Following on from Prisoner Escaped 1 the player is faced with a new set of challenges.
This are a little longer this time and the number of enemies more varied.
A tram ride awaits those skilled enough to enjoy it.
Basic Details
- Title: Prisoner Escaped 2
- File Name: hl1-sp-prisoner-escaped-2.7z
- Size : 2.70MB
- Author: Dutchman Damme
- Date Released: 17 November 2001
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Download Options
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Installation Instructions
- Copy the prison2 folder into your \Half-Life\ folder.
- Restart or start Steam and it should be listed.
If you require more help, please visit the Technical Help page.
Screenshots
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WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 5 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 0 Hours, 28 Mins
Shortest: 0 Hours, 20 Mins by Dmitry
Longest: 0 Hours, 35 Mins by PlanetPhillip
Total Time Played: 2 Hours, 20 Mins
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 0 Hours, 28 Mins
Shortest: 0 Hours, 20 Mins by Dmitry
Longest: 0 Hours, 35 Mins by PlanetPhillip
Total Time Played: 2 Hours, 20 Mins
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This is definitely more polished than the last release but it’s not anything to get too excited about.
It’s like many releases of that period, just a collection of areas joined together with the vague idea of escaping.
I found the outdoor area to be incredibly difficult and the rest incredibly easy, so the difficulty balancing needed work.
The moving “lift” area was quite nicely done, but all in all it’s a mediocre effort and only for those desperate for their HL fix.
Using Gauge
Easy
35 Minutes
I would echo Phillip’s comments. Better than the first one but still pretty rough around the edges. Not much else to play right now, so you might want to give it a try
Manually
Easy
30 Minutes
Quick mod with basic level design and a few new low-def weapons. The new weapons aren’t exactly brilliant but something slightly different makes it a bit more interesting. Not much else to say about this very simple mod.
As I said in my previous recommendation, for PE1, I believe the strongest part from this 2 mappacks were the enhancement, at least in an esthetic part from the weaponry involved.
Overall the combat in this delivery is ok, and the climax part of combat the Osprey is well done. Although here we have the same map design problems from the previous entry where the space felt just too limited and the combat was so close, so face to face, also the tank model was cool but I’d love to use the cannon or the 50 cal. machine gun on it.
The whole map pack caress of a coherent story plot so don’t expect any epic scenes.
Using Gauge
Medium
25 Minutes
Sure, it’s better than part 1. But part 1 had a metric ton to be desired. There’s some OK combat here, but the highlight is too early – you fight grunts and an Osprey in the second map if I recall correctly.
The maps are better, but everything is still very blocky and not detailed. That said, there is some good lighting and there are a couple nice bits here and there. In several places though, the author severely underestimates how far the player can jump. At the first tram platform, it’s child’s play to jump to the track or the ledge below the track. Yes, you take some electrical damage but it doesn’t kill you – and both directions just lead to dead ends. It was clear the author didn’t intend or expect you to go this way. If that’s the case, then it should be completely inaccessible or it should kill the player (with an excuse, like electrified rails) before he finds the tracks that just lead into a solid rock wall. Ditto for the moving platform section (you can just jump the gap) and the ledge above the tank (you can jump to the other side, another lame dead end).
There are just some weird decisions in the design. At the midpoint you’re given an unexplained choice by the G-man. One way leads to the rest of the maps, one leads to prison and the end. Why? And don’t get me started on inexplicably stripping the weapons not once but TWICE!
Manually
Medium
30 Minutes
Prisoner Escaped 2 continues where its prequel left off, oddly without the HEV suit. So the brief hunt for a new one begins, and thus the action.
Like its prequel, it’s all about action. Starts off with a near-impossible standoff against an Osprey (friendly advice: eliminate the Osprey ASAP because endless grunts rappel down from it), then it’s Marines with some aliens thrown in too. Some unfair fights, though, especially one involving a pack of alien slaves with just the pistol. Overall, definitely challenging, but sometimes a bit too difficult and/or tricky.
Unfortunately, while the level design flaws from the prequel are largely absent, new ones appear here: plain & repetitive texturing, lack of interesting architecture, simplistic areas, and confusing design decisions. There’s one cutscene that adds nothing to gameplay while subtracting from enjoyment (it interrupts gameplay at the most inconvenient time), map changes are too abrupt, weapons are taken away twice, and at the midpoint there’s a false ending (step into one of two teleporters, one of which continues the map pack, the other ends it).
With its irregularity, illogical design, and overly tough combat, Prisoner Escaped 2 is hard to recommend except for those who simply want to blow off approximately 20 minutes. It is definitely better than its prequel but that’s not saying much.
Addendum: the unit comes with a tedious install routine. Four ZIP files, each one containing one file; unzipping everything just results in a setup program to run. Why didn’t the author just provide a recursed ZIP file for unpacking directly into the HL folder?
Notes
This review is republished here by permission and was originally published Thursday, 13th December, 2001 by Calyst.
This review was originally posted on the Ten Four Website, which is now offline. Permission has been granted to republish the full review and more details can be found on the About page.
That dropship is quite hard even on Easy. It is continiously drop infinite amount of enemies. It’s quite hard to hit with the rocket so it kills all grunts while they are rappeling. On Easy it’s easier, but on Hard you must always ready an AR to eliminate them quickly on the ground and still need to use normal bullets to finish them off. Then try to hit with 2 rockets while the dropship appears because one shot may drive you to a situation where you could easily die because of too many enemies to battle with. And if you enter the area without armor it’s near impossible to beat all this and you have to destroy the dropship from the elevator cause his radius explosion is huge. What a challange lol!
Manually
Hard
20 Minutes