Starting on a moving “train” you follow your instincts to each new location.
Explore and don’t rush into any area without a good look around.
- Title: Enthalpy
- File Name: hl2-ep2-sp-enthalpy-updated.7z
- Size : 5.88MB
- Author: Miigga
- Date Released: 27 April 2010
Download directly into MapTap [5.88MB]
You MUST have MapTap installed before using this link.
- Copy gm_enthalpy.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map gm_enthalpy.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Help page.
Please Note: Panoramic images only are available in full screen mode. You can either open one by clicking the image link above or by saving it to your computer and then opening it locally.
How to use: Once the image is open and your cursor is on the image, press and hold your left mouse button and move around the image. Use your mouse wheel to scroll in and out of the panoramic image.
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots contain spoilers.
Videos by skelhoy
Please note: These statistics are valid from December 2010
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2,620Overall
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88365 days
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 35 Mins
Shortest: 0 Hours, 20 Mins by Daken50
Longest: 1 Hours by Avantgarde95
Total Time Played: 1 Hours, 45 Mins
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This is classic Miigga. He has such a distinctive style that I am sure most would recognize his work. He seems especially good at atmospheric industrial areas. This map includes a beautiful outdoor area, that unfortunately was missing two textures, that spoilt the immersion a little.
The start is great and there are at least 3 panoramic image possibilities. I’ll add at least one tomorrow (I’m super rushed for time ATM).
The battles are well done and the exploding turret is a delight. I don’t know if that’s standard HL2 EP2 stuff but I loved it.
I really don’t understand why his average ratings for his mods aren’t higher. I can only assume that no story and the fact that they are all quite short is annoying a few people.
My only problem with this release is the random jumps into new areas and that really pissed me off. If somebody could convince Miigga to link all his maps into one mod, put a basic story/reason for being where you are, remove the weird jumps it would be in my two 5 mods.
5 Words Or Less Review
Industrial light and magic
Thank you for informing me of the missing textures. I was using a custom decal and I didn’t even know it’s custom. I packed it in and reuploaded. I hope you will also replace the download links with the new one.
And yes, the turret thing is just standard HL2 stuff. You can set it to self-destruct. I did that because I didn’t want the player to use it against the hunters.
I guess the main gripe people have with this map is “too much action, not enough/not challenging enough puzzles”.
I’ll keep that in mind when working on my next map.
Thank you for the feedback.
Miigga, I have uploaded the newest file.
I agree the puzzles could be more challenging, but personally the biggest issue is the jumps. If you were making an abstract map then it would seem fine, but you spend time and effort making completely believable areas only to ruin it but jumping the player right of of them. Perhaps you do that because you like to build distinct mini-mps and then can’t join them properly, I don’t know.
With regard to the puzzles, some seemed silly, like the ball into the slot but the basket opening the door was a nice idea. If you could make more like that, some that had a connection to real events. Maybe areas that had lost power and required manual events to open doors etc, that would be cool.
The first area seemed silly because it looked like you built it for the player to jump rather than being part of a real location that the player had to use. For example, if it were a huge fan and the doors had barriers that were broken, I could have believed I was in a real (ish) place.
Do you ever get your level beta tested? If not, I am sure I could find tow or three people willing to help.
You should enter my competitions, because you stand a very good chance of winning some cash!
Just played trough this and it was great in all aspects. Nice mapping and espacially great use of lighting 🙂 Could have been a little harder maybe.. I don’t think I died once.
And a little note to Phillip: Yes the exploding turrets are EP2 standart. Don’t you remember your turrets blowing up after the vortigaunts join you in that pit where the other vort heals alyx and there is shekley and that other dude (can’t remember name right now)
Oh my, i’m sorry. I know it looks very noobish to tripple-post but in the heat I forgot to log in, and now I saw that I forgot to rate this, so
my reaction to the newest in the Migga collection…
“AAAAAAH”
I love puzzle maps 😛
Aside from a couple missing textures and unnecessary use of playerclip in the intro, this map is great! The map has a very high level of detail and the combat and puzzles were quite entertaining, although not always that realistic.
I generally enjoy Migga’s maps, though this one felt a tad lacking compared to some of his other fair. The level jumps had no apparent reason behind them at all, and there was a great deal more focus on the combat than on the puzzles, which felt almost simplistic compared with some of his previous fair. The grenade puzzles were well implemented but that was the only one that really caught my attention.
I have to admit, there was a surprise attached to finding that turret that I completely fell for. Once you get there, you should know what I mean.
Migga really does need to just bundle these all together as a standalone mod. It’s not even that hard to do.
I was being too harsh giving it a maybe. Compared to Migga’s usual fair I feel like it’s a step down, but it’s still in the top 10% of the best maps out there.
I have no other miiga maps to compare the experience to, but I enjoyed the map a lot. It kept me guessing and still had me immersed in the experience the whole time. I highly recommend this as a quality map to spend 10-15 minutes enjoying.
I can certainly appreciate the detail and thought that went into each individual portion, but the switching around zap-zap-zap parts were so disorienting that I felt it detracts from the whole.
If there was a way to link them more closely like a normal mod, there would be absolutely nothing stopping me from giving this a personal favorite.
The action was tough in spots – the last battle, particularly. But I loved the puzzles, very clever and new. 😀
There is a slightly missing texture within the ‘sewer” area under the log pile, too, you can barely see two or three little inch-squares of it there. It was jarring, at first I thought it was another key or item 🙂 But, that can certainly be forgiven.
ONE thing that I have to say about this mod: when you enter the hall and short corridors and the wall shuts behind you, and you’ve got a force field on your right… I swear to god I’ve had that whole area in a dream about a year ago. It had been a hospital in my dream, and it got progressively more and more Combine-owned, and eventually whole rooms and halls just like that, blocked off with force fields and such. It was weird suddenly to see a mod by SOMEONE ELSE with almost exactly the same thing as I’d dreamed about 😀
It was short, but very clever. MORE PLEASE 😀
I watch your dreams and take inspiration from them. I thought you knew that.
Be carfeful or you will scare him and he will never sleep again.
her, and I love scary dreams 😀
I really enjoyed this, lots of atmospheric areas, especially the outdoor bit with all of the bridges and the underground drainage area where you battle the antlion guardian. I thought the combat was fine, although I did have to try a couple times to get past the spot where I was tripled teamed by the hunters. Really minor visual quibbles: The broken/pulled up floor tiles in a few spots seemed a little overdone. Have you actually seen floors messed up that way? Also, the yellow light glow particles don’t match the mostly blue lights in a few spots. Good work!
I’ve updated the file and added a panoramic image.
Heh. I little bit of quick save abuse and I got through it on hard. *cough* may have hit the zombies through the fence and then grenaded the last one. *cough* may have circle strafed the antlion guard and ended up taking it down with only one explosive barrel and all of my smg / pistol ammo.
Minor complaints:
The enemies should have been a little smarter with the advancing (the hunters atleast would remain in place until they spotted you) and there was a little bit more room (the hunters darts are exponentially easier to dodge if there is a larger distance between the player and the hunter. The put-stuff-in-basket puzzle could have caused players to jump down and get stuck (I jumped down without realising but luckily I knew the punt-jump trick).
I jumped in, expecting it to lower me down to something. There’s no need to worry about getting stuck though because you can fire the objects out with the Gravity Gun. AT least, that’s what I did, except the washing machine.
I got out by stacking both barrels on top of the washing machine. It’s a bad habit I’ve picked up from looking for exploits in source mods. I even tried stacking the two suitcases you find in the area near where you pick up the crowbar and gravity gun in order to jump over the fence down into the Hunter area, but invisible walls stopped me the entire way.
Very good! good atmosphere and plenty of variety. Some neat little puzzles.
Complaints? Only one! Too short – I could have played this for a lot longer (more please).
Phil
I think i’m a Miigga map groupie lol. I really enjoy his maps alot. Usually I reserve the PF rating for longer play mods but with Miigga you can always expect a high quality terrific gameplay map. He has a certain style that as Phillip noted above distinguishes his work. for me the jumps (teleport) didnt take anything away from the play, the first one caught me off guard and surprised me. Sure some of the puzzles could have been more difficult but they work well. For an author of smaller maps I put Miigga right up with the best out there and I always look forward to his next piece of work. Another fine effort Congrats keep up the style and look forward to your next release. Thanks!!
*SPOILER* lol the puzzle with the basket to open door, I had the mindset of earlier HL puzzles and thought I was suppose to ride it down, I never looked up to see the door opening and keep filling it with weight lmao only to have to gravity gun everything back out to raise me up again, I thought to myself DUH!!!!! you dummy lol
For me, of course it’s a play it now. This is Miigga, an artist supreme.
Just look at the mapping, so beautifully done.
The puzzles were easy enough (just as well!).
Placing of power ups was really well done. You get what you need when needed.
Combat was typical of Miigga maps. Not hard at all but not so easy as to be boring.
I do have some issues though.
Excellent though the this is, it’s not as good as the earlier maps and Redox in particular.
The mapping is getting a little bit ‘samey’. In some areas, I thought I was back in some of the earlier excellent releases.
The flow of play was lost because of the sudden scene jumping.
Miigga has mapped really top class outdoor areas. I do wish he would explore his talents with outside areas.
My favorite Migga map so far.
The first areas where you’re teleported to various places didn’t seem to fit with the latter parts of the map, where everything was connected by doors. Even though they didn’t really fit I did enjoy them.
I’m even finding hunter and antlion guard battles enjoyable these days–though I play on Easy. (I also faced just one hunter first, rather than all three at once.)
The map’s layout was interesting by way of its abandoned look with fitting textures and rubbished adorned sets. Apart from the encounter with the hunters the map was not that challenging and very much a low key experience, one that never reach any high levels of excitement or suspense. The map felt like the first level of a mod that slowly engulfs the player in to the gameplay and plot, unfortunately there appears to be no plot and the map ends disappointingly with the player feeling unfulfilled.
A good short mod, I was a bit dissapointed by the lack of direction. Usually that doesn’t discourage me, but because the author decided to throw in the teleporting sequences, it left me wondering what was happening, and not in a good way.
The teleporting parts are there because I wanted to mess around with the player a little.
After all the feedback I’ve got about them, I guess I won’t make any teleport sequences from now on.
I would suggest that incorporating the teleporting into the flow of things would satisfy most of us 🙂 As it is it just feels very arbitrary. The maps themselves could flow together, with a bit of work linking them through either story or some kind of hint that this is the GOAL of the “accidental” teleports.
I think the issue that most people have with the teleportation is not that you included it at all, but the lack of support you had for it. If the teleportation had a reason behind its occurrence, perhaps explained by seeing what it is that is causing the teleportation while it is in action, then it might have been easier to accept.
Another offsetting part of the teleportation was that the first time it occurred the player winds up in a completely bizarre world, which might possibly have helped point to the teleportation resulting from some cosmic event of some sort, but almost every time after that was merely teleporting from one point in the normal world to another. If you had added more versions of that bizarre world that the player has to navigate through like the first time they teleport, then it would have brought a much greater degree of consistency to the map as a whole.
Consistency is a valuable tool, especially when there is no reason for the actions that are occurring (at least not that is explained to the player) as it reassures the player that even if they don’t know what’s going on, there is at least SOME underlying reason hinted at by the consistency.
If you think about what Valve did with the original Half Life. Nothing to do with teleportation happened until after the resonance cascade. It was DURING the major breakdown of the experiment that you had a Vortigon teleported into the area as well as being teleported out to Xen yourself. It drew a clear connection that the change in scenery had to do with the experiment going haywire. This shows how they implemented a reason for the teleportations occuring.
Then at the end, you always had to find those glowy sparkle balls in order to initiate a teleportation to the next area in Xen, so by the time you fought Nihilanth, the player already had the connection between big glowy sparkle balls and teleportation. When Nihilanth teleported you, it didn’t just snap its fingers and you’re teleported, but instead it shot big glowy sparkle balls at you which initiated the teleportation, so the player could make the connection that the big glowy sparkle balls cause teleportation, and aren’t left going “wait, I was in the middle of a fight, what am I doing here now?” This shows how Valve used consistency in place of reason, since there was no real explanation given for why those glowy sparkle balls were scattered throughout Xen, but the player infers from the consistency that there is some sort of explanation for their existence.
Pros:
Level design is great.
Visuals, the use of lights, good use of props.
It’s fun to play.
Cons:
You get all the weapons early in the level.
The combat is weak, but not bad, it could have been more challenging
The dream scenes seemed completely out of place, and felt unneccesary.
The Gravity Gun is almost useless at certain parts.
Classic key card puzzles.
Recycled puzzles from Half-Life 2 series, gives you “been there, done that” feeling.
Summary: It’s a short, nice level. It’s better than many Half-Life maps out there. It’s not great, but a big step in the right direction. I’m looking forward to more levels from the author.
I enjoyed this map.The puzzles were about right for figuring out,I hate being stuck on one too long.
The teleporting was o.k. it took me back to some H.L.1 mods.
The game ran smooth and combat was good nothing too overwhelming.
Thanks and good job miigga
Video walkthroughs by skelhoy have been added to the post.
I don’t usually play maps just mods but I was told Miigga’s maps. Very happy with them I am.
Very atmospheric. The teleporting didn’t seem to fit though. I could see no rhyme nor reason for it and spoiled the flow.
Some nice if easy puzzles to get a break from quite intense but very enjoyable combat.
Taking on the Antlion Guard was an enjoyable horror.
I’ve just added a short gameplay teaser video, for those interested.
Very well done map. Level design is great, action is fun and difficulty is balanced perfectly. Also balance between puzzles and fights is very good. Nothing is neither too easy nor overwhelmingly difficult. Me likes.
I should say, this map is in pro standards. I loved it. Only thing needed to make it a personal favorite is a mini story.
Off I go to find other maps from this author.
While its good it jumps around to much for my liking and really had no exploring area’s.Puzzles are good but maybe I’m just getting better as I didnt find them hard.
Well, the overall ambiance is truly chilling, I was literraly scotched by the brutal maps changes, and each of them gave me interesting challenges, it is very well-thought, and the diversity of all the fights/puzzles keep you playing from the beginning to the end…
The lack of back story isn’t a weak point, in fact, you can imagine whatever you want about it, it seems like a David Lynch trip, you know…
This map is very playable, not presenting any impossible situations where you are left wondering what to do or how to continue. However, something more of a reason for being there besides surviving and continuing to the next are would make it more engaging, and possibly explain the – at times completely random – teleportation jumps. The first area teleported into was particularly incongruous with the rest of the areas, and as mentioned before in other comments, there ought to be something in the “normal” world that ties into it.
The individual environments are well thought-out, despite overly used motifs such as the trash-laden floor and racks of computer equipment. Also, the lighting is rather nicely done, especially in the area with the three hunters. The puzzles, not being fantastically difficult, at least show great innovation and variety, and are balanced quite well with battles and periods of solitude, although I suspect for some people the puzzles may happen too often. Only the hunter battle presented much of a challenge for me in normal mode, mainly due to the somewhat close quarters nature of that area.
In the end, the map left me wanting for more – and luckily, there is Enthalpy 2 for that, but it really seemed that my fun ride was cut short as I was just finally settling into it. Being short and not a long time investment though, I’d have to recommend this map to any player who enjoys exploring, mainly for it’s playability and variety of mostly small indoor environments.
*Please Note*
I played this map successfully in the latest version of Half-Life 2: Ep2 through both the Windows and Macintosh versions of Steam. I saw no compatibility issues at all.
(For an explanation of my ratings system, please see this forum thread.)
Love the number rating system you came up with there.. I do that with things.
Thanks – though I have to admit that Phillip very graciously created the graphics and the column organization seen here in order to present the rating categories I came up with.
So… thanks, Phillip!!
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Pretty good map, here with some halucinating efects almost in a spooky environment, very clever combat scenarios and definitely this feels more like a complete miigga map variated scenarios dynamic combat all in one map!
Playing the 2nd part right after this felt like a first attempt of the author to do a mod, too bad he released them separately. Here’s some short opinions:
I also loved the way he got rid of the custom turret. In the first hunter battle, I triggered 1 hunter a lot sooner by jumping down so I didn’t have much time to stack up and learn the area, which I found too cramped once I triggered the other 2 hunters.
I counted a total of 3 times when music suddenly stops, I’d say a common issue in all his maps, just fade it out, man 😀
Map is overall too dark for my taste and the sudden change of levels, like the crab spinning platform, feels like he didn’t know how to tie different (yet original <3) settings and layouts. He did explain he wanted to mess with player's mind, but I think he's done that better in "Magellanic" (go play that now!).
Putting a ladder under a vent seemed way off, better use some static props near or under it.
I have to say, nice placement for a zombine.
Now as I finished the tile puzzle (which felt like playing a hopping kids' game, awesome!) and the place sounded like it was going to crumble on me, I was going "oh shi, oh shi!" so yea, nice toying with the player haha
But it led to an odd reuse of an area and a dull end. I personally love fighting guards, wish every map had one, but all the player is rewarded with is a 'ty for playing'. Here it should have been indicated something in the lines of 'stay tuned for part 2' or even start the 2nd map.
On a side note, I regret having the Miigga map pack being sorted only alphabetically (didn't start playing them by that, though) as it would have been a delight to play them in chronological order and see this wonderful style develop and grow.
I can't give it a Play it now, but it's only the author's fault for spoiling us with such quality maps that I can only compare it to other maps from same pack, this one in particular being not as good as, for instance, the ‘magellanic” I mentioned already.
Enthalpy is a 404 error.
Fixed.
Nice puzzles and good combats!
Manually
Medium
1 Hour
Lots of good idea with an interesting design, misses for me just some storyline sothat all those things together make a great experience
Using Gauge
Medium
25 Minutes
Better than the second one. Less puzzles. Odd abstract transitions. That’s ok but later on you end up back where you were before. Why not just finish there then move on. Still fun.
Manually
Easy
20 Minutes