Colonel Odessa Cubbage needs your help.
Together you can escape the city by train, but you must work as a team.
Don’t relax too soon though, because things have a way of catching up on you!
This is an updated and extended version of the map that was submitted to the CityStreetsVille mapping challenge.
Basic Details
- Title: Avenue Odessa
- File Name: hl2-ep-sp-avenue-odessa-v101.7z
- Size : 32MB
- Author: Jason Gimba
- Date Released: 06 April 2015
MapTap Users
Please download to you computer and then use MapTap to install it.
Download Options
Download to your HDD [32MB]
You can still use it with MapTap once you have downloaded it.
Manual Installation Instructions
- Copy the AvenueOdessa folder into your …\Steam\SteamApps\sourcemods\ folder.
- Restart or start Steam.
- Avenue Odessa should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
Videos
Screenshots
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 22 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 20 Users
Time Taken:
Average: 0 Hours, 28 Mins
Shortest: 0 Hours, 13 Mins by JetBlueChest
Longest: 1 Hours by Avantgarde95
Total Time Played: 10 Hours, 13 Mins
Using Gauge: Users
Manually: 20 Users
Time Taken:
Average: 0 Hours, 28 Mins
Shortest: 0 Hours, 13 Mins by JetBlueChest
Longest: 1 Hours by Avantgarde95
Total Time Played: 10 Hours, 13 Mins
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The first question you want to ask is “is it worth me playing if I have already played the original?” and the simple answer is YES.
The first level as a few little tweaks that make it as much fun as last time but the main change is the extra level. Once you have escape you have a short adventure on the train.
The extra Odessa voice acting is superb, both in script and performance and there’s even a new character that moves the story along nicely.
All in all, it’s great to see Jason listen to the feedback and update his maps, I wish more mappers would do that.
It’s well worth you time.
Using Gauge
Medium
38 Minutes
This newer version offers improvements to the first level, and adds an additional map/boss fight. Let’s take a look…
The only notable changes from the first map, when comparing the different versions, was the sniper actually shoots the Zombies now, which I was slightly disappointed in, as Jason said himself, “If the player is hiding behind a car and the Zombies are going to flush them out, why would the Sniper shoot them? They’re helping him do his job!” Regardless, it isn’t that important of a change. The other change was having to kill the sniper with grenades, instead of the sniper himself coming down to attack, which I can understand, as the switch from sniper to Soldier could be confusing to players who didn’t understand the sniper left his nest.
The final boss on the second map was especially interesting, getting to fight the Strider as it purses from multiple angles, and see it ‘move’ in a unique way, strafing along the sides of the cars. I was even expecting it to use its warp cannon to ‘push’ you back a few cars, but alas.
Quality voice acting with some may I say successful trademark Half-Life humor kept me engaged the whole way through, its not everyday you see NPCs in mods that effectively interact with the player, even commenting on the Strider changing position, its the little tidbits of dialogue that meet the mark of ‘quality’.
Jason Gimba’s maps never fail to impress, even if you played the original in CityStreetsVille, don’t put this expansion past you, it’s worth the download.
Manually
Hard
20 Minutes
Thanks for the feedback! The idea of the having the Strider use the Warp Cannon against the train did come up, but the problem is that the Strider has to hold still for several seconds before he can fire it. Because of the way the moving train works, this didn’t seem plausible.
After playing as many hl2 mods and maps as i have you begin to get some favourite authors and jason has gone on my list next to leon brinkman,miigga and lord …. granted theres other excellent modders/mappers but these guys seem to produce the goods
anyway it seemed only a few months ago when i played jasons entry “avenue-odessa” and i enjoyed it then,however the second chapter completes the mod and work well especially the way both doors open on the train allowing you to shoot the strider from either opening
voice acting was excellent and colonel Odessa Cubbage voice was spot on … a english military officers voice is not the easiest to pull off ( unless you are actually a colonel in the para,s ) so this was on the ball …..
overall a impressive and enjoyable production from jason and up to his normally high quality ….. maybe another chapter or two and make this a full length production !
Manually
Easy
43 Minutes
I gave this a PF because it was already a great little map, and even though it’s still quite short by most standards, the fact that it was increased as well as improved impressed me. The combat in the first map is still challenging but lots of fun, and the 2nd half is just brilliant.
Love the voices and dialog, absolutely nailed the legend that is Odessa Cubbage. (and lol the little extra, fun stuff.)
It’s fairly rare to see such a short map with great combat also have the semblance of a story, and this one captures it all. Good work.
Manually
Medium
20 Minutes
I liked the improvements in the first section, especially being able to kill the sniper (I threw a hopper but there is a box of grenades there as well). The second part is well done with the strider pursuiing you while you are on the train and moving around a lot. It’s nice to see the author build on the previous map – I just wish there was more to enjoy.
Manually
Easy
25 Minutes
runs without any problems under linux. no editing etc. required.
I agree its worth playing for the amendments. Its a really well done map as before, I thought the gameplay in the first part was better balanced. The voice acting was good although I found it to be a bit much. Probably that’s because I can’t hear what he’s saying clearly unless I turn up the volume, and then the rest of the sound is too loud for the rest of the household – a common problem.
Manually
Medium
40 Minutes
The voice acting was kind of a struggle. I had talked to Anicator about different strategies for making the speech louder, and while that was successful, the problem was Faceposer had a very difficult time processing lip sync on those. It relies a lot on the peaks and valleys in the wave to figure out what syllable goes where. In the end, no one had complained too much about Odessa’s volume in the original, so I wound up doing it the same way with the new voice clips. That said, I did make use of env_microphones whenever possible to amplify the speech in-game. Having the sounds “Play Everywhere” would have been a last resort option, because I wanted Odessa’s speech to be positional.
I had a great time revisiting this level from CityStreetsVille. The little tweaks made based on community feedback were a nice touch and it still feels like a solid experience.
I think the additional level adds to the game in terms of further voice acting and Odessa dialogue with the train driver, which is a nice touch, but I feel the final combat was a bit too gimmicky and simple to enjoy. It’s also nice of you to add a line involving the gnome.
Overall, I had a good time with the mod, though it is a bit brief.
Manually
Medium
20 Minutes
I had to put this off for a while due to some family business, but the planets aligned last night and I was able to take a look at AO 1.0. As a completely unbiased, totally neutral third party observer, I can say with certainty this mod is worth your time!
From what I remember of the changelog Jason posted in the CSV thread, there were all sorts of tweaks, but what I really appreciated was one less Hunter and a bit more health for the main standoff. I had a lot more fun with it that way, and I’m sure cranking the difficulty up to Hard would add that extra edge if you were looking for something more like the original release.
The stake body truck being lowered four units was also nice, if perhaps inconsequential to most. My first instinct with those things is to jump in the bed, and I usually give it a couple of tries. The first version of the map didn’t allow it, as I recall, but here you get the satisfaction of hopping up to grab the loot.
I also liked the additional alcoves on the cross street by the fountain, one by the Combine barricade and one near the bridge the Strider ultimately blasts. I didn’t use them in my playthrough, but I like knowing they’re there. Little things.
Finally, that on-the-go end sequence, hot damn is that cool/freaky. The low stance, fast walking Striders always struck me as creepy, watching something that size move at those speeds, and seeing it keep up with a train is even better. I had a little trouble with my rockets hanging around forever if I missed my target, and the cannon impact decals obscured my view a bit, but the cool factor overrode all that for me.
This is a welcome, and quite impressive upgrade to an already entertaining map, thanks to Jason for taking the time to do it, inviting me to participate in the project, and offering up the source files upon release so we can all dissect that train sequence for our own purposes.
As for whether I managed to save the baby this time, well, you’ll just have to see for yourselves: https://www.youtube.com/watch?v=vsIXsMTJZOo
Manually
Medium
22 Minutes
Yeah, the train VMF is probably one of the weirdest maps I’ve ever built. The actual technique of how it works is based on Matt Glanville’s (CrowbarSka’s) train proof-of-concept, which you can still find on YouTube. But it took me a while to figure out exactly how to make it work seamlessly, even with his explanation. The trick is that you have to compensate for the spawn delay of each moving terrain chunk, which fortunately seemed to be a constant.
The map moves around the train, which itself is stationary. It wouldn’t work the other way around because Odessa would glitch out when walking on a moving object, to say nothing of how rockets would work. Valve uses this latter approach at the end of Episode One, but in that case, Alyx doesn’t move anywhere.
Also… having watched your playthrough, oh yes, the gnome and baby at the end of the level aren’t supposed to be there! Always something that gets missed! I must have gotten so used to them being there for testing purposes that I forgot to remove them from the final.
Eh, if that’s the worst problem that’s come up though, it’s not bad. Odessa has a couple other Easter Egg reactions, not to props, but to player actions.
This mod has been updated to version 1.01. It fixes a minor issue where the mapper person forgot to remove the duplicates of the gnome and doll. Carry on. 😉
Fun, clever, and worth playing again, if you already have. If you haven’t already played it, then definitely play it when you can. The writing was my favorite part of the game, brilliant job. If you don’t want anything spoiled for you, then read no further.
Game play was versatile, starting off making your way up to the sniper, followed by holding off waves of enemies, then being whisked away on a wonderful train ride with Odessa and a pissed off strider. The entrance of the strider at the end of the first map was excellent. However, I wish the bloody music wasn’t so loud when Odessa was giving the strider a talking to; I still don’t know what he says. The train combat was fun, if not short lived.
My only complaint is that it was so short… but that was a design choice, and I’d rather have a short and sweet experience than a long and trite one. So my only real complaint is the voice volume, as it was hard to hear the train conductor and Odessa at times.
Manually
Medium
25 Minutes
You can adjust the music volume in the Options, independently of other volumes. Closed captions are also an option. As stated above, volume on the audio was problematic. Sorry about that. 🙁
The actual text of Odessa’s Strider scene is:
“Hey, you there! Does Dr. Breen pluck your leg hairs? Cause he does a rather lousy job at it!”
“Kindly ignore the taciturn man in the bright orange suit, I’m clearly the higher value target.”
“Pay attention to me! I’m far more interesting! I actually say stuff!”
I am really happy to see well polished maps.
I enjoyed the whole story from the beginning to the end.
Keep up the good work.
Manually
Medium
30 Minutes
WOW, this version of Avenue Odessa greatly surprised me, as the first part was enhanced, and the second on the train ride, was just delightful.
Many, many things are just perfect in this 2 little but great maps, and that’s all about quality, enemy amount is just perfect and well balanced, and the humour voice cast touches are just magnificent. The whole little story is so nice but pretty well done that really left a great taste in your mouth once you finish it.
I think this mod perfectly deserves a PF recommendation, because that train ride is just so well accomplished that is an instant classic to me. I mean, if you ask me, which mod can I play that involves a cool train ride?? I would answer: Well Avenue Odessa for good boy!
So, in conclusion I say this is a great mod, that certainly oozes quality, and despite it can be short, is sweet as hell, as gives you the perfect amount of quick enjoyment, and combat in just one mod, actually 2 pretty great maps.
I also can say that Jason Gimba is now, and for good, between the best modders in the pantheon of the best modders for HL ever! yep right next to Adam Foster and some other great developers which just love to create maps and new fun for HL.
Manually
Medium
35 Minutes
I like that the Odessa-ism of posing and answering your own question with “my boy” has left an impression on you. X)
HAHA yeah for sure, when it’s a classic, it’s a classic!
Great little mod. The main thing that stood out to me was the voice acting. The voice actor for Odessa does a great job and adds a comedic touch to the mod. The voice acting for the train conductor is also great. The first map is a long street with a sniper looking down the street. After he is done with, you take down some incoming combine and then two hunters to end the first part. In the second part, you get on a train going to the White Forest, or Odessa Forest as he calls it. To end the mod, you fight a strider while on the train. Definitely play this one.
Manually
Medium
20 Minutes
Sorry, that it’s taken a while to actually post a review on this map. I’ve been busy with life, and wanted to start recording my play-throughs since I have the setup for it now. Definitely glad to see this map expanded from the version in CityStreetsVille. My comments here are going to mainly be about the things I likes that weren’t in the original, as many of the parts in the competition entry are either changed slightly or not changed at all.
First off, I think it was an interesting decision to change the fact the the sniper now shoots at the zombies. Like many of the other people who have posted reviews, I do think it makes more sense, but it just needed to be sign posted it will be that way. Then again, the behavior form the sniper now mirrors the behavior from the actual games, so it might actually be better to have it this way.
The battle at the end of the street is unchanged from the original, so I won’t go into detail over it, but the area is built up fairly well, and I think the different points where the combine show up works effectively in making you look in different directions. One problem I did notice was that the location of the elites meant that their alternate fire couldn’t actually reach the platform where the player was likely to be located the entire battle.
The second map fits really well with the original, rather than feeling like it didn’t belong. Definitely having a strider battle on a moving train was very different to what we are used to, and I think this change was very effective in making it feel like you were escaping. P.S. Odessa still creeps me out…
I also recorded my play-through. Click this link to watch.
Manually
Medium
24 Minutes
Wow, yeah, looks like you found a way to break the end of the first map there. It’s easy to explain how that happened. There used to be invisible collision that kept the player on top of the train, so the placement of the trigger that ends the level assumed the player would be there. Without it, they can do what you did, which is to jump off the back of the train and run inside of it. X)
Thank you for your video.
the page 404’s when i click it wheere is a alternate download?
I recently asked Phillip to make a change to the mod so it’s in the sourcemods/AvenueOdessa folder, not AvenueOdessa101. It’s possible he just didn’t fix the link.
My apologies to you both. I had an error in the link. Fixed and tested.
thanks for fixing good sir!
As a fan of Odessa Cubbage myself, I was looking forward to following the good Colonel on an adventure, and this mod certainly didn’t disappoint.
As a casual mod player, I thought the maps were visually outstanding, really high quality and with some brilliant ideas gameplay-wise – the mod made me go “Holy ****” more than once, which is something even AAA games struggle to achieve where I’m concerned. The final ‘boss battle’ in particular I found extremely original and I can’t imagine the amount of effort it must’ve taken to make. That said, it paid off in spades.
The writing was also pretty great and the good old Colonel was great fun, although his Britishness may have been a bit overdone (then again, he has like 10 lines in HL2, so who am I to judge). It was great to get a different HL2 flavor thanks to Cubbage and the voice acting was top-notch, although ultimately a bit disappointing since I had unrealistic expectations – I thought I was getting a perfect impersonation, which was just unfair of me. Still, it really felt like you were playing alongside Colonel Cubbage and not some reskinned citizen, thanks to the great animations and fine coding.
Overall, this may be one of my favorite Half-Life mods ever, really great fun. 5 moustaches out of 5!
Manually
Medium
40 Minutes
Great mod, not perfect though. Visually it was more of City 17, which is boring to me, because Valve themselves already milked that setting to death with Episode 1, but the level is made well.
The first part of this mod is cool and fun, nothing special and isnt worth “Play it now!”, but the second part is GREAT. It was just dissapointing because it was too short. The Strider could have more health or something like that. It was definitly one of the coolest Strider battles ever. The train was a bit awkward to move in though.
Oh, also good and meaningful voice acting, although sometimes the music or sound effects were much louder than the voices.
Manually
Hard
17 Minutes
This is a short but sweet mod, first off the voice acting is top notch. You never feel overpowered (in both uses of the phrase) because it gives you just the right amount of ammo so you don’t have too waste all of your ammo on a Hunter but enough too make you feel that you can still take on some combine before running out. One of the few things I can complain about (and it’s still very minor) is the ending boss fight in my opinion it moves around too much.
Manually
Medium
23 Minutes
This is easily a personal favourite. The first map was pretty good and made me want to punch Colonel Cubbage in the face – in other words, the voice actor did his job well – and although it was rather repetitive combat, but hearing the VIP make sarcastic comments made it worth the while.
The second map blew me away. Not gonna give too much away, but I love trains. Rather nice, and seems just like Cubbage to take all the credit… ************ deserves what he gets.
This is the second or third of Jason’s mods I’ve played and liked quite well, I ought to look into the rest of his repertoire, too.
Manually
Medium
20 Minutes
Really love this mod. First part: Nice view, short and fun combats, voice acting. / Second part: Fun train combat, hit Cubbage.
Manually
Medium
1 Hour
Waouw
Really perfect experience though the oriented gameplay this was short intense and highly recomand
Using Gauge
Medium
18 Minutes
Terrible show! You spend more time listening to him dripple on than actual game play.
Manually
Easy
30 Minutes
Tense and thrilling, this was a lot of fun! Jason Gimba always delivers.
Great scripting. This one had quite the epic feel.
Liked how the sniper sequence flipped the script into a defense battle. Felt fluid and satisfying.
Cubbage was a coward, as usual. Bro can say whatever he wants, but he alone has to sleep at night knowing he’d be dead without me.
Level design like this is always tricky to get right. Continue to push the player, yet lead them naturally through a chaotic landscape. Only a few hiccups, otherwise excellent sense of progression and urgency.
Wow, that was a legitimately dynamic Strider battle. Agile and difficult to land blows on, but damage received was very forgiving. You were allowed to make mistakes, which is good because I sure as hell made a lot of them. Great balance and a great conclusion.
Manually
Medium
30 Minutes
It’s a amazing map for people who is new to half life 2. Like a starter level:)
https://youtu.be/MIyxvcBLrXo?si=dcmwMtZTGW1LIKIv
Manually
Easy
13 Minutes