The Advisor

for Half-Life 2: Episode Two

18th June 2010

The Advisor is a singleplayer puzzle based level for Half-Life 2: Episode 2 where the player pilots a small combine robot in top down view from a security camera.

Basic Details
  • Title: The Advisor
  • Filename: SkySilcox_TheAdvisor.zip
  • Size : 2.33MB
  • Author: Sky Silcox
  • Date Released: 27 October 2010

Download Options

Download via Author’s Homepage

Installation Instructions
  • Copy SkySilcox_TheAdvisor.bsp into your Half-Life 2: Episode Two Maps folder.
  • Launch Half-Life 2: Episode Two
  • Open the console and type map SkySilcox_TheAdvisor.
  • Press enter/return or click the Submit button.
  • Play and Enjoy.

If you require more help, please visit the Help page.

Screenshots

Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots contain spoilers.

Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
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14 Comments

  1. This starts in the first person and I was hoping that it would last longer in that view. You need to work your way around a small area and manipulate items to allow you to view a top-down camera and then control a robot to collect a special Rollermine.

    It took about 5 minutes to play and as with a lot of Guildhall releases, it’s a portfolio piece first and foremost.

    I have to admit that the top-down section took me ages to realize that I could change the direction of the robot with my mouse. Hopefully you won’t make the same mistake.

    You may enjoy it for you have 5 minutes free and enjoy something new.

  2. I would have loved it if it worked properly. For some reason when I started my game, I had this weird gravity effect where all teh objects floated towards the ceiling. I was able to get the first rollermine as it came out fo the chute, but the other one I had to noclip in order to get up high enough to grab. Once I got both rollermines in their place, the weird gravity effect shut off and everything was back to normal.

    1. I also had the gravity effect but I believe it was due to the Advisor. I don’t understand why you had to get high enough to grab it. You did use the top down view, didn’t you?

      1. when I pressed the button that let the rollermines out, they immediately started floating up to the ceiling. I could “jump” as the little robot thing, but I didn’t seem to have any floating abilities that let me reach the height they were at.

        1. You need to go upstairs and active the unit.

          1. I DID.

            I grabbed the robot, I charged it, and I went up the stairs to press the button to activate the top down view. I guided the machine over to the button that lets the manhacks out, and pressed it. The manhacks came out, and immediately floated up to the ceiling, out of reach, giving me, at most, time to grab only one.

            1. How can you tell they floated to the ceiling from the top down view?

              1. You still have perspective, Phillip. When the rollermine floated around it bounced it’s way over to one of the walls, at which point I was able to check its height by seeing what part of the wall it was touching, and that was well above the height of the second floor.

                That, and I was able to run the robot UNDER them, even while jumping. Heck, I even jumped up onto the red&white striped ledge and then jumped up from there and I STILL wasn’t able to jump up to a level that matched the rollermines.

                And yes, I figured out that you could not only turn the robot left and right, but also up and down using the mouse. It was a constant pain in the ass figuring out which way the bot was actually oriented, but I managed it.

                Like I said earlier. The bot and all that stuff worked fine, but the rollermines floated up too high. Once I activated the bot and released the rollermines, I had to turn on no clip just long enough to grab the second rollermine off of the ceiling, then I turned no clip off so I could drop back down to the floor with it and put it in the slot it belonged in. After the Advisor was taken out, everything went back to normal.

  3. This nice little mod took me about ten minutes to figure out!
    Loved the weird gravity effects. How about a mod set on Mars with its 0.376g to add to the fun!
    Nice to have a trapped “Advisor” to leer at.
    A quick mod, but fun with some nice ideas. Pretty to.

    I forgot to use the mouse to turn the robot in the top-down security camera view, just the cursor buttons to move it.

    It was an “Off” day!

    Play it for a fun few minutes. But make sure your brains warmed up!

    I will be playing it again………….

  4. skysilcox

    Thanks for the great feedback. The console commands I was using are apparently broken due to the recent update so there are some bugs that were not there before. I’ll work to get an update out with a proper config file and bug fixes very soon!

    1. sounds awesome. I did notice that turning the bot using the mouse was very unintuitive. You may want to see if you can get it so it simply turns to whichever direction is being indicated by the movement keys, and kick the mouse out of the equation entirely, since it’s a top down view, and I assume all the action was supposed to take place on a generally flat plane.

      1. skysilcox

        You may want to see if you can get it so it simply turns to whichever direction is being indicated by the movement keys

        Most feedback I got at whitebox suggested just that! This time that will be the first thing I do so it doesn’t get lost in the shuffle again.

        I may have time to extend the mod a bit later (or make a different one) if people seem interested. We’ll see.

  5. Pingback: Sky Silcox · Level Designer

  6. skysilcox

    Just an FYI
    – fixed a couple of bugs from the update
    – fixed the control issue (‘a” and ‘d” now turn)
    – added an embedded .cfg file

    Not an official updated/extended version, just a quick band-aid for the nagging issues 😉

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