Here is a map that was made for the DoorVille competition but has only just been sent to me.
It starts in the train station of City 17 and takes you on a slightly different route.
The first part is pretty hard but a fun challenge nevertheless.
Apparently, there was much more but the author felt it was not up to the same quality and was cut.
- Title: Fodderstompf DoorVille
- File Name: hl2-ep2-sp-fodderstompf-doorville.7z
- Size : 1.86MB
- Author: Fodderstompf
- Date Released: 17 July 2012
Download directly into MapTap [1.86MB]
You MUST have MapTap installed before using this link.
- Copy foddersdoorville_pp_6x10.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map foddersdoorville_pp_6x10.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Technical Help page.
The playthrough below is provided by Podcast 17 Let’s Play. See more of the playthroughs on this site: VP: Podcast 17
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
1Last 7 days
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Using Gauge: Users
Manually: 2 Users
Average: 0 Hours, 16 Mins
Shortest: 0 Hours, 14 Mins by shaboo
Longest: 0 Hours, 20 Mins by Steve
Total Time Played: 0 Hours, 49 Mins
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I enjoyed this. The first part was a struggle and I died a few times before I was completely sure what I was supposed to do.
You could argue that it is bad design but you could also argue that things are too easy nowadays in terms of games and mods.
Having got on the train I wondered if the manhacks would ever stop coming, but they do – eventually.
I was hoping to view some never before seen parts of the station but I suppose escaping was enough – although I’m not really sure I escaped!
All in all a nice little map that should take ten minutes of your day.
First time I [spoiler]got the cop out of his position [/spoiler] there was an invisible wall stopping me to get in the [spoiler]control room[/spoiler].. That totally bummed me out and added extra time to an already frustrating beginning. Let me tell you, picking up bottles and throwing them in the trash didn’t do anything for these guys..
When I finally did get in the [spoiler]control room[/spoiler] and then tried to get out, again, invisible wall.. I get that the cop is there to stop me, but just place him closer to the door so fast people like me can’t get out!
Next, another unbelievable thing that clearly shows the triggers in this map should’ve been thoroughly tested.. The door is blocked by a wooden plank which is indestructible til I [spoiler]press the damn button![/spoiler]
The manhacks were overkill imo, as Phillip said, I too thought they’d spawn infinite, if I didn’t destroy the scanner. A scanner which unfortunately got stuck in the ceiling and was now unreachable so I thanked to God when the manhacks stopped comming.
3 cops spawning in same place, tsk tsk, can’t pick up their pistols either.
All in all a frustrating map for me with faulty triggering, only good thing about it was the new (?) mechanics of the rebel wielding a pipe.
I’m with PP on this. Great short map.
There was a lot of game play in a small area. The NPCs were fun to play with. Died a few (Many) times in the barnacle maze, It was fun and I wanted more when it ended.
The only real problem was the NPCs in the second train spawned too obviously and suddenly. I would have liked them to spawn outside and rush in. The frequency was great but having them spawn in front of me kind of broke the rhythm of the map. Otherwise much fun. Thanks.
Given the lack of new material these days it is well worth playing. But it felt unpolished, kind of like when you explore in a map and you manage to climb onto somewhere the author never intended you to go. I had that feeling throughout this little map. Invisible walls were frustrating until I figured out what to do. I guess the lack of ammo was intentional but I could have used more along with my HEV suit. The best part of the map was [spoiler]luring the poison headcrab inside the room and getting it to attack the combine guard[/spoiler]
This was an interesting map, but maybe just too bland for the great doorville comp.
I had to replay it because the beggining was just to much confusive involving some annoying invisible walls, I think that is the main shortfall in this map, that the “what supposed to do” rule is unclear and placing inv. walls is not the best way to work with puzzles…, I actually realized that in order to get out of the button room, I had to destroy the wood plank obstruying the door throwing at it some heavy suitcase insiede that room…
Then the worth thing is to see that rebel guy kill the metrocops with the pipe, is really cool, and I hope to see that in further mods.
Is just a PL, because overall I felt it too short, and I am not precisely a fan of the bitchy manhacks….
yes,a impressive map but rather small… however as with many maps and mods the author can allways extend the map and release as a updated version…. and since the map finishes with the train moving a nova prospect map would be a good choice
I really liked the doorville competition when it was ran… mainly because ive allways wondered what was through that door and were does that corridor lead to ? …. and doorville answered some of these questions…
its also great to see phillip releasing late entries…. you can never have too many maps or mods…
I read lately that some guys are neglecting the hammer editor/source engine due to its age and the forthcoming release of HL3 …. however I enjoy hl2 and the maps and mods associated with it more than ever,and I check PP every day to see if theres any new maps or mods to download ..
so yes…Fodderstompf DoorVille deserves a PIN… good map and very enjoyable …
Hey everyone i’m glad to see my very first released map got received as well as it did quite frankly i’m pleasantly surprised hehe.
I figured I threw it out here with the drought when it comes to releases for hl2
even though and it tells I never really planned doing so.
Its rather small indeed because
I cut about 2/3’s of the content and pretty much brought it all back to the trainstation
and quickly got rid of some flaws but not nearly all of them even though I could and probably should have
but I might polish up all the missing content and release it as well.
so I guarantee this won’t be the last you’ll hear of me hehe and I hope to improve my produced content aswell.
so if you haven’t given it a shot feel free to do so and mainly enjoy
[spoiler] ooh that pipe guy wass quite a nightmare the f*cking pipe guy
Fun, challenging and….annoying! Not my favorite map but I am looking forward to more.
Good map, but for inprovement:
.give us an object that looks like it can distroy the boarded door
.make the barnical room less clostrofobic
.light up insides of the train (or give us the suit so we can have a flash light)
.combie awareness, so we can fight man-hacks and a couple of combie (who have come to stop you instead of being idle) in the first train room
I would also like to see the other 2/3 of the map if you do want to make an update.
P.S. poison headcrabs kill barnicles 0_o, good job on inplementing that mechanic
Sorry Fodderstompf / guys here.. I really really didn’t like this at all.
I have to admit, I barely had any fun with this. It’s very short and doesn’t have much flow. The beginning leaves you clueless about what to do or where to go. After provoking the cop to get into the room with the red button, you’re stopped by some boarded up door. Being able to destroy the board by lightly touching it with some bottle or suitcase doesn’t make any sense. Why not simply make the board usable, so you can remove it? Then you’ve got a claustrophobic barnacle room and an annoying fight against roughly a million manhacks and that’s it. Not exactly what I’d call fun.
If you want to see what Fodderstompf is capable of, play his map Saint Black Mountain – it’s awesome!
The map is easy to break out. I’ve managed to reach the train by simply prop climbing