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
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.
Reader Recommendations
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Meta Review Data
Statistics based on 12 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 12 Users
Time Taken:
Average: 0 Hours, 14 Mins
Shortest: 0 Hours, 10 Mins by Steve
Longest: 0 Hours, 20 Mins by geezer1857
Total Time Played: 2 Hours, 43 Mins
Using Gauge: Users
Manually: 12 Users
Time Taken:
Average: 0 Hours, 14 Mins
Shortest: 0 Hours, 10 Mins by Steve
Longest: 0 Hours, 20 Mins by geezer1857
Total Time Played: 2 Hours, 43 Mins
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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.
Manually
Medium
13 Minutes
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…
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.
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.
Manually
Medium
15 Minutes
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.
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.
My ally was with me but she didn’t use the turret either.
Huh… I’ll have to look into that if that issue turns out to happen more often.
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.
Manually
Medium
15 Minutes
If you have better things don’t play it
Manually
Medium
13 Minutes
If you have better things to do don’t play it
Manually
Medium
13 Minutes
You know, I quite enjoyed this map, which has some interesting ideas and I liked it from the start. I did feel that start was a good area to begin with and those head-crabs are the usual pain in my bum! Arghh I hate those lol. I did feel it was a little messy afterwards and perhaps I’d have like the gun/ammo area to have been a little better placed before the action kicks in. In the panic, I hid behind my new friend and helped kill them all… THEN i noticed the guns/etc… doh!
Btw, is she a super hero or something? I wasn’t so sure her intro into the game worked very well? BAM BAM BAM but no deaths! Hmmm
I quite enjoyed what little followed and she used the turret okay for me. However, getting her to let go when it was time to leave was tough. The only way was to jump in that acid – what was the point of this anyhow? I must say that I loved the ammo drops here too.
Sadly, the elevator didn’t work for me no matter what I tried so I used Noclip and moved up to see that funny ending lol.
It’s a little messy in places but the overall gameplay is pretty good I thought. I liked this and would love to see it developed more with fixes and extra content!!
Manually
Medium
10 Minutes
Shooting, shooting and shooting again!
Nice mapping and voice acting, but gameplay leaves much to be desired. Non stop shooting like a call of duty with a bunch of enemies and a huge amount of ammo. Why mate whom we find is immortal? It looks very stupid.
As I understood the best moment was to be about defense. I didn’t really like this moment, but still it’s not bad. Too MANY enemies, I already talked about this at the beginning. Lack of interactivity, no mines, turrets and many things that the author of this mod could do, but did not.
If you like to shoot mindlessly then you will like.
Manually
Medium
15 Minutes
Boring gameplay due to the fact that there is no variety on the map, only shooting. The mapping is not bad, but the script side of the map is poor, in the end, the partner did not want to go to the elevator. The ending was strange.
Manually
Medium
15 Minutes
Upmine Struggle is an ascension themed map in which the player is directed by a person speaking through a radio to find the elevators and move upwards. It is very shooting based, with only one major puzzle I can recall. The combat consists of fighting zombies at first with limited weapons, and then combine with the common SMG, AR2, and shotgun.
The combat was decently done, not the best but it is very difficult to mess up Half-Life 2 combat. The final battle of endless flowing combine was very bland and not fun. Zombies were placed well to provide a nice amount of combat but not too much, until there is just a massive flow of them which seemed as if it would go on forever until I stepped into where they were spawning.
The level design was decent, although some areas seemed a bit more limited than others in terms of movement. The confined nature of the hallways before the final room provided a space which complimented the zombies well, and the large nature of the final room suited the combine assault as it had enough cover and the combine were placed at a decent distance.
As Unq said, the biggest thing that stuck out to me was the inconsistencies. The lock confused me and lead me to spend 2 minutes trying to figure out what I was to do to get to the main room. Some boards being breakable and some not was very confusing.
It was a neat map, with a limited variety of gameplay. I felt the ascension theme wasn’t explored as well as it could have been, but the use of elevators as a driving force felt natural.
Manually
Medium
14 Minutes
Very nice map with shooting theme. Gameplay is like “W + M1”, easy difficult, good voice acting and mapping.
But that bug with rebel and zombie is annoying.
8 shotgun shots out of 10.
I recommend U to play this map.
Manually
Medium
10 Minutes
Looks ok. Plays pretty good. Little short. Still worth a play through.
Manually
Easy
10 Minutes
It wasn’t too bad. I would have like it to be a little longer.
Manually
Easy
20 Minutes