Infiltration

Half-Life 2 HL2
Infiltration by Exos
Posted 14 years ago2006-08-28 22:15:24 UTC • Completed • Half-Life 2
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Name
Infiltration
By
Exos Exos
Type
Map
Engine
Source
Game
Half-Life 2
Category
Completed
Included
BSP
Created
14 years ago2006-08-28 22:15:24 UTC
Updated
14 years ago2006-09-24 07:15:37 UTC
Views
6320
Downloads
2189
Comments
23
Rating
3.29 (7)
Reviews
0
full star full star full star half star empty star Download (Hosted Externally)

I changed my host so it downloads ALOT faster. It is a 3 map/part Half-Life 2 single player level. The player must infiltrate a combine Lab in the city. PLEASE DO NOT JUDGE UNTIL YOU HAVE PLAYED THROUGH THE WHOLE THING! Also, don't use cheats; play through it normally!

The first map is figuring out how to get to the end. The second map is full of puzzles and obstacles that the player must navigate through. And the third map is more of fighting enemies.

23 Comments

Commented 14 years ago2006-08-28 22:53:16 UTC Comment #12913
The download is REALLY fast. And I mean fast. So try to look past the stupid confirmation screen for the download. I couldn't get a direct link.
Commented 14 years ago2006-08-29 05:22:44 UTC Comment #12915
I wouldnt say REALLY fast at 200/250kbps, but certainly much, much better. I'll give it a whirl and review right now.
Commented 14 years ago2006-08-29 09:07:01 UTC Comment #12917
I agree with all the points above, feels rushed, lots of little bugs, some times I felt I didnt know what to do next.

lots of doors look the same no handles on any, so which do/can I open?

are you using prop_door_rotating?

lights are turned off but have the skin shows light is on, use the change skin command

Some good puzzle,

mainly lack of detail / texture allignment
Commented 14 years ago2006-08-29 10:15:07 UTC Comment #12918
I think saying lack of detail is a little unfair. Some spots have Insane detail and some don't. Just look at the warehouse roof, and the city.

But, it is my first real attempt at a single player map. So I think I did alright.
Commented 14 years ago2006-08-29 10:16:29 UTC Comment #12919
What is with the Quad posting Kramer?
<br /><br />
<i>Quad posting Kramer is no more! - Your friendly neighbourhood moderator</i>
Commented 14 years ago2006-08-29 11:24:58 UTC Comment #12920
Hitting the refresh button too often?
Commented 14 years ago2006-08-29 12:29:21 UTC Comment #12921
"Some spots have Insane detail"

im sorry, but no.. No place had 'insane' detail.
Commented 14 years ago2006-08-29 12:32:56 UTC Comment #12922
hey nice... had alot of fun playing through that... a few things though, most of them which have been stated above:

*a bit of shotgun ammo after the sewer zombie battle... I ended up having to run past the zombies in order to have enough ammo for the combine's

*the striders would look much more impressive if they mooved around

that's realy it.... I had alot of fun with it so I'd give it a 4 for gameplay, It looked realy nice in places such as the warehouse, but then a bit boring in places so that'll be a 3 for the looks.

It's just on the border between 3 and 4 and don't get mad at me for giving it a 3 ;)
Commented 14 years ago2006-08-29 13:13:46 UTC Comment #12924
yeah sorry about the quad post I hit back button or refresh a few times and it re posted, any mods please delete.

The comments are purely to point out where you can improve, we not posting to shoot you down.

for your first map it's good going and you should be pleased with your effort.
Commented 14 years ago2006-08-29 17:35:29 UTC Comment #12925
-Bland,nothing you haven't already seen somewhere else,nothing to really hide behind in an empty corridor with combine.

+you tried,sewer area(a little too dark though),some areas actually provide a challange
Commented 14 years ago2006-08-29 18:41:30 UTC Comment #12926
Yes, he is my brother, but Im still reviewing!

Pros:

Nice entity work
Good trigger work
Some areas were very well done (mapping wise) as for others, (such as the looong hall) were not.

Some cool combine battles. (1st level, 2nd, and 3rd)

Good ambient sound placement.

Very good puzzles.

Some good challenges.

Cons:

The transition from 2nd to 3rd level made no sense. (kinda)

Personally I dont like strider battles. I wont really count it, because HL2 had some stationary strider battles.

Low detail in some areas.

I think you know what else :)

All in all I think it deserves a 4. Its alot better than some of the crap SP maps here (go through map, fight 4 or 6 zombies, and thats it....)

The good brushwork outshines the bad, the puzzles are a plus, and the entity/trigger work. The battles too raise the score. Also because its 3 maps and actually takes time to complete it gets 4 stars. I hate playing these 5 minute SP maps!
Commented 14 years ago2006-08-30 13:39:58 UTC Comment #12927
Infiltration 1:

Pros:

+ Nice displacements at the start

+ The sewer is well detailed and quite creepy with all the zombies

+ The hall with the combine elite in it is great, and obviously designed for combat

+ The antlion guard sequence along with the plank puzzle made a good end to the map.

Cons:
  • The seagulls at the start look really crap when they rotate like retards.
  • the clip brush is too far away from the ship, making it an obvious invisible wall. bad.
-- You can see through gaps in the displacements around the first pipe to the other side of the map. Very bad.
  • You should add a level or something to the generator in the sewer to make it more obvious that its interactive.
  • Why are some grates breakable but others arent? Texture the non-breakable ones differently.
  • Put some shotty ammo before the combine elite hallway. I wasted all my ammo on the zombies.
Overall:

A nice, well detailed map that is held back by some really irritating bugs.

(4 stars)

Infiltration 2:

Pros:

+ The combine fight over the generator was a great HL2 moment. Love it.

+ The puzzles were all pretty good and well thought out.

+ I love your sick sense of humour with the vent in the room that the player thinks he'll have to make a bridge across with crates.

Cons:
  • The levelchange hall was, for lack of a better word, horrible.
  • The huge long hall leading to the security room was really bad too. Add some detail PLEASE.
Overall:

Lack of detail dragged this way down. Some nice entity work, though.

(3 stars)

Infiltration 3:

Pros:

+ The hall with glass was cool.

+ the sliding doors were awsome.

Cons:
  • What?! Random location change?!
  • None of the striders move. This makes the combat really boring.
  • The combat was really poor. The striders became chores instead of enemies, when the player has to duck, shoot, duck, shoot repeatedly.. Its annoying.
Overall:

Boring, but with a few good points.. The worst map in the map pack.

(3 stars)

Overall:

4 + 3 + 3 = 10

10 devided by 3 = 3.333...

round up to 3

Honestly, i would give it a three if it asnt for the good moments in map #1. It feels very rushed towards the end. Improve it
Commented 14 years ago2006-08-30 13:49:12 UTC Comment #12928
right just a couple more thing... I don't know if this happened to anyone else, but I often met combines that were facing the other way, making it too easy to snipe them down. I think perhaps the strider battles should have been in a more open area, with more hiding spots... I couldn't quite figure the change from lvl2 to 3 out, but i liked the white out effect and those vortigaunts gave me the biggest shock ever ;)
Commented 14 years ago2006-09-04 10:23:06 UTC Comment #12952
I thought I'd give this a go since I was bored and...

It was a bit entertaining and one of your rooms inspired me to make some kind of puzzle map but that's for another time...

The first map - It was raining seagulls!? The displacements were nice but your brothers mountain texture was too shiny and didn't fit in with the rest of the map.

The sewer was dark but I later found out my gamma was low so...I think a small light (green) above the power box might have helped.

I kept smashing vent holes and they didn't break so like Hunter said texture differently.

The combat was very hard...I think one or two less Elite might have made it easier...I was even playing on easy and they kept shooting the AR2 balls at me...How can I dodge 20 of them!?

Map 2: Puzzles made a nice change from fighting, I could see the skybox in that outside area with water below you. Textures were unaligned in places. Detail was low in places and texture choice was eugh.

Map 3: First of all that Vort healing bit frightened me...I fell off my chair.
The Strider battles were tiresome and boring because they stood there...
The gateway models were alright but I feel you just chucked them in for the sake of it...I noticed textures and themes didn't match...

Changing to the city made me do the 'wtf face' and then I was suddenly loaded to some black room with credits and a random door in the middle...

The whole project was fun but tough but detail wise it had its moments and it had its bad moments. To be fair it looks like you put a lot of work into it and although it deserves 3.5 I think the hard work adds another .5 so 4 but you scrapped it off my shoe...My suggestions are when making maps with doors use model doors, work on hallway detail, work on NPC combat as I found enemies would face away - Use scripts to make them charge at you, moving around makes it harder to shoot them..., make Striders move and check for bugs with friends.
Commented 14 years ago2006-09-12 22:10:12 UTC Comment #12988
Thanks for taking the time to send it to me on aim again :)

Right off the bat when I started I was blinded by a white mountain, that's a terrible texture! In the sewers I wasn't sure what I was supposed to do for a while...

The canals were cool but I didn't know that I wasn't supposed to fall down there to start so I ended up killing both those things and then figuring out what the real task was.

That generator warehouse place was kinda lame, its not very fun to open a door and walk into a warehouse with tons of people all of a sudden shooting at you.

In the room with the fans... It was really frusterating because I didn't know what to do... Even when I knew it was something with the fans I kept trying to press E or shoot the grav gun at the fans and finally on accident I discovered you could shoot the back off.. It'd be cool if you could give some sort of hint about that stuff.

That one hallway was preety bad... The guards were facing the other direcion just standing there seeminly doing nothing, it was easy to pick them off one by one when they didn't even see me. Talk about bland too with random doors there.

Once I unlocked the doors I had no idea where to go because I thought that those 2 doors in the warehouse were just another set of unspecial doors.

As Habboi said, I jumped when out of no where those things appeared (and not a good kinda).

For Next Time:
-Make decent looking doors, those other doors were 100% unrealistic and the way they were placed made hallways seem kinda freakish.
-Try to give hints to the player on what to do, I know it's probably me but it felt like I never knew what to do.
-Make smoother level transitions and your good to go.

All-in-all 3 stars keep it up!
Commented 14 years ago2006-09-12 22:24:00 UTC Comment #12989
I mapper should never have to give obvious hints. That is why it is called a puzzle. You have to figure out what to do. I purposely made it so if would take some brain power and observation. Like with the fans. A bar was stopping the fan from moving. You could VISUALLY see this. Therefore it is a hint. Hints shouldn't ambiguous, they should be vauge so the player has to use his brain. Simply saying , "I couldn't figure it out" isn't a con it is a pro. It is a sign of a good puzzle. Thusly it isn't fair to take off because you has trouble figuring it out. Half-Life 2 does puzzles with NO hints ALL the time. The point is the player must figure it out for himself by observation.

As for your other comments. I agree. I will take that into consideration with my next Half-Life 2 Single player map.
Commented 14 years ago2006-09-14 06:26:50 UTC Comment #12993
Download link is kind of broken for me
Commented 14 years ago2006-09-16 10:04:01 UTC Comment #13001
broken link
Commented 14 years ago2006-09-18 19:46:18 UTC Comment #13012
I have to disagree that they don't give ANY hints in HL2 for their puzzles... They always build you up starting with a simple puzzle and then they make a form of that puzzle, except harder, so that you have a general idea of what to do. In the Lost Coast and Episode 1 the comments stated a bunch of times that they always try to make it so that the player doesn't feel lost, and try to introduce the player to puzzles slowly so that they don't feel overwhelmed all at once- Besides the only real issue I have with those fans is that it really didnt seem apparent that you could pull off that back cover...

Anyway of all the HL2 SP single player maps I've downloaded recently yours at least HAD some creative puzzles so don't worry about it :)
Commented 14 years ago2006-09-24 03:55:22 UTC Comment #13027
Commented 14 years ago2006-09-24 07:17:35 UTC Comment #13028
Hey thanks!! :D
Commented 13 years ago2007-01-15 23:30:56 UTC Comment #14008
Am enjoying the mod, but am stuck. Just hit the console - "security locks disabled" - but can't figure out where to go. Trying to get back through the steam room just gets me killed. Any help would be appreciated. Thanks.
Commented 11 years ago2009-06-27 12:10:56 UTC Comment #17617
I played the version from PP June 2007.
Loved it

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