
Here is another short map from Miigga.
It’s no different from the others posted so far; keep going until you find the end.
Plenty of action in this one.
No story, no clear objective, bu fun nevertheless.
- Title: Coolmission
- File Name: hl2-ep2-sp-coolmission.rar
- Size : 4.76Mb
- Author: Miigga
- Date Released: 22 August 2009
- Source: Interlopers Forum
Linking directly to the PlanetPhillip, Modsite and GamesModding Direct Downloads will not work, please link to this page. Thank you.
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- Copy gm_coolmission.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map gm_coolmission.
- Press enter/return or click the Submit button.
- Play and Enjoy.
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots may contain spoilers.
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14th September 2009
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14th September 2009
There’s a few spoliers in this review.
Visuals
The few of Miigga’s maps that I have played recently seem to have a similar “feel” about them. I suppose that could be said of all EP2 maps set underground but these really seem similar. That’s not a bad thing becasue I like the atmosphere he creates.
Gameplay
This is generally a fragfest, with the usual “collect a few keys” mechanic thrown in. There’s a room where all the lights go out and I am getting a little tired of this particular idea.
I had one problem when I fell down the shaft, in that I kept dying as I hit the ground, combine with the fact that the autosave was as I was falling made it more frustrating.
Another problem I had was that I had already collected a key at the top, so when I found another one and it said “You have found a key (2/3) I didn’t think anything of it, until I found key (3/3) and nothing happened. Eventually I found key (1/3) and managed to progress. Little more beta testing need there, me thinks.
Layout and Design
The layout is comlicated enough to remain interesting but not too muc that it confuses you.
Summary
Too short and isolated. I wonder, and I am sure others have too, if it wasn’t possible for the author to join all his maps into something bigger. I still enjoyed it, but as part of soemthing bigger it could have been much better.
Explore, kill and repeat.
14th September 2009
But play it you must – good fun combat. I always think finding keys is tedious though.
14th September 2009
I can’t rate the graphics, as my hl2:ep2 gets a strange error with hdr, everything is far too bright and cubemaps looking strange. Does anyone know how to fix that? (I got it also on miigas other map, but not on it’s ours now)
gameplay:
it’s ok, nothing worldshaking.
The dark room area was quite nice, but all my enemies standed still in their doors instead of ambushing me.
There are some logic mistakes like the elevator going upwards a few metres and that just for a shaft?
Also when I picked up just two keys I already got the message 3/3 keys, and I wondered why that door won’t open?
14th September 2009
I had to type buildcubemaps in the console to sort out the glowing white objects.
The key message refers to the number of the key you picked up. e.g. 3/3 means you got the third key of a total of three, now find the other two! It confused me at first as well.
14th September 2009
Like Jasper said, the key hunt is not much fun, especially when those things blend into their surroundings so well.
I think this map needs more consistency in its doors. There were 2 types of doors, wooden and metal. The metal ones were only used by Combine and the wooden ones were sometimes locked and sometimes not. However near the end its a metal door you need to open with the keys that earlier opened wooden doors. You need to keep things consistent or the player will get confused. Marking doors in a certain way allows players to understand how they function and makes puzzles go from “what did that key do?” to “I know I need this key, now where do I find it?”.
The lighting and texturing was good for the most part, except in the blackout room all the props started out black. I would also suggest maybe some source of light in that room, even if it’s just a faint glow from the electronic equipment.
Enemy difficulty level was fair, except for the start where I got nailed because I didn’t know they’d come through a door behind me. They also had a tendency to just stand there and shoot me. The levels need more interesting environments for the soldiers to use, like side rooms and multiple routes, changes in elevation, etc.
Miigga clearly knows his/her way around Hammer editor and pulls off some neat effects, but could really benefit from looking at how space affects gameplay.
15th September 2009
What if any thing happens after you have got all three keys?
15th September 2009
The door at the end of the corridor opens.
15th September 2009
Not an easy start, but then I thought of blocking the soldier’s entrance with barrels…
26th September 2009
Played through this one again and finally got around to finishing it.
Whilst it played ok, it was nothing special just a series of Combine encounter set within tight areas, as such it never reaches any high degree of excitement in gameplay or set design. However, if this is an early attempt by a new author then it shows promise.
5th March 2010
Fun, very short map.
I didn’t have a problem with the keys, though the numbering was confusing (I found #2 first).
1st May 2010
This was okay, the fights were quite challenging and this time the puzzles were a little frustrating – the key numbering is to blame for that, or perhaps their location which like others, I found number 2 first.
Once again my graphics include blindingly white textures on certain things, not sure why.
Still, good looking map, well made. Needs less industrial-hum background noise while searching for that last key…