You’ve been sent to what seems to be an abandoned water treatment facility.
After confirming there are no Combine left, you just need to get out.
Unfortunately, the lift needs to be powered, but once there is power, you find you are no longer alone.
Can you survive long enough to get the elevator?
- Title: Floodworks
- File Name: hl2-ep2-sp-floodworks.7z
- Size : 2.37MB
- Author: John Araujo
- Date Released: 02 April 2013
Download directly into MapTap [2.37MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy start_the_generator.bsp into your C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps folder.
- Copy the materials into your C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\ folder.
- Launch Episode Two
- Open the console and type start_the_generator and press ENTER
If you require more help, please visit the Technical Help page.
The playthrough/walkthrough below is provided by PlanetPhillip. See more of my playthroughs on this site: VP: PlanetPhillip.
Click on the tabs below to select the size of screenshot you would like.
All sizes are the same screenshots, just in different resolutions.
WARNING: The screenshots contain spoilers.
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69365 days
Using Gauge: Users
Manually: 4 Users
Time Taken:
Average: 0 Hours, 15 Mins
Shortest: 0 Hours, 10 Mins by Maki
Longest: 0 Hours, 20 Mins by dougjp
Total Time Played: 1 Hours, 47 Mins
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If you can look past the textures and associated ambience they create, this is a fun little map.
The author neatly controls my movement and direction but make it interesting enough not to seem too linear.
I found the first playthrough tough, which is exactly how it should be.
My only issue is seeing the enemies spawn and where did they come from.
All in all a fun 15 minutes or so of shooting zombies.
Go get ’em!
Using Gauge
Medium
17 Minutes
I can’t shake the fact that this level feels incomplete. It’s more than the dev textures and absence of props – it lacks a certain something that makes it memorable.
Biggest issue with this map is the spawning. The author uses corpses on the ground to represent enemy spawn points instead of individual enemies, so you’ll frequently dispatch a Zombie only to find moments later that another one spawned in the same place and is here to backstab you. I don’t get this. Aside from going against convention, it’s not fun. Every spawner feels like it produces an extra 2 guys it doesn’t need to.
After getting the generator back on, we head back to the elevator and wait for it while holding off a ton of zombies. Some music would have helped. These types of standoff scenarios often benefit from designing the areas like miniature deathmatch maps – very interconnected with various loops to travel on. The author did get me to shuttle between the ammo crate and the elevator, but I otherwise didn’t feel like I had many strategic opportunities on the narrow catwalks. It doesn’t help that it’s one of those scenarios where you’re fighting the same respawning enemies over and over until it arrives. It doesn’t ramp up, in other words, it wears you down through repetition. There is a health charger on the wall, but who can use that in the middle of a battle?
This is barely a Play it Later for me.
Manually
Medium
10 Minutes
This is one of those maps that are not technically good, but they’re still fun nonetheless.
Combat was really fun. Yeah, it’s obvious that you can see where the enemies spawn and all that, but I still liked it.
Though, the thing that annoyed me the most were the textures. I don’t know if it’s the author’s first map, but it looks really amateur. I don’t want to offend you John, but I don’t like maps with dev textures.
Now, I can continue ranting about the atmosphere and the lighting, but that elevator defence sequence was bloody awesome and makes me forget about the rest of the map’s problems. Maybe it’s just me, because I love those sequences generally in video games.
Overall, this map is not what I would call a must play, but if you want to kill some zombies and forget about the rest, then you should play it.
With an unfinished look all we’ve got to go on is actual game play, and for the short amount of time that it takes to get this map done, it’s still quite entertaining. I think with finished lighting, textures and any other bits like music cues and spawning corrections, this would be a nice addition to a fuller mod.
I only found one gun, was there another?
Manually
Medium
15 Minutes
I found the Magnum and Shotgun. Despite the SMG ammo crate, I never found the SMG. I also noclipped around the level and couldn’t find one anywhere.
Huh, I didn’t find a shotty, but then again the Magnum is about my favorite gun, so… 😀
B’BLAM.
The truth is, there are only two weapons, the Shotgun and the Magnum. There is no SMG, that ammo crate is for the Magnum.
Man, that’s the second map in the last couple weeks with an incorrect use of an ammo crate.
Well here we have a little quick one Play it Later that can hurt no one.
And I’m actually curious about if those textures were intentionally designed like that, you know like a naked blueprint of the whole map; or if this was a bigger project that never get done with the proper realistic textures. Maybe the whole place was meant to be like a sewer??
But overall I quite enjoyed that zombie battle though I prefer to fight The Combine, and the whole map remember me to the cool “Swarm” mod where you have to fight against progressive hordes of CMB soldiers in that blueprint scenario.
Using Gauge
Medium
15 Minutes
LOL were not 15 hours of gameplay! but 15 minutes, maybe only G-String over pass that crazy gameplay time!
I’ve fixed it.
I had to resort to the video, completely missing the 1,2,3. A fairly enjoyable gameplay with the possibility of finishing successfully. I wish it was graphically complete as it likely would have looked great. A nice mix of rooms and the map size was decent enough.
Using Gauge
Medium
20 Minutes
You know, this shows potential. It’s fun to shoot zombies 🙂 Perhaps if the map was better or maybe just simpler? But a little larger too? Feels coop to me. Nice.
Manually
Medium
10 Minutes
This is an unusual map because of its textures. Map is small and not very difficult, but in the end it becomes very hard.
Manually
Hard
20 Minutes