A short linear level, designed to demonstrate a new gameplay mechanic of an Impact Mine.
Work your way from a seemingly sealed room down to the ground floor and help Alyx with the Hunters.
- Title: It’s Mine
- File Name: hl2-ep2-sp-its-mine.7z
- Size : 10.64MB
- Author: Rafeal Underwood Jr.
- Date Released: 11 May 2010
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- Copy Underwood_ItsMine_Final.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map Underwood_ItsMine_Final.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Help page.
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Please Note: Panoramic images only are available in full screen mode. You can either open one by clicking the image link above or by saving it to your computer and then opening it locally.
How to use: Once the image is open and your cursor is on the image, press and hold your left mouse button and move around the image. Use your mouse wheel to scroll in and out of the panoramic image.
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots contain spoilers.
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I’ve mixed views about this level. Like many Guildhall releases its primary function is as a portfolio piece and therefore judging it as a normal playable level is not really far. That said, if it’s been made public therefore it must face all forms of feedback.
This level is designed to demonstrate the author’s new gameplay mechanic which is the Impact Mine. Don’t worry that the Impact Mine looks exactly like the roller mine, that’s just a minor detail. This Impact Mine can blast holes in walls as well as kill enemies. It’s quite fun to use but probably too powerful to be used strategically. And herein lies my minor issue. The level was built around the idea of the Impact Mine, which means it’s the only weapon available. not only that but the route you must take is predetermined but its use. Now, lots of levels are incredibly linear but this one doesn’t hide the fact. I feel that not only would this level have been more fun to play if I had had an alternative weapon but I should also have had an alternative route.
The Impact Mine should be a bonus and should have been used to reach new otherwise unattainable caches of ammo or health, instead of the answer to everything. AS fussy as this point may seem, I feel that understand how a new gameplay mechanic is best used within a game or mod is vitally important and limiting the use of items like this can actually enhance the players feelings about it.
Think about the super Gravity Gun in HL2. Imagine if you had had that from the beginning. How boring would that have been? To be all powerful is not always much fun.
So to clarify. Yes, this level was only built to show off the scripting and weapon and how it would have been used in a proper mod isn’t necessarily how it was used here. However, to give the player the “full” experience it should have been used more sparingly.
My biggest issue is the possible lack of stability with the basic new mechanic. I don’t know if I did something wrong but I had to restart the level 5 times before I could finish it. Each of the previous 4 times I “lost” the mine. I don’t know if I could have got it back somehow but I tried everything I could think of. In the end I never let it out of my sight and that seemed to work.
Looking at the basic level I thought the author did a pretty good job of making the place seem almost real. The proportions of the doors was definitely strange but since I didn’t have to open any of them, I didn’t care much. The idea of graffiti on the ceiling to help locate the weak ceiling/floor was out of place but not the end of the world.
5 Words Or Less Review
Better as a bonus weapon
It was short and mostly to the point. I think it does what it’s meant to, show off the mine’s abilities. Aside from that, it wasn’t a great map but I wasn’t expecting much. Worth a brief download, *shrug*.
This player’s view which is not a critique of the ‘scripting’.
For anybody with playing tastes evenly remotely similar to mine Think Twice.
I cannot see that this is a new “gameplay mechanic” merely an extension of what was done better in EP1. Specifically, when taking out the Sniper and then Alyx takes over the Sniper rifle.
The Impact Mine is but a Roller Mine. Just an extension of an existing concept with greater and perpetual power. .
When you use the Impact Mine with the Gravity Gun your vision is almost complete obscured – not good for shooting!
The really daft thing was Alyx waiting for you at the bottom surrounded by Combine on the floors above and Hunters firing at her at the bottom. She might be hard but she aint that hard.
Combat? Yes, but it’s so easy that you get bored quickly, even in hard skill.
The Maybe is for the 3 stars. What was done was done well.
I just did not enjoy what was done.
Had this map used just one other weapon to take out the Combine soldiers and with the Impact Mines (plural) having a limited life and available only when needed to break walls and ceilings and to take out the Hunters, this might have been brilliant and enjoyable gameplay experience.
Sadly, it isn’t.
Hey!
First I’d like to thank you guys for playing my level. The bug that stops players from completing my level is something that I thought I had fixed in the Beta build since I didn’t encounter it at all in my RTM build. I’ll get right on fixing that though since I’m sure that has to be a frustrating experience.
I also plan on completely ripping apart the level and either re-creating it with the same layout (but better puzzles) or just completely doing something new with the mechanics. Please feel free to email me any other feedback you may have to offer or post comments.
I thought this was fun. After I finally figured out to SAVE OFTEN, because the mine would disappear on me, too.
The mine didn’t interfere with my seeing too much (yes, I took a little damage from weapons fire until I got in position to throw the mine, but there was lots of health available). Except when it decided to do the glowy thing while I was holding it–then I really couldn’t see. (On the other hand, I think Jasper plays on Hard while I play on Easy.)
how did you get a hunter into your image rating ?
It’s actually an Alien. I donated $10 to the site and got a prize (Phillip asks what image you want to use.) I didn’t even know there would be a cool prize!
Whenever I “lost” the mine, it came back to me in a flash of blue light. Did you guys not get that at all?
When I mean lost, I meant permanent loss. When it came back to me, it came back in the blue flash, but sometimes it just goes away and never comes back.
Very interesting. Its just a little hard to distinguish the breakable walls sometimes, I crashed one first and didn’t saw their texture. THe battle is fine, there is good freedom to do things, can throw back grenades at combine at times, kill stalkers with different ways. ect. By the way, Rafeal, you resume was well, try adding more texts and less images sometimes, the ways were a little annoying in the first picture.
sorry I mean the rays not ways. about the last picture.
Interesting concept.I got to give it a PIL just because I think people should play it to get new idea’s if they plan on making any mods/maps.I didnt care for the layout of this map but I do see that its just a map for show.The glow from the mine has to go thou.
A good reiteration of the companion cube game play. Mapping was so so, the shot Philip used for the panoramic view is the best one that can be squeezed out of that map. All in all it alright, it doesn’t outlast it’s welcome, it’s fun, and it has a nice game play mechanic.
I guess in a limited way this was different and whilst I can understand the motives behind such a piece of work, it does not however lend itself to a memorable playing experience.
The use of the mine seems at times an over kill, with maybe the crowbar, if you had one, producing the same result. I lost count of the number of time I lost the mine, it appeared to disappear without reason needing a reload to get on with the game, also caring it around at times was frustrating.
There is not much here to recommend a must play, however, if you are like me the premises sounds too interesting to miss out on.
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Personally I really liked the map, the layout and visuals, I had an idea of a similar map for myself cus I liked it when I saw the mall in Left 4 Dead and your building/living complex works too. But you could have done so much more with it. Closing down so many sectors makes it too linear, I want to explore and be rewarded and have alternate routes. Oh and in one room where I’m supposed to fall through the floor, I can actually see the cut floor where it’s supposed to break. If only all rooms were that easy. Because I watched the video, I kept throwing the mine at every ceiling possible, even in the first room.
The mine did respawn for me and pretty fast but it was too bright at times and it kept glowing by itself sometimes with no apparent reason. I think it’s too strong, I mean hunters went down after 2 shots? The ar2 orb should remain the strongest projectile in the game.
Offtopic, here’s another thing you can do with a mine: http://www.youtube.com/watch?v=jn1TjZzO9Yk if you decide to map again.