City 7: Toronto Conflict, is an action packed Half-Life 2 mod with a variety of unique levels and game play. Explore what has become of City 7 in areas like Dundas square, Eaton Center , Mel Lastman square, St. Michael's Hospital and TTC system under the Combine rule. This version features Gordon Freeman as the main character, stuck in Toronto due to a teleporting accident in Kleiner's lab. Try to escape this war torn city by finding any type of teleporting technology and send him back to City 17. Despite our small development team and short production time, we managed to get halfway to the CN tower and have already created 2-3 hours of fun and action packed game play! We want to finish this mod the way it was intended it to be, as a glimpse at what happen to a part of North American during the Combine invasion. It is believed that the Combine have created multiple citadels around the globe and human communication in the Americas has been cut off for years. However, Dr. Kleiner...

RSS Reviews  (0 - 10 of 100)

An alright mod that is plagued by awful balancing and some bugs due to the SteamPipe update.

The mod starts off relatively okay but you will be lost for the first 5 minutes or so but afterwards it becomes pretty linear and understandable, atleast it did for me.
Unfortunately the closer you get to the ending, the worse it gets, to the point where you must use cheats as there are just waves after waves of enemies with barely any supplies to counter-balance them.

Voiceacting is whatever, does the job and sometimes a bit funny due to the delivery.

If you got time to waste and have nothing to do otherwise, it's worth atleast a singular playthrough but you probably won't have that much fun with it.

City 7 is a mod with a great premise and decent length, but the execution often falls short. That said, if it's worth writing this much about, it's also worth playing. Buckle up.

Intro exposition was nice, but the opening fight was poorly scripted and kind of awkward. So... they just all immediately attack me when I cross an arbitrary line? You guys saw me jumping around like a maniac on the shipping crates. You saw me perched atop the wreckage of rocks and smushed Elites. I even jumped down and threatened you with my crowbar from a short distance away. NOW you decide to attack me with instant hive mentality?

Inconsistencies. Some Combine forcefields can be shot through, some can't. Some concrete barriers can be hopped, and some can't. Enemy weapon drops are sporadic and don't exist if you haven't acquired the weapon yet. Made me unsure of whether I should fight or flee. ****, that's a lot of enemies. Am I not meant to win this fight?

Lots of long distance fights down long corridors. Too much wide open combat. Why are there so many enemies? Just waves upon waves upon waves of them. Tiresome and unfair, especially so early on without the right weapons.

Combat was frustrating at times. The stupid artillery also wasn't fun because just as you clear a group of enemies, you're zapped to 10 health. What's that, an ambush? Better run aw- ZAP. It's hard enough not dying from ambushes to be worrying about laser strikes. Just not fun.

Too much cattle to the slaughter. The encounters often weren't interesting when it's just Combine pouring into your line of fire. If you like less tactical combat and more shmup, this mod is for you.

Artificial difficulty with the "perfectness" of Combine ambushes. Oh great, another point-blank shotgunner hiding in a closet.

Envrionments were nice, although some of the outdoor segments and custom textures felt a little too new. Or clean. Awkwardly constrasted with the 20 year decay that HL2 does so well. Signs were too crisp and too readable.

What's with the Engrish? I assumed this was made by Canadians lol. Not half bad voice acting, but the posters were shocking.

"Welcome to City 7. When days go horribly, get a gun for youself[sic]. Are you missing out."

I don't know, am I? Too many weird signs and posters to be taken seriously. It's not really believable as a different Combine "urban center". Seems like the author just wanted to advertise his buddies' stuff and go ham on easter eggs. It's too goofy.

A car with no front wheels?! That is... actually kinda brilliant, not gonna lie.

Quite a few graphical and scripting glitches. Got softlocked in an APC (also no front wheels).

The ruined city and skeletal buildings presented a fun environment that was intriguing to explore. Would've been more enjoyable without constant enemy harassment.

Getting the supercharged gravity gun was SUPER janky wtf. Wouldn't let me pick it up, and it was frozen to the ground so I couldn't move it. Eventually I figured it out: back into the weapon zapper thingy so all your weapons shoot backward away from the chamber. Pick up the gravity gun again, then walk into the chamber; it'll drop and supercharge. Press the button, then use E on the gravity gun and throw it outside the chamber. THEN you can pick it up. Sheesh.

Went even further off the rails with the custom Combine dialog. Aren't Elites supposed to have minimal humanity left? Any are they supposed to ignore you? Suddenly Combine stopped attacking me at times.

Supercharged gravity gun segment was actually pretty interesting. Strange moments of downtime which feel strange because you have this massively OP weapon just vibrating a hole through your arm looking for the blood of its next victim while you kinda meander about into empty offices, occasionally sucking in a poor baton-equipped CP that can barely muster a "get down" while standing there still, presumably in preponderance of the realization of what's next, just to whet its bloodlust. Boy, that was quite a sentence. Grav gun craves blood.

And hot damn, that was some gnarly platforming. I haven't died like that since Prince of Persia.

Loved having impulse 101 and the supercharged gravity gun. It was fun learning to balance usefulness of the entire arsenal against such a monster of a weapon. One of the highlights of this mod.

Final boss was INTENSE. Not exactly well-executed, but it was challenging and blood-pumping. I took it down as my health was draining away, thinking, "I can't survive another barrage- it's now or never." Concluded brilliantly for my playthrough, that's for sure, but I could see this battle getting real frustrating real fast.

A mod with some questionable elements and bugs that ultimately finishes far stronger than it starts. The high note this mod ends on is enough to raise it above 5. Enjoy your 6. There are some good ideas here and a lot of content, but they need some polishing. Maybe hit it with the 80 grit first.

I rate this mod... 7.8 out of 10!

It's a good mod but it need to fix some issues (Like APCs does not have wheels) And need some LITTLE bit more balance.

works great and im pretty impressed to say the least, like wow bravo 10/10, had to do a bit of jiggering to get it to work on linux. a hint, if you download the exe. use p7zip to unzip the exe file and save it to any folder in your home folder. then here comes the tricky part, you will have to move some of the folders and files around to make it work in your sourcemods folder. you will have to move the contents of City_7 to the other city_7 folder located in /city 7 fix v1/sourcemods/city_7 which will contain the bin and scenes folders along with gameinfo.txt. if it asks, replace the scenes folder with the copied one but do not overwrite the gameinfo.txt file. leave that alone. move the newly copied city_7 folder into your sourcemods folder under .steam/debian installation/steamapps/sourcemods folder. restart steam, then voila it should be in your list, it will likely install the required SDK when you hit play. may run on proton if so use exprimental.

9

Really cool! It makes sense with the official story, the dialogues are good, the gameplay is fun, also has some funny moments ... XD and I liked the cake after the credits :)

7

hannantobat says

May contain spoilers Agree Disagree

The mod sometimes crashes and so buggy.

This is a mod that had so much potential then ****** it all away with problems that plague most mods.

I want to start by saying that this mod has AWESOME set pieces that I really love that are totally ruined by bugs, poor level design, or boring, flat combat. Some of these set pieces include the train which was cool until towards the end you find yourself in...a train...a there are at least a dozen enemies on the other side of the car; there is a massive shield across the street that you need to shut down in multiple stages which was neat, but the boring level design and millions of enemies ruined that too. Then there was a part of the street collapsed and antlions and this is where I stopped playing because though the location was neat, the combine rain fire down upon you from literally 360 degrees and the level is so poorly constructed I have no idea where I'm supposed to go. Basically this mod boils down to a few things: great set pieces, horrifically bland or unfair combat, way too many enemies, confusing or uninteresting level design, and mediocre visuals.

Overall a mod that is unplayable without cheats so that you can find out where you're supposed to go and survive combat. Lots of potential absolute failure of execution.

"City 7 - Toronto Conflich" is easily one of the buggiest and most 'unplayable' HL2 user-made mods I have ever.....*cough*...'attempted to play through.........*cough*....

The mod starts out 'seemingly' benign-enough; you start out in a very, very large plaza with skyscrapers all around you encumbered by some guards and civilians.

Once you reach a certain part of this aforementioned very, very large 'plaza'...all hell IMMEDIATELY breaks loose: Out of nowhere, for no reason.....a plethora of guards begin shooting you.....

You don't have a tenth of the ammo required to take them on; and no civilians in the plaza assist you....hence, you must IMMEDIATELY utilize the console and enter the 'sv_cheats 1' command to enable an 'invincibility' cheat as well as a 'all ammo' (impulse 101) cheat.

From this point of the game....until whenever the ending of the game is....I found it absolutely necessary to enable off and on not only the 'invincibility' and 'all ammo' cheat but also many, many, many times a 'no-clip' cheat: There were countless doors (inside the moving subway train, many, many other areas) that didn't open....countless plasma force fields that I could find no way to disable....hence I had to use 'no clip' cheats to bypass them.

There were aspects of this game that were BOTH SIMULTANEOUSLY very well-designed and very poor: The subway scenario COULD'VE been awesome....but to have had any chance at passing not only this level...but nearly all levels....much, much more ammo and weapons and healthpacks were required.

Combat was awesome, non-stop, exciting and relentless......but pathetically-unrealistically difficult without constant 'invincibility' and 'all ammo' cheats -- even when you had plenty of civilians aiding you during certain levels.

With the extreme surplus of 'script errors' and flaws that "City 7" presented (yes, I did have the latest patches installed) I rate "City 7 -- Toronto Conflict" a 3/10.

7

No plot, just another regular mod.
Русский:
Сюжета нет, ещё один обычный мод.

6

First off, let me say that a lot of the scenery was lost on me as I'm not terribly familiar with Toronto. I'm sure natives got a real charge out of it, though! That said -- glancing over some of the other reviews, I'm glad to see I'm not the only one who thought it was extraordinarily difficult. Now, I play a LOT of HL & HL2+. There were a couple sequences, mostly involving the nonstop wave type assaults where I just got frustrated and gave up for a while. I checked out a few walk-throughs and discovered that in one sequence I had missed an important supply locker which included health/suit kits, and I got through that bit OK. Now -- I THINK it's the final sequence, with the aerial gunship. I even changed the difficulty down to Easy, which I rarely do. I give up. You win, Combine. Just deleted the game folder out of sourcemods, and going downtown to join Overwatch.