Five years ago, you fought and ascended the first tower alone. You thought it would be over, that that would be the end.
But you were sorely mistaken. You’ve received a new call to another tower’s roof and you meet an “old acquaintance” that kept insisting that a team should have been dispatched rather than a “lone wolf.”
You start to have a feeling of déjà vu – except this time, there’s a long descent ahead of you. And if you explore and observe well enough, the sub-basement bonus map will be unlocked!
Work your way through 25 floors from 18 mappers in this superb sequel to TWHL Tower!
This was December 2021’s Classic of the Month mod.
- Title: TWHL Tower 2
- Filename: hl1-sp-twhl-tower-2.7z
- Size : 95 MB
- Author: Strider, JamaicanDave, Dolmo, Ogdred, Windawz, PsyWarVeteran, Truck Stop Santa Claus, Mr. Floyd, Zikshadow, Dr. Orange, RollingBarrel, spikehunter, Penguinboy, Andy Morris AKA Urby, 2MuchVideoGames, lukkasz323, Zoony, Unquenque
- Date Released: 11 November 2020
- Related: TWHL Tower
- Related: Cenodrome: The Lost Sub-Basement of TWHL Tower
- Related: TWHL Tower: Source
- Copy the twhltower2 folder (and if desired, the twhltower2_hd folder) into your SteamApps\common\Half-Life folder.
- Restart or start Steam.
- TWHL Tower 2 should now be listed in your Library.
If you require more help, please visit the Technical Help page.
The playthrough below is part of the Classic of the Month Event, run by Don AKA Unq.
WARNING: The screenshots contain spoilers.
Each map has 5 screenshots.
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6,881Overall
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885365 days
Using Gauge: Users
Manually: 19 Users
Time Taken:
Average: 3 Hours, 40 Mins
Shortest: 1 Hours, 30 Mins by Da'Bean
Longest: 15 Hours by ivorybow
Total Time Played: 69 Hours, 49 Mins
If you believe this release is missing important tags, please suggest them in a comment?
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I hope it gets better reviews than the first offering did…I’ve yet to play it and have to wait until my gaming PC comes back from the shop…fingers crossed..
Haven’t played the first TWHL Tower mod, can’t compare if it’s better or not, but TWHL Tower 2.0 is definitely something you should play to entertain yourself in free time. Expect combat, puzzles and scary jumpscares. Mod also includes bonus level for collecting specific items. There were 2-3 rooms where I got stuck trying to figure out what I was meant do, but it’s probably my carelessness.
8/10
Manually
Hard
1 Hour, 30 Minutes
So nice to play an HL mod again. As with the original, each floor is a unique map you must complete in order to proceed. There are some really great ones, including an abridged version of Half-Life that is superb. I’m going to need to replay it though as I didn’t complete all the extra challenges well enough!
Manually
Easy
2 Hours, 30 Minutes
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As someone who played the first TWHL tower by in I wanna say 2017. This, as a sequel should be is more better and improves apon the first tower. The management of how floors are ordered is great, you don’t get too much of a certain type of floor, let’s say like 6 combat floors in a row for insistence. There’s few puzzle floors here and there to break up the action to make sure things don’t grow dull. Another thing I was quite fond of was little bonus of collectable discs, it gives this mod more replayability in the long run which I definitely approve of.
As for the floors themselves, there was none that I didn’t really enjoy. Each floor had good amount of entertainment value, good balance of difficulty and most of them where visually appealing. Few of the rooms that stuck out to me for being great where The Tomb, Half-Pint, Smash and Grab and few ones I could name.
All in all, this improves apon the last TWHL Tower in almost every aspect. With more floors, more stairs and more being asked if you have submited your report to the administrator. I give this a good 8 out of 10.
Manually
Medium
2 Hours
WOW! That’s what I call a MOD! A real “personal favourite”! For linux users download “Spirit of Half-Life” from https://www.moddb.com/mods/spirit-of-half-life/downloads/spirit-of-half-life-12-crossplatform, copy from dlls folder “spirit.so” (spirit.dylib for osx) and paste it in twhl2/dlls. Edit the “liblist gam” file – after gamedll “dlls/spirit.dll” add gamedll_linux “dlls/spirit.so” (for osx – gamedll_osx “dlls/spirit.dylib”). The game will start and run just fine but at PHANTOM LAB you will need to use “noclip” because the second door (lab with three zombies and a headcrab) will fail to open.
Thank you guys!
Just to know, that will break some things. The version of Spirit in TWHL Tower 2 has some fixes and customizations that standard Spirit does not.
PHANTOM LAB was the only map who needed a cheat. I’ve played Tower 2 from start to end and even unlocked bonus map – cenodrome. I’ll probably replay the mod on Steam under WINE so I can see if any difference. Thanks again!
Thanks for the tips, but they did not work for me. I have to start the game twice, and then it crashes on the second attempt.
I can’t get the mod to work. I uninstalled my half life and reinstalled to have a blank slate. Copied the folders as per instructions into half life folder and restarted steam. Doesn’t show up. I started half-life to see if it worked and didn’t. Then I tried copying the contents directly into the main folder to no avail. THEN I tried copying the files into the Valve and Valve_hd folder, still nothing. I’ve played many many hl mods but never have I not seen one not show up. Any help would be greatly appreciated. HL is my favorite game of all time.
Not sure why it’s not working, the only thing I can think to check is to make sure the twhltower2 is directly under the Half-Life folder, not the hl1-sp-twhl-tower-2 folder if you unzipped to that folder.
4,5 years earlier I played and reviewed TWHL Tower 1 which was fun and cool :
https://www.runthinkshootlive.com/posts/twhl-tower/#comment-1422679
TWHL Tower 2 is an impressive “mappack” collected in one giant tower, this time far more impressive than the first one.
As various as it can be from a dozen well-known mappers, here is a very personal ranking of all “floors”.
The Best :
1) “Floor 18” Half-Pint by Mrflowd : judging only by gameplay, the #2 wins… but this one, this is just one genius idea, to compile HL1 in “abriged”, one map, from “Anomalous Materials” to “Lambda Core”. Congrat’s for this.
2) “Floor 9” Not Much of a Turnabout by penguinboy : incredible and nicely done work, a Cluedo-themed map where you have to search for clues to figure out who killed someone and how? I can’t imagine how long it took for the modder to imagine and create all of this. It took me more than half an hour but it was just intense and mindblending.
3) “Floor 13” Smash and Grab by Strider : a stealth-themed map where you have to silently kill some Barney and turn off security systems in a museum. Like TWHL 1 with “Chairman” (again by Strider!), those stealth maps are IMHO always impressive and intense.
——————–
The Good :
4) Floor 16″ OrangeCorp by DrOrange : involving some deranged AI/computer in the likes of SHODAN, MINERVA… the storyline is quite cool.
5) “Sub Basement” CENODROME XL by Unquenque : The infamous Cenodrome is back, crazier than ever. I admit I laughed and was frightened at the same time by this final challenge.
6) “Floor 1” Repechage by Unquenque : the last floor is another museum’s stealth quest but the end turns into one bizarre stuff with a strange engine to build, it reminded me a lot of Research and Development.
7) “Floor 20″ Cargo Specimen #798 by PsyWarVeteran : tough battle against a Kingpin and its psionic powers, you’ll have to hide often and figure out how to kill that thing…
8) Floor 17” Memories by Zikshadow : One of the many horror maps but this one is the best, based on war’s PTSDs, with a small “surprise” at the end…
It’s harder to rank the other maps… they are all good of course…
I can say my least favorite map is Floor 7″ Darkwoods penitentiary by Psywarveteran, a very very dark map where you have to figure out where to go, Psywarveteran did also “Floor 3” Trial by fire which was far better.
I won’t rank “Roof” and “Ground” as they are mainly here to give us a first and final challenge, of course it’s harder in the end than at the beginning.
I can also congratulate some maps for various original ideas such as upside down enemies, etc.
Congrats to all, GoldSrc modding is still alive 22 years later.
I’ve done a live streaming / blind playthrough on YT, you can find far more polished playthroughs than mine, but I clearly thank the dev’s who kindly came to see me playing, and gave me some advice, that was nice 😀
Manually
Medium
4 Hours, 49 Minutes
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TWHL Tower 2 takes everything that the first mod laid out and dials it up to eleven. More floors, more action, more puzzles, more insane Spirit entity wizardry. The whole experience is absolutely worthy of a playthrough, but I will attempt to break down each floor individually for those who care.
Strider’s introduction to the mod is simple and elegant. A quick jaunt across the tower’s finely crafted rooftop, bypassing laser tripwires to prevent the turrets from activating.
Again keeping things relatively tame, JamaicanDave’s first floor is your typical Half-Life experience. Fight from room to room in this small office space, your objective simply to clear the floor of it’s less than hospitable inhabitants.
A solid floor which has you fighting through a compact lab complex with a portal room at its core. It makes good use of the space provided, even packing an entire second floor into it somehow. However, the Gman’s speeches during both the introduction and finale are a little drawn out and most players will have likely lost patience before being allowed to move on.
An absolutely stunning map aesthetically which even goes as far as including an hilarious reason for the ancient tomb within a modern tower block. Sadly, the gameplay is a little too dependent on precision jumping, though the floor does come to a swift conclusion before it becomes too tedious.
Nice use of the kingpin in this map, which requires speed above all else. There are ways to prevent the lasers from hitting you in the front offices, but honestly after the first keypad is dealt with, you’re better off just making a sprint for it. A little unclear how to progress once you get the pistol. When it’s all over, the map has one more parting gift for you, which amused me greatly.
A chill out map. Your objective: Eat a pizza. That’s it. Unless of course you’re going for all the CDs, in which case you’ve got some hunting to do. Overall, the map is quite basic and only lasts a couple of minutes, but it’s a welcome rest after the previous map’s sprint-a-thon.
One of the most memorable maps I’ve ever played and one of the best in this mod. Mr. Floyd has taken the entirety of Half-Life 1 (with the exception of Xen) and crammed it into a single floorspace. All the key moments are there with fantastic miniaturised recreations of recognisable locations throughout the original campaign. Simply fantastic.
This one was quite strange. It appears to be based around key points of various memories, which takes me back to playing a specific moment in Fallout 4’s main quest. This however, does not seem to focus on a single individual and as such it loses any sense of impact. Without that, it just becomes a showcase of rooms with random references to other franchises thrown in.
A simple office map with basic gameplay, but some great dark humour similar to that of the Portal series. The bulk of the map involves walking around and using terminals to get tidbits of information, then wrapping things up with a wonderfully silly reveal and some brief combat.
Another simple floor with classic Half-Life gameplay. This time it’s a grunt fest, with the player blasting their way from one end of the floor to the other through a dozen or so grunts. Finally, the map ends with the player destroying a portal generator which winds up being far more satisfying than I care to admit.
Another gruntfest map, with the player once again fighting from one end of the floor to the other to hit a button. This time however, the player has to fight through around TWO dozen robo-soldiers. Honestly the floor is a little plain looking and the gameplay is typical of modern shooters, gunning down a dozen foes, hitting a button, then gunning down a dozen more.
After dodging cameras and shutting down lasers in Strider’s penultimate floor in Tower 1, in Tower 2 we are tasked with… dodging cameras and shutting down lasers. That’s not to say it’s a bad map, no no. Quite the opposite in fact. Strider’s architectural design and stunning texture work make this map visually appealing and the gameplay is a nice and unique challenge.
Another floor from JamaicanDave that runs with classic Half-Life gameplay in a well realised space. The labs here are wonderfully detailed, making great use of vanilla assets. I also like the twist that you start out with handgrenades rather than the crowbar or a gun. Otherwise the map plays out in a straightforward manner, with HECU reinforcements turning up prior to your backtrack to the stairwell.
A very attractive map made by Strider in order to fill the space left by a mapper who decided to drop out after the first alpha test. The Xen Garden, besides being an amusing pun is also quite a nice map with some little humorous elements dotted about.
Dr. Orange’s horror themed submission for the tower, Apartments is a simple walking simulator map with little in the way of gameplay. What it does have thanks to some nicely used audio and a hallway snooper is a sense of foreboding. Sadly, this one ends just as it really gets going.
Another of my personal favourites in the whole mod. Penguinboy asks of us to solve a murder mystery. Searching through a series of apartments for clues and items to help you progress, this plays more like a first person point and click adventure, with all the humorous elements that go hand in hand with those. I truly hope to see more maps along these lines in future collaboration mods, or in a mod all of their own.
Urgh, so this one is mine and honestly it’s not great. It’s pretty standard zombie/headcrab smashing with the crowbar before finding the exit button. In a word, basic.
This is the one map that I thought I was going to hate when I first tried it. The murky texturing and non-specific threat of being in a generic asylum. It’s basically everything I dislike about the mediocre horror mods that plague moddb. Then it game to the end and it turned out to be just a build up to a very silly punchline that cheered me up immensely. My only issue is that repeat playthroughs of the map, there really is nothing to 90% of the floor beside pulling switches.
This one is just a ridiculous concept and for that reason it stands out. A series of three small arenas with grunts and assassins. However, the vast majority of the enemies are upside down, running around on the ceiling. This means that you need to check everywhere in a room for potential ambushes from above. Sadly, this gimmick also causes some gameplay issues with enemy hitboxes which appear to have not been inverted with the models.
Another personal favourite of mine. If it weren’t for the familiar footsteps, crate sliding sounds and scientist models, I’d almost be convinced that I had actually loaded up another game. Inspired by System Shock 2, this floor is a fantastic little puzzle map with amazing use of textures and sounds that pull you right out of the standard Half-Life comfort zone.
Another basic Half-Life experience, quite welcome after being randomly transported to the Von Braun on the floor prior. This is a simple affair, with the player overcoming obstacles with override buttons, pushable crates and good old fashioned firepower.
Once again, PsyWarVeteran nails the sense of dread and foreboding with this map. This time set in a more relatable location, the horror element hits much closer to home. Literally. The use of vanilla textures to create household items that are sprinkled about the apartment is fantastic. The common horror game trope of finding journal pages inexplicably strewn about the entire apartment is as silly as ever, but the story is quite nice.
When Half-Life meets Die Hard. While it’s a relatively simple open plan office with gruntfest combat, Hard Inferno has a couple of tricks up its sleeve. You can crawl around in the ceiling to find the armoury, or to catch the grunts below you by surprise. Once you reach the button to unlock the stairwell, the floor is attacked by an apache helicopter. The vast majority of the scenery is destructible and it becomes a mad dash to the exit as more grunts spawn in and the whole place starts exploding around you.
Yet another personal favourite of mine. This is the kind of map where the entity setups in play make my head spin. An art heist in a museum using a rather unique set of security systems. Fantastic use of the limited space, results in a map that’s entertaining throughout and wonderfully replayable.
A nice little conclusion to the mod, starting to wind down with little spatterings of combat… then somebody drives a tank through the wall. As always with Strider, the sense of place is top notch.
Last but not least, another insane entity setup by Don. A follow up to Cenodrome: The lost sub-basement of Tower 1, Cenodrome XL puts YOU in the arena from the get go. Five rounds against randomly selected opponents before a sixth round which becomes an incredible endurance test, before facing off against the dreaded and fearsome final boss of TWHL Tower 2.
Overall, this was an absolute blast to play through and a joy to have been an active part of. Stunning work by everyone involved and a huge and hearty thank you to Strider for taking on the project, as well as Penguinboy and Unq for picking things up when Strider had to step away for a while to go and dodge security cameras and disable some lasers somewhere.
Manually
Hard
2 Hours, 25 Minutes
TWHL Tower 2 is a compilation map pack set in a tower block under lockdown where each mapper built one (or more) floors, the only limitation being it must fit in the defined space. Needless to say, the player will run into all manner of strange and unusual goings on as they fight, puzzle, sneak or gawp their way down from the roof to eventually lift the lockdown on the ground floor.
It’s an enormous pack with a wide variety of maps, taking me a good two and a half hours to complete. There’s a lot of fun to be had and whilst my own preference is for more traditional Half Life gameplay there’s some superb maps which try something different. The package as a whole is well put together and the floors nicely ordered to avoid repetition in gameplay and keep things fresh.
A great start to the pack this beautiful looking map has the player navigating the roof avoiding sentry turrets and overcoming obstacles to reach the stairs down. I liked this a lot.
My first map, a traditional affair exterminating aliens in an office complex styled floor. I’m satisfied with how it turned out but could do with greater variety in lighting and more sounds.
I really enjoyed this one. Felt like a cross between a Black Mesa lab and Fallout 4 interior with the player fighting xenians and humans plus solving simple navigation puzzles to shut down a portal. It was surprisingly long and had some neat community refs. My only real criticism was g-man rambled on a bit.
An interesting floor set in an ancient tomb with the goal of stealing the ‘treasure’ whilst avoiding the traps. Had a great aesthetic and ambience but was let down by the overall darkness and lava traps which were pretty unavoidable the first time encountered and an absolute nightmare to jump across.
Another interesting premise involving the player trying to destroy a creature trapped in a cage but capable of firing energy bolts at them as they moved around surrounding corridors. A nice idea but didn’t find it overly fun, there were too many places I felt were in cover but could still be zapped and the damage dealt was pretty high.
A brief interlude where the player stops off to grab a bite to eat and do a little collectible exploring before continuing onwards. Not much gameplay and slightly chunky visuals but I enjoyed checking out all the posters.
A hugely innovative map cramming all the Earthbound Half Life chapters into one floor. Does an amazing job condensing the essence of each chapter into it’s own small, instantly recognisable room. How this was done is beyond me and it’s an experience not to be missed.
An unusual map with the play navigating through a series of memories. These types of maps aren’t my cup of tea, it only vaguely made sense and there wasn’t much gameplay. That said it was well crafted and if you like more abstract maps you’ll likely enjoy it.
A nice looking and fun map set in a sort of corporate HQ where something isn’t right. The player free roams reading the guided tour notes whilst trying to get into locked off areas, eventually discovering the source of the trouble and resolving it my favourite way – firepower.
A fairly simplistic looking floor set in a lab where marines are attacking scientists. The action was pretty fun, culminating in a teleport chamber which you appear to activate by destroying protective shields around power cores (surprisingly satisfying)!
Another (appropriately) simplistic looking floor which has the player fighting through a CQB style training course against custom grunts and back again. I liked the layout and mindless gunplay for what it was and it ended just before becoming too repetitive.
A stunning looking stealth level where the player has to steal a priceless artifact whilst dealing with guards, camera’s and security lasers. Had a Deus Ex feel to the gameplay and I loved it. One of the junction boxes to disable the security lasers was tricky to spot but got there eventually.
My second map and another using standard Half Life gameplay this time trying to rescue a scientist from the marines in a laboratory setting. I’m happy enough with it, but one marine needs tweaking as until he moves he appears to be bulletproof!
Another interlude floor which looks fabulous. The player can amble around admiring the displays and try to obtain the collectible if they desire before moving on.
A spooky themed, rather bland apartment floor that has the player wandering round fixing broken fuses then departing as the environment gets increasingly bizarre. I’m afraid this type of map rarely appeals to me. It would have benefited from more ambient sound effects to unsettle the player and perhaps something sinister to evade.
A puzzle floor set in several apartments which has the player solving a murder mystery, working out who killed who, how and why Cluedo style. There’s a handy clue counter outside each room and I enjoyed this far more than I thought I would. Visuals were a little basic in places but this helped me focus on puzzle elements.
I liked this jaunt through a well-designed lawyers office infested with zombies and head crabs. It has a nice moody atmosphere and the visuals and layout appeal to my tastes. My main gripe is not getting a better weapon than the crowbar until near the end.
Another spooky themed map like Apartments before. It had a decaying asylum aesthetic which was fitting and a few creepy sounds but was too dark and suffered similar gameplay issues to Apartments – lots of wandering around without much happening. Just not my thing I’m afraid.
A simple looking map with the player up against marines in some bare bones arenas but with a surprise twist when the lead starts flying – many of the enemies are running around on the ceiling! It’s an amusing gimmick but suffers from some wonky AI behaviour and difficulty in seeing those above. Still it’s a nice change and is over before the issues become irritating.
An excellent homage to System Shock 2 which absolutely nails the look and atmosphere. I could play a whole mod with this aesthetic. Gameplay is centred around puzzles and I had a lot of trouble with the first one, even with the optional hints, but after that things went much more smoothly. I wish it was just a little bit longer.
This floor’s standard Half Life gameplay, gunning down xenians and navigating vents, in a mish mash of basic office and utility environments. It was quite refreshing and I had some fun trying to work out how to get the collectible.
A story based floor where the player explores an apartment, reads lots of journal entries then burns the place down after finding suitable tools. As with similar maps in this pack I didn’t really follow what was happening or overly enjoy it but the apartment itself was well made and I’m sure it’ll appeal to players who like a more cerebral experience.
I really liked the broad layout of this office floor, the set piece design and destruction caused during the marine encounters – it all gave me a Die Hard feel. However, the experience was spoiled a bit by far too many head crabs in the dark, cramped ceiling area and repeated deaths caused by the self-closing doors obstructing or clipping me in place whilst fighting.
A tricky puzzle level in a beautifully designed map that has the player attempting to steal as many paintings as possible from a gallery protected by laser beams and barriers. The player will have to keep their eyes peeled and brain engaged if they want to snatch everything. This map caused me some frustration before I realised (after an embarrassingly long time) the hacking devices could be removed and reused, after which I rather enjoyed it.
Another gorgeous map where the player finally lifts the lockdown then has to fend off a tense lobby ambush by the marines. I missed goodies in the Armoury as I thought the chap from the roof would come and unlock it (not the case) but nevermind. Great fun and satisfying climax to the tower unless…
This bonus map was an absolute blast. Several rounds of arena style combat against opponents randomly selected from an increasingly difficult pool. With some humour thrown in for good measure it’s a great way to round off the pack and the final boss was brilliant.
Whew, all done. It was impossible to rate the maps individually due to the sheer variety and general quality on offer. If pressed I’d say the 5 maps I personally enjoyed the most would be (in order of appearance) Warm Welcome, Phantom Lab, Smash and Grab, Not Much of a Turnabout and Cenodrome XL.
To sum up TWHL Tower 2 is an excellent community pack with content from some of the best GoldSource mappers out there and I would highly recommend anyone with even a passing interest in Half Life download and play it. So with that said, what are you waiting for?
Manually
Medium
2 Hours, 30 Minutes
can you please (under spoiler tag) give me the solution for floor 9? please 🙁
managed to get the final answer 😛
Mod is great, but in “Repechage” I can’t take one picture: invisible walls interfere.
Which picture is that? They are all swipable but not immediately.
This was absolutely brilliant! Even better than the first TWHL Tower 1. And well I’m saying that because from the rooftop to the basement (where the “cenodrome” is [which in fact is activated if you collect more than the half of HL CD’S spread through the whole 23 maps…]), this building is full of action and excitement the whole way down!
Some maps are just solid gold, in concept and design terms, I guess that’s because the whole project aims to “keep it simple” and oh boy! they really achieve that! In fact, it’s amazing how many different entries are in a whole harmony between each other and the whole mod feels indeed like an entire combat building.
I really don’t want to review each floor, so I can only say play it by yourself and you won’t be disappointed at all!
This whole project oozes quality and fun from the beginning to the end and is a worthy mate of other great compilation maps like Project Quantum Leap 1&2.
Is just amazing! And if you haven’t played HL mods in a while, when you play this you won’t stop until you reach the ground level!
So go on and play it now!
Manually
Medium
4 Hours
Wow, what a wonderful mod! This clearly shows that Half-Life maps can still be great in these graphics-over-everything-else times and that gameplay and variation is king :)!
The concept here is far more realised than in the first TWHL Tower, and this one of the best mods I’ve played in many years. The tower is far more cohesive than the first and it easily feels like it could have been made by a single person, I assume this is partly due to some mappers creating multiple floors unlike the first where everyone involved got one and also (i think?) fewer restrictions on what could be done on the stairway. Another way I think this improves on the first is the variety here: almost every map is of a certain standard of quality, there is a good balance of action, puzzle, exploration as well as Black Mesa and more unusual map themes, and the levels flow better than in the original. The advantages of Spirit of Half-Life were capitalised upon more than in the original TWHL Tower.
As much as I want to review every floor, I feel like that goes against the spirit of the review, so I’ll highlight key moments, minor spoilers ahead. Half-Pint is a bite-sized version of Half-Life with each chapter occupying one or two rooms, it’s very distinct to a point where i don’t think text or dialogue is even necessary to convey the point, it’s a standout for good reason. Smash & Grab takes the stealth map from the first tower (made by the same mapper incidentally) even further by requiring you to find breakers to disable the alarm system and with barney defences that will shoot on sight, I had a lot of fun with this one and the last breaker took me a good 10 minutes to find. Not Much of a Turnabout was definitely my favourite, a puzzle/exploration murder mystery, the only problem is that it’s short and easy but I had a lot of fun with it regardless, I hope someone takes this idea and turns it into a fully fleshed out mod as it is now shown it’s easily possible within the limits of HL/SoHL. Trial by Fire is a fun exploration of an apartment with some supernatural horror themes. The bonus map, a new version of Cenodrome, was really fun too, however you can easily cheese some parts with the tau cannon when it’s available by hiding behind one of the small walls and blasting all the enemies from there.
I don’t remember any parts that stand out too negatively. The gameplay of The Tomb was quite irritating due to floors that collapse into instant death pits, usually without warning, but it looked superb and the use of scripted sequences and texturing made it a very believable tomb. Food Court is a short joke map and the only real gameplay is finding the disc, it’s not my cup of tea but it’s at least quick and inoffensive. Flippant had an interesting gimmick, but not one I haven’t seen before, and i found the gameplay to be irritating (especially with the fassns of all enemies that could have been in the map) and was definitely my least favourite of the mod.
Also is it just me, or is Training Course identical to another mod on this site but puzzle oriented instead of having the robots? I swear I played it a few years back but the targets and other decorations within the map were actually key to the gameplay. I may be mistaken.
I’m not sure I have any complaints about this project, any disappointments with the first mod are improved upon and it’s a resounding success and a must-play.
Manually
Medium
2 Hours, 50 Minutes
I got as far as smash and grab (I think)..but it just keeps crashing there so I got no further down the tower, it was pretty good up until then so something isn’t working so good for me…it’s a new PC as well..quite nippy after the old one…so it’s not that…I dunno..
Are you playing under WON or Steam? It’s designed for Steam only.
Yeah, Steam..
Sorry, don’t know what the problem could be. You’re running under Windows, right?
My only suggestion is to validate the Half-Life files via Steam, and perhaps remove/reinstall. I don’t think we had crashes in any of our playtesting there.
How do you get 100% in the map “repechage” ? I’m fairly sure I got all the paintings, but I finished with 95%…
Keep looking…
If I want to bypass a map, is there no way and that means I have to quit the whole mod?
I find Cargo Specimen excessively annoying, and with no keycard seemingly available anywhere, I’m stuck.
I finally figured it out. Not obvious.
This was really fun to play for most of the maps and I think for some participant there was a lot of effort made.
Sometimes I had the feeling that It was a kind of competition between mappers so that several maps were quite complicated to figure out what next like if the aim was to make the most challenging maps to put in advance the mapping skill of each other (this is my feeling)
this create sometime some frustration and especially with maps where you need to solve problem (simply perhaps because it’s not really my cup of tea 🙂 )
But appart from this minor flaw for me it was really a great experience.
Thanks to all of you who participated in creating this high quality mappack that was way better than the first Tower
Manually
Medium
4 Hours, 10 Minutes
Does anyone know if this can be mounted/played in sven coop?
One of the best mods ever. I literally can’t say anything else.
Managed to get 100% pictures and All cds. If you need some help, just ask me 🙂
Manually
Easy
5 Hours
Nice collection of fun maps! I especially love warm welcome (nice visual), half-pint (nice idea), von braun (nice visual and atmosphere), the tomb (nice visual and concept).
Manually
Medium
3 Hours
Can anyone suggest why TWHL though loaded onto my sourcemods file does not show up in my library?
This has happened to several downloads from here in the past and while I do nothing different to when I download and add other mods there are a few this one included that just doesnt show up in my library….
I’m 64 and not a huge tecchie so some simple guidance or a helpful link would be precious and greatefully received
Thanks in anticipation
This is not a source mod – it’s a Half-Life (1) mod.
Copy the twhltower2 folder (and if desired, the twhltower2_hd folder) into your SteamApps\common\Half-Life folder.
The “sourcemods” folder is for Source-engine games & mods (Half-Life 2, or the Episodes 1 & 2).
Generally on this site, you can find instructions in the post, in the Manual Installation Instructions section.
I had a lot of fun with this mod because it was designed by different modders. Therefore each level was unique and offered different play, weapons, enviroments and puzzles. I missed 2 CDs, so I plan to go back and get them all, to get the bonus map. Some puzzles were quite challenging. Congratulations to all the modders…great collection!
Manually
Medium
15 Hours
One of my favorite mods I’ve played too date. Half-Pint seems to be the fan favorite for good reason, but I also really enjoyed The murder Mystery floor, and the Painting Heist floor.
Manually
Medium
2 Hours
Much like the previous TWHL Tower, this is a fun collection of maps that range from intense combat, intriguing puzzle segments, and memes. Well worth the download.
Manually
Medium
2 Hours
Proof that dedicated fans can keep a game alive for years to come.
Manually
Medium
2 Hours
Saw Vinny playing this and decided to try it out myself, having a blast so far!
puzzle maps really made me tired, but other maps were also good, especially memory
Manually
Medium
3 Hours, 20 Minutes
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This becomes my personal favorite because this sequel is far better than the first mod. What made it better is that they provide really well made entries!
Not a bad start, avoiding lasers to avoid turrets is pretty interesting just like his previous entry, “Chairman”
Meh, not that interesting. Run around kill everyone before progressing to another floor and that’s it.
This one is fairly good tbh. At first I thought it’s gonna be Afraid of Monsters like content but it’s just a generic Black Mesa type design. But at least it has some horror vibes and I’m thinking of Dead Space vibes. Gman’s voice acting sounds kinda bad tbh.
I’m not a huge fan of tomb like levels but this is pretty good. For some reason, it’s that I don’t appreciate things like this but that doesn’t mean this level is bad. Sure there are annoying traps and puzzles but it’s at least beatable.
I love this map. It sure is frustrating when a kingpin is precise at shooting you. The level is simple and very challenging tbh. It feels like a boss battle in it but sadly I feel like this is not an actual kingpin npc.
No combat and puzzles, basically a chill out map. Eat pizza, and move on so I’m glad this at least serves its purpose unlike Aerodynamics in the first mod, that’s pretty terrible.
This is my second favorite map in this mod. Apparently this reminds me of Map Labs’ Half-Life Abridged mod It’s just sad that there’s no xen map but I guess it’s because a lot of people hate that chapter.
Not bad but kinda creepy. Press random objects until you find the right one and proceed. Though this one has an interesting story, and the surprise at the end made me jump a little.
Visuals and custom textures look great. I gotta love how the AI is alive. This is more of finding a key to unlock doors. After that, there’s combat and that sums up Orange Corp.
The best part here is when you reach the generator destroying it. It does feel like a boss battle. Other than that, this is basically a gruntfest.
Another gruntfest. Seriously, what’s up with that? The magnum pistol makes the combat easier because you could just kill them with one headshot. After killing them, backtrack for another gruntfest and that’s it.
Finally a good stealth map where you get to kill guards. I wish “Chairman” would be like that but this is way better. Avoid the cameras and lasers, kill the guards with a crossbow, it’s like playing Hitman.
Ngl, this one appears to be bland but with gruntfest, it takes the fun out for me. Moving on.
Not bad for a chill map ngl. There’s not much to say other than great visuals. There’s no combat and puzzle so that’s basically it.
Visuals look great and creepy ngl. At first, I thought this is gonna be like Afraid of Monsters type of mod but this only has puzzle, no combat at least.
This is my #1 favorite map of all in this mod. This is the best puzzle I’ve ever solved in Half-Life and I wish the author could make more of this murder mystery. Roam around different rooms to search for clues, identify the victim, culprit, cause of death, and boom. Let me know if there are more murder mystery mods or games cause I love mysteries like this.
Bland, run around, kill zombies and headcrabs. What else can you expect?
Ngl, even if some horror maps are designed to be scary, this one fails at doing so. The map is purely dark and I had to use flashlight the whole time and it’s a hassle. And I think there’s only like 1 – 3 textures only? I didn’t like this one sorry.
Another gruntfest but this time, they’re upside down. There’s not much to say because that’s the only difference from the other gruntfests.
Visuals look really good in this one, no combat, tricky puzzle but still solvable at least, I like this one.
Another bland map with generic Black Mesa design. I didn’t enjoy this quite much because maps like this are becoming boring now.
A nice creepy atmosphere the map has offered. I like the entry here where you gather notes to know what really happened in the story. Sadly no combat, basically find all the notes to progress but not a slenderman type of gameplay.
This is far the best gruntfest in this mod with tons of actions and a helicopter. This is one of those generic action movies you’d see in theaters but in Half-Life.
This one is pretty amazing looking at the artworks as you figure your way out how to steal them. I only got 75% of them but the puzzle of getting them is what makes this map fun.
Strider is really good on how to conclude a mod. An easy gruntfest, the APC at the end, it’s satisfying to see the front door once again.
I will review the Cenodrome separately. It has its own mod so that’s where I’d review it.
Really good mod that shows how the age of the Goldsource engine has not bodged down the quality of what people can create.
Manually
Hard
3 Hours, 30 Minutes
I played the compilation over half a year ago, I forgot many details so I don’t want to comment every entry. I have to say, however, that I absolutely adore “Not Much Of A Turnabout”! It inspires me to this day and I think about it frequently. It also features a great humor, and a perfect design for what it is. It’s not janky or confusing, it’s well thought out.
The whole compilation is a must play for every hl mod enjoyer *Can You Feel My Heart starts playing*
I enjoyed most of it and looking forward for another twhl!
Manually
Hard
2 Hours, 15 Minutes
TWHL Tower 2 was… A quite remarkable experience
a mod that I had pending and seemed like something quite a change of scenery, it does not disappoint in the section of being a mod that has several floors created by different people and that feel unique for better or worse…
Some levels were excellent and others were passable, there was even one in particular that seemed annoying to me (it was 6 or 7) due to the bullet sponges and added to the fact that the level is upside down, it is very stressful.
It definitely meets its objective, it is not an ultra-remarkable mod, it has happened to me that sometimes the doors did not open and remained bugged without opening and I had to restart
In addition to the fact that the mod mixes several models, some with more polygons than us and it feels very unnatural, at least give me the same number of polygons as the weapon that Barney has that one.
It is also an experience that is quite enjoyable, you should try it to get out of the conventional
Manually
Medium
5 Hours