You are Frank Harrison, a rebel, who lives near City 17.
You wake up and find that the Citadel looks like it is about to explode and those scientists are urging you to flee the city.
No need to tell you twice! Off you go and good luck – you’ll need it.
Basic Details
- Title: Dangerous World
- Filename: sdk2013-sp-dangerous-world.7z
- Original Filename: hl2-ep2-sp-dangerous-world-v2.7z
- Size : 368.00MB
- Author: TiiM
- Date Released: 30 November 2009
Download to your HDD [368.00MB]
This mod contains fixes most issues related to engine branch incompatibility and is designed to run using the latest “Beta” of Source SDK Base 2013 Singleplayer.
The patch which has been incorporated into the file was created by Marc-Antoine Lortie AKA malortie and Koneko created the RTSL file with the patch incorporated.
More detailed installation instructions are included in the file, in a file called “README_fix.txt”
Ensure that you have Source SDK Base 2013 Singleplayer installed and configured to use the latest beta, “incoming”.
If not set it:
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Betas” tab.
- Change “Select the beta you would opt into” option to “incoming”.
- (Optionally restart Steam).
Next verify the integrity of game cache for Source SDK Base 2013 Singleplayer.
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Local Files” tab.
- Click “Verify Integrity of Tool cache…”
- Wait until game cache inspection is completed.
- Optionally launch Source SDK Base 2013 Singleplayer to update game data files).
Continue with the instructions below.
- Copy the DangerousWorld folder into your SourceMods folder.
- Restart or start Steam.
- Dangerous World should now be listed in your Library tab.
Panoramic View
Please Note: Panoramic images only are available in full screen mode. You can either open one by click the image link above or by saving it to your computer and then opening it.
How to use: Once the image is open and your cursor is on the image, press and hold your left mouse button and move around the image. Use your mouse wheel to scroll in and out of the panoramic image.
WARNING: The screenshots contain spoilers.
The image numbering is wrong, sorry. At least it will keep you guessing!
Please note: These statistics are valid from December 2010
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13,558Overall
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1Today
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5Last 7 days
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27Last 30 days
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428365 days
Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 2 Hours, 50 Mins
Shortest: 1 Hours by Fang
Longest: 10 Hours by Bullet Belcher
Total Time Played: 33 Hours, 55 Mins
If you believe this release is missing important tags, please suggest them in a comment?
I apologize for the delay in posting this, but with larger, longer mods it always takes me a while to play and upload the files.
I originally posted this as a demo and it was highly regarded by me and PP readers. Well, you will be very pleased to know that the quality continues. It is without doubt one of the best releases, this year and perhaps ever and will surely appear in the Mod Of The Year 2009 vote in January 2010.
The quality is abound, in the mapping, it the sequences, in the details and most of all in the gameplay.
Visuals
It some parts, especially the city ruins, it’s fantastic, although there could have been more effort put into the areas you can see but not play. I remember waiting for a mini-lift and looking around and seeing an area where Barney and a few other rebels have come from and comparing it to the area I was about to play and it was a stark contrast.
Besides that it is hard for me to find any fault with the mod.
Gameplay
There’s a little bit of everything, for all types of players. I was frustrated to have been killed once when I made the wrong choice and that choice was not clearly wrong. I was also frustrated by image 23, where I was punished for exploring. I didn’t find a way out of there, but please let me know if you did!
Overall, I didn’t feel there was enough tension building the finale was a slight let down, but not the end sequence, (I’m not talking about the credits, which I didn’t really enjoy, although I accept they were very well done.
The fact I died because I wasn’t driving fast enough was really annoying, but you could argue that I was constantly told to get out of the city as soon as possible.
I apologize for picking holes in an otherwise superb release.
Summary
Without doubt, you MUST play this mod and I am sure nearly everybody will enjoy it. Can’t wait for Dangerous Worlds 2.
Beautiful, engaging and great fun
Philip I’ve never had a problem with any mods/maps on this site before, but this one is a real humdinger!!! I eventualy downloaded it despite my dreadful broadband at the moment(it takes forever to download now, why? I don’t really know,a problem with the local exchange I think as many others in the village are having the same very slow download speed trouble) The thing is; after finally managing to download it,I can’t unrar,or7z un zip it!!! all I get is a message saying no archives found!! I’ve tried all I can think of, but it seems to no avail!! I played the demo with no problem and was looking forward to this full version,now I’m stuck with a downloaded 370megish file I can’t do anything with!! Any suggetions,or help appreciated,thanks.
I have the same problem as you – error message reads “cannot open file as archive” – how dis you get around this?
I have the same problem as you had – getting the error message “cannot open file as archive” – how did you get around this?
Hopefully somebody more knowledgeable will turn up and solve your problems. If not and as a last resort only:
Go to strategyinformer.com and search by “file name’
Warning it’s an .EXE file 450mb.
Which is why it’s better to work with PP downloads if you can.(and safer).
Whoa! I typed without engaging brain first, sorry about that.
I know the downloads are fine and it can’t be anything to do with Steam because you haven’t got that far. Could be that the problem is your unzipper.
First see Phillips “How to’. Tab at the top of the page.
In the section ‘saving and Uncompressing” there’s link to 7zip.
It might be worthwhile removing your current 7zip with
Control Panel but check with Windows Explorer to remove any remnants that may have been left behind.
Re-install using Phillip’s link and try again.
Hope this works for you, it’s a darned good mod.
FUUUUU-
Dangit, there goes finishing my mods by christmas. If I’m lucky I might actually get around to playing this one sometime at the end of March. Nice to know Phillip likes it though. I’ll grab it now and save it for one of the last ones I play so I finish up my mods on a high note.
Unless you are playing something that is in the top ten of my or my readers” recommendations, I suggest you stop and play this. You”l have to ahve played it by 31 Decemebr or you won’t be able to vote fairly in the Mod Of The year 2009!
Well, I finally set aside some time to play this mod. Trying to give a recommendation for it is incredibly difficult though. I find that I enjoyed every single part of it, and yet when viewed as a whole it feels entirely disjointed.
The first map is exactly the same as what you were able to play from the demo. It even still has the glitch where if you get the RPG launcher and SMG grenade, you can blow up the dropship’s cargo before it lands and it ends up endlessly flying back and forth in circles.
It really impressed me how the entire area manages to tell a story about the life of the character you play as, but what I loved the most was how it was filled with so much optional content; entire events that you could simply not even see or know existed if you didn’t go looking for them.
After this the maps seem to focus on 2 things; tying into the HL2:Ep1 story and being creepy/scary/mysterious. While either one alone is commendable, it’s my personal view that if you’re going to attempt to tie into the cannon storyline, then you need to be even MORE careful about keeping your mod in line with cannon material. Unfortunately, the “creepy/scary/mysterious” stuff ends up almost coming across as Half Life 2’s version of Race X; it looks neat and would be cool if the mod was standing entirely on its own, but I’m left going “wait, this type of thing never happened in Half Life, does the Half Life universe even allow for this type of thing?” furthermore, none of the creepy/scary/mysterious stuff ever played any actual role in the story, so it felt utterly superfluous. Even Half Life had Gman actually doing something at the end of the game.
I also noticed that if you went into the passage that the Ant Lion Guardian first comes from, you wind up going across a wooden bridge in the middle of a giant cavern, there’s a ladder going down from the pipe that the bridge is sorta resting on. If you go down the ladder you wind up looking at what SEEMS to be a tunnel, but you just kinda stop when you try to go into it. That part felt like they had originally planned to do more with that section, but then stopped and forgot to get rid of that area.
The further the mod progressed, the less optional content I noticed. This seemed to coincide with when you started traveling with a squad, which seems mostly understandable since the whole exploration thing works much better when you don’t have a pack of rebels following on your heels. This also seemed to be the point that the mod’s storyline was getting woven in more directly to HL2:Ep1, which may be another reason for less optional content.
The ending is both cool and incredibly frustrating at the same time. It’s a time sensitive mission, but how much time you have, when the timer starts, or what your time is contingent on isn’t made at all clear. You can even end up only 5 feet away from where you need to get to when it tells you that you ran out of time. The real frustration in this is that the last map transition before the end just ejects you from the car and you have to go running back to get into it in order to keep going.
There’s also 2 bonus maps. The one is just a simple arena where you have combine, zombies, rebels, and possibly antlions coming into that you can fight with. It seems like it just keeps going til you die. The other is what seems to be the original inspiration for Dangerous World. Essentially it’s a giant battery hunt, it gets rough at one point, but it’s manageable.
All in all, each aspect of this mod is worth playing it for; the open explorations, the creepy sections, the Episode One tie-ins, etc, but none of the aspects really complement each other terribly well. It’s close, but it just doesn’t quite hit my “play it now” list, but it easily makes “Play it Soon”
The weird thing is that I think it COULD be “Play it Now” if they only replaced the scenes with the bald guy in black with Gman. It’s not like gman shows up in episode one, since he’s being blocked from gordon by the vorts, so there’s no reason he can’t be wandering around in this mod, especially for those particular scenes. As they currently stand, there’s no reason for them and they have a “Valve doesn’t accept Race X as part of Half Life cannon” effect.
I just started that mod yesterday I have to say it’s pretty impressive so far.
Is this the English version like the demo??
Yes, says so in the Download section.
I should also mention that to my knowledge, both versions use English for voice (from HL2 etc) but have different caption text languages.
I’ve added another mirror.
Yeah great mod. I didn’t get through the last tunnel with the buggy – kept seeing russian text and thought “is that the end’. I see from the images theres further to go – hurray.
Definitely a contender.
Love the mod, but I’m stuck in the underground parking garage with the antlions. I see the grate and a place to put something into, but I can’t find the crank. Any ideas?
Go back towards the Antlions. There is a room around there with the crank up a stairwell.
I played the demo, and I’ll probably love this. It’s awesome so far. One of the best mods ever of 2009. A must freakin” play. And also, one of my favorites so far. Loads of fun, incredible level design, balanced gameplay and the non-linear feel it gives to the player. Just. Awesome.
Amazing! This is one of the top five HL2 mods I ever tried.
Fantastic level design, great visuals and interesting puzzles that fit in to the environment. Spectacular action and epic scripted sequences.
It also does a good job with the story. This mod is a good example that a good story mod do not necessary need custom voice acting.
There is almost nothing negative about this mod. The only thing I can think of was a small issue with a scripted sequence not being triggered. Another very small issue is that I think rebels should avoid having a HEV-suit and the gravity gun.
This is certainty one of the best mods in the history of Half-Lite 2. A future classic!
I don’t believe this mod has a story. Besides a few background details about him, where is the story?
When thinking more about it I guess you are right. It does not really have a story of it’s own. It rather incorporate itself in the story of Episode1. The events in the mod fits very well in the official HL2 story. But when doing this, is the mod not actually telling a story?
Well, I don’t really know. Certain is that this aspect of the mod is one of the reasons I like it so much.
Copy the DangerousWorld folder into your SourceMods folder.
Phillip, I have just downloaded this from the MODSITE network link and there is no folder just files, what do you recommend?
I say this in the Download section:
Please create a folder called DangerousWorld and put the contents of the downloaded file into it and put that into your SourceMods folder. I will create a new file next week. Sorry for the inconvenience.
Sorry by folder I mean one named DangerousWorld
Sorry, in conjunction with your previous comment, I don’t understand this one.
The file you’ve downloaded is an installer. Just double-click on it and follow the instructions. It will install the mod automatically (hopefully) to your source mods folder.
No, he downloaded the normal file from here, it’s just that I packaged it wrongly and instead of having one fodler which he would need to copy to the SourceMods folder, it contained all the files.
He’s all set now.
Could you help me with this please Phillip? I have the same problem as you had — getting the error message “cannot open file as archive” — how did you get around this?
Which mirrors have you used? If you have only tried one, please try another one. I’ll download them all and check on my end.
aaarrgh – another 360 megs off my cap limit……..pretty sure I used the Modsite link
I have downloaded the Modsite and GamesModding and both open fine with 7zip. The FileFront one is still downloading.
You can compare Dangerous World to a less-polished, more nebulous Minerva: Metastasis. It contains some excellent gameplay and beautiful set pieces, but it feels like the locations visited do not really have a reason to be connected. There were some elements that, while implemented excellently, simply did not make sense being included in the mod. (For example, the creator should pursue creating a horror mod instead of adding horror elements to a HL2 mod.)
Frustrating instant deaths and a generally bland last few maps leave me wanting more from the creator, who obviously has the capacity to replace those issues with stunning finales and logical warnings of danger.
Fun, engaging gameplay and level design tend to lead the player through the game. Very cool City 17 battles, with the exception of an immortal strider.
Overall, an amazing example of HL2 modding. Download this ASAP.
Thankyou Phillip have done so and I am up and running. What I mean is that there was no mod folder in the download. All clear now thanks.
I felt they should have tested it more, there was so many bugs that made progressing impossible that I had to stop playing. First map had very bad optimization. Eaven the size of it was tiny, gate didnt open, some textures did scale as they should or were alligned badly. On second map I got crushed by boiler or something dropping down on me, I liked the antlion caves, first one I have seen in fan made map. This part lasted like 2minutes, that was way too short.. I got feeling that they just sewed random maps together.
Next map had some WHITE flashing lights and horrible texture work, when I entered the airduct I fell into some kind of “team poster” room and died on acid. After reloading and using the controls nothing did (once again) happen and I was stuck in the room with WHITE flashing lights.
After this I stopped playing, I hope the rest of game is better than first part. Another example why you SHOULD playtest your mod before releasing it to public.
+ Antlion caves
– Several severe bugs
– bad texture alignment
– bad lighting, or lack of it
– Zombiecluster?
– illogical problem solving and progression,
most time I had no idea what to do next.
I dont want to rate it yet, I hope they fix these issues soon.
[This section of the comment has been removed because it broke the house rules on comments]
It’s all about a puzzle. To open the gate, you need power. To get the power, follow the power cables leading to a tunnel, in the left side there’s a power box, turn it on and there you go, the gate has now power and can be open. White lights? What’s wrong with them. That part in the air duct is actually supposed to screw up with you. So just don’t go there, pretty simple. I agree that the first map had a bit of bad optimization to it, but It’s still awesome.
After the gorgeous EP2 style beginning from the Demo perhaps my expectations were too high. Unachievebly high maybe.
I did not mind the recycling of assets from EP1 and even a few from HL2 because those well worn paths were altered.
However, it did turn into an EP1 mod for me but at least Alyx was not in my face all the time but the flipping antlions were. I find filling antlions holes tedious in the extreme.
Is it good mod? I think so.
Will I play it time again? Yes but with very long periods in between.
I desperately wanted to give it a PF but found it a little wanting ie to much like EP1 and not enough like EP2
I had no bugs or invisible walls etc and thought the mapping was rather good. The appearance of Dog on the station roof was a great moment of entertainment.
Combat gameplay was enjoyable.
I’ve just found this by the author:
TiiM Dec 6 2009, 5:56am says:
Yes, dw2 is coming in 2010.
Good news and thanks TiiM.
I’ve just added a panoramic image. I apologize for the few minor errors, but this one took 3 hours (in between doing other things) and it drove me crazy.
Anyway, I hope you like it.
Had downloaded it before from the (Slovenian?) website. The linguistics were not bothersome because menu placement is the same.
Awesome mod by any standard. Some very original ideas here.
Um, a little help please?
I just exited the zombie corridor where you can turn the lights on, but the zombies wake up and am now in a huge antlion cave with a wooden bridge, and now I have no idea where to go.
Go back past the Antlion Guard. I was stuck there for ages. On that bridge must have spent 20 minutes aligning myself to jump down below across that gap. I made it and survived.
Well done if you made that jump I tried for ages with no success.
(possible spoiler ahead)
There is also an entrance up above the large pipe. I managed to get up there using barrels and crates but I think there may be an invisible wall there as I kept falling when I tried to jump into it.
Or.
When the Antlion Guard appears run back the way you came, rapidly!
What happens next? Over to you.
I’ve played this mod 3 times and found alternate routes in several places
i just shot the antlion guard with a rpg and killed it lol
We played the demo of this before right, but I couldn’t find the demo page on PP. I’d like see my previous comment on the demo, I know I commented on this.
I deleted that post, sorry. I should mention that the previous demo releas was much, much smaller than this final release.
It’s ok. I remembered what I said after playing it a while.
Pretty good, I must add.
Really good mod – long, varied, put together with much care and attention to detail. It is confusing in places, but never to the point of utter frustration. The use of deliberate dead-ends means you should make sure to quick-save before heading into the unknown!
I remember the demo on this one, Ii am so glad it is finally out. My work has me doing crazy split shifts and now have, oh say, 9 mods I am behind on. Darn work. I think this will be up there with Strider Mountain.
This was a awesome mod I remember playing the demo and when I saw the start of the bonus map I nearly fell out of my chair it looked so good
The removed map
and I loved the actual mod map too they were awesome
Need help.
in the city, when the strider strikes, theres the building wich the doors blast open. after a quick fight , the manhacks comes. and you have the 2 blue barriers. what do I do??where am I suppose to go or do? the doors that I came threw are shutdown. and I can see that energy ball that im suppose to shoot with my gravity gun.
Listen to Barney!!
I’m stuck there to and all I hear him say is keep the citizens safe and let’s get these people moving.
Throw a grenade into the vent hole on the right. See image 63 for what it should look like.
the vent hole on the right is closed … not like on image 63 🙁
yeah, happened to me too the first time. I just had to noclip through the wall and knock the ball out that way.
That means that barney won’t do his scripted event and you’ll probably have to noclip your way through the next door as well, then a new map will load, and you should be fine.
It doesn’t really effect the game much, on the next map you spawn with some rebels, and barney comes out of thin air a little bit later as well.
thanx! 😀
There were differences between the Demo and this, obviously in the opening stages, but no problem with that – it has been “polished”.
Later, sometimes I was killed or severely damaged for simply going to the wrong place – annoying, but not a major problem. But it shouldn’t happen.
(Phillip- image 23 – I had the same problem).
My machine crashed several times at the “garage ” towards the end – when the antlions are chasing, and the barnacles catch them, and the zombie combine. If I tried to fight it out – crash! — I got through it by running up the the stairs and hiding, this stopped the antlions coming and the barnacles dealt with most of them and the zombies too!
It worked, but somehow it didn’t feel right.
It might also be a problem with my machine, though I’ve not not had any similar problems before.
That sounds like a whinge – but it’s not really!
Excellent mod – I was actually very disappointed when I finished it, simply because it was finished!
I would like to have continued for much longer.
And I thought the way it tied it to the main story was brilliant!!!especially when you overhear Alyx and Gordon after their traincrash.
I think that demonstrates how much thought went into this.
Well worth playing —- and Well Done to the Mod team.
There was a lot to love in this mod, and I’d like to thank everyone that helped to make it possible. I loved the tie-in elements with episode one!
There were a few bugs, but what really singed my fur were the horror/gotcha elements. In at least three places, the player is killed for exploring the map: the hazard pit, anti-gravity skeletons, and a tunnel-lurking G-Man. Easter eggs are fine. Easter eggs that kill you, not so much.
If you can shrug off the team’s mean streak, it’s a great mod!
I guess we have to consider this mod as one on the major releases of the year, certainly with its fine mixture of action and puzzling out the path ahead it’s on par with the best this year.
I did not remember too much about the demo version and find the first couple of levels not that inspiring, an opinion I am sure many will not agree with.
It seemed to me that the author had not quite made his mind up whether the balance of the gameplay was going to be action or situation solving, and we ended up with a couple of confusing early levels that were frustrating to a degree due to a few obscure key links, noticeably the power supply box and switch in the opening sequence and the valve wheel in the next level. I can imagine new and or inexperienced players given up during either of these levels with the second level being particular difficult to figure out. In the end I managed to locate two valve wheels but neither was easy to find with a tortuous path to the second.
For me the mod improved with progress while remaining a challenge throughout, be it Combine and their hardware or solving situations the gameplay balance settled down on an even keel, and whilst hard at times the fun factor improved with Dog and the car ride. This was another mod whereby the author seems bent on challenging the player with every piece of hardware in the Combine arsenal, resulting in some tremendous battles at both street level and in the air, not to mention one unique sequence with an apartment building’s front blown-out such that one was exposed to enemy fire from both within and outside at street level plus a gunship thrown in, great mapping.
The standard of set- design and detail content is admirable all through the mod with no apparent short cuts taken the author packs every sequence with meaningful content, such that every set needs to be explored for avenues, twists and turns so adding to the already rich vain of situation play that runs through the game.
Where this sits among and alongside the previous 2009 releases will no doubt be established shortly by PP members, for sure it must be considered a top ten candidate, for the time being I will recommend a play it now.
I played it in half a day it was pretty fun. The creepy part were… Well… Creepy… I see how those parts tie into his story and the Half-Life story. But the one part where that skeleton comes at you with all the lockers just doesn’t make scene. Maybe in Dangerous World 2 he will tell how the guy has brain damage. I don’t know. But over all he did a good job tyeing his story with Half-Life’s story. I really liked the open exploration. It was alot of fun looking in every nook and cranny. But when I got to the rebels I felt like I was being rushed and didn’t have time for exploration. But all in all it was fun. The ending credits were awesome too. And if you wait till those are over you will see the background map for Dangerous World 2. This mod is a MUST play. I mean it’s just awesome. Also I must say this game has some great cinematics. Go play it.
Good 2 hours gameplay, puzzles, nice maps, ending is a bit tame
Help!
This is a beautiful mod. Gonna have to play again to find all the missed bits..
I am now on bonus map 2 and for the life of me can’t figure out how to get the gate to open. I’ve found all of the cells and put them on the shelf but the gate won’t open. A subtle hint please?
Fooled me for a while as well, have you got all 4 cells ?
Undoubtedly one of the better mods that I’ve played. I loved that little extras that were put in, such as that ghostly bald guy and those shock hallucinations. Game play was very solid. Level design for the most part was superb. The only aspect that prevents my full endorsement is the bugs. Sometimes, the shock hallucinations would kill me although they apparently weren’t supposed to. Also, I’ve run into a few invisible walls that killed or stopped me when it really would have been better if they were not there. Besides the bugs, this is a mod that everyone should at least try out.
*sigh… is there a walkthrough?
No, mainly because it’s not that hard to complete. I know that’s relative but generally if I can complete a level, anybody can! Please don’t hesitate to ask if you get stuck, we’ll all help you out.
This was easily a PF from start to finish.
The transition from fighting zombies, headcrabs and electric fields alone and underground to fighting combine and striders above ground with the help of rebels, played out perfectly.
This mod had about the right amount of non-linear gameplay giving it a nice level of exploration. Repetition and boring gameplay did not exist here.
The final cut scene was done well enough that it deserved a few replays. Even the credits deserve recognition.
No negative comments aside from a few minor glitches.
A kicking ass mod, great job !
Hi well walkthrough would be nice because when You play the game for the first time it is impossible to guess when You realy stuck or the mod is just failing to go on.
or just tell me what to do at the train station from the end of HL2EP1 ? found the car and when I’m trying to drive the car into the tunnel with Gman inside I die every time in an explosion (white screen, death, reload).
ignore above comments found the solution >:( in the internet
i am stuck there too. whats the solution?
Wrong tunnel. You need to jump the jalopy over to the other side.
Got stuck in a couple of places:
The first was just after you meet the first Strider and end up in a building with a central stair case. I’d killed everything that needed killing and must have missed a trigger as nothing else happened until I reloaded. The issue was down to the vent over the energy ball thingy not blowing out he first time, it did perfectly what it was supposed to on re-loading though….
The second was at he (shut) train station, when Dog seemed to go into a bit of a loop and things went a bit bonkers, on re-load though he smashed the wall and it went on ok from there…
The Bonus Maps were very good, though I can see why you left them out, they’re not quite up to the finished article standard…but still streets ahead of many other mods out there….!
A definite Personal Favourite, no matter what anyone says, Valve should be in touch in due course with that job offer……
i am stuck in the dark room with the filing cabinets. but cant move the cabinets to get to the aircon duct entrance! can anyone help?
I might be wrong but you should have the gravity gun by now.
I er uhmn … thanks man …
believe it or not I actually managed to hop on top of the cabinet and gently over balence them using the backlight as a guide
Just a great fun map. I’m almost done but I’ll start anew to find the alternate routes mentionned. Love the puzzles (crank, antlion guard). I spied from the spolier that a jalopy run is ahead of me. Can’t wait.
Got stuck in a couple of places:
The first was just after you meet the first Strider and end up in a building with a central stair case. I’d killed everything that needed killing and must have missed a trigger as nothing else happened until I reloaded. The issue was down to the vent over the energy ball thingy not blowing out he first time, it did perfectly what it was supposed to on re-loading though….
The second was at he (shut) train station, when Dog seemed to go into a bit of a loop and things went a bit bonkers, on re-load though he smashed the wall and it went on ok from there…
The Bonus Maps were very good, though I can see why you left them out, they’re not quite up to the finished article standard…but still streets ahead of many other mods out there….!
A definite Personal Favourite, no matter what anyone says, Valve should be in touch in due course with that job offer…… Definitely a classic..!
It’s still a “Play it now”, but the end is really lame. Jalopy still steers like a coffin….Well, off to alternate routes now.
Help! I am currently stuck under ground just after the electrified water. The hallucination in the hallway with the lockers and the skeleton just happened and now that hallway is gone and I can’t move on.(screenshot #52)Please help and thanks!
Figured it out, thanks again for the mod!
Stuck @ 52 as well. Perhaps I’m just dense or missed a trigger. Hints welcome.
It’s been a while since I played this so I can’t remember what to do, hopefully somebody will be able to help you.
@Clueless.
At screenshot 52. That lift will not work. In the same room there is a plug.
Plug it in to power up the elevator on one of the floors above. Go back up. After the ladder there are 2 ways to get to the working elevator.
My way was to find the van and crawl through it.
You have a nasty surprise awaiting you!
Thanks Jasper. I had tried, and for some reason failed, to break the board on that van some time ago and so considered it part of the scenery. Second time was the charm. Thank you for the tip!
Help! I’m stuck in the underground carpark with the antlions and can’t find the crank handle to open the gate
Go back the way you came and find a room where the antlions enter the area. There is a stairwell to the right, go up it. Beware the antlions though.
OK I must be the dumbest Gordon out there but I picked up the crank handle, raced back into the other area to use it, fallen through the collapsed floor, opened the other gate at # 50 and am now trapped between 2 floors where you can crawl through the abandoned van. Can’t see any way out on either level
HEEEELP MEEEE!!
After you have crawled through the van there is a lift. I think you have not powered it up.
Screenshot 51. End of the corridor where the zombie is. Room on the right Plug in. Go back
I need some help, I’ve gotten to where “dog” is ( at the warehouse where the 2 trains are ) Me and “dog” are at the rear exit and can’t get out ( I’m thinking that “dog” should remove or break the door down, but he does nothing ) “Dog” cant get out through the front exit because one of the trains is blocking his path, So the rear exit is where the both of us are suppose to exit ( I’m guessing ) Any ideas from anyone?
Check image 83. Next to you (from the player’s point of view) there is a fence. Bring Dog close to it and he should smash it down.
You see where “dog” is standing in image 79, when the both of us go in to that exit hallway and to the end, that’s as far as we get. ( is this the right way to exit? ) if so, can’t get the door open and “dog” does nothing.. So, I’m inclined to go back the way I came. I’m stuck in image 79 area..
Wow, just wow.
Overall fantastic mod, polished and balanced.
My favorite part is the underground levels, which are prodigiously enjoyable. Play it now!
Yup, this mod is a PF, I mean, it came out of no were, has an amazing quality, and it’s also a parallel, were you go through areas that Gordon and Alyx are still active, it’s pretty much the best mod for source based in the HL universe to date, play it, that’s all I can say…
definitly good work I have played it twice and will play it again
am stuck at gman in tunnel. have got the car but repeatedly getting knocked out of car and sudden death for why dont know
Its because that’s the wrong way.
I seem to have trouble with this mod. It looks fantastic and I played the demo a year back with no problems. But this time I keep experiencing crashes whenever it is loading the second map (after I open the gate). As a result I never got past the first map :(. It crashes even when reloading the first map from a save. I tried lowering the settings and playing through the first map without reloading to no avail. I don’t think it’s a problem with my comp though because I replayed Ep2, R&D mod, and Offshore mod without problems. The only error message I receive with dangerous world is that during map loading, the game either gives a”hl2.exe has encountered a problem and needs to close” or the system freezes up forcing a hard reset. Hopefully the author releases a patch to fix these problems as it seems to be a great mod. It would suck for players who have problems like mine to miss out :(.
I have HL2, Ep1, Ep2, sdk base 2007, HL:S, and CS:S installed and they run fine. I hope the mod isn’t trying to access Portal game files because I don’t own Portal. Thanks to anyone who can provide help.
Where did you get the Gravity Gun?
Not a bad mod. A few inexplicable crashes/freezes and no way (for me, anyway) to finish the car race in time. Not even noclipping to where Dog waits avoids the mission failure messsage.
Pretty cool mod – and large with it. No problems with any of the issues mentioned above, despite being an old fart of 60. Highly recommended.
Mod good, but models too the terrible. It was necessary to leave original of Half Life.
In the end the author’s song sounds ugly, it is necessary to replace with more standard.
Has anyone come up with a fix for the stuck grate just after the Strider & man-hack fights (I mean, besides reloading a zillion times and hope it works…)? I’ve been stuck there for three evenings now…too bad about that bit, “cause the rest of the mod to date had been really impressive.
Do you know which screenshot you’re near? It’s been several weeks since I played this and I don’t remember what you’re talking about off the top of my head.
I think your at screenshot 63. Chuck a grenade in.
On my third play, the vent grate did not open and I had to noclip and drop the grenade in. I must have not tripped something.
[spoiler]If you don’t know how to noclip just Google “noclip half life 2′[/spoiler]
Try opening the console and typing sv_cheats 1, then noclip. then you can pass through the grate as if it weren’t there. To get out of noclip, type it again in the console.
Yep, screen 63 is the spot, and the grill seems to be perma-stuck. I’ll try the no-clip if necessary, but I was hoping that a patch or something was available for it.
Hi all!
This is the third time I play this mod and I really enjoyed every moment of it except for this only one problem that other gamers suffered also: Buggy ride in tunnel with g-man in it.Thrown out of car,I die and reload.
I need help please, I would like to finish the mod if possible.
Thanks in advance.
That’s supposed to happen. I consider it bad design that the player is allowed to do something but the way the designer tells you that you shouldn’t do it is to kill you. You need to take another route, think Dog and fence. Good luck.
Thanks a lot for your quick reply! I love this mod.
I’m going back right now to give it a try and change my way of thinking like you mention…I’ll keep you posted of my results.
Have a good day!
Thanks again PP,you made my day! It took me four tries on the time sequence but I made it. Weird ending but impressive.My congratulations to the author of this great piece of work! Looking forward to the sequel.
Now this is a great mod.
Aside from the installation problem, getting everything together and working would be nice. But even so, from the start it was clear that this is a pro mod.
There are issues: the level design is not very tight, it leads to a lot of wandering around and sidetracking without any way to really head back to the “plot”. Also, the maps were universally very dark and hard to see things, details get missed (along with weapons…).
Somewhere in the middle of the mod, around screenshot 52ish, the direction seems to lack a lot – but that’s not really different from the same chapter / area in HL2’s actual game. I always get lost in the town…
One other problem I encountered were a plethora of missed triggers. If you mess up you have to first figure out what was SUPPOSED to happen, and then try and figure out HOW it was, and then find a save game to before you messed it up. Case in point, Barney will just stand around in the room with you and the citizens, if you [spoiler]blow up the door he’s supposed to shotgun himself[/spoiler].
However! Even at the start, it was excellent. Very nice cinematics, though sparse use of any dialog and direction made it a little hard to figure out exactly what to do at any given time. I felt kind of alone, a lot, without even the annoyance of rebels to guide me.
One shining moment was the train at the station in the beginning. OH how I hate trains. I fear them in my core, and I went down into the station, broken and dark, and thought to myself, crap, I’m gonna be playing chicken with trains, aren’t I?
And then.
[spoiler]The train comes by, barreling along, making its horrible noises and breaking parts of the scenery and then IT IS ON FIRE! THE TRAIN. IS. On. FIRE!![/spoiler]
I laughed so hard, for so long, I loved that. It was SO awesome. And, the tie-in dialog if you head over to the train itself, after it comes to a horrible halt. Very nice touch.
I did enjoy the way it follows the same story and path, if not the same exact events, of the HL2 game.
I am very much looking forward to the sequel if there is one!
whenever I try to play, it gets to the main menu loading screen and crashes with a message saying that a ” prop array” is “null” and “set to zero”.
Can someone help me?!
If you got the problem on or after the 26th, then this stands a good chance of being connected to the recent update valve did for the HL2 series that brought everything to run on Orange box engine. Not certain about that though, but until Valve fixes things, it’ll be hard to tell what’s a problem with your pc, what’s a problem with the mod, and what’s problem with the engine.
I’m no near the end, but this is one of the greatest mods made so far… Starting in this beautifully rendered house of a typical Resistant, the wall to protect from Zombies, the scary sequences…
I’ve also liked the aspect of having many places where you COULD go but you’re not obliged, however if you want, there will be some extra sequences which are cool…
By far, this is going to be one of my great favourites, at equal side with Minerva, R and D, and Mission Improbable 😀
The difficulty is well-balanced, also… Really great!
I sh*t myself at the tunnel and the skeleton part.
God damn it, I was laughing through F.E.A.R
And another PF for this game. And it REALLY can go on the throne with Minerva, R and D, and Mission Improbable…
The levels in the “underground” were really scary, wow… This scripted sequence, with long howlings, one-second apparitions… Wow wow wow…
And then, perhaps THE BEST FIGHTING SEQUENCE in a Mod, with the siege of city 17, fast, full of action/explosions, and this wonderful musics used… The “battle of City 17” post-HL2 was really well-rendered, a piece of madness like I’ve nearly never played before in a mod…
And then, the ending, wonderful sequence… I can’t wait for the sequel of the story of Franck Harrison. The developer was also smart enough NOT to make encounters with Alyx and Freeman, so, in my mind, I will consider this mod as “canon”.
Really great, really…
I’m having a problem getting started on this map. I’m getting a error that reads: “SetupArrayProps_R: array prop “(Null)” is at index zero”. Anybody know how to resolve this problem?
Can anyone help me with the loading problem of this mod? I left a request for help about this error: “SetupArrayProps_R: array prop ” (Null)” is at index zero”. Has anyone seen this error before. It happens when the mod is doing its initial load. Phillip, have you seen this error before? Pls, help!
I’m also getting the error where it says “SetupArrayProps_R: array prop ” (Null)” is at index zero”. Is anyone else besides me and Filthy getting this? Does anyone know a fix? This looks like a really cool mod and I’d love to play it, and I’d appreciate if anybody could offer advice.
I was getting this error message, but I found a link to a fix from ModDB at:
http://www.moddb.com/mods/dangerous-world/news/DangerousWorld-SteamUpdate
Just overwrite the gameinfo.txt file in the main Dangerous World folder. You will then need to restart Steam to get the fix to work. Good luck.
Very fun! Just like a mod VALVE would make! Its cool its during the citadel explosion. I recommend you PLAY THIS! This team should join VALVE!
There is no doubt about how good this mod is, and plenty of people have given their opinions already. Its long, the settings are beautiful and thought out, the atmosphere is dense and I even liked the horror scenes (they still don’t really fit the HL2 storyline).
Still I found a few points worth criticism. First of all the mod is not suited to be played in the hard difficulty setting. It can be done, but some places turn frustrating this way. On the other hand it is too easy when played at normal difficulty… Also the locations are too stuffed or even cramped and I felt confined most the time — confined as in getting stuck and tripping over decoration stuff. A bit more space would have been nice in this case! Lastly some of the puzzles were a bit “outside the usual HL2 scope” and therefore not so easy to figure out.
All in all, I have to say this mod is incredible, but not a personal favorite of mine just yet…
This is my favorite mod of all time! It almost has all the enemies, it has REALLY cool storyline, and much much more! I also liked the teddy bear in the bedroom of Frank’s house.
[spoiler]
One thing that didn’t make sense in this mod is, when the citadel’s core was back on track for a meltdown (the citadel storm’s lightning appears) Barney is with Frank in here, and then he went to the Trainstation, but in HL2: EP1 Barney was with other Rebels at the hideout AFTER the storm, so the storyline got mixed up a bit.
[/spoiler]
Other than that, GREATEST MOD! Can’t wait for 2, when it gets fully released!
Absolutely brilliant mod. And it’s now one of my personal favourites – up there with Minerva Metastasis.
As has been said before, TiiM should be designing for Valve, as this the thought, design, and detail that has gone into this mod has made it look and feel as though Valve had released this mod themselves, with the possible exception of the inclusion of some creepy goings-on underground.
I can’t wait until next year when the follow-up is released.
I didn’t see there was a demo for DW2 on ModDB o_O… I will give it a try.
http://www.moddb.com/mods/dangerous-world-2 for downloading the demo for DW2.
It begins directly after DW’s ending, and as the first part, it is a “re-imagination” of Ep2 events, with Antlions, Antlions Workers, and in fact the same setting as Ep2.
However, the action is rythmed by inventive and brillant puzzles, and also you have Dog, the Jalopy, and also some well-done cut-scenes (as in the first).
I think DW2 will be one of the MOTY of 2011. We’re going to have many over-ambitious/over-the-top mods by fall 2010 or 2011 (OpFor2, OBM, BMS, MissionImprob3, The Citizen 2…), but this will surely be one of the bests…
The fact that Tiim, the developer, has a sense of building a mysterious and original story with, as an example, the ghostly apparitions of a “man in black”, will surely push the balance in its favor.
Stay Tuned!
WOW.
Ill put this next to human error on my “Mods that could pass for official Valve expansions” list. Only problem is now I have to wait for the sequel.
I don’t know I’m a little torn with this mod. The mapping itself, environments, enemies layouts and overall game play was for the most part enjoyable,
IMO it did need to be play tested by “players” . after finishing this mod I read thru the reviews and found that I along with others had the same problems/frustrations in most of the same areas.
without sounding contradictory the work that was put into making this was suburb for sure and very well done as a whole but the glitches and missed trigger spots and bad outcomes for the player by choosing a wrong route or area was a little harsh, I don’t like to be “punished” by thinking differently than the author may have intended.
I’m enjoying this mod enormously but when I get to the plaza by the railway maintenance works and Dog arrives (roughly screenshot 78), all the Combine are already dead and I can’t progress. Have I missed a trigger somewhere?
Earlier, I
[spoiler]
* destroyed the APC on the bridge using the RPG
* destroyed the Strider using the RPG
* destroyed the (?) drop ship from inside the building with the collapsed front (before I reached the RPG cache on the to floor)
* filled the antlion holes with the car from the shop, car from the bridge and the APC
* made my way past the room full of Zombies, Zombines etc[/spoiler]
Have I missed an important trigger somewhere?
Thanks
Yes Giles, if im remembering correctly you need to have dog follow you to the room in the far corner (screen 79 ) and then come back out of that room and go straight across , dog will follow you and break open a hole in the wall.
Thanks – that did the trick!
Does anybody have a working link for this file or its location?
The gamesmodding.com site doesn’t exist in DNS, and the FileFront site doesn’t have the file anymore. I can’t find it elsewhere on the web.
A shame, for a Hall-of-Fame mod!
I have added a working link for version 2 of this mod. Sorry for the inconvenience.
This mod is broken. I cannot get it to run on Xp.
What happens when you try?
I get booted back to desktop, or worse I get a freeze and have to do a hard reboot. I made a thread about it on Steam forums “Half-Life 2 / Source Third-Party Mods”, and the thread is at the top is called “Cant get dangerous world to run”. Seems nobody else can either!
Do you have the latest file? Please check ModDB.
Just downloaded it from Mod DB, and it is in no shape to be installed. I open the .rar file, and I do not have a “Dangerous World” folder to put in sourcemods. I dont even have a .bsp file. What I do have is a collection of different folders:
-Auto Play
-Language
-Source SDK
And then I have an autorun.exe, an autorun.inf, a dangerous world.exe, and a Dangerous World.ain (I think). This is nuts! I haven no idea where to place these folders.
Ok I see it is a exe autoinstall, nevermind. Ok, the folder is installed from MODDB in Sourcemods folder. It is loading and “blunk”, I get kicked out during the loading screen. I took a look at my gameinfo file and it looks like this. Does it look right to you?
“GameInfo”
{
game “DangerousWorld”
title “DangerousWorld”
title2 “DangerousWorld”
“manual” “http://dwmod.half-life2.sk/home.php?show=manual”
“icon” “dw”
type singleplayer_only
“developer_url” “http://www.dwmod.half-life2.sk”
developer “Studio TiiM”
icon “icon”
FileSystem
{
SteamAppId 420
ToolsAppId 211
SearchPaths
{
Game |gameinfo_path|.
Game sourcetest
Game ep2
Game episodic
Game hl2
}
}
}
Just replayed this, can’t believe how good it is.
MORE LIKE THIS PLEASE
The overall atmosphere is stellar!
i got a prob if anyone can help: im at the part where the train crashes, then you go down the corridor past the jumping zombies, in the door where a zombine blows the door with a grenade. I think theres a load screen in the hallway but I dont get no load screen and theres no zombine so im stuck. noclip doesnt work cause the next map to load isnt there. hellpp
I have the same problem as Coling. I played this mod 3 years ago with no problem. I wanted to replay it, but the missing map is stopping me at this point.
After a particularly toxic valve/steam update, the mod ‘disappeared” from the steam library. I downloaded the installer for Dangerous World V2.0 from the Author’s Moddb page http://www.moddb.com/mods/dangerous-world/downloads, ran it and it all worked properly again. Note that the same torch/ladder/impossible duct bugs are still present. I think the Author mentioned that he had included the missing/broken map in this version – certainly all self-detonating zombies were perfectly obliging for me, when I played through V2.
Hmmm wow… how to put this…
The production values of this mod are stunning. It’s a huge body of work, it looks great, it’s put together so well but…
but…
There’s nothing really original going on here unfortunately.
All these wonderfully talented guys have done is rebuild Episode 1 unfortunately. It’s a fantastic achievement but as I played through the mod I encountered familiar environment and familiar puzzle over and over again.
Other elements that pushed this down to a play it later for me are the constantly dark or flickering light areas that made me quit the mod a few times I found them so frustrating. To add to this frustration the flashlight is bugged so that if you get right up against a wall you can’t see anything. Cue lots of fumbling around in the dark.
The puzzles in some case are less than well implemented and in some cases just plain annoying.
The one area that for me really stands out is the section where the front of the building collapses.
It’s a fantastic use of space and it really stands out.
I’m also amused by people saying its just like a Valve mod… er yeah… its almost a direct copy of HL2 episode one!
HELL I haven’t reviewed on this one too??, how dear I??
This is a fantastic mod, just fantastic, ahs all the elements I love in a great HL mod!!, great original new story ploted into the HL2 universe!! so well done by the way!!
Great combat, and just a great end maybe the best end in modding scene i’ve seen so far. I just loved it and I hope soon we could have the next sequel, set into this amazing HL world!!
I want to give this an “Avoid it”, but Phillips rules dis-allow a rating without a full playthough. Since I couldnt get out of the house at the beggining, I didnt give it any play. Always, ALWAYS give the player a clear path espicially in the beggining. I lost interest and left.
The players head bobs up and down as he runs? I almost got sea sick! Bad boys, very bad. Why get cute with the movement physics? There’s an old saying: “if it aint broke, dont fix it.”
I wasnt thrilled with Mission Improbables idea to change color pigmentation to a “drab” in the second map….but it didnt make me seasick.
Oh please Phillip, let me mark this an “Avoid it”….
You are the only other person I can find who had a problem with the head bobbing, I even found someone who somehow LIKED it on my search.
The head bobbing is utterly atrocious. Even after walking a few steps I start to feel queasy and just after 5 minutes of playing I had to stop before I threw up, and I’m still trying to recover from the migraine I got from it. It is HORRIBLE, the way the actual angle of the camera moves when you move is sickening and I feel both mentally and physically hurt from this.
Who knows if this is any good, I’m just giving it a big fat AVOID. Run while you still can.
The visuals are stunning, and amazing, I will give the mod that, so if that is enough to make you want to play it then do it but… no it isn’t for me.
The mapper took no time at all to give the player any real sense as to where to go, the first being that the “solution” to get over the gate at the beginning is just to stack up boxes and hop the fence which would make perfect sense in a normal mappack or mod but in this one where it lets you interact with the power-button to the door, allows you to turn on(?) the gas, etc made me at least think we had to somehow get the door open.
The second is on the second map, some reason Hunters appear after trying for 30 mins to find the way to turn on the handle thing, and instead of it being you know in a building or something, it is in a run-down little shack-type deal above an intractable generator. I was just like “This is too frustrating, not enough direction at all.”
Tl:dr; Good good looking, not the best mapping wise.
Manually
Medium
1 Hour
I downloaded the mod, and I’m doing a little walkthrough on it, but the map: dw_ep1_03a is missing. I tried redownloading it, but it’s still missing!
Did you d/l it from the PP link? I just checked it and it’s at the latest version (V2) and that map is definitely there, I’m looking at it right now. Clear your d/l folder/cache and try again. The file name should be hl2-ep2-sp-dangerous-world-v2.7z.
I have a feeling the V1 version had an issue with a missing map, but that’s definitely been fixed with the V2 release – which is the one linked at the top of this post.
Help please. I had to reinstall Steam and all my games last week. This mod and several other HL 2 mods won’t start at all. HL 1 mods still work. Anyone know what’s wrong? I’m dying to try this mod
First off, check that you haven’t inadvertently enabled steam-Beta; if you have you’re in a world of pain as it breaks HL2 mods. (See here for some discussions, and here for an example of the mess that ensues as a result. Read right through the comments – it will make you weep.) Apparently it is currently possible to reverse steampipe (steam-Beta), but you have to download the whole relevant game again in order to reverse it.
You should also make yourself familiar with this steam forum thread regarding “Get Mods Working”.
Simply put, valve have (and continue to) screw up and destroy HL2 mods and it’s up the the HL community to rake through the wreckage and attempt to salvage whatever is possible. A few of the many broken mods can be made to partially work with some easy changes to the gameinfo.txt file, but many more are permanently damaged or totally destroyed.
Good Luck!
Thanks, I’ll give it a shot
Fortunately, Phillip’s current file (the version 2 release of Dangerous World) worked perfectly the last time I tried it, a few months ago. But there have been many updates since then, so who knows now?
Mod: “Dangerous World V1.13”
File: hl2-ep2-sp-dangerous-worlds.7z (yes, “worlds’)
Date: 30/11/2009
Source: PP
Fault: Mod disappeared from Steam Library – not able to launch.
Solution: Download version V2.0 from PP (http://www.planetphillip.com/posts/dangerous-world-half-life-2-ep2/ – File: hl2-ep2-sp-dangerous-world-v2.7z)
–NB– This is just an update, and is still Dangerous World (One) and NOT Dangerous World (Two), which has stalled in development since 2011ish.
Mod Status : Working (V2.0)
Good game. Had to view walk through videos a few times to progress. I have not been able to find two of the batteries in the extra mod.
Manually
Easy
10 Hours
Spooky, scary skeletons.
Dangerous World tries too hard.
First, there are the little things. The over-the-top cinematic intro video. The over-the-top cinematic intro when you start a new game, complete with Requiem for a Dream. The HUD being changed to a shade of green that is really far too loud for a HUD. I got used to the HUD color after a while, but when I encountered a Combine sniper, and his laser had been changed to that same hideous shade of green? Ugh. Why?
Second, Dangerous World tries to cement its player character as an important part of the Half-Life 2 universe. For some reason, that didn’t always sit well with me. It felt at times like important canon bits and Episode 1 encounters were being shoehorned into the mod left and right. You:
1. Have the personal attention of the G-Man.
2. Encounter Gordon and Alyx as their train out of City 17 crashes.
3. Encounter and aid Barney as he shepherds citizens to the train station for evacuation.
4. Encounter Gordon and Alyx again as Gordon defeats the Strider at the train station.
5. Are helped by D0G at the train station.
6. Escape City 17 in the Episode 2 vehicle, the implication being that you’re the one who made the vehicle available for Gordon in Episode 2. I will bet you ten dollars that if Dangerous World 2 ever sees the light of day, that is exactly the angle that will be taken with this vehicle.
Then there were the random horror elements. The second chapter suddenly drops you into a dark subterranean tunnel network where there’s a random ghost walking around. Well, I say ghost, but I mean a guy in a black shirt who pulls the G-Man trick of walking across your field of vision and then not being there when you go to investigate. Every time he walks past, whispering voices follow him.
Also, there’s a jump scare with rattling lockers and a literal skeleton literally popping out at you.
Cliched, mediocre horror elements? In my Half-Life?
My nitpicking aside, the mod is pretty, varied, and fun, and you should play it.
Manually
Medium
2 Hours
My first DL was a while back (2009?)and recently wouldnt start.
I downloaded the current version and while this one runs its covered in big red errors and purple and black stuff.
any hints?
You could try isntalling it with the latest MapTap, that fixes many issues with older Source mods.
http://www.runthinkshootlive.com/posts/maptap-2-5-now-available/
(I don’t know if this is the mod someone’s looking for, but all the images are broken.)
This mod is great, and has superior quality compared to most I’ve played. (Tried playing it before, but it was always riddled with horrible bugs until I downloaded it through Gague, which fixed most bugs but allowed some minor ones though, e.g., health and suit levels don’t show, the crossbow is just a big 3D “ERROR” display, as are one’s guided rockets.)
In this mod, there’s a very good general balance between (quality) combat, puzzles, and horror/thrill, all the while weaving the familiar events of HL2ep1 into the story from a rebel’s perspective. This is not to mention the fantastic and seamless environments throughout the game, which are virtually indistinguishable from a work of Valve’s. I loved playing through it.
Nonetheless, there are some complaints. The opening of the game was way over-the-top with its music. The horror/thrill elements of the game (while honestly well done and making my heart race as I played through in a dark room late at night) lack a tie to the story or the style of HL2. Without saying too much, such elements were demonic and supernaturalistic, which seemed inconsistent with the naturalism of the HL2 universe. The last chapter was also super short compared to the others (which felt misleading and sudden). And the ending was a bit of a let-down, though the out-take with credits was really impressive. Regardless of all that, this mod is one of my favorites.
Using Gauge
Medium
2 Hours, 30 Minutes
So this mod is pretty good, it’s got a nice element of puzzles and combat and good pacing for both of them, it even has some F.E.A.R-esque horror elements. Although I’d recommend you play this on Gauge, as it fixes the game for you so you wont have to worry about crashes and missing textures, but my a bit of my HUD was missing, my crossbow and rockets were big red errors (literally) other then that no problems from me.
Using Gauge
Medium
2 Hours, 30 Minutes
I am sure I played this first time around, but was rooting back through the HoF and thought I’d give it another go.
It is all, well, as the previous commenter said, missing textures… Purple and black checks, and big “Error” signs.
I tried to correct it, after Google searches, and edited my gameinfo.txt file again and again, but with no luck.
Anyone able to help please?
I’ve just tried this and it asks for SDK 2007 but even with that just installed this mod refuses to load for me 🙁
Try manually installing the Source SDK 2013 patch on ModDB. Alternatively you can also wait a few days and download the mod here again, we have fixed up all of the Hall of Fame entries and Phillip just has to update the download links.
I can wait… Thank you so much 🙂
It’s now updated and should work. If you find any other mod to be not working please tell us in the comments and I will update the files.
Downloading right now, thank you guys 🙂
This release has now been updated to work with the Source SDK Base 2013 Singleplayer engine.
Full details have been added to the post and in the new download.
You can see all the other releases that have been update via the TAG: SDK2013 Updated. Remember, releases get updated regularly, so check back often.
This now loads and displays the intro but after this (when the game is just about to start) it bombs. I get an Engine Error: “865/zombie – npc_fastzombie_torso: UTIL_SetModel: not precached: models/zombie/fast_torso.mdl”
(I’m on Mac) And I’ve read the readme file and tried everything it says but alas same crash :/
Well, Valve doesn’t have any support with Mac or Linux for the Source SDKs so you’ll run into issues that Windows user won’t. Also I have no knowledge with either of those systems so I can’t help you further, sorry.
NP at all. Thanks again for your efforts 🙂
Actually I have one last thing that might work. Remove the bin folder and change your gameinfo.txt to the following text, it makes the mod run under Episode Two….
“GameInfo”
{
game “DangerousWorld”
gamelogo 1
title “DangerousWorld”
title2 “”
type singleplayer_only
icon icon
developer “Tiim”
developer_url “”
FileSystem
{
SteamAppId 420 // GCF for Episode 2
SearchPaths
{
game+mod |gameinfo_path|.
platform |gameinfo_path|.
game_lv hl2/hl2_lv.vpk
game+mod ep2/ep2_english.vpk
game+mod ep2/ep2_pak.vpk
game |all_source_engine_paths|episodic/ep1_english.vpk
game |all_source_engine_paths|episodic/ep1_pak.vpk
game |all_source_engine_paths|hl2/hl2_english.vpk
game |all_source_engine_paths|hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write |gameinfo_path|.
gamebin episodic/bin
game |all_source_engine_paths|episodic
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
//game |all_source_engine_paths|ep2
//game |all_source_engine_paths|episodic
//game |all_source_engine_paths|hl2
}
}
}
By the way there will be a bug once you got the mod running on the Episode Two base. You can’t see the health count in the bottom left of the HUD, you have to rely on the quick info instead (yellow bar on the left side of the crosshair).
It works!!!!
Thank you so much 😀
Glad to hear it worked! As far as I know you can apply these little changes to any SDK 2013 mod to convert it to an Episode Two mod. Pretty sure there will be a few bugs here and there but at least it’s playable. Looking forward to read your review about Dangerous World, if you are writing one.
I started playing just half an hour ago and I’m very intrigued, however I stopped upon seeing some horror-ish stuff (floating shadow of a person, disturbing screams in the darkness) so I’d appreciate it if somebody could tell me if this gets any scarier or if it’s safe-for-playing-alone-at-2am because I’m lowkey freaking out right now over that scare.
It’s pretty much just atmospheric stuff and after the chapter Sudden Fear it stops all together and goes over to pure action. There is only one real jumpscare, it’s in a section with an electrified floor, after you plug the cable back in and you walk back, the door where you came from is closed. Instead a door on the left opened and there is a long corridors with lockers. Walking down that corridor the lockers start opening and closing and a skeletons jumps at you
so I drive into the tunnel with the gman, get thrown out of the car, the game says “assignment terminated” and reloads? what am I to do? I can’t figure it out I’ve been stuck at this and died a lot the last few minutes.
p.s. oh nvm for some reason d0g built a bridge…
Well. I took lots of notes during the playthrough, half of which say “I bet my salary this is stolen” and all of which are heavily infused with swearwords. I’ll try to turn them into a review suitable to be posted.
Praise first: this looks stunning, the “story” isn’t too bad, and the puzzles are mostly challenging and entertaining. Most of this looks like it could easily be part of Half-Life² – and that brings me to criticism.
Half the maps in this mod I’d bet are copy-pasted from Half-Life². With some locations, that makes sense, as they are supposed to be the same location as in Half-Life², but many more settings looked as if somebody had copied lots of stuff from hl2 and then more-or-less butchered it together – take an apartment here, a parking lot there, let’s add this square with the fountain and voila, we have a map. This, together with the obviously stolen music (Requiem for a Dream and more), leaves a very bad feeling about the overall mod.
But back to praise. What stands out nicely about this is that it seamlessly(?) fits into the hl2 story, appearances of major characters included. The ending is a nice plot twist and I want to learn more about the protagonist and who he is and what happens to him after this mod.
What DID annoy me a lot was that I was often confronted with vastly superior enemies without being given the proper equipment first. Throwing hunters at me with only an SMG and a shotgun or making me face a strider with only grenades, smg alt fire and a gravity gun (yes, I killed it that way) in my inventory… that’s not very nice of you. I managed, though, albeit gritting my teeth and cursing the author(s?) six ways to Sunday.
ANother positive thing to point out is the GUI – it feels rather DayZ-ish imo and, while not suiting Half-Life at all, makes the outdoor levels (which look really fantastic!) feel a bit more interessting imo.
However, there shalt be horror. And scary it was. The second chapter, dear Turing, that scared the living (or undead) daylights outta me. I played that in a brightly lit room with the volume turned down and it still scared me. Somebody’s having fun with paranormal stuff that I’d expected in some horror game rather than Half-Life. My poor heart…
I didn’t exactly understand why I left the countryside to venture into City 17 if my mission was to escape city 17, but oh well…
City 17 was nice, with some very impressive scripting (hint hint crumbling buildings hint hint), but also the (imo) worst puzzle yet. I was to toss a grenade into a small hole in the wall. Fortunately I still had a grenade left, as there was no supply thereof, and I assure you, I quickloaded countless times trying to get my last grenade into the bullseye. Also, for some reason, the bulletproof glass could be shot through by NPCs but not me, and it could be exploded from the inside but not the outside. Very strange.
It took me a while to get the ending right – I tried, failed and died several times by going just SOMEWHERE and eventually did something – what I don’t know – to trigger some progress. Cue some driving and tada – after the end credits (including some rather rough and unpolished camera movement), done I was, left with mixed feelings. I tried one of the bonus maps (“Removed Map”) but quit shortly thereafter out of frustration.
This mod has a lot going for it, but the stitched-together and copy-paste vibe of some levels, plus some very strange riddles and a lot of frustration lead me to rate this “Play it Later” at best. I figure lots of people might enjoy it, I did not. The time playing this wasn’t wasted, but I could’ve spent it better going to bed.
G’night everyone.
Manually
Medium
2 Hours, 30 Minutes
One of the best mods I have ever played. A scenario was made that I wanted to play out just get out of city 17 while the core is exploding. The quality is magnificent. the starting area is suburb a lot of nice details. 10/10
Manually
Medium
3 Hours
Dangerous World is a remarkable tale of a Resistance member. Your main character, Frank, must get out of City 17 after the Citadel exploded.
The level design ranges from “alright” to “great”. Some areas play well and always let you know where you’re going, but in some areas, the signposting is a bit…. random. Such as the part where you have to escape the Antlion Guard or when during the ending where if you run towards a bright light, to escape City 17, it kills you instantly. (It distracted me quite a bit, tbh)
Your weapons also have slightly different skin, but they’re generally Lambda logo paint jobs and bloodstain. The Gravity Gun in this mod uses the Physgun model from the beta, which is cool. Also, the RPG is bound to 6, for some reason.
A couple of times, you will encounter some weird paranormal, horror stuff during your journey. Unless the developers plan to answer them in Chapter 2 (which may or may not arrive), they are very irrelevant to the plot.
The height of this mod comes in when it takes you to “nostalgic trip”. You will encounter some familiar moments and locations from the original game. The mod also manages to slide in Frank’s story into Half-Life 2’s story perfectly.
A nice “fanfiction mod”, I might say.
Manually
Medium
2 Hours, 30 Minutes
Nice mod. The intro part was a little bit laggy but fun to play. The scary atmosphere of the underground part was well-made. (Especially some poltergeist scenes.) I also like the storyline of the last part which is connected to HL2 Ep1.
But the game (especially the city 17 map) was a little bit buggy.. I or Barney sometimes died because of some objects. And when I have to throw a grenade to turn off the energy ball machine, the holes on the wall wasn’t open (even through I killed all manhacks) so I had to use noclip. And in the last part the dog sometimes disappeared.
I played the bonus maps and they were also fun! Nice!
Manually
Hard
3 Hours
Fix: Difficulty played at hard -> medium
This was a great amtospheric mod
It’s not always evident to know what’s next that give us sometimes the feeling that we need to back track, I Like the fact that exploring is most of the timerewarding in stuffs or views
I had the same issue than avantgarde95 with the vent…by just reloaded the previous save and restarted everything was OK
The only think that bother me a little (this is my feeling) is that the author wanted to show through video cutscenes and so on his great knowledge and skill by sometime making too much…
I had really great fun playing this more than ten years old release
And the third bonus map is well worth playing for 20min additionnal gaming 🙂
Manually
Medium
2 Hours, 10 Minutes
Looks and plays good.
Really well made, the visual are stunning, the whole thing feels like ep1 and ep2 combined, the gameplay and level design are great, overall, it was an awesome experience.
Manually
Medium
1 Hour, 30 Minutes
This is a maybe for me because I have seen inconsistencies in this whole mod. Let’s start with the premise. So you’re a rebel living near City 17. And just when the Citadel blows up, Dr. Kleiner broadcasts so that everyone should leave City 17, basically events of Ep1 of course. So of course you are already out of the city so you should go far from it as possible. First two levels have a good introduction until you end up in an antlion cave. Too bad you don’t get to see them that much because you’ll end up in a haunted underground/subway. I mean yeah, the horror vibe is kinda good but this is Half-Life 2, not Nightmare House 2. It doesn’t fit to the story. After you exit the underground, you’ll end up in City 17 but what kind of f****ng sense does that make? You’re supposed to flee from City 17 not the other way around! Now the second half of the mod is basically City 17, you get to meet with Barney and eventually he ditches you. What an d***. When you reach the end, you get to see Gman at the end of the tunnel which is weird because he was blocked out by the vorts so he shouldn’t be there in the first place. Not only that, going to that tunnel kills you. Why not put a debris on it to prevent a player from going in there?
Now for the rest of the content, the puzzles are the worst and too hard. Puzzle after puzzle, I end up alt + tab the game just for the walkthrough. Sometimes the puzzles are very annoying. One puzzle I hated the most is the one in the underground parking lot. It got to the point where I softlocked the game by accident. The combat is okay to me so nothing wrong with that. Did anyone really playtest this mod? Because I have found so many inconsistencies in it and the worst in this mod is the puzzles. I hate the puzzles.
Dangerous World is a strange mod, it has a pretty bad consistency issue but its really good toward the end.
The mapping quality of Dangerous World starts out okay but gets better and better as the mod goes on. The maps feel like they were made by two people of very different skill levels. The early maps are okayish quality with corny horror elements straight out of the F.E.A.R franchise. The second half of the mod is really high quality, although it has to be said that a lot of sections are copy and pasted straight from Valve’s maps. I found the later half of the mod in City 17 to be really impressive with Striders blowing buildings apart and the it lining up with the events of Episode 1.
There were certain segments where it was a little unclear where to go, especially at the ending where going toward G-Man in the tunnel gets you killed even after you get the car. There was a underground bit where there were multiple orange valves to pickup but you didn’t actually need them. The very first map is weird and feels like it was made separately from the mod, its very open and requires you to use a panel next to a tunnel so you can go all the way back to the house and press a button in the basement to open a gate somewhere else, its convoluted to say the least.
The story of the mod is non-sensical and adds to it feeling like two people of different skill levels who mashed their maps together. You play as a rebel who is literally asleep on his couch when the Citadel blows up. For some reason, you fight all the way into City 17 just so that you can fight all the way out again and finish at the train station from Episode 1, which is really cool but it makes no sense as to why your character would do that. If you were already outside the city why would you go back just to leave again?
There are some custom weapon skins that look really cool but the HUD change is horrific, I have no idea why you would think that HL2 needed an ugly non-transparent HUD. There are some…questionable music choices.
Dangerous World is not a bad mod, in fact the second half is a ‘play it now’ from me. What this mod needed was the entire beginning (and horror elements) scrapping and just start the mod in City 17.
Manually
Medium
1 Hour, 15 Minutes