Starting in a small walled village outside of the city, you need to look for the “exit”.
You will encounter a variety of locations, enemies and puzzles.
Keep looking for those exits and hope that your final exit is worth the effort!
- Title: Exit
- File Name: hl2-ep2-sp-exit.7z
- Size : 24.2MB
- Author: Fredrik Nordstrom
- Date Released: 25 June 2013
Download to your HDD [24.20MB]
- Copy the Exit folder into your SourceMods folder.
- Restart or start Steam.
- Exit should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
When I first tried to play this mod it wouldn’t work. Nothing happened when I clicked play. It seems it was designed to work with pre-Steampipe installations. I have therefore included a gameinfo.txt that works with Steampipe.
If the mod doesn’t load after copying the folder, go to the Exit folder and rename the “gameinfo.txt” file to “gameinfo1.txt” and then rename the “gameinfo-steampipe.txt” to “gameinfo.txt”. Now restart Steam and try again.
The fie above comes with a gridview icon. To use it, select “Grid View” in Steam (top right corner). Make sure you have saved the image to a location on your computer – you can’t use it from the compressed archive directly. Right click on “Exit” and select “Set Custom Image”. Then browse to where you saved the image and choose it. Then click “Set Image” and that’s it.
Of course, you can create your own custom image if you prefer.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 1 Hours, 36 Mins
Shortest: 0 Hours, 30 Mins by Daken50
Longest: 2 Hours, 45 Mins by
Total Time Played: 16 Hours
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When I first started playing this I was a little disappointed. I found a few invisible walls and stuff like that really bugs me, but funnily enough, I had to test HL2 Ep2 the same day and found some in there too, so I shouldn’t be too hard on amateurs.
There are plenty of different styles in this mod and in isolation they are quite well done, but the whole mod as the feeling of being stuck together, rather than planned out with a definite theme and flow.
There’s too many, “Press the access switch” for some random door to open and a couple of times the way forward is not clear.
There is some action but not that much considering how “big” the mod is and at the end, it suddenly tries to be a horror mod, with much success I have to say.
All in all, it’s probably quote technically acceptable but falls down due to lack of planning and overall design.
Manually
Easy
1 Hour, 23 Minutes
Well I’m sure this might be a nice mod!!!! BUT my wonderfull Steam updates for a better working file system!! Has done a good job, on screwing (pardon me) things up!! I’ve tried numerious mods and guess what? They don’t work, GRRRRR! I guess it is time to dump my Steam files and stop the wonderfull effecent updates they provide! Sorry for my rant! 🙁
Exit. An appropriate title, as in “Good luck finding the.”
This isn’t a mod that you “play” so much as you “endure.” You endure painstaking crawls through miles of featureless ventilation ducts. You endure wandering around massive areas for the one door you can interact with out of a dozen. You endure hunting for props that just so happen to form staircases.
But maybe most of all, you endure searching for randomly placed buttons that open randomly placed doors.
Here’s a tip if you are going to make a quasi-puzzle mod, consistency is key. If you’ve trained the player to believe that doors with handles can be opened, don’t decide to suddenly make a handle-less door the only one they can use. Likewise, if you’re going to force the player to find the lone vent in an enormous room, use the same vent prop you used before, not some vent texture pasted a dozen other places. Also, make sure you use lights appropriately – key elements, like ladders, should stand out. Putting a brown ladder against a dark red wall without supporting lights makes it nearly impossible to see.
If, like me, you are a player who finds yourself scratching your head figuring out how to leave the little village area at the start, please stop playing. It doesn’t get any better than that and only becomes more frustrating. In all fairness, the author drops the gauntlet right away in terms of the style of puzzles you can expect throughout this mod, so if hunting for hidden buttons and exits doesn’t appeal to you, there’s no reason to stick around.
You might ask if there anything redeeming about this mod. There is a good use of soundscapes throughout, in the Zombie areas there are plenty of eerie noises. The “horror” section towards the end makes great use of decals and overlays to sell the ruined rooms. The jalopy part is pointless, but at least it feels like you are making some progress. The lighting is good and the architectural details are adequate.
But in some ways, the fact that it is visually competent works against it, in my opinion. It means the author spent a lot of time detailing things when he should have been putting the gameplay through its paces.
All-in-all, I can’t recommend this mod. I felt it was simply no fun to play.
Manually
Easy
1 Hour, 5 Minutes
Echoing the comments above, I didn’t even make it out of the first area before I decided that this mod wasn’t for me.
It’s no fun trying to solve a puzzle whilst constantly getting out of reach of a horde of zombies and headcrabs.
Its no fun running around and around trying to work out what you are supposed to be doing…
…and its no fun having a looping drone soundtrack while you’re doing it.
Bottom line, the modder knew how to map resonably well, just forgot that games are supposed to be fun. Even a slight bit of playtesting would have revealed this.
The end credits only listed the author, so one might assume there was no beta testing on this. I didn’t encounter any game-breaking bugs, but there were numerous places where the way forward was unclear. This mod definitely should have been vetted for playability.
This mod lost me at the first hurdle, the player starts with a crowbar against several zombies and headcrabs which seeing as the first puzzle turns out to be a stacking puzzle pretty much means the player has to kill them all with a crowbar, which isn’t actually very satisfying and get tedious. This was especially tedious for me as I took about half of the time actually looking for the start of the map. It turns out that you go through an air vent in the side of a building that otherwise appears to be one of the decorative buildings opposed to the buildings with actual windows that look like you can explore them. Visual language is not well used in this mod, there are doors without handles that open anyway, there are various buttons, switches and valves that do nothing and when a button did something it is never clear what it did.
The mod seems to be really artificially lengthened because the maps have long sections of featureless vents and puzzles involving crates put said crates on pretty much the opposite side of the arena which just gets frustrating.
The mod does pick up towards the end with combine and fast zombie encounters but not much, the combine come out in a few clumps and the player makes short work of them.
Over all it’s got some decent enough ideas and some of the areas look actually pretty good although it is let down by poor lighting and excessive use game play that is really not engaging.
Manually
Medium
1 Hour, 5 Minutes
What got me to play this mod were Dysprogue’s words! “the player starts with a crowbar against several zombies and headcrabs”, I just love those situations where my crowbar skills and movement are put to test, and this 1 had a lot more room and health+suit than I was expecting.
Ok we start with a nonexistent chapter title which hints thin beta testing, but you gotta love the menu background map.
Was surprised to see G-Man, twice even, but I guess it fits this mysterious mod somewhat, as it all makes you wonder wth is going on and when will I ever be free/outside.
I agree, the first area is pretty frustrating as so many doors are lit but the actual way forward is not hinted at all, plus explosive marks on a certain door made me mess around with explosives and fire a whole lot. And when I finally got in that small red room with a headcrab, the button doesn’t seem to do anything!
Well I finally found a door with green lit EXIT sign above it, I thought that would count, turned out there were plenty more like that 1 😀 Seriously overused.
Was expecting the long vent(s) to break under me any second, but no dice (the author did break a floor under the player, eventually). Interesting enough, those are the only places you find yourself doing nothing, as the author always gives you something to do each place you wind up in, and I believe that is a plus, according to the HL2 manual and to Jim Partridge’s gameplay analysis.
Low fps in the first outside area, accompanied by G-Man’s 2nd sighting aaaand another access button that we have no idea what opened.
But we finally get to go outside! for real this time. Heh nice detonator and an unexpected way “out’. The sniper area has v little cover and I think I had my first death from the combine up stairs, so 2nd time I just rushed to the rpg and used it against the sniper, talk about a long shot 🙂
Even tho the next area with the bloody rooms filled with bottles and what not was pretty eerie, I got to laugh at the button that broke all the dolls.
Too bad the end isn’t a real exit 🙁
But overall, the author does have some sort of consistency, it just takes a while to learn it, after which you understand and read a bit faster the visual language he’s, well, “going for’. Yes, it’s bit unfair making doors with no handles open, or light up all the wrong places, but imo, it is never too unfair or too frustrating, nor boring! to quit. Was quite enjoyable to find quirky and novel ways to escape out of various places. Indeed there is an EXIT in every room/area you’re (stuck) in and it’s not straight forward, that’s what the mod is all about.
Manually
Medium
1 Hour, 12 Minutes
I gave this mod a “play it now” as I think it deserves it … its significantly better than some ive seen of late,and although theres no actual story to the mod its still enjoyable to play
now im going to get critisisms for awarding a “play it now” but you should give mods the recommendation you think it deserves,and after playing the mod and enjoying it so much I think it fully deserved the award
Fredrik has done well and created a mod that’s fun to play and isn’t too experimental like some others … its a good old fashioned hl2 mod and well worth playing
well done Fredrik… look forward to more of your work in the future …!
Manually
Medium
1 Hour, 45 Minutes
Well I guess puzzles lovers are going to be mad for this “old fashioned” mod, and I mean by old fashioned that most of the puzzles are set into an old school logic, of pile crates and climb, find and push buttons, look carefully at the environment around you to find some vents, and so on!
For being the first mod of the author, his job absolutely worth the effort, the maps are so big and into a city atmosphere, which I consider is a less and less used scenario for HL2 mods.
Now I liked the battles onto the city spaces and the fight against the Gunship, but I’d preferred so much more action in those huge city spaces, and maybe some aid from the rebels, could have come handy.
Overall I consider this a mod worth to play it, but is better to play it latter as is not filled with many combat action, besides the zombies fights and the CMB parts are just so in contrast, and feels like 2 different mods in one.
Oh also I noted that this mod is hard to fit in some category, as is kind of action, and kind of soft horror mod, but I guess I put it into a “The crazy Freeman’s dream” category, there are so many crazy freeman’s dreams mods out there…
Manually
Medium
2 Hours, 45 Minutes
I really liked this mod.
It was a refreshing change from dark rooms and zombies which in my opinion is not the true essence of Half-Life.
Good work !
Some areas were quite fun to play in but for the most part the maps are fairly uninspired and very frustrating due to poor signalling.
Manually
Medium
1 Hour
I didn’t particularly like this one.
I remember playing it a lot of time ago, being stuck on the first part. I was really bored by it, and it looks like nothing has changed.
Sure, the textures are nice and all, but the environment should at least be matching. If you’re trying to make a Ravenholm-ish city, it really should be darkness!
Overall, play this mod only if you’re a hardcore fan of the series.
This mod give me the impression that one guy make a GMod map and other divide it, Put badly placed enemies, frustrating puzzle and LONG ventilation ducts.
Ok, i don’t Finnish the mod, cause it fail in the most basic aspect of a game, BE FUN, i stop playing the mod at the second map at the open area with zombies, cause i know that it will be the same as the beginning, which i just skip by noclip
The mod don’t have any kind of plot, not even the “you are a rebel and you do rebel-stuff” plot and the puzzle go again any logic, most “puzzle” are “get to the vent and complete ignore the buttons, switches and doors that say EXIT” that will make to much sense
The mod consistently remind you that its a game placing zombies and metrocops in random places and begin as criptic as possible
The only good things i can say are that some areas look good (while other look awful because of the lighting) and that the short driving section was fun.
Vent/10
(This is my first review and English isn’t my main language, so sorry for the bad writing)
Manually
Medium
2 Hours, 30 Minutes
Last year (2016) Fredrik released the sequel to this, Exit 2. In my opinion a great mod but why is it not here on RTSL I wonder?
This definitely gets a Play It Now from me. I can see some novice or old skool styles here which wouldn’t go down well with some because of their design and lacking details. I’d like a re-thought and more atmosphere to the look and feel as I’m guessing this is his first mod?
Otherwise I absolutely loved it – great fun and the only things I never liked where how obscure it sometimes was to ‘exit’ that area. I must admit I didn’t see that ladder to reach the rooftop, nor did I initially see some of the others. Arghh some were a bit to much for my poor old brain and it needed less of this.
Just read the comment by Robolovsky and now I’m looking on moddb for part two 😀
Anyhow, Exit is a great mod and one I really enjoyed and can highly recommend.
The maps are so big that I was board by the second map. More enemies spaced out or 1/3 the size and this could have been good. Had potential.
Manually
Easy
30 Minutes
Most of the maps are spacious and empty, it’s like I’m going through liminal spaces. The level design is very amateurish as well, like what I’d often see from amateur mappers from Garry’s Mod back in 2007. Combat is repetitive, predictable, and boring. Seriously, what is up with the arena type battles, I’m playing Half-Life here, not Doom. The combat is also easy, I didn’t die once in the entire game. As for the puzzles, I hardly call them a puzzle. It’s more of a where the f*ck do I go kinda thing where you just find the “exit” and then you progress.