Upmine Struggle

for Half-Life 2: Episode Two

6th March 2019

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!

This map was made for TWHL’s “Ascension” Mini Competition.

Basic Details
  • Title: Upmine Struggle
  • Filename: hl2-ep2-sp-upminestruggle.7z
  • Size : 3.7 MB
  • Author: CPripyatUit
  • Date Released: 03 March 2019

Download Options

Download to your HD [3.7 MB]

You can still use it with Gauge once you have downloaded it.

Manual Installation Instructions

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

  • Copy the maps folder into your …\Steam\SteamApps\common\Half-Life 2\ep2\ folder.
  • Launch Half-Life 2: Episode Two
  • Open the console and type map twhl_upmine_struggle and now press ENTER.

Screenshots

WARNING: The screenshots contain spoilers.

1600 x 900

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Reader Recommendations
Avoid It!
Think Twice
Maybe
Play It Later
Play It Now!

4 recommendations, average score: 3 (out of 5), standard deviation: 0.5 (what's that?)
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Meta Review Data
Statistics based on 5 comment(s) with meta review data.

Installed:
Using Gauge: Users
Manually: 5 Users

Time Taken:
Average: 0 Hours, 14 Mins
Shortest: 0 Hours, 13 Mins by Unq
Longest: 0 Hours, 15 Mins by DeanAmythe
Total Time Played: 1 Hours, 9 Mins
If you believe this release is missing important tags, please suggest them in a comment?
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Maybe?Play It LaterThink TwiceMaybe?

11 Comments

  1. Unq
    Maybe?

    As the description mentions, this was made for the recent challenge over at TWHL that focused on ascension. I actually hoped to make and release a map for this. But as usual I let my own scope get out of control, and I vastly overestimated how much free time I’d have in February, and alas: nothing from me. It’s an accomplishment for anyone who finishes and releases a map for these short type of challenges (including the Villes!).

    Here’s a fairly short map that still packs in some different ideas. You start off with a semi-puzzle section, but before long you meet a rebel and the two of you are kicking butt. The sections are linked by elevators, playing in to the ascension theme.

    The highlight for me was the defense section at the end. It’s quite the Combine assault that you have to defend against. It was really hectic at times, but there are some much-needed crate resupplies that I needed frequently. It’s almost too much; I would have liked to have seen a little more phased approach to the onslaught, rather than bunches of Combine soldiers pouring out at once.

    My main complaint about the map was its inconsistent visual language. Inconsistent with the main games, and even inconsistent within the map. For example, there’s a padlock that for some reason can’t be crowbarred (only shot), so I was stuck for a minute or so trying to find a way around. The other example is boards. Some can be broken with the crowbar, and some are indestructible.

    Overall, a decent mix of areas in this map. That said, I didn’t get too much of the ‘ascension’ vibe from this map. But it’s a pretty good if uneven time.

    1. Thanks for the feedback! Will deffo keep it in mind for next time I work on something, I hadn’t considered the downside of using the same texture for destructible and indestructible boards.

      I’m somewhat surprised everyone who played it so far got stuck with the padlock, I recall a similar scene (which I drew inspiration from) shortly after the beginning of ep2 with a padlock you have to shoot…

      1. I believe you are talking about the part in EP1 where you get your first guns. In that scenario it made sense to shoot the padlock because it was on the other side of a fence.

  2. Play It Later

    The theme for this map was “ascension”. It handles this theme with elevators, which appear twice in the map. It’s always your goal to get into the elevator so I believe it succeeds in that regard.
    The map itself is quite enjoyable. I liked the changes in gameplay and combat.
    The map also has a cool mechanic where if you need to put something somewhere, the item will be shown. For example, you need a battery. The place where you need to put the battery will have a transparent battery floating around.
    This map has its flaws as well, though.
    The final battle is just way too chaotic. As Unq mentioned the enemies don’t come in waves, but rather all flow out after each other. I didn’t really like this. Apparently, there were also item crates falling down at a certain place, but I didn’t even notice that that happened until the fight was over.
    In the area there is also an ammo crate with AR2 ammo. When you get this weapon in the fight, it’s basically just spamming Combine with your AR2.
    This is overall an enjoyable map that you should keep in mind to play later.

    1. I agree with most of what has been said here but for me a couple of odd things in the last battle were a bit puzzling. Firstly there was a mounted gun but try as I might I could not get it to work. Also once the lift doors opened I assumed I would be able to run in and elevate out. Once again I could not get it to work so for me there was no definitive ending.

      1. Did you somehow manage to lose your rebel ally on the way? The gun is only accessible to her and the elevator requires both of you before it’s enabled. For some reason, she won’t follow through the gate (the one with the crank) unless it’s 100% opened, “barely open enough for you to slip through” doesn’t work, that might’ve been the issue.

        1. My ally was with me but she didn’t use the turret either.

          1. Huh… I’ll have to look into that if that issue turns out to happen more often.

  3. Think Twice

    Your typical routine, nothing to see here, first you are in a room with all kinds of zombies and then the same thing with combines. yawn.

  4. If you have better things don’t play it

  5. Maybe?

    If you have better things to do don’t play it

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