“This map is just a short map I’ve created that will be the first in a series of maps I have planned out. It still needs some tweaks here and there but for the most part this is the finished version of the first map in the series.”
You’re part of one the first Combine Elite squads in another City (City 23 perhaps) and our squad (Squad Romeo) is on a mission to clear out a rebel base that has been collecting Combine equipment and running tests to figure out a way to sabotage Combine equipment quickly and quietly in the future.
The map ends when you reach and enter the elevator.
- Title: Squad Romeo
- File Name: hl2-sp-squad-romeo.7z
- Size : 1.64MB
- Author: David Lovett
- Date Released: 20 January 2007
Download directly into MapTap [1.6MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
Click on the thumbnails below to open a medium size image.
Please note: These statistics are valid from December 2010
-
1,290Overall
-
1Today
-
3Last 7 days
-
8Last 30 days
-
62365 days
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 10 Mins
Shortest: 0 Hours, 10 Mins by FaumonGalf
Longest: 0 Hours, 10 Mins by FaumonGalf
Total Time Played: 0 Hours, 10 Mins
If you believe this release is missing important tags, please suggest them in a comment?
I’ve just finished playing this and was impressed. I really felt part of a team. I was given specific instruction and things didn’t continue until I had accomplished those instructions.
The map itself is quite short but also quite enjoyable. I particularly liked the ladders with multiple floors.
dest it stops when you go into the elevator?
The Fluffy The Hamster reviewing team is on the case! At the dawn of the tide, look up towards the northern star.
Stef,
Yes it does stop once you get into the elevator (I thought I put that in the readme, but must have forgotten).
Like I said, its short! π
I should have put a congratulations message or something but I was too lazy. π
The next map will let you out of the elevator at the roof and fun will ensue.
Thanks for playing guys!
David
When will the next part of this map come out? Can’t wait to play that too. ^^.
So if it stops there I will tell you my opinion. The way the text is showed on the screen is great and really create a good ambiance (this was really awesome done in someplace else)if you could a little increase the time message is spawned especially for non native speaker it would be a tiny plus. The map is average to below average (no outdoor) it’s just a kind of square room after square room (in form of hallways)even if the multifloor accesed by ladder was weel thaught. Design is basic (for hallways its normal) it misses certainly some trap especially according the scipting that goes wrong (if on screen message tells you ok it’s clean and suddenly telling shit… with a door behind you that open with enemies it’s way better. Now I know that it’s a kind of demo and in this way there are no flaws that’s why I like it well and really would like to see a sequel
Thanks for making it !
My old eyes initially saw map hal01 which, of course, didn’t work. Pressing eyeballs to the screen, I saw it was really hall01. Looks good and I did run into the AI problem. Reloading a save didn’t work, so just noclipped and continued on with no further problems (so far). Keep up the good work.
Wow… someone actually used an idea I came up with. The little note at the end of the readme is both informative and not too in-your-face.
Thanks for the comments guys!
Firba1 what idea did you come up with that I used? I’m confused because I didn’t really borrow any ideas for this map because it started off as me learning hammer.
The reason I didn’t have any rebels popping in from behind us was because I feel that if an Elite team says its clear then that means they are damn sure its clear, otherwise they wouldn’t be elite.
But I will implement multiple directions for enemies to attack from in the next map. So for example Slosser would say “Left hall clear.” and Crommie would say Mid Left hall clear” and Slosser would reply “Watch the Right Hall and roof.” Or something along those lines. Like they didnt clear it yet and there are more options than there are men to cover and clear them.
The next map will have much more outdoor. Because I was using this map to learn Hammer on I decided it would be best ot avoid outdoor until I get the basics and intermediate stuff down.
Dufferx, where did the AI stop working exactly? I might be able to figure out what went wrong and fix it for future updates.
Thanks again for all the comments guys!
You’ve all been very inspiring!
Cheers
David
I believe he was talking about his idea for adding the fact that the files was an FSO PP into the readme file.
The AI stopped working (on my machine) when the three were to seperate at the door.
I believe he was talking about his idea for adding the fact that the files was an FSO PP into the readme file.[/quote]
Ah, haha, I couldn’t figure out what exactly he was referring to. π
Dufferx, are you reffering to the part where Slosser sends you to Clear the Generator Room or further past that where he says to Split and Redezvous Upstairs?
Thanks
David
The A.I. on mine messed up right before the aplit and rendezvous. Also, I was referring to Phillip’s PP FSO in my previous post.
Number of Maps: 1
Score: 2 out of 5
Annoyance Rating: 12. Ladders do not allow for easy jumping off of.
Lighting: It’s there.
Architecture: Blocky and Boxy.
Textures: Decent.
New Models/Skins/Etc.: Guess.
Gameplay: Time for some well-oiled teamwork.
Story?: You, obviously not Gordon “The Blind Tazer” Freeman, has to invade private property and put the particle smackdown on rebel foes. You’re name, if you are willing to accept it, is Blivet “I’m an optical illusion.” MacAnomymousy. With your teammates, Slosser “I was assistant director for JAG, apparently” NULL and Crommie “I am the enemy of Democracy” McGeneric, you must shoot everyone who does not look like you. You go, squad Romeo!
Onwards:
….
Wow, i’v never seen that done with a Smurf before.
So. If you’re like me, then you are annoyed due to the lack of single-player releasants in Half-Life 2 these days. But through the piles of Cease and Desist letters, I spied apon the newest gem on the market. Squad Romeo. I tell you right now, stultior populus, that it ain’t bad. It just isn’t good, either.
Gameplay is as such. You are of the assimilated kind, obviously given more then a T-shirt. You are in a no-windowed building with two other white people. With them, you must chargeth into the area, slaughtereth the enemy foes, conduct rape on their women, pillage their valuables and exit via the appropriate elevator. But what’s the catch?! You may or may not asking. These combine are tricky people: They’ll slide into place in an attempt at scripted squadwork. Your teammates will crouch beside walls and beckon you to go ahead. Though this doesn’t do much for practically, considering Stormtroopers have a better aim then the combine, it (apparently) increases the feel of being in a squad. This is the purpose of the map and it does this well enough.
But what about everything else? Mediocre. Crap, in some places. The texturing is decent, the architecture is only really just boxes and tunnels and the lighting isn’t anything to be wowed at either. That being said, the architecture didn’t provoke me to stab my eyes out with an alcohol-doused protractor (Engage the Zombies… Engage the Combine…. Fall…) and the lighting made the lack of sophisticated architecture a lack more bearable. But! Is there a catch? Yeah. It’s short. It’s shorter then unborn baby short. It’s shorter then the collective IQ of Kansas short. Only Fall can out-short this.
Summary: It is, once again, 50% shit. It does, however, put forward a concept that few people have tried. Thus, this should be considered a demonstration of concept, but not much else.
Copyright:
This review was written by Fluffy The Hamster and has been published
directly to PlanetPhillip by the reviewer. Doesn’t it just make you want to dance?
Haha, Fluffy. I like your reviews, they are a bit harsh at times, but funny.
Im glad you mentioned the lighting because I still have plenty to learn on the topic of lighting. Lighting and architecture will be my next focus along with trying to make better use of being in a squad.
Again, hilarious review with some specifics on the areas I need to work on!
Cheers
David
One thing I did not mention was the dialogue. You didn’t sound a *hint* like a faceless, emotionless force.
I believe he was talking about his idea for adding the fact that the files was an FSO PP into the readme file.[/quote]
Ah, haha, I couldn’t figure out what exactly he was referring to. π
Dufferx, are you reffering to the part where Slosser sends you to Clear the Generator Room or further past that where he says to Split and Redezvous Upstairs?
Thanks
David[/quote]
Where he says split and meet upstairs.
Just played this map…
At first I was really put off by the screenshots because the level design is pretty bland. Particularly in the initial tunnels, the walls could have done with an actual wall texture to make them more detailed and interesting. The lab didn’t really look like a lab, more like a garage with some kid’s second-hand equipment being used for dodgy experiments.
But the gameplay was what kept me playing. It’s just a bit different to most other maps/mods I’ve seen so far and feels more fun than just gunning down Combine or zombies. It was certainly way ahead of Combine Destiny.
A suggestion for the next part: give your squad mates different coloured text. When you’re playing and reading at the same time it can get a bit confusing, especially when your squad mates look 100% identical.
And yes, there definitely should have been a message telling you the level had ended. I was frantically pressing the buttons, hitting the door, smashing the square in the corner of the ceiling, even noclipping outside to see if the lift actually went anywhere.
Despite all the negative criticism, it’s pretty nice considering it’s one of your early maps. I look forward to improvements in the sequel.
Not to be whoring my enemy’s out, but if you enjoyed this map, you may want to pay attention to Combine Destiny 2, which has the same system (That I designed, but they’ll probably ignore it and go random anyway).
I believe he was talking about his idea for adding the fact that the files was an FSO PP into the readme file.[/quote]
Ah, haha, I couldn’t figure out what exactly he was referring to. π
Dufferx, are you reffering to the part where Slosser sends you to Clear the Generator Room or further past that where he says to Split and Redezvous Upstairs?
Thanks
David[/quote]
Split and randy voo.
So, for lack of anything else to talk about, when will we see a new map?
I’m flattered that ya’ll are looking forward to a new map. And I thank all of you for playing my map! I feel like a Rock Star to have something of mine reviewed by others. The reviews and feedback from this map has been extremely helpful. I realize that my Architecture is, well, crap; however this has made me realize that it is something I cannot fix. My brain just doesn’t understand architecture and for that reason I can’t seem to create architecture that is interesting, intriguing or fun to play (thank god I’m a language major and not an architect. :P)
I have a solution though. I have been fortunate enough to travel to several places in my past (Living in NY now, not far from Manhattan. Visited Montreal, Tokyo, Kyoto and Seoul. I also was lucky enough to live in Kanazawa for about a half a year.) I will use my experiences and memories of the architecture of these places and work them into my maps. This is something I should have done from the beginning.
I’m also trying to find some info on a few places I want to visit and will try to incorporate them into my maps as well (for example, the Silmido Island just outside of Incheon, Korea).
Having said that, the next map will be quite a while since I am essentially starting over and now focusing much more on fixing the things that went tits up in this map. I assure though, another map will be coming out!
Now, just to find a good starting place and a good story to accompany itβ¦
Two tips, if I may:
1. Use Google image search to find reference material for the type of environment you’re creating. It can prove to be very useful.
2. Release a fixed version of this first map along with the second one, or even before then if you can.
Yeah, and get some expert to judge your squad movements and do the dialogue. Then Fluffy The Dialogue Whore here won’t be so annoyed.
This is excellent! The way your squad moves is REALLY well done (unlike the way they do in normal HL2). The mapping is pretty good though a little sparse.
I can’t wait for the next instalment (and hopefully more after that)!
I just played with this map and liked it π
David, will you make a sequel for this map? Or making maps and put them into mod?
Heya guys, been years since I last updated, living on the other side of the world now. Going to get back into mapping now that I have a bit of spare time. Decided to start anew with a new story and new environment, the first map is completely based off of a real floor plan for an Electrical Engineering wing of a University (not mine, just a pretty sweet looking floor plan). Trying to make the environment less linear while still keeping the squad movements. We’ll see how it goes!
Thanks for all the comments!
Hopefully Ill get some updates coming in soon.
Cheers
David
I wish you good luck on that. I hope we hear soon from you.
by the way the download link for this map seems to be dead. Phillip please fix it as soon as possible.
I wanna play this.
Uploaded and updated.
Horrible artificial intelligence, non-oriented in space. Mapping is low. Numerous bΠ°gs with II
Manually
Hard
10 Minutes
So close to great.