The Combine have acquired some sensitive data.
It’s your job to enter the Combine facility where it is being stored and erase it.
Expect heavy resistance, especially in attempting to escape.
In fact, the data could be a ploy to capture you!
Normal and Hard versions
The file contains two maps. One is the normal version, the other is the hard version.
Basic Details
- Title: Storage
- Filename: hl2-ep2-sp-storage.7z
- Size : 1.03MB
- Author: Oscar Lundh AKA Avast: Magical Biohazard
- Date Released: 14 September 2015
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Download to your HDD [1.03MB]
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Manual Installation Instructions
- Copy storage1.bsp and storage_final_hard.bspfiles into your …\Steam\SteamApps\common\Half-Life 2\ep2\maps\ folder.
- Launch HL2: Episode Two
- Open the console and type map storage, chose the map you want to play and now press ENTER.
If you require more help, please visit the Technical Help page.
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WARNING: The screenshots contain spoilers.
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Meta Review Data
Statistics based on 22 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 17 Users
Time Taken:
Average: 0 Hours, 21 Mins
Shortest: 0 Hours, 7 Mins by olof.
Longest: 1 Hours by Avantgarde95
Total Time Played: 7 Hours, 34 Mins
Using Gauge: Users
Manually: 17 Users
Time Taken:
Average: 0 Hours, 21 Mins
Shortest: 0 Hours, 7 Mins by olof.
Longest: 1 Hours by Avantgarde95
Total Time Played: 7 Hours, 34 Mins
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Overall, I enjoyed playing this, especially the second half. It has some bland and plain areas, with some boxy rooms and cliched enemy locations.
However, I still managed to enjoy what was made, even if it could have been better.
With regard to the Hunters, they needed more work to ensure they made better use of the space. The design and layout of the final area meant I could eaasily hide and wait. I always feel Hunters should be hunting me, not waiting for me to attack them.
For a new mapper, it’s not bad at all. A few improvements visually and some beta testing and this would be much improved. I hope Oscar decides to make more – it will be interesting to see his improvement.
Using Gauge
Easy
13 Minutes
For a first try, this is a great map!
The mapping was very nice. A bit boxy and bland, but it’s still fun to play through nonetheless.
This map is heavily based on combat, which I believe is a plus for a lot of people. Some of the enemy placements could have been better, like Phillip said with the Hunters, but apart from that, I didn’t have that many problems with it.
Overall, I would definitely recommend this map. For a first try, this is quite impressive and I would love to see more of Oscar’s work.
yes,i have to agree with phillip and TolisXTRM .. this may look basic but everything was present and correct and was total fun to play
its a perfect first map and im allmost sure oscar will produce better maps in the future as he learns more aspects of the hammer editor
so there you have it oscar .. three “play it now”s in a row .. thats a hatrick !
well done mate !
Manually
Easy
13 Minutes
My God is this map fun. It may not look like it at first, but it has enjoyable difficulty, at least for me.
What makes this map entertaining is the lack of health and ammo. It’s done right! Yes the enemies could of used some more AI improvements (half of them don’t seem to care that I killed the buddy standing in front of them), and yes it doesn’t look pretty, but the placement of enemies, supplies and side routes makes up for it. This map keeps you on under half health 50% of the time, which adds spice to the combat that turns it from a bit of a cakewalk to on-your-feet battles.
Using Gauge
Medium
8 Minutes
While I list the mode as ‘hard’ I played both Normal and Hard maps.
Wow. I don’t normally do hard, because it’s… well, too hard for me. Overall though, both Normal and Hard versions of this map were quite challenging and fun!
The Normal version was a pretty straight forward fighty map. The Hard version… I liked a little more because of the variety it offered, and the occasional surprises (like that first hopper mine).
I think my only real complaint was that the Combine soldiers just sorta stood there, and rarely began looking for me, and even the Hunters didn’t do a lot of that. With a little improvement and perhaps a couple more hiding places, having more advanced searching on the part of the enemies would make both versions of the map extremely fun.
As with the last released Ville, including both Hunters and Manhacks is a difficult prospect for a fight – particularly when the Hard mode means you have far fewer ammunition crates and health.
Good work! Please do release more!
Manually
Hard
25 Minutes
A fun little map. I especially enjoyed the additional “hard mode” level, cleverly changing the map with additional hazards/supplies.
I recall in the original Half-Life, playing on Hard actually had noticeable changes, such as Black Ops having a cloaking device making it much harder to fight them, alongside less armor/HP from batteries and medkits, things like this however did not transition to HL2, which is a shame, so I’m very satisfied with the gameplay on both maps (and the surprises they have to offer!) Visuals not so much, the rooms suffered from being too drab, but at least the author put an attempt into putting some detail in rooms. During a few points in the last area soldiers/Hunters just seemed to “forget” where I was, and the supplies weren’t very well hidden beyond “behind that corner”.
Overall, this is an excellent new mapper’s first submission, looking forward to seeing future maps his.
Manually
Hard
15 Minutes
For the first custom level I have played here, I really enjoyed what I got.
I decided to play on hard mode to see how big of a challenge I could get, in the end I died around four times trying to beat this level, the challenge was good and the arena section at the end was a lot of fun to play.
The level was nicely designed and paced throughout, I quite enjoyed when the combine shut a blast door on me just so I could break down their window and throw in a grenade on the unsuspecting shotgun soldiers.
The end arena is the highlight though, plenty of places to run around, enemies actually came in waves which was a brilliant touch to the pacing of the fight, rarely are Hunters sending me running away. The optional ways of dealing with problems was good in the arena as well, baiting the landmines to jump so I could go behind the turret wall and knock them over, was worth it in the end.
My critique of this level would be to some enemy placement, mainly the fact that fast zombies were being used as security of the facility, it did not really make sense to me in the end; the only other downside is the general lack of detail to the map but fortunately the gameplay helped to keep my mind of it.
If you got 10 – 20 minutes and you’re looking for something to do, this should take your fancy.
Using Gauge
Hard
20 Minutes
I would say play both versions, to see the difference they made in enemy and item placement. 😀 Not that medium would be challenging in that case obviously, but as far as seeing where the mod maker clued into what should be changed between difficulty levels.
Not a big fan of this one. I believe this is the authors first release, and if it is, than it’s a good start, I definitively see potential. My main gripe is the ai weirdness, and the ways it was handled. And there’s no side stepping that when combat is the bulk of the map. I was trying to figure out what was going on, so I started poking around with console commands. The node graph on this map is awful. I’m sorry to say this, but without a good node graph the ai can’t do much, so they just sit around. While I can understand why the author might want them to be more reserved when it comes to attacking, but there are better ways to do that, and with a bad node graph the enemies can’t even take cover. You know you have a problem when fast zombies can’t even chase after you. I felt like the author tired to remedy this by adding more enemies around corners, but I feel like that’s an artificial way to increase difficulty/combat length. Further more, I don’t think any of the enemies were in squads. I checked with “ent_text”, but I can also tell by the metrocop dialog. This is especially noticeable when dealing with the soldiers in this map. Many rooms in this map felt like there were too many enemies for the space, and I felt like the author could have had better gameplay and the same feel with fewer enemies that were set up properly.
There visuals were plain, there was some directional issues, and some layouts could have used more work, but my main gripe is the ai. Overall, though, I think this is a good start. Better to release something out there to learn from than not release anything at all.
I also liked the idea of a hard version of a level. It kinda reminds me of games like quake where higher difficulty meant different enemies and different numbers. And the harder version didn’t create difficulty by just adding more enemies, the author added more variety too, which is a good way to do it. Granted, I thought there was a little too many enemies for the final fight, I understand it’s meant to be hard, but I still think it needs to be fair and not too visually fatiguing. All in all, I think this author definitely has some potential, and I’m excited to see how they progress.
I also have some first play though demos of me paying both levels. If the author wants them I can email, post a dropbox link, or just privately put them on YouTube.
Manually
Medium
25 Minutes
Did I play the same level as everyone else?
I’m all for encouraging new mappers, but in light of the overwhelmingly positive reviews here, I feel the need to be a counterbalance here. This map has some serious issues and while it’s great that the author – presumably a first-time author – put this out for public consumption, the only way you grow as a mapper is to find areas of improvement to target.
As Ihonnyboy points out, the nodegraph is broken. Enemies can’t path anywhere, so they tend to stand around. This actually makes things somewhat more challenging because none of them behave in a way you expect them to. And maybe as a result of that, to make everything harder, the author crammed way more enemies into the layout than there should be. Often without much rhyme or reason. I mean, there are two instances where you encounter a trio of Shotgunners head-on. That’s just daft – you never do that. And the “hard version” is kind of a joke, in the sense that it’s not harder in a quality way. It’s not like the enemies are smarter or resort to more clever tactics – you simply have less health and ammo and there are somehow even more enemies clogging the hallways. With even less rhyme or reason – Fast Zombies hanging out with Metropolice and Combine Soldiers just because.
Also, I would have loved the Gravity Gun. Or an SMG grenade or two. Just for the sake of having some combat variety beyond SMG spray-and-pray.
Visually and aurally, it’s plain. Not much to say about it. It’s not a bad layout, but it has that typical “my first level” look.
What it really comes down to is that being successful in this map means figuring out where to stand in order to best exploit the broken pathing. I encourage the author to better understand how pathing works and think of enemy placement in a more strategic and tactical way. For both sides – player and enemy.
Manually
Medium
15 Minutes
Let’s call a spade a spade.
This is a mediocre map, which is some of the greatest praise you can hope to get with a first attempt. My major issues with these maps is that I blasted through them swiftly, like a god damn ninja.
How?
Because the enemy placement was way too predictable. I often found myself pulling the trigger automatically when rounding a corner and most of the enemies fell before they could squeeze off a single round. When the action started to liven up towards the end (liven up in the sense that there were simply more enemies to fight at once) I was already so used to the constant move and fire tactic that I just ran circles around everything, even the hunters, and at no point did I feel even slightly vulnerable.
The environments themselves were also a little samey throughout and quickly became dreary and dull, even when it switched to an exterior area towards the end. That combined with the lackluster story. which simply has the player running down hallways and pressing buttons, means I can’t really give this more than a maybe.
Using Gauge
Easy
8 Minutes
I’m never much of a fan of those end scenes when world war 3 kicks in, but this was nicely staggered and places to take cover. I enjoyed it! The parts before felt Doom’y as they were wide open in style. Really cool map!
Manually
Medium
30 Minutes
That style of mapping is fine. I like magazines locations. This is very short map if the player like me rushes all of this map sections and predictable when enemy spawned.
Its fun.
Manually
Easy
7 Minutes
I liked this mod a lot. It’s very short but it’s a great half-hour time killer. It’s got balanced troops, but a little to easy in my opinion. The mapping had a good format, but there were many boxy, cube-like rooms. One thing about the mod doesn’t make sense: There was a box that held a Combine Fireteam. A box. And after a while it opened up and they started firing. Other than that and the boxy levels, great map!
Manually
Medium
35 Minutes
Storage is a surprisingly fun map and it’s very simple, it’s very boxy but not ugly, the normal map is quite easy and its hard mode is a little challenging but nothing too crazy, it gives some good combat and sincerely that’s about it, I would say that you should play it on the simple basis of how short and fun it is.
I’m definitively looking forward for more like this from the Developer, make it a little harder next time and it would be definitively an amazing map.
Manually
Medium
30 Minutes
Sure, it’s a bit boxy, but I didn’t mind because I had fun playing it. The initial fights are pretty good, and there are some areas to explore. The best part was the big shootout, with a lot of different types of combine and some hunters. There are even a few secrets to find in the map. It’s a lot of fun to play, and it’s very good for a first attempt.
I played both versions one soft and then the 2nd hard one. I like the first the most because final area remains unchanged.
Combat is just old classic CMB shootout. And the final area feels quite entertaining.
But all in all this is a perfect Play It Later case.
So try it if you want some CMB gunfire action.
Using Gauge
Medium
20 Minutes
Yes, I think this map is not bad, but it was too short. But if you play on hard difficulty in a hard version of the map, you will like.
Manually
Hard
30 Minutes
Yes, I think this map is not bad, but it was too short. But if you play on hard difficulty in a hard version of the map, you will like.
Manually
Hard
30 Minutes
I loved this map more than I thought it would. It’s just combat throughout, no stopping and just smashing Combine to pieces with your bullets. It’s fast paced, it has explosions, it has plenty of ammo so you don’t have to worry about that.
When I’m bored I will play this map again, it’s one of the best time-kilers there is.
Manually
Medium
10 Minutes
Both maps (normal, hard) are very awesome! I like the addition of zombies in the hard map. I think the fight between me and them and combine forces made the map more interesting.
Manually
Medium
1 Hour
Looks ok, plays good.
Manually
Easy
10 Minutes
A great mod. It is a bit hard at some points, but it isn’t too hard to complete. Enemy placements and item/weapon placements are good too. It isn’t very detailed, but that doesn’t make it less fun.
Manually
Medium
11 Minutes
This map is pretty good for my standards, although my standards are kinda low. I expect maps to at least follow some basic rules and this map followed them. The biggest unwritten rule in my opinion is giving me a suit. With a suit I can actually swap weapons. I see some maps don’t give me a suit, making me unable to run, sprint, or swap weapons. The second is about pacing. Giving me some downtime in between combat is a big deal in my opinion.
Usage of space and world brushes: 5/10
50% of this map is detailed. There isn’t a whole lot going on, but at least there was thought and some process involved in making it look somewhat like a secure warehouse. The reason I only gave it a 50% is mainly because there is still a lot of wasted space and potential. I don’t like blocky maps because it always reminds me that this was a rushed map without a lot of polishing.
Visuals: 4/10
This time, I’d say 40% is pushing it. There isn’t that many props, but at least it had at least some to guide me to my end goal. The lighting is very bland. Especially for this being released in 2015.
Gameplay: 7/10
The harder map isn’t that hard. I played it on hard after playing it for the first time on medium. Combat could be much harder if the npcs just assaulted me instead of just standing around. I just camped in corners and fired pot shots at them. Usually I can’t do this in half-life because the enemies push towards me and eventually corner me.
Final Score: 16/30 – 53%
Final Comments: This map could use some more love. It definitely has the structure to be a great map. I gave it a play it later only because of how short it is. My first play through was only 6 minutes. Hard mode doubled that time.
Manually
Hard
14 Minutes
I think that the story moved along well with plenty of action that I’d say give it a try.
Manually
Easy
25 Minutes