In 2013’s Half Life 2 mod Deep Down, Jim Partridge took several key aspects from Episode Two, Alyx and the car, and expanded on these in an attempt to re-create that amazing Half-Life 2 feeling that everyone is looking for. Now, with seven additional years worth of level and environment design experience, Jim has taken another swing at the concept. With thirteen almost entirely new maps, new environments, new gameplay concepts, new puzzles, custom models (care of Ed Vincent), and original music (from Anicator), Deeper Down asks you to hit the road one last time and take down the one enemy who’s always been watching.
This was May 2022’s Classic of the Month mod.
- Title: Deeper Down
- Filename: hl2-ep2-sp-deeper-down-v10.7z
- Size : 305 MB
- Author: Jim Partridge
- Date Released: 14 September 2020
- Related: Deep Down
- Copy the “DeeperDown” folder into your SourceMods folder.
- Restart or start Steam.
- Half-Life 2: Deeper Down should now be listed in your Library tab.
The playthrough below is part of the Classic of the Month Event, run by Don AKA Unq.
WARNING: The screenshots contain spoilers.
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3,648Overall
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232365 days
Using Gauge: Users
Manually: 14 Users
Time Taken:
Average: 2 Hours, 41 Mins
Shortest: 0 Hours, 59 Mins by JetBlueChest
Longest: 4 Hours, 30 Mins by Duke
Total Time Played: 42 Hours, 54 Mins
If you believe this release is missing important tags, please suggest them in a comment?
Don’t understand the installation instructions.
1. Manually installed it in source mods as always and it is running fine
2. Couldn’t even find an “install” button on the steam site.
Please explain.
Thanks.
Whoops, sorry. I wrote the instructions expecting it to be on Steam (which it will be at some point in the future).
Just put the DeeperDown folder in your sourcemods directory as usual.
That Steam release never happened?
No it was rejected by the Steam admin service. I never got a reason why… 😕
Same here, downloaded and extracted to source mods..low and behold, there it was on Steam, ready to play (in ‘hidden games’)..
It’s good visually and technically in places as well, though I think I preferred the first one This was quite buggy in places, I found and I managed to get out of the map a few times, using noclip to get back on course. Some bits I couldn’t work out, as to where to go or what to do next…I found a few combine guns where the holder didn’t appear until I shot at the gun..none the less, it was fun for the most part, maybe it needs a bit more testing and a final polish, but it’s definately worth playing.
Manually
Medium
4 Hours, 30 Minutes
Currently recording a playthrough…
Some bugs here and there, Alyx-related :
1) Alyx stands still instead of jumping on the upper floor, at the first checkpoint where we have to break a dark energy ball.
2) the part where we have to use the crane : if we move the car by going inside it, instead of shooting it with G Gun, then Alyx follow us outside when we get out… the bad side is we can now move the car with the crane but Alyx will stay down.
I ll probably finish the video tonight, I ll keep the « goofs ».
-I’d just like to say that I now can’t see some of these issues/bugs in your official screenshots. Maybe the files you uploaded got buggered or something? I’d love to be able to post pictures, but either way here’s a wall of text:
-Sinks inside spawn area are lit wrong.
-Chainlink fences cast filled dark shadows. You could fix it or just make them not cast any.
-In the zombie transformation scene, dude T-poses for a second before pressing buttons. gunguy stands inside of his chair and contemplates life.
-Took a while for me to realise that the first fencedoor in the crab-hunting scene was openable. Adding a destroyable lock on it would help.
-Guy hiding in freezer greeted Gordon and said “Thanks man” in two completely different voices.
-Zombies in the first abandoned building are all haphazardly placed together inside empty hallways Hunt Down The Freeman style.
-When leaving the building the combine don’t seem to care about Alyx being there..? Also an unmovable APC is floating above the terrain. The gravely terrain itself has weird shadow overlays tiled on it which definately shouldn’t be there. AND the building’s exterior has one wall using a wrong texture.
-Alyx doesn’t shoot her shotgun at anything when ambushed in the sewers, I’m not exactly sure if she ever even shoots anything.
-I found a few ways out of the map by climbing boxes that were already placed next to fences and other walls.
-The cameras that tell you you’re a filthy criminal repeat themselves if you go in and out of their line of sight
-After using the crane to place your car on the road, you can fail the jump and there is no mission failure from losing the vehicle in the sea. Also some mountains are floating and the background doesn’t line up.
-After using the rollermine to kill the soldier which opens the gate the opening sound loops forever.
-After leaving the tunnel, there are some horrible floating displacements and more shadow overlays behind one of the abandoned houses. Also the tree shadows look like they came from minecraft, increasing lightmap scale here and there would be nice. There was a Hunter outside for some reason but Alyx was pretty chill about it.
-Inside those houses sunlight seeps through the corners. I fix these by cutting brushes on which problems occur, I think you can increase their lightmap scale as well.
-The blue skybox mountainranges don’t work with the orange sky. Maybe you can edit the textures to be more orange?
-After the next level transition I got an “A.I DISABLED” message stuck to my screen, “map ep2_dd2_4c” fixed it. feels like I’m playing an old buggy mod from 2005. At this point I realised the shadow overlay bugs are absolutely everywhere, only on edges of displacements though. Almost like a cartoon shader gone wrong.
-In the shanty town, one of the doors passes through a roof, Alyx gets stuck on boxes a few times during the chase scene, and abandoning her doesn’t fail the mission.
-After finally reaching and killing the soldier operating a manned gun and going down the elevator, there is a huge gap between the two ground displacements.
-The tunnels you enter after getting back in your car are awfully lit until the level transition which fixes everything. Also having to constantly get out of your car to punch buttons wasn’t very nice.
-In the ending battle I disabled all the combine generators and got ready to fight the Striders, but I guess they all decided to commit suicide and explode. Then the credits rolled.
I know this may sound all negative, but I assure you I thoroughly enjoyed playing your mod. I just had to write down so many problems that I forgot about the good things like the clever puzzles or the silly intro level.
Manually
Medium
3 Hours
I just want to say thank you for writing up all your issues like this and not just giving up. I think Jim knows he pushed this out a little uncooked, and he’s been working on addressing the issues that come up. File has now been updated to a v3.
Really solid classic HL2 Ep2 Mod. True to the original game play and puzzles. Great fun thoroughly enjoyed it! Definitely worth playing. There were few minor areas could use some additional polish. The only section that felt like I was missing something was with the crane, car and Alyx. Was Alyx suppose stay with the car when the crane lifted it? Anyway, she popped back up quite a bit later unexpectedly. Great work.
Played map ep2_dd2_4.bsp a second time and Alyx triggered properly and stayed with the car when the crane lifted it.
I found these maps were a mixed bag. At the beginning the rebel base and following maps looked very bland and boring, although showing off how great Alyx and Dog are as companions. It improved somewhat in the middle, but I got the same bugs as others in that Alyx got stuck at the crane and I got the endless door sounds where I had to cheat anyway because the ball woulnd’t trigger it correctly. At the end I really loved the underground Combine base though!
My full playthrough here :
https://youtu.be/H-Tb-l1vGLA
Overall, a Deep Down 2.0 where once again we go from White Forest to a Citadel like underground base this time not to kill an advisor but to disable the overwatch AI.
It is in the same mold as before, we encounter several aspects of HL2’s gameplay and enemies but twisted in new mechanics for cool challenges, some of them only come once like the Hunter or Antlion Guard, some are of course more recurring… I like some new ideas such as the use of the electric balls, the crane, or some mechanics in the combine base.
I was sometimes a bit lost, not knowing what to do, trying to get Alyx in places she couldn t go, Alyx bugged also some times, but overall this was going smoothly.
I wasn’t as impressed as the original Deep Down, still, of course we are minus the element of surprise,
Overall if people want a giant « best of » of every HL2 mechanics shaked up a new aventure all in vanilla material, this is the way.
Manually
Medium
3 Hours
Got to the part where you cross the bridge and see Alyx through the windows in the building but she stays frozen at the console and I can’t find a way in. . Can’t figure out what to do from there.
Enjoyed it up to then.
Manually
Medium
4 Hours
There’s an elevator to the left of the room with Alyx in. Will add some flashing sprites there to draw more attention to it.
Leads to the finale map.
I loved this. Yes, I absolutely loved it!!
For me, it’s the journey through a big adventure which really appealed to me. Like in the original HL2 game in many respects. I felt like I was travelling and adventuring for miles. This was excellent.
The environments created are stunning. The look stunning and play so great as I worked my way through – always enjoying that feeling of being there.
About the only part I didn’t enjoy was the Antlion guard. Don’t get me wrong, the run-up to this was excellent. Being chased in stages was superbly done but when it came to the fight and having what was suddenly a useless Gravgun didn’t make sense. Getting him to run head-on into the explosive canisters is a nice idea but dangerously tricky. Doable, just not enjoyable.
As a few have already stated, the maps have a couple of basic issues that might need fixing. Like the combine weirdly ignoring Alyx when you’re inside, looking out at that odd moment. There are some weird things too – like the underground floor which isn’t level (after killing the sniper). However, my beef is with Alyx. She’s kinda useless and needs hand holding many times thus annoying. Funny thing is, my Alyx actually died in the sewer stage when two combine appeared. I thought she was in the car at first until I saw her body in the water! TBH, i carried on with the relief of not having to put up with her but that doesn’t really work. Esp when you can still hear her voice although she’s dead!
So I restarted from that point …
Anyhow, enough moaning! Because I’ve genuinely enjoyed what is nothing less than an epic journey. Fantastic maps and environments which I cannot express just how much I’ve enjoyed!! I believe there’s a fixed version to download? Because i also got the AI Disabled message…
That’s my weekend sorted. Replaying this fantastic mod all over again!!!!! 😀
Hey
Im so glad you enjoyed it. Thanks to your review I think I know the problem with Alyx. At some point im making her neutral to combjne. Prob when shes crouched outside hiding from them. The Alyx from that map is teleported into the next one. So her behaviour continues. Load any map individually and shes fine. Play it end to end shes a spud. Will fix and redeploy here today.
Oh and if you’re replaying… keep your eye open for hidden caches…
Oh nice one!! I will do – thank you 🙂
Keep up the fantastic work.
I liked it but the quality level wasn’t up to Jim’s usual standard. I was able to jump to a spot where I could see out of the map at one point. When I got to a little set of buildings on a wharf all of the enemies were disabled for some reason. Also in the cavern area near the end when you have the steps appear one at a time in front of you I got knocked down into the water but there was no way back up.
Still fun to play though, and with some polishing it could be great.
This mod needs some serious overhaul but at least I had fun with it.
Manually
Medium
3 Hours
Im playing it under Linux as usual and it runs without big problems. I stuck at some puzzles and used noclip go continue. At the second crane, with the container i knew i had to set the car on the road but i was not able to loose the container to pick up the car. It was glued to the magnet….
In some maps i lost Alyx and after the next loading screen she suddenly stands beside me.
The best is: there are some new ideas and i loved it! F.E. the “Indiana Jones roll”
I also got a AI disabled by changing map dd2 4c to dd2 4d
solved it by typing in console: ai_norebuildgraph 1 – and than reload the map and it was fixed
But you have to do it everythime you restart the game. (the game itsself)
I’m rebuilding maps 4c and 4d. stripping out all the navigation nodes and rebuilding all the nav information to see if we can clear it.
aazell,
I suppose you’re the autor? (as you wrote you’re gone to rebuild the maps 4)
First of all: thanx for the mod, for me it’s one of the ‘better mods’ !
> The issue with AI is not only in map 4, later on it came back (but I didn’t notic in what map … 🙁 )
> At the end you have to pass a small bridge and at the end you see Alix working in a euh.. labo.
That bridge: as wel the pillars as well the railing: you can walk through them as if you were using noclip…
And: you are rebuilding maps 4. Euh… where can I dowload the next version of the mod (when you’re finisched rebuilding them ?
ps: this is the third time I try to post an answer. Clickin on ‘submit comment’ didn’t post my answer the previous times! (I would reply bij the reply buttom)
my last comment: solved (sent a mail and Don fixed it)
Hey
I’m so glad you liked the mod.
I’m sending Don updates when they come out and he is applying them here when he can.
Most of the end to end flow breaking issues should now be resolved.
Some more clip brushing can be added here and there and finally I’ll get some graphical bugs sorted before considering it done.
I’ll take a look at the issues you’ve listed. Thanks
Fine and thank you for all the work !
While I enjoyed playing this mod, it does not measure up to the first one. I felt rushed and was lacking some serious beta testing. Still lots of bugs remained when it was published. Also, there seems to be a disconnect in the story at the end, where Alex winds up – ????
Anyway, an ambitious peace of work by today’s standards, just needs some polishing up
[quote] Also, there seems to be a disconnect in the story at the end, where Alex winds up – ????[/quote]
That’s right: once you passed that little bridge, you can see Alyx in that ‘labo’, but what’s she doing there? She even doesn’t notice you. There she’s jus an ‘flower arrangement’ 🙂
(at least she could open that elevatordoor for you 🙂 )
Yeah i dont really know how to script alyx properly so had to make do with what i could make happen. I’m more of a mapper.
Also can you provide more info on any bugs you found… we should have resolved most by now.
Played de V7 didn’t have any technical issues.
l like really the custom music, the design, the fact that progress isn’t really complicated except the ‘electric bomb’ that Alix need to activate.
I also like the combine basement and those bridge that needed to be activated with spheres
Combat were decent and never to complicated even with the antlion gard, visual where really enjoyable all in all I highly enjoyable experience
I was also surpsise that it took me not a lot of time to finish it cause normally I’m above average gaming time
Thanks to give me some great moment of gaming 😉
Using Gauge
Medium
2 Hours, 30 Minutes
really good mechanics gameplay coherent thx loved the dangling gravity gun
Not sure how long I actually played it because I started and stopped a few times. All game play was exciting with many challenges along the way. I would say, definitely sit down and play this one. I intend to return for a rematch in the near future. This time, all the way through without stopping.
I am going to put this one up there with my favorites. Jim Partridge has a good eye for producing quality graphics and what people want to play with his storylines.
Don’t pass this one up.
Manually
Medium
4 Hours
Still up there as one of my all time favorites. I think that I’ll paly it again.
I’ve downloaded and extracted this to the sourcemods folder, shows up in the folder as DeeperDown, all right so far.
Now, here is the problem….
Start Steam, and the mod isn’t listed in my mods/games list at all, anyone have any ideas on how to display it, and to get it to run? I don’t have any Hidden items, but if this is being flagged as a hidden one, how do I display it? Loved DeepDown, so I really would love to play this too.
Kill Steam in the system tray.
Or reboot your computer. It should show up once you kill Steam completely and restart.
Hope you get it working!
Very nice, some great level design that HL2 “vets” will enjoy due to the mix of familliar and new mechanics, there were just a few small bugs, one “game breaking” one was the coast chapter incorrectly loading for me but loading the level via the main menu fixed it.
There were just a few instances that were not-too-optimal for the eye like some weird fog fade on certain stuff or skyboxes but the architecture and new gameplay features really make up for it.
Using Gauge
Medium
3 Hours
Hey.. glad you enjoyed it.
Can you tell me where in the mod you had the problem please?
An updated version of the map was posted on ModDB that works when you’re in the car; however, I was still freezing on level transition when on foot. I think this was caused by the transition triggers overlapping – causing the player to teleport back and forth between the maps.
These links take you to the download folder on google drive – they don’t start a download. You’ll be able to see it’s a .bsp file.
Updated ModDB:https://drive.google.com/drive/folders/1ERv2R9hoISpIXY-sJiqkPvjraLuHKC80?usp=sharing
My Fixed Version: https://drive.google.com/drive/folders/10W-5U2CUBlTYQjnVSaBgjSyUI2AHhtSv?usp=sharing
I moved the transition trigger further into the following level to allow the player to go on-foot if they so desire – it’s not really useful for casual playthroughs.
(Sorry if this is against RTSL’s comment guides)
this really is exceptional the first 2 levels utterly breathtaking atmosphere -minimalism ,thoughtful, beautiful ,crafted , not obscure or contrived but a mystery unintentionally subversive a bit like reality! profound episode with the gravity gun location !
a subtle profusion of 3d space and “secret joy”
=simultaneously straight forward and incomprehensible as life in life
I got stuck about halfway in the game.
After the part where you first encounter two Hunters, you push aside some cars and drive on through the gallery. In the gallery, there is a long straight part, in which the game loads the next part.
As soon as I get that “Loading game” message, the game throws me out, back into the main menu, so I’m unable to proceed with the game.
Thank u for letting me know i will investigate.
I have exactly the same problem
Even with the “patch” posted on Moddb, the game is crashing instead of transitioning. I believe this to be caused by the transition triggers being too close – causing the player to bounce from dd2_4b to dd2_4c back and forth.
I would attempt to use a program like entspy to fix it, but transition triggers aren’t movable.
Recompiling the map from scratch after moving trigger_change4b-4c a bit further in the tunnel fixed this; however, I don’t have the textures/models, so it’s not a *real* fix.
Urgh, this…
I’d played Deep Down a few years back and enjoyed it- Heck, I even replayed it yesterday and still enjoyed it. And this sequel can be enjoyable too…but then the bugs start cropping up.
There’s a section where you have to bring Alyx in a car up to a higher road using a crane, and nine times out of ten she’d get out of the car instead of staying in by the time I got to the crane. I’m assuming it’s because I had to move my car a bit to get it in the crane’s range, because eventually I just punted it in range with the Gravity Gun and she stayed in then.
Then, shortly after that, the mod tries to load a map…and without fail, brings me back to the title screen instead, forcing me to load the next map myself. I don’t even know how that could’ve not been noticed.
And to make things worse, in the next map after that (where you fight a gunship on a bridge), there’s a trigger that kills Alyx that you can’t avoid. I don’t even know why it’s there, it just…is and I couldn’t find any way to get around it besides manually loading up the next map.
…And then the game crashed one map later, for seemingly no reason. Maybe it had to do with the Antlion attack not happening (which led me to get taken completely by surprise when it DID happen the next time)?
And then there’s just other weird stuff, like how you lose almost all of your weapons with no explanation in the next map (so little explanation, in fact, that I don’t even think it tells you until you’re trying to ignite an exploding barrel and trying to pull out your gun only to realize everything’s gone besides the Gravity Gun) and how Alyx’s getting-in/out-of-the-car animations are weird and sometimes results in her a-posing.
And then the author takes a section from Aftermath and a section from the original Deep Down and just…drops them into the next map, without changing anything besides the fact that you have less weapons now. That’s just…lazy.
And then, in the NEXT map, I failed a jump and somehow didn’t die from the fall damage. So now I’m just stuck down there, ’cause there’s no kill plane. And then only one of the striders started attacking me in the finale, which was… ridiculously underwhelming.
I just…I can’t recommend this. Play it for the first three chapters, I guess, ’cause those are good, but just stop playing after that unless you want to see a ton of bugs.
Manually
Medium
1 Hour, 15 Minutes
Attempted to install; missing textures.
I’ve got HL2, HL2:E1, HL2:E2 all installed; however, the mod (version 8) is missing a significant number of textures (eg. https://imgur.com/a/4rRYexp)
Regarding the missing textures issue: It was resolved by a fresh installation of HL2:E1 and HL2:E2 – which is odd due to other EP2 mods working fine beforehand. Not complaining though – as it works now.
If there is some way to remove the previous comment (and this one too), that’d be great to do – as it’s honestly irrelevant to the mod in general – I just thought that it may be on the mod’s end due to other reviews noting older versions.
(I’m sorry about the spontaneous nature of these comments – I’m new to commenting on the site and was unable to find where to append my last comment.)
I agree with the post of Wiseperson here ebove : it could heve been one of my favorite mod but all the bugs are too boring. What a pitty….
If Jim Partridge takes the courage to fix the different bugs described here above, it will definetely become a very good mod, but not in that form
I loaded the 2 or 3 maps manually (the ones that have problem to be loaded) and I confirm my first thought : it would be one of the best mod without these bugs. It is really a very good mod that deserve a high rating.
For me this surpasses the original game the map design is truely immersive a sense of place
-eerie deserted environment ,the ideal muse for 3d action exploration
I’ve updated this now.
– The broken level transition is fixed
– The AI Disabled bug should be resolved
– The Alyx death trigger problem should be resolved
– A few other updates to make puzzles a little less challenging
Hope people will give it another shot for an uninterrupted playthrough.
I honestly haven’t kept track of my playtime but I think 3 hours is quite a close approximation.
Anyways, I downloaded Deeper Down today to play through it and overall enjoyed it from A to Z. I will break my review down in three categories: Gameplay, Visuals, and Oddities / bugs.
Gameplay
This is definitely the strongest factor of this mappack. I knew immediately where and how to progress through the maps for the vast majority of my playtime, and the item economy was perfectly balanced. Combat was never overwhelming and some puzzles were quite inventive; the elevator serving as part of a platforming puzzle at the same time comes to mind, as is the moveable transparent shield to deflect incoming energy balls right into the generator thingy in the last bit of the mappack. The boss fight at the end was great and somewhat original in the sense that one has to destroy Striders with other means than RPG’s.
Visuals
Very good throughout the mappack but rough edges can be seen when observing closely. Especially the coastal road is very atmospheric with brilliant views and beautiful lighting. I stood still on several occasions to look at the vast environment. When looking around, I also noticed some visual flaws here and there and I’ll name the most prominent cases under ‘Oddities / Bugs’.
Oddities / Bugs
I ran into some issues while playing through this great mappack. Some cases were super minor but a few other cases required console commands to get back on track again. In hindsight, I should’ve noted things ‘live’ while playing Deeper Down. A list of issues that comes to mind as I type this:
-Transition from map 1 to map 2 resulted in me getting stuck in the wall. Had to noclip to proceed.
-The Fast Headcrabs at the beginning didn’t attack me. I’m not sure if this is by design or a bug.
-Alyx took a while to open the door at the part were Crows were being shot, resulting in some temporary confusion.
-Alyx refuses to shoot enemies on several occasions throughout the mappack.
-At one point while traversing the coastal road, I could see large holes in the map (nodraw) when looking back.
-The large cave with water (the first one I believe?) ends on a pitch black wall with some nodraw surfaces at one side of that cave.
-From that large cave with water onwards, I appear to be immune to fall damage.
-The moveable shield to deflect oncoming energy balls makes a gun sound when ‘firing’.
-Alyx tends to teleport throughout the environments, most notably through a closed gate close to the mines and near an area with containers.
Manually
Medium
3 Hours
THANKS FOR THE REVIEW AND THE ISSUES LIST… HERE’S SOME RESPONSES
-Transition from map 1 to map 2 resulted in me getting stuck in the wall. Had to noclip to proceed.
HAVEN’T SEEN THIS BEFORE BUT WILL KEEP AN EYE OUT FOR IT IN FUTURE… WILL FIX IF OTHERS EXPERIENCE IT
-The Fast Headcrabs at the beginning didn’t attack me. I’m not sure if this is by design or a bug.
THAT IS BY DESIGN. THE VOICE ON THE PA SYSTEM SAYS THEY ARE DEBEAKED AT THE BEGINNING… I THOUGHT A GAME OF WHACKACRAB IN THE DARK WOULD BE FUN AND SILLY AT THE BEGINNING
-Alyx took a while to open the door at the part were Crows were being shot, resulting in some temporary confusion.
A CERTAIN NUMBER OF CROWS NEED TO DIE BEFORE SHE MOVES ON
I WANT IT TO BE ENOUGH THAT THE PLAYER HAS TIME TO FIGURE OUT WHAT THE GAME IS AND HAVE A GO AT SHOOTING A FEW CROWS… THAT MAY VARY FOR SOME PLAYERS SO THINK THE AMOUNT IS RIGHT
-Alyx refuses to shoot enemies on several occasions throughout the mappack.
THIS MAY BE BY DESIGN ALSO… TO PREVENT HER FROM DYING WHICH WILL END THE GAME.
HAVE TWEAKED HER AI AT CERTAIN POINTS
-At one point while traversing the coastal road, I could see large holes in the map (nodraw) when looking back.
YEAH THIS IS A TOUGH VISUAL BUG TO FIX UNFORTUANTELY. PART OF THE CHALLENGE OF HAVING BIG OUTDOOR AREAS. I WILL KEEP LOOKING FOR A GOOD SOLUTION
-The large cave with water (the first one I believe?) ends on a pitch black wall with some nodraw surfaces at one side of that cave.
WILL LOOK FOR THIS AND FIX IT
-From that large cave with water onwards, I appear to be immune to fall damage.
I DO SOME BIG FALLS DURING LEVEL TRANSITIONS AND HAVE STOPPED FALL DAMAGE AT THOSE POINTS OUT SIDE OF THAT FALL DAMAGE SHOULD STILL BE IN PLACE.
-The moveable shield to deflect oncoming energy balls makes a gun sound when ‘firing’.
I HEARD THIS ON A PLAYTHOUGH EARLIER TODAY. REALLY WEIRD. WILL SEE IF I CAN RESOLVE IT.
-Alyx tends to teleport throughout the environments, most notably through a closed gate close to the mines and near an area with containers.
THIS IS BY DESIGN TO KEEP HER WITH THE PLAYER. SOMETIMES SHE FAILS TO MAKE IT THROUGH AND SO I’VE GOT TELEPORTS IN THERE .
Yeah, I already suspected some points I listed were by design. As an amateur mapper myself I know how difficult it can be to iron out certain bugs in way smaller mappacks, and your project was simply enormous for virtually one person.
Btw, I didn’t mention the brilliant view from the descending elevator on the final battleground. That’s a great example of foreshadowing right there!
Great mod like the previous mod! The visual of the outdoor scenery is very beautiful (especially the road around the river). The solutions to kill the enemy (ex. use the explosives on the wall to kill the antlion guard) or find the path (ex. use the flares to fire the explosives) are creative and fun. The fights at the underground combine facility are tight and fun. Nice job!
Manually
Medium
2 Hours
Looks and plays good.
A very good mod. Some bugs like alredy explained above, but should be a “play it now” rated 🙂
Manually
Medium
2 Hours, 30 Minutes
Driving, which was the most excited thing in Half-life 2. This map using a lot of driving sence and pretty much works as a charms, you never felt boring riding with Alyx and a lot of combine let you crash them with the car.
It is also fun to find a new way for you to drive, to avoiding spolier I won’t say what was in the map to let you find a new way, but it was creative and easy to understand, a combine of puzzle and driving, with a lot of shooting and bangs.
5/5
Manually
Medium
2 Hours, 10 Minutes
It almost feels like this mod could have been its own release.
5/5 for certain!
Manually
Hard
2 Hours
Deeper Down is great and honestly could have been a standalone mod. The gameplay and feel is on point for Half-Life 2 and having Alyx along was cool. I did experience some strange reflection/lighting bugs but it might have just been me.
I won’t spoil anything but I’m not sure if the finale worked for me, I ran through it and did the objective without killing anything and finished the mod.
Overall though this is definitely a play it now!
Manually
Medium
2 Hours
The greatest map I ever played. I was so satisfied and enjoyed at the same time
My playthough here: https://www.youtube.com/watch?v=r8Zl0dxn8HE&list=PL5MfhJVT6wIKbXxhAvpcJxjx8m-uEG42x&index=196&t=790s
Manually
Easy
59 Minutes