Refuge in your apartment is no longer an option.
It’s time to flee. But not quietly out the back, oh no!
Go out with all guns blazing.
Reach the port and you may finally find freedom.
Author’s Note
“I created this for a Capstone Project in school. It was my first attempt at a single player campaign.”
Basic Details
- Title: Departure
- File Name: hl2-ep2-sp-departure.7z
- Size : 14.59MB
- Author: Austin House AKA th3_jugg3rn4ugh7
- Date Released: 23 April 2012
MapTap Users
Download directly into MapTap [14.6MB]
You MUST have MapTap installed before using this link.
Download Options
Manual Installation Instructions
- Copy Departure.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map departure.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Technical Help page.
Videos
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 5 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 4 Users
Time Taken:
Average: 0 Hours, 28 Mins
Shortest: 0 Hours, 20 Mins by geekofalltrades
Longest: 0 Hours, 45 Mins by Steve
Total Time Played: 2 Hours, 20 Mins
Using Gauge: Users
Manually: 4 Users
Time Taken:
Average: 0 Hours, 28 Mins
Shortest: 0 Hours, 20 Mins by geekofalltrades
Longest: 0 Hours, 45 Mins by Steve
Total Time Played: 2 Hours, 20 Mins
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Jump to a review
Yep, I think you should play this.
It’s a bit dark for my liking and a few invisible walls bugged me but overall Austin has made and released a fun 30 minute map.
He tries to put too many weapons and enemies in but better than too few, I suppose.
This is probably best played on one level higher difficulty than you would normally play.
The fight with the hunters should have been the final fight, to finish on a high.
Worth your time – go play it.
Not a bad map. I think the action is pretty nicely spaced. There are some decent puzzles sprinkled in there.
I liked the part where a barnacle draws the player’s attention upwards, allowing the player to see item crates. Not sure if that was intentional or not, but it’s nice.
Also liked the idea of having a house whose walls can break during a helicopter battle.
My framerate was fairly bad throughout almost the whole thing. This might be partially because I had stuff running the background, but it’s also because the map isn’t particularly well optimised. After playing it through, I decided to run around the map with the “mat_wireframe 3” console command. I found out that a lot of stuff is constantly being rendered completely unnecessarily.
For instance, the door in this screenshot http://www.planetphillip.com/media/2012/04/1024-departure-07.jpg would benefit quite a bit from having a func_areaportal inside it linked to the door. There are also other places that would benefit from areaportals.
It would also be nice if the mapper started using fade distances on props. When the player is in an open area, pretty much every single prop (including smaller ones) gets rendered. Fade distances would fix this.
Other than the optimisation and the somewhat lacking detail and lighting in places, I think this map is fairly entertaining and one should definitely consider playing it.
Oh, and the player should probably get disconnected from the map when the map ends. It was kind of confusing when the screen just faded to black and there was no apparent sign of whether it’s actually over or not.
A tasty chunk of classic HL2 gaming. I enjoyed it a lot.
Looks good, plays well and it’s 30 mins well spent on a Sunday morning.
A good and reasonably fun map, but with a little more polish it could have been so much better!
don’t get me wrong, this was a fun map to play and no unforgivable faults, but it just had something lacking that I cant put my finger on. Looks-wise it was quite nicely done and the gameplay was consistent and balanced, I also liked the barrels to stabilise the floating platform puzzle. The end was a bit weak, as you could explore before getting on the boat which led me to think there was more behind the containers but alas not.
This is worth a play, just don’t expect anything too strenuous.
i dont know about you but should the map finish when you board the boat ? …. I was actually enjoying this map and then when I reached the boat the screen went black and I expected either a return to the ep2 load screen or some credits…. however nothing happened and I had to pause the game to exit…..
however apart from that this is a decent enough map…and not bad for a school project… I wish I had the chance to do mapping in school however the only computer we had in my day was a bbc micro ( 1982 ) …
this author has loads of potential and I look forward to future projects…. well done !
this is certainly worth the dload and play. its pretty straight forward and flows well. the gameplay is good and spaced nicely. I too thought there was more at the end but at least it does fade to black
Very solid map which I enjoyed greatly.
Just a few observations, notes, and thoughts
1. The lighting was a little dark. The last area the ambient lighting made me strain my eyes a little
2. Good variety of enemies and encounters. I particularly liked the setup with the chopper and the Hunters
3. Good mix of gameplay overall. The puzzles were well set up. The mix between tight corridors full of zombies worked well with the wider setups.
4. Bad optimization of the last area. Should have used Area portals for the interiors or something similar
5. The layout of the last area was really well thought out. Going from the streets, to the bunkers, and down to the docks showed the author knew how to plan an interesting layout.
6. Pretty challenging on Hard. Was close to death for most of the level.
7. I would have liked to see more of a storyline but the gameplay kept me going
8. The architecture and lighting weren’t spectacular but the level looked pretty good overall.
Ok this was a grat fun little.medium map, that I felt pretty similar and intense as the “city 21” map, the action is grat and I felt the combat were pretty balanced and intense all the times, I felt the peak of the whole action in this map was the combat against the heli, which I think it was my favourite part of the mod.
Also I felt this map very like the migga style, you know it feels we get through different scenarios and environments when we fight our way through the map, first is urban fight then open wide areas centered in a cool dock.
The only thing I missed was the end, I felt this map was so good for just ending the map at the boat and the screen fading black, i’d love to see there a sequence as in city21 where u can actually take a ride in the boat.
Not bad, but it could be a lot better.
The first NPC encounters were pretty fun and seemingly well scripted although the pacing of these encounters were sometimes a little bit off and at times the intended experience was not felt at all.
The enviroinments looked pretty decent at times although some aspects seemed a little hastily done, brush work at times was quite obviously copied and pasted and some details just lacked consideration.
I felt that the major disappointment in this map was the ending, it comes out of nowhere, there is nothing to suggest or lead up to that ending and it ends up being a real anti-climax. Also an ending should end the game.
Enjoyable little map with some good combat and enough weapons. The map was laid out in a fairly linear fashion and there wasn’t anything really difficult about it. The ending could use a little something more than a black screen, but it was overall very good
Giving it a mabye might be too kind, but there were some bright spots.
Starting off with an SMG against waves of Combine, is not particularly fun. But after you get past that part, you meet new challenges and get some new weapons. In fact the author constantly gives the player new challenges around every corner, which keeps it fresh. I give the author much credit for that. Also SOME of the pacing was good, with challenges that makes the player think. The author get’s another internet cookie for that.
While we are talking positivley, I’ll go ahead and give the author credit for some good puzzles, and they seemed to be spaced out just about right. And the maps maker also kept changing the sub-enviroments a bit, which at least keeps it interesting.
However, there were some problems.
Firstly it felt very dreary and dark, which is not always a bad thing. A few great mods that used darkness to their advantage were the excellent mods “Drainage”, “Rebel Story” and “Combine Combat”, although I wouldnt call those maps “dreary” by any means. But in this map the drearyness and darkness was a bit depressing. Part of that was the map’s extreme linearity. Almost nowhere could you scrounge around much for goodies, and the map was filled with very narrow cooridoors (my least favorite routing technique).
Another problem was how un-detailed a lot of the map felt. Like Dysprogue said a few reviews back, it felt “cut and pasted”. I didnt notice any breathtaking “wow” visuals, which (to me) is important. Another good point that Dysprogue brings up is pacing. In some areas it was just right. But in others I felt…I dont know…rushed.
So, I cristen thee a “Mabye”, with some bright spots, which tells me the author has real potential for future maps, if he/she can work on the not-so-good dynamics.
The map was visually interesting and fun to play, with a couple nice setpieces. For a map which gives you the gravity gun from the get-go, there weren’t a lot of physics projectiles laying around. My biggest complaint was a boss battle with the infamous Chopper-Which-Sits-Still-And-Absorbs-Twenty-Rockets. The helicopter also managed to crash in such a way that it briefly impeded my forward progress a couple minutes later – it was blocking the door to a warehouse. It was immediately followed by a good hunter battle, though, and then a fun minefield section where I had plenty of hoppers to lob long distance at combine soldiers, which is fun.
Manually
Medium
20 Minutes
A very nice map that features almost everything you’d expect in an EP2 map and its well executed.
Unfortunately I had a missing sky texture and that heli-battle was just too long. 9-10 rockets? seriously?
But in all its a nice map, no waste of time, but nothing too spectacular either.
Manually
Medium
25 Minutes
The map has a lot of fun gameplay, with some problems like introducing too many combine at the start and using just one floating barrel to skip the first puzzle. However the one thing that made this so horrible, was the health and ammo shortage.
I have to say, the start was amazing despite its difficulty. But then you don’t get a battle like that for ages. I will say though that I did like the ways you can do the mounted gun battle, run though and into the water, play safe and dodge it with the side route, or blow it up with all those explosive barrels. A slight issue I have was backtracking the side route when I took the blow-up-the-gun-and-jump-into-the-water route, as the flare I saw made me think that it was a hidden route, with something at the end.
Eventually you realise that your low on health from all those headcrabs leaping out at you, and you don’t get any sort of healing until the hunter chopper battle. The low health did make an interesting battle, and it did give you plenty of suit energy to make it though. there were plenty of rockets, but half were not that easy to find. After that battle you would think the map would give you health, but no. Just a load of combine.
The health and ammo problem made it worse when facing the hunters. I loved the battle, but I only managed to complete it with 17 health. Also I wasted nearly all my crossbow bolts on them, so I could not snipe in the final battle. And speaking of the final battle, loads of soldiers from afar, with hopper mines everywhere and still 17 health. No wonder I cheated!
It might be just me, but if you do play this I would recommend you play safe and conserve health and ammo for the end. If it didn’t have this problem, it would be a 5/5 from me.
P.S There are a lot of enemies that are far away before you get the crossbow, and I could easily kill them from afar with your pistol. If a map make you feel that pistol shooting from afar is the only option you have, it’s not a good map (that my personal thought).
Using Gauge
Medium
30 Minutes
I’ll keep this one short as it’s easy to explain. Excellent map, cool ideas, REALLY enjoyed it – but bad parts where the extreme lack of health knocking about the place. Maybe a tad more ammo too? Otherwise, this is top notch. Just needs a bit of fine tuning imho
Manually
Medium
45 Minutes
It’s good not great. Every aspect is just a little lacking. Little more work and it could have been great.
Manually
Easy
20 Minutes