This map feautures non-linear level design and some well hidden secrets. Custom assets packed into bsp file.
Pipes, walkways, some supporting beams and handrails models are made by myself, if you want to use them in you're maps, feel free to do it. This includes some custom materials you can find in a packed file.
Installation: unpack archive and place ssky_c0m0.bsp into Half-Life 2 Episode 2 maps directory, for example: C:\Steam\steamapps\common\half-life 2\ep2\maps.
Updates:
- placed more ammo, weapons, health kits, armor, chargers around the map to make gameplay more fair;
- added ambient occlusion to the lightning;
- replaced some props due to entities limit.
I feel like the barricade and ladder placement parts felt a little rough, as I only found out I could do them by stumbling into the walls and seeing the transparent markers appear, but there's probably not a whole lot you can do about that in Source.
It was quite challenging at the start. I wandered into the poison zombie tunnels and metro cop stations with nothing but a crowbar and pistol, which left me pretty low on health for the first half. I think had more trouble when the Combine reinforcements arrived then the headcrab canisters after them. It almost seems like those two should happen the other way around, with the Combine being the map's big crescendo, but otherwise I really like the way you kept repopulating the same area with new threats.
It also looks really nice. The detail is well done throughout, I especially like the pipe work, and you have some very nice dramatic lighting in places. Really well done.
Good job with finding code, and finding second secret. There is actually a third secret and it's a well hidden room which really hard to find, maybe even impossible if you don't know about it's existence. In this room is a result of my experiment with monitor, camera and combine scanner.
Texturing — 10
Ambience — 10
Lighting — 7
Gameplay — 3
But. Big big but (pun intended).
The combat is extremely poorly managed. More often than not, I'd find enemies swarming out of every direction, with no indication as to a wave was over or where the next attack would be from, trying to take cover or retreat for a few minutes only to find there were enemies behind me as well. In addition, I fought through the majority of the map with a pistol only, as munition for the other weapons was extremely rare. I had to quicksave every few moments (and use godmode once, after saving only to get shot in the face right after). In the end, I ragequitted after dying for the tenth-or-so time in the same spot (trying to kill half a dozen combine plus two shotgunners when you're on 10 health and only got a pistol is kinda hard).
There's huge potential in this concept, but I think going over the combat and re-doing that would really benefit the map. Maybe a more traditional approach to staging assaults would be good, with more obvious indication where to expect enemies from, and places to retreat to for some licking-my-wounds. That being said, this is still a pretty cool map, and the layout and visuals are certainly en par with any campaign map.
I've updated the map a little by adding some weapons, ammo, grenades, health kits, health chargers, armor charger and armor batteries around the map, so it's should be a lot more fair for now. It's kinda problematic cause when you test your own map it feels too easy, especially when you played it a ton of times.
Also added ambient occlusion to lightning.
And thanks for playing