One enemy at a time.
That’s how you must fight these battles.
One damn enemy at a time.
And they get progressively harder.
Until you meet the hardest of them all.
- Title: Climbox
- File Name: hl2-ep2-sp-climbox.7z
- Size : 24.60MB
- Author: TheBeach
- Date Released: 01 June 2014
Download to your HDD [24.60MB]
You can still install it with MapTap once you have downloaded it.
- Copy the duel folder into your SourceMods folder.
- Restart or start Steam.
- Cimbox should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
The file above comes with a grid view icon. To use it, select “Grid View” in Steam (top right corner). Make sure you have saved the image to a location on your computer – you can’t use it from the compressed archive directly. Right click on “Climbox” and select “Set Custom Image”. Then browse to where you saved the image and choose it. Then click “Set Image” and that’s it.
Of course, you can create your own custom image if you prefer.
The playthrough/walkthrough below is provided by PlanetPhillip. See more of my playthroughs on this site: VP: PlanetPhillip.
Click on the tabs below to select the size of screenshot you would like.
All sizes are the same screenshots, just in different resolutions.
WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 6 Users
Time Taken:
Average: 0 Hours, 24 Mins
Shortest: 0 Hours, 11 Mins by Ade
Longest: 1 Hours by antgib
Total Time Played: 2 Hours, 50 Mins
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Well, I have to say I really quite enjoyed this one.
It’s got some nice additions and everything looks really well built.
The puzzles are generally quite clear and the combat challenging.
The video shows I died a few times, but mostly because of bad tactics – I should have gone and got more health.
Definitely worth playing and if the “power ups” had been used in a longer map, I might have given this a Personal Favourite.
Go play it now!
Using Gauge
Medium
17 Minutes
I was a bit confused in places had to refer to Phillips video, all became clear, don’t personally like hunters but got rid of this one somehow without too much effort and a few saves, all led up to grand finale that was for me a challenge, on ‘hard’.
Manually
Hard
1 Hour
This is a decent combat-oriented map with some powerups for health and superspeed (lets you run faster for about 20 seconds). It adds a nice touch to the map but I didn’t find it all that useful except to dodge the bullets from the strider and gunship.
There is a minor puzzle element in the map, where you really have to follow the path the author wanted you to (forcefields drop at certain times only once you’ve killed an enemy). I think this could have been handled a little better and perhaps let the player choose their own path.
The map itself has a pretty nice setup, although a little larger rooftop would have been nice to allow for some more tactics while facing the two tough enemies at the end. You do have to face a hunter very early on, although a quick scout around the area will help you proceed.
In all, probably worth a play if you are looking for a short distraction. Crank it up to Hard for a challenge.
Manually
Medium
17 Minutes
I played this back when it was posted on Interlopers. Judging by Phillip’s video, it hasn’t changed at all, so I’ll stick with my impression.
The thing you need to keep in mind is that the author approached this map from a very arena-inspired mentality where power-ups and enemies appear with no rhyme or reason. It’s meant to be very challenging, as any comment about its difficulty was basically written off as “It’s supposed to be that way.” No different than an art mod that goes out of its way to confuse the player.
That said, it’s not a map for me and, for that matter, I’m not entirely sure it succeeds at what it purports to be either. The difficulty curve is all over the place. You’ll fight a Hunter with very limited resources, then you’ll fight a single Fast Zombie and finally it culminates in a Strider and Gunship battle all within the span of about 15 minutes. In fact, I’d say the map is downright trivial up until that last confrontation.
The difficulty spikes come from the world design more than anything else. There’s very little cover on the roof where this protracted final battle happens. Returning fire against the Strider is complicated by a deliberately obnoxious fence that forces you to arc your shots around it. Failure to recognize this early on will result in the Strider destroying the health pod on the roof, which is a slippery slope problem.
But the weird thing about the difficulty is that the health and other power-ups do regenerate. In theory, if you want to haul yourself back down to the basement to raid its health pod, you can. Of course, you’ll also suffer countless pot shots on the way to and from, since the rocket crate is on the roof and completely in the open. Hence, the level has the odd distinction of being subjectively difficult, but objectively easy. You have infinite resources to get the job done, but you might get frustrated and annoyed before you do.
Another issue with the level is the lack of rational cause-and-effect. This is the kind of map where killing an enemy in one location removes a forcefield at another with no announcement or reason to believe that this has occurred. As you see in Phillip’s video, the level’s time is padded out by searching for what changed every time you finish an encounter.
It’s not a very long level, however, so if you’re up for a quick challenge, it’s probably worth your time. If you’re looking for better gameplay balance or narrative, you’re not going to find it here.
Manually
Medium
20 Minutes
I can’t add to what JG 244 said, that’s exactly how I feel about it. I am happy to have played it though, and while my rating is the same as Zombie Clean Up, this is way better.
Manually
Medium
20 Minutes
Weird that I can’t go back in the starting room, why was the door stuck like that?
The speed boost has the same disadvantage as the cheap speedhacks, you cant jump over stuff! And not knowing when the powerup runs out can also make me waste my sprint, leaving me vulnerable to enemies. Throwing a hunter after giving player only smg and pistol and 0 time to explore the area is just unfair way to spike difficulty, and a weird way to order your enemies. I didn’t understand why the nades were on ground floor, yet turret was on 3rd or so, I had to use an orb on it since I wasted the nades on combine soldiers, again it felt really out of place. Cannot shoot through railings either, nor pickup things with the ggun, so combat and puzzle wise it has its flaws.
The explosions of the final boss did not end, a rare bug. And the game did not seem to end either.
I think I saw 2 enemies at the same time, as I didn’t always know where to go so kept going back to look around and perhaps triggered stuff in wrong order (hunter was 2nd after police, then combine soldier and super soldier…?). As I couldn’t shoot the strider, again, I went back through the ENTIRE building to hear a random BOOM on the roof and when I went to see what was up, the strider was just sitting there like asking HEY are you gonna shoot me or what?
Everything felt unnatural to me, basically, besides the gamey mechanic to unlock 1 enemy and 1 powerup or weapon at a time. If you have 10 minutes or so to waste, here’s your chance.
Manually
Medium
11 Minutes
As I mentioned to the author on Interlopers, Gunships and Hunter-Choppers have a special way of dying that can cause them to get stuck in infinite explosions.
In the Hunter-Chopper’s case, it has an input called SelfDestruct which causes it to begin spinning out of control. While spinning, it attempts to find and guide itself to any scripted crash points placed by the designer. It does this until it receives a second SelfDestruct input, which is what actually makes it explode into pieces.
There seems to be a bug that occasionally happens where if SelfDestruct is never called at all, the enemy is unable to die properly and instead perpetually explodes. This may be linked to having a scripted crash point in the map, but not using the proper SelfDestruct method. This happened in my DefendVille entry, for example. So, the moral of the story is, always use the twin SelfDestruct method. 🙂
This is a mod I liked. For me the concept was quite neat and simple, and also I can fit it into the “HL2 Combat Arena” category, as you kill enemies in a particular closed scenario and also progressive scenario, I don’t really know if CombinationVille is going to be similar to this, but I felt it sort of like that idea, not exactly as that, but close to it.
I really liked the health recovery stations, and those ones which provide super speed, I would love to use those speed boosters in a bigger combat arena.
The combat overall felt OK, but obviously, as you fight inside a building, actually, from the cellar to the rooftop is a very narrow and close combat all the way, the 2 last bosses to fight felt quite cool to battle against them specially if you use the speed booster carefully.
In conclusion, I got entertained by this mod, and it was pretty cool to experience the combat arena style again.
Manually
Medium
25 Minutes
There’s not a lot to say about this mod. You just shoot enemies, I guess.
The point is that there are those fun power ups that can give you a boost while you’re fighting. I think that’s a pretty original idea and most mods should have it.
Overall, if you’re in for some Combine killing, then this is just for you.
This is not bad tbh with powerups around like an arcade style, the combat seems pretty easy tbh. I only had difficulty with the hunter because I missed the gravity gun but once you get a hold of the gravity gun, it defeats the whole challenge by throwing props at enemies. The combat gets interesting with the last two enemies. For the level design, it’s meh to me. I don’t find it appealing at all. So this is not probably one of the best maps I’ve played so far