DoorVille is the first in a series of 6 mapping competitions lasting ten days each. The objective was to select ANY locked door from HL2, Ep1 or Ep2 and give the player a chance to find out what’s behind it.
Locked doors are a very important part of all Half-Life games. They control the player’s flow through a level.
Sometimes they tease you with a glimpse behind some glass, other times you hear sounds, but in all cases they are telling you “You are not wanted here!”
Well, now that is changed. Dare you find out what’s behind the door?
- Title: Doorville
- File Name: hl2-ep2-sp-6x10mc-doorville.7z
- Size : 25.1MB
- Author: Mr. Walrus, Miigga, Tony DeBlasio, Justin Carlton AKA SneakySpeckMan, Tobias Janderå AKA TabMan, David Lundvall AKA WizardExt
- Date Released: 15 May 2012
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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This takes place in the canals area of Half-Life 2. You start within this area but are limited in your movement around it.
Gordon Freeman is on the run from metrocops. Instead of jumping into the water, he decides to enter the door in front of him.
Tony says “The door of interest is found in Half-life 2 at the end of Point Insertion right before A Red Letter Day begins. Alyx just rescued Gordon from the Combine and takes him down an elevator. The door of interest is the only door in the room at the bottom. Then Alyx opens a secret door to proceed to Dr. Kleiners lab. Gordon is curious about what’s behind the door. It should be noted that Gordon is without suit, crowbar and weapons at this point.”
This map takes place in a building from Episode Two when you are travelling with Alyx in the Jalopy.
The door is found in the airboat levels, when you approach a control tower next to 2 big doors, an alarm goes off and the doors closes. You need to go up into the tower to open them. You drive to the right, park your boat, break the padlock and enter. Right in front of you is a door which is shown in the picture. What could be behind it?
This was a late entry but is included here because I received it in time to package it up. It receives the points for entry but was ineligible for winning.
This was a difficult one to select a winner from.
Above the Canals played okay but I felt it replied too much on Valve created views and had too many invisible walls.
Amplifission looked great and was fun to play but it looked too much like a Miigga level and I didn’t really believe it could look like that behind the door.
You Missed One was probably the best in terms of making me believe I was really in the place I was supposed to be but it wasn’t much fun to play. It was too cramped and didn’t have enough action.
What’s Thru Here, Alyx? was the most fun to play but the breaking canon part really bugged me.
Unknown Hazard was just too grey, dark and depressing. Was quite fun to play though.
It didn’t consider Canals due to its late entry, although if the lightning hadn’t been so bright and it had been a bit longer I think it would have won.
So, who did I finally pick?
What’s Thru Here, ALyx?
Even though the canon thing was annoying, I felt that I should penalise the author because I did not mention it in the rules.
The start was well done and it seemed as if I could be where I was supposed to be.
There was no clear winner in my mind and I am sure some of you will disagree, especially the authors!
I would like to take this opportunity to thank everybody who entered and hope they can continue to do so.
The series of mapping competitions, has individual winners but they also accumulate points for entering, winning and other aspects. There will be a grand prize at the end.
All entrants: 5 points
Tony DeBlasio: +5 points for winning.
Tony DeBlasio: +2 points for the start of the map
Justin Carlton: +2 points for making me believe I was in building from Ep2.
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
The playthrough below is provided by Custom Gamer as part of The Ville Retrospective event.
Which DoorVille map did you believe kept the atmosphere of the area AND was fun to play?
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