Gordon arrives on a single carriage to provide support for daring resistance operation in City 12.
Your objective is to lure a Strider into the open so that it can be destroyed and studied.
Of course, the Combine have other ideas. With a few rebels you set out to try.
Basic Details
- Title: Mandate Of Liberation
- File Name: hl2-sp-mandate-of-liberation.7z
- Size : 5.04MB
- Author: Eric Young
- Date Released: 15 March 2007
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Download Options
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Installation Instructions
- Copy EYoung_Liberation.bsp into your Half-Life 2 Maps folder.
- Launch Half-Life 2
- Open the console and type map EYoung_Liberation.
- Press enter/return or click the Submit button.
- Play and Enjoy.
Screenshots
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots may contain spoilers.
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I played this years ago and didn’t add and now I wonder how many other maps or mods that has happened to!
My problem with this map is quality and details. All the areas look unfinished and the author’s homepage does say “currently under production” but it’s unclear if this is just outdated text or not.
The starting area is a good example, your carriage just rolls to a stop and once outside the area looks like it needs a lot more work.
Visuals
The author has gone for a dark and bleak atmosphere but I don’t think it has been achieved. Half of the buildings are bright, as are the streets. Somehow I think the width of the streets also makes it feel too airy to be bleak.
The are lots of “ERROR” symbols in the map and this just may be a missing texture on my part or a custom texture that was never packed into the BSP file.
Gameplay
There is text that appears on the screen and as regular readers will know that is a big negative for me already. Unfortunately it gets worse. The text doesn’t stay long enough on the screen and it is wider than my screen, so you can’t see all of it. May be I missed something important? I don’t it but it’s all part of the “quality” I mentioned earlier.
Layout and Design
Why is that that designers always make players start in a dead end? How often do large streets like the one in the map end abruptly? Not very often. I understand that making huge areas just to make things look real is hard work but it’s important. A simple Combine barrier or walking wall is all that’s needed. In fact that’s probably what they were designed for.
I also dislike it when author’s become too ambitious beyond there ability. Here the author has tried to create some sort of above ground Combine train system and it just looks tacky and from what I played doesn’t add anything to the gameplay at all.
Summary
One of those maps that really aren’t that fun to look at or play but certainly not the worst we will see this year. It only gets my MAYBE rating because neither the gameplay nor visuals make it stand out.
“Bleak” is an appropriate adjective.
PP is quite right although I quite enjoyed the combat gameplay. The Combine are not shy at having at you. With no RPG launcher, taking out the strider is more difficult.
Phillip, big error signs are related to the lack of a model, not textures while missing textures (usually) give purple-black chess boards.
I didn’t play the map, but I found the screenshots interesting. While the mapping is awful, the author really did something interesting to the atmosphere in the map. It makes the city look much more western than City 17 ever did. The textures didn’t fit well, but it was still interesting. I love when mappers try and do something different than an overly-orange sunset that’s seen in so many maps, even if they didn’t pull the new atmosphere off correctly. I don’t know why, but from the screenshots, there was just something that made me like this map instead of just thinking it’s some poor quality mapping.
Yes, I knew that. I don’t know why I confused models with textures. Thanks for the clarification though.
Can’t launch game according to your instructions. Console command does not work. Help.
Does the console give any error message? What exactly happens after you enter the map name and press enter/submit?
I dropped both the .bsp file and the .vmf file in to the maps folder and it worked.
The .vmf file is not needed to play the map. It’s if mappers wanted to see how things were done.
Instead of the other testers here I liked the combat quite much, it has lots of speed and the streets with the broken cars are well to hide for you and the combines.
The train thingy was quite cool, but there are no rails?
Also I heavily disliked the missing models.
The strider fight at the end was quite though, and a nice idea, but it could have been made better, like the strider is first shooting through all the windows or some sort of.
Oh, and the dialoge went to far away.
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Why the hell do I keep getting a nessage that says “You failed to keep this person alive” when I leave the garage at the start of the game? This is really stupid because there’s no combine around when I exit the garage an denter the street. He just arbitarily dies or what?
The ERROR and just plain missing models were certainly odd, but there was a little fun to be had here. Only the final strider battle was unique, but I can’t even say it was terribly fun. I had to go hunting for the AR2 grenades that the mapmaker so obviously loved, as I used all of the handy ones before killing the strider. Also, I had to drop all of my video settings to reduce the jitters and horrible framerate. I guess the map wasn’t optimized either? If you can’t get enough Combine combat, and have a high tolerance to mapping pain, give it a shot.
I didn’t have a problem with the wide streets. The combat was okay, but I hated the messages–as Phillip said, they were gone too quickly.
In addition, I had to noclip past the Combine barricades. I think a message flashed that the doors couldn’t be opened ’til all the Combine were killed. I killed them all, I thought, but noclipping showed a couple that were just standing there, hidden from me. I killed them the hard way (from the “proper” side of the barrier) and the doors stayed shut, on all three barricades and the one into the building.
So I noclipped to the next area, the text said to run into the building on the right. I killed the Combine inside and went back out and killed the Combine outside, then went back in the building. Finally tried something and I was told I’d disrupted their communications. Still nothing. Finally noclipped past the next barrier and found all the Error messages Phillip mentioned.
I finally finished using impulse 101 & god mode, though by that point the Strider was close to dead anyway–I was just frustrated enough to not care about doing it “right”.
You no clip all over the place eeVee not just with this one but loads of others. This means your missing trips that cause things to happen which means that you have to keep on noclipping.
In this map, you are not supposed to open Combine barricades that do not open themselves but use alternate routes.
For me, noclip and god make for boring. You start, you finish with no fun in between
If you get stuck, there’s Phillip himself and a right load of old crims here that will be delighted to help.
Post your problem and the nearest screenshot and watch for the Knights in not so shiny armour come to your rescue – really!
I think I actually noclip less than you make it sound, Jasper. In a well-made map where the path is relatively clear, I generally don’t noclip (that one part in Redox was an exception). I use god mode even less. It all depends on the design of the mod and my frustration level.
Starts good then dies. I got the strider to come out… now what. My companion dies, game over.