Somatic is a singleplayer mod for HL Episode 2, featuring a Lost Coast-style monastery and Combine architecture.
Sorry, that’s all I got.
This takes place during the uprising of City 17 and Barney, who is leading the resistance, spreads news all around to remind all citizens that Gordon Freeman has arrived. Playing as a rebel, your squad has suggested that you go ahead and grab any supplies while you’re on your way to the Citadel so you can assist the Freeman.
You find yourself in an environment where Combine forces and Zombies are at each others throat, and you are quickly caught in the crossfire. Try to find a way to escape the area amidst the dangers that lurk around every corner…
Waking up in a mine-turned-rebel base during an attack, you have to reach the surface and rid the base of intruders en route – but even if you make it, your chances of escape are getting slimmer by the minute. So grab a gun and do what you can before the site gets sealed off!
I made this map for TWHL’s “Ascension” Mini Competition.
A town close to yours has been shelled a while ago. The Combine have settled there, with a small base. Such a small base doesn’t seem harmful, but you think something else is going on.
Led by curiosity, you make your way into the town…
This is my first map so any feedback is appreciated.
Many thanks to Strontvlieg, Lyren and Spoops for playtesting.
Here is the third and final mapping challenge in the Mesa Cup.
The release contains 2 entries.
For this challenge, entrants needed to make the surface of Black Mesa as the main concept of the map.
For full details of the announcement, please see the original theme announcement.
Cenodrome is a small standalone map made in the mold of the TWHL Tower maps. Put together by regulars at The Whole Half-Life site, TWHL Tower was a collaborative mapping project where each mapper constructed a small floor of the tower, and each floor was joined to others by a stairway. Cenodrome is the long lost sub-basement of that tower.
The streets are dangerous place. One squad member will accompany you to where you need to get to.
The problem is, you don’t really know where that is.
Therefore, you must check every door, every alley and every possible route for a way forward.
Somewhere on the coast, you final challenge awaits.
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