Author’s Note: Three-Legged Terror occurs as a side story during the events of Half-Life 2:Episode 2. The player assumes the role of a basic Resistance member, hidden away in an isolated mountain base with a small team of soldiers. This base is discovered by the Combine, who send a Strider to destroy the base. Gameplay revolves weakening and damaging the Strider throughout the map as it ascends the mountain trail, giving your NPC allies time to fix weapons and provide aid. The idea was inspired by Capcom�s Monster Hunter series, in particular the Lao-Shan Lung and Shen Gaoren fights. All three maps, mine and Monster Hunter�s, feature a massive enemy that must be weakened and defeated before it destroys the player�s base.
- Title: Three Legged Terror
- File Name: hl2-ep2-sp-three-legged-terror.7z
- Size : 65.06MB
- Author: Taylor Kerr
- Date Released: 30 December 2011
Download directly into MapTap [65.06MB]
You MUST have MapTap installed before using this link.
Download to your HDD [65.06MB]
You can still use it with MapTap once you have downloaded it.
- Copy OboroSounds folder into your Half-Life 2: Episode Two Sounds folder.
- Copy kerr_dfs2_rtm.bsp folder into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map kerr_dfs2_rtm.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Technical Help page.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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The author has certainly planned this one and the idea, setting and voice acting/script are good. What lets it down is how it plays. It’s too disjointed and feels as though it’s three separate levels..
Catching the Strider under the stone bridge is actually quite hard and I took a few tries before I succeeded. The addition of the scanners was strange and felt like it was a filler idea.
The indoor cave are is nicely designed but at first I hated the coloured lights. As you progress through the level the tunnels change colour to help guide you to where you need to be but why is red more suitable than any other colour? The player will probably try some of the other tunnels anyway. Red usually indicates danger, so it was actually the last one I tried.
Maybe the author planned it that way. Lights above the tunnel entrance would have worked just as well. In fact, dark tunnels would be the solution. Only light the tunnel when you want the player to go through.
The outside areas were very bland but a mountain forest setting would have been fantastic.
The gameplay wasn’t too exciting and I never really figured out the best way to use the exploding barrels and grenade.
The mechanic to make the player wait for rockets is nicely done and does add to the urgency of the events.
The first time I played it I lost because I had used the rockets on the Antlion Guard. Which BTW, is another “filler”. It just distracts the player from the Strider. I looked in there in case there were goodies but found none.
All in all, a good try but fails to really build on it’s foundation. A few more beta tests and some polish would certainly help.
5 Word Review
Good start but bad finish
I only played this because it’s a Sunday afternoon and all that I had to do was done and being a Guildhall map I knew it would be short, I shouldn’t have bothered!
I got the distinct impression this was done in a rush at the last minute so as to be something to show the authors tutor. The author obviously had an idea in his head but not enough time to flesh out the outside areas so on the basis of looks, in the caves was Ok-ish but outside was bland. Game play-wise it wasn’t particularly impressive, apart from the pistol (for which you had unlimited ammo) and the rocket launcher everything else is pretty much superfluous. I only found the part of the cave with the antlions and guard after I totalled the strider and the single grenade took the guard out first time.
As a guess, I think the exploding barrels were meant to be thrown into the path of the strider and exploded with the pistol, I tried that but to little effect.
So far I don’t think I’ve ever given a Guildhall entry an avoid it and it’s only because this is a students work it dodges it.
I finally got the sounds to work but don’t really like having to wait for weapons
This had some interesting parts but overall it wasn’t that much fun. The first section with a bridge is good, but I didn’t really know what to do in the second section with the barrels. I didn’t like having to wait for ammo for the rocket launcher; I kept firing 1 round and having to run back inside for another. There really is no ending other than a prompt on the screen and it lacked polish
Hey something seems wrong with me and this map, I can’t hear the dialogues or any custom sound at all!! I don’t have any sounds folder in my ep2 folder, so I created myself, but nothing happens, what can I do????
Well, first of all I think one thing I found really annoying in guidhall maps, is to place necesary files, in my ep2 folder propperly, as u can see that took me several minutes untill I did it right, and I read it by the readme file in the zip, and I got confused by Phillip’s instructions (i know he didn’t mean to) because I didn’t added a .vtf file, and I created a “sounds” folder instead of “sound” folder, which it was the right name for the folder.
Anyway, back in the game, I found it pretty bland, and the custom dialogues were messy, the AI didn’t move their lips as they talk, maybe because achieve that is difficult, the rebels makes u wait untill the propper guns or ammo are ready, and that’s not my kind of gameplay, I am not a very patient gamer when a freakin strider is ready to strike!!, I mean I want everything, every ammo and weapon ready so I can protect myself or the BASE!!!!
Overall this release it fels so amateurish, guidhall dynamics here are not the best of the best so conssider that.
I only picked this because I like fighting Striders and playing Guildhall mods but this has been a disappointment in every aspect. Even the packing.. I know what each file does already but still, the laziness to build a proper folder structure for the common player.. eeh!
Mapping is really poor, one should not imagine so much space if one cannot fill it properly. The feel of it as a whole is also lacking.. not much environmental sounds outside, it looks so deserted, most grass looks dead probably because of bad lighting and fog that fills every corner of this murky level. Inside is also bad, I’ll leave it at that.
As for the added sounds, looked like the author was forced to use a lot of dialogue, because most of the work was in the acting instead of, well, everything else that makes a mod. The sad part is the sounds weren’t even scripted properly, they kept overlapping if I didn’t sit in one place and listen to 1 person at a time. I mean who would do that when the title is so menacing that you feel compelled to go out and fight the terror!
Gameplay is bad, as others mentioned already. The author(s) should play more strider levels, even the ep2 itself and shouldn’t waste a good strider on us.
Gawd I hate writing reviews that take longer than the actual mod. What was that 1 minute wait at the end anyway?
3 word review: three legged error!
I’m pretty much on the fence about this one. The concept was great (sort of a hub and spoke map with strider action), but the mapping/optimization and general thought of sequences wasn’t too fantastic. I loved the voice acting but often the voices overlapped each other and there was the music on top to boot, really ruined the feel of the map.
Although I did think it was a pretty sound concept just needed some revision work, certainly not ready for release.