The player wakes up in a destroyed laboratory. He must unravel past events to escape the city and avoid the zombie hordes.
Basic Details
- Title: Sector 9
- File Name: hl2-sp-sector-9.7z
- Size : 3.26MB
- Author: Rachel Maille
- Date Released: 18 October 2007
Notes
There are two version (.DOC and .PDF) of the detailed design document available from the author’s website for those interested.
MapTap Users
Download directly into MapTap [3.3MB]
You MUST have MapTap installed before using this link.
Download Options
You can still use it with MapTap once you have downloaded it.
Installation Instructions
- Copy maille_sector9_final.bsp into your Half-Life 2 Maps folder.
- Launch Half-Life 2
- Open the console and type map maille_sector9_final.
- Press enter/return or click the Submit button.
- Play and Enjoy.
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots may contain spoilers.
Reader Recommendations
Total Downloads
Please note: These statistics are valid from December 2010
-
2,608Overall
-
0Today
-
2Last 7 days
-
5Last 30 days
-
100365 days
Meta Review Data
Statistics based on 3 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 17 Mins
Shortest: 0 Hours, 12 Mins by OnThePaper
Longest: 0 Hours, 20 Mins by Quaskie
Total Time Played: 0 Hours, 52 Mins
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 17 Mins
Shortest: 0 Hours, 12 Mins by OnThePaper
Longest: 0 Hours, 20 Mins by Quaskie
Total Time Played: 0 Hours, 52 Mins
This is a great piece of work and the player is taken around the level but doesn’t get the feeling of back tracking. The author managed to control herlsef and put in the right amount of enemies.
Image 19 shows an area that required more beta testing but that’s often the case with Guildhall releases, I think they don’t get enough outside feedback.
There is enough action and exploring to keep you busy for about 20 minutes, depending on your palying style.
It’s nice to see a story woven into the gameplay and the addition of a fiesty Judith is also a nice touch.
Visually I felt it was a little too orange but clearly the author was going for the twilight effect.
All in all a great release and possibly the first Hall of Fame for 2009.
where’s the “backup data” ? I’ve been wondering around for like 30 min. trying to find it….
It’s in the apartment block. Use you map to get a rough idea as to its location. You will need the shotgun to proceed and find a way onto the roofs.
I figured it out – seem that hitting the padlock with the crowbar doesn’t work for some reaosn….a shotgun blast did the trick
I did say you will need the shotgun to proceed.
Apart from an odd moment in one or two of the roof-settings when you can walk through the satellite dishes, & other supposedly solid items, and the already mentioned unbreakable padlock, minor points, I really liked this map.
There were challenging moments, though perhaps not enough, but the layout & general design worked ok for me, and I was genuinely disappointed when it suddenly ended. That doesn’t happen all that often just lately for some reason….I wanted more, but seeing as how it’s a college project I doubt it will ever have any more, but credit to the author.:)
The map thing didn’t really work to be honest, as apart from one update it only ever showed the one “You are here” place, but the idea is definitely one that could be used again, if implemented a bit better….
Still, PIN.
I liked it. It was short but without any errors or bugs except I had no map when preesing M. The mod is fun, could use more action but it was good, worth the download. Hoping for a much longer one.
Yeah, it was an ok lil map, just a bit short. At least it didn’t crash or freeze or shut off the AI like some ohers I’ve played. Some day I’ll find out what the command is to restore the AI when that happens and then it won’t be such a major crisis.
Off topic — Anyone heard a good word for the release date of Black Mesa? I was under the impression it was due out in Jan 09?
Dying to play Strider Mountain and Citizen 2 also, but those probably won’t be out for a long while yet. Someone please tell me I’m wrong 🙂
You may know by now, but to re-enable the AI, open the console and type in ai_disable
It’s a good little story, plenty of atmosphere. I will say I’m getting tired of text on the screen substituting for spoken dialog. Bad voice acting would be better.
Pingback: Podcast 17 · Providing truth to Citizens!
Cool, short MOD, I had no prob’s with it at all., urban fighting was descent, textures and models looked good, ( very high frame rates ) ( screen text, a big no, no ! in my book ) the author could have edited a better ending.. other than that it’s has a descent feel, atmosphere and story to it.. worth 30 minutes of play time.. maybe more, can remember how long it took, but it was short..
Ok as far as it went. A bit on the short side but what there was is well designed and scripted, plenty of incidental content giving the whole map a stressed-outabanding feel
Ok as far as it went. A bit on the short side but what there was is well designed and scripted, plenty of incidental content giving the whole map a stressed-out and abandoned feel. Somewhat short on gameplay with only zombies to deal with plus a few climbing routines. Although the map never ascends to any great level of achievement, it nevertheless is worth a play-through, being one of the better short map/mods posted in recent weeks.
I also got a nice bit of enjoyment out of it, and like this kind of map. Alas, WAY too short. Oh well, can’t have everything!
wow, another high quality release. although it is very short it keeps you entertained for the time it lasted. it has an interesting storyline that I would love to see continued…hopefully there will be more!
I liked the map, though it was very short.
I didn’t like having to use the shotgun to open the padlock, but I can understand the author wanting to limit access to that area until you had something besides the crowbar. And it’s not like I was ever in danger of running out of ammo, either (don’t know about for you Hard folks).
And, gee, at the end–all the zombies were dead (well, a few more did show up) but the guards wouldn’t open the gate. That was fine, I was just impatient and looking for other ways through/over the gate when they finally let me through (after ALL the zombies were dead and no more were going to spawn).
download broken, alternative download couldn’t be found
Fixed.
Since my initial spawn I knew that this was going to be a good map. It reminded me somewhat of the Half-Life mod Poke 646, which also had you begin inside a warehouse.
The only flaw is that it ended rather abruptly.
Manually
Medium
20 Minutes
Ok, so, this is a little but good mod!
I’ll tell you why:
The level design of the map is pretty basic. The lights are really basic too. There aren’t much LOD, but there are some, and they are good.
You’ve got objectives, and they are wrote on the screen. However, it doesn’t help you that much… You don’t really know where to search for your objectives!
After, in itself, it’s a really great little mod!
The story is simple. Escape from this “city”.
If you have 20 minutes to spend, try this mod.
Using Gauge
Easy
20 Minutes
This map is surely something. Where else you’ll have a map, that is pretty confusing? Where else you’ll find Mossman who tells important information and simultaneously tries to kill you? Where else you’ll see roofs where all props has no collision, padlock can be opened with specific weapon and door has invisible wall right beside it?
At least the story and design are decent (I can’t tell same about the ending, it’s anticlimactic).
Overall, good story ruined by confusing gameplay.
Manually
Medium
12 Minutes
Ai_disabled
Recommendation was removed, you have to at least write a reaction or basic thoughts on the experience.
Looks ok. Once I was squashed by Mossman the AI_Disabled came up and would not go away. Maybe another map broken by that Steam thing.