Cool Gluon

for Half-Life 2: Episode Two

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

A puzzle and action map from miigga. This one is a little longer than his other releases.

The players starts in a room after dropping through a drain cover (nice touch).

Work your way through the indoor areas until you reach the….
What? You thought I was going to spoil it for you?


Total Downloads: 1,45717th October 2009
26 Comments and 15 recommendations, most really enjoyed it!

Cool Prison Escape 2

for Half-Life 2: Episode Two

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

here we go again. Another prison escape. This time you get to use the Gravity Gun!

I hope you can swim, because it starts with a fall into some deep and dark water.

After that, things become a little easier, asssuming you don’t mind heights.


Total Downloads: 1,00612th October 2009
10 Comments and 7 recommendations with no significant bias

Cool Prison Escape

for Half-Life 2: Episode Two

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

Surprise, surprise, you need to escape from a prison. Find the key to your cell and your journey will begin.

Look everywhere and don’t leave any crate unturned.

You even get to drive the airboat, if you can get that far, that is.


Total Downloads: 96712th October 2009
12 Comments and 9 recommendations, 3 say "Play It Later"


for Half-Life 2: Episode Two

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

Starting outside a small cabin, isolated in the woods, you make your way through various areas and rooms, some with traps.

Use your observational skills to locate the solutions to puzzles and progress.

A treasure chest awaits those skilled and smart enough to find it.


Total Downloads: 85115th September 2009
13 Comments and 10 recommendations with no significant bias


for Half-Life 2: Episode Two

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

Here is another short map from Miigga.

It’s no different from the others posted so far; keep going until you find the end.

No story, no clear objective, bu fun nevertheless.

Plenty of action in this one.


Total Downloads: 81614th September 2009
16 Comments and 13 recommendations, most say "Play It Later"

The Beautiful Indoor Experiment

for Half-Life 2: Episode Two

For this Experimental Mapping Challenge, entrants had to make a map that most would consider beautiful.

Of course, beautiful is generally considered visual but in this case, the atmosphere was also important.

It was hoped that some would even try environmental story-telling.

The mod contains 7 official entries and 3 bonus entries.

This mod requires the Source SDK Base 2013 Singleplayer “Upcoming” beta branch activated.


Total Downloads: 68410th March 2018
10 Comments and 5 recommendations, 2 say "Maybe?"

The Lambda Cup 2018 – Challenge 2 – GravityGunVilleTwo

Hello and welcome to the Lambda Cup, a series of five HL2:Ep2 single player mapping challenges.

If you are new to my mapping challenges, please see the event’s homepage: THE LAMBDA CUP 2018 as well as the CALENDAR of the mapping challenges for the entire 2018.

Theme Details

Half-Life 2’s revolutionary weapon was undoubtedly the Zero Point Energy Field Manipulator. You can call it that if you really want to.

But to us it’s the Gravity Gun. A simple concept, executed perfectly in the game – and the perfect tool to show off the physics engine. We learned the basics in Black Mesa East, experimented with its lethality in Ravenholm, and used it from then on for exciting activities such as stacking crates, tossing barrels, shoving around poor headcrabs, and eventually making Combine soldiers into personal ragdolls.

We want you to create a map that features the Gravity Gun. In addition, besides the Gravity Gun, optionally the player may obtain and carry the crowbar and only one other weapon. Note that this restriction is on Gordon’s standard weapons – so objects like hopper mines and Magnusson Devices do not count as the other weapon and may be used freely.

This time there’s a twist: our latest research has developed a new function for the Gravity Gun. By finding and attaching a rare Stasis Crystal, the now-enhanced Gravity Gun has the added ability to freeze an object in space. Don’t worry, it’s not permanent – but the object will remain in stasis indefinitely until you use the Gravity Gun to move it again.

Use of the Stasis Crystal is optional in this challenge. Mappers can give players the classic Gravity Gun or the Super Gravity Gun – and both versions may be enhanced with the Stasis Crystal. We’d love to see what you can do with the Stasis Crystal, but the regular old Gravity Gun is fun too. Wow us!

So, to sum up:

  • feature the gravity gun
  • adding the new stasis crystal is optional
  • the player may also get the crowbar and one other weapon beyond the gravity gun
  • we’re really looking forward to playing with the grav gun in whatever kind of maps you can dream up and build!


The deadline for submission is 11pm GMT Wednesday 28th March 2018

1st March 2018 5 Comments

The Beautiful Indoor Experiment Mapping Challenge

Gameplay is obviously one of, if not the, most important aspects of video games, but how a game/map/mod looks is very important too.

Various styles fit various settings, but great lighting and attention to detail are always important.

For this challenge, we would like you to create a beautiful indoor map. It can be a map where the player roams freely or is taken on a ride (literally or figuratively).

No outdoor areas can be accessed or even seen. Windows can be included but preferably blurred or at least inaccesible. What we mean is that players must not be able to look out of windows, but windows can be used for lighting and effects.

No gameplay is required, although of course it is allowed.

The player can be allowed to walk through the map and discover things for themselves or the view can be controlled via physical barriers or point_viewcontrol.

What’s important are lighting, setting, and emotion. We want atmosphere. Think style over size.

The judges hope for interesting architecture and cool details. In fact, you could even create one room, but of course that one room must blow us away!

Scripted sequences can be used to make the map feel alive and flesh out the scene.

When players finish your map, they should sit back and say “wow!” Also perhaps: “I didn’t know indoor areas could look so awesome!”


11am GMT Monday 26th February 2018

23rd February 2018 9 Comments