New Prospekt wasn’t the only prison the Combine have been using.
No Sir, not by a long way.
You have been sent to another prison, along with two highly trained squad members, to asses the situation and if possible rescue prisoners..
Carefully command the squad and do your damnedest to bring back as many prisoners as you can.
- Title: A New Prospekt
- File Name: hl2-ep2-sp-a-new-prospekt.7z
- Size : 3.18MB
- Author: Jon Sova
- Date Released: 12 September 2012
Download directly into MapTap [3.18MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy Sova_NewProspekt.bsp into your C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps folder.
- Copy SovaMiniLevel into your C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\cfg folder.
- Launch Episode Two
- Open the console and type map Sova_NewProspekt and press ENTER tab.
If you require more help, please visit the Technical Help page.
The playthrough/walkthrough below is provided by PlanetPhillip. See more of my playthroughs on this site: VP: PlanetPhillip.
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All sizes are the same screenshots, just in different resolutions.
WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 6 Users
Time Taken:
Average: 0 Hours, 15 Mins
Shortest: 0 Hours, 8 Mins by PlanetPhillip
Longest: 0 Hours, 30 Mins by Daken50
Total Time Played: 2 Hours, 2 Mins
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The author has done a pretty good job of including some new elements, but I didn’t like being constantly told when to sue them.
The level itself is quite fun and I honestly think I would have enjoyed it if I hadn’t worried about the squad.
The area could have been better lit and had more thought put into it, but overall, it’s fun to play.
I suppose the problem is that it’s another Guildhall release and they generally just show a very small aspect of gameplay.
All in all, it only gets a MAYBE from me.
Using Gauge
Medium
8 Minutes
I’d make a wisecrack about how the designer of this map is ready for the modern game industry. Scripted contextual prompts? Check. Escort mission? Check. Tell-not-show objective design? Check.
I would, except the whole thing is done fairly well for what it is. 🙂
It presents a nice variety of gameplay mechanics in a short span of time, is visually consistent and presents a decent challenge. It’s one of the better Guildhall releases because it’s fairly conservative in its approach.
A few criticisms, though. First, much like What Lies Below, this map has a bizarre weapon loadout: the SMG, Crossbow and RPG. No Crowbar or Gravity Gun means you’ll be shooting item crates to break them, which is always silly. Furthermore, while most of the Combine Soldiers are armed with AR2s, I was never able to collect one. Incidentally, for about half the map, there’s no suit energy either – so AR2s are especially devastating.
Second, the bridge extending is way too slow and the angles that the Combine approach on make them difficult to hit with the mounted guns, especially the Elites on the higher decks. If you’re going to have a prolonged standoff based on some event happening in the room, you need to offer more “stages” to the event.
Third, there was a rather nasty backspawning issue in the second exterior segment of the map. Right at the point when the Combine Solders transition to AR2s, you get a whole group of them spawning from out of nowhere and attacking from behind.
The last thing I’d point out is that, strictly speaking, the prompts were unnecessary. While this was obviously an assignment of short duration with a designer who may not have been familiar with the game’s conventions, in most cases, the NPCs would be scripted to do this stuff on their own. I wouldn’t have to tell them to man the gun or push the button. They’d just do it. Likewise, I wouldn’t need them to place mines. You could give the player the opportunity to be creative and do it themselves.
Manually
Medium
10 Minutes
I liked this map more than I expected.
I really liked the new “order” element and as far as HL2 modding goes, this is pretty original.
Though, this is the problem. The map focuses more on this new element than the rest of it. The atmosphere is really basic, the enemies aren’t that well placed and the textures were mostly mediocre.
Overall, I say play it, but just for this new element.
Another mediocre mapping project, and I wouldn’t bet it’s a Guildhall one, as they are good at wrapping a new mechanic into a decent proof of concept map.
The door breach was weird, and my squad simply teleports near me on the other side, which totally breaks the objective of the map, to escort rebels from one side to the other.
The player should be given the option to bind the command to something closer than the B key and somehow be taught it comes up as you look at an interactive area, cus atm these are not that obvious. Even though I was pressing it a million times, it mostly did nothing for me and after some frustration I realized why this was happening: they cannot pass the hopper mines, that they themselves have placed, to get to the mounted guns! That’s a really big oversight! Enemies randomly spawning in corners is to no one’s liking, and AI could’ve used more tweaking cus they would follow their paths to… what? and would just run past me, down the stairs.
What else? The place looks nothing like a prison to me, I have no idea where the prisoners are in order for me to ‘rescue’ them, and when the force field magically goes down and the slow 4$$ bridge is done extending, the bug where they get teleported to get past you is occurring because of the large amount of NPCs in a too narrow area so again, a little testing and tweaking goes a long way.
I didn’t enjoy the combat either, probably cus of all the issues that I mentioned, so Think Twice.
Manually
Medium
9 Minutes
I could see this as a starting point for a decent map, if the squad is gotten rid of. They were just a nuisance, and also their bullets seems to do nothing. For a test of that, I let them repeatedly hit the first enemy on the stairs.
Using Gauge
Medium
15 Minutes
I like realistic mods. And here we have finally one little realistic map. And although is very in a guildhall 100% style and dynamic, the whole concept suits fine for me, and I also like that kind of realistic mission of rescuing the prisoners, and made me remember a Hostage rescue mission on CS.
I really don’t know why so much people find annoying to have a backup squad. I like having combat company, and here the guys that are in the back up task at least are useful as you can command them to play a defensive role.
So in my opinion this was a fun little map. It feels quite different from the many ones I’ve play nowadays and I just like that.
Manually
Medium
20 Minutes
I played this a while back and thought I left feedback, oops! I liked what was on offer here, the ideas were generally good but it just didn’t gel for me. Yeah .. umm .. it’s definitely a middle of the road map this for me.
Manually
Medium
20 Minutes
A map with pros and cons. The order mechanic was an original gimmick and the visuals weren’t that bad. However, the new mechanic didn’t always worked and invisible walls were quite a prominent feature. Weapon variation was a bit odd though it didn’t bother me that much. Enemies were quickly dispatched and with an abundance of Health and Suit Charge available I found this fabrication a bit too easy. This can be (partly) dealth with however by playing on Hard. My thoughts on ‘A New Prospekt’ is somewhat neutral and that translates to an ‘official’ Maybe.
Manually
Medium
10 Minutes
If I need to order a squad around, why bind it to a new key. Didn’t care for the map.
Manually
Easy
30 Minutes
Not bad tbh but it’s a huge pain when you command your teammates to do something. Blowing up doors and stuffs are easy but when you command them to use the turrets, they don’t do it most of the time. The combat is fair at first but it gets way too easy when you start escorting citizens. You got an ammo box of crossbow and smg giving you infinite ammo. In fact, infinite ammo crossbow takes the challenge out of the combat because you’d be killing every combine soldiers in one hit. Escort the citizens back the way you came, it’s mission complete. I’d give this map a “maybe” because it won’t be that fun once you’ve played it once.