Miigga takes you on another puzzle and action journey.
Timing is important in this map as is your ability to kill and keep moving.
There’s no time to look back and enjoy the view.
Basic Details
- Title: Magellanic Stream
- File Name: hl2-ep2-sp-magellanic-stream.7z
- Size : 6.32MB
- Author: Miigga
- Date Released: 19 February 2012
MapTap Users
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Download Options
You can still use it with MapTap once you have downloaded it.
Manual Installation Instructions
- Copy magellanic_stream.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map magellanic_stream.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Technical Help page.
Videos
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 3 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 0 Hours, 38 Mins
Shortest: 0 Hours, 25 Mins by geekofalltrades
Longest: 1 Hours by Avantgarde95
Total Time Played: 1 Hours, 55 Mins
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 0 Hours, 38 Mins
Shortest: 0 Hours, 25 Mins by geekofalltrades
Longest: 1 Hours by Avantgarde95
Total Time Played: 1 Hours, 55 Mins
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Jump to a review
Who doesn’t love Miigga’s levels? Only fools. Okay, I know that we don’t all like short levels but the quality here unquestionable.
This one is no different.
You get a variety of rooms and areas, each one beautifully crafted, with detail and lighting.
There is a great puzzle with some rising water and the the final battle is pretty intense.
All in all a typical release from Miigga and one I am sure you will enjoy.
Hey Phillip, by the way I was thinking: Could you post the word “Migga” as a Tag itself?, that would be handy as that tag would direct us stright to all of the Migga’s maps.
No, sorry. You can just click his name in the author section to see all his maps.
Oh Ok then I haven’t looked on that feature, thanks!
As Phillip says, it is an “action puzzle map”. Lot’s of puzzles and some nice battles mixed in. Personally I’m more the adventure/explorer type player, so this kind of a map doesnt appeal to me. But I give it a high score because I realize it does appeal to those who love puzzles, and with that said, this map is very nicley constructed. Clever puzzles abound, routing is good, challenging battles are to be fought. Good ambience as well.
Certainly worth a download.
From the first seconds of this map we notice originality. Original texture usage in design, which is, by the way, very detailed, and original puzzles. We walk and look around, then find the crowbar and Gravity Gun, one of them helps solve the first puzzle. The author also did a good work on atmospheric lighting. Speaking of originality, the author also remade one room from Doom1, which is cool because I’ve never seen remakes of this room in any modern games.
The places behind forcefields are not detailed at all, just flat walls, and this spoils the impression.
The puzzles are very fun at first, because I solved them quickly and easily. Some places break the fun, though: there’s too little time, and the leeches do too many damage in one area, and I couldn’t quickly solve another area. And eventually we get to hard puzzles.
When entering the big room, I was afraid that there will be an overwhelmingly big puzzle, and was relieved to find out that this room is for the battle, and there’s no big puzzle.
Overall, this is different from what you usually get when playing Half-Life 2 Custom Map, so play it now. Also, this map became even more fun when I replayed it, because I didn’t get stuck anywhere and knew that I shouldn’t look at forcefields.
Admittedly I am a bit lazy when it comes to the rooms where enemies come from. I tend to just not detail those for some reason.
You said that I had recreated a room from Doom 1. I did not do this intentionally, could you specify which room from this map resembles a room from Doom 1? That would be interesting to know.
Also thank you
The room from Doom1 is [spoiler]the room with a lot of small elevators[/spoiler]
You’re welcome.
I assume that you mean the [spoiler]small room after the weird watermelon thing.[/spoiler]
I have only played the free demo version of Doom 1. (Only contains the first chapter) and I don’t recall any similar room existing in Doom 1 so I suspect that you’re talking about a room that’s in some other chapter of Doom 1. Can you find a screenshot of the particular room you’re talking about? It would be interesting to compare the accidental similarities.
Yes, these rooms are in chapter 2, level 2 and level 3. I couldn’t find them so I quickly went to these rooms and made the screenshots myself:
http://img855.imageshack.us/slideshow/webplayer.php?id=doom1elevroom1.jpg
I’ve seen something similar here:
http://www.mapcore.org/viewtopic.php?f=62&t=15843&sid=cfd7e634c8a11a57cb15b4670e09fee4#p282623
all those hexas move 😀
If I see a Map/Mod is by Miigga I have to play it, but WTF is his fixation with melons?
First off this is by Miigga, so we know it is going to look above average and the gameplay is irritatingly good. If you have played his Maps/Mods before you know he has his own style of play and long may he continue to amuse us with his melons.
The most outstanding part for me was the rising water section, it can be done in one go, but choose your weapons wisely for quick switch.
I loved this little map. It kind of reminded me of Research and Development except it also has combat. The puzzles were interesting but not too difficult, and the quality of the map was really good
Thoroughly enjoyed this. Detailed scenery, some crafty but not stupid puzzles and a nice bit of fire-fighting thrown in.
More!
The new map from “Watermelon” Miigga, is, as usual, fun and has plenty of cool puzzle ideas, it’s neither too difficult nor too easy, you’ve at least a few seconds or one minute of reflexion on “how to” get out one room or another,
and you still have some cool fights, and a few surreal scenes.
Those who have done all Miigga’s maps before won’t be disappointed, this will be like seeing again an “old friend” 🙂
The room filled with water was a bit difficult and required some good timing, thought. Besides that, all the other things were adequately fine.
Addendum : next time (“if” and “when” there is a next time, who knows with you), but I know you don’t “like” or “want” to add new content, you should include a giant watermelon statue deity…
I still can’t get of the first area…I know it’s something to do with that generator….but what ?
That’s a very deep hole it’s suspended over…..
I know, but no amount of blasting it with the gravity gun or the planks it’s standing on seem to do anything..grr
Why do you use the Ggun? One good shoot of crowbar and it’s done 🙂
Didn’t find a crowbar…but no matter, done it now…
You must use the http://i.imgur.com/C4Zve.jpg
This is deifinitely one of the best migga’s maps, I think this is the most clever and sharppened mod of him so far, as Phillip said there are not enough time to enjoy the view, and the combat is there at all times and is not going to be easy, I fdon’t know if the map is configurated at hard skill, but it seemed to me that those CMB were the hell more difficult to beat than in other combat situations, maybe because migga make them to search and destroy or move, which I love because it makes you to think in strategical combat while you are fightnig, which makes it even more interesting and full of action.
The puzzles were sharp and clever, and I had some troubles in the one where u have to lift up the 3 crystal doors taht block the door to the last part of the map, then in there you have a pretty intense combat, I mean how a combat is not going to be intense with some huntters chasing and trying to kill ur butt??, that is allways going to be intense and fun as hell, because the dam hunters makes you also to think all of your moves weapons and shoots when u are facing them!! I loved the end but for me in the last 3 hunters before u reach the elevator, I only had 22 Health so I had to deliver myself one useful AR2 to help my ass to get healthy again u know what I mean, by the way in that point I only tell migga that: please giive me more weapons than just my classic SMG, Magnum, Crowbar and Grav gun, PLEASE!!, the combat in ur maps is allways intense and a crosbow or a useful AR2 will allways be handy!!!!
I loved migga’s maps, because as I said once is only one map but along very well distributed areas or parts, so the whole map is going to feel as a mini mod with 3 levels or minimaps within it, if u want I better reffer to them as:”mini-maps or mini-sections”, anyway u catch the idea.
I really would love to play a mod based just on all of the migga’s maps, that would be great, but as a gamer I still would ask migga to work in something deeper, in a propper mod itself, short or medium range it doesn’t matter but if its longer better for me as a player, i’m not get tired to say that that would be just great and I surelly will be fascinated and far more entretained playing one migga’s propper done mod, I hope he hear me and conssider that humble petition from a hungry gamer.
I usually reserve my PF recommendations for longer play “mods” but just seeing a new Migga Map always makes me feel like a kid entering a candy store, I know there is going to be some great stuff inside and once again this doesn’t disappoint. Migga has his own very unique style and I love it. well crafted,intense and a complete joy to play.
The quality and thought put into the area designs and more importantly the puzzle-gameplay is top notch. Well Done Migga, your hard work and attention to design is very much appreciated. I’m glad that poster “Hec” asked about tagging the name and I found out I can click on Migga to get all his entries. what a joy! Oh yes to the trademark “watermelons” LOL
Very fun map. I finished the raising water part with one HP after a zombie slap and getting shot at a bunch.
everything made sense, and nothing broke the experience. Definitely play it now.
Can you explain the watermelon part? Because even I’d like to know. 🙂
I loved all his previous maps but this one, and usually complete 95%+ of all maps….the rising water just caused escalating anger after so many times getting killed, despite using run and using everything at my disposal in the right sequence etc. etc. So I can’t find anything good to say about this map, as this reaction is not a valid design purpose in my opinion. Eventually after I started swearing at the map/designer, my wife hearing this said why do you play games like that? Good point.
not fair to review a map without finishing it.. how come PP didn’t remove the recommendation?
The rising water is easy
I’m loving this mod, though I’m thinking I’m stuck fairly early. The *spoiler warning* water rising portion is kicking my butt. I’m able to make it up past the barrels blocking the staircase up to the zombie crab heads or whatever you call those guys, but then get ‘leeched” before being able to pass them. Kinda frustrating. Any hints would be appreciated. The detail is superb, and the atmosphere is scary yet fun.
Just for future reference, please finish a mod before adding a recommendation image.
Now, that rising water is a bitch, but all I can say is maybe you are spending too long killing things. Try just running past them.
OK, will do. I’m kinda new here. Appreciate the site, thanks.
Glad you like it. Looking forward to reading your reviews.
I recommend just running past the zombies. If that fails, you can still kill one zombie and make it to the ladder if you’re fast enough.
Thank you, I will give it a shot. And thanks for the mod, great work.
I got throught it by killing one with a crowbar, and getting around the other. Took me a few times to get past that puzzle.
If was a fun map quite challenging but when frustration came it never push me to quit, sometime the place you travel through where not enough wide but this was intended I suppose, just to increase the challenge
I would have like to take the end elevator to an outdoor place with a beautiful landscape view
It was well worth the download and gave me what I was looking for: a good gaming moment 🙂
BTW Phillip how did you take the map discribing screenshot…did you cheat… really 😀
Yes, after I had finished the map I went back to get this image.
ok
In short: It’s a cool, fantastic looking puzzle map, it has a few frustrating bits and some puzzles that while being cool concepts I didn’t feel really feel they worked in practice.
In Long:
From the beginning of the mod the detail in the map is fantastic, despite often being entirely bizzare the environments feel credible.
The puzzles themselves are relatively simple to understand and make sense although some work better than others, there are some that while seem cool are more frustrating to pull off.
There are also areas where the map geometry and props really get in the way to a fault when in a hurry.
The combat is reasonable, the AI seems pretty intelligent and make for some decent combat, obstacles perhaps should have had some NPC clipping applied but the AI was well done and most of the bases seem to have been covered, although some NPC’s towards the end can be a bit too overbearing, I did however find a pretty easy way to defeat them in the end however so that was satisfying. I even got an achievement out of it.
what achievement?
I quite enjoyed this map for it’s variety of inventive puzzles and well set up action sequences
1. The puzzles are broken up by some nice action sequences. I particularly enjoyed the last battle with Hunters and Combine
2. The rising water puzzle is pretty tough and I died a couple times. I thought this kind of time pressure sequence is very cool but I think the author overdid the difficulty as it got quite frustrating when I screwed up just a little bit.
3. The lighting and level of detail was excellent much like most of the author’s maps. Every room felt quite populated and full of detail. The author has a very distinctive style
4. My favorite puzzle was the moving combine ball puzzle.
5. Looking forward to Miiga’s next release
Was I the only one that needed to build the cubemaps? I get that a lot recently, maybe it’s my settings..
Anyway, right from the start I was saying to myself “Miigga puzzles nom nom nom” as they are a delight to watch and solve. I also died 3 or 4 times in leech water but it only made me feel stronger for surviving that, playing on Normal. At the double puzzle room, it took me a while to realize what the button near the nade crate does and thought I had to grav nade, but when I figured it out, the mechanism at hand felt so cool. I found it interesting how he mixed the goo, zombies and the combine elements in a pretty flowy environment. I know some might find the abstract puzzles a bit out of place but I really enjoy em and I even love melons in hl2! So I was thrilled to see pieces of melons flying towards me after I tossed a nade at a bunch of combine soldiers! Followed by a melon spiral! What just happened 😀
Again, nice orb puzzle and just as I was about to complain about the “key required” puzzle, the author takes me on another thrill ride. Also, nice way to make the player go up with that metal rod, instead of plain stacking. I watched darren’s playthrough and can’t believe he had issues with it, I had none. This mod really needed very little (to none) testing. Like I could nitpick how in the 5th screenshot there’s these papers on the walls and for one person to read em they had to fall in that gap. But small stuff like that can be found even in big dev teams so they can easily be forgiven.
Now into the last area, the explosive cans indicate imminent battle which I thought was predictable, but was a very interesting room nonetheless, visually appealing as most, if not all! areas in this map are. And as the 2nd wave of hunters came I was definitely not expecting them, bravo! Mapper really played with player’s mind and emotions throughout this mini mod.
I have to mention a small incosistency, as a combine force field DID allow a nade through, as opposed to a previous nade puzzle – nit picking.
“The elevator is now ready”, “The end” – that’s a dry ending! but made me lol
Don’t think anyone would hate me for saying this is a mini R&D but with guns which for me makes a perfect combination, as I love puzzles and a good combat. Even though I never thought I’d give a map the highest possible rating, I have no trouble giving this a “Personal Favorite”!
thanks
It’s… uhh… it’s pretty? It’s got a nice climactic battle at the end? Other than that, it features uninteresting combat punctuated with irritating puzzles, including a rising-water-deathtrap puzzle of the type that has never been fun in any setting ever.
Manually
Medium
25 Minutes
This map, like every other Miigga map, is just fantastic.
What I love about Miigga is how well he combines puzzle solving with action, and it’s the same reason I love the Tomb Raider games. Here, the combat is great, the puzzle solving is really good (but a bit easy) and there’s a lot of gameplay for a single HL2:Ep2 map. Also, it looks amazing, like every other map from this author.
Overall, you should definitely play this. This is a great map and Miigga should be proud for his work.
Nice puzzles and visual!
Manually
Medium
1 Hour
Looks and plays good. Not usually a fan of puzzle laden maps but these are just enough without slowing down the pace.
Manually
Easy
30 Minutes
Another amazing map from Miigga. I know a lot of people are mad at the killer water puzzle. I died there once but the second try, I realized how easy it was. Turns out, you can make it past without raising the water. In other words, I skipped the whole puzzle and this is not even a cheat or anything. I just basically climbed over the fence. Other than that, the combat is really intense especially for the finale.