A playable map that is part of Robert Gee‘s thesis project enbtitled The Right Way is the Wrong Way: Dead-End Theory in Level Design, which explores dead ends in games. I briefly referenced the work in another of Roberty’s levels called Dead-end Freeman: Reload.
“My thesis project, completed at the Guildhall at SMU, examined the application and use of dead-ends for practical level design. Additionally it looked at several reward systems associated with dead-end areas and the effectiveness at different level design techniques to lead players into certain areas. This thesis includes a test level created using the Hammer editor in Half-Life 2: Episode 2. The choice of this editor was due primarily to its frequent use in other non-related projects and the large amount of online and offline support provided for troubleshooting.”
- Title: Robert Gee Thesis Playable
- File Name: hl2-ep2-sp-rg-mt.7z
- Size : 657kB
- Author: Robert Gee
- Date Released: 03 June 2008
Download directly into MapTap [657kB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy Gee_MIT_Final.bsp into your Half-Life 2:Episode Two Maps folder.
Example: C:\Program Files\Steam\steamapps\username\half-life 2 episode two\ep2\maps - Launch Half-Life 2: Episode Two
- Open the console and type map Gee_MIT_Final.
- Press enter/return or click the Submit button.
- Play and Enjoy.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots may contain spoilers.
Please note: These statistics are valid from December 2010
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849Overall
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1Today
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50365 days
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 3 Mins
Shortest: 0 Hours, 3 Mins by JellyGal
Longest: 0 Hours, 3 Mins by JellyGal
Total Time Played: 0 Hours, 3 Mins
Short little map where you need to get out of the building.About 2 minutes playtime.It is just to show an example so..
Even tho its on the short side it still has some intresting ideas that are put too good use.
for about 5 to 10 minutes with one area overlooking a previous map. Is the author hinting that these are short episode maps?
Combat is on the light side but supplies were just enough not going overboard.
The base was showing its age throughout the level map
I wish in one area with the wounded rebel I couldve given him a medkit it would shown another intresting way to play the map
So whats next instore for us well something with balance in Meduim Combat alot intrestings surprises & a healthly dose rewarding gameplay.
Short and sweet without any real depth but what was here was well done. Textures and lighting was bright but ok for me, set design was a bit limited, and however for what the author was trying to achieve it was about right.
If you want 5 minutes play then this is well worth the download, otherwise look for something with more depth and gameplay. Nevertheless, this is good example of how to map a short mod with some meaning and it would have made a good introduction level to a more extensive mod.
I happened to play the author’s other map right before this one.
This one was too short and straightforward for me to really like, even though it was well done. The most interesting part was the link between the two maps.
I dropped a medkit on the wounded rebel, but I don’t think he ever used it…
Worth playing if you want a few minutes of play.
The only reason I’m saying think twice is because (A) it’s really short and (B) it’s really easy. It does have a nice concept though, I think dead ends should be used more in gaming. The map doesn’t look too great, it’s very underdetailed, and there’s one little complaint I have with the combat. It’s okay to ambush the player with regular combine, zombies or headcrabs. Just please don’t do so with shotgunners! I lost tons of health to something I couldn’t even see! Otherwise, if you’re looking for maps with this concept, I recommend you look at Robert’s other map, Dead-end Freeman: Reload. This one’s a lot shorter and easier, and that one’s more fleshed out.
Manually
Medium
3 Minutes
Simple apartment map. It is essentially linear, but something always happens if you go off the ‘dead ends’ or wrong paths. This map alone explains the reason why many players like to explore maps fully instead of running thru it as fast as possible. That said, this map itself isn’t particularly interesting. People’s mouths dont move when they talk, for some reason. And the map gives off a strong ‘room-to-room’ feel which is basically how it’s designed.
Short bland designed map where you simply have to escape from the combine and that’s it.