You are a captured citizen who wakes up in a pod, stranded in unknown snowy surroundings, just after you were lost from a combine-dropship-pod-container.
You discover a secret underground facility that is infested by headcrab-zombies.
Soon you discover that you are not alone in the facility: A group of mad and dangerous humans with weapons are inhabiting the facility too.
- Title: Lost Under the Snow
- File Name: hl2-ep2-sp-lost-under-the-snow.7z
- Size : 230.55MB
- Author: Simon Juhl
- Date Released: 13 August 2012
- Copy the LostUnderTheSnow folder into your SourceMods folder.
- Restart or start Steam.
- Lost Under the Snow should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
If you find that the mod crashes in the “Wild West” map, please trying using the save below. To use it, open the compressed folder and copy the file into your SAVE folder. If you already have a file of the same name, then rename your original one.
Then start the mod and select LOAD and look for the one dated “16.08.2012 17:33” It may have a black and white image associated with it.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
4Last 7 days
27Last 30 days
Using Gauge: Users
Manually: 15 Users
Average: 3 Hours, 12 Mins
Shortest: 1 Hours, 20 Mins by BeardHammer
Longest: 10 Hours by John
Total Time Played: 47 Hours, 58 Mins
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This review contains spoilers.
Where to start? Let’s start at what was done well. The individual environments were petty good. Just take a number of locations and look at them in isolation and I would say that Simon did a great job. He managed to create some very atmospheric set pieces. Unfortunately, that atmosphere was sometimes ruined by the sound effect or music almost cutting off the moment you passed through a doorway.
Next are the textures. Most look very good and fit the theme very well. It’s supposed to be a dark and dank place with little excess power to brighten the place up and that’s exactly what we got.
Some of the music selection was spot on, but others were a little strange. I remember one time, the place where you needed to open the gate with the round handle. The music lasted around 15 seconds and then just repeated – crazy.
Let’s not forget the car with the boosters – that was pretty well done too.
Now, let’s talk about the not so good.
The whole mod lacked an overall feeling on planning. Especially towards the end. It’s clear that not having a proper story left Simon with a lack of focus at certain points. It’s almost as if he had some ideas and just merged them together.
The shame is that it wouldn’t have been that had to put something together that would have allowed him to room some content but kept the focus.
For me, this is clearly a case of a modder who doesn’t lack skill but lacks guidance. Creating such a big mod without enough beta testing is going to lead to these types of problems.
If Simon decides to continue modding his goal should be to create smaller but more polished mods, that have a connected beginning, middle and end. I really felt that the mod didn’t evolve gameplay-wise and certainly lacked a satisfying conclusion.
Oh, and those freaking KEYS! That definitely needed changing. Maybe keycards for some areas – I don’t know.
I’ve just added my recommendation: Play It! I say that because for all its faults, it’s definitely worth playing.
More attention on structure needed!
2 Hours, 40 Minutes
I didnt really enjoy it all that much although when I saw “snow” in the name I was hopping for a personal fave.Hardly any snow at all.Keys are a real pain to see.I actually found it diffiult to find where you are supposed to be going/doing at times.A couple of tips/pointers would of been nice.Yes I know there are markings on the walls/floors etc.I know that now but didnt when I started
Overall I think this is a decent mod and is worth playing.
I quite enjoyed putting the boosters on the car and watching it go through the fence and make a hole in a wall. I also enjoyed some of the humour, for instance the milk-to-gnome machine. I did not enjoy some of the attempts at humour. By this I mean the memes and rage faces. I don’t think those are an appropriate thing to have in a mod because it makes it look as though it was made by a 13-year-old.
The puzzles that didn’t involve collecting keys were a lot of fun. The puzzles that did involve collecting keys were not. Please try to keep this key stuff to a minimum. I did enjoy taking the key from the sleeping enemy guard, though.
I think the level of difficulty in this mod is too high. You rarely ever find health, especially so in the earlier parts of the mod. The human enemies had perfect aim and would always hit you no matter what. This forced me to use godmode quite a few times.
At some points in the mod you didn’t really do a good job at letting the player know about important things that are needed to proceed in the mod. For instance, some of the padlocks were in dark places so it took me quite some time to realise that they were there.
Some might find this to be needlessly nitpicky, but it really bothered me. There’s quite a bit of text for the player to read in various parts of this mod, and the grammar is subpar to put it bluntly. The mapper should probably get someone more proficient at English to correct the mistakes for them.
I also feel that the early parts of the mod used too many zombies. I find them to be a fairly boring enemy to fight. You should sprinkle them here and there but I would not recommend making them the main enemy for too long a time.
Also, the big outside area was not very well optimised. Despite having a computer that is more than capable of running source games, I had 30fps there.
Here are some screenshots that point out small problems in the mod:
floating tree: http://i44.photobucket.com/albums/f34/Miigga/tull010011.jpg
visible nodraw faces: http://i44.photobucket.com/albums/f34/Miigga/tull010010.jpg
bad fps: http://i44.photobucket.com/albums/f34/Miigga/tull010008.jpg
switch does not stand out enough: http://i44.photobucket.com/albums/f34/Miigga/surreal010000.jpg
two textures “fighting”: http://i44.photobucket.com/albums/f34/Miigga/ldtd010007.jpg
something weird: http://i44.photobucket.com/albums/f34/Miigga/ldtd010006.jpg
there was some weird invisible wall here that blocked me: http://i44.photobucket.com/albums/f34/Miigga/ldtd010005.jpg
the player cannot walk through these small streams of water and they also get decals on them when hit: http://i44.photobucket.com/albums/f34/Miigga/ldtd010002.jpg
pointy displacement: http://i44.photobucket.com/albums/f34/Miigga/intro010000.jpg
some combine got stuck in the places they spawned at: http://i44.photobucket.com/albums/f34/Miigga/ending010002.jpg
My review probably sounds more critical than I wanted it to be. To reiterate, I do think you should download and play this mod. Just don’t expect a mod of the year.
2 Hours, 30 Minutes
My game keeps crashing during the segment in the WildWest style town. I will try again, but has anyone else experienced this?
I dont recall any crashes
Yeah, it crashed for me in the cabin with the batteries. I had to jump over the counter, not go around it.
I couldn’t fix it crashing, but since I seem to have played most of the mod, I will review it so far.
We play as a Citizen, and as the mod begins we “escape” a Combine pod and fall into the icy wastes below. I had mixed first impressions. The open snowy environment was a cool place to begin, but the blatant invisible walls ruined the effect. Seriously, don’t use them like that!
Once you get inside the building, the level design is technically very good. There are a huge amount of new textures and models, which help set the location apart from the generic warehouses etc. that we are used to in HL2 mods. That said some of the new things are really weird, such as writing on a mirror which disappears when you turn on the flashlight, and random trollfaces on the walls.
The gameplay starts off slowly and builds up as you gain the pickaxe (which is awesome) and other weapons. This buildup was quite good at adding tension and made the first few maps more engaging. I think there was too much reliance on zombie hordes, which aren’t really any fun. Personally, I think that finding hidden keys to continue is never a fun mechanic, and this mod is obsessed with them. It really drags.
After getting quite deep into the base, you encounter new enemies, the humans. They are quite fun to fight, but they are really weird, especially the sound effects they make.
This brings me on to the “story” of the mod. Despite the various notes scattered around, I have no idea what the purpose of this huge location is, or why there are crazy humans who want to imprison me. To be honest it just seems like the modder had a lot of ideas which they decided to stick together, regardless of whether they would flow, or even make sense. Once you get past the initial premise of “you are an escaped Citizen” it seems like anything can happen, right up to the dimension jump teleporter thing.
So overall, whilst I did enjoy the gameplay and a few of the puzzles, I think this mod was quite a missed opportunity. The levels are, for the most part, enjoyable but they never seem to have a purpose. When you just feel like a rat in a maze rather than having an actual goal, the player has no motivation to continue.
1 Hour, 40 Minutes
I crashed there too, did you also have “AI Disabled” msg stuck on screen?
(Copy/paste review from moddb, I’m a bit lazy tonight to write a new one here ^^)
Overall, I enjoyed the experience, the main points of interest are :
-Very nice mapping, I never felt lost, there is a real work on the lights and the textures, this is really the trump card of the mod.
-Creepy enemies, the “new” zombies were horrible, the “mad men” terrified me on the first encounter…
There is also their dying sound which sound so atrocious, it was part of the trip…
-The ambiance, as a result, is good and I really felt lost in an unknown place surrounded by various threats.
-Funny scenes with the “milk-o-gnome”, the “turbo car”…
Now, the main problems :
the first part with headcrabs and zombies was difficult because there was virtually no medkits,
the “mad men” were powerful and did many damage, however I did a “turret trick” to save myself by using the turret shooting at me during scape02.
and finally, the last fight with “mad men” during surreal01 was really hard, maybe too hard, and I didn’t know where to go, what to do, and how many guys will come…
-Story : Like what I saw on other mods, it started well with various notes here and there… And suddenly, it became a complete mess, with another dimension (?), creepy guys with strange eyes (why? because of the zombies?), etc.
In the end, I would have wanted more explanation on some of the mess of what happened under the snow…
About the ending, some will find it a bit disappointing, but personally, it fits really well with the rest of the mod.
Good job, this was a really nice HL2 mod.
Im in the crystal room but I cant seem to be able to pick up the tiny breaker in the box.Any suggestions?
The only thing I can suggest is to crouch down and not get too close. I found that when I was standing over it, I couldn’t pick it up either.
I cant rate it because I didnt manage to play most of it…I got stuck after 10 minutes in. I got through the first door with a key, went into a bathroom, and then couldnt find any way to advance. After 10 minutes I got frustrated and lost interest.
Perhaps I’ll give it another go later on. But areas that have no clear way to advance, I’ll usually leave the game out of frustration.
Not really your fault. I also got stuck every now and then simply because I couldn’t see what I was supposed to see in order to advance.
I was about to give it an “Avoid it” after 2 crashes, even without the crashes I got to a point where incentive was 0 and not fun to play… But since I took some screenies and wrote a lot during the playthrough, I can review it without recommending it cus the crashes stopped me from finishing it so I’m hoping for a patch, maybe?
Even from the beginning, when choosing difficulty level (“easy as pie”, normal or hardcore) it’s obvious the amount of custom content that went into this, which justifies the 230 mega. But it’s not always easy to integrate all the new stuff, like other commenters already mentioned.
Moving on to my notes:
– the dropship in the intro looks stationary, weird choice of music also
– what’s with all the invisible walls! baaad way to start a long mod
– normal view looks like zoomed view, prolly cus of custom hud
– I broke the first lock with the shovel, not with a rock like I was hinted, weird to have text on screen to tell me that, anyway
– milk to gnome, I would have never thought of that 😀
– cool message but why does it go away when I turn off flashlight, if it’s written with lipstick or blood lol Img
– weird door handles: img
– low fps in the H4OXY area and in the kitchen (and many others to come); same area, tiles come off walls! it’s great but too bad it holds no purpose
– the glass surrounding the purple crystal has missing texture and I found some other tiny spots like that
– trigger in zombie room with storage key is kind of bad, also again invisible walls there stopping me from climbing props in order to have more room to find that horde of zombies
– died 2 times there cus I only had 16 hp and 1 time in the next area, by crabs! saving after each zombie is bad gameplay
– ridiculous amount of headcrabs and no health! next map is a Godsent
– again, ridiculous amount of zombies near the slow elevator, used all the shotgun ammo, what an overused scene that was..
– why am I here and what is this place? why is a conveyor belt leading into a dead end apartment room?
– the custom box worked better if I pushed the hoppers instead of covering them, it needed more testing, like this entire mod
– suddenly I noticed my sprint is gone, what’s up with that?
– again, ridiculous amount of enemies! when I reload a save, same music is played from the beginning of that chapter, when I first saw the turret, and then the song of the enemy rebels is badly overlapped; if I sit behind the door, nothing happens, they don’t come at me, I have to get out and face 4-6 of them at the same time
– died again after 10 rebels.. with incredible aim.. and again after taking the smg wow
– why can’t I take the pills from the case after I escape, that’s so cruel!
– interesting door to another dimension tho!
– AI Disabled but nice setting: img
– lots of invisible walls in Tull Town, followed by crashes 😐
Almost 2 hours of wasted time tbh, I was also put off by bad use of lights, over use of keys, low guidance and incentive, bad amount of enemies (that’s a cheap way to add difficulty when others work hard at this gameplay category and build great battles), bad fps and if there was a story, I missed it, it’s just another ‘move on and survive” that’s not so fun to play overall.
1 Hour, 53 Minutes
The phrase “a creator without a goal” comes to mind here. This guy clearly knows a thing or two about mapping but lacks a serious goal. In addition to that, he had an almost wonton disregard for game design conventions. Finally, he abused a specific locale in such a way as to make me despise the rest of the mod.
The mapping was fairly interesting, with decent lighting to compliment things. Everything seemed to look pretty good for the first half of the game, with some really nice details in specific areas. In the second half of the game, the mapping and attention to detail began to unravel. This is due in large part to the lack of a goal in designing.
Everything leading up to the trip to Tull was great. I played on Hard Mode and it was pretty difficult to fight those zombies while waiting for the elevator, even if the whole battle was in a single tiny room. The modifications to the shotgun (slower reload speed) made each shot more deliberate than normal, and gave the whole siege more weight. The human enemies, being npc_citizens set to hate the player, were quite a challenge. Luckily, their health seems to have been turned way down so they could be quickly defeated. For that, I give this mod a few extra points. And although there were no clear story elements, the signs and messages I kept finding, along with the mystical doorway to another dimension, kept things interesting enough for me to press onward.
Tull itself was a HUGE TREAT for me personally because I know exactly which universe that town comes from – the “keystone” universe. I had always planned on doing something similar in my own projects, if the story allowed. But the place suffered from horrible invisible walls, a complete lack of activities (or at least some of the more noteworthy Easter Eggs that I definitely would have included), and buggy crashes. It undermined the hypothetical significance of the place in my mind.
And then everything fell apart.
Nothing made sense after exploring the church in Tull. The author of the mod decided to throw everything away. Nothing beyond this point interested me or made any sense. In fact, if there had NEVER BEEN a trip to Tull, I would have liked this mod much more. But no, the author wasted a great opportunity to do something truly interesting. As a result, the goal of the mod became, “random maps linked together by random means, and random enemies in weird spots as well, and lets add some of this and some of that and see what happens.” I hated the rest of the mod.
I was wondering about that shotty, was used to a specific reload time, then went round the corner to blast an enemy only to get damage from him and deliver a late response from my sh(i)tgun.. And to think that was most powerful weapon in the mod, gawd. Some nades would’ve been great for specific areas, but no…
This really felt like 2 mods to me. I will review it that way:
Mod 1 – everything up to the teleport. I really liked this section, it had some great humour (Dr. Breen on tv, the milk to gnome machine) and the combat seemed well spaced. The humans were fast and difficult to kill, but it was manageable. There was a really nice use of flowing water with ripples that looked great too. Small gripe, there was only 1 fuse in the area where you escape from the cell by blowing up the barrel. I had to reload the map a few times until I got it right. The puzzles to get the teleport up and running were good, and I would have been happy if the mod ended right there.
Mod 2 – everything after the teleport. I had a lot of issues with this section. First, each time you went through the teleport the AI ended up getting disabled. Manually loading the map solved that problem for me. However, the western-style town was very bleak looking and crashed on me multiple times. I also managed to get stuck behind an invisible wall after going around a building. Finally I gave up and noclipped into the church. After that the various maps seemed to make no sense to me whatsoever, and there were so many enemies I had to use god mode. I did like the booster car part, but the ending with the combine visibly spawning behind force fields was extremely puzzling. I wasn’t sure what I was supposed to do so I noclipped around until I got knocked out again, triggering the final scene.
Overall, it’s a “Play It Later” for me. But the first part up to the teleport would be a “PIN” (should have ended it there) and the second part would be a “Think Twice”.
I did-end really enjoyed it nor really finished it.
Hence this review should be taken with that in consideration.
I played until the western themed abounded village cause just like mr. Andy the game crashed multiple time’s and I could not be bothered cycle ing trough the maps to find the next one.
As for content its clear there has gone a lot of work in the texture’s and all of them are from rather high quality A+ grade for those.
Same goes for the audio although lesser custom till a extent and not on the same quality level it does always add a certain edge that makes it unknown hehe
The level design started of rather fine setting the tone with a nice intro
[spoiler]i would have loved having to find your path in the frozen tundra and not just pop into the underground[/spoiler]
And the first couple of maps had some great stuff arround but it became quite rapidly a bore being in a underground setting with not that much detail.
Add to that there’s a lott of freaking key finding around and thats quite the nightmare in evry mod game might be something personal but hell when will developers learn…
The combat as far as I got was not my kind a thing being forced to stay out of line of sight from npc yeah the human guy’s packed a hell of a punch!!
thats not a problem if there woud be some meds around wich are rather rare.
The costum weapon models and some coding where expertly done and I can’t complain about those overall its pretty much the setting that bored me a story that doesn’t compute.
Add to that a crash and meh not my kind a thing maybe the combine combat felt better then the humans one underground but I can’t tell
Judging by the screenshot’s the outdoors loook quite fun if you can get so far without giving up.
1 Hour, 50 Minutes
What zonbie and vancanucksfan said, That’s interesting.
It really seems there is 2 mod’s in 1.
-First part until the teleport : hard but not impossible fights, some story elements, a clear path to follow…
-secund part from teleport to the End :
I know Phillip will do an interview of the author, so : what the hell happened?
I like surreal sequences, like in SpY/Lon mod’s, but That’s not my main problem (Besides the fact that I don’t understand why I went to stphen king’s gunslinger universe).
Suddenly, no More story and some dumb issues (the last apartment, how and why it was here).
Suddenly, impossible fights against countless waves of enemies.
It felt a bit rushed…
I was really, really enjoying this mod right up until I got to the Wild West map where the game proceeded to crash randomly and completely stop returning my calls. So I’m a bit of a jaded player and I’m not giving you a review of the full meal deal.
This mod was clearly built with a lot of tender love and care and it is worth your time, no doubt about it. There is a lot of custom artwork here and most of it is really easy on the eyes. The level design turns non-linear in some areas so if you dig on that sort of thing then you’ll probably enjoying exploring these maps.
The difficulty is pretty unforgiving. I was playing on medium and got my ass kicked to Tuesday several times. But that’s what people seem to like these days so kudos to the author for taking his players seriously.
There’s two recurring ideas in this map that were giving me problems. First is the frequency of small, cramped areas filled with physics props. Oh lordy! It felt like being on a bad episode of hoarders in some areas. Second problem was the amount of dead ends I felt I was running into. Seems like every second door I tried the map told me to f*** off and take my business elsewhere. The author has included a little homemade Legend-of-Zelda style key system where you find keys to use on locked doors. I think this idea was taken a little too far and the mod can turn into a game of find the key under all the junk.
Third problem I had I already mentioned. I couldn’t finish because half way through the game decided it was tired of hanging out with me and wouldn’t let me go any further. There is some kinks to be worked out still in the engine.
But don’t get me wrong here. At the end of the day this mod is absolutely worth trying. I say that even with the performance issues being present. Look at me! This is my serious face! There’s a lot of talent on display here with some great moments to experience and some great art to feast your eyes on. This guy clearly has a lot of creativity and passion for what he’s doing. I look forward to seeing what else he has up his sleeve.
1 Hour, 20 Minutes
Based on the comments, a lot of us are getting “A.I. Disabled” at the Wild West town and the game crashes. Includes me and how many others that just gave up and didn’t comment because they didn’t finish the mod?
btw, the AI disabled bug concerned only the tull map. Then it goes back to normal (besides the fact that suddenly there is no more story and no more easy fights).
I don’t know if there are any events or enemies if I enable the AI on Tull?? I just searched for keys and then I quit Tull without any fights or anything else…
Unfortunately for me (and a number of other posters above), it doesn’t go back to anything because the game crashes. And we don’t really know if “A.I. Disabled” is intentional or not?
I have added a SAVE to the main post, including instructions on how to sue it, that is for just at the end of the Wild West Map.
Please let me know if it works.
This is a perfect example of the need for my ModCloud idea – a place where people can upload saved games for mods.
I’d rather wait for a patch, I believe it’s the author’s responsibility..
I tried it, gets me to the next level but AI is still disabled and typing ai_resume does nothing.
Have you tried this: http://forums.megagames.com/threads/a-i-disabled-half-life.30474/
ai_disabled 0 also did nothing. At this point I assessed whether or not to start creating read only files, is this mod worth the aggravation so far, and decided to wait for something that anyone found that actually works. Like a non-buggy mod.
You can get around the AI Disabled bug by loading the map manually in the console (map Tull01). You can then skip to the next map map Surreal01. This will hopefully fix some of the technical issues and work around the crash.
Very nice mod with a lot of attention to detail, beautiful environments and locations.
The textures were really nice, the mapping and sound design, too.
The only negative points about this mod are the lack of a proper story, and the wrong reload sounds for the SMG and the pistol 😉
2 Hours, 10 Minutes
I Will give this job a Play it Now recomendation, because it has many assets that I conssider vital in mods.
First, the originality and creativity can not be underestimated on this title, is clear that the author effort himself to create a different story, rather than the pure and simple CMB-HL2 combat purist plot, I really like when authors try to tell us a story into their mods, that tastes different, and maybe put some reality snap on it, like in this case, we are on an “abandoned” scientific station ocupied by some crazy people underground maybe far far at northlands somewhere in the world, and those poor pshycopats downthere have fortified themselves because they know about the cruel CMB ruling out there with no mercy or respect for the human race…, so, if you drop by accident inside there, as happens in the mod, don’t expect to be well recived by those guys, who knows maybe the go insane because they had to eat rotten headcrab meat!!, I mean I like those touches that often goes beyond a square rigid plot in a mod.
Second, that reality touch is not limited to the plot of the mod itself, this mod plays with real details in real world, and the CMB dominance on earth, the mod cooly tells the story into the mod, as you can read many hints and clues written in papers by people inside the complex and victims of the crazy scientists down the facility.
Third, I liked the changes in weapon models, and the sounds on them, tough they were limited to the glock, shotgun and the SMG, I enjoyed more as I provide the heavy complete weapons in HL2 by the console.
In the shortfalls, well i’d say maybe this mod has some darky places in the textures, and some of them were just too over lighted, then, as many has pointed, the difficulty level in this was frankly disbalanced is kind of “hard” even in easy, so in normal is just kind of hectic and I guess it is even kind of annoying to try with those crazy guys doing incredibely harm with their shoots and the super zombies kicking so hard….
Then the end I didn’t liked it as we end as we were at the beggining, that means captured by the CMB…, so yeah that’s kind of cliche thing, personaly i’d love to remain free at the end , and maybe re-join to theresistance.
I also experimented bugs especially in the part of the “Tull” altern dimensional town in the mod., there I had 2 crashes for no apparent reason that stranded the mod…
So in conclussion, play this, as u are going to find something differnt, and i’m glad 2012 is keep continuing giving ok HL2 mod productiveness so far.
1 Hour, 55 Minutes
Hmm…’the archive is corrupt” that’s what I got when I tried to unzip it !
..of course it might just be the download session, so I’ll redo it and try again…though not sure if I’m wasting my time with a slow dongle, considering some of the comments above, but I’ll give it a go..
Hah dongle, just wait til u get proper conn, you can “play this later” 😛
Finally managed to download it all, like what I’ve played so far, but stuck now trying to sort out the pumps…can’t work out what to do next…I’ll go back to it maybe later….bored for the moment at no more progress.
Well, finally got through it, albeit with the help of the odd cheat. As has already been said, it was all fine until that western ghost Town, but Philip’s saved game worked for me…umm, I also think it should have finished at the teleport…the second half seemed out of keeping and a little pointless…still, I enjoyed what I enjoyed and the key thing didn’t bother me much, though there were a few parts where I was left scratching my head…but certainly, well worth a go. (and in the light of very few new mods out there…you have nothing to lose)
I have reached the part where one has to activate the mainframe, liquid and power. I have managed to activate the mainframe (by reconnecting the missing wire and entering that small long room to press the button at the end). I have also activated the liquid by going through the pump sequence and hitting the lever. So I get two tick marks now but I cant find how to start the power. I looked all over the Generator room but couldnt see anything. Went up the ladder and through the broken window and down again into the next room where there is a button at the end of the corridor. Pressed that, nothing happens. Can anyone please explain?
NVM, figured it out….
SNOW! And then it’s gone as you go into that trapdoor. Oh globbits!
Really nice textures abound and very atmospheric scenery is a delight and kept we wondering what was around every corner. Almost like a horror mod.
Loved the notes scattered around telling the “very thick” gamers what to do; they helped me a lot. Ha, ha!
A graphic tour de force, seeming a lot more dramatic than it actually was, with the lack of adversaries!
Key collecting seemed a little flat, but was a nice retro touch. Find a key and get a free zombie!
Combat, when it came was fairly brutal whether zombie or human, even though I was playing on easy, but a handy sentry gun was my buddy for a few rounds!
Of note is a slow lift scene, leaving you to fight off a zombie horde with limited ammo as it creaks upward. I died twice, but I found a climbing strategy to gain the upper hand.
Secondly, opening a slow wire gate while being shot at by four or more nutters is kind of an impossible task for me. I tried, I died, I died, I died and was forced to reach for the consol!
Other than that and a couple of usual mod issues it played fine and I really enjoyed the trip.
Loved the flooded sections, as they looked so good on my monitor and sounded great to.
Moving from the dark brooding power generator to the transport room was quite a contrast and looked as though the modder had lost focus a little and this was the ending. But no, the sepia-toned “Tull” arrived alone with the “A.I. Disabled” message followed by a crash or three! Got it working and headed for the church, expecting a horde of zombies to pour out, but it just got weird!
Then outdoor snowy fun at last and heavily outgunned again!
Nice bit of crazy car construction and on to a very cruel surprise and an ending I had not expected!
Overall this is a brilliant piece of work with the odd hiccup or two and fun to play and a good use of ducting! I spent a long time playing this as it was so nice visually and had lots to explore.
Finally, I finished it almost a month later… I was caught on the same bug that kept crashing it at the Tull01 map. I don’t need to describe the same bug, as it’s been done plenty of times before, but I have to seriously hold it against the mod and say that the author should seriously fix this issue.
Otherwise, the experience itself was enjoyable. I wish I didn’t have such a major break to split up the mod as a whole due to the bug, but the final parts of the game feel much more solid and less clunky than the first levels. The pacing of the action was decent, but left me confused as to why both the humans and the combine hated the main protagonist.
The layout was also confusing, erring toward elements of horror, surrealism, action, and comedy, but not making it clear what the goal was. [spoiler]The actual dimensional teleporter part is the biggest hole in this, because it leads me to a desert, which leads me to a dream, which brings me back to the same snowy base, but with no connecting element explaining how I got back[/spoiler]
Of the details I remember, parts of the mod felt like they could have used some more atmospheric tension to them, particularly at the beginning, where things were quiet and it left me a little bored.
The absolute best part was the [spoiler]Trololol song with Breen singing, followed with the various meme faces spray-painted on the wall throughout the rebel base.[/spoiler] I laughed out loud for a solid minute, mostly from how unexpected it was at that point.
All in all, it was a good experience, but with a more consistent flow and ideas, it could become a great one.
I pulled it out and I normally don’t. The bugs and glitches previously mentioned just made it so annoying to sit and play something that is supposed to be enjoyable.
I did like the “idea / concept” of the mod. Like others I had hopped for more snow outside action.
I downloaded it when it came out and played a bit hear and a bit their that’s why I put the 10hrs.
Lost Under The Snow
1.Under The Snow, is fairly big 607.Mb, but fairly short for the size it is! It’s a decent size if you were to claim it as a, Average Half-Life 2 Modification!
1.Another level had a fair amount of, Head-Crab Zombies, standing in water! Most of the head-crabs died from drowning and were easy to evade!
1.Certain levels had, Purple Checker-Board Textures!
2.There appeared to be more focus on the atmosphere and detail towards the interior, rather then the exterior of the mod! Certain vent-shafts had, Snow Falling From Them, I don’t recall seeing it, Snowing Outside, even when you first start the mod!
3.The Western looking level had the words, A.I. Dis-abled and wouldn’t disperse! It mainly seemed to crash when having attempted to, Break Something! All of the, Skeleton Models, were laying on the ground next to the Church making it look rushed!
1.A few parts of this mod I felt referenced both, Dissolution and Research And Development!
2.The title of the mod, Parts Of The Words Have Been Cut Off, because it doesn’t fit the screen! The mod was sometimes, Very Linear, or, You Had Very Little To Go On!
3.Their was a machine labelled, The Gnome Converter, which converted, Milk Cartons Into Garden Gnomes! You only have the chance to use it once, rather then a bunch of times and the room was, Filled With Milk Cartons!
4.Notes, some of the notes are, Mis-Shaded, mainly in the ventilation shafts and can only be seen when a, Flare Is Lit, even if you already have your flash-light turned on! Some of the notes have, Mis-spelled Words, Words That Are Doubled or should have, Capitals In Them!
5.One of the levels has something similar to a, Pressure Plate! It won’t open even if you put a, Great Deal Of Weight On It! The pressure on the plate wasn’t equally balanced I was able to open the path-way by placing most of the weight from an object on, One Of The Corners, rather then the middle of it!
6.When starting up the machine that leads to the, Western Looking Level, it doesn’t give off a very effective dis-play when the generator is activated!
It seems that with the various updates to STEAM, many of the mods/maps no longer work.
I cannot get this game to launch …I see it in my library but when I try to launch it all I see is a big white square (with audio) and the game crashes back to STEAM with an error message about not being to load something or other library.
I have tried the typical fixes posted on the STEAM forums with no luck.
Can anybody help ?
Thanks …great site BTW for the best game ever !
Try looking at the post Steampipe and Current Issues, there should be details how how to edit the gameinfo.txt which may make it work.
Thanks for the prompt reply … 😉
although I didn’t see anything related specifically to Lost Under The Snow ..I did find something that got my Mission Improbable to workas well as leads for a bunch of otherwise unknown to me mods. Theses all have the fixes posted so I should be good for a while
I will investigate LUTS further after I finish playing MI
Thanks for the heads-up
The main fix is not mod specific, and there’s no real way to know if it will work until we try it. Good Luck.
I still could not get theis mod to work after trying ALL the posted gameinfo fixes.
If anybody has been successful please post the steps taken to get it to work.
After reading 7683 threads about 4896 problems running mods after the different STEAM updates, I lucked onto this fix.
After applying the fix for HL2- EP2 in this thread :http://steamcommunity.com/app/420/discussions/0/864971765497379056/
if you get an error : ” 41/monitor_breencast_jumbotron2-func_monitor:not precached:*2 ”
simply go into the mods maps folder and rename background_01 to something else. I used background_10 and the mod launched.
I imagine this fix will work on any mod that gives you a ” xxx not prechached ”
I hope this helps some people frustrated by not being able to play many of the older mods out there.
Another oldie I’ve recently returned too and it’s also a bit of a strange one for me. One the one hand I thought the levels were often soooo atmospheric with a gorgeous look and design layout. Very realistic and superb for exploration and the whole adventure of it. Loved it.
However, I did suffer a couple of crashes for which I needed to save the game – noclip – by this area and then continue on. Weird but it worked. Also, I thought the enemy henchmen were FAR too hard. Sure, I got by them each time but these guys made the Elite Soldiers look like wimps! That balance didn’t feel right, in fact it felt way off. Their marksmen-like abilities and the pain they were able to inflict wasn’t right. I like a challenge but I was getting to a point where it was a chore (in this respect). Now, this could easily have been fixed with more goodies to collect but often there simply was nothing to help get me healthy again. Shame…
Even with the problems which personally bothered me, I’d still have given this a Play Later but I feel I cannot with those weird maps that felt like they shouldn’t have been included. The wild west and surreal ones which followed should have been left out imho. Spoiled everything before and after.
Overall, I still enjoyed this fascinating bunch of maps which mostly all look great and contain some nice puzzles too. I loved exploring through but I hated those mad henchmen which spoiled it for me. Worth playing but I’d love to see the mapper develop something less unfair next time 🙂
Lost Under the Snow is buggy, unfair, fun and OK at the same time.
You are an unnamed citizen who just happened to fall from the Dropship’s cargo and you find yourself in the middle of nowhere. Then you found out the facility you shelter in is filled with zombies. Also, its residence tries to kill you for some reason. The ending also felt very cheap.
The mod does a very good job in making you feel claustrophobic in being trapped underground. This also makes the zombies an actual threat since you can’t run around much.
Combat is between OK and bad. In about half the combat involves placing an overwhelming number of enemies and giving you either no room to move around or too little supplies. This is very evident when you fight the Combine and the human enemies. They also do a bit too much damage. I also want to point out that the death screams are downright hilarious.
Lost Under the Snow seems to make you want to cool down a bit. As humorous notes and writings pop up here and there, usually they are quite funny.
Puzzles, half the time, involves finding keys. The problem is the mod never tells you what door does it belong to, except for the first key. Another half of the time the mod tells you a little too much about the puzzle through notes scattered in the area.
I also somehow cannot sprint for the rest of the mod after a few minutes in.
Do I recommend it? Maybe. I find it fun here and there. But the overall experience was not great.