Here is another short map from Miigga.
It’s no different from the others posted so far; keep going until you find the end.
Plenty of action in this one.
No story, no clear objective, bu fun nevertheless.
Basic Details
- Title: Coolmission
- File Name: hl2-ep2-sp-coolmission.7z
- Size : 3.46MB
- Author: Miigga
- Date Released: 16 October 2008
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Download Options
Manual Installation Instructions
- Copy gm_coolmission.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map gm_coolmission.
- Press enter/return or click the Submit button.
- Play and Enjoy.
Screenshots
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots may contain spoilers.
Reader Recommendations
Total Downloads
Please note: These statistics are valid from December 2010
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1,386Overall
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2Last 7 days
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8Last 30 days
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73365 days
Meta Review Data
Statistics based on 2 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 14 Mins
Shortest: 0 Hours, 12 Mins by JellyBeanDude27
Longest: 0 Hours, 15 Mins by Daken50
Total Time Played: 0 Hours, 27 Mins
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 14 Mins
Shortest: 0 Hours, 12 Mins by JellyBeanDude27
Longest: 0 Hours, 15 Mins by Daken50
Total Time Played: 0 Hours, 27 Mins
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There’s a few spoliers in this review.
Visuals
The few of Miigga’s maps that I have played recently seem to have a similar “feel” about them. I suppose that could be said of all EP2 maps set underground but these really seem similar. That’s not a bad thing becasue I like the atmosphere he creates.
Gameplay
This is generally a fragfest, with the usual “collect a few keys” mechanic thrown in. There’s a room where all the lights go out and I am getting a little tired of this particular idea.
I had one problem when I fell down the shaft, in that I kept dying as I hit the ground, combine with the fact that the autosave was as I was falling made it more frustrating.
Another problem I had was that I had already collected a key at the top, so when I found another one and it said “You have found a key (2/3) I didn’t think anything of it, until I found key (3/3) and nothing happened. Eventually I found key (1/3) and managed to progress. Little more beta testing need there, me thinks.
Layout and Design
The layout is comlicated enough to remain interesting but not too muc that it confuses you.
Summary
Too short and isolated. I wonder, and I am sure others have too, if it wasn’t possible for the author to join all his maps into something bigger. I still enjoyed it, but as part of soemthing bigger it could have been much better.
Explore, kill and repeat.
But play it you must – good fun combat. I always think finding keys is tedious though.
I can’t rate the graphics, as my hl2:ep2 gets a strange error with hdr, everything is far too bright and cubemaps looking strange. Does anyone know how to fix that? (I got it also on miigas other map, but not on it’s ours now)
gameplay:
it’s ok, nothing worldshaking.
The dark room area was quite nice, but all my enemies standed still in their doors instead of ambushing me.
There are some logic mistakes like the elevator going upwards a few metres and that just for a shaft?
Also when I picked up just two keys I already got the message 3/3 keys, and I wondered why that door won’t open?
I had to type buildcubemaps in the console to sort out the glowing white objects.
The key message refers to the number of the key you picked up. e.g. 3/3 means you got the third key of a total of three, now find the other two! It confused me at first as well.
Like Jasper said, the key hunt is not much fun, especially when those things blend into their surroundings so well.
I think this map needs more consistency in its doors. There were 2 types of doors, wooden and metal. The metal ones were only used by Combine and the wooden ones were sometimes locked and sometimes not. However near the end its a metal door you need to open with the keys that earlier opened wooden doors. You need to keep things consistent or the player will get confused. Marking doors in a certain way allows players to understand how they function and makes puzzles go from “what did that key do?” to “I know I need this key, now where do I find it?”.
The lighting and texturing was good for the most part, except in the blackout room all the props started out black. I would also suggest maybe some source of light in that room, even if it’s just a faint glow from the electronic equipment.
Enemy difficulty level was fair, except for the start where I got nailed because I didn’t know they’d come through a door behind me. They also had a tendency to just stand there and shoot me. The levels need more interesting environments for the soldiers to use, like side rooms and multiple routes, changes in elevation, etc.
Miigga clearly knows his/her way around Hammer editor and pulls off some neat effects, but could really benefit from looking at how space affects gameplay.
What if any thing happens after you have got all three keys?
The door at the end of the corridor opens.
Not an easy start, but then I thought of blocking the soldier’s entrance with barrels… 🙂
Played through this one again and finally got around to finishing it.
Whilst it played ok, it was nothing special just a series of Combine encounter set within tight areas, as such it never reaches any high degree of excitement in gameplay or set design. However, if this is an early attempt by a new author then it shows promise.
Fun, very short map.
I didn’t have a problem with the keys, though the numbering was confusing (I found #2 first).
[spoiler]The only thing “wrong” with this was the supply crate right before you fall down the shaft. I was accidentally stuck at the top of the shaft so I could break open the crate, but I couldn’t get the medkit because of an invisible wall (or maybe because I was actually in the shaft?). The crate isn’t needed because that way is the obvious path.[/spoiler]
This was okay, the fights were quite challenging and this time the puzzles were a little frustrating – the key numbering is to blame for that, or perhaps their location which like others, I found number 2 first.
Once again my graphics include blindingly white textures on certain things, not sure why.
Still, good looking map, well made. Needs less industrial-hum background noise while searching for that last key…
This is so far the weakest map of miigga at his begining releases, why well I think the maps centered just in finding keys was not a good pure puzzles dynamic, I mean I only get actually 1 out of the 3 keys to work, and I strongly had to use noclip in order to proceed to the next areas, the only thing that saves the map are the combat parts and that’s it, also the combat was kind of medium distance fighting, and I agree the lights off ambush was too over cliche repetitive thing.
Also to find the bomb at the end makes no sense, i’d preffer to find the bomb first and then carry it to the blast zone.
Yet again I agree to Hec here, the combat saves it. Without it, it would be a short, well, simple find-the-exit map.
So the combat is pretty cool, a few scripts like the ambush and stuff but all in all it’s just nothing special.
That includes sort of everything, the mapping, the length, puzzles…
I also found key #2 first almost at the end of the map, but it didn’t took long to find the other two as well, so I didn’t noclip or something (hmm… did I ever used cheats in HL2? I doubt it!)
As for the bomb, I found it first and checked out where to place it, but it didn’t took long of course
I did enjoy it, but it just is way too short and average, sorry.
Pro’s:
-Some good combat situations
-A few, easy puzzles
-Some scripted events
-Good balancing in combat
Con’s:
-Ugly level design, sorry – and some items are just too bright (as mentioned from other readers here)
-Very, very short
-No story
-Silly AI
-Almost no puzzles – just finding the “exit” via killing everything that approaches
-Odd keys placement
-Disappointing end 😛
this guys is talented ….. ive played many good maps .. however after downloading the miigga map collection ( and playing 3 of the maps including this one ) im extremely impressed in what ive seen
the maps are constructed well and theres a good variation of puzzles,shooting and traps……
it will be nice to see miigga release a full length mod ( like strider mountain ) … or try to mold some of these maps into a full story … ( with some small changes )
great map though… I look forward to playing more of miigga,s maps….
This is, most certainly, a cool mission. In fact it almost got a personal favourite from me. I love how many times the environment changes. Citadel, factory, prison and more appear as parts of this map. It’s very fun. The enemy placement almost seems like Doom since it’s basically monster closets. They’re all good ambushes. The only problem is the puzzles. There are none. There are some parts where you find keys but other than that there’s no puzzles.
I would certainly recommend this map. If nothing else, it’s very fun.
Manually
Medium
12 Minutes
Another great Miigga map, but this one has to be one of his weaker ones.
This time, Miigga focused more on combat and less on interesting puzzles, which is kind of disappointing for me. The puzzles were mediocre at best, but the combat is pretty cool and the environment is great and has variety. There is the citadel, the factory, the cave, which – yet again – surprises me for a single map.
Overall, I definitely recommend playing this one. It’s more player-friendly due to its focus on combat, but I still find the lack of puzzles a bit disappointing.
Not his best outing. Looks good. Play is ok. Once you start and everything is shiney, go to the console and type buildcubemaps. Should fix it. At the end when it says you have 2/3 keys, you actually have 1/3. Keep looking till you actually get 3 keys.
Manually
Easy
15 Minutes