You find yourself in what looks like a prison but it’s much more industrial than most. Clearly you need to escape and that is easier said than done.
You get to leave the prison and feel the fresh air on your face but not for too long. Keep the faith as you will eventually see the light of day again, but you might wish you hadn’t.
- Title: Kallaim
- File Name: hl2-ep2-sp-kallaim-v3.7z
- Size : 8.66MB
- Author: Sharpentine
- Date Released: 29 October 2010
Please note: On 07 November I updated the file to the latest version. The author tells me this version addresses the issues raised by our reviews. Zekiran’s comment on 07 November should be the last one referring to the previous version.
Download directly into MapTap [8.66MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy kallaim.bsp into your Half-Life 2: Episode Two Maps folder.
- Copy the graphs folder into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map kallaim.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Help page.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Please note: These statistics are valid from December 2010
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4,916Overall
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2Today
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5Last 7 days
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17Last 30 days
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131365 days
Using Gauge: Users
Manually: 7 Users
Time Taken:
Average: 0 Hours, 37 Mins
Shortest: 0 Hours, 25 Mins by agreenman
Longest: 1 Hours by Avantgarde95
Total Time Played: 4 Hours, 16 Mins
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I really enjoyed this map. It has lots of details and almost everything seems realistic. There are a couple of set battles that are a joy to play.
The one thing I didn’t like was the apperance of enemies from behind you in areas you had cleaned and there was no way for them to be there. I also felt that the layout was too similar to the original Half-Life – lots of right angle corridors.
The outdoor sections were fun and the final battle was fantastic. Definitely going to try and find some time to replay this one.
Wow
Visually Stunning
Some excellent battles, thought ‘this has to be the final battle” about 3 times
Pretty awesome gameplay
Is challenging, but not frustrating
Some excellent sections, and the meticulous detail really helps it along
Easily the best map/mod I’ve played since Nightmare House 2
Length is also pretty decent, despite being one map
(which leads me to think of the insane optimization/planning needed to cram so much into one map)
You can’t afford to miss this one
Good length, excellent gameplay, really liked the music at the start had a sort of eerie feel, I was expecting some sort of horror mod when I heard this but no it’s straight forward until you hit the battles then you have to take care.
Holy smokes Phillip! Thanks for this find!
What to say that hasn’t been said….
Excellent design.
Fantastic combats.
Superb enemy placement.
Genius optimisation.
Interesting choice of music.
Great atmosphere.
I can define this as being the only map to receive the ‘supercalifragilisticexpialidocious” rating in a LOOOONG time!
I’m stuck at screenshot #10. I think I need to find a cog to start the machine…If so, where is the darned thing?!
[spoiler] try exploring the upper areas, the cog isnt in the basement[/spoiler]
Thanks! Damn crummy looking walls, I didn’t see the ladder leading up to the youknowwhat.
Have put cog onto machine, pull handle….. Nothing..
Have I missed something?
Yes, it can’t work without fuel.
thanks.
had tried fuel, but not successfully…
must not have held my mouth just right.
it’s pretty amazing to think that this could be one map. Lots of content, some great setpiece battles. The level design and enemy placement were spot on.
Not perfect though:
– A bit lacking on the sound side. Some music could have gone nicely with the setpiece battles.
– There seemed to be a lack of purpose, the slightest bit of story could have helped.
– I also found the enemies spawning from impossible locations a bit irritating too.
– Probably the biggest problem I found was the fade in from the beginning of the game being used after every death or loading of a save. After resuming, most times a few extra hits were received that could have been avoided without the fade in effect.
Still, even with these detractions, although I wouldn’t say it’s a personal favourite, this map is a definite “play it now”. Definitely worth an hour or so of your time.
[spoiler]I didn’t even mind the extremely abrupt ending.[/spoiler]
What a great map, well, mini-mod really.
Just one con for me:
The spawning in cleared areas would have been OK if the Combine had burst out of locked rooms. Preferably full of goodies to collect.
The rest is pros all the way. Great Mapping and a good mix of well paced combat .
In one place in particular, you have to “Run & Gun” but there’s plenty of opportunity for tactical combat elsewhere and the opportunity to conserve ammo” (not that there was a shortage).
The final fire fight is a combat players dream and very well thought out but the big fire fight in the prison before that was astoundingly good.
Wow! War over 3 floor levels and you have to keep moving.
In Hard, I only just survived – died lots of times before I got it right.
A marvellous combat experience, astonishing.
What Sharktamer said, two comments above this one. This map would have been perfect but for a few minor niggles.
This is certainly one of the better mods/maps this year and well worth playing. I agree with the comments that enemies appearing from previously cleared areas is annoying, but that said, it does at least keep you on your toes. The final battle was one of the best for a long time, although finding the jalopy and driving the short distance to the tunnel did seem a bit redundant unless there is more to come.
Its pretty good.Enemies are pretty easy,nothing hard about it.What I really dont like is enemies spawning behind me after I just killed them all.I hate that!The strider was actually way easier than I thought to kill.Overall a decent mod
Decent mapping, but not memorable. Uninspired corridors, especially in the first half of the map. The music and solitary wandering at the beginning of the map told me I might be in for some thought-provoking stuff but it turned into hallway combat and I facepalmed.
Good combat until the arena-style battle, which I found to be extremely difficult for some reason. I was playing on Hard Mode and had to turn it down to survive.
I don’t like the idea of aliens running around in the same building as the Combine, unless they are actively fighting each other. Sometimes there were aliens in one room, then a hallway that connects to another room full of Combine just standing around. I also don’t like the idea of enemies spawning behind me, especially when they spawn in a room without doors.
This was a solid “Play it Now” mod. The mapping and battles got better as the mod progressed. Enemies spawning from all sides in the prison area made for quite a challenging battle. The only annoyance was the fade-in after dying, especially apparent in the prison area battle. The final battle was near perfection.
I’m hoping the fadeout ending in the tunnel was a prelude to Kallaim Chapter 2.
Very intense action-oriented mod. Pretty good and dynamic from the beginning to the end (with an epic final battle).
I can’t quite place my finger on it, but this mod just didn’t feel right pretty much the whole way through. It’s possible that it started from the whole weapon gathering skit; when you grabbed the AR2 you had combine come in after you with AR2, when you got the shotgun, you had a shotgun guard come, etc.
Maybe it was just me, but I felt like I was taking damage abnormally fast given the difficulty I was playing on. It had been a while since I had played a proper source mod before getting into this, so perhaps I was just rusty.
I’d have to say that the big finale battle is definitely the showcase piece. It isn’t so much hard as it is deceptively dangerous, requiring you to constantly shift your focus and re-prioritize your targets as you and your enemies moved through the area.
Good, well balanced, with no doubts is a Play It Now!, the whole map is creative and present a fluid dynamic, now I can understand why Phillip took the rooftop section in this map to figure out the rooftop ville concept, so if u like quick and good taste maps, well then this is for you.
The only thing I just want to see, is that the creator of this map who obviously has great potential, would maybe make a complete propper mod in the future, he could add some more maps as this and we could have defenetly a quality mod in our hands!
Kallaim is single map mod that defies my concept of how big a map can be with such a quick load time. Something like the folds of a brain, you twist and turn through many neighboring areas in a predictable linear fashion without any apparent storyline. Although it starts off rather quiet, eventually I found that the sounds in the map simply follow the NPC actions and of your weapons with the occasional use of a now all too familiar music soundtrack from the original HL2 game. There are a few puzzles here and there, which are not very difficult, and the interior lighting is pretty standard. However, despite all these things, I had a great time playing Kallaim, because what it focuses on it does really well.
Clearly the author has a love for battle scenes with different types of enemies attacking from different directions at the same time. This made for a real challenge, and forced me to re-think some of your usual habits. In the last two battle scenes, I found myself running for cover and desperately trying to find sources of ammo and health, but it was a mix of duck, run and attack that eventually got me through. However, it definitely seemed that my health went down more quickly than is normal as another member mention. Also, some enemies suddenly “magically” appeared from rooms I just exited, which just did not make any sense.
As linear as the straight-angled hallways and rooms were, I still saw a lot of small details that added up to a fairly realistic setting. On the other hand, there were definitely some unfinished areas in the final outdoor scene, with one place just falling off into nothingness, and it felt particularly disappointing in the way the map ended by teasing you with the potential for more. With so much thought given to the mapping layout and mixture of elements in battles, I hope that Sharpentine considers doing a followup to this enjoyable map, especially if it continues with the mixed outdoor/indoor theme.
This map is compatible with the Mac version of Steam/HL2, as of November 2010. Just drop it into the same location given in the above instructions, but inside your Half Life 2: Episode 2 folder on your mac.
Great map. Enjoyed it a lot.
I really, really enjoyed this mod. I played it very late at night, so I was sleepy and in the dark. 🙂 I literally jumped at EVERYTHING. Every time! 😀
Though the path was quite linear indoors, I loved the oh-crap-run-but-where outdoor bit. I also managed to completely ignore the vehicle, and when I did find it, I managed to drive it off the road, LOL!
I totally recommend this for some jump-at-you fun. Play late, in the dark, for best results!
Please note: On 07 November I updated the file to the latest version. The author tells me this version addresses the issues raised by our reviews. Zekiran’s comment on 07 November should be the last one referring to the previous version.
Phillip – I’m curious. Is there any way to find out what “issues” Sharpentine addressed in the update?
I’ll email the author for you.
Well worth a play. For one map there’s a lot in it; great optimization skills. Fun game-play with some tough fights. Average scenery, not bad.
9/10 game-play.
7/10 aesthetics.
8/10 puzzles.
I just loved nearly everything about this map ! A plain and simple damned solid bit of fun ( playing on hard ) ! I played a few areas more than once or twice and would have added this as a personal favorite, but for a couple of small personal gripes…
– Ambients. The author should have made use of some situation- appropriate ambient music scores. Even with stock alone, there’s plenty.
– I saw no purpose to having including the car. It served no purpose when I finally noticed it.
– Those distractingly painful green walls.
Play on hard and have some shameless run and gun fun !!
Very nice. Excellent detail, textures; outdoor fights, indoor fights; bringing in different elements / enemies at different stages such that something new is always happening. (Yes, I agree that a small story would have been helpful. Nevertheless.)
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I only play mods usually but I was persuaded to play this one.
I’m very glad that I did.
This lke a micro mod but in just one huge map.
The combat was great but I’ll not be playing in Hard!
The only thing I did not like was the spawning of Combine behind me.
Naughty, naughty.
I’m not sure why, but after downloading this my vertical mouse control is stuck inverted, and if I turn sv_cheats on I lose all verticle control at all… I guess someone would have commented if it happened to them,but this is the only thing I have downloaded recently. any ideas?
Just when you thought it was safe…blue skies and all…it happens again, and the second time is much worse, right after an epic battle underground too. Great pacing and great placing and great timing in the final battle.Driving away to complete this mod took many tries on Hard level. Well worth the effort and a very satisfying conclusion. Had this been a full game as opposed to being a map pack, and had it maintained the consistent standard of the map pack throughout, I would most likely have called it a personal favourite.
Awesome!
Great combat arenas and realistic mapping. Loved the music cues.
It’s not often you get good looking maps that are also VERY FUN to play.
Plenty of cover, multiple floors/avenues of approach, enemies coming from many sides, and plentiful ammo means you can take on the battles in many different ways. Fantastic!
I loved ths scene where[spoiler]the combine soldiers runs to activate the alarm[/spoiler]. I just love it when mappers put small immersive scripted scenes like this.
SO many maps get stuck in the: “Give you little ammo and health and have an army of combine fire at you while you’re stuck in the open” trap. It was nice to see a map that challenged you but also gave you options and a good chance of fighting back.
The entire level was very well detailed. Everything looked functional and realistic without over-saturation of props and decals. The default assets were used very skillfully.
My qualms are minor but I have to say these might improve the map:
Add some environmental sounds and ambient noises. It’s a small thing and not too hard to do but it adds a lot to the immersion factor. The music was fantastic but it could have used that extra bit of ambience.
Loved this map very well done, I did have a Duh!!!!! I’m an idiot moment after figuring out the gear/fuel deal. fully enjoyed it and echo most comments above. Kudo’s to the mappers Good Job!
Very much a gun feast with little if nothing to tax brain, some of the pitch battles are intense, but with plenty of ammo and health about all are easily mastered.
Design was good to adequate if somewhat sparse when it comes to incidental content, but then much was within a prison setting. The mod never reaches any great pinnacle with respects to mapping, gameplay or uniqueness, nevertheless fun to play.
The end encounter is well laid out, however with so many goodies available the mod may play best on hard. Well worth playing now.
This map makes fighting combine fun again, and that’s high praise indeed. While the whole high-security prison concept has been done to death, the lighting and design choices were enough to make this map stand out from the others. The levels wind about in such a way that there’s a lot of map crammed into a small area. There are three huge cinematic battles, each of which could easily have clinched the map in a satisfying manner, so when the map just kept on going after the first two, it was a pleasant surprise. Expect a lot of combat on more than one plane – keep an eye out for combine above you, below you, and on every side of you. I kind of wanted to give this map a Personal Favorite, but it just lacks that extra something new that my other favs have had. Still, definitely play it – good luck and have fun.
The level design is not so polished as Minerva for example, but the firefights are fantastic! And I really enjoyed sudden appearance of combine soldiers from behind, this will keep you aware all way through. It just could be done more reasonable, like with opening of previously closed doors, etc.
Some fights is so intense you could even think they’re final, but they’re not!
As for final fight, it feels overcomplicated for my taste. [spoiler]You should have fully armed rocket launcher. Defeat strider first, don’t bother with hunters before it dies. There is a plenty of rockets around and with precise aim you don’t need the ammo crate, they just kill you near it.[/spoiler]
If you like a good shootout, you’ll definitely love this!
This author went on to create the excellent Sile in 2011, and in many ways, this mod feels like the proving grounds for that idea. The general feel and style of the two mods are similar, though Sile is better in every regard.
There’s a ridiculous amount of content crammed into this single map with three major encounters and a liberal smattering of Combine and Zombies in between.
I did get hung up on the generator bit. [spoiler]From Episode 2, the need for the gear was obvious, but the other part escaped me for several minutes. I figured it had something to do with fuel, given the many fuel tanks in the room, but wasn’t sure what to do with them or where to put them.[/spoiler]
While the music cues are well placed, the mod as a whole is pretty silent and in need of soundscapes to add that missing dimension.
Overall, this is a fun romp through a prison setting with a few memorable encounters. It’s worth playing.
Split betweeen PF and PIN, I finally settled on PF since it will have a home on my hardrive. A great bit of fun, this mod is clean and polished, has proper music at the right times, and a few really good battles. Other times it sprinkles a few combine or zombie here or there, allowing the player to take a break and do some health scrounging. The map is designed well, and very large for just one map. Takes me about a half an hour to beat it.
Worth a download for sure!
(Im “Anon” above, forgot to log in grrrrrrr…..)
Split betweeen PF and PIN, I finally settled on PF since it will have a home on my hardrive. A great bit of fun, this mod is clean and polished, has proper music at the right times, and a few really good battles. Other times it sprinkles a few combine or zombie here or there, allowing the player to take a break and do some health scrounging. The map is designed well, and very large for just one map. Takes me about a half an hour to beat it.
Worth a download for sure!
Another map taking place in that abandoned base from White Forest, although this one isn’t as abandoned and serves as a Combine base. This is the best White Forest map I’ve played so far. It has a lot of cool fights and interesting puzzles. I liked the hidden items. Some of them were actually hidden while others were in plain sight having the puzzle be finding out how to get them. There’s also a Gunship battle which is fun as always with Gunships in my opinion. The layout is pretty good, but the level seemed to have a lot of straight hallways with right turns at the end. There’s a really cool battle with tons and tons of Combine in a large area with three floors. I had a lot of fun with that. The final battle can be fun but is ludicrously hard, pitting you against five Hunters, a Strider and a wave of Elites. The level ends when you leave building by going down a road into a tunnel. Very good level, if you haven’t played it then go ahead and do just that.
Manually
Medium
26 Minutes
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but for that insane end battle with hunters, elite soldiers and a strider.. I little too much on the overkill for me. Otherwise I’d PF this one. The map design and ..well.. everything really is top notch. I really enjoyed playing this. The battle scene in the jail was superb. But throughout it was superb. Just thought the ending was OTT.
Manually
Medium
40 Minutes
The map is absolutly worth to play it. The only thing, who is not so good: The map is too short. A longer version, for example HL2-EP3, would be nice. 🙂
Manually
Medium
45 Minutes
I really enjoyed playing this map, awesome design, balance and battles.
Another one awesome old map, 10/10
Play it now, if U still didnt, really
nice mapping like nova prospekt and fun gameplay
Manually
Medium
30 Minutes
Nicely designed map + Tight and fun combats!
Manually
Medium
1 Hour
Looks and plays great.
Manually
Easy
30 Minutes
Hello, I’m running a co-op server on Half Loife 2: Deathmatch. Please send the source of this map!
88.201.233.98:27400 – NOT ADS!
Incredible intro. Excellent use of Ravenholm tunes while exploring a hauntingly-architected alternative Nova Prospekt.
Decent combat that pushes the player, even if it is a bit easy at times.
Somber, depressive atmosphere. Music choice is on point.
Level design is engaging and forward-moving. A couple points had me questioning the authenticity of this facility as my path twisted deeper into maze-like abandon, but overall creative and compelling mapping.
Final boss difficulty ramps up with a thrilling finale that leaves you shaking. Makes you dig deep and truly embodies the RTSL mantra. Such a fun mod.
Manually
Medium
25 Minutes