“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 has just established communication with an old collegue residing in Toronto, Canada, now known as City 7. These communications lead to questions? What have the combine done with the CN tower? (a communication tower in core of Toronto) Was it destroyed or rebuilt? Did the CN tower serve a purpose during the alien invasion? Is there a rebel force in Toronto, and who will lead them?
City 7: Toronto Conflict is the first thesis project from the Game Design program at George Brown College . It is the policy of George Brown College not to endorse violence. We at the Game Design program respect this policy and understand the difference between real violence and video-game culture. We hope you enjoy this mod and follow the age rating advised for Half-Life 2. “
- Title: City 7: Toronto Conflict
- Author: City 7: Toronto Conflict Team
- Date Released: 14 October 2007
A walkthrough for this mod is available. It is in PDF format. You may be able to open this directly in your browser, depending on which one you use and its version or alternatively you can download the free Adobe Acrobat Reader
This mod features a bonus level of the downtown Toronto PATH system a network of underground malls that would take you to the Combine CN tower after the Combine processing plant. This level is unlocked after completing the game and viewing the credits.
Click on the thumbnails below to open a medium size image. WARNING: The screenshots may contain spoilers.
Check out FileFront Direct, it lists every file I have, for posts with non-working links.
31st October 2007
Half-Life 2, Single Player Mods and Maps
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18th November 2007
NICE MOD HOLMES, i used to live in T-Dot, but now im in NYC. Its kinda boring here and overrated, not like the mod!!
24th November 2007
Will have to wait to DL this one I guess, seeing as how all of the links are busy…(Might that be because someone “Boing-boing”-ed it?
http://www.boingboing.net/2007/11/22/toronto-as-a-halflif.html
(Sorry, don’t know how to do links on here…)…….
2nd December 2007
Where did you get the super gravity gun? I got the normal gravity gun but still got problem with those hordes of combines – I fought them for 10+ minutes but they finally get me.
What I have to do? Please help.
2nd December 2007
I have finished a walkthrough which is not yet on the main site, but should you require it please e-mail at roozbeh7(at)hotmail (dot)com and I will send you the full thing in word document. For now I will copy paste the last helicopter encounter.
Combine Teleportation Center (boss / last level)
59. Top yourself off by using the health and armour dispenser on the wall. Also grab the gravity gun and ammo on the table before you proceed.
60. Before you go outdoors you should see the last boss. He is in a super armoured helicopter. Firing your rockets at it at this point will not kill him but it is a good start. After making clean contact with your rockets, save and move outside.
As of yet you may find that this last part is impossible, but I guarantee you it is tested and is very doable without cheats. So if you are up to test your skills then here is the time to do so. The basic concept of the level is that there is a boss in a super tough helicopter which goes around the stage and fires at you with his machine gun. In the mean time soldiers will continuously rush you from all sides. Sitting in a corner and killing off the soldiers is not an option because their sheer numbers will never end. There are 3 anti air towers located around the area in a triangular form each has a long ladder leading to the top. By pressing “E” when beside one will allow you to man it. Using these you can slowly damage the helicopter. Each anti air gun has a range to target the helicopter. Since the helicopter always moves around the stage, you can’t always fire at it with one anti air gun.
61. There are 2 ways you can do this. One is to camp it out on one anti air tower and wait for the helicopter to come by and shoot it (going down and grabbing health as needed)
62. Or two, moving across quickly and shooting from different anti air guns until the helicopter is destroyed.
63. My favourite way of doing it is to run straight to the end and climb the anti air tower there. I immediately man it and start shooting at the helicopter. As soon as it is out of my firing range, I climb down and tap the health and armour dispenser in the corner. I climb the tower again and shoot at the helicopter when it is within range. When I don’t really need health and the helicopter is not within range, I try to stay off the ground and out of its fire and just shoot at the combine soldiers bellow. I keep an eye on the helicopter and as soon as it is within my anti air gun’s range, I fire back at it. I rinse & repeat till the boss is dead.
64. There are plenty of health and armour around to keep you alive long enough in order to destroy the helicopter.
65. Once the helicopter is destroyed the whole area will charge up and all the combine soldiers will keep dying.
66. Use this time to run to the teleporter.
67. The rest of the story? You just have to play to find out.
68. Oh yea, after watching the credits you can play the bonus level.
Edited by andyb to remove email link so spammers dont get it.
3rd December 2007
What a walkthrough! Thanks a lot Roozbeh!
3rd December 2007
Anytime, glad I could help. Thanks for playing.
6th December 2007
Mel, it really isn’t that difficult after you figure it out. All you have to do is crawl up a gun-tower ladder and just start blasting the chopper. There’s enough health and suit recharges to keep you alive. The super gravity gun is awesome for when you have to occassionally climb down to re-charge. I’m no spring chicken but I finished the mod without cheats…
BUT I AM NOW STUCK IN THE BONUS ROUND AND CANNOT FIGURE OUT WHAT TO DO NEXT. I AM IN THE AREA SURROUNDED BY WATER AND HAVE TRIED EVERYTHING. HELP!
Great Mod! One of the best HL-2 mods to be released. Ya gotta kill AND think in this one! Very nice!
Jack Reacher
6th December 2007
I have sent the walkthrough to planetphillip they said they would put it up. If you want it sooner e-mail me and I will sent it you.
meh, I’m gonna post the bonus level part here anyways. Read bellow *spoilers*
The First Canadian Place (stand alone bonus level)
1. Run straight forward till the walls fall and block your path.
2. Run back and the wooden wall will break and fast zombies will approach you.
3. Kill them all and go through the hole in the wall where they came from.
Walking backwards while shooting them will allow you to kill them faster and easier.
4. Go near the stairs and look up.
5. The glass above you will break and man hacks will rush you. Kill them all.
6. Grab the 3 crates to your left.
7. Move along and you will find yourself trapped within moving lasers.
8. Let one hit you and the explosion will turn off the shield and block the front path.
9. Go through the now disabled shield pathway.
10. Turn on your flash light and just to your right corner get the crate.
11. Keep on going left. You will hear noises and see head crabs coming out of the ground. Kill them and move on.
12. Lasers will pop in front of you, and you watch some zombies get blown to pieces as they walk past them.
13. You need to avoid the lasers this time. Crouch under the first one and break left.
14. If you want to go through the trouble. There is a small health kit on the other side of the lasers. Use jump and crouch techniques to bypass the lasers to there.
15. A part of the wooden wall breaks as a zombie approaches you. Kill it and continue on through the hole it made.
16. Hack the vent with your crowbar.
17. There is a combine turrets pointing at you and will shoot as soon as it sees any human movement. Before you crouch through, kill any combine soldier you see.
18. Take your crowbar out and rush the turret, immediately go behind it and hack it with your crowbar to drop it down.
19. Run to the right kill any combine soldiers you see. Go around back and kill the last combine soldier and drop down the drones.
20. Recharge your armour with the dispenser and pick up any guns or health kits that the soldiers may have dropped. Also pick up the gun on the table there.
21. Go back to the control center and press the 2 buttons there.
22. They will disable the shield further ahead.
23. The place where the head crabs are caged there is a shield containing the gravity gun. Turn off the shield by pressing the panel next to it and pick up the gun. The button also opens the doors of the caged head crabs so beware.
24. Kill all the head crabs and move on.
25. There is water in front of you and it has electricity running through it so hold “shift” to sprint and keep jumping till you get across to safe ground.
26. You can dodge or kill all the barnacles.
27. Get to the center computer and press “E” This will turn off the electricity running through the water and a large shield to one of the pathways in water.
28. Go through that pathway. Open the glass door and kill any zombies in water and office area.
29. Make your way to the broken stair case area and go through one of the doors on the bottom floor.
6th December 2007
In response to comment 60 by Jack.
It’s often the case that one player will dislike and/or find difficulty with a sequence only to find others breezing through it with no trouble, I think we have all done that.
So, in between my comment and that of Jack’s I have been back to the scene and played through to completion. I have to say that I still do not like the end sequence, it’s messy, longwinded and requires too much effort to down the gunship. I would have preferred to see the sequence better structured, it’s a great piece of design layout which is not used to it’s full potential. It would have been great to take on the combine first amidst the set design then progress to the gunship followed with maybe even more action before the end.
6th December 2007
Thanks for the comments/suggestions. We will be working on the continuation of the mod soon and a lot of these situations will be addressed along with implementation of new content, features, levels, music, sound, models, and textures.
Please keep an eye out for City 7: Toronto Conflict version 2.0
6th December 2007
Oh yea, thats Phillip for putting up the walkthrough, all of you who are having troubles with one of more part of the levels please see the walkthrough posted above.
If you have any suggestions, comments or others about the mod or the walkthrough please feel free to post
Thanks
8th December 2007
Please upload to fileplanet
8th December 2007
No, sorry. I don’t support them. I’ll try to upload to FileFront soon though. Which version do you require?
8th December 2007
No, sorry. I don’t support them. I’ll try to upload to FileFront soon though. Which version do you require?[/quote]
The walkthrough link doesnt work, can you please fix that?
Thanks
9th December 2007
Fixed
4th January 2008
Our story starts in Kleiner’s Lab with the teleport experiment going wrong again; only this time it transports Gordon Freeman to a different city.
Chapter 1: Lastman Square
After the beginning cut-scene, Freeman lands on his feet amidst one of the largest opening sets ever seen in a HL2 custom mod. This is all new stuff and no doubt taken from an actual location, guessing Toronto but having never been there I don’t know for sure. It’s also the cleanest city ever to be seen in any HL2 game, but then this is Canada.
As already stated, this is a large set that is well worth wandering around to both sight-see and pick up hints and weapons to help progress. However, be warned! It won’t be long before the Combine realize who you are. The design and layout of Lastman Square is a fine piece of mapping with a crisp and clean look to the surrounding buildings and a central formation of levels and meeting points with gathering citizens eager to converse.
You will need to fight your way through swarms of Combine once you set the alarm off taking whatever cover you can until you find the means to progress beyond the Square.
If the opening Chapter is typical of the design level and gameplay to come, then we are in for a great ride north of the border.
Chapter 2: T.T.C Subway (Toronto Transit City Subway)
Don’t you just love it when authors do something different? In this case, we’re presented with a unique piece of mapping set aboard the subway train of the Toronto Transit System. If anyone had said to me prior to playing the mod, “Look the story calls for a subway train journey with all the action taking place aboard a moving train”, I would have thought, it aren’t going to work. Well, not only did it work, but it works well, being packed with action, puzzles and climbing about with force fields, sensors, scanners and turret guns to negotiate through.
Again, the quality of set design hits the top order with an uncanny eye to detail. You can read all the details on the posted advertisement bills as you pass through each carriage. Equally the subway stations on either side of your journey are admirably crafted with that disused look and feel.
A very remarkable chapter both in terms of this mod and HL2 mapping in general. Valve please take note.
Chapter 3: Dundas Square
After the confines of the subway system, we are back amongst the large and open squares of City Toronto this time in Dundas Square.
The rebels are under attack with the massing Combine troops supported by gunships and armored vehicles. This is a short but intense level allowing plenty of room to maneuver against the Combine set once more below the backdrop of clean-cut Toronto architecture.
This is a well designed sequence which affords the player ample opportunity and room to take on the might of the Combine. The mod maintains its high level of design and gameplay by immersing the player in a frantic sequence full of action and combat.
Chapter 4: Vonge Street
This must be downtown Toronto with its older buildings knitted together by time and tradition with interior layouts from the original HL2 City 17 stressed out apartments. This level is street fighting of the 1st degree; hard hitting with swarms of Combine flooding the streets against the rebel forces. You will need to make your way room by room and the street, step by step figuring out a series of puzzles and encounters to progress along Vonge Street.
The gameplay is a rich balance of combat, puzzle solving and tough encounters against not just Combine troops and support vehicles but you need to find out for yourself what new foe is sent to impair your progress. Here again the set design and textures are of a high standard but with so much going on I doubt you will notice the surrounding architecture.
Chapter 5: Shuter Street
Shuter Street is a mixture of old and new, destruction and construction with the author seemingly embarked on a mission to cram as much architecture into his allotted space as possible. Nevertheless, the level works well with great attention to detail to what is mainly a climbing oriented puzzle sequence with the ever present Combine taking full advantage of opportune moments to mount attacks.
The backbone of this level is the very elaborate climbing layout that will test the players puzzle solving abilities along with jumping and balancing skills not to mention his patience at times. However, the overall effect is a feeling of satisfaction and accomplishment but then just as you think the level is beaten, the author unleashes another HL2 foe to set you back. Absolute great gameplay!
As with the entire Chapters so far into the mod, the quality of design enhanced with the richness of the textures make Toronto Conflict a cut above your average mod. We see so many mods that just pack as much mindless combat into any odd and rough surroundings that it’s so refreshing when quality such as this comes along.
Up until now, the level of voice acting has been adequate if nothing special with some of the accents geographically and theatrically misplaced. The woman giving hints in the Lastman Square sounded more like a ˜core blind me’ character from ‘My Fair Lady’ and the rebel in Dundas Square was straight out of the deep south’s ‘Gone With the Wind’.
Chapter 6: St Michaels Hospital
This is both a stealth and puzzle based level that gives a welcome slow-down to the pace of the mod. The puzzle is finding a route through the maze of rooms and corridors of the hospital now turned into a terror camp by the Combine. The stealth part is achieving progress under disguise without alerting the Combine’s suspicions to your true identity.
What results is a cleverly contrived level with a touch of uniqueness requiring a different approach from the player which I, for one, enjoyed. However, reading the comments posted here on PlanetPhillip, not all players appreciated the level.
Whilst the gameplay is different, the set design with its clinical textures are neither new nor inspiring. Nevertheless, it is still well designed with plenty of detail which help build an air of suspense as you make your way past and around Combine guarding every key point and force field. In some ways the puzzle part of the level reminded me of many HL1 sequences where you needed to find the next path to progress.
Chapter 7: Combine Renovation
Enriched with weapons, ammo and health from the largest Combine arsenal ever infiltrated by Gordon Freeman, we enter the metallic structure of the Combine stronghold.
It’s very much a matter of fighting your way through increasing numbers of Combine troops as wave after wave are thrown into the fray. The encounters are intense requiring the most effective selection of weapons whilst at the same time being economical with the ammo. You may need to change tactics with backing off or push forward to find a breathing space to consider your options.
The design and textures are typical Combine metallic surroundings with little in the way of new or inspiring design. There a few physical puzzles including a belt ride to navigate but the level has nothing of particular note to elevate it beyond a well orchestrated gun fest – that is until you reach the roof, where in the words of one of the mod’s level designers “things are mad”.
Up to this point I have nothing but high praise for Toronto Conflict but this closing sequence is nothing more than a pointless piece of mapping. There are hard end-sequences and there are ridiculous end-sequences and this fits the latter. The authors are quoted as saying that it’s possible to complete without cheating. All I can say is they should all be made to play through it in public. Please mod team, can we have a video showing how to beat this sequence. This then is the flaw in the masterpiece.
I may have been a bit hard on reviewing this chapter and as such forget to mention the unique design layout of the helicopter sequence; with it’s double level gantry construction and Combine gun towers aimed to bring down the helicopter which I found impossible to complete without cheating.
- A very hard end sequence.
- Poor voice acting in parts.
- Confusing opening sequence.
- Set design and textures of the highest level.
- Unique and varied architecture throughout the mod.
- Good balance of gameplay between action, puzzles and exploration.
Toronto Conflict in many respects is one of the best HL2 mods to date but it does suffer on a few accounts. Being a mod constructed by different level designers there are some inconsistencies from chapter to chapter with noticeable varying standards of design, content, detail and gameplay. On the plus side, this approach gives each level designer a free hand to develop and expand his ideas and designs without the burden of the full mod.
The end product in this case is a mixture of set design of the highest level with detailed content among the best seen. We also get a good variation of gameplay through each chapter as the different authors’ exhibit their expertise. Against this, there are at times a lack of continuity and a weakening of the story thread as we progress through the chapters such that I am left wondering whether there was any team discussion on the madness that was the final encounter.
I hope we get more from this very talented team, although similar project teams have disbanded with completion of studies and their first release. I recommend you play it now; however, I also recommend that you cheat with the end encounter. I can find no other way of completing the sequence which to me is a flawed ending to a great mod.
A flawed masterpiece of mapping
6th January 2008
Thanks for your complete and accurate review mel. You wanted to see the last level done without cheats and I did it for you
I did it under hard difficulty and only using one health source. Please view it at:
http://www.youtube.com/watch?v=OYAscC3ti9A
9th January 2008
Thanks Roozbeh, I am pleased you found the review complete and accurate, City 7 being my mod of the year for 2007.
I will respond to the video asap, however, I am knee deep in paper work with buying a new house, so not finding too much time for much else. Nevertheless I am very interested in the final solution.
Whilst on the subject are there any PP readers that have finished the end scene without a cheat, if so I would like to hear from you.
25th February 2008
28th February 2008
Played on normal and finished without a cheat (and without reading the spoilers or seeing the video) in the 5th try. First 3 tries were in the tower located closest to you when you get into the courtyard. Seeing that I was constantly getting killed by the combines before I could bring down the helicopter I decided to try another tower and it happened that I went exactly to the tower shown in the video. That tower is different – the combine shoot at you from a different angle and their AI is preventing them to moving to a more favorable angle so they weren’t so much of a nuissance and I could concentrate on the helicopter. On normal I only needed to make one trip downstairs to recharge. To me the final battle was of a reasonable difficulty for a final boss.
This is a very nice mod but quite uneven. Some sets are better designed than the others but they are all quite linear in some places and don’t feel as intricate compared to other mods. Still very nice gameplay throughout. I liked the scripted events in the beginning and had no difficulty figuring out how to get through it. And I also liked the accuracy of the architecture – I am a Torontonian myself
I very much enjoyed this mod and appreciate the efforts put into it – unfortunately I cannot give it the highest rating because of the bugs that I have experienced – in my opinion a top mod should not have such bugs. Let me explain.
First bug is the buggy going through the combine field on Yonge Street. I noticed this by mistake, as I was trying to kill some combines by bumping into them in one of the side corridors that also had a field. Came out of the corridor, tried the main field and it went through it as well. I was surprised but continued, finished the level and went to the next one. Given that whenever available I use the read the walkthrough after each level to see what I missed I did the same thing now and was really unhappy to see what I missed. Went back and played the level again the proper way so I can get the crossbow.
The second bug is in the scripted scene with the strider. I don’t know what happened first time but believe me there was no crate of rockets where it should have been – or maybe there was something blocking access to it, I don’t know. Spent a lot of time, tried all possible things then decided to replay the whole sequence and here it is! Not nice…
The third bug is when your weapons are taken. Being that am I quite stubborn I managed to get the super gravity gun – took it into my hands like any other object, got out of that room, put it on the floor, walked over it – I may have done it a few times but in the end it got into my inventory of weapons. Of course the first thing I tried it on was a stalker and the game promptly crashed on game – this is HL2 so the stalkers don’t have ragdolls and the game crashes when managing to kill one. So I continued through the level trying to avoid picking up stalkers which was quite hard as at times they sit next to combines. When I finished the level I read the walkthrough again and figured out that I should not have been able to do that at which point I got really pissed off. I bit more testing done by other people than the mod creators always helps guys!
Given the above problems I am only rating this
as I said it is a very nice mod but the bugs detract a lot from the experience.
28th February 2008
Thanks a lot for your feedback. Unfortunatly we only had about 6 guys working on this and we had a very tight deadline as this was done for a thesis project and had to be done in one semester. Some things were rushed to get finished and in the end we didn’t get a lot of new people to do the beta testing.
Fortunatly now, the team has got together to improve this to the extent we are all happy with and continue it on all the way to and on top of the CN tower.
We now have a much bigger team and the version 2 of the mod is in full swing.
26th April 2008
[Caution -- SPOILERS]
Awesome… one of the best hl2 mods I’ve played.
A number of memorable place designs. Maybe that comes of starting from real places?
I only regret that I have never been to Toronto (only Hamilton), so didn’t recognize the places from real life.
The modeling seems very detailed and true-to-life.Tim Hortons was one of my favorite places from visiting Ontario. What a kick to see it in the game — complete with donuts! That you can throw at elite combine.
The guards’ muttered conversations with each other throughout the game were pretty funny; made all the better by the fact that you were not forced to stay and listen to them.One nit is that in the really big open spaces, like the initial square, and the place you battle a gunship and APC, the game puts high demands on your graphics card. On my machine at least… a 2006 top-of-the-line business laptop (woop-de-doo)… polygons were dropping like flies. But I guess big spaces are one of the hazards of modeling after a real city.There were a couple of places where the action lagged. One was the square where you start; if you don’t follow the right NPC’s at the right times, you can end up wandering around pointlessly, talking to people before they’re ready to talk to you, and getting killed without a clue.
Another place was where you don the combine cop mask. (Actually, the first time I picked up that mask it became a crobar in my hand. Second time worked right.) I love the idea of disguising yourself as a combine (as in The Citizen … don’t know which came first). But that sequence seemed to go on longer
That said, City 7 overall is a great piece of work. The subway train sequence is one of the most engaging I can remember.
I would be happy to play this mod again in a month or two, something I don’t usually bother to do.
Merely plugging half-life 2 into real places is a nice idea, but that alone can produce some really boring and unplayable maps. City 7, by contrast, remains interesting and builds intensity right up to the climax.
Big kudos to the modeling / programming / animation team on a great mod, a credit to George Brown U’s Game Design program.
26th April 2008
Oops, forgot to finish one sentence:
“But that sequence seemed to go on longer than it held my interest.“
26th April 2008
Good mod, but not so enjoyable at times. The Start where you witness a rebellion is confusing, although parts like the subway and the section on the train are very cool indeed
The only real problem I had is the large pit near the end…. it ran about 10fps on my P4 3.2ghz 2gb DDR2 and 6600GT
25th May 2008
I’ve tried making maps of my house, my neighborhood etc in HL2 but I learned something. These places weren’t made for good gameplay.
25th May 2008
I played this a few months ago, and while not technically perfect, It had quite a lot of interesting ideas and places. It’s obvious that the quality is not uniform throughout the whole thing, so some parts stand out above the rest. There’s a lot of custom content, which is one of the things that actually motivate me to play a map or mod.
Architecturally speaking, I think there was a disconnection between the concept of some maps and how they were actually implemented. This usually means areas that seem too big because they are too empty.
Gameplay wise I thought the beginning and the end were too difficult, but most of it was enjoyable. The little generators with sparks in the street, the hospital area, the subway ride etc.
As with most maps and mods, it could’ve done with a lot of polishing in terms of lighting and texturing, which is step nº 1 towards getting rid of that too big/empty feeling.
I know how hard it is to make something like this (I can’t even model myself) so congratulations to the authors.
29th August 2008
Well, if you thought that this was difficult, then I don´t wanna know what you think about coastline to atmosphere… That was soooo depressing for me when I played. i almost quit playing it. As for this one, love the maps and the ambientation…
12th February 2009
I downloaded this months ago, but only just now played this excellent mod! I have nothing but praise for the creators. An awesome mix of gameplay in this medium-sized mod, including some supercharged gravity gun action… tucked neatly within the HL2 storyline. If you somehow missed this gem, then start downloading!
27th March 2009
I just got through playing this mod and I didn’t really like it. Without the walkthrough I would have never had finish it.
To many go this way,then go that way and lift you’re leg to fart. lol
I liked the “Combine Teleportation Center (boss / last level)”. That’s about the only part that I really liked.
I like a game where I can figure out what my next move is. This mod had to many moves!
16th May 2009
Anybody know of any alternative download links for this mod? The download links listed are dead.
Thanks in advance!
17th May 2009
I’ll update the post with some working mirrors. In fact they are uploading as I type. Stay Tuned for updates.
17th May 2009
I’ve updated the post to include two working mirrors (Without souncache), a PDF version of the walkthrough (for easy printing) and working thumbnails and working links for larger screenshots.
16th February 2010
A combat lovers dream. There’s run & gun and plenty of room for tactical gameplay.
If you have not played it, I recommend playing it now.
You’re in for some hard combat. Be cunning, be sly.
21st February 2010
I really liked this mod. There were plenty of “holy crap” moments, and lots of reloading, as well as some “what the heck am I supposed to do now?” sections which I always managed to figure out.
The only part I didn’t like was when I had the Combine suit on–it was kind of hard to see with the eye holes moving around on me, even though the mask is translucent. Also, after I killed the hunter-chopper at the end, it took me awhile to figure out what I was supposed to do. It seemed like it took me as long to figure that out as it did to kill the chopper…
21st February 2010
I am in the middle of this mod now it is hella good!
18th March 2010
awesome mod, very well played. i really enjoyed this. it had some very challenging areas and times where ya needed to stop and think, the pace was good and there was a clear objective. i really loved the WOW, kid in a candy store moment towards the end of chapter 6 in the hospital. open up the room door and WOW!!!!! i hung out in there amazed for a couple minutes Very nice work thanks
5th April 2010
I can only add my voice to those who have expressed their enjoyment of this mod. Several new and inventive passages which I have never seen before as in the hospital disguised as a city cop. The combat was pretty tough as I usually play on medium. The mod made you use your powers of deduction in places but you can do it without the assistance of the walkthrough. I found the ‘boss’ battle exciting but just a little hard. I had the boss helicopter down to the second co-pilot and he was down to his third pair of underwear but never could I finish him off – so I had to cheat just a teensy weensy little bit at the end. By that time the game and I had both bled each other white so I am not too guilt ridden. The extra content at the end is clever and worth a look. It is definitely a mod you should play first chance you get.
29th April 2010
I am not sure how exactly to set this one up. I’ve managed to get many a mod to work, but this one seems to be a bit different.
Do I merely put this in sourcemods or must I add this to the files in HL2?
Kinda confused here. Any help as to how to get this one working will be much appreciated.
29th April 2010
SourceMods folder. It may have its own installer–if so, it put it in the correct place for me (which is not on my C: drive).
29th April 2010
Thanks, turns out the download cut short and never gave me all the necessary stuff, hence me being confused as heck. XD
I got everything now, so I’ll give a review later on.
29th April 2010
Hmmm…
It runs fine, but I’m missing a lot of textures. I’m going to redownload this and hope that I get everything this time.
29th April 2010
I DLed it from the college’s web site (didn’t know about Phillip’s links for some reason). I had to babysit the download because it cut off after 20 minutes, just like things used to work…
1st May 2010
Yep, this is definitely one of my favorites.
Good use of puzzles, got fairly tricky at times.
I liked the first part, was a tad confused at first, but gradually learned what was going on.
I also liked that the beginning was a bit of a tutorial level. Don’t really see those all that much. Reminded me of the original HL2.
Enemies where particularly clever, often using cover and shooting me from high places. I had to use tactics to survive, rather than standard run-n-gun methods.
Loved that trap in the train. I lost a substantial amount of health to it, but continued regardless.
Final Battle was indeed tricky, but certainly doable. Super gravity gun definitely came in handy.
Give it a go people, you won’t be disappointed.
20th June 2010
I downloaded the game. I installed the mod. I open it up. Beautiful except. My HUD display is no present. I have tried commands in the dev console but I notice at the beginning of all of the commands (when the game loads) state that certain HUD files are not found. Is the download not working properly or was it something on my end? I put all the files in the SourceMods folder I have. Please let me know asap. Thanks again. Cant wait to play
20th June 2010
Please see this post: Get Mods Working.
21st August 2010
I’ve really been enjoying this game but I’ve been having a bit of an issue at the beginning of Chapter 7. When walking down the hall, as soon as I see the first combine come around the corner, the game crashes. Does anyone know how I might be able to fix this? Thanks.