AT 30,000 FEET... you are almost 6 miles (9.7 km's) above sea level. The human body is not made for these conditions. Temperatures can plummet to -60F (-51C), the brain is starved for oxygen and each step is a new experience in pure agony. It's difficult to breathe. It's difficult to think. It's difficult to move. And you still have to endure another 444 feet (0.14 km's) to get to the peak. So much for the good news.

STORYLINE: SURVIVE the SUMMIT ...The rebels are losing the battle against the strider onslaught that keeps growing. To help turn the tide of war you need to destroy the source of the Striders. That source is at the summit of what the rebels call, StriderMountain. There is only one way to get into the mountain geography and it's extremely dangerous terrain. The danger proves to be too much and you are forced way off target. Now, you must fight your way through the Combine Mountain Base Camp because it's the only entry to the mountain. As Gordon Freeman, you must survive the summit and destroy the source of the Striders.

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PLEASE INSTALL MOD and PATCH !!

(Source SDK 2013 patch in download section here;)
Moddb.com

When it still doesn't work then validate your game cache, and to set your Source SDK Base 2013 Singleplayer beta participation to 'Upcoming'.

Then the mod will work.


The team is pleased to announce the final release of StriderMountain. We hope you enjoy the mod.

A WalkThrough can be found here.
Stride...0home.html
StriderMountain: Survive the Summit on September 12, 2009

StriderMountain: Survive the Summit on September 12, 2009

News 11 comments

The Full Release of StriderMountain will be available for download on September 12, 2009.

Strider Mountain ... Pre-Release ... 02.14.2009 ... 'Nuf Said!

Strider Mountain ... Pre-Release ... 02.14.2009 ... 'Nuf Said!

News 33 comments

The Strider Mountain team announces a Pre-Release on 02.14.2009: The first 5 of 15 total levels.

Happy New Year!

Happy New Year!

News 4 comments

The Strider Mountain team wishes you all a Happy New Year! Stay tuned for some news real soon!

A Portal, A Podcast and a Poll

A Portal, A Podcast and a Poll

News 9 comments

a PORTAL... In the highly unlikely event that the mountain would ever be taken by enemy forces, the combine developed a complex exit strategy. One last...

RSS Files
Strider Mountain Patch - Source SDK 2013

Strider Mountain Patch - Source SDK 2013

Patch 10 comments

This patch fixes most issues related to engine branch incompatibility and is designed to run using the latest "Beta" of Source SDK Base 2013 Singleplayer...

all 23 Strider Mountain map (.vmf) files.

all 23 Strider Mountain map (.vmf) files.

Singleplayer Map

Here are all 23 original Strider Mountain map files,

(NEW) Strider Mountain Version 3

(NEW) Strider Mountain Version 3

Full Version 16 comments

There were several overlooked mistakes and bugs with the initial release but now in version 3 there have been many improvements. Read More for Change...

Comments  (0 - 10 of 532)
tjclifford
tjclifford

I just discovered Strider Mountain a couple of days ago.
Nice maps.

Is there a way to go back and re-do a map so we can get the download data,
then have that data still available when we go back to the current map ?
For example, if I forget map 11 download, and I get to the last map, it tells
me I forgot map 11.
So I load map 11, get the download, then load map 16_exit_portal, would the
game hold it's state, or would I have to go back to map 11 and play them
all through the end.

Thanks.

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SPY-maps Creator
SPY-maps

For at least a year now i have been thinking about updating all my (source) mods to the latest
version, which is Source SDK 2013 SP.

Because from time to time i keep getting messages from people who are not able to play them anymore,
because of the darn corrupting Valve updates. Seems Final Project is not playeble at the moment because
cutscenes crash of make the player getting stuck, (cutscenes don't end anymore).

This all will mean weeks of work, when i only stick to compiling all levels of all mods.
But there will be people who think / hope that i did rebuild parts of levels. Something i have been
thinking about at the same time. Which will mean months to a half year of extra work.

My main question is, is this worth all my time and effort,
and what do you think. Should i just stick to recompiling or also rebuilding stuff.

Please let me know what do you think, and why?
thanks and greetings,

Leon

Reply Good karma+4 votes
Hey2k4
Hey2k4

Is there anyway at all to get past the Jeep section? Hell, I tried spawning one in but it seems the ya'll have no front wheels.

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SPY-maps Creator
SPY-maps

A Valve update has caused these issues and it is strange that even spawning a jeep doesn't work. Guess the only way to go about it is for me to compile all levels with Source SDK 2013 SP as i mentioned above. That will fix things.
Sorry i still haven't worked on that, but i will do so soon.
Just click on "Mod Watch - follow" above at right side so you will get a message when i am done with it. Should not take long.

Leon

Reply Good karma+1 vote
Hey2k4
Hey2k4

Is there anyway I personally can fix the issue on my side by doing what you mentioned? Like, can I compile all of them on my machine so I can have it fixed on my end?

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SPY-maps Creator
SPY-maps

Thanks for asking, and you can indeed do this yourself also. I have uploaded all vmf files of all my mods (.vmf files = valve map files.) All you need to do is compile each map file (.vmf) and then replace the old .bsp files in the mod with the new .bsp files that you made (compiled). All in all it will be around 10 hours work or so, most of it is just waiting while your pc compiles.
You can download the vmf files of this mod here;
Moddb.com

Leon

Reply Good karma+1 vote
Hey2k4
Hey2k4

Thanks. I must ask though, which program do I use for this? I ask because there's quite a few Source SDK's.

Edit: Nevermind, I am dumb. I must use SDK 2013 SP

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SPY-maps Creator
SPY-maps

Yes indeed, it is really quit easy. Best is to read a tutorial about compiling because that is all you need to do.

Reply Good karma+1 vote
Hey2k4
Hey2k4

Sorry for bugging you but I have another question. I've figured a bit of it out. I open hammer, load a vmf, F9 and go through some options and it will compile, but is there a way to have it run down the entire folder full of maps? If not, do I just do each one and wait til its done then load up a new one? Also do I do the "loading" map files? All of them I do basically, right? Last one, when I finish and compile all of them do I basically just delete all the maps in the mod folder are and pop the new ones in place? Will that fix my saved game? I hope I don't seem too annoying with my questions but it is neat I am learning a bit about Hammer.

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SPY-maps Creator
SPY-maps

No problem at all, you can ask me anything you like or need. About the compiling process, you do indeed need to open each map seperatly in Hammer and then compile one. You can't compile them all at ones. This is because the map needs to be opened in Hammer before it can be compiled. And ones your done you just delete the old .bsp files in the Maps folder and place the new bsp files you made yourself in the Maps folder. I don't know if your old save files will still work, never really tried that myself.
success,

Leon

Reply Good karma+1 vote
Hey2k4
Hey2k4

Right so I seem to be havign a problem, I open hammer, select Half Life 2. Pop in the first map. Hit F9, now, I'm gonna screenshot my settings but so far each time I compile it starts not responding. I'm posting an image of my settings, can you tell me if they're correct?

I.imgur.com

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SPY-maps Creator
SPY-maps

It has been quit a while ago that i worked with Hammer for the last time, about 1,5 year or so now. So i am not fully aware of all settings anymore. But i see on your screenshot that under "compile/run commands" the top one about bsp is not 'on'. Maybe you need to click on that one and then try again. Let me know if this helps, otherwise you need to let me know again.

Leon

Reply Good karma+1 vote
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