
A singleplayer mappack – a whole episode, but almost every map is made by a different mapper (beginners and experienced) without knowing the other maps, with only given entrance and exit areas, so that all the maps could be joined in one big episode.
- Title: CWC Mappack Initiative
- File Name: hl1-sp-cwc-mappack-initiative.7z
- Original File Name: cwc.zip
- Size : 10.5Mb
- Author: CWC Team
- Date Released: 01 October 2002
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1st January 1998
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16th September 2007
Hi, stuck again. Im at the part after you kill the xen soldiers in the office area then run into the three guards. Ive gone down the next hallway activated the two buttons,
I hear something like an elevator or a door but nothing? Is this the end or did i miss something? Ive gone back and tried every door and elevator but nothing opens!
Thanks
IDM
17th September 2007
Map number?
17th September 2007
andyb
I belive it is map #2. Its the same map that has the basement with the developers pictures in it.
I retraced my steps to a hall with a transport (light, beam) in it. When I step into it, it puts me in mid air on the cliffs?
18th September 2007
If you mean the spot with with the names and pictures in a big room I believe thats the end.Although it wouldn’t be map 2 as there are 17 maps.
18th September 2007
Sorry about that, yes thats where I ment.
Thanks for your help andyb, I appreciate it.
IDM
4th November 2007
This was a sweet map pack, A bit hard to figure out at times
18th November 2007
Good maps by eight different mappers, strung together to make a credible mission.
Design and gameplay is of a high standard throughout, with plenty of variety.
1st April 2008
Im stuck on map2 where you climb back up the ladder and have 2 grunts to kill and there does not seem to be a way out of the little hallway only a flashlight and a dark square where the light points to tried everything?
2nd April 2008
there’s a small elevator in a corner. up there, a button opens the door near the square.
so far, so good (except the annoying doors in the first map).
2nd April 2008
now I see what you mean, could be a bug
the readme says there’s a problem with map 2 changing to map 3, but nothing about going back from map 2 to map 2a2. I’ve already loaded another save and nothing happens.
darn, I’m stuck, too!
3rd April 2008
Stuck on Peter map3 killied eveyone then pushed the hand button in the crawlway can hear it operate something but can’t find it?
5th April 2008
Ad3 I had the same problem.I finally got through after about 5 reloads.The same thing happens a little ways on also.
Micheal there are 2 butons.One is in the center building too.Also you must deactivate the security using the console back down the hall.
5th April 2008
If you have trouble going from map 2a2 to map 3 because map 3 won’t load, I’ve found the following worked for me:
1. Save where the map should load, at the dead end beneath the tall ladder.
2. Manually load map 3 by typing “map map3″ in the console. You’ll lose your inventory temporarily but that’s okay.
3. Immediately turn to the left and take the first passage on your left, to get back to map 2a2.
4. Map 2a2 will load. Turn around and map 3 will load.
5. Load your saved game. Now that map 3 has loaded once, it should load automatically.
6th April 2008
That was not a problem anymore, but: “going back from map 2 to map 2a2″..
never mind, I deleted the mod anyway
12th April 2008
Stuck on map 5 don’t know where to overide the security system killed everything?
13th April 2008
If its with the red lasers go back track a bit and another door will be busted open with a switch inside.
13th April 2008
Thanks andyb
13th April 2008
It’s map 5 where the helicopter pad is and the railway car and one area has green lasers but door will not open and a couple of more doors that have security access?
14th April 2008
Never mind got it now is the room with all the names and pics the end?
14th April 2008
Stuck on map 6 after the guards kill the 2 beasts you go down the hallway activate the panel with 2 buttons go in get the grenades but nothing else opens?
15th April 2008
“Is the room with all the names and pics the end?”
No. Go through the “cafeteria” door. If you haven’t turned off the laser barrier, the controls are back down the hall past the dead security guard, in the little room with the burst pipe.
“Stuck on map 6″
Congratulations. You’re done. Go to the second (middle) floor. Remember where you first came to map 6 by teleporting? Down the first hall and to the right, there was a closed door? It’s open now.
15th April 2008
Thanks now when I go through the teleporter to map 7 I’m stuck in the air has to be a bug.
16th April 2008
I think that’s the end.
24th June 2008
Either it’s too buggy or I’m too stupid, but there were many places in this map pack where I was completely stuck. It seemed like doors that were supposed to open didn’t, preventing further progress. I noclipped so I could search around for any buttons or things I might have missed, but didn’t find any: it seems like the acknowledged bug in the map 2->map 3 transition is present in other level transitions too. It’s a shame because between the bugs it’s good fun.
21st July 2008
The beauty of collaborations is the fact that you get to see and experience so many different styles in one place.
All seventeen maps by eight authors are very different yet very satisfying to play through.
These aren’t your average map packs either, as most of them are very elaborate with a smart layout of connecting corridors and new areas with barely any backtracking; thereby eliciting a sense of progression and succession. Some authors like to throw in some puzzles, others like to rely on plain ol’ good mapping and firefights and others will bait you embarrassingly, Half-Quake-style.
Minor quibbles include things like missing a critical jump/platform or such, but I didn’t encounter any map change problems (of which some are awesome, by the way).
Whatever the method of design, it all works together very well to bring you a synergistic map pack.
26th October 2008
Two questions:
I’m stuck in map Peter_1 (see: [IMG]http://i38.tinypic.com/8x0b47.jpg[/IMG])
How do I disable the lasers? No door wil open, so I can’t reach anything… With the ‘camera’ I can see another room with two guards, but I can’t find (or enter?) that room…
@ Klunkfish (or someone else): cheats don’t work for me in Cwc (in other games this is no problem) so I can’t noclip for searching that room (and enable the lasers?)
27th October 2008
Shoot the little yellow button at the terminal behind the lasers.
27th October 2008
Strange… image does not exist … (after 1 day ??) However: new link: http://i36.tinypic.com/25hk685.jpg
Shoot the yellow button (see image) doesn’t work.
But, I am back able to noclip. CWC didn’t like cheating I suppose: normaly I start the game with this shortcut:
hl.exe -dev -console -game cwc
and normaly (in other mods) this works fine for the cheating… but not in CWC. I had to bring down the console, give in: sv_cheats 1 and enter.
After this I had (in other mods) to type in noclip, but in this mod I have to type in /noclip
But: this system works ( enfin, from time to time)
So I know there is a door behind crates, I could crash one crate (not the others) and then the door wouldn’t stil open. With noclip I went through the door.
This mod is a fine mod, but it is really buggy …
27th October 2008
There’s another button, at the terminal, not a light but the kind of button you push. It’s hard to see because the portal periodically obscures it.
You’re supposed to come through the door the other way later, although you won’t need to if you already found the security card. To do justice to the authors of the mod, it is possible to play without cheating.
28th August 2010
chuck a grenade at that control panel. This part is really non-intuitive though.
21st November 2011
“Im stuck on map2 where you climb back up the ladder and have 2 grunts to kill and there does not seem to be a way out of the little hallway only a flashlight and a dark square where the light points to tried everything? ”
Your not supposed to go back… after you teleport from the Xen world with that scientist, just press the little computer controls there and it will open the red door.
23rd November 2011
Some areas of this mod where annoying, getting stuck and backtracking back only to find that when you load into an old area, you can’t go back. Apparently the only time your supposed to back track is in the last mission (map7), when inexplicably a door opens thats to the right of where you first entered it. Which teleports you to a nice view
The map had some good level design though which sort of redeems it, and seeing that all of them where made by a different mapper is a little surprisingly, I found that it really did add to variety. There was one unintuitive part where you have to throw a grenade at a series of computer servers even though the mod doesn’t tell you anything about it. And the last mission has this annoying tendency of spawning large amounts of monsters instantly. But apart from that I would say its worth a look if you’ve played the good mods already.
8th May 2012
Great mappack with everything needed to satisfy (almost) any kind of players.
That means: there is action, there are puzzles and there’s great design – not everywhere but mostly. If only there would be a theme, like a story which all mappers (8 in total!) would have combined with their maps.
It’s hard to describe it the whole mod in words as it’s so different due to so much variety and different tasks.
Whatever, it’s definitely worth playing!
Pro’s:
-Lot of variety in leveldesign, nice mix of action & puzzles
-Often excellent mapping, architecture and lighting also new stuff like models
-Good balancing (maybe a bit too easy in combat, and some harder puzzles)
-Some very cool scripts
-Every HL weapon available, also lot of ammo and more than fair health + HEV stuff
-Some nice puzzle designs
Con’s:
-Many bugs like triggering scripts, mapchange, graphics, clipping etc.
-No story
-Can be confusing, frustrating as you “never” know what to do next, no hints
-Some tougher puzzles can be too hard
-Some mean enemy placement (or large amount of enemies, but there’s more than enough ammo)
-Some design oddities like semi-hidden keycard for example