiga!
The entire thing reminded me a bit of a portal-like setting: You have to solve tests in environments entirely created for these tests and the action scenes.
The mapping was wonderful as usual, but also as abstract and “junky” as usual.
You should really try and make a map bound to real-life restrictions, I think that would be awesome, because I love your style and attention to detail!
The gameplay with the puzzles and action parts was very cool, a good mix between thrilling combat and puzzles where you have to rethink every time.
Your whole work just needs some kind of story, then it would be really perfect!
Maybe some kind of aperture-like testing center, to test the subject’s ability in combat and cleverness.
I hope to see more of your work in the future, keep going 😉
1 Hour, 35 Minutes
Tried to launch this map but when I do, Steam starts the installer for “Source SDK Base 2007” stating its required to play this mod.
Can someone please confirm that the SDK is in fact required or am I doing something wrong?
I would like to avoid installing a GB large SDK just to play a 40Mb mod.
Thanks for replying Phillip.
Yep, EP2 is very much installed and has been run several times by me.
I just finished playing Mission Improbable in fact I’m currently listening to your interviews with Magnar. Really cool stuff. 🙂
I have had no issues running MI, Chaseville, Forestville and Person of Interest which is why I’m baffled with Baryonic insisting on installing the SDK. Any ideas?
PS – Hope you’re having a great holiday. 🙂
Excellent mod. Good puzzles, good fights, great maps. All I missed was more of the great green natural outdoors. A plot would have enhanced it. Oh, and being a physicist by education, I was unable to locate the baryon. That is a predicament 🙂
[spoiler]The last three hunters were tough until I discovered that crouching in a stairwell confused the AI and I could pick them all off from a crouch.[/spoiler]
5 Hours, 15 Minutes
I have now updated the file to include the final version. It also include a custom image for Steam Gridview, plus instructions on how to use it.
I downloaded as usual and installed in sourcemods as usual but it will not show in Steam Library. I tried WinRar and 7-zip but nothing works. I’ve had no problems with other mods installing and playing through Steam Library. Why is this one not working? Please help as I’m looking forward to playing this one!!!
Sadly, it appears to be another one joining the ever increasing list of mods ****ed by valve/steam’s poisonous updates. Apparently they still hate mods/fans/customers as much as ever – guess we don’t buy enough TF2 hats for their liking. Alas, solution pending…
Adding a } to the end of gameinfo.txt should make it appear in the Steam games list
Outstanding, thanks Miigga! Confirmed working. I did check the gameinfo.txt, but I was looking at AppIds and Searchpaths completely missed the missing bracket. Wonder why it’s only a problem recently? Anyway, thanks again for that, another winner.
I am getting totally frustrated with installing mods thast don’t work or are missing textures as id the case with Baryonic Predicament.
The game game launches but the many missing textures make ut virtually unplayable.
Is there any way to get these textures back?
be gentle I’m no l33t haxxor but am used to playing around with mods since the old HL days. It’s just since STEAM that I’m somewhat lost.
The latest fix post steampipe, in case gameinfo.txt’s FileSystem section isn’t enough, is to rename the background map.
Why does this appear previous to a 2012 post? I was hoping the fix to be towards the end so people can spot it better.
Anyway, here’s a recent playthrough https://www.youtube.com/watch?v=uP__9DKTec0
It was because the comments below it were supposed to be replies to other comments, which have been deleted. I have fixed the issue.
I’ve been on an old source mod kick recently, playing through mods that I haven’t played in years. My memory of Miigga’s maps was essentially that they were big ‘ol clusterf—s, from start to finish.
Playing this through a second time, though, I was pleasantly surprised. The environments that I remembered as nonsensical are merely unconventional, and the puzzles that I thought obtuse now seem innovative.
The puzzles are not particularly difficult, but they’re fun to solve, and pace the mod very nicely. There are two extended battles in enormous theaters, where the Combine have multiple available paths allowing them to flank you and fire on you from above and/or below.
Nice mod! I love the clever puzzles on the map. The combats were also fun but a little bit tough when I have to face many hunters at once. Awesome mod!
I think the maps looks great but the mix of combat and puzzles didn’t mesh. If it was just puzzles or just combat it would be great. The puzzles while very good didn’t match the environment. Why would this be here? Why would it be set up like this? They just seemed like they would not be part of the environment. Still, it’s some great work on these maps.