STORY;

You get extracted in the sewers outside a big city that is controlled by the combines, although there are certain parts of the city that are filled with headcrabs and other creatures. You have to find and fight your way trough the sewer, over the railroad track in to the city. Once you're in the city your objective is to find the power plant and destroy it. It sounds easy but you will have to fight for your life before you get there.

Although this can be called a sp-mod it is in fact in sp-mappack, the content is 4 maps without any custom content and therefore you just need to place the 4 levels in to your maps folder, (please read the readme.txt that comes with the download.)

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NEW INSTALL INSTRUCTION

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This 4 sp-maps mappack is 13 years old and over time many things have changed due to Steam updates. Which makes that old mods and mappacks don't work...

Leon SP-mappack

Leon SP-mappack

Full Version 7 comments

This is a rather old but never before on Moddb released HL2 sp-mod that contains 4 large sp levels. it can also be played with HL2 ep1 and or 2.

Comments  (0 - 10 of 26)
SPY-maps Creator
SPY-maps

Learning mapping on the Hammer editor for instance isn't that much of work. In 1 hour you are able to make rooms with in it lights, npc's, weapons, etc. A fully playable world so to speak. You only need to watch youtube video tutorials and do exactly what they show there. And it is really fun, but, not for everyone, that is true.
And i am fully done with the HL universe, so i don't think i will ever make something with it again, also not in other engines. Just made so many maps with it. Only when Valve release a real HL3, then i will come back lol.
But, that will never happen...

Leon

Reply Good karma+1 vote
hardhead970
hardhead970

Leon, I want to thank you for YEARS of Half Life good times! Thank you man.

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SPY-maps Creator
SPY-maps

Thank you, was always a great pleasure to make "stuff".
A shame that it had to end, but after 14 years it just had to.
greetings,

Leon

Reply Good karma+1 vote
SPY-maps Creator
SPY-maps

The "graph is out of date and rebuilding" thing has to do with the .ain files that do come with a map or mod in the "graphs" folder, (in the maps folder). A lot of mapper/modder forget or don't know that they have to add them and that is why you get that "graph is out of date and rebuilding" message. It is not a big thing but it shows the mapper was not aware of what he had to add all. The .ain files have to do with the paths that the npc's (bots) can walk on. At the start/loading of a level these paths are loaded to in the engine so to speak. And when the .ain file is missing then the game engine has to make them himself. That is all. About doors etc being bright white sometimes till you shift your view a bit. I do remember that error or bug and i knew what did cause it but it has been years now that i mapped with Source that i forgot what it caused it. When these maps were released that bright white effect was not in it, but as i said, the maps are 13 years old and makde with Source 2006. Over the years Steam has updated Hammer and the Source engine at least about 6 times and each time major things changed. So i assume that bright white effect has caused by these updates or the fact that they were made on Source 2006 and now run on 2013 Source.
When you see Loading on screen then a new map is loading. Although it looks like you spawn in the same map. This i did on purpose. Say map 1 end in a hallway, then i start map 2 with the exact same hallway. But you will see that it is not possible to walk backwards back to map 1. Which is in all official Hl2 maps and most HL2 mods possible. I always hated that, because before you knew it when you walked around the previous map spawned again, and you had to spawn back again to the new map. All my later mods/maps are better qua level design, specially these first few maps are indeed very claustrophobic. I tried to build indeed a whole town on a as small as possible place. That is also why some places don't look that realistic at all. But as i said before, this mappack was more a test for me to see how the editor worked and what was all possible. And at the same time to still make a few as decent maps as possible. My later mods are much better if i may say so myself. Specially my last Ep3;The Closure mod, which i worked on for 5,5 full years, and which takes around 20 hours or so to play. Personally i think that that is my best mod, at least Source mod. But my other 3 Source mods are also quit ok. And about the difficulty. I assume that because you play HL1 on Hard you are used to hard combat, and that is why these maps are quit dull in combat to you. I didn't do anything to the strenght of the enemies. They have the original settings qua weapons, ammo health etc. In fact, most people complain most of the times because they find my maps/mods to hard. Because of the many enemies placed, and how they attack. I love to let them attack the player in different ways, which makes them harder to kill. One of my famous ways is to place the attack point behind the player, lol. So the enemie has to run through the player so to speak to get to that point, while he is shooting at the player. Normally the npc's in Hl2 take cover, but this way they keep pressuring the player while they attack him. Such fun to set such fights up!

Leon

Reply Good karma+2 votes
Ravensholm
Ravensholm

I have to say I spoke to soon about it being too easy. I was at the point right where you go down the corner stairs with two ammo boxes and the moment you step out the door you are confronted with a dozen or so Combine soldiers. Retreating back to the hallway I was able to dispatch them easily enough one at a time and with cover, but when I initially rushed out the door I got slammed and had to reload. ^_^

The fire fights from then on were better, but I noticed a few things. The path finding was off. A few times there would be a short lull in the firefight and some soldier just walks on by like Dora singing "Just keep swimming. Just keep swimming. Just keep swimming, swimming, swimming..." even though I am shooting at him and either a car hit box is blocking the shot or it hits the wall next to him, but it does not phase him in the least until either he finally turns and or I hit him. And then there are times the soldiers are just standing facing the wall for no apparent reason. There is no window there or anything.

The white walls and doors was rare, so no worries. I mean if it can be fixed for others than by all means, but it is all good. I preferred the map style, minus the hang ups on certain objects like the one I previously mentioned and at the very end where you get hung up on things and die...

Also the text for objectives could of lasted a wee bit longer and or had an objective button you could look at. A lot of the time it went by faster than I could read. Either I was currently fighting or my attention was else where in the game.

All in all it was a good game however and I am glad I actually downloaded it and I will try the others that you have made. May I ask how long it took you to make this particular mod and did you have any prior experience with HL2 or HL1 or work on any other games or knew how to code prior to this mod?

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SPY-maps Creator
SPY-maps

As i already mentioned was this my first HL2/source mod so it was all new to me. That is also why the combines do act sometimes funny. I just placed them and made some of them run to a certain point and attack from there on the player. Only later on in other mods i started to learn what i all could do with combines and there attack modes. Which makes them behave much better, still, that came i believe in my 3th or 4th mod. And, it has to be said. HL2 is about 14 years old and back then the AI was not that good, certainly not in HL2. The text on screen was indeed a lot of time to short to see or badly placed, so it was on screen while the player is in a fight which makes he can't read it at all. All beginners mistakes, lol. Before my HL2 mods i made sp-mappacks with games as MoHaa, COD 1+2, Prey, SoF2, Duke Nukem 3D and Shadow warrior. So overall i already had quit a good mapping experience. I kept mapping with HL2 (episode2) for about 13 years or so. I stopped 2 years ago, after i released my 5th mod called Ep3:The CLosure. by far the biggest and best mod i made, when you ask me. Although many people find Strider Mountain and or Coastline to Atmosphere better. But that comes because those are build only out of HL2 assets. With ep3; The Closure mod i used very much new content. New models, skins, textures, sounds, etc. So for many people it didn't feel as HL2 anymore, and that is why they liked it less as my previous work.
The last 2 years i have made maps with games like Far Cry 5, Dying Light, Broforce, Serious Sam Bogus Detour.
Currently i am looking in to the Unreal ENgine and see if i can make my own indie game. Will probably first a small game, a top down shooter or something.

Leon

Reply Good karma+1 vote
Ravensholm
Ravensholm

Well the map was pretty good for a first attempt or even several. Only those minor hiccups and most of them probably unavoidable. If I even had half the talent you have I would be spitting out side stories of HL2 myself, but that just is not going to happen. I would assume it takes months or years to create a decent mod. The guy who made Minerva for HL2 was supposedly hired by Valve. I bring this up because his text across the screen did not always come at opportune times either. ^_^

All in all I am impressed, with the only real downside to this mod is knowing how good you are at creating, but you stopped making for HL2 entirely. A real downer. ^_^!

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SPY-maps Creator
SPY-maps

Thanks, and a lot of hard core Hl2 mod players found it a shame that i stopped. But, after 13 years of daily modding and 5 large mods i simply had to stop. But, you still have those other mods of mine to play, so you are still good for at least severel week up to a few months of playing my stuff, lol.

Leon

Reply Good karma+1 vote
Ravensholm
Ravensholm

This is true. ^_^ Have you ever thought of doing a return, either as the state of the HL universe is now or only after an Episode Three or HL3 makes an appearance? No drive to continue on with the HL universe yourself at all?

Speaking of modding I see a map pack or something in a mod or two of yours regarding taking a look at, but not to steal. What is that for? To see how you mapped and or made triggers in the game? Or is it somehow an actual tutorial in a sense or have you made any HL2 mapping tutorials on YouTube?

And if I may be so bold you, are a real jerk for making the train sound all the way at the end of tracks in the beginning. I knew a train could not come that way, but the first and even the second time, although already knowing it would sound, still got me looking back. ^_^

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SPY-maps Creator
SPY-maps

Well, have thought about mapping on with source, but problem is that i used the original assets, weapons, npc's, textures, sounds, etc. already so many years that they are simply no fun anymore for me to work with. That is why my last Ep3; The Closure mod has so much custom made content in it. Also is the editor and engine getting really old, there are so much better programs around now. And your second question, i assume you mean the .vmf map files that i released of each of my mods. I did release them so people can see how i made things, and indeed as tutorial for people. Thought about making tutorial video's, but that also takes a lot of work and time. So i decided not to do that but stick with mapping. And your 3th question, about the train and sound i don't understand, sorry.

Leon

Reply Good karma+1 vote
Ravensholm
Ravensholm

The train sound you made it as a jump scare of sorts. You hear a train coming and of course you are going to look being afraid to get run over. It was not done by accident I know. ^_^

I still find the HL2 engine to be adequate after all these years. It still looks nice and can still do amazing things out of the box, even with the original HL, plus I am sure you can fiddle with code to make other things work. But if you have no motivation or fun with it than I understand. Although I do not understand having to keep learning new programs over and over again when you keep switching game engines how that would be fun.

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SPY-maps Creator
SPY-maps

A yes, that train sound at the start of map 1. Don't know anymore why i added it, thought it was just fun i guess.
And learning new engines and editors is really fun, and not that hard at all ones you have experience with editors. The real fun is being able to work with the newest games, because they have such awesome assets to play with. That is what it is all about. To have a full box of models, sounds, characters, textures, etc, to make new worlds with.
Mapping only gets dull to me at least, when i have used the editor and its assets over and over again till they have no real mysteries anymore.

Leon

Reply Good karma+1 vote
Ravensholm
Ravensholm

I understand. I just wish I could be motivated to spend time to learn such a program and techniques. But I am lazy and forgetful. Two very bad qualities. Still I would think sometimes the fun can be to see what you can scrounge up when creating on an older game engine as well. Ever thought of doing a HL universe tribute on another game engine? ^_^

After this I wont bug you any more as it takes time away from your creating. It was good talking to you though. I am sure I will comment on your other games.

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