Localised on the other side of the Coast, the Combine used to run one among other abandoned sections of the block cells as an area to detain citizens who were determined to be a threat to the Combine action.
Later on, these cell blocks were left behind, including countless prisoners and citizens who tried to escape by their own through vents, old offices, maintenance facilities and sewers.
You’ll find yourself stuck in one of those old cells on another side of sector A5 at Nova Prospekt. Be sure to acquire any kind of weaponry and supplies during your escape route, because you’re not alone on this mission.
Many unauthorised and unidentified creatures are wandering around the place. Watch your corners and try not to make any huge noises, you might attract those strange things to hunt you down. Or even worse: the Combine itself.
- Title: Quiet Rehabilitation
- Filename: hl2-ep2-sp-quiet-rehabilitation.7z
- Size : 3.40MB
- Author: Wallace Moura AKA Tabajara
- Date Released: 29 August 2017
Map Info:
Overall development time: 1 week
Playthrough Time: less than 20 min (Short)
Map difficulty: Easy-Medium
Map size: 23,4 MB
Notes:
I challenged myself to develop a map within a week with many details and puzzles as I could. Expect few references from Nova Prospekt cells and hallways designs, including puzzles and Combine squads.
This is my first HL2 map where I dedicated my time and work to create the best quality project since I was never experienced with AI/scripting for SP maps. My previous HL2 maps were from 2010, I’m glad of what I’ve learned after those years.
Leave your feedback here whenever you can, I’ll be glad to check it out! Have fun!
Thank you!
Download directly into Gauge 6.09MB]
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Download to your HDD [6.09MB]
You can still use it with Gauge once you have downloaded it.
If you require more help, please visit the Technical Help page.
- Copy quiet_rehabilitation.bsp into your …\Steam\SteamApps\common\Half-Life 2\ep2\maps\ folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map quiet_rehabilitation and now press ENTER.
WARNING: The screenshots contain spoilers.
All screenshots are 1600×900
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Manually: 9 Users
Time Taken:
Average: 0 Hours, 30 Mins
Shortest: 0 Hours, 10 Mins by griffin22
Longest: 1 Hours by Avantgarde95
Total Time Played: 6 Hours, 28 Mins
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I know a lot of people complain about maps and mods that look and feel like Half-Life 2 but I generally don’t. The feel and atmosphere of the games was excellent and as long as the author keeps things interesting with gameplay and layout/design, then I am happy.
This could easily have been cut from the game and everything looks and feels right.
That said, the final elevator feels forced. Almost as if the author wanted to end the map but wasn’t sure how.
All in all, I really enjoyed this and feel fairly confident you will too.
Using Gauge
Medium
20 Minutes
Thanks again for your feedback and support Phillip!
Sadly, you’re right on that one. The ending feels rushed and cliche style. I wish I had more time to improve it and make it right, but I’d be passing 1 week time tho.
Again, thank you for everything you’ve done.
Best!
This map is really, really cool, and I envy the author for his talent in regards to making detailed/beautiful maps. I’m no good at architecture and stuff, only map logic script stuff, and I always love to see other people create good-looking maps.
It was quite short, but still really good considering it was made within a week. I noticed a couple flaws here and there, though – 3 minor “me being nitpicky” ones and one that made my inner map designer screech in horror (also me being picky). The first are just tiny issues.
1. A sleeping zombie making noises while appearing to be asleep (right after the first gate) – just set the “gag” / “no idle sounds till angry”-flag on this one.
2. The onslaught of zombies looked a bit staged, since Half-Life² rarely presents this many enemies at once.
3. The elevator shaft was unlit, whereas the elevator prop is (due to the prop itself being made in such a way) fullbright. A small light in the elevator shaft with settings like 3:1 linear:quadratic should have fixed this.
The only “major” issue was the new way of opening doors. One of the Valve #1 rules for map design usually is – according to the dev commentary, at least – to never use new game mechanics without introducing them to the player once or teaching them. I spent about ten minutes trying to figure out how to open the cell door (and later the gate) because I’d never seen doors like that. A simple env_hudhint entity showing “Press E to use” would have been extremely helpful in this case.
Still, overall, this map was really really cool, and those issues don’t mean it’s not a Personal Favourite. Really impressive (and also set in one of my favourite chapters of Nova Prospekt).
Manually
Medium
35 Minutes
I forgot to add that it’s also cool that the author thought to make the player backtrack at some point after puzzles solved to find a new door open. Huge part of the Half-Life feel is solving puzzles and seeing previous locations from the other side of a canyon/forcefield/locked door/stuff.
Hey HashtagMC, thanks for checking out my map!
No worries on being “nitpick” that’s where valuable feedback comes from sometimes!
About the sleeping zombie, I’m pretty sure I set him “gagged” since on HL2 he wasn’t making any sounds. Probably some issue popped up on your end? Really odd tho.
Those first zombie attacks I kinda needed to make them that way, since you were trying to open those doors and accidentally ended opening all of them with zombies inside. But in the way, I did make zombie spawns more fresh and with good gameplay flow while solving those extra puzzles.
Thanks for the elevator suggestion! I have to admit. I pretty much rushed that ending and couldn’t make a better way to do that lighting. I’m sorry for that!
Yeah, you’re probably right on that one! I thought introducing the first “Hold your USE key to open the door cell” would let the player know he can do that on other stuck metal doors/gates as well. But a “valve” prop or a hint would solve this issue better.
I really appreciated your kind words on my map! I’m very glad you choose my map as one of your personal favourite! Again, thanks for your feedback!
Cheers
I played the map in Ep2, I dunno, perhaps zombies behave different in Ep2 regarding silence.
I actually didn’t mean the first zombie encounter – my bad -, but the zombies-against-combines-onslaught. Nice idea (I love how the turret decimates the zombie crowd, so satisfying to watch!), but it looked quite artificial to see a gazillon zombies at once, since Hl2 only spawns quantities the player can deal with. The first encounter when the zombies left their cells, however, was perfect (but quite challenging to get through alive with only a crowbar).
I decompiled the map to look into the “flashlight key is not bound” problem and it turns out the first zombie is actually not gagged.
This map does have the Half-Life 2 feeling, which is actually what i love about maps and mods. It does feel like you’re actually in Nova Prospect, although some areas didn’t, but i didn’t mind, since this is supposed to be a different sector of Nova Prospect.
The gameplay is good enough, the enemies are neither few, nor too many, although at one point i was lucky enough to be left with 1 HP! So i had to confuse the combine AI with the doors so that i could throw a grenade in, close the door, and then quickly take them out. Also, zombies inside cells made me scratch my head a bit. I mean, since the cell is completely sealed, how can a headcrab get inside it?
The details are also decent, especially the detailed shadows on some walls, and the arches in some other areas. But according to your story, that sector was abandoned, so it would be a good idea to add some decals like stains on the walls, since it was left there for a long time (Make sure you don’t use overlays for most of those though, they’re more expensive and there’s a hard-coded limit of 512 overlays for each level). You could also have added papers on the ground, those would fit in the control rooms for example, these are also decals. Also, flickering lights would also be a good idea to give the map a more creepy feeling, and it would perfectly fit if, for example, there was a corridor, with only 1 light, which would flicker, and the rest being darkness. That’s what that map lacked the most, and i actually don’t remember seeing any flickering light. For an abandoned sector, it seemed too lit in my opinion. And finally, background noice. You used ambient_generics as background sound, which isn’t exactly the best idea. There are also the so called env_soundscapes, which is a more decent way of using background sound, and Half-Life 2 (and its episodes) come with premade soundscapes, but even making your own isn’t hard at all, it just needs some editing of text files. The soundscapes are a bit different than ambient_generics, but i won’t explain that here, TopHattWaffle has made a well made tutorial on soundscapes, as well as everything you need to know about mapping design in the Source engine.
If you ever make a new mod/map, i would be glad to play it and give feedback for that as well!
Manually
Hard
30 Minutes
Thanks for your comment! Glad you liked and felt you were actually in Nova Prospekt! I did my best adding much references from it.
You said something interesting about making the levels more “abandoned” appeal. I tried adding some decals there and there if you walk around, some plastered textures have them. Probably I didn’t add enough in other places where it actually needed. I’ll pay more attention later.
I knew I had to make those env_soundscapes but as I said above on other comment, I was running out of time, so I decided to go ahead and place only basic generic_ambient sounds anyway. I’m sorry! haha
Thanks for your overall feedback again!
Cheers.
That was AWESOME!
The pacing was great. And the attacks always startled me, with 2-3 more villains than I was anticipating. I was constantly running while reloading, and struggling to make each shot count. (There’s nothing like taking on the combine armed with only a crowbar.)
And the poison headcrabs are the bane of my existence. Just as I’m bashing a zombie with my trusty crowbar, the phc creeps out of the dark and tags me.
RUUUNNNNN!
PANIC!
RUUUNNNNNN!
If only the batteries for that damn flashlight lasted longer than 30 seconds, I might be able to spot them before they leap at my head.
Keep up the great work, and jump into one of Phillip’s Something-Ville Contests. I’d love to play some more of your work.
It feels like Nova Prospekt from Half-Life 2 as it should be.
I think npc placement is balanced but i died twice :/ shotgunners really piss me off 🙁
Map design is good for me the only bad thing is these doors mate i didnt get how to open them for a time then i realized u need to hold e. i see others are had that problem too 😀
As i prefer playing aggressive and fast map was short for me
However good and funny map 🙂
Manually
Medium
10 Minutes
This map was nothing new, just a very bad day in Nova Prospect… A very bad day!
Door mech was something I’d seen before and I got it quickly, after watching Philip’s playthrough video I might add 🙂
I died so many times during the first fight I nearly ate the mouse and chewed the keyboard! I god-moded to kill the posion headgrab carrier and then returned to my less divine self to finish off the other zombies. ( I’m having my fill of poision headcrabs finishing “Fast Detect”!)
From then on it was fast and furious action nicely spaced with some underwater and duct travelling. weapons were added at just the time they were needed as Nova Prospects guards were on bonus rates!
A short mod, but stuffed with interest and action, and so well designed and detailed for a weeks work!
I liked the ending, it fitted nicely.
Knock out one of these mods a week and you’d have some serial! Loved it! (Except the first poision headcrab carrier where i needed a longer crowbar!)
Manually
Medium
30 Minutes
I didn’t like this on my first attempt. Stuck, in the dark, only a crowbar… Yikes I panicked when all the monsters emerged from their cells. I wanted to quit as I’m a cowardly chicken lol
So I played it again and realised that my F key had somehow been deleted from my cfg. Awesome, so I wasn’t stuck in the dark after all!!! I took my time on this initial scene (which is crazy) and killed em all. Afterwards, I found the map to be dark but nicely detailed and designed throughout. It’s well balanced too, although the soldiers were tough when they attacked in groups. Made sense though, and still enjoyed it. I was gutted when it ended as I wanted to play more in the tunnels…
Oh, one minor quibble – my character went flying suddenly. He must have been blow right by about 6ft!!! I wondered what went on and realised that it was some trash on the floor (which a grenade and blown off a table). To think that sent my tough man zooming off is kinda funny – but also annoying when these pieces of insignificant items have a physical presence… Oh and when I was coming out the elevator, a hidden headcrab got me – I never saw that coming but, when it died, I noticed it sank into the floor…
Anyhow, great great great map!!! Loved it.
Manually
Medium
45 Minutes
My F key had also been removed from my CFG – too much of a coincidence. Can maps change CFG files on the fly?
Change cfg files – not really. It might be possible it somehow unbinds the F key (using a point_clientcommand or something else), but I have no idea why anyone would want to do that.
P.S: I decompiled the map and took a look at it, the only two clientcommands don’t rebind any keys. I did notice, however (I hope the author reads this) that one of the point_clientcommand entities is used to quicksave. That’s bad practice, I recommend using a logic_autosave instead, especially since its save_dangerous input can be used to only save if the player is still alive 5 seconds later, preventing autosaves that result in immediate death upon reloading.
Hello! I’ve read and understand this issue. I though including that entity could solve my problem of “an auto save”, but looks like I did in the wrong way. Thanks for pointing it out for me.
It’s just a Nova Prospekt HL2 map like many others.
That doesn’t mean it is not good, because whilst it’s nothing groundbreaking, it is good and fun to play. I recommend it.
Manually
Medium
30 Minutes
Very nice short mod. Feels like Valve-quality stuff for the most part. It also has some fun game-play with zombies that seems to me rather original. I second Philip’s assessment that the ending is anti-climactic, but the rest is great. Thanks to the modder for a good experience.
Using Gauge
Easy
30 Minutes
This was a pretty cool, and pretty neat map. I enjoyed all the combat inside it. And the layout was pretty well done.
Combat didn’t feel linear or predictable and gunfire battle was pretty well paced, especially right before it reaches its peak at the end.
So go play this now, for have some cool entertaining minutes, of classic Nova Prospekt combat.
Using Gauge
Medium
28 Minutes
This map was a joy to play! I especially like the way Nova Prospekt is portrayed; it could very well have been part of the original HL2!
The combat was balanced and had every kind of enemy you would fight in this kind of place, however (this is a personal preference) I’m not really a fan of killing various types of zombies with the crowbar. The mapping is great and it really feels like you’re making progress. More technical stuff like the lighting and the prop placement felt very realistic too, so you know this map is very well made!
Overall, if you have 15-20 minutes to spend in a HL game, and if you thought that the Nova Prospekt chapter from the original HL2 could be a bit longer, then look no further!
For a map made in a week’s time, this is excellent. This is Valve-quality level design, this could be placed easily in HL2. The creator managed to get everything right: from the tile floors to the more destroyed places.
As for the combat, it was fun. You get plenty of ammo, sometimes a little bit too much, and there are plenty of enemies to shoot.
I believe the ending was a bit rushed, but for a map made in a week’s time that is quite likely to happen. I see there is a sequel, so I’m going to play that now and see how great that one is.
Manually
Medium
30 Minutes
great atmosphere like nova prospekt from HL2 and good job with ambient
Manually
Medium
30 Minutes
Fun map! It was a little bit difficult to figure out how to open some doors. Except that, all the things were nice!
Using Gauge
Medium
1 Hour
Looks good. Plays good. The second one is tougher. I don’t remember if it’s better.
Manually
Easy
10 Minutes