A story of a modder making a mod sounds a little strange, but that’s what this mod is. However, you spend 95% of your time playing, so don’t worry it’s not just narration or a tutorial.
Play the scenarios you are given and see if you can make it into the sunset.
WARNING – the screenshots contain spoilers.
Basic Details
- Title: Final Project Diary
- File Name: hl2-ep2-sp-final-project-v3.7z
- Size : 252.85MB
- Author: Spy Interactive
- Date Released: 08 October 2010
Download Options
Download to your HDD [252.8MB]
Installation Instructions
- Copy the final_project_diary folder into your SourceMods folder.
- Restart or start Steam.
- Final Project Diary should now be listed in your Library tab.
If you require more help, please visit the Help page.
Screenshots
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots contain spoilers.
Reader Recommendations
Total Downloads
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Meta Review Data
Statistics based on 3 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 4 Hours, 19 Mins
Shortest: 0 Hours, 30 Mins by Daken50
Longest: 11 Hours by Dirk
Total Time Played: 12 Hours, 56 Mins
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 4 Hours, 19 Mins
Shortest: 0 Hours, 30 Mins by Daken50
Longest: 11 Hours by Dirk
Total Time Played: 12 Hours, 56 Mins
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Well, where to start? There are a lot of good things about this mod and some bad ones. Many readers will know that I have not really enjoyed Leon’s previous work (LM1, CtA ,SM ) and feel that his mods favour quantity over quality.
I perhaps tend to look at Leon’s mods with a more critical eye that almost all other modders, but that may be due to his popularity – the same is true for Adam Foster.
The concept of the mod is definitely interesting and the problems with the Source engines have certainly caused them serious issues but even with that said, I don’t feel that the idea is embedded enough in the result. There is some commentary from Leon at the beginning, which whilst I understand that he wanted to do the narration he should have used somebody with less of an accent. However, almost all connection with the diary idea disappears after that and we are presented with a normal mod. The diary seems to have been used as an excuse to join ideas together rather than the actual basis of those ideas.
The mod started out as a thank you to all the donators to a fund I ran to pay for a new video card for Leon, but no mention of this is made in the mod or readme.txt. As usual, Leon lost control and what was supposed to be a 4 map horror release turned into another epic.
Glimpses of the horror element can be seen in the first few maps, but even then enemies rushing past and through you isn’t really going to cut it as a proper horror mod.
There are two really nice concepts in the mod; the puzzle solution helper and the Easy/Hard selection. Both of these will probably make it into the Mod Of The Year Awards. Both are great ideas but I felt the puzzle solution implementation was too crude. Something more subtle would have been nicer – maybe like the text used in Minerva. I *really* loved the option of avoiding the stealth gameplay section completely – nice touch.
The actual gameplay, design and layout of the levels is typical Leon and if you enjoy that then you will probably love this mod. I can say that I actually finished this one and didn’t cheat. Well, I had to noclip one little section because it crashed on me every time I played it (The theatre section) which was only a virtual 20 metres, with no actual gameplay involved.
The later outdoor section caused huge stuttering for me and I nearly stopped in frustration. Eventually after about 10 playthroughs it settled down and I was able to survive – just. Which brings me on to the helicopters. Man, Leon loves making those really hard to kill. I needed nearly 20 rockets to kill them. The same goes for the enemies. A magnum shot is not enough to kill all the enemies, I needed two.
The inclusion of the block model text seems so amatuerish, but with the concept there is a lot of flexibility reagrding these things.. The same goes for a section where text explains that if you have crashes, press a button to delete a tank. Fair enough, but why the heck is a tank driving around there anyway? It’s hundreds of metres in the sky and I couldn’t see any way for it to get there.
Now, in the past I have been vocal about the lack of beta testing that Leon’s mods receive and there is no doubt that this one was tested a lot more than the others, but it still wasn’t enough. If you are going to make 10 hours worth of gameplay then you need over a hundred hours of external testing. A few times I got out of the maps and disappointingly the beach section at the end, it’s possible to get behind the enemies – see image 153.
With 3 members of the team as native English speakers and one other beta tester, it was disappointing to see bad spelling on the screen text – that’s just sloppy.
Not only that but there’s a little section before it where you need to jump a walkway. Fall in and you die from bites within 2 seconds. WHY? To provide a little pressure for the player? Yet a little further on you have to swim through the water. That sends the wrong signal to the player. Essentially, you have just told me, don’t go in the water. That forces me to look for alternative routes. For me, that’s bad design, sorry Leon.
Now, as I mentioned earlier, I feel that Leon focuses on quantity over quality and this mod is no different. Some of the textures looked stretched and strange changes in design occur mid corridor.
It’s hard to believe that this is an Episode Two mod because it doesn’t look any different from Half-Life 2.
So, why have I given it a Play It! recommendation Image when all I seem to have done is complain? Well, simply because I believe that most players will enjoy this mod, even if I didn’t.
A lot of players will miss Leon’s work in the HL community and I hope he returns when Valve have sorted out the engine issues and release EP3. However, I fear that Leon will continue to create large action-packed mods with little regard for details.
20 ROCKETS!!!!!!!!!! oh god it looks like i’m gonna sufer!!!:o
The early chapters are entertaining, fighting fun and, I found, educational and inspirational.
Then the fun and frolic really kicks in with Chapter 😀 .
All limbered up, fully armed, locked and loaded, powered up and battle brain engaged?
Yes? Then it’s time to go to:
HL2 EP2 Armageddon.
What a treat.
Go play, go play HARD.
While I enjoyed LM1, Leon’s first mappack, I thought CTA and SM were backward steps in terms of quality, and what I’ve seen of this mod so far (I’m about a third of the way through), it continues the downward trend for all the reason quoted in Phillip’s review.
I am in chapter 3, and so far agree the source engine change shows. I liked cta and sm. the epic battles and puzzles with the great environments to play in. after I finished strider I would jump in another mod at any sound look up, down, forward, backwards, side to side and do a double back. hehe that mod had me spooked and gun shy.
I will post when finished, I like the 45 cal pistol (i think?) better then 9mm and the noise the shotgun makes is awesome. ker-blam! is now ker boom!! so far its fun, give it a try.
first I like to thank Phillip for placing FP here on PP, and for the very detailed and long review. I will try to comment on all aspects he you made there;
let me start with telling, that never before I changed so many times with the focus of a mod as with this one. As Phillip said did this mod start out as a thank you to all donators. I have to be honest, and am very ashamed, but I forgot about this completely, and that is why I didn’t add any thank you in the mod, or the credits. How could I have forgotten this, I really don’t know! Because I still am very glad with my GTX275 videocard!
But like I already said did the focus shift so many times that I probably had to forget. I had in mind to make a short 4 sp-maps kind of horror sp-mod. But like always did the map amount grow quit quick, and it was clear to me that it was impossible to make so many horror themed maps, without falling back in to ideas that where already showed many times before in other mods. That’s why the working title changed from Final Horror in to Final Project. And although I did like to make the horror scenes, I still prefer making action packed maps, with a lot of fighting and shooting. In the mean time I always had in the back of my mind the idea to finally use in this last mod all the ideas that I had over the years, but never did use in any of the other mods. Then you have to think of certain mapping ideas like for instance map9, the 3 platforms floating in the sky above the city. For some reason I always wanted to make such a thing, especially with that city beneath you, (maybe funny to know this, but the skybox to show that city like it is showed is HUGE!!! it is so large that it fills the ENTIRE grid in hammer. something that never happens!) And then I came on the idea of adding a story, because until then this was not a story driven mod to be, it was intended to be a collection of mapping ideas with a small focus on horror. I wanted to do something with the idea of showing a mapper at work, and make a story out of that, what can be found back in the first few maps.
And then came the corrupted steam update, I explained it many times and will keep it therefore short here. But this did cause us more harm that you can imagine. The first 3 weeks or so we didn’t know where to start, Valve didn’t explain anything, the community had to sort it out themselves. Ones we where able to start fixing stuff it was immediately clear to use that we had to redo many things, custom sounds didn’t work anymore, custom models needed to be compiled again, animations didn’t work anymore, and so are there more issues. By then the mod was nearly finished and we simply didn’t had the strength anymore to start all over again. There where even weeks that I thought of quiting all together and just throw the mod away. But I never have done this with previous projects and this would certainly not be the first time I would simply because it wasn’t even our fault. It was caused by valve.
So we decided to see what we could keep in, and put it together so we still could release a well playable, bugfree mod (although Phillip had one place that kept him crashing and I have heart from someone else who had also a crash, but then in a different map. Why this happens I don’t know because it doesn’t happen to anyone else). This took us still 5 months of daily hard work, when I look back on it I remember only frustration. That is why the mod starts out with some kind of story and does it seem to disappear half way the mod.
I am glad that the system I implemented is so well received, that the player can choose between hard and easy, meaning more or less enemies, more or less health and batteries. Maybe would it have been better to explain puzzles with only a text on screen. But I thought a image speaks a thousand words, and it would be more clear to show the solution to a puzzle. Also have I read several times in comments that some people think a explaining text on screen in the old school way to do things. My idea was to make a mod that would be liked by those people that otherwise didn’t like my mods in the past due to the fact that they where to hard, qua puzzles and or gameplay.
I have to fully agree with you Phillip that it is indeed bad design to make the water in the last map available to enter in some places, and that when you fall from that catwalk you get eaten. That does sent indeed a wrong message to the player.
The complains about that some textures stretched, that I have heart also in other comments on this mod. And that does surprise, because I do try to work as detailed and focused as possible. But there are just so many things to look at and keep in mind that it is easy to overlook some things. And it is true, my main focus is indeed on quantity and then quality. Personally I rather like to play a mod with 10 maps that are ok for say 75%, as 3 maps that are ok 100%. But this discussion we have had already many times before.
And even when Phillip didn’t like the mod, I still am glad that it was ok enough for you to play it till the end. To be honest, I was afraid you would think less of the mod, lol.
All I can say is that I am glad that this mod does fit between my other mods, so it will be liked by those who did like the previous mods I made.
There is just one small word that I personally think is not true and that is the last sentence; “… with little regard for details. ”
Its the word “little”, I do try to work as detailed as possible and for sure do I keep my eye on detail. And personally I do think that my maps are detailed enough. Problem with detailed mapping is that it takes ‘space'(read enddate, this is a outcome of the compile log. And the steam update caused that when the enddata before could be 100% or even a little bit above that, it now can not be above 70% or so, or the map isn’t playable at all anymore). When you like to make maps as large as possible as I do, then it does cost you something; detail. You can only place so much in a map. You can make small maps with a huge amount of detail, or make them bigger and get less detail. I always do try to make every place in a map look as detailed as possible. You will never find rooms or hallways that have nothing in them. That I call having no regard for detail.
I am fully aware that this mod is not as good as the previous ones, I hoped it would have been better but knew from the start that this would just be a small mod, or just something that could be played between.
leon
I suspect if you’re trying to max out entity data then that’s why players have been getting crashes. There’s no harm in splitting up big maps, HL2 did it a huge amount and that was before the later engines sped up the loading time.
I don’t particularly understand the point of the easy/hard (no normal?) selector when I had already chosen what difficulty I wanted the mod to be. Furthermore I’m convinced there is a way to have entities react differently depending on that setting, although I have yet to figure out how (I’ve seen references to different difficulties in decompiles Ep2 maps).
Leon, Thank you for your reply. When I talk about “details” I am not just talking about the amount of “things” within a level. Yes, I agree your mods don’t look empty but it’s more than that. Below are a four images that I feel express my thoughts quite well. They are taken from near the beginning and are not necessarily an isolated incident. Please click them to see the full size images.
I agree. It really it is a question on how it’s put together and not how much is put together. One good thing about the HL2 games is that most of the set pieces could actually serve a purpose before and after Gordon arrived there and killed some Combine or headcrabs.
Most of Leon’s maps are built the other way around. A gameplay idea and the levels working as a background in which that takes place, with little regard to the actual meaning or function of those areas (there are exceptions, but that’s the general feeling I’ve gotten over the years).
Games like Doom or Serious Sam were very obviously designed with the objective of having the player be there and kill things, without the architecture having to make sense at all or be part of a coherent fictional world. Same thing could be said about Tomb Raider, etc.
Half-life 2 however is not one of those games.
So the question is (and its a general question, no directed to Leon in particular), what good is it having textures properly aligned if they don’t belong in the room they’re in? Why does that texture have a very detailed window and yet there’s only rock on the other side? Why do people worry about realistic props and textures when their themes and layouts aren’t realistic or logical?
The results are a mishmash of elements that will look wrong for many people, even if individually a lot of things have been done right.
Yes, this is where Combine architecture is at its most cunning. To the story-centric player they just see a Combine blockade put there to regulate entry to and from an area, sure its just blocking off a road in an unnatural way but that’s the way the Combine work. However really its just there to seal off the rest of the world and preserve the level layout. Ending a road in a barricade allows the level to feel a lot more believable then just having the road run into a brick wall.
There’s a big difference between having a Combine blockade and ending a road badly.
[Text removed because it broke the commenting rules – Phillip] … That makes me severely dislike his mods sometimes.
Your character assassination is completely uncalled for. Whether you like his style or not, no one can argue that Leon hasn’t been a creative mapper over a plethora of FPS games. I feel his earlier work in Coastline to Atmosphere was probably his best, over Strider Mountain, but he’s certainly willing to take risks in his designs.
I’ll give this mapset a fair shot, and see where it fits on the scale. I’ve always found Leon’s work to be well above average, at any rate, and I’m sorry to see him leaving the HL2 modding scene. Thanks for your efforts Leon.
I was aware that this might be seen as an anomaly but I do not see it as such.
My interpretation, intended by Leon or not, is that this is a gated private road.
The area behind the 1st, opening, roller door can be interpreted as a garage.
Behind the 2nd, locked, roller door can easily be seen as small storage area for tools, weapons etc. A tad thin but wide enough
I checked this most carefully.
That’s stretching the possibilities too much for me. The design of the area doesn’t fit with a private road.
Then why have such a roller door? It’s too wide for the room.
As Leon has admitted, he didn’t think about this and this was just one example of his way of thinking. We might be able to find excuses for all these situations, but that’s exactly what they would be: excuses.
It fits perfectly as a private gated road to the building.
An interpretation is not an excuse. Neither Leon nor Baltic need excuses in my view.
I do not and would not lift myself falsely to their level and provide unnecessary excuses.
However, I do have my own open mind and find my interpretation is valid to me.
Door too big! I’ve seen roller doors in workshops of that relative size.
If you open that door the amount of space would be one-third the width of the door. Perhaps you have missed my point. The corridor behind is not only in the way but cuts across the available space by two-thirds.
Or you could just point out what I would say is the main issue in this case: A small access driveway going into the building would not have the distinctive white markings that we associate as differenciating the lanes of a two-way road.
That cannot be denied, bother.
hey phillip,how do you get past the auto turret bridge?The road ends after the trailer.
Go the other way.
@rob13step
Don’t go the other way! You’ll get mown down by the turrets.
Opposite end of the bridge to the turrets.
Between the trailer and the Combine wall — search.
There are 3 traffic cones about a vent.
Drop through vent.
Happy Headcrabs 😀
Please Do them!!! Mr. leon, I love horror maps, no matter if they are too repeated in the concept, also I have 2 say I loved your previous Strider Mountain work!!, I have to say you have created a clasic with that mod, story was good and fits into the HL universe so well!!.,and also another thing I like of your work is that you have creatitvity and I love work of those creative modders.
Anyway, I hope u didn’t stop ur mods, and present to us some horror maps, no matter if they are few I am sure I will enjoy them!!!!
I reckon I’m about to get shot down in flames here, but I don’t care. I’ve only been playing HL in all it’s forms for a few years now and I’d never heard of Leons work (edit: except Strider Mountain) until I played Final_Project. I LOVED IT. I really, really loved it! I don’t care what the purists say…it has to be this and it has to be that. It doesn’t have to be anything, except fun to play, and this is exactly that.
If I’d bought this as a stand alone game I wouldn’t be in the slightest bit disappointed. It’s like a book I can’t put down, always wondering what is going to come up next. I’m now going to go and play his other stuff and if it’s as good as Final_Project, I’m pretty damned sure it won’t let me down.
Leon, I tip my hat to you.
i did not feel compelled to finish Strider Mountain. While all the maps in SM looked pretty good overall, they all seemed to have at least one huge annoying bug requiring a console command to pass through. In addition, the level design caused me to get lost and/or not know what the hell to do in a map.
That said, and after reading the comments, I still don’t know if Final Project is a mod for me.
Great mod, I enjoyed it a lot. Granted, the stealth section was a bit rough but the great scripted sequences, combat and general spooky atmosphere easily overshadowed it. Easily recommended.
well, I guess I can put my two cents in, first off, I would like to say thank you to leon for putting an easy/hard choice in-game… I am not saying I like playing easy games, but leon has the tendency to place 20-or-so combine in one enclosed area, and often times he would have mobs of stationary combine placed in horrid locations, where killing them seemed to always result in a hit taken. playing on hard, but taking the easy paths made it feel more like a logical fight then a one-man-army senario.
but the problems I had mainly involved glitches, which were mostly caused by leaks (things like water glitching, strangely lit props ect.) and in one case a lack of propper player clipping (on the bridge with the auto-turrets on one side) where I used a truck to hope over a displaced wall, and get stuck.)
the ending was very good IMO, It gave me that sensation that I had just finished a good book… despite the fact I was complaining about helicopters at the time… and leeches
it was made ever more sweet when I replaced the end song with “beyond the sea”…
and did anyone else notice that the player falls down holes a lot?
Yes, I forget to mention that.
I have enjoyed ALL of Leons Mods & Maps! Thank you Leon it’s been a good ride!!
The “Prey” mods were very enjoyable also(still have “em all) It’s a shame someone made some STUPID comments about your mod (not from this site) it shows the mentality of some! I don’t mod/map, but I wish I had the talent to do so! I didn’t have any problems like getting stuck or FR drops, I do run with all graphics maxed, and set for WS with the res at 1920×1080!! I have to addmit I did prefer SM better tho! Sometime I get the feeling that Valve did this on purpose(screw things up) to stiffel the many mod makers out there, but that’s my opinion! Try to make some more “Prey” mods if you can? lastly the music in this mod was great!!! 😉
Overall, I am seriously impressed by this mod, and find it a fitting “swan song” for Leon’s departure.
A funny thing…the masterpiece, to me, is the introductory Combine-Zombie battle. Watched the mayhem for several minutes, until my wife threatened to put me in the funny farm…
Also enjoyed the mod from the point of view of the mapper. Added a bittersweet flavor to the story.
wow, what can I say, I am pleased that most people here do seem to like this mod until now. I was afraid that it would be received less good after SM and CtoA. It’s true, this mod doesn’t have the quality (when you want to call it like that) that SM and CtoA had, but this was also never the intention. Fp started out as just a few maps in between, but did grow like always in to a 10 maps mod.
It’s funny Phillip, but nearly always do I have to agree with your constructive criticism, and this time is no different. For instance the 4 screens you placed in you’re second comment, and the explaining text in them, (thanks for taking the time to do this like this). When you put it like that I just can say, you’re completely right. The funny thing is that you really did open my eyes with this, that road is indeed silly there, even more so because at the other side of the shutter there is no road at all. You should think that I would see these things when I map, but I don’t. and I can explain why this is.
when I map I just have a idea in my head and start making brushes, I never make a scatch on paper (or pc) to make a layout of the level. I just start and I see where I end. with this way of working you get things like that road etc. why don’t I work the other way around, make first a layout, well, to me the most important part is that I have fun in mapping! and that I can make exactly what I want when I want. making a level takes me between 2 to 4 weeks, and then there is the polishing (read bug fixing) of the level what takes roughly another 2 to 4weeks. should I know weeks in advance what I will be making then the fun disappears for me. I map around 6 to 8 hours a day normally, and to be able to put in all that time and effort it is very important to me that it is mainly fun to do so. it’s clear that this does cost something, mainly the issues that are talked about by Phillip and others. But, it’s this or nothing I guess. like I said, its very important to me that I can make map what I want when I want to. only then can I make so many maps as I do. Should I get payed as leveldesigner then of course would it bedifferet and will I first develop the whole level in a layout before I start working on it. but because this is just a hobby the most important part to me is that I have fun while I spent all these months working on a mod.
I forgot to comment on some other aspects in my previous comment that I still would like to make. this mod does indeed look like a Hl2 mod and not a ep2 like you mentioned in you’re first comment Phillip. this is because it is made as a hl2 mod, and it would have been released as one too, would it not be that this was made impossible by that one steam update. of course could I have spent even more months on it by making it into a ep2 mod, but to be honest didn’t I feel like that anymore after that hugely frustrating update. it did already take 5 months of extra work to get this mod working again like it is, and to me the fun of mapping was gone, all I wanted was to release it.
Then about the easy/hard system I added. Above someone asked me why I did add it in the first place, because there is already a difficulty system, and, why did I not add a Normal setting then too.
well, this system I added is very different from the normal difficulty setting. because with that original system you only make enemies easy or harder to kill. but with the extra system I added I made it possible for you as player to choose between the amount of enemies. so, it doesn’t make them easier or harder to kill, it just makes less or more enemies to spawn, what is ofcourse very different. and adding Normal to it wasn’t necessary. I think that less or more enemies was enough, a thirth setting isn’t necessary. and, it does also make that there is less or more health and batteries to be found, what isn’t possible either with the original difficulty settings.
i did add a small cutscene in the mod when you find this easy/hard system for the first time, where you see 1 combine running around the corner, and a health and suitcharger on the wall when you choose easy. and 4 combines running around the corner, and no health and or suitcharger at the wall, when you choose hard. I hoped this would explain how this system works.
at last I would like to point out that I didn’t do anything about the difficulty of the enemies. it is mentioned before, in comment about SM and CtoA, and now again people do think that I did make the heli and some combines more difficult to kill. but this is absolutely not the case. the heli in FP as just default heli’s, the fact that they take so many rockets to get down is due to the fact that they can fly far away from the player. the more distance there is between the player and the heli, the more rockets you need. in SM Baltic did even add some kind of scripting that made the heli easier to take down, otherwise it would have taken more then 20 rockets to get it down.
same counts for the combines, they are normal combines, with normal difficulties. nothing extra. why people think they are harder to kill is mainly because I make them more aggressive, meaning, I make them aproche the player more and faster as maybe is the case in Hl2(ep2) itself.
then about that this is my last HL2(ep1,ep2) project for now.
i am really glad that I will be missed, it proves that many people still liked the maps and mods. but, there is a time from to start, and to end. the thing is, I made over 50 large sp-maps with Hl2. and there is simply nothing new anymore to it, everything I had in mind to do with this game I have done. and like I said before, the main thing for me is that I have fun while I map. and when you have mapped daily for 6 years with one editor/game, then it is no challenge anymore. there are no surprises anymore. it gets old so to say.
that said there is ofcourse the other issue, the way Valve threats its modders is really a big disappointment to me. you really have no idea how angry I have been over the years on them. because we have had many of those updates that caused a huge frustration to us as modders. not to forget the time and effort it has taken to fix stuff, after we figured out what valve did chuff through our throats now. it just makes it nearly impossible to work with. the first thing a mapper needs is that he does understand his tools, and, can rely on them. and both issues are sometimes far away.
beside, there are so many other good games around that simply are shouting to me; MAP WITH ME!! that I can’t resist.
and, for years I wanted to make a game of my own, and it seems that the time is near to do so. the last year much has changed, there are engines now that seem to be build for indie development, (UDK, Crytek sandbox, etc). so, maybe we will start with a game of our own, or we will start modding with a new game. but for now the HL2 time is over, even when it does feel like a big loss to stop with this. because the HL2 community, and PP in particular do feel like a nice warm bath over the last few years. therefore I really want to thank you all, Phillip in particular for all the room he has given me on PP, and all the constructive criticism that came with it.
i would like to end this comment of mine with that I never could have made all these mods without the huge help of Baltic.Forever. He was and is a very valuable friend and co-modder to me and without his input many things wouldn’t have worked.
leon
i still forgot something that I would like to add, from time to time do I hear the comment that in FP and SM some people have troubles with the maps, they don’t know where to go next. It seems I can’t do good no matter what I do. In earlier mods people said they where just going from A to B, there where no side roads to take. it was way to linear. And I agree, so the last 2 years I have changed my maps into not linear. And now some people complain they are not linear enough.
you can’t have both, just get used to it, from now on the maps will be most of the times not linear.
leon
Thanks Leon, for the maps/mods, through the years. Be rest assured that it was not time wasted. Thanks again.
BTW, which game editors are you planning to replace with The Hammer?
I was very impressed with Phillip’s critique of this mod, and the point he made about the road to nowhere was very interesting. I tend not to notice these things because my demands of a mod are very straightforward – I want it to be immersive, difficult, and requiring skill and thought to progress. I also like big impossible engineering environments (like the sky levels in FP). Leon’s maps and mods have always fulfilled these needs so a massive thank you, Leon, for giving hours of pleasure. I will await your next project with great anticipation 🙂
Holy mother ! IS THIS IT ? 10 hours of gameplay ? ARE YOU KIDDING ME ? This is the worst mod I have ever played ! Do not make such a thing again, never in your life … I don’t want to use the recommendation system, and I give this mod a NEGATIVE 100 out of 1000.
how do you get past the auto turret bridge?Ivegone under the trailer but to no avail,the road ends.
[spoiler]Go to the other end of the road.[/spoiler]
I can’t say this is the best Leon mod I’ve played, but I still can say play it now. Mostly because of his vertical mapping involving climbing (and falling), vertical combat, and tweaking my fear of heights. Thanks Leon
The mod was pretty good considering it got raped by the valve update. I liked it and I want more.
Ok im going to do this review fast, cause here in my country is 4am!!,(and u know I need to take a nap) yes untill this time i’ve finished the FP mod of Leon.
First of all im giving it a play it now just for one good reason, the plataform avobe the city, playing to those altitudes is unique and fantastic and deserve play this mod, but here’s my conflict with this mod, I think that leon should have been lead this mod to an especific goal, because I think this is just a big conjunction of maps, thats all, and it doesn’t cover for me what a good mod requiers to be called a MOD, I mean the storyline is basic. Here we just follow the brain of an adict modder and its seems to be that we also experiment his delussions.
So I cant say acurately if this is a mod like betwen the fantasy and horror. epic something…, I mean this mod has a little bit of everything and I think thats it’s big lack!
Leon should start a complete horror mod instead of the few glimpses of that concept at the begining that I dislike honestly…., also some parts of the mod seemed to be like “Lost Strider Mountain Maps” I think he should had been released an especific map pack with that name than just add’em to fill this mod.
I think SM was a classic mainly because he released that mod with a simple but big concept and storyline, going to a mountain-climb to the top, descent to the bottom, grab vital info in the meanwhile and get the heck outta there!! and we could see the concept perfectly fit in those maps the great heights and views, and so much combine combat action.
Also another great thing I like about this mod, and I think that’s a strong personal criteria to qualifie a mod as a “deserve play it” is this: THE WEAPONS, I love new weapons!!!, no matter if is just the skin, I love them, love the AR2 here and also love the SM weapons, no matter if the moder only give us just 2 new one from the original HL2 mod I just love the sound and the view of new weapons…. (i’d recommend phillip, that maybe he would put a tag into the tag views section of PP, with mods that present alternative skin weapons or even new ones).
So leon, finally, keep on working I like your mods, but try to allways set concepts to them and you’ll be doing good mods and not just kind of disoriented projects.
Final note: Please don’t make flying things such as helicopters so HARD to kill, that’s kind of too much frustrating sometimes and if u repeat that is boring too.
Pd. hope u can make an horror mod, or some another thing within the HL universe I could sugest something like “Hunter Mountain”, or some thing relative to the heights that u love to work with.
Guess I will have to finish the mod before I can use the recomendation system but I am leaning heavely toward “Personal Favorite”.
I am stuck at the map where there are a hundred or more? boxcars and I climed up to where a bridge collapsed and right below that are two force fields. Can not jump across to other side of bridge..invisible wall stops me.
Can not get through or bring down either force field.
Help!
BTW..so far..man this is one great mod!
The design and the weapons are terrific.
I think your in the area shown in Phillip’s screenshot 103.
If yes:
[spoiler]Jump on to the bit of the bridge hanging down. It falls down and you fall down with it.
Look down to a pile of crates and you will see a vent grating for you to get through.[/spoiler]
Ah, got it..thanks a bunch.
Actually was map 104 but I degress.
The problem was that blown up bridge fell all the way down and I was blocked from
jumping down to access the crates below!
Thank you Leon and Baltic.Forever for the best mod I have ever played.
Pure genius on many aspects ..the innovative Easy/Hard system, the great graphics..that bridge construct with the first chopper..marvelous!
Loved the very short horror map in the beginning…made me jump out of my set a couple of times.
Special thanks also to your weapons coders and designers..very well done.loved the power of the shotgun! Did need a one shot,one kill magnum though.
btw..I never noticed the stretched textures (I play @1920×1080), never noticed getting killed in the water (just make the jump man!), never crashed at the armored car point, etc.
Maybe Leon will be back after HL 3 ?? is released!!
If u like this suerlly u loved strider mountain as I did right??
yes, I throughly enjoyed SM as I have all of Leon’s (Spy) mods.
I liked it A LOT!!! I understand the horror theme at the beginning but I really started enjoying it when it got to the regular style combat scenarios.
Leon – The Final Project statement is made several times throughout the mod. Are you saying that this is it and you won’t be doing anymore mods? Say it isn’t so. That would be such a loss to our community. I’ve enjoyed everything you’ve done and consider your work to be top notch.
Thanks for including the option to bypass the stealth in the one mission. It’s not my favorite mode to play but I made an honest effort to play in stealth mode. But I just couldn’t find how to prevent the first guard from coming back to whack me. So, thanks. Nice to have the option.
Anyway, I enjoyed this mod and appreciate all the effort put into completing it after Valve’s update. I hope I’m going to see more from you.
I have to admit to the quality of Leon’s mods, but I still don’t like them. This one is no exception. Leon seems to create really long mods, but he doesn’t pay enough attention to details.. I found the choice between “easy” and “hard” at some points during gameplay a nice touch, but even that was unnecessary, as there is a build-in choice between difficulty levels, that works perfectly fine already.. What is there else to say? Well, this is a nice mod, yet it didn’t manage to impress me too much. Play if you must, but be sure to check out other, more deserving mods first!
thanks to all that took the time to comment here, and I am quit amazed that there are certain people who call this mod a Play it now! or even a personal Favorite!
it’s true, this mod isn’t nearly as good as our previous Hl2 sp-mods. And like one said, it’s not even so much of a mod as more a collection of sp-maps.
I already explained a lot about why this is as it is above, but I will repeat my comment shorty again. I wanted to make a mod about myself as mapper, but because of the update of steam a lot was destroyed. And I couldn’t find the time and effort again to do it all over again, so we fixed what we could and released it as this. So, it is indeed a mod that does start with a story that doesn’t seem to go on in later maps.
About the heli, I didn’t change anything to the difficulty setting of them, honestly!!!
the thing is, that the further away the heli is, the more rockets you need to kill it. All I did was add the heli’s as default. And about the weapons I have to be honest too. We didn’t make any of them, all we did was search on the internet for good weapon mods and added them to this mod. Still, I too have more then enough maps and mods played with the original HL2 weapons and LOVE other weapons now.
And about new projects, there will not be any new mods of me with Hl2. I am pleased to hear that so many people would like me to continue. But after 6 years (and 57 large maps)of Hl2 mapping I need to go on. For sure will I see what Valve does with HL3, or ep3. But I am afraid that ep3 will be nothing more then Hl2 ep2 with just a few new models, and one or maybe 2 new enemies. And when this is the case then I will probably not return to HL mapping, (maybe I will make a few when I have the time for it) because I will go on with leveldesigning, that is for sure!!!
We are looking around to see if we finally can make our own game, no mod, but a real own fpshooter.
Thank you all for the nice words about FP, and to those who didn’t liked it I can only say that it is a shame that you don’t like it. Although I do understand it, my mapping is known for some certain issues, and when you don’t like those then you don’t like my maps. It’s simply impossible to make maps that are liked by everyone, although there are some issues that I could do better like I also explained in earlier comments of mine.
o, and about the easy/hard system I did add to FP. there is a big difference between the original difficulty settings and the system that I added.
the normal difficulty settings only make enemies less or more powerful.
the system that I did add extra does make that more or less enemies are spawned, and that you get less or more health and batteries!
so there is a big difference between the 2 systems!
thanks
leon
I am enjoying playing this strange and unusual mod.
A nice premise of the modder descending into madness I think?
Some very nice scares, with plenty of head scratching moments amongst the action pieces.
To me this is a very unique and intriguing way to run a mod. Or should I say, amok!
Crazy fun and nice graphics.
PLAY IT NOW……
UPDATE.
Finished the mod and it was a treat to play.
I finished it taking the ” easy” options when given the choice.
Good graphics were slightly marred by the opaque brown water texture, but that is just me nit-picking.
I liked the unique story idea, which worked well and explained all the madness prevalent in this mod! Good homage’s to other games and mods were a nice treat in an interesting mod.
Love to have been able to play the anticipated version before all that Valve ” madness” forced the changes.
But still, a nice ending………….
I thoroughly enjoyed playing this mod and I will be playing on ” hard” later.
Meh, pretty much like Strider mountain.
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Brilliant, a personal favorite. Its so creative and enjoyable. It is indeed sad that leon isn’t continuing.
I was one of the testers of this mod and privileged to work with this quite extraordinarily gifted team. They are without peer.
I learnt a great deal about SDK mapping and what the pitfalls are.
I had FPS problems but my GPU, at the time, was way below the recommended spec” for EP2.
This was not a fault with the mod.
I’ve since replayed a couple of the chapters with a better GPU with no slow downs at all
Pros: This is a work of genius. The list is too long.
Play it.
Non-Cons: Yes, there a few trivial issues outstanding, all spotted and reported by the testers.
More than have been mentioned here and elsewhere.
None are game stoppers, none detract from the beauty of the mod or the game play and I doubt that many even noticed.
This mod was very late indeed. It very nearly did not happen at all because the Valve updates all but destroyed it.
Originally, it was an EP1 mod. When this development team say they will release, they do release, always. They toiled hard and converted a lot of what they had to EP2.
This cannot have been enjoyment, just work.
They were desperate to move on and released with a very few minor issues still outstanding. It was either that or no mod at all.
Most artistic works of genius have minor technical faults.
Cons: I thought the ” hints” were overdone, almost insulting, actually. Except for one; I can understand the need for the ” STEALTH” section for anyone that has not played Coastline to Atmosphere.
This one is up there with the very best but the magnificent Strider Mountain is the very pinnacle of HL2 modding and will probably so remain.
A very fond farewell from this HL2 player to all the team.
I can but hope, along with many other HL2 players, that your absence will be short and we get to play more of your masterpieces for HL3/EP3 (I’m an optimist 😀 ).
SP-Mods team, I thank you.
Since everyone has already covered all the main points in Final Project (the superior action, innovative gameplay ideas, cinematic moments…) , I shall focus on the details and my personal perception on potential sybolism in the mod.
Be aware this may contain mild untagged spoilers.
I found Final Project to be unusually enjoyable. The sheer vaguenes of the story, at least in my opinion, made it much more fun to interpret. My ending interpretation of the plot ended with there seeming to be a lot of symbolism underlying the scenes. For example, in the final chapter, the scene with the main character (Speimich, or whatever his name was) in his living room (or whatever) with the barred windows and the television showing the outside world would symbolise his own entrapment in his home/apartment as he fufills his obsession with the creation of video games, and how he gazes out his window (or in this case, television) as shown in the opening scene to the bustling world outside. I also perceived the scene with Alyx and Eli burning up in the trail of fire (introduced in the first level) would symbolize the main character’s obsession “destroying” his friends, alienating him from others and leaving him alone. I also think that the “fast zombie” creature would symbolise Speimich’s suffering, fear and pain in general. The floating city could be a literal manifestation of the main character “having his head in the clouds” as the old expression goes, or the snowy region could represent Speimich’s isolation from others due to his obsession. His madness is also manifested, not just through the “horror” scripted events and supernatural anomalies (and through every scene showing how broken of a man Speimich is), but also how in one scene how he awakens in a solitary confinement cell, with a zombie outside, another representation of his torment. Also, the absolute vastness of the world (strengthened with the presence of an equally vast 3D skybox, especially in the sky world), could symbolize all of the vast, open possibility that Speimich has to build his worlds upon. This whole thing also gives me the impression that Speimich prehaps almost sees himself as godly, being the creator, and, in some cases, destroyer of the (virtual) world, which is also why (in the game) he can stand up against tons of enemies and impossible odds), yet, when it boils down to it (with no weapons or against the fast zombie monster), he is only moral and weak (the unkillable quality of the fast zombie entity could also imply that Speimich’s pain cannot be defeated). But most importantly, although I was disappointed with the general weirdness of the presentation of the ending (what is shown in the last screenshot posted by Philip), I predicted the main idea in it a mile away. I believe the ending symbolises [spoiler]Speimich working himself to death, literally. Working on his computer…off into the sunset (which is a common symbol for heaven)…then suddenly, he’s dead[/spoiler].
Then again, maybe I’m thinking too hard. I tend to do that. I did the same with the mod “Get a Life”.
But either way, the story can be percieved any way we see fitting. I just saw it in a more philosophical light.
In other areas of my review other than the percieved plot, I think that more customization could have improved the experience. I found that customizing things like model /skin replacements for the soldiers, fast headcrabs, helicoptors, ammo, health, effcts like muzzleflashes and explosions, and sounds like footsteps and for the menu/inventory myself after downloading the mod helped make it more immersive, and I found it all by searching the web. Then again, it would be tough to get permission to do that. Then again, every mod is better with more custom stuff (especially if its not supposed to take place in the Half-Life 2 universe), atleast in my opinion, although the opinions of people like Philip seem to differ.
Alebit a small detail, I found the recurring use of the “main theme” from the opening scene in other parts of the mod like when Alyx and Eli get burned up very epic and emotional. I literally found myself shaking when starting up the mod for the first time because of the choice of music, even though I know it’s borrowed from elsewhere.
There were a few easily fixed flaws that I noticed, like the camera clipping through a fence in the first map when it shows the sentilent fire (which I’m assuming is the product of the fast zombie monster) a wierd 3D skybox glitch when you find yourself in the area from the titlescreen (the rock/mountains in the skybox seems to clip through the physical world), or a lighting glitch from a fire in the underground mausoleum) but these only took away immersion, nothing more.
It also would have been nice if there was more voice acting (for some of the on-screen text), and if a voice actor with less of an accent was used (and the grammatical/spelling errors in the on-screen text).
I also don’t understand why enemies like fast zombies, poison zombies, and zombine were practically ignored and left almost unused (even metrocops and prison guards were scarcely used, making the custom models I gave them infrequently shown). I don’t know the reasoning for this, but maybe its just because they didn’t offer up any interesting combat scenarios.
I may start making video reviews for mods through Youtube, and if I do, Final Project will defiently be one of the first I review (it will also give me a chance to show my modifications to Final Project in the video).
Well done, Leon. You have succeeded in creating one of my personal favorites. Final Project brought me great enjoyment.
wow, I am surprised to read so many positive comments about FPD!!
because there where also quit some not so good comments on it, (mainly on Moddb). and that it even belongs to the personal favorites to some people is really nice to hear!!
I especially want to thank Cavou for his long thoughts on this mod, and I have to say that he does see much more in it as I ever intended to put in to. I already have explained before that this mod did start out as a HL2 (or ep1) mod, but that because of that steam update it suddenly changed in to a ep2 mod. it took us loads of time to first find out fixes for all the bugs and corruptions that came with the update, and ones we knew how to fix some issues it still took us a lot of time. this is the main reason why you don’t find much ep2 “stuff” back in this mod. and that you don’t find much poison zombies or fast zombies in it, or headcrabs for that matter is simply a personal taste of mine. but you already suggested that yourself. I loved the zombies and headcrabs years ago, but after so making so many maps with them in earlier mods I now don’t like them anymore. beside that I always was and am more of a first person shooter guy. I LOVE great firefights, and, well, zombies don’t shoot back. I am always glad when people like the music that is added to the mods, this was the case in CtoA, SM, and now with this FPD one. I did indeed just take the music from other games instead of making it myself, or use a artist for it. some games have such great music that I simply have to use it and this was also the case with this music, most was taken from Bloodrayne2, a 3th person vampire hack and slash game. even that opera like music was taken from there. I did doubt quit a lot if I could add that too, and even twice, ones in the beginning of the game. because I was afraid that most 14 years old players would hate it or simply would think it is dull. but then I decided, I make what I like to make, and can just hope that others do like it too. thinking of what players probably would like is a good thing, but it can’t be so that it does stand in the way of what I like myself.
about the voice acting, most people already guessed it, that is indeed my voice that you hear while you see the mapper in action, or his work in progress.
some people thought the accent was terrible and it never should have been added to the mod. but, I am Dutch and English is a strange languages to me, so you will hear a accent. that simply can’t be helped. I just hoped it would add something to the originality of the mod.
thanks you all for the nice comments,
leon
Leon’s mod’s have this odd quality about them related to the common complaints. I always give them a try, and they kind of grab me and ask “how long can you hold on? how long can you do this before you quit from a mixture of boredom, frustration and distaste?”
It is, all in all, another clumsy attempt at modding by Leon full over errors, poorly layed out and scaled levels, blocky architecture, poor timing, and, my biggest pet peeve: lengthy cutscenes of NOTHING INTERESTING WHATSOEVER right after saves. Many of the camera sweeps are to show me something I would have seen anyway.
The easy/hard mode chambers are a good idea only because his mods tend to be too difficult: in this case what I played of it wasn’t too hard (even on the hard versions) which was a pleasant suprise. In fact there was a lot of pleasant suprises early on but they were tainted by scripting errors, such as the fire room which acts weird if you pass through it several times.
Normally I would try to find more nice to say, and there are good aspects to this mod, but this is one part that truly annoyed me on another level. During one of the voiceovers Leon says “it is EASY to create a GOOD map, you just place a few walls like whatever add some enemies like whatever and you are done!” As a mapper this made me laugh out loud since it’s so WRONG. It pisses me off though, it’s arrogant! To make a good map requires much more than that. In fact, randomly building areas and simply sticking in enemies the way he describes and the way his maps are is a terrible way to make a level and any experienced designer will tell you this. Leon’s maps arent terrible, but they aren’t by any means good. He is a blind man describing sight!
Most annoyingly is I had the same idea for a mod, and hoped either I or someone else would do it justice. But unfortunately, Leon made this and it can’t be unmade; any further “what it’s like to be a mapper” mod’s will invariably be compared to this and that’s sad. Leon has ruined a great concept for all source mappers everywhere.
All that said, I don’t hate you Leon! And I don’t hate your maps, I always have fun playing them up to a point. They are like exercising: can you push yourself to that next ten pushups/room full off four hundred combine and zero health? Plus the first thrity minutes of this were interesting and made me laugh. The part with the needles and the vomiting was truly hysterical.
Much to my husband’s chagrin (he loves this mod), I’m not so impressed.
On replay, I found the first 4 chapters boring.
It was only from chapter 5 onwards, when SPY-Maps started doing what he does best, that I really enjoyed the game.
Also it was very “bitty’. You get to the end of a chapter, start the next one without the Suit and weapons. Even when you get them back you find some have not been replaced and the ammunition is less than you left at the end of the previous chapter. This ruins the continuity.
Yes I did get it as they say and that part was quite well done.
After Strider Mountain, this left me disappointed.
Worthy of playing though.
Absobloodylutely brilliant !!!!
I have just started to play but I always find enjoyment in Leons maps/mods.
I just wanted to say THANK YOU to Leon and Baltic and the rest of the team for the time and effort put forth for my enjoyment over the past several years. It is much appreciated and I wish you the very best of luck in your future and please let phillip know of your upcoming projects in whatever game or genre they may be, again Thanks
Very enjoyable so far, and hats off to Leon for providing so much enjoyment to our universe of HL2 mod players. Hoping that HL3/EP3 will lure you back, because your creativity will be missed.
I have a problem with a crash bug. In level _08, after leaving the train platform, there’s a twisty corridor leading to a room with a metal door which opens Combine style outwards on both sides. To the left there’s something that looks like a suit-up cubicle or transporter, and to the right some ammo – both these down their own twisty corridors. The crash happens when I return to the main room (behind that metal door) from either side.
Is there a patch for this?
Same problem with Andrew, I’m stuck and I can’t go on. Anybody with a suggestion? I really want to finish this mod because, so far, I enjoyed it a lot.Thanks!
A bit late, but for those who are still playing it:
it crashes also by me so what I did:
-noclip and proceed to the rooms in the back of that great room – save often.
At least you have to reach the left room at the back (right room is for amunition) and when you reach the corridor to the theater I got no more crashes.
At that moment I made a Save, left my game and opened my explorer.
in the map of the game I made a copy of the save.
In the future, when I com at that point – before I open the game! – I delete the actual Save and rename the saved Save-map to Save. Open the game and load the last saving and you are in the corridor to the theater.
(don’t forget to make a new kopy of your save-map !)
I’m really stuck in the shipping container area. I think it is at spoiler screen 103 or 104, where your at the bridge that breaks. I read a Reply from Jasper which state that there are soon boxes that have a vent near by. I not sure if this is the same spot but there are no boxes in this area. I have climbed up the device on the wall to get to the Combine Shields and can’t figure out where to go from there. Can someone help? I a great map that I’d like to finish.
Ok I found the boxes and the vent. Thanx Jasper….
At the end of the mod, your on the beach, where do you go? It can’t end this way.
Go (carefully) to the last island and get to the boat.
Well, I finally finished the amazing mod. This has to be the BEST presented mod I have ever played. Alot of work went into this project and it shows. I thought “Strider Mountain” was the best, but this one leaves it in the dust.
I know, I’m supposed to play before saying anything. But, I just want to say that if this thing has some errors, and makes me work a little to keep it going, big deal. This man has given me many hours of FREE fun, and I hate to see him stop. He’s a great artist, and provides many people alot of great entertainment. Hey Leon, you and I have talked alot in the past, and I consider you a friend. I really hope you don’t go anywhere, ok? Keep em comin!
And now, let’s get this thing going, and see his latest wild challenge. Sure hope my old brain can keep up.
Hear! Hear!
The master of quantity-over-quality strikes again (complete with inane and poorly spelled text messages!). Honestly, I can only blame myself for continuing to give him the benefit of the doubt. You know the bad: it’s the same stuff that’s plagued his other work.
The good thing is that, even choosing the Hard setting at those silly difficulty nodes, this map pack is far from impossible. You’ll recall that the same couldn’t be said for Coastline to Atmosphere and Strider Mountain (unless you’d been blocking those memories with medication), where you’re attacked by combine soldiers in numbers approaching 20 at a time (“this is fun! your are having fun!” the accompanying text messages would say).
All snide, below-the-belt commentary aside, it’s plain to see that Leon has learned a lot since his first map pack. The combat is much more balanced and interesting, the keycard-hunting and illogical jumping puzzles are on a steady decline, and the design and feasibility of his environments has improved much. There were parts of Final Project that I genuinely enjoyed, which is more than I can say for Strider Mountain.
In closing, we’ll all mourn the loss of such an iconic member of the Source mapping community. If you’re new to his work, Final Project: A Mapper’s Diary is a great collection of his best efforts, backed by the experience he’s gained over hundreds of virtual acres. Leon: best of luck in your future endeavours.
[/roast]
This mod has Coastline to Atomosphere maps, and Strider Mountain skins and sounds, haunted stuff appears outta nowhere like Zombies or Breen and G-Man, I think this is one hell of a mod! When I first played this mod, I was like “Holy Wizard of Hope, Leon is a genius!” If I see a mod like Spy Maps, it’s always like this: Combine Soldiers freaking everywhere, at least one Hunter-Chopper and APC fight, a Spy-Maps logo somewhere, using music from other games, some HL2 Characters dying, Manhacks and City Scanners found alot mostly in the beginning levels, no Rollermines, great mapping detail, and sooo much more to explain! Thanks again Leon! Thanks for the great mods!
Well, finally finished that thing!
Before you read be sure that it might include some spoilers, I won’t spoiler the most important parts but it is unavoidable to explain my rating without some tiny spoilers (no story spoilers, though).
The mod was a let-down. This doesn’t mean anything, though, it was for me a let-down cause I expected something much bigger than spymaps amazing mod strider mountain.
The mod itself is more or less a playroom for the mappers creativity, instead of connecting all maps with a story and slowly increasing the pace of the gameplay, all maps could also be released as single player maps. The story itself is quite..interesting but in many parts it comes that there is too much of it at once or too less of it.
The gameplay is good as usual, although there are some major problems as well. One is the stealth part to the end, haven’t we seen this one already once? Yes, and still the same problems, combine see you with a 230° degrees, they hear you sometimes and sometimes not, pretty random and the part where the troup is running and you have to hide, they often see you through the barrel or come back to kill you.
I say it once more now, you can’t proper stealth without modding the whole game, combines are probably the most hard enemies to stealth by, it’s just of no use there.
The idea with the solution is nice, but the symbol disturbes the flow.
Also the idea with the easy/hard ports at the start is good but it also kills the flow of the gameplay, and when people want to choose the difficulty, they set it in the options, choosing the difficulty at the start of each level is annoying as well.
The design of the maps although is pretty much perfect, they all look very good, maybe some lighting problems here and there with too dark rooms and such, but overall is very good.
Conclusion: if you have some time and want usual action and are no storydriven player, give it a try! Especially the end scene is worth it!
I came into this one knowing it had problems from the get-go, and knowing they worked very hard to try to make it into something worth playing, so I wasn’t disappointed.
In fact, I thought it ROCKED!
Phillip, you know I like and respect you, but you HAVE to give these guys credit: for a bunch of working stiffs, doing this on their own time, needing a fundraiser by YOU to get a vidcard so they can continue working, and getting something of this magnitude, is nothing short of magnificent, a miracle. If it were me doing this (yeah, right), it’d never get done, because between my job (which has shifts ranging daily between 5am-2pm, 10am-7pm, and 2pm-11pm every day, seven days a week, and a rotating set of days off that give me one honest weekend off a MONTH) and home duties, I rarely have time to sit down and check email, much less play games. So it’s a treat to get to play, and if these guys have real-life jobs, they’re pretty much in a similar boat.
And, given their mostly-non-English-speaking origins (I’m guessing, based on a few things such as misspellings, grammatical mistakes, and their spoken words), it’s a damned miracle they get much time off, since most nations don’t quite have the workplace laws we in the Western world have.
That leads me to things like the goofy road-going-to-hallway nitpick: I’m thinking that’s a reflection of HIS world, not ours. Here in ‘murrika, you would NEVER find that situation. However, it is a tad more likely in England (based on what I’ve seen on TV, admittedly), and in other urbanized areas of Europe, especially Eastern Europe. Given THAT, and that a small garage with an attached storage area makes sense in an urban environment, it then doesn’t seem so odd. Plus, if you factor in Combine oddities, then it even gets more sensible. Besides, who’s to say the Combine didn’t paint those lines, to guide the damn Hunters in and out of that garage?? 😉
Then, top it off with Valve and there shenanigans, and we’re left with a bunch of guys who jumped thru flaming hoops to get this done and out, despite the whole thing getting grenaded into pieces, forcing them to stitch it together into something decently cohesive.
So, Phil, buddy: be cool. So it wasn’t perfect, no need to toss a hopper mine into the room!
Leon, you and your buddies did a bang-up job on that mod, as well as your others. Yes, I can agree with Phillip that some corners got cut, and Google does have a nice spellcheck, so use it. And failing that, send me an email, I’d be happy to help (if you can be a bit patient).
But, beyond that, and the fact it does seem your mods get a bit out of hand and BIG, doesn’t take away from the enjoyment and the excellent gameplay. I really enjoyed that up-in-the-air section alot, the backdrop was excellent. I did have one area keep crashing on me, but going back to it from a bit further back from the savepoint solved it, and that was the only one I ahd issues with.
I’m calling this a Personal Fave, it’s a damned good one.
Good job, Leon et al, y’all were awesome. And thank you for the hard work!
Valve: stop futzing with the games to the point you break the mods! And give Leon and his crew a job! (And send me the headhunter fee!)
OS
Don’t know why but I seem to get “not found” when trying to download this…. however I did find it at http://www.gamefront.com/files/17368216/hl2-ep2-sp-final-project-diary-v3.7z/
I liked it, fun and LONG. A few problem areas but hey, I can deal with it. I do however wonder how I too can get a desktop computer to run in a row boat like at the very end….LOL
Please help me!
I don’t have the skybox in the snowy levels, that skybox with the giant moon!
It’s just a hall of mirrors effect in the sky!
What should I do?
Thanks in advance!
Cinci
I like Leon’s style of mapping
This is a great mappack!
Map 8
Every time I move at the same place (you come at the three-pieces-door that opens automaticly and then you have at the right a small room with suplies and weapons and at the left side some kind of small elevator (I suppose):
i get the message (translated): the instruction at 0x1097225f … memory 0x0c964454 … read or write on memory failed.
Anyone knows what I can do? (reinstall??)
Thank you Mr Brinkmann…..one of the best mods i’ve played, fun all the way. A great and original idea ( I think ) that made it all the more interesting.
Although played on medium, I always selected the hard option when offered during the game. The game ran smoothly without incident.
I could not get into position as shown in picture 93 as I just slid back every time I tried to jump up. I resorted to noclip for that just to continue. The final helicopter battle was too difficult for me. Running around in the open to get more rockets???
I loved Strider Mountain and Coastline to Atmosphere. I didn’t realise this was one of Leon’s until I heard his voice. It’s so different; it starts like a nightmare and slides back into that occasionaly. I jumped several times with his little ‘surprises’.
I understand Phillip’s comments, but I do not agree that this was “a normal mod’. Going through a door to find yourself in a totally different environment reinforces the nightmare feel. You get that in a dream and nothing makes sense. Anyway, you still want the combat, don’t you?
The spelling mistakes are hard to accept if three of the team speak English, although I have to say the standard of spelling in the UK continues to decline. Apparently, English teachers do not regard it as important (which it was when I left school in 1965).
I also hope that the coding issue is resolved so that I can look forward to more from this great mapper. Rock on, Leon!
Manually
Medium
11 Hours
Even using malortie’s SDK 2013 Patch this mod is still very buggy. In the 7th map I had to noclip through a door, because soldiers that were supposed to open it got stuck behind it. In the 8th map the mod crashed in exactly the way already described above by Gilbert. Reloading the autosave from the start of the map did not help, so I had to stop playing at this point 🙁
I always love Leon’s works and really enjoyed this oldie very much. Spent several days fitting in the gamplay as and when I could. It’s been a blast but, as far as his HL2 work, this is the weakest imho. But it’s still great!! I didn’t care for the earlier scenes which threw me about all over the place – just as i was enjoying a particular area… But this is the mod and it works well. I really enjoyed the combat and the places to fight… This is staying installed!! Love it.
I found it more annoying than fun. The constant teleporting from area to area. I like their other projects.
Manually
Easy
30 Minutes
Very very good map. I put it in medium because there a part that says “Easy” and “Hard”. Cuz I play it in gmod, I go hard entirely. Long but like it
https://www.youtube.com/watch?v=hIZOO-UVdFc&list=PL5MfhJVT6wIKbXxhAvpcJxjx8m-uEG42x&index=154&t=3544s
Manually
Medium
1 Hour, 26 Minutes