Author’s Note: “This map is set in the Half-Life 2 universe with the player in the role of Gordon Freeman. In this scenario, Gordon must infiltrate an enemy controlled research lab to recover valuable data before it is compromised. While he explores the lab, Gordon discovers a hidden room with a powerful data spike program, which he uses to hack into enemy equipment to use against them. My goal with this level was to take a unique gameplay element (enemy conversion) and find a fun and unique way to use it within the restrictions of the HL2 world.
- Title: Dead-end Freeman Reload
- File Name: hl2-ep2-sp-dead-end-freeman-reload.7z
- Size : 1.80MB
- Author: Robert Gee
- Date Released: 30 June 2008
Download directly into MapTap [1.80MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy Gee_Milestone4.bsp into your ..\half-life 2 episode two\ep2\maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map Gee_Milestone4.
- Press enter/return or click the Submit button.
- Play and Enjoy.
I haven’t had a chance to read it yet but Robert has posted some work on his Thesis called The Right Way is the Wrong Way: Dead-End Theory in Level Design. I’ll definitely make time to read that later this week.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots may contain spoilers.
Please note: These statistics are valid from December 2010
2Last 7 days
8Last 30 days
Using Gauge: Users
Manually: 1 Users
Average: 0 Hours, 17 Mins
Shortest: 0 Hours, 17 Mins by JellyGal
Longest: 0 Hours, 17 Mins by JellyGal
Total Time Played: 0 Hours, 17 Mins
This release is currently not in a collection
If you believe this release is missing important tags, please suggest them in a comment?
It’s nice to see The Guildhall still using Half-Life 2 as a design requirement, this means that I a few more maps to add. 🙂
Anyway, onto this map..as you can see from my recommendation image I enjoyed it. The level itself is not particularly large or imaginative but this clearly wasn’t the design goal and it doesn’t really matter in such a small map. It’s well built and doesn’t seem to have any obvious errors or flaws.
The action, especially at the end is good, although a little uniform. Without wanting to spoil the new gameplay element, don’t expect too much. It’s a simple mechanic that works well and is integrated into the gameplay and story very well. I got a little bored of it because, as is almost unavoidable in maps this small, I had to use it quite a lot within a short space of time.
As mentioned, the final battle’s action is a little too uniform and I would have liked to have seen more groups emerge from opposite entrances. That said, it wasn’t bad, just strung out.
It would have been nice to have a few secrets to look for and perhaps there were but the design never led me to believe that there were any.
One last negative before I conclude. The text on the screen was too fast. I actually missed some information and there didn’t seem to be a way to good back and read it. I’m not a fan of screen text at the best of times and I can’t believe that the author couldn’t get some voice actors to provide some recordings.
Overall, it’s a good map and it’s definitely nice to see some new gameplay elements introduced. In fact I would like to see the author make this element available to other designers, just like some of the other new gameplay elements introduced from other Guildhall designers. I wonder if there is a way to do that.
Does anybody have any ideas how best to promote and distribute these types of things? There seems to be plenty of models and skins available but what about gameplay mechanics?
A great map with an interesting new mechanic. The final battle was far too easy (even on hard) if you collect all five turrets however. I spent the entirity of it hiding behind a small fort of boxes with a stockpile of health and batteries watching the turrets above my head masacre the incomming combine.
Good all round, deffinatly worth the time.
Can’t say that I enjoyed it that much, while it had a novel idea with the Gravity gun and force fields don’t think this lifted it above average fare. Just not enough content to make this map in any way memorable.
Think I will go back to HL1 again, appears to be a few good mods posted recently, most of the current crop of HL2 maps are very shallow in content and short on longevity.
Not bad once I figured it out.Hate those roller mines thou especially when there is no place to toss them.Final battle was just a bit to crazy for me.
I was going to rate it very high. That is, until the ending which ruined much of what had gone before. Too bad, however its that old “gotta make an over the top grand finale” ending thought process, which seldom works.
I liked this map.
The new gameplay element was interesting, though it was kind of hard to use on the roller mines for some reason; especially at the end. (This is my fault, not the author’s. :))
I agree that the text went a little too fast, even though it usually displayed while there was nothing going on that I had to pay attention to (though this was not true at the end).
Pingback: More Videos and a Bonus » Purple Anchor
This map has a cool new element. You basically hack terminals using the grav gun, which is pretty cool. I didn’t really like the visuals too much, they’re a bit bland and undetailed. The combat is pretty alright, it’s all combines. The layout is pretty cool too. However, the map is a bit short. The reason it took me 17 minutes is because of the fight at the end, which is severely lacking in cover. It’s just not fun having to stand in a corner and shoot through waves of combine quicksaving after each to make sure you don’t lose too much health to those darn shotgunners. Overall, if you like concept maps, play it, but be warned that the final battle is very very difficult.
Felt like alyx being able to hack all that stuff lol. Short combine fest map with some interesting ‘abilities’. It’s a cool concept, but the gameplay ended up being extremely vanilla anyway, which isnt too bad. It recks those rollermines though, never did I have such an easy time against rollermines of all things.
Sorry, but I didn’t really enjoy the whole structure of this and then it was insane… I guess I just didn’t get it, compared to the others here I mean? Hmm Not one for me.