Part 78: Top Maps and Mods of 20112011 was a pretty dry year for HL2 mapping, due to a couple of prevailing reasons. In early 2011, Valve released some “fixes” to the Source engine that effectively broke many previous mods. And I think it also broke many mappers’ desire to build something that might not last any length of time due to Valve’s continuous changes. And then there’s the fact that HL2 Episode 3 is completely off the radar, with all thought of “episodic” gaming thrown out the window. It is now more than 7 years since HL2 came out in 2004, and 4 years since the last official release of Episode 2 in 2007. And now there are many more games and game engines that mappers can play with to create.
The good news then is that 2011 also produced some amazing examples of single maps and full mods, including some significant total conversions. Perhaps 2012 will see the release of Black Mesa. We can dream, as Duke Nukem Forever has finally made its 12-year debut.
The other significant bonus to HL2 mapping took place in a variety of “Ville” mapping contests arranged by our friend PlanetPhillip. These alone contributed two dozen new, structured maps to the HL2 pantheon, so we definitely appreciate PP’s support of the community. Thanks PP!!
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RooftopVille inspired eight new maps
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StriderVille delivered two submissions
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GravityGunVille had nine entries
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HalloweenVille scared us five times
Looking at the single maps, these three are the most highly rated that I played this year:
Aether (Ep2) is a nicely designed series of interconnected interior and exterior areas, with plenty of tough Combine firefights in between. Some puzzles connect mini-arenas with bosses like an Antlion guard, Hunters and a final gunship.
5 out of 5Lab Ex (Ep2) requires you to create a new Models folder in your HL2 folder, otherwise you can’t even start the game. The extra work is worth it though, as you enter a tense, nicely crafted map. The setting is yet another “escape from prison” map, but the execution is exquisite. I found myself puzzled on several occasions until something clicked for me on how to get past an area or to turn off a shield or to power up the elevator. This map takes you from the familiar prison scene of Nova Prospekt to an underground Combine base, where you’ll have the chance to use the super Gravity Gun – probably one of the few maps to incorporate this feature in such a brilliant way. After that, you’ll exit the facility, only to find yourself facing several Combine snipers on towers and two Gunships. This severely challenging finale was a highlight, and I managed to make it through with only 8 health. An excellent map worth your time.
4.75 out of 5Frequent Flyers (Ep 2) is one of the better Guildhall student efforts featuring a couple of innovative offerings. Notably, you start the map while onboard a flying platform with a mounted rifle. Your pilot weaves around an oil rig in the ocean where Alyx has been captured. The free-wheeling motion as you circle-strafe the rig for Combine troops is effective, with random variations in the flying pattern that mimic the unpredictability of helicopter flight. Once you land, you must make your way around the rig to free Alyx, and then return to the helicopter. The oil rig could have used some additional detail, although it is pretty decent level design, and it would have been more interesting to have additional levels, but truthfully, this map is all about the flying, which would be a great piece to add into any HL2 map.
4.5 out of 5And now for my top mods of the year:
MOD:
Precursor (Ep2) pulls everything together to provide an excellent gaming experience – from the harried rush through interconnected apartments to the escape of the Combine crackdown into a sewer maze system. After spiraling ever deeper around a circular elevator shaft, you’ll escape on one of the coolest train rides I’ve ever played. Other highlights include a zombie-filled car park, an outdoor sniper’s crossing, and a gloriously realized valley under a train bridge where you must escape from an advanced Hunter. Mapping is excellently done, with great lighting throughout, made even more critical because you don’t receive a flashlight to navigate the dark.
5 out of 5MOD:
Sile (Ep2) delivers three intricately detailed maps. Set in Nova Prospekt, it features excellent pacing, interesting level design, exciting battle sequences, and a great overall challenge that will pump you up.
5 out of 5MOD:
G-String is perhaps the most ambitious, as well as largest, total conversions ever made for HL2. Clocking in at 3.73 GIGABYTES, 54 maps and a play time of 15-20 hours, G-String is as large as many professional ventures, yet it was made over 5 years by a single female author. For this alone, I salute her.
Perhaps even more impressive is that G-String is one of the most open-ended mapping ever attempted for HL2. Exploration is key for this mod, as the author doesn’t offer any real guides on where to go next. Just keep going “forward” and that will be the right way; if it isn’t and you hit a dead-end, look around some more, look up and see if there’s anything you can climb up to, or see if there’s a wooden barrier that can be destroyed. And this is what will cause many to love or hate this map. If you don’t have the patience to explore every nook and cranny, you’ll quickly get frustrated and want to turn away. But if you don’t mind engaging your brain again in a game, there’s a lot to love here.
G-String offers soaring cityscapes of such detail that I am in awe and amazement – moreso than we have ever seen for HL2 mods. Look into the skybox and you’ll see lights circling around towers in the distance, or hovercars floating past. You will literally climb dozens of stories into the air and can fall to your doom if you make the wrong step, or get blown off a precarious ledge. The post-apocalyptic setting is extremely detailed and map design cleverly integrates a variety of environmental puzzles. You’ll also have to think more than normal; for example, when an overhead announcement says an EMP blast is incoming and that you need to find shelter, you’ll actually have to backtrack to a safe indoor location. You’ll experience all-new custom textures, graphics, enemies, NPCs, backgrounds, skyboxes, weapons, alternate powers, sounds and music – all done alone by one young woman.
This is not a perfect mod, however. I find plenty wrong with it, not least of which is the mess the author has made with the control settings: the mouse is overly tipsy (but I found a technical solution in the Config file), I found myself “sticking” to the floor or walls when all I wanted was to walk forward, new powers are not mappable off the main menu. I don’t know what the storyline is actually supposed to be. Also, the author has fiddled with the UI and scrunched up the screen. And she added a film grain and made levels too dark, so that sometimes it’s hard to see where you’re going, even with gamma turned all the way up.
But, boy did she create a living, breathing world that is as diverse as it is large. The level design is outstanding and incredible and I constantly found myself wondering how the author did it. I finally awarded this one a
5 out of 5, as mods like these are few and far between. G-String is better than many full games that I’ve paid full price, and it deserves to be played, even with the imperfections that I noted above.
MOD:
Call In flows in and out of outdoor environments and underground tunnels until you reach a building complex. Although nicely designed, there are no real surprises until you enter a Combine facility, where you must make your way around the perimeter of a deep pit, guided by neon-lit tubes to penetrate a secure room. Once inside, you will download information to help White Forest’s rebel base, followed by a frantic firefight in tight quarters.
Upon emerging, you’ll get one of the best chase scenes in HL2 history – a helicopter pounds away at you as you navigate the airboat through fluidly designed sewage canals, until you finally reach some RPGs to take it out. The slow beginning was too monotonous for me, but once we reached the Combine facility and especially the canals, the mod really took off.
4.75 out of 5MOD: Total conversion
Underhell Prologue provides a host of new textures and models, set in a modern city. You are a special ops guy whose wife has just died under mysterious circumstances, but you’ve got to take on a hostage situation in a local hospital. More than a “demo”, you can engage the tutorial, which includes new actions, investigate the House hub for clues to your wife’s death, or start the first mission at the hospital. The story and mapping were surprisingly deep and unexpected – I kept expecting the mod to end, and you’d enter a whole new area. There’s a lot of promise to this one, and I look forward to the complete game, but you'll definitely get a good 4+ hours of playtime out of this one by fully exploring the House adventure and the actual campaign.
4.75 out of 5MOD:
Titan: XCIX is an impressive TC set on a space-faring cruiser. After a freak asteroid damages the ship, it’s up to you to repair it and gain your freedom from the vessel. Unfortunately, racial prejudices rear their ugly head and make a challenging situation even more disastrous. Great voicework, interesting cutscenes, nice level design (somewhat Trekkish – utilitarian but not fanciful), competent and diverse puzzles, and a genuinely intriguing storyline set this apart. I would have liked more detailed texture work, but that’s a minor complaint.
4.5 out of 5MOD:
Daylight actually spends more time in the dark, but you do start in cramped city alleys before making your way into a funky sewer system. Along the way, you’ll have a footrace against a Strider. One of the best ideas is using the Grav Gun to propel a raft around obstacles in the water. Some simple puzzles and “secret” areas, great use of fans to damage your opponents and move up a shaft, followed by an intense arena battle against fast zombies, highlight the mod. Overall, the effort was really well done, with only a few little niggles, and ends with a great finale battle and reward.
4.5 out of 5So again I find myself wavering on my thought for Mod of the Year: Precursor, moreso than Sile, delivered that full HL2 experience that we’ve grown to love, so that once again I felt like I was Gordon Freeman. Yet G-String is so overly ambitious, and generally hits its target so well, that I feel like I played a completely new FPS that had no relation whatsoever to HL2, which it used as its base. For this reason,
I feel compelled to award G-String as my Mod of the Year, because of all the vast amount of work that its single author was able to accomplish and take me to a completely new world.