Starting in an apartment building you need to make your way through City 21 until you reach the port.
Of course, along the way you are attacked by numerous Combine enemies.
Your only hope is a fishing boat.
Can you make it there alive?
- Title: City 21
- File Name: hl2-ep2-sp-city-21.7z
- Size : 27.50MB
- Author: lsq5i5j
- Date Released: 22 January 2012
You MUST have MapTap installed before using this link.
Download directly into MapTap [27.5MB]
Please note that once MapTap starts, the pause is not a bug, just the application downloading the file. The bigger the file – the longer the wait.
- Copy lq_trainstation.bsp, lq_port.bsp and lq_building.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map lq_building.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Technical Help page.
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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Average: 0 Hours, 30 Mins
Shortest: 0 Hours, 30 Mins by Sergesosio
Longest: 0 Hours, 30 Mins by Sergesosio
Total Time Played: 1 Hours, 30 Mins
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This is a pretty cool collection of maps. It’s from a 15 year-old Chinese mapper and he definitely shows promise.
I only found one small error and that can be seen in screenshot 15. Yes, there were some invisible walls and parts that didn’t have sounds attached but really, nothing too important.
The only problem I had was knowing which map to start with and I actually started with the last one. Once you start with the proper map (building) the other maps load naturally.
That reminds, the map transitions were a little dodgy but again, nothing too bad.
I found the action well balanced but the placement of some enemies could have been changed.
The final battle, was fairly well done and I had a feeling of accomplishment at the end.
Definitely worth you time – go play it.
This is indeed a good map.
The level desing is great !
The map is fun, and if you have 30 minutes to spare, play this mod.
Anyway, here are the only flaws that the author could improve :
– Build cubemaps (walls and other reflect when they shouldn’t)
– Build this map for episode 2. It seems it was build for HL2 since the light is being rebuilt at the beginning.
– Add some health packs after the train battle. I searched but didn’t find any, and I tried to survive with 12 health.
– Remove some ammo. I was playing in normal but I had way too much ammo.
– Make a shorter end ? I find it stupid to wait 5 minutes on the end for the fade-out to begin.
Bit harsh, the point of the train battle was that it was meant to be hard! A bigger problem was the fact that the combine shot right through the first train – no shelter! Also the scenic harbour trip was only about 1 minute really. Just needed the tour guide commentary…
Despite the errors already pointed out, that was a very playable and enjoyable collection of maps!
I find it difficult to believe it was made by a 15yr old as it puts some SMU offerings to shame! Forget the invisible walls and dodgy transitions, this was all about gameplay, some of which can be quite hard but was overall fun. As for looks it was nothing special, which didn’t matter as the gameplay made up for them.
The battle at the train station was a little overwhelming but ultimately do-able if you stay by the box of grenades for the SMG. The one part I wasn’t too keen on was the end battle, taking out the chopper with it’s own mines is a mechanic I have never liked.
I really want to see what the author comes up with in the future.
SMG1 grenade crate??? Aaaargh!! (Bites through machine gun, jumps up & down on the pieces) Blast! Missed it & had to take them all out by hand -took 4 goes! Grrr…
An excellent set, well done that man! This is the sort of back-to-basics proper, playable, challenging maps that I thought had all but disappeared. Personally, you can keep your arty-farty walking-on-the-ceiling concept maps, this is what it should be about – creeping around corners, fast switching, shoot & run, skidding by on the seat of your pants with 2 HP, still dodging bullets! Very good, borderline PF. The invisible walls didn’t bother me, & the transitions weren’t a problem. The sudden hordes of combine, and the frequent shotgun CMB, they were a different story though! The brief buggy ride was fun, but sadly uneventful (hint, hint – Dukes of Hazard style jump) and the [spoiler]final scenic tour of the bay[/spoiler] was a welcome break after much slaughter, just needed an ice cream cone & it would have been perfect!
Please keep it up, I look forward to your next set.
This mod is good!
For me to say that is no small thing. I’m normally very very picky about the mods I rate highly. 15 or no, this guy gets it. He understands what fun gameplay is and understands how to make the player think about what they are doing.
A perfect example is the exit from the train station. I won’t give anything away but it’s a simple, elegant solution to a puzzle.
The combat is fresh and allows the player to be dynamic, i.e. there are 3 doors into a room full of combine, you can move round and flank them etc…
Some of the combine don’t move leaving me to think there are info_nodes missing in some areas but he probably left them out on purpose because he didn’t want them to move. Everything here feels calculated… but in a good way.
I found very few bugs, aside from around the level transition.
I’ve played tonnes of other mods for HL2 that were, longer with way more content, custom voices etc.. but this mod is better than most of them because it plays well and the author has actually tried to be original.
A PF from me, it’s well worth your time!
Pros: Well paced, generally fair and intuiative level design
Decent looking
Well thought out
Cons: Some issues with NPC’s
Presentation isn’t as good as it could be
Some objects don’t act / react quite the way they should
In short: Structurally sound with some really good moments falls down a bit in general presentation and NPC’s don’t always quite work the way they should. It’s good but not unmissable.
In Long:
Good effort especially considering the authors age but there were some issues that stopped it from being great for me I am going to be making criticisms but I would hate for this to discourage the author it is definately a hell of a lot better than some stuff people release. But I also don’t want to go easy on them because of their age. Also note that I have written more in criticisms than I have praise mainly in the interest of avoiding spoilers.
The Combine NPC’s weren’t the best, they quite often didn’t even register that I was there and at some points (especially the train yard) they were a bit too overpowering.
However encounters were mostly well put together, I was particularly impressed by the APC section it was very well done. There was also a door breach scene (I love door breaches) although again the NPC’s let it down on my playthrough.
The level design was mostly intuative although some things that should block bullets didn’t (such as trains) and some windows weren’t solid to the world meaning that you could throw grenades in when you shouldn’t be able to. (It’s not game breaking but its still not right)
The lighting contrasts were a little too extreme, at times too bright and at others too dark. The environment was right and the skybox looked good (with the exception of the already stated issue) The use of functional lighting (where light is used to reenforce gameplay) could have also been better in places, paths were sometimes darker than dead ends and combat arenas were often too dark to see clearly.
You gave the player weapons at the right times , I can’t stress enough that was really well paced but most of them I picked up accidentally and in terms of story they didn’t seem to have a reason for being there.
On the subject of environment the map was decent looking although the rooms in the building level especially often seemed quite flat and bland, it could have done with more detail overall. Aside from the path to take being occasionally unclear the level design was good, I personally didn’t like the last boss (I think you may have given it more health than it should have had, so it seemed to drag a bit.)
Also when you get on the boat (its not a spoiler if its in the description) it is the end of the level, I found it way to drawn out and it is quite easy to block the boats movement nothing else happens after this so if you are done with the view then you may as well quit the map at that point because it’s over.
It has a few flaws but overall is very enjoyable. I liked the layout of the maps and the fact you were in such disparate environments. I thought the number of enemies in the train station was too many, and I encountered a problem where the trains were “hollow”. By hollow I mean that the combine could see and shoot at me through the trains, but I couldn’t see them. There was at least one invisible wall that was unnecessary near the factory as you can’t jump over the rail. Map transitions were also a little clunky. These issues are relatively minor and this is still well worth playing
Is good to see another “City #” again, I think this style of mods really should be rertaken again, the whole maps were ok, altough it didn’t feel 100% logic or realistic at the begining in the apartment, what I like the most about this work is that gave us taht old fashioned classic HL pure combat and tactis we like and we’re used to, talking about tactic the defend post at the 1st map was pretty cool, but is a real living hell if u play it in “HARD”, I actually didn’t noticed, that my difficulty level was set in hard untill I reached the train station and then I knew why it was so hard to beat.
Overall this mod give us really cool old combat classic moments and is a breath of fresh air between the recently long total converssions in modding scene, so go on and play it.
I hope the author who is a youg promise soon release some of his work but as a propper mod, i’d would have liked even more if this mod would have been released as a mod itself, not as a three mappack.
I give it a TT, but only because of one flaw. But it is a big one…
No ambient sound! No wind sound, no waves sound, no seagull sound, no ocean sound. No background noise at all…and that killed it for me. Where is this supposed to be, death valley?
Sorry, but the immersion is totally lost here. If the whole map took place in a building, I could forgive. But with so much outdoors? No way.
I’ve just watched the video, nice job but I can’t believe he missed the obvious and easy way of getting over the fence at the train station. On the train that was already in the station there is a ladder, climb it, jump from one train to the other and jump over the fence at the front of the train. I never even considered stacking boxes.
I did both as an experiment.
Oh, well that makes a lot more sense now 🙂
The ladder needed to be more visible then, definitely. It’s also a shame that the stacking crates mechanic works in one area and not the other, I don’t like it when the map doesn’t reward creative thinking like that.
Map was fun though, worth a shot!
really enjoyed this one, yes, there were a few niggles as already mentioned above, but overall, a big thumbs up, made me wish it was longer at least. I really felt I was actually going somewhere, and anywhere where there is water and boats to play around does it for me. I suppose I prefer the outdoor stuff best.
Something’s not working right for me… the waves of Combine at the beginning (outside the building) just never ends. And I don’t think the mounted gun is working properly; it fires but doesn’t seem to hit anything. Any ideas?
I liked it. Quite a refreshing change to NOT have any zombies/headcrabs etc…..for me they always make a map/game tedious, I’ve had it with them. Anyway, apart from that, the map seems to be a bit samey, but it always is going to be isn’t it, “cos it’s half life 2? So unless its a radical deviation from the accepted format of HL2, that can’t really be a criticism.So, yeah, good map.
I don’t like to slag off anyones attempt at mapmaking, “cos I tried it once, and it’s a lot of hard work, so kudos to anyone who takes the time and trouble to bother.
Definitely a very good map. Yes there are a few little things to complain about, already covered by others, however I see no point in dwelling on them. There was lots to like about the map, especially the ending, and it gave a good time period of entertainment. Thanks to the author 🙂
Good gameplay rhythm – I never felt too rushed or laggy, and the pace changes felt right. On Hard, the beginning is difficult unless you know the trick to defending the wall (I won’t spoil it). There’s some tricky scripting gone into that, it seems, and it comes off well. The right amount of ammo and health throughout too. So, a very enjoyable map indeed, and kudos to the designer!
I can’t say I enjoyed the mod, Some action moment like like at the very start or in the trainstation you just get like a gazillion enemies at once and it’s like a bullet rain. This is no fun at all, they should be more spread in waves. Other than that everything was kind of predictable, placing of enemies, puzzles…
Now the visual part. Iv’e seen allot worse and i’m sure he put some effort in it but still everything looked empty. It reminded me of some empty movie set. I expected one of the houses to fall over showing that it was just a cardboard cutout.
Still a nice map for a 15 year old, certainly better then I was at his age. But I can’t rate the map any better because of this.
Manually
Medium
30 Minutes
This was a good, solid mod. In a couple places, the author subscribes to the Leon False Difficulty Curve method, wherein you swamp the player with dozens of Combine soldiers. City 21 was pretty, although a couple of setpieces almost looked copy-pasted straight from Valve’s City 17 maps. Unfortunately, it just didn’t feel very alive. There was a helicopter battle in which you had to toss mines back at the helicopter, which is a tactic I don’t often see modders use. (The damned thing still took a lot of punishment, though.)
Manually
Medium
30 Minutes
Why do I feel like I’ve missed something here?
I just didn’t get it at all and certainly didn’t enjoy this. I can see good mapping potential here and I hope there’s more to come from this young chap but I didn’t feel it this time.
Manually
Medium
30 Minutes