A Ravenholm-styled map where you get a little help from Father Grigori.
Basic Details
- Title: Ex Town
- File Name: hl2-sp-ex-town.7z
- Size : 1.89MB
- Author: eX
- Date Released: 31 March 2008
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Installation Instructions
- Copy the town_eX.bsp file into your HL2maps folder.
- Run Half-Life 2.
- Open the console and type with the quotes “map town_eX.bsp” and press return/enter.
Screenshots
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WARNING: The screenshots may contain spoilers.
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Meta Review Data
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Installed:
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 21 Mins
Shortest: 0 Hours, 21 Mins by ArctixSnowPup
Longest: 0 Hours, 21 Mins by ArctixSnowPup
Total Time Played: 0 Hours, 21 Mins
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 21 Mins
Shortest: 0 Hours, 21 Mins by ArctixSnowPup
Longest: 0 Hours, 21 Mins by ArctixSnowPup
Total Time Played: 0 Hours, 21 Mins
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I really hope I am the only one who has trouble with this map because from what I managed to play with No Clipping it seemed pretty good.
I have a completely fresh install of all Steam games so I don’t think’s a problem with my installation.
Anyway, good luck running it and don’t forget to rate it.
Hmm… Not particularly impressed to be honest. It seems like this map was not tested at all before it was released. I had to noclip through 2 doors because I couldn’t find a way through and wasn’t enthralled enough to bother finding a solution. The combat is frustrating due to cramped spaces with lots of debris, and poor enemy and item placement. The level design was nice-looking in some places such as when you first get outside, but apart from that it’s nothing special. The first few rooms were really awkward and confusing as there were invisible walls preventing you going where the designer didn’t want you to go.I also had a problem where my health would not drop below 1 (Buddha mode). Not sure if that was the map’s fault or not.
Couple of puzzles to solve involving findings items.The invisible walls threm off since it forced you to fall without giving you the option.Overall not bad.I had no problems with bugs or anything.
Architecture: Good for the most part. Some areas do seem blocky but over all its decent enough for you not to notice.
Layout: The planning behind the layout is good; the execution needs some work however. The level is very unintuitive and at various points I found myself re tracing my steps trying to figure out where to go next.
Lighting: Fitting with the zombie theme. The lighting was well done and non linear.
Atmosphere: Some moments are very tense, although this is in part to the designer not giving the player enough ammo for their weapons. I assume this was intentional to force the player to make use of the gravity gun, it worked. A few times I found myself thinking “Oh crap, I’m so dead” and a slight spree of panic kicked in.
Difficulty: Impossible to complete without cheats. The map has many bugs and I found myself clipping through nearly all of the level gates simply because they didn’t trigger.
Other notes: The final fight was satisfying and well executed. This map is let down a lot by simple in-experience or naivety on the part of the designer. You can ” break” the map in the first few seconds of game play as the use of invisible walls to hinder the player isn’t very well done. For the most part it was enjoyable but tipping onto the edge of frustration. As a note to the designer: Next time use play testers. A guide on where you are generally supposed to go would also be good.
I am not sure what problems other were having but I had zero. I made it through the whole map with no problems at all. I managed to open all the doors once I solve the puzzles. The hardest part was making it through the initial zombies but with saves and keeping stuff within range of the zero gravity gun, I made it through without cheats. If you want a hint on how to open doors let me know. One: when you get outside, you need to activate the generator to open the large metal garage like door. You will have to find batteries…… but not all the batteries work! There are a couple of duds. You will have to break cabinets and search around to find the 3 that will work. Any more just ask. I enjoyed this little map. Not the greatest but good enough for me to have a little fun. I would say play it when you have the time.
got to agree no problems, fun
well one complaint , over way too soon, all this action could have been spread out alittle more
I thought it was probably something to do with the batteries as I found a couple, but there was really no indication that I needed to find ones that worked. I assumed the battery puzzle was not made properly and wouldn’t work at all. Needed some sort of clue.
I havent finished playing this map but heres my view.
I was glad that the gravity gun was on hand since their wasnt much ammo to go around I believe thats what the author intended altho I had to do alot strafing in the 1st area & then again after dealing with the combine soldiers near the generator these areas were a bit cramped.
the generator batteries were in a order thats wasnt really given much instruction yes all the batteries worked properly just in a odd order of placement.
This map has its moments still worth playing
This one was enjoyable, though fiddling through the scripted sequences had some problems. As a note to the mapper, it’s not especially fun to run into an invisible wall or to get your feet trapped in a nearby ragdoll during a mass zombie attack or even just regular combat. And it wasn’t especially great to try to figure out an obscure trigger I was supposed to cross just to get doorways that were nowhere near the area I was at to open. And having a ‘dead” battery to work with didn’t help either.
It’s still a decent map, but the author has a bit too much of a fetish for invisible walls. Unrelatedly, my favorite part was an accidental fading phantom cabinet. It was funny to me…
Screen-shot – first picture second row, not got pass this point, am I missing something?
Not very impressed up to now, just gangs of zombies
**SPOILER**
Mel go back and find the barrel.Use it on the wire.
If you like killing zombies then you may enjoy this one. I found it very limited in gameplay and a bit of a bore.
When a map starts you out with Buddha mode on, well, be prepared. If you can deal with semi-obscure paths and invisible walls, it’s actually not bad.
I hated the invisible walls–surely the author could have found a better way to limit my movement. After falling through the floor and throwing my sawblade at a zombie, it was stuck behind a fence and I couldn’t get to it. There were a couple tables available, but I ended up against a wall, being whaled upon by two zombies and could not move. So I just used impulse 101 to get out of there. (I reverted to the gravity gun as soon as I could since that was the weapon we were supposed to use, but still.)
The dead battery was annoying. If there are three battery slots, give me three working batteries–throw in a dead one if you want, but don’t make me try to guess where I’m supposed to put two working ones when you give me three slots.
I finally had to showtriggers to see where to go (the second disappearing floor). And I never did figure out how to open the boarded up door in the street. (I think a battery opens the fence? I get the boards off but the door is still locked.)
Very badly mapped, see above.
Although, if you have the patience and know the workarounds, it’s quite good fun
If you don’t play it you aren’t missing much..
I don’t know what is happening and what’s worse is that I couldn’t move. 0/10
This is certainly a map. Yes. It’s a map with a lot of invisible clip brushes to stop the player from moving forward. However, this map is 100% completable. The only problem I had was that there was a certain prop_physics that was named : beczka that I had to put into a certain spot.
Usage of space and world brushes: 5/10
It certainly felt like Ravenholm. Uh… Lots of narrow corridors and fire. The rooms were big enough to support the zombies that were inside. along with the player. 50% sounds good. Could use a lot of work.
Visuals: 5/10
Again, felt like Ravenholm. There were lots of prop_physics that were able to be thrown at the zombies. There was fire, debris, smashed cars. Could use a lot of work though when it comes to executing the func_breakable walls.
Gameplay: 2/10
Gameplay was… awful. Everywhere I go there was an invisible wall. There were some out of place events that definitely did not need to be there just to extend the gameplay. the prop_physics were not even flagged as debris so I’d go flying off of each prop. The puzzles were nothing, if not basic and a bit confusing. Everything worked though so it seems like it was tested a few times. It may be confusing, but nothing broke for me that I had to use cheats. I did take a look at the map file afterwards and I can confirm that everything was working the way the developer intended.
Final Score: 12/30 – 40%.
Final Comments: Buddha was enabled when I first started the map. I have no idea why the developer decided that implementing a dev_exit in the form of Buddha was a good idea, but I turned that off and restarted.
Manually
Medium
21 Minutes