Here is the text from the start of the mod…“After destroying Black Mesa, the Gman went into hiding. Previously the island was managed by the government, now it is controlled by the Gman.
In there, aliens are subjected to experiments and research. However, something is beginning to happen!”
- Title: Gman Island Part 2
- File Name: hl1-sp-gman-island-part-2.7z
- Original File Name: gi2.zip
- Size : 3.24Mb
- Author: Jack Amano
- Date Released: 10 March 2001
PlanetPhillip Download Servers
- Copy the gi2 folder into your Half-Life folder.
- Start or restart Steam
- Gman Island Part 2 should now be listed in your Library tab.
- Play and Enjoy.
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WARNING: The screenshots contain spoilers.
Play It Later
Play It Now!
14 recommendations, average score: 3.64 (out of 5), standard deviation: 1.37 (what's that?)
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i cant find what to do at the temple I unlock the security room then nothing happends I get the guns and thats it 🙁
You need to go back to the second map (map ja5) and destroy the helicopter on its pad. Underneath it is a vent leading to the next map.
ok quality game/good balance/vast improvement on Gman Island Part 1
Continues on from Part 1 and even better. Good gameplay and design. Never boring.
it’s a hard challenge, tricky puzzles and long ways to search for switches or the next vent to go.
I don’t know if it was because I was expecting something really special but it wasn’t as good as I was hoping for. Sure, it’s a PLAY IT! but I enjoyed yesterday 100SDoN entry more.
Sometimes the route is not too clear and the subterrainin levels drove me crazy. I know that there are lights but for some readon I completely missed them until near the end. I attribute that to playing in a bright environment and not being able to see properly!
The snark has officially become my most hated enemy and I hope I never see the damn things again.
It’s clear that the author tried to do a lot more with this release but I feel it was at the expense of some really well designed challenges.
Anyway, it’s worth your time but for me this is a good example of “Bigger is not always better!”
don’t know yet, but at around 8 pm UK time release, I’ll have to play and rate this Sat/Sun the earliest.
This is one of the weirdest endings. By the way, this screenshot was used in PC Gamer.
It was a strange ending.
I agree with Phillip that this map pack would have been a lot better without all those annoying maze sections at the beginning. Also I don’t like it when people break the HL universe rules, like with alien slaves spawning without teleporter sounds and jump pads not working correctly. Luckily the end at the lab was more interesting!
Longer sequel to part 1 with you in your sub going to G-man Island to chase down the G-man. Still oriented to puzzles, with keen observation required to proceed. The settings are nicely varied on the island, ranging from helipads to labs to underground mines. Speaking of which, this must be where the author began to acquire some of his repetition style maps. By this I mean maps where you get confused due to long, winding areas that seem repetitive and hard to navigate. This habit comes up again in Prize too. It is a bit irritating and getting past it requires patience. I wouldn’t say you need Half-quake amen patience, but some will be required.
There are some nifty cutscenes in this mod which is a plus. I also congratulate the author for taking the time to make an actual ending. No slam cut to menu or fade to black on-the-scene. I think you’ll be pretty satisfied after completing this mod (especially since it takes about 13 maps to do so)
Quite enjoyable if a little hard in places. I thought there were a few too many turrets and some of the paths were difficult to find. It’s better than Part 1 and has a funny ending. Definitely worth playing for HL fans
its great but its boring much for me, I mean there is a story and good maps, but people like me want new things… but its ok for year between 1999 and 2001
One way and another a had some problems with Part 2, to start with a had to switch to Software mode 800×600 to stop crashes, got stuck about three times and needed to refer to the walkthrough and finally I could not beat the end game without cheat.
In between all this I found the mod very challenging, the combat was brutal at times and some of the puzzle were far from obvious. The mid sections with the water then the two mining sequences were some what tedious, and throughout these maps I kept getting frustrated with endless tunnels and restricted gameplay.
I was fairly happy then it was all over, I had played it before, but have no desire to play it again, it just did not work for me second time around.
However, I am sure most players will want to play Part 2 and nothing here should deter you, this is a major piece of work with the author throwing done a challenge that will test new and experience players alike. I will keep to my original rating of Play It Later, there is much good work gone into the mod and in some ways it was a bench mark of a mod in its day.
I tought I haven’t played this one, but I did like a year ago or so, due to the HL1 mods available on Le Phillipe Croquete site, and over all GMAN island saga is good and quite fun adding challenging to play, this is the part where u will found labyrinths so be ready and patient for that!!
In comparison with first part, this one has more interesting puzzles. There are many original ideas. Locked doors and locations visible through the glass shows that the place is bigger than what we’ve seen. There are new prefabs (chair, monitor, health and suit rechargers) and that’s great – a fresh air from seeing the same chair in every mod. The design is good but perfectible in some locations. The G-man’s mansion and lobby in the labs (where’s the spinning “G” letter) are breathtaking.
At first I was going to give it a play it later. The first puzzle of escaping from soldiers is excellent, but then after I tried to enter G-man’s mansion, a fight with ninjas occured. And it was impossible. Quickload+wait for luck or cheats. And the puzzle about getting out an area around the mansion – this is pixel hunting. I thought that was bad enough. But how about complete darkness + pixel hunting? That’s what happened at the mines. I completed both these puzzles, but had to explore the maps with noclip beforehand.
But after the mines it became easier. There are many spectacular cutscenes, sudden events and interesting locations. It is so entertaining and well directed that it really rehabilitated itself for me.
This mod is disputable, but for me its merits overbalanced its drawbacks, especially when I found out that it’s possible to skip that fight with ninjas. Play it now, but be ready for difficulties.
How do you escape from the soldiers? I stuck right there.
Jump onto the truck and then jump over the soldiers.
Decent puzzles (SPOILER – maybe I missed something, but there wasnt any hints that you should/you can destroy that chopper, that was stupid SPOILER ENDS), lots of action, enough health/armor to keep you going.
Just Maybe rating? Those mazes, oh boy… I just hate those so much. First that underwater place, why it is there, cant see any reason. And you are halfblind in caves with your poor flashlight, but looks like all mobs having nightvision goggles, they dont have any problems to hunt me.
Eh, how did I miss that power generator at that cave… *facepalm* Now I can see,..
Don’t worry, you are not alone. I spent ages running around in the dark before I found that!
Bigger and generally better than Gman Island Part 1, but this 13-map pack has some design and flow issues that diminish its fun. Some of the settings are well-conceived but some just totally disrupt the flow of the game. There’s a good mixture of enemies to contend with, and you get to play with the majority of the Half-Life arsenal throughout the pack.
But there are several sections where it’s unclear how to proceed, and the solutions are not really intuitive, though there are subtle visual clues even though they aren’t very sensible. I hated most of the underground section, and the maze of water tunnels was just maddening. The final battle was tough but reasonable, and the epilogue was odd but I think it should be taken with tongue in cheek.
I think if this pack had some judicious editing, it could have been a tight, enjoyable conclusion to Part 1. As it stands, it’s a bit long with some high points but also some very tedious sections. Only play if you’re really a Half-Life single player fan.
After part 1 this was a disappointment to say the least! What really killed it for me was the underwater maze, up until that point I was already getting fed up with the game which is why it’s taken a couple of day’s to finish it. I’ve loaded this up 5 or 6 times with the intention of finishing it, but it wasn’t until today I could bring myself to do it, if it wasn’t part of the 100 I would probably not bothered to do so.
My thoughts on this one is that some ideas were underused whilst others overused, the temple would have been good to explore (or did I miss something?) and the tunnels/mazes really got on my nerves.
At the end of the day, forget the technical details, for me when I’ve finished a map/mod the question is “Did I enjoy it?”, this offering is very much like the curates egg, but overall I didn’t enjoy it.
This mod is better than it’s predecessor, but I am giving it the same grade. It has overall better design, memorable scenes, but about halfway trough the mod there is section made like labyrinth, witch is never a good design. Overall, fun mod, better than Gman Island 1, but not allot better.
Horrible level design, made purely to create aggravation. Like mel said, happy it was over (in my case I quit part way through). My rating reflects how I feel about the designer of this @#$*. I was going to say avoid it, but why not have everybody get frustrated and make the creator of the map REALLY happy! Someone should teach him what “game” means. The end.
I can’t get started in the opening of game. When the game starts you are surrounded by the enemy and they are leading you into a truck. If you go into the truck the game ends and says try again. What’s up with this. According to the screens something else should happen. What am I doing wrong?
It’s pretty tricky, you have to jump on the back of the truck but not enter the truck much, so the gate won’t close. Then you can jump over the soldiers and run to the nearest bunker. Then you can turn the mounted gun on the soldiers outside. It’s tough to live through this first area, it took me a bunch of tries.
Not as good as Gman Island Part 1, but it was still fun.
This could have been so much better than what it actually was, as the puzzles and action were both pretty tricky and fun. The one major downside was the lack of obviousness, and while I don’t want the mod to spell things out for me I spent about 10 minutes before figuring out that I was meant to blow up the Osprey, and another 5 before I realised that there was a hole below it. The truck puzzle at the beginning was fantastic, in my opinion, and I think the author did a good job of coming up with that one. The underwater maze was incredibly easy, and the mine maze was just annoying. The one thing that frustrated me was that snark cave which was incredibly annoying and just seemed to get worse the deeper you went in, there was no point in leaving that in.
I know it’s already been said but the custom textures used were a breath of fresh air to the ordinariness of the usual ones. I thought that the spinning G was pretty cool, as well as the temple.
The ending was just bizarre, I still can’t quite work that one out.
Overall I give it a “Play it Now!”
I’m now stuck at screen 33 (see screens area). I see on of the big cables is disconnected. What do you do the move on. Can’t blow up the connector for that the broken cable or anything. Please someone help. Really like to finish mod.
[spoiler]There is vent just opposite where Philip was in pic 33. Just use crowbar and keep going :)[/spoiler]
I’m finding this mod hard to recommend. There are some very nice set pieces and sections of action but it is let down by the fact that all the parts in between are just pure tedium.
The biggest contributor to the tedium was that I didn’t know where I was supposed to be going half the time. There were just too many obscure transition between areas and I found myself needing to use a walkthrough like a map to navigate from one area to the next. I was so annoyed that I couldn’t work out where to go by myself that I almost quit half way through.
However, there were some interesting parts that persuaded me to press on. The initial escape start was one. I thought that it was quite an interesting idea once I worked out what was happening and I felt pretty good about myself too because it took me a while to work exactly what to do.
Another part was the lab section near the end. The set pieces at that point looked pretty good and the combat through those areas were intense but fun. There was plenty of variety in the enemies and some areas were set up so that you could just kick back and watch alien and marines fight it out.
I think what really annoyed me was the maze/labyrinth sections between those parts. I spent so much time going around in circles and it was only by shear luck that I found my way out. I could happily cut those sections out and I believe that the mod would be better for it.
If you don’t mind sifting through tedious gameplay for a few gem moments, then you may want to try this one.
Well, I mostly agree to the “think twice” voters here.
It started so nice and interesting after part 1, my expectations even risen more higher.
And then… only got disappointed more & more 🙁
The story is okay, and the text overlays and ingame cutscenes do support it.
But many flaws ruined the mod totally, sorry!
-Interesting continuation of part 1 (but spirit gone quick sadly)
-Decent combat action
-Few good, surprising scripts
-Illogical (see blowing up helicopter, assassin spawn, etc.)
-Partly too dark
-Too long walkways / shafts / tunnels and / or shaftmazes, sigh!!
-Maybe at some points too hard for beginners (1st firefight with soldiers definitely is)
-Unfair enemy placement and spawns (no spawn sound)
-Closed doors are annoying
-Sometimes absolutely no action but puzzling or “hours” of shaftcrawling
G-Man Island Part 2 is, as chance would have it, by the same author as G-Man Island Part 1: Jack Amano. While Part 1 was merely a decent debut level, Part 2 shows the author’s improved skill in mapping, and is a lot larger at 13 maps compared to Part 1’s three maps. Overall this pack has some rough edges but is fairly enjoyable.
A roughly translated story is provided at the start of this pack – basically, you are still tracking the G-Man and are out to foil his next scheme, which apparently involves alien research or something. As always, you need to kick some serious military and alien ass while foiling this evil scheme. After a brief intro sequence, Part 2 starts out fast and furious, with your escape from a tough squad of grunts. It’s too bad, however, that the combat really falls off for much of the rest of the pack, until the finale.
Perhaps I am being too harsh, though. There are some good battles in G-Man Island Part 2, with both alien forces and the military, and a few 3-way battles too. Health and HEV chargers are plentiful – a bit too plentiful in my opinion; this is a pack probably best played on Difficult if you are a seasoned player, for better balance. Although if you do so you might just get creamed in the final battle, which is a tough one.
Architecture in general is pretty good, with a few memorable areas, some solid Black Mesa style base design, and some convincing Xen sections. But there are a couple areas that are poorly planned, resulting in very high r_speeds and significant drops in framerates. The other aspect that could use some improvement is the design of some of the levels. Advancing past the first section requires close examination of your environment, or just dumb luck in my case. It’s certainly not an obvious solution. But there is a walkthrough provided in the download for assistance. Later on in the pack, you’ll come across a lot of tunnel- and vent-crawling, much of which requires the use of the flashlight, and gets old really quickly. Some better planning would have led to much better gameflow.
Throughout the maps, you catch glimpses of the G-Man as you are hot on his tail. Sometimes these are shown as cutscenes, at least one of which is poorly timed. But these glimpses do serve to support your sense of purpose, I guess. The use of sequences is also well done, although I would like to have seen more sequences during the game rather than mostly confined to the cutscenes.
In general, G-Man Island Part 2 is a fairly well-done pack that really shows the author’s improvements when compared to the average Part 1. It has some unpolished aspects but it’s certainly not below average. Don’t expect to be overwhelmed with impressive architecture or enthralling sequences, and you should find this pack worth the download.
This review is republished here by permission and was originally published Monday, 27th August, 2001 by Unquenque.
This review was originally posted on the Ten Four Website, which is now offline. Permission has been granted to republish the full review and more details can be found on the About page.