Staring in a lift with Alyx, you find yourself in what at first seems an abandoned cliff-side village.
Obviously, things aren’t what they seem.
Can you survive until the ultimate encounter?
Only time will tell.
- Title: Venatura
- Filename: hl2-ep2-sp-venatura-1.3.7z
- Size : 16MB
- Author: RudyK
- Date Released: 05 June 2017
Manual Installation Instructions
If you require more help, please visit the Technical Help page.
- Copy the RudykMod_venatura folder into the …\Steam\SteamApps\sourcemods folder.
- Start or restart Steam
- Ventura should now be listed in your Lbrary.
WARNING: The screenshots contain spoilers.
Play It Later
Play It Now!
15 recommendations, average score: 3.93 (out of 5), standard deviation: 0.6 (what's that?)
2Last 7 days
10Last 30 days
Meta Review Data
Statistics based on 13 comment(s) with meta review data.
Using Gauge: Users
Manually: 9 Users
Average: 0 Hours, 24 Mins
Shortest: 0 Hours, 15 Mins by Idolon
Longest: 0 Hours, 45 Mins by fdewit
Total Time Played: 5 Hours, 16 Mins
Using Gauge: Users
Manually: 9 Users
Average: 0 Hours, 24 Mins
Shortest: 0 Hours, 15 Mins by Idolon
Longest: 0 Hours, 45 Mins by fdewit
Total Time Played: 5 Hours, 16 Mins
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Be prepared for some potential bugs. When I first started this, the scripting didn’t seem to work and had to restart, which brings me onto my first issue: this hasn’t been beta tested enough. I managed to jump over a fence and got stuck.
It’s clear that there are plenty of other areas that need improvement.
Now, onto the good things and there are a few. It’s quite fun to play. Many areas seem underutilised and opportunities missed but overall, I did enjoy playing it.
It tries to use Alyx’s lines in a meaningful way and has a fair progression with a boss battle at the end.
Considering this was made in 7 days, it’s quite fun, but don’t expect a polished and full experience.
Hey, I put this mod in my sourcemode folder of Steam and it didn’t show up on Steam under my games. Any more help on this? I didn’t really understand the technical instructions on downloading and moving it to the sourcemode folder. Thanks.
Did you uncompress the folder?
For being produced in 7 days, it’s alright. The craftsmanship isn’t quite there and the puzzles tended to fall flat, but some of the combat is genuinely fun and the level has a genuine arc/progression through it.
My biggest complaint is that all of the outdoor environments feel too small. Different aspects of the environment (houses, gates, combine walls, and so on) are just too close to each other to feel natural. This is most prominent in the hotel near the middle of the map, which apparently is located in a small canyon and is only accessible by crossing a set of train tracks.
I also couldn’t help but notice that a lot of the doors in the later underground section had little concrete frames around them so that the doors didn’t actually have to be inset into the wall. I’m not sure that a non-mapper would notice this, but it smelled like laziness.
There’s also some bugs: the first combine fight was just about finished by the time I got involved because a door was stuck shut and I had to open it via console. An antlion once spawned inside of me.
The first puzzle is a room flooded with water with the power switch on the other side, where turning on the power electrifies the water. I wasn’t a fan of this puzzle for a couple of reasons – namely that the solution provided is to play leap frog with a bunch of props, and that you can’t turn the power back off if you want to set the props up in safety before making an attempt at crossing the room. I skipped this one.
The next puzzle is a switch in front of a door. You can’t operate the switch by pressing E. This puzzle takes place directly after a tunnel caves in, separating you from Alyx. I thought this was a pacing gate of sorts where only Alyx could turn the switch, and that I had maybe broken the scripting of the map. However, after trying to shepherd Alyx through the tunnel to no avail, I eventually discovered that the solution was to use the physics cannon to punt the switch. I don’t see anyone solving this puzzle through any means other than just trying random things, which I don’t think is a great way of solving problems.
This is immediately followed by a prop stacking puzzle.
Later you come to a building with one inaccessible room that you can work your way into by finding a vent in another room by punting some cabinets out of the way. There didn’t seem to be any direct hints at the solution, but I was able to piece together the solution by knowing what walls were next to the locked room and that “move props to find the hidden passage” is a puzzle someone might replicate from the original campaign (no shame in that). There’s a lot of ways this could be improved (dirt decals by the props to show that they’ve been moved, moving the props so you can catch a glimpse of the vent, adding a window that lets you see there’s actually a goal in the locked room and also possibly letting you see the other side of the vent so you know what to look for), but it was actually a satisfying puzzle to solve.
There’s a few side puzzles to solve for extra goodies. None of them are particularly difficult or clever, but some maps forget to have them.
There’s a couple of good battles, and some that were lacking. A lot of them didn’t last long enough to feel substantial, and other parts of the level felt like they had enemies sprinkled in to make sure there was something to do without any real thought about how they would play out.
The most satisfying battle was probably the Combine camped out in the hotel. You open a set of double doors into a tall room with enemies on the ground and one level above you. I took out the enemies in the main room while a shotgun-wielding soldier kept his position in a small room. I took the staircase not in his field of view before popping in through the doorway and shooting him point blank with my own shotgun. Good shit.
My biggest complaint is that the map isn’t consistent about what enemies are actually here. Zombies tend to live underground and Combine on the surface, but there’s some inconsistency (like walking from a room with a couple of zombies almost directly into a Combine-occupied space housing an Advisor pod), and antlions are pretty casually sprinkled in without much care. In one section with some underground trains, a dead antlion seemed to foreshadow that I would be encountering antlions here – instead, I fought a single headcrab.
It has all the parts and pieces that make a good Half-Life 2 level, but most of the individual pieces just aren’t that good. It feels more like an exercise in level design than a properly finished level, but I don’t think there’s any shame in sharing that.
The combat sections were a lot of fun, but the map lacked a lot of visual appeal with many of the areas feeling underdeveloped visually. The blue door after the underground section refused to open, so I had to noclip through. End boss was very good, though.
To all players with weaker PCs, keep in mind that this map isn’t very well-optimised, so you may get framerate drops in some areas. I’ve included some screenshots for the creator. https://imgur.com/a/mN0sx
All in all, it’s a pretty fun map that could get into Play Later/Play Now territory with a little bit of polish. Keep it up!
Certainly not terrible, especially for something produced in seven days. There are a lot of issues however that mean I cannot give this more than a “Maybe.”
Clipping is a major issue throughout this mod. I found myself frequently getting stuck on small details, such as the slightly extruding door frames and support beams. I died while trying to avoid a grenade because I got stuck on a door frame which was more than a little frustrating.
The combat throughout is a little flat. I found that the sections featuring zombies were far too open for me to feel threatened in anyway. Alternatively, the sections with the combine were too cramped, meaning there was no need for tactics. In the section with the Hunter, I was able to stay in the room with Alyx and pick away at its health with the shotgun and pistol. I never actually needed to dodge or resort to using physics objects to keep it at bay.
The design is OK, if lacking detail in a lot of areas. The outdoor sections did not feel very natural as the others have said.
Overall, good for seven days work, but could have used another seven for proper playtesting and tweaking.
I totally forgot to mention the one major gripe I had. The boss fight. Potential spoilers ahead:
The combine advisor fight was a serious negative factor in this map. Firstly, it’s a stationary target, and all the player needs to do is continually unload their weapons into it. Secondly, it deals generic damage with it’s psychic blast attack. This is in no way telegraphed to the player, and there is seemingly no way to avoid the damage.
What would happen in the following situations:
A) The player had only a minimal amount of health when they entered the chamber?
B) The player had limited ammo remaining, or had used all of the available ammo in the room?
You can dodge the Advisor’s damage by standing at its side.
Thank you all for playing my mod. Also thanks for the constructive criticism!
This mod was for me a “testing ground”.
I learned to make scripts and landscape.
EDIT: I have edited this comment for clarity – Phillip
A fantastic map as a “testing ground”! Please make more maps! Just enlist some beta testers and wait a bit for a decent bug fixing time, before releasing the maps!
Could not play it. Map crashed while trying to load on my Linux box.
Have you tried renaming all the files to lowercase?
I don’t think that final boss was tested on hard mode atall
I quite liked the idea of having to fight a Combine Advisor at the end because this is almost never done in mods. Would have been nice though if he wasn’t just a stationary NPC that you shoot until it dies and instead made use of the unused AI code. Advisors can pick up and throw physic props at the player!
Venatura is short for a stand alone mod and has a few odd bugs but it was fun to play and the boss fight was satisfying if a little dull; I just went ‘blam… blam… blam!’
Environment was well detailed and errors were there for the fastidious gamer, but overall good texturing and lighting.
An annoying underground, electrified water hazard had to be done three times to get Alyx specking behind that impregnable blue door in the backyard! Bugs?
I noclipped through and the combat began.
Going underground through a nicely detailed area led to a large train depot with explosive barrels aplenty. I cautiously prepared for a tough fight when, oh a couple of zombies!
The ladder then led to the very anticlimactic boss fight with the Combine Advisor. It seemed too simple but it was immensely rewarding blasting that alien maggot in the face!
So a weeks work. Colour me impressed! My only gripe turned out to be a stuck door and we’ve all seen much worse over the years of HL modding.
I liked this one and Alyx seemed well placed along with her dialogue.
Russian mapper made this stuff!
It’s really cool mod. Here is really hot reskin for Alyx. 🙂
So, mod short but really cool, here you can fight with army of combines
and destroy advisor! Yes, combine’s advisor.
Fight with advisor boring because he is not “fully” implemented.
Because he only sitting in capsule but can thrown damage to player.
So, really cool idea with advisor boss fight.
In fact, fight with advisor we can find in cuted content of HL2:EP2…
But this not applicable to mod, just fact.
So, for Russian mapper this really god.
Make Russia great again.
Will there be a video on the channel “runthinkshootlive”??
I’m sure it will be uploaded soon.
This is very promising for a first mod created in just 7 days. Personally this is my favourite kind of HL2 environment. Lots of outdoor and indoor action with great scenery, interesting layouts and places to explore. Certainly this is rough around the edges and like others I too had to noclip through the blue door which refused to open from either side despite having initially been open. The final ‘Boss’ was, as others have said, not that difficult to overcome and therefore not quite the big finish I had hoped for.
Well worth a play though despite the bugs and it would be good to see more from this author or even an extended and revised version of this mod at a later date.
Can’t download the map. Link gives me a 404.
Fixed. Sorry about that. It was related to the server move this morning.
Working now. Thanks!
I enjoy it 🙂
some puzzle were confusing especially the one using physics canon, sometimes the succession of squary places with walls or fences gave it a boxy touch but it has sense if it was an experience map the final battle was a nice touch like to travel with Alyx
All in all a really enjoyable experience
Thanks for the job 😉
I am torn between Maybe? and Play it later on this one.
For a map being created in seven days this is quite OK.
There are some serious technical problems though. The closed door after the “electric puzzle” section has been discussed before. Instead of no-clipping I jumped the two fences using the chair in the shed. That worked. I wonder what the mapper intended to happen though.
Also the double doors just before the drop down into the underground section got stuck in the open position, and the only way to get down from the porch was to jump the parapet. I couldn’t backtrack after that either.
The area where the final boss fight takes place has a strange “invisible wall” in the doorframe that prevents the player moving stuff out of it.
The hunter fight turned out inconsistent; at first I tried to use all my shotgun shells and SMG ammo but failed to kill it. On a restart I could kill it with a few shots. I am not sure what made that happen.
The fights with antlions felt like an afterthought; something for the player to do. The antlion corpses in other parts felt out of place as no antlions were present.
The final fight felt very strange. The huge damage done by the advisor made it impossible for me to survive “in the open”. In the end I sneaked under the advisor pod and took vertical shots; I was not damaged until the final blow and I lost 50 percent just from that. So a player low on life is going to die even if he manages to avoid damage throughout this boss fight.
I haven’t counted the limited length against the mod as seven days is a short time. I did count against it that there are some design choices or bugs that can prevent the player from progressing or finishing. Playtesting (or more of it) would have been worth the extra time.
So I settled on “Maybe?” as my final verdict.
Keep practicing RudyK
For a map that was made in seven days it is really good.
Please note the the review contains spoilers!
I had the same problem than on other reviews for the blue door not opening when the first combine battle arrives, I had to prop boost myself with a chair on top of the fence next to the door to get into the battle (an actually good battle by the way).
The following point that bothered me a bit was the script that separates us from alyx, as a player that loves to get around the battle scene to explore, alyx was forestalling me and waiting at the separating point, which made it obvious that something would happen.
The train car part after the separation point made me think I needed to use props to get on top of it to continue, only to find out that the ladder from it’s model was actually useable, I was bothered at this moment because it was the first time I got confronted to this but it now looks pretty logic.
The vent hiding behind the storage closet also made me crazy (personally) and made me think of theories to get trough the windows that actually led me out of the map with prop boosting.
The small destroyed house that leads to the basement have very thick walls too.
The basement is really good looking and was the part I loved the most (using the gravity gun for taking the items behind the fences was a great idea but design wise is pretty weird since there is a skeleton inside it and made me think how he got in there)
The final boss fight was.. frustrating. At least it was on the hard mode. I had to get on the bottom of the advisor, spent 18 shotgun shells, go back in the middle of the room and spend half a magazine of the smg to kill it.
Outside of theses “negative” things, overall, I had fun and didn’t see the time passing-by
The alyx’s sentences were well placed and well taken from the base game(s)
The lighting was also really good
Great job on this map!
Okay, first the mod seem basic, and you could think I’ll be bad, but no you’re wrong! This mod is not fabulous, but it does is work! At the beginning the level design looks really simple, too simple, even for 7 days made mod. However, close to the end, the level design became good! And I was thinking yes, this is a great mod! Then the final battle, the BOSS. In 2 points: good, and bad… Good because it’s a fun little boss, a little bit simple in term of thinking. Bad? Because is you didn’t save your game manually, the last autosave was in this little village, near the encounter of the Antlion… And again bad? Because you can’t dodge… Anywhere you stand, it’ll hurt you… But I think is a bad/good point because you are forced to kill it quickly!
So, if you have nothing to do, go check it out!
I quite liked this and the intentions are obvious but badly executed with a terrible framerate. The outdoor scenes actually felt restricted with little possibility to explore. Like everyone else, I noticed lots of bugs and needed to noclip at one point. The idea is generally really good and I liked his styles but 7 days and more experience required… This has potential, I really liked some of the layouts and idea but it did feel too narrow and restricting.
I didn’t like the boss, but I’m an awkward s*d when it comes to bosses 😉
First map? Cool – his potential is huge because there are good ideas here and the overall map would have worked well with more experience / optimisation. Lowwwww framerate.
I hope RudyK keeps on mapping!
Looks good. Plays ok. Not a lot of enemies.
This mod has so many technical issues. Right after the first puzzle with the electrified water, if you would call it a “puzzle” you will get to hear combines outside but for some reason Alyx doesn’t let you back in making you stuck. I had to break out of the map just to progress and I did that like two times. Idk if this is the map’s fault or mine as if I made things worse by breaking out of the map. The boss battle is easy tbh, and the combat is not bad at all. Only broken sequences take the fun out because it takes a lot of time for me to progress without cheating. But speaking of getting stuck in one place and break out of the map just to progress, now that’s what I call a puzzle.